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Follow the dark path or use the light
Baldur's Gate II: Throne of Bhaal Pack Shot

Baldur's Gate II: Throne of Bhaal



by Haeravon

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|								       |
| 	    Baldur's Gate 2: Shadows of Amn & Throne of Bhaal	       |
|								       |
Version 1.01
Written by: Nathan Garvin
Email: Theendbringer (at) Hotmail (dot) com.
If you're going to email me about this guide, make sure you put
"BALDURS GATE 2" in the title, or I'll probably end up deleting it as 

I have no affiliation with Bioware, Black Isle, Interplay, Atari, or any
other parties involved with this game. This is a not-for-profit fan-made
guide. If you wish to post, mirror, or quote this guide, feel free to do
so. Credit would make me happy, an email would make me feel good. Let 
your conscience be your guide, just like all good people.

Now, I know this is a not-for-profit FAQ, but FAQ writing is time
consuming work. If you wanted to show your appreciation for this FAQ 
and/or support for future FAQs by donating to my PayPal account, that
would be an above-and-beyond gesture. If every person who downloaded
my FAQs donated a penny.. well, it would help out immensely. Now,
without any more PBS-style solicitation..

This FAQ was made in Notepad, and is best viewed in a simple text
editor. The default text is Lucida Console at size 10 font, but any
fixed-width font will work.. if not with the intended aesthetics intact.

Note that this is an incredibly large FAQ, and depending on your 
computer, internet speed, and the restlessness of computer gremlins,
you may have to refresh this file several times to get the whole thing
to load. Look for the ***END OF FILE*** line at the bottom to ensure
you've got the whole thing.

If you liked this FAQ, if you like talking about video games, if you
think sunshine was for people who were born before they had the good
sense to invent pixels, then you're not alone. Check out my Facebook
page at ( for mindless video game
chatter, information about updates and upcoming FAQs, or for just a
more direct connection to yours truly, so you can tell me in person
about all the mistakes, typos, and other imperfections you've found.

Table of Contents
>>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<<

I. Introduction				{INT000}
	1. Using this FAQ		{INT001}
	2. Continuity			{INT002}
	3. Items			{INT003}
	4. Rewards			{INT004}
	5. Traps			{INT005}
	6. Active Pause			{INT006}
	7. Scaling Enemies		{INT007}
	8. Mods				{INT008}
	9. Patching			{INT009}
II. 2nd Edition Dungeon and Dragons
    Mechanics (character Creation)	{DND000}
	1. Composition			{DND001}
	2. Gender			{DND002}
	3. Race				{DND003}
	  3.1 Class Restrictions by Race{DND004}
	  3.2 Attribute Modification by {DND005}
	4. Class			{DND006}
	  4.1 Dual-Classing		{DND007}
	  4.2 Multi-Classing		{DND008}
	  4.3 Dual-and-Multi-Classing in{DND009}
	      Baldur's Gate 2	
	  4.4 Class Kits		{DND010}
	  4.5 Barbarian			{DND011}
	  4.6 Bard			{DND012}
	  4.7 Cleric			{DND013}
	  4.8 Cleric/Thief		{DND014}
	  4.9 Druid			{DND015}
	  4.10 Fighter			{DND016}
	  4.11 Fighter/Cleric		{DND017}
	  4.12 Fighter/Druid		{DND018}
	  4.13 Fighter/Mage		{DND019}
	  4.14 Fighter/Mage/Cleric	{DND020}
	  4.15 Fighter/Mage/Thief	{DND021}
	  4.16 Fighter/Thief		{DND022}
	  4.17 Mage			{DND023}
	  4.18 Mage/Cleric		{DND024}
	  4.19 Mage/Thief		{DND025}
	  4.20 Monk			{DND026}
	  4.21 Paladin			{DND027}
	  4.22 Ranger			{DND028}
	  4.23 Sorcerer		 	{DND029}
	  4.24 Thief			{DND030}
	  4.25 Thief/Cleric		{DND031}
	5. Alignment			{DND032}
	  5.1 Reputation Effects	{DND033}
	6. Abilities			{DND034}
	  6.1 Strength			{DND035}
	  6.2 Dexterity			{DND036}
	  6.3 Constitution		{DND037}
	  6.4 Intelligence		{DND038}
	  6.5 Wisdom			{DND039}
	  6.6 Charisma			{DND040}
	  6.7 Tomes			{DND041}
	  6.8 Suggested Abilities by	{DND042}
	7. Skills			{DND043}
	  7.1 Weapon Proficiencies by	{DND044}
	  7.2 Weapon Proficiency Perks 	{DND045}
	      by Rank
	8. Thieving Skills		{DND046}
	9. Hit points			{DND047}
	10. THAC0 and Armor Class	{DND048}
	  10.1 THAC0 by Class/Level	{DND049}
	  10.2 Armor Class Modifiers by	{DND050}
 	       Weapon Type
	11. Spells			{DND051}
	12. Lore			{DND052}
	  12.1 Lore by Class/Level	{DND053}
	13. Experience Point (EXP Cap)	{DND054}
	14. Throne of Bhaal		{DND055}
	  14.1 Epic Feats by Class	{DND056}
	  14.2 Warrior (Fighters,       {DND057}
  	       Rangers, Paladins, 
	       Barbarians, Monks)
	  14.3 Cleric			{DND058}
	  14.4 Druid			{DND059}
	  14.5 Thief			{DND060}
	  14.6 Bard			{DND061}
          14.7 Wizard/Sorcerer		{DND062}
	  14.8 Epic Feats		{DND063}
	15. My Protagonists		{DND064}
	  15.1 Importing your Character {DND065}
	       from Baldur's Gate 1
III. Characters				{CHR000}
	1. Aerie			{CHR001}
	2. Anomen			{CHR002}
	3. Cernd			{CHR003}
	4. Edwin			{CHR004}
	5. Haer'Dalis			{CHR005}
	6. Imoen			{CHR006}
	7. Jaheira			{CHR007}
	8. Jan				{CHR008}
	9. Keldorn			{CHR009}
	10. Korgan			{CHR010}
	11. Mazzy			{CHR011}
	12. Minsc			{CHR012}
	13. Nalia			{CHR013}
	14. ???????			{CHR014}
	15. Valygar			{CHR015}
	16. Viconia			{CHR016}
	17. Yoshimo			{CHR017}
	18. Table of Character 		{CHR018}
	19. Chart of Characters by Role {CHR019}
	20. Suggested Parties by Role	{CHR020}
	21. Good Party versus Evil Party{CHR021}
	22. Character Builds and Weapon {CHR022}
IV. Spell Tactics			{SPT000}
	1. Elemental Protection Spells	{SPT001}
	2. Healing Spells		{SPT002}
	3. Prepared Spells 		{SPT003}
	   (Sequencers & Contingencies)
	4. 1st Level Divine Spells	{SPT004}
	5. 2nd Level Divine Spells	{SPT005}
	6. 3rd Level Divine Spells	{SPT006}
	7. 4th Level Divine Spells	{SPT007}
	8. 5th Level Divine Spells	{SPT008}
	9. 6th Level Divine Spells	{SPT009}
	10. 7th Level Divine Spells	{SPT010}
	11. 1st Level Arcane Spells	{SPT011}
	12. 2nd Level Arcane Spells	{SPT012}
	13. 3rd Level Arcane Spells	{SPT013}
	14. 4th Level Arcane Spells	{SPT014}
	15. 5th Level Arcane Spells	{SPT015}
	16. 6th Level Arcane Spells	{SPT016}
	17. 7th Level Arcane Spells	{SPT017}
	18. 8th Level Arcane Spells	{SPT018}
	19. 9th Level Arcane Spells	{SPT019}
V. General Tips				{TIP000}

>>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<<
VI. Chapter 1
	1. Sequence #1			{WLK001}
		Escape from Irenicus'
VII. Chapter 2
	1. Sequence #1			{WLK002}
		Five Finger Discounts	
	2. Sequence #2			{WLK003}
		Recruiting Korgan, 
		Viconia, and Jan 
		(Jan's Family Quest)
	3. Sequence #3			{WLK004}
		Mae'Var's Guildhall
		(Recruiting Edwin)
	4. Sequence #4			{WLK005}
		Thieve's Guild Quests
	5. Sequence #5			{WLK006}
		The Book of Kaza and the	
		Nether Scroll (Securing	
		Korgan and Edwin)	
	6. Sequence #6			{WLK007}
		Unseeing Eye Quest
		(Recruiting Anomen and
		Keldorn, Securing 
		Keldorn, Keldorn
		and Anomen's Family
	7. Sequence #7			{WLK008}
		Cleric Temple Quests
	8. Sequence #8			{WLK009}
		Astral Prison Quest 
		(Recruiting and Securing 
	9. Sequence #9			{WLK010}
		Obtaining Celestial Fury
	10. Sequence #10		{WLK011}
		Bard's Playhouse Quests
	11. Sequence #11		{WLK012}
		Circus Tent Quest
		(Recruiting and
		Securing Aerie) 
	12. Sequence #12		{WLK013}
		Planar Sphere Quest 
		(Recruiting and Securing 
	13. Sequence #13
		Mage Stronghold Quests	{WLK014}
	14. Sequence #14		{WLK015}
		de'Arnise Keep
		(Recruiting and Securing
	15. Sequence #15		{WLK016}
		Fighter Stronghold
		Quests (Optional)
	16. Sequence #16		{WLK017}
		The Skinner Murders
	17. Sequence #17		{WLK018}
		Umar Hills (Part I)
		(Recruiting and Securing
		Mazzy, Mazzy's Family
	18. Sequence #18		{WLK019}
		Trademeet (Recruiting
		and Securing Cernd,
		Cernd's Family Quest)
	19. Sequence #19		{WLK020}
		Druid Grove Quests
VIII. Chapter 3
	1. Sequence #1			{WLK021}
		Siding with Bodhi	
	2. Sequence #2			{WLK022}
		Siding with Gaelan Bayle
	[End of Chapter 3 Stats]
IX. Chapter 4
	1. Sequence #1			{WLK023}
	2. Sequence #2			{WLK024}
		Spellhold Dungeon
	3. Sequence #4			{WLK025}
		To the Underdark
X. Chapter 5
	1. Sequence #1			{WLK026}
		Exploring the Underdark
	2. Sequence #2			{WLK027}
		The Illithid City
	3. Sequence #3			{WLK028}
		Beholder Den		
	4. Sequence #4			{WLK029}
		Ust Natha
	5. Sequence #5			{WLK030}
		Escaping the Underdark
	[End of Chapter 5 Stats]
XI. Chapter 6
	1. Sequence #1			{WLK031}
		Settling into Surface
		Life/Romancing Jaheira
		(Baron Ployer's Curse)
		(The Harper Hold Quests)
	2. Sequence #2			{WLK032}
		Kangaxx the Demilich,
		The Twisted Rune
	3. Sequence #3			{WLK033}
		Slavers in the Slums
		(Copper Coronet Quest)
		(Slaver Stockade Quest)
	4. Sequence #4			{WLK034}
		Clerical Competition
		(Sir Sarles' Quest)
		(Dawn Ring Quest)
		(Fallen Paladins Quest)
	5. Sequence #5			{WLK035}
		Umar Hills (Part II)	
	6. Sequence #6			{WLK036}
		Ranger Stronghold Quests
	7. Sequence #7			{WLK037}
	8. Sequence #8			{WLK038}
		Paladin Stronghold
	9. Sequence #9			{WLK039}
		Illithid's Under
		Athkatla (Obtaining
		Crom Faeyr)
	10. Sequence #10		{WLK040}
		Limited Wish Quests
	11. Sequence #11		{WLK041}
		Exploring Outside of
		Athkatla (North Forest,
		Small Teeth Pass,
		Forest of Tethir)
	12. Sequence #12		{WLK042}
		Showdown with Bodhi
XII. Chapter 7
	1. Sequence #1			{WLK043}
	2. Sequence #2			{WLK044}
	[End of Chapter 7 Stats]
	1. Sequence #1			{WLK045)
		The Prophecy Begins
	2. Sequence #2			{WLK046}
	3. Sequence #3			{WLK047}
		Gromnir Il-Khan
	4. Sequence #4			{WLK048}
		Watcher's Keep, First
	5. Sequence #5			{WLK049}
		Watcher's Keep, Second
	6. Sequence #6			{WLK050}
		Watcher's Keep, Third
	7. Sequence #7			{WLK051}
		Watcher's Keep, Fourth
	8. Sequence #8			{WLK052}
		Watcher's Keep, Fifth
	9. Sequence #9			{WLK053}
XIV. Chapter 9
	1. Sequence #1			{WLK054}
	2. Sequence #2			{WLK055}
	3. Sequence #3			{WLK056}
	4. Sequence #4			{WLK057}
XV. Chapter 10				
	1. Sequence #1			{WLK058}
		Throne of Bhaal
	[End of Chapter 10 Stats]

XVI. Items				{ITM000}
	1. Finding Recorded Items in 	{ITM001}
	   the Walkthrough
	2. Item List			{ITM002}
	3. Item Description		{ITM003}
	4. Book of Infinite Spells	{ITM004}
	5. Deck of Many Things		{ITM005}
	6. Wand of Wonder		{ITM006}
	7. Crafted Items		{ITM007}
XVII. List of Mage Spells		{SPL000}
	1. 1st-Level Mage Spells	{SPL001}
	2. 2nd-Level Mage Spells	{SPL002}
	3. 3rd-Level Mage Spells	{SPL003}
	4. 4th-Level Mage Spells	{SPL004}
	5. 5th-Level Mage Spells	{SPL005}
	6. 6th-Level Mage Spells	{SPL006}
	7. 7th-Level Mage Spells	{SPL007}
	8. 8th-Level Mage Spells	{SPL008}
	9. 9th-Level Mage Spells	{SPL009}
XIII. Experience List			{EXP000}
XIX. Updates/Thanks			{UPD000}

*Note: When searching for items in the FAQ, be sure to include the
{} brackets. When I reference other parts of the FAQ outside of the
index, I put them in [] brackets, so as to make general searches using 
the index more efficient. For example, when I tell you in the Characters
section of the FAQ to look at the Walkthrough to find more information
on an Character quest, I'll refer to that section as [WLK###], when it
should be understood to search for {WLK###}. This is an organizational
scheme used to prevent you from having to scroll through several
referential brackets in order to find what you're looking for, as I
reference other parts of the FAQ much more frequently in this guide
than I do in other FAQs I have written. 

|								       |
|			Introduction {INT000}			       |
|								       |
With the FAQ up for the first game there was little to do but start on
the second. If you're following through, welcome to the sequel, if
you're new to my FAQ.. well, still. Welcome to the sequel! We are now
deep in our adventure through the Baldur's Gate games, which combined 
make one of the greatest RPG experiences in the world of gaming, as far
as I'm concerned. Such high adoration and respect for this game are what
inspired me write a FAQ in the first place.. and after writing several
other FAQs I realized that I could, indeed, manage a to write a FAQ for
a game of this magnitude. Baldur's Gate 2 is everything the first game
was and so much more. It's higher level, higher stakes, and much more
immersive. That also means that we don't just have to deal with all the
spells, levels, and classes of the first game, but all the new ones as
well. The first game was a pretty hefty RPG in itself, but the sequel
is another monster entirely. I will do my best to get you through the
game in one piece, but this is a huge game, with many different ways of
doing things. I will be playing through with a Fighter/Mage (good party)
and a Fighter/Mage/Thief (evil party) I imported from the first game,
recording items, monsters, characters, traps, encounters.. pretty much
everything as I go along, as well as giving general advice and
strategies. This should at least give you a heads up on what to look
for in each area, and if you follow my lead you should be able to make
your way to the end of the game.. and collect some really cool loot
along the way.

Using this FAQ							{INT001}
Below I will list some of my quirks, organizational methods, and various
other tidbits that will help you navigate this guide. For starters,
during the main FAQ I'll break up major story missions and guide
with a large heading like so:

|								       |
|		              Large Heading  			       |
|								       |

During the FAQ, I'll break up different areas with a thick line:

Thick line

Multiple parts of a mission in the same area will be broken up with a 
thin line. This breaks up the missions into a series of steps, and 
limits how much unbroken text you'll have to read at once. Nobody likes

Thin line

Of course, I reserve the right to break my own rules during the FAQ..
mostly due to being scatter-brained and working on the FAQ in shifts
over the course of time. Life and all. So cut me some slack. Besides,
this organizational scheme is mostly for consistency and ease-of-use.
I'll sometimes substitute the thick area transition line for a thin
line. I usually do this when entering and leaving the same areas
multiple times in a short time frame, or when we briefly enter-or pass
through-an area, but do not explore it in detail at that time. Or if I
consider the area somehow minor or insignificant.

Sequence of Events						
Unlike some of my other guides, this FAQ does hold your hand through the
game. As I go through areas I will list what I do sequentially. To help
streamline the guide and make your life easier, I've included a list of
steps at the beginning of each section, so you can see in what order I
am about to do things. Each different Sequence of Events is separated by
a large heading, while each step is divided by a thick line (if we
travel to a different area) or a thin line (if we don't.)

Continuity							{INT002}
If you're playing a character imported from Baldur's Gate 1 (highly
recommended) there will be a few differences.. Namely, you can't take
advantage of some of the new classes in Baldur's Gate 2. As there was no
Monk class in Baldur's Gate 1, it goes without saying that there's no
way you can import a Monk into the sequel. So, I'm assuming we'll be
playing one of the core classes from the first game. If you're a single
classed character you CAN change your 'kit', which will be described in
detail below. Other changes abound. There are more Thief skills in 
Baldur's Gate 2 than in Baldur's Gate 1, some of the spells have 
changed, and some of the charaters have different attributes. The class 
changes are the only serious changes, and if you imported.. well, 
chances are they're not going to affect you. Dual-classing and multi-
classing is still a superior option to single-classing, so if you 
followed sound advice in the original game and are playing a 
Fighter/Mage, Fighter/Thief, or Fighter/Mage/Thief, or some dual-class
character, you won't miss these new classes.

Items 								{INT003}
I'll list items found in containers-bookshelves, chests, environmental
bodies, etc. in the ***ITEMS*** category, I'll also list the (x=, x=)
coordinates the container is found at. The container could be quite
large, but I try to find areas in the 100s or at least the 10s if
possible. For example, I wont give you (x=1996, y=217) when I could give
the coordinates (x=2000, y=200). I'm not going to be as thorough in this
FAQ as I am in others-there's no reason for me to go around telling you 
every crate that has a handful of gold in it-but I will typically be 
more thorough in dungeons and what-not. If it's important, I'll record 
it, if not, I'll ignore it. Largely this means you'll be free (and 
expected) to go about towns looting as your heart desires. Just be 
careful about stealing.. the watch doesn't like it. If you open a lock
with your Thief skills you'll get 400, 950, or 1550 experience per 
lock, which is the only real incentive to use a Thief rather than to use
a Knock  spell.

Note that much of the loot you'll find throughout the game is random.
Gold coin values will almost certainly be different from game to game,
but it's also possible that you'll find different gems or jewelry in
some containers (for example, in Irenicus' Dungeon I found a Tchazar Gem
on one playthrough, and a Laeral's Tear Necklace on another-a huge value
difference.) Don't be surprised if what you find is somewhat different
from what is listed-there's a bit of randomness involved. The major
items should be the same (you'll always find the Pommel Gem to the
Equalizer in the same area, for example), so don't sweat the small
stuff. The biggest problem the randomness causes is when I tell you one
scroll will drop and you get another, but still, many of the better
scrolls are static loot, dropped from enemies, or bought from stores,
so you shouldn't find (or miss) anything game-breaking.

Rewards								{INT004}
When you complete a quest, or otherwise gain some story award, I will
list it in the ***REWARDS*** section in the appropriate step in the FAQ.
I wont go out of my way to label the start and end of quests, as some
quests have long stretches of game in between their assignment and 
completion. I will tell you to go activate the quest (even if you don't
need to activate it to complete it), but I typically include the reward
upon the quests conclusion, occasionally requiring you to go back to
the assigner on your own.

Traps 								{INT005}
I list the location of traps in a section similar to the items section.
Except it's wisely called ***TRAPS***. I didn't bother recording what
sort of trap it was, I intended to disarm traps I come across, and
frankly, it's just too much of a bother determining the sort of trap.
If you think you can figure out how to use traps to cause collateral
damage, that's fine with me, I'll point as many out to you as I found.
Note that in Baldur's Gate 2 you get experience for disarming traps,
either 1750, 2750, or 3250 experience per trap.

Active Pause							{INT006}
You can pause the game any time by pressing the 'space bar' button,
Unlike in Baldur's Gate 1, the game will remain paused while you're in
the inventory screen. You'll use this option often to reorganize during
battles, select new targets.. you know, make tactical decisions. It's
not just helpful, it's vital. If you plan to play any other old school
Black Isle games, like Planescape or Icewind Dale, they'll also use the
same system.

Scaling Enemies							{INT007}
I'll tell you what enemies I faced on the way through the game, but
keep in mind that as you progress in levels, some encounters might scale
in difficulty-either by adding more enemies, stronger versions of the
enemies that normally appear in the area, or both. If you want to be
absolutely sure that you'll fight what I fought when I fought it, do
the quests exactly in the same order I do them. It shouldn't make a huge
difference, as most 'random' or variable encounters aren't terribly
difficult. Sure, having to fight a Lich with a group of normal undead,
some Beholders where there were formerly Gauth, and Adamantine Golems
when you would have fought Stone Golems at lower levels kinda sucks, but
at higher levels, you'll ideally have better gear and characters more
suited for the challenges ahead. Just be aware that your encounters
might not exactly match mine, but the set battles with unique characters
should remain static.

Mods								{INT008}
I didn't mention it in the first game because I didn't use any.. but 
there are many useful mods for Baldur's Gate 2. Firstly I'd like to
mention the Jaheira romance. Lets just say it's.. complicated, it takes
place over a long period of time, and it is very easy to screw up. If
you want to romance Jaheira, it would be a good idea to get a mod that
fixes the romance. Frankly the Banter Pack Mod is a great addition to
any game if for nothing else than the fact that it speeds up banters,
allowing you to experience them more frequently. This takes a large bit
of the problems out of Jaheira's romance by itself, ensuring your don't
skip or miss any required banters. Another great addition is the BG2
Tweak Pack. It hosts a whole slew of game changes, most of which are 
purely beneficial and either make the game more playable without 
altering the intended gameplay or game balance. Anything from changing 
the colors of spells cast to changing the color palette of NPCs, to 
making your avatar change whether you're wearing robes or armor. It 
fixes some romance bugs, dialogue bugs, adds the nearly-essential bonus 
merchants Joluv and Diedre, and sets many things to the core PnP rules 
(like weapon grandmastery). Nerfing that just seems.. wrong, but that,
and the Hit Point loss many allies will suffer are just some evils we'll
have to deal with in the name of game balance conservation. Besides 
cosmetic mods I'll list various interesting mods below, and mark the
ones I used with an *:

Collectors Edition	You should get this by installing the latest
Merchants*		patch, but you can also get it from several mods
			out there (including the BG2 Tweak Pack.) It'll
			add a merchant named Deidre to the Adventurer's
			Mart who will sell you various items, many of 
			which are from Planescape: Torment. These items 
			had been regarded with a bit of suspicion before
	 		by conservative gamers, especially such things 
			as the Shield of Balduran and the Robe of Vecna.
 			As far as I'm concerned by putting it in the 
			official patch Bioware is essentially saying 
			that these are not over-powered and unintended 
			items. They are now safely in the realm of VITAL
 			and LEGIT items. They said before that they were
 			roughly the equivalent of other high-powered 
			loot in the game, but you show me something else
			like the Robe of Vecna.

PnP Grandmastery	Since Baldur's Gate and Icewind Dale used the 
			by-the-book grandmastery rules, I'm rather
			predisposed to implementing this cheat as well, 
			game balance be damned. One of the few tangible 
			bonuses a Fighter had was to be able to
			grandmaster. Alas..

Maximum PC Hit Points	This one is a bit tricky. On one hand, having
			BG2-only PCs with maximum Hit Points is lame.
			On the other hand, some characters that I played
			through BG1 with (Jaheira, Minsc, Imoen,
			Viconia, Edwin) HAD maximum Hit Points by the 
			end of the game. You can either look at it as 
			maintaining the Hit Points you imported with,
			or as cheating. Too bad there's not an option to
			give this to BG1 characters only, eh?

Bottomless Bags of	Cheating? Yeah, sure. But one of the reasons
Holding			most people play these games isn't for the
			thrill of inventory management. Still, it does
			limit the amount of crap you carry around, so
			for the sake of objectivity, I won't use this
			mod for the FAQ walkthrough.

Unlimited Ammo Stacks	For the same reason I didn't use the Bottomless 
			Bags of Holding mod, I won't use this. In a
			playthrough where I wasn't recording a FAQ, I'd
			use it, if for no better reason that to keep
			the containers where I stash my loot from 
			filling up with ammunition (like Kagain's shop
			in Baldur's Gate 1 did), but I can clearly see
			how being able to carry around 1000 Arrows +2
			would benefit me in the early-going.. of course,
			I could just steal them, stash them somewhere,
			and head back to my stash when I needed them to
			pretty much the same effect.

Unlimited Jewelry and	See above.
Gem Stacks

Unlimited Potion Stacks	See above.

Unlimited Scroll Stacks See above.

Happy Patch		If you want to have a party of any composition,
			this is for you. I did NOT personally use it
			myself, but if you wanted, say, Viconia, Edwin,
			Korgan, and Keldorn in your party, this is a
			way to do it.

Romance Cheats*		Face it, some of you don't want to play the game
(Banter Pack)		multiple times just to see all the romances.
(Jaheira Romance Mod)	If you want to experience them all without
			having to make a new character, this is the way
			to go. My own use of romance mods was to ensure
			that I would, in fact, experience the romances
			completely so I could record them for this FAQ.
			It also might have had the unintended
			consequence of allowing me to experience the
			romances-at least in part-in an untimely manner.
			The important thing is, the romance events will
			be listed in chronological order in the FAQ,
			you might just experience them during a 
			different part of the guide than where I listed
			it. This will also be true if you did more or
			fewer quests than I did, or otherwise took more
			or less time. To compensate for this 
			admittedly haphazard approach to romances, I
			will talk-in brief-about the flow of the romance
			in the character's description. That way you'll
			at least know vaguely what to do, and be
			somewhat clued-in to the chain of events.

Multiple Strongholds*	I use the Ease of Use version of this mod,
			which allows a character of any class to
			acquire as many different strongholds as they
			wish. The reason I use this is quite simple-
			I love this game, but not enough to play
			through with a Paladin, Ranger, Druid, Fighter,
			Mage, Cleric, and Thief. This just allowed me
			to see (and record) all of these quests for
			this guide. I suggest this for anybody playing
			this game, who wants to see as much as
			possible during their playthrough. Most of
			these quests are pretty lame, but some should
			not be missed. If you're worried about what
			benefits a character will have from doing all
			these quests.. well, you'll get some extra
			experience from the quests, and a few magical
			items that aren't all that useful, so don't
			fret if you don't install this, it won't
			change the game much, it'll just give you a
			few more things to do.

	       ||/If you want a great site for FAQs, mods, \||
	       ||cheats, voices, portraits, and anything    ||
	       ||else relating to Baldur's Gate 2, go visit:||
	       ||		                            ||
	       ||          ||
               ||                                           ||
	       ||It comes highly recommended by this humble ||
	       ||writer. You're likely to find something    ||
	       ||there to make your gaming experience more  ||
	       ||\     enjoyable. I know I sure did.       /||

Patching							{INT009}
Also be sure to install the latest version of the official Shadows of
Amn or Throne of Bhaal patch. Do this before you mod, and whether or not
you actually mod. There's aN "appears busy" bug you'll get a lot on later
versions of Windows where NPCs-particularly outdoor merchants-will not
initiate dialogue with you. This can be really frustrating when you are,
say, trying to get scrolls from Galoomp the Bookkeeper or buying loot
from Diedre. Speaking of which, with the official patch you'll get
access to the aforementioned merchant. Huzzah!

|								       |
|         2nd Edition Dungeons and Dragons Mechanics {DND000}	       |
|			   (Character Creation)			       |
Below are some suggestions for character creation in Baldur's Gate 2,
Along with a number of tables, charts, and rules used by the game. 
Either blindly follow my lead or read up on the section below and make
your own choices. I'll give opinions and brute facts, but I won't be 
rating anything. Feel free to make your own-informed-decisions.

Note: In the class-description sections, all spell-charts are taken
right from the Baldur's Gate 2 Throne of Bhaal manual.

Composition 							{DND001}
Unlike in Icewind Dale, you only create one character-the protagonist.
This means your character will need some help on their journey through
Baldur's Gate I & II. In any D&D game you need a Cleric, Fighter, Mage,
and a Thief, the four 'base' classes. No matter what character you make,
you NEED one representative of each of those four base classes in your
party. A party without a front line, spell buffs, healing, and trap
finding is a party that is probably losing.

Gender 								{DND002}
Gender is pretty irrelevant, the only time I can think of where it comes
into play is during romances. If you're male you can't romance Anomen
(even though I wonder about him sometimes..) and if you're female you
can't romance Aerie, and so on. If you want romances, and you don't want
to use a mod to remove limitations, I'd suggest not playing a Dwarf, 
Gnome, Halfling, or Half-Orc. No promises any of the in-game PCs will 
go for that kind of fling.

Aerie (Female) Lawful Good, Elf
Anomen (Male) Lawful Neutral, Human
Jaheira (Female) Neutral, Half-Elf
Viconia (Female) Neutral Evil, Elf (will not romance Elves!)

Race 								{DND003}
Only humans can dual class. Only elves and half-elves can multi-class
into a Fighter/Mage. Elves can only begin play with a maximum 
Constitution of 17, which will make them slightly harder to get off the
ground. I decide to play an elf for this play through. Some races are
restricted in what classes they can choose. Only humans can be every
class, but they cannot multi-class. Only humans can dual-class, but they
cannot dual-class into something that cannot be multi-classed.

