BALDUR'S GATE 2:
SHADOWS OF AMN
FAQ/WALKTHROUGH 



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

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

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

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

INFO
By: hellkite_7
E-mail the dragon @: hellkite_7@yahoo.com
Version: 1.6

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

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

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

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HELP WANTED!!!
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Help me!!!!

I'm looking for magic items - please PLEASE e-mail me if you discover 
ANY magic items not mentioned in this FAQ. If they were in BG1, I 
especially prize them!

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DRAGON MAILING LIST
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If you like what you see, why not join the Dragon Mailing List, just e-
mail me and ask to join and you'll be added immediately, for updates on 
all my FAQ ventures.


CONTENTS

QUESTIONS AND ANSWERS

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

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

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

Chapter 1:

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

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

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

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

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

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

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

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

Chapter 2:

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

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

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

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

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

Chapter 3:

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

Chapter 4:

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

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

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

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

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

Chapter 5:

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

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

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

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

Chapter 6:

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

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

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

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

Chapter 7:

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

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

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

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

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

Other sections:

D'ARNISE HOLD

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

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

WINDSPEAR HILLS

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

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

UMAR HILLS

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

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

TEMPLE RUINS

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

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

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

FORESTS OF TETHIR

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

TRADEMEET

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

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

DRUID GROVE

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

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

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

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

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

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


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

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

NPCs: Imoen, Jaheira, Minsc. 

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

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

     Found: Appears at very beginning.

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

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

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

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

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

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

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

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

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


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

GETTING EQUIPMENT:

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

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

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

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

FREEING MINSC AND JAHEIRA:

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

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

THE LIGHTNING MEPHIT MACHINE:

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

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

AATAQH'S RIDDLE:

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

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

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

SEWAGE GOLEM ACTIVATION:

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

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

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

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

And in Rielev's room:

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

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

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

And the otyugh itself has the wand of frost key.

THE MASTER'S AND MISTRESS'S ROOMS:

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

     Amulet of Metaspell Influence
     Helm of Balduran
     Wand of lightning key

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

     Portal Key
     Spell (Dire Charm)
     Wand of key

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

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

Now you have the portal go back through the master's room into the 
portal room, search it for:
   
     Spells (Fireball, Armour)
     20 bullets

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

OPTIONAL QUESTS }}}

LIBRARY AND GUARDROOM:

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

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

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

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

THE CAMBION:

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

THE ELEMENTAL PLAIN OF AIR (AR 0601):

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

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

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

THE DRAYDS AND THE ACORNS PART ONE:

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

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

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

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1.b. Irenicus' Dungeon Level 2 (AR 0603)
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PLOT POINT:

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


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

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

NPCs: Yoshimo.

Yoshimo         17  18  16  13  10  14   Human  Bounty Hunter  Neutral 

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

     Found: Appears at beginning of second level.

     Score: *****     

On the second level, allow Yoshimo to join your party (he's very 
worthwhile). Search the crates and head NE into a room. As told by 
Yoshimo, kill the four elemental portals to stop the mephits coming 
through (5000 xps each). You'll now be treated to some dialogue as 
Jaheira finds Khalid's desecrated body. Head through the Westernmost of 
the two doors. A battle between a clone and an assassin will take place, 
with the clone winning then attacking you. Kill her for xps. Through the 
E-most door, go across the bridge (beware deadly steam trap!) and kill 
the duergars.

With the keys, "activate" each of the pillars along the western edge to 
get the wands. All the wands have one charge left. Loot the statue. 
Through the W door you'll fight a vampire and shadow thieves - not too 
tough and probably worth it.

In the NE there are two corridors. The N one leads through a goblin-
guarded forge to a room containing four duergars, 

                    Minor treasures 
                    Girdle of Bluntness.

The lower one leads into a room with a division. On the other side of 
the division is Frennedan who asks for rescue. Check the chests for 
minor treasures and the key. Release him and he'll follow you.

Go down the SE corridor from the wand room. You'll come into an area 
where three Shadow Thieves challenge you. Kill them. At this point, 
Frennedan turns into a greater doppelganger, so kill him (3000 xps).

Note the statue of a King at the end of the wand corridor contains

                    Ring of Protection +1

Follow the passage down and over the bridge. Simply continue along and 
leave the Irenicus' dungeon.


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1.b. Waukeen's Promenade
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You've escaped the dungeon, but your greeting from the City of the Coin, 
Athkatla, is that your half-sister is taken by the Cowled Wizards. It is 
time to begin your pursuit of Imoen and Irenicus.

In the open, you'll fight Irenicus (cut-scene, don't worry) and some 
Cowled Wizards will come and arrest Irenicus and Imoen for illegal use 
of magic (34500 xps/head). Soon you'll have to get her back. First 
though, you have this area to explore.

Monsters: Illusionary Werewolves, Shadows.

Treasures: Girdle of Piercing, Ring of Human Influence, War Hammer +1, 
CURSED sword of berserking +3, Cloak of non-detection.

NPCs: Aerie.

AERIE (elf; female; lawful good; cleric/mage; str.10 dex.17 con.9 int.16 
wis.16 cha.14)


The only major thing here is the circus tent. Talk to the guard outside 
and say you'll try to end the evil inside. Inside, answer the genie on 
the bridge's riddle as 3 (19500 xps). Enter the tent. Talk to Aerie and 
agree to help her free herself.

Head W and talk to the spider. Be nice. Now go over and kill the 
peasants. One of them has the sword that will free Aerie. Give it to 
Aerie (18500 xps) and let her join.

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

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

                    Ring of Human Influence
                    Girdle of Piercing

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

Otherwise, the only obvious thing to do here is shop (the Adventurer's 
Mart has a great selection, which I will cover soon). There are some 
distractions though:

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

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

Once you get Aerie's message (if she's with you), go into the Circus 
tent and talk to Quayle. He'll ask you to go and talk to a friend under 
the playhouse in the city gate section, see below.

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

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2.a. The slums
-------------------------------------------------------------

You have no knowledge of what you're doing, or how you're going to do 
it, but immediately you can tell the Slums is the best place to get some 
cash, and perhaps even find some contacts that will help you.

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

Treasure: D'Arnisse signet ring (Nalia), Battle axe +1 (Korgan), Delryn 
Family shield +1 (Anomen), Shaman's Staff, Gloves of Pickpocketing, 
Glasses of Identification, Tuigan Short Bow +1, Studded Leather Armour 
+2, Bastard Sword +1, +3 vs. Shapeshifters, Lilracor +3.

NPCs: Nalia, Korgan, Anomen.

NALIA (human; female; chaotic good; mage/thief; str.14 dex.18 con.16 
int.17 wis.9 cha.13)

KORGAN (dwarf; male; chaotic evil; berserker; str.18/77 dex.15 con.19 
int.12 wis.9 cha.7)

ANOMEN (human; male; lawful neutral; fighter/cleric; str.18/52 dex.10 
con.16 int.10 wis.12 cha.13)


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

                    Arbane's Sword +2
                    Short Sword +1

Talk to Gaelan Bayle and agree to everything. Now chapter two begins. 
Note that upstairs is a merchant with lots of magical ammo and the 
glasses of identification.

I'll cover the copper coronet in detail, now. There's a lot to do here.

