Baldurs Gate 2: Shadows of Amn mod: The Darkest Day 017/03/02
Walkthrough v. 3.0
by Suburban
Jub Collective
Email address: [email protected]
An unofficial
walkthrough for the unofficial add-on
to Baldurs Gate 2: Shadows of Amn:
THE DARKEST DAY
Latest versions available at:
http://www.sorcerers.net/Games/BG2/index.htm
http://www.geocities.com/oriordan3001/walkthrough.html
Preamble:
This walkthrough assumes that you have played and
completed BG2: Shadows of Amn, and are therefore familiar with the plot,
interface and characters. This walkthrough is solely concerned with the new
quests and characters in The Darkest Day, therefore I make no apology for
omitting BG2 specific stuff (if you want to see a really detailed BG2 walkthrough
check out Dan Simpsons' available at GameFaqs). Additionally I make no apology
for including any BG2 spoilers if they are relevant to any quests included in
Darkest Day. (For that matter I make no apology for including any Darkest Day
spoilers since if you are not interested in spoilers what the hell are doing
reading this?) This walkthrough is neither 100% complete nor accurate (yet),
but I have tried to make sure all the information is as accurate as possible. I
am always interested in new tips, ideas, suggestions, corrections and omissions
so feel free to send me an email and if it sounds good I will happily include
it. Lastly I am in no way connected
with anyone who developed this game, particularly teamBG.
Patch Version 1.0.2D Note:
This walkthrough has been rewritten and edited to
take account of the latest full patch (1.0.2D) and thus many of the criticisms
mentioned in earlier versions are no longer relevant. Many prior bug references
have been removed since they now appear to be no longer pertinent. If you are
experiencing bugs that are not mentioned herein it is suggested that you obtain
the latest patch. If you have the latest patch and are still experiencing
problems feel free to email me with the details.
Legal Stuff:
Whilst I don't really give a monkeys how many times
this walkthrough is redistributed, there are certain criteria that that must be
fulfilled first:
1). Email me prior to using any of this stuff
2). You may not reuse this to make money out of it
(if anyone is gonna earn from this it is gonna be me. OK?)
3). This walkthrough may not be reused by any site
owned or run by Gamespot or Gamespy. I don't like them, and I'm not gonna let
them use it. (Sorry but that the way it is)
PATCH NOTE:
The latest complete patch is version 1.0.2D and is
available from the teamBG Darkest Day site:
http://www.teambg.net/tdd
This patch is a composite of all previous fixes and
I can happily report that installing it
appears to have rectified pretty much all of the previous bugs within
the game. As far as I am aware the only outstanding issues are that some of the
new classes still have problems associated with them. It should be noted that
many of the fixes included in the patches may not work retrospectively, and
will require you restarting you game. Additionally 1.0.2D does not yet make the
game compatible with ToB, this will come with version 1.0.3, but you knew this
already. I must also add that bugs listed in this walkthrough are accurate at
time of writing, and may have been fixed by the time this you read this.
Editorial Note:
Contributions MAY be edited to fit the style of this
walkthrough. Additionally any contribution which is found to be inaccurate may
be subjected to editing or deletion.
(Not Very) Frequently Asked Questions:
1). Will you do an item list?
No.
2) Why not?
This is a walkthrough, not an item list and I can’t
be arsed J. Additionally most of the
significant items are already described in situ in this walkthrough.
3). Why don’t you have more information about the NPC’s?
The reason for this is twofold. Firstly people’s
opinions about characters are subjective, therefore all I can reasonably do is
give you the location of the NPC and my brief opinion of them. I suggest that
you take all of the new NPC’s into the party (even if only for a short while)
so you can judge for yourself their relative merits. Secondly I have not listed
their stats because you can find this information either on the teamBG’s
website, or once you have recruited them into your party.
4). Why do you dislike GameFAQ’s?
Many reasons, not least because they persistently
refuse to publish this walkthrough, yet offer no explanation as to why. Hey I’m
a contrary guy, OK?
Freedom’s Reign Minimod:
Deano, one of the guys at teamBG has done a minimod
that is compatible with TDD and is called Freedom’s Reign. This is well worth
downloading as it adds to the gaming experience and is totally bug free.
Essentially this adds new equipment to the BG2 world. Generally this is in the
form of additional loot on some on the harder bad guys (Firkraag, the Guarded
Compound, Unseeing Eye, etc), but there are also some new merchants. Rustin
Battlehammer appears in the Adventure Mart and sells exclusively Mithril
equipment (+3 weapons and some cool armour), and Elric Dartsmen (who sells,
guess what? J) is to be found in the
Government district. Whilst much of the equipment added by Freedom’s Reign is
not outstandingly good it is worth mentioning one mace, St. Cuthbert’s Mace +5,
which may be one of the best cleric weapons in the game. It is found on the
Shadow Dragon and is particularly powerful against the undead (they must make a
save vs. death at -4 or be utterly destroyed). Using this weapon Aerie (!)
killed both Kangaxx and Shangalar with one hit each (I kid you not). There may
be an argument for saying that actually it is over powerful, since a
multi-classed fighter/cleric armed with this mace and Crom Faeyr would be
virtually unstoppable. As far as I am aware Freedom’s Reign has not added any
new quests.
Contents.
1) New Character Classes
2) New Equipment
3) New (and returning) NPC's
4) New NPC Sub-Quests
5) New Major areas
5.1) Purskal
5.2) Eshpurta
5.3) Riativin
5.4)Trollford Hills
5.5)Small Teeth Pass
6) Mega Quest
1)New Character Classes
TeamBG have included loads of new character classes
for you to play with, including some lovely sounding ones (at last a Ninja and
a Samurai) as well as some downright weird ones (a SellSword? a Planewalker
thief?). All this is well and good, but there are some serious drawbacks with most
of the new classes, principally that they are all a bit crap (sorry but that's
the way it is). In some instances it is because there seem to be minor bugs
related to the classes (the drow warrior is supposed to be able to have 5
proficiency points in two handed swords but can only have 4), but in most
instances it is simply that the class disadvantages hugely outweigh the
advantages (is it really an advantage that you can have a thief of any
alignment?), to the extent that some potentially really interesting classes
have been ruined (prime example here is the ninja who at higher levels looks
really weak). That said there are some interesting ones such as the
Anti-Paladin, and for those who fancy a change there are plenty to choose from
(especially if you like being a bard).
Two fighter classes that merit investigation are the Drow Warrior, who can get fantastically high magical
resistance, and the Vampire Hunter, who can be a hit point machine (especially
if you make him a half-orc) and has immunity to level drain.
2)New Equipment
There is some groovy new equipment for sale,
including the stuff that you could only previously get from the special edition
CD's. At the back of Ribald's shop is Deidre who sells loads of Planescape
Torment stuff (yay! Darkkon's sword J), in the Copper Coronet
there is some geezer called Joluv who sells stuff from Icewind Dale (as well as
some extra stuff), also in the Copper Coronet if you ask Bernard about the
'pile in the corner' he will offer you some awesome new equipment. This stuff
is mega expensive and largely for the newly created character classes, but
since this is potentially very early in the game you can make mincemeat of your
enemies with +5 weapons and the like.
Many of the new items are found only in the new
areas, or available from merchants who were not in Shadows of Amn (such as
Joluv in the Copper Coronet). There are however occasions where the makers of
the Darkest Day have included new items in standard Shadows of Amn quests, such
as in the Firkraag quest (where new chainmail is to be found).
3) New (and returning) NPC's
Adario - New character. Assassin. A pretty cool
thief type found in the Copper Coronet who returns there if kicked out.
Shar-Teel - Returning from BG. Bladeslinger. A
female fighter found in the prison in the
government district. She has some funky equipment, but not great stats.
If kicked out she returns to the Umar
Hills.
Kagain - Returning from BG. Trollslayer. He is
basically a Korgan substitute (though not as good), but does have some cool
equipment to compensate for his poor stats. If kicked out goes back to gate
district.
Xzar - Returning from BG. Crap wizard. If kicked out
he hangs around the docks looking for rough trade.
Montaron - Returning from BG. Crap thief (actually a
swashbuckler). (Ditto)
Robillard - New character. Invoker. To be found in the docks district. A good
selection of spells but a bit of a waste of time. He goes back to docks district (x3350 y2880) if kicked out.
Yeslick - Returning from BG. A cleric found in
temple district near the Temple of Lathlander, who returns there if kicked out.
Avaunis (thanks to TreverKK for this info) - New
character. A cerebral Knight (new Paladin sub class) found in the Order of the
Radiant Heart in the temple district. If kicked out seems to vanish for good.
Kivan
- Returning from BG. Ranger. Found in the north-west of the Umar Hills section
at co-ordinates x4170 y1250. Thanks to Seb and Innitrah for help with locating
Kivan.
Vesine - New character. An aquatic druid found in
the Small Tree Pass area (which you can now access at any time). She is a weak
character because she doesn’t have great stats or equipment (including a
rubbish non-removable ring), and because she is a druid she can’t cast Raise
Dead or Resurrection. D’oh!. TeamBG have improved her dramatically by allowing
you to access Small Teeth Pass at any time (in earlier versions you had to wait
until you left the Underdark).
4) New NPC
Sub-Quests
Adario (Meet
in Copper Coronet)
Quest 1) A few days after Adario joins your party he
starts to whinge about having some people to kill. The first objective is to go
to the Gate District and talk to the Suspicious Noble under the eaves outside
the inn (x360 y460). Brief combat then ensues and your quest is done. He has
minor treasure.
Quest 2) A
few days later he whinges again. This time go to the Slums district, and go to
the grill near the Jansen home (x3070 y1600).Go down the stairs and speak to
your target. Kill everyone and loot their bodies for gold, spells and minor
treasure. Quest done.
Quest 3)
About a week after the completion of the previous quest a messenger from
Adario's previous boss turns up and requests that you meet with him in the
sewers under the Copper Coronet to discuss some big job. Go to the Copper
Coronet and go down the back stairs to the sewers. Go to x2150 y2250 and speak
to the messenger who is unsurprisingly barking mad and has no quest for you,
instead wants to kill you. Some assassin mages and warriors turn up for the
fight (you might want to concentrate your attacks on the mages who have an
irritating habit of turning members of your party to stone). Once they are dead
it transpires that Adario's guild has been obliterated and he is now quite
upset (well for an assassin anyway). You then have the option of keeping him or
kicking him to the kerb. If you opt for the latter he returns to the Copper
Coronet. Loot the bodies for some gold, spells, minor treasure, and a bastard
sword +1.
Shar-Teel (Found in Prison in Govt. District)
Quest 1) She is annoyed that some female tribeswoman
has killed one of her tribe and is seeking retribution. Go to the northern end
of the slum (x1640 y520) and speak to the half- Quallian warrior. A fight
ensues resulting in their death. After the fight it transpires that the woman
killed was Shar-Teel's sister. Make sure you choose conversation option 2
(otherwise she will turn hostile) Loot their bodies for very minor treasure.
Robillard (Found in docks district near Mae
Var's Guildhall)
There are quests related to Robillard, but they are
simply the party being jumped by various people who have a grudge against
Robillards’ former boss. These are all game time triggered, and are random
locations. (Thanks to TrevorKK for his info on the Robillard quests)
Quest 1) 2 or 3 days after joining the party you are
approached by a Waterdeep assassination wizard who wants to talk to Robillard
(hmm… this isn’t going to end well). You are given the chance to hand Robillard
over, but this might not be a good idea. After the fight you get 24 000XP and
you can loot this wizard for some spells, and a charged Staff of Striking +9.
Robillard gets an additional 45 000 quest XP
Quest 2) A very short time after this (for me it was
instantaneous) some Bregan D’Aerthe (Drow mercenary types) turn up and want to
speak to (kill) Robillard. Again a fight ensues, but these guys are easy meat.
When they are dead Robillard gets a whopping 120 000 quest XP, and you get the
cool longsword Blood Eagle +3 (+1 to AC, extra slashing damage).
Quest 3) Some time after the first two attacks
(about a week or so) 2 Host Tower mages turn up and try to kill Robillard. I
found this battle incredibly easy and when they are dead they yield 24 000XP
each, some high level spells, and a Force Stone (+6 to melee damage, +1 to AC - it makes your armour class worse
that is). The force stone also has quite a cool animation on any character that
wears it. This seems to be the end of the Robillard quests, and for this he
receives 300 000 (!) quest XP.
