Baldur's Gate II FAQ/Walkthrough v8.72
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Baldur's Gate II FAQ/Walkthrough

by Dan_Simpson   Updated to v8.72 on
                     Baldur's Gate II: Shadows of Amn (PC)
                     & Throne of Bhaal (BG2 Expansion, PC)

                               February 19, 2003
                                  Version 8.3

                        Written by:  Dan Simpson

                  Use this subject:  Baldur's Gate II v8.3

               (emails with improper subjects MAY BE DELETED!)

                                 Email Policy: (read before emailing me!)
          Got a question?  Check the Frequently Asked Questions section
          first (it's after the walkthrough) to see if your question is
          already answered.

          If you see any mistakes, or have anything that you want to add
          please email me!  I will, of course, give you full credit for
          your addition, and be eternally grateful to you.  Email addresses
          are not posted in the FAQ, unless you specifically state that
          you want it to be.

          Finally if you are on AOL and want a response from me, make sure
          that your email is accepting from Hotmail (webmail).  I have gotten
          way too many emails returned from AOL with a message that the
          person wasn't accepting from Hotmail.

You will find the most up to date version of this FAQ at:

I also have an Item List FAQ & a Class FAQ both of which you can also find at

If you're having any sort of technical problem with the game, there are some
patches you should consider getting:


If you have serious BUG issues with BG2, this page will be your Bible:

Throne of Bhaal, the Official Expansion to Baldur's Gate II is out.

All the significant Unofficial Add-On's (many of which are top-notch) can be
found here:;action=display;threadid=4571

If you need a walkthrough for the Unofficial Add-On, the Darkest Day, you can
get Suburban Jub's fine walkthrough here:

The new "romantic" NPC Kelsey can be gotten here:

Dungeon-Be-Gone allows players (specifically, veteran players!) to skip
the start dungeon. They get all of the items and a representative amount
of XP and gold for the trouble.

Flirt Packs add expanded romance content to the Bioware NPCs (currently
just Aerie and Jaheira but Viconia and Anomen are in development)

Special Thanks To: (see Final Words for a lengthier list)

  Steotia, Craig Gibbens, Rabbit, Aleph, Death Crow, Jeremy Treanor, Grack,
  Geoff Ulreich, Boogie, Souma, Blackhawk, Greymane, Vash, Max Chen, Taganath,
  Chris Emery, ShirouKyoji, Tim Lou, Kevin Logan, Ken Baker, CJayC, Wai Chu Yu,
  P.K., Willis Su, David Weldon, Ken Adams, Cyrille Artho, Hector E. Meza,
  SpookyScarecrow, Mishael, Matri, Henning Roes, Travis Archer, Jonathan
  Zimmerman, Redd Barren, Rick Harder, Rakhiir, David Lyons, Edward Adams,
  Gabriel, Pedro R. Quaresma, ShirouKyoji, ANDY, Adar, Rolander, JP, Dominic,
  Dranyth, Juky & 649 of 711, Kevin Chung, Ryan Brady, David Haire, Robert Pay,
  Nick McIsaac, jayhc, Cornelius Chesterfield, Mike O, Snark, RCL,
  James Prieels, Sarina, Per Jorner, Moby, Brad Beacham, Phobia, Pieter
  Spronck, ROB, Harry Smith, Chris Norman, Jafar Sadeq, Jason Cha, Alexander
  Ferguson, Brian Brus, alexcool, Marc Oliver, Tetrazome, Alex Malano, Khadgar,
  Alan Cherry, Andrea Nicoli, Paul Dickinson, SloppyDogg, Gunslinger, John
  Knudson, Brian Camley, John Winkleman, GOOD_ASH (Brian Phillips), Accord, Ard
  /Eathlon, Brawny Lam, Daniel Pang, Clayton, James Victor, Vladislav Brkic,
  Sergio Le Roux, Tim Marshal, Miguel, Doug Scheurich, Dave Loveland, CY Lee,
  Braden, Konstantin, Jeremy Hanson, Corvus Albus, Gareth Embrey, the Maxx,
  Lani Weaver, Michael Schneider, Carl Pettersson, Xander77, Alessio Ronchi,
  Xar, Andrew Scarvell, K.C., John Howard

  Anyone who emails me with nice things to say, you are appreciated!
  And last, but not least, thanks to Bioware for making such a great game!

This FAQ looks best in a fixed-width font, such as Courier New.

This Document is Copyright 2000-2003 by Dan Simpson
Baldur's Gate II is Copyright 2000 by Bioware/Black Isle/Interplay
BG2: Throne of Bhaal is Copyright 2001 by Bioware/Black Isle/Interplay

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

What's New in 8.3:
    Added the ForgottenWars unofficial add-ons to the Notes section.  Added
    two notes from John Howard, one on an easy way to get the "bonus" merchants
    (in the Introduction) the other on the Underdark Soul Gem.  Added a topic
    in general strategies on magic weapons.

  For a complete Version History, check out the Final Words Section at the end
  of the FAQ.

                              Table of Contents:

  I.       Introduction
  I2.      Throne of Bhaal Information
  II.      What's New in Baldur's Gate II
  III.     Creating a Main Character (or a Party)
  IV.      Companions
  V.       Gameplay Strategies and Tricks
  VI.      General Monster Fighting Strategies
    VI.1   Golems
    VI.2   Demons
    VI.3   Undead
    VI.4   Dragons
    VI.5   Enemy Spellcasters
    VI.6   Beholders
    VI.7   Mind Flayers
    VI.8   Werewolves


  1.       Chapter 1: Irenicus' Dungeon
    1.1               Irenicus' Dungeon Level 2
  2.       Chapter 2: Waukeen's Promenade
    2.1               The Slums
    2.2               Between Areas
    2.3               De'Arnise Hold
    2.4               Windspear Hills
    2.5               The Planar Sphere
    2.6               The Graveyard
    2.7               City Gate
    2.8               The Bridge
    2.9               Government District
    2.10              Umar Hills
    2.11              Temple Ruins
    2.12              Temple District
    2.13              The Sewers
    2.14              The Docks
    2.15              Trademeet
  3.       Chapter 3: The Guild War
    3.1               Working for the Shadow Thieves
    3.2               Working for Bodhi
  4.       Chapter 4: Brynnlaw
    4.1               Spellhold
    4.2               Maze beneath Spellhold
    4.3               Escape from Spellhold
    4.4               Sahuagin City
  5.       Chapter 5: The Underdark
    5.1               Ust Natha (Drow City)
    5.2               Beholder City
    5.3               The Illithid Lair
    5.4               Exit from the Underdark
  6.       Chapter 6: Back to Athkatla
    6.1               Three New Areas
  7.       Chapter 7: Suldanessellar
    7.1               The Nine Hells

 X1.       STRONGHOLD Walkthroughs
 X2.       The Limited Wish Adventure

Throne of Bhaal Walkthrough

  1.       Watcher's Keep
  2.       Grove of the Ancients
  3.       Saradush
  4.       Gromnir
  5.       Yaga Shura
  6.       Amkethran
    6.1    Sendai
    6.2    Abazigal
  7.       Balthazar
  8.       Throne of Bhaal

Frequently Asked Questions


  A.       Complete Kit Descriptions
  B.       Charts & Analysis
      >    Thieving Money Charts
      >    Dual Wielding Analysis
  C.       Cheats
  D.       Trainers and Editors
  E.       Manual Corrections & Addendums
  F.       Bugs
  G.       Strange Things

Final Words....

I. > > > >  Introduction

  In Baldur's Gate, your character faced the harsh light of reality.  Pushed
  violently out of your home after the death of your foster father, you had to
  discover the truth of his killing, and your own past.  What you discovered
  was that you were the offspring of the deceased Lord of Murder, the dark god
  Bhaal.  He had foreseen his own imminent demise and so had spread his seed
  across the land.  You were one of those children.  So too was the evil
  Sarevok, the murderer of Gorion.  He sought to become the new Lord of Murder,
  and sought to start a war between Baldur's Gate and Amn.  It would not matter
  who won this war... so long as people died by the thousands.  Fortunately for
  the world you were there to stop Sarevok and end his schemes.

  But the world doesn't stop for one heroic deed.  Soon after your adventures
  around Baldur's Gate a mysterious force captures your adventuring party.  
  Could this be another spawn of Bhaal?  Or perhaps something worse...

  Baldur's Gate II: The Shadows of Amn takes place just a few months after the
  events of Baldur's Gate.  You have been captured and placed in a cage.  All
  your equipment and money is gone.  Your companions have been scattered.  Who
  is behind this?  And more importantly... why?

  There are two "bonus" CD's out there, one people got with the Collector's
  Edition and another for Preordering (either from EBworld or from the
  Interplay Store).  These add new shops and items.  You can also download
  these files from (you can also check out
  the Frequently Asked Questions for more information)

    Collector's Disc:  Aurora's Emporium in the Adventurer's Mart

      Sells all manner of Torment related items, such as Dak'kon's Zerth Blade
      and Vhailor's Helm.  Talk to Deidre in the back of the Adventurer's Mart.

    Preorder Disc:  Joluv in the Copper Coronet

      Sells all manner of Icewind Dale related items, such as Hrothgar's Axe
      and the Defender of Easthaven.

  You can just use the cheats to create the merchants (see the Cheats section
  if you don't know how to do it):


  to make the two merchants appear in the current area. (from John Howard)

I2. > > > >  Throne of Bhaal Information

  Throne of Bhaal is the official Expansion Pack to Baldur's Gate II: Shadows 
  of Amn.  It has one area (Watcher's Keep) that can be reached in either game,
  and many other areas that take place after the events in BG2.  ToB can be
  purchased in any store that sold BG2.

  Once you enter the Expansion areas (with the exception of Watcher's Keep)
  you cannot return to the original game areas.

What's New in Throne of Bhaal:

  - TAB key will now highlight doors, containers and items for you. (use it

  - Wild Mage kit.  Just like a mage, but with one key difference, Wild Surges.
    These are near unpredictable alterations of the magic.  It might just make
    you itchy (or your enemies itchy) or it could even change your gender.  You
    just never know.

  - New areas.

  - Completes the Baldur's Gate saga.

  - Experience Cap set much higher at 8,000,000.  This allows most characters
    to get to level 40.

  - Many new items, and more items that can be built from other items.

  - More spells.

  - You can now remove spells from your spellbook.  This is intended to get rid
    of unwanted spells when you can't learn any more.

      Tip:  If you have duplicate Spell Scrolls, learn the spell once, then
            Erase it, then learn it again.  This way you get the experience

  - New super abilities for level 20+ characters.  These abilities are
    extremely strong and useful, such as Deathblow, Whirlwind attack and
    Summon Planetar.

  - Evil clerics can Turn Paladins along with Undead. (which adds an
    interesting conflict when you have Viconia and Keldorn in the same party)

  - Cloak of Mirroring no longer reflects spells back to their caster, merely
    blocks the spells.

    David Gaider (one of the senior designers of ToB) has released a few minor
    additions to Throne of Bhaal, which you can find at Baldurdash:

    They include new Bhaalspawn abilities, and tougher Demogorgon and Balthazar


The Wish Spell

  The WISH Spell is much like its lesser brother, the Limited Wish, but a
  whole lot more powerful.  As such it is very tricky to use.  The Djinn you
  summon is pretty much out to get you, so having a good WISDOM is essential.
  18 or more will get you the best responses, 9 or worse will get you some
  pretty awful responses.  However, which wishes you get is also partly random.
  He then picks from a list of wishes that you can get (not all will be what
  you want), and if you have really bad wisdom, you'll be picking from a list
  of nothing but bad choices!  Here is a list of all the wishes, sorted from
  the really bad to the sorta awful to the surprisingly good:

    'Improved Haste' on all enemies in the area.
    Level Drain two levels from each party member.
    Bring a 'Meteor Swarm' down upon the caster.
    Temporarily remove half of the caster's HP.
    Caster loses all memorized spells.
    Party loses 10,000 gp.
    Temporarily reduce the Strength of all party members to 3.
    Temporarily reduce the Dexterity of all party members to 3.
    Temporarily reduce the Constitution of all party members to 3.
    Temporarily reduce the Wisdom of all party members to 3.
    Temporarily reduce the Intelligence of all party members to 3.
    Temporarily reduce the Charisma of all party members to 3.
    Heal all enemies in the area.
    Temporarily remove 15% of all party members' HPs.
    Summon an extra hostile monster into the area.
    Everyone in the area, both party members and enemies, become intoxicated.
    'Breach' on everyone in the area, including the party.
    Blow all people, including party members, away from the caster.
    Heal everyone, party members and enemies included.
    Temporarily set Strength to 18 for everyone in the area, including enemies.
    'Miscast Magic' on everyone in the area, including party members.
    'Magic Resistance' on everyone in the area, including enemies.
    'Abi-Dalzim's Horrid Wilting' on everyone in the area, including the party.
    Incur bad luck on everyone in the area, including party members.
    'Silence' on everyone in the area, including party members.
    'Haste' everyone in the area, including enemies.
    'Improved Haste' on all party members.
    'Breach' on all enemies in the area.
    'Restoration' on all party members.
    Raise all party members' characteristics to 25 for 4 rounds.
    'Resurrection' on all dead party members.
    All party members gain the temporary ability 'Greater Deathblow'.
    All party members gain the temporary ability 'Hardiness'.
    Create a random wand in caster's inventory.
    Create a random potion in the caster's inventory.
    Make it as if the entire party has just rested a full night and
       re-memorized all their spells.
    Cast a double-length 'Time Stop' and 'Improved Alacrity' on the caster.

Upgraded Familiars:

  Familiars are upgraded when you complete the regular game by beating

  You can now "feed" the familiars to heal them.  You can also ask them for

  If you want to see the old BG2 familiar list, it is in the Gameplay
  Strategies section below.

  Alignment        Familiar       AC   HP    Abilities
  ---------------  -------------  --   --    ----------------------------------
  Lawful Good      Pseudo Dragon   0   48    35% magic resistance, renders
                                             victims unconscious, casts Blur,
                                             Ghost Armor, Detect Illusion, 2
                                             attacks per round

  Neutral Good     Pseudo Dragon   0   48    (same as above)

  Chaotic Good     Fairy Dragon    0   24    45% magic res., casts Invisibility
                                             10' Radius, Imp. Invisibility &
                                             Mirror Image 1/day

  Lawful Neutral   Ferret         -4   48    65% magic res., 95% Pickpocket,
                                             60% Stealth, 60% Detect Traps

  True Neutral     Rabbit          1   48    85% Detect Traps, 60% Stealth,
                                             65 magic res., 50% detect illusion
                                             always haste

  Chaotic Neutral  Cat            -4   48    Pickpocket, 99% Stealth,
                                             65% magic res, 60% Find Traps.

  Lawful Evil      Imp            -2   48    Polymorphs, 35% magic res., poison
                                             attack, regenerates 1 HP/second

  Neutral Evil     Dust Mephit     3   48    Casts Glitterdust 2/day, 25% magic
                                             res., Prismatic Spray, Stoneskin,
                                             60% damage resistant, immune to

  Chaotic Evil     Quasit         -2   48    Casts Horror, 35% magic resist.,
                                             immune to fire, cold and elec.,
                                             regenerates 1 Hp/second, 3 attacks
                                             per round, attack reduces target

Romances in Throne of Bhaal:

  Yep, they all are continued, even if you ended them (such as Aerie saying at
  the end that you should just be friends).


  Viconia > You can convince her to change her alignment (you simply have to
            say "good" things, like killing is wrong, etc.)
  Aerie   > You can have a child with her
  Anomen  > Asks to marry you
  Jaheira > n/a

  Viconia's alignment switch:  When she offers to sleep with you again, turn
                               her down because the "time isn't right", then
                               when she asks what you think of her, be very
                               very nice.  When she asks you what it's like
                               having the blood of Bhaal in your veins, tell
                               her that you don't like the killing.

                               Between meeting her wraith-brother and the
                               destruction of Saradush (I told you there were
                               Spoilers in here), you need to have at least
                               ONE romance talk occur.  If you skip this, you
                               can't get her to switch alignments.

                               When she sees the battle, tell her that you
                               don't like it.  Then when she asks if you want
                               her to change, say yes.

II. > > > >  What's New in Baldur's Gate II

  Here's a list of what's new in Baldur's Gate II (as compared to BG):

    - Familiars.  Mages can cast the first level spell "Find Familiar" to get
      themselves a little intelligent creature called a Familiar.  Not only
      do you get a permanent little scout/thief/monster, but you get a bonus
      to your Mage's HP as well.  If your Familiar has 24 HP, then you get +12

    - Strongholds.  Each class gets their own specific stronghold to call their
      own.  A fighter gets a castle, a bard gets a playhouse and a thief gets
      a thieves' guild.

    - New Playable Race: Half-Orc.  Half-orcs get a bonus to their strength
      and constitution and a penalty to their intelligence and charisma.

    - New Playable Classes: Monk, Barbarian and Sorcerer.

      Monk.  The Monk is one of the more interesting new classes.  They are
      very skilled at fighting without weaponry, and as they go up in levels
      their fists grow in power.  At the 14th level they start gaining Magic
      Resistance.  They also have other special abilities, such as Lay on Hands
      faster movement and some thief skills.  The drawback?  They can't wear
      armor or use two-handed weaponry.

      Barbarian.  The Barbarian is a brute compared to the fighter.  More
      vicious but less refined.  He gets more HP, can berserk and moves faster.
      Drawbacks?  Can't wear Full Plate or Plate Mail, and cannot gain more
      than Specialized in Proficiencies.

      Sorcerer.  Normal mages have to first learn a spell, then memorize it,
      then spend time to cast the spell.  The Sorcerer does none of these.
      They simply get a set number of spells per level and can cast a number
      of spells.  This works more like "mana" systems of other games.

    - New sub-classes, called Kits.  These represent different philosophies 
      within each discipline.  For example, the Wizard Slayer (Fighter) won't 
      wear magic items, but gains a bonus magic resistance and can disrupt 
      magic spells permanently.  For more information see the Kits section in 
      the Appendix.

    - More thief skills, such as Set Trap, Detect Illusion and more.

    - More spells, including Delayed Blast Fireball and Time Stop.

    - Gem bags to hold gems and necklaces, Scroll cases to hold spells and
      parchments and Bags of Holding to hold everything else.

    - Bigger, fiercer monsters, including Dragons, Beholders and Liches.

    - Better resolution.  The game officially supports up to 800x600, but
      unofficially it can go up much, much higher.

    - Higher experience cap, set at 2.95 million experience points allowing
      your character to become as gods. (not quite, but that sure sounds good
      doesn't it?)

III. > > > >  Creating a Main Character (or a Party)

  The hardest decision in the game is also the first decision, and the one that
  has the farthest reaching effects as well.  What you decide here will change
  everything and affect how easy your game is.

    What Class Do You Play??

  Such a simple question, but no easy answers.  A lot of which class you want
  to play has to do with your individual style as a player.  If you like just
  rushing into the thick of battle without planning, maybe a Barbarian is the
  way to go.  Meticulous planner?  Think mage.  Finesse fighter?  Kensai or

    Trick:  When you are rolling the "Attributes" for your character, if you
            press CTRL-8 the game will set all your stats to 18 (and 18/00 for
            STR).  This ONLY works if you already have the Debug Mode enabled
            (see the Cheats section below).

  Favorite Kits:

    Fighter -- > Kensai (great fighters, and when dualled to a mage become
                 extremely powerful, I've also heard good things about
                 Kensai/Thief combinations)
    Mage    -- > Conjurer (you lose some spells, but you can summon with the
                 best of them! This is more subjective than the others)
    Druid   -- > Shapeshifter (If you've played Cernd then you know that he
                 is one of the weakest HUMANS, but when he becomes a werewolf
                 he is very powerful)
    Priest  -- > Priest of Lathander (This is subjective, I just like the
                 Boon of Lathander spell)
    Bard    -- > Skald (this has a LOT of good effects, and only one bad effect
                 a low pickpocket score)
    Thief   -- > Swashbuckler (this guy is awesome, practically a fighter!)
    Ranger  -- > Archer (gives this guy a bow, and 5 proficiency in it and you
                 have the best sniper in the game)
    Paladin -- > Inquisitor (used to be Cavalier, but I changed my mind.  This
                 guy's major plus is his Dispel Magic ability, which he casts
                 at twice his level, plus with immunities to Hold and Charm)

  Keep in mind that only the Protagonist (main character) can have a Familiar.
  So if you aren't a Mage, and can't Dual to a Mage later, no one in your game
  will have a Familiar.

   Trick:  When you dual your main character to the Mage Class, try this.  Kick
           everyone out of the party, then learn as many spells as you can.
           You gain experience for each spell you learn.  I was able to gain
           MANY levels this way!

   Dual Class Note:  Can't get your character to dual class?  You probably
                     don't have sufficient STATS for it.  Dualling requires
                     your character have 15 of his current class's prime STAT
                     (i.e. STR for a Fighter) and 17 of your desired class's
                     prime STAT (i.e. INT for a Mage).  See the Frequently
                     Asked Questions section for more details.

  Here's the character I played through when I wrote the walkthrough:

      Male  -->  To have the romance with Viconia
   Half-Orc -->  For the STR and CON bonuses
   Barbarian ->  A very powerful class, gets 2 extra HP per level (over what a
                 Fighter gets), can Rage, moves faster and at level 11 gains
                 various weapon resistances.
     Lawful -->  To get that high starting reputation.
   Dual Wield >  Then I had him dual wield Katanas (the Celestial Fury is just
                 awesome) and Long Swords.

  My second time through the game (when I wrote the walkthrough) I used this
  party: (slight SPOILER)

        Me -- Barbarian, as a Half-Orc to get me 19 STR and CON, then dual
              wielded long swords and katanas.  Very strong.
   Jaheira -- Fighter / Druid, The best Druid in the game since she is the only
              one who can Raise Dead (with Harper's Call).
   Viconia -- Cleric, she is an awesome cleric (much better than Anomen) plus
              she has natural magic resistance.
     Edwin -- Conjurer, the only true mage in the game, also gains a bonus to
              the number of spells he can cast.  Not only gains the +1 spell
              per level as a Conjurer, but gains another +2 spells per level
              from his Amulet (which can't be removed).
     Mazzy -- Fighter, Her bow ability is her best feature, but she also has
              a number of extra powers (such as Courage) that I found useful.
   Yoshimo -- Bounty Hunter, oh sure he isn't a long term solution, but that is
              exactly where Imoen returns.

Charisma is your friend:

  So what does Charisma really get you?  Well if you have a low charisma you
  may not be able to get NPC's to join you, if you pass a quest, the treasure
  may not be as good as it normally would be, (or there may be no treasure at
  all!) and shops WILL charge you more.  So don't skimp out on the charisma.

  On the other hand, you only need ONE PERSON with good charisma, and it
  needn't be your main character.

  SPOILER: Plus, just outside of the first dungeon you find a ring that sets
           anyone's Charisma to 18.  You will find this ring by finish the
           circus tent quest in the Promenade area.

  After maxing my reputation, I had my leader (with a charisma of 18) wear some
  charisma-enhancing items (nymph cloak, sword of the roses, helm of glory) to
  boost his charisma up to 23 before he talks to shop owners, and got a
  significant further discount from the increased charisma above 18.  Useful
  for all those expensive items from the bonus CD's. (from RCL)

Creating all Six Characters:

  It is quite beneficial to play every game as a multiplayer (although it does
  create a bit of a hassle).  It gives you the benefit of being able to create
  all 6 players in your party rather than depending on NPC's, and you can also
  Export and Import characters in and out at any time.  Potentially, then,
  you could have a party of as many people as you want, just import and export
  as needed.

  To create a Multiplayer game just click the Multi Player button.  At the next
  menu click "Connect".  Now you have to set the type of Multi Player (the top
  button), using Serial is fairly easy (although it requires that you have some
  Networking installed...) Now click "Create Game" (whenever you are playing by
  yourself in the Multiplayer always use "Create Game", never use "Join
  Game"!).  Name the session to whatever you want, and enter in your own name.
  Finally click "New Game".  Now you can create as many characters as you want.
  Then once they are all created, click the little Check icon by each created
  characters, and then click the "Done" button.

  If I created six characters, this would be that party:

    Human  Monk   --  These guys are just awesome at the higher levels.
    Human  Kensai --  To be dualled to a Mage at level 9 or 12, can be very
    Human  Skald  --  Bards are fun, but this one is great.  Useful for the
                      great Bard Song.  At high levels gives everyone +4 to
                      hit, damage and AC!
    Elf    Archer --  The best ranged weapons expert in existence!  This guy is
                      ridiculously powerful.  Alternatively start with a Human
                      Archer and dual at level 9 to a Cleric.  That would mean
                      you would want to start out with 2 proficiency in Slings.
                      This way you get both Druid and Cleric spells at once.
    Human  Swashbuckler  --  A thief with great offensive abilities.
    Human  Sorcerer --  Great magical abilities, don't have to memorize or
                      learn spells.

  Or I might replace the Monk with a Half-Orc Barbarian (or Kensai) -- A
  hit point powerhouse.

  But naturally in Baldur's Gate II, I prefer to have most of my party consist
  of the pre-made NPC's that you find in the game.  They're just more
  interesting to me.

  Warning:  I don't recommend creating all SIX characters in the game.  You
            will miss out on character specific quests (and there are a lot of
            these early in the game) as well as the fun interactions these
            characters have with each other.  At most I would create 5
            characters, then bring in an NPC, do their quests, then go on to
            the next NPC.

  Trick:  To play with your own characters, but avoid the hassles of
          Multiplayer, simply copy the saved game out of the \MPSAVE\ directory
          and into the \SAVE\ directory.  You can then play with your own
          party in the normal single player mode. (Grack)

Thoughts on Kensai/Mages and other Combinations:  (from RCL)

  While I can imagine how high level Kensais can be killing machines, I do not
  believe they are worth it if you dual them out at level 9.  At that time,
  compared to normal fighters they only have +3 to hit and +3 damage (plus 3
  uses of the Kai ability and -2 speed factors) - which is, in other words,
  about an additional 15%-20% bonus depending on your stats, skills and
  weapons.  However, this is at the expense of not being able to use missile
  weapons and more importantly, not being able to use bracers, gauntlets,
  helmets, shields and armors.

  Even if you, for example, use the shield amulet to make up for the horrible
  AC, you won't be able to utilize other abilities offered by the equipment
  (such as super fire protection by wearing the whole set of dragon
  helm/shield/armor; increased charisma with the Helm of Glory;
  missile/beholder ray protection from the reflection/fortress/Balduran's
  shields, etc.).  After you dual the Kensai to a mage, the inability to use
  bracers and missile weapons can make him a liability to the group for a long
  while until he regains his Kensai abilities.

  A Berserker warrior will be better mage-dualling material.  First of all, he
  is almost equivalent with a level-9 Kensai in melee abilities with his +2
  Thac0/ +2 damage during his rage.  In addition, during his rage he will gain
  15 hp and have very important immunities (which alone IMO makes up for the
  Kai ability); he can use ranged weapons if you want, and he has zero
  limitation to his equipment - even if you don't feel like enabling/disabling
  your magic casting abilities with heavy armors all the time, Bracers AC3 can
  help a lot.  Personally, I will take all these advantages and additional
  flexibility over the Kai ability and -2 speed factors any day.

  Currently I have my Berserker/mage dual wield the Celestial Fury and
  Dak'kon's Zerth Blade, wearing the Bracer AC3.  I used the editor just to
  change his appearance to a mage, and wear the traveler's robe just for the
  looks.  Looks great (especially when he attacks), and is probably the best
  member in my team.


Other People's Party Strategies:

  If Geoff Ulreich created all 6 characters, this is how it would look:

    Paladin - Inquisitor (can't dual or would start as fighter for max weapon
              prof.)  Definitely the only worthwhile paladin kit, immunity to
              hold and charm are PRICELESS, as is true seeing, and paladins are
              typically worthless as spellcasters, healers and undead turners
              next to clerics anyway (hence his disadvantages aren't really).
              Spec. in two handed sword, style, and longbow or crossbow (or
              both).  He's a madman with the Avenger (a DMs worst nightmare).

    Fighter - to be dualled to a Priest at 9th level.  Grand Mastery in
              Warhammer for the Crom Faeyr, the rest in sling (Priests can use
              it).  Invaluable for healing, turning, summoning fodder, and

    Monk    - (can't dual, wouldn't anyway) This class is even more unbalanced
              than in the first edition AD&D rules, truly heinous by 15th
              level, a dervish of destruction at 20th.

    Thief   - Bounty Hunter to be dualled to Mage (can't dual to specialist or
              I would do Conjurer - Divination (their opp. sphere) spells suck)
              at 11th, when his special traps have the Hold ability) - also
              allows him to hit max level in mage.  Give him longswords, two
              wpn style (or one if you're gonna use a bow a lot), short bow
              (and/or crossbow for the light crossbow of speed).  This will
              allow you to use most of the good long swords in the game. Get
              set snares, F/R traps, and open locks to 100, 100, & 95
              respectively, ignore the rest).

    Bard    - Skald (can't dual or would start as a fighter)  Basically for his
              kick-ass song, but makes a nice 3rd mage as well.  Give him
              longsword, 2 handed sword, 2 weapon style, 2 handed sword (for
              the vorpal).  Nice for Lore skill (saves hassle), cast Friends
              before shopping.

    Sorcerer - (can't dual or would start as a fighter) A VERY powerful mage.

    All the characters should have 18/00 (fighters) or 18 strengths, 18 dexs,
    16 cons (18 for the fighter and paladin).  Mages get 18 intelligence (incl
    bard and bounty), and one of them needs an 18 (or close) wis for limited
    wishes.  Priest needs 18 wis as well, and paladin and bard should be 18
    charisma (save that ring slot for something better).  Only took me 2 hrs to
    get 6 characters with the above stats.  I made them all Lawful or Neutral
    Good to allow 20 rep.  Have the Sorc. as your main character for the find
    familiar spell (use a scroll), this will net a psuedodragon (the best
    familiar).  This party is a bit slow until the fighter duals to cleric
    (lack of healing), but this doesn't take long at all, and soon after it is
    unstoppable.  Also, Archers are WAY overrated.

    By the by, my first character (single player) was a kensai as well, but
    used two longswords.  Foregoing a second sword for a measly AC bonus is
    silly, he was AC -6 by the end (using the shield amulet, which has more
    than enough charges to carry you through the end of the game.  Also, not
    much lived long enough to swing more than once at him; he splattered
    creatures faster than Keldorn and Jahiera combined.  That's 9 (NINE)
    attacks per round if improved hasted and using the dancing sword, 8 if you
    think the sword doesn't count :), 4 normally (still obscene).  The best
    defense is, well, you get the picture...I was going to dual him to mage,
    but was having far too much fun with him as it was, and already had 3 mages
    by that point.

    My sorcerer spell picks:

      I have seen many people on the BBSs asking what spells their sorcerers
      should learn, especially at the higher levels, and I have also seen some
      truly awful replies.  That said, here are my picks.

      1st: -magic missile*
      -identify (even with a bard, no other great picks)
      2 others ( I did protection from petrification and charm person)

        Editor's Note:  I would take Chromatic Orb here.  It has some awesome
                        powers and grows in strength as your sorcerer levels

      2nd: -melf's acid arrow
      -mirror image
      -resist fear* (actually an area effect, contrary to what it says in the
      -horror/web/stinking cloud (pick one - I chose horror since it allows you
      to take enemies out of action without affecting your party)

      3rd: -fireball*   __
      -dispel magic  ]__*
      -remove magic__]

      4th: -ice storm
      -minor sequencer*
      -stone skin*
      -minor globe of invulnerability

      5th: -breach**********
      -lower resistance

      The above are not set in stone, but really are the best picks for a well
      rounded sorcerer, to be used for heavy artillery, fighting enhancement,
      and dispelling (with some defense set aside, mainly for the contingency
      spells).  The offense is balanced for single target and area attack
      spells; the area attacks are balanced between damage-dealing and
      disabling (the latter of which won't hurt your party, good for in-close
      fighting.  For the last three levels, I will list a small group of
      possibilities, with the first 3 (6th), 3 (7th), and 2 (8th) spells listed
      being the ones I chose.  I found summoning spells to be fairly useless
      later in the game, especially against mages (death fog and death spell),
      with the possible exceptions of the nishruu and hakeashar.

      6th: -contingency*
      -improved haste
      -pierce magic*
      -(chain lightning)
      -(death fog)
      -(summon nishruu)

      7th: -delayed blast fireball
      -mass invisibility*
      -spell sequencer*
      -(limited wish (depending on your Wis))
      -(ruby ray of reversal)
      -(summon hakeashar)
      -(khelben's warding whip)(great spell, room:))

      8th: -incendiary cloud
      -spell trigger (I actually chose pierce shield, now regretting it)
      -(pierce shield)

      Again, these are not set in stone; they are just the spells I found my
      mages using over and over again the first time I played).  The 2nd level
      knock is essential, by the way, if you use the party I suggested (monk or
      cleric detects traps, sorc knocks to unlock, paladin triggers traps until
      your dualled thief/mage hits 750,000 exp and gets his thief skills back).
      I marked with an * the spells I thought absolutely necessary.

  Brian Camley has a spell recommendation:

    I'd also like to add a suggestion for Sorcerer spell picks - I used
    "protection from magical energy" - with this spell, I gave 100% protection
    from magic energy to all my characters, making the first battle with
    Irenicus a breeze... yes, it isn't as good as the scrolls of protection
    from magic, but you can cast spells, while being protected from a lot of
    damage that's coming your way.

  Max Chen has some spell picks of his own:

    1.  Identify is a waste to learn cause you can use a scroll, pay a shop
        or get identify glasses to do it for you and if your lore is high
        enough than you won't need any of those.

        I just stick with magic missile and chromatic orb(At lvl 10 it has
        possibility turn victim into stone and at lvl 12 instantly kill victim)

    2.  Lvl 2 Blur and Vocalize (Must have cause once silence your mage is

    3   Lvl 3 Lighting Bolt, bounce it off walls a couple time or reflect
        lighting protection and you will see dead body every where.  Good for
        close combat.  There is also another reason, coming up.

    4.  Greater Malison, no save throw and cause opponents under the influence 
        of this spell make all saving throws at a penalty of -4.  Combine this
        with lvl 5 lower resistance.

        Otiluke's Resilient Sphere can be use both as offensive and defensive.
        Offensive is to take 1 enemy out and Defensive protect your weak or
        near death party member from getting kill.(Not that major but somewhat

        Wizard eye is a very good spell for lvl 4.  Heck it's better than all
        other summon spell.  Wizard eye can tank like no other, as long you get
        the monster to attack it.  As far I can tell wizard eye is unkillable.
        Tried killing it myself and send it after lich and dragon, even with
        cheat instant kill.  Plus it is immune to most spell and unsummon
        spells, I think only dispel works.   Also it is good to explore with
        wizard eye.  HEH oh yeah demilich tried to imprison wizard eye many
        times but fail miserably.

          Editor's Note:  ToB eliminates most of the Wizard Eye strategies
                          listed above. Now they die quite easily.

    5.  Oracle.  60' instead of 20'(book misprint?)  Get rid of those invis

    6.  Death fog instantly kill all summoned creature, regardless of hit dice
        or immunities(Haven't seen much computer summon monster) but hey they
        sure use it on my summon creatures.

  If P.K. created 6 characters, this is how he would do it:

    Cleric/Ranger  Half/Elf (I love those too)
    Fighter        Human (Dualled to Cleric at level 9)
    Fighter        Human (Dualled to Druid at level 9)
    Fighter        Human (Dualled to mage at level 10)
    Fighter        Human (Dualled to mage at level 9)
    Thief          Human (Dualled to mage at level 12)

    This team is really cool, plenty of hit points for everybody, weapon
    grandmastery for most of the characters and everyone of the team is a
    spellcaster! (This is especially useful in BG2, since there are A LOT of
    spells and one gains XP when learning them)

    The (minor) drawbacks of this team is its (relative) weakness in the
    transition period but if you look closer you will see that you will always
    have at least 3 strong melee fighters in the team, and you can always live
    without a trap disarming thief (especially in BG2) since you can do the
    quests that do not imply dungeon crawling meanwhile.

  If jayhc created all 6, he would do this:

    I see that you have other people's full-party strategies on your FAQ, so I
    thought - hey, I may as well send in my own.  It may not have as much
    damage-causing potential at the end of the game as, say, a bunch of
    fighters dualled to mages and clerics, but I would bet that it can hold its
    own just the same – and would be more easily pulled off, to boot.

    1) Dwarfish Berserker with grand mastery in axes.  He should have a
       seventeen dexterity and a nineteen constitution; a high strength is
       preferable, too, but not necessary for the sheer tanking power.  Give
       him a fortress shield, dexterity gauntlets, some variant of full plate,
       a spell-bouncing cloak, a ring of regeneration … he could well have –11
       or –12 ac by a fairly reasonable level, and have amazing saving throws
       and hit points to go along (at level nineteen, his median amount of hp –
       with a nineteen constitution – would near 125; and most people would
       take steps to be certain that it's at least somewhat more than that).
       Heh.  He'll just sit there and soak up blows.  For extra fun, let him
       don that shape-changing cloak found in the sewers – and turn into a
       troll for a moment or two when he seems near the brink of death.

    2) Half-orc Kensai.  I would either give him grand mastery in two-handed
       sword, and specialization in two-handed weapon style; or grand mastery
       in long sword, and mastery in two-weapon style.  He would get an extra
       attack per round with the latter, but the former would give him extra
       damage and double the chance of scoring a critical hit – and a half-orc
       with a nineteen strength and grand mastery in two-handed sword who
       scores a critical hit with, say, Lilarcor – ouch.

    The Berserker could soak up damage and lead enemies away, while the Kensai
    demolished everything in sight.

    3) An elven Stalker with specialization in long bow and long sword, and
       mastery in two-weapon fighting.  If possible, give him a nineteen
       dexterity: this increases his ability to hide in the shadows by a
       considerable amount; and that is crucial to any strategy involving him.
       At level twelve he gains the ability to haste himself – so he can haste
       up, hide in the shadows, and backstab any annoyingly difficult enemies
       who don't have too many friends around.  With a girdle of strength and a
       successful backstab at level nine or ten, he does at least forty-five or
       so damage - keep him perpetually hidden for extra backstabbing fun.  His
       main drawback – for which he is constantly being knocked - is a lack of
       metallic armor, but plenty of magical leather-class protection is
       available during the course of the game.  His nineteen dexterity makes
       him quite an arrow slinger, too.

    4) A half-elven Ranger/Cleric, whose physical attributes I shall leave
       open to suggestion.  My choice of this no doubt explains itself: he has
       access to both ranger and cleric spells; he offers a decent fighting
       ability, in a pinch; he can hide in the shadows to avoid any unnecessary
       conflict until he wants to reveal himself (so as to heal team-members 
       and not be killed himself beforehand).  Add to this holy power, iron 
       skin, negative plane protection, draw upon holy might, and a disruptor 
       mace – you've got yourself an undead-killing machine.

    A human ranger could dual to cleric if you don't want to end the game at
    13/14.  A Ranger dualled at nine, could still reach twenty in Cleric.

    5) A gnome Illusionist/Thief.  There is never any need, in BG2, to have a
       straight thief: this alternative gives you hefty magical power in
       addition to more than enough ability to perform necessary thieving tasks
       (finding and disarming traps, and unlocking doors and chests).  A thief
       hidden in the shadows can't actively detect traps; but an invisible
       thief can, and this power makes him ever so much more valuable than a
       meandering normal thief.

    6) A human Sorcerer, who can launch chromatic orb and magic missile all day
       long.  Give him breach and greater malison - and enemies are yours to
       try practically any magical strategy you'd like.

    You could replace the stalker with an inquisitor, to make mage-killing even
    easier; or a cavalier, to have effective leadership and ridiculous
    immunities.  You could also try an archer, here – I've not tested the kit
    myself; but I'm told it's ridiculously powerful, at any given level.

    A monk would be nice, but is a veritable liability until level fifteen or

Throne of Bhaal Notes: (from Duncan Clay)

  The High-Level Class Abilities added in Throne of Bhaal gives many new         
  possibilities to character creation.

  For example the Rogue High-Level Class Ability "Use Any Item" allows them      
  to use any weapon and shield, wear any armor and helmet, use wands and         
  cast spells from scrolls.  But it goes beyond that, a dual class
  Kensai/Thief can now wear Full Plate Armor, have a familiar and wield the      
  Paladin sword "Carsomyr".

  Since THAC0 progression stops at level 22, there isn't much difference        
  between a Level 22 Fighter with THAC0 0 and a Level 40 Fighter with THAC0      
  0.  A Level 40 Thief would have a THAC0 of 10 the same as a Level 22           
  Thief.  This suggests Dual and Multiclass characters are the way to go.

    Here are some outstanding high-level character abilities
    Level 39 Kensai - THAC0 & Damage Bonus = 13 (Melee Weapons)
    Level 33 Archer - THAC0 & Damage Bonus = 10 (Missile Weapons)
    Level 40 Wizard Slayer - Magic Resistance = 84
    Level 40 Monk - Base Armor Class = -6 (-19 vs. Missiles)
    Level 40 Monk - Lay Hands heals 80 hit points
    Level 40 Swashbuckler - Armor Class Bonus = 9
    Level 40 Swashbuckler - THAC0 & Damage Bonus = 8
    Level 21 Assassin - Backstab Multiplier = x7
    Level 25 Bard - base Lore ability = 250

IV. > > > >  Companions

  Some companions don't like each other.  For example, Minsc and Edwin will
  eventually come to blows.  Anomen (if he fails his test) will try to hurt

  Proficiencies Note:  When I list the proficiencies the character has, that
                       is not a recommendation as to what I think they should
                       have, those are the profs the character starts with.
                       These are listed by the level you get the character at.

                       If you want to decide on your own proficiencies, it is
                       always better to get that character as soon as possible.

  Irenicus' Dungeon Characters:

              S    D   C   I   W   Ch      Race      Class         Alignment
  - Imoen     9    18  16  17  11  16      Human   Thief/Mage     Neutral Good

      Imoen is your old childhood friend from Candlekeep.  In the first game
      she was a Thief, and now she has dual classed to become a Mage.

      SPOILER:  Don't let Imoen memorize any spells as she won't be with your
                party for much longer.

      Profs:   [*] Dagger, Dart, Quarterstaff, Shortbow

      Grade:  B+  She is the third best thief you can get in the game and the
                  second best mage.  This averages out well, especially since
                  this game doesn't require that much out of a thief.  I list
                  her as "third best thief" because she can't level up in it

  - Minsc   18/93  16  16  8   6   9       Human     Ranger       Chaotic Good

      Minsc is a little loopier than last you saw him.  This may be due to the
      death of Dynaheir -- whom he was sworn to protect -- but he seems to
      rely far too much on Boo, his pet hamster.  Minsc will adopt Aerie as
      his witch if they are in the party at the same time.  Then when she is
      injured or killed, Minsc has some... reactions.

      If kicked out:  You can find Minsc again in the Copper Coronet

      Profs:  Lvl 7 -  [**] Long Bow, Mace, Two Handed Sword, Two Handed Style
              Lvl 9 -  [*]  Axe
                       [**] Long Bow, Mace, Two Handed Sword, Two Handed Style
              Lvl 12 - [**] Axe, Long Bow, Mace, Two Handed Sword, 2 Hand Style

      Grade:  A-  Minsc is one of the best investments you can have in the
                  game.  He is the strongest of the NPC's and has decent
                  abilities as well.  Plus he soon begins learning Priest
                  spells which further his power.

  - Jaheira   15   17  17  10  14  15   Half-Elf  Fighter/Druid   True Neutral

      Jaheira has some problems with authority, which in this case would be
      you.  She believes that she should be leader.  She is also a member of
      the Harper's, a "do-gooder" organization that also claims Elminster as a

      If kicked out:  You can find Jaheira in the southwest of the Docks
                      district, near the Harper's secret base.

      Profs:  [*]  Quarterstaff, Scimitar, Sling, Sword & Shield Style
              [**] Club

      Grade:  B  A good solid performer, but nothing to write home about.
                 There are better Priests out there, and better Fighters out
                 there as well.  The best reason to keep her is her Druid
                 abilities as she is the best druid for some time.  At the
                 moment you really have no choice but to take her.

  - Yoshimo   17   18  16  13  10  14     Human   Bounty Hunter  True Neutral

      Yoshimo, feared by all, somehow managed to get himself captured and
      thrown into this dungeon with the rest of you.  Why Irenicus would be
      interested in him is beyond me.

      If kicked out:  You can find Yoshimo in the Copper Coronet.

      Profs:  Lvl 7 -  [*] Dagger, Katana, Shortbow, Single Weapon Style
              Lvl 12 - [*] Dagger, Dart, Katana, Shortbow, Single Weapon Style

      Grade:  B+  There are several reasons to like Yoshimo:  First he is the
                  best thief in the game (he is the ONLY pure thief class and
                  has a good Dex score as well) and second he can Dual Class
                  to a Fighter later.  If only he could dual to a mage as

  Athkatla Characters:
                STR  DEX CON INT WIS CHA
  - Aerie       10   17  9   16  16  14      Elf    Cleric/Mage   Lawful Good

      Aerie is a winged elf.  Well former winged elf as her wings were removed
      some time ago.  She had been a slave before meeting up with Quayle and
      joining the circus.

      Found at:  Waukeen Promenade Circus

      Profs:  Lvl 6 - [*] Mace, Quarterstaff, Sling
              Lvl 7 - [*] Club, Mace, Quarterstaff, Sling

      Grade:  C+  A cleric/mage combines all magics into one (not Druid spells,
                  but nobody's perfect), which is an incredible bonus.  Except
                  that she has rather weak stats.  She doesn't excel anywhere,
                  no single one stat stands out.  As such she isn't worth
                  keeping around for very long.

  - Anomen    18/52  10  16  10  12  13   Human  Fighter/Cleric  Lawful Neutral

      Anomen may not be a Paladin but he is deeply involved with the Order of
      the Radiant Heart.  He believes in Law over all other concerns, making
      him neither good nor evil.

      Found at:  Copper Coronet (Slums)

      Profs:  Lvl 6 -  [*]  Warhammer, Sword & Shield Style
                       [**] Mace, Sling
              Lvl 10 - [*]  Quarterstaff, Warhammer, Sword & Shield Style
                       [**] Mace, Sling

      Grade:  C+  At the point in the game when you run across this guy is just
                  won't fit into your party.  As you can see by his wisdom
                  score he doesn't make for a good Cleric, and with his DEX
                  score, he doesn't make that great a Fighter either.

                  Anomen later gets a chance to "upgrade", when he can either
                  join the Knights or fail.  If he joins he gains a +4 to his
                  Wisdom score, which improves him as a Cleric.  If he fails,
                  he becomes emotionally unstable and may attack other party
                  members. (after a conversation, of course)

      Upgrade:  B-

  - Edwin       10   10  16  18  10  10    Human      Mage        Lawful Evil

      Edwin was with you on your last adventures, and he and Minsc don't like
      each other in the least.  Edwin had wanted to kill Minsc's witch,
      Dynaheir, and now that she is dead, Edwin won't leave Minsc alone about

      Edwin gets the most spells of any mage, +3 for every level (1 from his
      Conjurer bonus, and 2 from his non-removable amulet).