Class Restrictions by Race					{DND004}
			|   |Elf
			|   |   |Half-Elf
			|   |   |   |Gnome*
			|   |   |   |   |Halfling
			|   |   |   |   |   |Dwarf
			|   |   |   |   |   |   |Half-Orc
Barbarian		| x | x | x | x | x | x | x |
Bard			| x |   | x |   |   |   |   |
Cleric			| x | x | x | x | x | x | x |
Cleric/Mage		| d |   | x | x |   |   |   |
Cleric/Ranger		| d |   | x |   |   |   | x |
Cleric/Thief		| d |   |   | x |   |   |   |
Druid			| x |   | x |   |   |   |   |
Fighter			| x | x | x | x | x | x | x |
Fighter/Cleric		| d |   | x | x |   | x | x |
Fighter/Druid		| d |   | x |   |   |   |   |
Fighter/Mage		| d | x | x | x |   |   |   |
Fighter/Mage/Cleric	|   |   | x |   |   |   |   |
Fighter/Mage/Thief	|   | x | x |   |   |   |   |
Fighter/Thief		| d | x | x | x | x | x | x |
Mage			| x | x | x | x |   |   |   |
Mage/Thief		| d | x | x | x |   |   |   |
Monk			| x |   |   |   |   |   |   |
Paladin			| x |   |   |   |   |   |   |
Ranger			| x | x | x |   |   |   |   |
Sorcerer		| x | x | x |   |   |   |   |
Thief			| x | x | x | x | x | x | x |

* = Instead of a Mage, they are always an Illusionist.
x = Race/Class combo is allowed.
d = Can dual class, not multi-class.

Attribute Modifications by Race					{DND005}
Dwarf:		+1 Constitution, -1 Dexterity, -2 Charisma
Elf:		+1 Dexterity, -1 Constitution
Gnome:		+1 Intelligence, -1 Wisdom
Halfling:	+1 Dexterity, -1 Strength, -1 Wisdom
Half-Orc:	+1 Strength, +1 Constitution, -2 Intelligence

Class								{DND006}
Since you can get an ally that pretty much covers whatever you may lack,
you have the freedom to create a character that plays how you want.
Versatility and power are my goals in character creation, and that
pretty much cries out for multi/dual classing. Also, if the developers
were so kind as to provide you with a recruitable character with their
own unique voice, portrait, history, and statistics, why bother making
a similar protagonist? Since dual/multi class characters invariably make
the strongest characters in Baldur's Gate 2, they are what I suggest.
You simply get two characters out of one if you dual class. Triple
classing always seemed too stunted for my liking, and by triple classing
you won't have access to 9th level Mage spells in this game.

A Fighter/Mage is arguably the strongest class in the game by the end of
Baldur's Gate 2. Magic in the sequel is incredibly important and deep,
and controlling a protagonist who cannot cast spells seems rather..
blasphemous. And if you can destroy any foe in melee combat as well,
all the better. Alternatively there's the Fighter/Mage/Thief, who
isn't as much of a Fighter or Mage, but you don't have to rely upon an
recruitable Thief to do your trapfinding. There's also the
Fighter/Cleric, but the spell buffs a Mage can cast are more powerful,
and a Mage won't be limited to blunt weapons like a Cleric. I've never
played as a Fighter/Mage/Cleric, but.. it certainly sounds interesting.
Last, of my suggested/noteworthy classes, is the Cleric/Ranger..
essentially a Fighter/Cleric, but with a full selection of Cleric AND
Druid spells.. it should be considered in every way superior to the
Fighter/Cleric, and honestly, one of the better multi-class combos in
the game. In the end I feel a Fighter/Mage is a great character, a great
play, and certainly a good choice to write a guide around.

Dual-Classing							{DND007}
To dual-class you must be a human, and you must be at least 2nd level in
the class you started out as to dual-class.. which isn't really an issue
in Baldur's Gate 2. You must have a 15 in the prime requisites of your
current class, and 17 in the prime requisites of the class you want to
change to. The prime requisites for each of the four base classes are
as follows:

Cleric:		Wisdom
Fighter:	Strength
Mage: 		Intelligence
Thief:		Dexterity

Once you dual-class the experience of your previous class will be capped
at the minimum required to meet the last level you attained, and it will
go inactive. You can no longer gain levels in this class, or use any of
the class abilities. The only thing you keep from that class are the hit
points, you lose weapon and armor proficiencies, skills, spells, THAC0,
and even saves.

You now begin advancing as your second class, following all its rules.
For example, if you were a Fighter and dual-classed into a Mage, you
would be bound by the weapon and armor restrictions of the Mage. You'd
have the saves, THAC0, proficiencies, and spells of a 1st level Mage,
but you'd have your Fighter Hit Points. Once your level in your new 
class exceeds your level in your old class, your old class becomes
active again. You cannot gain experience in your old class, but you gain
back any previously attained abilities, weapon and armor proficiencies, 
skills, spells, THAC0, and saves, if they are better than what you have
now. A good tactic is to start out as a Thief and gain their Find Traps
skill, get it as high as you need, and then dual-class into something
more useful, like a Fighter or Mage. This gets you the essential Thief
skill without having to waste an entire character on a class that,
frankly, isn't great on its own. Another option is to make a Fighter,
get up to a high level and attain its high Hit Points, THAC0, and maybe
even grandmastery, then dual-class into something else to retain those
excellent combat stats to make a more 'hardy' version of that class.
The experience gained by the first class does count towards your total
experience, and hence towards the experience cap. If you dual-class a
character, be sure to dual class early enough so you have enough 
experience left to exceed your previous classes' level with your new
class. If you never exceed your first class with your second, it will
never become active, making the whole process a waste and stunting your
character. That said, it's best to get only nine or so levels in a 
class. You get most of the bonuses in this time (skills, proficiencies,
Hit Points) and only use up a small fraction of your experience 

Note that in Baldur's Gate 2 you can start out with a kit, or Mage
specialization, but when you dual-class you cannot pick another class
with a kit or specialization. You could, for example, start out with a
Conjurer and dual-class into a Fighter, but you could not start out with
a Fighter and dual-class into a Conjurer. If you dual-class you will not
be able to pick the epic feats from the inactive classes' tree, so don't
expect to make a level 9 Thief/level 31 Mage and get access to Thief and
Mage feats. You will not.

Multi-Classing							{DND008}
Mutli-classing is a bit simpler than dual-classing. Most races besides
human can multi-class into something, but half-elves are by far the
most versatile multi-classers. Whereas dual-classing means dropping one
class in favor of another, only to gain the benefits of the previous 
class back after you exceed its level with the second class, multi-
classing means pursuing both classes simultaneously. You get the better
choice of THAC0 and saves between the classes, meaning a Fighter/Mage
would use their better Fighter THAC0 instead of their worse Mage THAC0 
or some composite. Hit points, however, are a composite, essentially
halving the dice rolls of both classes and giving them to you. If a 
Fighter/Thief levels up in both classes, they get a maximum of eight
Hit Points (10 + 6 = 16/2 = 8.) Note, however, that if you are a Fighter
multi-class, you get the highest benefit of your Constitution, meaning
a Fighter/Cleric with a Constitution score of 18 would get a +4 bonus to
their Hit Points per composite level, instead of only +2 as a single-
classed character would.

Experience is split evenly between the two classes, which can level up
independently. This results in a slower rate of leveling than a single-
classed character. Multi-classed characters typically make up for it
with versatility, being able to effectively combine multiple class
abilities to maximum effect. After all, a Thief who can hide in shadows
and backstab with a Fighter's THAC0 and higher weapon proficiencies is
better than just a Thief, and a Fighter who can use Mage spells to spell
buff themselves with Mirror Image, Haste, Stoneskin, and Improved 
Invisibility will be MUCH more effective than just a Fighter. Multi-
classed characters must abide by the restrictions of BOTH classes. A
Fighter/Mage could wear Fighter armor, but not cast spells while so
doing. A Fighter/Cleric could not use Swords or Bows. A Thief/Cleric
could sneak, but not in heavy armor, and so on. But on the plus side, a
high level dual-classed character will be able to pick epic feats from
both trees. A Fighter/Thief could spend all their epic feats on 
Whirlwind and Greater Whirlwind, for example, if they so wished, instead
of having to pick between the two (i.e. Thief feats on Thief levels,
Fighter feats on Fighter levels.) This gives them another, massive
benefit over dual-classed characters.

Dual-and-Multi-Classing in Baldur's Gate 2			{DND009}
There is one significant advantage to multi-classing over dual-classing
in Baldur's Gate 2, namely in the selection of Epic Level Feats. Once
you hit 3,000,000 or so experience and every level thereafter you'll get
to pick an epic feat, many of which are phenomenally strong. If you 
dual-class you can only pick epic feats allowed by your active class.
A dual-class Fighter/Thief might have all the perks of a Fighter, and 
unimpeded progression in thieving skills as well, but they will never
get the Epic Fighter feats, whereas a multi-class Fighter/Thief would
get to pick epic feats available to both classes.

Class Kits							{DND010}
In Baldur's Gate 2 most single-classes have 'kits' which are basically
variants of the normal class. These include everything from shape
shifting Druids, combat-focused Bards, Paladins skilled at thwarting
Mages, sword saint Fighters, and Rangers who are truly dedicated 
archers. For the most part the kit functions like the normal class, with
a few advantages and disadvantages thrown in. Note that you cannot 
multi-class with a kit, but you can start out with a kit or 
specialization and then dual class into a class without a kit or

|Barbarian		   |					{DND011}
Hit points per Level: 	"d12" (really d10)
A Barbarian is certainly looks like a viable choice for any warrior
starting anew in Baldur's Gate 2. They aren't defensive warriors, as
they can't use the heaviest armor in the game, and one of their key
abilities actually lowers their Armor Class, so don't rely on them to
'hold the line', although the extra Hit Points gained from raging will
certainly help, despite the fact that their supposed d12 to their Hit
Points seems to be.. well, bogus. Their rage ability raises their
Strength and Constitution by 4 points, which is HUGE, but since it lasts
only five rounds.. well.. you'll need to burn through a lot of them just
to finish a fight, while a normal Fighter could do just fine with
potions of giant Strength. All things considered, it might be better to
just get a Fighter with Grandmastery. They keep those combat bonuses all
the time, and can wear heavier armor. Unless you're really into role-
playing a baba, I can't really recommend them over a Fighter, even
though they move faster and get up to 20% resistance to slashing,
piercing, crushing, and missile damage. Of course, if you're patient
and you get your hands on some sweet White Dragon Scale armor, those 
Armor Class woes will become a thing of the past..

Level	EXP		HP
1	n/a		1d10
2	2,000		2d10
3	4,000		3d10
4	8,000		4d10
5	16,000		5d10
6	32,000		6d10
7	64,000		7d10
8	125,000		8d10
9	250,000		9d10
10	500,000 	9d10+3
11	750,000	  	9d10+6
12	1,000,000 	9d10+9
13	1,250,000 	9d10+12
14	1,500,000 	9d10+15
15	1,750,000 	9d10+18
16	2,000,000 	9d10+21
17	2,250,000 	9d10+24
18	2,500,000 	9d10+27
19*	2,750,000 	9d10+30
40	8,000,000	9d10+93

- They move at 2 points faster than the usual character.

- Barbarians are immune to backstab.

- Can rage once per day every 4 levels (starts at 1st level with one
use). Rage gives them +4 to Constitution and Strength for 5 rounds.
Gives a 2 points Armor Class penalty and +2 to saves vs magic (for 5
rounds). Rage also gives immunity to all charm, hold, fear, maze, and
confusion and level drain spells.

- At 11th level the barbarian gains 10% resistance to slashing, 
piercing, crushing, and missile damage He gains an additional 5% at 
levels 15 and 19.

- The barbarian rolls d12 for Hit Points instead of a Fighter's d10.

Note: I created a fresh Barbarian in Shadows of Amn. They started at
level 7 with a Constitution of 10 and 80 Hit Points-obviously more than
the Fighter's 1d10 could have achieved. However, when I leveled them up,
they received a maximum of 10 Hit Points for their level. At this point
I'm more than satisfied to blame the often-screwy Hit Point calculations
made by this game upon character creation for the over-abundant early
Hit Points, and say definitively that Barbarians do indeed receive
merely a d10 for Hit Points per level. The Constitution was immaterial,
when I made another Barbarian with 18 Constitution, they just ended up
with 108 Hit Points (80 + 4 per level, 7 levels).

- A barbarian cannot wear full plate, plate mail.

- A barbarian cannot specialize past normal specialization

|Bard			   |					{DND012}
Hit points per Level:	d6
Bards were a good class in Baldur's Gate 1, mixing light armor with
a decent spell selection that went all the way up to 4th level spells,
providing extra spell power in a pinch. However, they'll reach their
spellcasting zenith in Baldur's Gate, and while 4th level spells might
have stacked up well against 5th level Mage spells in Baldur's Gate 1,
a Bard with 6th level spells will be unimpressive against 9th level Mage
spells in Baldur's Gate 2. They're segregated more than ever into a 
support roll, able to cast buffs like Haste and and a few defensive 
spells to keep them handy, but they'll never contribute to a fight as 
much as a Fighter, Cleric, or Mage will. The game does say they are 
jacks-of-all-trades, masters of none, and they mean it.. but by now 
specialization is paying big dividends to single-classed characters, and
multi-and-dual-classed characters are excelling in two or more fields. 
Simply put, a Fighter/Thief and Fighter/Mage.. or especially a 
Fighter/Mage/Thief just leave the Bard far behind. You can grab the 
Enhanced Bard Song feat when you get access to epic feats and make the 
Bard that much more effective at what they do best: supporting the 
party. While it's an impressive ability, it's poor compensation when you
look at a Fighter/Mage who can Time Stop and use Greater Whirlwinds.

Level	EXP		HP	Spells
1	n/a		1d6
2	1,250		2d6	1
3	2,500		3d6	2
4	5,000		4d6	2/1
5	10,000		5d6	3/1
6	20,000		6d6	3/2
7	40,000		7d6	3/2/1
8	70,000		8d6	3/3/1
9	110,000		9d6	3/3/2
10	160,000		9d6+2	3/3/2/1
11	220,000		9d6+4	3/3/3/1
12	440,000		9d6+6	3/3/3/2	
13	660,000		9d6+8	3/3/3/2/1
14	880,000		9d6+10	3/3/3/3/1
15	1,100,000	9d6+12	4/3/3/3/2
16	1,320,000	9d6+14	4/3/3/3/2/1
17	1,540,000	9d6+16	4/4/3/3/3/1
18	1,760,000	9d6+18	4/4/4/3/3/2
19	1,980,000	9d6+20	4/4/4/4/3/2
20	2,200,000	9d6+22	4/4/4/4/4/3
21	2,420,000	9d6+24	5/4/4/4/4/3
22	2,640,000	9d6+26	5/5/4/4/4/3
23*	2,860,000	9d6+28	5/5/5/4/4/4
40	8,000,000	9d6+62  5/5/5/5/5/5 (stops progressing 
					     after level 38)

A Blade might seem like a good idea on paper, as it gets Offensive Spin
and Defensive Spin, but think about it. Offensive Spin doesn't stack
with Haste, so it's really only giving you a +1 bonus to attack and +2 
damage, which will not make a you a competitive front-liner, even if the
max damage is nice. Defensive Spin might not go past -10, but for a Bard
that's still a pretty hefty benefit. Your Bard song sucks anyways, and
you can just grab Enhanced Bard Song to break even with the best a 
normal Bard has to offer. Pick Pockets can be raised with potions, and
won't be a huge issue, and Lore is pretty useless anyways. Keep in mind
that these benefits are largely going to be redundant by the time you
reach Throne of Bhaal, your -10 Armor Class isn't going to protect you
much, and Offensive Spin will not compete with Whirlwinds. A Bard is 
better off casting defensive spells and using Enhanced Bard Song, making
this kit rather useless.

- May use 'Offensive Spin' and 'Defensive Spin' abilities once per day
per 4 levels.

- Offensive Spin: lasts 24 seconds, granting the Blade +1 to hit, +2 to
damage, and an extra attack. As well, all of his attacks do maximum 
damage for the duration. Offensive spin cannot be used in conjunction
with haste or improved haste.

- Defensive Spin: lasts 24 seconds, roots him to the spot but gives -1
AC per level of experience. The Armor Class bonus does not go over -10.

- May place 3 slots into two weapon fighting style.

- Only has one-half normal Lore value.

- Only have one-half Pick Pockets percentage.

- Bard Song does not become better over time.
So instead of having an ability to help their allies, they get a
somewhat unlimited access to a very weak version of a 4th level spell?
Wouldn't a normal Bard be better off casting a Confusion when it
mattered at a -2 Save, rather than casting a bunch of +4 Save versions?
And it's every opponent within 30 feet, meaning this only affects 
enemies fairly close to the Bard. Generally you want to keep vulnerable
characters OUT of combat range.

- Jester's song does not help allies. Instead, it affects every opponent
within 30 feet, and they must save vs. magic at +4 once per round or be
confused. (Note: According to the latest patch the Jester's bardsong
ability gains the slow and stun effects.)

- None.

Now if you want a melee handy Bard, this is the way to go. +1 to hit and
damage all the time beats a Blade's offering. And what about their Bard
song? That looks a lot like.. wait.. it IS Enhanced Bard Song! They 
already get it! Pick pockets is useless anyways, so don't worry about
having a low value there. You can always use potions when you need to. 

- +1 to hit and +1 to damage with all weapons.
- The skald's song is different from the typical bard song and varies 
with level:
1st: gives allies +2 to hit, +2 to damage and -2 to AC.
15th: gives allies +4 to hit, +4 to damage, -4 to AC, and immunity to
20th: gives allies +4 to hit, +4 to damage, -4 to AC, and immunity to
Fear, Stun, and Confusion.

- Pick pockets ability one-quarter normal.

|Cleric			   |					{DND013}
Hit points per Level:	d8
Clerics are essential to any party, being good buffers and healers, and
while generally not as good at dealing damage, ripping through spell
defenses, and debuffing as a Mage, there are instances in which they
shine. They get great spells against undead, namely Sunray, which is
your best chance of taking down Liches. They also get good offensive 
spells such as Greater Command, Holy Smite, and Finger of Death, not
to mention their defensive spells like Death Ward, Chaotic Commands, 
Defensive Harmony, Protection from Evil 10' Radius, and Dispel Magic.
And yes, they get healing Spells such as Heal and Restoration, both of
which are indispensable. They can also typically hold a battle line,
being able to equip shields and plate armor, even if they can't hold
up quite as well as Fighters. When you hit epic levels you can get some
really awesome abilities, such as the defensive Globe of Blades, Aura of
Flaming Death, and Summon Deva abilities, which further improves their
defensive capabilities. Frankly, however, it's a poor choice for a main
character. Firstly, it seems silly for the child of a dead god to be 
worshiping another deity, especially with so much potential.. but
really, Anomen already beat us to the punch, being a dual-classed
Fighter/Cleric. And no main character can equal Viconia's natural
resistance to magic. Don't worry, the game already has plenty of great
recruitable Clerics. Clerics also get the ability to turn undead, but
it's not too great of an ability. Big things won't be affected, and
little things can just be smote. Unlike most classes there is no reason
to not pick a Cleric kit.. they're all beneficial with no downside. When
a Cleric hits 25th level they gain a holy symbol from their deity, which
gives them +1 to Strength, 5% magic resistance, and allows them to
memorize another 6th and 7th level spell. For Clerics with high
Strength, this can put them over the top, letting them go around without
having to worry about Girdles of Giant Strength and the like
(read: Anomen).

Level	EXP		HP	Spells
1	n/a		1d8	1
2	1,500		2d8	2
3	3,000		3d8	2/1
4	6,000		4d8	3/2
5	13,000		5d8	3/3/1
6	27,500		6d8	3/3/2
7	55,000		7d8	3/3/2/1	
8	110,000		8d8	3/3/3/2/1
9	225,000		9d8	4/4/3/2/1
10	450,000		9d8+2	4/4/3/3/2
11	675,000		9d8+4	5/4/4/3/2/1
12	900,000		9d8+6	6/5/5/3/2/2
13	1,125,000	9d8+8	6/6/6/4/2/2
14	1,350,000	9d8+10	6/6/6/5/3/2/1
15	1,575,000	9d8+12	6/6/6/6/4/2/1
16	1,800,000	9d8+14	7/7/7/6/4/2/1
17	2,025,000	9d8+16	8/8/8/8/5/3/2
18	2,250,000	9d8+18	9/9/8/8/6/4/2
19	2,475,000	9d8+20	9/9/8/8/6/4/2
20	2,700,000	9d8+22	9/9/9/8/7/5/2
21*	2,925,000	9d8+24	9/9/9/9/8/6/2
25	3,825,000	9d8+32	9/9/9/9/9/7/3 <-- Holy Symbol Obtained
40	8,000,000	9d8+62	9/9/9/9/9/8/7 (stops progressing 
					       after level 38)

Holy Symbol: When a character reaches 25th level as a Cleric, they
will receive a unique 'ring'. This Holy Symbol differs in name based
upon alignment, evil characters will have a Holy Symbol of Talos, good
characters will receive a Holy Symbol of Lathander, and neutral
characters obtain a Holy Symbol of Helm. Regardless of which one they
get, they're all alignment-conditional Cleric-only items with the same
properties. If you're a multi-classed character you won't reach this
total until you max your experience, but single-classed Clerics should
obtain this Holy Symbol early in Throne of Bhaal. Each one gives a
+1 bonus to Strength, 5% Magic Resistance, and a bonus 6th and 7th
level spell slot.

Priest of Talos
Lightning Bolt isn't a great spell, but Storm Shield provide some
interesting bonuses to your resistances, at least. Once per day per ten
levels of the caster means.. once or twice, in Shadows of Amn.. but at 
least it lasts a long time.

- May cast 'Lightning bolt' once per day per 5 levels of the caster
(starts at 1st level with one use.)

- May cast 'Storm Shield' once per day per 10 levels of the caster 
(starts at 1st level with one use), as detailed below.

STORM SHIELD: This spell lasts 6 seconds per level of the caster. It
protects the caster from lightning, fire, cold, and normal missiles.

- None

Priest of Helm
The Priest of Helm may be the best variant, especially for evil parties.
Having some extra True Sight spells cannot be underestimated. Seeking
Sword is a little lame, but it does give you a +4 weapon, allowing you
to hit things like Kangaxx the Demilich and many demons. Its damage
doesn't stand up, but it does give you three attacks per round, even
though it takes away your ability to cast spells for its duration, which

- May cast 'True Sight' once per day per 5 levels (starts at 1st level
with one use).

- May cast 'Seeking Sword' once per day per 10 levels (starts at 1st
level with one use), as detailed below.

SEEKING SWORD: This spell creates a sword in the players hand (that 
cannot be dropped or unequipped). The sword is +4 for purposes of 
determining what it can hit (but this bonus does not apply to damage),
and it deals out 2-8 damage to any target it hits. The weapon sets the
number of attacks of the Cleric to 3. It lasts for 1 round per level of
the cast. When equipped the wielder cannot cast further spells.

- None.

Priest of Lathander
Another good Cleric kit, if you really don't like undead, this is worth
a glance. Hold Undead is decent at stopping some undead, but it probably
won't work terribly often. The Boon of Lathander, however, is a very
nice ability, making the Cleric more potent for its fairly lengthy
duration. There are few enough good ways to make yourself immune to
level drain in Shadows of Amn.. unless you're a Mage of some sort, or
better yet, a multi-or-dual-classed Mage who can take on undead while
protected. Having this kit and the Boon of Lathander ability will give
you a character fully capable of taking the fight to Vampires, Wraiths,
and various Mists without flinching.

- May cast 'Hold Undead' once per day for every 5 levels of the caster
(starts at 1st level with one use).

- May cast 'Boon of Lathander' for every 10 levels of the caster, as
detailed below (starts at 1st level with one use).

BOON OF LATHANDER: This spell lasts for 6 seconds per level of the 
caster. It gives the caster +1 to hit, +1 to damage, +1 on all saving
throws and gives the casters 1 extra attack per round. It also protects
the recipient from level drain.

- None.

|Cleric/Ranger		   |					{DND014}
Alright, full disclosure: I was completely wrong about the
Cleric/Ranger multiclass, and everything that I'm going to say below
has been revised based on better research. All of this information is
due to the e-mail I got from Rick Taylor, who tipped me off to the
merits of this class combo. Now that I got that shameful admission out
of the way, the Cleric/Ranger is very similar to the Fighter/Cleric.
You'll essentially get a stronger, healthier, more melee-compotent
Cleric with a slower spell selection. But the Ranger/Cleric has one
huge bonus over its Fighter/Cleric counterpart: they'll get the full
selection of Drudic spells each level as well as all the Cleric spells.
Granted, there's a lot of overlap, but you'll have all the combat perks
and spells of a Fighter/Cleric, with the addition of spells like Insect
Plague and Iron Skins.. the latter of which is a huge contribution to
the character's defenses, being essentially the Cleric version of
Stoneskin. You'll get more spells than a Fighter/Cleric, you'll get
much better fighting abilities (better Hit Points, THAC0, and feats)
than a Cleric, and as compared to a Druid you'll have faster spell
progression AND better fighting abilities. Not to mention you can also
sneak (if you wear light armor) and you will start out specialized in
the Two Weapon Style, if you're interested in taking full advantage of
your awesome melee prowess by weilding, say, Flail of Ages and Crom
Faeyr. This is the best class to pick if you want to combine fighting
prowess and divine spells.. which is to say, if you want divine spells
at all, you'll be doing yourself a huge favor by playing a 

|Druid			   |					{DND015}
Hit points per Level:	d8
Druids, well.. let me be frank. Druids suck. They gain their own set of
divine spells, but most of them are wholly inferior to the Cleric's
spell selection. In addition they're not able to wear heavy armor or use
most weapons.. even the Cleric's own limited martial selection will be
welcome after seeing the Druid, unless you just like Clubs and Quarter
Staffs. They can use Scimitars, but with their crappy Armor Class, that
is just asking for trouble. They get some buggy shapeshifting abilities
that let you transform into monsters that aren't very strong in a sad
attempt to counter their lack of martial prowess. Is that going to make
up for it when a Cleric can use things like Crom Faeyr and Flail of the
Ages, along with enchanted shields and armor which bring their Armor
Class down to Fighter-esque levels? No, it's not. A Druid can, however,
wear unconventional armors, such as Ankheg Plate Mail, Red Dragon Scale,
and Shadow Dragon Scale, since these are not made out of metal.
Unfortunately this only brings them to the doorstep of combat-
effectiveness, as they still cannot use a shield like Clerics can. The
only reasonable counter to this is to load them up with defensive
equipment to bring their Armor Class up to snuff, or better yet, to
make them specialize in Spears, of which several useful specimens
exist in both Shadows of Amn and Throne of Bhaal, although in my mind,
Spears are decidedly weaker than Halberds over the course of both the
main game and the expansion. And of course the fact that they won't
get Whirlwind makes them patently inferior to any warrior, but at
least they can-eventually-become useful enough in combat not to scoff
at.. even though a Shielded Cleric with Flail of the Ages or Crom Faeyr
well out-classes an unshield Druid, even with Ixil's Nail. On the other
hand, a Druid is a pretty good class to dual-or-multi class with, as a
Fighter's martial selection will do wonders to ease the Druid's Armor
Class woes. Unfortunately, Jaheira already exists, so why bother? At
least they get immunity to poison and 10% resistance to cold, fire,
electricity and acid (up to 30% at level 24), which somewhat offsets
their defensive deficiencies. I feel compelled to point out the Druid's
erratic experience spikes, and the massive boost to their spells they
get if they do manage to climb those hurdles and reach levels 13, 14,
and 15. Sometimes I think all classes should be like that, every level
takes twice as much as the previous level, but each time you level up
you get dramatically stronger. What's the difference between an 14th
and 15th level Thief? Not much. What's the difference between a 14th
and 15th level Druid? Well. Look for yourself.

Level	EXP		HP	Spells
1	n/a		1d8	1
2	2,000		2d8	2
3	4,000		3d8	2/1
4	7,500		4d8	3/2
5	12,500		5d8	3/3/1
6	20,000		6d8	3/3/2
7	35,000		7d8	3/3/2/1
8	60,000		8d8	3/3/3/2
9	90,000		9d8	4/4/3/2/1
10	125,000		9d8+2	4/4/3/3/2
11	200,000		9d8+4	5/4/4/3/2/1
12	300,000		9d8+6	6/5/5/3/2/2
13	750,000		9d8+8	6/6/6/4/2/2
14*	1,500,000	9d8+10	6/6/6/5/3/2/1
15	3,000,000	9d8+12	6/6/6/6/6/6/6
31	8,000,000	9d8+44	9/9/9/9/9/7/7 (stops progressing 
					       after level 25)	

Totemic Druid
You can summon weak monsters, but you can't shapeshift into weak
monsters. Huzzah.

- May summon a special 'spirit' animal once per day per 5 levels of
experience. Spirit animal is randomly selected from 'Spirit Bear', 
'Spirit Wolf', 'Spirit Lion' and 'Spirit Snake'.

- Cannot shapeshift.

You can become a Werewolf, and eventually a Greater Werewolf, which is
unfortunately nerfed. Still the Greater Werewolf can't hurt things that
require +3 weapons to harm.. unless you have the BG2 Tweaks installed 
to fix the Greater Werewolf, in which case you get a much heftier 
version of the ability. As it stands, however, it's just a matter of 
choosing between a weak transformation that causes you to lose what 
little armor you can wear.

- May shapeshift into the form of a Werewolf once per day for every 2
levels (starts at 1st level with one use).

Stats: Strength 19, Dexterity 16, Constitution 15, Armor Class -1,
Magic Resistance 20%

- At 13th level gains the ability to change into a Greater Werewolf once
per day.

