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BALDUR'S GATE II:
SHADOWS OF AMN
FAQ/WALKTHROUGH


INTRODUCTION
Welcome to my FAQ and walkthrough for Baldur's Gate II: Shadows of Amn.
Due to the inclusion of class-specific quests, it will be a long time
before I complete this FAQ - but bear with me. Further versions will
include all the extra quests I missed, as well as information on the
different strongholds other classes can use.

From now on, each version I'll outline the stronghold quest for each
class. With Paladin, Cleric, Thief and Fighter down, more are coming.

Please note this FAQ is just one big spoiler, as it contains full
information on every part of the game. If you only want tid-bits of
help, then refer to the Q/A section just before the main FAQ.

Note that the appendices are now considerably larger and more in-depth,
in particular my "Spellbook" which provides the world's most
comprehensive magic-using guide.

INFO
By: Matt Gregory
E-mail: hellkite_7athotmail.com
Version: 1.65

E-MAIL POLICY
Please please please e-mail me. I'm after corrections in particular, as
well as any hints or tips you have, your discoveries, and any quests
I've missed. Include in the subject line "bgate2", and I'll try to give
an answer if I can. If its specially good, I'll add your info in the
next version, and you'll get mentioned in the credits section. OK -
let's go...

Also, if you have any strategies or your opinions of what spells to
take, what party to use, or anything, please e-mail in, it will almost
certainly be included.

NEXT FAQ DECIDED
Having done this FAQ as "testing the waters" kind of thing, and having
found them fairly hospitable, I'm going to really go for it in my next
FAQ, which will be for Neverwinter Nights. In the meantime, I'll be
honing this FAQ and possibly writing one for Baldur's Gate and maybe the
unrepresented Discworld Noir.

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all my FAQ ventures.


CONTENTS

QUESTIONS AND ANSWERS

1. Walkthrough: chapter 1
a. Irenicus' Dungeon Level 1
b. Irenicus' Dungeon Level 2
c. Waukeen's Promenade
2. Walkthrough: chapter 2
a. The slums
b. The city gate
c. The docks  **THIEF STRONGHOLD**
d. Temple  **CLERIC and PALADIN STRONGHOLD**
e. Government District
f. The Bridge District
g. Graveyard District
h. The Planar Sphere  **MAGE STRONGHOLD**
3. Walkthrough: chapter 3
  a. The aid of the Shadow Thieves
4. Walkthrough: chapter 4
  a. Spellhold Island
b. Spellhold
c. The Underwater City
5. Walkthrough - chapter 5
a. The Underdark
b. Ust Natha
6. Walkthrough - chapter 6
a. Exit from the Underdark
b. Small Teeth Pass and North Woods
c. Graveyard revisited
d. Forest of Tethir
7. Walkthrough - chapter 7
a. Suldanessellar
b. Woodland Clearing
c. Hell
8. Walkthrough - other non-Athkatla areas
a. D'Arnise Hold  **FIGHTER STRONGHOLD**
b. Windspear Hills
c. Umar Hills
d. Temple Ruins
e. Trademeet
f. Druid Grove

9. Walkthrough - chapter 8
  a. Early Sections
  b. Saradush
  c. Northern Forest

APPENDICES
Notes on Slayer
Character Creation
Monster Fighting Tactics
Party Skills
NPC Breakdown
Cheating!
Other Miscellaneous Stuff
Webring
Baldur's Gate
Monster/NPC Info
Spell Tactics
Spellbook
Playing Multiplayer On Your Own
How To Kill A Dragon
Credits And Addendum

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QUESTIONS AND ANSWERS
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This section will reduce spoilers drastically for those of you wanting
only minor pieces of spoil.

Chapter 1:

Q: How do I free Minsc and Jaheira?
A: The key on the table in the nearby room opens Jaheira's cell, and to
free Minsc just keep talking to him.

Q: What do I do now?
A: You need to find the Sewage Golem and its activation stone. The Golem
is in a circular room just off the second hallway, and the small chamber
where you find Rielev is where you get the stone. Give the stone to the
Golem to get past the locked doors.

Q: What am I looking for?
A: A portal key that will grant access to the upper levels. The key is
found in the Mistress' room just beyond the wooded area.

Q: What do the dryads do?
A: There are two quests they help you with/give you. You really have to
look down for more info - I can't cover that here.

Q: How do I get past those damn wands?
A: You need to use the wand keys with the pedestals, they will release
the wands, so you won't get blasted by them - in fact you get them with
one charge each.

Q: Where do I go from here?
A: The passage to the right just before the wands leads to the exit.
Just follow this.

Q: What was the point of all that with the wands then?!?
A: There are other passages beyond there which lead to magic items and a
bit of experience. It's worth it.

Q: Now I'm out of there, what do I do?
A: Stock up at the various shops. From there, go to the Slums.

Chapter 2:

Q: How do I free Imoen?
A: For good characters, take Gaelan Bayle's offer. Evil characters will
soon have the option of taking an offer from Bodhi.

Q: So I can't free her straight away then?
A: Nope, you've got a long wait for that.

Q: So, where do I go now?
A: Search for quests! There are hundreds, do as many as possible for
experience.

Q: Which NPCs should I use?
A: Look in the appendices for the guide to managing your party.

Q: OK, so what do I do now I've got some experience and neat items?
A: Complete the appropriate quest to find Imoen... Just follow the
instructions from the Shadow Thieves or the Vampires.

Chapter 3:

Q: What do I do now?
A: Exactly what you're told to do. You'll get experience, items, and a
boat to chapter 4.

Chapter 4:

Q: OK, where the hell am I?
A: On Brynnlaw, Spellhold Island. You've got to try and infiltrate
Spellhold, basically.

Q: How???
A: There are two ways, but look down into the appropriate section for
more detailed info. One involves getting a pass-key thing, the other
getting people to believe you're mad and put you there.

Q: Er... I've just been caught by Irenicus. Help???
A: This bit's hard, and you'll do a lot of dungeoneering now. You have
to escape this dungeon - plenty of distractions here. You need the hand
of the vampire to open the door, then the statue horns to leave the door
on the next level. After this, just do as you're told.

Q: That was tough - now what?
A: Enter the asylum, offer the bloke the middle amount of money. Now
fight Irenicus - at 1hp, he flees. Now you get the option of the long
but lots of stuff way (by boat) or straight to the Underdark.

Q: OK, I'm in the Sahaugin City. What do I do?
A: You need to get the artefact in the weird Drow quarter of the city
(in the south). Join with the rebels, then, when all is done, enter the
Underdark with the rope.

Chapter 5:

Q: Where do I go?
A: First to the city of gnomes in the N. Then follow the quests to a
Silver Dragon then throughout Ust Natha. Eventually you will get out.

Q: Do I follow all the Drow quests?
A: All but one. Don't kill Solaufein, and he'll help you. Keep the real
eggs and use the other two to fool both the Drow.

Q: Hey, now my romantic NPC hates me!
A: Yep, that happens when you sleep with the Drow. Sorry.

Q: OK, now I'm trying to get out. Help?
A: Keep following the path, wading through all the Drow. Not easy, but
eventually you'll get out, no problem!

Chapter 6:

Q: Do I co-operate with the elves?
A: Yes - fully. Tell the truth, and agree to help them.

Q: I met Drizzt - what do I do?
A: He can help you, but if you kill him, he carries some of the best
magic items in the game!

Q: Where's the Lanthorn?
A: Bodhi has it in the crypts under the Graveyard District. This quest
also gets Imoen's soul back. She's exceptionally well guarded though.

Q: I got the Lanthorn. What now?
A: Take it back to the Elves. Agree to help them in Suldanesselar, and
they'll grant you access.

Chapter 7:

Q: Where do I go?
A: You need the artefacts that will awake the Avatar that will break
down the gate to Elliseme's palace. When you have the artefacts, the
Avatar will break the gates down. Also get the two stone instruments -
you'll need them.

Q: I'm in the palace, what do I do now?
A: Get the nuts from the tree, and place the stone instruments on the
statues to reveal the passage to the Tree of Life.

Q: What do I do here?
A: You need to kill the three parasites on the tree, when you attack
each one it will release elementals to defend it. Kill them then the
parasite dies easily. You are now taken to Irenicus, and you have to
kill him.

Q: What's going on? I killed him!!
A: Yep, but you've just been sucked down to hell. All you party and
items are restored (despite death) and you need to find the Tears of
Bhaal to get through the door.

Q: Where are they?
A: Down each tunnel is a challenge of some description - complete them
for a Tear of Bhaal. When you have the lot, break the seals on the door
for the final fight - Irenicus as the Slayer and four Demons. Kill him
and you complete the game.

Other sections:

D'ARNISE HOLD

Q: What is besieging the hold?
A: Yuan-ti and Trolls. There are a few Umber Hulks too.

Q: Where's the boss of the Trolls?
A: On the second floor you find a secret door leading to a spiral
staircase. Go down here. There are some enemies then you reach a bunch
of trolls including their boss.

WINDSPEAR HILLS

Q: Where's Fikraag gone?
A: He is in fact the main man behind a big plot. He's the bad guy here.

Q: What do I do?
A: Go down the dungeon in the NE, it's very hard but ultimately very
rewarding. Look down for full information, I can't cover it all here.

UMAR HILLS

Q: Who do I help?
A: Minister Lloyd - assure him it's not Madaulf but in fact go to the
Temple Ruins, complete that then tell him you have and you get credit
for it.

Q: Where's Valygar?
A: Whatever your purpose with him, he's in a cabin in the NW, guarded by
a few rangers.

TEMPLE RUINS

Q: That werewolf - what do I do with her?
A: Let her help you, she is handy against the Shade Lord.

Q: How do I stop those Shadows at the entrance?
A: Activate the stained glass window. Then they all die.

Q: There's that Indy-style letters puzzle, what's the name?
A: "Amunator".

FORESTS OF TETHIR

Q: What's there to do here?
A: A few quests, nothing major. Be sure to pick up the Mana bow +4 -
it's in the cave in the E of the area.

TRADEMEET

Q: What do the Dao Genies want?
A: In the Druid Grove area there is a cottage containing three
Rakshasas, get the leader's head and give it to them.

Q: Who do I help?
A: No real difference - if you're skint help one of the families,
otherwise aid the High Merchant.

DRUID GROVE

Q: Where in the name of hades is the Grove?
A: In the NW. It's a bit hard to find.

Q: Where do I find other distractions?
A: The Troll Cave/Ogre Tower provide magic items and monsters to bash.

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WALKTHROUGH
-----------------------------------------------------------------------

In this main walkthrough there are countless spoilers, so beware!

A few points about this walkthrough: First, that I often use a map
reference - to discover a reference place your cursor over the spot you
want to find the reference of and press X (you can configure this in the
BGConfig); second, it is assumed you are playing on Core Rules
difficulty setting; lastly, each section is split into the Walkthrough,
the things you MUST do, and the optional quests, which I recommend doing
as they get you extra experience and treasure.

All NPCs get a score in stars. This goes as follows:

* - Awful, don't go near with a sharp stick.
** - Bad, avoid unless you have a very good reason.
*** - Quite good, OK but think hard before including them.
**** - Very good, excellent at what they do and worthwhile having.
***** - Exceptional, don't hesitate to use them!

SHOPS
Most shops are mentioned below. I will list all unusual items they sell,
but there are three lists here: Mundane, Standard Magical and Potions,
which are considerably more common - I'll simply state that "this shop
uses the Mundane items list" or whatever. Note these lists assume an
"average" reputation and charisma 18.

MUNDANE ITEMS LIST:

Battleaxe - 7 gp
5 Throwing Axes - 7 gp
Club - 1 gp
Flail - 21 gp
Mace - 11 gp
Morning Star - 14 gp
Dagger - 2 gp
10 Throwing Daggers - 14 gp
10 Darts - 1 gp
Halberd - 14 gp
Warhammer - 2 gp
Sling - 1 gp
Spear - 1 gp
Quarterstaff - 1 gp
Bastard Sword - 35 gp
Longsword - 21 gp
Short Sword - 14 gp
Scimitar - 77 gp
Katana - 700 gp
Wakizashi - 70 gp*
Ninja-to - 16 gp*
Two-handed Sword - 70 gp
Heavy Crossbow - 70 gp
Light Crossbow - 49 gp
Shortbow - 42 gp
Longbow - 105 gp
Composite Longbow - 140 gp
40 Arrows/Bolts/Bullets - 1 gp
Chainmail - 105 gp
Splint Mail - 112 gp
Leather Armour - 7 gp
Studded Leather Armour - 28 gp
Plate Mail - 840 gp
Full Plate Mail - 8400 gp
Small Shield - 4 gp
Medium Shield - 9 gp
Buckler - 1 gp
Helmet - 7 gp

* Not all shops stocking this list have these swords available.