TrevorKK also noticed an additional Robilliard
quest:
Quest 4) At the port before
Spellhold 4 pirates attack and for killing these you are rewarded with a ring
of fire resistance.
Calle Pattesons also found a 5th attack.
He says…
Quest 5) I have an addition to your walkthrough for
TDD. There is a 5th assassination attempt on Robillard. Some time after the
fourth assassination, after sleeping, you get attacked by some Waterdeep
Assassins and a Waterdeep War Wizard. They all have fireshields and quite a lot
of HP. After killing them you get some spells and some non-magical armour.
Thanks guys keep em coming.
Avaunis (Found inside the Order of the Radiant Heart
in Temple District)
Quest 1) Avaunis wants you to go to the Hall of
Knowledge to battle some Psions and suggests you take a caravan ride to get
there. Head to the gate district and talk to Krent to book a ride. (There are
some funny dialogue options here.) When you get there you are attacked by some
psion warriors who tell you to leave. These guys are easy prey but have nothing
worth looting. Enter the tower.
From the inside head north where you will be
attacked by more psion warriors and some cerebriliths (which look much more
fearsome than there are actually are). Now head through the archway killing any
opposition. Move through the next room and speak to Andragore who talks about
the book of power. After a cutscreen you are teleported to some caves which
look much like the Ankheg caves from BG.
You will get hassle from more psionic warriors here
but they will not detain you. Head over to the container (x2460 y140) to
discover Exus Mitalbre +5 (cool Paladin only two handed sword, Bless, Cure
Disease, 20% Magic Resistance + some other stuff). Now head over to the
north-west of the square (x440 y220) and go upstairs.
In this next level you are in a corridor and have
one objective: head east. There are four chests along the way but these all
have very trifling treasures inside. Eliminate all opposition and continue
east. Go through the door and open the double doors (x3400 y610) and cross the
lava bridge to exit.
A cutscreen shows Andragore talking to the Mighty
Dark Lord (oh yeah? Think you’re hard?) who wants to kill everyone in Faerun.
Unsurprisingly Andragore is squished and it is let to you to pick up the
pieces. Fight the Mighty Dark Lord and his minions (he ain’t so bad). Loot the
bodies for a spell and the book of the dead (+1 to INT, +1 to saving throw vs.
death). Once you have the book you are teleported outside, and this is
apparently the end of this quest. As far as I can tell you get no thanks or
confirmation of this, and it seems that this is the end of the Avaunis
quests.(Thanks again to TrevorKK for his info on Avaunis)
Kagain (Found in Gate District by gate)
Apparently none.
Yeslick (Found in the temple district near the
temple of Lathlander)
As far as I can tell there are no quests related to
Yeslick. He is in Athkatla investigating the Unseeing Eye, but when I took him
along for this quest he said nothing and there were no additional tasks that
needed performing. Feel free to correct me on this matter if you know
differently.
Montaron/Xzar (Found in Docks district)
Quest 1). This is basically an extension of the
Xzar/Montaron quest from Shadows of Amn. Once you have rescued the bird from
the Harper's hold and returned this to Xzar, it will be polymorphed into the
Harper assassin and kill him as normal. Wait for a few seconds, and then Xzar
will dimension door in, tell you that his death was just an illusion, and that
you must rescue Montaron. You must then go back into the Harpers hold, and pick
up Montarons body from the locked chest upstairs. Once you have the body Xzar
will cast some sort of resurrection spell, and Montaron will be alive
again.
Quest 2). About 4 or 5 days after the previous quest
has finished Lucette reappears and tries to kill Xzar again (presumably miffed
at his apparent reluctance to die). Some mages turn up all with quite amusing
names (I think this is a minor bug). They die just the same. Loot their bodies
for some elven chainmail (AC 5, no extra enchantments) and a couple of
longswords +2. This seems to be the end
of Xzar's subquests.
Vesine (thanks once again to TrevorKK for this info)
To get Vesine into your party you need to speak to a
mages Sending (in the Small Tree Pass area) who wants you to see his master.
Then you are teleported to a lake where his master’s inn is located, so enter
the inn, and speak to the beggar (Vesine) a runaway cowled wizard. She has a
magical sword and an unremoveable ring. As far as I can tell there are no
quests involving Vesine.
Kivan
Quest 1) The quest relating to Kivan involves the
extra cave in the Umar Hills. Thanks to the following people for providing me
with the information about his quest: seb, sneakysnake, and HighLordDave.
Cheers guys.
Whilst
you are exploring the Umar Hills section you will meet Kivan (x4170 y1250) who
will tell you about a woman who was
kidnapped off a stagecoach he was guarding by orcs. Head now to the cave in the
north-west section of this map square (x110 y1270) and enter.
When you enter you will be attacked by orcs, as this
cave is littered with the buggers. Move
up the corridor and take the first left where you will talk to an orc priest
who says something about having this girl. Explore the map and feel free to go
wild in here, since as far as I can tell there is no other point to this cave,
and there is nothing in here that should cause any problems.
Whilst there are some treasure chests they all
contain piffling treasures, which you should only bother with if you are really
strapped for cash. In the south west of the map an orc-ogre again talks about
the girl who has been eaten and then attacks. Nearby in a chest is the only
(vaguely) interesting treasure Taragoth +1 (crap bastard sword).. As far as I
know this is the only quest related to Kivan but if there are others please let
me know about it.
RANDOM TREASURE NOTE:
About halfway through writing this walk-through I
became aware that some of the minor treasure appears to be random. (There is a
chest in the Trollford Hills section that had a spell on one occasion, on two
others had gems, and on a fourth had nothing.) I assume that none of the major
treasures (powerful weapons, armour, etc) have been randomised but if this is
the case please email me, and I’ll include your additions. Oh, and I think the
same is true for monsters (the higher level the main character, the tougher the
monsters you will face)
5) New Major Areas
5.1) Purskal
Sub-Quests
1)Helping Dindil's son. (Purskal)
Whilst in Purskal enter Dindil's tent (x2160 y1020)
and speak to him. His son is dying and needs help. He wants you to go to the
docks district in Athkatla and speak to Alagar to procure him a leaf to save
his son. Return to the docks in Athkatla and go to x1300 y3300 and speak to
Alagar. Buy the leaf for 499 gold pieces (including a saving of a whole gold
piece!), return to Purskal and give it to Dindil. Speak to him, he will heal
his son and thank you for help. You receive 29 000XP and +1 reputation.
Note: If you don't know where Purskal is yet, don't
fret, simply go to the Bridge District and enter the Five Flagons Inn. Speak to
the Paranoid Salesman (x360 y480) and buy the map from him. This has the
location of Purskal which should now appear on your world map.
Major Quest
To start this mammoth quest go to the Bridge
District and enter the Five Flagons Inn. Speak to the Paranoid Salesman (x360
y480) and buy the map from him. This has the location of Purskal which should
now appear on your world map. Go to Purskal which seems to be an amalgam of
places from BG (the Ulcaster School, the Bandit Camp) and some places from
Icewind Dale. Around the village are numerous locked chests which all have
minor treasure in them. Also there is a potion seller (x1940 y365) and a
weapons seller (x2790 y1050). Feel free to speak to the villagers who are all a
bit miffed about the fact that lots of people are dying and stuff.
Go to the main tent (x3570 y870 - have you noticed
that the area code is DD rather than the normal AR. Cool eh? Well all right,
sorry I spoke). Speak to Thorknar in the main tent who explains the situation
to you and requests your help. First you must obtain some wood from Orfa south
of the village. Go to x2250 y 3210 and speak to Orfa and he will give you some
wood. (Despite the fact that this looks strangely like the bandit scalps from
BG, it is in fact wood). Then go and speak to Marcus (x520 y1720) to get a
budgie to test the air quality in the mine. He will trap a budgie for you (a
nice animation too) and then return to the main tent and speak again to
Thorknar.
After talking to Thorknar go to the cave entrance
(x2390 y700) and enter the cave. The mines here bear more than a passing
resemblance to Nashkel from BG. Explore the mines section looking out for
various minor treasures and some spiders. Thorknar joins in and helps with the
fighting (he is seriously beefy too, check the damage he does). Go to the
southern end of the map square (x2070 y1885) and speak to Agal who will have
decayed somewhat. After talking to him he snuffs it (handy how they always seem
to hang on just long enough to speak to you!) and you can loot his body for a
cursed Beserking sword +3 and the Mail of the Dead +2. Descend to the next
level.
Upon entering the level you may notice a resemblance
to Kresselack's tomb from Icewind Dale and you are attacked by a ghostly
apparition. Explore this level killing all the skeletal warriors, zombies and
other undead (leave the northern part of this map square for now). All the
skeletal warriors have minor treasures (two handed swords +1, gems, spells,
etc). Loot all the tombs for treasure.
Now go to (x1800 y1375) for minor treasure, gold, spells and a ring of
invisibility. Then go to the next coffin (x1590 y2000) for a long sword +1 and
some minor treasure. The next coffin (x2030 y1530) has some spells, potions,
and Misery’s Herald +4 (a really cool flail with some extra enchantments). The
next coffin (x440 y1030) has some potions, spells and the Gauntlets of Weapons
Skill (+1 to Thac0). Now head over to a south-western room and open a small
chest (x310 y1540) which contains some spells and a crypt charm (permanent +2
bonus to save vs. death). Then go to the northern part of the map square (x1430
y960) for a cut screen which shows a scarlet sending obliterating Thorknar (he
was too good to last, eh?). The sending summons quite a lot of friends to help.
It might be a good idea to kill the friends first before all beating up on the
scarlet sending, who when dead yields a whopping 70000 XP(J). Make sure you loot Thorknar’s body for
some really great treasure including Bathed in Blood (plate mail AC -1), the
Boots of Speed, a Cursed Beserking Sword +3 and some minor treasures. (This
explains how Thorknar was doing some much damage to everything). Now go up and
around to the left and down the corridor to fight yet more skeletal warriors.
Search the tomb (x830 y685) for some spells, gold and a protection scroll.
Return to the scarlet sendings' room and take the right hand passageway. Follow
this corridor and kill the ghostly apparition in the alcove on the left. Get
the treasure from the tomb (x1910 y1000) which yields spells, Helmet of Defence
(which despite its name does not give an AC bonus. Bah!) and the Two Handed
Blade of the Tyrant +4 (awesome!).
Don't forget to grab the stuff from the chest beneath this (x1880 y1040) for
minor treasure and spells. Go right and follow the corridor around and fight
the some ghostly apparitions and then descend to the next level. Phew!
When you enter this level you will be assaulted by
loads of skeletal warriors who must all be terminated (once again we are in
Icewind Dale territory). As before all the skeletal warriors have standard
treasure (two handed swords +1, spells, gems, etc). Go up and to the right into
the first alcove (x2340 y610) to a room filled with ghostly apparitions. Open
the first coffin (x2730 y530) for the Staff of Striking +9!! (regrettably this
is charged item) and also the Cursed Gauntlets of Fumbling. The next tomb
(x2480 y360) has only minor treasure and the next (x2100 y420) has some spells.
Go back to the main hall and then go down and left (x1600 y1680) to a room
filled with zombies and other undead. The coffin (x1770 y1920) has minor
treasures and a short sword +2 inside, and the coffin (x1250 y1680) merely has
some spells. Return to the main hall and head west through the archway (x1620
y1020). After another cutscreen in which a shadowed spectre gives some
exposition on how his master has been released from his soul prison and is now
intent on ruling Faerun (yeah, yeah, yeah, heard it all before...). He then
summons some shadow fiends and you have a rumble on your hands. Kill the shadow
spectre for another huge 70 000 XP. Go through the door and meet Beghael the
nasty lich for some more cutscreen fun. He summons a nightwalker to help him.
It is pretty standard lich tactics (you have fought liches before haven't
you?). Since the lich has some cool spell protections you may want any
characters armed with +3 or less to whack the nightwalker, and then concentrate
all your firepower on Beghael. Once he goes down (22 000xp) you will be
teleported back to the first level. Head right to the entrance to speak to
...Thorknar! Except of course now Beghael is now inhabiting poor Thorknar's
body. After a brief discussion the Beghael/Thorknar vanishes. Before leaving
the mine return to the bottom level and go back to Beghael's room and loot his
coffin (x350 y510) for Kiel's Helmet (gives protection from panic, fear, etc),
minor treasures, spells, and the Girdle of Stone Giant Strength (raises
strength to 24 but gives a 2 point penalty to AC). Exit the mine and return to
the surface.