First, talk to Nalia, and accept her quest. You can let her join or not 
- see D'Arnisse Hold section for more on her quest.

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

Korgan has a quest to get a grimoire from a tomb in the graveyard and 
give it to a sage he knows. He wants to join up and get it done. Accept, 
if you like.

Talk to Lord Jierdan. He'll ask for help on the Windspear Hills, agree - 
it's for the cash, and the big quest that will follow.

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

Search the rooms for mostly minor treasures and the 

                    Gloves of Pickpocketing

Head SE and on and enter the second secret door, then go through the 
door here. You're in some sewers. Kill the Hobgoblins, then head in to a 
circular room SW, kill all and search the grate in the middle of the 
room for a hand.

The hand is one of four keys to a sword. To get this quest, head 
onwards, SW and on, over the TRAPPED bridge, then NE, into a room with 
four pipes. A voice will talk to you, and then you should look at the 
four clues.

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

The hand is the first, place it in the third pipe. Second is a Ring, 
carried by two skeletons just beyond the hobgoblins.  Thirdly, kill 
Quallo's Carrion Crawler and take its blood, this is the third key. 
Lastly, is the Shaman's Staff, carried by a Kobold Shaman E of the 
bridge. The sword is the talking 

                     Lilracor +3

handy but sometimes annoying.

When Brus has met you again, come back. Travel to Gaelan's house. On the 
way, Bregg and Cohrvale stop you. Kill 'em.

At Gaelan's house, he'll lower the price to 15000 gps. You may well be 
able to afford this now. Accept or decline as you will.

Tanova and two other vampires attack a bloke at the northern district 
exit. Fight or flee as you desire.

In the Copper Coronet back rooms, you can go right through to the back 
where a man called Hendak begs you to free him and the other gladiators.

Head S then E to find the beastmaster and his animals - kill them all 
and grab the key (the beastmaster also carries the Tuigan Short Bow +1).

Give the key to Hendak and wade your way through the Copper Coronet 
guards (7500 xps). If you're present when Hendak kills Lehtinan, you get 
48750 xps and a request to infiltrate the slaver stockade (Lehtinan 
carries many gems and spells).

In the Slaver Stockade, there are LOTS of enemies, and lots of traps, 
and lots of minor treasures.

Go through, killing as you go. When you reach the two rooms containing 
children, unlock them for 2500 xps each. Go onwards, kill the Slaver 
Captain and take the key. Now enter the next room, kill the two trolls 
and free the girl (3500 xps). If you pay 100 gps, you get reputation +1.

Now tell Hendak for reputation +1, quest xps, 3900 gps and the 

                    Bastard sword +1, +3 vs. Shapeshifters.

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

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

Monsters: 1 Lich.

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

NPCs: none.


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

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

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

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

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

-------------------------------------------------------------
2.c. The docks
-------------------------------------------------------------

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

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

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

NPCs: Edwin Odesserion.

EDWIN (human; male; lawful evil; conjurer; str.10 dex.10 con.16 int.18 
wis.10 cha.10)


YOU CAN PROBABLY GET THEM ANYWHERE IN ATHKATLA, BUT THERE WERE TWO 
MESSAGES DELIVERED: FIRSTLY, TO AERIE TO SEE QUAYLE (SEE WAUKEEN'S 
PROMENADE SECTION), AND FOR JAHEIRA TO GO STRAIGHT AWAY. Next time you 
rest after Jaheira leaves, she'll come back, and tell you to go to the 
Harper HQ. Inside are five people who try to kill you. Get there first.

If you have Yoshimo with you, he'll tell you that you need to see Renal 
Bloodscalp. On the way to the Shadow Thieves' Guild, you'll find a Mad 
Cleric who tells you to convert to Cyric. Say no then kill him (750 
xps).

Inside, go forward then up and follow round. Accept Renal's offer to spy 
on Mae'Var. Leave and go to Mae'Var's guildhouse. Inside, show Gorch the 
documents given to you, then go through and down. 

Accept Mae'Var's task. Go over to the TEMPLE area (see temple area 
section for details of what to do here).

Having got the amulet or statuette, give it to Mae'Var (29500 xps), 
he'll tell you to visit his assistant, Edwin (yes, THE Edwin from BG1).

Speak to Edwin and he'll give you a hard errand. Accept it, and search 
the chests and rooms for treasures, including a:

                    Spear +1

Go to Rayic's house and enter kill the mephits, then SAVE - it gets 
TOUGH. Upstairs are two stone golems. Kill them, then go upstairs and 
kill Rayic. Search his body.

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

If you don't have Jaheira, enter and get the documents off of Marcus for 
200 gold. Give them to Edwin (10000 xps). Go to Mae'Var, accept. Go to 
Embarl and kill him. Bring back the dagger (28750 xps).

Go to Edwin again, he knows the truth, agree for the key. Enter 
Mae'Var's chamber and open the locked chest. Take the letter to Renal 
(48250 xps). He'll tell you to kill Mae'Var.

Everyone in his guild will know about it, so wade in and kill everybody. 
With Mae'Var dead, head back to Renal for your reward: ???? xps and 
10500 gps.

***THIEF STRONGHOLD QUEST***

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

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

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

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

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

There's got to be more to do on this stronghold, but I haven't come 
across it yet.

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

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

As you leave, another old "friend", Xzar, will come up to you and give 
you a quest (accept it).

Go back to Rylock and ask to enter. He'll make you perform a service 
first. Do this by going to Prebek's house and killing everyone inside 
(loot for treasure).

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

                    Helm of Charm Protection

Put this on your best thief and send him upstairs. Doing this will stop 
the spectral harpers attacking. Search, but head into the first door you 
see. Enter the cage and take the bird.

Deliver this to Xzar, who thinks it is Montaron, polymorphs it: it is 
Lucette who kills Xzar (don't know how many xps, but there are some). 
Loot his corpse.

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

The Dwarf Cromwell will forge items out of component parts and monster 
hides. Each work will lose you one day of possible adventuring and costs 
you 5000 gps.

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

Jaheira is a bit of a liability here - in the Sea's Bounty Tavern is a 
guy called Baron Ployer who gets a curse on Jaheira - you must solve 
this fast or she dies.

First, go to the Government District. When you leave the Council of Six 
building, a mage called Terrence will be waiting. Pay 1000 gps and his 
gang won't attack you with Ployer.

Now go to the Derelict House in the Slums (marked on map). Inside, 
threaten to kill Ployer if he doesn't help you and when his friends 
don't turn up, he'll give you Jaheira's hair (21250 xps), then get 
killed by her (21250 xps more). Now rest a full day in the Copper 
Coronet and she'll be fine. No problem.

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

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

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

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

NPCs: Keldon Firecam, Haer'Dalis.
 
KELDON (human; male; lawful good; inquisitor; str.17 dex.9 con.17 int.12 
wis.16 cha.18)

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


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

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

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

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

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

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

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

Search for the 

                    Ghoul's Skin 
                    Gauntlets of Dexterity 

Wade through to the Lair. 

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

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

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

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

                    Amulet of 5% magic resistance.

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

                    Saving Grace +3 

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

***CLERIC STRONGHOLD QUEST***

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

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

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

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

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

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

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

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

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

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

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

                    Cloudkill Wand
                    Rod of Resurrection.

