Games
Over
Presents:
Baldur's Gate II
Irenicus Dungeon Level
1
This of course is where you start the game.
Your only goal on this level is really just to get off of it and into level 2.
There is also another exit from the level that leads to a small screen where a
Genie is located that you will need to talk to. This whole level is sort of like
an episode of X-files. A lot of strange conversation takes place with your
initial party members and you learn about how sick and twisted Irenicus is.
There is a lot of basic equipment and a few magic items to collect here also.
This level is pretty much linear so there are no important things to do they are
all important. The map is basically labeled in the order things have to be
done.

- This is your starting point where you meet up with Imoen. You definitely
want her in your party as well as Minsc and Jaheira who are in cells behind
you. To get Minsc out of his cell just say a few things that may make him mad
and he will bust out of his bars. To free Jaheira you have to find a key which
is located at (2).
- This room is where you will get your first starting equipment and the key
to free Jaheira. Make sure you use Imoen to detect traps and pick locks.
Important items to get are the healing potions behind the wall painting and
the jail cell key in the chest.
- This small area has an energy source in the middle of it that will
continue to spawn Lightning Mephits until you turn it off using the switch on
the wall.
- This is where you will meet up with a Genie who will ask you a riddle, the
two answers you can give are either "push the button" or "not push the
button". Either way you will have to fight something afterward. If you answer
"push the button" an Ogre Mage will spawn who is worth some good exp so choose
that one. The other answer will just spawn some worthless Gibberlings.
- This is where the Sewage Golem is located. When he asks tell him you are
his master. When you tell him to open the doors giving you access to more of
the dungeon he will say he needs the activation stone which is located at (7).
Make sure you grab the healing potions.
- There are two Golems in this small room that will not attack you when you
enter. It is a good idea to go ahead and attack them now by forcing an attack.
Just click your sword icon to force the attack. If you don't kill them now
they will show up later and attack you.
- This is where Rielev is hanging out in his life support bubble. You will
get EXP if you turn off his bubble to put him out of his suffering like he
asks. Important items to get here are the energy cells and the activation
stone which is on the table. You need to take the back to the Sewage Golem at
(5)
- This room is actually optional but has a quarterstaff +1 in it so take a
little trip in there. This is where you can use the energy cells to activate
four of the bubbles and listen to the sob stories of the captive mutants.
Pretty creep stuff.
- This is a small library where a few goblins will attack. Search the
shelves when you are done and make sure you are healed up before going to the
next area.
- Pretty decent little fight with a gang of crazy Dwarves, take out the
casters first then the archers and you should be fine. Loot the bodies and
make sure you get the acorns and there is some nice armor there also. Don't
worry about the locked door yet you will get the key later and watch out for
the trap in the next hallway.
- In here there is a Cambion inside a protection globe attacking you. You
have to press the switch in the middle of the room TWICE to remove the globe.
This will also open the rest of the dungeon.
- This room has an Otyugh in it that is pretty nasty. Once you have killed
him loot the room for a few good items. Be sure to nab the Wand of frost key
and any other wand keys that you come across you will need them on the next
level. Then go down the next hallway and search the bedroom for traps and grab
the Air elemental statue. This will let you in the door at (15).
- This where there are three Dryads, they are friendly so don't think you
are about to get charmed. they will give you some info on the situation and
tell you about the acorns if you don't have them already they are at (10). Now
head to the master bedroom if you didn't take out the two golems at (6) they
will show up now and attack.
- The master bedroom is full of traps so get Imoen working. They are several
good items in here the most important is the portal key. If you haven't gone
through the door at (15) you can go there now since you have the statue.
- This area is too small for a map but there are several Mephits to fight
and a Genie you need to talk with. After you enter head to the left first to
loot the chest then straight back til you come to Genie lamp. After you rub
the lamp the genie will appear. If you agree to release him he will give you a
pretty cool sword but you need his Genie flask to release him. This can be
obtained from the Dryads at (13).
- Now just go through the portal to level 2.
Irenicus Dungeon Level 2
Similar to the first level your main
concern is finding a way out. Not as linear as the last level but you will
probably want to explore everything since you are in need of cash badly at this
point. Think twice about which scrolls you give Imoen to write in her spell book
since she is about to be stolen from you after this level. Don't worry about her
items they will all be transferred to your inventory or on the ground but her
spells will follow her.

- Entrance to the level and where you will meet another NPC that will offer
to join up with you. Yoshimo is a Katana toting Bounty Hunter Thief. To learn
more about him refer to the NPC Section. You probably do not need him to
complete this level and he will show up again in the next chapter so for EXP
purposes you may want to leave him behind. It is up to you. Search the crate
to get the Wand of Cloudkill key this should be your third wand key. If you
didn't get the two from level one go back and find them now. There are 6 total
and you are about to get the other three. After that make sure you are healed
before going any further.
- When you enter this room you will be attacked by various Mephits. There is
really no need to fight them until you have taken out the 4 portals along the
right hand wall that is spawning them. After you are done have Imoen sweep the
room for loot you should find the remaining wand keys in here and (3). Make
sure you have all 6 before going any further. This is also the area where you
will learn about Khalid being dead with a long cut scene from Jaheira. If you
say anything bad about Khalid when she talks to you about him she will leave
your party so play nice because you still need her.
- This room has a wand key in it, you will walk in on a fight in progress.
Pick one and help kill them then kill the other and grab the loot.
- Trap
- This is where you will need the 6 wand keys. Give them all to one
character and have him walk along the left wall clicking the columns as he
goes. There are several Dwarven archers in the middle of the room but do not
rush them with your other party members. Make sure they stay behind the
character with the keys as he is disabling traps with those keys. Try to take
out the Dwarfs with ranged weapons or spells. Each trap you use a key on will
result in gaining a single use wand. Then loot the statue at the end for the
ring of protection +1.
- Heal up before you enter here and and having a chromatic orb spell
memorized will help a lot. There is a caster in here named Ulvaryl that is
your main focus. If you can stun her with an orb the battle will be easy if
she gets a chance to teleport it will be tougher. Regardless just focus all
attacks on her first then worry about her Assassin buddies.
- Another Dwarf battle that you should win pretty easily. Loot the chest.
- Several traps in the front part of this room and a guy named Frennedan in
the back. Agree to let him out once you find his key in one of the chests. He
will then change forms and attack you so just waste him quickly.
- A pretty decent fight with several Assassins. They can do some good damage
with their arrows. So it is a good idea to have a healing potion ready for
your weaker characters like Imoen and Jaheira.
- Now you are ready to go outside and leave this forsaken dungeon. Make sure
you have looted everything you because once you leave you ain't coming back
and cash will be tough at first.
Waukeen's Promenade
As soon as you appear on this level the
evil Irenicus will show up in a cut scene and start threatening Imoen until she
begins to cast on him. At that time the Cowled Wizards will show up and arrest
them both after Irenicus drops a few without breaking a sweat. Magic use inside
the city is forbidden until you can purchase a license later on. I have not
labeled the entire map sense your in-game map is already labeled. I have just
labeled points of interest. The main storyline quest here takes place in the
circus tent at (3). Other than that you can explore or pass on anything else.
There are many shops around to buy stuff and a few people to talk with so do
some exploring. Once you are done here head for the Slum's District and you will
start chapter 2.

- This is where you will enter the level and watch the cut scene of Imoen
being nabbed from you.
- This is the closest Inn if you want to go ahead and rest your party.
- This is the main quest to save the circus folks. Before you enter make
sure you speak with the little boy named Giran who is standing outside. His
mother is trapped inside and this makes for a quick side quest to relay
information between them. When you enter the tent you will first be stopped by
a Genie who will ask you a question to allow you to pass. The correct answer
is "The prince is 30 and the princess is 40". Everyone in the circus is under
an illusion spell so they do not look normal. There is a big Ogre in here that
is actually an NPC named Aeire that will join your party once you save her and
change her back. There is also a huge spider to the left that is really
Giran's mother so make sure you speak with her. To change Aerie back to her
normal self you must bring her the Ogre's Sword which you find in here and
then invite her to join you.
Everything you fight in the circus is actually an illusion so it can also
be killed using a Dispel Magic spell. Something else to know is the "Shadows"
require magic weapons to hit. Once you reach the end you will come face to
face with an Illusion named Kalah who is trying to kill Quayle. You need to
save Quayle by killing Kalah so Quayle can return the circus to normal. After
you have saved Quayle return to the little boy outside and tell him about his
mother to get the exp. Then speak with the guard to gain a reputation
point.
- This is the Adventurer's Mart it has some really nice and really expensive
stuff. You probably will not be able to afford any right now but return here
later when you have some cash.
- The Den of Seven Vales is the location of a very tough and very profitable
battle. Head upstairs where you will run into 5 bad guys. The little Dwarf
named Mencar will start mouthing off to you trying to get you to fight. Tell
him you are NOT looking for a fight so they will not attack. Once you are set
up you are going to force attack them and make the battle easier. Go ahead and
summon every creature you possibly can and move your party over towards the
mage named Amon. You need to drop him and his Familiar as soon as possible
before he gets a shield up and starts Dire Charming your members. Use your
summoned creatures to try to keep the rest of the room busy.
Things will probably get a bit out of hand during this battle and you may
want to haste everyone so they can run away from an enemy if they need to. The
Dwarf is awesome and has around 200 hps. The Barbarian is not a walk in the
park either and will use his Rage ability. The Thief may escape if he gets a
chance but don't worry about it. I was able to kill the Dwarf by stunning him
with a chromatic orb and hacked him to death. The loot will include a set of
full plate mail which would cost you around 9,000 GP in as shop so the battle
is worth it.
The Slums District
This area is where you begin chapter 2
after you speak with Gaelan Bayle (1). He tells you that he knows who will help
you get Imoen back for 20,000 GP. So unless you are cheating you don't have
anywhere near that right now. The Copper Coronet (2) is the main stop here.
There are several NPCs inside that can join your party and multiple quests. This
is where the game becomes very non-linear. Literally everyone you meet in the
game needs help doing something. The main quest is raising the 20,000 the side
quests are how you accomplish that. I recommend doing two large quests that you
get in the Copper Coronet, freeing the slaves which is a two part quest and
ridding Nalia's castle of the evil trolls which will set you up financially
especially if you are a Fighter since this is your stronghold quest as well.
Below I have pointed out the major areas that you may want to check out.

- Gaelen Bayle's home which has a decent shop upstairs.
- The Copper Coronet, your main concern here is exploring this place.
- This is the temple, come here if a member of your party dies.
- This is the area that the second part of the slave quest takes place but
not the way you want to enter the place. Instead you want to clear out the
sewers by going through the Copper Coronet and then entering from there.
- The Planar Sphere is the location of a large side quest, if you are a
Wizard this quest leads to your Stronghold but the only way you can do it is
by going to Umar Hills and having the Ranger named Valygar join your party.
- This is a Halfling black market merchant that will only show up at night.
He has some pretty decent stuff for sale.
The Copper Coronet
You will probably spend a good bit of time
here and it is the best place in the game for filling out your party with NPCs.
The most important party NPC here is a Dual-classed Mage from a Thief (Imoen's
replacment?) named Nalia. You definitely want to invite her. After you have done
that you want to do the Beastmaster quest which is actually the first part of
the slave quest since you will free Hendak and he will give you the second part
of the quest, you start the Beastmaster quest by talking to Lehtinan at (5).
Remember your only main goal here is to raise the money that Bayle requires,
however you choose to do that is up to you I am just pointing out the quickest
quests that are available. Later I hope to cover all the side quests.