When you get to the surface you appear amidst a
throng of villagers and Thorknar/Beghael . Watch the cutscreen in which you get
to see a nice animation of the protagonist becoming dominated, but before going
on a mass killing spree three more liches turn up and have an argument with
Beghael. This leads to a fight and you get the chance to watch some good liches
going at it. Beghael gets iced and you get some dire warnings about the Master
wreaking havoc (blah blah blah), and you are rewarded with 100 000 XP.
If you now go left and speak to Rane, he will
request that you get a priest to perform an exorcism. Go back to Athkatla to
the Temple district and speak to the Priest of Lathlander. Talk to him about
the situation and he will agree to help. Now return to Purskal and go to the
cave entrance (x2255 y830) and speak once more to the priest. Watch the cool
animation and you will get 25 000XP and a reputation increase for your
troubles. Rane then turns up and gives you the Hammer of Quakes +3 (+1 to
constitution, immunities to petrification and paralysis but can only be used by
dwarves). As far as I know this is the end of a very cool quest.
5.2) Eshpurta
To start this quest go to the gate district where
you will be hassled by a kender. After he leaves he will drop a map which
updates to show the location of Eshpurta on your world map. (I am not sure what
kicks this quest off, whether it is time or character level dependent. If the
kender is not there simply go away and return a later date)
Note: this quest is long and the opportunities for
buying healing are few so do stock up on lots of healing potions. Also bear in
mind that once the quest is underway you may find it difficult to return to the
world map (you are teleported to various locations so escape is not an option).
When you emerge in Eshpurta you will be attacked by
greater yuan-ti and trolls, so feel free to dispose of these pests. You may
recognise this map square as the Friendly Arms Inn from BG (they have even left
the flag by the entrance!). Before entering the compound skirt the outside
sections of the map killing all the trolls and yuan-ti as you find them. There
are some of frost giants in the north-east of the map who must also be killed.
There may also be a frost giant in the southern part of the map to look out
for. As far as I know the only treasures here are very minor. On the western
side of the map (x500 y2030) there is a scout who gives a warning about the
trolls but there is nothing else of interest here. Once you have cleared the
map of monsters head to the entrance of the Friendly Arms Inn, err ...Eshpurta
(x1500 y3100).
Thanks to Fred Coja for pointing out the following
hidden treasure on this map .Nice one :
It is just to say that in
the map of Eshpurta there is a ring of wizardry exactly at the same location as
in BG1 (x2554 y3759).
By the entrance speak to a traveller who will mark
the barbarian camp on your map (this is actually the only real point to this
square so if you wish you can leave now). Head over to the building at x1530
y2490 which has a couple of chests containing minor treasure and a short bow
+1. Then go north to the next building (x1430 y1990) and enter. Inside there is
a cabinet containing spells, a shelf with some potions and some chests with
some gold. If you need healing or potions head north and east to the temple
(x3900 y2420). Lastly in the north-west corner of the compound there is a
farmer (x1970 y1640) but he has nothing of interest to say.
Going inside the building you will discover that it
looks suspiciously like the Order of the Radiant Heart in Athkatla. Go through
the main room and open the door (x1760 y1210) to speak to the captain. He will
ask you to kill all the trolls and the yuan-ti (you’ve already done that
haven’t you?). Speak to him again when you have fulfilled his request and he
will give you a two handed sword +1 (wow, such generosity). In his room there
is some very minor treasure. Nothing else to do here so leave and go to Snake
Woods.
When you emerge in Snake Woods you will be instantly
attacked by loads of greater yuan-ti and yuan-ti mages (who have an annoying
habit of confusing your party). Loot the bodies for arrows +1, bastards swords
+1, and composite long bows +1. Loot the coffin (x1600 y530) for spells, gems
and a forest map. The forest map will now mark the troll mountains on your
world map. In the south-east corner of the map there are some vampiric mists,
crimson deaths and mist horror for you to dispose should you so wish. When you
are done here leave and go to the Troll Mountains.
Upon entry to the map square there are barbarians
fighting yuan-ti. Feel free to help but bear in mind if any of your party
becomes confused and attack the barbarians you might not be able to start the
quest. Once all of the yuan-ti are wormfood Ornamus will speak to you and
invite to you to the barbarian camp. You will appear in all small room with a
barrel and a table to search. Disappointingly they contain nothing of value.
There is also a secret door here (x465 y290) which I could not open so I've no
idea what is behind it. If anyone can tell me I'd love to know. Leave the room
and speak to Ornamus and agree to his request. It might be a good idea to head
north first to the barbarian healer (x890 y220) to restock on spells and
potions. Loot the bodies of any dead tribesman for battle-axes +1 and studded
leather armour +2. Now head south east to the cave entrance (x2010 y1110) and
enter.
The inside of the cave of very reminiscent of the
Dragon's Eye from Icewind Dale (various Icewind Dale locations are used
throughout the remainder of this quest). From the entrance go left to fight
some duegar. Loot them if you wish for battle-axes +1. Continue down this
corridor and kill some greater yuan-ti and yuan-ti mages who you can loot for
bastard swords +1, arrows +1 and composite long bows +1. Return to the main
corridor and cross the bridge into duegar territory. Follow this corridor round
to fight more duegars and trolls. You
can loot these for gold and battle-axes + 1. (You may wish to start ignoring
these battle-axes since they aren't worth that much.). Head east out of this
room and into the corridor. There is nothing of interest going north so you
should head south and speak to King Heafnall (x1480 y2590). He will ask that
you carry him back to the barbarian camp. Agree to this and return to the
surface.
Return to the camp and speak first to Ornamus and
then to the king to receive Ice Plate (AC 0, 100% resistance to cold damage,
40% resistance to fire). Then return to the cave and from the entrance head
right fighting spiders and trolls as you go, including spirit trolls (easy
kills worth 12 000XP). Loot the body (x3530 y1285) for some spells and minor
treasures. Now return to the corridor and take the right hand fork (x2940 y570)
to fight yet more spiders and trolls. In the Darkest Day they have made trolls
considerably more annoying because now they regenerate in battle so you may
wish to take them out one at a time. Continue down into an open area
eliminating all opposition, and then go through the narrow gap and kill yet
more trolls. (I hope you don't mind fighting trolls because this quest is
absolutely littered with the buggers.). Now move to the exit (x2930 y2030) and
descend to the next level.
When you appear here you will be attacked by duegars
and skeletal warriors whom you can loot for two handed swords +1, battle-axes
+1 and other minor treasures. Head east over the wooden boards and ice some
trolls, then continue right to fight more duegars who have the standard duegar
loot. Follow this path round fighting trolls until you come to a fork. Going
west here will take you back to the level entrance via some skeletal warriors,
so go south and keep going to x945 y2240 where you will meet the Duegar
Skeletal Conjuror. After a brief dialogue he will summon loads of skeletal
warriors (this is obviously one wizard who does exactly what he says on the
tin!). After killing all of these monsters and looting them continue south and
then go east across the bridge (x2160 y2170). Now go into the room and discover
that there are three containers to loot. First open the chest (x3330 y1940) for
gold, spells, gems and studded leather Armour of the Dead +3 (immunities to
charm, domination amongst other enchantments). The container at x3390 y1980
contains potions, spells and other minor treasures. The last container (x3165
y1940) contains spells and some potions. When you remove the potions a Green
Guardian Abishai appears and you have a fight on your hands. He has some good
resistance’s and is quite a tough guy. Kill him for 25 000XP but no treasure
(bah!). Exit this room and head north to fight yet more duegar, one of whom is
most upset that you have killed his entire tribe and his favourite guardian. Oh
well...kill these fools and loot them for minor treasures and gold. Head
through the door (x3390 y370) to descend to the next level.
Upon entry
you will be assaulted by ice trolls (no rest for the wicked here, eh?). Now
cross the bridge and kill yet more trolls and some winter wolves. There is a
body (x1370 y920) but it has nothing on it. Follow the corridor around and be
prepared to get medieval on some trolls. Once you reach the end of this
corridor you are teleported out of the area and you appear outside. As far as I
am aware from this point on there is no turning back so I hope you are stocked
up on potions, etc.
Once outside head east and fight a winter wolf. Once
this is dead you are teleported (not actually sure if you are teleported but
you are relocated) to a new area filled with trolls and frost giants. Continue
east killing any monsters you find and then enter the cave. Watch out for the
frost worms who have a nasty Cone of Cold attack (which can do plenty of
damage). Carry on moving east and killing monsters and follow the hallway
round. You must now follow this corridor (there is only way to go) and kill all
opposition that you find. This takes much longer to play than to write (believe
me). As you move through the corridor beware of the ice golems who can do
plenty of damage (and are only worth a meagre 6000XP). Keep following this
corridor until (at last!) you reach a fork (x2860 y730). Go right and speak to
Duralerant who has some advice on how to fight the boss, and will provide some
(very limited) healing. Regrettably he does not sell potions. Once done here
return to the main corridor and continue north fighting the frost worms along
the way. Go through the exit (x2630 y60) and save your game. Phew! Bear in mind
once you go through the door you will not be able to escape so make sure you
have rested and healed.
A cutscreen will move your main character up the
screen to face your first dragon (in the Darkest Day that is). Ask whatever
questions you can of Tapanasacar (who comes up with these names? Just once I'd
like to fight a boss called Darren or something) and then get ready for quite a
tough battle. The dragon summons an ice golem to help, who you may want to kill
first. Whilst the dragon is quite tough it is nothing that you haven't
previously fought so Haste, Breach, etc are the order of the day. After killing
the dragon (70 000XP) make sure you cast raise dead on any characters who
require it, and grab all of your equipment because after you pick up the
eyeball you will be teleported out of here and will not be able to return. Once
you have made a handbag of the dragon loot his body for Blue Dragon scales and
his eyeball, and you should reappear in Eshpurta. That's it for this mammoth
quest.
5.3) Riativin
To start this quest go into the Copper Coronet. Near
the southern entrance speak to an idiot Dwarf called Forp who will burble on
for a while but when you stop talking to him your world map will be updated to
show the town of Riativin (which looks suspiciously like Beregost from BG).
(Again if Forp is not in the Copper Coronet go away and return at a later date)
Around Town (Outside)
As you enter the map square Rivaldo(!) approaches
and fills you in on what is going on in the town and requests that you visit
Avrabar the local wizard. South of here (x2280 y500) (and dotted throughout
town) are soldiers but they have little of value to say. Head west from here to
x780 y850 and speak to a boy who wants 25gp but offers nothing by way of XP or
reputation bonuses (one for the suckers). At the southern end of town (x1720
y3610) you will see a merchant being assaulted by a black blade assassin who
will kill the merchant and then hostile. You can loot these for spells and
minor treasures if you wish. If you have questions of the town you can ask the
nobles or noblewoman dotted around town, but these also have little of use to
say. Head over to the chest at x2080 y3420 for some minor treasure, and the
barrel (x2980 y3380) for a wand of paralyzation and some gold. The barrel
(x3280 y3630) has some gems and the barrel at x4500 y2030 has some gold and
minor treasures. The chest at x4100 y780 has minor treasures, whilst the chest
at x4340 y670 has some gold and the chest at x4160 y600 has very minor
treasure. As you head over to the eastern side of town (x4860 y1740) you can
speak to some guardian mages who will offer to let you into the mages district
for 3000 GP (outrageous amount!). Paying the amount will transport you to the
mages district (this will be covered in depth in the appropriate section). Near the guardhouse Redandon (x3450 y 1200)
will talk to you and request that you enter the guardhouse and speak to Amroch
inside (this will be covered in the main quest section later).
A peasant (x1880 y1600) will stop you and ask for
help saying that a trader has been stabbed and wants you to find a cleric.
Heads towards the statue in the centre of town and speak to Araphor Carvel
(x1830 y2400) and ask for his assistance. He will heal the stabbed trader who
talks to you about Enteri (a really bad guy) and then leave. You will get
2000XP and +1 to your reputation. Around this area (x1830 y1430) there is a box
which contains some gold. Also there is a black market thief (x2100 y1160) who
will buy your stuff but has nothing interesting to sell. The town crier (x1990
y2540) has only some vaguely
interesting stuff to say.
Around Town (inside buildings)
The Under the Table inn has a chest inside (x270
y610) has a mage robe of Neutral Archmagi inside, and there is a secret door
(x360 y590) but there is nothing in the room behind. Upstairs in the inn there
is a chest (x890 y720) that contains nothing, and two cupboards (x600 y750
which has a traveller’s robe, and x340 y560 which has an oil of speed). Also a
drawer (x480 y480) contains some gold.