      Found at:  Shadow Thieves Guild (Docks, talk to Renal Bloodscalp)

      Profs:  Lvl 7 -  [*] Dagger, Quarterstaff
              Lvl 12 - [*] Dagger, Quarterstaff, Sling

      Grade:  B+  What his stats don't tell you is that Edwin gets bonus spells
                  making him the best mage in the game.  The downside is that
                  he is weak as a kitten and has so very little HP.

  - Haer'Dalis  17   17  9   15  13  16   Tiefling    Blade     Chaotic Neutral

      Haer'Dalis is not from around here.  In fact he isn't even from this
      plane of existence!  He is a Tiefling, born with part demon blood.  It
      gives him an odd appearance and an even stranger attitude about life.

      Found at:  Sewers (follow the Raelis Quest from the Five Flagons)
      If kicked out:  Haer'Dalis will go to the main floor of the Five Flagons.

      Profs:  Lvl 10 - [*]  Dagger, Dart
                       [**] Short Sword, Two Weapon Style
              Lvl 13 - [*]  Dagger, Dart, Longsword
                       [**] Short Sword, Two Weapon Style
              Lvl 15 - [*]  Dagger, Dart
                       [**] Longsword, Short Sword, Two Weapon Style

      Grade:  D+  The ONLY Bard in the game, and he happens to be lacking the
                  one thing that makes Bards extra special, their Lore ability.
                  That said, he makes a great warrior, for a Bard.  But if I
                  wanted a warrior, I'd take a warrior

  - Jan         9    17  15  16  14  10   Gnome    Thief/Mage   Chaotic Neutral

      Jan loves turnips.  Almost literally!  And like most gnomes he is very
      eccentric, and loves to ramble on with stories that never get to the
      points.  He wants to steal Boo from Minsc, and if he ever succeeded, one
      would imagine he wouldn't live long after that.

      Found at:  Government District (near the Government offices)

      Profs:  [*] Crossbow, Dagger, Quarterstaff, Shortsword

      Grade:  B+  My favorite Thief/Illusionist in the game!  The only Thief/
                  Illusionist in the game!  Unlike the other thief/mages he is
                  a multi-class rather than a dual class, which is both a good
                  and a bad thing.  He keeps improving his thief skills, but
                  gains levels slower.  Plus he can make his own ammunition for
                  his crossbow. These "flashers" work like Skull Traps and
                  will stun enemies, but not party members.

  - Keldorn     17   9   17  12  16  18    Human      Paladin     Lawful Good

      Keldorn is a dedicated man.  So dedicated that he goes months without
      seeing his family.  This will lead to conflict, and may cause Keldorn to
      leave your party forever.

      Found at:  Temple District Sewers (MUST start the Unseeing Eye quest

      Profs:  Lvl 8 -  [**] Crossbow, Longsword, Two Handed Sword
              Lvl 9 -  [*] Bastard Sword
                       [**] Crossbow, Longsword, Two Handed Sword
              Lvl 12 - [**] Bastard Sword, Crossbow, Longsword, Two Handed 

      Grade:  B+  The only Paladin in the game.  If you want a Paladin this is
                  the way to go.  He starts out with decent armor and an
                  interesting sword (if he is hit, it deals 5 damage to what
                  hit him).  As an Inquisitor gets immunity to Charm and Hold,
                  which is very useful, and his Dispel Magic is very powerful.

  - Korgan    18/77  15  19  12  9   7     Dwarf    Battlerager   Chaotic Evil

      Although his alignment is listed as Chaotic Evil, Korgan is more Neutral
      Evil than anything (mercenary type that he is).  Korgan is always on the
      lookout to make a buck, no matter the cost (of lives).

      Found at:  Copper Coronet (Slums)
      If kicked out:  Will be at the Copper Coronet, but requires a Bribe to
                      rejoin you.

      Profs:  Lvl 8 -  [*] Warhammer
                       [*****] Axe
              Lvl 9 -  [**] Warhammer
                       [*****] Axe
              Lvl 12 - [***] Warhammer
                       [*****] Axe

      Grade:  A-  The best fighter-type in the game.  Good Strength, good
                  Constitution and adequate Dexterity.  And unlike Minsc (the
                  other "strong" character), Korgan can be a Grand Master in
                  a weapon making him very lethal indeed.  Would be an "A"
                  except that he is Evil, which makes it hard to keep him in a
                  Good aligned party.

  - Nalia       14   18  16  17  9   13    Human    Thief/Mage    Chaotic Good

      Raised as a Noble, Nalia fancies herself as a "compassionate" noble, out
      there working for the good of the common man.  She is incredibly naive
      about the world to the point of almost being stupid. (not quite, though)

      Found at:  Copper Coronet (Slums)
      If she leaves:  If you accept her quest, but don't do it right away, she
                      will leave on her own.  You will then find her near the
                      De'Arnise Hold in a wooden palisade (SW of the Hold).

      Profs:  Lvl 8 -  [*] Dagger, Quarterstaff, Shortbow, Shortsword
              Lvl 13 - [*] Dagger, Dart, Quarterstaff, Shortbow, Shortsword

      Grade:  C+  Nalia has very puny thief skills (she dualled over to Mage at
                  level 4), making her primarily a Mage with SOME thief skills
                  thrown in for good measure.  However, as a Mage she doesn't
                  have 18 INT (which helps) and doesn't gain Edwin's spell

  - Viconia     10   19  8   16  18  14   Drow Elf    Cleric      Neutral Evil

      Viconia DeVir was forced out of the Underdark and has been living as an
      exile on the surface ever since.  She journeyed with you in your earlier

      Fount at:  Government District (near the prison)
      If kicked out:  Viconia goes to the Graveyard

      Profs:  [*] Mace, Sling, Warhammer

      Grade:  B+  Personally I think she is the best Cleric in the game.  Start
                  with a great Dexterity and Wisdom and you have a great
                  character.  Give her the Gauntlets of Ogre Strength (or a
                  similar Strength enhancing item) and she moves up to an A
                  grade.  Also, the Girdle of Fortitude can be used to improve
                  her lowly constitution for 8 hours a day. (The Gauntlets are
                  part of the Planar Sphere quest, and the Girdle can be found
                  in the Unseeing Eye quest)


    Cernd       13   9   13  12  18  13    Human   Shapeshifter  True Neutral

      Cernd was investigating the strange occurrences around Trademeet when he
      was brought in by the locals.

      Found at:  Trademeet (talk to the Mayor)

      Profs:  Lvl 10 - [*] Dagger, Quarterstaff, Scimitar, Sling
              Lvl 13 - [*] Dagger, Quarterstaff, Scimitar, Sling, Single Weapon

      Grade:  C+  At first glance you might think Cernd is the worst character
                  in existence.  Though not entirely true, it does have some
                  merit.  He is a good Druid due to his high Wisdom.  The
                  rest of his stats are abysmal, HOWEVER when he turns into a
                  Werewolf, his stats LEAP upwards to the point of superhuman
                  strength, dexterity and constitution.

    Mazzy       15   18  16  10  13  14   Halfling    Fighter     Lawful Good

      Mazzy is not your typical halfling.  For starters, she's not a thief of
      any sort.  Plus she's lawful good, heroic and no-nonsense.  Very atypical
      for halflings.

      Found at:  Temple Ruins (follow the Umar Hills quest from Delon at the
                 Government District)
      If kicked out:  Mazzy will return home to Trademeet

      Profs:  Lvl 8 -  [*] Shortsword
                       [*****] Shortbow
              Lvl 9 -  [***] Shortsword
                       [*****] Shortbow
              Lvl 12 - [****] Shortsword
                       [*****] Shortbow

      Grade:  B-  A good Halfling fighter, but... in all actuality she is
                  closer to a Halfling Paladin.  She has several special
                  abilities such as Lay on Hands and Haste.

    Valygar     17   18  16  10  14  10   Human      Stalker      Neutral Good

      Valygar's family has long lived in the shadow of magic.  His own mother
      went mad with the power of it and was destroyed.  Valygar escaped this
      fate by becoming a Ranger, albeit the only Ranger with mage spells

      Found at:  Valygar's Cabin (Umar Hills, NE of the town)

      Profs:  Lvl 8 -  [**] Katana, Longbow, Spear, Two Weapon Style
              Lvl 9 -  [*] Dagger
                       [**] Katana, Longbow, Spear, Two Weapon Style
              Lvl 12 - [**] Dagger, Katana, Longbow, Spear, Two Weapon Style

      Grade:  A-  I would have preferred that Valygar had been an Elven Archer,
                  but this is almost as good.  Valygar comes with several
                  magical items, such as his family Armor, that makes up for
                  his being a mere Stalker.  Don't get me wrong, Stalkers are
                  neat, but to get the most out of them, you need to really
                  hide in shadows and backstab a lot.

V. > > > >  General Gameplay Strategies

Increase the Brightness Setting:

  The "normal" brightness setting is so dark that at times you can't see things
  that should be quite obvious.  So go into the Graphics options and move up
  the Brightness and Contrast settings!

Save a Lot:

  The most important strategy in the game:  Save often!

  There are 3 times when you should definitely save the game.  When you win a
  battle, before you go to sleep, and everywhere else.  You never know when you
  will go to a new area, have your best warrior charmed, and have half your
  party killed.  So save often.  Also don't just save over the same slot over
  and over, use at least 10 slots.  This also means you should probably avoid
  the Quick Save.  Well... not avoid, just don't use it exclusively.

  What I would do is to create an "Archive Save" whenever you enter a new major
  area.  So when you get to the beginning of a new area save it as "Starting
  out in..." and so forth.

Start with All your Old Items: (from Dranyth)

  When importing a character from BG, or even re-importing a character from BG2
  to go through again, you can retain your character's equipment in the
  beginning of the game (I imagine this would work in multiplayer as well as
  single player, but I've only tried it in single player).  First, give your
  character all the great stuff you want to start with and then Export him to a
  character file, then start BG2 and start a single player game, importing your
  freshly exported character with all his goodies as your new character.  Then
  when you finish your character creation it begins loading the first area, as
  soon as the loading screen completes but before it actually starts the game,
  hit the Spacebar once, now when the game starts you should be on a black
  screen and paused.

  If the game isn't paused, you'll have to start over after the whole in-game
  sequence is over, but if the game is paused you should have your sidebars up
  and everything (if it's a completely black screen you'll need to hit H to
  reveal the hidden sidebars), and you can go into your character's inventory.

  Immediately put all of your character's stuff on the ground, then exit his
  inventory and unpause the game, that first cry you give is where you lose
  everything that is on your character.  Now, after the sequence is over and
  you're finished talking with Imoen (when you first have control over
  yourself), go back into your inventory and you'll see that all of your stuff
  is on the ground right where you left it, actually sitting on the floor of
  your cage.  Take your advanced equipment and go forth to kick evil butt!
  (hey, if Minsc can hide Boo...)

  Editor's Note:  Another way to do this would be to start a new Multiplayer
                  Game with a new character.  As soon as the game starts, then
                  delete this character and import your old one.

Magic Items and the Monsters who Require that you Have One to even Hit Them

  Moderate SPOILERS

  At some point in the game, you'll get the "weapon ineffective" message.
  This usually means that you need a MORE magical weapon than the one you are
  using in order to hit that monster.  For example, Iron Golems require that
  you hit them with a +3 weapon or better.  Kangaxx the Lich requires +3
  weapons or better, but his Demi-Lich form takes a +4 or better to hit.

  Generally you can tell what "enchantment" a weapon is by looking at its
  bonus to damage or THAC0.  If a sword grants +5 to THAC0, it is probably
  considered a +5 weapon.

  Some weapons, however, have an "enchantment" far beyond their bonuses.  Here
  is a small list of weapons that do more than advertised:

    Staff of the Magi, +1 THAC0, hits as a +5
    Melf's Minute Meteors, hit as a +5 (and ignore magic resistance)
    Mace of Disruption +1, hit as a +4
    Mace of Disruption +2, hit as a +5
    Daystar +2/+4 vs. Undead, hits as a +2 (boo!)
    Flametongue +1, hits as a +4


  Alignment        Familiar       AC   HP    Abilities
  ---------------  -------------  --   --    ----------------------------------
  Lawful Good      Pseudo Dragon  -2   24    50% magic resistance, renders
                                             victims unconscious, casts Blur

  Neutral Good     Pseudo Dragon  -2   24    (same as above)

  Chaotic Good     Fairy Dragon    4   24    32% magic res., casts Invisibility
                                             10' Radius & Mirror Image 1/day

  Lawful Neutral   Ferret          0   24    50% magic res., 75% Pickpocket,
                                             40% Stealth, 20% Detect Traps

  True Neutral     Rabbit         -4   16    50% Detect Traps, 30% Stealth,
                                             75% resistance to fire, cold, elec

  Chaotic Neutral  Cat             0   24    20% Pickpocket, 99% Stealth,
                                             50% magic res.

  Lawful Evil      Imp             2   18    Polymorphs, 25% magic res.

  Neutral Evil     Dust Mephit     6   24    Casts Glitterdust 2/day, 10% magic

  Chaotic Evil     Quasit          2   24    Casts Horror, 25% magic resist.

    Note:  To get items that were pickpocketed by a Familiar, talk to the
           Familiar and ask for any items they have.

           Also, familiars get upgraded in Throne of Bhaal, see that section
           above for more information.

  Familiars are great.  Sure, only the Main Character can have a familiar
  (which means that if your Main Character can't cast Magic, you won't get one)
  and sure if they die then you permanently lose one point of Constitution.
  But Familiars make the best spies.  They move faster than anyone else.  Cast
  invisibility on a Familiar and you can scout out an entire area. (too bad
  they can't check for traps)

  The best feature of Familiars?  They add HP to their mages!  Say you summon
  a 24 HP Pseudodragon (size-wise think of that little dragon Eddie Murphy
  played in "Mulan").  Then your mage gets a bonus of half that dragon's HP
  added to himself, or a bonus of +12 HP.

  Familiars are NOT fighters.  Never use them as such.  At best they have
  special attacks that can render opponents helpless.  In fact, unless you have
  a specific task you should keep your familiar in your Backpack.  To put them
  there, talk to the Familiar (you have to click the Talk icon) and ask them
  to go in your pack.  They are completely safe in the pack.  To get them back
  out again, simply right-click the Familiar.

    Note:  If you are a Sorcerer, DO NOT LEARN THE SPELL FIND FAMILIAR!!  You
           can only learn a maximum of 5 spells per level and you don't want
           to waste it on a spell that you cast ONCE.  Buy a scroll and cast it
           from the Scroll. (Put it in the Quick Item slot, then at the main
           screen click that scroll)  You will also find this scroll in the
           De'Arnise Hold if you are having trouble finding it.

    Warning:  Familiars can be LOST during transitions to and from various
              areas.  Some that I know of are the Planar Prison and Jarlaxle's
              pocket dimension.  What happens is your party is automatically
              teleported to a new area, but the Familiar is left behind.  That
              familiar is then lost for good.

    Trick:  The easiest way for a non-mage character to gain a Familiar is to
            use Alex Malano's "Anyone can cast Mage Scrolls" strategy.  Just
            pause the game, go to your inventory, right-click a potion in the
            backpack to drink it, then swap slots with the Find Familiar scroll
            and the potion.  Leave the inventory and unpause.  You will cast
            the spell and get a Familiar.

    Trick:  Using familiars as a bag of holding: Certain familiars can 
            pickpocket people, including party members. There seems to be no 
            limit to the amount of stuff they can keep on them. Drop all the 
            stuff except what you want to get store in your familiar. Have him
            pickpocket you until he gets all of it. Interesting way for a solo
            mage to get all the loot in a dungeon out in one go. (Xander77)

    Trick:  You can, of course, export a character after they got the HP from
            the familiar.  Then when you start a new game, you'll still have
            the extra HP and can then summon a new familiar.  Repeat as 
            desired.  However, at that point, you're better off just getting
            ShadowKeeper ( and setting
            your HP as high as you want.

Keeping Summoned Monsters (from Xander77)

  The take away monster: The trick for taking a group of summoned creatures 
  through a doorway and into another area is fairly simple. Concentrate your 
  party near the doorway. Concentrate the monster group farther away from the 
  doorway. Pause your game. Have the monster group attack a character in the 
  party. Select the entire party (NOT including the summoned monsters). Click 
  on the doorway to enter it. Violin! You are now in the new area and your 
  summoned monsters have followed you there. At this point, they are colored 
  green, but are not under your command - the talk icon is shown when you click 
  on them (they have nothing to say, if you wonder). They will attack any 
  enemies they see, though. But this is not quite over. Save your game. Load 
  it. The summoned creatures are now under your command.

  This works with 80% of the doors that only have a "Loading" screen when you 
  enter them, and 40% of the doors that have both "Saving" and "Loading" screen
  when you enter them.

Duplicating items via Simulacrum (from Xander77)

  Have the book of many spells in your quick item slot. Summon a Simulacrum.
  Make him turn the page in the book. The book should disappear from his quick
  item slot. Kill the Simulacrum. The book is amongst his remains.  This works
  ONLY with the book of many spells and ONLY in SoA.

Full strength Simulacrum (from Xander77)

  The mechanic which the game uses for creating a Simulacrum is fairly
  simple -- create a duplicate of the caster and afflict him with level drain.
  If you cast a Simulacrum then cast restoration on him, you will get a full
  strength duplicate of the caster. This obviously works best with a fighter
  using Vhailor's helm. Make sure the Simulacrum has a couple of healing
  potions in his quick item slot.

Weapon Effects While Shapeshifted: (from K.C.)

  When a character shapeshifts the effects and equipped abilities from whatever
  weapons were equipped will still be in effect.  I found this out when my main
  character turned into the Slayer and his claws still had the stunning effect 
  of the Celestial Fury.  Later I gave Cernd the Staff of the Ram and sure 
  enough when he turned into a werewolf he was still able to knock opponents 

Cromwell the Smithy:

  Throughout the game you will get spiffy little pieces of great items.  These
  pieces can then be put together by Cromwell the Smithy.  His average price
  is 5,000 gold and it takes a day or two to make.  Oh, and you have to stay
  and help him (so, I hope you weren't already late for something).

  Here is a list of things he can make:

    Item                    Needs (where it is)

    The Equalizer Sword --  Pommel Jewel of the Equalizer   (Irenicus' Dungeon)
                            Hilt of the Equalizer (Mind Flayer City, Underdark)
                            Blade of the Equalizer   (Beholder City, Underdark)
    The Wave Halberd    --  Wave Blade                          (Sahuagin City)
                            Wave Shaft                          (Planar Prison)
    Gesen Short Bow     --  Gesen Shaft                (Tanner's House, Bridge)
                            Gesen String                            (Spellhold)
    The Crom Faeyr      --  Scroll of Crom Faeyr                (Shadow Dragon)
                            Hammer of Thunderbolts      (Illithid Lair, Sewers)
                            Gauntlets of Ogre Power             (Planar Sphere)
                            Girdle of Frost Giant Strength          (Underdark)
    Mace of Disruption +2 - Mace of Disruption +1                (Bodhi's Lair)
                            Illithium Ore           (Athkatla, Bridge District)
    Vorpal Sword        --  Silver Hilt      (On a Githyanki, Slums, Chapter 6)
                            Silver Blade           (Saemon Havarian, Spellhold)
    Ankheg Plate Mail   --  Ankheg Shell                      (Windspear Hills)
    Shadow Dragon Leat. --  Shadow Dragon Scales             (Abandoned Temple)
    Red Dragon Plate    --  Red Dragon Scales                 (Windspear Hills)

  These are without a doubt the most powerful artifacts in the game.  The Crom
  Faeyr is probably the best of these, since it sets one's strength to 25.
  (it's a War Hammer with +5 to hit)

Cromwell Trick, Don't Lose your Ingredients! (from Alessio Ronchi)
  After beating Firkraag, I took his scales to Cromwell to forge the armor but 
  when I arrived at the docks a group of smugglers attacked me. I thought, who 
  cares? I don't want to waste my time fighting those boring guys, let's just 
  ignore them! I entered Cromwell's home and asked him to forge the armor. What
  did those stupid rogues do? They followed me in! So, while Cromwell was 
  smashing his freaky hammer on the air, the smugglers were smashing Edwin 
  (grrr...) and I could do nothing because I didn't have any control of the 
  game (double grr...).  Of course they killed Edwin and I was just about
  to restart the game when I thought: <<Let's avenge Edwin and then resurrect 
  him with Jaheira's Harper's call>>. That's what I did, when Cromwell 
  finished, after killing them, I made my new Edwin re-collect his stuffs...
  But what is it? Red scales were still there (Edwin carried them before the 
  ambush) so I had a red scales armor and red scales! So I told Cromwell to 
  make another!

  Cromwell takes your scales away only after he finishes his work and not when
  he begins.

  Of course this method works with EVERY artifacts Cromwell can forge. So if 
  you are disappointed because you have to give up the girdle of frost giants 
  to make the Crom Fayer, just kill and resurrect your player who carries the 
  artifacts and that's it! (I used Harper's call because it costs nothing and
  doesn't make you lose 1 point of CNS). Oh, you should attack someone who has 
  few HP, otherwise you just risk to injure him and nothing else... and your 
  stuff is are gone.

  So this is my procedure:

  1 - make someone attack your "carrier" before talking to Cromwell

  2 - talk to Cromwell and have him forge your artifact

  3 - watch...

  4 - resurrect and recollect!

Other Assembled Items:

  These have nothing to do with Cromwell, but are assembled nonetheless.


  Flail of the Ages       -- Flail Head (Cold)                 (De'Arnise Hold)
                             Flail Head (Fire)
                             Flail Head (Acid)
  Bronze Horn of Valhalla -- Silver Horn of Valhalla     ("Fish" House, Bridge)
                             Diamond                                 (anywhere)
  Iron Horn of Valhalla   -- Bronze Horn of Valhalla        (Maheer, Promenade)
                             Beljuril              (In a Chicken, Umar's Hills)
  Human Flesh Armor       -- Human Flesh               (Tanner's House, Bridge)
                             Silver Dragon Blood                    (Underdark)

  The Horns of Valhalla are made by Maheer in the Waukeen's Promenade.  See
  that section for more details.

Mordenkainen's Sword has a Greenstone Amulet: (from Dranyth)

  I was in Firkraag's Temple in the area just past the Orcish-Archers-behind-
  the-walls ambush, in the hall where you get attacked by the various golems.
  I happened to get attacked by an adamantite golem and two stone golems and
  backed off to let the stone golems into the room to take them out first, then
  went back up to see what I could do about the adamantite golem.  I cast
  Mordenkainen's Sword and sent the sword after it while I sat back and
  watched.  The golem had just coughed up one of his mini-Cloudkills and after
  a round or two my sword somehow got poisoned by it and began taking 1 damage
  a second.  After it took 36 damage, the sword died.  On the sword's body was
  a Greenstone Amulet!

  While I was writing this it occurred to me that if it had it when it died,
  perhaps you could pick pocket it... so I just summoned a Mordenkainen's
  Sword, had Yoshimo quaff a potion of Master Thievery to ensure success, and
  sure enough, when I pick pocketed the sword it gave me a Greenstone Amulet!
  I believe this is a very regular occurrence then, I hope it will be useful.
  As I haven't fought Illithids yet, I'm not sure if these Amulets are that
  useful against them or not, but from their description I'd imagine so...

    ToB Note:  This was removed for Throne of Bhaal.

Healing Flame Trick: (from Mike O)

  Slight SPOILER

  It turns out that raising a character's resistance to something above 100 not
  only blocks all damage by that kind of element, but actually heals the
  character by a small amount relative to the amount of damage that should have
  been done. The place I discovered this is also probably the best place to
  take advantage of it - in the Temple Ruins. If you stand on the incorrect
  letter of the room where you are supposed to spell out Amaunator's name you
  will get nailed repeatedly by a Flame Strike spell. But when I used the Red
  Dragon Scale in conjunction with a Fire Resistance ring and one other item I
  can't remember to raise different character's resistances to fire above 100,
  I could just sit them there and watch their health bars quickly raise. If you
  are evil in alignment you also get to enjoy their screaming in pain as they
  roast :) Any trap that causes damage of a certain type repeatedly will work,
  though fire traps are probably the most useful since items that provide fire
  resistance are more common than any other kind.

  Editor's Note:  There are also Fire resistant spells.  Further, this works
                  with any Resistance over 100%, including weapon resistances!


  You really want a high reputation.  The higher the better.  Even if you have
  an evil party you want a high reputation.  If you have a good or neutral
  party, try for a reputation of 20, if you have an evil party, you still want
  a reputation of 18 (the highest you can go before all the evil people start
  leaving).  Because of these various things, I would not recommend having a
  mixed alignment party.  By mixed I mean good and evil combined.  The best
  part about a good reputation is that everything is given the "hero discount",
  up to 50% off of items in stores!

    Note:  If you get an Evil person to join and your reputation is ALREADY
           above 18, then they will stay.  Unless your reputation changes
           again.  If you start at 20, get someone to join, then go down to 19
           they might leave anyway. (from Moby)

    Trick:  You know how if your reputation hits 19, evil people will leave the
            party? You can prevent this if you have Viconia. Whenever Viconia
            joins you, you lose 2 Rep. Whenever you dump her, you gain 2 Rep.
            So, whenever I found a quest where I would get a reputation point
            reward (after my reputation had reached 18), I would just load the
            game to a saved game before getting the reward, dismiss Viconia
            (and ask her to wait right there). My reputation would become 20.
            Then getting the reward would not change the reputation (since max
            rep is 20). Then get back Viconia, and rep falls to 18 again. This
            means that rep will always be 18 (you can always dump her to buy
            and sell stuff, then get her back). I don't know if you need to
            remove Edwin and Korgan too, but I believe they should be removed
            before your rep hits 20 when Viconia is removed. They may not gain
            some of the quest xp. Still, Viconia's level was good enough for
            turn undead (from Jafar Sadeq,

Level/Ability Drain:

  One of the more annoying abilities of Undead creatures (Shadows, Wraiths,
  Vampires) is their ability to drain your characters stats or levels.  First,
  it should be noted that Stat drains are TEMPORARY and given some time your
  stats will return to normal.  No special action need be taken.

  However, LEVEL drains are NOT temporary.  They must be reversed with a
  Restoration spell.  Priests get the spell "Lesser Restoration" with their
  4th level spells (A Priest must be on level 7 to cast 4th level spells).
  There are also Restoration scrolls and temples offer that service as well.
  Until they are restored, your people will be operating as though they were on
  a lower level, however they still accrue experience as normal; so once
  restored they will be fine.


  The main character can have a bit of a romantic subplot with certain
  companions who join you.

    Male Character   -- Viconia, Jaheira or Aerie
    Female Character -- Anomen

  Romances can only start in the city, or outside, NOT in a dank dungeon.
  (usually, there are exceptions) I'm not entirely sure how these work and
  assume that they just "happen".  There is a slight consequence to having a
  romance with someone, but it doesn't come up until Chapter 6.

  Romances are essentially just the NPC and your character chatting.
  Relationships develop depending on your reactions to what they say.  For
  example, Viconia respects strength, Jaheira honesty and Aerie niceness.

  Also, Romances have various subplots related to them:


    Viconia:  attacked by a Drow and a Yochlol
    Jaheira:  attacked by Bandits*
    Aerie:    no subplot
    Anomen:   Seeks revenge for the death of his father

    * I'd recommend downloading the Jaheira Improved Romance file, which you
      can find here:


    The Viconia romance has a "bad" ending no matter what you do.  That is, you
    sleep with her, and she then decides to break up with you.  Nothing you can
    do about it, really.  It should also be noted that Viconia sleeps with you
    really fast, then treats you bad before giving in to you once more.

    In order to get a positive ending with Aerie, you must choose to NOT sleep
    with her.  This still ends the romance (completes it, you could say), but
    on a more positive note.

  Haer'Dalis and Aerie can even have a little "fling."  (I've heard on the
  official boards that Haer'Dalis was originally meant to be the second male
  romance, but that it was taken out due to time constraints.  That is, in fact
  why he has a fling with Aerie, it was meant to be a Love Triangle, where he
  eventually chooses your character)

  Some things to keep in mind about romances:

    The gender of the main character for romance purposes is fixed at the
    very beginning of the game. This means that the girdle of gender bender
    will not have any effect on romances, and that you can start a multiplayer
    game with a male character, then switch to a female character and pursue a
    lesbian romance with Jaheira, Aerie or Viconia (or vice versa with
    Anomen - perish the thought).  (Per Jorner)

    Dropping a love interest from the party will terminate the romance, so
    don't start one with someone you aren't willing to keep around permanently.
    This means that you won't be able to juggle Viconia for the reputation
    shifts if you're seeing her. (Alan Cherry)

    Also, a bug in Jaheira's script will break the romance off if she gets
    petrified after you're been summoned to the Harper Hold. After you de-stone
    her, Jaheira immediately takes off for the Harper Hold when you try to have
    her rejoin the party, even if you've already gone there.  You can pick her
    up at the Docks, but the romance is still over. (I didn't know this had
    happened until Aerie started flirting again). You'll have to reactivate the
    romance from the console to proceed with it. (Alan Cherry)

    Editor's Note:  You could reactivate it with the console:




                    or you could just download the program Shadowkeeper.


    The romance talks work on real time not game time, for instance if your
    having a romance with Aerie and she talks to you on day 10 you couldn't
    rest in an inn for 10 days and then she'd speak to you. Rather it seems
    you have to wait about 30 min to 1 hour of your time before she speaks to
    you again. Unfortunately this doesn't mean your romantic NPC is going to
    speak to you every time sometimes you have to do something else before they
    talk to you again e.g. Jaheira won't talk to you after a while if you
    haven't done the bandit quest. (Miguel)

    Jaheira Note:  Firstly if you buy Jaheira a necklace from a merchant in the
                   docks area (next to the temple) and then tell her you have
                   feelings for her this will start a romance with her, however
                   you will not get summoned to the Harper hold (after the Xzar
                   quest) until you have done the bandit Quest. Then After
                   being summoned to the hold and completing that section the
                   entire Harper quest is then tied up with Jaheira's romance
                   talks, after 2 or 3 chats the next part of the Harper quest
                   continues. (Miguel)

  Romances will be continued in Throne of Bhaal.

  Also, you might want to visit the BG2 page at:

  To find some interesting utilities dealing with romances.

Limited Wish:

  The limited Wish spell can be very powerful... however it can also have some
  pretty dire consequences.  When cast it summons a Genie who will grant two
  types of wishes: repeatable and one-time wishes.  By repeatable it means that
  you can wish for that again (such as healing your party), a one-time wish
  disappears after it is cast once.  Whether you can wish for something at ALL
  is determined by how much WISDOM the caster has.  Then whether the wish
  is successful is also based on WISDOM.

    Andrea Nicoli has this tip:

      I experimented them with Nalia (little dumb girl with only WIS 9) and
      lost all my spells.  Then I discovered that, if you do not wait
      for the Dao to speak with you, but talk to him yourself quick with
      another character (I used Aerie who has WIS 17) you can get the whole
      list! (I think that in this way you can get your big fighter to receive
      the shapechanging ability, but I could not try because I had already used
      the one time wish).  In this way you do not need a high WIS mage to cast
      this spell.

    Repeatable Wishes:                          Wisdom         Result
      I wish for my entire party to be healed. (WIS 10+) -- Heals the party

      I wish that none of my party would die   (WIS 9-)  -- poisons the party
      of their wounds.

      I wish that spells I have cast would be  (WIS 16+) -- get Spells back
      restored, that I might cast them again!

      I wish for my spells to be restored!     (WIS 15-) -- lose Spells already

      I wish to make my party invulnerable.    (WIS 12+) -- casts Globes of
                                                            Invulnerability for
                                                            the party

      I wish that magic would fail to affect   (WIS 11-) -- Party can't cast
      me or my party.                                       spells

      I wish to summon a horde to overrun my enemies.    -- Summons a rabbit

      I wish to be protected from the undead.  (WIS 10+) -- Negative Plane
                                                            Protection, Party

      I wish to be protected from undead       (WIS 9-)  -- Summons Vampires
      right now.

    One Time Wishes:
      I wish to be rich.                       (WIS 10+) -- gives 2000 gold and
                                                            several gems

      I wish for a powerful magical item.      (WIS 11+) -- Full Plate +2

      I wish to be more experienced.           (WIS 3+)  -- summons several
                                                            Golems to fight

      I wish to see all as it really is.       (WIS 12+) -- Glasses of

      I wish for an adventure like none        (WIS 10+) -- starts the "gong"
      I've ever experienced before.                         quest, and gives
                                                            you a scroll

      I wish for control over time.            (WIS 14+) -- casts Time Stop

      I wish to be anything I desire.          (WIS 6+)  -- Allows you limited

      I wish to be prepared for anything.      (WIS 10+) -- casts Chain

      I wish that all my enemies will die.     (WIS 11+) -- casts Wail of the

Dual Wield Meteors: (from Lani Weaver)

  Here's a great tip for those dual or multi-classed fighter-mages:  Put all     
  the slots you can into dual-wield, dual wield your best weapon in your off     
  hand, then cast Melf's Minute Meteors.  You will throw the meteor, then
  attack with the weapon in your off hand, from any distance!

Lockpicking for fun and Profit:

  Since your party gains experience for doing simple things, such as detrapping
  and unlocking, there are naturally a few tricks to maximize this.

  If you want to behave yourself and not steal from the shopkeepers, you
  can still gain the experience from lockpicking their chests.  There are no
  consequences (rep. decrease, guards summoned, etc.) as long as you don't
  actually open the chest. (George Adam III)

Pickpocketing Strategies: (from Henning Roes)

  I spent some hours and pick-pocketed nearly everybody in the game who was not
  hostile. It's easy even in the beginning with Jan and a potion.

  Commoners and Peasants: Nothing, 1-10 gold and minor spells
  Amnish Soldiers: 20-40 gold and a 30% to get a scroll (up to level 8)
  Nobleman/Noblewoman: jewels and gold

  It's worthy to take several trials on the last two categories if you need
  money and spells in the beginning.

  Special items:
  Ribald in the Adventurer's Mart, Waukeen's Promenade: Ring of Regeneration
  Guardian Telwyn in the Temple of Helm, Temple District: Helm of Glory (quest
  reward, if you want to have it before completing the quest)
  Tolgerias in the Council of Six Building, Government District: Ring of Ram
  (He will drop another one after defeating him in the Planar Sphere)
  Taquee the Djinn in Trademeet: Bottle of Efreeti
  Lord Feveron, in the Bridge district, can be pickpocketed for a scroll of
  The Lady of the Keep, in the de'Arnise hold, can be pickpocketed for a scroll
  of Protection from Normal Weapons.

  Regardless of how high the thieving skills are, there's always a 1% of
  failure. Quicksave is a must.  It's possible to steal from everybody who has
  a cyan circlet. So you can steal the Ring of Gaxx and get another one by
  killing him (but this seems to be cheating). Charming the creature increases
  the chances of pick-pocketing (don't do this to important NPC's).

A Stealing Trick: (from David Weldon)

  Here is a strategy that I used to great effect once I got the thieves
  guild stronghold.  It actually only requires that you find a merchant
  who will buy stolen goods.

  First, save up 20K or so to buy the most expensive item you can find in
  Athkatla.  Buy that item, then go sell it to the merchant who will buy stolen
  goods.  (for example, Jayes in the right part of Waukeen's Promenade)

  Have a thief drink 5 or 6 potions of master thievery (you won't need any
  more after this, so use all of them that you can buy from local
  merchants if you want.  I generally stopped at around 250 or so Pick

  Proceed to steal and sell back the same item over and over to the
  merchant.  You can rack up any amount of gold that you would want, and
  then never have to worry about stealing anything again.

  I actually bought and sold 4 items at a time, because that's what you
  can click on the interface screen without moving the slider.  I netted
  about 30000 from the four items each time, and in less than 5 minutes I
  had more gold than I will ever need.

  It's a lot more rewarding to rip off the thieves' guild and laugh at how
  stupid their merchants are than it is to just edit your gold amount with
  a cheat or editor.  At least, I felt so!

"Shopthrifting"  from Clayton a.k.a. Lord Nazgul, Monk Savant

  What you need:
  - some gold (the more the merrier)
  - a store selling high quantities of the items you want (i.e., selling 5
  fireball spells as opposed to selling 5 single different spells)
  - something to sell (that short sword the goblin had works well)
  - a buyer with lots of room for the purchase

  What you do:
  - Select the items you wish to purchase (taking multiple copies where
  available).  The cost will go up as normal, but don't worry about the cost
  yet.  Notice the cost though.
  - BEFORE purchasing, sell the short sword (or whatever else).  Upon
  completing the sale, you'll notice the cost will drop to the price as if you
  only selected a single copy of each item.
  - Complete the purchase.  You will be allowed to make the purchase as long
  as you have enough money to cover the "cost" that is displayed.  The game
  however still tries to charge you what it should cost.  However, it will not
  leave you with a negative gold value.

  I've tried this in a number of stores now, and it has worked well.  Works
  especially well with the merchant at the city gate.  He had some nice
  scrolls, but I didn't have enough to purchase for all my mages.  I figure
  he's owes me one after I stopped him from getting killed.

Leveling up a Dual-Classed Mage Quickly:

  If your main character was one class, and is now being dual classed to a
  mage, you will be at quite the disadvantage until your old class abilities
  resurface. (which happens when your current level, exceeds your old class'
  level)  To speed things up, we take advantage of the Experience for Spells

  First, save it.  Then kick everyone out of the party.  Now buy every spell
  you can, and learn every possible spell.  Not only are you gaining
  experience, but you will be quickly gaining whole levels.  This probably
  won't get you above your Dual Class requirement, but it will help a lot.

Learning more Mage Spells than Normal:

  Normally mages are limited by their Intelligence as to how many spells they
  can learn per level.  For example, someone with 17 INT can learn only 14
  spells per level.  To get around this, simply drink a Potion of Genius (or
  other INT raising potion) and learn all the spells you want.  This also works
  to increase the ODDS that you successfully learn the spell.

  Although an easier way to increase the odds that you learn a spell is to
  temporarily drop the difficulty of the game to 'normal' where all spells are

Anyone can cast Mage Scrolls: (from Alex Malano)

  First, go into the inventory screen and drink, use a potion (may work with
  other use items, however I have not tested this).  If you're playing in
  multiplayer you'll need to pause first.

  Then, replace the location of the "drunken" potion with any scroll of your
  choice, and exit the inventory screen.

  If done correctly, the character should start to cast the spell, and the
  potion is not used up.

  Editor's Note:  Also an interesting way to get a non-mage main character a

Gem Replication Trick (from K.C.)

  Remember that bug cheat in BGI that let you replicate gems?  You would place 
  a potion in your quick item slot, replace it with a gem, and then "use" the 
  gem twice to change the number amount.  It still works in BGII.  Just R-click 
  on a potion in your inventory to drink it and swap it for a rogue stone, for 
  example.  The number will disappear.  Now do it again and the number changes 
  to 65535, which is FFFF in hexadecimal notation.  This is more than enough 
  gold to finance your entire game all the way through ToB.

  Editor's Note:  If you're in multiplayer, make sure that game is PAUSED
                  before doing this trick.

"Fake Talk" as Applied to Stealing from Shopkeepers: (from Aleph)

  Kudos to your "talk-fight" strategy.  I have expanded on this a bit, and
  would like to give you another way to use it beyond dragonslaying...
  it's called the "Absent-Minded Shopkeeper".

  1)  Enter store.
  2)  Save game.
  3)  Ask to see goods and start stealing away from the Steal screen.
  4)  The second you are caught and the steal screen disappears, hit space
      bar.  Don't even wait for the normal screen to come back.
  5)  While paused, click on the storekeeper again (talk function) and
      unpause.  If timed right, you will be able to talk to them again, and
      thus continue stealing.  You can also quicksave while paused if you
      doubt your reflexes.
  6)  At the end, talk to the shopkeeper without getting caught and you
      should be able to walk away without their turning red, rep loss, etc.

  Great places to steal are the armorer in Waukeen's Promenade, the mage at
  the back of Ribald's, the scroll guy in the Promenade, Gareth's contact
  (for glasses of ID), Trademeet (for acid club, inertia belt, others),
  and Underdark.  Also note that while you can't steal from Ribald's
  goods, you can pickpocket him for a ring of regeneration.

    Note:  There are times when this strategy will fail, causing the people to
           go hostile anyway.

  Stolen items can then be sold at any shopkeep whose goods are "stolen".
  (Roger the Fence, the Thieves Guild, etc.)

Manipulating Things, without anyone Noticing: (from Rolander)

  For some reason, if you are stealthed or invisible and you manipulate those
  objects, you do NOT come out of stealth/invisible mode and enemies (if 
  present) will remain ignorant of your presence.  Dunno if it's a bug, but
  it can avoid some unnecessary battle if you use a stealthed/invisible
  character to go in, activate and get out.  (e.g. in the Shade Lord quest, I
  used a stealthed character to grab the 1st sun gem and snuck him past the
  gathered shadows without a fight)

Monks can wear Keldorn's Armor: (from ROB)

  If you read the description for Keldorn's Armor it mentions that "few others
  than" he can wear it.  Interesting.  Turns out that Monks can wear it, if
  they have these stats:

    15 STR
    17 CON
    12 INT
    18 CHA

  You can, of course, improve your stats via items.  Say you have only 14 STR
  and 3 CHA.  So, if you put on the Girdle of Hill Giant Strength and the Ring
  of Human Influence, you will raise your stats and could then wear the armor.

  This is the ONLY armor that Monks can wear!  It has an AC of 0, +1 to Saving
  Throws and Free Action on its wearer.  Of course, when your Monk hits level
  18 his natural AC is just as good as the armor, making it almost pointless.
  (You still get the Free Action and Saving Throw bonus, of course)

  So, if you have a Monk, go find Keldorn and swipe his armor.  If you want
  Keldorn in your party and feel bad about this, just remember that he can wear
  any armor he wants, while your Monk can only wear Keldorn's.

Fighter/Mages and the Corthala Family Armor: (from Henning Roes)

  The Corthala Family Armor can be equipped by your main char if you can wear
  leather. But you cannot wear it if your WIS is too low. Drink a potion of
  insight, equip the armor. Then try a dispel magic on him and the additional
  WIS is gone but the armor is still equipped. Good armor for a fighter/mage
  early in the game since you can cast spells while wearing it and doesn't
  evaporate in the sun like Drow armor.

  Editor's Note:  The minimum requirements for wearing the armor are:

                     6 STR, 18 DEX and 11 WIS

                  Also, this only seems to work on dual classed Fighter/mages.
                  (Multi-Classed Elves and Half-Elves can't wear it)
                  Fighter/Clerics with the above stats can also weaer the

Special Abilities:

  Your main character (Protagonist) starts the game with the special abilities
  that he/she had in Baldur's Gate.  THESE ARE NOT SET IN STONE.  If you
  created a new character from scratch these will be: (based on main
  character's Alignment)

    Lawful Good:              Neutral Good:             Chaotic Good:
    -----------------------   -----------------------   -----------------------
    Cure Light Wounds     2   Cure Light Wounds     2   Cure Light Wounds     2
    Slow Poison           2   Slow Poison           2   Slow Poison           2
    Draw Upon Holy Might  2   Draw Upon Holy Might  2   Draw Upon Holy Might  1
                                                        Vampiric Touch        1

    Lawful Neutral:            (True) Neutral:          Chaotic Neutral:
    ------------------------   ----------------------   -----------------------
    Larloch's Minor Drain  2   Cure Light Wounds    2   Cure Light Wounds     2
    Horror                 1   Horror               1   Horror                2
    Slow Poison            1   Slow Poison          1   Draw Upon Holy Might  1
    Draw Upon Holy Might   1   Draw Upon Holy Might 2   Vampiric Touch        1
    Vampiric Touch         1

    Lawful Evil:               Neutral Evil:              Chaotic Evil:
    ------------------------   ------------------------   ---------------------
    Cure Light Wounds      1   Larloch's Minor Drain  2   Larloch's Minor...  2
    Larloch's Minor Drain  1   Horror                 1   Horror              2
    Horror                 1   Slow Poison            1   Vampiric Touch      2
    Slow Poison            1   Draw Upon Holy Might   1
    Draw Upon Holy Might   1   Vampiric Touch         1
    Vampiric Touch         1                       (new charts from Death Crow)

  Souma has an interesting Evil Abilities strategy:

    I have to say, I was pleasantly surprised by how useful some of those evil
    powers are.  Well, it is when you use the Call Woodland Beings spell (with
    Jaheira natch).  Not only do you get to cast Mass Cure as a Level 4 spell
    instead of a Level 5 (sort of), but if you don't need the Nymph getting in
    your way afterwards, you can use those evil Larloch's Minor Drain and
    Vampiric Touches on it and gain big hit points temporarily.


    Eventually you will lose these special abilities when Irenicus finishes
    what he began at the beginning of the game.  Soon after you will gain a
    new ability, to become the Avatar of Bhaal, the Slayer.  The Slayer is
    immensely powerful, and immune to just about everything.  However...

    There are a couple things to keep in mind about the Slayer.  First, you
    lose 2 reputation points every time you become the Slayer.  Not much, but
    it can add up if you use it too often.  Second, if you stay the Slayer for
    too long at one time, you will die and the game will end.


Larloch's Minor Drain Trick

  Casting Larloch's Minor Drain on yourself has some wonderful effects. You'd 
  think that you would lose Hit points, but you gain it back from the spell... 
  and more! You can actually heal yourself with an offensive spell.

Gain More Hit Points at Level Up

  Casting Draw Upon Holy Might before going up a level (until level 10, after 
  which this becomes pointless). This increases your CON, which for most 
  characters, will give them bonus Hit points. Because your CON is higher 
  when you gain a level, you will actually gain more hit points than normal.
  These hit points even stay with you when the Holy Might goes away. Very 
  useful way to use the main character's special abilities. This is especially 
  useful for fighter type main characters as they gain the full bonus from
  having a high CON.

Dual Classing Restores Traps (with generous assistance from the Lord of Fire)

  One way to get Yoshimo's (or anyone's) Set Traps ability back (after having
  set a trap) is to dual class, then cancel that dual.  When that is done your
  old abilities are restored to you, including your set traps.

  Note:  Kicking a thief out of the party will reset their traps as well,
         however, any monster killed with the trap will NOT give you

"Sandman's Ring" and the Solo Thief (from Xander77)

  Most people I know, sort of disregard the "Sandman's rings" (the ones that
  allow you to become invisible once per day). I found the invaluable for a
  soloing thief char. You can hide in the shadows, walk into a battle, backstab
  someone, turn the ring on, and then either walk out of the screen (if
  somebody starts casting a True Sight spell or some such, or if you want to
  let their defenses drop) then walk into the battle and backstab again. There
  are 6+ such rings throughout the game, so you can make 6+ backstabs per
  battle. And you don't have to use up potions or spells. (I really love
  once-per-day use items, because I don't feel that I "wasted" something when I
  use them)

VI. > > > >  Monster Fighting Strategies

  Basic monster fighting strategies (ones that tend to work well against all
  monsters) are in this section.  The following sections have specific advice
  for dealing with the tougher monsters.

Basic strategies (from Xander77)

  Backstab from someone powerful is always good.

  Melf's Minute Meteors/Bolt of Glory/Ram's ring ignore magic resistance.

  The Inquisitor's Dispel makes every mage battle a lot easier.

  Greater Malison + Doom + Instant death spell (Finger of Death, Polymorph 
  other, heck - even Chromatic Orb) = (usually) instant death.

  Slayer kills everything.