- This is where Korgan is hanging out. He is an evil Dwarven Berserker that
can be valuable if you are short on warrior types in your party. There is also
a gang of thugs here that have nothing to do with the plot but it is fun to
challenge them to a fight in the arena.
- If you did not pick up Yoshimo in the beginning he should be hanging out
here.
- Another NPC named Anomen who is a Dual-classed Cleric from a Fighter,
although he has a terrible wisdom of 12 he is pretty effective. I would not
replace Jaheira with him, but he is good as a back up healer and can melee
pretty well also.
- Nalia is the most important NPC here and just so happens to be almost
identical to Imoen. I love a Mage that can use a bow.
- Here is where the guys that operate the Copper Coronet are. Bernard is the
shopkeeper/innkeeper, but Lehtinan is the guy you want to talk to. Ask him
about "other" ways to spend your money and he will allow you access to the
back part the Coronet. Firkraag and Lord Jierdan have side quests you can
inquire about.
- This is the secret entrance to the sewers that should be your next
destination after you are finished here.
- After you gain access to this section you will be attacked by several
guards when you reach this area. Waste them and talk to Hendak who is in the
middle cell. You need to get the key from the Beastmaster to release him.
- This is the arena area and the place you want to set up your "ambush" for
the battle with the Beastmaster. If you can set up your ranged attackers and
mages right outside the door leading to the cells you can plug the door up
with your warriors and keep them safe. As you can imagine the Beastermaster
will not be alone.
- Once you have a character reveal the Beastmaster in the fog all the doors
will open and several large cats and bears will pour out of them. It is
possible to empty the first cell on each side by opening those doors and
drawing them out. Just don't reveal too much fog. If you have picked up Anomen
one of his items he came with will cast Protection from normal missiles it is
a good idea to use that since the Beastmaster will start firing arrows into
your party. You will need to rush him and take him out once you have his zoo
under control.
Once he is dead grab the key and his bow and head back to Hendak. Open the
side cells before you open Hendak's to free the children and get extra EXP.
Then free Hendak and get ready for the other guards in the joint to turn
hostile. You will likely have to fight your back to the main area. Once you
get back there Hendak will kill Lehtinan. Talk to Hendak again and he will ask
you to free the rest of the slaves by going through the sewer entrance (6) and
raiding the prisons they are being held in. This should probably be your next
destination. For Freeing Hendak you will receive a discount with Bernard.
- This is the back portion of the joint. If you see an angry Dwarf named
Llynis (11) in one of the rooms, kill him and grab the stuffed bear he has. It
belongs to a ghost boy you will encounter later in the Graveyard district.
Llynis may not show up until you have spoken with the boy I am not sure about
this.
On a stupid side note:
There is also a guy up here named Romar or
something like that who is enjoying himself with the uhhh "female
entertainment". He is worried that his wife is looking for him in the place.
You will find her around the bottom of the stairs I think her name is Talia?
Anyway if you squeal on him she will get furiously mad and head up the stairs
follow her and watch the cat fight. Has nothing to do with anything but you
may get a laugh out of it.
The Sewer Maze
If you freed Hendak in the Copper Coronet
then you were given the option of freeing the rest of the slaves by raiding
their stockade through the sewer entrance. The combat here is not very tough.
The main accomplishment is solving the pipe puzzle at the end which requires 4
items to do so. From here you can access the slave stockade and finish Hendak's
quest. The 4 items you need to get are at (2,3,6 & 8).

- A horde of Hobgoblins that are waiting for you. Not too tough if you take
care of the Shaman in the party first.
- This is the location of the first item you need to get. Once you enter
this room you will be attacked by an Otyugh and a couple of jellies. After you
finish them off click on the sewer grate and get "Vallah's hand".
- This is the second item you need to get. you should see two skeletons
hanging together on the wall. click on them to get the Lover's Ring.
- A side room with a few Myconid in it.
- Trap, there is also one in the section ahead so check it as well.
- 3rd item can be found here it is the "Shaman's Staff", guarded on both
sides of the water by Kobolds.
- A lone Carrion Crawler that you can smash to pieces.
- Now you meet Quallo who is under some spell that makes him babble about
something. What you need to do here is force an attack on his pet Carrion
Crawler and get the 4th item you need which is a vial of blood. After solving
the pipe puzzle (9) return here and talk to him again.
- The pipe puzzle is your last stop on this level you have to click on a
pipe and read the clue it gives you then decide which item goes there. The
solution is actually determining the order to click the pipes a second time.
If you are wrong you get hit by a weak lightning bolt. Click the pipes in this
order: (pipe 3: hand), (pipe 1: ring), (pipe 2: blood) and then (pipe 4:
staff). After that you should get a nice exp bonus and a very good two-handed
sword that talks a lot and makes little sense when it does.
- Now you are ready to enter the slave stockade. Make sure you are rested
and healed up. Tough battles ahead.
The Slave Stockade
There are two ways to enter this map one is
through the sewers and the other is directly from the Slum's district. I
recommend enter through the sewers so you can use the layout of the map to your
advantage. The level has two major encounters on it that are both pretty tough.
Once you have completed this area I recommend doing Nalia's quest to save her
castle.

- As soon as you enter through this door you will be jumped by Captain
Haegan and his band of slavers which includes several archers. If you have
Anomen have him use his item to cast protection from normal missiles on
himself before you enter Nalia may be able to cast it also. Get ready to
summon some creatures or animals but save at least one good summoning spell
for the next battle unless you plan to rest in between or purchase a scroll.
This battle is pretty tough since the enemy is strategically spread out and
you are not. You are basically walking into an ambush here. Chromatic Orb can
be useful as well hold person and charm person. Anything to disable the
slavers and even up the numbers. Haegan has some nice items and there are
several gems to snatch. Make sure you grab his key.
- When you unlock this cell there are a couple of trolls inside to kill.
Remember fire or acid is the only way to finish them. Speak to the little girl
to free her.
- Trap
- There are two cells here to open but nothing to fight. Get ready to battle
mages before going any further. A couple of Dispel Magic spells can make this
fight a lot easier.
- Once you reach this room you will have a few Yuan-Ti attack from (6), and
several mages and an archer or two attack from (7). Obviously the mages are
your major concern. By coming in from this direction though you have an escape
for any character that gets in bad trouble. Just run back down the hallway and
into one of the cells. The mages will not follow. Also if you attack from the
other entrance (9) you will probably set off the trap that is on the staircase
(8) trying to get melee pressure on the mages.
The main concern here is confusion/domination spells. What I did was summon
some animals and have them lead me into the room. Then send them immediately
after the mages while I got the rest of my party set up. I had Minsc take care
of the Yuan-Ti and had my main character (a Dwarven Berserker) drink an oil of
speed, start his enrage ability and sent him directly after the mages. The
rest of my party stayed in the middle room and lent ranged and spell support
and the battle went pretty smooth.
- Yuan-Ti
- Mages & Archers
- Trapped staircase
- Slum's district entrance. Check this area around here for traps and grab
the items.
Nalia's Castle
This is a good quest to help raise the
money you need to free Imoen and a great quest if you are playing a Fighter
because when you are done they give you control of the place. Sweet. The bad
part is the place is ridden with Trolls. So get your fire and acid spells and
weapons/arrows ready. Have your priest's memorize a couple of Flame Blade
spells.

- This is the outpost that Captain Arat has set up. Go talk to him first and
he will fill you in on the situation and even give you 20 fire arrows to help.
He will also tell you about the hidden door entrance to the keep.
- The hidden door is just north of the outpost. Just walk a character around
close to the wall until a purple door shows up.
- Captain Arat will mention opening the drawbridge to allow his men to
assist you in fighting the Trolls. So after you have worked your way around to
the front door on the first floor head out into the courtyard. make sure you
kill the 4 dogs that will turn hostile and grab the dog meat they drop. You
will need this to make stew to use in the cellar.
- This is the switch that opens the drawbridge. Send a character up to click
it but make sure the rest of your party is in a good defensive position
because clicking will spawn several trolls in the courtyard.
Nalia's Castle 1st floor
This entire Keep in overrun with Trolls so
tread lightly. As far as I can remember the level is free of floor traps. At
some point during this level you will need to go back outside through the front
door and kill 4 dogs and open the drawbridge refer to the Castle map for that.
If you just follow the map the way it is labeled you should be ok. There is a
very nice Flail you can assemble during this quest but wait until you are done
with the whole keep to collect the extra pieces from the other levels. The
combat on this level is not that bad if you have a full party. There are about 6
hidden doors running from (1) back to (5). If you are having trouble finding
them use detect traps.

- Entrance from the secret door. Pick the lock on the door to advance to
(2).
- After you enter this room set up you party here and pull the 2 trolls from
the next room into it.
- In here you meet a servant named Daleson who will engage in a lengthy
conversation with Nalia. Be careful not to be mean to Daleson regardless of
how stupid he is or you will lose reputation points. When he is done grab the
loot in the room and head to the hidden door on the northwestern wall.
- Back here is the forge you will use to create a flail. Don't do so until
you have all three heads for it. There is two more pieces on the next level.
- Search the Lion statue it has the first flail head and cool ring. Then
backtrack your way to the bedroom between (2) and (3).
- Several Trolls are in this big room. You are better off drawing them out
with a warrior instead of rushing into the room to attack them.
- Front door, go ahead and head outside and get the 4 dog meats and open the
drawbridge refer to the previous map.
- Search the toilet. (yuk)
- This is the oven you can cook the dog stew on once you have the 4 dog
meats. You will need it on the third level which is the cellar.
- Staircase going to 2nd floor.
Nalia's Castle 2nd floor
Definitely a tougher level than the
previous one. Without question the most important thing to remember here is DO
NOT open the door to the Golem room (10) until you have finished the next level.
I explain why below. Other than that the items that are important here are the
Keep Key (2) and the Flail head that Glacias has. The third flail head is in the
Golem room you will get it later. There are about 5 or 6 hidden doors to reveal
on this level.

- Entrance to the level and small encounter
- This is the library and location of a pretty decent small battle with a
few trolls and a Yuan-Ti Mage. The mage is pretty tough and has an arsenal of
mind controlling spells. So have your protection spells and dispel magic
spells ready. When you are done with them grab the keep key from the bookcase
and backtrack to the entrance again and proceed to (3).
- This is small room with loot in the fireplace that is trapped. You need to
expose the hidden door here that lets you into the hallway (4).
- Follow this hallway around and expose the hidden door at the other end.
- Get ready for battle in this small room before opening the door to (6)
which is trapped.
- Glacias is a pretty tough swordswinger but you should wax him without much
problem. Grab the Flail head and whatever else is on his corpse.
- Backtrack your way through the hallway (4) and then follow the long outer
hallway til you end up here.
- Lady Delcia's room, she is quite rude and full of herself, just let Nalia
speak to her and move on to the hidden door behind her.
- This little hallway has two more hidden doors in it and leads you to the
stairs that takes you to the cellar and your battle with the boss troll.
- Now for the good stuff. This room has about 5 or 6 golems in it that you
are better off avoiding. The loot in the room is too good to pass up though.
So once you finish the next level return to this room. Move your whole
party to the exit of the level (1) except for your toughest warrior. Take that
guy and bring him to the golem door. Have him down an oil of speed or haste
him somehow. Then open the door. There are 3 statues at the other end of this
room that you need to loot. As soon as the Golems see you grab an item other
than the flail head in the rightmost statue they will start to come to life.
Speed is the key here so do this: Enter the room and pause. Click the first
statue, grab the loot and pause again. Click the second statue, grab the loot
and pause again. Click the third statue, grab the loot and get the heck out.
You will need to head all the way around the hallway (7) and to the exit with
a pack of angry golems on your rear unless you can get the door closed behind
you. Since the rest of your party is already there just select all and leave.
One or two golems may follow you out but that is better than a whole pack. One
of items you get will be the third flail head so you can now assemble the
flail using the forge on the 1st floor. Refer to that map for details.
Nalia's Castle Cellar
This where you get to finally finish this
quest by taking out the boss troll. You can also use your dog stew if you have
it.