Entering Edheldor’s Forge (x4620 y2810) next you will
discover that the proprietor has some vaguely diverting things to say the
trolls in Eshpurta (but you’ve already dealt with them right?). There are some
pretty cool things to buy here, though
they are very expensive. (It might be worth adding here that I was playing as
an evilly aligned party with a reputation of about 6, which was increasing my
costs drastically.). Additionally Edheldor will now make the Topaz dragon
scales into a pretty decent suit of armour for 5000 gold pieces. If you are in
need of healing there is a temple west of Edheldor’s (x4100 y2600), and inside
this building a barrel contains some gold. The next building (x4000 y2040)
appears to be a florist and contains some minor treasures but nothing
else. The next house (x4140 y1820) has
a chest with some treasures.
Upon entering the locked
house at x3520 y1870 you will find a table (x350 y200) has some minor treasure
and the nearby chest (x680 y230) contains some gold. Going upstairs (which for
some reason seemed to be a party required area) there is a cupboard (x390 y230)
which contains some minor treasure. The next house (x3320 y2080) is actually a
tavern. You can speak to the patron, Bellarch and pay 10 gold for some
information on the killings that have been occurring town. Other than that
there is nothing to do in here. The next house (x2650 y 2040) has nothing to
see downstairs but upstairs there is a cupboard (x380 y280) which contains some
gold, but nothing else of interest. The library (x2180 y2040) looks rather nice
but has sod all to do, so you may wish to avoid this building. Inside the
adjacent house (x2380 y1550) a shelf contains some potions, whilst there are
some spells inside the cupboard, and some gold inside the two chests. The next
building (x2630 y1340) has two chests, and a set of drawers to loot, all of
which have minor treasures. The building at x2020 y870 has a table which has
some gold, a sack which has minor treasures, and a drawer which has gold and
gems.
Continuing our exploration
of this town we should go inside yet another (somewhat pointless) dwelling
(x1690 y1440) which has a set of drawers (x360 y210) containing some gold, and
two trapped containers (x660 y250 & x550 y140) which cumulatively contain
gold, spells and a warhammer +1. The next two houses (x1150 y1370 and x980
y1090) have containers which have gold and minor treasure, as does the house at
x800 y1680.
As you may have noticed by
now few of these buildings have anything particularly notable inside them, but
hey we like being pedants so lets continue. The house at x1150 y1760 has
nothing at all (and has the added irritation of being a party required area on
exit - but not on entry!), so you can skip this one should you wish. The
adjacent house (x1520 y1990) has a sack with minor treasures, a table with some
gold and of drawers with gold and gems.
The large building close by
(x1390 y2650) is actually a large hotel (and an exceedingly plush one at that).
Despite having numerous chests within there are no quests or particularly
interesting people to meet so again feel free to skip. Inside the hotel there
is a trapped table (x960 y1540) which you
can loot for some stuff. If any of the guests are close to these chests you can
set off the traps, killing the guests (and looting their possessions) for no
loss of reputation (and who said indiscriminate slaughter doesn’t pay off J). There are a series of chests and cupboards
which all contain either gold, gems or spells (none of them are trapped so go
right ahead and loot away). Despite a plethora of people and chests there is
nothing which advances any quests, so once you have admired the surroundings
leave this building. The next house to visit is located at x980 y2950 and has a
set of drawers and a chest to loot for gems and minor treasures downstairs.
Going upstairs you will find three trapped containers (x300 y270, x380 y190 and
x530 y250) which contain gold, gems and minor treasures. The building next to
this (x700 y3220) has a chest with gold, and some drawers with some spells. Yet
another house (x2050 y3000) has two chests with gold and minor treasure to loot
and a set of drawers with some gems inside.
Going into the next building (x1790 y3200) you will
find some elite Riativin warriors of whom you can ask questions but they have
nothing useful to say. The chest (x370 y540) has both gold and short sword +1
to loot. The next chest (x460 y520) I was unable to open and would be keen to
know what is on the inside (anyone?). The following chest (x510 y470) has gold
inside as do all the remaining chests in this room. Going into the next house
(x2230 y2660) you will find gold on the table and gems in the chest. Go
upstairs in this building to loot two chests and a cupboard for gold and minor
treasures.
The mercenary barracks (x2620 y2610) has two chests
with gold in them and two cupboards with nothing inside. If you talk to the
mercenaries one of them has some amusing stuff to say about the local women,
but otherwise there is nothing here to grab your attention. The next house
along (x2990 y2700) has one bookshelf with some gold in it, and another with
nothing inside. There is also a barrel which contains some minor treasures. In
the next house (x3240 y2810) there is a chest which has a potion for you to
take. Leave this building.
The small hut to the left of this (x3080 y3400) has
a shelf with some potions to swipe, and three chests with gold, gems and
spells. Additionally there is a wizard here, Avrabar who Rivaldo wanted you to
see. He has some reasonably cool stuff to buy, and a quest for you to undertake
to travel to Orgoth’s tower and stop some demons escaping. Your world map will
be updated. (This quest is continued in the following section, appropriately
called Orgoth’s Tower.).
Sub- Quests
1) Orgoth’s Tower
As you move north from the map square entrance to
x1280 y2500 you will be attacked by shadow fiends, which should present no
problem. Continuing north to x1120 y1190 you will be attacked by more shadow
fiends, who require dispatching. Now head west to the tower entrance (x620
y1070) and go inside.
Once inside open the first
door (x1540 y1000) and loot the gold and spells from the table. There is a
cupboard here which has the Staff of Shoon +2 (immunities and can cast Heal
once a day) for you to take. A drawer is also in this room which has gems and
the Ioun Stone of Tredhyedron (+1 Wisdom, clerics and druids only). The chest
on the wall (x1480 y590) has some gold to take. Leave this room and follow the
corridor around and open the door (x530 y440). There is a slave here who
requests that you get some healing salve from the basement. He also gives you
some information about the nature of the tower and its history. Leave this room
and open the door (x550 y830) and search the table for some gold. There is also
a rogue stone in one table (x740 y1140). Now head for the stairs and descend to
the lower level (x290 y990).
Whilst the upper floor looks
like Spellhold, this floor closely resembles the D’Arnise Hold, and has the
same secret doors that are found therein. As you emerge in this floor you will
get assailed by some crimson deaths. Go right from the entrance and open the
first door that you come to (x1550 y630). Search the trapped fireplace for a
wand if you wish. Head over to x1500 y840 and open the secret door, and proceed
down the corridor to fight yet more crimson deaths (x1670 y1160). The door at
x1520 y1410 has been damaged and will not open (as far as I am aware it is not
possible to fix this door), so you must circumvent this obstacle. The door
(x1730 y670) is the access to the basement (we will be going there very soon,
but not yet), and the two cupboards close by (x2080 y770 & x1670 y780)
contain gold and minor treasure. Open the door at x2100 y980 and fight some
trolls and poison mists. Follow this passage and open the next door (x2180
y1280) and search the chest inside for gold and gems. Continuing on the next
door (x2070 y1410) has crimson deaths and mist horrors to kill. There are three
bookshelves in this room which have gold, spells and potions inside them. Open
the next door (x1740 y1660) to fight some poison mists, crimson deaths and
vampiric mists. Now move forward to x1310 y1720 and open another door to find a
cupboard which has gold, spells and arrows. Continue to our next door (x380
y1210), open that and then open the three secret doors (x840 y1030, x920 y850
and x1100 y840 which leads back upstairs so we can ignore that for now). There
are some interesting goodies to be looted here, so open the first container
(x360 y490) for LOTS of gold, and open the next (x470 y410) for the Huntsman’s
Soft Touch Bow +6, and the last (x566 y360) for Amalos +3 long-sword. Head back
out of this room and continue west around this floor to x350 y1030 and yet
another door to open. Go through this room and open the door on the other side
and fight some crimson deaths and trolls. A secret door (x1380 y1400) requires
attention so that you can get to the two chests which contain gold, minor treasures,
spells and arrows. Now open the trapped
door (x1270 y1330) and kill the crimson mists in the room behind, and progress
to the next door (x960 y1130) and fight some mist horrors. That’s it for this
floor (I think) so head to the stairs and descend to the basement (x2170
y870)
Once you have descended the
stairs you will be attacked by numerous spiders throughout this level. Dispatch
these and move over to the first chest (x360 y970), which contains Psionic
Denial +3 two handed sword (paladins only). The first barrel (x300 y730)
contains the Butter Knife of Balduran! (As far as I can tell aside from being
amusing this serves no purpose at all.). The table (x310 y550) has some spells,
the barrel (x690 y270) has potions, and the barrel (x1260 y610) has a wand.
Head over to the chest (x1010 y430) which contains the healing salve that the
slave requested. That’s it for the basement, so head upstairs and return to the
top floor going up the flight of stairs at x1220 y870 and give the salve to the
slave. He will discover that the salve his lost its potency, and get most
annoyed at this, and request that you take him down to the lab so you can put
his body in an ‘experimental tube’(will these people never learn?). So head
down the stairs to the D’Arnise hold level, move to the lab stairs (x1780
y1340) and ascend them.
Once in the lab level open
the first door and head right down the corridor to x1640 y610 where you must
open the door and kill the monsters inside. In this room there is both a barrel
and a crate with gold and minor treasures. An alcove (x2140 y980) has gold,
gems and minor treasures for you to take. Feel free to open the door at x490
y1200, but I could find no purpose for this. There are a lot of doors on this
level that I was unable to lock-pick, and one large door that was protected by
ward signs. If anyone can tell me how to open these doors (and whether it can
be done) I would be most grateful. The only thing to do is to open the main
room on this level but prior to this you might want to save the game and heal
yourself, since you have an irritating battle ahead of you. Once you open the
door a cutscreen shows you putting the slave into the experimental tube, and
surprise surprise it turns out you have been duped and it’s now Orgoth standing
in front of you. He is not happy with life and people in general and he decides
some genocide is the order of the day. He vanishes and leaves a Balor for you
to fight. This is quite a tough demon as he has high resistance’s, and an
annoying habit of panicking your team. Kill him for 26 000XP and leave the
tower. (I was still unable to do open any of
previously locked doors) Return to Riativin.
Upon re-entry to the town
you discover that it has been overrun with pesky demons. Avrabar teleports in,
and tells you that it is your duty to rid the town of these pests. There are
some soldiers to help, but these are merely cannon fodder. As you wander round
town killing these demons, you might want to try only taking them on one at a
time, since they have irritating panic or hold person type attacks. (It is
particularly frustrating when the Balor panics a member of your team, they rush
around like a headless chicken straight into another demon who casts hold
person. Grrr!). Once the demons are defeated Avrabar reappears and speaks to
you, thanking you for help. Then Orgoth turns up, and is most aggrieved at your
actions. You must fight him, but he will present no problems for you. Then
Avrabar thanks you again and you receive 300 000XP and +2 reputation for your
trouble. That’s it for this quest.
Around Town - Mages District
To get to the mages district you must head over to
the eastern side of town, and pay 3000 gold to the guardian mages. (You can
fight them but will not be able to travel to the mage ward, so it’s probably
best not to bother.). Once you have paid the money you are transported to the
mages district which looks strangely like the Mortuary district in Sigil. Cool J
Moving round the district you can speak to various
mages if you wish but they are all self-important idiots. Move north-west to
x560 y1140 to meet …The Nameless One! Somewhat disappointingly he has little of
interest to say, but you can kill him for 4000XP and no loss of reputation. If
you kill him he will reappear (well he IS immortal after all) but curiously you
can’t speak to him again. Continue round to the west to meet Bobbin (x1420
y990) who will enchant amulets for you (at the time if writing I have not been
able to discover any amulet which can be enchanted). Enter the building (x1260
y870) and speak to Strumpet who will sell scrolls and some magical stuff. Also
in this building is a cupboard which has arrows, gold and a greenstone amulet
(offers protection against psionic attacks). There are two chests which have
gold and potions and spells. Also there are potions and gold on the shelf.
Strumpet appears not to object to you ransacking his shop, which is nice. If
you are in need of healing visit the temple x2850 y2830 and speak to Overgold
Haeclar Dominite, but he has nothing of value to buy. Inside the building at
x3180 y 3540 there is a cupboard with some gold, but nothing else.