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

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

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

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

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

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

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

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

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

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

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

***PALADIN STRONGHOLD QUEST***

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

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

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

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

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

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

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

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

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

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

                    Morning Star +2
                    Minor Treasures

Upstairs is a much harder fight. I suggest going downstairs so you only 
get one or two at a time. When successful, search around. The guards and 
the search will get you:
  
                    Celestial Fury +3
                    Adventurer's Robe
                    Plate Mail +1
                    Mace +2
                    Large Shield +2
                    Battle Axe +2
                    Helm of Defence
                    Helm of Charm Protection
                    Two Handed Sword +2
                    Full Plate +1
                    Short Sword +2
                    Leather Armour +3
                    2x Spear +3
                    Asp's Nest
                    Sling +2
                    Many minor treasures and several wands

Nice selection, eh?

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

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

Monsters: none so far.

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

NPCs: Viconia deVir, Jan Jansen.

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

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


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

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

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

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

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

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

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

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

                    Ring of the Ram

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

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

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

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

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

NPCs: none.


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

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

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

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

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

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

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

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

                    Horn of Valhalla

a handy item in a tight combat.

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

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

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

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

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

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

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

                    Boots of Avoidance

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

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

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

Monsters: Mummies, Skeleton Warriors, 1 Crypt King.

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

NPCs: none.


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

NPCs: None.


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

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

                   Cloak of Protection +1
                   Minor treasures

To the W are Feral Halflings. There are three group of Halflings. The 
first, as you enter their village, is easy. The second is tougher, but 
the rewards are greater:
 
                   Gauntlets of Ogre Power
                   Ripper +2

And the third guards the furnace room, and have

                   Stiletto of Damarche +2

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

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

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

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

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

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

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

                   1

              4         3

                   2

And then go down the stairs.

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

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

                   Helmet of Defense
                   Spell
                   Minor treasures

The Fire room contains:

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

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

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

                   Ring of Acuity

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

***MAGE STRONGHOLD QUEST***

There are several things to do in this Stronghold.

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

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

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

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

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

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

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

NPCs: none.


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

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

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

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

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

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

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

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

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

                    Spear, Halcyon +1

Further on is a small room with treasures.

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

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

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

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

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

                    Ring of Protection +2
                    Amulet of Power

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

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

Monsters: Pirates.

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

NPCs: none.


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

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

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

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

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

Take his information (2000 xps).

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

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

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

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

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

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

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

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

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

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

NPCs: Imoen.


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

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

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

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

                   2 spells
                   Ring of Free Action 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

                    Malakar +2

TROLL: Kill the Spirit Troll (8000 xps)

DJINNI: kill the djinni (10000 xps)

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

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

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

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

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

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

                   Robe of Reflection

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

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

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

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

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

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

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

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

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

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

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

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

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

NPCs: none.



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

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

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

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

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

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

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

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

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

                    Rod of Lordly Power

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

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

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

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

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

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

NPCs: none.


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

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

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

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

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

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

Now return to the king for a 

                   Light Gem 
                   Skullcrusher +3.

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

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

                   Bracers of Defence AC 4.

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

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

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

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

                   Dragon's Breath +4

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

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

                   Necradon's Crossbow +3

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

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

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

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

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

NPCs: none.


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

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

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

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

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

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

Go back to the tavern.

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

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

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

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

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

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

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

There are now to ways. Hard and Easy:

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

                   Gorgon's Plate +4

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

Refer to the above Underdark section again now.

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

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

Monsters: none.

Treasures: none.

NPCs: none.


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

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

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

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

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

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

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

Treasures: several +1 items.

NPCs: none.


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

Small Teeth Pass is basically a small monster-thump.

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

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

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

Treasures: Mana Bow +4.

NPCs: none.


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

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

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

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

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

                   Mana Bow +4

and two bands of Kuo-toa.

-------------------------------------------------------------
7.d. Graveyard revisited
-------------------------------------------------------------

Monsters: Vampires, Fledgling Vampires, Vampiric Mists, Skeleton 
Warriors, Grimwarders.

Treasures: Cutthroat +4.

NPCs: none.


At the district entrance, Bodhi appears, runs off and leaves you with 
four vampires to fight.

Now the crypts can only be accessed by the roof of the building in the 
E. Underneath, some minor treasures have been replaced or even changed.

In the NW, Drizzt and his party appear (if you enlisted their aid, that 
is). Eventually only Drizzt will stay for you.

If you got Holy Water from Elhan, you can pour this into the pool of 
blood to stop the vampires regenerating from it.

Head downstairs and kill Bodhi. Go to her coffin in the NE room, stake 
her (55000 xps/head and you get her heart and the Lanthorn).

In the rooms you can also find the 

                   Cutthroat +4.

Tell Elhan of your success, and he takes you to the Elven city of 
Suldanessellar, where a bitter war is raging...

-------------------------------------------------------------
7.a. Suldanessellar
-------------------------------------------------------------

Monsters: Stone Golems, Clay Golems, Adamantine Golems, Iron Golems, 
Rakshasas, Rajahs, Maharajahs, Trolls, Skeleton Warriors, 1 Nabassu, 1 
Sand Golem, 1 Balor, Earth/Fire/Air elementals.

Treasures: Elven Chain Mail, Cloak of Elvenkind, Boots of Elvenkind, 
Girdle of Stone Giant Strength.

NPCs: none.


After entering (74500 xps/head), and talking to Elhan, fight your way to 
Demin's house. Inside, kill all your enemies, and talk to Demin, her 
route is the only way.

Many rooms in the city have level 9 spell scrolls inside, I've uncovered 
Time Stop, Meteor Swarm and Gate so far.

First, go to the House of the Talisman. Inside, use the puzzle box, the 
correct order is: Corellan, Rillifane, Water, Tree of Life, 
Suldanessellar.

Now, go to the House of the Moon. Inside, simply get the Moonblade off 
of the Elf's body.

Head to the NW now, and enter the Woodland Clearing (see that section)

There are also two stone artefacts, a horn and a harp, one held by the 
House of the Horn, the other by the Harpists, which you need.

When you return from the clearing, go to the Temple of Rillifane. Place 
the artefacts on the altar (65000 xps/head) and the avatar will appear 
and grant you access to the palace.

Outside, Reirra will appear with useful items and the 

                   Staff of the Woodlands +4.

In the palace, gather the nuts from the tree. Go through, and use the 
harp/horn on the statues (3000 xps each) and go down (use option 2 when 
talking to party members and they will stay).

Accept Ellesime, and find the three parasites. Attack them, and two 
elementals will appear and attack. Kill them then the parasites.

You are automatically taken to Irenicus, where you must kill him. 
However, instead of this being the end, you and all your friends are 
sucked into hell...

-------------------------------------------------------------
7.b. Woodland Clearing
-------------------------------------------------------------

Monsters: Nizidramonii'yt, a Black Dragon.

Treasures: Bladeslinger Chain +4.

NPCs: none.


Only one thing to do here, but it's a BIG thing, a black dragon. No 
matter what you say, you are forced to kill it.

In its horde is the final artefact of the elven gods that you need to 
summon the avatar. You're nearly there.