- Entrance to the level, grab the Shield Amulet from the trapped chest.
- Several Trolls just hanging out.
- There is a group of Umber Hulks in here and in the hallway (4).
- Hallway leading to feeding pit.
- This is the Umber Hulks feeding pit, if you can place the dog stew here
the Hulks will swarm to it and be out of your way. The best thing to do is
give the stew to Minsc or a Thief and have them hide in shadows at (2). Then
walk to here and click on the ground panel which will act like a container.
just click on the stew and it will transfer it to the container. Immediately
re hide because once you transfer the stew the hulks will head this way.
- Torgal is the boss and has a couple of giant troll buddies with him. You
are better off setting up an ambush at (3) and pulling him through the door.
Have a bunch of summoned creatures and animals waiting for him there and dump
every good spell you have on them. This can be a pretty tough fight but if you
just concentrate your whole parties attacks on one troll at a time you should
do fine.
Loot the room and listen to Nalia's story and then head back up into the
courtyard. This should complete the quest and give you a massive exp bonus. If
you are a Fighter Nalia will offer you the chance at running the keep. Of
course you accept and at that time you immediately get a 10,000 gp bonus from
the taxes. If you have the money to pay Gaelan Bayle then go ahead and do that
when you get there you will find out the price has been reduced to 15,000.
This will end chapter 2 and your next stop will be the Shadow Thieves guild in
the Dock's District.
The Docks District
After you pay Bayle the money to find out
about Imoen the Dock's District will be your next stop. The money has gone to
the Shadow Thieves guild and you are about to collect on your investment, uhhh
eventually. This map is already labeled in your game so I'm just going to point
out a few areas. Once you get inside the guild explore the small area that is
inside the front door. There is another section like it north and then the
"real" guild is through a hidden door that you find to the right.

- This is an alternate entrance to the thieves guild. Aran the man you need
to speak with is actually in a hidden underground area in the guild that this
door leads directly to. But for your first trip here go ahead and enter
through the main building labeled on your in game map.
- After you speak with Aran he will give you three quests to do before he
can give you what you actually paid for. The first is to meet a guild member
down by the docks. The meeting has to take place at night. Night time begins
between 9 and 10pm on your game clock.
- The guild member will carry you down here and a cut scene will start where
the guild member gets killed. Just return to Aran and tell him what happened.
- Nothing to do with the main quest but the Blacksmith Cromwell can assemble
special items when you acquire all the pieces. go by there and let him have a
look at what you may have so far.
- Inside the Shadow guild main entrance you will see a guy named Bloodscalp
who has a quest involving this building. If your main character is a Thief
this is your stronghold quest so take him up on it.
The Shadow Thief hidden
level
There is not much to do here except find
Aran who is at (3) and then perform his three quests that he gives you. Other
than that I think there is maybe 1 small encounter near the alternate entrance
at (2). But go ahead and explore the whole level if you like there is a funny
scene at the second training area (5). If Yoshimo is in your party you may get
some input from him on this place since it is his type of crowd.

- Entrance from the main guild area.
- Alternate entrance that goes directly to this level from the Docks
District. Refer to that map to see where it is.
- Aran Linvail is the man in charge and who your money went to. However
untrustworthy he may seem you really have no choice but to do what he wants
you to do. He will give you two good items to stay on your good side. You paid
him to take you to where Imoen is being held and eventually he will once you
complete his three quests. The first is to meet a guild member down by the
docks. Refer to that map for details. The second is to go to the Five Flagon's
Inn in the Bridge district and waste a couple of his Thieves that are jumping
over to an opposing guild. Go ahead and waste the guild contact they are
meeting also, he will show up a few minutes after they are dead. Then report
back to Aran. His third quest is much larger and takes place in the Graveyard
District which will be your next stop. Time to go Vampire hunting, don't
forget your stakes.
- Training room 1
- Training room 2
- Torture chamber
- Prison
The Graveyard District
Pretty interesting level with some good
loot and a couple of side quests. Your main quest here is to enter the
underground tomb which has two entrances both marked as (2) then kill some
Vampires. Your first encounters though will be with various spiders so make sure
you pack some antidotes also the Vampires can cast energy drain on you which
temporarily removes levels, sometimes 3 or 4 at once. Yikes!!!!. Restoration
scrolls or spells will return the levels so be prepared for that, the temple in
the Slums district can also cast Restoration if you need it. Before you go down
there you may want to clear out the treasure chambers, they are all marked with
(1). These are very quick one room chambers where you just enter and kill the
skeletons or monsters, grab the loot and head out. There are a few side quests
at (3) (4) and (5) that are talked about below.

- Treasure chambers
- Underground tomb entrances
- When you get to this area a weird guy named Nevin may run up you and want
your help, he is being followed by a walking corpse who I think was once his
dad. Anyway just kill the corpse when it attacks.
- When you go by here there is something strange happening in a nearby
grave, if you click on it a man will pop out who has been buried before he was
dead. You can agree to find the men responsible if you want. To be honest with
you I never finished this quest I just know you have to talk with a
gravekeeper and then it has something to do with a red cloth he gives you.
- A little ghost boy approached me here and wanted me to find his stuffed
bear. The Dwarf who has it is in the Copper Coronet in the back room area. I
have details of him on that map so refer to it.
The Underground Tomb
This is not an easy level to do a walk
through for. The first part 1-4 is pretty straight forward but once you get to 5
things can get pretty chaotic and anything you have read may not really apply to
your particular situation but I can tell you what needs to be done. If memory
serves me correctly there are 4 boss vampires that must be killed here in order
for the really big boss named Bodhi to appear. She is your actual quest. The
other main Vampires are Tanova, Durst, Gellal and finally Lassal. When you kill
a Vampire through combat you do not actually kill it completely. You only make
it return to it's coffin to later rise again. To kill them completely you will
have to find those coffins and stake them which is done just by clicking on the
coffin with a stake in your inventory. The coffin room is at (11) but don't
worry about it until everything is dead. There are three additional areas that
you must explore from here. The southern chamber (2), the home of the spider
queen (3) and then Lassal's quarters (7).

- These are the two entrances from the Graveyard District. Both areas are
trapped and need to be checked. Especially the one to the left. Once you get
out into the middle area that makes a big semi circle get ready to fight a
bunch of spiders in packs of a half dozen or so. You will see everything from
babies to Wraiths, Swords and Phase.
- This is the entrance to the south chamber if you have any undead enhanced
weapons get them ready. Clear it out before you go to (4).
- This is the nest of the spider queen. If you remember fighting the spider
queen in the original game in Cloakwood this is almost the exact same
encounter.
- When you get to this point you will meet up with the Mage that Aran has
sent and his golem. Brace yourself for an attack when the golem opens the
doors. You should see Lassal for the first time, he will then retreat to his
chambers which you get to by using the stairs at (7).
- Whatever protection spells you have, cast them before you get here. There
are a couple of Vampires waiting for you and a very tough one at (6).
- Tanova is a pretty tough battle. She has an arsenal of mind controlling
spells and can take away control of most of your party before you even realize
it. Priest spells like Chaotic Commands, Defensive Harmony and summoning
spells can really help here. She will shield herself and if you can dispel her
shield it will help a lot.
- These are the stairs leading down to Lassal's Chambers, after you kill
Tanova head down here. This is nothing but a long hallway with a small chamber
at the end where the fighting takes place. Once you take out his minions he
will warp back up and wait for you in the spike room (8).
- This room is full of traps and the less ground you have to cover the
better. This battle can be easy if you summon some animals or monsters and
equip your whole party with ranged weapons. Lassal will be on the far side
behind the blood pool in the middle. Bring your party in just far enough to
reveal him in the fog, but have your summoned creatures reach him first then
you can stand back by the pool and take him out. If you do it right the only
damage you will take is from the traps.
- After you have killed everything it's time to stake the vampires and
confront Bodhi. This is where the hidden door is that will take you into this
section.
- This is a pool of blood that has a nice Mace in it. The only way to get it
is to click it a second time which "tells" you that you enter the pool and get
the item. You will be diseased when you get out.
- The coffin room is guarded by a golem. There are three coffins in here
that you need to stake, make sure you do the bottom one last and move the rest
of your party out into the little hallway that is off to the side before you
stake it. Also try to summon some animals or monsters and have them ready to
plug up the door. You might want to haste your whole party but definitely
haste the character that will click the bottom coffin. Once you click it Bodhi
will spawn and start a long conversation. The only outcome is battle. When the
fight starts run that character out into the hallway and attack Bodhi with
your summoned warriors and anything else you have. She is no joke and can put
a hurtin on you quick. Magic Missile is a good spell to use here. You will not
kill Bodhi, once she gets down to "near dead" she will escape. That's ok
report back to Aran anyway you have just completed chapter 3 and will be on
your way to save Imoen.Your next stop will be the island called Asylum and the
town of Brynnlaw. Imoen is being held in a prison affectionately known as
"Spellhold" by your old buddy Irenicus.
- Exit to the surface here.
The Southern Chamber
This is the small chamber that connects to
the southern part of the underground tomb. The first room is your biggest
concern where an ambush of undead is waiting for you.

- When you enter this area leave your party at the door and cast your
defensive spells. You will notice a painting of a man on the floor once you
take a couple of steps forward. Take your toughest warrior and run him onto
the the head of the painting but be careful not to step on the eyes since they
are trapped. Once he reaches the top of the paintings head all the rooms along
the side will open up and undead will attack. This battle is not that tough if
you know it is coming. There are 4 traps total on the painting. 2 in the eyes,
1 on his chin and 1 on his hand that points south.
- Vampire lurking in the corner.
- Hidden door that opens the rest of the area.
- This is a small skirmish in the hall.
- There are about 3 traps in this area and another one in the other hall
that runs east. Several places to loot in this little area.
The City of Brynnlaw
Chapter 4 is where the game gets uhhh..... how can I
put this. "A little weird". Your main goal here in the city of Brynnlaw is to
gain access to Spellhold where Imoen is being held. There are several options
for doing that. You also will have the option later when you finish Spellhold to
return to Brynnlaw or to go straight to Underdark. The best option is to return
to Brynnlaw because if you don't you miss the next city (Sahaugin) completely
which has one of the better magic items in the game. As far as gaining access to
Spellhold you can either have yourself admitted as a prisoner or you can walk
through the front door and have the coordinator treat you to a tour of the
place. I prefer the tour but I will try to detail both options. You might want
to do these side quests anyway.
So let's look at the prisoner option first. The person in charge of admitting
people to Spellhold is the Pirate Lord Desharik (5). You can gain access to his
home either by bribing the guard for 300 gold or by having the name of a
referral to give him, I guess you could wack him also but I didn't try that
method. To get the name of a referral you can save a woman who is being held in
Lady Galvena's festhall (4). You find out about her from a man in the Vulgar
Monkey Tavern (3) right before an assassin kills him. To get in Lady Galvena's
Festhall you need to kill an NPC named Chremy who will be out in street and grab
the medallion that gets you in. You will still have to fight the guards inside
and then Galvena and her buddies also to free the woman. Take her to her friend
at the dock and he will tell you about the Pirate Lord. Once you meet with him
tell him you are crazy or if you have Yoshimo in your party he can pull strings
and get you admitted then you will just warp to a scene where you are in a cell.
Now for the other way in. The path to the north out of town (7) leads to
Spellhold but you cannot cross the bridge it leads to without turning to stone
unless you get an item called the Wardstone. You will find it in the home of a
Cowled wizard at (6). You go in and kill the Mage and get the Wardstone from the
table. Then after you exit town you will have to make your way to the Spellhold
entrance which is up the stairs. You will have a couple of packs of Shadows and
Wraiths to fight on the way. Once you get in Spellhold the coordinator will give
a tour of the place and then you will start a scene with Irenicus.