Head south to the meeting place (x1100 y2990) which
has a lot of chests and boxes to loot on both floors. The first box (x1480
y530) contains gems, the table (x1380 y590) has potions, whilst the next table
(x1240 y490) has potions and spells. The eye on the wall (x1400 y430) is
trapped and empty (still you get XP for disarming it I guess). The table (x1100
y380) has some potions, whilst the
table at x1010 y 310 is empty. Going upstairs you will find a chest (x1700
y410) has some gold and scrolls, whilst the crate (x1340 y330) has but minor
treasures to loot. The cupboard (x2340 y690) has some gold and the cupboard
(x2390 y730) has both gold and gems. The table (x1800 y490) has some spells to
loot, whilst the trapped table (x1870 y430) has gold. Open the safe (x1670
y580) to find some gold, spells and potions. The trapped chest (x590 y1170) has
gold, as does the cupboard (x1500 y970). Open the cupboard (x470 y930) to get
potions and minor treasures, and the next one (x360 y960) to get gold and gems.
The trapped chest at x230 y1150 has a wand inside, and the chest (also trapped)
at x440 y1260 has gold and spells to steal. Open the chest at x390 y1030 for
some gold and minor treasure. Go over to the cupboard at x1250 y1390 for some
Glasses of Identification (at last something useful in one of these
containers!), however the cupboard at x1180 y1360 is empty. Sheesh! That’s it
for this district (apart from the subquests which are described below)
Sub-Quests
1) Helping Myrin get her memory
back
Once you teleport into the mages district you will
be approached by a mage called Myrin who has lost her memory. Agree to her
request and give her a potion of genius, a potion of healing and a fire agate
gem (there are loads of these lying about Riativin). She thanks you for this
and you are rewarded with 45 gold and 10 000XP.
2) Recovering the Diamond
Head over to the very large building in the eastern
part of the map (x2890 y1330) and enter. Watch the very brief cutscreen and
speak to Eris Elenaak, Elminster, Virdei Forgebrand and Khelben. They will
explain the situation to you and let you know that a really important diamond
has been stolen by some Calimport rogues, and request that you reclaim it. Then
they leave and give you some spells. Nothing to do so leave this building, and
head left to the stone statue and speak to the genie (x1160 y1600) who will
transport you to Calimport (I think).
Upon arrival in Calimport the genie leaves and
suggests that should you wish to return to Riativin you may want to find
another genie (pesky bloody things!). As you explore town there are some crates
to ransack. The first crate x3200 y2100 has gems and potions, whilst the one
located at x3460 y1750 has some gems, and the one at x2890 y1730 has a mage
robe of fire resistance. There are also some traders knocking about but they
have nothing particularly useful to sell. As you head north through this town
you will be attacked by some arabic thugs (x2010 y1510), but they have nothing
worth looting. Throughout this town there are various thugs but they are also
easy prey and none have anything worth looting. Enter the building at x2510
y2570 which is a temple. They are some truly great things to buy here
(including the awesome Aegis of Torment), but the prices are astronomical. The
building at x1420 y3090 is a gambling tent, so you can waste your money here
should you wish. Now head up to the northern end of the map square where there
is a crate to loot (x2380 y670) for some gems. Around here (x3800 y1530) there
is a building you can enter and buy some stuff (for this a shop). Again there
is some great stuff to buy, which costs the earth. Up in the northern end of
map square (x2860 y430) speak to a guy called Cobbleton who wants you to get
some wererat blood. Head north-east
from here (x3710 y170) and kill the wererats that you see. Loot these for their
blood, which you can return to Cobbleton for 10 000XP and +1 to reputation.
Now head down to the Pasha’s house (x1150 y2250) and
enter. Speak to the genie and tell him that you wish to serve the Pasha.
Looting the house you will find a drawer (x850 y450) which has gold in it. The
bookshelves have nothing of value, but if you head over to x910 y170 there is
some gold and potions and then move to x1000 y240 to get some gold to steal. Go
downstairs and speak to the Pasha and ask to prove yourself to him. He wants
you to go and kill a guard in the prison and return with his heart. Agree to
this and leave. Head over to the prison (x2660 y1220) and ask the guard (very
nicely) for his heart (with some fava beans and a nice Chianti. Fth Fth Fth Fth
Fth). Alternately if you do not wish to be so psychotic (and avoid the
reputation loss) he will suggest that you give the Pasha a horse’s heart, so go
outside and make some dog food.
Once you have a heart return to Pasha Salam’s house
and give it to him. He will next ask to you to kill some of his foes, so agree
to this and head up to the north-western corner of the map (x160 y310). Speak
to the guys here and let them know that Pasha Salam wants them dead. They are
grateful for this information and you are rewarded with 40 000XP and +1 to your
reputation. Return to Pasha Salam’s house and lie to him and say you dispatched
his enemies. Now he wants you to prove your worth in combat. Agree to this for
20 000XP. Leave the Pasha’s house and head north up the map to x1150 y1210 and
speak to the Pasha, who wants you to fight through a series of challenges. You
must first fight some umberhulks, next greater fire elementals & greater
earth elementals. Between these battles you get some healing from some monks.
After two battles Pasha reappears and tells you that he knows why you are here,
and wants you kill you (tsk! And you
thought it would be easy). To aid this Pasha summons some cyclops, whom you
must kill. After they have been killed you get 10 000XP and some more healing,
and then you have to fight some efreeti, djinni and finally the Pasha himself.
These guys are easy meat.
After kicking the Pashas’ head in you are granted
three wishes (yay!), but one of these is the diamond you are after, and another
is to take you back to Riativin Mages district, and the third …well you’ll have
to see for yourself! Return to the mages building and give the stone back to
the famous mages who are understandably grateful and reward you with 400 000XP
and a permanent increase to one of your stats.
Riativin Main quest
**** HINT ****
You may wish to delay the Riativin main quest until
you have returned from Underdark in the main game (i.e. in chapter 6) because
at the end of the Riativin main quest you meet up with Entreri and Jarlaxle and
you will get hold of some Drow armour. For some reason this does not
disintegrate in the sunlight. The only exception to this is when you exit the
Underdark after having left Ust Natha, and any drow equipment you have turns to
dust.
**** END OF HINT ****
1). Near the guardhouse Redandon (x3450 y 1200) will
talk to you and request that you enter the guardhouse and speak to Amroch
inside. As you enter the building investigate the drawer (x850 y450) to find
some gold. Then open the door (x500 y700) if you wish and speak to Sir Mardus,
but he has nothing interesting to say. A cupboard (x1310 y420) contains a
potion, and a drawer (x1010 y240) has some gold inside. Go down stairs and
search the tables (x920 y460) for some gold, and also (x910 y170) for some
spells. Then move forward and speak to Amroch (x700 y480). He will request that
you travel to Athkatla and speak to the Gatekeeper to find out if the militia
captain has travelled there. Leave this building and travel to the gate
district in Athkatla. Before you leave
you are given an enchantment (in the form of a spell) and told that you must
reach Athkatla within two days. After you have left the building a cutscreen
shows that you have been most foully betrayed by the Calimshites.
In the gate district speak to the gatekeeper who
will inform you Ivralos has made not made to Athkatla, so you must now speak
with Aramir in the government district, so head over to the Council of 6
building in that district. After speaking to Aramir you will see a cutscreen,
which shows your betrayal by Entreri, and you are placed in jail by the city
guards. You are then taken to the prison and shown the infamous rape scene (in
my adventure this crime was inflicted upon Viconia, I think she is the only NPC
to whom this happens). After this cutscreen you are shown another involving the
Council of 6 discussing what your punishment should be and you are sent to
Spellhold. (Hang on, isn’t that where you want to go to anyway? Hmm…) After all
these cutscreens you appear on the Sea Goddess ship apparently bound for
Spellhold. Speak to Carlon Lendras who informs you that you will arrive in
Spellhold in three days. Following this conversation another cutscreen details
the council realising that you are not responsible for your alleged crimes, and
that they have made a mistake. The next cutscreen (this is becoming like a
Squaresoft game here!) shows the villainous Entreri being told that Athkatla
realises its mistake, and decides to put Plan B into action. The fiend!
Meanwhile back on the boat it looks as if you will
be involved in a big fight with some pirates, and your ship is returning to
Athkatla. After yet further cutscreens you are deposited in the docks district
in the middle of an attack with lots of pirates. After the battle you may wish
to loot the bodies for lots of studded leather armour +1, scimitars +1 and
varying amounts of gold and minor treasures. Now go north to the district exit
and speak to the shadow thief, who will thank you for saving the city and
reward you with 300 000XP and a +1 to you reputation. You are then transported
to the government district where you are thanked by the council of 6 are
further rewarded with the Silent Blade +2 dagger (+6 versus good), and a staff Elshukar +3, and a rather unusual
potion (Mezalkin’s Enchanted Abode) that allows you to rest anywhere (albeit
only once a day). Leave the council building.
Upon exiting the building a shadow thief will talk
to you and inform you that Riativin has been searched for Entreri, and whilst
he has not been found evidence pointing to drow involvement has been uncovered
and you should check out the Deep Mir Forest. Your world map will be updated to
take account of this. Also if one of your NPC’s was raped whilst in prison you
will have a chance to exact your revenge on the guard that performed the vile
deed. Head over to the prison and speak to the guard inside. Irrespective of
what you say this guard will be burned and you will get 20 000XP and -1 to your
reputation. You can also loot his body
for some spells, gold and gems. Leave Athkatla and travel to the Mir Forest.
Travel to the Deep Mir forest on your world map.
Upon entering this section you will be attacked by ogres and trolls. Kill these
and move left to x300 y200 where you are approached by an elf called Sorovin.
He wants you to kill a female relative of his that has been turned into a
banshee. He then dies and you can loot his body for elven chain +1, and two
scimitars Shazzelim +1 (they are apparently very good for killing harpers and
bards - I hate bards). Speaking to Sorovin will mark the Haunted Forest of your
world map, so you can leave this map square and travel there now if you wish.
Continuing the exploration of this map square you will find lots of irritating
low level monsters (ogres, orcs, trolls). Move south-east to x4400 y2890 where
quite a tough battle awaits you. Either a dwarf called Rugnar or a human
(Reingard) will want to fight you for your equipment. Kill them for four sets
of full plate +1 (AC 0), four battle-axes +1, gold, potions, the Glory of
Suffering (AC - 3! Plate mail, 10% resistances to slashing, piercing, bludgeoning
damage - 25% to health, good only), and the Blade of Tremors +2 (two handed
sword, 25% extra 1d8 vibrational damage). That’s about it for this area,
although there are some other enemies (night hags, etc whom you may wish to
eliminate) so leave and head for the Haunted Forest.
From the entry point of the
Haunted Forest section you should travel south to x3410 y520 where you will be
attacked by troglodytes and spiders, and then from here move south of here to a
group of yuan-ti mages (x3150 y1080) who are desperate to give you their minor
treasures. Moving south from here there are some bugbears, nighthags and
spiders to kill (x2940 y1450), and some sword spiders (x2190 y1650). The
hobgoblin elites (x1670 y1700) will not pose a problem, nor should the accompanying
crimson mists and bugbears. A rangers cabin (x630 y930) has an elf called
Sandarac Durion inside who has some reasonably good gear for sale, and will
give you some advice on killing banshees. While you are here you might as well
ransack his house. A shelf has potions, a crate some bullets, a cupboard a long
bow +1 and some arrows. There is also a chest which has a large shield +1 and
some minor treasures, and a set of drawers which has chainmail +2, potions and
gold. Leave this cabin now. In the southern end of this square (x300 y2600)
there are some more spiders which need attention, and over in the west (x4100
y2800) a variety pack of lame monsters are waiting to give you their gold, gems
and minor treasures. Head towards the southern end of the map square to the
cave entrance (x4500 y2220). Enter the cave.
Emerging from the cave you will find yourself in
familiar territory (the Temple Ruins map section) and you will be assailed by
skeletal warriors and shade wolves who have minor treasures to loot. There is a
hot-spot at x4140 y280 (a double arrow thing) that has no apparent use so you
can ignore that. Throughout this map square there are numerous shadow monsters
and spiders which will attack you on sight. Head over to the east of the map
square to the cave (x600 y630) since there is no other point to this map
square. As you enter the cave the banshee will appear and after a short
conversation the inevitable fight will ensue. This is a tough battle since she
has an annoying habit of becoming invisible at the drop of a hat, and she seems
to have unlimited use of banshee wail (makes sense I suppose). The use of True
Sight and Protection from Fear are very useful in this battle (in addition to
the standard Haste, Breach, etc). Additionally if you have any drow in your
party (such as Viconia or one of the new drow class kits) their fantastic magic
resistance can make this battle easier. Once you have defeated her she will
inform you that a demon will rise in less than a week and this thing is really
keen on devouring the world (tsk! These pesky demons, will they ever change?).