STANDARD MAGICAL LIST:

Battleaxe +1 - 2100 gp
Flail +1 - 2800 gp
Mace +1 - 2100 gp
Dagger +1 - 420 gp
20 Darts +1 - 224 gp
Warhammer +1 - 2100 gp
Spear +1 - 1400 gp
Longsword +1 - 1750 gp
Short Sword +1 - 1120 gp
Scimitar +1 - 1400 gp
Katana +1 - 1400 gp
Two-handed Sword +1 - 1260 gp
Heavy Crossbow +1 - 4200 gp
Light Crossbow +1 - 3500 gp
Longbow +1 - 2240 gp
Composite Longbow +1 - 3500 gp
Shortbow +1 - 490 gp
40 Arrows/Bolts +1 - 280 gp
40 Bullets +1 - 448 gp
40 Arrows/Bolts +2 - 560 gp
40 Bullets +2 - 840 gp
Splint Mail +1 - 2800 gp
Plate Mail +1 - 7000 gp
Large Shield +1 - 2800 gp
Small Shield +1 - 1400 gp
Medium Shield +1 - 2100 gp
Protection Scrolls - 1050 gp
Protection from Petrification - 840 gp
Protection from Magic - 2800 gp
Level 1 Scrolls - 140 gp
Level 2 Scrolls - 280 gp
Level 3 Scrolls - 420 gp
Level 4 Scrolls - 700 gp
Level 5 Scrolls - 1400 gp
Level 6 Scrolls - 2800 gp

NOTE: Some scroll costs can vary.

POTIONS LIST:

Potion of Healing - 105 gp
Potion of Extra Healing - 630 gp
Antidote - 140 gp
Elixir of Health - 350 gp
Oil of Speed - 700 gp
Potion of Invisibility - 350 gp
Potion of Fire Resistance - 560 gp
Potion of Cold Resistance - 350 gp
Potion of Heroism - 1120 gp
Potion of Strength - 490 gp
Potion of Frost Giant Strength - 1050 gp
Potion of Agility - 420 gp
Potion of Firebreath - 350 gp
Potion of Insulation - 238 gp
Potion of Master Thievery - 560 gp
Potion of Perception - 490 gp
Potion of Regeneration - 700 gp
Potion of Freedom - 350 gp
Potion of Insight - 393 gp
Potion of Genius - 393 gp
Potion of Mind Focusing - 655 gp

TEMPLE STANDARD SERVICES:

Cast

Cure Light Wounds - 50 gp
Dispel Magic - 200 gp
Remove Curse - 300 gp
Cure Serious Wounds - 150 gp
Slow Poison - 150 gp
Raise Dead - 800 gp
Cure Critical Wounds - 200 gp
Heal - 750 gp
Resurrection - 1200 gp
Greater Restoration - 750 gp

Donations

REPUTATION INCREASE BY DONATION TABLE

Cost to add +1 to Reputation      Current Reputation

         1500                             1
         1200                             2
         1000                             3
         1000                             4
         500                              5
         400                              6
         200                              7
         300                              8
         400                              9
         500                              10
         700                              11
         900                              12
         1200                             13
         1500                             14
         2000                             15
         2500                             16
         5000                             17
          -                               18+

Scrolls and Potions

A few items from the lists above plus the following scrolls:

Neutralise Poison - 624 gp
Raise Dead - 4585 gp
Restoration - 982 gp

Identification

Any item for 100 gp.

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1.a. Irenicus' Dungeon Level 1 (AR 0602)
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PLOT POINT:

Having fled Baldur's Gate due to your lineage, you were captured, and
now awake trapped in the dungeon of the evil mage Irenicus, undergoing
torture or "experiments". As the Shadow Thieves break in, you take
advantage of the confusion to attempt to escape.


Monsters: Goblins, lesser clay golems, mephits (lightning, ice, steam,
smoke, mineral, dust, fire, air), duergars, 1 cambion, 1 ogre mage, 1
otyugh.

Treasures: Long sword +1, Bastard sword +1, Helmet of infravision,
Bracers of defence AC 8, Amulet of Metaspell Influence, Helm of
Balduran, Quaterstaff +1, Mail of the Dead +2, Sword of Chaos +2, Dagger
+1.

NPCs: Imoen, Jaheira, Minsc.

Imoen       9  18  16  17  11  16   Human  Mage/Thief  Neutral Good

    Imoen is your foster sister, also an oprphan brought up by Gorion,
    and the same age as you. After travelling with you she too has
    been captured by Irenicus.

    Found: Appears at very beginning.

    Score: ***
           Good mage, OK thief, but poor at fighting - seeing as you
           lose her soon on in the game her score doesn't matter too
           much - use Jan instead.

    NOTE: Imoen's Belt, which cannot be removed, prevents her from
          dying and protects her from the effects of most spells, so
          she can survive the dungeon for the sake of the plot.

Jaheira     15  17  17  10  14  15   Half-elf  Fighter/Druid  Neutral

    Jaheira was a friend of Gorion, and her and her husband Khalid
    agreed to protect you after he died. However, they too have been
    captured and while Jaheira is found in a locked cell, Khalid is
    nowhere to be seen. They were both members of the Harpers, that
    semi-secret force of good to which Elminster belongs.

    Found: In a locked cage in the room you start. The key is in the
           room with the weapons on the table.

    Score: ***
           Good stats, but in the long run a fighter/druid is of
           little use, as they have limited access to equipment and
           cast less well than clerics.

Minsc      18/98 16  16  8  6   9    Human     Ranger    Chaotic Good

    Minsc was the guardian of the witch Dynaheir, who, after picking
    up a nasty head wound, has been going increasingly more insane, to
    the point where he has befriended a miniature giant space hamster
    (he claims) called Boo. He thinks Boo is a source of wisdom who
    gives him advice. Nevertheless he is unfailingly loyal.

    Found: In a cage near Jaheira. Simply keep talking to him to set
           him free.

    Score: ****
           Very good physical stats and a excellent fighter, the only
           reason he gets four stars is his terrible mental stats, but
           these are unimportant to his class - Minsc is one of the
           best warriors in the game.


After the opening cut-scenes, Imoen will come up to you and free you. Be
nice to her and she'll join your party.

GETTING EQUIPMENT:

Head to the north-west room as she advises. Equip yourself with weapons
and armour and take the key. If you open the locked/trapped picture at
(x 3120 y 2690) you get:

    Dagger +1
    3 Potions of Healing
    (Golden Pantaloons, if you imported with them from BG1)

There is a smoke mephit along the corridor past the door the golem is
guarding.

    NOTE: To kill the jailkeep golem, buff up a priest and get him to
    cast Spiritual Hammer. If the priest kills the golem it is worth
    5000 xps.

FREEING MINSC AND JAHEIRA:

To free Jaheira (x 3898 y 2675), a half-elf fighter/druid, talk to her
using dialogue options 4 then 2, then with the key from the equipment
room you can open the door and she'll join (3000 xps).

To free Minsc (x 4025 y 2758), a mad human ranger and his pet hamster
Boo, simply talk to him, saying whatever you like. Eventually he'll
break free of his cage. Now be nice to him and he'll join your party
(3000 xps).

THE LIGHTNING MEPHIT MACHINE:

Now carry along the W passage into a room with a large blue machine in
the middle. Every time the machine throws out a bolt of lightning, it
creates a lightning mephit. To turn the machine off "use" the control
panel on the wall (x 2864 y 3086) twice (2000 xps).

    NOTE: Lots of "use" items require two clicks - one to identify
    what it does and the second to actually use it.

AATAQH'S RIDDLE:

Now carry on into a room filled with crystals. Talk to Aataqh and answer
his riddle. If you say you'd press the button, he'll summon an Ogre
Mage. Answer you'd not press the button and he'll summon a group of
panicked gibberlings. He'll come back to talk to you afterwards and give
you the clue to talk to Rielev.

The pools around the edge provide interesting reading but nothing more.

There are some goblins through both exits but the N one is locked so use
the W one. To kill goblins get rid of the archers first, they're the
only half-dangerous ones.

SEWAGE GOLEM ACTIVATION:

Head W still. Enter the room with the sewage golem at the junction past
the goblins. Talk to it, if you pretend to be it's master, it'll tell
you to find the activation stone which Rielev has. Search the room for
goodies, inc:

    Long sword +1
    Spells (Flame Arrow, Dispel Magic)
    3 Potions of Extra Healing
    1 Healing Potion
    Some mundane items (5 arrows, 2 scimitars, warhammer, spear, medium
shield)

In the panelled corridors, enter the first room on the right, and talk
to Rielev. Agree to release him (4000 xps) for some energy cells which
you CAN use on the bodies in the room W of the sewage golem for some
weird dialogue. At least be sure to search that room thoroughly. There
is:

    Quaterstaff +1
    1 gp
    Some mundane items (5 arrows, 6 bullets, short bow)

And in Rielev's room:

    Activation Stone
    2 Potions of Healing
    Mundane items (Sling, 8 bullets, halberd, warhammer)

Get the activation stone from Rielev's table and give it to the sewage
golem (3000 xps). Follow it and enter one of the doors it opens. The
otyugh in the central room can only be harmed with magic. The various
boxes (one of them is trapped) contain:

    Helm of Infravision
    Spells (Clairvoyance, Vocalise)
    7 Potions of Healing
    1 Oil of Speed
    Mundane items (10 bolts, splint mail, light crossbow)

And the otyugh itself has the wand of frost key.

THE MASTER'S AND MISTRESS'S ROOMS:

Now head up the passage to the master's room, complete with lots of
traps. Search it, get the Air Elemental Statue. There is also:

    Amulet of Metaspell Influence
    Helm of Balduran
    Wand of lightning key

Go South-east, past the dryads, down to the Mistress's room. In here are
even more traps plus:

    Portal Key
    Spell (Dire Charm)
    Wand of key

    NOTE: The Portal Key cannot be removed from an inventory, so
    make sure Imoen takes it, or one party member will be stuck with
    it permanently. Imoen doesn't have it again in Spellhold.

When you go back you may encounter the two lesser clay golems that were
standing inert back in the panelled corridors. They can only be harmed
by melee weapons.

Now you have the portal go back through the master's room into the
portal room, search it for:

    Spells (Fireball, Armour)
    20 bullets

Now simply "use" the portal to be teleported to the next level of the
dungeon.

OPTIONAL QUESTS >>>

LIBRARY AND GUARDROOM:

The room beyond the pannelled coridors and the one beyond that. In the
library is a band of goblins and a lone mephit. Deal with them and loot
the room for:

    Spells (Larloch's Minor Drain, Know Alignment)
    5 Potions of Healing
    1 Potion of Extra Healing
    1 Oil of Speed
    Agni Mani Necklace
    LOTS of books!

The linking corridor is guarded by a fire mephit. In the guardroom can
be found Illyich and his group of duergars (evil underground dwarfs).
They have crossbows and one of them is a mage. Casting Fireball and
Summon Insects is a brilliant way of killing half of them and stopping
the mage casting. Illyich himself has the Mail of the Dead +2 and the
acorns for the Dryads's quest. The ordinary duergars have basic
equipment and gold and the mage has just gold. Loot the various tables,
chests and barrels for:

    Spell (Grease)
    2 Potions of Healing
    4 Potions of Extra Healing
    Lots of mundane equipment

THE CAMBION:

Carry on down the trapped corridor past the guardroom to arrive in a
room with a bizarre machine and a force field-protected cambion. To
disable the force field use the whirring machine twice. The cambion has
a Bastard Sword +1 and some gold.

THE ELEMENTAL PLAIN OF AIR (AR 0601):

In between these two quests there is a door. This can only be opened
with the air elemental statue from the master's room. Inside are lots of
mephits.

The first branch of this wooden structure leads to a mephit-guarded
Summon Air Elemental scroll. If you carry on the main route, then at x
310 y 558 you will find a genie flask. Use it to summon a djinni. He
tells you that if you retrieve his true flask and hence his freedom, he
will give you a weapon belonging to you that he possesses.

The true flask is held by the dryads in the forested area between the
two bedrooms. Ask for it and they'll give it you. Return it to the
djinni for 15000 xps and the Sword of Chaos +2, Sarevok's sword.