-------------------------------------------------------------
7.c. Hell
-------------------------------------------------------------

Monsters: Beholders, Gauth, Elder orbs.

Treasures: Blackrazor.

NPCs: none.


Don't worry about deaths from your fight with Irenicus, all your party 
will be restored with their equipment.

You must go down each tunnel in turn and achieve a Tear of Bhaal. In 
order from right to left, the tunnels contain:

E: PRIDE - show no pride, question why you should kill the enemy and the 
demon will vanish. Walk through and talk to the dragon and you get your 
easiest tear.

SE: FEAR - head along the N passage and kill all the Beholders (if you 
can!). Now grab the tear from the crystals at the end.

S: SELFISH - to get the tear you must choose. Go down the right-hand 
path and your part member will die, and you will become a Fallen 
character, losing class-specific abilities (if you're good).

The left path means you keep your friend and abilities, and also lose 
2HPS from maximum, 1 dex., and some xps. You get the tear either way.

SW: GREED - take the sword. I recommend giving it to the genie, but you 
can fight it (v. hard) instead. You get the tear one way or another.

W: SAREVOK - in here, you are forced to fight a wraith of Sarevok, the 
main bad guy from BG1. Kill him for the tear. Note that he's every bit 
as tough as last time round!

Now use the tears on the Abyssal Door. Save and prepare, this is the 
last battle...

Irenicus will appear and summon two Glabrezus and two Balors to help 
him, in addition he turns into the Slayer!

Here's how I did it. First concentrate on the demons. When dead, get rid 
of the Misleading slayer, then head S. Here, use pierce magic, breach 
etc. to remove his protections. Now fight him - use only hand-to-hand 
combat weapons, and change into the Slayer. With a bit of luck and 
skill, Irenicus will finally die! 

Now you can watch and enjoy the sinister cut-scene... I think there's a 
BG3 for the future...

*****CONGRATULATIONS, YOU HAVE COMPLETED BALDUR'S GATE 2*****

-------------------------------------------------------------
8.a. D'Arnise Hold
-------------------------------------------------------------

Monsters: Trolls, Ice Trolls, Giant Trolls, 1 Spectral Troll, Yuan-ti, 
Yuan-ti mages, Umber Hulks, Flesh Golems, 1 Stone Golem, Clay Golems, 1 
Iron Golem, 1 Otyugh.

Treasures: Ring of Earth Elemental Control, Dagger +2, Warhammer +1, +4 
vs. Giantkin, Elven Court Bow +3, Battle Axe +3, Frostreaver, Shield 
Amulet, Flail of Ages, Orc Leather +3, Full Plate +1, Boots of 
Grounding, Staff of Striking.

NPCs: Nalia.

If you didn't get her in the Copper Coronet, she's in a palisade in the 
SW corner. See The Slums section for her stats.

***FIGHTER STRONGHOLD QUEST***

When you've completed this section, a fighter gets his Fortress.

Initially, once you have the keep, all you can do is sort out taxes with 
your Major. I advise keeping the taxes as they are for now.

Each week, you get 500 gps and a visitor to deal with.
VISITOR 1: A merchant whose caravan has been robbed by bandits wants to 
be payed for the caravan. You can also hire mercenaries to deal with the 
bandits.

I suggest this: give the merchant 500 gps (cha.15 or more) or 1000 gps 
(less cha.) and paying 500 gps for the mercs (15000 xps).

VISITOR 2: Captain Cernick has caught a man thieving. H's excuse is that 
he needs money for his wife's medicine. Let him off entirely and buy the 
potions he needs for 15500 xps.

VISITOR 3: Bolumir, Cleric of Tempus, wants to set up a chapel in the 
keep. This is advantageous as not only will you now have access to 
healing, he sells magic items (inc. Staff of Striking and Boots of 
Grounding), and accepting gets you 15500 xps. He is found on the upper 
floor in the room previously full of golems.

VISITOR 4: Roenall himself demands your land. Refuse.

VISITOR 5: Chantelle the maid wants to marry Jessup, but Malvolio wants 
to marry Chantelle also. Let Jessup marry and pay the full dowry for 
15500 xps.

VISITOR 6: Two moneylenders demand 2000 gps. Pay them 1000 and all will 
be fine.

VISITOR 7: Four citizens demand 7000 gps for damage from a great flood 
and to build dikes to prevent further flooding. Pay the lot for 15500 
xps.

VISITOR 8: Finally, Lord Roenall attacks. You have a set time to kill 
him, or you lose the keep. If you succeed, you get 50000 xps. He carries 
Full Plate +1 also.

In the SW, there is a secret door in the side of the Keep, marked on the 
map. Enter, the idea on this level is simply wander around killing any 
stray trolls and searching for the treasure littered around.

In the NW, there is a special forge that can be used to repair the Flail 
of Ages (though it doesn't need all three heads, it's much better with 
them). Repair it for the item and 223500 xps.

The second floor, head S. In the library, get the key, this opens the 
doors. Same as before, wander, kill, search. On the W side you can enter 
a room where you'll find Nalia's aunt. Free her. Through the far door 
there are two secret doors. One leads to the stairs that take you to the 
basement where Lord d'Arnise is being held.

In the other room are six golems. Whenever you disturb the alcoves 
(containing powerful magical items), two golems attack. Take them two at 
a time, using your mace/halberd armed men/women to block the doorway and 
kill them all.

You can access the roof from this level, but there isn't much to do up 
there.

In the basement, go through the first two doors, searching - in the 
third room are the leader's pet Umber Hulks.

In the room to the E are the trolls and their grand leader, it's a tough 
fight. Search the shrine and TorGal's body for some gems.

Go up and out to the courtyard, kill the otyugh and leave the dogs 
alone. Nalia now rewards you (10650 gps, ??? xps) and if you're a 
fighter she gives you the stronghold as your, er... stronghold.

-------------------------------------------------------------
8.b. Windspear Hills
-------------------------------------------------------------

Monsters: Ogres, 1 Gnoll Elite, 1 Baby Wyvern, Orcs, Wild Dogs, Ankhegs, 
Black Bears, Goblins, Hobgoblins (wizards, elites, captains), Vampiric 
mists, Shadow Fiends, Ruhk Transmuter, Kamikaze Kobolds, Vampires, 1 
Adamantine Golem, Iron Golems, Stone Golems, Clay Golems, Dread Wolves, 
Wolfweres, Greater Wolfweres, "Guardians", Orc Archers, 1 Greater 
Wraith, Orogs, Trolls, Mutated Gibberlings, Fell Ghasts, Werewolves.

Treasures: Amulet of Protection +1, Battle Axe +2, Large Shield +2, 
Dragon Scale +2, Dragonslayer +2 (Peridan), Studded Leather +2, Two-
handed Sword +2, Heartseeker +3, Holy Avenger: Carsomyr +5, Cloak of the 
Shield.

NPCs: none.


At the start you are forced to kill some monsters who turn out, when all 
dead, to be paladins (including Ajantis from BG1).

Accept Garren Windspear's aid and be very good to him and all his 
friends who talk to you - some bandits will enter, make a spirited 
attempt to kill you and teleport Garren's daughter off. Say you'll save 
her.