The Invisible Door Blocker Strategy: (from Phobia)

  What you do is make a guy invisible with a ring, potion, stealth, etc. and
  have him stand in a doorway (if the doorway is too big, you can have two
  people standing there side by side, this only works in doorways that you
  can stand in, the HUGE ones don't count).  Then you send someone into the
  room, the invisi-guys will move to let him through, then go back into
  place, when the enemies see you, run back through the doorway.  The enemies
  will run into your invisible characters and not attack them because they
  can't see them, then you can take the enemies out with spells and ranged

  Editor's Note:  I would turn the Party AI off for this strategy.  You need
                  to prevent your invisi-guys from attacking and becoming

A Defensive Spin Trick: (from Tim Marshal)

  Blades can move while in defensive spin.  All that is needed is to have the
  free action effect on the Blade before or during the spin (i.e. potion,
  spell, ring).  Haer'Dalis has become one of my best lure characters.  Equip
  him with Stoneskin, several items that grant magical resistance, and the
  ring of free action. Have him go into defensive spin and you are nearly

The "Fake Talk to the Enemy" Strategy: (Dragonslaying)

  This is one of the bigger exploits in the game, and it is incredibly
  simple to pull off.  Many enemies start out with the Light Blue circles
  around them indicating that they are neutral, which means you talk to them 
  and they become hostile later. (Or sometimes they talk to you)

  What you do is this.  First make any normal battle preparations (cast
  protective spells, haste and whatnot), then PAUSE the game.  Now click on
  every enemy as though you were going to TALK to them.  Then switch over to
  attack mode and Force-Attack your enemies.  When you unpause the game they
  won't attack you.  And if there are more than one enemy, the others will
  wait a while before attacking, watching you take out their comrades!  This
  can be repeated as often as desired, and if you want to keep doing it, be
  sure to pause about every 5 seconds and continue it.  (they will become
  hostile after 6 seconds -- one round -- and attack you)

  Where is this strategy MOST useful?  Dragonslaying, of course!  The three
  dragons in the game all start out with Light Blue circles around them.  So,
  do the fake-talk to them, and start attacking.  You will get quite a lot of
  time before they raise their defenses, time that you can use to do some

    Note:  There are times when you absolutely should NOT use this strategy.
           Some monsters don't die, instead they start talking when they
           get close to death.  With the Fake Talk, you won't reach this
           point and the monsters will never die.  Don't use it on Lassal,
           Kangaxx, Lavok, Irenicus and anyone who is particularly crucial to
           the plot.

Tough Battle Tips:

  Some basic strategies that I have heard of to kill tough monsters:

    - Back away from the monster so that you can't see it anymore, then cast
      Cloudkill.  If you're a sorcerer or have the wand, drop as many
      Cloudkills as you can. Their effects stack.
    - Use a Monk's "Quivering Palm" attack to kill it.
    - Have a Kensai/Thief backstab it.
    - Have a Cleric cast Thac0 modifying spells on self, then cast Slay
      Living on target. (Adar)
    - Summon forth a Pit Fiend, then keep the party out of the battle. (Adar)

Project Image and Cloudkill: (from Jafar Sadeq,

  I rested once before killing the black dragon. I used the cloudkill
  strategy, had Nalia memorize 3 project images and 6 cloudkills (using a
  ring of wizardry). Then just project image, hit 6 cloudkills in general
  direction of dragon, quickly kill the image with the best fighter (my
  beastmaster dual-wielding the bone club and gnasher) so I could get another
  image and set off more cloudkills as soon as possible. It took all three
  images' cloudkills, otherwise the damage would be so slow that it would
  cast heal before it could be killed. (I once managed to get an image to
  project another image, but wasn't been able to repeat it.) I did not rest
  once after this and finished the game without using any spell other than 
  one Protection from Evil 10'.

  Editor's Note: Project Image is probably the most useful spell in the game,
                 and the easiest one to abuse as well. Using Project Image
                 you can have the image cast every spell you have, and when
                 the Image disappears, you will still have all those spells.

                 Also, the Image has no summon limit, it can summon as many
                 monsters as it wants. Very useful to summon up a dozen
                 Skeletal Warriors (or in ToB, a half dozen Planetars).

Infinite Lightning Bolts: (From Brawny Lam)

  I was fighting Kuo-Toa in the underdark exit:  In the heat of battle, I
  accidentally got Imoen to cast lightning bolt on my ranger PC.  Luckily
  enough my ranger was wearing the Cloak of Mirroring, so the lightning bolt
  got reflected back to Imoen, who was wearing the Cloak of Reflection, so
  the lightning bolt kept being reflected back and forth from my ranger to
  Imoen and vice-versa.

  Now here's where it gets interesting.  Every time a lightning bolt got
  reflected, the original lightning bolt would continue to bounce around the
  room. So after a couple of reflections, I had about 4 to 5 lightning bolts
  bouncing all over the place vaporizing everything in their path.  I was
  quite happy that the Kuo-Toa were being turned into ash before my eyes, but
  not quite so happy when it killed my entire party as well, except for my
  ranger and Imoen, who were still reflecting lightning bolts back and forth.

  Not sure how useful this trick is, but I thought I'd mention it since its
  cool looking at all those lightning bolts flying all over the place.  It'll
  probably be more useful if the party was protected from electricity.

Chromatic Doom: (from the Maxx)

  You remember that first-level mage spell "chromatic orb", and the first
  level priest spell "doom"?  The ones that just seemed really crappy at the
  start?  Well, if your mage is level 12 or higher, any enemy hit by it must
  save vs. death, or be instantly killed.  Now, granted, dragons have a good
  save vs. spells, but not after you hit them with doom.  If you have Aerie
  in your party, have her throw the two spells into a sequencer, or minor
  sequencer.  I was able to kill the shadow dragon in Suldanesselar, the red
  dragon in Watcher's keep, and one or two others, only using these spells,
  nothing else.

  Note:  Make sure to place doom in the sequencer before you put chromatic
         orb in first, or else you just wasted a spell.

Set Snare Tricks:

  Strategy tip for dragons and other tough battles:  I went to the
  Windspear Hills right after doing Nalia's Keep on my first run-through,
  and when I reached the Red Dragon. I was still quite low level, as I hadn't
  done any of the town quests except Aerie's circus and the slaving ring in
  the Copper Coronet.  I figured, oh what the hell, I'll give it a go anyway,
  and proceeded to prep for battle.  By chance, I remembered Yoshimo's set
  snares ability, and strung snares all around the big lizard before
  attacking.  They must have accounted for at least half the damage I did to
  it, and I managed to kill it without any severe injuries to my party.  And
  there I was with a +5 Holy Avenger and no freaking paladin to wield it!
  Anyway, I thought I should mention this as it seems many people have
  overlooked this ability on the BBs I've looked at, and it can prove
  invaluable in any number of combats (especially those you can prep for).
  IMHO it makes the bounty hunter far superior to the other thief kits.
  (Geoff Ulreich)

  To expand on that tip, lets consider this:  with not only Bounty Hunter
  kit's Set Special Snare ability, even a regular snare cannot be stopped by
  any creature's resistance stats or saving throws.  What that means is
  thieves' snares are, in actuality, the best weapons in the game for
  defeating just about every boss and mini-boss.  What I usually do is to set
  traps around dragons (they never initiate attack), rest, set some more,
  rest, and set more....  Since snares do not 'expire' when you rest, you can
  essentially blanket an entire area with snares.  Not only can you do this
  around tough enemies such as the dragons (Yoshimo killed the first two
  dragons for me without a single member of my party having to go on attack),
  but also such as the Mind Flayers, Beholders, and other tough(er) enemies
  in this game, some of which you can not even go near without layers and
  layers of protective spells.  Just lure them to an area FILLED with traps
  and Voila!  (Willis Su)

  As you can see, this is so unfair it runs into game-balance issues --
  another reason I was reluctant to share the tip.  One warning to anyone
  trying such a tactic:  be diligent in removing snare notations on area
  maps, or the map WILL cause the game to crash, since it's NOT designed
  to handle so many snare notations.

  Juky & 649 of 711 have a better Snares Strategy:

    My cousin and I have found a really neat trick.  With any thief or bounty
    hunter, you can set infinite traps. Have the thief set all his/her traps,
    and then reform your party. Remove the thief from the party. The thief
    will then move to talk to your main character. He/she will ask your main
    character if his/her services are still needed. Say yes. The character
    will rejoin the party, and all his/her traps skills are refreshed.

    I have tried this many times with Yoshimo, and it has made certain tough
    battles a lot easier.

  Note:  You can also just click Dual Class, then Cancel to get your Snares
         back. (SMShadow)

         This method is actually preferred, as the traps of a kicked-out party
         member (even if they return) won't net you any experience.

How to Kill Civilians (without really trying): (from Willis Su)

  For those that are able, cast the necessary protection spells (Protection
  from Evil), and summon forth a demon (Cacofiend, Gate, etc.).  The demon
  that you summoned will tear everyone in the vicinity to shreds without
  affecting your reputation.  Just make sure your party can contain the demon
  so it kills whom you wanted it to kill, or else you may start to lose
  quest-vital NPCs.  This is in response to those neutral
  characters/townsfolks that sometimes turn hostile either through thievery
  on your part, or due to some other scripting bug.  Use it cautiously.

The Death Spell

  The Death Spell kills all monsters with 8 or fewer hit dice. (A "Hit Die" is
  roughly the equivalent of a level) There are a great MANY monsters in the
  game that fit this bill, including, but not limited to:

    Trolls (although they'll still need to be hit with Fire or Acid, but you
      get double experience for killing them twice)
    Umber Hulks
    Mind Flayers

  The Death spell will instantly kill these bad guys.  However, Mind Flayers
  have Spell Resistance at 90%... which does limit its usefulness against them.
  (Although the Flayers guarding Phaere are considered "summoned" and will die
  instantly against this spell)

RCL has many battle tips and strategies:

  "Um, seeya" strategy

  I just wanted to emphasize that many groups of enemies (especially ones
  with mages, such as the Slum Slavers or the second-floor enemies in the
  Guarded Compound) will be much easier to kill if you move immediately back
  downstairs/out the door, etc. (into another game area map) after they
  decide to attack you.  Some will follow you and some will not, and even if
  they do, they do it one at a time instead of moving as a group like yours,
  giving you windows to take them out one at a time.  Also, if the
  spellcasters do not follow you out, that gives you an opportunity to wait
  until their protective spells expire before you go back in.

  "Not another summoned creature!" strategy

  For some of those monsters that have special attacks or cast spells, send
  in a lot of little summoned creatures (one at a time) to bamboozle them
  into wasting their memorized spells and special attacks (such as Dragon
  breath), which I believe are limited in number.  If you can control the
  creatures, make them walk around the monsters a bit to induce the monsters
  to cast spells instead of using physical attacks.

  Marking enemies' location with junk

  There are times when you want to move out of the enemy's sight and use
  spells like cloudkills, etc. to kill him.  An easier way to remember where
  they are so that you can cast those spells is to drop some junk as markers.
  Even with the fog o' war you will still be able to see the junk from far

  For example, I killed the red dragon while virtually no one was severely
  hurt by:

  1.  Walked right next to him and dropped some junk and set some snares.
  2.  Made him hostile, by sending in one character to talk to him.
  3.  The character then got out of the dragon's sight immediately.
  4.  Summoned any creature at spots where you know the dragon can see them
      rising but cannot touch them without walking up to them.  The dragon
      naturally chose to use his breath on that creature, usually killing it
      before it even started to walk.
  5.  Repeated with summoning creatures large and small, until the dragon
      stopped using his special attacks...
  6.  Cast some area-attack spells where the dragon was, and then
  7.  Haste -> breach -> group charge -> dead dragon -> holy avenger and
      dragon scales.

The 3 basic high level insta-kills (from Xander77)

  1)  Chain Contingency + 3 Horrid Wiltings. Basic for killing groups of 
      enemies. If used to kill a single tough enemy, a spell sequencer - 3 
      pierce shield or 3 lower resistances is good beforehand. Also - Set the
      contingency, rest, trigger the contingency in battle, then immediately 
      set the same contingency again.

  2)  Timestop + Improve Alacracity. Make sure your PC auto pauses after a 
      spell is cast. Lower Resistance, Pierce shield, then go Whacko. With a 
      Robe of Vecna + Amulet of power, your level 1 spells Magic Missile and
      Chromatic Orb will have a casting time of zero, so cast the whole lot of 
      the first, then go with any kind of (overkill at this point) spell you 
      feel like.

  3)  Shapeshift + Timestop. Once Timestop kicks in, Shapeshift into the 
      Mindflayer. During Timestop, all your attacks are auto-hits. So once 
      timestop ends, your enemy is dead.

  A stat drain will kill most of the unkillable "vital to game progress" 
  NPC's - even the ones immune to the CTRL-Q insta-death cheat. So, 
  Shapechange - Mindflayer kills all.

VI.1  > > > >  Golems

Golem Trick:

  There is a great little trick for defeating any Golems you might run into.
  Simply take the Ring of Earth Control and use it's Control/Charm Earth
  Elemental ability on the biggest Golem around.  Despite the description of
  the spell, it actually works on the golems too! It might take a couple of
  tries, but you can rest in the same room as the golems and try again. After
  you've gotten the biggest on there charmed, let him kill off the others and
  then loot the treasures before the spell wears off.  (from Greymane)

Clay Golems:

  Clay Golems MUST be hit by BLUNT weaponry to score effective hits.  Sample
  blunt weapons are: Clubs, Maces, Morningstars, Fists and Staves.  Hit them
  with anything else and you will get the "weapon not effective" shtick.
  One exception to this are weapons that have bonus damage, such as +1 fire
  damage.  The weapon itself won't hit, but it will still do its fire damage.

Iron/Adamantium Golems butchering (from Xander77)

  You can just engage the golem in hand-to-hand with +3 weapons, of course, but
  I wouldn't recommend it - they deal massive damage and are usually contained
  in rooms with exits through which they can't fit. The only place where they
  run free is Suldanessalar, and there you can use the invisible door blocker
  to keep them at bay - just have her move away a meter or 2 when the golem
  uses the gas attack.  A character wielding a +3 two-handed sword can
  reach the golem and hurt him, while the golem can't hurt him.  The gas attack
  is sometimes capable of hurting him and sometimes not - haven't quite worked
  it out.  If it does hurt, just move the character away until stops.  Go back
  to hacking away at the golem.

  - Personally I don't care for this one, but if you're desperate for the
  experience and don't have any other means of handling the golem, you can
  lower his MR once or twice then magic missile him to death. The golem only
  has 80 hp or so - not too tough a task.

  - Melf's minute meteors - ignore magic resistance. One casting is enough to
  kill a golem (some kind of ThacO spell is preferable beforehand, though).
  Great for killing magic resistant creatures.

VI.2  > > > >  Demons

Demon Fighting:

  Find yourself fighting some mighty demon? Pit Fiend? Glabrezu?  Well fear
  no more!  Simply cast Protection from Evil on your party and they will
  ignore you!  This is not a guaranteed strategy, some demons will attack
  you anyway.

Demons killing (from Xander77)

  - As this FAQ mentions, protection from evil 10 feet radius works wonders. 
  Most random (non quest related) demons won't see you, thus giving plenty of
  time to ambush them.

  - Going hand to hand. Actually not that bad of an idea. By the time you start 
  running into demons, you should have several +2/+3 weapons in you party (if 
  you don't, you probably won't manage to get through the area where the demon 
  is) so you're capable of hurting him. There are often several annoying 
  distraction - quasits, genies, and such - around the demon. Get rid of them
  using some are destruction spells. Then your buffed up (haste, chant, chaotic 
  commands on the main char [hold and stun protection] etc) party charges the
  demon. A few ruffled feathers later, he should be dead.

  - Bolt of Glory - 2 of those should handle most any demon. Possibly an extra
  shot from the Rams ring and/or Melf's minute meteors. The reason all the 
  aforementioned work is because they ignore magic resistance (which the demon 
  has a plenty).

  - Desperate measures (if you have to rely on this, then you aren't quite 
  ready to face demons yet) surround the demon with aerial servants and fire
  elementals. They get stunned and slaughtered, but they have plenty of hp, so 
  you'll have some time before he turns to you. Now lower his resistance and
  magic missile him to death (damn, this game would be a lot harder is some 
  monsters just bothered learning Shield)

  - Slayer change. Also counts as desperate measures for handling one measly 
  demon, but it does the job quite effectively.

VI.3  > > > >  Undead

Turning Undead Strategies: (from Xander77)

  Cleric undead turning is really awesome - much easier killing them of with
  tanks. One turning - and the undead explode. What's even better then is an
  evil clerics (I.E - Viconia) undead turning - you don't blow up undead, you
  turn them to your side. Generically speaking, your cleric level is usually
  more then enough to turn the weaker undead you're facing to your side.
  Beginning with level 20 you can turn Liches to your side.

  Now to my point. Turning undead DOES NOT interrupt invisibility. So you can
  cast one level 3 spell (which lasts 24 hours) on Vicky, and have her run
  around turning undead. Its really fun walking around with 20-30 undead
  allies following you. No risk involved.

Vampire Fighting: (from Jeremy Treanor)

  I found that having two clerics (Viconia + Aerie, my first time through)
  does absolute wonders in the vampire dens and other places where there are
  undead creatures affected by sunlight. Two simultaneous castings of false
  dawn knocked out every vampire that swarms around you. If they should
  survive, they're still confused and more than a little vulnerable.

The Mace of Disruption and Vampires: (from Xar)

  In Chapter 3, get into the lair, get the Mace of Disruption and pull back.  
  Upgrade it with the Illithium.  With the Mace +2 and a Helm of Charm 
  Protection (or similar), one character can clear the entire nest.  (The 
  vampires will obligingly leave their door open while you spend a day or so 
  with Cromwell.)

    Editor's Note: You get the Illithium as part of the "Sir Sarles" quest that
                   the Temple gives you.

Fighting Monsters who Level Drain: (mostly from Travis Archer)

  There are many types of undead that will "drain" your levels when they
  attack.  You may be a level 12 fighter, but that vampire just made you
  into a level 10 fighter.  This is easily fixed with a Restoration spell,
  but there are some other consequences of level drain as well.  When a
  spellcaster is drained, they lose their higher level spells.

  So, to protect against this:  Memorize your most important spells first. That
  way, they're the last spells to get level-drained.  Examples of Important
  Spells: Lesser Restoration, Raise Dead, Heal.  This makes mopping up after
  vampire encounters a lot less annoying.  When you restore levels, spells are
  not re-memorized, so don't forget to do this before you rest.

  Negative plane protection, which protects from level drain, has a
  disappointingly short duration, and having to memorize and cast it 6 times
  before a fight is obnoxious, so I recommend that you do one of the

    1)  Cast it only on your spellcasters (re-memorizing spells is annoying)
    2)  Keep your casters in the rear and don't cast it at all
    3)  Use limited wish instead to protect your whole party with one spell.
        (best choice)

Lich hacking (from Xander77)

  - Sunfire. It's a shame that you can't have 2 daystars, since that option 
  doesn't hurt party members. Move your entire party except for the mage and 
  the guy with the daystar into the corner. Make sure that the guy with the 
  daystar won't be hurt with the mages sunfire. If possible, try to make sure
  that both sunray and sunfire go of just as the lich appears. That usually 
  does the trick. If extra assurance is needed, then use ring of the ram before
  the sunfire/sunray combo.

  - Turn undead. If your cleric is level 20+ you can either blow up or control 
  the lich. This goes through all his protections. If you control him, either
  use his spells against another enemy, or have him waste them into thin air,
  then attack him.

  - Annoying long way - have a bunch of summoned creatures mob the lich where
  he first appears. If he manages to kill them all, summon a few new ones,
  (better waste summon spells then to have him sling instant death spells at
  the party). Now take your time while dispelling his protection. Ruby ray of
  reversal, Khelban's warding whip (though if you have access to those, you
  probably can just turn him with your cleric) breach, etc. Eventually he runs
  out of protection spells and you can just pepper him full of bolts and
  arrows. Cast a true sight before the lich appears, to dispel the
  invisibility/mislead that he is sure to cast.

  - Summoned creatures. Already outlined in this FAQ and my favorite strategy
  for dealing with mages. Move your entire party, except for one guy, into the
  corner. Put a summoned monster or 2 where the lich is supposed to appear.
  Have the lich appear, talk to the char and turn hostile. Now have the char
  run to the corner. The lich should turn up a few defenses, then fry the
  summoned creatures. Then. it just sits there, waiting for its protections to
  go out, because it sees no enemies on the screen. Wait a minute or 2, and
  send another summoned creature in. If the lich's defenses have run out, he
  should cast some new ones. Just keep doing this until he runs of out defense
  spells (or, if you're extra cautious, until he runs out of major attack
  spells) then charge him with your entire party. PS - Using a wizard eye or
  farsight to supervise, make sure that the creatures gradually move him
  towards the party. This strategy depends on the lich not seeing the party.

    Note:  The above works only if your summoned monsters keep the enemy well
           away from the party.

  - Stoneskin + Protection from evil + Polymorph self. Turn into a jelly and
  just sit there. The lich's pit fiend can't hurt the jelly and the lich should
  take care of him himself. The efreet's first few opening numbers are spells,
  so you don't have to worry about that. If he hangs around long enough to run
  out of spells and start attacking you physically (unlikely) just have your
  party take him out. Your Stoneskin should absorb a few blows anyway. By the
  time you Polymorph ends, the lich should run out of defenses and use up most
  of his spells. Now go and kill him.

  - Protection from undead - the lich doesn't even see you. Wait until his
  protection from magical weapons runs out, and just wallop on him. The only
  drawback is having to refresh the spell. If you have the protection from
  undead amulet, then it's just unfair.

  - Mace of disruption +2. Ignores all protections (even protection from
  magical weapons) on a critical. Also known as BOOM.

  - Lich in the in at the town gates - door skipping cheat. Run through the
  door whenever he begins to cast a spell. The spell is wasted. Run back in.
  Wash-rinse-repeat until he runs out of spells. Doesn't work in ToB.

  Fighting against liches and especially against time stop.  Use fog of war to
  your advantage, hide in the "fog" and summon creatures to attack the lich
  (don't follow yourself, only send your new minions).  You won't be able to
  see anything but you will get message at the bottom to know what's going on.
  The Lich will waste some of its spells, usually wasting its Time Stop as
  well.  Don't cast all your summoning spells at once, Death Spell will get
  rid of them all. (Max Chen)

VI.4  > > > >  Dragons

Dragon slaying (from Xander77)

  Luckily enough, most dragons in the game allow you to surround them and buff
  up before taking them on, except for the lame black dragon and the even lamer
  abyss dragon. They still alert you to their presence and give you time to
  buff up, though.

  Buff up and surround him is actually all you need, but here is a more
  detailed game plan:

  Note where the dragon is, and do the following just outside his sight (for
  the shadow dragon specifically). Drink any potions you feel like drinking
  (some stuff to raise your resistance to his breath weapon is good). Summon up
  5 long-term monsters. Fire elementals (druid) invisible stalker, skeletons, 
  Killthix (the spider figurine). Cast protection vs evil 10 feet (most dragons 
  are evil, it will protect both you and your summons, and should last you 
  until the end of the battle and then some). Now get your personal buff spells
  up: Stoneskin, Blur, Mirror image, Fireshield for mages. Ironskin, Barkskin,
  Armor of Faith and maybe celestial protection for druids/clerics. You can 
  also do draw upon holy might/ strength of one, but I usually don't bother -
  it does little good, and wastes one round of protection spells. Maybe a
  Simulacrum from Vhailor's helm and a lesser restoration on it now. Now for 
  group buffing spells: Bless, Chant, Defensive Harmony for druid's clerics 
  (you should have 2 clerics/druids and 2 mages/sorcerers in the party). Haste 
  for the mages and maybe mass invisibility (level 6), and. that's it. The 
  preparations are over. (You should start casting the next spell as soon as
  you're done with the previous, except from Bless Chant and Defensive 
  Harmony - those should be cast just before you run into combat)

  Run up to the dragon and make 2 circles around him. One circle, which touches
  the dragon - summoned creatures. One circle, which uses ranged weapons - the
  party members. The point of this arrangement is to make sure that if the 
  dragon uses his breath weapon, he can't hurt more then 2 summoned creatures/ 
  1 party member at the same time and to make sure that if the dragon uses wing 
  buffet on the summoned creatures he doesn't hurt your party members. Note:
  The shadow dragon will cast a death spell on summoned creatures if he sees
  them, so its best that they go into the 4 corners of the room while hugging
  the walls, and converge on his location when you're ready to begin the

  Now issue a formal challenge to the dragon (or not. Doesn't make much of 
  difference). Personally I prefer to challenge him when everyone has just 
  began casting their spells. Have everyone attack. The Dragon should go 
  Stoneskin + haste + greater malison + lower resistance to breath weapon 
  (btw - if your resistance if equipment based, you can get it back up by 
  taking your stuff off and re-equipping it) + (maybe) immunity from magic 
  weapons. You go: remove magic to handle the haste and the immunity to magic 
  weapons. Pierce magic to handle to Stoneskin and take his magic resistance
  down. 2-3 Lower magic resistance. Now just magic missile him to death. (Did I
  say that this game would be a LOT harder if monsters bothered learning 
  Shield?) You can add smite evil/silence/bolt of glory/lighting bolt and other
  damage spells to the mix just for the hell of it, but magic missile is the 
  greatest dragon killer of them all (fireball happy guys - ice storms aren't 
  that bad of an idea. Especially since summoned creatures that get caught up 
  in the damage don't seem to turn hostile). When and if he manages to kill 
  some of your summoned creatures, take a moment to summon a few more. Make
  sure that he's always boxed in between at least 3 monsters, and is therefore 
  unable to move up to one of your characters and attack her.

  Note:  You can, of course, have you fighters attack the dragon in hand to
         hand. Makes it a bit more exciting and a lot more dangerous. Magic 
         missile-ing him to death is a lot easier. If you do go for the hand to
         hand - good resistance to breath weapon is nice. So is improved haste
         on your main dragon slayer. Make sure to surround him from several 
         sides, so that he won't be able to breath on 2 or 3 characters at
         once. And when he blows you off the screen with the wing buffet,
         consider it as a break in the action and take a round or 2 to fully 
         heal up.

  That should handle any dragons in your path. The black dragon and the hell 
  dragon give you time to buff up and summon, but you can only form a 
  half-circle around them (try to get the summons to circle them, though).

  PS - The greatest Dragon slaying tip I ever got, from Charlie Yeah Charlie: 
  Polymorph him. Ok, so it's the toughest squirrel you'll ever have to fight, 
  but at least he don't look so tough.

  3 of the 4 Dragons (in SoA) have no resistance to electricity and even the
  4th one is weak against it.  This is where lighting bolt come in.  Bounce it
  off the wall a few times and watch their HPs go down. (Max Chen)

VI.5  > > > >  Enemy Spellcasters


  Mages have increased in power by LEAPS and BOUNDS since Baldur's Gate.
  They're much more annoying now.  Two spells in particular make them tough
  to fight: Contingency and Sequencer.  These allow mages to cast spells
  almost INSTANTLY at almost any time.  Then add in their new protective
  magics -- Protection from Normal Weapons springs to mind -- and defeating
  mages in Baldur's Gate II becomes much more difficult.

  Mage does:  Protection from Normal/Magical Weapons
  Counter with:  Breach (lvl 5)

  Mage does:  Shadow Door/ Invisibility AND Protection from Normal Weapons
  Counter with:  Purge Invisibility or Glitterdust or Remove Magic
                 THEN Breach

    You cannot Breach anything that is invisible, so you have to get them
    to be seen first.

  Note:  True Sight dispels any and ALL protections from the illusion school.
         That's right, no more Mirror Images, Simulacrums or Invisibility!
         (or thieves hiding in the shadows, for that matter)

         Dispel Magic is more of a "clean up" dispeller to be used in sequence
         with Breach. It usually takes care of whatever Breach doesn't,
         leaving your enemy mage wide open. I like this spell for its
         versatility (removing negative and positive status) but you're
         better of using Remove Magic in sequence with Breach as you won't
         end up removing your own protections, plus you'll want to save your
         Dispel Magics when baddies start throwing out Maze spells.

         Generally, Ruby Ray of Reversal gets rid of everything that protects
         from spells while Breach takes care of anything that protects from
         weapons and elements. (entire NOTE from John Winkleman)

  I let my archers take care of mages most often, so countering their Globes
  of Invulnerability is not a priority.  A Spell Thrust could be used to cut
  a Minor Globe out, however.

Summon Nishruu/Hakeashar

  Leo Wang recommends summoning Nishruu (and their higher level counterparts,
  Hekaeshars) to deal with mages.  Nishruu are mage-eaters for the most part,
  as they are drawn to mages like bees to pollen.  Magic attacks heal the
  Nishruu and best of all, Nishruu cause mages to forget spells.  Summoning
  up these bad boys make the end game mages (such as Irenicus) pretty easy.
  Nishruu are a 6th level spell, and Hakeashars are 7th.

  Cyrille Artho doesn't think too highly of Nishruu's:

    Just a comment about the usefulness of Nishruus and their "relatives": I
    used them now and again vs. wizards, but did not like it very much when
    one of my Imoen was charmed and turned against me (incidentally she had
    summoned the Nishruu herself). What would the Nishruu do? After I killed
    the enemy mage, it would "home" on Imoen. Until I had realized that and
    disposed myself of the Nishruu, it had already eaten some magical items
    (among them the Bracers of Protection!). That really pissed me off, and
    I didn't use Nishruus anymore. Not to mention that they might also
    degrade items that you would otherwise pick up after the battle.

  Henning Roes has an interesting tip for fighting mages:

    Normally the high-level mage casts heavy protections on himself and it
    takes some time to take them down.  In my second game I found a new
    strategy to get rid of their protection-from-magical-weapons like mantle
    etc:  I used normal weapons in that case.  I didn't do that in my first
    game because I wanted enchanted weapons as much as anyone. So I never
    thought about how useful non-magical weapons are.

Fighting the Cowled Wizards for Fun and Profit: (from JP)

  You can't cast spells in Athkatla unless you want to face the Cowled Wizards.  
  And if you want to get them off your back you must pay Corneil at the Council 
  of Six building.  I finished the game as a paladin (I imported my character 
  from Baldur's Gate) and then played it again as an Invoker.  I didn't want to
  pay Corneil the 5,000 gp because I saw the cowled wizards as a potential 
  source of both gold and exp.  If you want to face off with the Cowled 
  Wizards, here's what I recommend:

    1. Isolate your mage from the rest of your party.
    2. Go to a spot anywhere in Athkatla (I did this near the archway in the
       bridge district) where there are only a few people, lessening the risk
       of killing someone accidentally.
    2B. Drop a bit of Junk on the ground to mark this spot.
    3. Cast a summoning spell, preferably summon nishruu. The "spokesperson"
       for the cowled wizard should appear shortly after the nishruu
       materializes. Don't expect the nishruu to do heavy damage. His only
       purpose is to distract the cowled wizards from attacking you.
    4. Don't wait for him to appear! Quickly walk away from him and then
       attack him using your nishruu.
    5. He'll say something short and three or four other cowled wizards will 
       appear to attack you.
    6. Walk away until you don't see them anymore (or until they're covered
       by the fog of war). Your nishruu will attack them and they'll attack
       your nishruu.
    7. Look for your Junk. It marks their position.
    8. Wait for a few moments to let some of their protective spells expire.
       You don't have to wait that long anyway. Cast shadow door.
    9. Cast area effect spells like death fog, cloudkill, web, ice storm,
       skull trap, etc. On the ground near where you last saw them. You can't 
       see them and they can't see you, but you know where they are, so use 
       that to your advantage.
    10. Use multiple web spells if you have to so that they don't approach
       you. In time, they'll all die and you get around 14000 exp. Search
       their corpses for potions, scrolls and gems.

  I did this a lot times and it paid off rather well. It's not infinite.  
  You'll eventually face a high level wizard, who will cast time stop and 
  summon a pit fiend. Before I could beat him he cast dimension door and

  The final fight with the cowled wizards will occur when their spokesperson
  tells you that the highest members of their order have come to fight you.
  To beat them, simply repeat the process I said about defeating them. But be
  careful! One of them (her name's Zalladora, I think) can (and probably
  will) cast two time stop spells at the beginning of the battle! Keep your
  distance from them. When Zalladora is near death, she'll attempt to cast
  her third time stop spell. If she does, she'll cast gate and summon a pit
  fiend and cast dimension gate to get out. It's up to you if you want to
  prevent her from escaping or if you want to fight the pit fiend instead.
  Either way, if you survive, the cowled wizards will never bother your
  spellcasting in Athkatla again.

  Matt Warner has an easier way to cast spells in Athkatla:

    I've just found a neat little way to rid yourselves of the
    interference of the Cowled Wizards without paying the hefty 5000
    gold bribe, or going through the effort of killing wave after wave of
    wizards until they give up on you, though that will probably yield a
    bit more treasure than my method. If you just want to be done with
    them quick and easy, do this:

    Have a mage cast any spell that will attract the attention of the
    wizards, stoneskin or mirror image work well. Of course, so does
    everything else but those spells are nice and non-offense.

    A lone wizard will dimension door in to yell at you before bringing in
    several more wizards to kill you. He'll have some kind of hefty
    enchantment up (stoneskin?).

    The *instant* he actually shows up (i.e. has the blue ring around
    him), pause. Employ the fake talk strategy: Have someone talk to him
    and unpause. Pause again (before anyone actually walks over and
    starts talking to him) and force-attack him while he still has the
    blue circle around him. You probably won't be able to hit him due to
    his powerful protection spells, but this doesn't matter. Every 5
    seconds or so, back off and fake-talk him again. As long as you keep
    doing this, he won't go hostile and his friends won't gate in.

    Within a short period of time, his spell wears off and he returns to
    a more normal-looking color.  He will now fall easily.

    After this, no more wizards will show up and attack you for
    spellcasting. Apparently, since he never gets to speak, the game
    never triggers any more attacks since the first attack was never
    completed. Since more wizards won't show up in the middle of a wizard
    attack if you cast spells, this catch gets applied for the rest of
    the game. This doesn't appear to screw anything up (it's just a flag
    not getting set to "true", shouldn't affect anything else. Hasn't yet
    in my game, anyway.)

VI.6  > > > >  Beholders

Beholder Tactics: (from Paul Dickinson)

  Beholders have interesting behavior patterns.  If any party member
  is visible (and hostile), a beholder will immediately start pelting them
  with gaze attacks, cause wounds, slow, paralyze, petrify, or whatever.
  If not too busy pelting party members with nasty magic, they will move
  towards the nearest foe and chew on them.  Note the distinction between
  foe and party member.  Beholders don't seem to want to waste their gaze
  attacks on summoned creatures.  This means that one can have a stealthy
  or invisible party member observing (and thus allowing control of the
  battle), while one or more summoned creatures trash the beholders, who
  have really pathetic physical attacks.  The moon dog figurine works
  quite well here.  It moves fast, can heal itself, and stays around for
  long enough to kill quite a few beholders.

Berserkers: (from Xar)

  Give the Cloak of Reflection or Balduran Shield to a berserker and then sit 
  back and watch.  Why a berserker?  Elder Orbs have Imprisonment and 
  Berserkers are immune while berserk.  (Managed to complete the Underdark 
  Beholder zone with one character – Korgan)

VI.7  > > > >  Mind Flayers

Invisible Stalker Strategy: (from Mishael)

  An easy way to kill Mind Flayers is to summon a bunch of Invisible
  Stalkers, then cast Haste on them.  Invisible Stalkers are immune to all
  sorts of Mind control spells including charm, domination and confusion.  As
  far as I know, they cannot be mind devoured.  You may see some marks of
  confusion on their head, but they are not confused.  You can control them
  as long as they are alive. :)

Archery Strategy: (from Jonathan Zimmerman)

  I wanted to share my battle strategy for the mind flayers in the Underdark.
  I use both pairs of boots of speed on my two best bowmen, and cast chaotic
  commands on them.  I move the rest of my party off in a corner.  The bowmen
  pop into a room with the flayers and start shooting arrows.  While the
  flayers take time using their psionics, my fighters are pumping them full
  of arrows.  Once they try to close and drain your intelligence, just back
  up and start firing again.  They will never catch you.  This works best if
  you've cleaned out the entire city, up to the first door you need a flayer
  to open.  That way, you have plenty of room to run around.  This strategy
  does use a lot of arrows, though.

  Editor's Note:  Not if you have the Tansheron's Bow (from one of the
                  Merchants in Trademeet).

Bottleneck Fighting Strategy: (from Henning Roes)

  Only one spell (chaotic command) and one fighter are involved. Cast it on
  your best melee fighter and he's protected from psionic blasts. This spell
  lasts for a long time. Then give him the best AC (-11 does it). Since Mind
  flayers have to hit your Fighter in melee they have to make a critical hit
  to drain the fighters brain. Just slaughter them while standing in the door
  so only one or two of them are able to attack. The INT-lowerance disappears
  after a short time so there's no need for a restoration-spell. Ullithids
  drain 4 or 5 levels (better than the usual Mind Flayer) - INT 5-6 is a
  must. Don't care about the Umber Hulks in the Under Dark. Use them as a
  shield while fighting and healthy. I finished the Mind Flayer City with
  only 1 spell and some healing potions. Even in the sewers in the Temple
  District it's very easy. Equip a shield to get a low AC. My fighter wasn't
  hasted or othwerwise improved.

Kill Mind Flayers with Undead: (from James Victor)

  Let someone cast Wizard's Eye and have it position itself wherever the
  mind flayers are situated.  Have your mages/clerics cast animate dead and
  let the wizard eye guide them the way.  Since animated skeletons have no
  brain, flayer's psionics are useless and since mindflayers have weak stats,
  they are easy to slaughter.  For better results, have a cleric cast
  Strength of One and another spellcaster cast Haste for better results.  A
  couple of batches of "enhanced" skeletons would do the trick.

  Editor's Note:  The Wizard's Eye doesn't do anything itself, it is simply
                  used so you can see where the skeletons are going.  This
                  way you can keep your party well away from the battle.

Mind Flayer Mind Control Collars: (from Travis Archer)

  Some SPOILERS ahead.

  These devices are one-shot mind control items which never fail.  Only 1 is
  necessary to get to the Elder brain, maybe 2 if you're unlucky.  Which
  leaves 2 or 3 extra.  These come in very handy in tough fights.  These
  devices make the most impossible combats _easy_.  The mob stays under your
  control until attacked.  It won't leave the map, but it's still your pet
  when you come back.

  I used one on the Demilich, and one on Shangalar, because:  The Demilich is
  probably the single hardest opponent because he Imprisons at will. He's
  immune to almost every spell, and he's beefy like an Adamantite Golem.
  (Weapons do 1-5 damage depending on enchantment) With one of these devices
  I made him my pet!  On a funny note, you can make him Imprison himself, but
  then you don't get his loot or experience. :( So, I used Freedom and then
  just ambushed him while he was still "green". By the time he turned red he
  was dead.

  I used this on Shangalar and he wasted his buddies while I watched, then I
  finished him off. (Wait until he gets all his defenses up before you use it
  on him)

  This can be used on Dragons as well, which is amusing as hell, but not the
  Avatar of Rillifane who is immune to everything. :(

    ToB Note:  This strategy doesn't work in ToB.

VI.8  > > > >  Werewolves

Regenerating Monster Fighting: (from Jeremy Treanor)

  I've found a lot of the battles with the monsters that regenerate quickly
  (greater werewolf, the prince in underdark, etc.) rather annoying when you
  can't seem to do enough damage to hurt him to 'barely injured', but I did
  find one trick that seems to work consistently. Firstly, you need to knock
  down some of its magic resistance. Cast harm and hope that your priest/druid
  is good enough to make contact. (Having autopause when a weapon becomes
  unusable helps too.)  If you make contact, the creature should be down to
  about 1 point, so you hit him with a magic missile. Since his resistance
  should still be down, he should die.

                     < < < < < WALKTHROUGH > > > > >

  This walkthrough was written on my second go-through of the game.  The first
  time I played as a Kensai who dualled to a Mage at level 12.  She was very
  powerful, able to cast spells and fight all with a -5 AC (by the end of the
  game).  Not bad since she can't wear armor.  The second time through the
  game (when I wrote this walkthrough) I played as a Half-Orc Barbarian.  19
  STR & CON, plus 2 extra HP each level.  Then for fun he dual-wielded the
  Celestial Fury Katana and the Equalizer Long Sword.

Location Note:    Throughout the walkthrough I use various locations listed in
                  the (x 900 y 400) format.  This means that what I am talking
                  about is 900 pixels from the left and 400 from the top.  To
                  find your location press the X button on your keyboard.  This
                  displays the x,y at the mouse cursor.  You can change the
                  location key to anything you want by opening the Baldur's
                  Gate II Configuration Program in the start menu.

Battles Note:     If you go somewhere at a lower level the enemies will be
                  easier than if you go there at a higher level.  Say, for
                  instance, that you go to the Windspear Hills and fight an
                  Iron Golem.  Then you reload before that, go level up a lot,
                  and return.  Now you might be facing a tougher Adamantite
                  Golem.  In other words, the battles are more difficult the
                  higher a level you are.

Options Note:     There are a number of options that I would HIGHLY recommend
                  anyone playing the game use.  First is the "Rest Until
                  Healed" option which lets your party rest until everyone has
                  full Hp's.  It is implied that your Priest's cast healing
                  spells on everyone.  This can be found under Game Options.
                  Second I would recommend turning the Brightness and Contrast
                  up a bit in Graphics options.  Makes things a LOT easier to
                  find.  Lastly, if you are constantly saving/reloading to get
                  more HP per level or to memorize spells successfully, you
                  should probably play at the NORMAL difficulty level.  Those
                  things are the ONLY differences between NORMAL and CORE.

                    Note:  Bioware/Black Isle recommends turning up the
                           Brightness on your monitor itself, rather than
                           in-game as low end computers can suffer from
                           performance problems. (Blackhawk)

Experience Note:  When completing quests throughout the game, there are two
                  types of experience that can be given to your characters.
                  The first is when it says "The Party gains 20,000
                  experience".  In this case, that experience is divided
                  equally amongst party members.  So, if you have 5 people in
                  your party (including you), then everyone gets 4,000 exp.
                  However, there are times when it says "Edwin gains 20,000
                  Quest Experience Points" and may even list such for everyone
                  in the party.  In these cases everyone gets that amount of
                  exp.  Finally there are some times when it won't list in the
                  status window how many experience points you gain.  I list
                  these, and will mention whether they are mere experience to
                  be divided, or whether everyone gets that amount.

Items Note:       If you leave items on the ground in the game world, they will
(from the Readme) disappear after a period of time (with a few special items as
                  exceptions).  Bodies will begin to decay from the world after
                  about half a day.  Items will begin to decay from the world
                  after a day or two.  Some game critical items will never

                  If you want to stash items, put them inside any container.
                  For example; a chest, bookshelf, or box.  All container
                  contents (with the exceptions of piles of treasure on the
                  ground) are saved for the duration of the game - just be sure
                  you can easily return to retrieve your favorite goodies.

                  I would heartily recommend using the containers in your
                  Stronghold to store any item you wish to part with.  For
                  example, with the Fighter Stronghold, every week you get 500
                  gold placed in one container in the library on the second
                  floor.  Since you are going that way anyway, why not stash
                  items there?  You can really put the items in any container,
                  just so long as you remember where you put your things.

                    Warning:  Do NOT stash items in a stronghold BEFORE IT IS
                              YOURS.  This is because the AREA number actually
                              changes, and your items become inaccessible.  
                              Wait until you actually take possession of your

1. > > > >  Chapter 1: Irenicus' Dungeon (AR 0602)


    The game starts as you are being tortured by a mage (Jon Irenicus, though
    you don't learn his name until later) for no apparent purpose.  He mentions
    that you have much untapped potential.

    Soon his experiments are interrupted when a Golem informs him of an attack.
    He teleports away.  You can watch as a Thief gets blown to bits.  Funky.
    Soon Imoen rescues you.  She tells you what she knows, which isn't much,
    before opening your cage and letting you out.

              S    D   C   I   W   Ch      Race      Class         Alignment
    Imoen     9    18  16  17  11  16      Human   Thief/Mage     Neutral Good

      Imoen is your old childhood friend from Candlekeep.  In the first game
      she was a Thief, and now she has dual classed to become a Mage.

      SPOILER:  Don't let Imoen memorize any spells as she won't be with your
                party for much longer.

      Grade:  B+  She is the third best thief you can get in the game and the
                  second best mage.  This averages out well, especially since
                  this game doesn't require that much out of a thief.  I list
                  her as "third best thief" because she can't level up in it

    Minsc   18/93  16  16  8   6   9       Human     Ranger       Chaotic Good

      Minsc is a little loopier than last you saw him.  This may be due to the
      death of Dynaheir -- whom he was sworn to protect -- but he seems to
      rely far too much on Boo, his pet hamster.

      Grade:  A-  Minsc is one of the best investments you can have in the
                  game.  He is the strongest of the NPC's and has decent
                  abilities as well.  Plus he soon begins learning Priest
                  spells which further his power.

    Jaheira   15   17  17  10  14  15   Half-Elf  Fighter/Druid   True Neutral

      Jaheira has some problems with authority, which in this case would be
      you.  She believes that she should be leader.  She is also a member of
      the Harper's, a "do-gooder" organization that also claims Elminster as a

      Grade:  B  A good solid performer, but nothing to write home about.
                 There are better Priests out there, and better Fighters out
                 there as well.  The best reason to keep her is her Druid
                 abilities as she is the best druid for some time.  At the
                 moment you really have no choice but to take her.



    Minsc - (AR 0602, x 4030 y 2760)

    You need some companions to help you out, and it's quite convenient to have
    two of them just to the north of you.  Go east and north and Minsc will
    automatically talk to you.  Tell him that you don't think much of his
    talents to enrage him and get him to break the bars that hold him in.
    (1,2,3,1)  Minsc breaks free, and luckily enough, he realizes what you were
    doing and doesn't stay berserked.  You can have Minsc join you, if you will
    (and I would).  For freeing Minsc you get 3000 experience.

    Jaheira - (AR 0602, x 3900 y 2675)

    Getting Jaheira out requires only a little more effort.  First go north and
    talk to Jaheira. (4,2) Agree to free her.  Now you just need to find a key
    to free her.  Go left into the room there (x 3250 y 2850).  There are three
    containers in this room: a table with weapons, a chest with armors and a
    TRAPPED painting with potions.  The key to free Jaheira is on the table
    (x 3050 y 2815).  Freeing Jaheira nets you 3000 more experience.


    The next thing you need to do is to go back to the northern room and equip
    everyone with the items there.  Have Imoen de-trap the painting to get
    those treasures as well:

      Dagger +1
      3 Healing Potions
      (If you imported from BG1 with the Golden Pantaloons, they'll be here)

    Talk to the Jailkeep Golem (x 2950 y 2850) and pump him for information.
    He won't attack you and you have no possible way to damage him yet.  He
    won't reveal much to you, just leaving you with more questions than before.

      Note:  If you want to kill the Jailkeep Golem, have a Priest use the
             spell Spiritual Hammer and attack him with that.  He is worth
             5000 experience.

    Open the northern door (x 2865 y 2815).  Go north a ways to find your first
    enemy of the game, a lowly Smoke Mephit (420 exp).  There's nothing you can
    do in this passage, so go back to the torture room.