Stats: Strength 21, Dexterity 20, Constitution 25, Armor Class -10,
Resistance to all Elements 50%, Magic Resistance 40%

- No other shapeshifting abilities due to the effort required 
maintaining balance in his primary forms.

- Cannot wear ANY armor.

Note: If you want to make the Shapeshifter work, you should install the
Baldur's Gate II Tweak Pack to fix the Werewolf and Greater Werewolf
transformations. Below is a table taken directly from their readme
detailing what you were supposed to receive (and presumably what values
the Tweak Pack restores the transformations to) and what you actually

|            Werewolf		|       Greater Werewolf	|
|    You Were	| You Actually	|    You Were	| You Actually	|
|  Supposed to	|  Received..	|  Supposed to	|  Received..	|
|   Receive..	|		|   Receive..	|		|
|  Base Magic	|     Magic 	|  		|		|
|  Resistance 	|  Resistance	|  THAC0 of 6	|    Nothing	|
|    of 20%	| Locked at 20% |		|		|
|  Immunity to  |    Nothing    |Saves 1/1/1/2/1|    Nothing	|
|Normal Weapons |		|		|		|
| Paw does 1d12 | Paw does 1d6  |Base Elemental	|   Elemental	|
|Slashing Damage|Piercing Damage| Resistance of	|  Resistance   |
o===============o===============o     50%	| locked at 50% |
				|  Base Magic	|     Magic	|
				|  Resistance   |  Resistance 	|
				|    of 40%	| locked at 40%	|
				|  Immunity to  |    Nothing	|
				| Normal Weapons|		|
				|   Paw is +3   |   Paw is +2	|
				|    Weapon	|    Weapon	|
				| Paw does 2d8  | Paw does 1d6	|
				|Slashing Damage|Slashing Damage|
				|Regeneration of|		|
				| 3 Hit Points  |    Nothing	|
				|  per second	|		|

Well, I'll admit that Improved Invisibility, Chaos, and Chain Lightning
are all good additions, but the shapechanges are worthless. And losing
the Strength and Constitution? The Constitution isn't bad for a single-
classed Druid as they can't exceed a +2 bonus at 16 anyways, but the
Strength? That hurts. It's not a like a Druid was going to be very
strong anyways, so the loss of one point of to hit and damage isn't
very severe, and nothing a Giant Strength item can't fix, and losing
access to Studded Leather Armor is, well, annoying, but there's not a
huge difference between one sucky suit of armor and the next anyways. 
It's rather hard to critique this subclass at all, given the whole 
feeling of 'who cares' when talking about the Druid in general.. Still,
while the 4th, 5th, and 6th level all spells are decent, Improved
Invisibility can be duplicated by a Ring of Air Control, Chaos will
have to compete with Insect Plague, and Chain Lightning is a mediocore
damage-dealer. At the end of the day, you're probably better off being
able to wear better armor than being able to cast Improved Invisibility,
which is easily duplicated and will be quickly dispelled later in the
game, and there are plenty of Mages to cast Chaos-but only Druids can
cast Insect Plague, so why not stick to what they're good at? This class
is essentially a dubious defensive trade-off in return for a spell you
won't need to memorize and an okay damage-dealer. It has its good
points, sure, and is clearly the least-offensive Druid kit.. but at the
end of the day you're still stuck with playing a Druid.

- May shapechange into normal forms, as well as those of Sword Spider,
Baby Wyvern, and Fire Salamander.

- 6 Mage spells are added to his repertoire, all the way up to 6th
level. These are listed below:
1st: Chromatic Orb
2nd: Web
3rd: Lightning Bolt
4th: Improved Invisibility
5th: Chaos
6th: Chain Lightning

- May not wear better than Leather Armor.

- On character creation he receives a -2 penalty to Strength and

|Fighter		   |					{DND016}
Hit points per Level:	d10
The best perk of a Fighter is that they can gain Grandmaster in a 
weapon. This allows them to do the most damage, wear the best armor,
and generally outclass every other character in melee combat. The 
Barbarian might have rage, but the perks of picking a Fighter don't
last merely 5 rounds. The Fighter is also the safe, if dull choice, as
there's not much strategy involved in playing one. You pick a weapon,
you put as many points as you can in it, and you hold the line. That
said, this is a great dual-or-multi class option, and Fighters only get
stronger with Throne of Bhaal, which gives them access to Greater
Whirlwind, the feat that makes them better at what they do best: hitting
things. If you have the default rules of Baldur's Gate 2, their bonuses
from Grandmastery are a pathetic +1 bonus to attack and +1 bonus to
damage over Specialization, and a slight bonus to their weapons' speed
factor. If you use a mod to get the tables back to the PnP values, a
Fighter becomes worth playing again.

Level	EXP		HP
1	n/a		1d10
2	2,000		2d10
3	4,000		3d10
4	8,000		4d10
5	16,000		5d10
6	32,000		6d10
7	64,000		7d10
8	125,000		8d10
9	250,000		9d10
10	500,000 	9d10+3
11	750,000	  	9d10+6
12	1,000,000 	9d10+9
13	1,250,000 	9d10+12
14	1,500,000 	9d10+15
15	1,750,000 	9d10+18
16	2,000,000 	9d10+21
17	2,250,000 	9d10+24
18	2,500,000 	9d10+27
19*	2,750,000 	9d10+30
40	8,000,000	9d10+93

If you want to be like your pal Minsc, this is the way to go. Berserk is
a decent ability that gives you a bonus to hit and damage, and armor
class. 60 Seconds is a fairly long time, and since you get many of them, 
you'll be able to keep yourself juiced up. I think every Fighter should 
have a ranged option, however, and not being able to specialize in 
ranged weapons.. well, you could always use a throwing axe or something 
similar. It's a decent kit, although even with Korgan I hardly ever use
the abilities it provides. Note that you gain 15 'temporary' Hit Points
when you use enrage. Temporary is not the same as free. If you lose any
of these Hit Points, you'll suffer when you come out of enrage, this 
just allows you to weather a little more damage before you die.

- May use 'enrage' ability once per day per 4 levels. The enraged state
lasts for 60 seconds.

- While enraged: +2 to hit, +2 to damage, -2 AC.

- While enraged: immune to charm, hold, and fear, maze, imprisonment, 
stun, and sleep.

- While enraged: gains 15 Hit Points. These Hit Points are temporary,
and are taken away at the end of his berserk spree, possibly killing the

- Becomes winded after berserking. While he's winded he receives a -2 to
hit, -2 to damage, and a +2 penalty to Armor Class.

- Cannot specialize in ranged weapons.

Wizard Slayer
The Wizard Slayer is good against spell casters, but weak against
everything else. Their lack of the ability to use any magical equipment
save weapons and armor might actually make them more vulnerable to Mages
than a straight Fighter! And they do mean ANY magical items except 
armor. Fortunately this allows them to wear Helmets and use Shields, but
no Cloaks, Rings, Bracers, Girdles or Necklaces.

- For each successful hit on an opponent, 10% cumulative spell failure
penalty is applied.

- 1% magic resistance per level. (In TOB the Wizard Slayer gets a +5% 
resistance at every even level at and after 20th level, this maxes out
at 84%.)

- May not use any magic items except for weapons and armor.

Again, I prefer all my characters to have a ranged option, and this 
class takes some of the better options away from my characters. Granted
a Two Weapon Style Fighter will probably not use a ranged weapon very
much, but there are more severe problems than that. A +2 bonus to armor
class does not counter the lack of wearing any armor at all, and the
fact that you can't wear gauntlets or bracers means you can't even shore
up your defenses with Bracers of Armor. Sure, there are plenty of items
that increase your Armor Class marginally, but the Kensai is going to
be chewed up in combat nonetheless. Its bonuses are good, but in my mind
I just don't think a maximum of +6 to hit and damage and five rounds of
the 'kai' ability make up for the total lack of armor. Note that this
means ALL armor, even armor which isn't encumbering enough to block
spells such as Bladesinger Chain. There is one exception though.. the
Big Metal Unit, which will bestow upon the character a phenomenal armor
class, if you can make it to the end of Throne of Bhaal, anyways. By
then you're pretty much done with the game though.

- Bonus +1 to hit and +1 damage for every 3 levels.

- Bonus -2 to AC.

- Bonus -1 to speed factor for every 4 levels.

- May use 'kai' ability one time per day for every 4 levels (starts at
1st level with one use): this ability lasts ten seconds and makes all
attacks do maximum damage

- May not use missile weapons.

- May not wear armor.

- May not wear gauntlets or bracers.

|Fighter/Cleric		   |					{DND017}
An interesting combination with the slightly higher fighting skills than
the Cleric and some defensive buffs to supplement the Fighter. Frankly,
however, a Cleric doesn't have as good of a defensive spell selection as
a Mage, and by itself a Cleric is a pretty stout Fighter. Sure it helps
to add more attacks and damage, but it's just not quite as potent as the
Fighter/Mage. For one, you don't get Time Stop. But at least neither of
your classes are hurt by wearing heavy armor, so you don't need the
spell buffs quite so much. A very good thing about this combination is
they will get both the Fighter and Cleric feats. Having a strong melee
Fighter who can go up in combat with an Aura of Flaming Death, a Globe
of Blades, and then use Greater Whirlwind Attacks is a thing of beauty.
Especially if they can retreat from combat and use Heal on themselves
before jumping right back into the fray. They can't decimate enemies
quite as well as a Fighter/Mage, but they can certainly make an impact.
Unfortunately you'll be regulated to a few types of weapon because of
the Cleric. You can either go with Flail of the Ages or Crom Faeyr and
use the Sword and Shield Style, or go with both using the Two Weapon
Style and really lay waste to enemies. Note that with this combo you
will still get enough experience to get your holy symbol at level 25.

|Fighter/Druid		   |					{DND018}
This combination works almost exactly like the Fighter/Cleric, except
that you will of course have Druid spells instead of Clerical ones, and
you will have the Druid weapon selection, which includes Scimitars, but
doesn't allow War Hammer, Maces, and Flails. The game provides you with
a perfectly fine recruitable Fighter/Druid in Jaheira, so I don't know
why you'd ever need to make your own. Note that as a Fighter/Druid
you'll still get enough experience to get the really good Druid levels,
making this combo in every way preferable to a single-classed Druid.

|Fighter/Mage		   |					{DND019}
My favorite class, and possibly the strongest in the game. You can't
wear armor and cast spells, but that's hardly an issue in this game,
where you have many ways to improve your Armor Class without having to
wear armor. Bracers of Defense are one, obvious way, but in this game
you will also get your hands on Elven Chain Mail, which allows you to
cast spells while wearing it. With the better weapons and combat styles
of Baldur's Gate 2 I drop any and all pretenses of being an archer and
go for the Two Weapon Style. Thanks to my Fighter levels, I can afford
to do this, and the amazing defensive spells a Mage has keeps me safer
than a single-classed Fighter, armor be damned. The best thing of all is
that a Fighter/Mage can access both Fighter and Mage feats, allowing
them to pull off Time Stops and Greater Whirlwinds in unison. This is a
versatile character who can debuff and cast offensive spells at enemies,
or go toe-to-toe with most anything in melee combat once fully spell
buffed. It almost makes you feel sorry for the single-classed Mages and
Fighters you'll slaughter. Almost.

|Fighter/Mage/Cleric	   |					{DND020}
An interesting option, this class combines the power of two strong
spell casters with the solid backing of the Fighter class. Keep in mind
that your progression will be horribly slow with a triple class
character, meaning you'll always be one or two spell levels below a
single-classed character. This class actually has a slightly better hit
point range than the Fighter/Mage, but worse weapon selection and the
same lack of armor. I feel this class might be a bit too much, honestly.
Not as in over-powered, but you're only one character, with one action
a round just like everybody else. Even having such variety there's only
so much you can actually DO in a given span of time. It's probably best
to do fewer things better. I mean, are you ever going to actually get
out a significant number of Cleric and Mage spells, and then still have
a battle left to fight? It's a good concept, but this class might just
be trying to do too much at once. As for weapons and tactics, you're 
probably better off trying to do what the Fighter/Mage does, but with
Cleric-allowed weapons. Note that with this build you will not get 9th
level spells, negating the whole Time Stop tactic that the Fighter/Mage
can employ. Also, you won't get access to any of the Mage feats, like
Comet and the bonus 6th, 7th, and 8th level spell slots.

|Fighter/Mage/Thief	   |					{DND021}
This class suffers from many of the problems the Fighter/Mage/Cleric
suffers from, but in a lesser degree. Firstly, most Thief skills are 
useful out of combat, or as telling first strikes. It's not another host
of spells you're trying to cast in a finite window of time, meaning the
Thief actually enhances the Fighter and the Mage. Also, the Thief is
capable of using a much greater selection of weapons than the Cleric,
allowing you to diversify your weapons and tactics much more. A 
Fighter/Mage/Thief in essence works like a combination of the
Fighter/Mage and Fighter/Thief. Go in with Two Weapon Style, attempt to
score backstabs, and use defensive spells to compensate for your lack of
armor. A Fighter/Mage/Thief will not get 9th level Mage spells. Also,
a Fighter/Mage/Thief will not gain any of the Mage feats. No Comet,
no extra 6th, 7th, and 8th level spells slots. For the evil party,
making your protagonist a Fighter/Mage/Thief is the best solution to the
distinct lack of recruitable Thieves in the game. You'll be able to pull
off many of the Fighter/Mage tricks (uber spell-buffing in order to
become nearly invulnerable to enemy spell casters) and handle all the 
thieving requirements your party will need. You won't be able to pull
off the devastating Greater Whirlwind/Timestop combo, but being able
to spell-buff and perform Greater Whirlwind attacks is still

|Fighter/Thief		   |					{DND022}
As you may have learned in Baldur's Gate 1, the Fighter/Thief was a
potent combo, easily matching a Ranger's skill with weapons while
having the same quirks. Some important differences remain, a
Fighter/Thief can disable traps and backstab, while a Ranger cannot. 
This makes a Fighter/Thief in my eyes every bit more powerful than a
Ranger. Sure, the Ranger will have higher Hit Points and some minor
Druid spells, but a Fighter/Thief can access both the the Fighter and
the Thief feats. Things only get better for the Fighter/Thief in 
Baldur's Gate 2 as their backstab reaches a mighty x5 and a deeper melee
system allows them to abuse it to its fullest advantage. Going for a
Fighter/Thief with the Two Weapon Style is a very fun thing to do in
this game.

|Mage			   |					{DND023}
Hit points per Level:	d4
Firstly I just want to say that there is no reason to make a single
classed Mage protagonist. Edwin out-guns you. Period. If you must make a
Mage, make a Fighter/Mage or Fighter/Mage/Thief, which increases your
options immensely. Other than that, if you make a Mage, make a Conjurer.
They get an extra spell per day per spell level and lose a handful of
spells that aren't even all that good. The best ones I can think of are
Identify-which can be replicated with items that have unlimited uses,
and True Sight, which is more of a significant loss. Still, if you
have Jaheira and Anomen/Viconia in your group you have two other casters
who can provide that spell, not to mention the possibility of Keldorn,
and the Book of Infinite Spells. If you must make a Mage, start out as
something else first. A Fighter can get to level 8 and dual-class into
a Mage without wasting a single experience level of the Mage, giving you
a high hit point Mage who can use Bows, Swords, or whatever your little
heart desires. A Thief can get to level 9 before dual-classing into a
Mage, again without using a single level. This negates the need for a
Thief at all, as you can build a Mage who can Find/Remove Traps on his
own, as well as having a few more Hit Points and the ability to use Short
Bows. It is MUCH better to dual-class into a Mage than to go straight
Mage. Note that if you dual-class into a Mage you cannot legitimately
dual-class into a Conjurer, or any other type of Specialist. This
perplexes me to no end, as it was entirely possible to do this in
Baldur's Gate 1. If you want to do this, you'll have to cheat with a
save game editor like Shadow Keeper. Oh, and don't bother playing a Wild
Mage. All their spells have a chance to do something bonkers, and a Mage
will be casting a lot of spells through the game. Why shoot yourself in
the foot?

Specialist	School			Opposition School
Abjurer		Abjuration		Alteration
Transmuter	Alteration		Abjuration, Necromancy
Conjurer	Conjuration/Summoning	Divination
Diviner		Divination		Conjuration/Summoning
Enchanter	Enchantment/Charm	Invocation
Illusionist	Illusion		Necromancy
Invoker		Invocation		Enchantment/Charm,
Necromancer	Necromancy		Illusion
Wild Mage	Wild Magic		N/A

Level	EXP		HP	Spells
1	n/a		1d4	1
2	2,500		2d4	2
3	5,000		3d4	2/1
4	10,000		4d4	3/2
5	20,000		5d4	4/2/1
6	40,000		6d4	4/2/2
7	60,000		7d4	4/3/2/1
8	90,000		8d4	4/3/3/2
9	135,000 	9d4	4/3/3/2/1
10	250,000 	9d4+1   4/4/3/2/2
11	375,000 	9d4+2   4/4/4/3/3
12	750,000  	9d4+3   4/4/4/4/4/1
13	1,125,000	9d4+4   5/5/5/4/4/2
14	1,500,000	9d4+5   5/5/5/4/4/2/1
15	1,875,000	9d4+6   5/5/5/5/5/2/1
16	2,250,000	9d4+7   5/5/5/5/5/3/2/1
17*	2,625,000	9d4+8	5/5/5/5/5/3/3/2
31	7,875,000	9d4+22  5/5/5/5/5/5/5/5/4 (stops progressing 
						   after level 34)

|Mage/Cleric		   |					{DND024}
Not only do you have an ally who fits this role, I'm not entirely
convinced it's a role worth fitting. It's a good thing to have a 
character who can pump out Horrid Wiltings, Time Stops, Hastes, Finger
of Death, and other great Mage spells and then to be able to heal up the
party after the fight is over.. that's nice. But I remain doubtful
whether the two spell types rolled into one character is terribly
practical in combat-again, they might have more spell selection, but
they still can only cast one spell at a time. Having four characters who
can cast one type of magic well is going to work out better than having
two who can cast both poorly. Despite being a Cleric, being hampered by
a lack of armor, as slower progression, and worse Hit Points will all
but eliminate them from a combat role. On the other hand, adding some
powerful defensive Mage spells to mingle with the epic level Cleric 
spells is a devastating combination. Your THAC0 will be lower than a
Fighter, and your AC will suffer from lack of armor. If you're willing 
to invest Bladesinger Chain to this character and deal with the poor 
weapon selection and slow proficiency progression, you may at least be 
able to stand up in combat.. but why pick two spell casting classes if
that's what you want to do?

|Mage/Thief		   |					{DND025}
I find it hard to imagine any case in which a Mage/Thief would be
particularly useful, especially compared to a Fighter/Mage or
Fighter/Thief. Being able to use Bows is fine and all, but Mages should
have something better to do in most combats than shoot things. And you
never need to hide if you have Invisibility. Imoen has it right, this is
best done as a dual-class option for the sake of versatility. There's
nothing wrong with getting a Mage with some Thief abilities, especially
since you get get plenty of ranks into Find Traps while sacrificing no
potential Mage levels. You can get to 9th level as a Thief (110,000
experience) and dual-class into a Mage and reach the maximum level of
31 (7,875,000 experience) for maximum effect. Frankly, if you're even 
going to bother making a Mage as your main character, I'd suggest doing 
this. At least then you can dispense with having a Thief altogether. And
you'd have extra Hit Points and THAC0 to boot. You lose nothing and gain
a great deal.

|Monk			   |					{DND026}
Hit points per Level:	d8
Ah, the Monk. There's nothing that frees a player from thought quite as
much as this class. They're easy to roll up and they can only be Humans,
which is easily the white-bread choice of the game. They don't require a
big investment of equipment, and there are no choices to make as to how
they progress. A Monk needs no gear, they simply go around pummeling
everything with their fists, and at this they excel. The one problem is
the fact that they can never control the upgrades to their unarmed
attacks. They gain damage, speed, and magical enhancement bonuses as
they level, but this is typically well behind the weapons the rest of
the party will have access to. For example, you can't even hit anything
that requires a +4 or better weapon to hit until level 25. That's a HUGE
handicap, although you can learn to use Thief weapons, but you'll never
be better at fighting with them than a single-classed Thief, and that's
not what you played a Monk for, is it? If you can handle not being able
to attack creatures that require magical weapons to hit, the Monk is
actually a very solid choice of character. They're fast, they're strong,
and they just get better as they level up. At level 20 they'll have a
base AC of -1. With a good Dexterity score, some Bracers of Armor, and a
protection item, this could potentially take their AC very low. Add that
to the fact that they get +1 to all saves, +2 to saves versus spells,
and up to 78% magic resistance and you have a very good defensive
character. On top of this they gain extra bonuses against missiles, up
to a presumed +6 to AC at level 18. They can't be hasted, however, but
with their speed and high number of attacks they'll be hitting more
often than most anybody else anyways. Oh, yeah, and a Monk gains access
to warrior feats, meaning they get Whirlwind Attack. This is a good
thing. Last and not least, Monks can sneak. Sure, they can Detect Traps,
but they can't do anything about them, which makes me wonder.. why
bother spending points in it?

Level	EXP		HP
1	n/a		1d8
2	1,500		2d8
3	3,000		3d8
4	6,000		4d8
5	13,000		5d8
6	27,500		6d8
7	55,000		7d8
8	110,000		8d8
9	225,000		9d8
10	450,000		9d8+2
11	675,000		9d8+4
12	900,000		9d8+6
13	1,125,000	9d8+8
14	1,350,000	9d8+10
15	1,575,000	9d8+12
16	1,800,000	9d8+14
17	2,025,000	9d8+16
18	2,250,000	9d8+18
19	2,475,000	9d8+20
20	2,700,000	9d8+22
21*	2,925,000	9d8+24
40	8,000,000	9d8+62

- The monk can make 1 unarmed attack per round; he gains 1/2 and
additional attack every 3 levels. (Max four attacks.)

- As the monk increases in levels, the damage his fists inflicts does
as well:
Level 1-2: 1-6
Level 3-5: 1-8
Level 6-8: 1-10
Level 9-11: 1-12
Level 12-14: 1-12
Level 15-17: 1-20
Level 18+: 1-20

- A monk's natural Armor Class gets better as he goes up in levels. His
Armor Class starts off 9, and then it decreases by one 1 for every 2
levels. (AC -1 at level 20, after which the rate slows, giving a 
further bonus at 21st, 24th, 27th, 30th, 35th, and 40th levels.)

- Stunning blow, once per day for every 4 levels. All attacks in the
next 6 seconds force the victim to save or be stunned: NOTE: this
special ability automatically modifies a Monk's normal attack, no 
targeting needs to be done.

- Monks have the Deflect Missiles ability. This gives them a -1 to their
AC vs missiles for every three levels.

- The monk gains a +2 to save vs spells

- A monk starts off moving at +2 move, then +1 move every five levels.

- 5th level: Immunity to all diseases, and cannot be Slowed or Hasted.

- 7th level: Lay on Hands to heal 2 Hit Points per level.

- 8th level: -1 to speed factor.

- 9th level: +1 to all saves. Immune to charm. The monk's fist is 
considered a +1 weapon (+2 at 12th, +3 at 15th). (In TOB this improves
to +4 at 25th level.)

- 11th level: Immune to poison.

- 12th level: Another -1 to speed factor. Fists are considered +2 

- 13th level: Quivering palm spell once per day. This spell gives them
one hand attack. If they hit an opponent, the opponent must save or die.
NOTE: this special ability automatically modifies a Monk's normal
attack, no targeting needs to be done.

- 14th level: The monk gains 3% magic resistance per level (ie 42 at
14th level.) (In TOB this maxes out at 78% at 26th level.)

- 15th level: Fists are considered +3 weapons.

- 20th level: Immune to non-magical weapons.

- The monk cannot wear armor.

- A monk can only use weapons available to the Thief class (except 2

|Paladin		   |					{DND027}
Hit points per Level:	d10
Paladins are holy warriors, and as such they gain a slew of abilities
to help them combat evil. They aren't as combat savvy as Fighters, only
being able to buy two ranks in any weapon proficiency, and they cannot
multi or dual class. In exchange you'll get the ability to lay on hands
(heal a character 2 Hit Points per level), detect evil (useful for
telling which NPCs are bad or not and detecting enemies on the map
before you even scout), protection from evil, and they can turn undead
as if they were a Cleric two levels lower than their paladin level.
Paladin's make great party leaders due to their high minimum Charisma
(17). In Baldur's Gate 2 you might as well get proficiency points in
Two Handed Swords, because the best sword in the game is such a weapon,
and it's only for Paladins. Frankly though, since Keldorn is on the
scene there's really no reason to make your own Paladin.

Level	EXP	HP		Spells
1	n/a		1d10
2	2,250		2d10
3	4,500		3d10
4	9,000		4d10
5	18,000		5d10
6	36,000		6d10
7	75,000		7d10
8	150,000		8d10
9	300,000		9d10	1
10	600,000		9d10+3	2
11	900,000		9d10+6	2/1
12	1,200,000	9d10+9	2/2
13	1,500,000	9d10+12	2/2/1
14	1,800,000	9d10+15	3/2/1
15	2,100,000	9d10+18	3/2/1/1
16	2,400,000	9d10+21	3/3/2/1
17*	2,700,000	9d10+24	3/3/3/1
34	7,800,000	9d10+75	3/3/3/3 (stops progressing 
					 after level 20)

This is a pretty nice kit, even given the lack of missile weapons.
Having immunity to fear, charm, and poison are all very nice abilities,
and getting +3 bonus to hit versus Demons and Dragons is great too. You
might not come across Dragons much, but Demons are fairly common, and 
you're going to want every bonus you can get against them. Having 
Remove Fear once per day per level essentially means that at any time 
this character can get your party back in line, which is almost as good
as having a party that's immune to fear as well! It certainly means that
your Clerics and Mages don't have to focus so much on keeping fear
effects subdued. A very nice kit indeed.

- Bonus +3 to hit and +3 to damage against all demonic and draconic

- May cast 'remove fear' 1 time per day per level.

- Immune to fear and morale failure.

- Immune to charm.

- Immune to poison.

- 20% resistance to fire.

- 20% resistance to acid.

- May not use missile weapons.

This is probably the best kit in the game, and certainly the best of the
Paladin kits, even though the other two aren't bad. Being able to cast
Dispel Magic at TWICE your Paladin level means Inquisitors will rip 
through spell defenses, and will be able to do it often. True Sight is a
fairly high level debuff, and a very good one. No more can creatures get
away with Improved Invisibility, Shadow Door, Mirror Image, or anything
of the sort, and they will try. This frees up spell casters to prepare
other spells. The disadvantages might seem bad, but you can get plenty
of healing elsewhere without Lay on Hands, and the turn undead and
Paladin priest spells are both weak anyways. Would you trade a handful
of low level Priest spells for two very powerful, very useful, mid level
spells? I would. This is the class Keldorn is, and it's one of the 
reasons he's so good.

- May use 'Dispel Magic' ability once per day per 4 levels (starts at
1st level with one use): ability is used at speed factor 1 and acts at
twice his actual level.

- May cast 'True Sight' once per day per 4 levels (starts at 1st level
with one use).

- Immune to Hold and Charm spells.

- May not use 'lay on hands' ability.

- May not cast priest spells.

- May not turn undead.

Undead Hunter
Being immune to level drain is nice, but there are spells that do the
same.. granted, there are spells that do the same things that the other
kits do.. but +3 to attack and damage versus undead can't compete with
the massive debuffs that the Inquisitor has, nor the slew of resistances
that the Cavalier has. And what's the strongest undead anyways? A Lich.
+3 to attack and damage isn't going to help you kill a Lich as much as
disabling it's defensive spells will. Frankly, the Inquisitor is a
better Undead Hunter than the Undead Hunter when it comes to big game
hunting! The Undead Hunter will, however, excel against Vampires.

- +3 to hit and +3 to damage vs. undead.

- Immune to hold.

- Immune to level drain.

- May not use 'lay on hands' ability.

|Ranger			   |					{DND028}
Hit points per Level:	d10
Rangers are defenders of the wilderness, hunters, scouts, and 
outdoorsmen. They can only get two ranks in a weapon proficiency, but
in compensation they can use stealth, charm animals, and eventually
cast druid spells. The stealth ability can only be used in light armor,
Leather, Studded Leather, or Hide, but it makes them invaluable for
scouting ahead of the party. Being strong enough to fight their way out
of trouble helps too. The charm animal ability sucks, but once in a
while if you want to play with it and charm a bear or something.. eh..
they'll still turn hostile on you when it's over, so why bother? The
druid spells are a long time in coming, but it's somewhat nice to be
able to cast Cure Light Wounds or Entangle, although the level cap in
Baldur's Gate doesn't really allow this feature to pan out.

Level	EXP		HP	Spells
1	n/a		1d10
2	2,250		2d10
3	4,500		3d10
4	9,000		4d10
5	18,000		5d10
6	36,000		6d10
7	75,000		7d10
8	150,000		8d10	1
9	300,000		9d10	2
10	600,000		9d10+3	2/1
11	900,000		9d10+6	2/2
12	1,200,000	9d10+9	2/2/1
13	1,500,000	9d10+12	3/2/1
14	1,800,000	9d10+15	3/2/2
15	2,100,000	9d10+18	3/3/2
16	2,400,000	9d10+21	3/3/3
17*	2,700,000	9d10+24	3/3/3
34	7,800,000	9d10+75	3/3/3 (stops progressing 
				       after level 16)

Now this is a kit. Take something and do it VERY well. The bonuses to
hit and damage with arrows eventually increase to +6 at level 18, and
by the end of Throne of Bhaal it's up to +9, which is a HUGE bonus to
your rolls. Somebody who is specialized in bows to that extent isn't
going to want to use metal armor anyways, and besides, you're a Ranger,
you want to be able to sneak. The lack of proficiency with melee 
weapons hurts though, as that costs us half an attack if we ever need to
get into melee. Keep in mind one tiny little problem. There are no +4
Arrows, so you'll never be able to hit anything that requires a +4 or
better weapon to hit with your bow. Also, +3 Arrows aren't unlimited.
The best unlimited ammo you get are +2 Arrows, and by Throne of Bhaal
many things won't be bothered by those. In big fights against powerful
enemies, your Archer isn't going to be able to contribute, at least not
against the main event. Balors, Greater Wolfweres, Greater Mummies, Pit
Fiends, and some Vampires will all be out of your league. Note, however,
that this class improves all missile weapons, so you could use a Sling 
or throwing weapon instead. The only problem there is for a thrown 
weapon, you will only be able to become proficient, and you will not 
attack particularly fast with it. It's a shame there aren't better
arrows out there, as this class was clearly designed for a bow. It's
also a shame you can't pick what your called shot does. In higher end
encounters, taking down an enemies' Strength or THAC0 is much better 
than two more points of damage 

- +1 to hit, and +1 to damage with any missile weapon for every three
levels of experience. (In TOB this slows down to +1 every five levels
after level 18.)