THE DRAYDS AND THE ACORNS PART ONE:

When you first encounter the dryads mentioned above they give you a
quest to find some acorns held by the duergar Illyich and take them to
the Fairy Queen in the Windspear Hills so they can be freed.

If you agree, then fetch the acorns from Illyich (the only way is to
kill him and his friends, see above) and show the dryads you have them
for 9500 xps.

The second part of this quest is found in the Windspear Hills section.

-----------------------------------------------------------------------
1.b. Irenicus' Dungeon Level 2 (AR 0603)
-----------------------------------------------------------------------

PLOT POINT:

Continuing your attempt to escape from the nightmare dungeon of
Irenicus, you are assisted by a mysterious rogue by the name of
Yoshimo...


Monsters: Mephit portals, mephits (magma, ice, radiant, smoke and dust),
goblins, duergars, 1 doppelganger, 1 vampire.

Treasure: Girdle of Bluntness, Ring of Protection +1.

NPCs: Yoshimo.

Yoshimo         17  18  16  13  10  14   Human  Bounty Hunter  Neutral

    Yoshimo is a mysterious bounty hunter claiming to be from distant
    Kara-Tur. He also says he is a thief of high repute, though you
    have never heard of him. Whether you trust him or not is another
    matter.

    Found: Appears at beginning of second level.

    Score: *****
           A superb thief, easily the best and also a competent
           fighter when needed, there is really no problem with
           Yoshimo. He even gets five stars despite the fact he
           betrays you - this guy is something special!

    NOTE: Comes with a Katana +1 that only he can use.


As you arrive on this side of the portal Yoshimo will appear with more
explanations, and he can join your party (let him unless you are a
thief). Search a crate beside the portal for a Hold Person scroll.

THE MEPHIT PORTALS:

In the next room are four mephit portals through which mephits (radiant,
smoke, ice and magma). To stop the mephits pouring through kill the
portals (5000 xps each). The actual summoned mephits are worth no xps.

When they are dead, search the room, you can find a lot:

    Wand of Summoning, Fire and Cloudkill keys
    2 Potions of Extra Healing
    5 gp
    CURSED Scroll of Weakness
    3 Bolts +1
    Iol Gem
    Sunstone Gem
    Skydrop Gem
    Silver Necklace
    Gold Ring
    Mundane items (5 arrows, bastard sword)

Also, on the torture rack at x 1399 y 2420 is Khalid's body, the dead
husband of Jaheira - if she is with you this will cause a lengthy piece
of dialogue to occur, where she mourns for Khalid's death and gets very
upset indeed.

Take the second of the two doors in the North-east corner of the room,
carry along the corridor which is filled with goblins and mephits. On
the bridge there is a deadly steam trap hal way across.

THE WAND ROOM:

To exit the level directly take the first passage on the right and
you'll never encounter any danger bar the two duergars who are easily
despatched with ranged weapons.

If, however, you wish to do the quests down the other end, to get past
the wands (arranged in this order: Missiles; frost; fireball; summoning;
lightning; cloudkill), "use" the pedestals down the left hand side while
you have the various wand keys. If you failed to collect a key along the
way you can simply walk down the left keeping off the mosaics and still
avoid the wand blasts.

Every time you disable a wand you are given that wand, unidentified,
with one charge left each.

At the far end of the room is an unlocked, untrapped statue with a Ring
of Protection +1 in it.

THE SHADOW THIEVES:

If you ignore the upper wand room and exit straight away (you must leave
this way regardless), go along the first corridor on the right. In the
very first room you reach a Shadow Thief with mage abilities and two
bow-armed thieves will appear and, regardless of what you say, attack
you. Kill them by taking out the mage first and other thieves second.

Now simply keep following this unguarded passage to reach the exit.

OPTIONAL QUESTS >>>

THE VAMPIRE AND THE SHADOW THIEVES:

The room on the left contains a vampire which flees and leaves you to
fight two Shadow Thieves. Nothing special about this, it's just a matter
of a few extra xps.

THE UPPER GUARDROOM:

In the North-east of the wand room there are two corridors. The second
one leads through a goblin-guarded forge to a guardroom containing four
duergars, one of whom is a mage. Once you have despatched them (nice and
easy), loot the room:

    Girdle of Bluntness
    100 gp
    3 Potions of Healing
    Charm Person scroll
    Mundane items (Splint mail, chainmail, 40 arrows, mace)

FRENNEDAN THE DOPPELGANGER:

The first corridor leads into a room with a division. On the other side
of the division is Frennedan who asks to be rescued, first as an old man
and if you refuse as a little boy. To state the obvious he is a
doppelganger - attack him and the divide door opens and he attacks in
his true shape.

Loot the room:

    Spells (Blur, Blindness, Color Spray, Knock, Invisibility)
    106 gp
    6 Bullets +1
    4 Arrows +1
    4 Bolts +1
    2 Potions of Extra Healing
    4 Elixirs of Health
    1 Potion of Firebreath
    Protection from Electricity Scroll
    CURSED Scroll of Foolishness
    1 Oil of Speed

If you agree to help him he'll follow you for a short while prior to
assuming his natural shape and attacking you.

THE ESCAPED CLONE:

Back in the mephit portal room, the first of the two doors leads to a
scuffle between an escaped clone (x 311 y 2228) of the mistress
(Ellesime, as you will discover much later) and a Shadow Thief. The
victor (basically the clone) will attack you. The clone casts Mirror
Image, Minor Spell Turning and, given half a chance, Monster Summoning
II, and is worth 1250 xps upon its death.

Search the room afterwards for:

    Wand of Missiles key
    Fireball Scroll
    1 gp
    Pearl Necklace
    7 arrows

-----------------------------------------------------------------------
1.c. Waukeen's Promenade (AR 0700)
-----------------------------------------------------------------------

PLOT POINT:

Having miraculously escaped the dungeon if Jon Irenicus you reach the
outside world where you emerge in the city of Athkatla, City of the
Coin. However, though this should be welcome news, it is tainted with
grief - Imoen has been taken by the Cowled Wizards along with Irenicus -
and for now, there is nothing you can do to find her.

Monsters: Illusionary Werewolves, Shadows.

Treasures: Girdle of Piercing, Ring of Human Influence, War Hammer +1,
CURSED Sword of Berserking +3, Cloak of Non-detection.

NPCs: Aerie.

Aerie           10  17  9  16  16  14    Elf  Mage/Cleric  Lawful Good

    Aerie was a member of the winged elves, the Avariel, before being
    captured as a circus showpiece. In her cage her wings wilted and
    now she has lost the gift of flight. Her saviour was a gnome by
    the name of Quayle who took her on as a daughter - and now she is
    healthy enough to leave her new home.

    Found: Circus tent. She is the ogre that will transform into Aerie
           if given the Ogre Sword held by the "peasent" beasts.

    Score: ***
           A perfectly good spellcaster but possibly the most fragile
           NPC in the game - when I used her she died pretty much
           every fifth encounter. Not terrible, but I recommend
           avoiding her.


WALKTHROUGH:

There is nothing compulsory to be done in Waukeen's Promenade, except
leave for the Slums.

OPTIONAL QUESTS>>>

THE CIRCUS TENT:

The major quest here is the circus tent. Talk to the guard outside and
say you'll try to end the evil inside, he'll let you in. Inside, answer
the genie on the bridge's riddle with dialogue option 3 (19500 xps).
Enter the tent. If you want to leyt Aerie join, you need to agree to
help her and get the Ogre's Sword off the "peasents" which transform
when you attack them, and give it to her. If you refuse her she'll
attack you. Freeing her gets you 18500 xps.

Enter the door guarded by the pleasure slave. Inside, kill all the
monsters and enter the door at the top of the staircase (the genie will
reappear and give some information). Search first the vases for some
scrolls.

Inside this circular room, Kalah will try to kill you, but first he
tries to kill Quayle while some monsters attack you. Use party members
to disrupt Kalah's spellcasting, and deal with the monsters. KEEP QUAYLE
ALIVE. Kill Kalah (2000 xps). He carries

    Ring of Human Influence
    Girdle of Piercing

Everything will be back to normal, and Aerie will stay with the group if
you want. Take Kalah's treasure and leave. Outside, talk to the guard
again for reputation +1.

THE ADVENTURER'S MART:

In the Adventurer's Mart is a huge selection of magical goods, to
satisfy any adventurer. You should definitely visit here to buy and sell
for some better magical equipment.

This is the complete Adventurer's Mart item sale list, excluding the
standard Mundane Item list (see above), Standard Magical list (also
above) and Potions list (yet again, above):

Flail +2 - 4200 gp
Halberd +2 - 4900 gp
Warhammer +2, +1 electric damage - 6300 gp
Warhammer +2 - 4200 gp
Sling +2 - 1050 gp
Spear +2 - 2100 gp
Quaterstaff +2 - 3500 gp
Staff Mace - 2100 gp
Staff of Rynn +4 - 18900 gp
Short Sword +2 - 5600 gp
Heavy Crossbow of Searing +1 - 9800 gp
Heavy Crossbow +2 - 6300 gp
Giant Hair Crossbow +3 - 12600 gp
Shortbow +2 - 3080 gp
Longbow +2 - 2800 gp
Strong Arm +2 - 7700 gp
Chainmail +2 - 7000 gp
Leather Armour +2 - 4900 gp
Studded Leather Armour +2 - 6300 gp
Karajah's Leather - 7700 gp
Armour of Deep Night - 14000 gp
Aeger's Hide +3 - 12600 gp
Medium Shield +2 - 3500 gp
Fortress Shield +3 - 12600 gp
Reflection Shield +1 - 3500 gp
Ring of Protection +1 - 2100 gp
Ring of Energy - 1680 gp
Bracers of Defence AC 3 - 9100 gp
Bracers of Defence AC 7 - 3500 gp
Amulet of Protection +1 - 4200 gp
Rod of Resurrection - 11200 gp
Gem Bag - 280 gp
Ring of Air Control - 4200 gp
Sword of Flame +1 - 6650 gp
Ring of Animal Friendship - 490 gp
Bracers of Defence AC 4 - 7000 gp
Girdle of Hill Giant Strength - 14000 gp
Knave's Robe - 840 gp

Ribald himself has a Ring of Regeneration that you can pickpocket off of
him, but as he casts True Sight instantly if you cast Invisibility type
spells or hide in the shadows, you really need the Cloak of Non-
detection, see below.

Also in the Adventurer's Mart you can purchase wizarding goods from Lady
Yuth, who stocks scrolls from the Standard Magical list.

PARTY IN THE DEN OF SEVEN VALES:

The Den of Seven Vales is a reasonable inn staffed by a bossy barmaid
and an inept singer, the entrance is in the North-east on the tiers at
(x 3320 y 430).

On the top floor of the Den of Seven Vales, there is a group of
adventurers. Be nasty to them and they'll attack you. A tough battle,
but ultimately rewarding. Search the bodies and chests for some of the
magic items from BG1. The party consists of three tough fighters and a
mage with a familiar.

    Cloak of Non-detection
    War Hammer +1
    CURSED Sword of Berserking +3

VICONIA SPOTTED:

Near the NW entrance is a man in blue by the fountain. If he sees
Viconia, he will yell out that she is a Drow and all the citizens of the
Promenade will be your enemies - not the best way to get along. Either
use another exit or make Viconia invisible/blind him.

A SHRINE OF ILMATER:

There is a shrine in the North-east corner at (x 3236 y 723) to the
Crying God, a good deity. Here you can make use of all the usual
priestly services. There are also two beggar children here who beg money
off you.

GALOOMP THE "BOOKKEEPER":

Also on the tiers is Galoomp (x 3333 y 296) who stocks a huge variety of
lower level mage spell scrolls and protection scrolls.

MIRA THE STALLKEEP:

Just North of the Circus Tent at (x 3448 y 1324) you can buy the whole
mundane list, and a couple of the standard magical and potions, lists.
She is also a mine of information about the local area.

-----------------------------------------------------------------------
2.a. The Slums (AR 0400)
-----------------------------------------------------------------------

Having gained your first contact with the bustling Amnian underworld,
you must now raise the money to pay your "friend" to get you to both
Imoen and Irenicus.

Monsters: Hobgoblins (Archers, Warriors, Shaman, Captain, Elites),
Mustard and ochre jellies, 1 otyugh, Myconids, 1 Myconid king, Kobolds
(Commandos, Shaman, Captain), Carrion Crawlers, Yuan-ti, Slaver Guards,
Trolls.