    Head into the southwest passage (x 3315 y 3235).  There your character will
    note the many bodies in the hall.  Continue.


    After the passage turns north, there will be a big glowing Lightning
    Machine (x 2650 y 3160).  What this does is spit out Lightning Mephits,
    which shoot Lighting Bolts at you. (naturally)  To deactivate the machine,
    click on its control panel twice (once to see what it does, and another
    time to do it). (x 2835 y 3060)  Also, you MUST be standing RIGHT NEXT TO
    the machine to turn it off.  You get 2000 exp for doing so.  Turning it
    off immediately means you won't get experience for fighting the mephits.
    Don't worry about losing a few hit points, you'll get healed by the genie
    in the next room.

      Note:  Most "manipulatable" items like the Lightning Machine require 2
             clicks.  The first tells you what the thing is, and the second
             actually uses it.

    Then just kill the Mephit (420 exp) and be on your way.  Go northwest
    into the Crystal Room.


    Almost immediately you will be confronted by Aataqah, a genie.  There are
    several options on what to do with this fellow.  If you talk to him he will
    want to ask you questions.  If you answer that you will "Push the Button"
    he summons an Ogre Mage (650 exp) for you to fight you also get 3500 exp.
    If you answer to NOT "Push the Button" he summons Gibberlings.  Or you
    could ignore him and he'll leave you alone.  Beat his monsters and he tells
    you to seek out Rielev.

      Note:  There are three pools of water in this room.  Clicking on each of
             them several times will result in several different "visions".
             These offer you nothing but an interesting read.

    The northern passage leads to a locked door, so we go west (x 1450 y 2660).


    In this western passage you will be attacked by goblins.  Goblins are super
    weak enemies, who can only hurt you with their bows.  Rush their archers
    and they're done for.

    This passage ends in a threeway fork.  We're going up and right (northeast)
    first. (x 890 y 2200)  Within this room we find another Golem, this time a
    Sewage Golem, along with a Radiation Mephit (420 exp).  Talk to the Golem
    and impersonate its "master".  Try and tell it to get to work (to open that
    door we passed by) and it informs you that you need a certain GEM to get it
    to do anything. (Technically, you can just pickpocket it to get the Sewer
    key, however this loses you some experience later) There are four
    containers in this room: the center table, another table and bookcase to
    the left, and a chest to the right:

      Spells - Flame Arrow (Mage)
               Dispel Magic (Mage)
      Healing Potion
      3 Potions Extra Healing
      5 Arrows
      War Hammer
      Medium Shield
      2 Scimitars
      Long Sword +1

    We're done in here, on to the lower left room (x 600 y 2400).  In here
    there are a lot of tanks, though you won't find out what these are until
    a little later.  There is a Steam Mephit (420 exp) in here.  Shortly Imoen
    will pipe up about this place.  At the end of this room is an Ice Mephit.
    There are three containers in here: a crate (x 675 y 2705), a barrel
    (x 825 y 3045) and another TRAPPED crate (x 1033 y 3025):

      1 Gold
      5 Arrows
      Short Bow
      6 Bullets (for a sling)
      Quarterstaff +1

    We're done in here for the moment, now into the last corridor (x 580
    y 2280).  There is a door (x 520 y 2000) here, but there's only a couple
    lesser Clay Golems in it.  They won't attack you... yet.  If you want you
    can fight them now, but you're better off waiting.

      Clay Golem Note:  When fighting Clay Golems use BLUNT weaponry.  Bladed
                        weapons have no effect, but Blunt weapons work as
                        normal.  Clubs, maces, morningstars, staves, etc.

    Further along the corridor splits again, one end leading to a door, the
    other to goblins.  Kill the goblins first, then go open the door (x 1010
    y 1745).  There is only one Tube in here, walk up to it and Rielev will
    talk with you.  If you agree to help "free" him and the others in the tube
    he gives you a Crystal so that you can talk to the Tube-people and you also
    get 4000 experience.  Search the table (x 1280 y 1585) to find the Sewage
    Golem's Activation Stone.  There is also a barrel (x 1275 y 1400):

      2 Healing Potions
      8 Bullets
      War Hammer

    Go back to the Sewage Golem, impersonate the Master again and give him the
    Activation Stone.  You get 3000 experience, and he runs off to open the
    center doors.  You can then go back to the Tube Room and use the crystal on 
    every tube that you can. (not necessary)


    Back to the corridor along to the next door (x 1040 y 1085).  Open it and
    enter the library.  In here there are goblins, a Smoke Mephit and a Fire
    Mephit.  Most of these bookshelves hold only books, but some have more.
    The shelf at (x 950 y 760) has an:

      Agni Mani Necklace

    The shelf at (x 850 y 850), which is the next one to the left, has:

      Spells - Larloch's Minor Drain (Mage)
      5 Healing Potions

    The shelf at (x 1050 y 820), the one to the southeast, has:

      Spells - Know Alignment (Mage)

    The shelf at (x 1450 y 820), which is eastwards, has:

      Oil of Speed

    And the last shelf (x 1650 y 950) has:

      Potion of Extra Healing

    Now we have two choices on which direction to go, and we're going to take
    the south and east passage to the sewer section first.


    Take this passage all the way into the next room, which is the sewer area
    for this dungeon.  You will find an Otyugh here, which has the annoying
    tendency to Disease and Slow your people (650 exp).  Search its body to
    find the:

      Wand of Frost Key

    This is the first of several keys like this.  Others include the Wand of
    Missiles Key and Wand of Cloudkill key.  These are used on the next level
    of this dungeon.  The passage to the left is filled with goblins and leads
    to the Crystal Room, and the passage down leads back to the Torture Room.
    Neither place we want to be.

    There are three openable chests in here, all around the stairs to the
    northeast passage.  Open them (x 2725 y 2735), (x 2735 y 1810), (x 2900
    y 1880): (one is TRAPPED)

      Spells - Vocalize (Mage)
               Clairvoyance (Mage)
      Splint Mail
      Oil of Speed
      7 Potions of Healing
      Light Crossbow
      10 Bolts
      Helm of Infravision

    Open the northeast door (x 2815 y 1725) and go up that passage.  Kill the
    goblins and go through the door at the end of the tunnel.


    There are three traps in this room, one on the carpet and two on the
    containers in here.  There are four containers in here around his bed and
    fireplace:  2 Bookcases, a chest and a drawer:

      Spells - Chromatic Orb (Mage)
               Burning Hands (Mage)
      Helm of Balduran (+5 HP, +1 AC) **
      Wand of Lightning Key
      Air Elemental Statue
      Metaspell Influence Amulet

      ** If you imported from BG1, this item could be one of these (depending
         on what you had): (Carl Pettersson)

         Default  HELM07, Helm of Balduran (it's this if you didn't import)
                  MISC72, The Claw of Kazgaroth
                  MISC73, The Horn of Kazgaroth
                  RING25, Koveras' Ring of Protection

    Go east and later south to find the Dryads.  They beg you to help them, so
    agree to it.  At the moment, however, we head south into the next chamber
    (x 3500 y 2150).  Be sure to check for traps here, as there are many.
    When you enter the room an alarm goes off that sends those Lesser Clay
    Golems out this way.  There are four containers in here:  a drawer north of
    the bed (x 3075 y 2210), a chest at the foot of the bed (x 3110 y 2300), a
    bookshelf south of the bed (x 3010 y 2390) and a table east of the shelf
    (x 3170 y 2470):

      Spells - Monster Summoning I (Mage)
               Dire Charm (Mage)
      Potion of Extra Healing
      Bracers AC 8
      Pommel Jewel of the Equalizer (part 1 of 3 Equalizer parts)
      Portal Key (which allows us to leave this level)
      Potion of Master Thievery

    Go back to Irenicus' Room.  Right now we have everything we need to
    complete this level and go on to the next.  However, there are two more
    quests to complete (see Quests below) and some more rooms to explore.

    Go northwest into the Portal Room.  Here there are many more goblins to be
    slaughtered mercilessly.  There are a couple of containers here.  A vase
    (x 3120 y 820) and a barrel (x 3344 y 810):

      Spells - Armor (Mage)
               Fireball (Mage)
      20 Bullets

    When you are done with this level, enter the Portal to go to the next one.
    (You can come back at any time until you leave the dungeon)

    You may want to do some of the quests below first.


    QUEST:  Free the Dryads

            Dryads - Irenicus' Dungeon (AR 0602, x 4141 y 1370)
            Fairy Queen - Windspear Hills (AR 1200, x 4050 y 3050)

            This quest is really divided into two parts, one we can do now and
            the other we must do later.  The first part is Getting the Acorns.

            From the library take the northwest passage up.  It then turns
            right and then south.  This leads to a room with 6 Duergar in it:
            Ilyich (fighter), 2 fighters, 2 crossbowmen and a mage.  Search
            Ilyich to find the Acorns.  The rest of the Duergar have piddling
            treasures such as Gold.  There are also a number of containers in
            this room, with a spell and some Potions of Extra Healing. (and
            some non-magical equipment.)  Take the Acorns back to the Dryads
            to learn what you must do with them.  They tell you to take the
            Acorns to the Windspear Hills and give them to their Queen.  For
            this you get 9500 experience.

              Ilyich's Armor is one of these things: (Carl Pettersson)

                Default  CHAN03, Mail of The Dead +2 (if you did NOT import)
                         LEAT03, Protector of the Second +2
                         PLAT02, Plate Mail +1
                         LEAT06, Missile Attraction +2 (CURSED)
                         CHAN07, Chain Mail +3

            You can't get to the Windspear Hills at the moment, but you will
            once you exit this place.  Go to the Copper Coronet in the Slums
            and talk to a man named Jierdan there. (Warning!  Jierdan's quest
            is difficult and annoying, so you may want to do this later!)  He
            has a quest for you to do, and updates your map to include the
            Windspear Hills.  Then you have to travel to the Gate section of
            Athkatla, and from there you can exit and go to the Hills.  You
            will find the queen in the southeast part of the map.  Give her the
            Acorns to free the Dryads.  You get 32,500 experience and 9750 exp.

    QUEST:  Free the Genie

            Plane of Air Door (AR 0602, x 1967 y 264)
            Genie             (AR 0601, x 310 y 560)
            Dryads            (AR 0602, x 4141 y 1370)

            Just north of the Duergar chamber, where we killed Ilyich to get
            the Acorns is a door.  The key to this door is the Air Elemental
            Statue that we got from Irenicus' chamber.  Open the door and enter
            the Elemental Plane of Air.

            There are many, many different types of Mephits in this area.  Be
            cautious, some have nasty powers.

            Go north along the path.  Take the first left (x 1720 y 1300) and
            follow this path all the way to the left to a big giant fan.  Just
            under the fan is a container full of treasure:

              Spells - Conjure Air Elemental (Mage)

            Go back to the first path, and then head north.  Fight your way
            through the Mephits here to get to the path to the left.  At the
            end of this path is a lamp.  Manipulate the lamp to talk to the
            genie.  He offers you a trade, you free him and he gives you an
            item of yours.  All he needs is a Flask.

              Note:  Gunslinger points out that you could just Pickpocket the
                     Genie to get the Sword he carries.  You may need to use
                     some potions of master thievery, but it is possible.

            Leave this place and go find the Dryads.  Talk to them to get the
            Flask from them, then return to the Genie and give him the Flask.
            For your trouble you get 15,000 experience and a Two Handed Sword
            of Chaos +2.**

            Note:  The dryads will NOT give you the flask until you have gained
                   the acorns.

            **  If you imported from BG1, you may get a different item:
                (Carl Pettersson)

                Default  SW1H24, Two-Handed Sword of Chaos +2
                         HAMM03, War Hammer +2:  'Ashideena'
                         AX1H07, Bala's Axe
                         HALB03, Halberd +2:  'Suryris' Blade'
                         DAGG04, Dagger +2: Longtooth
                         STAF07, Staff Spear +2
                         STAF06, Staff Mace +2
                         SLNG03, Sling +3
                         SW1H06, Long Sword +2:  'Varscona'
                         BLUN10, The Root of the Problem
                         BLUN09, Kiel's Morningstar

    QUEST:  Kill a Cambion

            Cambion (AR 0602, x 2600 y 1030)

            Past the Duergar chamber and the Plane of Air door (careful of the
            trap in the passage) is a room with a weird machine, and a Cambion
            trapped in a bubble.  Get close to the machine and manipulate it
            two times to free the demon.  Kill it and steal its treasures:

              Cambion - 6000 experience
                        Bastard Sword +1
                        146 Gold
                        Chainmail Armor

1.1 > > > > Irenicus' Dungeon Level 2 (AR 0603)


    When you arrive here, Yoshimo comes up and talks to you.  He can join with
    you and you probably should take him.  Further he offers some advice as to
    what you will face on this level, what traps and so forth.

              S    D   C   I   W   Ch      Race      Class         Alignment
    Yoshimo   17   18  16  13  10  14     Human   Bounty Hunter  True Neutral

      Yoshimo, feared by all, somehow managed to get himself captured and
      thrown into this dungeon with the rest of you.  Why Irenicus would be
      interested in him is beyond me.

      Grade:  B+  There are several reasons to like Yoshimo:  First he is the
                  best thief in the game (he is the ONLY pure thief class and
                  has a good Dex score as well) and second he can Dual Class
                  to a Fighter later.  If only he could dual to a mage as



    Just left of the Portal (x 315 y 2875) is a small box with:

      Spells - Hold Person (Mage)

    Open the door to the right (x 885 y 2820) to enter the Mephit Portal Room.
    Here you will battle many different Mephits.  Also there are four big
    portals that must be destroyed (fight them as enemies) to keep more Mephits
    from teleporting in.  Each Mephit Portal is worth 5000 experience to
    destroy for a total of 20,000 exp!

    On a table is a body, and when Jaheira gets near it she realizes that it is
    Khalid, her husband.  And he's quite dead.  She is distraught over this for
    a time, but refuses to try to raise him. (something about it being

      Note:  If you are "insensitive" to Jaheira here, she will leave forever.
             By "insensitive" I mean, repeatedly telling her to try to raise

    There are 6 containers in this room, bookshelves, barrels, tables and
    chests.  (x 775 y 2650), (x 875 y 2650), (x 1040 y 2515), (x 1260 y 1350),
    (x 1420 y 2520), (x 1350 y 2580):

      Ziose Gem
      Andar Gem
      Cursed Scroll of Weakness
      40 gold
      Gold Ring
      2 Extra Healing Potions
      Wand of Cloudkill Key
      Wand of Fire Key
      Wand of Summoning Key
      Bastard Sword
      5 Arrows
      3 Bolts +1
      Silver Ring

    We now have almost all the keys we'll need.  There are two doors along the
    northeastern wall.  Open the left door (x 1125 y 2375) and go in.  Here is
    yet another Tube Room, where an assassin is fighting an escaped clone.  She
    kills the assassin and turns on you (there's nothing you can say to avoid
    a fight).  Kill her.

      Escaped Clone - 1250 exp
                      Wand of Missiles Key

    There are 2 searchable barrels in here, with such things as a Fireball
    spell and a Pearl Necklace.  Return to the Mephit Room, and open the last
    door (x 1300 y 2230).


    Along this passage you find an assassin fighting an Ice Mephit.  Kill the
    Mephit and the assassin turns on you.  Not very thankful since you just
    saved his life!  Kill him for 750 experience.  Continue up the passage.
    There will be a group of goblins with a Mephit just before the door to the
    Great Wand Trap (x 560 y 1390).

    There is a trap on this bridge, disarm it, cross and go through the next
    door.  There is an assassin here facing off against several Duergar.  The
    assassin gets himself killed by the Great Wand Trap.  And if you wait long
    enough the Duergar will kill themselves the same way as well.

    Along the left wall are several columns.  Sneak up to these columns and
    manipulate them.  One of your keys will vanish and be replaced by the
    appropriate Wand (with only one charge).  Even better is the fact that part
    of the trap is disarmed making this room a little safer to traverse.
    Disarm all 6 columns and the room is safe.

      Note:  If you find that you are missing one of the keys, it's usually the
             one from the Otyugh on the previous level.

    The statue at the end of the hall (x 2000 y 350) has a Ring of
    Protection +1.

    From this point there are four passages out of this room (not counting the
    one we came in from).  The passage nearest to the entrance on the right
    leads to the exit.  The other three lead to monsters and treasures and are
    covered in Quests below.


    Once you're done with the other passages (assuming you did any of them),
    go down the first passage on the left (x 1380 y 1125).

    The next room (x 1750 y 1750) has an assassin in it who talks to you, but
    there is no way to avoid a battle here.  Beat the 4 or 5 assassins and
    swipe their gold.  Leave this room to the southeast.

    This is a part of the sewer system of Athkatla.  Follow it northwards to
    the exit at (x 3450 y 1415).  I would make an Archived Save here as you
    can't come back once you leave.


    QUEST:  The Doppleganger Passage

            Go southeast along the middle passage on the right (x 1740 y 900).
            Open the door into a storage room.  A little further south you will
            see a fat old man in a glass cell, Frennedan.  He talks to you and
            begs for you to release him.  Agree to do so. (If you refuse to
            help him, he turns into a little boy!)

            Search the storage room.  There are three containers, a TRAPPED
            bookcase at the top of the room (x 2500 y 1200), a TRAPPED chest
            to the left (x 2240 y 1340) and a normal locked chest under that
            (x 2240 y 1400):

              Frennedan's Key (in the trapped chest)
              Spells - Invisibility (Mage)
                       Knock (Mage)
              5 Potions of Healing
              4 Elixirs of Health
              1 Potion of Firebreath
              Scroll of Protection from Electricity

            Once you have the key, open the cell and let Frennedan out.
            There are two times when Frennedan will attack you, at a set amount
            of time from being freed and at a set range from his cell.  So,
            no matter what he will transform and attack you.  May as well kill
            him now. (3000 exp)

            Search his cell for more treasures.  There are 5 containers in
            here, two bookcases, a TRAPPED chest and two tables:

              Spells - Color Spray (Mage)
                       Blindness (Mage)
                       Blur (Mage)
              4 Bolts +1
              4 Arrows +1
              6 Bullets +1
              2 Potions of Extra Healing
              Oil of Speed
              Cursed Scroll of Foolishness
              101 gold

    QUEST:  The Vampire Passage

            The vampire passage is easy to find as it is the only door on the
            left side of the Wand Trap Room. (x 1330 y 590)  Open the door and
            go in.

            There is a battle between assassins and a Vampire going on here.
            Kill the vampire to get 8000 exp (though you should notice that she
            simply turns to mist and flies away).  Any surviving assassins
            must also be killed.  There are no treasures in here, but 8000 exp
            isn't bad.

    QUEST:  The Duergar Passage

            Head southeast down the farthest passage (x 2085 y 640).  There
            will be a group of goblins in the middle of a forge room.  Go
            northeast from here to find a group of Duergar, including one mage.
            Kill them.  There are 4 containers in here, a small box to the left
            (x 3375 y 630), two chests on top of each other (x 3585 y 685) and
            a big table to the right (x 3550 y 825):

              Spells - Charm Person (Mage)
              100 Gold
              Dagger (after this, such things are listed as "Minor Treasures")
              2 Extra Healing Potions
              3 Potions of Healing
              80 Arrows (Minor Treasure)
              Short Bow (Minor Treasure)
              40 Bolts (Minor Treasure)
              7 Bolts +1
              Heavy Crossbow (Minor Treasure)
              Splint Mail (Minor Treasure)
              Mace (Minor Treasure)
              Chainmail (Minor Treasure)
              Girdle of Bluntness (AC +4 vs. Blunt weapons)

2. > > > >  Chapter 2: Waukeen's Promenade (AR 0700)


    You emerge from Irenicus' dungeon to find Irenicus himself battling with
    several shadow thieves.  He easily bests them.  Imoen then tries a magic
    missile out on Irenicus.  It doesn't do much and looks like you might be
    captured again.  Then the Cowled Wizards arrive and battle Irenicus.
    Although he might have beaten them, he decides to go with them... if they
    take Imoen as well.  This starts Chapter 2 and everyone in your party gets
    34,500 experience.

                S    D   C   I   W   Ch      Race      Class       Alignment
    Aerie       10   17  9   16  16  14      Elf    Cleric/Mage   Lawful Good

      Aerie is a winged elf.  Well former winged elf as her wings were removed
      some time ago.  She had been a slave before meeting up with Quayle and
      joining the circus.

      Location:  The Circus (See below)

      Grade:  C+  A cleric/mage combines all magics into one (not Druid spells,
                  but nobody's perfect), which is an incredible bonus.  Except
                  that she has rather weak stats.  She doesn't excel anywhere,
                  no single one stat stands out.  As such she isn't worth
                  keeping around for very long.

      Event:  3-5 days after you get Aerie, a messenger will arrive from Quayle
              telling her to return to the circus.  Once there, Quayle merely
              tells you to talk to Raelis Shae in the theatre beneath the Five
              Flagons.  Aerie will naturally complain if you don't go visit
              Quayle, however.



    Talking with some of the people nearby will net you some information on
    where Imoen might have been taken by the Cowled Wizards.

    What you need to do now is increase your strength in three ways:

      Experience for more levels.

    Generally speaking most of Chapter 2 is just running around doing Quests
    trying to get Gold and Experience.  This area only really has one good
    Quest (The Circus Tent & Aerie below), but it also has the best shop in the
    game, the Adventurer's Mart.

    When you're ready, leave this area and go to the slums.


    QUEST:  The Circus Tent & Aerie (AR 0600, 0604, 0605, 0606)

            Giran  (AR 0700, x 2790 y 1550)
            Circus (AR 0700, x 2975 y 1525)

            Just a little southwest of where you appear in this area is a big
            circus tent.  If you talk to Harrold and Fearghus around here you
            can discover that something is wrong with the circus.  Talk to
            Giran just to the left of the entrance and he'll complain about his
            mother being inside the tent and not coming out.  Go to the
            entrance and convince the guard to let you in.  Go inside.

            You will be met by a Genie who wants you to answer a riddle to
            cross the bridge.  The answer is (3) The prince is 30 and the
            princess is 40.  Answering correctly gets you 19,500 experience.
            If you fail that riddle he asks another, to which the answer is
            (6) Nothing.  Answering the second riddle gets you only 14,500 exp.
            Failing that riddle he will attack you.  (5000 exp)  Enter the
            giant dome.

            Once inside an Ogre named Aerie will tell you to flee this place.
            Pump her for information if you will.  Then go left to the spider,
            then north until you find the two peasants.  They will attack you.
            Kill them (they are Orcs, actually).  One of them has a Friends
            spell, the other has a Sword.  Take this sword over to Aerie to
            restore her humanity.  For this you get 18,500 exp, and she'll
            offer to join you.

            Go north and talk to the Pleasure Slave.  She offers no useful
            information.  Go up the stairs (x 1067 y 390).

            On this level there are werewolves and shadows.  Kill the shadows
            if you want, but ignore the werewolves, they are illusions and will
            not give you any Experience.  Search the two vases on the sides of
            the staircase to find:

              Spells - Web (Mage)
                       Protection from Petrification (Mage)
                       Dispel Magic (Mage)

            Go near the stairs (x 920 y 260), where a genie talks to you again.
            He offers to let you rest on this level.  When you're ready go up
            the stairs to the final level.

            Ignore the other enemies here, some are illusions, and concentrate
            your attack on Kalah himself.  Once he is dead the illusion dies
            with him and you'll be back in a regular circus tent. (2000 exp)
            Listen to his little rant and you get 25,000 exp.  If you didn't
            restore Aerie earlier then Quayle asks to let Aerie travel with you
            permanently, which is totally up to you.  Search Kalah's body:

              Spells - Stoneskin (Mage)
                       Identify (Mage)
                       Infravision (Mage)
                       Magic Missile (Mage)
                       Stinking Cloud (Mage)
              Girdle of Piercing (+3 AC vs. piercing)
              Ring of Human Influence (Sets CHA to 18)
              Garnet Gem
              724 Gold
              Minor Treasures (bullets, sling, flail)

            Talk to the woman, Hannah (x 100 y 300) at the left of the tent.
            This is Giran's mother.  She'll rush out of the tent.  You get 500
            experience from her.  Go outside and talk to Giran again to get
            2500 more experience.  Talk to the Amnish soldier to get a
            Reputation Increase (+1).

              MISC:  If you talk to Harrold again, he and his wife are both
                     thankful (although at night she seems to disappear).  Also 
                     if you talk to Fearghus again he will leave and 
                     theoretically go back to the circus.

    QUEST:  Cernd's Child

            Cernd's Former Home - Promenade (AR 0700, x 1900 y 1830)
            Fennecia's House - Promenade (AR 0700, x 1800 y 900)
            Deril's Estate - Government (AR 1000, x 3500 y 2650)

              Note:  You pick up Cernd in Trademeet, and you get to Trademeet
                     by talking to the man in the City Gates area.

            Enter any of the major city districts with Cernd in the party and a
            man will come up and talk to Cernd.  It is a former neighbor and he
            has lost all respect for Cernd.  It seems that when Cernd left his
            former wife, she was with child and Cernd never knew this.  This is
            quite upsetting to him and he wants to go visit with his former
            wife, Galia.  If you aren't in Waukeen's Promenade, get there.

            You will find Cernd's house just left of the Adventurer's Mart.
            Enter.  You find a squatter living in Cernd's house.  He will
            (eventually) tell you that Galia has moved in with some "bastard"
            but he offers no more details than that.  Go up to Fennecia's
            House, which is higher up on the wall.  Enter.

            Talking with Fennecia she tells Cernd that Galia is dead.  Send
            Cernd out of the house and talk to her again.  She fills you in on
            the rest of the story.  Shortly after Cernd left, Galia moved in
            with a noble named Deril.  He treated her badly.  Eventually she
            died in mysterious circumstances, and Cernd's son is likely to be
            raised to be evil like Deril.

            Go to the government district and find Deril's Estates.  Enter.
            Cernd convinces Deril's Golem to get Deril (although he kills the
            golem for the interruption).  You then have to choose how to react
            to things:  Threaten him with the guards, threaten him with an
            attack, do nothing, or just attack him.  If you simply threaten him
            he will hand over the child (although they will reappear in 3 days)
            Or you could attack him.  He is a mage and brings in a Lich to help

              Deril - 26,000 experience

              Lagole Gon - 26,000 experience
                           Cernd's Baby

            Take the child and Cernd seems happier.  Cernd gains 50,000
            experience and the party gains 20,000 exp.  Cernd then takes off
            with the boy to the Druid Grove.  If you want Cernd back all you
            need to is head out to the Grove and pick him up again.

    OTHER:  The Horns of Valhalla                      (modified from Max Chen)

            Silver Horn of Valhalla - Bridge (AR 0500, x 2985 y 750)
            Madeer, Shopkeep - Promenade (AR 0700, x 1875 y 2066)

            In the game you will find the Silver Horn of Valhalla, which
            summons a level 5 Berserker Warrior for a short duration. (The horn
            is found in the Bridge District, in the house by the fish seller)
            This is great and all, but there is a way to upgrade this horn to
            two better ones.  What you need is the Horn, a Diamond and a
            Beljuril. (you can obtain a Beljuril from Umar Hills, see the
            Chicken's Gem quest)

            Talk to Maheer (he isn't labeled as such) just southwest of the
            Adventurers Mart with a diamond and the horn in your possession.
            Ask him about what types of things he sells, and whether he does
            anything "special."  He'll mention that he does indeed make a fair
            horn.  If you have the diamond and silver horn on you he offers
            to make you the Bronze Horn for 2000 gp.  The Bronze Horn can
            summon a level 7 Berserker Warrior.  If you have the Bronze Horn
            and a Beljuril he will upgrade the Horn again for 5000 gold.

            This creates the Iron Horn which summons a 9th level Berserker
            Warrior who will fight for you for one minute.

    OTHER:  Night Guild War

            This won't necessarily happen here, but during the night you can
            see the Shadow Thieves and Vampires battle it out for supremacy.
            You can take sides in these battles if you want, just force-fight
            whichever side you don't like.  Bear in mind that Vampires take
            magic weapons to hit, and at this point you only have the Two
            Handed Sword +2 (Chaos Sword).

            Also, if you join the fight AGAINST the vampires, then you won't
            be able to find Bodhi in the graveyard later.

    OTHER:  Ribald's Ring of Regeneration

            If you successfully pickpocket the owner of the Adventurer's Mart,
            Ribald, you will get the spiffy Ring of Regeneration (1 HP every
            6 seconds).  (from Steotia)

    OTHER:  Sleep in the Street

            Who needs an Inn?  Not us, that's for sure.  Simply set the option
            to "Rest until Healed", then when you are in the street hit the
            REST button.  Instant Inn.  Free too.  This doesn't always work,
            but usually does near the circus.

    OTHER:  The Town Crier

            Whenever you find a Town Crier you can listen to their little
            stories, or you can insult them.  Nothing else comes of this, no
            new quests.

    OTHER:  Promenade Containers

            Although there are many searchable containers in this area, not a
            single one of them has ANYTHING in them.  So don't bother looking.

    OTHER:  Belmin Gergas, the Elf Hater

            Belmin - Promenade (AR 0700, x 1115 y 950)

            If you talk to Belmin with an Elf in your party he spouts off some
            stupid prejudice.  That's pretty well it UNLESS you have Viconia in
            your party, in which case he attacks you.  If you kill him you lose
            reputation, and not only that, everyone around will attack you as

              Trick:  Let Viconia talk to him. Make sure that the party AI is
                      turned off before that. He turns hostile, and the nearby 
                      guard attacks him. At this point you can either try to 
                      get the guard to hold him back while you run out of 
                      sight, or move everyone out of sight and have Viconia 
                      cast sanctuary on herself. The guard should kill him now. 
                      Kudos - you've just rid the world of a racist bastard and 
                      lost no reputation for it. (Xander77)

    OTHER:  Mencar Pebblecrusher

            Seven Veils (AR 0700, x 3325 y 430)
            Mencar (Second Floor of the Seven Veils, AR 0712, x 300 y 240)

            On the second floor of the Seven Veils is a band of mercenaries led
            by none other than the infamous Mencar Pebblecrusher.  When you
            first meet with him, he insults you.  If you respond in kind you
            will get into a fight.  Don't do that, instead calm him down.

              Note:  If you talk to Mencar with Korgan, he'll immediately
                     attack you.

            Now get ready for a fight.  Cast every protection spell you can
            (Haste is especially helpful!).  Then position your people
            strategically around the room.  The idea is to assassinate several
            of his goons before they even start attacking you.  Take out the
            mage first if you can, then the imp.  I also used Hold Person to
            keep Mencar from doing anything.  Brennan Risling will attempt to
            flee if he gets hurt.  If you trap the room, remember the traps
            will all trigger at once, usually all hitting whomever turns red
            (hostile) first. Thus, if you want the traps to all hit Mencar,
            you should shoot him with a bow. I also once used a thief/mage to
            drop Cloudkills in the room, then duck around the corner and Hide
            in the Shadows.

              Mencar - 10,000 experience
                       Full Plate Mail
                       Potion of Fire Giant Strength
                       89 Gold
                       Hammer +1
                       2 Potions of Extra Healing

              Smaeluv Orcslicer - 4000 experience
                       Hide Armor
                       Flamedance Ring
                       42 Gold
                       Cursed Berserking Sword +3

              Sorcerous Amon - 6000 experience
                       Potion of Extra Healing
                       Wand of Lightning
                       Cloak of Non-detection
                       Minor Treasures

              Pooky (Imp) - 4000 experience

              Brennan Risling - 4000 experience (flees if damaged)
                       Studded Leather +1
                       Ring of Invisibility
                       Short Sword +1
                       Oil of Speed
                       Potion of Invisibility
                       2 Potions of Extra Healing
                       Minor Treasures

              Note:  The Cloak of Non-detection is supposed to protect your
                     invisible characters from being revealed. This doesn't
                     work that way, but it does protect your hidden thieves
                     from being found out.  Invisibility granted from items
                     is also protected by the cloak. (with thanks to Andrew

            There are three chests to be searched, one of which is TRAPPED.
            These net you some minor treasures.

    OTHER:  The Fence

            Jayes - Promenade (AR 0700, x 4880 y 1850)

            Steal something and need to sell it?  At night, go to the far right
            side of the promenade to find Jayes, the thief.  He'll buy your
            stolen goods.  And, if you are in a really thievery mood, you can
            steal directly from him, and then sell him his own goods back to
            him.  I drank a Potion of Master Thievery to get my pickpocket
            skill up to 175 (I also had the Gloves of Pickpocketing from the
            upper floor of the Copper Coronet), then just stole the Chain
            Mail +2, and sold it, stole and sold, stole and sold, and so forth.

2.1  > > > >  The Slums (AR 0400)


    When you first enter the Slums a thief by the name of Gaelan Bayle
    approaches you.  Hear him out and follow him to his home.  He represents
    an organization that may help you out, for a price.  20,000 gold.  That's
    a tidy sum of money.  He offers some advice as to how to make some money,
    and depending on your class will direct you to your appropriate stronghold
    (i.e. a Bard to the Five Flagons).  This also begins chapter 2, and you
    can watch as Imoen and Irenicus are sent to Spellhold by the Cowled


    Anomen    18/52  10  16  10  12  13   Human  Fighter/Cleric  Lawful Neutral

      Anomen may not be a Paladin but he is deeply involved with the Order of
      the Radiant Heart.  He believes in Law over all other concerns, making
      him neither good nor evil.

      Found at:  Copper Coronet (Slums)

      Grade:  C+  At the point in the game when you run across this guy is just
                  won't fit into your party.  As you can see by his wisdom
                  score he doesn't make for a good Cleric, and with his DEX
                  score, he doesn't make that great a Fighter either.

      Upgraded:  B  (see Anomen's Quests below)

    Korgan    18/77  15  19  12  9   7     Dwarf    Battlerager   Chaotic Evil

      Although his alignment is listed as Chaotic Evil, Korgan is more Neutral
      Evil than anything (mercenary type that he is).  Korgan is always on the
      lookout to make a buck, no matter the cost (of lives).

      Found at:  Copper Coronet (Slums)
      If kicked out:  Will be at the Copper Coronet, but requires a Bribe to
                      rejoin you.

      Grade:  A-  The best fighter-type in the game.  Good Strength, good
                  Constitution and adequate Dexterity.  And unlike Minsc (the
                  other "strong" character), Korgan can be a Grand Master in
                  a weapon making him very lethal indeed.  Would be an "A"
                  except that he is Evil, which makes it hard to keep him in a
                  Good aligned party.

    Nalia       14   18  16  17  9   13    Human    Thief/Mage    Chaotic Good

      Raised as a Noble, Nalia fancies herself as a "compassionate" noble, out
      there working for the good of the common man.  She is incredibly naive
      about the world to the point of almost being stupid. (not quite, though)

      Event:  A week after clearing the De'Arnise hold, if you are in a city,
              a messenger will arrive telling her to go to the Graveyard.
              (more information can be found on this in section 2.3 De'Arnise

      If she leaves:  If you accept her quest, but don't do it right away, she
                      will leave on her own.  You will then find her near the
                      De'Arnise Hold in a wooden palisade (SW of the Hold).

      Grade:  C+  Nalia has very puny thief skills (she dualled over to Mage at
                  level 4), making her primarily a Mage with SOME thief skills
                  thrown in for good measure.  However, as a Mage she doesn't
                  have 18 INT (which helps) and doesn't gain Edwin's spell



    Now we have a purpose to our lives, gather enough money to get Gaelan's
    friends to help us.  The set amount is 20,000 gold.  Getting this gold is
    a matter of following the various Quests throughout the city, which also
    conveniently get you Experience and Items at the same time.

    Once you reach 15,000 gold you will be immediately confronted by two
    different people, a woman and a boy.  This represents a slight split in the
    game as you must choose which side to play.  The major walkthrough ends
    here for the moment, and picks up again in section 3. The Guild War
    (Chapter Three).  From here until there is almost exclusively devoted to

    Go outside and talk to Brus and he'll direct you to your Stronghold Quest.

      Fighters -- >  Nalia in the Copper Coronet
      Priests  -- >  New Cult in the Temple District
      Mages    -- >  Cowled Wizard with a Quest in the Government District
      Rangers  -- >  Boy complaining of monsters at the Government District
      Paladins -- >  Lord Jierdan in the Copper Coronet
      Thieves  -- >  Shadow Thieves at the Docks
      Bards    -- >  Playhouse beneath the Five Flagons at the Bridge
      Druids   -- >  Man at the City Gates has a problem at Trademeet

    Finally, throughout this chapter there are three dream sequences that
    occur randomly when you sleep.


    OTHER:  Fight some Brigands near Copper Coronet

            Brigands - Slums (AR 0400, x 3100 y 2130)

            Just to the right of the entrance to the Copper Coronet are a duo
            of not so bright brigands, Cohrvale and Bregg.  They attack you
            before realizing you are fully armed and dangerous.  Take them out.
            They are worth 6000 and 4000 exp each.

    QUEST:  The Mystery of the Copper Coronet

            Entrance to Coronet - Slums (AR 0400, x 2470 y 2250)
            Lehtinan            - Coronet (AR 0406, x 410 y 1215)
            Hendak              - Coronet (AR 0406, x 2685 y 500)
            Beastmaster         - Coronet (AR 0406, x 3550 y 2000)

            Enter the Copper Coronet, and talk to the owner and proprietor of
            the place, Lehtinan. (If you need to rest, talk to his associate,
            Bernard)  Ask him about ways to "spend a coin", and about his
            other types of entertainment.  This will allow you to visit the
            back rooms.  Open the door near Anomen at (x 1400 y 1480).  A guard
            in here will welcome you to the "exclusive" entertainments offered
            here.  Turn right and open that door.  A man here talks to you
            about the Pit.  He tells you all about the slavery, fighting, and
            so forth that goes on here.  Go further down the passage to see a

            Go back to the guard, and go up the north (x 1600 y 1370) passage.
            Be prepared for a fight.  There will be two secret doors on the
            left.  One leads to a pillowed room, the other to a set of stairs
            to the sewers.  Ignore it for now and continue to the end of the
            passage.  There's no way to avoid conflict with the 5 guards here
            (2 mages), so kill them quickly.

            Go near the center cell to talk to Hendak, the gladiator.  Agree
            to free him and he'll tell you that the Beastmaster has the key.
            Go to the southeast end of this room, and open the southern door
            (x 2720 y 875).  This leads you past the gladiator pits (complete
            with a violent winter wolf to kill) to the area where the monsters
            are kept.  There you will find the Beastmaster with his pet tiger,
            Tabitha.  He opens up all the monster pens to let them at you.
            Kill the Beastmaster: (2000 exp)

              Beastmaster Key
              Spells - Stone to Flesh (Mage)
              Plate Mail
              Tuigan Bow +1 (3 Shots per round)

            Kill the other monsters if you wish.  Return to the cells, open the
            non-Hendak cells first for some (5000) experience.  Then go to 
            Hendak's cell with the key and free him, this gets you 7500 exp.
            Hendak is rightly pissed off about his recent situation and runs
            off to kill Lehtinan.  Follow and help out (clearing out the guards
            and whatnot).  Don't worry, Hendak won't kill Lehtinan until you
            get there. (on an interesting side note, Nalia will join the fight
            against the guards even if she isn't in your party)  When Lehtinan
            is dead you get 48,750 experience.

              Tim Lou has an alternate way to free Hendak:

                After you talked with Hendak, you can head back to Lehtinan and
                tell him that Hendak is a slave in prison.  Lehtinan will give
                you the key of the cell and asks you to kill Hendak for him.
                You can agree for the time being.  Then you go back to free
                Hendak and you decide let him go (Tell him that you get the key
                from Lehtinan and pretend to kill him) or kill him for
                Lehtinan.  By this way, you don't need to deal with the
                beastmaster and get the cell key (Although the beastmaster is
                not a tough guy).

              Editor's Note:

                If you wanted to do both methods, you could kill the
                Beastmaster first, then skip Hendak and talk to Lehtinan.  You
                can get a reward of a Plate Mail from Lehtinan when you tell
                him about the escape attempt.  Then he'll give you a key to
                deal with Hendak.

              Evil Note:

                If you do what Lehtinan suggests and kill Hendak, then you get
                420 experience for killing Hendak and a reward of Bastard
                Sword +1, +3 vs. Shapeshifters from Lehtinan. (Oh and your
                Reputation drops 1 point)  By the way, you would get that item
                later anyway when you freed the slaves.

            Hendak asks you to help free more slaves (see "Free the Slaves"
            below), agree to do so.  Search Lehtinan's body:

              Spells - Summon Nishruu (Mage)
                       Death Fog (Mage)
              1287 Gold

            Also, Bernard now gives you a discount on his items.

    QUEST:  Free the Slaves

            Entrance to Sewers - Coronet (AR 0406, x 2070 y 660)
            Entrance to the Slavers - Sewers (AR 0404, x 2900 y 2500)
            Exit to the Slums - Slave Galley (AR 0405, x 750 y 1900)

            Remember that set of stairs we skipped by earlier?  Go down them.
            While you are down here, you might want to do the Sentient Sword
            Quest (described below).  Go through the sewers until you reach
            the exit (x 2900 y 2500).  This is the back entrance to the Slavers
            Compound (the beached ship in the Slums).

            You appear in the middle of a good deal of enemies.  Don't wander
            too much around this area during your fight, as there are TRAPS
            that can kill you.  Also new guards can come in from other areas.
            Once this fight is over, search the Captain's remains for:

              Haegan's Key
              Studded Leather Armor +2
              Minor Treasures

            There is also a box of gems here (x 1815 y 1330).  Open the door to
            the northeast (x 2136 y 1205), kill the two trolls in here and talk
            to the slave girl.  If you give her 100 gold you get 3500 exp and a
            Reputation +1.  Go back.

            Now go up the little steps to the northwest (x 1720 y 1066) and
            into the hallway.  On each side of the passage are cells with
            slaves in them.  Free them for 2500 exp.  Go into the room to the
            northwest (being ever mindful to check for TRAPS, of course).
            There are 3 containers with minor treasures here.  The next room to
            the north has several Yuan-ti in it, as well as some minor
            treasures (Arrows, Gold, Spells, etc.).

            The next room to the south has the Slaver Mage in it, and provides
            a bit tougher battle.  The slaver wizard has a Cloak of
            Protection +1 on him.  The rest have mostly minor treasures.  There
            are two containers in the north of this room with some good
            treasures (Spells, Rings and such).  Careful, the chest is trapped.

            Then just go southwest (careful of traps), then southeast.  Ignore
            the side room.  There will be three shelves here, the trapped one
            in the middle has a sling.  Also there is a barrel left of that.
            (It has a spell and some gold)  Just past that is the exit to the
            Slums. (x 750 y 1900)

            Return to Hendak to get your reward:  38,000 quest experience per
            character, Plate Mail, Bastard Sword +1 +3 vs. Shapeshifters,
            Reputation +1 and 3900 gold.

    QUEST:  The Sentient Sword (Lilarcor)

            Hand   - (AR 0404, x 515 y 950)
            Ring   - (AR 0404, x 1640 y 850)
            Staff  - (AR 0404, x 2360 y 1300)
            Blood  - (AR 0404, x 2330 y 2722)
            Quallo - (AR 0404, x 2240 y 2760)
            Sword  - (AR 0404, x 2790 y 1790)

            From the Coronet entrance, head south.  Clear out the Hobgoblins
            here, then go west (x 900 y 650).  There will be an Otyugh here,
            kill it. (5000 exp)  In the center of this little room is a grate,
            (x 515 y 950) click the grate twice to get the first object, the

            Back into the main passage, and head southeast.  This leads to a
            small room.  On the north wall are two skeletons pressed together.
            Click them twice to get the Ring. (The stairs to the NE lead to a
            Myconid area, but there is no real reason to go that way) 0418

            Go down the southwest passage, and follow it to the little bit of
            water.  The little bridge is trapped.  Go north up the water until
            you reach the kobolds (x 2360 y 1600).  Kill them to get the Staff.
            That leaves just one object left.

              ShirouKyoji has a different way to get the staff:

                Talk to the Kobold Shaman after reading the clues, and choose
                option number 3.  Then, choose option number 1.  Then, choose
                option number 4. I *KNOW* It says to offer 2000 gold pieces,
                just do it.  Then, choose option number 1.  The other Kobolds
                will get mad and kill him. Then, you can loot the 2000 gold.
                Tada! Plus, you get to hear some funny Dialogue.

            Go back south, cross the bridge and go southeast (x 1835 y 2000).
            At the fork, take the southern path until you find the odd little
            man, Quallo (x 2240 y 2760).  Talk to him to try to learn
            everything you can.  Then kill the Carrion Crawler there to get
            its blood, the final object.  We now have everything we need.

            Go up the northern passage (x 2275 y 2790), through the enemies
            until you reach the Pipe room (x 2666 y 1915).  The Glowing Pool
            has a few things to say, but if you're reading this then you don't
            need to care.

            There are four pipes in this room, corresponding to each of the
            items.  We will number the pipes from top to bottom, with the top
            pipe being pipe number 1.  Double click each pipe in this order:

              Pipe 3 (Hand)
              Pipe 1 (Ring)
              Pipe 2 (Blood)
              Pipe 4 (Staff)

            Do that and the Sentient Sword will appear and everyone gets 18,000
            quest experience points.  Lilarcor (its name) is a Two Handed
            Sword +3, with immunities to Charm and Confusion.  If you talk to
            Quallo after this, it turns out that he was charmed himself, and he
            will leave.

    QUEST:  Nalia's Quest (Fighter/Barbarian Stronghold)

            Nalia - Coronet (AR 0406, x 900 y 1500)

            Nalia is one of two people who walk right up to you and ask for
            help (the other being Anomen, who doesn't really want help).
            Anyway she wants your assistance in helping clear out her ancestral
            castle of monsters.  Agree to help her.  Let her join if you
            wish it. (It's usually better to have the person whose quest you
            are working on with you)  You will then have to leave the city.
            So, first go to the City Gates and from there exit to De'Arnise

            This Quest is continued in section 2.3 De'Arnise Hold.

    QUEST:  Korgan's Quest

            Korgan - Coronet (AR 0406, x 1850 y 960)
            Crypt  - Graveyard (AR 0800, x 640 y 1830)
            Pimlico Estate - Temple District (AR 0900, x 4315 y 1015)

            Talk with the dwarf near Surly and listen to his tale.  He wants to
            break into a crypt and steal a book found within.  This book will
            then be sold to a book dealer for a great profit.  Agree to his
            proposal and let him join you.  To the graveyard!

            There are many entrances to this crypt, but the one listed above
            works best, I think.  Open it and descend into darkness.

            One of the pots to your right has a Mislead spell.  Enter the
            passage (being doubly sure to check for traps, of course).  There
            is a trapped chest in the passage here, and another one just before
            the passage ends.  These chests have spells and other minor
            treasures.  The second one also has some Wooden Stakes.  Makes you
            wonder what is done here.  You don't need the stakes right now, but
            feel free to take them.

            Going right you'll have to contend with some spiders.  Take them
            out and go right.  There's another group of spiders here along with
            some Ettercaps.  North of here is the Spider Queen (no, not Lolth,
            see Quests in the Graveyard section), and to the south is the crypt
            we want. (x 2750 y 3250)

            This is a large Egyptian looking chamber, with a figure of a woman
            on the floor (who is trapped).  Also, when you step on a certain
            spot, all the doors fling open and release many nasty undead.
            These guys will drain your levels, stats, or disease you.  There
            are four traps on the figure, 2 on the eyes, one on the necklace
            and another on the hand.