- Every 4 levels he gains the ability to make a called shot once per
day. When he activates this ability, any shot made within the next 10
seconds is augmented in the following manner (according to the level of
the archer):
4th level: -1 to THAC0 of the target.
8th level: -1 to save vs magic of target.
12th level: -1 to Strength of target.
16th level: +2 bonus to damage
- An archer can only become proficient in Melee weapons; he man never

- An archer cannot wear any metal armor.

The 'may not wear armor greater than studded leather' disadvantage isn't
too bad, as that's the highest grade of armor I tend to throw on a 
Ranger anyways, so lets look at the advantages. 20% to Stealth is nice,
but there's always a chance of failure, and with 34 levels, any Ranger
is going to be good at stealth. The backstab modifier is very nice, as
it allows a Ranger to play like a Thief, although.. and correct me if
I'm wrong, a x1 multiplier does.. nothing.. so you really need to get to
9th level before backstabbing has any effect at all. Haste is a good
spell for any character to have, and Minor Spell Deflection might come
in handy. It wont save the Ranger from Imprisonment or Horrid Wilting,
but it will stop Disintegrate and Finger of Death, and a whole host of
other annoying low level spells (like Charm, Chaos, and Hold Person). 
This kit might just be better than the normal Ranger for a change.

- +20% to stealth ability.

- May backstab for a lesser amount than the Thief class (level 1-8: x1,
level 9-16: x2, level 17+ x3).

- Has access to three Mage spells at 12th level. They are Haste, 
Protection from Normal Missiles and Minor Spell Deflection.

- May not wear armor greater than studded leather.

Beast Master
And again with the suck. Who wants to play a Ranger that is more like a
Druid? Druids suck, and Animal Summoning sucks. Don't even give this kit
a glance, it's not worth your attention.

- +15% to stealth ability.

- Enhanced spell ability with regard to the following spells:
May cast the 4th level Druid spell Animal Summoning 1 at 8th level.
May cast Animal Summoning 2 at 10th level.
May cast Animal Summoning 3 at 12th level.

- Cannot use metal weapons (such as swords, halberds, hammers, or
morning stars.)

|Sorcerer		   |					{DND029}
Hit points per Level:	d6
If you're familiar with 3rd Edition Sorcerers, you'll be familiar with
Baldur's Gate 2's Sorcerer, they're just alike. That said, I never liked
Sorcerers. They function like Mages, except they can only know a handful
of spells, from which they can cast any of their known spell without
having to memorize them, although they are still limited to a maximum
number of spells per day. Ultimately a Sorcerer can know only several
spells of each spell level, and for many spell levels that's fine. 
Chances are you won't find too many more 9th level spells, at least
not ones you'll use often. On the other hand this takes down their
tactical flexibility a great deal. You either know the spell, or you
don't, there's no learning it from a scroll or preparing it for a big
fight when needed. They do get one more spell per day per spell level
than a normal Mage, but what do they have that Edwin doesn't have? He
gets two spells per day per spell level over a normal Mage AND has 
tactical flexibility. On the other hand, when you get right down to it,
there are only a handful of spells each level that get used frequently,
and not having to choose the exact number of each to prepare can be

Level	EXP		HP	Spells (Known)	   Spells (Cast)
1	n/a		1d4	2		   3
2	2,500		2d4	2	    	   4
3	5,000		3d4	3		   5
4	10,000		4d4	3/1		   6/3
5	20,000		5d4	4/2		   6/4
6	40,000		6d4	4/2/1		   6/5/3
7	60,000		7d4	5/3/2		   6/6/4
8	90,000		8d4	5/3/2/1		   6/6/5/3
9	135,000 	9d4	5/4/3/2		   6/6/6/4
10	250,000 	9d4+1   5/4/3/2/1	   6/6/6/5/3
11	375,000 	9d4+2   5/5/4/3/2	   6/6/6/6/4
12	750,000  	9d4+3   5/5/4/3/2/1	   6/6/6/6/5/3
13	1,125,000	9d4+4   5/5/4/4/3/2   	   6/6/6/6/6/4
14	1,500,000	9d4+5 	5/5/4/4/3/2/1	   6/6/6/6/6/5/3
15	1,875,000	9d4+6 	5/5/4/4/4/3/2      6/6/6/6/6/6/4
16	2,250,000	9d4+7 	5/5/4/4/4/3/2/1    6/6/6/6/6/6/5/3
17*	2,625,000	9d4+8	5/5/4/4/4/3/3/2	   6/6/6/6/6/6/6/4
31	7,875,000	9d4+22  5/5/5/5/5/5/5/4/4  6/6/6/6/6/6/6/6/6
						  (stops progressing
				 		   after level 20)

|Thief			   |					{DND030}
Hit points per Level:	d6
The Thief isn't as combat savvy as the Cleric, and they don't have
spells. What's the draw then? Their thieving abilities. These allow them
to pick pockets, find and disarm traps, open locked objects, and hide
from enemies. Of these skills, one is essential, so some character or
another with thieving abilities is required in any party. As for combat,
they can only wear the lightest armors, but they do have access to a 
variety of weapons. Most importantly, as they gain levels they get the
ability to 'backstab'. If they are hidden and attack an enemy they
multiply the damage they deal by their backstab modifier. They are a
waste of a class on their own, but it is a great dual or multi class
option, as it gives any class the ability to be more lethal by
backstabbing.. and if you make your own, you don't have to drag around
a character to do the thieving for you. A Fighter/Thief is a potent
combination, and so is a Fighter/Mage/Thief. Below is a chart of various
racial and attribute influences on Thief abilities. All of this is right
from the book.. ehh.. I know the manual to Shadows of Amn is often
contradictory, at best, but it'll at least give you a point of 

Race		DEX	PP(15)	OL(10)	F/RT(5)	MS	HS
Base Score		15	10	5	10	5
Dwarf			-	+10	+15	-	-
Elf			+5	-5	-	+5	+10
Gnome			-	+5	+10	+5	+5
Half-Elf		+10	-	-	-	+5
Halfling		+5	+5	+5	+10	+15
		9	-15	-10	-10	-20	-10
		10	-10	-5	-10	-15	-5
		11	-5	-	-5	-10	-
		12	-	-	-	-5	-
		13-15	-	-	-	-	-
		16	-	+5	-	-	-
		17	+5	+10	-	+5	+5
		18	+10	+15	+5	+10	+10
		19	+15	+20	+10	+15	+15
		20	+20	+25	+15	+18	+18
		21	+25	+30	+20	+20	+20
		22	+30	+35	+25	+23	+23
		23	+35	+40	+30	+25	+25
		24	+40	+45	+35	+30	+30
		25	+45	+50	+40	+35	+35
No Armor		+5	-	-	+10	+5
Elven Chain		-20	-5	-5	-10	-10
Padded, Hide,
Studded Leather		-30	-10	-10	-20	-20
Chain Mail or
Ring Mail*		-25	-10	-10	-15	-15

*Only Bards can wear Ring Mail or non-elven mail while using Thief 
Level	EXP		HP
1	n/a		1d6
2	1,250		2d6
3	2,500		3d6
4	5,000		4d6
5	10,000		5d6
6	20,000		6d6
7	40,000		7d6
8	70,000		8d6
9	110,000		9d6
10	160,000		9d6+2
11	220,000		9d6+4
12	440,000		9d6+6
13	660,000		9d6+8
14	880,000		9d6+10
15	1,100,000	9d6+12
16	1,320,000	9d6+14
17	1,540,000	9d6+16
19	1,760,000	9d6+18
20	1,980,000	9d6+20
21	2,200,000	9d6+22
22	2,420,000	9d6+24
23	2,640,000	9d6+26
24*	2,860,000	9d6+28
40	8,000,000	9d6+62

You'll be slower with your Thief skills progression, but that seems a
worthy trade for the x7 backstab multiplier! +1 to hit and damage is
nice too, but it's totally out-shadowed by the backstab. This is a great
class to dual-class into a Fighter with. Get your Thief skills in place
and enjoy your bonus THAC0, damage, and backstab multiplier. There is
nothing preventing you from poisoning your weapon before you backstab,
either, although the poison is by itself fairly weak, any little bit
helps, especially with such a resounding first strike. The only problem
is you need to make it fairly far as a Thief to get that juicy x7 
multiplier. Thankfully, however, the Thief is the lowest class to raise.
Getting to level 13 will only take 660,000 experience, leaving enough
left over for you to reach level 37 as a Fighter, which is more than
enough. It'll be a long time hitting level 14 to get your Thief skills
back.. probably not a thing a new player wants to attempt. But 
worthwhile if you pull it off.

- May coat his weapon in poison once per day per 4 levels. The next hit
with that weapon will inject the poison into the target, dealing out 1
damage per second for 24 seconds (3 damage for the first 6 seconds). A
saving throw vs. poison limits damage to 12 total.

- Bonus +1 to hit and +1 damage

- Backstab reaches x7 instead of x5.

- Only 15% per level to distribute on abilities.

Bounty Hunter
Traps suck, at least until you get some of the epic feats. A trap that
slows, holds, casts Otiluke's Resilient Sphere, and mazes an enemy is
a novelty, not a strategy, especially since there's no save penalty.
Here's a better idea. Use the actual spells instead. There are no save
penalties, and when you hit a high level you Maze a target? Most things
are going to resist it, and powerful enemies tend to be smart enough
that this will not even last long. Not to mention by level 21 all
Thieves have access to the much better epic feats and their traps. This
isn't a worthy kit.

- +15% to trap setting.

- He can lay special traps (other than the ones that all thieves 
receive). The traps are more powerful than the typical Thief trap, and
the effect varies according to level. The effects are listed below:
1st: the trap deals out damage and slows the target (if save is failed).
11th: the trap holds the target if a save is failed.
16th: the trap erects an Otiluke's Resilient Sphere around the target
(if a save is failed).
21st: the trap mazes the target.

- gets only 20% to distribute between Thief abilities each level.

This is at least a legitimate attempt to make a character who is not a
Fighter actually able to fight. The bonus to AC and attack and damage
are both pretty good, and almost overcome the handicap a Thief suffers
against a Fighter in armor and THAC0. The ability to specialize is very
welcome, especially in the Two Weapon Style. The only down sides are the
fact that the Thief loses the backstab ability, and for all its trying,
a Fighter it is not. Namely they're still losing sorely in the hit
point department. This makes me wonder one thing. Why not make a
Fighter/Thief instead of a Swashbuckler? You'll have the better THAC0 of
a Fighter, better Hit Points than a Thief, the ability to specialize in
weapons, including all the Fighter weapons, and you get to keep your
backstab. It's a nice offer, but frankly multi-classing still wins.

- Bonus +1 to AC.

- He gains another +1 bonus to his Armor Class ever 5 levels.

- He gains +1 to hit and damage every 5 levels.

- He can specialize in any melee weapon that a Thief can use.

- May place 3 slots into the proficiency 'two weapon fighting style.'

- No backstab multiplier.

|Thief/Cleric		   |					{DND031}
Well, might as well mention it eh? The Thief/Cleric is an odd, and at
odds with itself character. You won't be wearing any heavy armor if you 
want to keep your Thief skills, but you can certainly wear light armor 
with no problem. Of course, you're stuck with the Cleric's selection of 
weapons, but you'll be able to use all the Thief skills, including 
backstab. Honestly the Mage spells seem a better fit for a Thief, which 
is more of a stay back out of the way kinda class, as opposed to the 
Cleric, which is often a decently armored character who can stand up in 
combat. This might be an interesting dual-class, provided you don't care 
that your Cleric won't be as tough as if you had dual-classed with a 

Alignment							{DND032}
The alignment of your protagonist only matters so much in the first
game. In the sequel the allies you choose will react to your alignment
more, so you should try to choose party members who have an alignment
similar to yours. Where alignment really matters is between your NPCs.
Evil characters will react poorly to good characters, and vise-verse,
and in some instances violence may erupt between two allies. This is
less of a problem in the first game than in the sequel, but spare
yourself the aggravation and choose party members of like alignment.
If your protagonist is good-aligned, choose good or neutral characters.
If your protagonist is evil-aligned, choose evil or neutral characters.
If your protagonist is neutral, pick either good, or evil, but not

Another reason for having some continuity of alignment withing your
party is your reputation. Good characters will be happy with a high 
reputation and unhappy with a low reputation, while evil characters
will be happy with a low reputation and unhappy with a high reputation.
At a neutral reputation, nobody is happy. If your reputation gets too
high (19+), your evil characters will disband. If your reputation gets
too low (2-) your good characters will disband. Since a high reputation
gets you discounts at shops, I decide to play a good character for this 
game. Discounts are good, and you cant really afford to be pure 'evil'
anyways, as a reputation of 1 will earn you some pretty serious
harassment by groups of Flaming Fist Enforcers. That's right, even evil
characters will want to keep their reputation reasonable.. even good
for the purpose of purchasing items.

Reputation Effects						{DND033}
These are derived from the manual.. save that the manual misprints the
required donation at reputation values of 13 and 14 as 200 gold and
500 gold. They should be 1200 gold and 1500 gold, respectively.
|Reputation|Item Cost|Donation Required|        Additional Effects     |
|    20    |  -50%   |       --        |+4 Reaction Adjustment	       |
|    19    |  -40%   |       --        |+3 Reaction Adjustment	       |
|    18    |  -30%   |       --        |+3 Reaction Adjustment	       |
|    17    |  -20%   |      5000       |+2 Reaction Adjustment	       |
|    16    |  -10%   |      2500       |+2 Reaction Adjustment	       |
|    15    |  -10%   |      2000       |+1 Reaction Adjustment	       |
|    14    |  base   |      1500       |+1 Reaction Adjustment	       |
|    13    |  base   |      1200       |N/A			       |
|    12    |  base   |       900       |N/A			       |
|    11    |  base   |       700       |N/A			       |
|    10    |  base   |       500       |N/A			       |
|     9    |  +10%   |       400       |N/A			       |
|     8    |  +20%   |       300       |N/A			       |
|     7    |  +20%   |       200       |-1 Reaction Adjustment	       |
|     6    |  +30%   |       400       |-2 Reaction Adjustment         |
|     5    |  +40%   |       500       |-3 Reaction Adjustment         |
|     4    |  +50%   |      1000       |-4 Reaction Adjustment         |
|     3    | +100%   |      1000       |-5 Reaction Adjustment*        |
|     2    |will not |      1200       |-6 Reaction Adjustment*        |
|     1    |  sell   |      1500       |-7 Reaction Adjustment*        |

*Indicates that at this reputation you may get attacked by Cowled 
Wizards and Knights of the Heart. This is not a good thing, and you 
should try to ensure that your reputation stays above this mark.

Item Cost: The rate of increase or decrease of the cost of items in a
store. It's funny, you'd think a thieves guild or dark elves would 
reward a low reputation, or simply not know about your reputation at 
all. Either way, the principle is simple, the higher your reputation, 
the cheaper things will be.

Donation Required: Just like in Baldur's Gate 1, the lower or higher
your reputation the more it costs to increase your reputation. The costs
are a bit steeper in the sequel, however. Again, you'd think donating to
a 'bad' temple like the temple of Talos would lower your reputation..

Abilities							{DND034}
Your abilities define what your character is good at. I prefer to call
them attributes, so if I mess up and refer to them as attributes later,
well, I'm talking about abilities. You have six abilities, and you can
re roll them until you get what you want.. or close to it. Take
advantage of it, get comfortable, and get rolling. Before that, let me
explain them a bit, so you know what to shoot for.

Strength							{DND035}
If you're a Fighter (single, multi, or dual class) or a Fighter type,
you can get exceptional Strength, which is a percentile bonus in
parentheses after the Strength score. For example, 18(01-00) denotes a
Strength of 18 with an exceptional range of 1% to 100%. A single-class
Fighter should try for as much Strength as possible. Ideally anything
from 18(91) and up is fantastic, as it provides a +2 THAC0 and a +5
damage bonus. If you are a Cleric, you might as well try for an 18 so
you can melee well. Regardless, any fighting class needs an 18 in
Strength. A Mage or a Thief that doesn't intend to melee can use this as
a dump stat. If you're making a multi-class character, don't sweat the
exceptional Strength. The higher, the better, but getting high scores in
your other abilities is more important. Weight is somewhat important..
as it'll reduce your trips to town if you can just carry more. Also, if
your Strength isn't high enough, you wont be able to wear some heavier
armor. Your bash % is your chance of forcing a door or chest. It's not
honest. Save/reload won't get you into a chest. Some chests/doors just
have a threshold you must reach, and your Strength will never be a
replacement for the knock spell or good old-fashioned lock picking Just
make sure that you get an 18 at least if you ever intend to melee.

| Score  |THAC0|Damage|Weight|Bash%|
|    3   | -3  |  -1  |   5  |  3  |
|    4   | -2  |  -1  |  15  |  4  |
|    5   | -2  |  -1  |  15  |  4  |
|    6   | -1  |   0  |  30  |  6  |
|    7   | -1  |   0  |  30  |  6  |
|    8   |  0  |   0  |  50  |  8  |
|    9   |  0  |   0  |  50  |  8  |
|   10   |  0  |   0  |  70  | 10  |
|   11   |  0  |   0  |  70  | 10  |
|   12   |  0  |   0  |  90  | 12  |
|   13   |  0  |   0  |  90  | 12  |
|   14   |  0  |   0  | 120  | 14  |
|   15   |  0  |   0  | 120  | 14  |
|   16   |  0  |  +1  | 150  | 16  |
|   17   | +1  |  +1  | 170  | 18  |
|   18   | +1  |  +2  | 200  | 20  |
|18/01-50| +1  |  +3  | 220  | 25  |
|18/51-75| +2  |  +3  | 250  | 30  |
|18/76-90| +2  |  +4  | 280  | 35  |
|18/91-99| +2  |  +5  | 320  | 40  |
| 18/00  | +3  |  +6  | 400  | 45  |
|   19	 | +3  |  +7  | 500  | 50  |
|   20	 | +3  |  +8  | 600  | 55  |
|   21   | +4  |  +9  | 700  | 60  |
|   22   | +4  |  +10 | 800  | 65  |
|   23   | +5  |  +11 | 1000 | 70  |
|   24   | +6  |  +12 | 1200 | 75  |
|   25   | +7  |  +14 | 1600 | 80  |

Dexterity							{DND036}
This affects your Armor Class, and your THAC0 adjustment for missile 
weapons. EVERY character should get an 18 Dexterity for the wonderful 
-4 Armor Class modifier. Period.

| Score  |THAC0|AC|
|    3   | -3  |+4|
|    4   | -2  |+3|
|    5   | -1  |+2|
|    6   |  0  |+1|
|    7   |  0  | 0|
|    8   |  0  | 0|
|    9   |  0  | 0|
|   10   |  0  | 0|
|   11   |  0  | 0|
|   12   |  0  | 0|
|   13   |  0  | 0|
|   14   |  0  | 0|
|   15   |  0  |-1|
|   16   | +1  |-2|
|   17   | +2  |-3|
|   18   | +2  |-4|
|   19	 | +3  |-4|
|   20	 | +3  |-4|
|   21   | +4  |-5|
|   22   | +4  |-5|
|   23   | +4  |-5|
|   24   | +5  |-6|
|   25   | +5  |-6|

Constitution							{DND037}
Constitution gives you Hit Points. Hit points are good. At 16, you gain
a +2 bonus to Hit Points, which for non Fighters is the highest bonus 
possible. The number to the right lists the bonus for Fighters, which 
is +4 at 18. All characters should have a minimum of 16 in Constitution,
and all Fighters should have an 18. At 20+, your character will 
regenerate-slowly. I'm not entirely sure the resurrection survival 
chance even applies in this game, since I'm not in the habit of raising
dead allies. (I tend to reload if they die.)

| Score  |  HP |Res. Surv.|
|    3   | -2  |    40    |
|    4   | -1  |    45    |
|    5   | -1  |    50    |
|    6   | -1  |    55    |
|    7   |  0  |    60    |
|    8   |  0  |    65    |
|    9   |  0  |    70    |
|   10   |  0  |    75    |
|   11   |  0  |    80    |
|   12   |  0  |    85    |
|   13   |  0  |    90    |
|   14   |  0  |    92    |
|   15   |  0  |    94    |
|   16   | +1  |    96    |
|   17   |+2/+3|    98    |
|   18   |+2/+4|   100    |
|   19	 |+2/+5|   100    |
|   20	 |+2/+5|   100    |
|   21   |+2/+6|   100    |
|   22   |+2/+6|   100    |
|   23   |+2/+6|   100    |
|   24   |+2/+7|   100    |
|   25   |+2/+7|   100    |

Intelligence							{DND038}
If you're a Mage, get an 18, if not, it's a dump stat. By 'dump stat',
I mean lower it to 10 or so to put the excess points in other attributes
you actually need. Level refers to the highest level of spell you'll be
able to cast if you're a Mage. Note that if you're a triple class Mage, 
you only need a 16 Intelligence because you'll never be able to cast 9th
level spells anyways. Max #/Level is the maximum number of different 
spells you can have in your spell book per level. This will never be a 
deciding factor as you can simply drink a potion to temporarily allow 
you to scribe more spells than your spells per level allowance. In fact,
you can just use potions in a timely manner to scribe all the spells you
wish, allowing you to have as low of an Intelligence as you please 
regardless of your natural level maximum or max #/level. Still, it's 
just more convenient to have the natural Intelligence instead of having 
to rely on potions all the time and scribing spells all at once. If you 
fail at scribing a scroll, simply reload until you succeed. Lore is your
ability to identify magical items. You'll have items and plenty of
Identify spells to make this a non-issue.

| Score  |Level| Max #/Level |Lore|
|    3   |  -  |      -      | -20|
|    4   |  -  |      -      | -20|
|    5   |  -  |      -      | -20|
|    6   |  -  |      -      | -20|
|    7   |  -  |      -      | -10|
|    8   |  -  |      -      | -10|
|    9   | 4th |      6      | -10|
|   10   | 5th |      7      |  0 |
|   11   | 5th |      7      |  0 |
|   12   | 6th |      7      |  0 |
|   13   | 6th |      9      |  0 |
|   14   | 7th |      9      |  0 |
|   15   | 7th |     11      | +3 |
|   16   | 8th |     11      | +5 |
|   17   | 8th |     14      | +7 |
|   18   | 9th |     18      | +10|
|   19	 | 9th |     All     | +12|
|   20	 | 9th |     All     | +15|
|   21   | 9th |     All     | +20|
|   22   | 9th |     All     | +25|
|   23   | 9th |     All     | +30|
|   24   | 9th |     All     | +35|
|   25   | 9th |     All     | +40|

Wisdom								{DND039}
If you're a Cleric or a Druid, you want an 18. If you're a wizard, you 
might want a decent score to use the wish spell effectively in Baldur's 
Gate 2. Otherwise, it's a dump stat. For Clerics and Druids you don't 
have a spell level maximum for a low Wisdom in 2nd edition, but higher
Wisdom nets you bonus spells. Definitely a draw for single class
characters, but if you simply cannot spread your points out enough to
get a great Wisdom, it's not that big of a deal. A tomed-up Cleric from
Baldur's Gate 1 could end up in Baldur's Gate 2 with a 22 Wisdom,
earning them some nice bonus spells.

| Score  |Bonus Spells |Lore|
|    3   |-            | -20|
|    4   |-            | -20|
|    5   |-            | -20|
|    6   |-            | -20|
|    7   |-            | -10|
|    8   |-            | -10|
|    9   |0            | -10|
|   10   |0            |  0 |
|   11   |0            |  0 |
|   12   |0            |  0 |
|   13   |1            |  0 |
|   14   |2            |  0 |
|   15   |2/1          | +3 |
|   16   |2/2          | +5 |
|   17   |2/2/1        | +7 |
|   18   |2/2/1/1      | +10|
|   19	 |3/2/1/2      | +12|
|   20	 |3/3/1/3      | +15|
|   21   |3/3/2/3/1    | +20|
|   22   |3/3/2/4/2    | +25|
|   23   |3/3/2/4/4    | +30|
|   24   |3/3/2/4/4/2  | +35|
|   25   |3/3/2/4/4/3/1| +40|

Charisma							{DND040}
Charisma affects NPC reactions to you and determines shop
prices. Rarely you'll get a better reward for having a higher Charisma.
It's a dump stat for everybody except bards, who should get an 18 in it.
To get the best discounts, make sure to have your character with the
highest Charisma as party leader when interacting with the shopkeeper.

| Score  |Reaction|
|    3   |   -5   | 
|    4   |   -4   |
|    5   |   -3   |
|    6   |   -2   |
|    7   |   -1   |
|    8   |    0   |
|    9   |    0   |
|   10   |    0   |
|   11   |    0   |
|   12   |    0   |
|   13   |   +1   |
|   14   |   +2   |
|   15   |   +3   |
|   16   |   +4   |
|   17   |   +4   |
|   18   |   +5   |
|   19	 |   +8   |
|   20	 |   +9   |
|   21   |   +10  |
|   22   |   +11  |
|   23   |   +12  |
|   24   |   +13  |
|   25   |   +14  |

Tomes								{DND041}
No tomes in this game, and you don't even get any chances to raise your
attributes until damn near the end of the game, or deep in Watcher's
Keep. But, if you had a character who used Tomes in the previous game,
you'll still have the benefits if you import. There's nothing better
than having a 19 Strength for Baldur's Gate 2.

Suggested Abilities by Class					{DND042}
Note: All class suggestions include their kits.

Barbarian		18(91+) 18	18	10~	10~	10~
Bard			10~	18	16	13~	10~	18
Cleric			18	18	16	10~	18	10~
Cleric/Mage		18	18	16	18	18	10~
Cleric/Ranger		18(xx)	18	18	10~	18~	10~
Cleric/Thief		18	18	16	10~	18	10~
Druid			18	18	16	10~	18	15~
Fighter			18(91+)	18	18	10~	10~	10~
Fighter/Cleric		18(xx)	18	18	10~	18	10~
Fighter/Druid		18(xx)	18	18	10~	18	15~
Fighter/Mage		18(xx)	18	18	18	10~	10~
Fighter/Mage/Cleric	18(xx)	18	18	18	18  good luck
Fighter/Mage/Thief	18(xx)	18	18	18	10~	10~
Fighter/Thief		18(91+)	18	18	10~	10~	10~
Mage			10~	18	16	18	10~	10~
Mage/Thief		10~	18	16	18	10~	10~
Monk			18	18	16	10~	10~	10~
Paladin			18(91+)	18	18	10~	13~	17~
Ranger			18(91+)	18	18	10~	14~	10~
Sorcerer		10~	18	16	18	10~	10~
Thief			10~	18	16	10~	10~	10~

Skills								{DND043}
You have a selection of skills.. or rather, weapon proficiencies to
choose from, which has been greatly expanded from the first game. By
expanded I of course mean separated, so you simply need more points now
to achieve the same thing. For example, Large Swords has been broken up
into Two Handed Sword, Long Swords, Scimitars, and Bastard Swords. I'll
list some suggestions by class for what weapons you might want to look
out for, and hence, what kinds of proficiencies you want to buy.

Weapon Proficiencies by Class/Level				{DND044}
 		   1  2  3  4  5  6  7  8  9  10 11 12	
Warrior		   4  -  1  -  -  1  -  -  1  -  -  1  ..+1/3 levels
Wizard		   1  -  -  -  -  1  -  -  -  -  -  1  ..+1/6 levels
Priest		   2  -  -  1  -  -  -  1  -  -  -  1  ..+1/4 levels
Rogue		   2  -  -  1  -  -  -  1  -  -  -  1  ..+1/4 levels

+Priest includes Druids and Monks.

+Rogue includes Bards.

+Warrior includes Barbarians, Paladins and Rangers.

+Wizard includes Sorcerers.

+Single or dual classed Fighters can spend 5 ranks in a proficiency.

+Multi classed Fighters and rangers can spend 2 ranks in a proficiency.

+Everybody else can only spend one point in a proficiency, unless 
specifically noted otherwise in their class description.

Weapon Proficiency Perks by Rank				{DND045}
These are the bonuses you gain by become specialized in a weapon type,
taken straight from the Baldur's Gate 2 manual. According the manual
moving from Master (3) to High Master (4) improves the weapons' speed
factor (your rank in combat) making you attack faster in a round, not 
more often.

Level		Ranks	To Hit	Damage	Attacks/Round+
Proficient*	1	0	0	1
Specialized**	2	+1	+2	3/2
Master		3	+2	+2	3/2
High Master	4	+2	+2	3/2
Grand Master	5	+2	+3	3/2

*Max ranks for Bards, Clerics, Druids, Mages, Monks, and Thieves.

**Max ranks for Barbarians, Paladins and Rangers.

+This only applies to melee weapons.

This is the table used for PnP, and in the original Baldur's Gate and
Icewind Dale. These are the REAL rules, and it might be worth using a
mod to change to this table if you can. See how much more rewarding 
Grand Mastery is? It's what makes being a Fighter work. 