- When you get off of the boat your "friendly" captain Saemon has sold out
to the enemy and has a little vampire ambush waiting for you here. There will
be 3 vampires you need to kill. If you choose to rest first you might avoid
this encounter but it is pretty easy.
- This is the Temple in case you need to restore levels or buy some potions.
- The Vulgar Monkey tavern
- Lady Galvena's Festhall
- Pirate Lord's home
- Cowled wizard's home
- Path to Spellhold
This section only applies if you decide to give Saemon another chance and
trust him again.
Once you finish Spellhold, you will have the option to go through a portal
that will take you directly to Underdark or return to Brynnlaw and help Saemon
get another ship and help you go after Irenicus. This option leads to another
town called Sahaugin. I recommend taking this option once you finish Spellhold.
Saemon wants you to help him get the Pirate Lord's ship. The only way he can
sail it out of the city is to acquire a horn that will open the water gates. You
have to sneak into Cayia's home (8) and steal in from the table. If you are
discovered she will call the guards and you will have to fight but it is an easy
fight. Once you get the horn and meet Saemon at the dock the Pirate Lord and his
gang will attack you on the boat. After this battle Saemon will give you the
Silver sword (take it) even though your boat will be jumped by Githyanki who are
after the sword which Saemon stole from them. This is not a battle that you
finish about half way through it a cut scene will start and you will be stranded
in the town of Sahaugin which is run by fish people. Refer to that map when it
is up.
The Dream Sequence
After you enter Spellhold a strange series
of cut scenes will occur and eventually you will end up at this map. Here you
have to speak with a demon who is on the bridge at (2). In order to get by him
you have to sacrifice one of your attribute points. He will give you the choice
of which one to do provided you are not already at your minimum. After that
enter the keep and speak with Imoen who is inside. She will tell you to go
outside and find Bhaal and bring him back inside so she can help you kill him.
Bhaal is located at (4) just speak to him until he goes hostile and have him
chase you back into the Keep and lead him back to where Imoen is. You cannot
kill him completely unless Imoen helps you. He will stay at "near dead" if you
fight him outside the keep.

- Starting point
- Demon on bridge
- Keep where Imoen is
- Bhaal
- This is where the rest of your party will be held, they have no purpose on
this level so don't worry about them.
Asylum Dungeon Lower Part
1
This is a pretty interesting level and
quite challenging. Similar to the dungeon where you began the game your only
real goal here is to get out. You can follow the way the map is labeled but
there are a couple of places to backtrack I talk about that below.

- Starting point where you have a cut scene with Bodhi
- This is a small stronghold with a few wimpy monsters inside. Make sure you
grab the Ruby Stone you will need it later.
- 1st puzzle room. When you go in here there is nothing to fight so just
leave the rest of your party outside. There are 11 statues that line the walls
of this room and 11 items in the chest. The puzzle here is to click on a
statue and read the clue it gives you and then match up the correct item. Just
click on the "bowl" and click the correct item to transfer it to the statue.
If you have them all correct your reward will then appear in the chest.
Here is the solution starting with the first statue on the right of the
door:
1. Grinning skull, 2. Hourglass, 3. Mirror, 4. Gagged man, 5.
Sword Medallion, 6. Sun Medallion, 7. Sundial, 8. Flask of water, 9. Worn out
boots, 10. Golden Circlet, 11. Star Medallion
- This is the portal room, you need 3 stones to complete the portal, so
don't click it yet but go ahead and wipe out the bad guys waiting in there.
When you get the three stones you need to do the portal, 1 is at (2) and
the other 2 are at (8), return here and click the portal. The first time you
click it a Pit Fiend will jump out and attack, the second time you click a
Greater Werewolf will jump out and attack, the third time a Djinni will jump
out and give you a cool set of armor.
- 2nd puzzle room, When you enter here you will notice a bunch of faces
lining the walls. Each has a riddle for you to answer. The prize you get is a
ring of regeneration which is a nice item.
Here are answers starting with the first face on the outer wall and then
jumping to the last face on the inside wall and working back to the
door.
1. Ice, 2. Fire, 3. A coffin, 4. A Candle, 5. Darkness, 6. Stars,
7. A Hole, 8. A Secret, 9. Fish, 10. Breath, 11. A Sponge, 12. Shadows
- When you get around this corner there is an ambush with about 5 yuan-ti
warriors and 1 yuan-ti mage.
- There is a nasty trap in this section that results in instant death. I
could not remove it even with a trap skill of 115. There are actually 2 traps
here, they can be tripped by sending some summoned creatures through here.
- This is the storage room that has a Golem inside and some items you need.
Grab the bag of holding it is awesome and make sure you get the two stones.
You need them both for the portal (4).
- This is the door to the upper level, you are not finished with the lower
level yet though there is another section to it. In order to get past the
statue you need two items. The Hand of Dace and the Kurtulmak Crystal which
you get in part two of the lower dungeon.
- Entrance to part 2 of the lower level
- Another entrance to part 2 of the lower level
Asylum Dungeon Lower Part
2
Even though this level is quite small there
are some pretty tough battles here. There are two important items here you need
to pick up, one is a crystal that is at (2), the other is Dace Sontan's hand
which is at (6) these two items will let you pass by the statue on the previous
level and move on to the upper chamber. One thing that has given some people
problems here is that you need a stake to kill Dace at (6) if you did not keep
an extra one there is one on a Kobold Shaman that you will kill at (2). For most
people this level will also probably be your first look at a Beholder. Dace is a
Vampire so having the level 4 priest spell Negative Plane Protection memorized
can guard against level drain.

- This is the entrance I used for the level, when you enter here there is a
tome lying on the floor that allows you to click on it. You actually need to
click a total of 6 times to finish this part. The first 5 times you click it a
monster will appear always in the same place. Each one will get tougher. They
are 1. Kobold Captain, 2. Sword Spider, 3. Umber Hulk, 4. Mind Flayer, 5.
Beholder. The 6th click will yield your reward which is pretty nice. The Mind
Flayer and the Beholder are both tough but since you know where they are going
to appear you can get the jump on them with your fighters. Haste and Chaotic
Commands is very useful here.
- Next work your way into here, at first you will face a bunch of wimpy
arrow shooting Kobolds and Kobold Captains, when you kill those a group of
Kobold Shaman, and a few Yuan-Ti Mages? I think it was. They will be pretty
spread out so summon some help to cover the area as quickly as possible. Make
sure you grab the crystal that will drop and the stake off a Kobold Shaman if
you don't have one.
- Next backtrack around to here and search for loot.
- In this area there is a small group of undead waiting around this corner.
You can leave your party here at the door and pull them out or sneak a mage in
there and Fireball them to death. Either way it's not that tough of a battle.
- Room to loot.
- Here is where you will come face to face with Dace Sontan who is the boss
of the level I guess. He is a Vampire and you know what that means, you may be
about to lose some levels. Casting the priest spell Negative Plane Protection
on a fighter and using him to rush can allow you to avoid that. After you wax
him you need to stake his coffin, refer to (2) if you don't have a stake. Then
grab his hand which along with the crystal at (2) will get you past the statue
on the previous level and allow access to the next dungeon area.
- This is basically a trap here that springs once you get on the other side
of the small door. The way you play this part probably depends on how you
entered the level because you can enter straight into this room. I am not sure
what will happen if you enter through (8). There are about 4-5 Umber Hulks in
here that are waiting for you to cross the door so it can close behind you. I
had a Dwarven Berserker, (my main character) that was loaded up with Haste,
Chaotic Commands, Defensive Harmony and Enrage that made him pretty invincible
so I just ran him in here and soloed all the Hulks. Chaotic Commands will
protect against the Umber Hulk confusion gaze and I've always found that is
the best way to fight them instead of getting your whole party exposed.
- Alternate entrance to the level.
Asylum Dungeon Upper
Level
This is a pretty large level that will take
some time to complete and has a few very strange parts to it. This is where your
main character starts to "lose his sole drastically" so to speak and actually
transforms into the demon child of Bhaal momentarily in one part. This will
happen when you get around section (6). Make sure your party is no where near
you when it does because you will tear them to shreds. Also after I finished
this level I decided to rest before leaving for the next map. When I did I
transformed again into the demon and went after my party members. You cannot
rest if you are spread out but what you can do is put a closed door between your
main character and party members and rest. I turned into the demon and just
stood there until I turned back. Something else to know about the level is that
there are items called mithril tokens scattered around, I think there are about
20 total and I try to point them out in the sections below, save all the tokens
you find because you will use them before you leave here. If you find you are
missing some check these areas. (3, 4, 5, 9, 10, 13 & 14)