Head to the NE and enter the dungeons. Kill all, and in the main cavern, 
there are two smaller ones. Go through the N door (the only door!), 
fight all inside (beware the golems). Head W, accept Samia. Head NE, NW, 
NW, N, N, N, N and then prepare yourself.

When you've cleared the floor of all its treasure (neat items!) Samia 
reappears with a powerful war-party. Kill 'em all (hard!).

Now head back to the first golem fight and head E. Kill the vampires, 
carry on and take the Greater Wraith. Get the chapel key.

Go now to the entrance to the maze and head down the W branch, kill the 
wolfies, note that Greater Wolfweres regenerate amazingly fast, so 
Disintegrate, Slay Living and similar are about the only ways to kill 
them.

From the circular room, W heads into a room where to "men" try to lure 
you into their "den". To get the treasures w/out a fight, send an 
invisible character through past the two men and get the goodies from 
the rooms past there.

When you re-enter their room they'll tell you to follow them, don't go 
through, nick the goodies from THIS room then leave.

NW heads to a room where some squabble between a troll, a wolfwere and a 
hobgoblin leaves some minor items on the ground.

Through the secret door is a very hard fight with some golems - their 
treasure behind them is the Heartseeker +3 longbow.

The N passage leads to another golem fight, then an orog fight. Go 
through the locked door, over the stairs into the next room, where you 
find DigDag, two orc lackeys and an old "friend" of yours, the ogre 
Tazok. Kill 'em.

Go into the cavern, talk to Fikraag, the red dragon (!) and when his 
wizard dimension doors, run upstairs quickly! Kill him, get the key and 
free Iltha (23750 xps). Now, leave!

Back at Garren's cabin, you'll be rewarded. If you're a paladin, you can 
now enter the High Hall of the Radiant Heart, see Temple section.

If you've kept the acorns from the dryads in Irenicus' dungeon, the 
Fairy Queen is found in the SE section. Give her the acorns for 32500 
xps + 9750 xps.

-------------------------------------------------------------
8.c. Umar Hills
-------------------------------------------------------------

Monsters: Umber Hulks, 1 Killer Mimic, Shadows, Shadow Fiends, Spotted 
Lions.

Treasures: Corthala Family Armour (Valygar), Corthala Family Blade 
(Valygar), Spear +1, Ilbratha +1.

NPCs: Valygar Corthala.

VALYGAR (human; male; neutral good; stalker; str.17 dex.18 con.16 int.10 
wis.14 cha.10)


There is a quest from the Government District in Athkatla to kill 
Valygar. You can let him join or kill him, it's you to you. He is the 
only way to enter the Planar Sphere in the Slums, I'll cover this in a 
later version.

Most of this section centres around a series of odd murders. Go to the 
village in the SW. Around the fountain, listen, then go to Minister 
Lloyd's house. Accept his quest.

Madaulf and his band are found in the centre of the map. Talk to them 
and they'll propose a peace deal, accept their quest to tell the village 
leader.

Go to Lloyd and tell him, he'll wander off (27500 xps). If you speak to 
Vincenzo in the Inn, there is the amusing "Umar Witch Project" tale, 
which takes the rip completely (fine by me because I HATE the Blair 
Witch Project!).

At the entrance to the town a group of youngsters give you 200 gps to 
buy them some swords and ale. Buy the swords and ale from merchants in 
and around the inn, give them the stuff for 2000 xps.

In the village, a mage named Jermien wants some mimic's blood for a 
golem. This is found (along with a killer mimic and other monsters) in 
the Umar Cave - open the chest once you've killed the killer mimic for 
some other stuff as well. Give him the blood for 19250 xps and the 

                   Ilbratha +1

However, his golem will attack - kill it and talk to him for 21250 xps. 
You can now search for spells and potions.

The concerns about a hired ranger voiced in the town can be realised in 
the SW, there are some interesting books to read here too.

Valygar, and whatever fate you have in store for him, are found in the 
NW corner. If you come from the W, there are some rangers who may try to 
stop you, come from the E and you'll meet them on the way out, if you 
head E, anyway.

Jeb, just outside the village will sell you some information for 300 
gps. Accept, he'll tell you about Hendrick's chicken. Tell Hendrick you 
know about his item and offer to buy it for 50 gps - it's a priceless 
gem, worth 600 gps (not quite priceless then).

If you've solved the Skinner murders in the Bridge district you should 
have a letter. Follow the instructions - by the History of the Zhentarim 
off Fael. His "secret name" is Darcin Cole.

If you have the Human Skin on you, you can get silver dragon's blood as 
he requests. I'll continue with this in another, later version.

-------------------------------------------------------------
8.d. Temple Ruins
-------------------------------------------------------------

Monsters: Shadows, Shade Wolves, Shadow Fiends, 1 Greater Shade Wolf, 
Greater Mummies, Skeleton Warriors, Bone Golems, 1 Shadow Dragon, Wild 
Dogs, Giant Lynxes.

Treasures: Cloak of the Stars, Halberd +2: Duskblade, Darkmail +3.

NPCs: Mazzy Fentan.

MAZZY (halfling; female; fighter; lawful good; str. 

The Temple itself is found in the NE of the map. It is swarming with 
monsters. By activating the Stained-glass window, you can dispel any 
shadows that come into the light.

Beneath the dungeon, head N from the junction. Kill everything in this 
room and the next, being sure to find the bones and the jail key.

In the jail is Mazzy Fentan, a famous Halfling knight. She offers advice 
and can join your party.

Head W from the jails and get the sun gem. You can head N as well to 
kill things, if you wish.

With the gem you can pass through the first shadow barrier.  Go through 
and over the bridge, get everything and kill everyone in this Room of 
Fire and the E room.

In the W room from here, give the bones to the ghosts for part of the 
Sun Icon and the Shadow Dragon Wardstone, plus 17750 xps.

Carry on and you'll come to a room with letters on the floor. This is 
done in the same way as Indiana Jones and the Last Crusade was done.

The name is Amunator, just walk over those letters in that order and no 
damage is done. Only send one man over.

In the next two rooms: the N room contains important items and the S 
room contains a Shadow that can't be trusted (kill it) and the second 
part of the Sun Icon.

Head back to the Statue at the beginning. Answer his questions on the 
rituals, if you get them all right he gives you the last Sun Icon piece 
(45500 xps) and you'll complete the Icon (21250 xps).

Go right back and now go straight past through the door into the cavern.

If you have the Wardstone the Dragon leaves you alone. Use the exit in 
the NW. Here you have to defeat the Shadow Lord (25000 xps) and his 
Altar. When all the enemies are dead, light returns (44250 xps/head). 
Merella appears and dies.

-------------------------------------------------------------
8.e. Trademeet
-------------------------------------------------------------

Monsters: Dire Wolves, Giant Spiders, Wild Tigers.

Treasures: Staff of the High Forest (Cernd), Cloak of the High Forest 
(Cernd), Shield of Harmony +2, Scimitar +2, Rashad's Talon.

NPCs: Cernd.

CERND (human; male; shapeshifter; true neutral; str.13 dex.9 con.13 
int.12 wis.18 cha.15)


Fight the animals and agree to help the city when challenged by the 
Militia Captain.

Go to the High Merchant Lord's house, accept. Go downstairs and find 
Cernd.