            Search for the secret door in the bottom corner (x 900 y 800).
            There are more traps within this passage, as well as more undead,
            mummies and the like.  This passage then forks, with a passage
            going right and another continuing south.  At the fork, there is a
            pot with some treasure (x 533 y 1290).  Go right (checking for
            traps, of course) and click on the coffin at (x 815 y 1325).  This
            releases its occupant who doesn't like you.  Kill it.  It has a
            spiffy spear on it.  Further right are a group of mummies and
            ghasts and past them is a small room with treasure.  Nothing great,
            but it's better than nothing.

            Back at the fork, this time go south.  Be careful to search for
            traps, there are three between you and the next room.  Within this
            room are mummies and a big already looted coffin.  Korgan notes
            that the tomb is looted (11,250 exp).  Kill the mummy there and
            Korgan comes up with a plan of action to get the people who looted
            this tomb ahead of you.  He wants to hurry to the Temple District
            to the home of the Book Dealer (whose book was in the tomb).  There
            are two pots in here with very minor treasures.

            Leave the crypt and go over to the Temple District.  Go to the
            Pimlico Family Estate (just past the Temple of Lathander).  As you
            approach, Korgan tells you that the place has been looted (you took
            too long, even if you came right here that was too long!).  Go
            inside anyway.  Despite what Korgan said there are a few gold
            pieces laying about.  Take Korgan into the bedroom and he'll
            mention that this looks like the work of Shagbag, who can probably
            be found on the roof of the Copper Coronet. (8750 exp)

            To the Slums!  The stairs that lead to the roof are at (x 1530
            y 2815).  Go up the stairs until you find Shagbag and his party.
            (5000 exp) Korgan has some words with them and a fight breaks out.
            Search Shagbag's corpse to find the Book of Kaza.  The only thing
            that remains is to sell it (to any retailer).

    QUEST:  Anomen's Murdered Sister

            House Delryn - Government District (AR 1000, x 4300 y 2175)

            About a week after you gain Anomen in your party, a messenger
            approaches him and tells him to return home as his sister has been
            murdered.  This quest may influence whether Anomen can become a
            Knight later, which increases his abilities.

            Go to the Government District, Anomen's home.  The Delryn Family
            Estate is the large orange building south of the Council building
            (by quite a bit).  At the door the guard tells you of how tense
            things are between Anomen and his father.  Enter.  You will find
            Cor Delryn, Anomen's father, in the kitchen.  He accuses Anomen of
            letting Moira -- his sister -- get killed.  He then says that the
            only way for Anomen to make this up to them is to avenge her by
            killing those responsible.

            You must advise Anomen on what to do:  1) Kill Saerk out of
            vengeance, 2) seek a legal resolution to things, or 3) Kill Saerk
            for the money.  Convince Anomen not to kill Saerk, and then tell
            him that perhaps his father's quest for revenge has tainted his
            judgment (10,500 exp).

            Go to the Government Building and talk to Bylanna there.  She says
            that there is insufficient evidence on Saerk to convict him of
            much of anything.  Again Anomen looks to you for advice.  Convince
            him to let bygones be bygones for (7500 exp).

            From the time you talked to Cor, you have 10 days before Anomen's
            next quest begins.

    QUEST:  Anomen and the Knights of the Radiant Heart

            Radiant Heart - Temple District (AR 0900, x 3300 y 3400)

              Note:  This quest can be delayed if you are in a romance with

            10 days after the completion of Anomen's first quest (dealing with
            his sister's death), if you are in the city, Sir Ryan Trawl will
            approach Anomen.  He tells him that it is now time for Anomen to
            take the tests of knighthood.

            Go inside the Order of the Radiant Heart and the Judging will
            begin.  Whether Anomen is accepted as a Knight depends on how
            you solved his Sister's Quest.  If you sought out the non-violent
            solution, then Anomen is a Knight, otherwise he is not.

            Anomen's Wisdom is increased to 16 and his name changed to Sir
            Anomen.  The party gains 10,000 experience and Anomen gains another
            50,000 experience on top of that.  With the increased Wisdom he
            also gains +2 1st and 2nd level Priest spells.  Have Anomen speak
            with Sir Ryan Trawl. (nothing much is said)

    QUEST:  Jierdan's Quest (Paladin Stronghold)

            Lord Jierdan - Copper Coronet (AR 0406, x 725 y 1400)

            Within the Copper Coronet, you will find a man in fiery red who
            offers you an outrageous sum of money to do a minor monster
            fighting quest.  He wants some ogres cleared out from his holds
            near the Windspear Hills.  He marks it on your map.  Leave the city
            and head out to the Windspear Hills. (on a side note, the voice of
            Jierdan is provided by the same person who did Minsc)

            This quest is continued in the Windspear Hills section below.

    OTHER:  Amalas' Duel in the Coronet

            Entrance to Coronet - Slums (AR 0400, x 2470 y 2250)
            Amalas (70 hp)      - Coronet (AR 0406, x 1090 y 1870)

            In the southern end of the Coronet is a group of three idiots led
            by Amalas. (near Korgan)  Talk to Amalas and insult his honor.
            Beat him one-on-one to get 1800 and 9500 exp.  Then you can tell
            his lackeys to take a hike.  Only the main character can duel with
            Amalas, so if your main character is a Sorcerer (or whatever) you
            will have a more difficult time with it.

            If you free Hendak and the slaves before dueling, Amalas will

    OTHER:  Mazzy and Gorf (from Vladislav Brkic, and a number of others)

            Copper Coronet      - Slums (AR0406, x 200 y 1400)

            I was selling some goods to Bernard in the Copper Coronet, after
            which I left through second door.  Outside an Ogre pit fighter
            called Gorf the Squisher started talking to Mazzy and said how
            halflings don't know how to hit.  Then he started hitting some
            commoner and talked to Mazzy again and challenged her to a duel in
            the Copper Coronet pit.  When I entered the Copper Coronet Mazzy
            talked to pit manager Surly and he sent us to talk to Gorf's
            girlfriend Bunkin.  After that I then talked to Festule the
            Alchemist (same area x 915 y 1240) and bought a potion to disable
            Gorf for 400gp.  He also said to try giving it to Bunkin.  Then I
            talked to Bunkin (x 1200 y 1820), complimented her and she
            complained that Gorf never does that, so I gave her Festule's
            "love" potion and said that it will solve her problem (for this
            the party gained 11,500 exp).

            Then Gorf arrived and said that his ale tasted funny but still
            entered the pit.  Mazzy killed him easily (2500 xp).  Then she said
            something like "Virtue has won again" and party received another
            5000 exp.

    OTHER:  Dog Fighting

            Surly - Coronet (AR 0406, x 980 y 1800)

            Talk to Surly and for 10 gp you can set up a Dogfight.  You get
            20 gp if you win, although Good party members seem to be upset by

    OTHER:  Gloves of Pickpocketing                                (from Snark)

            Gloves - Coronet (AR 0406, x 750 y 610)

            In one of the rooms at the top of the stairs, the room with the
            retired pickpocket, you will find a trapped table with the Gloves
            of Pickpocketing.

    OTHER:  People around the Sphere

            Waylane near the Sphere tries to sell you the sphere. (it's even
            more amusing when he tries to sell it to Yoshimo or Viconia)
            Another fella wants to worship the sphere, a woman lost her home to
            the sphere and a landowner thinks he owns the sphere.

2.2  > > > >  Between Areas

  While traveling between areas in the city (or between city and country)
  there are two major events that happen.  The first is that you are attacked
  by slavers who have some interesting objects on them:

    Spells - Minor Globe of Invulnerability (Mage)
             Vampiric Touch (Mage)
             Domination (Mage)
             Shocking Grasp (Mage)
             Magic Missile (Mage)
             Flame Arrow (Mage)
    Plate Mail +1
    Arbane's Sword +2 (short sword)

  The second is more serious.  You encounter a group of thugs killing a guy.
  Kill the thugs and talk to the guy.  Agree to help him.  Now you have to take
  him to the Docks. (This is covered more in the Docks section)

  These aren't the only between area conflicts, but they are the only
  noteworthy ones.

2.3  > > > >  De'Arnise Hold (AR 1300)



      If you're here, then there's only one thing to do, and that is to attempt
      to clear out the De'Arnise Hold.  This can be done whether you are a
      Fighter/Barbarian or not, although only they gain possession of it later
      as their Stronghold.  In order to even be here, you must have talked to
      Nalia.  If you didn't join up with her, or if she left, you can find her
      in the Palisade (x 770 y 3225).

      Nalia tells you that you are fighting Trolls and Yuan-ti (although she
      doesn't know those by name).  Which means that you will want Flame/Acid
      based weaponry.  Talk to Captain Arat, and as you are about to say
      goodbye to him he gives you some Flame Arrows (see Quests below for a way
      to get infinite Arrows off of him).  Once you are done there, it is time
      to enter the De'Arnise Hold.

      Leave the palisade, and go northeast a little until you find the Secret
      Entrance (x 1300 y 2750).  It is a secret door, so having a Thief do
      Find Traps could help you find it.  Open it and go inside.


      There's nothing in this first room.  Nalia simply reminds you of your
      goals in here, find Daleson and open the Drawbridge.  Unlock then open
      the only door.

      This room has 2 containers with treasure (neither are trapped nor

        Spells - Agannazar's Scorcher (Mage, to kill trolls of course)
        Light Crossbow of Speed
        Heavy Crossbow
        Arrows +2
        Bolts +2

      Open the next door.  This leads to another secret door (x 600 y 1400),
      which is actually inside of the De'Arnise Hold (we were in the secret
      passage before that).  Open the secret door.


      A Troll is in this room and he kills the servant here.  You don't really
      have a shot at saving him.  Kill the troll (being sure to hit it with
      Fire or Acid when it falls down).  Search the table (x 850 y 1265):

        Spells - Protection from Normal Weapons (Mage)
        Bullets +2

      There is a secret door on the northwest wall (x 700 y 1230), open it to
      find Daleson.  This guy provides all sorts of information about what you
      are facing, who you must save, the relic of the Keep (the Flail of the
      Ages) and where you need to end out (in the "cellar").  If Nalia is with
      you then she does most of the talking.


      Go into the room that Daleson was in.  There are 2 containers in here
      with mostly minor weaponry, although you will want to take the magic
      arrows here (and possibly the magic long bow).

      There is another secret door in the northwest wall (x 410 y 933).  At the
      end of this passage is another secret door which leads to the Secret
      Forge of the Flail of Ages.  There are three pieces to the Flail of Ages.
      Whenever you get one, bring it to this forge to add it to the whole.
      It can exist just fine with one, two or all three parts.  There is a
      chest here with some minor treasures. (x 560 y 400)

      Search the northeast wall for another secret door (x 630 y 380).  Just
      past that is another secret door.  Search the lion statue (x 950 y 175)
      to find:

        Flail Head (Cold, 1 of 3)
        Ring of Earth Control (AC +1, Summon Earth Elemental, Control E.E.)
        810 gold


      Go back to Daleson's Room and open the (normal) door.  Directly in front
      of your party is the main Eating Hall, but it isn't important.

      Drop south and east.  There is a chest here (x 1430 y 1370): (TRAPPED)

        Dagger +2
        450 gold

      The room at (x 1325 y 520) has some very minor treasures in it.  The only
      worthwhile treasure is found on the bed near the bathroom, which has a
      couple of spells (Protection from Normal Weapons and Breach).  However,
      if you go from there and open up the door to the bathroom, you can find a
      Star Sapphire in the toilet (x 1765 y 500).

      The next room southwards (x 1835 y 885) has some minor treasures to be
      found on a fish (x 1790 y 675) and it has a stove.  If only you had
      something to cook.  Hmmm... seems that Daleson mentioned feeding some
      great beasts.  Now, what did he feed them...


      Yeah, that's right.  Go out the door (x 1950 y 1140) to the exterior of
      the Keep.  Kill the Otyugh (5000 exp).  Then track down and kill the four
      family dogs and take their "dog meat".  Pleasant.  Go back inside and
      operate the stove to create a thick, meaty stew.  (The main character
      must have all 4 meats on him in order to make the stew)  For this you get
      11,500 experience.


      Go back outside.  Then find the stairs (x 2175 y 1640) and go up that
      until you are on the Keep's walls.  Ignore the door for the moment.
      There will be an ice troll on the wall.  Kill it and keep going.  You
      will find the switch to open the Drawbridge at (x 2833 y 1840).  Click it
      once to open.  For this you get 29,750 experience.

      Go back to the main level (keep on ignoring that side door).  There you
      will see Humans battling it out with Giant Trolls and Greater Yuan-ti.
      Join the battle if you like (good experience).  Then go back into the
      main door to the keep.  The battle continues inside, but once these
      trolls are beaten, the guards leave.


      Open the door at (x 2000 y 1050) to get to the stairs.  Another servant
      gets whacked in here.  Go up the stairs.

      Nalia provides some more information on what needs to be done here.  She
      recommends finding her auntie's bedroom and finding the secret passage
      that leads to the cellar. (Why would the cellar be connected only to the
      second floor anyway?)  In this room are 2 containers with treasure,
      although the only good thing is the Spell Turning spell.

      Open the southeastern door (x 2100 y 1000) and enter that passage.  The
      side room here has some minor treasure.  Open the southwest door
      (x 2075 y 1425) to enter the Library.  In here you will find one
      mini-troll, a big troll that becomes two smaller ones when killed, and a
      Yuan-ti mage.  Take out the mage first.  The stairs here lead up to the
      roof (which is where that door we ignored goes as well, there's nothing
      up there worth looking at).  Search the 3 bookcases here:

        Keep Key
        Spells - Conjure Lesser Earth Elemental (Mage)
                 Minor Spell Turning (Mage)
        Bolts +1

      Since the western door cannot be opened, that leaves only the southern
      door (x 1730 y 1650).  The first room along this passage has 1 container
      with minor treasures (Detect Illusions, 20 Arrows, etc.).  Go along down
      to the second door to find the Lady of the Keep.  She isn't too impressed
      with you.  Eventually she'll go away.  Remember this room, as we'll be
      coming back here in a moment (we have more looting to do first).

      Continue to the end of the passage and open the door (x 375 y 1035).
      Continue through this room into the next passage.  Kill the Ice Troll.
      This passage eventually goes all the way back to the library.  Ignore the
      northern door for the moment, and open the southern door (x 1550 y 630).
      Search the Fireplace: (TRAPPED)

        Wand of Frost

      There is a Secret Door on the southeast wall (x 1480 y 830).  Follow this
      passage all the way to what looks like a dead end.  It isn't.  Open this
      secret door and enter a small room.  There are 2 chests in here with
      mostly minor treasures (although the spell Spell Thrust is nice).  Detrap
      the next door and go in.

      Within this room is a former guardsman by the name of Glaicas.  There is
      a non-violent way to end this, (see below) but only if you have Nalia in
      your party.

        Glaicas - 9500 exp
                  Flail Head (Acid, 2 of 3)
                  Full Plate Mail

        Non-violent Solution: (from Sergio Le Roux)

          In the de'Arnise Hold, in the secret room where Glaicas is located, 
          you have to charm him to "normalcy". But there's a bug with the game: 
          a couple of seconds after you charm him, he turns blue for about 1 
          second, then turns green again. So, basically, your own charm spell 
          is interfering with the script that would lead to him talking to 

          If you want to save him (and earn 22,550 xp), you have to time it 
          right so that when you charm him (he turns green) one of your attacks 
          will hit him (this must happen BEFORE he turns blue). He will turn 
          red again... pause the game and make sure you stop all your 
          characters! He will continue being hostile, but then the script will 
          kick in. He'll talk to you and give you the last part of the flail.

      There is absolutely nothing in the next room, so go back out.


      Go back to the Lady's room and search for traps until the secret door
      (x 833 y 1033) shows up.  This leads to a very small room with nothing in
      it.  There are two secret doors from this place, one to the west and one
      to the north.  Open the west one and go in.

      This is what I like to call the "Golem Chapel."  Depending on what level
      you are on you face different Golems.  If you are a high level then you
      are facing the tough Adamantite Golem.  I, however, faced an Iron Golem.
      At the end of this chamber are three Statues that can be searched for
      some pretty good magical items.  However, when you take those items, you
      WILL be attacked by some of the golems.  So, naturally, the best strategy
      is to kill the golems BEFORE taking the treasure.  If you don't have any
      +2 or better weaponry, you might want to go take the treasure first so 
      that you have weapons that can harm them.  

      One odd way to kill the golems in this room is to drop Cloudkills on
      them and shut the door. Wait. Repeat as needed.
      Remember, if you're frustrated you could always use my patented "fake 
      talk" strategy.  Move your fighters into position (only the ones with +2 
      weaponry, or weapons that have extra damage).  Adamantite Golems require
      +3 weapons or better to damage (Lilarcor, the Hammer in this very room,
      Melf's Minute Meteors, etc). Then PAUSE and "talk" to all the golems.  
      Then press F2 and have your fighters attack one golem.  Unpause.  Wait 5 
      seconds, pause again and repeat. Doing this you can avoid getting 
      attacked at all.

        Note:  Remember Clay Golems need to be hit with Blunt Weaponry.  The
               Flail of the Ages works well.  Stone Golems need piercing
               weaponry.  And the only weapon I had that affected an Iron Golem
               was Lilarcor, the Sentient Sword.

        Trick:  It's also possible to get the treasure without fighting the
                golems at all. I just had Aerie cast "Sanctuary" on herself
                before filching the weapons (all the other characters were in
                another room). As stealing the items isn't counted as a hostile
                action, the spell prevents the golems from acknowledging her
                existence. I think they're still activated, though, leaving the
                option to fight them available if you so wish (they just won't
                chase after Aerie).  Swift 'n' sweet. (from SpookyScarecrow)

                Also, you can take the Flail part without the golems attacking
                you.  You can even look in each of the statues to see what is
                there, as long as you don't take anything you won't be

      Once the golems are gone you can search the three statues at your

        Flail Head (Fire, 3 of 3)
        Axe +3: Frostreaver (extra Ice damage)
        Elven Court Long Bow +3
        War Hammer +1, +4 vs. Giants

      Then you can open the other secret door and descend to the Cellar, I
      would, however, finish the Flail of the Ages first.


      Go back to the Secret Forge and use it with all 3 heads to create the
      completed Flail of the Ages.  Oh, and you get 22,350 experience as well.

        Note:  If you wait to finish the Flail until AFTER you take control of
               the Stronghold (if you are a Fighter type character) then you
               get NO Exp for finishing the Flail.

    - THE CELLAR (AR 1301)

      Back upstairs, open the other secret door and descend into the Cellar.

      There are three containers in here, most of which have merely minor
      treasures in them (magic arrows are fun).  The TRAPPED chest at
      (x 875 y 265) has a:

        Shield Amulet

      Open the door and go into the next Troll-ridden room.  There's a new type
      of troll here, called the Spectral Troll.  Search two of the Iron Maidens
      at the top of the room to get an Identify Scroll.

      The next room is crawling with Umber Hulks.  To prevent your entire party
      from being Confused and Slaughtered, send only one person in and have
      that person protected from Confusion (Mind Blank, Chaotic Commands, or
      have the Sentient Sword equipped, the Barbarian Rage command also works).
      Then draw the Umber Hulks into the previous room where they can be cut
      down.  There are 4 containers in here, with mostly minor treasures, but
      some things stick out:

        Orc Leather +3 (-1 CHA)
        Bullets +2 and Bullets +1

      Now I bet you're wondering what we're doing with that Dog Food.  I know
      you are.  Enter the southwestern passage (the one that is already open)
      and open the second cell door (x 850 y 1280).  There is a tunnel here
      that searches like a container.  It has some dog bones.  Put the Dog Food
      here to get 18,750 experience.

        Note:  If you want to avoid the Umber Hulk battle all you have to do
               is have someone sneak past them (invisible or hiding in shadows)
               and place the Dog Stew in its place.  The Umber Hulks will then
               run out of the room to feed.  But you can place the Dog Food
               there whether you have already killed the Umber Hulks or not.

      Through the northeastern door (x 2000 y 770) is the BOSS of this area,
      TorGal.  TorGal seems to indicate that he was hired by someone to kill
      the Arnise family here.  But who would do such a thing?  Before you can
      find out you have to fight.  You have to fight TorGal and his Giant Troll
      cronies.  Many people like the spell "Cloudkill" here.

        TorGal - 15,000 exp
                 Minor Treasures

      Then search the pedestal under the statue:

        Spells - Feeblemind (Mage)
        2126 Gold
        Gems & Necklaces

      Leave the Keep and Nalia will give you your reward: 10,650 gold and
      45,500 experience.  Anything past this point is part of the Fighter's
      Stronghold Quests (and covered in the Strongholds section at the end of
      the walkthrough), and so if you are not a Fighter, you won't get it.  In
      fact, if you aren't a fighter, Nalia can't stay here and the Keep will be
      seized by the Roenalls.


    QUEST:  Nalia's Father's Funeral

            This Quest can only happen AFTER you have cleared out the De'Arnise
            Hold AND Nalia is in your party.  A week must pass after the reward
            for clearing the Keep is given.  Then if you are in a city, a
            messenger will arrive and tell you to go to the Graveyard for her
            father's funeral.  This is time based, you must go to the Graveyard
            or Nalia will go without you.

            Once at the Graveyard you will be met by the messenger who shows
            you to the Funeral site.  Go up the stairs.  There you will meet
            Isaea Roenall, her former fiance.  Talking with him reveals the
            sort of person that he is, and why Nalia was in no rush to marry
            him.  He ends his tirade with a threat and leaves.

            Nalia has an amusing little rant about him and you can go.

    QUEST:  The Return of the Fiance & the Abduction of Nalia

            Barg - Docks (AR 0300, x 2380 y 2500)
            Roenall Estate - Government District (AR 1000, x 2810 y 140)

            24 hours after the Funeral, Isaea tracks you and Nalia down and
            demands that she honor her commitments.  He then places her under
            arrest using his authority as an Amnish official.  She is taken
            into custody and he laughs at you.  It is suggested (for me it was
            from Yoshimo) that I attempt to find some evidence of his wrong-
            doing and present it to his superiors.

              Note:  On my latest journey through the game, I managed to
                     trigger this event before it was time (in the middle of
                     the funeral, in fact), such that he didn't kidnap her at
                     all, merely repeated what he had said during the funeral.
                     Why?  Bodhi grabbed me and made her offer before Nalia
                     could make her rant about Isaea being a bastard.  So, to
                     get Nalia kidnapped, I did a quick cheat with a
                     CLUAConsole:CreateCreature("isaea") to get this quest.

            Then Khellor Ahmson comes up to you with a plan to get back at
            wicked Isaea.  You are told to watch a man named Barg at the docks,
            to search Isaea's home in the Government district (which he will
            unlock) and to present any evidence you find to Corgeig Axehand,
            Isaea's superior.

            Go to the Docks and find Barg (he's near the Sea's Bounty).  Talk
            to him and get him to reveal information on Isaea.  He mentions one
            Officer Dirth, who happens to be in the Sea's Bounty right now.
            Enter the tavern and talk to him.  This will end in violence.

              Dirth - 3200 exp
                      Full Plate Mail
                      Spells - Simulacrum (Mage)
                      Slavery Documents

            We have evidence, but not enough yet.  Go to the government
            district and go to the very top of the map.  The building there is
            the Roenall building.  Open it and go inside.  Inside the bedroom,
            search the drawers there to get Isaea's financial records.  Leave
            the house.

            Enter the Government Council Building and talk to Corgeig Axehand.
            Present him with all of your evidence (especially the financial
            records) and he will summon Isaea forth.  Corgeig launches a major
            investigation towards Isaea, which frees up Nalia to rejoin you.
            Isaea promises that this isn't over yet. (yet that appears to be
            it for him)

    OTHER:  Infinite Flame Arrows

            Captain Arat - De'Arnise Area (AR 1300, x 675 y 3320)

            This can only be done BEFORE the keep is liberated.  Talk to
            Captain Arat and when you say farewell he gives you some Flame
            Arrows.  Now simply talk to him again (3,3) and you will get
            another set of Flame Arrows.  You can repeat this as often as you
            wish to get as many arrows as you wish.  I would replace all of
            your regular arrows with Flame Arrows here.  Once the Keep is
            liberated Arat leaves forever.

2.4  > > > >  Windspear Hills (AR 1200)

  Can't get to the Windspear Hills?  Go out through the City Gates first.



      If you are here, then that can mean only one thing, that you are here
      because of Jierdan Firkraag. (There is also one Quest that can be done
      here, the Dryad's Acorns, see Quests below)  When you arrive you will
      find the ogres you are looking for right away, and although a
      conversation starts, there is no way to avoid this battle.  When they
      are all dead, the bodies turn into Knights and Garren Windspear
      approaches.  You have been fooled into killing these Knights (you saw
      them as ogres, and I would imagine they saw you as the same).  If you
      have Keldorn in your party, he'll mention that one of these knights is
      named Ajantis (who was in Baldur's Gate).  Well, great, you just killed
      Ajantis.  Garren offers to help.

      Follow him into his house and talk with him.  He agrees to tell your
      story to the Order of the Radiant Heart, so that they don't think you are
      a simple evil-doer who kills their knights.  When he leaves, you get to
      talk to his daughter (or son, it depends on what gender your main
      character is).  You then automatically rest.  Soon a halfling approaches
      and warns of bandits in the area.  These bandits soon appear inside,
      kidnap the daughter (son) and attack you.  Once they are dispatched,
      Garren returns and asks that you retrieve his daughter.  Well, since it
      IS your fault...


      Well, now we have to find the daughter (son) of Garren.  Go up and right
      all the way to the corner to find Firkraag's big impressive Temple.  You
      can't miss it (x 4300 y 500).

      Enter and you will find yourself in a Hobgoblin ambush.  Hit the Shaman
      quickly and he turns back neutral and flees the battle.  Just past them
      is another Hobgoblin group.  Now go left and up.  There will be many
      Kobolds here.  Hit them with arrows from afar, as they explode into
      fireballs.  Then kill their leader, Rukh.

        Rukh - 7000 exp
               Ring of Fire Resistance

      To the left is a pit which is guarded by Ogrillons (maybe not all the
      time).  Below the Ogrillons is a smaller cavern with various types of
      Vampiric Mists (1000 exp) and Crimson Deaths (9000 exp) in it.  You can
      search the pool (x 800 y 1600) to find some treasure:

        Amulet of Protection +1

      Go back north to where Rukh was open the door and go through.


      Well you will find yourself in the middle of a room, with Orc Archers
      shooting at you from behind the walls.  There are secret doors on each
      of the walls that can be opened to even the odds somewhat.  You could go
      up these side passages, but I wouldn't recommend it.  Open the main
      door (x 1860 y 2180) and go through that into a room.  There is another
      door past this.  Open it and go through.

      Now, depending on what level you are on, there are monsters here.  If
      you are on a high level you will face an Adamantite Golem, otherwise
      you face only a couple Stone Golems.  If you are fighting an Adamantite
      Golem, remember that it can't fit through those doors.  Thusly you can
      hit and fade all you want.

      Go down the right passage, open the door and go in.  Here we find the
      Troll Cook, who naturally wants to eat you.  If you object to being eaten
      he has his goons try to kill you.  Search the broken table to find some
      magical missiles (by which I mean arrows and bolts) and the Orcish
      Cookbook.  This merely offers advice as to what types of monsters you
      will face here. (you don't need it)  The next room has an Otyugh, but
      nothing else.  Back to the passage, now we take the left door. (x 2050
      y 1680)

      Here you find a couple of really scared Orcs.  They don't want you to
      kill them, yet they obviously fear Firkraag more.  Kill them if you wish.

      Now open the main door (x 2360 y 1820).  There is another group of Orcs
      in here.  Kill them and open the next door.

      To the right is a horde of vampires (sometimes it's mummies), most are
      worth 8500, but one is worth 12,500 experience.  There is one trapped
      chest in here with treasure.  Follow the passage right to another room.
      Within is a Greater Wraith (8000 exp).  Search the floor to find a
      container with a Key and some bullets. (x 3140 y 2630)

      Go back to the main passage and take the left door this time (x 2600
      y 1400).  Samia will talk to you here (see Quests below), but she isn't
      crucial to what we are doing. (most of the doors here don't go anywhere,
      and are trapped to boot, which means you can get some easy experience
      off of them!)  I would do the Samia quest, however, as there is good
      treasure to be had.

      Open the south door (x 2450 y 1400) and go through.  Within this passage
      are several Wolfweres, which requires magical weapons to hit.  Open the
      next door and enter the Well.

      Click the winch twice (x 1250 y 1230) to raise the bucket in the well to
      get yourself an item.  This also raises an Air Elemental.

        Dragon Helm (sets Electrical, Fire and Ice resistances to 25%)

      Go through the southern door.  There is a big hole in the wall here, go
      up it.  Some monsters will be fighting it out here, join the battle and
      kill them all. (better experience that way)  There is a secret door here
      (x 500 y 1050) along the north wall.  In this room there are several
      Golems (including an Adamantite Golem) to be dispatched.  Go back out and
      hold them in here if you need to.  At the end of the room (x 800 y 450)
      is a thing of treasure:

        Heartseeker +3 Composite Long Bow

      Go back to the previous room, and from there back to the passage and
      then through the southern door.  Here are some "adventurers" (actually
      they are monsters disguised as adventurers, don't be fooled).  They
      turn into Greater Wolfwere's (15,000 exp).  There are some treasures in
      this room.

      Open the next door and fight off these wolfweres as well.  The final
      room is a bit of an office and has some interesting treasures:

        Spells - Hold Undead (Mage)
                 Hold Monster (Mage)
        Horn of Blasting
        Arrows (etc.)


      Go back to the well, and go north.  There will be Orogs up here and a
      small room on the right.  Open the next door (locked).  This little
      staircase here is trapped.

      Within the next room you will find Chief DigDag (2000 exp, Delver's
      Plate +2) and your old buddy from Baldur's Gate, Tazok (6000 exp, Full
      Plate +1) as well as some goons.  Tazok also has the mysterious Sewer
      Key, which although is pointless now, has a great use back in the
      Athkatla Sewers (see that section for details).  Be sure to check this
      room for treasures, there are a lot of good gems and some good spells.

      You will find Garren's child in the right cell here (x 2380 y 700).
      However, she is locked in and cannot be freed by conventional methods.
      Find the stairs down.

      This is Firkraag's lair.  Move forward and all becomes apparent.
      Firkraag is a Dragon.  A red Dragon to be more specific.  He talks to you
      and spills his entire diabolical scheme to you.  Your duty is to Garren's
      child, so don't force a confrontation just yet.  He sends his mage,
      Conster up to the previous level.  You must go up and battle Conster to
      save her (him).  Kill Conster, take the key and free the child. (23,750

        Evil Note:  If you are one of the three Evil alignments you can offer
                    to swipe the Deed off of Garren in exchange for treasure.
                    Conster immediately kills the child of Garren, and you are
                    sent to Garren.  Steal or kill Garren to get the Deed.
                    Return to Firkraag to get your reward. (40,500 exp, Cloak
                    of the Shield)  This has no effect on reputation, however,
                    some party members will leave when you accept this quest.
                    (from Nick McIsaac)

      Go back to Garren's Cabin and talk to Garren.  If you are a Paladin he
      says that he will put in a good word for you at the Order of the Radiant
      Heart. (everyone gets 44,500 experience)


      If your main character is a Paladin then your paths will cross with this
      Dragon again (as part of the Paladin Stronghold, see that section at the
      end of the walkthrough).  Or even if you aren't a Paladin, and simply
      want to try your luck killing a dragon, you can.

        Note:  If you ARE a Paladin, don't kill Firkraag until your stronghold
               asks you to.  If you kill him before reaching the Stronghold
               they won't give you experience for killing him. (David Lyons)

      In any case, when you go back to Firkraag's Lair, he doesn't attack you.
      He still has the Cyan Circle, meaning that you can talk to him.  Which
      means that you can easily use the "fake talk" strategy (see Attack
      Strategies above) to kill him.

        Firkraag - 64,000 exp
                   Red Dragon Scales
                   Holy Avenger +5
                   Cloak of the Shield
                   1500 gold


    QUEST:  Give the Fairy Queen the Dryad's Acorns

            Fairy Queen - Windspear Hills (AR 1200, x 4050 y 3050)

            This is the finale of the first Quest we got, waaay back in
            Irenicus' dungeon.  Simply go right from Garren's house and you
            will find the Fairy Queen.  She automatically talks to you, give
            her the acorns and you get 32,500 experience.  You get another
            9750 experience when the Dryads arrive.  They thank you and leave.

    QUEST:  Samia and the Tomb of King Strohm III

            Samia - Firkraag's Dungeon (AR 1202, x 2500 y 1300)

            You meet Samia deep within Firkraag's dungeon.  She claims to be
            searching for information on the old King Strohm III.  You can
            agree to help her if you wish, or you can be suspicious and
            accuse her of being more than she seems.  (After taking the Quest,
            if you talk to her again and say that you want all the treasure for
            yourself, she and a group of ruffians will attack you.)

            Anyway, on to the Tomb.  Open the first door (x 2600 y 1300).  Open
            the first door on your left, enter this room, and open the next
            door on the left to find the First Guardian (x 2500 y 900).  Talk
            to, then kill the Guardian to get the first piece of the Burial
            Mask.  Go back to the previous room (you can find a book and some
            scrolls here), and open the top door (x 2733 y 900).

              Tip:  Use the Mage spell 'Protection from Fire' on someone in
                    your party and have them go in alone.  Without their fire
                    damaging you, you can easily beat them. (Rolander)

            In the room opposite of this door is a Beholder-like creature
            called the "Director".  Kill it, but don't go through the other
            door yet.  Go back into the hall, and down.  There are four rooms
            on this hall, each has a "Guardian" in it, and each of these has
            another piece of the mask.  Then go back to the Director's room
            and open the next door.  Then open the left door to find the last
            of the Guardians.  Kill it and take the last of the pieces of the
            burial mask.  It will then fuse together into the completed
            product. (24,550 exp)

            Equip the Mask on someone and open the next door.  An invisible
            Fire Elemental is in here, and you can only see it (and attack it)
            if someone is wearing the mask.  Kill it to get 10,000 experience.

              Note:  Keldorn's 'True Sight' ability has the power to reveal
                     this invisible elemental. (Rolander)

            Open the last door and enter.  This is the all that remains of
            King Strohm III.  As you can see there's nothing here.  However,
            you can search the other end of the room to get some good Dragon
            hunting treasure:

              Dragonslayer Sword (immunity to fear, regenerate, 2xdmg to Drgns)
              Dragon Scale Shield (resistances to fire, ice, electricity)

            Of course, if you didn't deal with Samia before, she now will bring
            her merry little band to you and attack.  Kill her and her goons.
            (6000-9000 exp each):

              Plate Mail +1
              Studded Leather +2
              Other minor treasures

            Tetrazome has an interesting way of dealing with this:

              If you didn't deal with Samia before, and you grab the two pieces
              of treasure, she and her goons appear to attack you. Before you
              pick up the treasure, first put everyone in your party into the
              room where it is (so none are in the room where Samia appears).
              Then take your mage, and have him cast skull trap 3 times into
              the middle of the room where they appear, then grab the treasure.
              They'll appear and instantly die.

            You may wonder what you can do with the Burial Mask.  Well, Henning
            Roes discovered that not only can thieves and other non-helmet
            wearing classes wear the Mask, but it seems to protect against
            Critical Hits!

    OTHER:  Ankhegs

            There are several Ankhegs in the hills area. Kill them to get their
            shells which can be turned into an armor by Cromwell the Dwarf
            (at the Docks).  It's not a very good armor, but it's better than
            Plate Mail.  Although Plate Mail + Ring of Protection is better
            than Ankheg Mail.

    OTHER:  The Werewolves

            Werewolves - Windspear Hills (AR 1200, x 2020 y 1080)

            You will find a group of "fighters" fighting another group of
            Gnolls.  They bicker about things for awhile, then turn into
            werewolves and attack you.

2.5  > > > >  The Planar Sphere



      Starting from the Slums, you have to enter the house right next to the
      Sphere first.  This takes you right next to the Sphere.  Now you must
      have Valygar in your party (or his corpse) in order to open the Sphere.
      Once it is opened, you don't NEED Valygar to continue, although I would
      take him in just the same.  Enter the Sphere.  You will be in a small
      hallway that leads to a door, open it.

      There are now three doors in front of you.  Open the leftmost one first
      (x 2700 y 2700).  It does a little double door thing.  Here you find
      a Clay Golem, kill it. (blunt weaponry works best)  There are four
      containers in here, one of which has the Golem Arm and Planar Key, both
      of which you will need.  Another container has Coal, which you also need.
      There are also minor treasures here, mostly spells.  Back to the previous

      The top right door leads to a map room and a Steam Mephit, but we don't
      need to go there.  Open the top door (x 2800 y 2500) and go through.
      This activated the Planar Sphere and sent it to the Abyss, if you were
      wondering.  In this room you will encounter three knights of Solamnia
      who are trapped in the Sphere.  They warn you of Halflings.  Evil
      Halflings.  You can search their table:

        Spells - Khelben's Warding Whip (Mage)
        Minor Treasures

      Unlock the top door and go into that room.  This is the water room, I
      suppose, and is filled with Sahuagins.  These guys have only minor
      treasures (although one has a Cloak of Protection +1).  Go back to the
      Knight room, then open the left door and go through.

      This is the famous Feral Halfling room.  You have to fight 3 halflings
      right away, followed by more as you go left.  There are also Halfling
      Mages and Priests farther left.  One of the Halflings has:

        Coal (which we need)
        Gauntlets of Ogre Might (part of the Crom Faeyr)


      Continue leftwards on the path, it curves up into a new room.  There is
      a big bloody machine here used to create Golems, all you need is a Head
      and an Arm.  Well, we have an arm.  Search the table (x 500 y 1425) to

        Golem Building Book
        Coal (3 of 3)
        Minor Treasures

      Open the north door, go up the passage and into the Furnace Room.  Here
      there will be more Halfling Warriors.  (I found only a +2 dagger on
      these goons)  Each of the three furnaces in here requires coal to
      activate.  So walk up to each of them, and click them twice.  When each
      one is activated, a Fire Elemental (or similar creature) will appear from
      it and attack you.  Once those are active (those are to power the Golem
      making machine), go through the right passage (being careful to check
      for traps, of course).

      Within this room are several golems (I fought an Iron Golem, a Clay Golem
      and three Stone Golems).  Then search the box to the left of the gears
      (x 1620 y 480):

        Golem Head
        Coal (useless now)

      Now that we have the head, back to the Golem making machine.  You must
      click on the machine three times (once to identify the machine, twice
      to build the golem, and three times to set it free). (23,500 exp)  The
      Golem senses an intruder, opens the door to the right, and rushes out to
      go get the intruder.  Follow the golem.  The first passage is trapped.
      The golem finds an Elder Orb Beholder, you can help kill it if you want
      the experience (14,000 exp).  But more importantly, he opened the door
      for you.  Open the door to the right and go through.

    - LAVOK

      We are now one door away from the evil mage, Lavok.  Make your
      preparations, open the door and take him down.  Use Pierce Magic to
      remove his spell immunity, and Breach to get rid of his Weapons Immunity
      and he is a piece of cake.  Soon he has a change of heart (saying that
      the evil has left him) (28,750 exp).  Although Valygar is skeptical,
      Lavok says that all he wants now is to die on the Prime Material Plane,
      i.e. home.  This coincides with your goals of getting home as well.  In
      order to do that we have to repair the Sphere, and that requires getting
      a Demon's Heart.  Convenient that we happen to have traveled to the
      Abyss, no?

        Warning:  Do NOT use "Fake Talk" on Lavok!  If you do this, then you
                  will never be able to get him out of the Sphere!

        Note:  Once Lavok has been defeated, and is lying on the floor, you can
               pick his pocket to get the Ring of Acuity.

      Before you do that, there are two rooms connected to this one with some
      monsters and treasures you might want to look at.  (Mostly +1 and +2
      stuff, which depending on where you are in the game, might be worth your

      There is also some treasure at: (x 1050 y 550)

    - GET A DEMON'S HEART (AR 0414)

      Anyway, return all the way to where we first came in, and exit the
      Sphere.  Welcome to Hell!  One version of it, anyway.  We are here for
      one (ONE) demon heart.  There are about 3 possible hearts for you to
      choose from, but we only need one.  There are also various Imps, Quasits
      and Salamanders wandering around here.

      The first demon is found just left and up from the Sphere.

        Tanar'ri - (x 1080 y 2020) - 10,000 experience

      The others are found to the right of that first one within the main area.

        Lea'liyl - (x 1910 y 1350) - 16,000 experience
        Tanar'ri - (x 2150 y 1760) - 10,000 experience

      Once you have a heart, return to the Sphere.


      Go to the Orb Room (the room just after where we built the golem and
      just before where the golem killed the Beholder).  There are four symbols
      on the ground that must be pressed in order to open the south door.  The
      Runes must be clicked on.


            4       3


      (Step on the top one first, then the bottom one, the right one and
      finally the left one, 24,500 experience)  Go down the southern passage,
      and down the stairs.

      Within the first room here you will meet Tolgerias again.  (remember the
      Cowled Wizard we got this quest from in the first place?)  He isn't happy
      to see you, and he and his flunky attack you.

        Tolgerias - 18,000 experience
                    Ring of the Ram

      From here there are two doors, an Iced over door and a Hot door.  Each
      eventually leads to the same place, so we are going to search one, then
      the other, and finally enter the engine room.  Open the Ice Door first
      (x 900 y 1000).  In here are various monsters (Ice Salamanders, Imps,
      and Trolls).  Then search the machine in the center to get some

        Helmet of Defense
        Ice Arrows
        Spells - Otiluke's Resilient Sphere (Mage)

      Go back to the previous room, and open the Fire Door (x 1450 y 1100).
      This room has worse monsters (Greater Fire Elemental, Efreeti, etc.), but
      also has better treasure.  Search the base of the thing in the center to

        Spells - Spirit Armor (Mage)
                 Globe of Invulnerability (Mage)
        Staff of Fire +2
        Large Shield +1, +4 vs. Missiles
        Fire Arrows

      When you are ready for another battle, head up to the next door (x 1750 
      y 500) and go out.

      The only thing we have to do here, is get the Demon's Heart into the
      machine which is right in front of you.  Standing in your way are 
      whatever Golems happen to be in here right now.  Feed a Heart into the
      machine and the Planar Sphere returns to Athkatla (45,500 experience).

        Trick:  I replayed the sphere for testing, and this time I entered the 
                room where you have to place the heart through the cold room. 
                No golem. I walked near the machine. Nothing. But when I went 
                back there were 3 golems waiting just where I entered the room. 
                Reloading and another try. This time I left my party waiting 
                there and walked with a fighter to loot the stuff in the 
                north-eastern part. There was a golem. But the other golems 
                didn't appear. If you're on low level this is an easy way to 
                get through this part. (Henning Roes)

      There is a TRAPPED thing of treasure off to the right (x 1230 y 350):

        Ring of Danger Sense (+25% Trap Detection)
        6000 gold
        Lots of Gems

      Return to Lavok, talk to him and agree to take him outside the Sphere.
      You will be automatically taken outside where Lavok dies. (everyone gets
      45,500 experience)  Valygar wonders about life and asks to join you
      permanently.  Search Lavok for:

        Ring of Acuity (Learn extra 2nd, 3rd and 4th level spells, Mage)

      And at this point, a Mage would gain the Sphere as his Stronghold. (see
      the Strongholds section at the end of the walkthrough)

2.6  > > > >  The Graveyard (AR 0800)


    QUEST:  The Mournful Paladin and the Little Girl

            Paladin - Graveyard (AR 0800, x 920 y 820)
            Arenthis - Graveyard (AR 0800, x 2345 y 1875)

            Just to the right of the entrance to the graveyard you will find a
            Priest named Arenthis (x 2345 y 1875).  He has been given charge of
            a young girl, Risa, whose parents are dead.  She is very sad.  He
            can't really take care of her and asks for help in this matter.
            Can you find someone that can take care of her?

            Go northwards through the graveyard until you find the Paladin,
            Kamir.  He recently lost an adopted son and mourning for him.  He
            could not protect him and blames himself.  Tell him that he didn't
            fail.  Then mention the orphan girl with the priest and he perks
            right up.  Maybe he could save her!  You get 12,250 experience from

            Follow Kamir down to the little girl where the two meet.  He
            decides to help her and the two leave.  For this you get 3000 exp.
            Then the Priest talks to you, and is very pleased himself.

    QUEST:  Buried Alive

            Open Grave - Graveyard (AR 0800, x 1000 y 685)
            Gravekeeper - Graveyard (AR 0800, x 1550 y 400)
            Red Garment Man, Am Si - Bridge (AR 0500, x 1680 y 3515)

            In the northern part of this graveyard, near Kamir the Paladin is
            an open grave where someone was buried alive.  Click on the grave
            to get Tirdir out of it.  Agree to help him, and ask him for any
            information he can give you.  He gives you a piece of a Red Garment
            (6500 exp) and tells you it belonged to his kidnapper.

            The first step in this is to talk with the Gravekeeper, a man who
            looks very much like a beggar.  You will find him north of the
            grave and a little east.  Talk to the man.  No reason for subtlety
            here, just threaten him and demand answers.  He points you to the
            bridge district.

            At the very southern end of the bridge district, just a little to
            the right you will find Am Si, the infamous "man in red."  Talk to
            him.  Pretty much anything you say is going to result in him
            running into the nearby building to your left.  Enter it.  Here
            you will find Am Si's employers, Camitis and his goon.  They kill
            Am Si and flee.  Go out after them.  Take Camitis out before he
            manages to escape the area (FORCE-attack them).  The only good
            treasure on the two is on his goon, the Boots of Avoidance.
            Go back inside, and upstairs to find another kidnap victim, Lady
            Elgea.  You get 16,750 experience for freeing her.

            Alternatively, you could force her to remain here until you collect
            the Ransom.  Check the dresser by the bed to get the Ransom Note,
            which tells you where and when.  Then go at nightfall to the Copper
            Coronet.  Talk to Welther there and he gives you the "agreed upon"
            item, the Silver Pantaloons.  Oh, and your Reputation Drops by 2.
            The Silver Pantaloons is one of the best treasures you can get...
            if you have Throne of Bhaal that is.  Take them with the other
            2 Pantaloons to Amkethran and have the Smith assemble them there.

    QUEST:  Wellyn the Halfling Ghost Child and his Teddy bear "Littleman"

            Wellyn's Grave - Graveyard (AR 0800, x 1625 y 1740)
            Llynis - Copper Coronet (AR 0406, x 665 y 545)

            When you visit the Graveyard at night you may notice a little
            ghost wandering around.  That is Wellyn.  Let him talk to you and
            hear his sad tale.  A thief broke into his house, stole his bear,
            and killed him.  Now you need to find his bear so that he will be
            at peace and roam no more.

            You will find this evildoer in one of the rooms in the Copper
            Coronet.  Talk to Llynis and ask about him having seen ghosts
            recently.  You can demand the bear, but he may attack you anyway.
            Give Wellyn the bear for 15,500 experience.

            During the day you can then talk to the parents of Wellyn (who
            stand near his grave) for another 5000 experience.