Level		Ranks	To Hit	Damage	Attacks/Round+
Proficient*	1	0	0	1
Specialized**	2	+1	+2	3/2
Master		3	+3	+3	3/2
High Master	4	+3	+4	3/2
Grand Master	5	+3	+5	2

*Max ranks for Bards, Clerics, Druids, Mages, Monks, and Thieves.

**Max ranks for Barbarians, Paladins and Rangers.

+This only applies to melee weapons.

This is, of course, entirely bogus if you're a Fighter. Instead of the
+2 THAC0, +3 damage, and 1/2 attack per round you're supposed to get
for Grand Mastery (as compared to Specialization), you instead only get
+1 THAC0, +1 damage, and a lower speed factor. Feel cheated yet? Take 
into consideration that Rangers and Paladins will also get access to 
Whirlwind, and you've got a very good reason to never play a single-
classed Fighter. Even if you un-nerf Grand Mastery, Whirlwind does
negate the difference between your number of attacks.. but still, at
least the Fighter will have a little more THAC0 and Damage.

Thieving Skills							{DND046}
In case you're wondering where to allocate your Thief skill points, I'll
cover that here. In general though, you'll want to shoot for Find/Remove
Traps. Once you have 100% Find Traps, you can move onto other things. 
Find/Remove Traps is the only thing that thieves can do that a spell 
cannot. Note that 100% isn't going to be quite enough to disarm every
trap in the game, but it should suffice for most of them. The maximum
value of all thieving skills is 250 plus-or-minus racial and
Dexterity values.

Pick Pockets
There aren't too many items you'll want to pick pocket in this game, and
you can pretty much steal anything with a low score provided you're
willing to reload a lot. Of course, you can always pop potions for when
you really need to steal something. Still, Find Traps is essential and
Stealth helps with combat, so Pick Pockets should take a back seat to
those two.

Open Locks
You can use Open Locks to.. well.. open locks. Of course, once you get
the knock spell you won't need this anymore. Sure, it's nice to have
a Thief who can pick locks without having to use up 2nd-level spell 
slots, but it's not essential. You can ignore this skill unless you are
just overflowing with points to spend.

Find/Remove Traps
This is the essential Thief skill. Clerics can find traps with a spell,
but they can't disarm them. To safely eliminate traps, you need a Thief
with this skill, and traps can be a problem in this game. In fact, this
skill is really the reason you need a Thief in your party at all. No
matter who you have, get their Find Traps to 100% before you do anything

Move Silently
One of the two skills that used to comprised 'Stealth'. I guess they
(correctly) realized that they didn't have enough Thief skills to put
points into for an expanded level cap. If you want to sneak successfully
you're going to need equal ranks in both skills. I will still refer to
it by the terms 'sneaking', 'stealth, and 'hiding'.

Hide in Shadows
One of the two skills that used to comprised 'Stealth'. I guess they
(correctly) realized that they didn't have enough Thief skills to put
points into for an expanded level cap. If you want to sneak successfully
you're going to need equal ranks in both skills. I will still refer to
it by the terms 'sneaking', 'stealth, and 'hiding'.

Detect Illusion
You can use this ability to dispel illusions as if you were using
True Sight. To activate it, just detect traps and if your score is
high enough those bad illusions will vanish. Of course, we have many
characters who can use True Sight, and while you're busy detecting
illusions, you can't attack.

Set Traps
This ability allows you to.. wait for it.. set traps. Traps are static
and can't be set during combat, which vastly limits their effectiveness.
I assume this score makes you more likely to succeed at setting your
traps, but honestly, I don't care enough to play around with it.

Hit points 							{DND047}
You run out of Hit Points, and you die. These are important. 
Multi-classing averages your Hit Points/level across your classes. A
Fighter/Mage multi would gain 7 Hit Points a level (10+4)/2 - 5 Fighter,
2 Mage. A multi-classed character will still get bonus Hit Points for
having a Fighter class (up to 4), but a dual-class character can start
out 9 levels of Fighter, get all 9d10+36 Hit Points, and dual class into
something else. This is in every way favorable. In Baldur's Gate 2 you
can choose to take maximum Hit Points per level, which removes the pain
in the ass reloading from the first game. The downside? Well.. you're
mostly done with random Hit Point rolls.

THAC0 and Armor Class 						{DND048}
THAC0 is an acronym for 'To Hit Armor Class 0'. This is the roll on a
d20 (a 20 sided dice) that you'd need to hit somebody with an Armor
Class of 0. Statistically, each point is a 5% chance to hit Armor
Class 0, and a roll of 20 is ALWAYS a hit, and a roll of 1 is ALWAYS a
miss, regardless of your THAC0/their Armor Class. Fighters get a lower
THAC0 quicker (hence a better chance to hit) than other classes, and
Mages have the worst THAC0 progression. A lower THAC0 and lower Armor
Class are better-which seems counter intuitive, but that's 2nd Edition
for you. (Nostalgia for a moment here.) Having a negative Armor Class
essentially raises the enemies' THAC0. For instance, if my Paladin has a
base THAC0 of 5 (-2 with all her proficiencies, Strength, the bonus on
the weapon, etc), and my Ranger/Cleric has an Armor Class of -13, my
Paladin would need an 11 on a d20 to hit her (-2 +13 = 11). That's a
55% chance to miss-a 45% chance to hit. So, for a general rule, lower
THAC0 and lower Armor Class are good. Unless the enemy has them. Then
it's not so good.

THAC0 by Class/Level*						{DND049}
*This is taken straight from the 2nd Edition Dungeons and Dragon's
Players Handbook.		

 	1  2  3	 4  5  6  7  8  9  10 11 12 13 14 15 16 17 18 19 20
Warrior 20 19 18 17 16 15 14 13 12 11 10 9  8  7  6  5  4  3  2  1 
Wizard	20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 14
Priest	20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8  8
Rogue   20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11
+Priest includes Monks and Druids.

+Rogue includes Bards.

+Warrior includes Barbarians, Paladins and Rangers.

+Wizard includes Sorcerers.

Armor Class Modifiers by Weapon Type				{DND050}
Different armor types are strong against different attack types. It
might seem like information overload, but keep it in mind when picking
between various types of armor. A suit of Leather Armor +3 versus a
suit of Studded Leather Armor +2 might both give the same Armor Class,
but because of the modifiers the Studded Leather is by far the better
choice. It comes up.

Armor		Slashing	Piercing	Bludgeoning
Leather Armor	0		+2		0
Studded Leather	-2		-1		0
Chain Mail	-2		0		+2
Splint Mail	0		-1		-2
Plate Mail	-3		0		0
Full Plate	-4		-3		0

Spells								{DND051}
If you're playing a Bard, Mage, or Sorcerer, you'll get to choose a 
number of spells you know. You'll have to do this again even if you
already made your character and imported from Baldur's Gate 1. Yeah, you
lose all your spells, but you have unlimited picksies of the spells you
have access to. Note that Specialist Mages (including the Wild Mage)
gain one extra spell to pick which must be from their spell school. I 
suggest the following picks:

1st Level Spells (Bard 6, Mage 7, Sorcerer 5)
Spell			       Priority	Description

Blindness			(6th) 	It'll out-last combat and 
					severely impair one creature in
					melee, which is good at low
					levels from bringing down tough
Burning Hands			(3rd)	You can use it to kill trolls,
					if need be.

Charm Person			(7th)	Make one enemy your friend for
					a while. Not a good idea on NPCs
					you want to keep alive, but in
					a pinch it takes from the bad
					guys and adds to you.	

Chromatic Orb			(5th) 	At 7th level and above (which
					nearly every spell caster
					starts out at or above) it deals
					some damage and has a small
					chance to take an enemy out.

Identify			(1st)	Lets you know what magical items

Magic Missile			(2nd)	Guaranteed 10-25 damage at 9th
					level, great for whittling down
					enemies and disrupting spells.

Protection from Petrification	(4th)   You never know when you're going
					to run into a creature who likes
					to turn things to stone. Less of
					a problem in this game, but it's
					still good to have protection.

2nd Level Spells (Bard 5, Mage 6, Sorcerer 3)
Blur				(3rd)	Makes all attacks take a -3
					penalty and gives you a +1 bonus
					to your saves. A basic defensive
					spell you'll use a lot, 
					especially if you're a dual or
					multi class Mage.

Knock				(2nd)	Opens locked things and allows
					thieves to focus on other 
					skills. Absolutely essential.

Melf's Acid Arrow		(5th)   It can put trolls down for good
					and deals continuous damage that
					can disrupt spellcasters.

Mirror Image			(1st)	Not as strong as in Baldur's
					Gate, you can now be hit instead
					of an image. but it still gives
					enemies a much greater chance to
					hit an image

Resist Fear			(6th)	It never hurts to have another
					character who can dispel fear.

Stinking Cloud			(4th)	Capable of incapacitating groups
					of enemies and setting them up 
					for missile attacks. It won't 
					win every fight like it did in 
					the first game, but it'll come 
					in handy once in a while.

3rd Level Spells (Bard 4, Mage 5, Sorcerer 2)
Dispel Magic			(1st)	Has a chance to dispel all spell
					effects on a creature, useful
					defensively or offensively.
					Tear down an enemies' buffs or
					remove debuffs from your party.
					You really need this spell.

Fireball			(4th)   Good for crowd control, and for
					blazing lots of trolls at once.
					Most enemies will survive this,
					so it's not the problem-solver
					like it was in the first game,
					but it's good for softening
					baddies up until you get
					Chain Lightning and Horrid 

Haste				(2nd)	You get double the attacks and
					movement speed, essentially
					doubling your offensive power.
					It leaves you fatigued 
					afterwards, but it has enough
					duration to last most major 
					fights. This spell is one of the
					essential spell-buffs for this

Slow				(3rd)   Enemies save at a -4 penalty or
					they are reduced to half their
					attacks and movement speed, and
					suffer a -4 penalty on their
					attacks and Armor Class. This
					is a death sentence for a melee
					character, and used on a group
					of strong Fighters can have as
					detrimental an effect as Haste
					has a beneficial effect.

Spell Thrust			(5th)	Dispels all low-leveled spell
					protections on a character.

4th Level Spells (Mage 5)
Confusion			(4th)	Enemies save at -2 or become
					confused. Confused creatures
					might still attack you, but 
					Mages won't cast spells and 
					they are just as likely to
					attack each other or wander 
					about aimlessly. This spell wins

Greater Malison			(3rd)	Makes all enemies save at -4 for
					2 rounds/level. This should be
					used at the beginning of every
					big fight, making Confusion, 
					Chaos, Insect Plague, Finger of
					Death, and Vorpal effects all
					much more likely to succeed. An
					indispensable offensive debuff.

Improved Invisibility		(1st)	Enemies cannot target you with
					spells, and they take a -4
					penalty to attack rolls. You
					also get a +4 bonus to your
					saves. One of the best defensive
					spells in the game.

Minor Sequencer			(5th) 	Allows you to instantly cast any
					two first and second level 
					spells. String along two Magic
					Missiles to quickly deal 20-50
					damage, or better yet, a Blur
					and Mirror Image to bring your
					defenses up in a pinch.

Stoneskin			(2nd)	One of the reasons you need
					Dispel Magic, this gives you
					(and enemies who can cast it)
					A number of 'skins' equal to
					one every two levels. Each skin
					essentially negates a melee or
					ranged attack. Stacked with
					Greater Invisibility, Blur, and
					Mirror Image and you can see how
					characters with defensive spells
					become hard to kill.

Lore								{DND052}
Lore is a minor statistic that rates your ability to identify unknown
magical items. Bards have the best lore, but the identify spell is the
great equalizer. So long as you get a high enough lore on a character
to identify minor items that you receive a lot of (such as ammunition)
you're fine. Lore is even more redundant in Baldur's Gate 2, as 1st
level Mage spells slink further back into obscurity. You even get
glasses that let you identify things a number of times per day near the
beginning of the game! 

Lore by Class/Level						{DND053}
Everybody Else	  1 Lore/Level 	
Mage		  3 Lore/Level
Thief		  3 Lore/Level
Bard		  10 Lore/Level

Experience Points (EXP Cap)					{DND054}
You kill things, you complete quests, you earn Experience Points. You
gain Experience Points, you Level up, you gain Levels, you get stronger,
you can kill more stuff. Fun. In Shadows of Amn you have a maximum
experience cap of 2,950,000, which is pretty damn high. In Throne of
Bhaal they just say screw it and let you go wild, up to 8,000,000
experience points. This gives you nearly unrestricted level achievement
in this game.. even I had to grind to hit the maximum, which is a
welcome change from the first game. Below is a list of the maximum
levels that can be achieved by the various classes with the two stated
experience caps. Note that once Throne of Bhaal is installed the
experience cap is moved to 8,000,000. Like in Tales of the Sword Coast
you do not actually have to reach the expansion to benefit from the
expanded experience cap.
			|Shadows of|Throne of |
			|    Amn   |  Bhaal   |
Barbarian		|    19    |    40    |
Bard			|    23    |    40    |
Cleric			|    21    |    40    |
Cleric/Mage		|  14/13   |  25/20   |
Cleric/Ranger		|  14/12   |  25/21   |
Cleric/Thief		|  14/16   |  25/28   |
Druid			|    14    |    31    |
Fighter			|    19    |    40    |
Fighter/Cleric		|  13/14   |  24/25   |
Fighter/Druid		|  13/13   |  24/21   |
Fighter/Mage		|  13/13   |  24/20   |
Fighter/Mage/Cleric	| 11/12/12 | 18/17/19 |
Fighter/Mage/Thief	| 11/12/14 | 18/17/22 |
Fighter/Thief		|  13/16   |  24/28   |
Mage			|    17    |    31    |
Mage/Thief		|  13/16   |  20/28   |
Monk			|    21    |    40    |
Paladin			|    17    |    40    |
Ranger			|    17    |    40    |
Sorcerer		|    17    |    31    |
Thief			|    24    |    40    |

Throne of Bhaal							{DND055}
Throne of Bhaal doesn't only add new dungeons and raise the experience
cap, it fundamentally changes the way the rest of the game plays by
adding 'High-Level Class Abilities'. This was a meager attempt by the
staff at BioWare to enhance the product and tie it more with 3rd Edition
without actually converting. I will use the term 'Epic Feats', since 
they are gained near epic level for single-classed characters, and many
emulated 3rd Edition feats. Also, they've added many changes to
characters who reach above 20th level, which are noted in the class
entries. Note that in the expansion you cannot wear Red Dragon Scale
Armor with magical protection items (like Rings of Protection +2). You
also get the ability to erase spells from your spell book.

Epic Feats by Class						{DND056}
In AD&D, reaching level 20 was generally considered 'epic level', and
since you get bonus feats when get near 20th level (as a single-classed
character, anyways), I dub the new abilities 'Epic Feats.' It certainly
sounds more elegant and potent than 'High-Level Class Abilities', I
think. Below is a list of the feats available the various classes. Note
you actually get epic feats when you reach around 3,000,000 experience
points, whether you're single, dual, or multi-classed. This typically
means you'll get your first of these feats when your level exceeds the
maximum allowed in Shadows of Amn. For example, the Fighter/Mage gets
their first feats at levels 14/14, and a Paladin will get theirs at
level 18.

Warrior (Fighters, Rangers, Paladins, Barbarians, Monks)	{DND057}
Critical Strike (requires Power Attack)
Greater Deathblow (requires Deathblow)
Greater Whirlwind Attack (requires Whirlwind Attack)
Power Attack
Resist Magic
Smite (requires Power Attack and Critical Strike)
Track (Rangers Only)

Cleric								{DND058}
Aura of Flaming Death
Elemental Summoning
Energy Blades
Globe of Blades
Mass Raise Dead
Storm of Vengeance
Summon Fallen Deva (evil and neutral Clerics)
Summon Deva (good and neutral Clerics)

Druid								{DND059}
Aura of Flaming Death
Elemental Summoning
Elemental Transformation (fire)
Elemental Transformation (earth)
Energy Blades
Globe of Blades
Greater Elemental Summoning (requires Elemental Summoning)
Mass Raise Dead
Storm of Vengeance
Summon Fallen Deva
Summon Deva

Thief								{DND060}
Avoid Death
Greater Evasion (requires Evasion)
Scribe Scrolls (requires Use Any Item)
Set Spike Trap
Set Exploding Trap
Set Time Trap
Use Any Item

Bard								{DND061}
Avoid Death
Enhanced Bard Song
Greater Evasion (requires Evasion)
Magic Flute
Scribe Scrolls (requires Use Any Item)
Set Spike Trap
Set Exploding Trap
Set Time Trap
Use Any Item

Wizard/Sorcerer							{DND062}
Dragon's Breath
Energy Blades
Improved Alacrity
Summon Dark Planetar (evil Mages)
Summon Planetar (good, neutral Mages)

Epic Feats							{DND063}
This is a list of the Epic Feats and what they do. Also my opinions of
them, because without that this wouldn't be much of a guide, would it?

Classes: Thief, Bard

With Intelligence innate to the class, an experienced rogue has seen
enough potions in his or her adventuring career to simulate the creation
of one. With the Alchemy skill, the rogue can create one of eight types
of potions, once per day.

The potions a rogue can create are randomly chosen from the following 
1) Potion of Master Thievery
2) Potion of Perception
3) Potion of Extra Healing
4) Potion of Superior Healing
5) Potion of Regeneration
6) Antidote
7) Oil of Speed
8) Potion of Frost Giant Strength, only useable by thieves or bards

One, it's random, although I guess you could just wait around and stock
up. Still, these are all items you can buy from stores, and many of the
potions can be replicated with spells, or aren't very useful by the time
you get unlimited access to them anyways. The only interesting one, the
potion of Frost Giant Strength, can be permanently gained with girdles
on your main Fighters, and since it's only usable by thieves and bards,
it really only is useful on multi-class thieves.

Classes: Thief, Bard

Using every clever trick an experienced Thief has learned in countless
battles, this ability allows every strike in the next round to act as a
backstab, using the Thief's existing backstab modifier to determine

This is more like it. Every attack counts as a backstab? Obviously the
more Fighter you have backing this up, the better, and with Haste it
becomes truly devastating. This is a must-have for thieves. Bards.. I'm
not sure what backstab modifier it's using, exactly. Keep in mind that
many big bad things in this game are, sadly, immune to backstabs.

Aura of Flaming Death (Evocation, Alteration)
Level: Quest 
Casting Time: 4
Range: 0 
Area of Effect: The Caster
Duration: 1 round/ 2 levels 
Saving Throw: None

This spell causes the caster to be enveloped by an aura of intense flame
that both injures opponents and protects from damage This shield not 
only grants the user 90% fire resistance and grants a +4 AC bonus, but 
also protects the caster from attacks made within a 5' radius around the
caster. An opponent that hits the caster with any weapons or spells 
within this radius suffers 2D10 +2 fire damage In addition, the intense 
heat protects the caster from all non-magical weapons, melee or missile.

This is a buffed up versions of Fire Shield, which Clerics can normally
can't access. Being able to access a very good defensive spell is a nice
way to spend a feat, even if it won't last for terribly long. One or
two will see you through most any fight. Clerics don't have much in the
way of defense.. at least not compared to a Mage, making this is a must
have ability.

Avoid Death
Classes: Thief, Bard

With a superhuman effort, a high-level rogue can avoid almost certain 
death. The effect lasts for 5 rounds and during this time the rogue 
gains a +5 bonus to save vs. death, his Hit Points are increased by 20 
and the rogue becomes immune to death magic for the duration of the 

Eh. I suppose. It only lasts for five rounds, so you really have to know
that those death effects are coming, and even then, why not just pop on
a Death Ward spell? It really would protect against, what? Poison? 
Negative Energy? If it lasted longer, it would be useful, but its
duration makes it iffy.

Comet (Any School)
Level: 10 
Casting Time: 9
Range: 90 yards 
Area of Effect: 30' radius
Duration: Instantaneous S
Saving Throw: None

A more powerful and specialized version of Meteor Swarm, a huge meteor
or comet strikes the earth damaging all enemies in its path and sending
out a powerful shockwave that knocks away all foes in the area of 
effect. Those knocked down must save vs. paralyzation or be stunned for
1D4 rounds. The comet itself does 10D10 damage This spell will not 
harm party members.

10d10 is a nice chunk of damage, and it has a good radius, and it
can stun and knock enemies down as well? This opens them up for further
abuse, or at least gets them off of you for a while, allowing you to
make a telling first strike followed by opportunistic warriors or
further spell abuse. Any Mage worth their spell-books should get this.
The best part is, however, it won't cause any collateral damage! It's
an upgrade over Horrid Wilting to be sure. What it might lack in damage
it makes up for in stunning and in not allowing the enemy to save for
half against what damage it does do.

Critical Strike
Classes: Fighter, Paladin, Ranger, Barbarian, Monk.
Special Requirements: You must know the Power Attack. You can only
choose this ability once.

A high-level warrior's intimate knowledge of vital spots on opponents
allows him to, once per day, concentrate all of the attacks in one round
to strike a vital area every time. With this ability, every attack roll
made in the next round is a natural 20, a critical hit.

Huh. And here I thought that a warrior was ALWAYS concentrating his
attacks on vital areas? I guess most of the time they're just screwing
around trying to score flesh wounds. The best thing about it is that
it ensures you hit every time in the next round. The criticals are nice,
but sadly, many things are immune to critical hits.

Classes: Fighter, Paladin, Ranger, Barbarian, Monk.

The Deathblow ability allows the warrior to blow through the defenses of
any lesser creature. For the next 2 rounds, any creature of 8th level or
lower is instantly killed when struck by the warrior.

I just have one question here.. By Throne of Bhaal, what, exactly, is
below 8th level? Almost nothing. And if it is you can kill it just fine
without using a feat. This is useless.

Dragon's Breath (Any School)
Level: 10 
Casting Time: 3
Range: Visual range of caster 
Area of Effect: 30-foot radius
Duration: Instantaneous 
Saving Throw: Special

This spell causes a disembodied head of red dragon to appear and 
breathe fire with the Strength of an adult red dragon. In addition to 
the enormous 20D10 fireball, the force of the dragon's breath knocks an
opponent off their feet and away from the caster. The victim can save
vs. breath to take half damage and not be blown backwards. This spell
will not harm party members.

Well.. one glaring problem is it's lack of a save penalty, meaning that
more likely than not they'll be taking half damage, or 10d10, instead of
20d10. Also, there's no chance to stun, so why not just pick Comet

Elemental Summoning
Level: Quest 
Casting Time: 1 round
Range: 10 yards 
Area of Effect: Special
Duration: 10 rounds 
Saving Throw: None

Drawing power from the environment, this spell summons 2 16HD elementals
randomly chosen from earth, air or fire. The elementals stay for 10 
rounds and will obey the caster as long as they remain summoned. There 
is a 10% chance that a randomly chosen Elemental Prince will be summoned

The Elemental Princes rule over other elementals in their respective
planes. The Elemental Prince of Air is Chan. The Elemental Prince of
Earth is Sunnis. The Elemental Prince of Fire is Zaaman Rul.

Ten rounds for two 16HD elementals? Not worth it. But it is a pre-
requisite for another, better spell.

Elemental Transformation (Earth), (Fire)
Level: Quest 
Casting Time: 4
Range: 0 
Area of Effect: Caster
Duration: 5 turns 
Saving Throw: None

Harnessing the power of the earth, this powerful shapechange ability
allows the druid to become a 24HD earth elemental of immense Strength.
The elemental form has an AC of -5, a THAC0 of 2 and does 2D10 crushing
damage with its attacks. When the druid returns to human form, he is
also healed 3D10 damage

Harnessing the power of fire, this powerful shapechange ability allows
the druid to become a 24HD fire elemental of immense Strength. The
elemental form has an AC of -5, a THAC0 of 2 and does 1D10 normal and
1D10 fire damage with its attacks. When the druid returns to human form,
he is also healed 3D10 damage

A THAC0 of 2 is pretty good.. unless you consider the fact that every
Fighter will surpass it with ease, especially when you include their
magical weapon bonuses, which you won't have. Also a -5 Armor Class is
not very good. If you're a single-classed Druid, you're beyond help 
already, and this isn't going to change things.

Energy Blades (Any School)
Level: 10 
Casting Time: 3
Range: Special 
Area of Effect: Special
Duration: 4 turns 
Saving Throw: None

An energy blade is a discus made of pure energy. The disc gives +10 to 
THAC0, and when thrown does 1D4+5 missile damage as well as 1D10 
additional electrical damage This spell creates 1 energy disc per level 
of the caster and sets the caster's attacks to 9 as long as the discs 
are held.

This spell allows you to do 1d4+5 plus 1d10 damage per blade to one
creature. This allows you to do a range of 7-19 damage per Energy Blade,
and fire off up to nine blades in one round.. That's 63-171 damage if
you hit with each attack, which you may just do thanks to the THAC0
bonus. Of course, you are wasting time throwing things when you COULD be
casting more spells, but during a Time Stop sequence this will allow you
to do some serious damage to one creature. Of course, using a Spell
Sequencer with three Flame Arrows deals 60d6 damage (60-360 damage) with
a minimum on a save of 36d6 damage (36-216 damage) Or even look at the
humble Magic Missile with the same spell, which would do a happy 30-75
damage. The point? It's not worth a feat. Both of the alternative spells
I mentioned don't require a to-hit roll and are much lower level.

Enhanced Bard Song
Classes: Bard

This is a powerful aid to both the bard and to his allies. The song 
gives the bard himself a 10 point bonus to his AC and 10 % magic 
resistance bonus due to the power of the song. The song also gives his 
allies +4 to hit, +4 to damage, +4 to AC, immunity to Fear, Stun and 
Confusion, +5 % magic resistance and immunity to normal weapons. This 
ability replaces the current Bard Song.

A Bard in Baldur's Gate 2 is essentially a support character. And if
this isn't a superior support ability, I don't know what is. +4 to hit,
damage, and Armor Class is a VERY good thing. I can't imagine any reason
for any Bard to skip on this.

Classes: Thief, Bard

A rogue's natural sense of preservation becomes heightened with the use
of the Evasion ability. Evasion gives a +4 bonus to AC and +2 to all 
saving throws. The effect lasts for 3 rounds.

The best thing to say about it is that it's a requirement for Greater
Evasion. Other than that, it's about the equivalent of Improved 
Invisibility, but with much worse duration and no protection against

Globe of Blades (Evocation)
Level: Quest 
Casting Time: 9
Sphere: Guardian/Creation 
Area of Effect: Special
Range: 0 
Saving Throw: Special
Duration: 1 turn

The priest employs this spell to set up a globe of razor-sharp blades.
These whirl and flash around the caster, creating an impenetrable 
barrier. Any creature attempting to pass through the blade barrier 
suffers 10D10 points of damage Creatures within the area of the 
barrier when it is invoked are entitled to a saving throw vs. 
spell at -2. If this is successful, the blades are avoided and no 
damage is suffered. The barrier remains for ten rounds.

It's better than Blade Barrier, but it can't help but make me wish the
save was for half instead of none.. Still, that gripe aside it's worth
grabbing. Just keep your companions out of the meat grinder. In
conjunction with Aura of Flaming Death it really makes it painful for
enemies to attack your Clerics. As well it should be.

Greater Elemental Summoning
Level: Quest 
Casting Time: 1 round
Range: 10 yards 
Area of Effect: Special
Duration: 10 rounds 
Saving Throw: None

Druids, having a more powerful link to the elements, can cast a stronger
version of Elemental Summoning. This spell can summon the Elemental 
Princes themselves, randomly chosen from earth, air or fire. The 
Elemental Princes stay for 10 rounds and will obey the caster as long as
they remain summoned.

Summoning the freakin' Elemental Princes themselves? That seems a bit
much, but if you can get it.. You won't find better tanks in the entire
game, even if it's just for a turn. It's worth it.

Greater Evasion
Classes: Thief, Bard
Special Requirements: You must know the Evasion ability.

A more powerful version of Evasion, this ability gives +6 to AC and +3 
to all saving throws. In addition, Greater Evasion allows the rogue to 
move so quickly that his movement rate is increased by 2 and normal 
missiles have no chance of striking him. Greater Evasion lasts for 5 

A little better, I guess. Better than Improved Invisibility in power,
but weaker still in duration and magic defense. It at least makes you
faster, and makes you immune to normal missiles. It'll help a Thief out
defensively, but if you've got spells as well, you probably won't need

Greater Deathblow
Classes: Fighter, Paladin, Ranger, Barbarian, Monk.
Special Requirements: You must know the Deathblow ability.

Like Deathblow, this ability allows the warrior to vanquish lesser foes
with a single blow. When struck with a Greater Deathblow, any creature
of 12th level or lower is instantly killed. The ability lasts for 2

12th level is a little better than 8th, but still too low to make a
huge difference, even if it lasts twice as long.

Greater Whirlwind Attack
Classes: Fighter, Paladin, Ranger, Barbarian, Monk.
Special Requirements: You must know the Whirlwind Attack ability.

A more powerful version of the Whirlwind Attack, Greater Whirlwind 
Attack gives the Fighter the same bonuses without penalties. Their 
number of attacks per round are set to 10 for one round.

If you hit things with melee weapons, you need this feat. You need it
many times over. Period. Ten attacks a round? It almost makes up for
them nerfing grandmastery. In fact, it makes me wonder what the big deal
was with grandmastery if they were going to throw this monster in? It's
awesome enough for a Fighter, but think of what it can do for a 
Fighter/Mage who is using Time Stop? Absolutely magnificent. It's the 
combo of winners.

Classes: Fighter, Paladin, Ranger, Barbarian, Monk.

Calling upon hidden reserves of Strength during times of danger, a
warrior can use the Hardiness ability to gain 40% resistance to all
forms of physical damage The ability lasts for 1 round for every 2
levels of the warrior.

Well, if you don't have any other way to defend yourself, here you go.
It's great for single-classed Barbarians, Fighters, and Monks, none of
which can cast spells. When you hit level 40 it'll last some 20 rounds,
which is phenomenal. This means you only need to get it once, as it'll
last you pretty much an entire fight. If you're a Fighter/Mage,
Fighter/Cleric, Ranger/Cleric, Fighter/Druid, Fighter/Mage/Thief, or
otherwise have some means of putting up defenses, you really don't need
to waste a pick.