To defeat this thing you must travel to Hell and meet it there. For killing the
banshee you get 145 000XP and some really cool loot from the containers in her
lair. Available are (x920 y703) Bathed in Blood (AC - 1), gold and gems. From
x600 y890 there are gems, spells and Lohvar +2 (1d4 extra damage, 7% chance of
double damage) two handed sword. You must now leave here and return to the
temple district of Athkatla and go to
the Temple of Talos
Once inside speak to Baurian Arathor and explain the
situation to him. He will open a portal to Hell and send you there to seek a
demon’s talon. Make sure you have stocked up on healing and all necessary
supplies since once you are there coming back is not possible (until you have
fought some tough battles).
When you enter the realm you
see a cutscreen between a demon (the elf you are looking for) and a really big
ugly thing (Tartarus himself). These dudes have an argument which (inevitably)
leads to a fight. After the cutscreen head south to x1200 y2240 and fight some
amnizu wizards and barbazu who are very keen to give you their minor treasures.
Heading over to the east to x1800 y2600 to fight some fire salamanders and
yochols (who are just crap demons). Now move slightly north to x3000 y1500 to
battle a green abishai who is quite tough. Also on this map are some lava
elementals (x1600 y1700) who have an irritating habit of making your party drop
their weapons (be sure to keep an eye out for this), and some fire elementals
and gelugon (x2000 y1700). The latter are pretty tough and only worth a paltry
12 000XP. There is another batch of these pests to dispatch at x2000 y1500.
Whilst you can wander around this map fighting demons to your hearts content,
the only purpose is to get yourself a demon’s talon. To achieve this move north
to x1800 y820 and meet up with Tartarus. (Remember to heal up prior to this
because this guy is one tough mother.). Speaking to this guy you realise that
he has killed the elven woman for whom you were looking. He has the demon’s
claw and wishes to use it to wreak havoc on the whole of Faerun (these pesky
demon’s again). He is also a really tough guy who has plenty of resistances,
loads of offensive spells and requires +4 weapons or better to hit. After you
have defeated him you are rewarded with 300 000XP and the demon’s claw. Before
you pick the claw up you will want to pick up all of your equipment, since you
will be leaving very shortly. As soon as you pick up the claw you are granted
three wishes (yay!), except that the first wish heals your party (bah!), the
second wish transports you back to Athkatla (bah!). OK, so you have one wish.
Once you are returned to the
temple speak to Baurian again, who will be surprised that you are back so soon.
As you leave the temple the claw speaks to you again and asks what you require
for your final wish. Despite having two conversation choices the option of
spying on Jarlaxle is not allowed, so you must choose to be disguised as drow
once you reach the Mir Forest (so actually you have no wishes. Typical) Travel
to the Mir Forest and watch the brief cutscreen which shows your transformation
into a drow. Head on over to the stone circles (x3900 y800) and Jarlaxle will
appear and ask what you are doing. Ask to join his ranks, and he will teleport
you underground where you have some tasks to perform for him.
You are charged by Jarlaxle
to kill three dragons and return with their fangs (for some as yet unknown
purpose). Obtaining the fangs is the only real purpose to this area, although
there are some interesting things to buy, and lots of XP to be gained. The
locations of the three dragons are as follows (bronze dragon x30 y1800, gold
dragon x4110 y950, draco-lich x5100 y3400), so feel free to head there if you
wish. A brief description of the other contents of this area follows before
continuing with the main walkthrough.
This area is copied from the
Underdark in BG2, except here the drow are based in what was the Snirfveblin
village. Leave the room Jarlaxle is in, and head to the adjacent room where you
will find loads of chests to loot for a pathetically small amount of treasure.
Head down the walkway to Reznak the trader (x3200 y1640) who has some pretty
good, but mighty expensive stuff including Drizzt’s scimitar.
Leave the camp, following
the path around and cross the bridge. Now head south and kill some undead, and
continue south fighting more undead and some elementals. South-west of here are
some mindflayers to kill. Throughout this area there are LOTS of enemies to
fight especially elementals, and mist horrors. Beware the lava elementals who
have a particularly annoying attack which causes your characters to drop their
weapons (this is where you really miss the TAB highlighting). Head to the south
end of the map to a duegar encampment (x1600 y3580), where there is some good
but expensive stuff to buy. Now head north to fight lots more elementals (x1740
y2220), and then continue east to the wooden bridge in the south-eastern corner
of the map. Be careful here since as soon as you start to cross the bridge you
are ambushed by lots of ettins, kuo-tuas, umberhulks. None of these pests have
anything worth looting. Now move north to the area just outside Adalon’s cave
(you have played BG2 haven’t you?) to polish off some spiders, and that’s it
you have cleared this irksome map square. Now to kick some dragon arse.
There is no set order in
which to kill the dragons so feel free to chop and change as you see fit, but
this was how I did it. Head up to the north-east corner of the map (x4110 y950)
and enter the cave. Inside the cave lives a gold dragon, who after some
pointless dialogue will attack. This guy is a total wuss. A good tactic is to
keep all your party near the stairs bar one guy who you move into the centre of
the room. Once the conversation has finished cast Breach, Pierce magic, etc and
then go wild on the dragon. You now have a short while between the conversation
ending and the battle starting before a cutscreen kicks in (presumably showing
you the majesty of dragon or something). Here’s the neat trick, whilst the
cutscreen is happening your guys continue to attack the dragon (who seems to
remain motionless!), so that even before the end of the cutscreen the dragon
was dead. I killed him and took no damage!
For killing him you get 225 000XP, his fang and some spells. Easy money.
Leave this cave.
Head west to just south of
the drow village (x30 y1800) and leave the map. You will appear in the lair of
the bronze dragon, who is a bit tougher than the gold dragon. Again there is
some pointless dialogue (this time involving some crappy shapshifting monsters)
before the battle commences. I have no particular tips for fighting this
dragon, other than to suggest using standard BG2 dragon-busting tactics. This
is not particularly tough, so protect your weaker characters and heal as
necessary and hit her with all you have. She dies and you are rewarded with no
XP! (I replayed this battle several times, and the only time I was rewarded with
experience points was one occasion when the main character died - I only know
that I got XP then because I heard the ‘level up’ sound just as the protagonist
died.). Collect her fang and some spells and leave the cave.
Now head down to the
south-eastern section of the map (x5100 y3400) and SAVE your game, because you
are about to meet the daddy of the dragon world, the draco-lich! Again we have
the standard pointless exposition prior to the fight, but be ready because this
guy comes out battling. Things to watch out for here are the Topaz dragon
breath which drains strength (one of my characters had her strength drained to
3!), lots of protection spells, loads of health and some tasty damage. It is
fair to say that he is much more dragon than lich, since there were none of the
high level spells associated with liches (time stop, etc). This is probably
just as well J. After a long tough battle
you are rewarded with 250 000XP, his fang, some spells and the awesomely good
Wyvern Crown of Cormyr (+1 AC, +1 to ALL attributes, cursed - but hey like you
want to remove this anyway…). Leave this cave and revel in the fact that you
have defeated one tough bastard!
Return to the drow village
with the three fangs and speak to Jarlaxle. Give him the fangs and discover
that he wishes to use them to communicate with Entreri. Once the summoning
begins you interrupt the ceremony and things start to go pear shaped. Instead
of Lloth (huh?) Graz’zt, a demon lord, turns up and is not at all amused with
the situation. Instantly all the drow on the map are killed or petrified
(except for Jarlaxle who vanishes) and a load of demons appear throughout the
area. Leave Jarlaxle’s room and head east fighting demons as you go, and follow
the path away from the village and across the bridge. Feel free to loot the drow, but they only have minor treasure and
drow equipment to take. Now head south and then west towards the centre of the
map (x900 y2300) where you meet Graz’zt who fancies a chat. Say what you like
to this guy but a fight ensues. Despite a fearsome mien this guy is a total
pussy (especially compared to the draco-lich), even though he summons quite a
few elementals. He dies easily yielding an enormous 500 000XP!
Head down to the south-east
to x2120 y3150 (near the elemental summoning gates) and speak to the Githyanki
traveller. He offers to take you back to the surface in return for some
information on you. Dependent upon your answers you can gain +1 to both the
wisdom and intellect of the protagonist. (Thanks to Chorlton for that info.)
After answering his questions the gith will tell you that Entreri is not likely
to be found in a city. You are then teleported back to the Mir Forest. Feel
free to leave this square or explore, as applicable. If you decide to go back
to the guardhouse in Riativin you will find that the guardhouse is now no
longer accessible.
The gith told you that
Jarlaxle and Entreri are hiding out in a village, so now head over to the Umar
Hills map section. As you move north through the village a boy called Branden
appears and informs you that a black man with pointy ears is hiding out in the
Umar Cave. Move north to the cave and enter. Once you enter the cave a
cutscreen starts and a dialogue with one of your NPC’s kicks in. Despite the
suggestion that only one character should check out the entrance move your
entire party there, and you will finally come face to face with Entreri who
seems to want to fight you. He summons Jarlaxle and some drow warriors to help
him. This is quite a tough battle, and you may want to concentrate on the drow
first, to even the odds. Then go to town on Jarlaxle and Entreri. Just before
dying Entreri warns you that you haven’t seen the last of him. When dead you
are rewarded with 400 000XP, and the knowledge that you have finally completed
this gargantuan quest. Loot the bodies for loads of cool treasure including
Mithril Chain +4, Boots of Speed, Ring of Fire Resistance, long sword Dream
Weaver +4 (offers mental protection), potions and the girdle of piercing.
Additionally you can loot the drow equipment (plate mail AC-4, chain mail AC0)
which for some reason appears not to turn to dust when you go outside. Cool J. Not sure if this is a bug, but hey what are
you complaining for? Before leaving make sure that you loot the pool in the
back room for some spells, gems, potions and the short sword Spell Diver +2
(50% chance of nullify caster ability to cast spells for 2 rounds). One day
later you will see a cutscreen in which a mage resurrects Entreri and Jarlaxle
to serve as spirit wraiths for some greater evil power. (Well Entreri did warn
you.) Now leave the cave knowing that although you have completed this enormous
quest you will be meeting up with these annoyances again. (Thanks to TrevorKK
for the info on Entreri’s location.)
5.4)
Trollford Hills
Upon entry to the village of Imnesvale in the Umar
Hills you are accosted by Johanna who asks you to rescue her son from a troll
cave where he went treasure hunting. Agree to her request and she will mark the
Trollford Hills on your world map. Leave the village and head to the new
location.
On this map square there are numerous trolls, orcs
and ogres. Head west to first your first group of ogres (x1100 y280), and then
move south to fight some more. Travel south-west from here to a group of orcs,
orc-priests and orc-mages. None of these have any worthwhile treasure other
than small amounts of gold. From here move to the southern end of the map
square where there is a large cabin (x810 y3150). Kill the troglodyte guards
outside and enter the cabin. Inside the hut is a gnome called Pibble who will
provide some information about the map square but little else (he doesn’t even
have anything of value to loot in his cabin). Leave this dump.
As you move around the map there are some cyclops
and orcs to dispatch (x2750 y3100) who have gems and gold to take, and over in
the east (x5000 y2700) there are some mutated gibberlings. Move towards the
north-east section of the map (x4000 y1000) where there are three frost giants
who will ask you for a fee of 5000 gold to enter the cave. Obviously this is
not going to happen, so feel free to let rip on these idiots. They have nothing
to loot, so enter the cave.
Inside the cave (which is actually a sewer) move
north and kill some orc-mages and ogres, who have very minor treasures.
Throughout the sewers are numerous trolls, orcs and spiders to kill. Although
there are two secret doors in the northern part of this map square feel free to
ignore them, since neither have anything of value or interest behind them. Head
over to the north-western corner of this map square (x120 y460) and exit this
section.
When you enter you will be immediately attacked by
orcs. Move towards the central platform and kill some more orcs. Loot these for
gold and minor treasure. Move north and kill the mummies and other undead who
will yield their gems. A container (x560 y420) has some spells and a short
sword Sinker +3 (extra vampiric damage). A nearby barrel contains flame arrows.