Treasure: Shaman's Staff, Gloves of Pickpocketing, Tuigan Short Bow +1,
Studded Leather Armour +2, Bastard Sword +1, +3 vs. Shapeshifters,
Lilracor +3.

NPCs: Nalia, Korgan, Anomen.

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

    Nalia is a good hearted daughter of a rich family that often
    ventures from her castle home to give aid to the poor and the
    homeless, a course her family would disapprove of - but now she is
    seeking a band of fighters to help clear her home of the evil that
    has invaded it.

    Found: Copper Coronet

    Score: ***
           While she has some good stats, she is a terrible thief and
           hasn't got great mental ability, as well as being dualled
           to the effects that she has limited access to decent gear,
           and is bad at using it.

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

    A bloodthirsty axe-wielding dwarf that regularly drinks himself
    halfway to death, Korgan is currently seeking to find a group of
    adventurers who will help him retrieve a tome from an ancient
    crypt.

    Found: Copper Coronet

    Score: ****
           Has very good physical stats, and makes a very solid
           fighter but has such terrible mental abilities that, like
           Minsc, he can't be given full marks. In an evil party, he
           is a must have.

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

    A proud and judgemental follower of Helm, Anomen has devoted his
    recent life to gaining a place in the hallowed ranks of the Order
    Of The Radiant Heart. He still seeks to quest in order to earn his
    place.

    Found: Copper Coronet

    Score: ****
           Makes a reasonable fighter and has cleric spells so he gets
           four stars for being really a jack of all trades, master of
           none. If you have one last slot for party members then he
           makes a good choice.


WALKTHROUGH:

On your way you may get ambushed by Suna Seni, Eldarin and some slavers.
Kill 'em. Suna Seni carries:

    Arbane's Sword +2
    Short Sword +1

And there is plenty of gold and scrolls on the other bodies.

Gaelan Bayle will appear and will offer to get the organisation he knows
to help you find Imoen and Irenicus for 20000 gp - steep. You can give
him a real grilling for plenty of hints and clues as to what is
going on.

You can buy a selection of items from the lists in addition to the
Glasses of Identification and a few other interesting items from a
Shadow Thief fence upstairs in Gaelan's house. There are also three
trapped containers (two with difficult locks on them) containing a wide
variety of gems you can sell to the fence.

When you go outside you'll his nephew Brus waiting for you, he'll point
you towards your stronghold quest for later, so listen to what he tells
you.

OPTIONAL QUESTS >>>

Copper Coronet (AR 0406)

PIT FIGHTING:

Talk to Amalas and he'll challenge you to a fight in the pit. Defeat him
(9500 xps and 1800 xps), it's a fairly easy fight. You can also talk to
Surly and bet 10 gp on a dog fight. You get 20 back if you win. Woohoo...

THE WINDSPEAR HILLS QUESTS PART 1:

Talk to Lord Jierdan. He'll ask for help on the Windspear Hills, agree
and you'll be able to do some hugely difficult and rewarding
dungeoneering in the Windspear Hills, but beware - the quests are
seriously difficult. The second part is in the Windspear Hills section.

THE BACK ROOMS:

Talk to Garrol, and he'll refer you to Lehtinan, ask about
'entertainment' and 'other entertainment' and he'll let you through the
locked door at the top of the stairs.

Search the rooms for mostly minor treasures and the

    Gloves of Pickpocketing (x 747 y 614)

These corridors lead to further quests...

THE LILARCOR:

Head South-east and on and enter the second secret door, then go through
the door here. You're in some sewers. Kill the Hobgoblins, then head in
to a circular room South-west, kill all the jellies and search the grate
in the middle of the room for a hand (x 516 y 959) (you take 10 damage
doing this so don't make a badly wounded NPC do it).

The hand is one of four keys to a sword. To get this quest, head
onwards, South-west and on, over the TRAPPED bridge, then North-east,
into a room with four pipes. A voice will talk to you, and then you
should look at the four clues (the voice is found at x 2815 y 1755).

Quallo, as the voice mentioned, is found South-west of here (beware a
very nasty cloudkill trap). Talk and he'll tell you about all the keys.

The hand is the first, place it in the third pipe. Second is a Ring,
carried by two skeletons just beyond the hobgoblins (x 1938 y 854),
place it in the first pipe.  Thirdly, kill Quallo's Carrion Crawler (x
2320 y 2712) and take its blood, this is the third key, place in the
second pipe. Lastly, is the Shaman's Staff, carried by a Kobold Shaman
East of the bridge (x 2329 y 1334), place this in the fourth pipe. The
sword is the talking

    Lilarcor +3

handy but sometimes annoying. You also get 18000 xps per head for
completing this quest.

HENDAK AND THE GLADIATOR SLAVES:

In the Copper Coronet back rooms, you can go right through to the back
where a man called Hendak (x 2693 y 514), who is a slave forced to take
part in gladiatorial combat, begs you to free him and the other
gladiators. Before you talk to him however, you must fight off some
guard members, which proves nice and easy.

Head South then East (going through some pits which hold a winter wolf)
to find the beastmaster and his animals (x 3562 y 2009), which are
various big cats, bears, gibberlings and even a minotaur - kill them all
and grab the key (the beastmaster also carries the Tuigan Short Bow +1).

Give the key to Hendak and wade your way through the Copper Coronet
guards (7500 xps), who will assault you from all directions. If you're
present when Hendak kills Lehtinan (just keep up with him), you get
48750 xps and a request to infiltrate the slaver stockade to the East of
the Copper Coronet (Lehtinan carries many gems and spells).

Note that once Lehtinan is dead, you can get all the usual services
cheaper plus some interesting magic items from Bernard, the fat guy
hanging around the bar. He stocks the Mundane list and much from the
Standard Magical list, as well as a couple from Potions, plus:

Mauler's Arm +2 - 2025 gp
The Sleeper +2 - 2025 gp
Sling of Seeking +2 - 1350 gp
Light Crossbow of Speed - 4500 gp
Blade of Roses - 5950 gp
Battleaxe +3, Stonefire - 3585 gp
Azuredge - 2625 gp
Sword of Flame +1 - 3562 gp

In the Slaver Stockade, there are LOTS of enemies, and lots of traps,
and lots of minor treasures throughout, so ensure you always have trap
finding on.

Go through, killing as you go, following the obvious path which doesn't
branch. When you reach the two rooms on either side of the passage
containing children that have been kidnapped for slaves, unlock the
doors for 2500 xps each. Go onwards, kill the Slaver Captain and his
lackeys and take the key. Now enter the next room, kill the two trolls
and free the girl (3500 xps). If you pay her 100 gps, you get reputation
+1.

Now tell Hendak about your clearing of the stockade for reputation +1,
quest xps, 3900 gps and the

    Bastard sword +1, +3 vs. Shapeshifters.

Non Copper Coronet

HAREISHAN THE VAMPIRE:

Near the gate Hareishan the vampire attacks a couple of Shadow Thieves.
If you are ready to take her on and intend to the follow the game's good
path, then kill her, but if the answer to either question is no then
it's best to ignore her.

COHRVALE AND BREGG:

Two rather stupid bandits called Cohrvale and Bregg, found just to the
East of the Copper Coronet main entrance (x 3009 y 2206), will threaten
you - if you threaten back they'll attack, it's an easy fight. They
carry some gold and mundane equipment.

SHADOW THIEF FENCE:

At x 3494 y 1984 there is a Shadow Thief fence selling off stolen items
from the Mundane and Standard Magical lists, plus a few very cheap +2
items.

GAELAN BAYLE AGAIN:

You can revisit Gaelan's house whenever you wish, it's marked on the map
(x 3141 y 1170), but when you get Brus' message from somewhere in
Athkatla to return to Gaelan, if you intend to follow the "good" path
through the game then turn up and he'll offer to help you find Imoen for
15000 gp.

TEMPLE OF ILMATER:

On the Copper Coronet roof is a larger Ilmater temple, that have got all
the usual services. Just outside the steps leading to the temple is a
band of surprisingly tough thugs that try to kill you, but it's not a
hard fight.

THE PLANAR SPHERE:

The Planar Sphere, found in the top left of the map, is such a large
section that it is described individually below, with its very own
section.

-----------------------------------------------------------------------
2.b. City Gate
-----------------------------------------------------------------------

Athkatla may be massive, but there's only one exit to the outside world,
where you can also rest at the Crooked Crane, a renowned tavern for
gossip.

Monsters: 1 Lich.

Treasure: Daystar, Rod of Terror, Ring of Invisibility, Wand of Fire,
Wand of Cloudkill, Wand of Lightning.

NPCs: none.


A very small area, the only interesting area is the Crooked Crane
tavern. However, at the start you'll witness ANOTHER vampire vs. Shadow
Thieves battle. Then talk to Flydian and readily accept his quest (10000
gps will get you nearly there).

In the Crane, everybody is talking about Aulava and Tiiro. You can talk
to them upstairs, if you so desire.

I don't recommend trying this now, but later, enter the secret door in
the tavern. It leads to a tomb guarded by a VERY powerful Lich.

The tomb is empty, but the chest behind is not:

                   Daystar
                   Rod of Terror
                   Ring of Invisibility
                   Wand of Fire
                   Wand of Cloudkill
                   Wand of Lightning

-------------------------------------------------------------
2.c. The Docks (AR 0300)
-------------------------------------------------------------

Another place where you might find employment and contacts, the Docks is
the route in and out of Athkatla for smugglers and travellers.

Monsters: Mephits (Magma, Fire, Ice), Stone Golems, Vampires, Thugs,
Muggers, Pirates.

Treasure: Helmet of Charm Protection, Staff spear +2, Spear +1, Bracers
of defence AC 6 (x2), Bracer of defence AC 7, Quaterstaff +2, Short
sword +2, Katana +1, Two-handed sword +1, Cloak of protection +1, Ring
of Wizardry, Boots of Stealth, Shadow Armour.

NPCs: Edwin.

Edwin            10  10  16  18  10  10    Human  Conjurer  Lawful Evil

    Edwin Odesserion was first met by you back in Nashkel, where he
    sought the death of Minsc's charge Dynaheir. Now he has moved on,
    it is rumoured that he has taken up a position of responsibility
    somewhere among the Shadow Thieves.

    Found: Mae'Var's Guildhouse

    Score: *****
           With maximum intelligence he is by far the best caster in
           the game, he is also no weakling (for a mage) and can
           stand firm in a fight, plus he gets tons of spells. Want a
           wizard? Edwin is the ONLY choice.


WALKTHROUGH

There is nothing compulsory to do in the Docks section.

OPTIONAL QUESTS >>>

RENAL BLOODSCALP AND THE SHADOW THIEVES (**Thief Stronghold**)

If you have Yoshimo with you, he'll tell you that you need to see Renal
Bloodscalp, a high-ranking member of the Shadow Thieves for a quest.

Inside, go forward then up and follow round. If you accept Renal's offer
to spy on Mae'Var, it leads not only to a rewarding quest but also to
the thief stronghold - the ownership of Mae'Var's guildhouse. Leave and
go to the guildhouse (it's marke on your map). Inside, show Gorch the
documents Renal gave to you, then go through and down the steps.

Mae'Var will now give you a series of tasks. The first is to recover an
amulet or statuette from one of the more important temples. See the
Temple section for details of how to get the object you require.

Having got the amulet or statuette, give it to Mae'Var (29500 xps),
he'll tell you to visit his assistant, Edwin, who will give you further
challenges.

Speak to Edwin (he's on the top floor of the guildhouse) and he'll give
you a hard errand, to dispose of a prying Cowled Wizard called Reyic
Gethras. Accept it if you desire, and search the chests and rooms for
treasures, including a:

    Spear +1

On your way downstairs, in the room filled with doors, you can pick the
locks on all thre doors for increasing rewards of gold, and the last few
are trapped, but hold very great rewards indeed.

Go to Rayic's house (again, this is marked on the map - it is wedged
between the Harper Hold and the Shadow Thief main guildhouse) and enter.
Kill the mephits, then SAVE - it gets TOUGH. Upstairs are two stone
golems. Kill them, then go upstairs and kill Rayic. Search his body. The
best way to kill Rayic is to send an invisible character upstairs so he
casts his spells, then wait a while for the durations to finish, then go
and kill him.

Tell Edwin you killed the wizard, he'll give you another task: collect
some documents from Marcus in the Sea's Bounty Tavern.

If you don't have Jaheira, enter and agree to buy the documents off of
Marcus for 200 gold. Give them to Edwin (10000 xps). Go to Mae'Var,
he'll ask you to kill Embarl and bring his dagger as proof of his death.
Go to Embarl in the Tavern again and either kill him or let him go but
make sure you get the dagger one way or another. Bring back the dagger
to Mae'Var (28750 xps).