You should now head over to the Druid Grove.

When that matter is resolved, tell the High Merchant (2000 gps) and 
accept his new quest.

Go to the tent of the Dao Genies. Give their Khan the head of Ihtafeer 
(the Rakshasa in the Druid Grove area) for 10000 xps and a sword.

Tell the Guildmistress in the Mayor's home for 7500 xps, gems and a 
magic shield. Tell the High Merchant himself and you'll be honoured and 
get reputation +1, 25250 xps/head and 10750 gps.

You're also given the same quest by two feuding families. The best way 
to do this quest is this: go to either mansion and accept, you'll get 
the key.

Go to the tomb and accept the High Merchant's offer when he appears. Go 
in, kill all and get the Circlet.

Take it to the High Merchant for 250 gps, 8000 xps and reputation +1.

There is found in Trademeet Neeber, presumably cousin of Noober (from 
BG1) or something. Talk to him loads of times and much like Noober, you 
get 1000 xps/head and some 

                   +2 bullets

-------------------------------------------------------------
8.f. Druid Grove
-------------------------------------------------------------

Monsters: Trolls, Ice Trolls, Myconids, Spore Colonies, Rakshasas, Sword 
Spiders, Phase Spiders, Giant Spiders, Spiders, Ettercaps, Spirit 
Trolls, Spectral Trolls, Giant Trolls.
 
Treasures: Cleric's Staff +3, Amulet of Proof Against Poison, Scimitar 
of Speed +2: Belm, Bracers of Archery, Spear of the Unicorn +2.

NPCs: none.


Once you've agreed to help Trademeet, head to the NW. Here, meet Cernd 
and let him challenge Faldorn. Cernd will win, and you've freed the 
Druid Grove from the depredations of the Shadow Thieves, leaving 
Trademeet safe. That was easy.

There is a cottage in the NE belonging to a woman who is actually a 
Rakshasa. Kill her and her friends. You can get her head, and there are 
some minor treasures in a chest in this cottage.

In the deserted Ogre's Tower, there is a magical scimitar.

There is a Troll Mound in the SW. Enter, kill all the (many) trolls, and 
you can search the bones at the far side for some nice treasures.

-------------------------------------------------------------
NOTES ON THE SLAYER
-------------------------------------------------------------

At a certain point you gain the ability to shapechange at will into the 
Slayer, an incredibly powerful avatar form of Bhaal.

This may seem like an excellent idea, but I warn against it. Use only 
when ABSOLUTELY necessary.

Once the ability is used, you get one chance to turn back and stay as a 
human. If you continue the transformation, you first lose 2 reputation 
points.

After a short period you will start taking damage due to your slipping 
control on your self. Most likely if you start taking wounds as the 
Slayer you might die before you can change back - you can only use the 
change once a day, so if damage interrupts your "Shapeshift normal form" 
ability you're stuck as the Slayer for a day.

You continue to sustain damage for roughly one turn.

The Slayer's merits though is that it has huge strength, high 
resistances, causes horrific cold damage and looks very cool indeed.


-------------------------------------------------------------
CHARACTER CREATION
-------------------------------------------------------------

Creating a character
Due to higher levels than BG1, mages are finally powerful from the very 
start. At the end? Well, they're amazing.
    
For experienced role-players, a mage can be extremely deadly, and is 
probably the best choice. For a novice or one who is not into the 
magical arts (or, like me, just loooves paladins), the cavalier is 
probably the ideal class. Loads of protective and healing abilities, 
resistances to acid and bonuses against the tougher monsties make them 
perfect at combat.

However, the lack of ranged power is probably a bitter blow to the real 
newbie, so I recommend beginners pick a fighter. No restrictions and 
easy to get to grips with, there is no easier class to use.
Class by class rundown:

Fighter: easy to use, no restrictions, ideal for those new to TSR.
     Kensai: an even more dangerous fighter. Not recommended to new 
players due to the lack of any armour - careful use required.
     Berserker: probably a bit better than the bog-standard fighter due 
to the beserk ability but the disadvantages mean that it isn't as easy 
to handle as the standard fighter.
     Wizard Slayer: in my humble opinion the second weakest class. Sure 
they can do serious damage to all wizards including the game's main 
protagonist, but the lack of magical items means that against non-
wizards they can be very weak late on in the game, which is when it 
counts.

Mage & Specialist Mage: excellent now for a clever or experienced 
player. The reason they are not as good for beginners is their lack of 
staying power. Always choose a specialist over a standard one - the 
extra spells can make a HUGE difference to your game.

Sorcerer: strong in the hands of a good player, but very hard to get to 
understand properly. Beginners should stay well clear until they have 
reached a respectable level of ability. Play up its strengths and try to 
hide its weaknesses.

Ranger: Ahh, a characterful and powerful warrior. Racial enemies and 
stealth make them very dangerous when used correctly. Use them as 
trackers and hunters. The only real weakness is their lack of large 
bonuses, but stacks of minor ones can be nasty.
     Stalker: Good a stalking (obviously), high stealth, pretty good. A 
few mage spells are handy too. They lack metal armour, but it's a fair 
trade.
     Beastmaster: Good for bringing help to the fray and no lack of 
combat strengths. They just aren't powerful enough to over-rule other 
classes.
     Archer: Again, not an ideal beginner choice due to lack of armour, 
they are perfect snipers. Very good class this. Use called shots often.

Bard: fairly weak at the lower levels, only really useful for 
identifying stuff and boosting morale.
     Blade: Good defensive power but they have a lack of rogue-ishness 
as the penalty. Can be good used carefully, but very poor in the thick 
of things, though they have staying power.
     Jester: Appalling. The ability to cause confusion against weak 
enemies (which are in short supply) traded for rogue abilities and just 
about everything worthwhile in a bard. Stay well clear, everyone.
     Skald: Nothing special at lower levels, but a very strong addition 
later on. Huge bonuses from their bard songs at high levels can swing 
entire battles.

Paladin: tough, many abilities and ideal for beginners. Can't say much 
more.
      Inquisitor: a worthy addition to the class list, their ability to 
almost ignore defensive magics mean that they actually beat the wizard 
slayer at their own job.
      Cavalier: my favourite. Stacked full of defensive upgrades and 
offensive bonuses against the super-powerful monsters make them 
characterful and dangerous in the extreme. The lack of any ranged power 
is a gripe but is easily outweighed.
      Undead Slayer: very powerful against the undead, but there isn't 
enough dead activity in the game to recommend them - they're just too 
specialised. 

Monk: Weird and super powerful at high levels. Ki energy abilities means 
that they can get away with costing little to equip and doing powerful 
damage. A bit complicated but very good. My second favourite.

Cleric: Can't get to high enough levels and their spells are mostly a 
bit rubbish. Not that bad, but in my opinion not worth bothering with. 
Priests are better but a bit similar.

Thief: Cunning and guile in a PC can turn these not too tough characters 
into stealthy killing machines. Setting traps makes them even better.
      Swashbuckler: good in combat, but not good enough at their 
thieving skills to be as good as the standard thief.
      Assassin: a cunning player can take out very powerful characters 
very quickly with this kit. Deadly but quite difficult to use and not as 
good at thieving stuff as they could be.
      Bounty Hunter: the best thief, their custom traps and nasty 
abilities make up for the lack of thieving effectiveness.