    QUEST:  Find the Nether Scroll for Edwin                   (from Blackhawk)

            Crypt   - Graveyard (AR 0800, x 640 y 1830)
            Neveziah - Lower Crypts (AR 0802, x 2160 y 1300)

            Edwin's quest comes up when you enter the graveyard with Edwin in
            your party.  He'll mention rumors of the Nether Scrolls hidden in
            the graveyard, more specifically the Lower Tombs.  Now in the
            Southern Dungeons of the Lower Tombs (the area where you have to go
            for Korgan's Quest but in the opposite branch -- east instead of
            south) you'll find a lich named Neveziah (8000 XP). He'll talk with
            you and hint he has the Nether Scrolls, at which point Edwin will
            try to forcibly take them.  Now with Neveziah dead, Edwin has the
            Nether scrolls (11,750 exp).

              Per Jorner adds this:

              Whether or not Edwin's Nether Scroll quest can be completed
              depends on what you say to him when you find the scroll. If you
              tell him that the scroll is "party treasure", for some reason the
              quest won't proceed beyond that point.

            Now after 5 days he'll talk about a translation in his Nether
            Scroll and Edwin will receive a +1 bonus to all Saving throws, +20
            to his lore, and 50,000 XP. (you won't see that he gained anything,
            but he did) One note on this is there is a sound attached to the
            bonuses, but has a save vs. death on it (checked the coding of it
            out), so sometimes you'll not hear the sound and save vs. death
            pops up. So the Save vs. Death is nothing suspicious or special.

            Now 24 hours after the last event Edwin will come up with another
            revelation saying it's a transformation spell like a mage to lich
            but more powerful. He doesn't understand it completely but wants
            the power so he casts it and screws up.  Hence Edwin becomes a
            woman.  They change his entire voice set.  One attack quote is
            funny as hell. (I feel your stares! Die! Die!) And as far as I know
            he has Yoshimo, Cernd, Jaheira(2?), Minsc(2 or 3), Aerie, and
            Anomen (funny one) all have one or more special reactions over this

            Now quite some time (20 days or more) after the transformation a
            Red Wizard named Degardan will visit you.  He will be searching for
            Edwin.  You can turn him in (5000 XP, 5000 GP) or cover for him.
            Degardan will return 2 days later and will know that Edwin is
            "disguised" as a woman. He then proves it by dispelling the Nether
            Scrolls magic and turns Edwin back.  Edwin then thanks Degardan for
            this. Then he proceeds to destroy Degardan (8500 experience,
            Quarterstaff +2, Wand of Monster Summoning, 2 potion extra healing,
            death spell, 2 random treasures) for witnessing the humiliation.

    OTHER:  Nevin's Not-so-dead Uncle Lester

            Nevin - Graveyard (AR 0800, x 715 y 1580)

            If you follow the left path upwards you will run into Nevin's
            funeral service for his dear departed Uncle.  Except his uncle
            refuses to stay dead.  Uncle Lester rises from the grave and starts
            complaining at his nephew.  If you kill Lester (he never turns Red)
            you get 1000 exp + 6500 exp and some gold.  Nevin isn't very
            grateful that you saved his life, and only complains about you.

    OTHER:  Crypt King

            Crypt King - Graveyard (AR 0800, x 750 y 850)

            If you search most of the crypts in the graveyard, you find minor
            monsters guarding minor treasures.  Mummies guarding an Axe +2, or
            whatnot.  However, there is one notable exception, and that is the
            Crypt King.  You find him in the crypt just to the right of the
            top left crypt.  He appears to be a paladin of some sort and
            requires magical weapons to hit.

              Crypt King - 15,000 experience
                           Spells - Simulacrum (Mage)
                           Namarra +2 (Long Sword, casts Silence 15')

            You can then search the two containers in here for some minor
            treasures. (rings and necklaces)

    OTHER:  The Spider Queen

            Crypt   - Graveyard (AR 0800, x 640 y 1830)
            Egg Sac - Main Crypt (AR 0801, x 2400 y 2500)

            Within the main crypt here, in the center of the area you will see
            what looks to be a giant spider egg sac.  As you near it you will
            be attacked by several Giant types of Spiders.  Within this place
            is a Drow woman who is about to sacrifice a bunch of commoners to
            her spiders.  They die, and about 30 small spiders attack you.
            They aren't bad themselves, but they are all poisonous.  One
            Cloudkill will kill them all.

              Pai Na - 4000 exp
                       Spider Figurine (summons a Giant Spider)

            Spider Figurine - Kitthix

              STR  DEX  CON  INT  WIS  CHA
               14   9    9    9    9    9
              THAC0  HP  AC  Attacks  Weapon
               14    44   4    1.5     1d8 (plus poison)
              Saves: Death - 12, Wand - 14, Poly - 13, Breath - 14, Spells - 14
              Resistances:        Magic - 10%
              Immunities:         Hold, Web
              Special Abilities:  Web Tangle - 2

            Search the center of this area for treasure:

              Pale Green Ioun Stone (+10% HP, +1 to THAC0)
              Spells - Spider Spawn (Mage)
                       Spell Immunity (Mage)

    OTHER:  Night Thieves

            Thieves - Graveyard (AR 0800, x 1720 y 1065)

            If you come here at night, you will find several thieves attempting
            to break into one of the crypts.  Since that is YOUR job, kindly
            tell them to stop it.  They attack you.  They aren't too tough to
            dispatch. (non-violent solution? Stein)

2.7  > > > >  City Gate (AR 0020)


    The only reason to come here is to leave Athkatla.  This area will lead you
    out to the Windspear Hills, Trademeet, Umar Hills, etc.


    QUEST:  Flydian and Trademeet (Druid's Grove)

            Flydian - Gate (AR 0020, x 500 y 680)

            In the center of the Gate area is a man named Flydian who is
            seeking Adventures to help out his hometown of Trademeet.  Agree
            to help him if you want.  You can go to Trademeet at any time.

            See section 10. Trademeet for the continuation of this Quest.

    OTHER:  Two Star-Crossed Lovers

            When you first enter the Crooked Crane Inn, an annoying fellow 
            named Rilmi blabs on about some lovers who aren't meant to be.
            Upstairs you'll find this duo, and despite being a complete
            stranger, you can convince them that they should really be
            together.  It's amusing but nothing else.

    OTHER:  Lich in a Wall

            Secret Door - Crooked Crane Inn (AR 0021, x 515 y 160)

            Within the Crooked Crane you will find a Secret Door that leads to
            a small Crypt.  Within is a Lich.  Very powerful.  You probably
            won't want to tackle it until you are a fairly high (11+) level.
            Liches are well know for their casting of Gate (summons a Pit
            Fiend, a nasty demon, but one you can avoid by casting Protection
            from Evil 10' Radius before the battle), Time Stop (which allows
            the Lich to cast about 4 spells really quickly) and Meteor Swarm.

            The best strategy would go something like this:  Prepare a trap
            in the Inn in case the rest fails, Haste everyone, cast other
            protective spells, send in only the warriors with +2 or better
            weaponry.  Quickly pause before the Lich talks to you.  Now we're
            going to employ my patented "Fake Talk" strategy.  Click on the
            Lich as though you were going to talk to it.  Now do a Force-attack
            on the Lich and Unpause.  The Lich will wait at least 6 seconds
            before attacking.  (You can try pausing again and doing more Fake
            Talks if you want)  If he snaps out of it and starts casting
            spells, retreat to the Inn.  The Lich MAY follow you out, but
            probably won't.  Then you can go in at your leisure. (He WILL
            follow you out if he's finished casting his spells)

              Lich - 22,000 exp
                     Ring of Invisibility
                     Wand of Cloudkill
                     Wand of Lightning
                     Rod of Terror (Quarterstaff +3)
                     Wand of Fire

            With him out of the picture, you can then search his crypt for
            treasure.  The chest has:

              Daystar (Long Sword good vs. Undead)

    OTHER:  The Merchant and the Thug

            This one only happens if you have visited the Gate once, then come
            back 5 days later.  There will be a merchant and a thug standing
            just outside the Inn here.  There are three ways to handle this
            situation, one good, one evil and another crafty.  Offer to help
            defend the Merchant and the Thug will leave, then the Merchant will
            sell you his wares for cheap.  WARNING!  He will only sell you
            things ONCE, after that he LEAVES FOREVER.  To be Evil, stand aside
            and do nothing.  To be Crafty, encourage the Thug to kill the
            merchant, he won't and leaves.  You don't get to buy items that

    OTHER:  Bribery and Guards

            At the Gate itself, a shady merchant (possibly a Shadow Thief)
            bribes the City Guard to let him pass with his contraband.  You can
            ask the guard about this, but he won't talk.

2.8  > > > >  The Bridge (AR 0500)


    QUEST:  Solve the Murders

            Tanner's House - Bridge District (AR 0500, x 2700 y 2600)
            Rampah - Bridge (AR 0500, x 2633 y 1185)
            Rose Bouquet - Bridge (AR 0500, x 2950 y 1980)
            Bel - Bridge (AR 0500, x 2650 y 2050)

            When you first enter the Bridge District you will be confronted
            by Aegisfield, an officer of Amn.  He is investigating a series of
            murders in the area in which the victims were skinned alive.
            Pleasant.  Tell him that you intend to solve these murders.  Just
            west of that point some peasants are commenting on the murders.

            Hmmm... skinned alive... well the first suspect would be the person
            who skins animals alive for a living, the Tanner.  So go into the
            Tanner's Shop and talk to him.  Rejiek, the tanner, acts very
            suspiciously, but doesn't really do anything illegal.  At this
            point there is an easy way and a not as easy way to get him to
            reveal himself as the murderer (and a near infinite experience bug
            if you know how to do it).

              Easy:  Fail to pick his pockets (or attack him) and he reveals

              Trick:  Surround Rejiek on all sides such that he can't move
                      anywhere.  Then get him to reveal himself (pick his
                      pockets, attack him, etc.).  He then talks to you and you
                      get experience for revealing him.  But since he cannot
                      move, he cannot leave the area.  PAUSE quickly.  Talk to
                      him again to get the experience again.  PAUSE, talk.
                      PAUSE, talk.  Keep on doing that until you get the "he
                      appears to be busy" message.

              Not So Easy:  Once you have talked to Rejiek, you need to go
                            gather evidence to present to Aegisfield.  Start
                            with the beggar by the arch, Rampah.  Either
                            threaten or bribe him until he reveals that some
                            leather was found with the bodies.  Next visit the
                            courtesan, Rose Bouquet, in the Market Square. You
                            will have to buy her time (20 gold) but she tells
                            you that she smelled Guril Berries at the murder
                            sites.  Next talk to Bel, the merchant, about both
                            the leather and the berries.  Return to Rose and
                            she will identify the smell as Bark, not berry,
                            which is also used in making leather goods. (there
                            are other people to talk to, but they lead you to
                            red herrings)

                            Note:  If you talk to the child Faraji, he accuses
                                   Mrs. Cragmoon of being an evil witch.  You
                                   can talk to her and she admits to being a
                                   mage.  Then you can turn her in to Aegis.
                                   No reward, and in 2 days or so, she will
                                   attack you.

                            Go back and talk to Aegisfield at the entrance to
                            the bridge district.  Give him your evidence and
                            he agrees to go check out the tanner's.  Go to the
                            tanner's yourself.  You will notice the Tanner,
                            his thugs (if you accused him beforehand), and
                            whatnot, but you won't see Aegis.  Talk to the
                            tanner and confront him with the evidence.

                            Alternatively, you can confront the Tanner with the
                            evidence yourself.  The only real difference is
                            that Aegis doesn't get killed (and thusly you can
                            collect a reward from him as well). (Craig Gibbens)

            You get 23,250 experience for getting the Murderer to reveal
            himself.  Follow him down the stairs.

            This level is very, very heavily trapped.  De-trap the room and all
            the containers.  Search his dresser to find the Tanner's Letter
            (useful if you want to find out what he intended to do with the
            human skins).  Search the top bed to find his unfinished "work"
            (human skin).  The other bed has some treasures in it (gems and the
            like).  The container near the stairs will have Aegis' body (if you
            did things the "non easy" way, that is).  Go down the next stairs.

            Here you will find an enemy mage (who teleports out later), a Rune
            Assassin and 2 Ghasts.  When the mage leaves, he brings in a new
            Assassin for you to deal with.  The Assassins are worth 4500 exp
            each, which isn't bad.  The big crate in the center of the room
            is TRAPPED, but has the:

              Gesen Bow Shaft

            There are a couple other treasures here, but nothing noteworthy.

            Now, if you did this the Easy way, go to Aegis and tell him what
            has happened.  He gives you a reward:  45,000 experience and 500
            gold.  If you collected the evidence anyway you still get the
            reputation +1.

            If you did things the Not So Easy way, go to the Government
            District and enter the council building.  At the very back is Chief
            Inspector Brega, tell him what has happened and give him the body
            to get your reward:  45,000 experience, 500 gold and a Reputation
            Increase +1.

    QUEST:  Raelis Shae Begs for Help (Bard's Stronghold)

            Five Flagons Inn - Bridge (AR 0500, x 3200 y 2000)

            In the basement of the Five Flagons there is a theatre that is
            currently run by a group of wandering players.  Go watch the show
            and you will see Biff the Understudy in the role of a lifetime...
            screw up royally.  Raelis Shae comes out and apologizes for this
            farce and begs for any adventurers to come see her.  She begs you
            to rescue their friend Haer'Dalis from the wizard Mekrath who is
            holding him somewhere in the Sewers.

    QUEST:  Rescue Haer'Dalis from the Mage, Mekrath

            Secret Door - Sewers (AR 0701, x 1080 y 550)
            Imp - Sewers (AR 0701, x 2530 y 2120)

            Head out to the Temple District and enter through one of the sewer
            grates there.  Go to the top of the sewers area, and search for the
            left secret door there (the right one leads to the Mind Flayers
            Quest, see the Sewers section for more information).  This secret
            passage leads to a set of stairs to Mekrath's Lair.

            Once here you have to fight through a bunch of Mephits.  Place look
            familiar?  Yep, it's reused from Baldur's Gate (Durlag's Tower).
            You can find a couple of spells in the left library.  In the right
            room are two trapped chests, and above that are some monsters.
            (one time they were Yuan-ti and Yuan-ti mages, the other time they
            were Umber Hulks and Minotaurs)  The chests have minor treasures

              Necklace of Form Stability

            There is another trapped chest in the monster room with some gold
            a spell and a potion.  North of that is a temple looking room, that
            is doubly trapped (on the floor and the pedestal).  Beyond that
            you will find Haer'Dalis, but he seems to be a little out of it
            right now.

            From the main room, go south.  This leads to a room where a
            skeleton is lying on a table.  There are two containers in here
            (one trapped) with more minor treasures. (spells and potions
            mostly)  Past this is a passage to the left that leads to Mekrath
            the mage.

            There are two ways to handle this situation, the violent way and
            the non-violent way.  We'll do the violent way first.  While
            talking with Mekrath, if you piss him off (I merely mentioned the
            Gem) and he attacks you.  I found that using a Chaotic Commands on
            myself beforehand worked well.

              Mekrath - 14,000 experience
                        Mage Robe of Fire Resistance
                        Minor Treasures

            Just past Mekrath, you can search some containers for treasure:

              Rod of Resurrection
              Wand of Cloudkill

            And the non-violent way.  Talk to Mekrath and ask for the release
            of Haer'Dalis (don't mention the gem).  He will bargain Haer'Dalis'
            release if you track down an imp for him and retrieve a magical
            mirror from it.  Return to the sewers.  You'll find the Imp
            skulking about in the bottom right portion of the sewers.  Approach
            and he yells at you that the mirror is his.  Kill him and take
            the mirror.  Return it to Mekrath for 18,750 experience.  He
            releases Haer'Dalis (who you will find in the center area now) and
            leaves.  You can then take the items behind him anyway.

            Finally go back to the templey room and take the gem from the
            pedestal (as well as the Harp and Necklace).  Once you have that
            you can return to Raelis Shae.  She gives you 1000 gold for
            rescuing the actor and the gem. (more for the gem)  And they begin
            preparations to leave this Plane. (21,250 experience)

    QUEST:  Rescue Haer'Dalis from the Planar Prison

            Raelis asks for your help to defend them while they summon the
            portal to the next plane.  Agree to help and then kill anything
            that comes through the portal.  After battling quasits, fire
            elementals and shadow fiends, a bounty hunter comes through and
            steals the group.  You then have to follow them into the Portal.

            Welcome to the Planar Prison, one of the worst spots in the
            multiverse.  You will find yourself quickly in a battle with the
            Bounty Hunter and his cronies.  Keep the mages out of the battle
            and you won't have too much trouble with them.  Be sure to search
            them for treasure:

              Boots of Speed
              Cloak of the Shield
              Melodic Chain +3 (Elven Chainmail, Bards only)
              Wand of the Heavens

            Afterwards Tagget, a prisoner here, fills you in on the details of
            this place.  The only way out is to kill the Cambion who runs this
            place, who is located directly above you.  However, going up
            against him directly might be too dangerous so you might want to go
            right, up, and left to find the Master of Thralls to free the
            slaves here.  Then they could assist you in defeating the cambion.
            Complicating things are the Ground Portals, pulsating heart like
            things in the ground that pull you into small guarded areas.  These
            should generally be avoided.

            Go right and you will have to fight a group of Thralls.  In the
            center of this area is a Brazier that glows hot.  If only you had
            something that needed destroying in it.  Continue right and you'll
            see the first ground portal.  Just past this are a bunch of enemies
            (not just Thralls, some are monsters).  Search the female Thralls
            after they are dead for treasure:

              Kundane Short Sword +2 (very fast)
              Ring of Protection +1
              Gauntlets of Weapon Skill (improves THAC0)

            Go up to the Wyvern's Nest, and then left to find the Master of
            Thralls.  He likes to summon Air Elementals (if you had the Ring
            of Air Mastery, this would be a lot easier).

              Master of Thralls - 16,000 experience
                                  Staff of Air (Summons or Controls Air Elemen)
                                  Mastery Orb

                                    Note:  The Staff of Air might look like it
                                           only has one charge on Summon
                                           Elemental, but this is ONE CHARGE
                                           PER DAY.

            When he dies, the thrall nearby tells you to destroy the orb
            somehow.  If only there was a brazier around here.  Go back right,
            down and left to the brazier and click it to destroy the orb.
            (24,750 experience)  With that destroyed, all the Thralls will turn
            on the Cambion.  So, either hurry over there and join the battle,
            or let them get killed by the Cambion so that you can steal their
            things later.  Either way, you'll find the cambion just north of
            your starting position, and just left of the Master of Thralls

              Warden - 10,000 experience
                       Ajatha the Drinker (Long Sword +2, immune to charm)
                       Wave Shaft (part of the Wave Halberd)
                       Planar Prison Key

            Kill the Warden (10,000 exp) and all his monsters and Tagget will
            appear, say thanks and give you 5000 more exp.

              Note:  There are actually three containers of treasure on this
                     level, one of which is in the Warden's Room.  These all
                     have things such as arrows or bolts.  See if you can find
                     all three! (they're hidden in the moss on the walls)

            Go over to the left to free Raelis Shae and Haer'Dalis.  Haer'Dalis
            wants to stay with you and follows you back to the Prime Material
            Plane.  He can then join you if you wish.  Also, if you are a Bard,
            Raelis gives you the deed to the Theatre before she leaves.
            (everyone is given 44,000 experience)  See the STRONGHOLDS section
            for more details.

    QUEST:  The Rogue Stone Doorway and the Twisted Rune

            Door - Bridge (AR 0500, x 1800 y 3345)

            I would highly recommend leaving this one alone until chapter 6,
            it is one of the hardest battles, if not the hardest battle, in
            the game.

            On the side of the Elemental Lich's building (see below) is a door
            that seems to lead nowhere.  You can't enter it.  That is, unless
            you have a Rogue Stone in your possession.  Then you enter into a
            strange place, where a Lich named Shangalar confronts you.
            This is NOT an easy battle by any definition.  He quickly summons
            forth many difficult creatures (Beholders and the like).  All of
            which are tougher than their normal versions.  What you must do is
            try to fight only one of the monsters at a time.

            For my preparations I set 8 traps around the alcove where you first
            appear.  Then when Shangalar attacked, he was instantly killed
            (sweet!).  Then I cast Protection from Magical Energy on everyone
            to keep us safe from various spells, Death Ward to protect from
            others, Invoke Courage (Mazzy) to prevent Fear, Haste, Protection
            from Evil and Defensive Harmony.  Then I ducked everyone as far
            away from the table as possible.  I moved one person out to trigger
            the Lich, then as soon as that conversation was done I moved him
            back.  The lich was killed by the traps (fun).  I then moved out
            the person wearing the Shield of Balduran (one of the Collector's
            Edition items) to attract the notice of the Beholder.  The rays
            were reflected by the shield back at the Beholder and it turned
            itself to stone.  I then huddled everyone back in the corner to
            take out their warrior.  Then I moved out, took out the Vampire.
            Finally I confronted Layene and her Pit Fiend.

              Shangalar - 50,000 experience

              Layene - 4000 experience
                       Staff of the Magi (+2 AC, Invisible, Immunities, etc.)

            To exit this area, take the Beholder Eye, put it in the Cauldron.
            Then use the machine at the top of the room to teleport out.

    OTHER:  Valeria's Band of Goons

            Building - Bridge (AR 0500, x 4000 y 1525)

            Within one of the buildings you will find yourself locked in combat
            with some goons for no apparent reason. Who are they?  Why are they
            "red"?  Who knows.  Take them out.  The goons don't have much in
            the way of treasure ON them, but are worth a fair amount of exp.
            (Valeria is 12,000 exp)  Then search the room for treasures, mostly
            gems and spells.

    OTHER:  Captain Dennis and the Mercenaries of Riatavin

            Delosar's Inn - Bridge (AR 0500, x 2060 y 3040)

              Note:  Killing Captain Dennis now prevents you from being able to
                     do the Limited Wish adventure later.

            Within the Delosar's Inn on the second floor you will find the
            second group of mercenaries in the game, this one lead by Captain
            Dennis.  Again they make a tempting target for you to take out.
            First I would ignore what they say and calm them down.  Then you
            can make whatever battle preparations you wish.  Then simply attack
            them when you are ready.

              Captain Dennis - 7300 experience
                               Throwing Dagger +2 (Boomerang)
                               Full Plate
                               Potions (etc.)

              Mercenaries of Riatavin - 3200 to 7300 exp
                                        Full Plate (etc.)

            The three chests in here have minor treasures (spells, gold, etc.)

    OTHER:  The Elemental Lich

            Lich's House - Bridge (AR 0500, x 1600 y 3350)

            At the very south of this area there are two houses.  One leads to
            the kidnappers of Tirdir (the bottom one) and the top one leads to
            our second lich (assuming you went by the city gates and met THAT
            lich).  If you're feeling up to it, unTRAP the door and enter.

            Go into the basement.  There you will see a great sarcophagi in
            the center of the room.  You need to click on it twice to release
            the Lich.  This is the Elemental Lich (and part of the Kangaxx
            Quest, see the Docks section).  He is easily dispatched with the
            "Fake Talk" strategy, where you PAUSE, click on him as though to
            talk to him, then kill him. (Pausing every 5 seconds to do another
            "fake talk")  22,000 experience.  Then click on his sarcophagus
            again to get Kangaxx's Torso.  Another "cheese" strategy is to use
            a "protection from undead" scroll (you can get some in the
            Adventurer's Mart and most temples).  Undead, including liches,
            won't even look at you.

    OTHER:  Boots of Stealth & a Gem

            In the Five Flagons, if you talk to the barkeeper with Mazzy in the
            party he'll give you some Boots of Stealth.  If you talk to him
            with Haer'Dalis he'll give you a gem. (many people mentioned this)

2.9  > > > >  Government District (AR 1000)


    Jan         9    17  15  16  14  10   Gnome    Thief/Mage   Chaotic Neutral

      Jan loves turnips.  Almost literally!  And like most gnomes he is very
      eccentric, and loves to ramble on with stories that never get to the
      points.  He wants to steal Boo from Minsc, and if he ever succeeded, one
      would imagine he wouldn't live long after that.

      Found at:  Government District (near the Government offices)

      Event:  15 days after joining, Jan is summoned back home.  This event is
              covered below.

      Grade:  B+  My favorite Thief/Illusionist in the game!  The only Thief/
                  Illusionist in the game!  Unlike the other thief/mages he is
                  a multi-class rather than a dual class, which is both a good
                  and a bad thing.  He keeps improving his thief skills, but
                  gains levels slower.  Plus he can make his own ammunition for
                  his crossbow.

    Viconia     10   19  8   16  18  14   Drow Elf    Cleric      Neutral Evil

      Viconia DeVir was forced out of the Underdark and has been living as an
      exile on the surface ever since.  She journeyed with you in your earlier

      Fount at:  Government District (near the prison)
      If kicked out:  Viconia goes to the Graveyard

      Grade:  B+  Personally I think she is the best Cleric in the game.  Start
                  with a great Dexterity and Wisdom and you have a great
                  character.  Give her the Gauntlets of Ogre Strength (or a
                  similar Strength enhancing item) and she moves up to an A
                  grade.  Also, the Girdle of Fortitude can be used to improve
                  her lowly constitution for 8 hours a day. (The Gauntlets are
                  part of the Planar Sphere quest, and the Girdle can be found
                  in the Unseeing Eye quest)


    QUEST:  Jan Jansen

            Jan - Government District (AR 1000, x 2750 y 1740)

            You will find Jan in the southeast corner of the government park
            selling his turnips (and other contraband).  Jan will try to sell
            you some of his patented "Bruiser Mates" (crossbow ammo) when Trax
            arrives from the government to shut down the poor working gnome.
            Trax and Jan talk a bit, then Trax asks you what Jan was talking
            with you about.  The easiest way to answer this is to say "the
            weather", at which point you can get Jan to join up with you.  You
            can also turn in Jan for a small reward (100 gp), and then Jan is
            thrown in the prison.  You can get Jan out for 800 gold (on an
            interesting side note, you can borrow 200 of that 800 from the
            Prison Keeper).  If you bust Jan out of jail you get 11,500 exp.
            If you ever pay back that 200 gold you get 2000 experience.

            15 days after getting Jan, he will be summoned back home.

    QUEST:  Jan Jansen Summoned Home

            Jansen Home - Slums (AR 0400, x 3533 y 1350)
            Jysstev - Government (AR 1000, x 2865 y 2865)
            The Hidden - Sewers under Coronet (AR 0404, x 1075 y 2230)

            Fifteen days after joining, a messenger comes up to Jan to tell him
            to get home right now.  Agree to help him with his troubles and
            then high-tail it back to the Slums and to his house.  His lost
            love, Lissa has returned with her daughter, who is now deathly ill.
            Jan tells you to talk to his Uncle in the basement.  Talk with the
            uncle to learn that you need to talk to the Hidden.  To find the
            Hidden you must talk to Lady Jysstev in the Government District.
            (3300 exp)  For most of this quest, Jan stays at his house.

            Go to the government district, and talk with Lady Jysstev about
            what you need.  She tells you that the Hidden will meet with you
            (despite you not being an "Enlightened One") in the sewer beneath
            the Copper Coronet. (8900 exp) To the slums!

            Enter the Copper Coronet, go into the back rooms, and find your
            way down into the sewers (see the above Quests).  You will find
            the Hidden on the southern end of the little sewer river.  Talk to
            him, but keep things no-nonsense and simple. (He doesn't like to
            talk to you)  You can ask about him, but that won't get you
            anywhere.  He agrees to help the girl if you take care of his
            enemies for him.  To locate his enemies you need to talk to the
            proprietor of the Sea's Bounty Inn in the Docks district.  Talk to
            him and pass the secret word on to learn that the two you seek are
            on the second floor of the Five Flagons Inn in the Bridge District.

            You will find the two Gith in the second room on the right in the
            second floor of the Five Flagons.  They will realize that you are
            there to harm them and attack immediately.  They have both magic
            and melee attacks, which make them annoying to deal with.  Once
            they are dead, return to the Hidden and talk to him. (17,500 exp)
            You can ask questions about him and he will reveal that he is a
            Mind Flayer (Illithid).

            Return to Jan and the girl will be healed.  The plot continues
            downstairs (15,500 exp).  Jan asks your opinion on matters.  Agree
            to support him and he rejoins the team.

    QUEST:  Save Viconia's Life

            Viconia - Government District (AR 1000, x 1800 y 1075)

            Dark Elves are not very well looked upon in Faerun (the continent
            you are on).  With the exception of Drizzt all Drow are evil, which
            doesn't help their reputation as evil killers with no remorse.
            Even though Viconia is relatively "evil free", she is about to be
            burned at the stake like a witch.  Sure, she's evil, but she 
            doesn't actually ACT on her evilness.  Much.

            To rescue Viconia, you must click on the pile of wood under her
            twice.  That frees her, but angers the mob.  You then have to
            fight off the Fanatics to keep her alive.

            If you let Viconia join you, you gain the best Cleric in the game,
            but lose 2 reputation points.  Also she has a low strength,
            however, if you buy the Mauler's Arm at the Copper Coronet that
            will improve her Strength to the point where she is able to wear
            any armor.

    QUEST:  Keldorn's Family Troubles

            Firecam Estate - Government District (AR 1000, x 1550 y 1950)
            Mithrest Inn - Waukeen's Promenade (AR 0700, x 3000 y 450)

            When you first enter the Government District with Keldorn in your
            party he mentions that he maintains an Estate here, and asks if you
            would like to go see it.  From that point you have four days before
            he complains about it, after that you have three days before he
            leaves to go home.  So, you're better off visiting his home

            Within the house, Keldorn talks to his girls (who don't seem to
            like him) and to his wife (who is cheating on him with Sir
            William).  Keldorn is a little upset by this recent turn of events.
            He asks you for advice, tell him to confront Sir William over the
            matter.  William is found in the Mithrest Inn in the Promenade.

            Talk to Sir William, and he will chastise Keldorn for not being
            there for his family.  Now go with Keldorn back to his estates to
            get some closure on this one.

            Talk to his wife again, and they will realize they still love each
            other.  Of course, now Keldorn wants to spend some time with her.
            You get 15,500 experience no matter what you tell him, let him
            spend a day, force him to go with, or release him from your service
            forever (however, he is gone for good).  If you want to keep him,
            then force him to stay with you, otherwise you may as well let him

    QUEST:  Track Valygar for the Cowled Wizards (Mage Stronghold)

            Valygar's Home - Docks (AR 0300, x 2450 y 1150)
            Country Estate - Umar Hills (AR 1100, x 1400 y 550)

            Just outside of the council building is Madeen who has a quest for
            you.  He wants you to go inside and talk to Tolgerias about doing
            some work for the Cowled Wizards.

            Go inside and talk to the mage in light green.  He wants you to
            agree to do his quest before he even bothers to tell you what the
            quest is.  Typical.  Agree to it anyway.  He says that several
            Cowled Wizards were killed, and he wants you to bring the murderer
            in for justice.  Notice how he seems to want the body one way or
            the other?  The target of your manhunt is Valygar Corthala, and you
            can find his home in the Docks section of town.

            Valygar's house is the one just to the left of the Temple of Oghma,
            enter it.  Talk to the servant and pretend to be a friend and he
            tells you that the "master" owns property in the Umar Hills area.
            If he doesn't tell you that, you can learn it by searching the
            house and finding the "Corthala Tax Notice" which says much the
            same thing.

            Head out to the Umar Hills.  You will find Valygar's home in the
            top left of the area.  He has some goons outside his house.  Just
            tell them that you aren't here to hurt Valygar and they should
            leave you alone.  Enter his house and talk to Valygar.  He tells
            you that he acted is self defense against the Cowled Wizards when
            he killed two of them.  They wanted his body to open up the Planar
            Sphere, which was created by his ancestor, a Lich named Lavok.
            Valygar would like to finish Lavok, with your help.  Let him join
            for 9500 experience.  (The only real alternative here is to kill
            Valygar and use his body to open the Sphere, giving him to the
            Cowled Wizards results in a less than spectacular gain for you)

              Note:  If you tell him to "proceed as he will" he will go to his
                     home in the Docks.

            Now whenever is convenient, go to the Slums and enter the Planar
            Sphere (see the Planar Sphere section under the Slums).

              Trick:  Getting 3 Rings of the Ram (modified from Xander77)

                      You get the first Ring by pickpocketing Tolgerias
                      successfully (save first).  You pick up the second by
                      killing Valygar and stuffing him in the Bag of Holding.
                      Go to Tolgerias and claim Ring 2 as your reward.
                      However, Valygar didn't disappear from the bag.  Go to
                      the Planar Sphere, enter, and play as normal to get
                      number 3.

    QUEST:  Talk to Delon about the Umar Hills (Ranger Stronghold)

            After a certain set amount of time, Delon will talk to you, so by
            the time you get here you might have already talked to him.  He
            can appear anywhere.  If not, then you can find him in front of the
            Council building.  Talk to him to learn of troubles around the
            Umar Hills area.

            This quest is continued in the next section "Umar Hills."

    OTHER:  Bribe the Cowled Wizards

            Tired of not being able to cast magic in the streets of Athkatla?
            Well who isn't.  Simply enter the Council building and talk to
            Corneil.  He mentions that for a "monetary sacrifice" you and your
            party will be able to cast magic freely.  It costs you 5000 gold.

2.10  > > > >  Umar Hills (AR 1100)


    When you first arrive in the Umar Hills area, you get to see a town
    meeting.  Everyone is complaining to the mayor about various goings-on
    about town.  Strange things are going on here.  Some people blame their
    problems on wolves, others on ogres and still others on the elusive Umar
    Witch (who may be a folk legend).  Seems like they could use a hero!


    QUEST:  Investigate the Deaths in Umar Hills

            Mayor - Umar Hills (AR 1100, x 5000 y 2550)
            Ranger Cabin - Umar Hills (AR 1100, x 600 y 2800)

            Talk with the mayor to attempt to gain some information about how
            things are going.  He and his wife mention three possible suspects:
            Wolves, Ogres (see the Ogres and Imnesvale below) and the Umar
            Witch.  You are also told of a good place to start, the old ranger
            cabin to the west.

            Go over to the cabin, and enter.  Search the floor of the bedroom
            to find a note from Mazzy that offers some clues.  Then search the
            kitchen table to find Merella's Journal the has some more clues.
            Both of these items can be left here.  Leave the cabin, then leave
            the area and go to the Temple Ruins.  (This is continued in that

    QUEST:  The Ogres and Imnesvale

            Madulf - Umar Hills (AR 1100, x 3290 y 720)
            Mayor - Umar Hills (AR 1100, x 5000 y 2550)

            Just north of town, across the little stream, you will find Madulf
            the Ogre Mage and his other ogre cronies (some aren't ogres, but
            whatever).  He automatically talks to you.  Listen to what he has
            to say.  Turns out his people are getting killed as well and he
            doesn't know what is doing it.  When you try to leave he wants you
            to tell the village that they mean no harm and merely want to
            coexist peacefully.

            Go talk to the mayor about Madulf's request.  He is a little
            reluctant to trust ogres, but agrees to talk with them nonetheless.
            (27,500 experience)

            After a period of time, the Mayor returns from talking with them.
            Then go talk to Madulf again, and as thanks he gives you an item:

              Shield of the Lost +2 (5% magic resistance)

    QUEST:  Idle Hands in Imnesvale

            At the north end of town are three youths who want you to buy them
            either swords, ale, or both.  Do what you will here.  If you get
            them anything you will find them in the cave to the west where they
            get chased out by a gibberling (which they mistake for a dragon).
            This is not instantaneous, it takes them some time to get into that
            cave.  I got 2000 experience for buying them 3 bastard swords and a
            thing of Ale. (from the Merchants)  You can get 1000 exp for giving
            them one of the items, and 0 exp for telling them to go away.

              Note:  If your main character is a Ranger, DON'T give these kids
                     anything, as it will negatively impact your stronghold.
                     (such as getting you kicked out of it) (from ShirouKyoji)

    QUEST:  A Mage needs Mimic's Blood

            Mage - Umar Hills (AR 1100, x 4433 y 2060)
            Umar Cave - Umar Hills (AR 1100, x 1600 y 1300)

            The house just north of the mayor's house belongs to a mage.
            Outside of his house you will see some fool in love with the mage's
            daughter.  Enter and talk to the mage.  Ask him about the thing
            that he is making and he will ask you to fetch him some Mimic's
            Blood so that he can complete it.  Exit.

            The cave with the mimic in it is westwards of here.  Within you
            will see what appears to be a chest.  It isn't, it is a mimic.
            Wait a moment and then you can attack it.  When it is dead, search
            it to get its blood.  (The rest of the cave has some Umber Hulks
            and some more minor treasures to be found)

            Return to the mage and give him the blood (19,250 experience) and
            he gives you the Short Sword +1, Ilbratha.  Of course, then he
            animates his golem, which goes amok and you have to kill it.  Kill
            the Golem.  Then the fool from outside comes in and takes his 
            daughter away, the mage talks to you saying how foolish he was and 
            you get more experience (21,250 exp).

    OTHER:  The Chicken's Gem

            Jeb - Umar Hills (AR 1100, x 3775 y 1550)
            Erlin - Umar Hills (AR 1100, x 3225 y 1900)

            At the north end of the village talk to the farmer Jeb and tell him
            that you are an adventurer.  Turns out for a little money (20 gold)
            he has a little adventure for you.  He says that he saw the chicken
            farmer putting something in his chicken.  Doesn't know what, but
            it must be worth something.  Go left and talk to the chicken
            farmer, Erlin.  The jig is pretty much up, and you can end out
            buying whatever is in the chicken.  It is a Beljuril, with a rough
            value of about 600 gold.

              Tip:  Before talking to the farmer, pick the chicken's pocket to
                    get one Beljuril, then buy it again from the farmer to
                    get two! (from Brad Beacham)

            Don't sell it, however, there is a way to use it to get an upgraded
            horn.  (see Waukeen's Promenade, The Horns of Valhalla quest)

    OTHER:  Fael and the Human Flesh Armor

            Fael - Umar Hills (AR 1100, x 3500 y 2850)

            If you solved the murders in the Bridge District you may have ended
            out with an incomplete set of human flesh armor.  There was also a
            note that told you how to contact the person who was to finish the
            armor, one Fael who is currently in the Umar Hills area.  You'll
            find him with the other merchants.  Talk to him and buy the History
            of the Zhentarim.  Then tell him his name, 5) Darcin Cole and he
            says that all he needs is one final ingredient, the blood of a
            silver dragon.  You won't find a Silver Dragon for QUITE some time,
            but you will run into one eventually.  Can't miss her.  Bring him
            the blood and he'll finish you the armor (Leather AC 3, magic
            resistance 20%).

            Oh, and he'll recognize that you aren't the Tanner and call in some
            mages to attack you.  Therefore this is best done at night when the
            merchants are indoors and won't get blown to bits by the mages.

2.11  > > > >  Temple Ruins (AR 1404)


    Mazzy       15   18  16  10  13  14   Halfling    Fighter     Lawful Good

      Mazzy is not your typical halfling.  For starters, she's not a thief of
      any sort.  Plus she's lawful good, heroic and no-nonsense.  Very atypical
      for halflings.

      Found at:  Temple Ruins (follow the Umar Hills quest from Delon at the
                 Government District)

        Warning:  If you're dropping someone off here to add Mazzy to the
                  party, *don't* leave them topside at the Temple Ruins.
                  Destroying the Shade Lord swaps the daylit version of the
                  area for the shadowed version, and anyone in the shadowed
                  version is just gone. (I lost Nalia that way - after her
                  kidnapping, she doesn't go back to the Copper Coronet when
                  kicked out). (from Alan Cherry)

      Event:  Some good deal of time after Mazzy has joined your party, Danno
              will come up to you with Mazzy's quest.  This is covered down in
              the Trademeet section.  If you kick Mazzy out then have her
              rejoin this timer is restarted.
      If kicked out:  Mazzy will return home to Trademeet

      Grade:  B-  A good Halfling fighter, but... in all actuality she is
                  closer to a Halfling Paladin.  She has several special
                  abilities such as Lay on Hands and Haste.



      If you're here, then there's only one thing to do, find out what is
      killing people back at Umar Hills and put a stop to it.  Based on the
      evidence at hand we believe that there are wolves involved.  Werewolves
      in all likelihood.

      Go right a little, then up to find a Werewolf, Anath, flee into her lair.
      Follow her in. (x 600 y 600)  Tell her that she has preyed on her last
      innocent and she won't know what you are talking about.  Seems that
      someone called the "Shade Lord" has been doing all the killing, including
      killing her entire pack!  Agree to help her take down this Shade Lord
      menace and she says to meet her far to the right at the Temple Ruins.

    - THE TEMPLE RUINS (AR 1401)

      You will find her far to the right (x 4420 y 320) at what remains of the
      temple.  There are many shadows and shadow deviant creatures crawling
      about here.  She tells you that this was a trap, and to use the mirror.
      Then she dies.  You can find the mirror she was talking about just to
      her left, and it is used by clicking it when close.  When that is done
      several new shadows appear and attack, but they shouldn't present a
      challenge.  Go down the stairs and enter the ruins.

      There is one door on this passage, open it and go through.  Fight through
      the Shadows and Skeletons.  Search the coffin (x 1850 y 650) to find the
      skeletal remains of the last priestess of Amaunator.  Naturally this will
      be very important later.

      Continue up to the next room where you will fight the Shadow Jailor.
      Search his remains for the Shadow Jail Key.  And conveniently there are
      some locked doors right here.  Open them to find Mazzy the Halfling
      Fighter.  Talk to her to learn all you can about the Shade Lord.  She
      tells you that he has a tame Shadow Dragon with him.  She will also join
      with you to defeat the Shade Lord if you want. (12,250 exp)  Also in her
      cell you can find some treasure (nothing great, just a journal piece and
      some ammo).

        Note:  The journal piece is actually part of the Ranger stronghold.
               See the STRONGHOLD walkthroughs for more information.

      Continue upwards to find the really big statue (x 900 y 200).  Talk to
      it.  There are three tests for you to take here, a morning test, noon
      test and evening test.  Here are the answers to the tests:

        Morning:  2, 3, 1
        Noon:     3, 1, 1
        Evening:  1, 3, 2

      When that is finished it gives you one third of the symbol of Amaunator.
      (45,500 experience)  We actually don't learn what these rituals are until
      a little later, but we're here already.

      Head down the passage (x 580 y 540), it turns east to a room with a big
      crystal in it.  If Mazzy is with you, she'll explain the significance of
      the crystal.  You need to take it to pass onwards in the temple, but when
      you do take it, the shadows will attack you.  Take the crystal. (x 760
      y 1260)

      Go north into the next room.  If you are curious about how to learn the
      Morn Ritual the actual way, search the column to get a scroll on it.  If
      not, then continue north and from there back to the main passage.


      Now go south down the main passage to the Shadow Door, which will be
      dispelled when you click on it with the Light Gem in your possession.

      Head south just a little until you see the wooden bridge extending from
      the right. (x 1400 y 1300)  Shadows will appear in your midst when you
      cross this bridge.  The next room has lava for a floor, so don't spend
      too much time lingering around.  Search the ground (2 broken columns) to
      find some treasure:

        Pearly White Ioun Stone (Regenerative)
        Arrows of Ice (etc.)

      On the northern wall is a symbol of a Chinese dragon, which is trapped
      and has some minor treasures (x 2240 y 1320).  In the next room to the
      north are Bone Golems (18,000 exp), Greater Mummies and Skeletal Warriors
      (some with bows).  You could always lead them across the lava floor to
      damage them. (You can hug the wall to avoid damage, they will make a
      beeline for you and go across the lava)  Search the column here to find
      more Amaunator items (Books and scrolls), these aren't that important.

        Note:  If you are on a high level, do NOT have the "Turn Undead"
               ability on here, else you will kill the good ghosts in the next
               room. (David Lyons)

               Also, using the "Protection from Undead" scroll seems to have
               the effect of making the "good" ghosts ignore you as well.
               Sure, they talk to you, but they won't give you the wardstone
               and symbol piece.

      From the lava room, go south and enter the next room.  When you enter,
      a ghost of one of the priests talks to you and asks for the bones of the
      priestess that you possess.  Give them to them to restore her.  For this
      you get the second symbol of Amaunator and 17,750 experience.  Also you
      get the Shadow Dragon wardstone to prevent the Shadow Dragon from
      attacking you.  We now have 2 of 3 symbols.  You can search her coffin
      for some minor treasures (including the best Bullets in the game).

      Continue south.  This leads back to the main passage, but we've now
      skipped one of the shadow doors.  Sweet.  Go right.  At the first
      northern fork (x 1840 y 2260) are a large group of undead, with more
      Bone Golems.  Kill them and go north.

      This is an interesting chamber.  Remember Indiana Jones and the Last
      Crusade where they had to walk only on the letters that spelled "Jehovah"
      in Latin?  Well similar idea, you can only step on the letters in
      Amaunator's name.  Start at the bottom right at the A and end out at
      the top middle at the R.  Simply step from one letter in the name to the
      next. (if you step on an incorrect letter, you get hit with flame)

        A - M - A - U - N - A - T - O - R

      There are two doors here that lead to two rooms (that follows).  Go in
      the right one, open the door, to find a Shadow who wants to bargain with
      you. (x 2750 y 1740) You will end out fighting him either way.  Then
      search the walls of the room for the final piece of the Symbol.  Once
      you have all three pieces, they fuse into the Symbol (21,250 exp).


      Enter the left room and take the items from the Statues hands (x 2615
      y 1620).  These include some spells, a sling, but more importantly the
      Sun Gem which will allow us to dispel the final Shadow Door.  Return to
      the main passage. (remembering to step on the correct letters, of course,
      which in this case is R O T A N U A M A)

      Follow this passage right, through the shadow door, and up to a normal
      door, which opens to a stairway.  Go down the stairs.

      This is the lair of the Shadow Dragon.  This is the easiest dragon in
      the game to fight, and is definitely the first one you should try to kill
      (without using the Fake Talk, anyway).  Array out a series of traps in
      front of it, cast all your protective spells (Mazzy has some too!) and
      fight it.  Cast Breach on it quickly as it will get protective spells of
      its own up.

        Thaxll'ssyllia - 45,000 experience
                         Shadow Dragon Scales
                         Crom Faeyr Scroll (one of the 4 parts of Crom Faeyr)
                         Gems (and gold)

      If you have the wardstone you do not have to attack the dragon (and
      it makes attacking the dragon a LOT easier!).  Go left and up the next
      stairs to the Shade Lord.

      The Shade Lord will taunt you for awhile (especially if you have Mazzy
      in your party) and then battle will break out.  Take out the Shade Lord
      first as he is the only real threat here (seriously).  Then you can take
      out Patrick and the Statue at your leisure.

      When that happens everyone gets 44,250 quest experience points and the
      area will be restored to a more sunny clime.  If Mazzy is around she
      wonders what it all means, and you can make the place a memorial to her
      fallen comrades.  After that talk to the near dead Merella.  When she
      is dead, search her for treasure:

        Cloak of Stars (creates +5 darts)
        Rogue Stone (useful for a certain Door in the Bridge area)
        4000 gold

      Also search Patrick's corpse for more treasure:

        Halberd +2 Duskblade
        Darkmail +3

      Return to Umar Hills and talk to the mayor again to get your reward:

        The Night's Gift +5 (Leather Armor, +20% stealth)
        28,000 experience
        100 gold
        Reputation +1

2.12  > > > >  Temple District (AR 0900)


    QUEST:  The Cult of the Unseeing Eye (Priest's Stronghold)

            Cultist - Temple District (AR 0900, x 3250 y 1750)

            This Quest is the only method to obtain the Paladin Keldorn for
            your party.