Go to Edwin again, and he knows the truth about why you're in the guild,
agree to help him for the key to Mae'Var's personal chest - you can also
let Edwin join your party at this point if you want to. Enter Mae'Var's
chamber and open the locked chest. Take the letter you find inside to
Renal (48250 xps). He'll tell you to kill Mae'Var and the rest of the
guild.

Everyone in his guild will know about your attempt, so wade in and kill
everybody - a lot of thieves appear but they're not overly hard so they
just get in the way more than anyuthing else. With Mae'Var dead (search
his body for the Shadow Armour), head back to Renal for your reward:
some quest xps and 10500 gps.

When the Renal/Mae'Var quest is resolved, Renal gives you control over
his old guild. Enter the guildhouse and talk to the two men in the room
where the steps to the basement are.

They will tell you about all your rogues, what they do, and give you the
option of altering how they work, making things risky or less risky for
them.

There are also some events that occur.
EVENT 1: Ama, Shadowmistress of the East, requires you to make a
rendezvous and assassination at Waukeen's Promenade. Go there at dark
and Ama will spring a trap of half a dozen muggers, herself and the
bloke you thought you would assassinate. Kill them all, there are some
minor treasures on the bodies.

EVENT 2: One of the young thieves under Kretor is skimming off the top,
reducing returns. To deal with this, cut all their wages. In five days
time the matter will be resolved.

The boy who can otherwise be found in the Government District seeking
someone to help with some difficulties in the Umar Hills will appear
after this in your guild.

The amount Joster, Renal's quarter-master, demands, changes. It goes:
500, 500, 1000, 1000, 350.

THE PIRATES IN THE SEA'S BOUNTY:

Back in the Sea's Bounty Tavern, there is a secret door. Inside is a
bunch of pirates, who provide a fairly simple fight, search the water
after killing them for cash.

THE HARPER'S PIN QUESTS:

If you have the body of Renfeld (you'll get this if you try to travel to
the De'Arnise Hold), deliver it to the estate in the SW. Give it to
Rylock outside for 14550 xps and 125 gps.

As you leave, another old "friend", Xzar, will come up to you on the
steps leading up to the Northern half of the docks and give you a quest
to find yet another old aquaintance, Montaron, who he says is being held
prisoner by the Harpers.

Go back to Rylock and ask to enter. He'll make you perform a service
first. Do this by going to Prebek's house and killing everyone inside
(loot for treasure), though it is quite clear that Rylock wasn't quite
telling you the truth about Prebek.

Report back to Rylock (14500 xps), he'll let you enter. Inside, search
the rooms especially the end room for an amulet. You also get a

    Helm of Charm Protection

Put this amulet on your best thief and send him upstairs. Doing this
will stop the spectral harpers attacking, as they recognise the amulet
that marks all the harpers there. Search, but head into the first door
on the left you see. Enter the cage and take the bird.

Deliver this to Xzar, who thinks it is Montaron, and polymorphs it: it
is Lucette who kills Xzar (some xps), and briefly chats. Loot his corpse
for a Staff-spear +2 (a good weapon for a mage).

ANOTHER VAMPIRE KILLING:

Near the first exit, a bloke will come up to you then get attacked by
vampires. You can flee or fight as you wish, but three vampires is a
tough prospect at this stage in the game.

CROMWELL THE DWARF:

The Dwarf Cromwell will forge items out of component parts and monster
hides. Each work will lose you one day of possible adventuring and costs
you 5000 gps. His forge is marked clearly on the map.

He makes:
  Red Dragon Scales - Red Dragon Scale
  Ankheg Hide - Ankheg Plate Mail
  Shadow Dragon Scales - Shadow Dragon Leather
  3 parts of the Equalizer - Long Sword: Equalizer
  2 parts of the Wave - Halberd +4: Wave
  2 parts of the Gesen - Gesen Short Bow
  4 parts of the Crom Faeyr - Crom Faeyr

BARON PLOYER'S REVENGE:

In the Sea's Bounty Tavern is a guy called Baron Ployer who was a slaver
that Jaheira ruined. He gets a mage to put a curse on Jaheira before
running away. Don't undertake other quests prior to solving this one as
Jaheira gets a statistics penalty and if you aren't fast, she dies.

First, go to the Government District. Enter the Council of Six building
and when you leave, a mage called Terrence will be waiting, who offers
the services of the mages Baron Ployer is using for a price. Pay 1000
gps and his gang won't attack you with Ployer, otherwise you'll have to
face them, turning an easy fight into moderately difficult one.

Now go to the Derelict House in the Slums (marked on map), in the North-
east corner. Inside, threaten to kill Ployer if he doesn't help you. If
you paid the mercenary wizards off they won't turn up, otherwise they
will. He'll either give you Jaheira's hair (21250 xps) and Jaheira will
kill him (21250 xps again), or you can get it off of his body, but
either way just rest a full day in the Copper Coronet and she'll revive
from the effects of the curse.

THE MAD CLERIC OF CYRIC:

Just outside the Shadow Thief guildhouse a mad priest of Cyric tries to
convert you. You can either say you already worship him and he'll go
away or get an easy 750 xps and a bit of cash by killing him.

-------------------------------------------------------------
2.d. Temple
-------------------------------------------------------------

In a place like Athkatla, it's unsurprising that people will turn to the
Gods in everyday life. Here you will find the honest priests of major
gods, as well as those who have little skill but ply their trade simply
for dishonest coin.

Monsters: Rakshasa, Kobolds, Kobold Commandos, Kobold Captain, Kobold
Shamen, Kobold Witch Doctor, Sea troll, Gibberlings, Mutated
gibberlings, Mephits (Ice, Dust, Magma, Fire, Lightning), goblins,
Salamanders, Ice salamanders, Ghasts, Zombies, Mummies, Gauth,
Ettercaps, Sword Spiders, Vampiric Mists, Shadows, 1 Nishruu, Ogre
Berserkers, 1 Glabrezu.

Treasure: Hallowed Redeemer (Keldon), Firecam Full-plate armour
(Keldon), Cloak of the Sewers, Rod of Resurrection, Necklace of Form
Stability, Harp of Discord, Entropy (Haer'Dalis), Chaos (Haer'Dalis),
Full plate +1, Wyvern's Tail +2, Hangard's Axe +2, Pride of the Legion
+2, Large Shield +2, Helm of Glory, Mace +1: Ardulia's Fall, Dragon's
Bane +3, +6 vs Dragons, Amulet of Magic Resistance 5%, War Hammer +2, +1
electric damage, Saving Grace +3, Skin of the Ghoul, Celestial Fury +3,
Adventurer's Robe, Plate Mail +1, Mace +2, Large Shield +2, Battle Axe
+2, Helmet of Defence, Helm of Charm Protection, Two Handed Sword +2,
Full Plate +1, Short Sword +2, Leather Armour +3, Asp's Nest, Sling +2,
Spear +3, Morning Star +2.

NPCs: Keldon Firecam, Haer'Dalis.

KELDON (human; male; lawful good; inquisitor; str.17 dex.9 con.17 int.12
wis.16 cha.18)

HAER'DALIS (tiefling; male; chaotic neutral; blade; str.17 dex.17 con.9
int.15 wis.13 cha.16)


You will be waylaid by Orogs on the way - a tough fight. Here, a man
will ramble on about the "Unseen Eye" cult. After his sermon, a priest
of Helm will escort you to his temple. Here, talk to both High Watcher
Oisig and Telwyn for quests (do them after finishing with the Shadow
Thieves). The Unseeing Eye Cult is found in the tunnels off the NW of
the map. Go down the sidepath and wade through until you reach the Gas
Chamber.

When you reach the centre the door shuts and fills the room with deadly
gas. Turn the wheel to stop the gas, then defend yourself against
Vampiric Mists.

Ask Gaal to let you join the Cult, but tell him you'd rather keep your
eyes. Accept his quest. Go back to the main tunnel then down to the
door. Beware traps - in the room is Sassar who has seen the evil in the
Unseeing Eye Beholder. Accept. Note that for the Kangaxx quest, the
sarcophagus is of the Shade Lich!

Carry on down, beware further traps. In the next area, go forward then
right. Here are some Yuan-ti. Go up to the building via the trapped
stairs and answer the questions: Life; Time; The Current One (42250
xps).

Across the bridge is a tough fight, but afterwards search the nook for
the brilliant Warhammer +2, +1 electrical (this was my close combat
weapon of choice, after Drizzt's scimitars, in the original game).

In the next room ignore the people, then enter the Temple. In here is
the Emphatic Manifestation. The only way to kill it is with Cure Light
Wounds, oddly enough. You get 25,750 xps for finding the Avatar (it
appears now). Accept its quest.

Return to Sassar with the Avatar's rod half. Talk to Tad in the cult
(not Gaal!!!). The password is "The Eye is Blind". Keep going down the
pit (lots of undead).

Search for the

                   Ghoul's Skin
                   Gauntlets of Dexterity

Wade through to the Lair.

In each eye shoot of the lair, a Gauth guards treasure. Search all for

                   Cash
                   Spells
                   Dragon's Bane +3, +6 vs. Dragons
                   Other rod part

Fix the two rod parts together and put it as a quick item for 26,250
xps.

Then use the rod to disable the Unseeing Eye's protections and kill him,
he carries the

                   Amulet of 5% magic resistance.

Go left, give the Avatar the rod on the way, then enter the temple and
convince everyone that if they believe in their god, he will appear. He
won't, they'll vanish. Get your reward: 47,250 xps.

                   Saving Grace +3

Go back to the cult, Gaal's blokes will attack you. Kill them (search
for treasures). Now return to the Temple you got the quest from for
45,750 xps/head, Mace +1: Ardulia's Fall, 7000 gold and reputation +1.

***CLERIC STRONGHOLD QUEST***

Once you have completed the Unseeing Eye Quest, you are made an acolyte
of your Temple. There is another acolyte who will tell you what to do.

There are a few visitors, you must advise them as an acolyte of your
church. You will be graded by the other acolyte a day after each visitor
arrives. Note you can be chucked out if you act against your church's
wishes. Simply said, if you're Lathander take the good option, Helm the
neutral, Talos the evil.

VISITOR 1: Glinden's wife is unfaithful and wants advice.
  Lathander - Tell him to forgive her (20000 xps).
  Helm - Tell him to remand her vows (20000 xps).
  Talos - Tell him to murder her and her lover, then turn him in when
the guard arrives (200 gps and 20000 xps).

VISITOR 2: Ti'Vael has killed a man.
  Lathander - Tell him to pay restitution to the man's family (20000
xps).
  Helm - Tell him to give himself up (20000 xps).
  Talos - Tell him to kill all witnesses, then kill him. Take his head
to the inspector in the Council of Six (500 gps, 20000 xps).

VISITOR 3: Rania has lost her faith.
  Lathander - Give her time to think (20000 xps).
  Helm - Stress the importance of duty (20000 xps).
  Talos - Kill her and keep her head.

VISITOR 4: Cortirso got put down when you got promoted, he wants a duel.
  Lathander - Refuse the duel (20000 xps).
  Helm - Accept and win (20000 xps).
  Talos - Take Rania's head to the Inspector and frame Cortirso for the
murder (30000 xps).

You are now either given the task of killing the chief of the opposing
church (do so for 35000 xps and 1000/2000 gps), or for Helm supporters,
stop the Talosian attack, then talk Lara out of a vengeance attack (same
reward).

For thieves: Go now to the Talos temple. There are three rooms here with
some handy minor treasures to loot. The amulet you were sent for is in
the W room, collect it and leave (20000 xps). Head now back to the
docks. If you were to find the statuette, go to the Lathander temple and
in the E you will find a priest. Wait for a bit and he'll leave, you can
now loot for the statue and cash.

Once finished with all that, enter the sewers at the entrance by the
Prophet. Inside, head straight on to a fight with Kobolds and a deadly
Rakshasa (which carries the Cloak of the Sewers).

Continue on to a fight with a sea troll (remember to use fire or acid on
it when it drops!). At the last junction, head N, kill the gibberlings
and continue. Let Keldon join - he's very good with cool magical items.
Head NE, and kill the goblins. Here there is a secret door, go through,
right and up.

In this room (from BG1's Durlag's tower), kill the mephits then go
south. Go round and enter Mekrath's room, threaten him and kill him
(warning: hard wizard!). Search the room for

                   Cloudkill Wand
                   Rod of Resurrection.