Implosion (Evocation)
Level: Quest 
Casting Time: 9
Range: Visual range of caster 
Area of Effect: 1 creature
Duration: 2 Rounds 
Saving Throw: Special

This spell creates a rift in the earth beneath the target which implodes
and closes in upon itself, crushing and burning the target and holding 
it for 1 round. The spell does 10D10 fire damage and 10D10 blunt damage
The victim can save vs. spell for half damage

That's.. not quite what the Implosion spell is meant to do, but okay.
It's like the Dragon's Breath spell, but it only affects one creature.
In other words, it's full of suck.

Improved Alacrity (Any School)
Level: 10 
Casting Time: 2
Range: Unlimited 
Area of Effect: Special
Duration: 2 Rounds 
Saving Throw: Special

Improved Alacrity essentially erases the pause between casting spells. 
When cast, the Mage can begin casting a new spell the instant his is 
finished casting his current spell. The effect lasts for 2 rounds.

Or you could just cast Time Stop. Longer effect, same results, and you
don't waste a feat.

Magic Flute
Classes: Bard

This ability creates a magic flute made of pure magical energy. When 
played, the flute can be used to cast the following spells:

Resist Fear (Party) - 1 charge
Globe of Invulnerability - 1 charge
Delayed Blast Fireball - 3 charges

The spell-like abilities on the Flute are used in the same way that a 
wand's powers are used. The Flute lasts for 1 day.

What ass. Really? Resist fear is a low-level spell, Globe of 
Invulnerability isn't going to protect you from anything in Throne of
Bhaal, and.. well, Delayed Blast Fireballs are kinda nice, but it's not
worth sacrificing a feat over. Getting the bonus spell slots for a Mage
is one thing.. it allows you to prepare any extra spell of that level,
and is a prerequisite for the 10th level spells, but this? Pass.

Mass Raise Dead (Necromancy)
Level: Quest 
Casting Time: 2
Sphere: Necromantic 
Area of Effect: Up to 5 party members
Range: Sight of the caster Saving Throw: Special
Duration: Permanent

A more powerful version of Raise Dead, this spell brings up to 5 party
members back to life and heals 3D10+1 per level of the caster points of
damage They can regain the rest of their Hit Points by natural healing
or curative magic. This spell restores life to dwarves, gnomes, 
half-elves, halflings, elves, half-orcs and humans.

What are your characters doing dead in the first place? Try harder. This
spell sucks. If only you could have been given a straight Mass Heal type
spell instead.

Power Attack
Classes: Fighter, Paladin, Ranger, Barbarian, Monk.

A Power Attack allows the warrior to strike blows so forceful that they
stun an opponent for 2 rounds if it fails its save vs. death at a -4 
penalty. The ability lasts for 2 rounds.

I suppose if you followed it up with a Whirlwind Attack.. no really, you
can't Coup'de'Grace in Baldur's Gate 2, so stunning is useless. It can
delay an enemy, but wouldn't you rather use another Greater Whirlwind
instead? Why stun when you can kill?

Resist Magic
Classes: Fighter, Paladin, Ranger, Barbarian, Monk.

This ability allows the warrior to temporarily tap a great inner 
Strength and fight off the effects of malevolent magic. For 4 rounds the
warrior's magic resistance is set to 50 %. This is not cumulative with 
other forms of magic resistance so if the warrior already has 50 % magic
resistance or greater, the ability is useless.

The ability is useless. They got that right. Four rounds? That's 

Scribe Scrolls
Classes: Bard, Thief
Special Requirements: You must know the Use Any Item ability

This ability allows a rogue to create low and mid-level spell scrolls. 
The scrolls that the rogue can create are randomly chosen from the 
following list:

1) Magic Missile 
2) Haste 
3) Fireball 
4) Dispel Magic 
5) Dire Charm
6) Invisibility
7) Cone of Cold
8) Monster Summoning II
9) Monster Summoning III

By Throne of Bhaal what use are half of these spells? Magic Missile, 
Dire Charm, Monster Summoning II and III are parlor tricks. Maybe back 
in Durlag's Tower this would have been handy, but not now. It doesn't do
anything a Cleric, Druid, or Mage can't do better and more readily.

Set Exploding Trap
Classes: Thief, Bard

This ability allows the rogue to set a powerful trap that unleashes a 
fireball which causes 10d6 damage (save vs. spells for half damage) and
will knock its victims off their feet.

I generally think traps are pretty useless. Are traps really going to
help you against Beholders, Dragons, and Liches? I doubt it. 10d6
damage? That's a fireball, a 3rd level spell. Don't waste your feat.

Set Spike Trap
Classes: Thief, Bard

This ability allows the rogue to set a powerful spring-loaded spike trap
that does 20D6 damage to the unsuspecting creature that sets it off.

Now this is a little better. 20d6 is hefty damage, and dealing that will
actually bother a powerful creature. If you want to do hit and run
tactics, this is an option.

Set Time Trap
Classes: Thief, Bard

This ability allows the rogue to set a magical trap that casts a weaker
version of the high level Time Stop spell. For 10 seconds, the flow of
time slows for all but the rogue. Often, a rogue will use this trap to
get behind an opponent for a free attack.

This is also an interesting ability. 10 seconds is just over one combat
round, during which time a Thief can hide in shadows, like the
description says, or if they're multi-classed they may.. say.. pop out
a Whirlwind Attack? Just a thought.

Classes: Fighter, Paladin, Ranger, Barbarian, Monk.
Special Requirements: You must know the Power Attack and Critical Strike

With the Smite ability, the warrior gains the ability to strike a mighty
blow, knocking an opponent back for a considerable distance and stunning
the opponent for 1 round. All attacks made in the first round are
critical hits. The ability lasts for 2 rounds. Large creatures such as a
dragons or giants will not be knocked back or stunned.

This ability isn't terrible. At least it's always going to stun
applicable creatures, and if they're near a wall or boxed in, you can
attack in unison with other characters, potentially knocking a dangerous
foe back long enough for other Fighters to get ready to Whirlwind 
Attack. I still have to balk at wasting a total of three feats to get
this, however. I'd rather just hit them with more Whirlwind Attacks.
They can't do any damage to me if they're dead.

Storm of Vengeance
Level: Quest 
Casting Time: 8
Range: 90 Yards 
Area of Effect: 30 foot radius
Duration: 3 rounds 
Saving Throw: Special

Casting this spell causes the earth to shake and the heavens to boil 
with blood and energy. All enemies of the caster are stuck down by 
acidic rain, earthquakes and lightning.

All enemies of 6th level or lower are slain instantly. The survivors are
struck by acidic poisonous rain and lightning. The storm lasts for 3 
rounds. Each round, the victims suffer 1D6 electrical damage, 1D6 fire
damage and 1D6 acid damage They are also poisoned in the first round.

3d6 damage per round for three rounds? 9d6 damage? What a waste. If you
can't think of something better to pick, you need to be smacked about
the face and neck.

Summon Deva/Fallen Deva (Conjuration/Summoning)
Level: Quest 
Casting Time: 5
Range: 40 yards 
Area of Effect: Special
Duration: 4 rounds + 1 round/level
Saving Throw: None

This spell opens a celestial gate and calls forth an angelic Deva to 
fight at the caster's side until the spell expires or the Deva's 
earthly avatar is slain.

This spell opens an abyssal gate and calls forth a demonic Deva to fight
at the caster's side until the spell expires or the Deva's earthly 
avatar is slain.

There's less competition for high-end Cleric and Druid spells as
opposed to the high-level Mage spells that Summon Planetar will take up,
so I'd suggest getting a Deva instead if at all possible. After all,
wouldn't you rather give up a Sunray, Greater Restoration, or Finger
of Death rather than a Time Stop?

Summon Planetar/Dark Planetar (Any School)
Level: 10 
Casting Time: 5
Range: 40 yards 
Area of Effect: Special
Duration: 4 rounds + 1 round/level
Saving Throw: None

This spell opens a abyssal gate and calls forth a fallen Planetar to 
fight at the caster's side until the spell expires or the Planetar's 
avatar is slain.

This spell opens a celestial gate and calls forth a Planetar to fight at
the caster's side until the spell expires or the Planetar's avatar is 

A nice spell indeed, but frankly it doesn't equal a Time Stop, and it
can be done just as well by a Cleric summoning a Deva.

Classes: Ranger

With an intimate knowledge of his surroundings and the creatures that
live within them, a Ranger can use the Tracking ability to give himself
a general idea of what creatures are in an area and which direction they
are. Red arrows at the edge of the screen will point in the general
direction of the creatures in the area.

Or you could just follow my guide. :)

Use Any Item
Classes: Thief, Bard

Rogues take pride in their ability to adapt and make clever use of 
whatever is at hand. This ability is an extension of that basic skill. 
Once learned, the effect is permanent. The ability allows the rogue to 
use any item, even items that are typically restricted to one class. 
This allows the rogue to use everything from wands and scrolls to mighty
weapons that none but a Fighter could otherwise use. This ability is a 
prerequisite to the Scribe Scroll ability.

Well.. you never know what is going to be class restricted, but if you
are a Fighter/Thief, you can already use those mighty weapons, and if
you're a Thief/Mage, you can already use those wands, right? Not always.
There are a few instances where this comes in handy, and Haer'Dalis
should always get it. For a Fighter/Thief or Fighter/Mage/Thief
protagonist, this is also a must-get. It'll allow you to use such gear
as Montolio's Cloak or Wondrous Gloves.

War Cry
Classes: Fighter, Paladin, Ranger, Barbarian, Monk.

With a War Cry, the warrior emits a powerful and frightening yell that 
will leave all opponents in a 30' radius stunned with fear if they don't
make their save vs. spell.

Or.. a Mage could cast Chaos, which takes enemies out of the fight and
saves at a -4. Then the Fighter can go use the Greater Whirlwind he
saved by not wasting his time with this feat. Everybody wins.

Whirlwind Attack
Classes: Fighter, Paladin, Ranger, Barbarian, Monk., Swashbuckler

This ability allows the warrior to unleash a flurry of super-fast blows.
The ability sets one's number of attacks per round to 10 but one's THAC0
and damage suffer a -4 penalty. The whirlwind attack lasts for one 

Get it as a pre-requisite for Greater Whirlwind, and then ignore it. If
it weren't for Greater Whirlwind, this would be the go-to feat, even
with its penalties.

My Protagonists							{DND064}
I made a True Neutral Elven Male Fighter/Mage for the first game, used
all the tomes on myself, and reached level 7/7. The stats below are
going to be MUCH  higher than what you can achieve if you didn't import
from Baldur's Gate 1. For reference, his original stats are also

To start out the game, he picks the spells he'll need to get him started
listed in [DND051]. For his proficiencies, he'll get three ranks in
Two Weapon Style to reduce two weapon penalties by as much as possible.
He'll also get two ranks into Katanas (since Celestial Fury is one of
the best and most easily obtainable one-handed weapons in Shadows of
Amn) and one rank into Flails (since we'll obtain Flail of Ages
soon enough to make this a priority.) I could give the Flail of Ages
to Anomen, but honestly, I prefer him with Crom Faeyr, and this way my
protagonist has a blunt weapon. Later on in the game he'll get another
point into Flails, and start working on Axes. This will allow him to
ditch Celestial Fury sometime in Throne of Bhaal so he can equip the
Axe of the Unyeilding.

		(base)	(imported)
Strength:	18/66	19	
Dexterity:	19	20
Constitution:	17	18
Intelligence:	18	19
Wisdom:		13	16
Charisma:	10	11
And of course, for you evil folks, here's my evil character. A Neutral
Evil Half-Elven Female Fighter/Mage/Thief, leveled to 6/6/7. Again, her
stats are shown as they were generated in Baldur's Gate 1, and the
imported stats beside them after using all the tomes.

My Fighter/Mage/Thief will likewise pick what spells are best suited
towards a combat-active Mage's survival, then follow the Fighter/Mage
by getting two ranks into Katanas and three ranks into the Two Weapon
Style. She'll spend her last proficiency into Long Swords, instead of
Flails, however, as Viconia will be using the Flail of Ages for the
evil party (she just has no business having 25 Strength with one attack
per round.) Korgan will dual-weild the Axe of the Unyeilding and Crom
Faeyr, meaning Axes are out in the long run. Instead, my evil
protagonist puts another point into Long Swords and uses the Equalizer
as her off-hand weapon of choice throughout Shadows of Amn. Afterwards,
she focuses her energy on Daggers in anticipation of the mighty Dagger
of the Stars, which will turn her into a back-stabbing monster, and
switches out the Equalizer for Angurvadal when it becomes useful to do
so. As a Thief, she gets her Find Traps up to 100 so she can detect and
disarm pretty much any trap in the game. She also gets her Open Locks
up to 100 to negate the need for any Knock spells. Lastly, she starts
to partition her remaining points between Hide in Shadows and Move
Silently until they are both 100, in preparation for future
backstabbing. In the meantime, a lower score and Boots of Stealth will
do just fine. As for Pick Pockets.. Haer'Dalis works just fine for that
purpose.. it's certainly better than wasting my protagonist's points
on it.

		(base)	(imported)
Strength:	18/73	19
Dexterity:	18	19
Constitution:	18	19
Intelligence:	18	19
Wisdom:		10	13
Charisma:	10	11

Importing Your Character from Baldur's Gate 1			{DND065}
It's quite simple to import from Baldur's Gate 1. Just go to the 
directory in which your Baldur's Gate 1/2 games are saved. It should be
something like C:\Program Files\Black Isle\Baldur's Gate. Find your 
Save folder in Baldur's Gate 1 and copy the desired save game (ideally 
the Final Save) and move it into the Save folder of your Baldur's Gate 2
game. You can also export your character from within Baldur's Gate 1 and
move the character file over from the Characters folder in Baldur's 
Gate 1 to the Characters file in Baldur's Gate 2. When in character
creation in Baldur's Gate 2 just click the 'Import' button and pick the
selected save/character. 

Note that sometimes Baldur's Gate 2 is.. kinda weird with the import
process. Me and my fiance have both had characters import into the game
with Hit Point values MUCH higher than they should normally be. She was
playing a Fighter/Mage/Thief who imported into Baldur's Gate 2 with over
100 Hit Points. I also had a Fighter/Mage whose Hit Points actually
doubled when I imported from 77 to 154. This is one time where Shadow
Keeper came in handy for the side of good. As tempting as it is to play
a character with 77 extra Hit Points, I set it back down to the normal
value so I could sleep at night. My Fighter/Mage/Thief also had a
similar problem, but on a much smaller scale-she had 74 Hit Points when
she should have had 69, a five-point error. If you don't have the
desired portrait and sounds from the first game you'll need to move
those from the Baldur's Gate 1 folder to the Baldur's Gate 2 folder.
Note that Icewind Dale sound files will NOT work in Baldur's Gate. If,
however, you have both Icewind Dale 1 & 2 you can get a sound converter
from to get you on your way.

|								       |
|			   Characters {CHR000}			       |
|								       |
You'll notice that there are new friends and old to be recruited in
Baldur's Gate, but most of them, with the exception of Mazzy and ???????
can be found fairly early on in the game. You'll also notice that there
are fewer characters in Baldur's Gate 2. What they lack in numbers they
make up for in personality, an immeasurably favorable exchange. As there
are less characters there are less choices, but there are also fewer
dead-weight characters in this game. Even the characters from the first
game have typically been buffed up a bit.. and why not? Your main 
character certainly gained some attribute points over the course of the
first game, right?

While I've avoided them as much as possible in the character 
descriptions, note that the "Romance" sections of the various character
descriptions are rife with spoilers. If you don't want to suffer the
indignity of spoilers, don't read the ***ROMANCING*** section under the
applicable characters.

Most characters have quests associated with recruiting and/or securing
them, but many also have some quests that need to be completed when
they are traveling with you. They are mentioned in brief in each 
character's description, mostly to point them out and let you know 
where to find them in the Walkthrough, since their inclusion can be 
somewhat.. whimsical.. at times. It made sense to me when I was 
writing, honest.

Aerie								{CHR001}
Female, Elf, Cleric/Mage, Lawful Good
Str 10, Dex 17, Con 9, Int 16, Wis 16, Cha 14

Starting Proficiencies:
Club			+
Mace			+
Quarter Staff		+
Sling			+
Enter Aerie, both a divine and arcane spell caster as well as a possible
romantic interest for male protagonists. You can find her in the 
bewitched circus tent in Waukeen's Promenade (AR0604). You'll need to go
in and free her to recruit her, and defeat Kalah and finish the Circus
Tent quest to keep her-which really isn't too much more of a 
requirement. For reasons I've discussed before, I don't really find her
classes as much of a boon as it might appear. Having two sets of spells
is nice, but there's only so many you can cast in a combat situation.
Versatility is nice, but I'd rather have a character who can fight and
cast spells (like Anomen, Jaheira, and Viconia), or cast one type of 
spell very well (like Edwin). As it stands, she won't really cut it as
a primary spell caster in any event, as her spell progression will be
very slow due to dual-classing. It's also a better idea to use two
spell-casters (at least) to do your spell-buffing rather than one due to
simple duration considerations. Still, it's not inconceivable that she
could fit into a good party with Anomen and Jaheira-as long as you had
a protagonist who had Thief levels. It's not recommended you rely on her
as your primary Mage, but it's possible to do. By just looking at her
Strength you can see she just doesn't belong on the front lines. Also,
even though she has the ability, she shouldn't wear heavy armor, so even
with an item that gives her giant Strength, she's not fit for front-line
duty like Viconia is, despite the fact that they both have high 
Dexterity and high THAC0. For the span of the game the best she'll be 
able to do is sit back and harass enemies with a sling and low-leveled
spells. Once she gets access to higher level Mage spells, she can start
serving as a decent party Mage with some healing spells to patch people
up if needed.

It might just be me, but I find Aerie to be incredibly annoying. If you
romance her, you'll have to put up with her constant whining-typically
about her wings, but other subjects arouse her sense of self-pity, too.
If there's one word to describe Aerie's romance, it's whine. She'll do
so consistently, and it's your job to treat her like glass. Handle her
with kid gloves, try and be optimistic, and when that fails, tell her to
be strong. That said, her romance is actually pretty easy. Her responses
(and your required counter-responses) don't have the same ambiguity
as Viconia's romance, nor does it have the lengthy inter-related quests
of Jaheira's romance. Just avoid being dismissive, and otherwise be
as sympathetic as possible and you'll be fine. After a while Aerie
will want to sleep with you, and afterwards she decides she's moving
too fast. Don't pick dialogue option #1, as she'll leave your party to
go 'figure herself out' or 'experience the world' or some other
inconvenient crap. Beg her to stay and she will.

Anomen								{CHR002}
Male, Human, Fighter/Cleric, Lawful Neutral
Str 18/52, Dex 10, Con 16, Int 10, Wis 12, Cha 13

Starting Proficiencies:
War Hammer		+
Mace			++
Sling			++
Sword and Shield Style	+
Anomen can be found in the Copper Coronet (AR0406) at (x=1530, y=1660).
In Anomen you'll find all the naive charm of Ajantis. Really, who sits
around in a sleazy bar in the slums asking people if they are courageous
and good? In any event, assure him that you are both and he'll offer to
join your quest. He seeks to prove his worth so he can join the Most 
Noble Order of the Radiant Heart, and with what this game has in store
for him, he'll get the chance to prove such many times over. His
Strength is high enough that he's not high on the list when it comes to
Strength-boosting items, and when he hits 25th level as a Cleric he'll
have all the Strength he needs. His Dexterity is cringe-worthy, and
although he seems like a good choice for Gauntlets of Dexterity, he will
at least have a shield, making Keldorn or Korgan a better choice. In 
battle, Anomen functions more like a Fighter/Cleric than a full-classed
Cleric. He is, of course, a dual-classed Cleric, and will benefit
greatly from the improved Hit Points, THAC0, and weapon proficiencies
of a Fighter, and he's a good offensive counter to Viconia's defensive
brand of Cleric. The only thing that prevents him from being a truly
awesome melee character is the fact that he'll never get Greater 
Whirlwind. Even without it, his access to Cleric spells, natural
Strength, and dual-classed Fighter levels all conspire to make him one
of the better melee Fighters in Baldur's Gate 2. The fact that you also
get a full Cleric out of the deal makes Anomen even more appealing.

Anomen is an obnoxious, petulant, arrogant, boastful, would-be knight,
and he spares you none of his personality faults if you romance him.
His romance sequence is only less annoying than Aerie's, and frankly,
not all that interesting. You'll have to put up with plenty of his war
stories, moral quandaries, and temper tantrums. Simply listen to him,
and tell him how awesome he is, and you're fine. The only interesting
part of the romance comes with his family nonesense, and there are two
ways to succeed. The first is to convince him not to take vengeance
on Saerk. This leads to him being disowned by his father, and obtaining
the knighthood he has worked so hard for. After the romance matures,
he'll eventually get a letter from the Magistrate of Athkatla-the lady
in the Government District we spoke to earlier about the murder
investigation-Bylanna Lanulin. The letter informs Anomen that Saerk was
indeed found to have been connected with the murder of his sister, and
afterwards his father, Cor, died trying to murder Saerk in revenge.
Anomen now feels compelled to kill Saerk himself and avenge his family,
and will leave the party to do so. Follow him to the Estate of Saerk
Farrahd in the Bridge District. Within, he'll be ready to make good on
his goals. Convince him to spare Saerk to avoid becoming like his
father, and promise that you will be by his side to help him overcome
his all-too-apparent inner demons. The other route involves convincing
Anomen to take vengeance, fail to enter the Order, and turn Chaotic
Neutral.. obviously not an option if you're traveling with Keldorn.
After all that, Anomen will eventually get a letter from his father,
exposing that the killers were not affiliated with Saerk, his revenge
was-while profitable to Cor himself-misguided. As a parting slap in the
face, Cor disowns Anomen to protect his business. This compels Anomen to
leave the party and go to his father's house to 'atone' with him. To
continue the romance-and Anomen's life-you need to convince him that
killing his father would be bad, and that he can look forward to
spending the rest of his broken life with you.

After traveling with Anomen for a while, you'll have to deal with
Anomen's family quest. It's best if you prompt Anomen to stay virtuous
and ignore his father's request for revenge. It won't help his family
life, but it will allow him to join the Most Noble Order of the
Radiant Heart. If he fails at this, his often antagonistic relationship
with Keldorn will turn downright divisive. If you want both in your
party, you have to prevent Anomen from taking justice into his own 
hands, however unsatisfactory the results. You'll find this quest
described in full in [WLK007].

Cernd								{CHR003}
Male, Human, Shapeshifter, True Neutral
Str 13, Dex 9, Con 13, Int 12, Wis 18, Cha 15

Starting Proficiencies:
Scimitar		+
Dagger			+
Quarter Staff		+
Sling			+
I'm not even going to try to be partial here. Cernd sucks. His stats
suck, and his class sucks. Sure, he can shapeshift into a werewolf, and
eventually a greater werewolf. Unless you've got a fix installed,
however, it's horribly nerfed. His spells are fairly effective, but he's
not going to cut it as your party's Cleric (no Druid really can.) As a
werewolf he's serviceable so long as you're committed to giving him
nearly every AC boosting item you get. He can't wear armor, and a -2
Armor Class just doesn't cut it. Also keep in mind he can't cast any
Druid spells once he's committed to shapeshifting. So what I want to ask
is this; why take Cernd over Jaheira? Jaheira can wear armor, which
gives her a vastly improved Armor Class without having to give her 
preferential treatment. A suit of Full Plate Mail +1 and a Large 
Shield +2 is great early-game defense for her, and it requires no real
special investment of unique gear. Her THAC0 will be lower (or at least
comparable) to Cernd's in werewolf form, and she doesn't have to
shapeshift to get these combat stats. Best of all, she can cast spells
while being combat-able. She won't get quite as many Druid spells as
Cernd, but her ability to obtain Greater Whirlwind Attacks makes her
far and away a better combatant by the end of the game. There's just
absolutely no good reason that I can think of to pick Cernd over 
Jaheira. At least he doesn't need stat-boosting items. You might think
he would, but since he's only combat-savvy as a werewolf, he can just
augment his stats by transforming. Eventually Cernd will be able to get
the Elemental Transformation ability, and really, to contribute in a 
fight he'll need it. Still, with a THAC0 of 2 and -5 Armor Class, he'll
still be eclipsed by all his party members and-more importantly-his
enemies. By the time Jaheira was ready to get her first high-level
ability, she had a THAC0 of 1 and a -8 Armor Class-without transforming
into anything. Not to mention she had more Hit Points than Cernd could
have hoped to attain, and she could still cast spells while maintaining
her good combat stats. On top of that, she can grab Whirlwind Attack and
further widen the gap between herself and Cernd.

When you return to Athkatla with Cernd in your party (after dealing with
the Druids of Trademeet) he'll have to deal with the ghosts of the life
he left behind-namely the wife and child he abandoned. The only way you
can mess this up (besides simply not doing it) is to abandon him when
he confronts the antagonist of this quest. This quest is covered in
full in the Walkthrough [WLK019].

Edwin								{CHR004}
Male, Human, Conjurer, Lawful Evil
Str 10, Dex 10, Con 16, Int 18, Wis 10, Cha 10

Starting Proficiencies:
Dagger			+
Quarter Staff		+
Edwin is a little stronger and wiser than in the first game, but he's
still the same glass-cannon he ever was. He is in no way a melee 
character, and his Dexterity ensures he'll never do well in ranged
combat either. He is, however, the best Mage in the game. You can find
him in the Docks District of Athkatla, in Mae'Var's Guildhall (AR0304) 
at (x=850, y=350). To recruit him you need to do a bit of work, however.
Accept Renal Bloodscalp's mission to investigate Mae'Var and do some
work for both Mae'Var and Edwin, who will both give you two missions.
After the second Mae'Var mission he'll offer to help you take Mae'Var
down, allowing you to recruit him. He's not in it for the game yet,
however, as you'll need to track down the Nether Scroll before he'll
stay for good. Fortunately this is near the same area you need to 
explore to find the Book of Kaza that Korgan wants. Edwin is a Conjurer,
the best specialist Mage there is, and he gets several bonus spells per
level. Not only that, he comes with a spellbook stocked well up until
6th level. Have him learn to use Slings and Darts and he's all set.
Really, being a Mage makes it pretty easy when it comes to 
proficiencies. The only downside to Edwin is that he can't use
Divination spells. As far as applicable uses goes, this means he can't
cast Detect Invisibility or True Sight. Still, with Viconia and/or
Jaheira in tow, they can handle our True Sight needs.

Haer'Dalis							{CHR005}
Human, Tiefling, Blade, Chaotic Neutral
Str 17, Dex 17, Con 9, Int 15, Wis 13, Cha 16

Starting Proficiencies:
Short Sword		++
Dagger			+
Dart			+
Two Weapon Style	++
Haer'Dalis is a poor compromise of a character that might just end up in
an evil party due to a simple lack of options. He's got a high enough
Strength to start out, but to do anything meaningful in combat, he's
going to need a Strength-boosting item. His Dexterity is passable, but
his class and Constitution both conspire-by depriving him of good armor
and Hit Points-to keep him off the front lines. At the end of the day he
might as well be viewed as a poor substitute for a Fighter/Mage, with
less potential Armor Class, Hit Points, THAC0, spell selection, and epic
level feats. Which is to say that he'll fit into that role about as well
as an elephant fits into a size-0 bikini. Add to this the fact that he
has about the most useless starting proficiencies of any recruitable
character, and we've got a serious.. ah.. 'fixer upper'. My suggestion
is you get him out of melee combat as soon as you get him. He's going to
have to level a bit, but once he does, give him a Crossbow and keep him
back as an archer/support Mage. Of course, while he might not be able to
contribute in combat himself, he always has his bard-song, which at
least allows him to do something. When he levels up, have him become
proficient in Two-Handed Swords first, and Halberds later. In many
fights later in the game, having an extra hand in combat will be more
useful than having a bard-song, even with the Enhanced Bard Song feat.
To this end, having a  powerful weapon with reach will allow him to
deal damage without putting himself too much at risk. Although he only
gets up to 6th-level spells, this is good enough to get him some
essentials-Blur, Mirror Image, Dispel Magic, Haste, Stoneskin,
Fireshield, Breach, Chaos, Pierce Magic, and True Sight. This will help
make up for the fact that my Fighter/Mage/Thief protagonist doesn't
advance very quickly, and Edwin simply can't cast True Sight. By Throne
of Bhaal, however, Viconia has enough True Sight to make up for Edwin,
and my protagonist is now a high enough level that we can safely discard
Haer'Dalis for ???????, which what I intend to do. To get him you'll
have to rescue him from the Mage Mekrath, who has a lair in the sewers
(AR0705). You can either kill Mekrath, or help him get a mirror back
from a wayward imp. Once Haer'Dalis is reunited with his misfit troupe
back at the Five Flagons Inn (AR5010) they'll attempt to planeshift away
from their pursuers. Wouldn't you know it, the bad guys show up and take
them hostage. This forces you to complete the Astral Prison quest, after
which Haer'Dalis is yours for good. 