            As you walk down the path for the first time, a group of people is
            listening to an unconventional speaker.  He tells them that the
            gods are false, and that only his new religion has the answers.
            A great many of the people follow him.  Then a Priest (if you are a
            Cleric of Lathander it will be a Lathander Priest, etc.; if you are
            not a priest then it will be a Priest of Helm) approaches you and
            asks that you follow him to his temple.

            Once there he asks that you investigate this cult to see what it is
            up to.  The cult is based in the sewers and this Quest will be
            continued in that section.

            If you wish to pick up Keldorn (the Paladin) into your party, then
            the best entrance to the sewers is at (x 3950 y 2150).

    QUEST:  Gain the Services of Sir Sarles for the Temple

            Jystev Estate - Government District (AR 1000, x 2875 y 2855)
            Jerlia - Waukeen's Promenade (AR 0700, x 733 y 2200)
            Neb's House - Bridge (AR 0500, x 500 y 2550)

            If you are a Cleric, you will be gaining the services of Sir Sarles
            for the temple you are employed by, otherwise you are working for
            Guardian Telwyn at the Temple of Helm.  What happens is that every
            temple in the city wants this artist to create a work of art for
            their temple, but Sarles will only work if he is given Illithium
            to work in.  Sir Sarles is in the Jysstev Estate in the Government

            Go inside and talk to the Butler of the house and ask about Sir
            Sarles.  You can talk to the Lord and Lady as well.  You will
            find Sarles in the kitchen.  Talk to him and he will refuse to
            work with anything less than pure Illithium, which can only be
            obtained from Jerlia in Waukeen's Promenade.  Wander over that way,
            and you will find Jerlia on the southwestern portion of the
            promenade (check your map for "ore merchant").

            Jerlia doesn't have 200 pounds of Illithium.  In fact, that is
            pretty well impossible for her to attain.  She has two ideas for
            you to try:  Go to her source and try to get some for yourself
            (you have to pay 1000 gold to get her source), or she'll give you
            an "Illithium Substitute".  We're going to do the expensive one.
            Pay the gold to learn that her source is a Duergar named Unger who
            is currently in the Copper Coronet.  (You COULD try the Substitute.
            Pay her 200 gold to get her to make an alloy to fool Sarles.  She
            leaves and promises to return in a day with the alloy.  Come back
            24 hours later and she'll have raised her price to 500 gold.  Pay
            it and get the Alloy.  However, if you try to give this to Sarles
            he will get really angry and leave.)

            Go to the Slums, and into the Copper Coronet.  You'll find Unger
            near the bar. (x 300 y 1400)  Talk to him.  Tell him that Jerlia
            sent you.  Talk to him about Illithium and he'll mention that he
            has none, as he was robbed by someone who worked for him.  Agree
            to help him get rid of this bandit.  He then tells you the name of
            the bandit, Neb, and says to look for a Derelict House in the
            Bridge District.  So, that's where we're going.

            Enter the Derelict House (located in the southern part of the
            bridge).  Inside is Neb, the Child Killer from Baldur's Gate.  He
            will pretty much attack you no matter what you say.  He also
            summons the spirits of the children he has killed to defend him.
            Ignore the spirit children, and concentrate on Neb.  You'll find
            him invisible hiding (and chuckling) behind the counter.  Once he
            is dead you get 2500 experience for each child spirit still alive.

              Neb - 3500 experience
                    Neb's Nasty Cutter (weak dagger)
                    Neb's Head
                    Illithium (200 pounds)

              Note:  Another one of those profitable ventures is Neb's nasty
                     cutter. You can sell it to a merchant in Trademeet for a
                     very high price and he sells it back for cheap.  (from
                     James Victor)

            There are some small treasures around the house, including some on
            the TRAPPED painting.  I bet you are wondering what to do with a
            HEAD.  Well take it to Inspector Bregg (Council Building in the
            Government District) to get a reward:

              2500 gold
              Reputation +1

            We now have both the Illithium and the Alloy.  Return to the
            Jystev Estate to talk with Sarles again.  If you even HAVE the
            Pure Illithium in your inventory he will automatically take that
            (21,750 experience).  If you try to fob him off with the Alloy, he
            won't take it and will leave town.

            Return to the temple to get your reward.  If Sarles skipped town,
            the temple will take your Alloy and give you 10,000 experience and
            the Helm of Glory.  If you got the real Illithium to Sarles you
            get your 1000 gold back and another 20,000 experience (yes, and
            the Helm of Glory as well.)

            Why would you want to keep the Illithium?  It is one of the pieces
            to make the upgraded Mace of Disruption.  It's up to you whether
            to do that, however.

            If you are a Cleric, you will be given an additional reward.  You
            get to pick from these three items:

              Ring of Holiness (1 extra spell for spell levels 1-4)
              Armor of Faith (AC 1, +1 to saving throws)
              Staff Spear (1d8+3)

    QUEST:  Another Mission for the Temple

            Travin - Slums (AR 0400, x 1525 y 770)
            Borinall's House - Slums (AR 0400, x 2250 y 1600)

            This mission can only be done after you have finished the Sarles
            quest.  I am pretty sure this is also only done if you are not a
            Cleric (as they would have this as part of their Stronghold).  Talk
            to Telwyn to get another assignment, this time to go talk with the
            Dawnbringer Sain at the Temple of Lathander.

            Sain tells you that one of their artifacts was stolen by thieves
            working for the Temple of Talos.  What he wants you to do is to
            intercept this ring before the Talassians get it.  The exchange
            will happen in the Slums, he says, so go there.

            Wait until after dark, and look for Travin.  He will be standing
            near the northern exit from the Slums.  Talk to him.  Simply ask
            him if his name is Travin and he'll talk to you.  He will want
            money from you, but threaten him instead and you won't have to pay.
            He then tells you where you need to go to get the item, a red
            bricked house on top of the Copper Coronet (Borinall's House).

            Enter the locked house and Borinall will talk to you.  He has the
            Ring but wants to make sure that you are followers of Talos.  He
            wants you to swear allegiance to Talos.  If you do that, however,
            you will be magically attacked by the god, and pretty well revealed
            anyway.  So refuse to do it and attack Borinall instead.  He has
            some goons with him, but nothing difficult.  Search Borinall
            afterwards to get the Dawn Ring.  There are some other minor
            treasures in here (such as a War Hammer +1 and some gold).
            (notably, if you are a Priest of Talos, you can pass his test and
            easily get the ring)

            Return the Ring to Dawnmaster Sain to get your reward:  16,250
            experience and 1000 gold.

    QUEST:  Hunt Anarg for the Order of the Radiant Heart

            Radiant Heart - Temple (AR 0900, x 3300 y 3375)
            Fallen Paladins - Bridge (AR 0400, x 4800 y 750)

            In order to even get this quest you must have a reputation of at
            least 10.

            Enter the Order of the Radiant Heart and talk to Sir Ryan Trawl.
            He has a Quest for you, to hunt the fallen Paladin Anarg, who has
            apparently stolen out some members of the Order and formed an evil
            group.  You must pose as warriors to gain their trust, and try to
            bring Anarg to justice.  Anarg's group is found in the Bridge

            Head over to the Bridge District, and go into the open area in the
            top right of the area.  Here you will find the group of fallen
            paladins.  They are meeting with a group of thieves, and the
            meeting soon turns violent.  You can join the battle against the
            thieves, if you want, but it isn't necessary.  The leader of the
            Fallen Paladins will approach you after the battle and offer you a
            job.  He wants you to go retrieve Anarg's Cup from the Order.
            Agree to this, and head back to the Temple District to get it.

            Talk to Ryan Trawl again and ask him for the cup.  He is a little
            reluctant to give it to you, but he will, if you promise to return
            it.  Return to the Fallen Paladins.  Give the head paladin the
            cup (10,250 experience) and he introduces you to Anarg.  I am
            pretty sure that Anarg will always recognize you as what you are
            and attacks. (If you have Keldorn in your party, he definitely

            Return to Ryan Trawl to get your reward:  17,500 experience each
            player, Reputation +1 and the Gloves of Healing.

    OTHER:  The Guarded Compound

            Compound - Temple District (AR 0900, x 4200 y 2050)

            Within the Guarded Compound are a wizard and a thief, who tell you
            to shoo, or face a private lesson.  Ask for that lesson and they

            When you reach the end of this hallway, you will be attacked by
            many summoned creatures, including (but not limited to), Efreet,
            Nishruu, Vampiric Mists, and Ogres.  The treasures in the rooms on
            this level are for the most part minor.  There is a Morning Star +2

            Go up the stairs.  You now have one of the more annoying battles in
            the game.  You have to find a very tough party of adventurers (that
            is what I'm assuming they are) that include Minotaurs and Orogs.
            Not ordinary enemies by any count.  To add to the mix, your party
            will be surrounded by some devious traps that need to be disarmed.
            Keep the mage and priest out of the battle, then just whack
            everyone else until they fall.  Search them afterwards for some
            really great treasure:

              Celestial Fury (Katana +3, best Katana in the game)
              Helmet of Defense
              Battle Axe +2
              Large Shield +2
              Two Handed Sword +2
              Leather Armor +3
              Short Sword +2
              Helm of Charm Protection
              Full Plate +1
              Plate Mail +1
              Mace +2
              Lots of Gold
              Lots of Potions (unless they used them in battle)

            With them out of the picture, the rest of the level is quite open
            to be looted by you. (Spears, Wands, gold, arrows, etc.)  A large
            number of the containers here are trapped, so be careful.

2.13  > > > >  The Sewers (AR 0701)


    Haer'Dalis  17   17  9   15  13  16   Tiefling    Blade     Chaotic Neutral

      Haer'Dalis is not from around here.  In fact he isn't even from this
      plane of existence!  He is a Tiefling, born with part demon blood.  It
      gives him an odd appearance and an even stranger attitude about life.

      Found at:  Sewers (follow the Raelis Quest from the Five Flagons)
      If kicked out:  Haer'Dalis will go to the main floor of the Five Flagons.

      Grade:  D+  The ONLY Bard in the game, and he happens to be lacking the
                  one thing that makes Bards extra special, their Lore ability.
                  That said, he makes a great warrior, for a Bard.  But if I
                  wanted a warrior, I'd take a warrior

    Keldorn     17   9   17  12  16  18    Human      Paladin     Lawful Good

      Keldorn is a dedicated man.  So dedicated that he goes months without
      seeing his family.  This will lead to conflict, and may cause Keldorn to
      leave your party forever.

      Found at:  Temple District Sewers (MUST start the Unseeing Eye quest
                 first), near the Old Tunnels

      Grade:  B+  The only Paladin in the game.  If you want a Paladin this is
                  the way to go.  He starts out with decent armor and an
                  interesting sword (if he is hit, it deals 5 damage to what
                  hit him).  As an Inquisitor gets immunity to Charm and Hold,
                  which is very useful, and his Dispel Magic is very powerful.


    QUEST:  The Cult of the Unseeing Eye

            Entrance to Old Tunnels - Sewers (AR 0701, x 150 y 450)
            Gaal - Old Tunnels (AR 0202, x 2500 y 2150)
            Door - Old Tunnels (AR 0202, x 2780 y 500)

            The Cult is hiding in the Old Tunnels, which are in the top left
            of this area.  You will also find Keldorn near this place.  Enter
            the Old Tunnels.

            Go down the side passage (x 3400 y 300) and follow that into a
            room.  There are Shadows here.  When you get to the end of this
            room Ettercaps will appear in it.  Past this room is another large
            room, with wooden planks as flooring.  More Shadows in here.  There
            is also a trap at the entrance.  After that is another long and
            dark passage that leads to the Gas Chamber.  When you reach the
            center of the room, the doors slam shut and it fills with Gas
            (roughly a Cloudkill).  Turn the wheel in the center to get the
            Gas to stop and the doors to open.  You also have to fight off some
            Vampiric Mists.

            Go into the next room and talk to Gaal the Prophet.  Ask about how
            one might join up with the Unseeing Eye, and mention that putting
            your own eyes out makes you uncomfortable.  He agrees to let you
            try a different quest, to go get them an item from the sealed off
            sections of the old tunnels.  He gives you a key to accomplish this

            Go back to the main tunnel, and then down this to the door.  Open
            it and go through.  Be very careful to check for traps on the
            floor.  Very soon you will come up to a Sarcophagus room and meet
            a man named Sassar.  He was a member of the cult until he realized
            just how evil the Unseeing Eye Beholder really was.  Now he wants
            to retrieve the Rod himself to destroy the beholder.  Agree to his
            ideas.  This is the sarcophagus of the Shade Lich, part of the
            Kangaxx quest (which you can read about in the Docks section).

            Head down the southern passage (careful to look for Lightning
            Traps).  This passage leads to a set of stairs that go down.

            (AR 0204)  This area looks rather impressive, with giant blue
            arches.  You can search the nose of the statue (trapped) for a
            spell scroll.  Go forward, then right.  This leads to a Yuan-ti
            gathering and a strange building.  De-trap the stairs and go up the
            building.  When you are on it, click on its roof and you will have
            to answer its set of questions.  If you fail any of its questions,
            it sends a monster to kill you.

              Question 1:  7) Life
              Question 2:  9) Time
              Question 3:  4) The Current One

            Solve that to get 42,250 experience.  Across the bridge are quite
            a large number of enemies, such as the mini-beholders (Gauth) and
            Shadow Fiends.  There is a nook (x 3715 y 2485) with some treasure:

              War Hammer +2 (+1 Electrical Damage)
              minor treasure

            Take the north passage.  Just before it opens up into a large
            watery room there is a TRAP.

            There are many "diseased" people around here, but only the one in
            the center says anything valuable.  Enter the temple behind him.
            Here you will find the dastardly Empathic Manifestation.  No matter
            how many times you hit it, you cannot kill it.  Cast "Cure Light
            Wounds" on it and it will die. (He feeds on Hate, so give him a
            little "lovin'")  After that the Avatar appears. (25,750 exp)

            Talk with him and soon a plan will be developed between him and
            you.  You will take his piece of the Rod up to the beholder to
            destroy the beholder with, then you bring the two assembled pieces
            back to the Avatar so that he can destroy it.  He gives you his
            piece and tells you to talk to his people outside the temple.

            Return to Sassar (the former high priest of the Unseeing Eye) and
            he has a plan to get the other half of the device.  Talk to Tad
            within the cult and he will help you get it.  Do not talk to Gaal
            or your plan is doomed!  Go to the Unseeing Eye.  Past the guards,
            turn left to find Tad, who will automatically talk to you.  Tell
            him the code phrase ('the eye is blind').  Go down into the pit.

            (AR 201) Ever wonder what a lone Beholder's lair looked like?  Well
            now you know.  There will be monsters down here (I fought Mummies
            and Ghasts).  Follow this passage.  Go up the stairs and a zombie
            will say "must go tell the mayor" and wander off.  Odd.  There will
            also be more undead here to fight.  Go inside the large building
            just ahead of you.

            There are lots and lots of undead here.  They have a city of sorts.
            Kill them all, then search them for treasure:

              Skin of the Ghoul (Leather Armor, AC 4)

            Search the bone pile (x 575 y 475) in the next room to find:

              Gauntlets of Dexterity
              Spells - Dire Charm (Mage)

            Leave this building, and continue right on the bridge.  There will
            be more monsters, of course.  Continue right and enter the Lair.

            (AR 205)  Searching in the first room, you will find some minor
            treasures, but no piece of a Rod.  Continue upwards.  There will
            be a Gauth when you round the bend.  The Beholder Lair is shaped
            like a Beholder.  It has a large central body, and 4 eye shoots.
            You came in through one "eye shoot", and at each of the three 
            others there is another thing of treasure guarded by a Gauth or a
            Beholder.  In the center of this area are a group of cultists.

            The top eye shoot (x 2000 y 300) has:

              Dragons Bane +3 (Halberd, +6 vs. Dragons)
              Spells - Protection from Acid (Mage)
              Gems, etc.

            The far right eye shoot (x 3050 y 1500) has:

              Rift Device Part (the final Rod piece)

            * From this point, there is an ALTERNATIVE path you can take, see
              Lucas's note below.

            The other eye shoot has but gems and such in it.  When you get the
            Rift Device Part it becomes a wand with one charge.  The game
            recommends that you equip this in your Quick Item slot. (26,250
            exp)  As soon as you move from this spot, you will be attacked by
            the Unseeing Eye.  Use the Rift Device to remove his protections,
            then hit him once to kill him.
              Unseeing Eye - 30,000 experience
                             Amulet of 5% Magic Resistance

            Just to the left (x 1860 y 2120) you will find the exit.  This puts
            us right near the stairs down to the Avatar's area. (so that we can
            return the Rift Device to him)  Go back to the Temple and let
            things unfold there.  Once inside you have to convince the people
            to accept their god and he will appear.  They all vanish and you
            get your reward:

              47,250 experience
              Saving Grace +3 (Medium Shield)

            Return to the Cult.  There you will see Gaal trying to keep
            everyone within the cult.  He naturally blames you and his forces
            attack.  Kill them, then search them for treasure:

              Heavy Crossbow of Accuracy
              Bracers AC 7
              Girdle of Fortitude

            With him out of the picture, the other Cultists leave.  You can
            then loot the entire place.  It mostly has Gems, Arrows and Spells.

            Return to the Temple of Helm (or Lathander ...) to get your
            reward for clearing this out:

              45,750 Experience (everyone gets that amount)
              Mace +1: Ardulia's Fall
              7000 gold
              Reputation +1

            And, of course, if you are a Priest this will then lead you to
            your Stronghold. (see the Strongholds section at the end of the

            Lucas has an alternative method to handle the above quest:

              After you talk to the Avatar and get the first half of the rift
              device, go and talk to Tad.  You'll give him the pass phrase
              'the eye is blind' and he'll open up the entrance to the pit.
              Now, go and talk to Gaal.  You'll get the XP for bringing him the
              rod, and then you can waste him, and get his goods.  Now go back
              to where Tad was and go down into the undead city, complete that
              area and onto the beholder's lair.  Do everything normally and go
              pick up the other half of the rod.  You'll get 26,250 for
              assembling the rod, and the Unseeing Eye will appear.  Grease
              that sucker with the rift device and head back to the Avatar's
              temple via Sassar's area.  Get down to the Avatar and present him
              with the rod.  Now, go back to the cultist's living quarters.
              Every enemy will go off running and disappear, but the unseeing
              eye will be there.  This is where you summon up what you can
              (fire elementals if possible) and take out the Unseeing Eye all
              over again.  Get 30,000 more XP and another amulet.  Life is

              Editor's Note:  This Alternative doesn't seem to work with Throne
                              of Bhaal, that is, the second Unseeing Eye
                              doesn't appear.

    QUEST:  The Windspear Key  (AR 0711)

            Secret Door - Sewers (AR 0701, x 1865 y 440)

            That key you got off Tazok in Firkraag's dungeon opens a secret
            door down in the sewers.  Enter the sewers and go to the most
            northern point.  The right secret door is the one we want.  As you
            move down this passage, several of your party members will be
            paralyzed by psychic vibrations.  There are also many dead 
            adventurers littering the passage.  Looks bad, eh?  Go up the
            stairs here.

            This leads to a circular chamber.  There is a door to the far left.
            Open it and you will find another circle room with a Mind Flayer,
            Umber Hulk and lots of dire charmed enemies. (with such generic
            names as "Fighter" or "Cleric")  The best strategy is to sneak up
            to the room until 2 or 3 enemies see you, draw them back to the
            previous room and kill them.  Then save it and rush the Mind Flayer
            and hope that it doesn't instant kill you. (9000 exp)  I find that
            using some protective spells works great.  (Protection from Evil,
            Haste, Chaotic Commands, Improved Invisibility and Death Ward)

            Open the door, go through the passage, and open the next door.
            Here is a far worse battle with 5 mind flayers (some are Ulitharids
            which is a tougher type of Flayer) and an Umber Hulk.  Take them
            out (rest and save), then open the north door, go through the
            passage to find the rest of the Flayers (about 8, and 2 or 3 Umber
            Hulks).  There is a Mind Flayer Lich here (called an Alhoon) who
            was forming an army.

            Search the center cauldron for some treasure:

              Wand of Wonder (random effects)
              Hammer of Thunderbolts +3 (part of the Crom Faeyr)
              Spells - Shocking Grasp (Mage)

    QUEST:  Rescue Haer'Dalis from the Mage

            (see the Bridge district for details on this quest)

    QUEST:  Roger the Fence and the Troll

            Roger - Sewers (AR 0701, x 1680 y 2300)
            Troll - Sewers (AR 0701, x 160 y 2550)

            In the southern tunnels you will find an odd fellow named Roger the
            Fence.  He is there mainly to sell goods (as well as to buy the
            crap you get).  But he also has a problem. (3,1,1,1)  He came down
            here to avoid the guard, but he has been having trouble with "the
            beasties."  Agree to take care of his problem, for a little gold,
            of course.  Then head left along the southern tunnels.  Follow the
            first tunnel you find to get to the Sea Troll.  Kill it (it has
            more HP than its experience value would let on) and return to
            Roger for a reward:  500 gold and 9500 exp. (don't try to trick

    OTHER:  Tarnor the Hatchetman's Mercenaries

            Mercenaries - Sewers (AR 0701, x 1700 y 460)

            At the top of the sewers you will confront Tarnor and his merry
            band of bandits.  They'll let you go for 1000 gold, or you get
            yourself into a big old fight.  The "fake talk" works great here,
            but any strategy is fine.  I'd put an insect swarm on their mage
            to prevent him from casting spells. Then search them afterwards for

              Plate Mail +1
              Full Plate +1
              Full Plate Mail
              Helmet of Charm Protection
              Wyvern's Tail +2 (Morningstar)
              Small Shield +2
              Hangard's Throwing Axe +2
              Gems, Potions and Gold

    OTHER:  Rakshasa

            Rakshasa - Sewers (AR 0701, x 1600 y 1600)

            In the very center of this area you will find a horde of kobolds
            and their Rakshasa master.  This isn't a tough fight, especially
            when compared to the mercenary battle, but it does yield a pretty
            good item:

              Cloak of the Sewers (AC +1, can be worn with other magic items)

2.14  > > > >  The Docks (AR 0300)

  Yoshimo Exposition:

    When Yoshimo first comes with you to the Docks he explains that this is
    Shadow Thief territory and that he needs to go see Renal Bloodscalp to
    settle things between them.


    Edwin       10   10  16  18  10  10    Human      Mage        Lawful Evil

      Edwin was with you on your last adventures, and he and Minsc don't like
      each other in the least.  Edwin had wanted to kill Minsc's witch,
      Dynaheir, and now that she is dead, Edwin won't leave Minsc alone about

      Edwin gets the most spells of any mage, +3 for every level (1 from his
      Conjurer bonus, and 2 from his non-removable amulet).

      Found at:  Shadow Thieves Guild (talk to Renal Bloodscalp)

      Grade:  B+  What his stats don't tell you is that Edwin gets bonus spells
                  making him the best mage in the game.  The downside is that
                  he is weak as a kitten and has so very little HP.  And the
                  other wrinkle is that he is Evil making him hard to fit in a
                  good party.


    QUEST:  Take the Body of Renfield to Rylock

            Rylock - Docks near Galvarey Estate (AR 0300, x 1440 y 2950)

            The second of the Between Area events dumped the body of Renfield
            in your possession, and it is here that we can get rid of it.
            You will find Rylock standing near the large building in the SW
            corner of the map.  You will get: 14,550 exp and 125 gold.

            This leads us to the next quest...

    QUEST:  Rescue Montaron from the Harpers

            Xzar        - Steps near the Sea Inn (AR 0300, x 2370 y 2475)
            Harper Base - Docks (AR 0300, x 1320 y 2930)
            Prebek's House - Docks (AR 0300, x 1860 y 1260)

            Once you have delivered Rylcok and gotten your "reward", go right
            and you will find Xzar (a Necromancer who joined you in the
            previous game).  He wants you to rescue his friend, Montaron (who
            also joined you in the previous game) from the Harpers (a group of
            "do-gooders", of which Jaheira is a member).  Agree to his odd
            demand, but you might want a reward for doing something so

              Warning:  If you refuse Xzar's request you cut off any future
                        Harper Plots for Jaheira as well as any romance
                        potential with her.

            Go back and talk to Rylock.  Ask him to see inside and tell him
            because you always wanted to see a Harper. (this is a lot easier
            with Jaheira in the party as she is a Harper herself)  He doesn't
            trust you, and to earn his trust you have to do a Quest for him
            (but of course).  He wants you to get rid of a "vile" mage named
            Prebek, whose house is directly to the north.  Agree to this,
            although Yoshimo "smells a rat."

            Head north to Prebek's house (it's marked on the map).  When you
            enter you might notice that this is not some great Archmage.  Seems
            the Harpers didn't tell you the WHOLE truth.  Kill them, then loot
            the house.  There are three containers here with good spells
            (Invisible Stalker, Fire Elemental, Resist Fear, Horror, etc.,
            for instance), however everything here is TRAPPED.  Go back to
            Rylock to get 14,500 experience and gain admittance to the Harper's

            There are three Harpers in this main hallway, talk to them if you
            wish, although they won't be very forthcoming with the information.
            If you ask Berinvar about his Necklace, Jaheira will be very
            curious as to why Harper's would wear such things... how odd.

            There are 4 rooms to the right, the entrance to which is in the
            south.  There are all manner of treasures to be found here, spells
            gold and potions.  The Eye Painting is both TRAPPED and LOCKED and
            has a Helm of Charm Protection.  In the northern room on the table
            you will find your own Harper Amulet (x 1000 y 300).  How
            convenient!  Put the Amulet on and go upstairs.

            Here you will meet up with some Spectral Harpists.  Since you are
            wearing the Amulet they will answer most any of your questions.
            You can ask them about Montaron (thief), but they answer in
            riddles.  Search the bookshelves here for some treasures (the
            spell Phantom Blade is most useful).  Open the door to the southern
            room (x 760 y 1030) and then the next door as well.  Search the
            desk here (x 710 y 1200) to find the Note.  Read it.  Well that
            explains Montaron.

            Open the northern door (x 915 y 530) to find the Giant Bird Cage.
            Open the door to the cage, and send someone inside, as far north
            as they can go.  You will notice that the mouse cursor makes as
            though you can grab something in here, do so and you will catch a
            bird (20,000 exp).

            Return to Xzar and give him the Bird (Montaron).  He mentions that
            someone broke into his laboratory and killed his apprenti.  Hmmm...
            Anyway he turns Montaron back into human form.  But it wasn't
            really Montaron, it was Lucette, an assassin meant to kill Xzar for
            spying on the Harpers for the Zhentarim.  In other words, the
            Harpers used you to get back at Xzar.  You killed his apprenti,
            you were allowed to see what they needed you to see, and you
            delivered the assassin right to him.  You will want to search Xzar
            for treasure (Staff Spear, Spells, Gems, Bracers, etc.).

            Also, if you go back into the Harper's and search the second floor,
            you will find Montaron's body in a chest.  This is worth 20,000

            After that Jaheira is summoned to the Harpers by Meronia.... (if
            you are in a romance with Jaheira, Meronia may take longer to show

    QUEST:  Summoned before the Harpers

            When Jaheira returns she tells you that the Harpers want to meet
            with you.  Head back to the Harpers place and go inside.  If you
            are in a "relationship" with Jaheira, then Meronia won't show up
            immediately after Xzar.

              Trick:  Although "fake talk" doesn't work in here (Galvarey has
                      to talk to you before he can die), you can use the spell
                      Silence in a similar manner.  (Gareth Embrey)

            You will then be questioned by Galvarey. No matter what you say to
            him in answer to his questions, he sees what he wants to see.  Soon
            it becomes obvious that he means you harm.  Jaheira decides to
            break with the Harpers and help you out (quite the lifestyle
            change!).  You will then be forced into a deadly conflict with
            Galvarey and his Harper Goons.

            Once they're dead, be sure to check them for treasures.  Some of
            which are:

              Ring of Wizardry
              Two Handed Sword +1
              Plate Mail +1
              Cloak of Protection +1

            And that is that for the Harpers within Athkatla.

    QUEST:  Revianne & Dermin the Harpers

            This doesn't necessarily happen in the Docks as Dermin will track
            Jaheira down, but this only happens if you do the previous Quest
            (killing Galvarey).

            Four days after the events in the Harper's Hold, Revianne appears
            and wants to fight you.  Handle this how you will. (Oddly, she
            didn't show up the first time through the game, but did the second)

            About a week after the events in the Harper's Hold, Dermin appears
            and tells Jaheira that he has been sent to kill her.  She doesn't
            want to fight him as he was her friend.  Instead they talk things
            through and she renounces her standing as a Harper.

            Dermin leaves for now.

            Then later he returns and says that Jaheira's death has been
            arranged unless she goes with him.  If she does that then you will
            be spared.  She agrees to think about it, no more.

            Dermin leaves again.

    QUEST:  Jaheira Leaves the Party (again)

            Harper Base - Docks (AR 0300, x 1320 y 2930)

            The next time you sleep, Jaheira will have left the party.  Soon a
            strange Mage arrives and gives you a note explaining why she has
            left.  She didn't want to burden you with her problems with the
            Harpers.  She has gone to Harper Hold in Athkatla and wants you to
            NOT follow her.

            Return to the Harper Hold.  Inside you must deal with a group of
            mercenaries.  Go upstairs and you will find Jaheira.  She is
            surprisingly happy to see you.  She doesn't believe that the
            Harper's here are Harper's any more.  As evidence she points to
            the disappearance of the Spectral Harpers.  Jaheira joins with you
            again, but a new group of Mercenaries (a much tougher group)
            appears downstairs waiting for you.  These mercenaries are more
            annoying having a Mage and a Cleric with them.  Be sure to check
            them for treasure when they are dead.

    QUEST:  Jaheira & Dermin Finale

            Again this quest can take place anywhere.  About two weeks or so 
            after you have finished getting Jaheira out of the Harper Hold, 
            Dermin will appear with several goons.  Jaheira and him have it out
            with a war of words first, then the actual battle begins.

              Dermin - 5000 exp
                       Amulet of Protection +1
                       Bracers AC 5
                       Other minor treasures

            Also be sure to check out his goons for more minor treasures.
            After the battle Jaheira is quite a bit upset about this recent
            turn of events.

    QUEST:  Terminsel the Harper

            A long, long time (Real Time, so you can't just Rest to get this)
            after this last event, Terminsel appears and asks Jaheira if what
            she did was right.  Did she feel that following you, a child of
            Bhaal, was the right thing to do in that situation.  She says,
            "yes" and Terminsel gives her the Harper Pin, a nifty little amulet
            with some special powers.  This requires that you have at least
            a 15 reputation.

            Also, if you and Jaheira are in a romance, and your reputation is
            at least 10, then your main character will also be given a whopping
            100,000 experience.

            Oh, and Terminsel?  His name is an anagram for... Elminster.

            Impatient?  Force Terminsel to show up via cheating:


    QUEST:  Renal Bloodscalp, the Shadow Thief (Thieves Stronghold)

            Renal's Entrance - Docks (AR 0300, x 900 y 1200)
            Mae'Var's Guild - Docks (AR 0300, x 3050 y 2500)
            Rayic Gethras - Docks (AR 0300, x 1515 y 2222)

            Enter the Shadow Thief guild through the Side Door to get right to
            Renal.  Talk to him and he'll have a quest for you, naturally.  He
            doesn't trust Mae'Var, who runs the other Shadow Thief guild in
            this area.  He wants you to go and infiltrate Mae'Var's guild and
            find some evidence of wrongdoing.  He gives you papers with which
            to infiltrate the guild and instructions on what to do.

            Head out, and south, then east to get to Mae'Var's Guild.  Enter.
            Talk to Gorch behind the counter and give him the documents.  We
            can now open the doors behind him.  Open the top door.  Then go
            down the stairs.  Open the secret door on the wall, and go forward
            until you meet Mae'Var.

            Mae'Var's first job for you is to steal the amulet off of the
            Weathermistress Ada, priestess of Talos.  Go to the Temple District
            and enter the temple.  You have two options, either wait until she
            is asleep and steal it from the chest by her bed, or if she is
            awake, pick pocket her until you get it. (20,000 exp)  Return to
            Mae'Var and give him the amulet for another 29,500 exp.

              Evil Note:  If you are Evil you will be sent to steal a Statuette
                          of Lathander from their temple.  You must break into
                          their safe and swipe the statue.  During the daytime
                          the safe is guarded, so go at night when the guards
                          are asleep.  This depends on Reputation, not 

            For the next job, you need to go talk with Edwin, who is on the
            top floor of this building.  He wants you to kill a local Cowled
            Mage by the name of Rayic Gethras.  Rayic's home is far left of
            here, just above the Harper's lair.  If the door is open, invite
            yourself on in.  The main floor is covered in Mephits.  There are
            a couple of spells on this level (one in a trapped bookcase).  Go
            up.  There are several Golems on this level.  You can also search
            the middle bed for some gold.  Go to the next level. (but be ready
            for a Mage battle)  Kill Rayic.  Then search his table to find a
            Mislead spell.

              Rayic Gethras - 9000 exp
                              Bracers AC 7
                              Staff +2

              Trick:  I found that when I confronted Rayic, he asked me to 
                      leave. I agreed, but instead of leaving, I proceeded to
                      attack him. He spouted something off along the lines of 
                      'I warned you, you should have left', but strangely did 
                      not turn hostile. I attacked him, but he still did not 
                      turn hostile. Therefore, he did not cast any protective 
                      spells (his contingency stoneskin kicked in but that was
                      it), and was that much easier to dispatch. (David Haire)

            Return to Edwin. (20,000 exp)  Edwin has one last job for you to
            accomplish for him.  He wants you to get some Documents off of a
            pudgy man named Marcus, who is at the Sea's Bounty Inn.  Well,
            that's close.  Enter the main level of the Inn.  You have three
            options to try: steal the documents, threaten him to get the
            documents and buy them for 200-250 gold.  Female characters can
            also charm the documents from him.  Take the documents to Edwin for
            10,000 exp.  He then refers you back to Mae'Var.

            Mae'Var wants you to take out a "traitor" named Embarl who is at
            the Sea's Bounty Inn.  All you need is his dagger, so you needn't
            kill Embarl.  You can ask him for his dagger if that makes you
            happier.  Give the dagger to Mae'Var for 18,750 experience.

            He then tells you to talk to Edwin again.  Do so, and Edwin
            threatens to tell everyone who you are and why you are here.  Agree
            to Edwin's demands to be in on the action and let him join (if you
            want).  Either way he has the Key to Mae'Var's strongbox which
            contains the Evidence we need. (remember why we came here in the
            first place?)  Go downstairs.  You will find the Strongbox at
            (x 500 y 300), use the key to open it and take the incriminating
            evidence.  There are also some:

              Boots of Stealth

            Go back to Renal and present him the evidence. (48,250 exp)  All
            that remains now is to go back and kill Mae'Var.  Of course, now
            every thief within Mae'Var's guild is your enemy.

              Mae'Var - 14,000 experience
                        Shadow Armor (AC 4, +15% Hide in Shadows)
                        Gems and Gold (etc.)

            You can then go through the entire compound and loot it extensively
            to get lots of neat items:

              Buckler +1 (found in the safe on the second level)
              Studded Leather +1
              Short Sword +2
              Spear +1
              Lots of Gold & Gems (be sure to check the "doors" on the 2nd lvl)

            Return to Renal to get your final reward:  
              Short Sword of Backstabbing +3
              10,500 gold
              45,500 quest experience

    QUEST:  Jaheira gets Cursed

            Sea's Bounty Inn - Docks (AR 0300, x 2125 y 2133)
            Baron Ployer     - Sea's Bounty Inn (AR 0313, x 475 y 340)
            Bernard          - Copper Coronet (by the counter, he moves around)
            Derelict House   - Slums (AR 0400, x 2425 y 720)

            When you enter the Sea's Bounty Inn main floor, Baron Ployer talks
            to Jaheira.  He was apparently ruined by her and the Harpers for
            doing evil things and he isn't too pleased about it.  So, he had
            Jaheira cursed.  Once Ployer has his magelings curse Jaheira, he
            teleports away.  Jaheira can think of three ways to track him down:
            Search for his house in the slums, talk to Bernard in the Copper
            Coronet about Belgrade and talk to a Clerk in the Government Ward.

              Warning:  You have 2 weeks before the curse kills Jaheira.

            Head out to the Government Ward.  Enter the Council building and
            talk to Corneil.  Then go outside.  Just outside of the Council
            Building you will find the Mage Terrece, one of the three who
            cursed Jaheira in the first place.  Talk to him. (3,2,2)  He will
            turn on Ployer and allow you to attack him without the mages
            getting further involved.  His price?  1000 gold.  If your Charisma
            is at least 14 you can barter him down to 500.  For this you gain
            10,250 experience.  Or, you can talk him into killing Ployer for
            you for 2000 gold and get 19,750 experience.  Then immediately
            afterwards, kill Terrece to get 5000 exp and your money back.

            Now we go to talk to Bernard in the Copper Coronet, so off to
            the Slums!  Bernard tells you that Belgrade is dead, and by
            the looks of things by a curse similar to what Jaheira is under.
            He mentions that the body was found in the east part of the slums,
            so that is where we will go.  Head out of the Coronet, east, then
            north to the derelict house just to the left of the Slaver's ship.

            Enter the house and you'll find Ployer.  If you didn't go out and
            bribe Terrece you will have a large Mage battle on your hands.
            (Silence 15' works wonders.) However, with the bribe in place,
            Ployer attempts to summon help, but ends out with nothing.  If you
            bribed Terrece, then you can either let them kill Ployer, or you
            can kill the Mages first to get their experience and items (using
            the "Fake Talk" strategy, they will die quickly).  Then you can
            deal with Ployer.  His attitude changes quite a bit when no one
            shows up to help him.  No matter what you do at this point you end
            out with a Lock of Jaheira's Hair and Ployer is a corpse.  If you
            chose to let Ployer live, Jaheira will whack him anyway and you get
            another 21,250 exp.  Once Jaheira has her Hair back in her
            possession she starts feeling better and you gain 21,250
            experience.  There are some other minor treasures to be found here
            as well.

            To uncurse Jaheira, simply sleep at an Inn until she is no longer
            cursed. (may take more than 1 rest)

    QUEST:  Restore Kangaxx the Demi-Lich                       (from Taganath)

            Kangaxx's House - Docks (AR 0300, x 2700 y 2270)
            Arms & Legs     - Sewers (AR 0202, x 1700 y 500)
            Torso           - Bridge (AR 0500, x 1600 y 3340)

            The house to the right of the Sea's Bounty Inn holds a terrible
            secret.  De-trap and unlock the door, go into the house and into
            the basement.  When you double-click on the sarcophagus, Kangaxx
            asks you to retrieve his body, which has been scattered around
            Athkatla.  His arms and legs are in the sarcophagus in the sewers
            under the temple district on the same screen as the cult of the
            eyeless.  You have to fight the Shade Lich for them.  His torso is
            located in the basement of a house in the Bridge section in yet
            another Sarcophagus and is guarded by the Elemental Lich. (you can
            find more detailed instructions on these Liches in the appropriate

            Once you have both pieces, return to Kangaxx and he gloats at you,
            then attack you.  When you kill him he becomes a Demilich.  I think
            the Demilich is only hit by +4 weapons or better and you need be at
            a very high level to have any chance of killing him.  The easy way
            to kill him (or any creature that relies on magic) is to get
            several green scrolls of protection from magic and use them on your
            party, then simply surround him with your protected characters and
            attack until he is dead, as all of his offensive magic is useless
            and he has no physical attack.  Your reward for doing this is the
            excellent Ring of Gaxx (Regen., Protection from Poison, AC +2) and
            55,000 experience.

              Warning:  You CANNOT use the "fake talk" strategy on Kangaxx!
                        Doing so will prevent him from EVER dying!  You must
                        beat him normally!

              Note:  Berserked characters also can't be imprisoned.

              Tip:  I found out an awesome way to kill the demi-lich. The
                    ring of the ram does full damage to the lich. That can
                    take out about thirty of his hit points right there.
                    The best new thing I just found out is not that
                    though. The Slayer can not be imprisoned! You just do
                    the Slayer change and then keep wailing on the lich
                    until he is dead. You just have to do it quick before
                    being the Slayer kills you. (from Drew NA)

    OTHER:  The Mad Cleric

            Cleric - Docks near Shadow Thieves (AR 0300, x 1680 y 790)

            Those crazy followers of Cyric have a strange approach to
            conversion.  Pretty much anything you say to this guy results in a
            fight. (750 exp, very minor treasures)  You can avoid this fight
            if you say that he's "preaching to the choir," but then you lose
            the mighty 750 exp!

    OTHER:  Pirates of the Sea's Bounty

            Sea's Bounty Inn - Docks (AR 0300, x 2125 y 2133)
            Secret Door      - Sea's Bounty (AR 0313, x 515 y 160)

            Within the Sea's Bounty is a secret door (northwestern wall, main
            floor).  Inside that there are several Pirates.  They aren't worth
            much, but hey, it's better than Goblins.  Once they're dead, search
            their pool for treasure: Pearls, Pearl Necklace, 1100 gold.

    OTHER:  Free Battle Axe +1

            Box - Docks (AR 0300, x 2240 y 2825)

            Just east of the Harper's (Galvarey Estate) is a small box that has
            a Battle Axe +1 (and some minor treasures).  Nothing great, but
            it's better than the other treasures around here.

2.15  > > > >  Trademeet (AR 2000)


    When you first arrive in Trademeet you find a city under siege by nature.
    Something has caused the animals to attack the city, and the people suspect
    that the Druids are to blame.


    Cernd       13   9   13  12  18  13    Human   Shapeshifter  True Neutral

      Cernd was investigating the strange occurrences around Trademeet when he
      was brought in by the locals.

      Found at:  Trademeet (talk to the Mayor)
      Event:  When Cernd enters any of the major districts in Athkatla he 
              learns that he is a Father. (See the Waukeen's Promenade section)

      Grade:  C+  At first glance you might think Cernd is the worst character
                  in existence.  Though not entirely true, it does have some
                  merit.  He is a good Druid due to his high Wisdom.  The
                  rest of his stats are abysmal, HOWEVER when he turns into a
                  Werewolf, his stats LEAP upwards to the point of superhuman
                  strength, dexterity and constitution.


    QUEST:  Wilfred the Red                                 (from John Knudson)

            Tent - Trademeet (AR 2000, x 315 y 3015)

            At a tent outside of Trademeet, you can find an arrogant sop named
            Wilfred the Red.  Talk to Wilfred, who asks who you are, then when
            he offers to tell his story tell him you're listening and last say
            his story is a lie.  You receive 1000 exp and 1000 gold.  Correct
            conversation thread is 1,1,2.  This requires a character with high
            INT to talk to him.

    QUEST:  Solve the Animal Troubles of Trademeet

            Mayor's House - Trademeet (AR 2000, x 1300 y 2300)
            Druid Temple - Druid Grove (AR 1900, x 850 y 300)

            Since we were originally asked to come here to solve this problem,
            it should be the one you work on first (although you should also
            work on the Genie Embargo at the same time, see below).  Head over
            to the Mayor's House and go inside.  You will find the Mayor in a
            side office to the right.  Talk to Logan Coprith.  You will learn
            of their troubles and that they have captured a druid.  Logan
            thinks that this Druid had nothing to do with it, and asks that
            you go talk to him and escort him out of the city.  Go into the

            Talk to Cernd and let him join for the moment.  Sure he is the
            weakest human in existence, but he isn't a bad guy.  Transform him
            into a werewolf and leave him like that.  Exit the town and go over
            to the Druid Grove.

              Evil Note:  There is an alternative way to do this quest, see the
                          next quest, 'Evil Method of Druid Removal', below.

            There are trolls around, so be sure that you have a way to kill
            them (fire or acid).  There are two structures that we must pass to
            get to our goal, the Druids.  First we go by the Troll Mound.  This
            plays a part in various other plots (notably the Druid Grove
            quests), but isn't important to us right now.  You can go in it and
            kill the trolls if you want.  Second we go by a large building.
            This building contains the Rakshasa's needed to finish the Genie
            Embargo quest (see below).  Past those is our goal, the Druid

              Note:  Just below the Rakshasa's house is a small tower, within
                     you will find the Scimitar of Speed +2: Belm.

            So, from the entrance, head left to the Troll Mound (x 900 y 2500).
            Along the way you may meet a "helpful" druid.  Once there you can
            go in if you want:

              Bracers of Archery
              Spear of the Unicorn +2

            Go up, then right. (x 1340 y 1200)  This leads to a group of
            Druids fighting trolls.  If you help the Druids and fight off the
            trolls for them, then the druids turn on you and attack.  So, you
            may as well not do anything, let the druids get killed then kill
            the trolls.  Go down and right, then right to another group of
            stupid druids.  Yes, they must be killed as well.  Head right
            across the rock bridge (x 3400 y 1500).  This leads directly to
            the Rakshasa house if you want to do that quest now.  Go up, then

            Cross this bridge then keep going left (fight the Myconids if you
            feel like it).  You will soon reach the final group of druids
            (not the leader) who again attack you:

              Flame Tongue +1
              Club +2: Gnasher

            Enter the temple.  Go left to find Faldorn the Shadow Druid.  (Save
            it here)  Have a Druid in your party (Either you, Jaheira or Cernd)
            challenge her for supremacy.  They will be thrown naked into a pit
            (by naked I mean no armor) to fight it out.  Before they challenge,
            you can cast any spells you want on your Druid, such as Iron Skins,
            Haste, or whatever.  When Faldorn dies the first time, she turns
            into a fiercer panther.  When that dies you get 14,000 experience
            and have cleared out the Grove.  If your main character is a Druid
            you can challenge for leadership of the Grove.

            Duncan Clay has a battle tip for dealing with Faldorn:

              Before you fight Faldorn, stand your party next to the pit.  Get
              your druid (I used Jaheira) to give their stuff to someone in
              your group.  When your druid enters the pit, pause the game and
              equip all their stuff.  Interestingly, although you are in combat
              (can't save) you can equip your armor.  Jaheira had AC-11 and the
              Gnasher club and won easily without casting a single spell.  I
              didn't even see a panther.

            Head back to Trademeet. (the easiest way out of the Grove is to go
            left after you leave the temple)  Talk to the Mayor to get your

              2000 gold
              18,000 experience for each character

            He will also ask that you help them out with their Genie problem.

    QUEST:  Evil Method of Druid Removal                         (from Dominic)

            The first thing I did when I entered Trademeet was talk to
            Guildmistress Busya. She is in the Mayor's house. Then I talked to
            the Mayor, he asked me to talk to Cernd. I didn't take Cernd into 
            my party, instead we agreed on meeting each other in the druid 

            Anyway, a halfling (Lord Khellon Menold) walks up to me and 
            initiates a dialog. This is the guy who gives you the poison. He 
            asks if I'm the mercenary hired to save them, and whether or not 
            I'm capable of defeating the druids.  Unless I tell him to get out 
            of my way he will answer that he is to become the next High
            Merchant. I ask him about Logan knowing about his position, he asks
            me what Logan wanted me to do. I tell him about Cernd and our
            investigation. After that, he will show his dislike for nature and
            druids and whatnot. Then, he proposes an alternate quest.