Upon leaving you will be approached by Haer'Dalis, who can join. He'll
ask you to get a gem and return it to its owner at the Five Flagons.
This gem is a Portal Gem on this level (trapped shrine).

Head NE from the secret door to a fight with six tough opponents. Try it
- it's hard but rewarding.

Talk to Roger the Fence south of the central area. If you're persuasive
he'll give you 250 gps. You can buy/sell too.

Outside Valen will tell you you are being spied upon and you should meet
with her mistress in the graveyard. Directly after, Brus tells you to
visit Gaelan Bayle again - they seemed to be linked...

There is an exit NW of where you got Keldon to the sewers beneath the
Bridge, but I'd leave this for later, as it's not at all easy.

Telwyn in the Helm Temple wants you to get the services of Sir Sales. To
do so, first go to Sales in the Jystevv Estate (Government District),
then to the Ore Merchant at Waukeen's Promenade. Ask for real stuff, for
1000 gps she'll tell you to look for Unger in the Copper Coronet. He'll
tell you Neb (yes, THE Neb, the evil child murderer who lets you out of
prison in BG1) stole his ilithium and he is in the Bridge area.

Go to the derelict house here, attack Neb. He'll go invisible and cower
in a corner while four Child Spirits attack you. Now kill him with magic
(this is one sick man). Take the ilithium and give it to Sales (21750
xps) and tell Telwyn (1000 gps, 20000 xps and Helm of Glory).

He now gives you a second task. Go to Dawnbringer Sain inside the
Lathander Temple and accept his task. Go to the N Slums exit by night
and use some spell (Dispel Illusion, Detect Invisibility, Invisibility
Purge, True Sight etc.) to reveal Travin.

Pay him 400 gps for information. Enter Borinall's locked house, and
either (if you are very evil or a priest of Talos) recite the vow OR (if
you're anything else) refuse and kill him and his muggers. Take the Dawn
Ring and also search for a Warhammer +1 and gold.

Take the Dawn Ring to Sain and he'll give you 16250 xps and 1000 gps.

At some point after chapter 5 a Githyanki will appear and demand the
silver blade of you. Fight or give as you desire.

***PALADIN STRONGHOLD QUEST***

When you've been given a recommendation by Garren Windspear (see
Windspear Hills), you can enter the High Hall of the Radiant Heart.

Inside, tell Squire Cathras you want to visit the Prelate. Accept his
offer, then talk to Sir William Reirrac. Accept his first task, head
over to the Umar Hills directly.

Here, a knight of the Most Noble Order of the Radiant Heart takes you to
the fight: two ettins, two ogre magi, four orcs and a spotted lion. Kill
them all, keep the knights all alive.

After the fight, a Squire will congratulate you. Head back to the High
Hall and accept your next task, taking you to the Umar Hills again
(10000 xps).

Talk to the Baron in the Inn, then go outside and talk to Brunson, he'll
leave.

Go back to the Order HQ and you get another quest (1000 xps). Go to the
appointed building at the docks. Talk, don't let her out. Fight the
assassins upstairs and down. When her guardian arrives, let him take
her.

Return to the Order. You're given a final task and your reward (magical
armour and 10000 xps). This task is to kill the Red Dragon under the
Windspear Hills, this is Fikraag. He is exactly where you last left him.
This time though, kill him. He carries the

                   Holy Avenger: Carsomyr +5
                   Cloak of the Shield
                   Red Dragon Scales.

Return to the Order for 35000 xps. You've completed your stronghold
quest.

In the Guarded Compound, go in slowly then kill the summoned monsters.
Search the downstairs area for

                   Morning Star +2
                   Minor Treasures

Upstairs is a much harder fight. I suggest going downstairs so you only
get one or two at a time. When successful, search around. The guards and
the search will get you:

                   Celestial Fury +3
                   Adventurer's Robe
                   Plate Mail +1
                   Mace +2
                   Large Shield +2
                   Battle Axe +2
                   Helm of Defence
                   Helm of Charm Protection
                   Two Handed Sword +2
                   Full Plate +1
                   Short Sword +2
                   Leather Armour +3
                   2x Spear +3
                   Asp's Nest
                   Sling +2
                   Many minor treasures and several wands

Nice selection, eh?

-------------------------------------------------------------
2.e. Government District
-------------------------------------------------------------

Athkatla often seems highly disorganised, but the truth is that there
are groups of either dishonest ne'er-do-wells or greedy governors. This
is a place where corruption is rife in Athkatla.

Monsters: none so far.

Treasure: Techno-Gloves (Jan), Spectroscopes (Jan), Flasher Bruiser Mate
(Jan), Metal Repelling Adventure Wear (Jan), Ring of the Ram.

NPCs: Viconia deVir, Jan Jansen.

VICONIA (elf; female; neutral evil; cleric; str.10 dex.19 con.8 int.16
wis.18 cha.14; upon joining party loses reputation 2)

JAN (gnome; male; thief/illusionist; str.9 dex.17 con.15 int.16 wis.14
cha.10)


If Keldon is with you, he'll ask to visit his family.

Just outside the prison Viconia is about to be burnt at the stake. Untie
her and you'll have to fight three fanatics, then she can join.

Visit Keldon's estate and his wife will admit to seeing another man. Go
to the Mithrest Inn at the Promenade. Talk to Sir William and suggest a
peaceful return to Keldon's home. Here, talk to his wife, and say Keldon
must stay with you, at least for now (15500 xps).

Head through the park and talk to Delon, accept. Carry on to the Council
of Six building. Agree to Madeen and Tolgerias.

Anomen will eventually demand he visit his father when he finds out his
sister is dead. Take him to his home. In the dialogue, convince him to
take the path of the magistrate (10500 xps), he'll be exiled from his
family.

Talk to the magistrate in the Council of Six building for 7500 xps, just
convince Anomen to let things be.

Jan is here and tries to sell you his inventions. Trax will come and try
to arrest him. Tell Trax you were just discussing the weather for 8500
xps and the chance to let Jan join up (11500 xps).

If you have Valygar's body, go to Tolgerias, threaten him for a promise
of death or give it to him for 11250 xps, 500 gps, -1 reputation and the

                   Ring of the Ram

Talk to Corneil after doing this and for 5000 gps he'll let you cast
spells in Athkatla legally - very useful, and worth every penny.

-------------------------------------------------------------
2.f. The Bridge District
-------------------------------------------------------------

Connecting the two sides of Athkatla is a gigantic bridge, where you can
drown your sorrows in salty taverns, but as of late a shadows has been
hanging over the area - the shadow of gruesome murder.

Monsters: 1 Shadow Fiend, 1 Fire Elemental, 1 Ice Salamander, Githyanki,
Umber Hulks, 1 Wyvern, 1 Elemental Lich, Muggers, Ghasts, Rune
Assassins.

Treasures: Kundane +2: Sword of Quickness, Staff of Air +2, Melodic
Chain +3, Cloak of the Shield, Bracers of Defence AC6, Horn of Valhalla,
Boomerang Dagger +2, Neb's Nasty Cutter, Boots of Avoidance.

NPCs: none.


If Haer'Dalis is with you, go to the playhouse beneath the Five Flagons.
Here he will give Raelis Shai her portal gem and she will open a portal
and let stuff through, kill them.

When they go through, follow. In here, basically go right round killing
everything (avoid the disgusting bulbous things, they are portals into a
room of spell-casting and invisible Githyanki).

When you get the Orb of Mastery off of the Demon, use it on the brazier
near the beginning to destroy it. This makes the fight against the
warden much easier.

Now when you fight the warden, it doesn't have its thralls to help it.
Kill the Hulks and it (10000 xps for the warden).

W of here is a jail, it contains Haer'Dalis and the other bards, beware,
there is a Flesh to Stone trap! When you get through, Haer'Dalis can
rejoin. Everyone now leaves.

In a house S of Delosar's Inn, there is a basement containing an
Elemental Lich.

In Delosar's Inn itself there is a group of tough mercenaries, kill them
for good experience, cash and a magical item.

In a house in the NW there are several traps, minor treasures and the

                   Horn of Valhalla

a handy item in a tight combat.

In the E by the docks there is a house containing four people who fight
you and a bunch of brigands.

Lieutenant Aegsfield in the N tells you about some recent murders you
can investigate. Go to the Merchant Square, buy Rampah's hide and get
Rose's information on berries.

Now talk to Bel, he'll give you samples of things that small like guril
berries and identify Rampah's hide. Rose will tell you that it was the
tannin she smelt.

Go to the tanner and attack him, he'll admit to the crime and flee
(23250 xps).

On the second floor down, there are several traps as well as damning
evidence (be sure to get the letter) and minor treasures.

One more floor down and you're attacked by two ghasts and rune
assassins. Kill them and search for the Gesen Shaft.

By the edge on the far W you find Am-Si, Tirdir's kidnapper. Talk to
him, tell him you know and follow him into the house. He'll be killed.
Now pursue the two others outside and kill them. One carries the

                   Boots of Avoidance

Back inside on the top floor, either free Lady Elgea (16750 xps) or get
cash by arranging to meet for the ransom outside the Copper Coronet.

-------------------------------------------------------------
2.g. Graveyard District
-------------------------------------------------------------

Once a peaceful resting place for the dead, and on the surface still the
same, underneath this is a hive for kidnappers and other illicit
workers. And in the darkest crypts, can be found the vampire-run guild
than opposes the Shadow Thieves...

Monsters: Mummies, Skeleton Warriors, 1 Crypt King.

Treasure: Two-handed sword +1, Nether Scroll, Namarra +2.

NPCs: none.


The main purpose of this area is as a staging ground for Chapter 3.

There is a tomb to the E of the main entrance to the Lower Crypts
containing a dangerous Crypt King who attacks. Kill him and search the
tomb.

There are several other tombs exactly like this, with a few undead
monsters and various treasures.

There are two quests: Firstly, you will see two gnomes mourning at
Wellyn's grave. Eventually Wellyn appears as a spirit and asks for his
teddy, explaining a man in the Copper Coronet's back rooms stole it.

Also, again E of the entrance to lower crypts, Tirdir has been buried
alive (you must "use" the grave). He'll give you a piece of red fabric
that points to his kidnapper. He is found in the Bridge District
(above), as told by Sethle to the E.

Both Edwin and Korgan want texts found in the Southern Dungeons of the
Lower Crypts, found S of the big spider nest thing. For more information
on the lower crypts, look in section 3.a.

When you reach the branch in the southern dungeons, head E first. Here,
if you have Edwin, you will meet Neveziah, a not especially powerful
lich. Talk twice, BE NICE. On the second time, Edwin will initiate a
combat. Just keep at him to disrupt spellcasting for an easy win.

If you win you get the Nether Scroll. Let Edwin keep it as his own if
you want to progress further with the spell (11750 xps).

Korgan finds the tomb he intended to rob already looted (11250 xps) and
begs you to give chase by going to Pimlico's house - you'll find it
empty (8750 xps) except for dead.

Go now to the Copper Coronet's roof. Kill Shagbag and his party, and you
can recover the Book of Kaza (purely for gold - 5000 xps).

Edwin's Nether Scroll - after a few days he translates a bit, and a day
later, regardless of warning, he casts a transformation spell intended
to turn him into a kind of living lich, but fails and turns into a
touchy woman (hilarious JJ).

-------------------------------------------------------------
2.h. The Planar Sphere
-------------------------------------------------------------

A recent arrival in Athkatla, and guided by the dreaded Lavok, the only
key to the Sphere is the body of Valygar Corthala, and nobody knows what
horrors will be uncovered inside...

Monsters: Sahaugin, Mephits, Halfling Warriors, Ettercaps, Sword
Spiders, 1 Clay Golem, Stone Golems, Fire Elementals, 1 Elder Orb
Beholder, Lizardmen, Myconids, Salamanders, Imps, Quasits, Demons, Ice
Salamanders, 1 Snow Troll, 1 Efreeti.

Treasures: Gauntlets of Ogre Power, Ripper +2, Stiletto of Damarche +2,
Battle Axe +2, Ninja-to +1, Leather Armour +2, Sling +2, Ring of the
Ram, Helmet of Defense, Large Shield +1, +4 vs Missiles, Staff of Fire
+2, Ring of Acuity, Golden Girdle.

NPCs: None.


The only way to enter the Planar Sphere is with Valygar, or his body.
Inside, go through the W door, kill the Golem, and get everything. Use
the piece of the Control Panel to fix it so you can go through the N
door.