- This is where you will enter the level.
- Walk up to this area and reveal the hidden door that lets you into this
room. Then click the switch that opens the hidden door to (3).
- There are several Trolls in here so leave your party in the hallway and
pull them out to maintain a defensive formation. Search this room for a token.
- In here you will find a few Minotaurs waiting so use the same strategy you
did with the trolls. You should find a token in here also.
- In this room there is a pool in the middle and 3 statues lining the wall.
You need to loot the pool and all the statues. Only bring your strongest
character in here because the 3 statues are trapped and as far as I know the
traps cannot be removed. Make sure you save because one statue sets off a
death trap and if you miss the saving throw it's curtains for that character.
You should find 2 tokens, 4 paintings and a Minotaur horn in here that all
need to be acquired.
- Just like I stated in the overview DO NOT bring your party members in here
the first time you enter this area. Stash them in a safe place like (4). You
will meet up with Bodhi and several Vampires in this area and do your
shapeshifting routine. When that happens it will act like a cut scene and you
will attack them. They will retreat (who can blame them) and you will regain
your normal form shortly afterward.
- The big Minotaur statue controls the door that lets you leave the level
you need two horns to operate it. One you should already have found at (5).
The other is at (9). Go ahead and activate the statue when you get both horns
for the nice EXP bonus but don't leave until you have done everything here.
- This is the exit from the level once you activate the Minotaur statue.
- Small room with the second horn and a couple of tokens guarded by 4
Minotaurs.
- There is a Beholder and a few Minotaurs in here. This can be a pretty
tough fight if you just run in here and try to bash everything. I summoned up
a bunch of animals and lead them in here using a Wizard Eye spell (one of the
most useful spells in the game) and then brought my party in behind them and
concentrated everything on the Beholder first, once he is gone the Minos are
easy. The pool along the wall has 3 more tokens inside. Now backtrack around
to 11.
- Remember those 4 paintings you got at (5)? This is where you use them. If
you haven't already stirred up the small party of Yuan-Ti that is in here they
will be waiting. The 4 paintings are Mind Flayer, Spirit Troll, Umber Hulk and
Djinni and that is exactly what you will get when you click on a section of
the wall. As long as you take them one at a time it is not so bad. The Mind
Flayer can be tough but a couple of hasted warriors can dispose of it quickly
just don't waste any time and be ready to jump it immediately. You should get
two pretty good swords here. The Flayer drops the Flame of the North and the
Troll drops Malakar +2. Head through the path the Umber Hulk opened when you
are done.
- Grab the pot....errr you know what I mean
- More tokens and other stuff in here, make sure you get the bow string it
goes to Cromwell in the dock's district to assemble the bow
- I can't remember if there were one or two Clay Golems in here. They
probably will not attack until you loot something so go ahead and force attack
them so you will be ready. You should find the last 2 tokens in here.
- Yay it's finally time to use those tokens you have been hauling around at
the boot making machine. You have a choice of three boots that vary in the
number of tokens they cost.
Boots of Grounding - 5 tokens (nah)
Boots of the North - 10 tokens (nice
but not quite)
Boots of Speed - 15 tokens (Cha-Ching, obviously you want
these they are a scout's best friend).
Jester's Chain +4 (AC 0) - 20 tokens
(If you don't want boots you can get some good armor but you probably only
want it if you have a Bard since he cannot wear plate.
Now you can head back to the Minotaur statue room and exit the level. If
you plan to rest before leaving and you probably should refer to the overview
for a cautionary report.
Judgement Day
I apologize for not having any maps for this section
but there are about a dozen tiny maps that make it up and most of them you will
never see. This segment is when your character is evaluated to determine if you
are winning or losing the battle to regain your soul. Uhhh I think. The path
through this area that I walk through below is not the only path you can take I
am just suggesting it. Anyway the first room you appear in after leaving the
upper level of Asylum will be a room where you will be in the middle of several
pedestals that have Kobold Captains and other low level monsters firing arrows
at you. Take them out with ranged weapons. Once you do you will have to answer
some questions to determine the next room you go to. This might be the point
where you can choose to be either "good" or "evil" although I am not sure
exactly what effect it will have on the game if any. I plan to go back and spend
more time in this area the next time I play. Here are the steps I took through
this area.
- If you choose obvious common sense answers with "good" intentions you will
next go to a small map with a mushroom spore colony on it you need to kill
(easy). Then answer another question, the correct answer is "Splinter".
- From there you will go to a riddle room where there will be a large
rectangular table in the room with four robed figures sitting around it.
IMPORTANT: Loot the table before you speak with any of the dudes in the room.
Once you start the riddle you will not be able to loot it afterwards. Starting
with the first guy on the left the correct answers are 1. Nothing, 2. A river,
3. Fear, 4. Memory.
- From here you will go to a small room where you have to kill a couple of
Trolls and a Spirit Troll, loot the troll head off a corpse and carry it to
the alter at the end, if you click the alter to open it's container then click
the Troll head to transfer it you will get a Bone Club afterwards. Next tell
the NPC there that you are ready to go to judgment.
- When you get to the judgment room depending on which path you took to get
there you may have to battle some Mind Flayers or if you followed the path I
have here you shouldn't have to battle anything. You will also get about
10,000 more EXP per character as a bonus than you would if you followed a
different path.
- From here you will enter Irenicus' lab and finally get to fight him.
Notice I did not say "kill" him.
Irenicus' Lab
Once again you have some choices to make as to how
you want to handle this level, and also a choice as to how you want to leave it.
So I am just suggesting a path. This is pretty long winded but it is an
important scene in the game. Your first choice is when you enter the level and
meet up with your friendly captain Saemon. Who of course has already double
crossed you once. This is where the game sort of tests you. The obvious response
is to tell Saemon to take a hike or even kill him. But it is definitely in your
best interest to trust him once again as stupid as it may sound, he will tell
you about the prisoners here and how they can help you. Of course he will
eventually double cross you again when you are done here but it will be worth
it, trust me. After you finish with him. Your next concern is to explore this
area and find the items that you can.
Eventually you will meet up with Lonk the Mage who runs the prison. There are
a couple of things to do here. Lonk has the key that can release the prisoners.
The best way to handle this is to bribe him to release them by offering him
2,000 gp. He will think 200 is not enough and 10,000 is a joke so 2,000 is the
amount to offer. If you are a bit short there is almost 400 gp located at (2).
You can also try to kill Lonk, but think twice about that idea. He may not look
like much but I would guess he is somewhere around level 20. If you attack him
his spell sequencers will have him immune to literally everything before you can
blink. So it's up to you how to handle that.
Another important thing to know is that if you bribe Lonk it will start off a
series of dialogue/cut scene events that leads directly up to the battle with
Irenicus. The game tries to sucker you in to fighting this battle without any
prep, so do your prep before you talk to Lunk. Haste, Defensive Harmony, Chaotic
Commands, and strength potions are good for your fighters because you need to
get Irenicus as soon as possible. If you wait to long he will create clones of
your entire party that will attack you also (not a pretty sight). You will have
the benefit of the prisoners in the place assisting you in this battle. They do
help some but it is up to you to do most of the work. You will not actually kill
Irenicus, he will escape at "near dead". Then you will have another battle to
fight.
If you showed up here with Yoshimo in your party you know by now he was not
in Irenicus' starting dungeon by accident. He was an enemy in disguise and now
you will face him in battle (at least you can get your stuff back, right).
Yoshimo will have a gang of Thieves with him called Murderers that will attack
you in the same room the Irenicus battle took place in. Backstab City baby, and
it will not be your stronger characters that get it instead it will be your
weaker characters. If you prepped for the last battle it can really help you in
this one also. A good thing to do here is have one of your healers cast
Sanctuary to make themselves hidden and heal your other members.
After the fighting is over you are faced with another choice. How you want to
leave. There is a portal at (6) that leads directly to Underdark and starts
chapter 5. The key to access it is down in the prison that you can get to at
(7). The other option is to once again jump on a boat with Captain Saemon and
head after Irenicus, Saemon will be down on the prison level waiting to talk to
you if you didn't kill him or run him off. This option is the best. It leads to
an additional city that you will completely miss using the portal and the city
has a great great great magic item you can get there easily. You can find more
details on this option at the bottom of the map page for the City of Brynnlaw.
Now one last thing, and I know I've given you a lot to swallow here. There is
some looting that can be done on the prison level. BUT if you have agreed to
trust Saemon he will be waiting in a hallway you need to walk through to get to
Irenicus' office. Once he sees you he will force dialogue and you have to make
your decision then to follow him or take the portal. So in order to get past him
to get the loot I used an Invisibility spell on my Fighter and walked past him.
There is one Clay Golem to fight but I was able to solo him and force the locks
open on the cabinet. Then I spoke with him on the way back.
- Entrance to the level, Saemon will be here
- Statue to loot
- more loot
- This is the battle arena where all the fighting here takes place.
- Locked door, key is downstairs
- Underdark portal
- Entrance to prison level
Sahuagin City
This city is completely optional but is
well worth the trip to it. The only way you see this city is if you decide to
trust Captain Saemon again and leave the lab with him instead of taking the
portal straight to Underdark which will be your next stop from here. This city
is run by a bunch of arrogant Fish people and the strategy here is quite simple,
go along with whatever they tell you at first then when you are done with the
level kill them all and leave. Actually the story that takes place here has you
dropped right in the middle of a civil war that is going on between the King and
a band of rebels led by a Prince. The King finds you first and asks you to kill
the Prince, say you will. Then a Priestess will tell you secretly that the King
is crazy and you need to side with the Prince and kill the King. Say you will.
When you meet the Prince at the end of the level he will ask you to kill the
King, say you will. Then go ahead and kill the King. If you feel like it kill
the Prince afterwards also since he is a jerk as well. Your main priority here
is actually to get an item called the Cloak of Mirrors that belongs to a
Priestess you find at (8) whatever you do don't leave without that. The only
thing that could help you more than that Cloak in this game is a cheat editor
and some might argue that it is better

- After the initial cut scene is over another cut scene will happen here.
The King will have you prove you are a worthy group by having you kill one
Ettin (easy). After that just go along with his scheme to kill the Prince and
return with his heart.
- A Priestess will tell you to meet here. This is when she drops you a sob
story about here people needing the Prince alive and the King dead. As
tempting as it is to whack off her ugly head just tell her you will talk to
the Prince.
- Temple merchant, buy some healing potions if you can afford them. You
won't really need them here but in Underdark you probably will.
- Trap
- Trap
- This is cool, a bunch of Imps or something have a little game set up here.
The first thing you need to know is there are about 5 traps in the middle area
you are about to walk on after speaking with the Imps. The game they have
involves matching up 5 items with 5 Forgotten Realm characters. Amongst them
are Drizzt and Elminster. The game is pretty easy here are the answers anyway.
Drizzt gets the scimitar (duh)
Elminster gets the pipe (double
duh)
Khelben gets the staff
Alustriel gets the pendant
Piergeiron
gets the helmet
- It is critical that you get the item here that is being guarded by a
non-aggressive Beholder. It is a tooth that opens the door so you can reach
the Prince. Speak to the Beholder and learn he is guarding it for the Drow. It
may be possible to talk him into letting you have it, sense the dialogue
options hint to that but just go ahead and whack him. Being non-aggressive it
is easy to force an attack on him and drop him quick.
- If you have taken the path I have on the map this is where your first
fighting will start and you will continue to fight small easy battles until
you reach the prince from here, mostly you will face archers . This area is a
must though, when you get here the Rebels will attack you. There is a
Priestess here that needs to be your main target. Do not use magic against
her. After killing everyone grab her cloak and find a way to identify it as
soon as you can. What this cloak does is reflect all damage spells back onto
the caster, this is constant it is not something you have to activate. Yes you
can now kill a lot of mages just by standing there and watching them fire
magic missiles and flame arrows at themselves basically. It will not reflect
mind controlling spells but it is still a great item.
- This is some sort of pit that has a weird thing in it called a Sea Zombie
Lord. May actually be two of them but there are about 6 monsters total. I
don't know what a Sea Zombie Lord is but I do know they cast Cloudkill at
melee range.
- This doorway takes you to (11).
- Be sure everyone has a ranged weapon because you may not be able to reach
some of the bad guys in here.
- You finally meet Prince Jerk here, and this is also where the entrance to
Underdark is once you get the rope after killing the King. Just tell him you
will kill the King so you can get out of this hell hole. He will tell you to
return to the King and give you a fake heart. Then when the King is distracted
he will bring his men in and help you in the fight. Go ahead and summon a
bunch of monsters and place them around the King before the fight starts.
After this fight you get the key to the King's treasure room. Then you can
head to Underdark. Like I said in the overview if you feel like it kill the
Prince also, no one in this game cares what happens to these idiot creatures.
Underdark
I apologize if this map is hard to follow but there
is a lot of stuff to do here and you will actually return to this map 3 times
after going to the next map so I'll try to explain things as best I can. You
have one main goal here on your initial trip, to speak to the friendly Silver
Dragon Adalon so you can gain entrance to the Drow city safely. In order to do
that you need to acquire a light gem from the leader of the Svirfneblin folks.
There are also several additional things you can do for items and EXP. In order
to get the gem the Svirfneblin leader will ask you to rid their area of a Demon
that has been released (9). There is also a quest involving an imprisoned Mage
at (3) and a quest to rescue a Svirfneblin boy at (10). I would suggest just
doing it all as long as you are here. The spell Wizard's eye can be very useful
for scouting this area.
Note:
There are three additional areas that can be accessed from
this map. They are labeled on your overhead map as western chamber and two as
southeastern chamber. Some people have asked me why I left them off. The reason
is because you are not supposed to enter them on your first trip to Underdark.
They are part of a task that the Drow will give you inside the city. I have
information covered on the next map concerning them. So do not enter them until
that task is assigned to you by the Drow.
- This is where you begin the level.
- This is a small Duergar camp, talk to them and learn about the imprisoned
mage. Go ahead and buy or steal a freedom scroll from them so you can free the
mage.
- When you get to this area use the freedom scroll and the mage named Vithal
will appear. He will ask you to help him perform a ritual. This is a good exp
quest so tell him you will help. What he needs is an item called the Book of
Rituals that he lost when he was captured. In order to get the book you need
to talk to the Innkeeper of the Svirfneblin village who is at (7). You will
need a place to rest while you are here anyway so this is easy.
- There are 3 elemental portals all marked with 4's. Once you return
Vithal's book he will ask you for help doing his rituals. Just follow him to
each portal and protect him from the Greater Elemental that will appear to
guard the portal. Don't let him get killed. After killing a guard Vithal will
jump into the portal for a few seconds and then return. Once you have done all
three he will give you a reward of a Rod of Absorption, tell him you deserve
more and he will then give you 2 spell scrolls. From there you can either kill
him sense he doesn't matter now or return to the Svirfneblin village. If you
plan to kill him be ready for a very tough fight.
- A Drow war party is waiting here. Several priestess and several warriors.
This fight can be pretty tough if you try to charge them. The key is either
using a sneak area effect attack like fireball to weaken them or try to spread
the party by drawing them out. Summon some help here. After the fight you will
loot some Drow armor. Drow armor is probably better than the armor you have.
So use it but whatever you do don't sell the armor you take off. Once you
reach the surface any Drow items you have will disappear.
- The Svirfneblin guards will let you through as long as you appear
friendly.
- There is a merchant and an Innkeeper in this room. The Innkeeper has
Vithal's book and the merchant has a quest to rescue his son at (10).
- The Svirfneblin leader is in here. He will give you info on Adalon and
agree to give you the gem you need to enter her lair but only if you help them
out of a sticky situation they have involving a demon they have released. He
then gives you a Stoneshape scroll to use after you kill the Demon (9).
- Once you enter this area a Demon will appear. This can be a pretty tough
fight. Most hits from the Demon causes a chaotic effect on the character and
they will wander around for several seconds. One spell that can make this
fight easier is Bolt of Glory (level 6 Cleric) which does 10d6 to Demons, this
one has about 120 hps. Don't even waste your time with fire or any spell that
allows a saving throw. Once you kill the Demon use the Stoneshape scroll
standing next to the mound and return to the Svirfneblin leader at (8). He
will then give you the gem you need.
- This is a globe that has the Svirfneblin merchant's (7) son trapped
inside. There are six windows on the globe you can click that each produce a
different thing to spawn. Four of them are creatures to fight, one is the boy,
and one is some weird dude that just talks. Here they are in detail starting
with the window on the left.
- Madman Aganalo (easy)
- Raevilin Strathi (pretty tough spell caster)
- Riti the Githyanki (easy)
- Lich (very tough, he has a time stop spell that freezes your interface
and party for about 20-30 seconds. This will pretty much end the fight if
you are caught in it. What I did was move my entire party to a safe distance
and bring my main character next to the window, before I clicked it I used
animal summoning 3 and a wizard's eye. I placed all those in the area where
the lich would spawn. Then I clicked it and ran him back to my party
immediately. With the wizard's eye I was able to attack the Lich with the
animals without a party member being there. Time stop went off and I was
safely away from the Lich. Then I just rushed him and was able to kill him
mainly with hasted melee attacks.
- Svirfneblin boy (dialogue)
- Weird dude (dialogue)
Return to the merchant after releasing the
boy for your reward.
- Small war party of Kuo Toa, these are some hopping Lizard men that move at
hasted speed but are not that tough. There is a mage on the bridge.
- Another Drow war party similar to the one at (5).
- Enter here to speak to Adalon, She is willing to help you if you can save
her eggs which have been stolen by the Drow. You have no choice but to agree.
She then transforms your entire party into Drow so you can enter the city
safely. She will create a cover story for you that you need to tell the
guards.
- Entrance to the Drow city.
- This area does not apply to your first trip here. One of the "errands" you
must do for the Drow involves fighting a few Mind Flayers. This is the area
that battle will take place. The key to fighting Mind Flayers is taking them
out as quickly as possible. So if you need to, do a test run to discover
exactly where the Mind Flayers will spawn in. Then position your party and
summoned creatures so they will be right on top of the Flayers when the battle
begins.