Druid: More poor priest spells, low armour and poor weapons. WTF is 
going on? Don't even bother.
      Totemic druid: a druid with very weak bonuses. Don't bother.
      Shapechanger: A better option but still not really worth your 
while.
      Avenger: the most powerful druid, but it still suffers from the 
often woeful restrictions of its mother class. Stay clear of all these 
classes if you want my advice (and if you don't, why are you here?).

NOTE: I've had a lot of e-mails telling me Avengers are very good. Why? 
They lose 2 on two vital stats, their spells are mostly poor until level 
6/7, they make poor fighters and can't use most weapons/armour.

Multi-classes: Hmm... the best for a cunning player is the mage/thief. 
Annoying weapon restrictions aside, they can make themselves invisible 
and stab the enemy in the back, hard.
If you insist on priest spells, a fighter/druid is the best bet. The 
fighter knocks off the terrible restrictions of the standard druid and 
improves the class vastly. I prefer to steer away from multi-classers, 
as they take too long to level up to satisfactory levels and often never 
reach high enough levels to do any real damage.
My character is: human; male; lawful good; cavalier, with weapon 
abilities spread across all sorts of weapons and fighting styles. This 
gives you a close-combat monster.

stats

Charisma - use it! A high charisma is your best friend and can get you 
cheaper goods and makes people generally kinder to you. Coupled with a 
high reputation and it's a huge bonus. However, I say skip it. Why? 
Because before it becomes at all useful you can get the Ring of Human 
Influence. Problem solved.

Wisdom - unless you're a type of spellcaster, I'd keep it down to 9 
unless you have plenty of extra points.

Intelligence - vital for mages but not that hot for anybody else. Mages 
should get it up, but keep it to 10 for others.

Constitution - the most important. Get an 18 here if at all possible. It 
makes your character tougher, more resistant to all sorts of things and 
more likely to stay on his feet.

Dexterity - handy for mages, thieves, bards and druids but those capable 
of wearing decent armour might as well forget about it. If the Gauntlets 
of dexterity turn up you might be able to ignore it altogether.

Strength - second most important after constitution. Again, do your best 
to get 18+ on this. The 19s possible on str. And con. Make half-orcs an 
enticing prospect.

-------------------------------------------------------------
MONSTER FIGHTING TACTICS
-------------------------------------------------------------

Stone Golems (Edwin's first quest): Use polymorph self to get a mustard 
jelly, much less killable and more dangerous, then use magical spears to 
finish the job. It's the only way...

The Umber Hulks' room in Spellhold: This is so @!"%* hard I'd just turn 
the difficulty down to Easy to do it. Cast spells galore and with a 
little luck you can take them down. It's not easy though.

Drow parties: Drow AI means they are very hard. Aside from being fast, 
all carrying magical equipment as standard, having a huge magical 
resistance and being able to cast spells (now see why I love Viconia?), 
they help each other - great AI - if one Drow can't get to the fight but 
is near another taking a battering he'll cast healing spells, which 
showcases the AI. This is more to notify you of their cunning (they hide 
round corners too, just when you think you've finally got rid of them...), 
but I recommend this course of action - use your warriors and other 
tanks as a front line to fill the narrow Underdark corridors, and use 
sling/bow armed thieves/mages at the back to mop up the healers and 
spell-casters hanging about ruining everything - you won't do the damage 
to kill, but you can easily disrupt their spells in this way. Good luck!

The d'Arnise Hold golems: Take them on two at a time by pillaging the 
alcoves one by one. Retreat to the doorway and use mace-armed, spell 
protected characters to take out the golems as they appear in the 
doorway. Easy when you know how!

All especially hard characters (ie dragons): If you have to talk to them 
to attack, click to talk, then stop and attack. You've now got plenty of 
time to thump it before it wakes up and starts thumping back!

Dealing with Mind Flayers: Simply summon a few Invisible Stalkers 
(you're a fool if you don't have this spell memorised), preferably 
buffed up a bit (a buff is a purely beneficial spell ie Bless, Chant, 
Haste etc), and use them to attack the 'Flayers. The 'Flayers special 
abilities have no effect on them whatsoever. Sometimes the swirly 
Confusion thing appears on their heads, but they're not confused, and 
will easily tear the 'Flayers apart!

Dealing with Beholders: Easy really - if you haven't got the Robe of 
Reflection you need to cast spell turning, and the Beholder will drop 
dead of its own spells, unless you're unlucky and it makes all its saves 
before the spell turning wears off.

-------------------------------------------------------------
PARTY SKILLS
-------------------------------------------------------------

The ideal party should be capable of performing any task, and should 
include about one of each main class section. If I'm playing as the 
cavalier, my party is always as follows:

  Mazzy (a great fighter, pure and simple)
  
  Jan (the best thief with good stats and a few spells)
  
  Minsc (tough, good stats and versatile)
  
  Edwin (a very good caster)

  Viconia (VERY good dex. And wis., high magic resistance, useful in the 
Underdark)

I also like Valygar, Keldon, Aerie, Haer'Dalis and Jaheira in my party. 

Select your formations carefully, based on ease of movement and various 
combat situations.

That's my advice anyway.

The part I use mostly now is this:

Mazzy

Valygar (Probably just me, but does he EVER fail a saving throw?)

Edwin

Anomen (Just for variety, you understand!:))

Yoshimo (Good, and when he leaves you get Imoen).

I still prefer the top part though.

-------------------------------------------------------------
NPC BREAKDOWN
-------------------------------------------------------------

Here is a complete list of the NPCs by category to make it easier for 
you to select your party:

WARRIORS (Fighters, Rangers, Paladins)

Name           Class    Align.   Str  Dex  Con  Int  Wis  Cha

Keldorn         Inq      LG      17    9   17   12   16   18
Korgan          Fig      CE     18/77 15   19   12   9    7
Mazzy           Fig      LG
Minsc           Ran      CG     18/98 16   16   8    6    9      
Valygar         Sta      NG      17   18   16   10   14   10

PRIESTS (Clerics, Druids)

Cernd           Sha      TN      13    9   13   12   18   15
Viconia         Cle      NE      10   19   8    16   18   14

WIZARDS (Mages)

Edwin           Con      CE      10   10   16   18   10   10

ROGUES (Thieves, Bards)

Haer'Dalis      Bla      CN      17   17   9    15   13   16
Yoshimo         Bou      TN      17   18   16   13   10   14

MULTI-CLASS

Aerie         Mag/Cle    LG      10   17   9    16   16   14
Anomen        Fig/Cle    LN     18/52 10   16   10   12   13
Imoen         Mag/Thi    NG      9    18   16   17   11   16
Jaheira       Fig/Dru    TN      15   17   17   10   14   15
Jan           Ill/Thi    CN      9    17   15   16   14   10
Nalia         Mag/Thi    CG      14   18   16   17   9    13

I hope this helps you select your party - for more detailed information 
on the locations of the NPCs see the appropriate location pages. I've 
summarised the locations here:

Aerie: Waukeen's Promenade
Anomen: The Slums
Cernd: Trademeet
Edwin: The Docks
Haer'Dalis: Temple District
Imoen: Irenicus' Dungeon
Jaheira: Irenicus' Dungeon
Jan: Government District
Keldorn: Temple District
Korgan: The Slums
Mazzy: Ruined Temple
Minsc: Irenicus' Dungeon
Nalia: The Slums
Valygar: Umar Hills
Viconia: Government District
Yoshimo: Irenicus' Dungeon     
  
-------------------------------------------------------------
CHEATING!
-------------------------------------------------------------

The cheat features are largely unchanged since the original Baldur's 
Gate. There are some minor differences, but that is to be expected. To 
get the cheats activated do these steps: 

Step One: Open the game's directory C:\Program Files\Black Isle\BGII - 
SoA 

Step Two: Open the Baldur.ini file in notepad. 