Imoen								{CHR006}
Female, Human, Mage/Thief, Neutral Good
Str 9 (10), Dex 18 (19), Con 16, Int 17, Wis 11, Cha 16

Starting Proficiencies:
Dagger			+
Quarter Staff		+
Short Bow		+
Dart			+
Imoen makes it back for Baldur's Gate 2, and like in the first game
she's the first recruitable character you'll meet. She's a bit of a
chore to hang onto, however, as she'll need rescued shortly after you
escape, forcing parties who want her back to have to jump deep into the
story sooner than they might otherwise wish. I sure know I like to fool
around a lot before doing any major story stuff.. just look at my guide
for Baldur's Gate 1. It took me forever to get to the Nashkel Mines!
Anyhow, Imoen has apparently made the same career move that we made in
the first game, and has become a Thief/Mage dual-class. This allows her
to fill both the Thief and Mage role for a good party, although with
less potency than Edwin by far. She starts out with the ability to use
Short Bows, which is good for us, but her Find Traps is only 85%.. not
quite high enough for every trap in the game. It's passable, and
certainly better than dragging a Thief along, but if your protagonist is
a Thief (single, multi, or dual-classed) you might not be too impressed
with Imoen. Unfortunately Imoen wasn't smart enough to make herself into
a Conjurer like we did in the first game, but you can't have everything.
If you want to tweak her stats to match the Imoen from Baldur's Gate 1
go ahead. Nobody's looking. Maybe give her the Conjurer back and bring
her Detect Traps up to 100%, while lowering her Open Locks to
compensate? By the way, Shadow Keeper is THE utility to use for
character editing in this game, just like Gate Keeper and Dale Keeper
were for Baldur's Gate and Icewind Dale. Imoen joins you at the
beginning of the game, springing you from your cage in Irenicus'

In Throne of Bhaal, Imoen will start developing Bhaalspawn abilities 
like we did during Baldur's Gate 1. Whatever Irenicus did to her, it 
apparently unlocked her innate Bhaalspawn powers. She'll develop her
powers two at a time, and inform you via banters about her changes.
First she'll develop the Cause Serious Wounds and Cure Serious Wounds
abilities. Next she'll gain the Neutralize Poison and Draw Upon Holy
Might abilities, and she'll get a one-point boost to her Strength and
Dexterity. Each time she gains new abilities, the party will gain 1000 

Jaheira								{CHR007}
Female, Half-elf, Fighter/Druid, True Neutral
Str 15, Dex 17, Con 17, Int 10, Wis 14, Cha 15

Starting Proficiencies:
Scimitar		+
Club			++
Quarter Staff		+
Sling			+
Sword and Shield Style	+
Another ally from the first game, and certainly one of the more 
interesting females in gaming.. at least as far as I'm concerned. She's
been given a considerable Dexterity boost in the sequel, taking her from
almost getting a bonus, to a +3 Armor Class. This is a wonderful change,
and makes her a much more defensible character. Unlike a single classed
Druid she can use Plate Armor and Shields, which makes her in a
different league altogether. She's comparable to a Cleric, but without
actual access to Cleric spells and with better combat abilities. She
does, however, gain access to Druid spells, although her progression
will be painfully slow. Once she gets access to 5th level spells she can
start throwing out Insect Plagues, which is THE winning spell for most
of Shadows of Amn, it'll do for you what Stinking Cloud did in Baldur's
Gate 1. And unlike a single-classed Druid, when she's not casting Insect
Plague she can contribute to the fight. She's not strong enough to get
bonuses in combat, and this paired with her slower Fighter progression
means she's in dire need of a Strength-boosting item. She starts out
with two ranks in Clubs, which is a damned waste, but at least she has
some ranks in Scimitar, Sling, and Sword and Shield Style. Get her
proficiency with a Dagger, too. She'll ultimately end up with a very
good Scimitar, but until then you'll have to make do with lesser
weapons. Jaheira can be found in Irenicus' dungeon (AR0602, in a cell 
(x=3850, y=2650) in the same room you start out in.

Jaheira is the most difficult romance to complete-it requires you to 
make progress through most of the main story, some outdoor rest, the
purchase of a locket, and two separate quests dealing with Baron 
Ployer's Curse and the Harpers. In the middle of all this you'll have to
avoid kicking her out of the party and hope everything falls in place at
the right time. Downloading a fix for this romance is highly 
recommended, and if that's not an option, leave the game paused. The
game timer will continue to run, which determines when 'party' events
like banter and romance updates take place. The conversations aren't too
tricky, just be nice to her and don't guilt her about Khalid too much.
After a while you'll need to rest outside, during which you'll be
attacked by bandits. Don't be a sissy-defend Jaheira. You'll take some 
damage, and Jaheira will be protectively angry afterwards, but it's the 
right move to make. Later, in the Docks District you'll be able to buy
a 'Keepsake Locket' from a merchant named Jahaboam for 20 gold. Not
surprisingly, getting your girlfriend something nice is a good idea.
Then there are two quests that need to be tackled, the first of which
is Baron Ployer's Curse. In the Sea's Bounty in the Dock's District
you'll run afoul of Baron Ployer, who will use his last remaining 
resources to inflict Jaheira with a rotting disease. Chase him down
and deal with him to save Jaheira from the curse. The second quest is
longer and more complicated, and the romance will stall after a certain
point until you complete it. While wandering around in Athkatla you'll
get a chance to rescue a man named Renfeld. Bring him to the Harper Hold
in the Docks District and leave him in the care of Rylock, who stands
near the door leading to the Harper Hold. Later, Xzar will ask you to
find a way into the Harper Hold and rescue Montaron. To convince Rylock
to let you in you'll need to do another quest for him-kill the monsters
being bred in 'Prebek's Home'. Afterwards you can gain entrance,
recover Montaron from the Harper Hold, and bring him back to Xzar.
After Xzar gets what he deserves, Jaheira will be summoned away from
the party for a while. Rest up, and when Jaheira returns your presence
will be requested at the Harper Hold. Join her, and deal with Galvarey
and his Harper buddies. After this Jaheira's romance should start up
again as normal, and she'll be naturally conflicted over what happened
in the Harper Hold. After a few more banters you'll be bothered again
by a Harper named Reviane next time you rest in the wilderness. If you
have a reputation of 16 or higher, you can avoid a fight, but otherwise
you'll have to put Reviane and her Harper buddies down as well. 
Afterwards Jaheira will openly struggle with betraying her kin, and the
alternative of betraying you. Trust issues arise, and a small argument
will ensue. As long as you're nice and try and argue for the sake of
your trust as mildly as possible, you'll be fine. Later on, her mentor
Dermin will show up and confront her. A fight won't ensue this time,
but if you are negative it could well result in Jaheira leaving the
party. Either way, the least she does is renounce her Harper status.
Jaheira continues to doubt herself, and more especially you. She'll
even begin asking you some fairly stupid questions-you need to call her
out on it, but avoid being too harsh. Eventually Dermin will show up
again and tell Jaheira that she's been declared an enemy of the Harpers,
and that we can expected relentless assaults unless she turns herself
in for good old Harper justice. Next time you rest, she does just that,
and a man named Terminsel will show up and procure a letter he found
from Jaheira. Head over to the Harper Hold and kill a few Mercenaries.
You'll find Jaheira on the second level, where she has determined that
the absence of the Spectral Harpists indicates that she was in the
right. Accept her back into your party and leave-destroying another
batch of petty Mercenaries along the way. You've pretty much got
everything secure with Jaheira by now, there are a few more banters
where the relationship will deepen, but most of the drama and quest
nonsense is now over. Eventually Dermin will show up a third and final
time, and Jaheira will expose him for the serpent he is. A fight ensues,
and afterward Jaheira will spend some banters being angry at Dermin.
Cheer her up, and eventually the romance will proceed to its only 
logical conclusion. Finally, Terminsel will show up again and ask
Jaheira if what she did was right. Her response depends on your party
reputation at the moment-a 16+ and she'll defend her actions, if it's
lower than 16 she'll hesitate. Either way, for completing this string 
of quests and romancing Jaheira your protagonist will gain a whopping
100000 experience points. If Jaheira didn't hesitate she'll also gain
a Harper Pin. Both are pretty nice rewards, and further benefits to
completing Jaheira's romance.

Jaheira has two quests associated with her. First is Baron Ployer's 
Curse, which is pretty simple; find and kill Baron Ployer before time 
runs out and Jaheira succumbs to his curse. The second is a lot more 
complex, and involves the Harpers located in the Docks District of 
Athkatla. These quests are listed in great detail in the ***ROMANCING
JAHEIRA*** section, so I won't belabor the point by mentioning them
again here. You'll find both of them in [WLK031].

Jan								{CHR008}
Male, Gnome, Illusionist/Thief, Chaotic Neutral
Str 9, Dex 17, Con 15, Int 16, Wis 14, Cha 10

Starting Proficiencies:
Short Sword		+
Dagger			+
Quarter Staff		+
Cross Bow		+
Jan can be found in the Government District of Athkatla (AR1000) at
(x=2730, y=1750). Trax, a representative of the Amnian Revenue and Tax
Board will show up and try to nab Jan for selling illegal merchandise.
You can either lie and cover for Jan and get some experience, or you can
sell Jan out for 100 gold. If you want him in your party you'll either
have to lie for him (not a hard thing to do, considering the experience
involved) or pay his 800 gold piece bail and suffer a net loss of 700
gold.. but so annoying is Jan that the Prison Keeper will spot you 200
gold to get rid of him. Either way, what you'll get is a sub-par Mage
who will never be able to cast Necromantic spells such as Finger of
Death or Horrid Wilting, and his Intelligence doesn't do him any favors
either. He is a potential substitute for Imoen, and for an evil party,
his blend of thieving and magic might be the only option for an 
otherwise Thief-less party. Frankly, however, I prefer Imoen to him in
every way. She'll become a much better Mage (since she's a dual-classed
Thief, and not multi-classed like Jan) and she's got better Dexterity,
Constitution, and Intelligence. Heck, when playing a protagonist who has
levels of Thief I'd even prefer Aerie, who is less annoying and more
versatile. If you do play him, he works much like Imoen. Get him Short
Bows and ignore his silly crossbow nonsense when he gets a proficiency
point to spend. Just keep in mind he is the weakest recruitable Mage the
game offers.

After traveling with Jan for a while we'll be bothered by one of his
numerous relatives, Beeloo, who will tell Jan that a former love of his
is now staying at the Jansen family home. Go meet with this Lissa, and
you'll discover that her abusive husband has apparently injured their
daughter severely, and we need to get help. Jan stays behind and
refers us to his Uncle Gerhardt, who tells us to look for the 'Hidden'.
To find the 'Hidden' we need to go to the Government District, talk to
Lady Jysstev, then head into the sewers under the Copper Coronet. The
Hidden will promise to help us if we kill a pair of its pursuers. So
head to the Sea's Bounty, talk to The Thumb, then travel to the Five
Flagons Inn and kill a pair of Githyanki. Return to the Hidden to learn
that the girl has been healed, then return to the Jansen home to
witness an unhappy turn of events.

Keldorn								{CHR009}
Male, Human, Paladin (Inquisitor), Lawful Good
Str 17, Dex 9, Con 17, Int 12, Wis 16, Cha 18

Starting Proficiencies:
Long Sword		++
Two Handed Sword	++
Cross Bow		++
Somewhat weaker, but healthier, than Anomen, Keldorn has one glaring
weakness. His Dexterity is ass, and since he's built for Two Handed
Swords he won't be using a shield. Simply put, he absolutely requires
the Gauntlets of Dexterity. His Strength is decent, but not stellar like
Anomen, Korgan, or Minsc, so he'll need some Strength-boosting item,
eventually. This is, admittedly a lot of equipment for a single
character, so why bother with him? Several reasons. First, his high
Charisma makes him a natural party leader, although on the flip side,
his Paladinhood makes him unusually liable to interrupt when you're
trying to be naughty. Then again, as an Inquisitor he has the innate
ability to cast Dispel Magic and True Sight, essential debuffs that make
him very capable of taking on enemy Mages. Having these abilities will
make all Mage fights for your party much easier, as he can easily dispel
the buffs Mages rely on the defend themselves when conventional spell
casters may struggle, and he'll certainly have access to True Sight much
sooner than any Cleric or Mage you'll recruit. And of course, he gets
Carsomyr +5, a Holy Avenger, that can only be used by Paladins. Short
of making your protagonist a Paladin, there's no other way to utilize
this awesome weapon. With the admittedly hefty investment of the
Gauntlets of Dexterity and a Girdle of Giant Strength, you'll get a
great party leader who can debuff at a whim and see through defensive
illusions, is very magic resistant, and can support the party with
Cross Bow fire when needed. The fact that he can select Summon Deva as
an Epic Feat also makes him more versatile, as it saves you from wasting
a Cleric's 7th-level spell slot on the ability. Keldorn truly is win,
and if you're shooting for a good party, you won't find a better Mage-
killing party leader.

When you arrive at the Government District with Keldorn in your party
he'll express his desire to go see his family. Indulge him, and you'll
find that all is not well at home, and you'll have to go around and
try and deal with his wife's infidelity. Keldorn will struggle with his
need to avenge his honor, and his love for his wife. Direct him on the
course that will make him the most content-reconciliation with his wife.
Don't, however, be so helpful as to free him from service so he can see
to his family affairs, he'll do just as well promising that this will
be his last expedition. For more information on this quest, see
section [WLK007] of the Walkthrough.

Korgan								{CHR010}
Male, Dwarf, Fighter (Berserker), Chaotic Evil
Str 18/77, Dex 15, Con 19, Int 12, Wis 9, Cha 7

Starting Proficiencies:
Axe			+++++
War Hammer		+
Ah Korgan.. I guess instead of throwing Kagain into Baldur's Gate 2,
they decided to replace the whiny evil greed-Dwarf with a psychotic
evil murder-Dwarf. Korgan is not a nice guy, and if you provoke him in
banters he'll even turn hostile on you! Still, he's the best Fighter in
Shadows of Amn, as well a Dwarf should be, and if you can keep from
provoking him and complete his quest in the timely manner he'll be an
invaluable asset. You find him in the Copper Coronet (AR0406) at
(x=950, y=1870), making him fairly easy to reach and recruit. Agree to
help him track down the Book of Kaza and he'll join up with you. If you
delay, he will of course go find others more interested in helping him
out. It's not a terribly hard quest, and it doesn't venture out of
Athkatla. Best of all it's in the same area Edwin's quest takes you,
so you can handle both jobs in one journey. He's strong enough, but not
so strong that he couldn't do with a good boost to his Strength, and he
really needs the Gauntlets of Dexterity to bring his Armor Class up. His
Strength score will allow you to ignore him in favor of other
characters, and his Hit Points are typically high thanks to being a
Dwarf with phenomenal Constitution. He starts out with Grand Mastery in
Axes. This isn't as great as it used to be, but it's still a very good
thing to have. The selection of Axes is slim until Throne of Bhaal, at
which point one of the best weapons in the game-the Axe of the
Unyielding-is obtained. Spend his proficiency points in War Hammers
until he Grand Masters in those as well, allowing him to use Crom Faeyr.
This takes care of any Strength issues he may have had. Then have him
learn the Two Weapon Style. When you obtain the Axe of the Unyielding
have him dual wield it with Crom Faeyr as an off-hand weapon to have a
vorpal weapon with a Strength of 25. There is simply no stronger combo
in the game.

Mazzy								{CHR011}
Female, Halfling, Fighter, Lawful Good
Str 15, Dex 18, Con 16, Int 10, Wis 13, Cha 14

Starting Proficiencies:
Short Sword:		+++
Short Bow		++++
First let me start out by saying that Mazzy is a perfectly fine
character. Her Strength sucks, but since most Fighters need 18(xx) or
more to be optimal, she's only a girdle of giant Strength away from
being potent. Her Dexterity is outstanding, and her Constitution is
very good as well. There are only three things that suck about Mazzy.
First, she's proficient in Short Swords and Short Bows. Short Bows are
what Thieves use to contribute to battles, not the weapon of a full-
fledged Fighter, and Short Swords.. well, they tend to suck too. So
you're going to have to completely take her proficiencies in another
direction to make her strong. Sure, she's an investment, but who's not,
you say? The second problem is the fact that she's hidden in the Fallen
Temple of Amaunator in the Temple Ruins area (AR1401), which requires
you to trek all the way out to the Umar Hills and partially complete a
lengthy quest there. Certainly not ideal. But you have to do the same
with Valygar, you say? Sure, but Valygar's quest doesn't require you to
deal with a DRAGON. The last and most damning thing I have against Mazzy
is.. well, the other good-or-neutral aligned characters you can recruit.
Mazzy might, with the investment of some levels (and new proficiencies)
and a girdle of giant Strength be a good Fighter, but is she better than
Keldorn with his Inquisitor kit, Anomen and his dual-classed Cleric
spells, or Jaheira and her.. well, her Insect Plague? No, she isn't. She
might outcompete Minsc and Valygar (especially if you're playing with a
good or neutral Thief-protagonist), but I never bring her along. I have
considered using her as a 'good' Korgan, but the amount of proficiencies
it would take for her to be able to use Axe of the Unyielding and Crom
Faeyr as well as learn the Two Weapon Style are just prohibitive,
although you could start her out on War Hammers early. By the time you
actually obtain Crom Faeyr she'll likely be at least specialized in their
use, and Anomen can just use the Flail of the Ages.

Mazzy has a rather traditional and uninspired quest that'll pop up after
a few days of traveling with her. Her sister, Pala, has been poisoned,
and you need to return to Trademeet to hunt down the poisoner-and 
perhaps an antidote. For more information about this quest, refer to 

Minsc								{CHR012}
Male, Human, Ranger, Neutral Good
Str 18/93, Dex 16, Con 16, Int 8, Wis 6, Cha 9

Starting Proficiencies:
Two Handed Sword	++
Mace			++
Long Bow		++
Two Weapon Style	++
Our favorite miniature giant space hamster friend, and his Ranger 
sidekick Minsc! The fact that in Mass Effect 2 you can buy a Space
Hamster that, if interacted with responds with the same uncanny
Intelligence and sophistication as Boo merely goes to show how endearing
these characters are to have transcended time and space. That aside,
Minsc has improved a bit from the first game, as he now has a better
Dexterity and Constitution, making him a much more well defended 
character. He has also, for some reason, become proficient in the Two
Weapon Style, which is a complete and utter waste for him. He's not
protected enough for protracted front-line action, so the thought of
giving him a weapon without reach is just silly. Get him points in the
Two-Handed Weapon style and let him learn how to use Halberds so he can
equip one of the best weapons in the game. He'll find plenty of Two
Handed Swords to keep him occupied in the mean time. He's also a decent
archer, although ranged combat rightfully takes a backseat to melee
combat in this game. Keep him from being the focus of enemy attacks and
he'll serve you well as a not-quite-front-line Fighter. The fact that
he doesn't need the Gauntlets of Dexterity or any Strength-enhancing
gear makes him a good fit into any party. He can still Berserk in this
game, raising his Strength to 20 and his Dexterity to 18, just make sure
you have the Hit Points for the endeavor, as he takes 15 damage when it
ends from his 'improved' Hit Point total. This should last long enough
to make a difference in most fights, but it should be viewed as wholly
inferior to, say, gulping a Potion of Giant Strength. Minsc can be found
in Irenicus' dungeon (AR0602) in a cell (x=4000, y=2750) in the same 
room you start out in.

Nalia								{CHR013}
Female, Human, Mage/Thief, Chaotic Good
Str 14, Dex 18, Con 16, Int 17, Wis 9, Cha 13

Starting Proficiencies:
Short Sword		+
Dagger			+
Quarter Staff		+
Short Bow		+
Nalia is bafflingly identical to Imoen, making me wonder if the only
reason she's included is to tide you over until you get Imoen back. She
has only four levels of Thief, and because of it she'll never be as good
as Imoen in combat or with Thief skills, but she does at least come with
a barely passable Find Traps skill. Anything I said about Imoen applies
for Nalia. She'll use a Short Bow, and will serve a dual role as the
party's Thief/Mage. But since you can recruit Imoen, why would you ever
care to recruit Nalia? Imoen is infinitely more connected to the main
story than Nalia, and while you have to do quests to get both of them,
Imoen's is mandatory. If Nalia were at least a romance option, then
there might be a purpose for her, but instead she's just a clone of
Imoen. Or if she was Neutral or Evil instead of a bleeding heart noble,
she could at least fit into Evil parties, but again, no such luck.

Nalia's quest begins after you rescue the de'Arnise Keep-although it
won't begin within the de'Arnise Keep. After wandering around with her
for a bit, a messenger will show up and tell her of some problems
arising with a funeral. Accompany her there and meet some of the more
unsavory nobles which presumably caused her to disparage her fellow
aristocracy. A little later, the trouble-maker from the funeral, Isaea
Roenall will show up and have Nalia arrested. Afterwards a man named
Khellor Ahmson will show up and point you in the direction of some
evidence that may incriminate Isaea. The rest of the quest involves
following obvious leads and talking to various characters in your
quest to find dirt on Isaea. When you do, head to the Council of Six
building and present the evidence to Corgeig Axehand and Nalia will be
returned to you. The full details of this quest can be found in 

???????								{CHR014}
Male, Human, Fighter (Deathbringer), Chaotic Evil
Str 18/00, Dex 17, Con 18, Int 17, Wis 10, Cha 15

Starting Proficiencies:
Two Handed Sword	+++++
Halberd			+
Cross Bow		+
Two Handed Weapon Style ++
??????? is the best Fighter in the game. Look at those stats! He
doesn't need any Strength-boosting items, no Gauntlets of Dexterity,
nothing but a Two Handed Sword and something to kill! That said, you
don't get him until Throne of Bhaal starts, which is too bad, because
he would have been great through Shadows of Amn. In any event, he
starts out with Grandmastery in Two Handed Swords, so give him something
suitable to use and build up his proficiency in Halberds. Once he gets
the Ravager, switch him over and keep on killing. It's as easy of an
equipment setup as there is. Note that you can change his alignment
over the course of the game by generally being trusting, kind, and
good to him, showing him a superior example, and all that good stuff.
Just keep that in mind if you're a good party, and want his alignment to
become more fitting. If you're playing an evil party.. well, just keep
being the bastard you've always been, and have fun.

***Changing ???????'s Alignment***
Thanks to Infinity Explorer, I've been able to look into the data files
and see how all this works. That said, it's probably a good idea to
explain in more detail how to change ???????'s alignment. Over the
course of Throne of Bhaal, your new ally will chat with you, as all
companions in Baldur's Gate 2 do. If you say good things, show trust,
and express good morality, your behavior will rub off on ???????. Have
at least two positive alignment global variables while conducting the
third banter, and you can get ???????'s alignment to change to Chaotic
Good. Note that it's possible to be.. less encouraging, and affect
???????'s alignment negatively, but this part of the guide is about
changing ???????'s alignment to fit into the good party, I'll ignore all
but the optimum responses. Also, I've kept the name of this character
replaced by question marks, but I've included some lines of dialogue in
full, below. The more astute of you may be able to figure out who this
character is by reading the following.. so if you're an idiot, read on
with no fear. If you're smart, beware of spoilers. Or, just wait until
the beginning of Throne of Bhaal to bother with this at all.

|Banter #1|
??????? says:  "So. I yet remain at your side. I am surprised. But from
		your constant wary glances, it seems that you do not
		trust my presence, yet."

If you made ??????? take an oath in the Pocket Plane before joining you,
pick any option regarding the oath. When you get a chance to make
another response, pick "No, not really. You paid for what you did".
Afterwards, either say that "No. You're not the same man, are you?" or
"Perhaps. But I already took my revenge. Now you get the benefit of the
doubt." Either will improve ???????'s alignment. 

If you didn't make him take an oath, you'll get three different
dialogue options, all inconsequential. After he says "It eats away at
me, then, as to why you would agree to take me with you and not force
some form of compliance from me through an oath. I told you that oaths
had real power in our father's realm." you'll get another chance to
respond. Don't pick the respons "I take you with me because you may be
of use. But I don't need an oath of servitude." Afterwards say either
"You paid for what you did. You're a new man, free to make new mistakes,
if you wish." or "You might. But everyone gets a second chance, ???????.
Even you."

|Banter #2|
??????? says:  "It appears the seeds that our sire sowed long ago are
		about to come to fruition. For good or ill, the issue
		will be finally resolved very soon."

Pick whatever dialogue option you wish-if you made him take the oath
before joining you, he'll mention the oath, otherwise he'll say the
more neutral term, 'usefulness'. Afterwards he'll ask what you intend
for him after it's all over.

You can pick one of three responses-and really, it doesn't matter what
you pick, but to make life easier on myself, if you pick "So? What about
it?" You'll get one of four choices to pick later. Pick "You'll be free
to go, as you wish.", then pick "Your destiny is your own to forge,
???????. Make the same mistakes, if you must." to improve ???????'s
alignment by one. In response to this he'll ask "And do you believe
that I have another choice?" Pick either "Another choice than being
evil? Always." or "It all depends on whether or not you want to end up
in the same place, ???????." to improve ???????'s alignment again.

|Banter #3|
??????? says:  "The end draws closer. We both know this to be true.
		Listen to a proposition, then, that I have given much
		thought to as of late."
Pick any option other than "I'm not interested in what you have to say."
and ??????? will comment on your alignment before rambling on, finally
getting to the point by suggesting that you take over as the new Lord
of Murder, claim your birthright.. and allow ??????? to stand by your
side. He's canny enough to realize that if you can't wield godly power
yourself, you might as well bask in its favor. Pick option "I have
other plans, ???????. Forget it." and a whopping eight dialogue options
will pop up. Pick any option other than "It doesn't matter what happens
to me, ???????... you won't be involved, regardless." or "It's none of
your business, ???????." to get six more dialogue options. Don't pick
"There are better things than power, don't be a fool." or "I'm not
going to discuss this with you, as they don't go anywhere, and don't
pick "It don't know. But it doesn't have to be used for self-serving,
evil purposes."

That leaves us with "You can't take an empire with you when you die.
You should know that.", "There is much good that can be done with that
power. That is more important.", and "With that power comes great
responsibility." All three of these options will improve ???????'s
alignment by one. He'll respond by saying "After... after all you've
been through? With the taint in your soul, you still believe this?"
Respond "I do." If you have at least two positive alignment increases at
this time, ??????? will say "I believe your words may have merit,
<CHARNAME>. My own methods did not end well... and I have no desire to
return to the Abyss when I perish next." At this time, ???????'s
alignment will change to Chaotic Good and he'll say "Perhaps it is time
to rethink my views. I shall have to think on your words most

|Banter #4|
If you had at least one point towards changing ???????'s alignment for
the better and followed my advice during banter #3, you should get the
following for banter #4.

??????? says:  "I... have been considering your words. I have changed
		my outlook, and think perhaps it may be a good thing.
		I feel I must thank you."

You have three options-but they all result in the same responses from
???????.. this is just a "hey, I'm a good guy now!" banter.

Valygar								{CHR015}
Male, Human, Ranger (Stalker), Neutral Good
Str 17, Dex 18, Con 16, Int 10, Wis 14, Cha 10

Starting Proficiencies:
Katana			++
Dagger			+
Spear			++
Long Bow		++
Two Weapon Style	++
Notice that his physical stats are identical to Yoshimo's.. anyways,
Valgyar is a good Ranger, so you won't be using him in any legit evil
party. Also he's got the Stalker kit, which makes him good at back-
stabbing and gives him the ability to cast Haste, which is always handy.
There are few downsides with him, in fact, so few that he's a very
considerable substitute for Minsc if you're willing to invest an item
of Giant Strength in him. His proficiencies kinda suck, but they're not 
so bad that you can't just keep him as an archer for the first half of 
the game then get him proficiencies in Two-Handed Swords and Halberds as
he progresses. Use him exactly like Minsc, but with the added emphasis 
on using him as a backstabber. You can find him in the Umar Hills area 
(AR1100) in his house marked on the map as 'Valygar's Cabin' (AR1101). 
To keep him, you're going to need to take him back to Athkatla and deal 
with the Planar Sphere in the Slums District. You can also play him as
a substitute for an offensive rogue, if you wish to put his Two Weapon
Style to use. It'll always be a gamble, since even with White Dragon
Scale armor he won't be terribly well-protected, but if you have no
better use for the Dagger of the Star +5, you can always toss it on
Valygar (along with Angurvadal, to boost his Strength) to take
advantage of his proficiencies and ability to backstab. With this
route, you'll have to put another point into Daggers and invest in
Long Swords.

Viconia								{CHR016}
Female, Elf, Cleric, Neutral Evil
Str 10, Dex 19, Con 8, Int 16, Wis 18, Cha 14

Starting Proficiencies:
War Hammer		+
Mace			+
Sling			+
Good old Viconia can be found in the Government District of Athkatla
(AR1000) at (x=1820, y=1080). Once again, she's gotten herself in 
trouble. In the first game you had to save her from a Flaming Fist
Mercenary, but in this game she's gotten captured by an angry mob. It
makes me wonder why she left your company after the first game.. In any
event to recruit Viconia you'll have to save her. If you screw around 
too long she'll be burned alive and you'll have lost access to the best
evil Cleric in the game. Click on the logs next to her twice to set her
free. You'll have to fight three Fanatics-none of which are very strong-
for letting her go. Afterwards she'll ask to join up. If you take her
along you'll lose two points of reputation, just like in the first game,
but this is a minor penalty for such a good Cleric. She's become wiser
since the first game, meaning she'll have a few more low-leveled spells,
but otherwise not much has changed. She still has her great Dexterity
and her Magic Resistance keeping her safe, but in Baldur's Gate 2 Magic
Resistance is purely beneficial.. no more will you resist healing and
spell buffs from your own party members. If anything, this makes Viconia
even more potent this time around. She does have two glaring weaknesses
however, and you should be able to spot them just by looking over her
attributes. Her Strength wasn't an issue in the last game, mostly 
because there was no Strength requirement on gear. Now, however, she
won't be able to equip many suits of armor until you get her Strength
up, making a girdle of Giant Strength practically mandatory. Also her
low Hit Points offset her Dexterity and Magic Resistance a bit, but they
shouldn't be so low as to cause a problem, all things considered. As
far as melee combat goes, she will never be in the same league as 
Jaheira or Anomen, but with her Magic Resistance and Armor Class she can
at least compete. Get her good armor, a good shield, and some Strength 
and she's a great defensive character. When you have a point to spend, 
get her a proficiency point in Flails so she can use the Flail of the 
Ages. A better weapon for her you will not find, as Crom Faeyr is a bit 
of a waste on her. Her high Charisma, good defensive qualities, and 
ability to equip the Sensate Amulet all combine to make her a decent 
party leader.