              "Allow me to present a bit of background to you. It will help you
              understand the trials ahead and what you must do."

              "This is not the first problem we've had with these freaks, these
              tree-huggers. Far from it. Last year, my company was to open a
              caravan route through the forest."

            He tells you about how he attacked a druid (who was defending the
            forest), and killed some other druids. Jaheira wants you to ignore
            him.  The druids went to Trademeet and blamed Lord Khellon Menold
            for instigation and murder. He wants his revenge by poisoning the
            grove. At this point he will give you the poison should you choose
            to accept his task.

            Meet him again outside the tavern after you accomplished the task.

            Meet Cernd in the grove and tell him Jaheira will take up the

            The party gets 24500 exp. for pouring the poison in the font (could
            be some more or some less). Doing so will make all the druids
            complain and attack you. The Guardian of the Font (4000 exp.) will
            call Faldorn (I didn't get exp. for her... strange?) and they both
            attack you.

            When Faldorn is dead, Master Verthan (2000 exp.) warps in and wants
            you dead. He summons some creatures: 2 grizzly bears and 2
            panthers. Kill them. You won't get the Staff of Lightning this way.
            None of the druids have any treasure (well, not exactly true... one
            of them had a Charm Person Scroll).

            When you get out, Cernd will have nothing to say to you. As in, you
            can't initiate a dialog with him. Weird.

            Back in Trademeet Lord Khellon Menold rewards you with 1000 gold
            and a Shield of Harmony +2. At this point you'll probably get some
            exp., but I don't know how much. The Guildmistress thanks you, but
            Logan is quite angry with you (reputation decreased 1). I haven't
            found a way to calm him down. Which means that you won't be heroes
            of Trademeet and you don't get the family feud quest.

            Some other information:
            At the beginning of the quest I had an evil party with reputation
            12. It consisted of Jaheira (leader, lvl 10/12), Korgan (lvl 12),
            Yoshimo (lvl 16), me (kensai mage, lvl 12/11), Viconia (lvl 12) and
            Edwin (lvl 12). (again, this Quest was from Dominic)

    QUEST:  The Genie Embargo

            Genie Tent - Trademeet (AR 2000, x 3500 y 2900)
            Rakshasa House - Druid Grove (AR 1900, x 4400 y 900)

            If you talk around everyone will be talking of one of two things,
            the animals assaulting the town, or the genies preventing the
            normal flow of trade.  Near the eastern entrance to town is a blue
            tent that holds these genies.  Go in and talk to them.

              Tip:  Pickpocket the genie outside of the tent to get a Bottle of
                    Efreeti Summoning (Ken Adams).

            Talk to the Khan about what they are doing there and he'll reveal
            that they are there hunting a Rakshasa and until they do they are
            holding the city's trade hostage.  Agree to bring him the head of
            the Rakshasa in exchange for letting the city go (and some treasure
            to boot).  You can also buy items from him. (of course, until you
            solve this they are the only people you can buy from)

            After you talk to Khan Zahraa, if you go outside Trademeet's 
            Northeast Gate (near the City Crypt), you will meet up with a 
            Shadow Thief who wishes to impart to you information on the 
            Rakshasa location for free (they want business to return to normal
            so that they can have their 'share').  She will disclose some 
            information on the potion seller that suggests that she has been 
            'replaced' by the Rakshasa. (Rolander)

            When you get to the Druid Grove (you have to do the above quest in
            order to get there) follow the path past the Troll Mound, and
            across the bridge to find the Rakshasa House.  Enter it.  Talk to
            the woman here and she turns into Ihtafeer and teleports in two
            Rakshasa friends to help out.  (If you have Keldorn -- or Jan -- in 
            your party, he'll detect Ihtafeer's evilness, regardless of whether 
            you accepted this quest)

              Ihtafeer - 15,000 experience
                         Periapt of Proof Against Poison

            Another Rakshasa had a Cleric's Staff.  There are also some magic
            arrows in a chest on the upper level.

            Return with the Head to the Djinn to end the Embargo.  The Khan
            also gives you a Scimitar +2: Rashad's Talon and 10,000 experience.
            Then go to Guildmistriss Busya in the Mayor's house to get a
            further reward:

              7500 Gold
              Gems and Necklaces
              Small Shield +2: Harmony (immune to charm)

            Finally talk to the mayor to get another 2000 gold and become the
            Heroes of Trademeet!

              25,250 experience for each Character
              10,750 Gold
              Reputation +1

            You will also be approached by the two leading houses of Trademeet,
            each of whom want you to do them favors (see The Two Feuding Houses
            below).  Also your likeness now graces the town statue, as you
            are the Heroes of Trademeet. (If Cernd was a Werewolf at the time
            his statue is particularly... lifelike!  Similar things happen if
            other party members are polymorphed.)

    QUEST:  Tiris the Frightened and the Return of the Tanner

            Tiris' Home - Trademeet (AR 2000, x 1275 y 900)
            Darsidian Moor - Trademeet (AR 2000, x 80 y 2860)
            Rejiek - Trademeet (AR 2000, x 3715 y 2030)

            After you have completed the first two quests, Jenia will approach
            you, the Hero of Trademeet, and ask that you go talk to Tiris.  Go
            up to Tiris' home (the one just to the left of the Smithy) and talk
            to Tiris.  He tells you that he left his love to die (not on
            purpose) and that the evil-doer is Rejiek, who we all know and love
            as the Tanner who flayed peasants alive in Athkatla.  He tells you
            to check by the southwest gate.

            Go out the western gate and go south near the tent to find a
            "hunter" named Darsidian Moor.  He is hunting what he calls a Skin
            Dancer, who may be Rejiek and could use your help.  He tells you
            to follow him eastwards.

            From the main plaza (with the tiled face on the ground) go east
            and you will find Darsidian and "Raissa".  They tell you to finish
            off Rejiek.  Talk to him instead and it turns out that Rejiek and
            Raissa are reversed.  The ruse fails and Darsidian and Rejiek
            attack you. (They steal the skins of people, if you are wondering)
            Kill them.

            The real Raissa then rises up and asks you to help her.  In order
            to prevent her from becoming like Rejiek she needs someone to cast
            Restoration on her. (or Lesser Restoration) If one of your Clerics
            doesn't have that spell go to the Temple and buy the scroll.  Come
            back and cast it on her. She returns to normal and you get 30,000
            experience. If you don't heal her in time, she'll go hostile on

              Infinite Exp Bug:  When you kill the two skin dancers, talk to
                Raissa and she gets up and tells you she is one of the skin
                dancers, and asks you for a restoration spell to "fix" her.
                She doesn't have the money, so she wants you to cast one on
                her. If you don't have one, you can go buy one, and she will
                wait right where you found her.  I took the opportunity
                to surround her, so she couldn't get away.  Then cast the
                spell, and she says thank you and you get 30,000 exp points.
                Pause, and talk to her, and she repeats her "thank you" line
                and you get another 30,000 exp. (wvfoos)

            Return to Tiris' Home and talk to his parents to get a Reputation
            Increase of 1.

            Rolander found a few different ways to handle this quest:

              Not-so-good and bad ending for this quest.  If you kill off the
              disguised Raissa, 'Raissa' would want to return to Tiris herself.
              If you insist on escorting her back, the skin dancers would break
              cover and attack.  Then you return to Tiris to tell him about the
              bad news.  If you let 'Raissa' go off herself, when you return to
              Tiris's home, Tiris would have been conned into leaving with
              'Raissa', for good and his parents fear that he would never be
              seen again.  In both these outcomes, you don't get the Rep+1

    QUEST:  The Two Feuding Houses

            Alibakkar Estate - Trademeet (AR 2000, x 1000 y 1280)
            Crypt - Trademeet (AR 2000, x 3200 y 550)

            At the little party they throw you for being the Heroes of
            Trademeet, two nobles approach you and ask for your assistance in
            becoming the only noble house in Trademeet.  Go to one of their
            homes afterwards (I went to Alibakkar).  Talk to the noble there
            and they will give you the key to the city crypt.  They want you
            to obtain for them the Mantle of Waukeen, which will prove their
            superiority over the other house.

            Head out to the crypt and go inside.  Before you manage to do that
            the Mayor comes up to you and tells you not to give the Mantle to
            the nobles as it will only make their feud worse.  Enter.  You will
            find the Mantle on one of the Skeletal Warriors within.  Take it.

            Now you have two options as to what to do.  Give the Mantle to the
            Mayor is the non-violent solution. (Reputation +1, 8000 experience,
            and 250 gold)  Or there is the violent solution.  Give one of the
            nobles the Mantle, and they soon attack each other and YOU.  Then
            you must fight the nobles and their guards.  The Lord has a set
            of Elven Chainmail (AC 5).

            Of course, you could give the Mantle to the Mayor, then go kill the
            Lord anyway with no loss of reputation.

    QUEST:  Mazzy's Family's Quest

            Mazzy's Home - Trademeet (AR 2000, x 2740 y 1000)

            Some time after you have Mazzy in your party (this is Real time,
            not game time), Danno will approach her and ask for help.  Seems
            that he gave his girlfriend, Mazzy's sister, a Love potion that
            went awry and her life now hangs in the balance.  Return to
            Trademeet and enter the Fentan home.

            Pala, her sister, is on her death bed having been poisoned by
            Wallace, the gnome who sold the potion in the first place.  Now we
            must go out and find that gnome.  You will find the gnome in the
            marketplace in the southern part of town. When you approach, Mazzy
            automatically talks to him. (6750 experience)  He tells you that
            the potion came from a new Cleric of Waukeen.  Go to the temple.

            Talk to the priest here and tell him what you know of the other
            cleric, Barl.  He agrees to search his room.  He comes back and
            says that he found some evidence of wrongdoing.  Barl is summoned
            forth and very soon you are in a battle with him and some Poison
            Mists.  When he is dead, Mazzy finds a bottle (25,000 exp) that may
            be an antidote.

            You are automatically taken to Mazzy's home again, where the potion
            is used and Pala is cured.  Mazzy asks to stay with her for a day.

    OTHER:  Your Fortune

            Fortune-teller - Trademeet (AR 2000, x 1060 y 3030)

            There is a group of gypsies (not called gypsies, but that is what
            they are) outside the town.  The woman there will tell you your
            fortune, but she doesn't seem to like what she sees.

            Also you can have other party members talk to her and she will
            tell their fortunes as well. (Max Chen)

    OTHER:  Neeber

            Neeber - Trademeet (AR 2000, x 2433 y 1240)

            Talk to Neeber about 15 times and he'll give you some Bullets +2.
            And everyone also gets 1000 experience.

3.  > > > >  Chapter 3: The Guild War


    When the party has gained over 15,000 gold, while in the city, you will
    be confronted by two interested parties.  The first, a thief named Valen,
    tells you to meet her mistress in the Graveyard.  This is the evil track.
    The second, Brus -- whom we met before -- tells you to go back to Gaelan.

    There are many other examples of the guild war.  At night throughout the
    city you will see thieves and vampires conversing, attacking and whatnot.
    Sansuki, a thief, will beg you for aid.  You can fight off his vampire
    enemies to get 8500 experience (plus what the vampires are worth).  There
    are other fights as well, and you can get involved in them if you wish.

    The next two sections are mutually exclusive.  If you work for the Shadow
    Thieves, you CAN'T work for Bodhi and vice versa.

    Once you pay your money you start Chapter 3 and get to watch as Jon 
    Irenicus breaks free of the Cowled Wizards prison.  Spiffy.

3.1  > > > >  Working for the Shadow Thieves



      Once you have paid your 15,000 gold to Gaelan, he gives you a key and
      tells you to go talk with Aran Linvail, the TRUE power behind the Shadow
      Thieves. (Renal Bloodscalp is for tourists)  Head over to the Docks and
      enter the Shadow Thieves guild from the main door.

      Open the northeastern door to reach the back room.  There search the
      wall to find the Secret Door (which is locked with the key Gaelan sold
      you). (x 1375 y 330)  Go down the stairs here.

        Note:  If you lost the key, the item code to create it is:  misc4s

      Welcome to the TRUE Shadow Thieves Guild.  On this level you will find
      all sorts of crazy things.  Thieves training with all manner of objects,
      spells, and whatnot.  We don't need to get involved in any of that
      (although it is quite interesting, and has a few items to boot), so just
      open up the secret door (x 1560 y 1800).  Go down this hallway all the
      way until you reach Aran's room.  Talk with him and agree to help him
      beat the other guild.  In exchange he gives you some items:

        Amulet of Power (5% magic res., reduces casting time)
        Ring of Protection +2


      Wait until nightfall and head down to where the ships are loaded where
      you will find the thief, Mook. (x 1700 y 3625)  Talk to her to get things
      rolling.  She has seen some guy wandering around looking suspicious.
      Soon the guy shows up and she goes up to talk to him.  Soon he kills her,
      and you must fight him.  When you get him beat, he turns to mist and
      floats away.  You will have to deal with Lassal again later.

      Return to Aran Linvail, and tell him what transpired.  He gives everyone
      in your party 28,500 experience and another job.


      Aran tells you that several of his thieves are suspected of wanting to
      leave the guild.  You are to meet with these thieves on the second floor
      of the Five Flagons Inn in the Bridge District where they are to meet
      with their contact from the rival guild.  You will find these thieves
      in the second room on the left.

      Pretend to be on their side (like you are switching as well), then when
      they ask you who you are there to see, turn the tables on them and
      accuse them of spying on you.  (3,3,1)  They accidentally reveal the
      name of their contact to be Gracen before attacking you.

      Then wait for the Guild Contact to arrive.  He asks what is going on.
      Reply with 4) Nothing, Gracen... and he thinks that you are they.  He
      tells you to meet under the graveyard, past the big blue doors.  Then
      kill the Contact as he is of no more use to you (plus whatever you say
      leads to him attacking you).  Return to Aran.

      Report to him what has happened and everyone gets 28,500 experience.
      Oh, and he has one last job for you.


      He wants you to go underneath the Graveyard, and clear out the vampires.
      In order to get the big doors open, he will be sending a mage to assist.
      He also gives you a lot of wooden stakes with which to kill the vampires.

      When you're ready, head on out to the Graveyard and go down into the
      crypts (x 650 y 1820).  Now we need to go to the top crypts to find our
      mage who will have his Golem open the big doors for us (x 1725 y 1475).
      Be prepared for a battle with vampires.

      Lassal soon appears, taunts you and vanishes.  He sets his Grimwarders
      to attack you.  They are like invisible skeletons. (4000 exp)  The mage
      always manages to get himself killed here.  Oh well.  Forward!

      Take a left (x 1000 y 950) after Lassal taunts you again.  Here you will
      fight your first vampire, Gellal (14,500 exp).  Notice how it turns to
      mist.  That means that you haven't actually KILLED him, simply destroyed
      his current form.  Follow this passage left, then down.  Enter the first
      room on the left and kill the Clay Golem.  There are three coffins in
      here, one of which is now occupied by Gellal (x 340 y 1360).  Notice how
      the mouse turns to the sword icon?  Go up to the coffin and Stake the
      Vampire (9000 exp).  Every time you kill a vampire with a Name, come back
      here to finish it off.  If you need more stakes, you can find a pair in
      the room to the south.

      Open the big obvious secret door (x 450 y 1250).  Within this room are a
      Greater Ghoul, a Fledgling Vampire and another Vampire named Durst.  When
      Durst is dead, go back to the previous room to Stake him. (9000 exp)
      Search the pool of blood (click it twice) to get: (x 400 y 700)

        Mace of Disruption +1 (kills undead, can be upgraded with Illithium)

      Open the right wall to return to the main room. (x 700 y 750)  Go now
      right in the bottom passage (x 1630 y 715) until you bump into a few more
      vampires.  One of them, Tanova, casts spells and such. (10,000 exp) And
      despite having a "name" when you kill her she doesn't retreat to a
      coffin.  Further to the right is a Spiked Room.  Don't go here yet as
      there is nothing to see.  Now go down the stairs (x 1550 y 565).

      Follow this Ghoul filled passageway to the door.  This brings up a battle
      with 3 vampires and 4 Grimwarders.  Nothing tough.  If you have trouble
      with it, stay within the passage and fight the monsters one at a time as
      they come through the door (doesn't work on the archers).

      In the left room you will find a trapped chest of treasure (x 1040 y 200)

        Ashen Scale (AC 2)
        Katana +2

      In the right room you will find Lassal.  He taunts you and tells you to
      meet him upstairs in the bladed room.  Go upstairs and follow his
      instructions.  You will find him at the top right of the bladed room.
      Kill him (11,500 exp).  
      Return to the room of coffins and Stake Lassal (9000 exp).  With that
      done, Bodhi appears.  She talks to you for a LOOOONG time about the
      Shadow Thieves (she says you can't trust them), Imoen (who escaped your
      notice) and Irenicus.  Then, of course, you do battle.  She soon flees
      (18,750 exp) leaving you to wonder about things.


      Return to Aran Linvail and talk to him.  He has a lot of explaining to
      do!  For this everyone in the party gets 50,000 experience points.  He 
      explains how the Shadow Thieves found Irenicus and whatnot.  Then
      he has a plan to rescue Imoen.  You will sail to the island where the
      Asylum called Spellhold is located.  There you can formulate a plan to
      break in and steal Imoen out.  When you are ready, take his offer of a
      ship to Spellhold.  But, be warned, you won't be coming back to Athkatla
      for a VERY long time!

      This is continued in the Spellhold Section.

3.2  > > > >  Working for Bodhi



      You cannot do this once you have joined with the Shadow Thieves.
      Conversely if you join here you won't be able to join the Shadow Thieves.
      Also, if the main character is a Thief, then Bodhi won't offer you a job
      at all.  Finally, if you attacked any of the vampires at night, she won't

      Once you have the 15,000 gold, merely go to the Graveyard at night to
      meet with Bodhi, the leader of the "rival guild."  Then meet with Bodhi.
      She knows much about you and your situation.  If you want, give her the
      money and she gives you a room in her crypt to rest in if you want.  You
      are also given a job.  Everyone in the party gains 36,750 experience.


      The first job is the reverse of what you would do with Aran, namely,
      disrupt the Shadow Thief shipment and take the cargo back to Bodhi.  Go
      to the Docks district.  Careful, as every Shadow Thief is now your enemy.
      Go to the southwest of this area, to the shipyards. (x 1850 y 3615)
      Kill the thieves and then search them for treasure:

        Shipment (needed for Bodhi)
        Rifthome Axe +3 (throwing axe, returns to sender)
        Short Sword +2

      Return with the shipment to Bodhi.  You'll find her in the crypt, main
      hall.  Give her the item and everyone in the party gets 28,500 exp.


      Bodhi takes the shipment and has a choice of two jobs for you, a "noble"
      task and a "not so noble" task.  You must pick one as you can't do both.

      Good:  Rescue Palern Flynn from the Shadow Thieves.  One of the Shadow
             Thieves turned traitor, but was captured and is currently being
             interrogated.  You must break into the Shadow Thieves compound,
             go to the second floor and rescue Palern.  You have about one day
             to complete this before he is killed.

             Go to the Docks.  This is easiest done by going in the side door
             on the Shadow Thieves building (x 1000 y 1200) as this leads
             directly to the second floor.  Clear out the thieves on this level
             and then talk to Palern to free him.  There are also some minor
             treasures on this level.

             Return to Bodhi for 28,500 experience for everyone and another
             job. (If Palern was killed, you get no experience)

      Bad:   Kill Senior Armagaran Vulova and implicate the Shadow Thieves.
             Bodhi wants you to kill a member of the government and set the
             blame to fall on the Shadow Thieves.  She gives you a Cloak and a
             Dagger for you to place in Vulova's fountain once the deed is 
             done.  Oh, and if you have Good aligned players, they will 
             complain vociferously about this.  Head out to the Government

             You will find Vulova's Estate at the very top of the map here
             (x 2400 y 133).  Walk towards him and he'll automatically talk to
             you.  You can tell him to just die, at which point you have to
             fight his goons.  Once he is dead, place the Cloak and Dagger in
             his fountain.  If you let him live you will not get experience
             from Bodhi later.

             Return to Bodhi for another 28,500 experience for all party
             members and one last job. (and again if you didn't kill Vulova,
             you get no experience)


      Your final job for Bodhi is to assassinate the secret leader of the
      Shadow Thieves, Aran Linvail.  You will first need to get the key from
      Gaelan, so go back to the Slums.  Gaelan's house is just to the left of 
      Jan Jansen's tower (x 3140 y 1170).  Kill Gaelan and take his key. (He 
      has several other magical weapons, etc.)

      Go now to the Docks.  Enter the Shadow Thieves Guild from the front
      entrance, kill everyone here and loot what you can.  Then open the 
      northeast door and enter this small room.  Search for the secret door on 
      the northeast wall (x 1380 y 330).  Open it and go in.

      After another battle with thieves here, you will find Tizzak (a member of 
      Bodhi's guild) just past a door down and right (x 1333 y 2220).  He asks
      you to kill the torturer to get his key.  Go right to find the torturer.  
      Kill Booter and take his key.  Return to Tizzak and free him.  He tells 
      you how to get to Aran.  Aran's lair is protected by two magical doors.  
      The first is opened via a button, while the second requires a key.  You 
      can probably find that key on Haz, Aran's right hand man.

      Go up the northwest passage (x 1100 y 1600).  At the fork, turn right and
      go up.  Make your way across this bridge, through the enemies until you 
      reach the room with the false buildings.  Beware of traps in here, they 
      will Maze you.  Head up the northeast passage.  This will be heavily
      trapped.  Here you will find a big red glowing button (x 3550 y 300).  
      Push it to open the first door.
      Back to the false building room, then take the southeast passage. (Beware
      of traps and orcs)  This leads to a couple of doors, go through those and 
      up the next passage.  Past this passage is a room that contains Haz the
      mage. (x 3820 y 1175)  Kill Haz and his goons to get the key to Aran's
      lair.  Go all the way back to where we first entered this level. (x 1333
      y 2220)  On the way back I was ambushed by Dedral and some Shadow Thieves
      (10,000 exp).

      Open the secret door on the northeastern wall (x 1550 y 1800).  Go all
      the way down this passage, through the orcs and elementals through the
      first door (which we opened with the button) to the second door (which
      you can open with the key).  Open it to find Aran Linvail, the
      Shadowmaster.  Aran has many Shadow Thieves with him, including Mages and

        Aran Linvail - 17,000 experience
                       Elven Chainmail +1
                       Amulet of Power (5% magic res., -1 casting time)
                       Ring of Protection +2
                       Short Sword +2
                       Light Crossbow +2

      Also search his chest (x 4500 y 1930) to find more interesting treasures:

        Ring of Djinni Summoning
        Katana +2

      We're done here, head back to Bodhi.


      She explains that while you want to help Imoen, she wants to get Irenicus
      and access his knowledge.  She admits that they are related, and that
      what he was attempting to do with you was to free your power.  She has
      arranged a transport for you to the Spellhold Island, aboard a ship.
      Whenever you are ready, tell her you want to go to the island.  Careful,
      you won't be coming back for a long, long time.

4.  > > > >  Chapter 4: Brynnlaw (AR 1600)


    First thing we get to see what Irenicus has been up to all this time,
    testing various things on Imoen (and that also explains why Bodhi captured
    all those Shadow Thieves).  Then you are taken across the sea to the town
    of Brynnlaw, which is a stone's throw away from the Asylum Spellhold.

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

    If you followed Bodhi, then Bodhi will have Saemon show you around town
    before vanishing into the night.  Saemon tells you to seek the tavern,
    before ending his tour.  He isn't very motivated.



      Once off the Shadow Thieves ship, Saemon turns traitor and has some
      Vampires attack you, before vanishing himself.  Fight off the three
      vampires and Sime will talk to you.  She recommends talking to Sanik in
      the tavern to discover an entrance to Spellhold.

      If you got off Bodhi's Ship, Saemon merely waits by his ship.  He also
      recommends talking to Sanik in the tavern to gain entrance to Spellhold.

      Head out to the Vulgar Monkey Tavern.  It is up one level (seeing as the
      city is built on several terraced levels), about in the center of the
      map (x 2000 y 1550).  You will find Sanik inside, he is dressed as a
      green mage.  Talk with him.  He begins telling you some stuff, but is
      quickly assassinated in the name of Guildmistress Galvena.  The innkeeper
      will then talk with you.  He provides some details on the situation,
      telling you that Sanik's bride likely knows a way into Spellhold, but
      that she would be currently held by Galvena.  This would require getting
      into the Guild, one way or the other.


      We can now enter the Guild (x 1080 y 1485) on the first level of town.
      However, talk to one of the Courtesan's just outside the guild and get
      them to take you inside (which may require that you buy their services
      for 100 gold).  Once inside, tell the courtesan that you are there to
      rescue Claire and they should leave you alone.

      Leave that room.  You are in the main hallway, go leftwards.  Kill the
      guards (one has a Halberd +2).  Enter the room to the right of the guards
      (x 345 y 195), and search the wardrobe in the back to find Galvena's Key.
      Go back to the hall, and enter the last door.

      Search the jail until you find Galvena.  Tell her that her evil ways are
      over, then kill her. (4000 exp)  She also has her mage, Vadek, with her
      (8000 exp) and they have some minor magical treasures.

        Alternatively:  When talking to the Courtesans in front of Lady
        (from           Galvena's Festhall, offer to pay to pry information
         Willis Su)     about Claire.  You can complain about the high fee that
                        he/she charges you (200 gold!!) and the courtesan will
                        tell you what you need to know (reputation/charisma
                        influence?).  You will find that the courtesans are
                        sympathetic to Claire.  Offer to kill Galvena to free
                        the courtesans will also bring you into the Festhall.
                        Also ask how you might move about the Festhall secretly
                        without alarming people, and the courtesans will tell
                        you to obtain a guild pin that all courtesan masters
                        wear.  The Ginia quest can now be completed like it

                        Talk to the courtesan again and he/she will offer to
                        take you in (that or you can offer to go in on your own
                        with the medallion).  Once inside, the courtesan offers
                        you a sleeping potion that you can take to the cooks.
                        Before heading into the kitchen, the guards will stop
                        you, and now you can bluff them with your medallion.
                        Convince Ellie in the kitchen to help you save Claire,
                        and the courtesan in the kitchen will volunteer to slip
                        the drugged ale to the guards.  In return you have to
                        promise to rid them of Galvena.  Follow the courtesan
                        to drug the guards.  4,000 exp after they are all
                        drugged.  The Galvena Quest can now be completed as
                        usual.  When Galvena is killed, go back and talk to
                        Ellie and every one in the party will receive 2,250
                        exp.  There is a bug here, and if you keep talking to
                        Ellie, you can keep on racking in the 2,250 exp.  And
                        since the guards are drugged, you can finish them off
                        at your leisure without a nasty fight.


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

      The best option is to go find Perth and take his wardstone.  You will
      find Perth's house at the top of the city (x 3000 y 1200).  Perth is
      apparently being Dominated by Irenicus as he wants to "test your limits."
      Interestingly, Yoshimo tells him that there will no testing with Yoshimo
      around, and Perth calls that inconsequential.  Hmmm...

        Perth - 20,000 experience
                Wardstone for the Asylum
                Book of Infinite Spells

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


      Alternatively you can go seek the Aid of the Pirate King.  Head up to
      the pirate king's house, and talk to his door guard (x 1115 y 665).  Tell
      him that Golin sent you and he'll open the door to the house.  You get
      38,500 exp for convincing him that you are crazy.  And there is no reason
      that you can't get Perth's experience then have the Pirate King commit
      you.  Having trouble convincing him that you're crazy?  Let Minsc at him!

      Keeping Yoshimo Note: (from Accord)

        "If you really want to keep Yoshi, have him in your party, then before
        you enter the Spellhold, go inside an inn (or any building), put him
        near the doorway and drop him from the party (and tell him to wait for
        you).  Once you finished the whole Spellhold drama, head back to where
        you drop Yoshi off, as soon as you walk into the inn (or whatever
        building he is in), PAUSE the game and command your character to talk
        to him. When you talk to him, talk him back into the party. When the
        conversation ends and Yoshi is in your party, he will die from the
        geas. Just take him to a temple or resurrect him and he is as good as

        Note:  Yoshimo cannot be taken to Brynnlaw in order for this to work.

      "Nerfing" Yoshimo Note: (from Xar)

        Since you know when he will betray you, dual him into a mage just 
        before going through the door.  When he reappears with Irenicus he will 
        be nearly completely useless.



    QUEST:  Liberate Ginia the Courtesan

            Ginia - Brynnlaw (AR 1600, x 3450 y 1700)
            Chremy - Brynnlaw (AR 1600, x 1820 y 1450)
            Calahan - Brynnlaw (AR 1600, x 1590 y 1740)

            At the top right of the city you will meet a woman named Ginia who
            was recently forced into prostitution.  Instead, she tries begging
            instead and says that she has done the deed.  Ask her what the
            trouble is.  You see, Chremy holds her brother captive, and as long
            as he does, she is forced to gather money for him.  Agree to help.

            You will find Chremy to the left of her.  Talk to him.  He doesn't
            see reason (did you think that he would?), forcing you to kill him.
            Interestingly, he has Galvena's Medallion on him, which you could
            use to get into Galvena's Guildhall if you wanted.  Now we have to
            smuggle Ginia out of town.  Drop down another level and find
            Calahan, the Smuggler.

            Talk to Calahan and ask him to get Ginia out of town.  For 200 gold
            he will smuggle them out to Ulgoth's Beard for you. (2000 exp)
            Return to Ginia and tell her the good news (9000 exp).

    QUEST:  Ason the Little Thief

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

            In the western part of the city, a young boy will approach you and
            swipe 10 gold off of you.  He mentions that if he doesn't steal
            from you then someone will hit him.  This is related to the above
            quest about Ginia (Ason is her brother).

    OTHER:  Pirates

            This town is crawling in Pirates.  Some will attack you, others
            will attack each other.  None of them have any good treasures.

    OTHER:  Priestess of Umberlee

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

            Within Brynnlaw there is a temple to the goddess Umberlee.  Makes
            sense as Umberlee rules the waves.  Anyway, you can buy several
            interesting objects from her, like a Girdle of Bluntness, but you
            can also kill her for no loss of reputation and 14,000 exp.

4.1  > > > >  Spellhold


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

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

    If Yoshimo is in your party, he turns traitor.  Turns out that he was
    working for Irenicus the entire time.  Not that he was actually doing
    anything to hamper your efforts, but still.  Whether he was in your party
    or not, the results are the same.

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



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

      If you don't want to lose a stat, see the Alternatively below.

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

        Your mind      -1 INT
        Your Health    -1 CON
        Your agility  -1 DEX
        Your wits      -1 WIS

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

      Go left to find Bhaal (about x 1000 y 1800).  Talk to him and get him to
      chase you.  Now return to the castle, go in and go to Imoen.  Don't worry
      Bhaal will follow you.  Imoen then says she will make it vulnerable.
      Attack.  Once defeated Bhaal gets irritated.

      Alternatively: (from K.C.)

        The demon has to take it away from you; you don't simply lose it.  
        Therefore if the demon never has time to take away your stat you'll 
        never lose it.  Fight Bhaal outside and weaken him to near death 
        status.  Lure him over to the door and talk to the demon just as he's 
        about to catch up.  Choose any stat to sacrifice (it doesn't matter 
        which).  Quickly do a fake-talk as soon as the conversation ends and 
        use the time to run inside.  If you're quick enough you won't lose the 
        stat.  Now when you talk to Imoen the dream will come to an abrupt end
        and you'll be transported out of the area without losing anything.

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

4.2  > > > >  Maze Beneath Spellhold (AR 1512)


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

    Also you can pick up Imoen again (and you really should, she IS your
    sister).  I assume that Yoshimo turned traitor to make room for Imoen to
    return to your party.  If you talk to Imoen, but don't take her with you,
    she simply heads back to the surface, where you could get her later.

    Due to the nature of this maze, all the optional items (the riddles and
    the portal) have been integrated into the walkthrough.  This is just for
    convenience sake.



      Ok, we are in a big evil maze, and need to find the way out.  Don't be
      afraid to rest.  Sure, Bodhi said you are on a clock but she is an evil
      vampire who can't be trusted.  Go down the southwest passage, kill
      whatever is there (for me it was Umber Hulks and Minotaurs) to find the
      big statue head (x 750 y 2100).  He asks you to find the Builder's Hand.
      Also you can search a pot near him for some spells.  Back to the

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

        Bag of Holding (container that holds a lot)
        Opal Stone (keep this, it's a key, not a gem)
        Rogue Stone (useful if you want to go in that one Bridge door)
        Spells - Prismatic Spray (Mage)
        Arrows (etc.)

      If you go left from this room, it goes up to a corridor with a big nasty
      trap that squishes anyone who enters it.  So avoid that.

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

        Ruby Stone (keep it)
        Spear +3
        Magical Arrows (etc.)


      Head west to the next room (x 760 y 1075) and go in.  Welcome to the
      riddle room!  In the center is a chest full of bizarre riddly objects.
      These objects are then placed in the arms of the statue that they solve
      the riddle for.  Starting from just left of the door and going around,
      the riddles are:

        Riddle:                                              Answering Object:
        At night I come without being fetched, at            Star Medallion
        day I am gone without being stolen.

        No beginning. No end. I am a symbol of the           Golden Circlet
        world's cycles.

        Two brothers we are, great burdens we bear,          Worn Out Boots
        all day we are bitterly pressed; Yet this I will
        say - we are full all the day, and empty when
        we go to rest.

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

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

        To those within the dungeon I am joy. To those       Sun Medallion
        fully beneath my gaze, I can be Hell.

        I will save your life but yet can you die by me. I   Sword Medallion
        will settle disputes yet not with words.

        Name me and so shall you break me.                   Gagged Man

        Always do I tell the truth, yet cannot speak. Look   Mirror
        to me and see what really is.

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

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

      Complete all the riddles to get 20,000 experience.  Then search the
      center chest again to find:

        Sapphire Stone (keep it)
        Dusty Rose Ioun Stone

      Open the next door (x 875 y 915), and then open the next door to the
      right (x 1033 y 700).  This is the second riddle room.  Go up and click
      each of the faces twice to be teleported into the center.  There you will
      be asked a riddle.  Get it right and you are rewarded, get it wrong and
      you are punished.  There are 12 faces and 12 corresponding riddles:

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

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

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

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

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

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

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

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

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

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

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

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

      When all 12 riddles are answered, then everyone gets 5000 experience
      points and you receive:

        Ring of Regeneration (regenerate 1 HP every 6 seconds)


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

        Doomplate +3 (Plate Mail AC 0)

    - LEVEL TWO (AR 1513)

      We are done here, so go back to the start, then take the southeast
      passage to the next level (x 2100 y 1800).

      We start in a room.  That is ordinary enough.  Just ahead, the room
      narrows quite suspiciously.  When someone goes through that narrow, a
      gate shuts and lots of Umber Hulks appear in this room and the next.
      Which means that your party will probably be split in two for this
      battle.  To avoid this fate, I sent out a Wizard Eye to scout out the
      area, it triggered the gate and left my entire party on one side.  You
      can also have a thief pick the lock on the gate to open it.

      Prepare yourself for a big battle with a Lich.  Wander down the passage
      to the first door (x 2100 y 1800) and go in it.  Here you will find the
      aforementioned Lich and his undead buddies (Greater Mummies and Skeletal
      Warriors).  With Protective Spells active, you shouldn't lose any people
      (or if you do, you shouldn't lose too many).  Keep the Liches defenses
      down by Breaching, Piercing Magic, etc.  Also make sure you have good
      undead fighting weapons equipped (Daystar, Mace of Disruption, etc.)
      Liches are worth 22,000 experience.  After the battle you can search the
      pots here for some minor treasures (Cleric's Staff +3, etc.).

      Enter the room right here, and search it for treasure. (spells and gold
      mostly, as well as some arrows)

      Head further down the passage, it turns to the west.  Follow it to the
      door (x 1050 y 2070).  Open it to find Dace, a vampire.  This ends in a
      battle.  Kill him and he retreats to his coffin.  Then you stake him to
      get his Hand (the object we need to escape this place).  If you don't
      have stakes, then when you go by the library again, he reappears inside
      and tells you that your job is half finished.  You can find a Stake
      later on in this level when you get to the Kobold Shamans.


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

      In the middle of this room (x 2340 y 515) you will find a book on a
      pedestal.  Click it twice to turn the page.  Each time you do this it
      summons forth a "bloodthirsty" monster:

        Kobold Captain
        Sword Spider
        Umber Hulk
        Mind Flayer

        Treasures:  Ring of Free Action
                    Spells - Simulacrum
                             Summon Fiend

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

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


      Go now to the southwest passage again to the big giant statue head.  Talk
      to it with both the Crystal from the Kobolds and the Hand from Dace to
      get it to open the passage.  For this everyone gets 29,500 experience.
      The head opens its mouth, and you can now enter the door behind it.
      (x 470 y 1890)

        Trick:  You may be able to talk to it again and again to get more
                experience.  Cornelius Chesterfield did it 6 times.

    - FINAL LEVEL (AR 1514)

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

        2 Mithril Tokens (used later to gain an item)
        Spell - Breach
        Arrows +2

      Back to the passage, and take it down to the next door (x 650 y 1500).
      There are Minotaurs (3000 exp) in here.  Near the door we came in is a

        2 Mithril Tokens (so we have 4 total now)
        Spell - Sunfire
        Bolts +2

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

        Minotaur's Horn (used much later)
        2 Mithril Tokens (6 total)
        Mind Flayer Painting

      There are 3 statues in this room, each of which has another "monster"
      painting.  So click on each statue twice to get their painting.  They
      WILL shoot spells at you, no matter what you do.  Once you have the 4
      paintings, head back to the beginning room.  Then open the top door
      (x 900 y 650), go through the passage and open that door too.


      This leads to a room full of monsters (for me it was Yuan-ti) that must
      be dispatched before anything can be done.  There are then four doors in
      here, each with a picture of a monster on it that corresponds with one
      of the paintings we got.  From left to right:

        Mind Flayer  - 11,000 experience
                       Flame of the North (2Hnd +2, 10% magic res., +4 vs Evil)
        Spirit Troll - 8000 experience
                       Katana +2: Malakar (+2 AC vs. Slashing weapons)
        Umber Hulk   - 10,000 experience
        Djinni       - 10,000 experience
                       Bloodstone Amulet

      The Umber Hulk door leads to the next passage to go in.  There were a
      number of Wolfwere's in this passage.  Go up and search the pot
      (x 2280 y 185):

        Arrows (Bolts and Bullets)
        Spell - Phantom Blade

      Then enter the room to the right.  In this room you will find 3 Clay
      Golems guarding the one treasure chest there.  Funky.  When you take the
      items from the chest, the door slams shut and the Clay Golems attack.
      Make sure you have Blunt weapons.  Then I would kill the Clay Golems
      first (Fake Talk works fine) and then unlock and take the treasures:

        4 Mithril Tokens (10 total)
        Gesen Bow String (final part of the powerful Gesen Bow)

      Back into the passage, now take the southern door (x 2025 y 515).  I
      found a Stone Golem in here.  Search the table:

        3 Mithril Tokens (13 total)
        Lots and lots of throwing darts and axes

      And also search the pot to the left:

        2 Mithril Tokens (15 total)
        Throwing Items
        Spell - Maze

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

         5 Tokens - Boots of the North (50% cold resistance)
        10 Tokens - Boots of Grounding (50% electrical resistance)
        15 Tokens - Boots of Speed (Haste permanently on user)
        20 Tokens - Jester's Chain +4 (AC 1)

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


      Go back to the beginning, then back down the bottom passage to the
      Minotaur room. (x 933 y 1667)  Open the door on the southeast wall.
      This passage leads to another door, which opens up to the Orb Room.
      There are 4 orbs in here that will cast a spell on whoever is standing
      on the mosaic in the center of the room.  From left to right the Orbs

        Slow           (x 1400 y 1575)
        Heal           (x 1500 y 1500)
        Haste          (x 1750 y 1525)
        Lightning Bolt (x 1850 y 1600)

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

      Head up the next passage.


      Within the next room is a giant minotaur statue, some vampires, and, oh,
      Bodhi.  She has decided to kill you once and for all, well before you
      were supposed to meet (at least that is what I got out of that
      conversation).  A battle breaks out, but quickly, the main character
      changes into the Slayer.  This rightly freaks Bodhi out and she flees
      taking her vampire cronies with her.

      Which leaves you as the Slayer, and you aren't entirely in control of
      your power.  Keep everyone else in the party away from the Slayer else
      they might get killed by it.  Your party members will rightly comment
      on this when you revert to normal.  The Slayer is the Avatar form (mortal
      form) of Bhaal and if you are turning into Bhaal...

      The next time you rest after this, you turn in the Slayer again, and
      chase someone in your party around (possibly the person you are in a
      romance with).  You may even end out killing them.

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


      Open the door to your left (x 1965 y 1150).  There will probably be a
      Minotaur here to kill.  Then search the pool near the door:

        4 Mithril Tokens (19 total)
        Spell - Chain Lightning

      If you go further up this passage you will find a Gauth (small green
      Beholder like creature, worth 9000 exp) and more Minotaurs.  No
      treasure.  Back to the Statue room.

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

        Minotaur Horn (used on the statue)
        2 Mithril Tokens (21 total)
        Spell - Limited Wish

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

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


      Oh, but we aren't free yet!  You will be in a small circular room with
      6 enemies, goblins and hobgoblins for you to kill.  Once they are dead,
      the Tester Apparition appears to administer the test to you.  These
      tests have right and wrong answers, a right answer makes your life
      easier (sends you to an easier area) and a wrong answer makes your life
      a little harder.  I will document only the easy path (although the hard
      path has nothing special in it):

        Agree to take the test and you will be teleported to a small room with
        a Spore Colony.  Kill it.

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

          Cloak of Reflection (reflects electrical damage back to source)

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

          Rich have need of it, poor have it:  Nothing
          Runs as it wills:                    A River
          Dwell with weak, rarely brave:       Fear
          Shines laughter or tears:            Memory

          Note:  If you messed up the 'table riddlers' last question (memory)
                 you will be teleported to a room with a machine.  The correct
                 order of the machine is:

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

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

        This takes us to the Troll room.  Kill the three trolls you find and
        take from one of them a Head.  Go up and the Apparition will appear and
        mention that this room isn't part of the test.  Tell him you'd like to
        stay.  Then put the Head in the Troll Altar.  This gets you the:

          Bone Club +2, +3 vs. Undead

        Talk to the Apparition to get out.

      You will then be judged.  If you took the Easy Path (the one I just
      described) then everyone in your party gets 51,250 experience points.  If
      you took a harder path, then he teleports in a Mind Flayer for you to
      fight.  (Everyone then gets 41,250 experience on the harder path)

      There is one thing of Minor Treasure (x 970 y 380), but nothing
      important.  Leave this area.

4.3  > > > >  Escape from Spellhold


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



      Avoid the big room in the middle of this area for the moment, if you go
      in there you WILL be destroyed by Irenicus (it's not even a fight! He
      just kills you!).  There are some minor treasures in a northern room
      (x 1720 y 550).  Open the door at (x 1400 y 400) and go up the stairs.

      You will immediately meet up with Lonk the Sane.  Convince him to free
      the inmates (one way or another).  Then convince the Inmates that
      Irenicus should be killed and they will teleport you into his room
      downstairs.  Quickly a fight between you and him breaks out.  This battle
      is one of the larger battles in the game, as not only do you have
      Irenicus to face, but soon he summons forth a small army (of clones that
      look like your party) to help him.  Plus you have allies in the Deviants
      (so, if it says "Wanev casts Death Spell on Mazzy", it means that he
      is casting that on your evil clone).  Defeat Irenicus and everyone in
      your party gets 68,500 experience.

      Irenicus flees, leaving you to face another group of "murderers".
      (thieves mostly)

        Tip: At this point, you could close the door, preventing the thieves
             from entering. Then you could rest and prepare to face them.  You
             could also trap the outside of the room first, so that they get
             killed before attacking you.

      If Yoshimo betrayed you, then he enters the scene after this and will
      attack you.  Kill him and take his heart.  This heart will allow you to
      undo the Geas on Yoshimo and give him peace in death.  To do that you
      have to take the heart to a temple of Ilmater (there's one on top of
      the Copper Coronet, and another in Waukeen's Promenade).


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

        Note:  If you take the Portal you will skip the Sahuagin City (and its
               wonderful treasures).  No matter which you choose, you will end
               out in the Underdark eventually.

      Enter Irenicus' Office (x 1550 y 1000).  There was a Stone Golem here.
      Search the dresser for:

        Staff of Thunder and Lightning

      Search the desk for:

        The Complete Journal of Jon Irenicus (parts 1 and 2)

      Go into the next room.  Search the cabinet on the wall:

        Horn of Silence

      Then search the drawers south of the bed for:

        Rogue Stone
        Jon's Key (if you took the portal in the basement, this would open the
                   secret door, but don't do that)

      Leave the Asylum and head back to Brynnlaw.


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

      Go to Cayia's house (x 615 y 1475) at night, enter.  After listening to
      Cayia and her current lover's pillow talk, they call the guards and flee.
      Kill the pirates, then search her Table to find the Pirate Horn (and
      another Rogue Stone).  Leave her house.

      Head over to the Pirate Ship (x 1700 y 1900) where a group of pirates
      will attempt to enslave you as a rower.  Disabuse them of that notion.

      Continue east to find Saemon (x 2950 y 2500), and talk to him.  This gets
      you aboard the ship, but soon the Pirate Lord tracks you down.  There is
      a bit of a scene, and Desharik, the Pirate Lord, even kills his own
      mistress, Cayia.  Saemon, ever courageous asks you to kill Desharik for
      him.  Kill the pirates and Saemon rewards you with:

        Silver Blade (part of the Vorpal Sword)

      The ship casts off...


      Soon the ship is overrun by Giths looking for their sacred Blade.
      Although Saemon tries to get a non-violent solution to this, it isn't
      meant to be and a battle soon breaks out.  You have a very brief window
      to kill Saemon, if you want (18,000 experience).  Soon this battle is
      forced to a conclusion when the Sahuagin capsize the ship sending
      everyone overboard...

4.4  > > > >  Sahuagin City (AR 2300)


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

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

    Paul Dickinson points out:

      In the Sahuagin City, I discovered that I was able to sell gems to
      the temple for 4/3 of the price at which they could be bought back.  For
      example, I could sell a rogue stone for 4000 gold, and buy it back for
      3000.  At this time I had 18 charisma and 20 reputation.  I could've had
      unlimited gold here, but that seemed to be cheating, so I just sold my
      rogue stone collection and left it at that.  This place also has a nice
      collection of spells to buy with all the money from gems.

    Gunslinger notes:

      You can pickpocket the key to the treasury of the Sahaugin city from the
      King, along with the rope needed to descend to the Underdark (Now you can
      leave without even caring about the issues of the Sahaugin people).



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

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

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


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

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

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

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

        Boots of Etherealness
        Cloak of Protection +2

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

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


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

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


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

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

        The Impaler Spear +3, +10 piercing damage
        Key to Treasury

      The Prince then enters and takes control of the city.  He then rewards
      you for your efforts:

        60,500 experience for each person
        Magical Rope

      Go over and open the treasury (x 460 y 670) to loot the contents:

        Rod of Lordly Might
        Magical Rope
        Spell - Protection from the