Through here are some Knights of Solamnia. Don't kill them - if you
want, they offer advice. The N door leads to a group of Sahaugin, with
the

                  Cloak of Protection +1
                  Minor treasures

To the W are Feral Halflings. There are three group of Halflings. The
first, as you enter their village, is easy. The second is tougher, but
the rewards are greater:

                  Gauntlets of Ogre Power
                  Ripper +2

And the third guards the furnace room, and have

                  Stiletto of Damarche +2

In the Golem room, add the arm to the machine and search. When you have
three coals, use one on each furnace to activate them. When activated,
they create a Fire Elemental to kill you.

The Golem's head is found in the clockwork room (guarded by Stone
Golems) E of the furnace room, there's a nook by the big spindle.

Add the Head and the Golem gets up (23500 xps) and declares he must kill
the intruder - a Beholder. Follow through here and into the Navigator's
Room.

In here, use Breach to pull down Lavok's combat protections and he'll
eventually repent, apologising for his wrongs. He asks you to take him
back to the Prime Material Plane (ie yours), accept for 28750 xps.

The two doors lead to lightly guarded area with medium treasures
including most the +1 and +2 items listed above. Search the Navigator's
Room for minor treasures in a locked capsule.

Leave the Planar Sphere. From where you are, you enter the Abyss. You
need a Demon's heart so you can power the Sphere to travel again. The
best way is to kill the Demon Tanar'ri, who is Northwest of the Sphere,
just beware his guardians getting in your way.

With the heart, go to the room with four runes on the floor. Activate
them in this order:

                  1

             4         3

                  2

And then go down the stairs.

In the next room, you must fight Tolgerias and one of his lackeys. Use
one Breach for each of them or you have no chance against their barrage
of spells.

The two doors lead to Trapped and guarded rooms with nice treasures in -
I recommend sweeping both. The Ice Room contains:

                  Helmet of Defense
                  Spell
                  Minor treasures

The Fire room contains:

                  Staff of Fire +2
                  Large Shield +1, 4 vs Missiles
                  Spells
                  Minor treasures

Onwards one, you'll find a room where you can get some treasures, might
have to fight some Golems, and will have to place the heart in the
machine (45500 xps).

Now return to Lavok, and take him outside, where he'll die (????? xps).
He carries the

                  Ring of Acuity

and if you're a Mage, gives you the Planar Sphere as a stronghold.

***MAGE STRONGHOLD QUEST***

There are several things to do in this Stronghold.

At first, the Knights of Solamnia will ask you to help them home.
Directly afterwards, a Cowled Wizard called Teos will force you to join
with his group. If you ask him to help you free the Knights, he'll refer
you to Ribald in the Adventurer's Mart.

Ribald, for a small fee, will organise you a mage. In one day exactly, a
mage will teleport in and free the Knights. You'll be given 45000 xps
and the Golden Girdle (CHEAT: If you're really quick, you can talk to
her multiple times and get the reward multiple times)

The less useful alternative is to talk to Wessellan in the Radiant Heart
HQ, and he'll fix up accommodation for them. Tell them this for 45000
xps (Note that for the Girdle, you can pickpocket the leader of the
Knights).

-------------------------------------------------------------
3.a. The aid of the Shadow Thieves
-------------------------------------------------------------

Having discovered how to find Imoen, you must attain the help of the
Shadow Thieves. However, to get their help, they will require yours.

Monsters: Vampires, Phase spiders, Sword spiders, Spiders, Giant
spiders, Fledgling Vampires, Greater ghouls, Grimwarders, Grimwarder
archers, Ettercaps, 1 clay golem, Shadows, 1 Shadow fiend, Wights,
Wraiths, Ghasts, Mummies, Skeleton warriors.

Treasures: Amulet of power, Ring of protection +2, Mace of Disruption
+1, Spear +1, Halcyon, Black spider figurine, Ashen Scales +2, Katana
+2.

NPCs: none.


Go to Gaelan Bayle and accept his offer of 15000 gps (???? xps). Go to
the Shadow Thieves' and head E then down the passage. Carry on, head NE
from this room.

Accept Aran Linvail's first quest. Head down to the shipyard docks. Talk
to Mook. Lassal will appear and kill Mook, fight him, he'll eventually
run away.

Head back to Aran and accept again. Go to the Bridge and enter the five
flagons. Upstairs, enter the far NE room of the four, kill the traitors.
Then the contact will appear, his name is Gracen. Kill him (1400 xps).

Again accept Aran's quest. Head to the graveyard district, enter the
tomb S of where you meet Uncle Lester and his relative.

Inside, follow on, beware of traps. Head N through the spiders' lair,
then meet Haz and his golem. Kill the warders then purge the inner
sanctum through the blue doors.
In the NW door, kill and search the blood pool. Head S, kill the clay
golem and stake the vampires in their coffins (9000 xps each).

Head SE. Kill Tanova - don't enter the next room.

Along the spider area, enter the "cocoon" thing over the "drawbridge".
Kill those inside.

Enter the Southern Dungeons. Kill all the monsters, beware the painting
on the floor - it's trapped.

Head S, killing as you go. At the junction, go E. Open the sarcophagus,
kill the skeleton warrior and take his magical weapon:

                   Spear, Halcyon +1

Further on is a small room with treasures.

On the S branch, beware traps and enter room for more minor treasures.

Head back to the Inner Sanctum. Go down the NE stairs. Go along, enter
and fight the vampires and grimwarders.  Search the NW and NE rooms for
treasure. Lassal will appear and tell you to meet him upstairs.

Head to the room full of spikes, blood and very deadly traps. Lassal is
on the far E side. Kill him.

Now head back to the room where you staked the vampires in their
coffins. Stake the last one and Bodhi will appear, talk a bit, then
attack you - you can't kill her, she'll run when wounded sufficiently
(18750 xps).

Now go back to Aran and he'll take you to a ship, which will take you
all the way to Spellhold Island (??? xps). He also rewards you:

                   Ring of Protection +2
                   Amulet of Power

-------------------------------------------------------------
4.a. Spellhold Island
-------------------------------------------------------------

The quiet Brynnlaw, is another place with a dark interior - ruled by
tyrannical pirates, the residents are mostly enslaved. It is also home
to Spellhold, the dark and forbidding asylum of the Cowled Wizards.

Monsters: Pirates.

Treasures: Quaterstaff +2, Flail +2, Leather Armour +3, Longbow +2,
Light Crossbow +1.

NPCs: none.


Leave the ship, you'll be attacked by Del, Parisa and Valen, vampires.
Kill them.

Head to the tavern (The Vulgar Monkey), and talk to Sanik. He'll get
assassinated (kill the assassin) before he can help you at all. Great.

Now talk to the innkeeper who'll tell you to find Claire. To do this, go
to Lady Galvena's Festhall and talk to the appropriate courtesan
outside. For 100 gps you'll be taken to an inner room. Inside, tell her
you'll leave then give her 100 gps to shut up about it.

Outside, head NW, kill the guards. Enter the room guarded by the first
guard and take the skeleton key.

Head through the far NW door to the prison. Enter the NE door and kill
Vadek and Galvena. Be nice to Claire and she'll take you to see her
captain by the docks (10000 xps).

Take his information (2000 xps).

Go to Ginia, and agree to help her. Go to Chremy and kill him. Now head
to Calahan and agree to pay (2000 xps). Go back and tell Ginia, she'll
be very happy (9000 xps).

Now go to the Pirate Lord's home. Tell the door guard and the lord
himself that Golin sent you. Tell him you need to get into Spellhold and
act mad. If Yoshimo is in your party, this is very easy (36500 xps
each).

Inside, get out and open the locked door S of where you are (talk
several times to the bloke on the left and you get gems every time).

Attack Wanev and Irenicus appears and takes you in. He'll explain
Yoshimo's treachery and you'll be put in the same process Imoen went
through.

In your dream, enter the Library and talk to Imoen. Go back out, head W
and tell Bhaal to "catch you if he can". Run back to Imoen and fight
Bhaal. If you win, you're sent back to Irenicus' lab.

You'll be put in the labyrinth under the asylum.

-------------------------------------------------------------
4.b. Spellhold
-------------------------------------------------------------

Spellhold is an asylum, but there is a way of "testing" the unfortunates
who claim to be sane and safe - they are thrown into one of the world's
most dangerous dungeons where they will die. You're unlucky enough to be
another inevitable victim of this deadly maze.

Monsters: Yuan-ti, Ice salamanders, Salamanders, Gibberlings, Mutated
Gibberlings, Mephits (Ice, Fire, Air, Smoke, Steam), 1 ruhk, Umber
hulks, 1 mist horror, kobolds, kobold commandos, kobold witch doctors,
imps, quasits, shadow fiends, skeleton warriors, trolls, spirit trolls,
minotaurs, shadows, wraiths, 1 mind flayer, murderers, goblin commandos,
1 djinni, clay golems, 1 stone golem, 1 spectral troll, 1 greater
wolfwere.

Treasures: Spear +3, Ring of Regeneration, Ring of Free Action, Malakar
+2, Flame of the North, Cloak of Reflection, Bone Club +2, +3 vs undead.

NPCs: Imoen.


Inside, Bodhi will gloat a bit and give you a "fighting chance". Talk to
Imoen, she can join again (hurrah!). Head through the SW door, fight,
loot the statue will give you a clue to how to leave (this is the exit).
Head through the NW door. In the W door, search, E, fight and search -
easy enough. Go through N door. The N from here leads to a tough fight.
The E door leads to a room full of faces. Activating these faces will
lead you to the Statue of Riddles who will pose a riddle. The answers
(in no order) are: darkness; stars; candle; coffin; fire; ice; shadows;
sponge; breath; fish; a secret; a hole. Answer all the riddles for 5000
xps per head.

Carry on through, fight the yuan-ti, carry on again - beware squashing
mechanism. Enter the room, fight the clay golem and search.

In the next area (use the door from the main square), fight the umber
hulks (v. hard, obviously).

At the end of the corridor, head NE. Keep going until you find a
yellowed book. Keep using it to make these enemies (in order) appear:
Kobold captain, sword spider, umber hulk, mind flayer, beholder). Kill
them all, the re-use the book for

                  2 spells
                  Ring of Free Action

and 8000 xps each. In the secret door, kill all the enemies. In the room
with the kobolds' crystal, kill the "avatars" to get a crystal shard,
which you need.

Back to the end of the corridor. Head SW. Kill the enemies, there is a
lot to search for here and in the library just N of your position.

Go onwards, enter and kill Dace Solan, a very powerful vampire. When he
retreats to his coffin, stake him for the hand you need to escape.

Go back to the statue on the first level, use the hand on it to open the
door (29500 xps per head). Go through.

Down here, enter the W door. Go along a bit. Enter the S secret door,
and turn the wheel to open the N one. Enter and kill the trolls, search.

Head on, and when you've killed all the minotaurs, head NE. Search the
water, then the statues - beware!!!

      W statue: troll painting, disintegrate trap
      N statue: umber hulk painting, cloudkill trap
      E statue: djinni painting, fireball trap

Head right on, you'll soon encounter Bodhi. This bit's fixed. You will
turn into the Slayer, avatar of Bhaal and attack everything, friend or
foe. Bodhi will flee, you're the big danger here.

Note: if you have a romance, you will transform again and kill your
girl/boy.

In this room are four globes. If you stand on the mosaic then activate
them one-by-one, they'll cast spells: slow, heal, haste, lightning bolt.

From this room, head N, wipe this place clean (not easy!!!).

Go back then SW and search. With the two stone horns, use them on the
statue to open the door - but do this later, first, go right back to the
start.

Now go down the E tunnel. Kill the yuan-ti, then enter, one by one, the
doors corresponding to the paintings you should have.

Behind them are: MIND FLAYER: kill the mind flayer (11000 xps). It
carries

                   Malakar +2

TROLL: Kill the Spirit Troll (8000 xps)

DJINNI: kill the djinni (10000 xps)

UMBER HULK: kill the umber hulk (10000 xps). Go on until you reach a
junction. Go SW. Kill the Stone Golem guard, search. Now head SW again.
In here is a machine that gives you magical items for mithril tokens,
which are scattered around. I've found 21 so far. They get you:

      5 tokens: Boots of the North
      10 tokens: Boots of Grounding
      15 tokens: Boots of Speed
      20 tokens: Jester's Chain +4

Head back NE from the first junction. There is a bit of dexterity needed
here. Inside is a chest guarded by three clay golems that attack when
you open the chest.