Head over to the exit (x1470 y930).
As you enter another sewer section (which is
identical to the previous sewer section!) a cutscreen shows Reno being killed
by some trolls (erm… who?). Move through this map square fighting trollish
opposition and head to the north-east corner, to the stairs (x3090 y430).
When you enter the cave section (Firkraag’s dungeon
from BG2) Marco speaks to you, and tells you that he and some friends were
looking for treasure in this dungeon. He mentions Dinan (the kid you are
looking for) ran the other way. He also mentions that he bit a troll, and it
seems he has a troll growing inside his stomach! If you have a mage in party
you can burn the troll inside him for 10 000XP and + 1 reputation. Apparently
if you do not have a mage or sorcerer in your party when you speak to Marco something
unusual happens although I don’t know the details (anyone?). In this room there
are two secret doors, but they serve no purpose (other than some free XP). Move
north through the doors and fight some mummies, and then open the door behind
and fight yet more trolls. Move south to x2600 y2120 and open the door and kill
the trolls inside. In this room a table has a long sword +2, some arrows and
minor treasures to take, and a western ante-chamber has a vampiric wolf to play
with. Return to the corridor and go through the northern door (x2380 y 1850)
and enter the corridor and kill some undead. (Heading into western room from
the corridor is pointless since it is completely empty except for some undead.)
Enter the room (x2900 y1670) and fight lots of rakshasas, orcs and some trolls
to loot for gold and gems. A trapped chest in the corner has some gold and
spells. Leaving this room and heading into the southern corridor you can meet
some trolls, and beyond this the southern door contains shadow fiends. Curiously
the container even has the Windspear Hills chapel key (I couldn’t work out what
to do with the first of these keys).
Head back into the corridor where there are variety
of doors including (but not limited to) x2660 y930 which has a mummy and a container
with three spells. A door (x2730 y920) opens into a corridor with four ettins.
In this corridor (which is set in the same place as the Samia quest) there are
lots of doors, some of which are trapped, none of which have any treasure or
real point.
Make your way round the map and open the door at
x3250 y540 and kill the trolls behind the door, and talk to the tomb guardian.
This turns out to be the tomb of Lassal the malevolent. Anyway, this will not
be resolved without a fight, so go to work. The guardian is worth 25 000XP.
Open the door (x3520 y3150) and open the container for Hermolust +4 quaterstaff
(% chance to heal, only by evil clerics) and the Robe of Vecna (AC5, 10% bonus
to magic resistance, -4 to casting time - one of the best mage robes in the
game).
Now return to the main corridor (x2450 y1400) and
open the door to fight some trolls. Follow this corridor and go through the
door at x1600 y1120 to fight some ettins. Open the door (x1100 y1450) and turn
north into an open area and fight yet more ettins. Go through the secret door
and kill the greater werewolves within. In the container (x860 y465) there is
the Rockcleaver axe +4 (15% chance turning the target to stone, only used by
evil dwarf fighters) and some gems. Head back into the corridor and open the
door (x880 y1610). Open the next door and search the barrel and chest for
spells. Go through the next door into the offices and meet Keris. It turns out
that she is Dinan’s girlfriend, but in the spirit of true love she runs away.
On the table in this room are some spells and gold.
Leave this room and return to the bridge (x1350
y1170) and descend the staircase fighting trolls as you go. Enter the room and
fight the mummies. Now open the door and disarm the trap at the top of the
stairs. Go down the stairs and open the door beyond into a room with lots of
trolls. In one of the cells is Dinan who tells you that a dwarf has a key in
next area, so descend the stairs. Before doing this loot the table for gold,
spells and the Winter King plate (AC 0). Also in the cabinet are gold, spells
and minor treasures.
When you descend the stairs you emerge into the open
air and you speak to Knord. Despite what he says about making make a deal you
will end up fighting him. He is easy to kill and is worth 24 000XP. This leads
to a brief cutscreen in which you teleported to a new location.
When you are transported to the new area move south
from the entry point and face some ettins, and south from here are some trolls
outside a cabin. This cabin has no entrance (as far as I can ascertain) but
there is a container (x380 y980) which has random treasure inside. This map square has little to interest and
there are stacks of trolls, spiders, goblins and cyclops to kill. Make your way
south-east down the main branch and then head north to fight some ettins. The
cave (x4500 y2240) is our goal so when you are ready head inside.
As you enter the cave you will speak to Hurgan (the
dwarf who has the cell door key) and after some pointless dialogue you will
have a fight. He summons some help, but it is very pitiful opposition. Loot the
bodies of the fallen and the container behind them for: full plate mail (x2),
cursed Ring of Clumsiness, two handed sword +2, battle axe +1 (x2), Giant’s
Grace +3 (two handed sword), Poison Ivy +3 (staff), arrows, Websack (a wand
which entangles all opponents), spear +3, lots of gems, mage robe of fire
resistance, ring of protection +2 and some gold (phew!), plus of course the
prison key. Now leave the cave through
the right hand door.
You will emerge in a troll filled room (the dungeon
of the D’Arnise Hold). A trapped chest in this room has some minor treasure.
Open the door and kill yet more trolls and head on through to the next room. In
this room loot the chests for minor treasures, gold and a warhammer +2, and a
battle-axe +2. There really is little point to this map square so head on
through to the main door at x2000 y760. A cutscreen shows a Marilith turning up
and after yet another pointless dialogue sequence you have a fight. Despite
appearances she ain’t so bad and willingly yields 29 000XP. Open the locked
container behind the Marilith to get gold, spells and Crimson Ember +3
(scimitar, 50% resistance to cold). Leave the dungeon via the stairs and go
back through Hurgan’s cave. Once you exit the cave you will be teleported back
to the prison area.
When you return to the prison, open the cell door
and speak to Dinan. He will then thank you for releasing him and you will be
transported back to the Umar Hills tavern. Johanna (the quest originator) thanks you for rescuing her son and you
will get rewarded with either 110 000XP, or 75 000XP and the Zhentarium Battle
Gorget (a necklace +1 AC, some other odd special abilities). Once Johanna has
left Dinan will ask you to rescue his girlfriend. Agree to this and return to
the Trollford Hills. Head south and enter the cabin (x800 y3110) and speak to
Pibble. He will tell you that orcs have abducted the girl and are camped
nearby. Leave the cabin and head east
to the fairie grove area (x3780 y3170). Speak to Gorreck, and your discussion
will end in a fight.(no change there then. Makes me wonder what the point of
charisma is). He has some easy friends to dispatch whom you can loot for gold
and very minor treasure. Move to the body on the ground and talk to Keris. Pick
up her body, exit the map square and return to the Umar Hills tavern.
Talk to Dinan who will be very grateful that you
have saved his girlfriend (if only he knew), and you will be rewarded with 50
000XP and +1 to reputation. That’s it for the Trollford Hills (as far as I
know). Well done!
5.5) Small Teeth Pass
This is not really a major area, but the makers of
TDD have finally given some point to this map square. With the inclusion of
patches later than version D you can visit Small Teeth Pass at any time, as
opposed to waiting until you left the Underdark, so feel free to go there now.
Once you enter the new area head south eliminating
some trifling opposition en route and make your way to x480 y2480 and speak to
the Sending who requests that you speak to his master at the inn. Agree to this
and you will be teleported over the lake. Head over to x370 y980 and enter the
inn. Once inside you may wish to talk to Vesine, who will want to join your
party but she is pretty weak and has no quests related to her. Additionally
because she is a druid she cannot cast Raise Dead or Resurrection.
Head over and speak to Potencius (he was the
designer of the TDD) and resist your temptation to attack him on sight.
Actually you can try attacking him if you wish but he seems invincible. I hit
him for several thousand points of damage but not only does he not turn
hostile, after attacking him you can start a conversation with him. Talk to him
and he will ask that you kill some mercenaries who have been sent to kill him.
Agree to this and leave the inn. (You can go upstairs if you wish to see two
guys fighting each other, but there is no point to that.). Here you can also
pickpocket the beggar, Wimblie for the Tome of Leadership and Charisma (+1
permanent increase to Charisma). Thanks to Dennis Kelley for the useful nugget
of info.
Return to dry land and head to the north of the
square (x3000 y1100) and speak to Yulur, where there are some funny dialogue
options to check Here you can choose to
fight them or turn Potencius in. If you fight them they are quite easy to beat
and you can loot these clowns for some treasure such as potions, gems, gold,
Blood Drawer +3 (spear, 15% of hits heal 8hp, bonus strength, evil only),
arrows, Ring of Battle Skill (+2 to Thac0), Full Plate +1 and a whole load of
+1 weapons and shields. Now return to the Sending, enter the inn and speak to
Potencius. He thanks you and gives the Figurine of the Silver Shadow (this
summons a silver mist to aid the party - a bit of a waste of time).
Want to know what happens if you betray Potencius?
You can do this by simply choosing the appropriate conversation options. After
talking to Yulur return to the inn and speak to Potencius and he will then
remove the wards from the inn. Now return outside and speak once more to Yulur
and tell him that Potencius has set a trap for them. They will then go into the
inn, so follow them inside. Once inside you will see a cutscreen in which the
mercenaries are polymorphed into gophers, and you have the moniker the
‘excessively flamboyant’ permanently attached to your name (hardly the worst
thing that could have happened is it?!). This is quite amusing but somewhat
pointless so you will probably want to reload your game and fight Yulur and his
mates.
6) New mega quest
After you have defeated Irenicus talk to Elliseme
who offers to send you to Candlekeep. Agree to this and she summons a mage who
teleports you back to Candlekeep. Feel
free to explore the library that you are in, there are a number of
chests and drawers but they only contain minor treasures, gems and gold. Whilst
you are exploring Karan the wizard will approach and ask that you meet up with
the council downstairs. Since there is little else to do here, go to the stairs
(x1270 y1080) and descend.
Again there are numerous bookshelves to ransack, but
they only have very minor treasures to loot. Head to the north of the room and
speak to the council who tell you that a great evil is stirring, and that some
god is intent on giving everyone grief. They want you to travel to Silverymoon
and talk to Alustriel. To achieve this you must go to the south of this room
and speak to Gandar (x1800 y1260). Before you leave however make sure you speak
to Madeel in the north of the hall, who has some truly rocking stuff for sale.
His prices are high but he has tons of new spells, loads of weapons from
Icewind Dale, another Aegis of Torment (yay!), and a really cool Ring of the
Messiah (2 bonus level 5, 6, 7, & 8 spells). Now go and talk to Gandar who
will tell that you actually you are not going to Silverymoon, you are instead
going to travel to Easthaven (surprise, surprise).
You appear at the south-eastern edge of Easthaven
and if you move west you will see some Easthaven warriors killing some barbazu.
You can join in if you wish, but don’t feel obligated. Move north-west through
the village to see it overrun by various demons whom you must fight. When the
fight is over Alustriel teleports in and briefs you on the situation, and
requests that you meet her in the temple when you are ready. Feel free to
explore the town first though.
Pretty much all of the houses are either
inaccessible or a complete busted flush with the following exceptions. The
house at (x1460 y420) has a chest with some gold, a shelf with some potions and
a cupboard with the Nymph’s cloak (+2 to charisma), and the Giantkin warhammer
(+1/+4 vs. Giants). Enter the house at x2480 y420 (which has a huge golem
outside) and speak to the wizard inside. He wants you to come outside and see
him animate this golem. After a brief cutscreen you see the golem in action,
but astonishingly it doesn’t attack (!). This is basically a joking reference
to the Umar Hills golem quest. Inside his house is a chest with some gold and
some gems, a shelf with potions and a cupboard with some spells. The house at
x3000 y410 has a chest with some gems and gold and an amulet of 5% magic
resistance, and an adjacent cabinet which contains some high level spells. Also
a shop (x3410 y560) will sell you some spells and +1 weapons, and has chests
with minor treasure. Now continue anti-clockwise and enter the inn (x3210
y1290) if you need to rest. Upstairs there are some chests with gems and gold.
By the way to get service you need to speak to the commoner not Thalia Thunderburp
(I’ve no idea what she is doing here). When you are ready head over to the
temple and enter.
Once inside speak to Alustriel who tells you about
Cyric’s plans to walk the earth again, and how this would be a bad thing. To
find out more you need to speak to Errtu, a balor east of the village. She
gives you the ring of masking which makes you look like a demon (cool!) but has
no effect on your stats. Leave this dump and head east.