Ust' Natha
This is a pretty complicated area, some of the
choices you have to make here can make it even more complicated depending on
what you do. I am going to do this map a bit different and use the overview to
detail basically the whole main path and just use the map as a reference. There
are three occasions where you will have to leave here and return to Underdark to
complete a task. So a straight walkthrough may be less confusing. Your main goal
here is to rescue Adalon's eggs from being sacrificed but a certain event
leading up to that can make it impossible to do so and you will be in for a
rough time getting out. So it is advised that you make a separate saved game at
the beginning of this level in case you feel you need to do it over. First let
me point out the main NPCs that are involved here.
Solaufein - (male Drow warrior that is constantly taking flack from
the female leaders, the way most Drow males do, it is strongly advised that you
DO NOT kill him when the task to do so is assigned to you.)
Phaere -
(Female Drow superior that has aspirations to overthrow the Matron Mother, also
tries to seduce you at one point I'll let you decide how you want to handle
that.)
Matron Mother - (The big cheese but less important to the story
than the other two, she is planning a ritual to sacrifice Adalon's eggs to a
powerful Demon.)
When you first enter the city you will have some free time to explore the
front area. There are a few merchants (1, 2) to trade with and a big tavern (3)
to explore. The tavern is where you can rest and get some quick EXP fighting in
the arenas. Once you reach Solaufein at (7) he will inquire about you and pull
rank to force you to perform your first task.
First Task - Solaufein needs you to accompany him on a mission to
Underdark to save the Matron Mother's daughter Phaere who has been captured by
Mind Flayers. I have the location of this encounter marked on the Underdark map
as number 15 (note that this is not the chamber located over there, this task
takes place on the Underdark map itself). Click here to refer to that. Also you
will be jumped by a group of surfacers along the way. Speak to Phaere after the
battle then return to the city.
Next you will need to visit the Inn and speak with Pheare. She will tell you
to meet her at the main platform (1) within a given time frame. Sometime between
returning to the city and Pheare's next task you should be approached by a slave
who insist that his master speaks with you. His master is a strange fish that
lives in a tank between 1 and 2. Approach the tank and speak with the fish. He
will telepathically tell you that he has read your mind and knows who you really
are. If you do not perform a task for him he will blow your cover. He wants you
to kill a Drow named Qilue who lives at (5) and bring him the brain. It may be
possible to threaten him back by telling him you will expose his plot if he
exposes you and finish it there. But if you want the extra EXP go and kill Qilue
which is a fight involving several Priestess and return to him with the brain
and he will keep quiet about your disguise.
Second Task - Once you speak with Phaere again she will tell you to
meet her at the southeast platform (9). Your task is to assist them in killing
one Beholder that will spawn in. This is pretty easy just jump on it as soon as
it shows. Afterwards Phaere will once again tell you to meet her at the tavern
within a given time frame.
Third Task - When you meet Phaere at the tavern this time she will
give you another task involving the Underdark. This time you are to meet up with
Solaufein there and kill the Sverfneblin leader. When you get to Underdark head
to the village. You will meet up with Solaufein along the way. Tell him you do
not need him to perform the task and he can return to the city. He will do so.
Then talk to the Sverfneblin leader that is at the bridge leading to the
village. Tell him what is going on and ask him for his helmet to show the Drow
as proof that you have performed the task. He will give you the helmet and you
can spare his life. Talk to Phaere to give her the helmet and she will tell you
to meet her in her private quarters which is the Female Fighter's society at
(4).
Fourth Task - When you talk to Phaere in her quarters she will tell
you to go and kill Solaufein. If you refuse, your cover will be blown so you
need to accept the task. Solaufein will be in the Male Fighter's society (7). It
is better to let Solaufein live sense he will assist you in saving Adalon's eggs
later. If you kill him it may be impossible to save the eggs. Talk to him and
explain the situation, he will give you his cloak to return to Phaere.
Fifth Task - Next you will be told to report to the Matron Mother in
the Temple of Lolth (10). She will inform you that you are to bring her the
blood of one of the three creature races that live in the Underdark so she can
perform the ritual. There are three caves that can be accessed from the
Underdark. The Kuo-Toan, the Beholders and the Mind Flayers, you need to return
with blood by killing the leader. It is up to you which one you choose I did the
Kuo-Toan which is marked on your Underdark in game map as "Western Chambers".
Refer to that map here, eventually I plan to have maps on all three. If you are
interested in assembling the sword called the Equalizer which you should already
have the pommel gem for you will need to enter both the Beholder and Mind Flayer
Dungeons to get the blade and hilt. When you return with the blood the Matron
Mother will begin preparing the ritual to sacrifice Adalon's eggs. This is where
you have to get sneaky to stop it. Phaere will tell you to report to her
chambers.
The Ritual - To begin with there are 3 spells that can make this and
then your following escape much easier. Sanctuary (Cleric), Haste and Mass
Invisibility you can purchase a Mass Invisibility scroll from the merchant at
the entrance to the city. When you talk to Phaere she will tell you of her plot
to overthrow the Matron Mother by giving you some fake eggs to switch out for
the real ones and then bring the real ones to her. Tell her you will do it and
take the fake eggs. The egg room is located in the temple so head that way. If
you did not kill Solaufein then he will stop you and present another set of fake
eggs to you. This is how you will save Adalon's eggs. Take the fake eggs marked
Phaere and switch them with the real eggs then give Phaere the fake eggs marked
Solaufein. You will keep the real eggs. To switch the eggs you need to get past
the 2 guards and the army of Golems that are guarding the eggs. The easiest way
to do this is to have a Cleric cast Sanctuary and just walk in and do it. The
guards and the Golems will turn hostile but will see nothing to attack if the
rest of your party is out of range. Now return to Phaere and give her the other
fake eggs. Head to the temple again for the ritual.
The ritual involves the Drow summoning a powerful Demon to assist them in
killing the surface elves by offering him the Silver Dragon eggs. When he shows
up the Matron Mother will offer him the fake eggs. He will get mad and kill her.
Then Phaere will offer him the other fake eggs, he will kill her also. When he
asks if anyone has the real eggs choose "remain quiet". Then he will leave. Loot
the corpses and get out of town as quickly as possible because your cover is
about to be blown. If you cast Haste and then Mass Invisibility you should make
it out with no encounters. If you are not able save Adalon's eggs and the Matron
Mother or Phaere gives them to the Demon, he will blow your cover and turn
hostile along with the rest of the city. Then when you return to Adalon she will
turn hostile as well.
Back to Adalon - Return to Adalon with her eggs and get a truck load
of EXP. She will then change your party back to normal appearance and assist you
in getting out. She will transform herself into a person form and teleport you
to a door that is in the Kuo-Toan Dungeon. You will have to fight your way past
some Drow to get through the door, then fight another group of Drow on the other
side. Then you will have a very small map to fight your way through with War
Elves assisting you so it is very easy. Once you surface it will begin chapter
6.
- Entrance to the city, where the main platform and Drow merchants are
located
- Strange merchant selling creatures as slaves.
- Tavern and rooms for rent.
- Female Fighter's Society, this is Phaere's personal chambers
- Qilue's home
- House Jae'llat which can be accessed after completing a side quest
involving the Lich's tower (8). If you plan to enter there are 8-10 guards to
fight plus the family members. Tough fight but it can be accomplished.
- Male Fighter's Society, this is Solaufein's personal chambers.
- The Lich's tower can be accessed after purchasing a magic rope that a guy
tries to sell you. After you enter you discover this was a plot by a man named
Jaraxle that threatens to expose you if you don't bring him something the Lich
has. Even though you are being set up it is still a profitable quest and the
magic rope allows you to kill the Lich easily.
- Southeast platform you will be asked to fight two battles here.
- Temple of Lolth