To do this, send one person in hasted. Unlock the chest then open it and
pause. Take the contents then RUN! Shut the door behind and for some
reason (presumably so it's actually possible to get the loot) the golems
don't come through.

Now leave into a room full of commandos, kill 'em all. Back at the
stairs an apparition appears. Let him test you, it's the way out. For
the first test you have to kill a big mushroom with spell abilities -
not too hard. Now he'll ask a question, the answer is splinter.

Now you go to a dining hall with four apparitions. Search the table for
the

                  Robe of Reflection

then talk to any one and you'll get four questions, the answers are:
nothing, a river, fear, memory. You'll now be taken on to a platform.
The apparition will free you, go down the invisible steps. Through here
your treacherous captain will appear again.

Go upstairs and kill Lonik the Sane. You'll be taken to a room full of
all the captives. Be nice and they'll join you as you attack Irenicus
himself... Beware, they can be a liability, especially Wanev!

Eventually Irenicus will run away and Yoshimo will arrive with a bunch
of murderers and you'll be involved in a HUGE battle.

Complete it (be sure to get the heart off Yoshimo's body) and rest.
You'll have a dream in which you'll be granted the ability to shapeshift
into the Slayer at will.

Go back up, Saemon will appear again and offer you an exit over sea or
through the Underdark. I'll be pursuing the sea route this time round.

Back outside, head W and along, killing all and make your way to the SW
corner where you can finally get to Brynnlaw at last!

Back in the town, go to the Tavern and talk to Saemon. Accept, when it's
night go to Cayia's house. Fight the guards, the horn is on the table.

Take it to Saemon Havarian and you'll board ship. Desharik will appear,
kill his lackeys and you'll leave.

On your way your ship will be attacked by two different parties, and
you're captured by the Sahaugin.

-------------------------------------------------------------
4.c. The Underwater City
-------------------------------------------------------------

The world conceals many secrets, but deep beneath the waves is the city
of the shark-like Sahaugin, brutal but clever. Here you must gain their
trust and aid in re-finding the outside world.

Monsters: Rebels, Sahaugin, 1 Ettin, Sword Spiders, Ettercaps, 1 Bone
golem.

Treasures: Cloak of Mirroring, Cloak of protection +2, Boots of
Etherealness, Rod of Lordly Power, Scimitar +2, Belm.

NPCs: none.



You'll be taken to the underwater city by the sahaugin. You're taken to
an audience with their king, Ixilthetocal.

He'll explain you are to save the city as part of an old prophecy by
their god. To prove your worth, you're put in an arena to kill an Ettin.
When dead, accept all.

Go to their High Priest and she'll change everything - accept all.

Go to the Drow SE section, beware traps. Kill as you go. You will come
to an area where some imps will set you a challenge - accept.

The answer is: Helmet - Piergorian
              Pipe - Elminster
              Scimitar - Drizzt
              Staff - Khelben
              Amulet - Alaustriel

Get the treasures, head N, talk to the Spectator. Kill it (it's a
Beholder, of course it's hard). The chest contains the tooth you need.

Now head to the NE corner, go down the steps and through the door,
fighting as you go onwards. Inside the door, accept an offer of an
audience (if you kept the orb the Priestess gave you).

Accept all his offers and head back to the throne area. Give the false
heart to the King then you're discovered, so kill them all (the rebels
will arrive to help you).

At the end, the Prince of the Rebels will give you all the treasures
including

                   Rod of Lordly Power

and a way down to the Underdark you tried to avoid in the first place
(60500 xps/head).

-------------------------------------------------------------
5.a. The Underdark
-------------------------------------------------------------

The most evil and dangerous place in the entire world, the renowned and
feared Underdark is home to all the most deadly creatures across the
Planes. So few survive, that you feel your death is at hand.

Monsters: Drow, Drow Warriors, Drow Priestesses, Earth Elementals, Air
Elementals, Fire Elementals, Lizard Men, Kuo-toa wizard, monitor,
warrior and leader, Myconids, 1 Balor, Umber Hulks, 1 Greater Elemental
each of Earth, Air and Fire, 1 myconid king, Mind Flayers, Beholders.

Treasures: Jhor the Bleeder +2, CURSED Spear +3 'Backstabber', CURSED
Ring of Folly, Rod of Absorption, Bracers of Defence AC 4, Skullcrusher
+3, Dragon's Breath +4, Necradon's Crossbow +3.

NOTE: Drow equipment is typically better than any magic armour but will
disintegrate above ground. Be certain to keep hold of old armour and
weapons for when you leave. Drow equipment: Full Plate +5, Chainmail +3
(useable by mages!),  Long Sword +3, Light Crossbow +3, Flail +3, Amulet
of Spell Warding. There are others too, but mostly that's what you'll
find.

NPCs: none.


From your starting position after the descent (20000 xps/head), head E.
Talk Duergars, buy a Freedom scroll. Beware the elemental respawn
points, they keep coming every time you kill one.

Head N. Fight Drow. You'll come to a crystal. By using the panels "lost
souls" will come out and attack you (except one, who tells you to visit
his village).

Now cast the Freedom spell. Between the crystal and the duergars a mage
named Vithal appears and gives you a quest - accept.

Head back to the crystal and head along E, killing the bridge guards.

Go back to the crystal now and head W, kill all the myconids, just
further W are three Mind Flayers that come round and attack.

From here, head N to the Dark Gnome village, accept peaceful entry, go
around and talk to their chief, accept. The cave is in the village, a
little E. Use the stone and kill the Balor (VERY, VERY, VERY HARD).

Now return to the king for a

                  Light Gem
                  Skullcrusher +3.

In the next house along, talk to the Innkeeper and buy Vithal's book off
him for 300 gps.

The other Gnome is father of the gnome that you freed from the mage
crystal prison, the one that walked off. Talk to him for 10000 xps and
the

                  Bracers of Defence AC 4.

Now go to the Earth portal and give Vithal his book. He'll summon a
Greater Earth Elemental, kill it (keep Vithal alive!!) and he'll
disappear and return.

You'll repeat this three times, once for each portal. At the end he'll
reward you, press for more ONCE - more than once and he'll attack and
win very easily. Be happy with this good reward.

With the Light Gem go now to the Dark Cave near the entrance to Ust
Natha. Inside, accept the Silver Dragon's quest. As Drow, enter Ust
Natha.

When you are back out again to hunt the illithid, a party of adventurers
try to kill you, it's a tough fight. One of them carries the

                  Dragon's Breath +4

From here, go to the extreme SE, talk and kill those that appear. Head
back to the Drow City at your leisure (20000 xps).

When you've escaped the city, go to the Dragon, talk for your reward:
78500 xps/head and

                  Necradon's Crossbow +3

You'll be taken to a gate, fight the Drow. Go through, fight again.
There are fights in the next room, the next and the next. Eventually,
you'll reach the exit to the Surface!!! At last!!!

-------------------------------------------------------------
5.b. Ust Natha
-------------------------------------------------------------

Safety is not found in a place more than the Drow capital, but still
this is a place of constant danger, death, assassination, political
intrigue, and typical Drow brutality.

Monsters: Drow, Mind Flayers, Mustard Jelly, Gray Ooze, Green Slime,
Ochre Jelly, Beholder.

Treasures: BoneBlade +4, Ring of Spell Turning, Gorgon Plate +4.

NPCs: none.


At the Bazaar, you can buy and sell magical items and mostly scrolls.

Go straight to the Male Fighter's Association. Talk to Solaufein
outside, accept. Go right back to the exit (if asked which way the
"quarry" went in a pre-death chase, it was that woman that legged it
past yelling, respond as you wish).

Now talk to Imrae and accept. You can rest/restock as you wish before.
Refer back to the Underdark section now.

Back in the city, a Duergar will tell you to talk to his master, go up
to the tank, talk to Aboleth and accept.

Qilue's house is guarded by Servants, all with up to level 8 spells -
beware! Kill her, get her brain, take this to Aboleth for your reward,
10000 xps.

Talk to Phaene as agreed. Accept, go to the extreme SE, talk then murder
the Beholder (20000 additional xps).

Go back to the tavern.

You're given another task, this time to kill a patrol of sverfneblin. Go
to the Myconid patch and kill the gnomes. Take the gnomic leader's helm
as proof of your feat.

Give this to Phaere and she'll tell you to meet her again. Go to the
Female Fighter's Association and accept.

There is a Drow Priestess, accept her quest, go to the SE and kill the
lot. There's no xps for completing that though.

Go to Solaufein and kill him. Tell Phaere. If you are male, at this
point, you sleep with her (I don't know what happens if you're female!).

Go to the Temple of Lolth, accept the quest. Go to the Beholder cave in
the Underdark (the southern tunnels on the map), and kill the Beholders,
get the eye from the Elder.

Go back to the temple (22000 xps). Go now to Phaere in her apartments at
the Female Fighters' again. Accept.

Enter the Temple, the treasury is in the NE. I suggest you cast
(Improved) Invisibility first. Replace the Egg in the N bowl-thing, the
golems will attack, shut the door on them. Kill the Egg Guards.

There are now to ways. Hard and Easy:

Hard:
Take the Egg to Phaere (10000 xps). She'll vanish, an Imp will appear
and give you instructions. Go to the Temple. In the ritual room,
interrupt what Phaere is saying, kill the Demon and her (the demon is
VERY HARD). Outside, every Drow in Ust Natha tries to kill you, you're
only chance is to peg it outside the city gates. Note that the Matron
has

                  Gorgon's Plate +4

Easy: Keep the eggs and leave the city. Nearly no xps for that though.

Refer to the above Underdark section again now.

-------------------------------------------------------------
6.a. Exit from the Underdark
-------------------------------------------------------------

As the sunlight gradually re-finds your party, you find a war-torn out
post of the surface elves, as they fight their constant war against the
vicious Drow.

Monsters: none.

Treasures: none.

NPCs: none.


A nice short section. When out of the Underdark, you're taken to an
audience with Elhan, the War Elf leader. NOTE: Before you leave, remove
all Drow equipment, there is a bug in some versions that means the dust
doesn't stop re-spawning!

Agree to everything and be careful to tell the truth. If Viconia is with
you, she'll be put under a geas. He gives you a quest to find an
artefact that allows the Elves entry to Suldanesselar.

This is carried by Bodhi, you can ask for stakes and holy water to sort
her out.

The most interesting bit is that when you leave, Drizzt and his friends
meet you. If you're nice, Drizzt will agree to meet you at Bodhi's guild
and aid you. Of course, you can kill him and his friends, and nick all
their brilliant items, but it's so hard I wouldn't bother. My advice is
perhaps kill Drizzt when he's alone in the Graveyard District...

-------------------------------------------------------------
6.b. Small Teeth Pass and North Woods
-------------------------------------------------------------

The Elven forests of Tethir are full of danger and intrigue, and these
two distinct area will give you the opportunity to discover some evil
secrets.

Monsters: 1 Efreeti, 1 Dao, Wolfweres, Ankhegs, Gnolls (Veterans,
Elites, Slashers, Captains).

Treasures: several +1 items.

NPCs: none.


These two small and boring areas have been put into a single section
because it's pointless making two tiny sections.

Small Teeth Pass is basically a small monster-thump.

North Woods is a bit different, there are two groups, one of various
adventurers, one of an efreeti and a dao. Each holds/guards some minor
treasures.

-------------------------------------------------------------
7.c. Forest of Tethir
-------------------------------------------------------------

Monsters: Mist Horrors, Vampiric Mists, Poison Mists, Crimson Deaths,
Panthers, 1 Greater Wyvern, 1 Baby Wyvern, Kuo-toa, Wolfweres, Wandering
Horrors.

Treasures: Mana Bow +4.

NPCs: none.


The main purpose of this place is as a gateway to Tethir. To navigate
the map you must walk along the main tree-trunk down the centre and get
off it at certain points.

In the NW you find an old companion, Coran, who asks you to help him
rescue Safana. Go to the Wolfwere camp. Here, Safana turns out to be
very nasty indeed and both Safana and Coran will die. Kill the
Wolfweres.

You can search his cabin also. Defeat the nasties inside (Horrors,
Mists, and Deaths) and search the cabin for several minor treasures and
some healing/extra healing potions (very useful, but beware, all three
chests in the N room are trapped with quite hard-to-spot traps.

In the central W you can fight two members of a wyvern-worshipping cult
and their idols, if you so desire. Not much on their bodies, however.

In the E there is a cave (literally a door in the ground, Alice in
Wonderland style). Inside is a pool to search for my favourite bow in
the game, the

                &n