Speak to Errtu who wants to meet you on the other
side of the cavern you are outside, so enter it (feel free to remove the ring
of masking from this point since it serves no further purpose). As you enter the cavern you are attacked by
trolls, rock golems and ice golems (this cavern is littered with them). Head
left from the entrance to kill some greater werewolves. A container near here
(x1730 y1940) has the lifegiver amulet, and the Rifthome Axe (+3 throwing axe),
whilst another (x1540 y2000) has a small shield +1 inside. Now cross the bridge
to battle some cyclops, and loot the three containers (x1270 y2020, x1230 y1940
& x1190 1920) for spells, gold, spear +2, small shield +2, medium shield +2
and the Svian club +5. This cave is split into three levels and we have now
cleared the bottom tier. Our target, Errtu, is at the western side of the
middle tier, so we will leave that for now and explore the rest of the map.
Along the top tier we have loads of greater
werewolves (in the top right hand corner), and west of these are some trolls to
kill. Along here are various pots to loot. Firstly (x2460 y770) has gold and
gems, next (x2540 y780) has gold, trollflesh (AC - 2, resistances to cold), and
next (x2580 y810) has spells, gold and minor treasures. A container near here
(x1870 y750) has arrows, gems, and +1 equipment. That should be it for the top
tier, so now head over to the eastern edge of the middle tier.
Here you should go slightly north across the bridge
to fight some werewolves, and then cross the stone bridge and kill some
cyclops. The table (x220 y1360) has gold on it. Continue west along this tier
until you meet Errtu (x570 y1970) who will soon realise that you are not a
balor, and a big fight will ensue. He has some reasonable protections and quite
a good petrification attack, but provided you have a stone to flesh and gaze
reflection memorised this guy is easy
meat. Before he is dead however you wish to loot the container behind him (x430
y1790) for the scimitar Moonlight (+3/ +5 vs. undead/ +7 vs. lycanthropes) Once
Errtu is nearly dead you will be teleported back to the temple in Easthaven
where Errtu gets banished back to the abyss and you get 250 000XP.
So what’s the point of this then? Well nothing.
Errtu does not provide any information or any gem, and neither does Alustriel.
After banishing Errtu, Alustriel suggests that you travel back to Amn and speak
to Ellesime. Leave the temple and speak to Gandar, who takes you back to the
Gate District in Athkatla (eh? But you wanted to speak to Ellesime).
As far as I can tell there is no reason at all to be
in Athkatla so now travel back to Suldenessellar. To do this you will need to
go to the Forest of Tethir and travel over the log path (just as if you were
entering Suldenessellar for the first time). Once you get there a cutscreen
kicks in, which shows how Cyric came back to life, and how he is now inhabiting
the body of a peasant called Larala. At the conclusion of the cutscreen a new
location called the Village will appear
on your world map, grafted on to the eastern side of Riativin, though I don’t
think you get any confirmation of this. As far as I am aware this is the only
reason for returning to Suldenessellar other than for restocking your supplies,
as none of the elves anything new to say. Now leave the elven city and travel
to the village.
When you enter the village square you will be
immediately attacked by wild dogs. Exploring the map square you will find a
chest (x1045 y2440) which has a bastard sword +1 (+3 vs. shapeshifters). There
is also a sick boy (x1490 y2240) who tells you that although he is sick he is
not as bad as his mother. Enter the house near here (x460 y2050) which has two
chests with nothing in them. A barrel (x3060 y830) has a spell to loot, whilst
another (x1050 y980) has some gold. Entering the house (x450 y420) still shows
no sign of the sick mother. There are a
couple of chests here, but they have completely useless junk inside them. Now
head over to the Rusted Scabbard Inn (x1140 y840).
Inside the inn everyone is sick, so talk to the
innkeeper who tells you about the storms and the plague that is going around.
He mentions a mountain or a castle above the village that seems to be the cause
of the problem. Going upstairs Sheina tells you more about the disease and
mentions a green eyed man was spotted west of the village. There are loads of
chests but they have nothing inside them (and some are unpickable). Leave the
inn and head east (not west) to x4400 y1000 speak to Tero who wants to get
inside the castle but can’t because he needs a wardstone. After speaking to
Tero a traveller approaches the protagonist and mentions a disease, then
departs. He drops a letter which is a cure for amnesia, and is from Weslun Tane
in the Temple district in Athkatla. Just north of this is a ranger who tells
you about the disease that is affecting the village and asks for your help. Now
leave the village and return to the Temple district in Athkatla, and enter the
Temple of Lathlander.
When you speak to Tane he dies and a green acid
elemental looking thing leaves his body and attacks. It has a special attack
which possesses one of your characters (in fact you cannot kill it until it has
possessed one of your characters, which could be a bit of a pain if you are
soloing the game). Once he has possessed one of your characters his stats will
rocket (both strength and dexterity get big boosts), and although you still
have control of him, he will attack your other party members on sight. To get
around this you need to attack the guy
who has been possessed almost to the point of death and then Weslun Tane will
reappear on his dais and you can kill him easily. Once he is dead pick up the
wardstone from his body and return to the village again.
Speak to the mage, Tero
(x4400 y1000) and give him the wardstone. You will then be teleported up to the
castle in the sky. Around the castle exterior there are some manifest shadows
to kill if you wish, but when you are ready head into the entrance (x980
y1560). Incidentally on the map there some kitchens marked, which I was unable
to access. Whether they even exist I know not, but if someone has got into them
and can tell me about it I would love to hear.
Inside the castle you will
be attacked by manifest peasants, but these are easy to kill. You can loot
small amounts of gold from their bodies if you wish. As you approach the
central stairs a manifest shadow warns you about the master and then attacks. There
are two additional stair cases in this room but they lead nowhere relevant so
feel free to ignore them. Head up the central stairs to the next level.
On this level you will be
challenged to a series of bizarre games by a Monster. You can take part if you
wish and the exits to the level are sealed. (Alternatively you can simply kill
the monster to avoid these games altogether. You may seriously wish to consider
this after the first two games have been completed). Agree to his requests.
Move over to the table and pick up the waterstar gem (x1150 y890 - marked with
a question mark), and then speak to the man who appears (x860 y1100). He gives
you a riddle. Around the room are various barrels which you need to loot for
spells and four pots (cold, hot, rainbow & earth). Once you have these
items return to the man, speak to him, and then equip them as quick items and
use them on him. After this he turns hostile but will provide no difficulty.
Once he is dead you can loot him for a magic marker. (I have no idea what use
the marker has, I suspect this section was not finished.) Return to the table
and pick up a garnet gem. Once you have picked it up various enemies (mindflayers,
umberhulks) will teleport in and attack your party. Once they are dead return
to the table and the final game commences which is to get to the other side of
the room. This is MUCH harder than it sounds because Venonocanes’s Staff is completely invisible and also seems
to have a limitless amount of very high level spells. I found no point trying
to fight this battle, and suggest that you simply run across to the other side
of the room. Incidentally this battle seems to continue in perpetuity, which means
you will not be able to quick save your game or rest on the upper levels, and
will also be going on when you leave the castle. (Of course, if you kill the
Monster before this ‘game’, none of
this will apply J). Once you have made it to
the other side of the room kill the monster (if applicable) and ascend the
stairs to the next level.
When you arrive on this level head directly east and
into a large room, killing shadow monsters as you go. Speak to the woman here
(x1400 y980) who seems somewhat distressed at being dead. In this room there
are some chests which have spells and a light crossbow of speed. Now head out
of this room and go north and speak to the shadow lunatic (x920 y670) who wants
to kill you. In his room is a barrel which has the cursed ring of clumsiness.
From this room leave and head north and then east around the corridor and enter
the general’s room (x1500 y1470), who wants you to free his men. Agree to his
request and leave his room.
Head to the southern end of this level (x2050 y1700)
to be reunited with some old friends, Jarlaxle and Entreri. They have been
turned into spirit wraiths and are now serving Cyric. This ends in a fight
which is surprisingly easy. You can loot the bodies for Mithril Chain +4, ring
of fire resistance, boots of speed, girdle of piercing, dreamweaver +4
longsword, (which I found about as much use as the web development package of
the same name), potions, and Entreri Jewelled dagger (I think this is a quest
item, but have no idea as to its use). Now head east into an ante-chamber, kill
the shadow peasant and loot the chest for a dungeon key (this IS a quest item
so do take it). There are also some chests with spells around here which you
can take if you wish. Head back to the staircase (x1940 y900) and ascend to the
next level.
On this level there are three spectral soldiers who
ask for your help to free them. For this you need the relic. It is not on this
floor so head over to the staircase and ascend.
When you enter the top floor a cutscreen shows the main
character moving forward and talking to Larala (Cyric) who gives some
exposition and then you have a fight on your hands. Given that Cyric is a god
this battle is disappointingly easy, especially compared to some of the earlier
encounters in the Darkest Day. Loot the bodies for the relic and some armour
and other stuff if you wish (though I wouldn’t personally bother). Pick up the
relic and descend to the previous level.
Talk to the soldiers and use the relic on them. They
will disappear (nice animation here) and you can descend to the previous level
(where Entreri was). Next go and speak to the general, tell him you have freed his men, and that
you will now free him. He thanks you and you are rewarded with 2000XP, and he
then leaves. This level has now become vacant since the distressed woman has
also vanished. There is nothing left to do here, so you should now leave the
castle.
Once outside talk to Tero who will teleport you back
to the village. When you return Mary Magus, Minto and Potencius all turn up to
congratulate you for stopping Cyric and preventing the onset of the Darkest
Day. Mary informs you that you have succeeded in your task and the villagers
are saved even though they don’t know this yet. (If you talk to the villagers
or the ranger they are as yet unaware of your heroic deeds). Additionally Mary
says she will mark on your map the location of her house far in the south. If
you go to your world map this is not yet the case, but this has been done
presumably in advance of Throne of Bhaal compatibility, which will occur very
soon. That’s it, you’ve completed the Darkest Day, well done! For final
confirmation of this fact make sure to check your journal .
Coming soon …
The Darkest
Day Throne of Bhaal Compatibility
Once teamBG have made The Darkest Day Throne of
Bhaal compatible I hope to include any of new quests and NPC’s in future update
to this walkthrough. Keep ‘em peeled ..
Thank you and goodnight from the SJC.
Thanks to …
All the usual people for making this cool add on to
an awesome game.
My brother for going through this adventure
multi-player stylee with me.
Dan Simpson for his cool BG2 walkthrough (an
invaluable aid and provided me with some walkthrough conventions).
TrevorKK for loads of information (especially about
the Underdark and some NPC information)
Urban Fleischman for posting my walkthrough on the
sorcerers.net site. (Check out his site at
http://www.sorcerers.net/)
Eoin O’Riordan for posting my walkthrough on his BG2
site. (Check out his site at: http://www.geocities.com/oriordan3001/)
Sarah Finnimore for some bug information.
Chorlton for bug information.
Various people (Ribald, Bluntkiller, Earl Greyi) who
have helped me with advice from message boards
You for being patient enough to read this.
Seb for various corrections
Rodge and the boys for good vibes.
Barry McTernan for advice on re-entering the
Riativin barracks and a whole load of other stuff.
Fred Coja for some info about the Eshpurta Map
square.
Innitrah for providing the grid location of Kivan.
Well fucking whoop de doo… (he was wrong as well, the muppet!)
Sneakysnake (Bill Carter) for telling me about
Kivan’s quest in the Umar Hills
HighLordDave for confirming Kivan’s location.
Max Potencius for advice on patches and other info
(oh and for writing the mod…J)
Robert the Beast for much advice and interesting
correspondence.
Dennis Kelley for insight and advice on many issues
especially the Wimblie pickpocket tip.
deano for the freedom’s reign mod.
Calle Pettesons for more info on Robillard quest.
Anyone else I haven’t already mentioned who emailed
me. I do REALLY appreciated the correspondence, and I’m only sorry I haven’t
the time to thank you personally. I will continue to answer all messages though
J
No thanks to …
Microsoft Office's dictionary for being rubbish and
not recognising perfectly crumulent words such as mega and stats.
GameFAQS for persistently refusing to publish this
walkthrough. Bastards
Fileplanet for being totally shite.
Coppers, all of whom are bastards.
ã Copyright Suburban Jub Collective
in conjunction with ACAB 2001. So don’t nick it if you ain’t part of the
collective.