Kuo-Toan Dungeon
Small dungeon that is not too tough, The only tough
battles actually do not include Kuo-Toa. You main goal here is to kill the
Kuo-Toan Prince who is at (7). This is also where the door to the surface is
(9). It is guarded by several Drow casters. Don't really worry about defeating
them at this time. Once you return Adalon's eggs she will warp you to it and
help in the fight. Use wizard's eye to scout this dungeon and it makes it a bit
easier. If you have a Cleric, Bolt of Glory is very useful for the Demon Knight
room.
- This is your first tough battle. There is a Beholder and 2 Gauths (small
Beholders) inside here. The problem is trying to get your party inside the
room in a quick fashion. If you can sneak a mage in here and cast a good area
effect spell it can help a lot.
- Small Kuo-Toan war party inside here. There is also a tainted pool that
circles the room which has some corrupted tad poles in it. If you click it to
grab the poles you can then place them in the birth pool at (8) to weaken the
adult Kuo-Toan. Not sure exactly what effect this has but it sure is sneaky,
aye?
- There is a Flamestrike trap on this small bridge. A wizard's eye will set
it off I would imagine a summoned creature would also.
- This could be the toughest battle in the dungeon where you will face 5
Demon Knights. If you are careful in your planning here you won't have to face
more than 2 at a time. All 5 could be close to impossible at the same time to
take out without losing someone. There is an alter at the other end of the
room that when clicked tells you the god wants a sacrifice. A summoned
creature of any type will do I would guess. This is the best strategy anyway.
Leave your entire party outside the door and summon as many creatures as you
can control to block the door, send one to the alter using an invisible player
or wizard eye to guide it. Once the creature reaches the alter the 5 Demon
Knights will appear but they will be spread out enough so you will only have
to fight the 2 closest to the door. These guys are no joke and hit pretty hard
and have around 90 HPs. After the first two are gone pull out the third and
then bring you party inside and try to pull out the other two one at a time.
Bolt of Glory will do 10d6 to these guys.
This battle is not without
rewards, on one of the corpses you should find, Girdle of Frost Giant
(permanent 21 str.), Armor of the Hart +3, and Soul Reaver +4.
- Another small Kuo-Toan ambush.
- Another small Kuo-Toan ambush.
- The Prince is guarded by a couple of Kuo-Toan Monitors that are not to
tough. The Prince himself can be a bit of a challenge but should go down just
from melee pressure. On his corpse you should find the blood you need and some
Bracers of Blinding Strike which cast improved Haste once per day.
- The Kuo-Toan breeding pool. Place the tab poles from (2) in here.
- Door to surface that is guarded by Drow, see overview for details.

Chapter 6 Overview
There is not much to do on this map but I am going
to try to give an overview of what you will experience in chapter 6 which is
where the game once again becomes very non linear and when NPCs you have in your
party can determine a lot of what you do. When you surface here the Elves will
be very wary of you and make you confront their leader Elhan (2). Once you
convince him you are not sided with the Drow by taking a lie detector test, sort
of. He will tell you about an artifact that needs recovering which was stolen by
Bodhi. Ask him if he has any supplies you can use and he will give you wooden
stakes and holy water. That is about all that really happens here. Your next
stop on the critical path will be returning to the Bodhi's Dungeon in the
Graveyard District.
Chapter 6 is when you once again have to cater to the needs of your party
members. At this point on my first time through I had Minsc, Imoen, Jaheira,
Nalia and Anomen in my party. As you can tell I was concentrating mainly on the
critical path. Nalia started whining that she needed to return to the city. I
needed to head there anyway.
Drizzt Encounter
Once you leave this map to travel on the overland
map you will be stopped by an ambush encounter. The encounter is with Drizzt and
his famous party. Since the map is very small and you are just placed on it
there is no way to really prepare for a fight against a party that is obviously
stronger than yours. Also if Jaheira is in your party she will leave and not
help in the fight. The best way to handle this situation is to mention your
intentions of tracking down Bodhi and he will offer to assist you. Later when
you enter Bodhi's Dungeon you will find Drizzt's party in the blood pool room
next to the coffin room. Only Drizzt will stay the whole time though.
Back in the City
Two things happened as soon as I re entered the
city. An NPC approached Anomen and told him it was time to report to the Radiant
Heart in the Temple district and be judged for Knighthood, he has 2 days to
report. Then I was attacked by a group of Githyanki wanting to take back the
Silver Sword that I got from captain saemon. It did not matter which map I
entered on, both of these things would happen. The best district I found to
fight the Githyanki on was the Slums District since it places you in a good area
to get defensive on. After the Githyanki fight I got the hilt for the Silver
Sword off a corpse and went to the Radiant Heart to deal with Anomen. If Anomen
is granted Knighthood it will improve his wisdom and make him a better Cleric.
If you killed the guy that was involved in his sister's death he will be
refused. There are probably other things that would get him refused also
depending on the decisions you made. You can also inquire about the Radiant
Heart assisting you with killing Bodhi. They will send a group of Paladins that
will meet you as soon as you enter the Dungeon. Only one will stay the whole
time you are there. But with him and Drizzt it makes the battle much easier.
When you return to the city make sure you stop back by the Adventure's Mart
in Waukeen's Promenade since his inventory has changed to some more powerful
items. Then I went by Cromwell and had him assemble the Silver Sword and the
Short Bow of Gesen.
Jumping Ahead to Nalia's Abduction
After I finished Bodhi's Dungeon
which I'll have a separate map for I returned to the Elven outpost. At that time
Nalia told me she had to leave and attend the funeral of her father even though
I had already attended it twice. So there may not be a way to avoid her leaving.
She tells you she will be in the Copper Coronet one day after the funeral. Since
I had too much money invested in her spellbook I decided to wait on her and used
this time to check on my Stronghold. When I finally got Nalia back I returned to
the outpost again. At that time an officer approached and took Nalia in custody
saying she was distraught about the funeral and needed to be held. Great. More
delays. Then another soldier approached and gave me info I needed to get her
back. Refer to your journal and it explains what to do. I had to find a man
named Barg in the Dock's district who is below the stairs of the Sea's Bounty
Tavern. He referred me to a guy named Dirth in the Tavern who attacked and had a
Slave note on his corpse. Then my journal said check the officer's home in the
Government district. There I found his financial records and took all the
evidence to a guy in the Government building who after examining it gave me
Nalia back.
Jaheira's Curse
When I entered the Sea's Bounty Tavern and went
downstairs to find Dirth, Jaheira had a cut scene with a guy that was after her.
He placed a curse on her that I had to get removed. Once again your journal will
give you more information. There are several ways to do this part but the
simplest is probably to speak with Bernard in the Copper Coronet and find that
the guy is living in the eastern part of the city. Go to the house left of the
Slave Stockade. Kill the guy and his goons and retrieve Jaheira's lock of hair
from his corpse. Then just rest your party 3 times or a total of 24 hours and
the curse will be gone. Now I was finally ready to continue with the critical
path.
This walkthrough may not apply to your game at all. That is what makes this
game so re-playable. I will try to add more NPC quests that take place in
chapter 6 as well other chapters in the future.
- Exit from Underdark
- Elhan, the outpost leader.

Underground Tomb Revisted
It is time to rid the world of Bodhi once
and for all. Since you have probably already been here once the layout should be
familiar. Everything really takes place in the top part of the map this time
around and because of that the only entrance to the level from the Graveyard
District is to the far west of the map. If you have enlisted some allies for
this section (Drizzt, members of the Radiant Heart and I have been told members
of the Shadow Thieves Guild) are willing to help you in this battle and can make
a big difference. Although you will not be able to control them they will be
very valuable when you face Bodhi downstairs. A spell that can really help you
here is the Clerical spell Negative Plane Protection which guards against level
drain. It has a pretty short duration so you have to time it right to be
effective. Your main goal here is to kill Bodhi once and for all and get the
Rynn Lanthorn. You will need a wooden stake to finish off Bodhi and 3 more to
get the vampires upstairs.
- Entrance to the level, if you have spoken to the Radiant Heart they will
appear as soon as you do. I think there was 4 of them total but only one (a
Knight named Eric) will hang around after the first battle which is good
because you are fighting in cramped areas down here and too much help can be a
bad thing.
- A single Vampire is hanging out here I think this is a tip so you will
stop here and reveal the hidden door that leads into the coffin room.
- Move your party into the coffin room so you can meet your other allies
ahead. You may want to leave a couple of members in here so they can provide a
rear assault on the main room (5). Which is full of vampires.
- This is where Drizzt and his whole party will be if you have allied with
him. They will be fighting several vampires when you enter. The blood pool in
here can be cleansed by clicking it twice with a holy water in your inventory.
This will weaken the vampires on the first floor.
- Vampire central. There are probably 5-6 in here and your new allies can
stir them up whether you want them to or not. It is probably better to offer
some ranged support to Drizzt's party at first until the room is thinned out
enough to actually reform your party inside the room. If you are going it
alone summon a bunch of help. When this fight is over go ahead and stake the 3
coffins at (3) for the extra EXP.
- Once you finish the main room there is a lone Vampire in this hallway
simply referred to as the "Guard". He can be a major pain in the ass. If you
plan to rush him make sure you can cancel his protection spells with Breach,
Ruby Ray of Reversal or Khelben's Warding Whip which is particularly effective
and will remove multiple protections with one cast. You can also try attacking
him with some summoned creatures or elementals to have him use his spells up.
- This room is trapped even worse than the last time you were here. It may
be completely optional to even come in here as the only enemies are about a
half dozen Vampiric Mists which can turn invisible on you. The mage spell True
Seeing can put a stop to that. The mists are not that tough once you get close
to them, the main problem here is the traps. They will probably account for
more damage than the mists do. So if you can have one character pull them to
the door or have enough summoning spells to sweep the room guided by a
wizard's eye it is much easier. The pool in the middle has Gauntlets of Weapon
Expertise in it. Probably worth the trip in here but unless you just want the
EXP you may be better off just running in and grabbing those and running out.
- There is nothing really important in this area this time around. The
middle area is free of spiders now and the queen hive is empty. There are
still a few minor encounters along the sides that used to be entrances and
some items to loot but nothing major.
- When you are done with everything here you may want to rest your party.
Downstairs is no cakewalk. If you have Drizzt or the Knight or both they will
be waiting for you downstairs when you get back.

Bodhi's Final Battle
Pretty straight forward level, as soon as
you open the door leading to the main room (1) be ready for battle. So do
whatever protection prepping you need before that. I fought this battle with
Drizzt as an ally, he went straight for Bodhi so I couldn't help but stand back
and watch for a minute while my party and Eric the Knight were fighting the 4 or
5 other goons that are in there. It was a pretty good fight between the two of
them. Drizzt never misses and got Bodhi down pretty quick to "near dead" but I
am not sure he can actually finish Bodhi for you because he hit her several
times at near dead and she should have died then. Instead I had to move my
Fighter in and finish her off. So Drizzt probably took more damage than he
should have. He was at "badly injured" when I finished her off. If you have
plans to kill Drizzt this would be the time to do it once the battle is over and
he is alone and injured. I did not kill him and am not sure if it affects your
character any but I have heard that if you take his items someone shows up later
to confiscate them from you.
After Bodhi is dead go into her room and stake the coffin. Then grab the Rynn
Lanthorn and any other items you want. Your next stop on the critical path is to
return to Elhan at the elven outpost. He will then take the Rynn Lanthorn from
you and teleport you to the Elven city of Suldanesslar which is in deep trouble.
This will begin chapter 7. first though you may want to explore the other forest
areas that appeared on your overhead map when you left the outpost the first
time.
- The main battle room, there are 5 pools of blood in here. If you place
holy water in the middle one I guess it cleanses them all. This is supposed to
weaken the Vampires though I am not sure exactly how.
- Bodhi's coffin room and location of the Rynn Lanthorn.
- Another room that has several journals you should look at in the chest.