Step Three: Find the line [Program Options]. Under it are a variety of 
settings for your game. Add this line: Debug Mode=1. And it must be 
Debug Mode=1, not debug mode=1 or anything else. Save and close notepad. 

Step Four: Now when you are in the game, press CTRL-SPACE to bring up 
the Console. This is where you will enter all the cheats. Anyone 
familiar with the original Baldur's Gate cheats will find that the 
cheats are mostly the same from this point. At any point in the game, 
press CTRL-SPACE to bring up the console. There you enter in your cheat 
and press ENTER to execute the cheat.

EXTRA EXPERIENCE:
Open console and type CLUAConsole:SetCurrentXP(xxxx)

Where xxxx is the number of xps you want your character to have.

Note this has no bearing on your level.

ITEM CREATION:
Open console and type CLUAConsole:CreateItem(xxxxxx,yy)

Where xxxxxxx is the item code (see below) and yy is the amount you 
want. If you just want one, don't type this.

Item Codes:

AMULETS: 
AMUL01 - Necklace of Missiles 
AMUL02 - Necklace 
AMUL04 - Studded Necklace with Zios Gems 
AMUL05 - Bluestone Necklace 
AMUL06 - Agni Mani Necklace 
AMUL07 - Rainbow Obsidian Necklace 
AMUL08 - Tiger Cowrie Shell Necklace 
AMUL09 - Silver Necklace 
AMUL10 - Gold Necklace 
AMUL11 - Pearl Necklace 
AMUL12 - Laeral's Tear Necklace (3000 gp) 
AMUL13 - Bloodstone Amulet 
AMUL14 - Amulet of Protection +1 
AMUL15 - Shield Amulet 
AMUL16 - Amulet of Metaspell Influence (+1 2nd level spell) 
AMUL17 - Greenstone Amulet 
AMUL18 - Wolfsbane Charm +2 vs Lycanthropes 
AMUL19 - Amulet of 5% Magic Resistance 
AMUL20 - Kaligun's Amulet of Magic Resistance 
AMUL21 - Amulet of Power 
AMUL22 - Periapt of Proof Against Poison 
AMUL23 - Periapt of Life Protection 
AMUL24 - Necklace of Form Stability 
AMUL25 - Amulet of Spell Warding 

ARROWS: 
AROW01 - Arrow 
AROW02 - Arrow +1 
AROW03 - Arrow of Slaying 
AROW04 - Acid Arrow 
AROW05 - Arrow of Biting 
AROW06 - Arrow of Detonation 
AROW07 - Arrow or Dispelling 
AROW08 - Arrow of Fire 
AROW09 - Arrow of Ice 
AROW10 - Arrow of Piercing 
AROW11 - Arrow +2 
AROW12 - Arrow of Biting 
AROW1A - Arrow +2 (different picture) 

AXES: 
AX1H01 - Battle Axe 
AX1H02 - Battle Axe +1 
AX1H03 - Battle Axe +2 
AX1H04 - Throwing Axe 
AX1H05 - Throwing Axe +2 
AX1H06 - Throwing Axe +2 
AX1H07 - Bala's Axe (miscast magic) 
AX1H08 - Hangard's Axe +2 
AX1H09 - Rifthome Axe +3 (thrown) 
AX1H10 - Azuredge Axe +3 
AX1H11 - Battle Axe +2 
AX1H12 - Battle Axe +3, Stonefire 
AX1H13 - Battle Axe +3, Frostreaver 

BAGS: 
BAG02 - Gem Bag 
BAG03 - Scroll Case 
BAG04 - Bag of Holding 

BELTS: 
BELT01 - Girdle 
BELT02 - Golden Girdle 
BELT03 - Girdle of Bluntness 
BELT04 - Girdle of Piercing 
BELT05 - Girdle of Masculinity/Femininity 
BELT06 - Girdle of Hill Giant Strength (19 STR) 
BELT07 - Girdle of Stone Giant Strength (20 STR) 
BELT08 - Girdle of Frost Giant Strength (21 STR) 
BELT09 - Girdle of Fortitude (sets CON to 18 for 8 hours) 
BELT10 - Belt of Inertial Barrier (resist damage) 

BLUNT WEAPONS: 
BLUN01 - Club 
BLUN02 - Flail 
BLUN03 - Flail +1 
BLUN04 - Mace 
BLUN05 - Mace +1 
BLUN06 - Morning Star 
BLUN07 - Morning Star +1 
BLUN08 - Flail 
BLUN09 - Kiel's Morningstar 
BLUN10 - The Root of the Problem Club +1, +3 vs. unnatural creatures 
BLUN11 - Mace 
BLUN12 - Mace of Disruption +1 
BLUN13 - Flail +2 
BLUN14 - Flail of Ages +3 (complete, Fire + Acid + Cold) 
BLUN14A - Flail Head (Cold) 
BLUN14B - Flail Head (Fire) 
BLUN14C - Flail Head (Acid) 
BLUN14D - Flail of Ages (Fire + Cold) 
BLUN14E - Flail of Ages (Acid + Cold) 
BLUN14F - Flail of Ages (Fire + Acid) 
BLUN14G - Flail of Ages (Cold) 
BLUN14H - Flail of Ages (Fire) 
BLUN14I - Flail of Ages (Acid) 
BLUN15 - Morning Star +2 
BLUN16 - Morningstar + 2: The Sleeper 
BLUN17 - Morningstar +2: Wyvern's Tail 
BLUN18 - Mace +3: Skullcrusher 
BLUN19 - Mace +2: Mauler's Arm 
BLUN20 - Mace +1: Ardulia's Fall 
BLUN21 - Mace +2 
BLUN22 - Club +3, Blackblood 
BLUN23 - Bone Club +2, +3 vs. Undead 
BLUN24 - Club +2, Gnasher 
BLUN25 - Mace of Disruption +2 

BOLTS: 
BOLT01 - Bolt 
BOLT02 - Bolt +1 
BOLT03 - Bolt of Lightning 
BOLT04 - Bolt of Biting 
BOLT05 - Bolt of Polymorphing 
BOLT06 - Bolt +2 
BOLT07 - Flasher Master Bruiser Mate (Jan Jansen) 
BOLT08 - Blessed Bolt 

BOOKS: 
BOOK01 - Magical Book 
BOOK02 - Spell Book 
BOOK03 - Manual of Bodily Health +1 Con 
BOOK04 - Manual of Gainful Exercise +1 Str 
BOOK05 - Manual of Quick