Suldanesslar
Once you give Elhan the Rynn Lanthorn you will be
teleported to the entrance of the great Elven city Suldanesslar which is under a
terrible siege of monsters created by Irenicus. You will do a lot of fighting
here and probably take a lot of damage but you are also very close to the end of
the game so it is time to stop saving most of the potions and scrolls you have
probably been collecting.
Your main goal here is to enter the Palace (11) and continue to the Underland
from inside it. In order to do all that you will need to collect 5 items from
this area. Three of those items are used to activate the altar inside the Temple
of Rillifane (3) by placing them inside it which will unleash the Avatar who
will open the gates to the Palace. Those items are: The Talisman or Rillifane
(6), The Moonblade (8), and the Goblet of Life which is being held by the
awesome Black Dragon Nizidramanii'yt whose lair is at (10). Once inside the
Palace you will need two items to activate the hidden staircase which will take
you to Underland. Those items are: The Silver Horn (2) and the Stone Harp (9).
The only notable friendly NPC you will encounter is Demin at (7) who will
give you some useful information to help you acquire the items I just mentioned.
Other than that be prepared to fight a lot of Golems (mostly Iron, Stone and
Clay) and a lot of wizards (Transmuters) called Rakshasa among other names.
These guys range from level 9 to 11 or so. By themselves they are not to bad but
when you catch them in groups of 4 or 5 they can be extremely tough. They love
casting mid level damage spells like Flame Arrow, Fireball and Lightning Bolt as
well as self protection spells so have Breach, Ruby Ray of Reversal and
Khelben's Warding Whip ready to remove them. The higher level ones will also
drop an Ice Storm and a Cloudkill on you. If you get caught in a Cloudkill don't
try to fight in it. It is guaranteed damage over time (no saving throw) so move
your party to a safe place immediately.
The buildings and specific encounters are covered using the map notes below.
- You will enter the level here and have a short cut scene with Elhan who
will express to you how bad the city is being overrun with monsters.
- Inside this building there are two War Elves being held by several Clay
Golems. Clay Golems can only be damaged with magical blunt weapons. After you
have killed them be sure to grab the Silver Horn and the cloak of Elvenkind
which gives a hide in shadow bonus of 50%.
- The Temple of Rillifane is guarded on the outside by several Rakshasa but
once you get inside the fighting will really begin. Inside you will encounter
Suneer who is a level 20 mage with an arsenal of spells. You name it and he
can cast it. Although luckily he does not use Imprisonment. He will have an
Iron Golem with him and probably a Fiend (Demon) that he has summoned. Cast
protection from evil on your party before you even go inside. This battle is
extremely tough and almost impossible on your first attempt if you cannot
remove the protection spells that Suneer has up. If this is the case you may
want to let him cast them and then go back outside to wait for them to drop
off. He will probably drop a meteor swarm on your party and has several
different Death spells he will use.
There is a tactic that may make this
fight much easier if you choose to try it. If you save the Temple as your last
stop and have collected the three items you need to release the Avatar you can
probably use some fancy footwork once the battle begins and insert the three
items into the altar. This will summon the Avatar who will assist in the
battle.
- You will encounter several Golems here. A couple of Iron and a couple of
Clay and also a Stone. If you can summon some help here to use as a diversion
for your group you can dispatch them without too much problem.
- There are 2 children hiding up here that you can talk to and send to
safety.
- There are two ways to enter the Elven Quarters. The bottom entrance will
present you with a puzzle which consist of pressing buttons in a particular
order. The upper entrance will provide you with an amulet which has an
inscription on it telling you what the order is. Once you have completed the
puzzle you will find the Tallisman of Rillifane which is an item you need to
release the Avatar.
- Demin's home, when you approach this place there are a couple Rakshasa
outside and possibly a Demon that has been summoned. Once again make sure you
use protection from evil on your party. When you go inside you will find Demin
in a battle with several more Rakshasa. Once you have killed them speak with
Demin to find out what is going on around here.
- I think there a total of four Rakshasa guarding this Elven quarters and
you may see several Elven Battlemages that are fighting them. Inside you will
have a cut scene involving a Demon and an Elf that result in the death of
both. When it is over grab the Moonblade off the Elven corpse. It is one of
the items you will need for the Temple (3).
- The last Elven Quarters is guarded outside by several golems. Inside you
will find the Stone Harp which is an item you need to Activate the portal
inside the Palace.
- This leads to the battle with the Black Dragon Nizidramanii'yt. Refer to
that section when it is up.
- The Palace can only be entered after the Avatar has opened the gates
leading into it.

Lair of Nizidramanii'yt
Not much of a map but the battle certainly
makes up for it. Nizidramanii'yt will be waiting at (2) when you enter the lair
at (1). He will be covered with fog and will be non aggressive when you approach
but will initiate dialogue once you get in range. It is possible to escape this
place with the golden cup and not have to fight the dragon. All you have to do
is trade all the magic items you have for it. That may sound bad but it is not
if you stash most of them somewhere else before you enter. Still this is a
battle that can be won if you use some sound strategy so you might as well give
it a shot. Make sure you loot the Golden Cup of Life. If you plan to fight him
you may not want to go through the dialogue at all since this will involve
exposing a member to him while he is at full strength. Instead if you have a
Wizard's Eye and some summoned creatures, preferably Elementals, you can force
an attack from a safe distance.
Nizidramanii'yt is a level 23 Shadow Dragon with 200 HPs a strength of 25 and
about 45% magic resistance. He also has a base AC of -12 which can make him very
hard to melee.
A big problem you will face in this battle is fear that will cause your
members to flee. If you have the Mage spell Resist Fear then it can be a non
factor very easily. There are several different strategies that have proven to
work here. Whatever method you choose it is a good idea to have some summoned
creatures soak up his spells before you send any of your party members in to
battle him
Elven Palace
You must have two items to do this level. The Stone
Horn and the Stone Harp, both of them are located on the previous map. There is
nothing to fight on this map and I guess the main reason they made it was to
show off the neat waterfall graphics they did. It also transports you to the
next area which is the Underland. When you enter the level you will see a big
tree (1) the icon will allow you to click on it twice and it will transfer two
different types of nuts into your inventory. One type will be in a stack of 4,
these are healing nuts that can be used like potions. The other type will be in
4 stacks of 1, these are quest items you will use in the next level.
After you have those then make your way around to the waterfall and to the
statues (2). Click on each statue to transfer a musical instrument to it and it
will transform the waterfall into a staircase (3) that will take you to
Underland.
Underland
Underland is actually a pretty simple map that will
not take you very long to complete. Your goal here is to save the tree that you
are standing on from the evil power of Irenicus. You will then fight a quick
battle with him which he will escape from again and take you with him into hell
where he will face you for the last time. As you walk around the tree, certain
parts of it will begin to grow to allow you more access to the areas that are
being destroyed by 3 parasites. You must be carrying the nuts from the tree that
was in the previous area. The tree growth will happen automatically all you have
to do is walk.
- You will enter the area here and have a short cut scene with the Elven
Queen. She will explain to you what is going on.
- First parasite, when you reach this guy you will have to click on him and
two earth elementals will attack you.
- Second parasite is guarded by two air elementals.
- Third parasite is guarded by two fore elementals, on your way to this
parasite you will probably have a short dialogue scene with Irenicus at (5).
That is where you will return to fight him. So go ahead and prep for the
battle here.
- Your battle with Irenicus will take place here. After a short cut scene he
will attack. This battle is nothing compared to your next battle with him.
Hell
You have finally made it to the final battle scene.
Before you can face Irenicus for the final time you will have to face a series
of 5 trials where you will be judged good or evil. You will receive a reward for
your main character and a "Tear of Bhaal" after every trial regardless of which
path you choose in each. The evil rewards are probably a bit better but can also
be more costly at the same time. It is completely up to you which path you
choose I will point out both sides of each one below. In each trial you will be
influenced into taking the evil path. When you have collected all 5 tears you
can "call out" Irenicus for the final time by placing them in the door at (6).
Each time you place a tear in the door you will get your final reward from each
trial, I have pointed these out below also.
- Trial of Pride, You will be confronted by a Demon who will try to entice
you into wanting to kill a creature that has the tear. The creature is a
Dragon.
Good path: If you continue to respond to the Demon's
questions with more questions then he will finally realize that you are not
guilty of pride and tell you that the creature will give you the tear. Then
you can simply walk in and talk to the Dragon. The final reward for placing
this tear will be (20% resistance to fire, cold and electrical
damage).
Evil path: If you give into pride with any of your answers
you will have to kill the Dragon to get the tear. The final reward for placing
this tear will be (200,000 Exp).
- Trial of Fear, a Demon will tell you that he has a Cloak that will make
you immune to the fear you are about to face. If you take the Cloak you are
choosing the evil path, if you refuse it you are choosing the good path and
you should cast Resist Fear on your party. Which ever path you choose your
next task is to get the tear. Behind the Demon are two paths, the top path
leads to a room full of Beholders, the bottom path leads to a trapped chest
and then a crystal that will give you the tear after you click it.
Good
path: Refusing the Cloak, The final reward for placing this tear will be
(Immunity to +1 weapons).
Evil path: Taking the Cloak, The final
reward for placing this tear will be (+2 Con).
- Trial of Selfishness, a Demon will test you to see if you are willing to
sacrifice yourself for one of your party members. He will take one of them to
the back of the map and tell you to choose a door to get the tear.
Good
path: Take the left door, you will have to sacrifice 2HPs, 1 Dex, and
about 75,000 exp but will save your party member. The final reward for placing
this tear will be (10% magic resistance).
Evil path: Take the right
door, you will suffer no penalties but your party member will be killed. The
final reward for placing this tear will be (+2 AC).
- Trial of Greed, a Demon will give you a sword called Blackrazor, it is a
very nice weapon. Then he will tell you to free the Djinni that is being held
captive behind him by killing him with the sword to get the tear.
Good
path: Talk to the Djinni and find out that by giving him the weapon you
will release him and get the tear but you will lose the weapon. The final
reward for placing this tear will be (+2 to all saving throws).
Evil
path: Kill the Djinni and get the tear and keep the sword. The final
reward for placing this tear will be (+15 hps).
- Trial of Wrath, you will have to fight the wrath of Sarevok in this trial
no matter what you do to get the tear. He will entice you into fighting him
out of anger.
Good path: Do not give in to anger and fight him after
he has realized this. The final reward for placing this tear will be (+1 Wis,
+1 Cha).
Evil path: Show anger towards him. The final reward for
placing this tear will be (+2 Str).
- After taking the 5 trials it is time to face Irenicus for the last time.
You will have to click the door 5 times to place all the tears. This is when
you will receive you final rewards for each. Before you click the 5th time, do
you battle prep. Protection from Evil and Haste is very useful here, as well
as your best strength potions for your melee fighters. It is time to stop
saving any good potions so if you have any drink them. Magic resistance is
also good here.
Once you click the 5th time Irenicus will gate in and you
will have a short dialogue scene right in front of the door. No matter where
you have placed you party they will begin the fight right in front of the door
in a bad defensive formation. Irenicus will then summon 4 demons to help him.
These will be your first priority. As soon as this battle begins move your
entire party to a different spot. I used the stairs leading to Trial 5. The
demons will come after you and Irenicus will transform into a Slayer form but
will not follow you. So dispatch the demons and then go search for Irenicus.
It is probably in your best interest to attack him with a couple of elementals
first and then rush him with your party. Do not use any magical damage against
him until you have dropped his protection spells with Breach or Ruby Ray of
Reversal. He will likely deflect those spells back at you until you drop them.
Constant fast melee pressure is the best way to win this fight but dropping
his protection spells are a must and your melee may be useless until you do
so.

For even more information, tips, and tricks, check out the source of the
walkthrough, Baldur's Gate
Dungeon.