Viconia can be a little tricky to romance. Not in the same way as
Jaheira, mind you, where the game is just buggy and the conditions to
keep the romance alive can be fairly draconian. Viconia's romance is
pretty abusive at times, and you must walk a fine line to weather
Viconia's aggressive 'courting'. Sometimes you'll need to be fairly
mean to her, but overly-passive or excessively aggressive responses can
ruin the relationship. Endure her manic hot-and-cold attitudes, and her
cruel tongue, and you'll be fine. Be ambitious, and refuse to dismiss
her or your relationship and eventually she'll come to see things your
way. Remember, her pessimistic nature wants to find fault in you. It's
a safety mechanism, but don't tell her to piss off (no matter how much
you'll want to). After a while you'll get the choice to have half-
hearted tired sex with her, or just comfort her while she sleeps. Show
her that you don't need sex to show affection and you'll be doing fine.
A while later she'll start talking about how she feels her former life
catching up to her. It's not an exaggeration-a Handmaiden of Lolth and
a Yochlol will show up to 'reclaim' Viconia, who spends the duration of
the fight unconscious. After the encounter she becomes more and more
paranoid about Lolth, until she attempts to leave. Beg her to stay, and
when she seems set on ending the relationship, ask her to stay in the
party. Telling her that you need her help against Irenicus is the way to

Yoshimo								{CHR017}
Male, Human, Thief (Bounty Hunter), True Neutral
Str 17, Dex 18, Con 16, Int 13, Wis 10, Cha 14

Starting Proficiencies:
Katana			+
Dagger			+
Short Bow		+
Single Weapon Style	+
Well, he's a Thief, and the lamest of the Thief Kits at that. He's got
good stats otherwise though, and his Find Traps skill starts out at 100,
which is all you'll ever really need. His Pick Pockets is only 25 
however, so to do some early game stealing you'll need to invest some
Potions of Master Thievery into him. Really, he'll have to chug them by 
the half dozen to do any stealing. He's also promising because you can 
dual-class him into a Fighter and make him significantly more useful. 
Alas, I wouldn't put too much stake in him, as he will not accompany to
the end of the game. Take him with you until you get Imoen back, but the
evil party is left bereft of a Thief still.


You have been warned, if you don't want spoilers don't read ahead. 
Yoshimo is a promising Thief, at least if you dual-class him into a
Fighter. But he suffers from one crippling, inextricable, problem. He is
going to betray you if you take him to Spellhold, as Irenicus has geased
him. Without getting into it too deeply, one of two things happens to
Yoshimo. He attacks you at Spellhold and you're forced to kill him, or
if you leave him behind, he'll die upon sight of the party once they
return from Spellhold. I have heard of one way to get around this. You
MUST leave him behind in Athkatla instead of taking him to Spellhold.
When you come back you must talk to him BEFORE he can die and have him
rejoin your party. Then when he dies (and he will) you can simply raise
him. He has no more banters, and nobody will interact with him, but you
CAN keep Yoshimo with this exploit. Since it's clearly outside what the
creators of the game intended, I write him off as a dead man after
Spellhold, but if you're an evil party who is in desperate need of a
Thief, this is a way to keep Yoshimo. If you keep him alive you'll get a
character with great fighting stats and crappy proficiencies. Whether
you have a good or evil party, I'd suggest dual-classing him into a
Fighter and getting him as many ranks into Halberds and the Two Handed
Style as possible, allowing him to use the Ravager Halberd you'll
eventually get. In a good party he'd replace Minsc, and in the evil
party he'd fill a hole that otherwise needs to be plugged with a
protagonist Thief or player-created side-kick. He's certainly more
useful than Jan. In any event, if you bring Yoshimo along with you to
Spellhold, at least you'll get a ton of experience for it-eventually.

Table of Character Attributes					{CHR018}
For reference purposes, here's a list of the attributes of the
characters you may recruit in the game. It should help you compare their
strengths and weaknesses of the, and plan for item distribution 
accordingly. I also threw in some useless 'averages', just because it 
interested me, and by deduction, every other sentient being in the
		|  Str  |  Dex	|  Con  |  Int  |  Wis  |  Cha	| Total|
Aerie		|  10   |  17   |   9   |  16   |  16   |  14   |  82  |
Anomen		| 18/52 |  10   |  16   |  10   |  12   |  13   |  79  |
Cernd		|  13   |   9   |  13   |  12   |  18   |  15   |  80  |
Edwin		|  10   |  10   |  16   |  18   |  10   |  10   |  74  |
Haer'Dalis	|  17   |  17   |   9   |  15   |  13   |  16   |  87  |
Imoen		|   9   |  18   |  16   |  17   |  11   |  16   |  87  |
Jaheira		|  15   |  17   |  17   |  10   |  14   |  15   |  88  |
Jan		|   9   |  17   |  15   |  16   |  14   |  10   |  81  |
Keldorn		|  17   |   9   |  17   |  12   |  16   |  18   |  89  |
Korgan		| 18/77 |  15   |  19   |  12   |   9   |   7   |  80  |
Mazzy		|  15   |  18   |  16   |  10   |  13   |  14   |  86  |
Minsc		| 18/93 |  16   |  16   |   8   |   6   |   9   |  73  |
Nalia		|  14   |  18   |  16   |  17   |   9   |  13   |  87  |
???????		| 18/00 |  17   |  18   |  17   |  10   |  15   |  95  |
Valygar		|  17   |  18   |  16   |  10   |  14   |  10   |  85  |
Viconia		|  10   |  19   |   8   |  16   |  18   |  14   |  85  |
Yoshimo		|  17   |  18   |  16   |  13   |  10   |  14   |  88  |
"Average" PC	| 14.41 | 15.47 | 14.88 | 13.47 | 12.53 | 13.12 | 83.88|

Note: The average result of a 3d6 dice roll is 10.5 (3.5 per d6).
Bioware is using some loaded dice to come up with a lot of those
attributes. Then again, if these were 'average' characters, they 
wouldn't be worthy traveling companions, right? It's also obvious that
many of these characters are blatant archetypes, but we all love 
archetypes. Still, we don't get some of the randomness that we saw in
some of the Baldur's Gate 1 characters.. or in real Dungeons and 
Dragons. The great thing about anomalies, however, is the possibility
to dual-class, and in Baldur's Gate 2 major character-building is
largely-and rightfully-over.

It also amuses me that the stats that Bioware found the least
useful-Wisdom and Charisma-are the stats that I found the least
useful in my days as Dungeon Master. (If I bothered to average
out stats for Baldur's Gate 2 characters, you can bet I have
spreadsheets of old campaigns and characters of my own). Many
characters that are fun to play aren't nice (everybody likes to
play a jackass, from time to time) and/or they aren't wise. Crazy
characters.. or more politely, dangerously uninhibited characters..
are often more fun to play than characters who are responsible,
cautious, and deliberate. I think these are universal traits that
most long-time players will discover if they bother to average out
their PC and NPC attributes.

I must also point out that the characters in Baldur's Gate 2 are
decidedly superior to the Baldur's Gate 1 characters, being close in
two of the six attributes, and a point on average superior in Strength,
Constitution, Wisdom, and Charisma, and having an average total of
83.88 compared to 79.84 in the last game. The main reason for this is
the fact that there are much fewer 'junk' characters in this game-higher
stakes require stronger allies. Only three of the potential allies in
this game have a total attribute spread of less than 80 points, while
eight of the twenty-five recruitable characters in Baldur's Gate 1 had
less than 80 points. It also doesn't hurt that many of the Baldur's
Gate 1 characters who made it into the sequel have higher attributes in
the sequel.

Out of 25 characters in the first game, three had exceptional Strength.
Only one of them made it into the sequel. In the sequel four out of
seventeen characters have exceptional Strength.

Out of seventeen characters, only four do not receive a bonus to Armor
Class from their Dexterity. Of the thirteen characters who have a bonus
to their Armor Class, six of them have a +4 bonus to Armor Class.

No character in the game has a higher-than-useful Constitution (a Mage
with 17 or 18 Constitution, for example.) No characters recieve a
penalty to their Hit Points from Constitution. Only three Characters do
not receive a bonus to their Hit Points from Constitution. Seven of the
seventeen characters in the game have a Constitution score of 16.

Seven of twenty-five characters had a Charisma score of less than ten
in the first game. Only two have a Charisma of less than ten in this
game. We're a prettier bunch, all around.

Chart of Characters by Role					{CHR019}
Below is a list of all the recruitable characters in the game and the
different roles they fill. This will list what roles-both in combat and
out-each character is best suited for. In addition, below this chart I
will explain the roles more in-depth, and include why some characters
meet certain qualifications whereas others do not.

		    |	|Mage
		    |	|   |Thief
		    |	|   |	|Leader
		    |	|   |	|   |Gauntlets of Dexterity
		    |	|   |	|   |   |Needs Giant Strength
		    |	|   |	|   |	|   |Good
		    |   |   |   |   |   |   |   |Neutral
                    |   |   |   |   |   |   |   |   |Evil
		    |   |   |   |   |   |   |   |   |
	            |   |   |   |   |   |   |   |   |
Aerie		|   | X | X |   |   |   |   | X |   |   |
Anomen		| X | X |   |   |   | X |   |   | X |   |
Cernd		|   | X |   |   |   |   |   |   | X |   |
Edwin		|   |   | X |   |   |   |   |   |   | X |
Haer'Dalis	|   |   |   |   |   |   | X |   | X |   |
Imoen		|   |   | X | X |   |   |   | X |   |   |
Jaheira		| X | X |   |   | X |   | X |   | X |   |
Jan		|   |   | X | X |   |   |   |   | X |   |
Keldorn		| X |   |   |   | X | X | X | X |   |   |
Korgan		| X |   |   |   |   | X |   |   |   | X |
Mazzy		| X |   |   |   | X |   | X | X |   |   |
Minsc		| X |   |   |   |   |   |   | X |   |   |
Nalia		|   |   | X | X |   |   |   | X |   |   |
???????		| X |   |   |   | X |   |   |   |   | X |
Valygar		| X |   |   |   |   |   | X | X |   |   |
Viconia		| X | X |   |   | X |   | X |   |   | X |
Yoshimo		|   |   |   | X |   |   |   |   | X |   |

Fighter: Characters who can meet foes in melee combat with regular
success. These characters typically have decent Hit Points, a good
THAC0, and multiple attacks per round. Heavy armor for an exceptionally
low Armor Class is also a must. A Cleric is typically better at fitting
into this category than a Ranger or Thief, since they do not work as
well with heavy armor.. and the main point of a Fighter is to tank.

A character who is a multi-class Cleric may not meet the criteria to be
a Fighter (such as Aerie) because she cannot wear heavy armor and get
into combat, and her lower Hit Points and THAC0 progression make her in
every way a less appealing combatant than, say, Viconia, who might not
be ideal, but is otherwise comparably superior. Although Cernd and
Haer'Dalis are weak in armor like Minsc and Valygar, the latter two have
better options with their proficiencies (such as specialization) a lower
THAC0, and better Hit Points. Most importantly, they will both get
Greater Whirlwind, where Cernd and Haer'Dalis do not, making them much
better at fitting into a Fighter role, despite their lack of heavy 
Cleric: In order to meet this classification, a character must not only
be able to heal, but be able to cure poisons, diseases, restore drained
levels, and cast higher level Clerical spells. A Druid fits into this
category just fine in Baldur's Gate 2 thanks to the expanded variety of
healing spells. Clerics in Baldur's Gate 2 are pretty simple, if they
have the class, they work. In this regards, a Cleric is almost like a
Thief, it's almost useless on its own (and a poor choice for a main
character). You should pick what Cleric you want to use not because you
need one, but because of what other things in addition to Clerical
power the Cleric brings to the table.

Anomen has the benefits of a dual-classed Fighters THAC0 and Hit Points.
Jaheira is a multi-classed Fighter/Druid who can specialize in weapons
and learn Greater Whirlwind. Viconia has magic resistance and a great
Dexterity, making her a superior defensive character. Aerie, in
addition to her Clerical abilities can cast Mage spells, although she
suffers in weapon and armor selection.
Mage: The requirements for a Mage are much steeper in Baldur's Gate 2, a
Bard no longer cuts it.. and a triple-class character might not either.
Ideally a Mage should be able to cast Finger of Death, Horrid Wilting, 
Spell Trigger, Time Stop, and Comet. If they can't cast those, they 
need not apply.

Edwin is the best pure Mage in the game. In fact, he's the only single
classed Mage in the game! Imoen/Nalia will satisfy your need for a 
Thief, as well as provide the second most potent selection of Mage 
spells in the game. Aerie is multi-classed, which will slow her down, 
and overall she's not as good of a Mage as either Edwin or Imoen/Nalia, 
but since she's not a specialist she does place ahead of Jan, who cannot
cast Necromantic spells.
Thief: A Thief only needs to be able to find and disarm traps.
Everything else can be done another way. Thus, Bards and Rangers do not
qualify as Thieves, even though they can use some Thief skills.

A Thief is in all honesty a waste of a class. With dual-or-multi-
classing it's a valuable asset to be able to hide and backstab, but not
on its own. You'll notice that very few characters can actually fit this
role, the best of which is Yoshimo. Since he's not in it for the long
haul, we are left with Jan or Imoen. Imoen's prowess as the second best
Mage in the game makes her a shoo-in for a good party, but evil parties
are left with Jan. He's serviceable, and with a bow is a decent
addition, probably better than Haer'Dalis, in any event. 

The best thing an evil party can do, however, is to either have a main 
character who is at least in part a Thief (Fighter/Thief, 
Fighter/Mage/Thief, etc), or was dual-classed from a Thief at one point.
If that's too much for you, you can always make two custom-characters 
and play both of them in place of the poor-quality Thief PCs you can
recruit. This is exactly what my fiance did, playing with a single-
classed Fighter as her Protagonist while including a side-kick
Fighter/Mage/Thief of her own  making. She even played through them both
in Baldur's Gate 1 and imported them both into Baldur's Gate 2. She had
a great time with Korgan, Viconia, Jaheira, and Edwin.

To do this simply create a multi-player game and create (or import) two
characters of your own choosing. Start the game up normally, save it, 
and quit. Then go into your system folder (C:/Program Files/Black Isle/
Baldur's Gate 2 for example) and find the folder called 'MPSave.'
Inside should be your saved game, which you can simply move over to the
normal Save folder to have it function just like a normal campaign.
Leader: Technically anybody can be a leader, but to be a good leader,
you need to have a high Charisma, and you need to be durable enough to
survive in the front. This narrows our selection down a bit, but with 
the Sensate Amulet and the Armor of Balduran, even a modest Charisma of,
say, 14 can get up to snuff. This role isn't a huge deal, as you can
simply switch out a character with low Charisma for one with higher
Charisma when you need to do some shopping. Of course, the Ring of
Human Influence makes this role available to anybody able to endure the
punishment of being in front-provided they've a ring slot to spare.
Gauntlets of Dexterity: This character needs the Gauntlets of Dexterity
to excel. These are typically Fighters with a low Dexterity (and hence, 
a poor Armor Class). Ideally almost every character could use these, but
this category is for otherwise decent characters who become much 
stronger by equipping the gauntlets. This is not a category for 
characters who do not fit into a fighting role, or characters who will 
still perform poorly in combat with them. It's also not for characters
who really don't need these gauntlets to excel. If it's not lowering
their Armor Class by three or four points, they probably don't need it.
Giant Strength: These characters need a boost to their Strength to be at
peak efficiency, pretty much regulating this to Fighter-role characters.
Since there are multiple such items in the game, including Gauntlets of
Ogre Power, a Girdle of Hill Giant Strength, a Girdle of Stone Giant 
Strength, a Girdle of Frost Giant Strength, a Girdle of Fire Giant 
Strength, Crom Faeyr, Angurvadal, and the Runehammer, to name a few,
you have lots of opportunities to address this problem. Your goal should
always be to match the best benefits with the best warriors. Obviously
a character with two attacks a round will make better use of a higher
Strength than a character with one. Practically, however, most of these
items come later in Shadows of Amn or in Throne of Bhaal, so this guide
is more to give you an idea of who to equip the Girdle of Hill Giant
Strength and Gauntlets of Ogre Power on, rather than clue you in to who
will eventually need a Strength-boosting item.
Good: Characters of Good alignment. These characters can travel with
Neutral characters, but might fight with characters of Evil alignment
(especially Keldorn).
Neutral: Characters of Neutral alignment. Note neutrality is secondary
to Good and Evil. Chaotic and Lawful characters do not cause problems.
A Neutral character can travel with either Good or Evil characters,
although not without some friction.
Evil: Characters of Evil alignment. These characters can travel with
Neutral characters. but might provoke Good characters. This doesn't mean
all Evil characters will get along peachy, but it does mean that they
won't defect.

Suggested Parties by Role					{CHR020}
These are my suggestions for characters, based on their Strengths. The
order of the character DOES indicate how well I feel they'll fit their
role (i.e.: Keldorn is a better party leader than Viconia because he's
named first.) Although keep in mind this doesn't really rate their
overall usefulness (Korgan's brute Strength over Keldorn's Dispel Magic,
True Sight, and Holy Avenger) it just rates how well they fill a role.
Overall it's nothing to get your panties in a twist over. Somebody had 
to come first, and with how few PCs there are and with the variety of 
pros and cons they have it's mostly a matter of opinion. Don't email 
me because you think so-and-so is better than so-and-so. I don't care. 
Also, you'll obviously have to exclude a party member to make room for 
your main character, although whom you exclude will pretty much be 
resolved by what class your character is.

Leader (1):	Keldorn, Viconia, Jaheira, ???????, Mazzy
Fighter (2):	Korgan, Keldorn, ???????, Jaheira, Minsc, Valygar, 
		Mazzy, Anomen, Viconia 
Cleric (1):	Viconia, Anomen, Aerie, Cernd
Mage (1):	Edwin, Imoen, Nalia, Aerie, Jan
Thief (1):	Jan, Imoen, Nalia

Example Evil Party
Leader:		Viconia
Fighter:	Korgan
Fighter:	Yoshimo/Haer'Dalis/???????
Cleric:		Jaheira
Mage:		Edwin
Thief:		Yoshimo

Viconia takes the leader spot pretty much by default, as she's one of
the few Evil characters in the game with a good Armor Class and 
Charisma. Korgan is probably the best Fighter in the game, although
Haer'Dalis is more or less a space-filler. Sure, he's got access to some
low-end Mage spells, but he's not a good enough Mage or Fighter to
really get excited over. To that end, dual-classing Yoshimo into a
Fighter/Thief is a good enough fix. Sure, using Yoshimo has its own
problems, but since you can complete most of the quests in the main game
before running off to Spellhold, you won't really be hurting for very 
long. Once you get to Throne of Bhaal you can recruit ??????? and 
finally have a second Fighter worthy of the title. Jaheira's versatility
and neutral alignment makes her a natural second Cleric (and good 
Fighter, in a pinch) that's really indispensable for any party. Edwin is
by and far the best Mage the game has to offer, leaving only the Thief..
Naturally, if you keep Yoshimo you have nothing to worry about. 
Unfortunately, he can be.. fickle.. and sans Yoshimo the only good 
option the Evil party has is for a Thief-classed protagonist, since 
Imoen and Nalia are both Good-aligned.

Example Good Party
Leader:		Keldorn
Fighter:	Jaheira
Fighter:	Minsc/???????
Cleric:		Anomen
Mage:		Imoen/Nalia
Thief:		Imoen/Nalia

Keldorn is a great party leader, as his Paladin class ensures he's got a
good Charisma. Also he's relatively well-off in the Armor Class
department, although he needs the Gauntlets of Dexterity to bring him up
to snuff, especially considering he won't be carrying a shield. His
ability to Dispel Magic and use True Sight makes him phenomenal for
destroying enemy Mages, and he's an overall great character. Jaheira can
specialize in weapons, wear heavy armor, and use a shield. With her
improved attributes she also has a good amount of Hit Points and Armor
Class, making her a good Fighter. She might not be as great as Keldorn
and Anomen, but her compliment of Druidic spells puts her well above any
competition she might have. Minsc is a secondary Fighter, and can be
substituted for Valygar, who serves much the same role. There are some
issues with Valygar that make me pick Minsc over him, however. He's a
good bit off the beaten path, whereas you get Minsc right in the first
dungeon. Oh, his lower Strength makes him more of a liability, too, and
the fact that he's built to fight with two katanas means he won't be
staying out of melee like Minsc (not to mention the competition he'll
provoke for other katana-users.) ??????? makes a good replacement for
Minsc, if you don't mind doing a little roleplaying to change ???????'s
alignment, and if you won't miss the stealth too much. Anomen is pretty
much the mandatory Good Cleric.. there just isn't another one in the
game besides Jaheira, and it's always best to have two characters who
can heal. That's not to say he's baggage, mind you. His high Strength
and starting proficiencies means he'll be as deadly as.. well, as most
Fighters, even if he won't have access to Whirlwind Attack. Stick Crom
Faeyr on him, or his holy symbol, and you've got a pretty damn strong
'Cleric'. Lastly, we have Imoen/Nalia, who are practically identical.
Again, the lack of a dedicated Thief makes one of them mandatory, as
well the fact that there's no Good Mage in the game. They fill dual-
roles, both of which the Good party desperately needs filled. And no,
I don't consider Jan a viable replacement. If you don't need a Thief..
well, I'd suggest you still stick with Imoen/Nalia, but even Aerie is a
better choice than Jan.

Only the Best Party:
Leader:		Keldorn
Fighter:	Korgan/???????
Fighter:	Jaheira
Cleric:		Anomen/Viconia
Mage:		Edwin/Imoen/Nalia
Thief:		(Main Character)

Unlike in the original Baldur's Gate you'll have to cheat to make a
party like this. Keldorn is simply awesome for his ability to debuff and
Korgan is the best straight Fighter in the game. He's probably better
than ???????, although his attributes are somewhat inferior. ??????? is
made for two-handed weapons, and uses the Ravager to good effect. You
will, however need to consider that Korgan can readily use the Axe of
the Unyielding and Crom Faeyr. In order to answer this potency ???????
must be given a valuable Girdle of Giant Strength, but on the other hand
??????? doesn't require the Gauntlets of Dexterity, which Korgan and
Keldorn both need. In the end, it's a toss-up. Jaheira's versatility
makes her a great addition even to this epic party, and best of all she
has no gear conflictions with anybody. Anomen gets the nod over Viconia
because of his much greater prowess in melee, although if you give
Korgan Crom Faeyr Anomen will have to use the Rune Hammer or the Flail
of the Ages, which in conjunction with the holy symbol he gets at 25th
level is enough to raise his Strength to a respectable 19. If you keep
??????? Anomen is then free to use Crom Faeyr, but ultimately the fact
that you don't get ??????? until Throne of Bhaal makes Korgan a much
more attractive choice. Nobody can argue that Edwin is the best Mage in
the game, but you can only use him if your protagonist is a Thief.
Ideally enough levels of Thief (perhaps with the Assassin Kit to get up
to x7 backstab) to get 100 ranks in Find/Remove Traps. Then if you dual-
class into a Fighter you'll be a truly awesome character. A
Fighter/Thief and Fighter/Mage/Thief are also valid and potent multi-
class options for a protagonist in the epic build. If you don't care to
have the best recruitable Mage in the game, bring along Imoen/Nalia.
It's a matter of opinion whether a Fighter/Mage with Imoen/Nalia is a
better combination than a Fighter/Thief with Edwin. Since you're already
cheating to get keep this party combination together, disable the level
cap and play a Fighter/Mage/Thief with Edwin to have the best of both
worlds. Sure, it will be a long time before you can pull off the Time
Stop/Greater Whirlwind trick, but it's worth it.

Good Party versus Evil Party					{CHR021}
Now, hopefully I've stated enough about your potential allies and their
relevence in a party to help you build up an idea of what to expect
from each party member-and in combining all the characters in the game,
what to then expect from your party as a whole. However, in case it
wasn't clear enough, I've made this section to cover the differences
between the parties so you'll know exactly what's going on. Note that
much of this information is found throughout the Walkthrough itself,
and in the character and party descriptions above. This is merely a
condensed and direct comparison of the strengths, weaknesses, and
resulting tactics covered above.

Party Composition
This shouldn't be so very complex. In my mind, the game decides who
you will travel with as soon as you pick your alignment-with a few
exceptions. First, let me reiterate. You get five party members plus
your protagonist, which is well shy of the total number of NPCs in the
game. However, since good and evil don't mix, you can only pick so
many to take with you. If you grab Keldorn, you're not travelling with
Korgan, Edwin, or Viconia, and so on. Throw in some useless allies like
Cernd and Jan, and consider that Nalia is just a cheap copy of Imoen,
and you've thinned the ranks. Then there are the dubious characters-
Haer'Dalis, Mazzy, and Aerie, who are hard to fit into a party for
various reasons-mostly because, although they're decent, they're just
over-matched. Yoshimo is a long-term bust (don't plan a party around
him) and that leaves us with only one real choice.. do we bring along
Minsc or Valygar in the good party? Much, much later on in the game,
??????? joins up, at which point you must decide.. ditch whatever extra
characters you're dragging along in the evil party (likely Haer'Dalis),
or in the good party ditch Minsc/Valygar, or tell ??????? to take a

The Protagonist
Ideally a protagonist is simply the strongest character on the screen
at any given time-a Fighter/Mage is really the way to go, in my
opinion. Being able to hold the front-line is good, but being able to
lend Mage support while you're at it is even better, and the
Time Stop/Greater Whirlwind tactic just isn't fair.. In a good way!
As far as gear is concerned, a Fighter/Mage can soak up the attacks 
of enemy spellcasters (read: Liches) without getting scratched once
the Cloak of Mirroring is obtained. Ilithids are another foe that is
best handled almost exclusively by a Fighter/Mage. With good combat
stats, a decent Armor Class, and protective spells like Mirror Image
and Blur, there really is no better character for weathering psionics
and surviving Intelligence drain. Last but not least, our protagonist
Fighter/Mage can handle Vampires once the Amulet of Power is obtained.
This isn't quite as exclusive as the Illithid tactic, since other
classes (Clerics) can pick up the slack. Still, a Fighter/Mage is more
lethal in combat (better weapon selection and Greater Whirlwind Attack)
and has better defensive spells-all in all, it's the best anti-vampire
character you'll be able to easily build. That's three very dangerous
foes that can be completely negated by our protagonist. Of course,
they're not capable of handling everything-sometimes a Fighter is needed
for brute work, or a Mage is needed to caster higher-level spells (or
numerous low-level spells) that the Fighter/Mage just can't access-yet.
When you slap the Helm of Vhailor on a Fighter/Mage, all those perks
are doubled.

Of course, there is one tiny fly in the ointment if you plan to play an
evil character. The recruitable Thieves in Baldur's Gate 2 are
laughable. Imoen barely cuts it for the good party, but as far as I'm
concerned the evil party is just out of luck. And no, I do not consider
Jan a serious option. How then, do we obtain those awesome perks of
being a  Fighter/Mage and still introduce a decent Thief into the party?
Easy, make a Fighter/Mage/Thief instead. Is it as good as a
Fighter/Mage? No, your spell progression will be even more stunted, as
will your Hit Points and THAC0 progression, and you'll never get 9th-
level Mage spells (without cheating). On the other hand, all the tactics
otherwise fit seamlessly (save Time Stop/Greater Whirlwind, obviously),
and the Fighter/Mage/Thief gains a few very important benefits. First,
being able to create your own Thief is much better than borrowing an
recruitable Thief. Imoen can't upgrade her Thief skills any-but you
can. No stupid kits (Yoshimo) and no annoying turnip-Gnomes (Jan).
Second-and best of all-is the backstabbing. Adding x5 damage to an
already potent Bhaalspawn almost ludicriously strong. Of course, many
enemies will be immune (no cheap-shots on that dragon!) but for most'll make you forget that you're playing what I view as the
weaker of two alternatives.

Jaheira is not an optional character, in my mind. Not in Baldur's Gate,
or in Baldur's Gate 2. Since she's become even stronger in the sequel,
this is a no-brainer. Every party should have Jaheira. She can assist
the Clerics in healing and buffing, her Hit Points are some of the best
you'll find on an recruitable character, she has the THAC0 and armor to
compete in melee, and she's neutral-every party can have her (albeit,
with some friction.) Her Druid levels allow you to gain the benefits of
a Druid, without actually having to suffer the crappiness of an actual
Druid. And Insect Plague just wins.. well.. much of Shadows of Amn,
really. It's the go-to spell of the early-to-mid game. When Jaheira
levels up, her tactics change, but if anything she gets even stronger.
When she starts getting high level abilities, she'll be able to compete
with the best Fighters in the game with her Greater Whirlwind Attacks,
and if she learns Summon Elemental Prince she can call upon one of the
strongest summoning spells in the game.

As far as I'm concerned, this is a real easy choice. Keldorn can gain
access to a very powerful exclusive weapon and whatever he lacks in
attributes, he makes up for with True Sight and super-powered Dispel
Magic. An easy choice for the good party. Korgan is the best pure
Fighter in the game. Enough said, and an easy choice for the evil

Here you have some options-watch as I whittle them down. Cernd doesn't
count for much as a Cleric. Not that Druids can't compete.. wait.. they
really can't. Well, that's settled. That leaves us with Aerie, Anomen,
and Viconia. And when push comes to shove, Aerie clearly loses the
contest. Viconia and especially Anomen are decent Clerics, although
Viconia is the fastest-progessing Cleric thanks to her single-classed
status. Still, this is a matter of a marginal bit of experience, in
exchange for which Anomen has much higher Hit Points, lower THAC0, and
all the other perks of dual-classing as a Fighter. What they both can
do that Aerie cannot is participate in melee combat from the moment
you recruit them. Sure, Anomen's Dexterity sucks, and Viconia has
Hit Point and Strength issues, but a Girdle of Hill Giant Strength
fixes Viconia's problem, and Anomen can just strap on a shield. Aerie,
however, has to mind her Mage limitations, and offers no easy solution.
Aerie's slow progression kills whatever usefulness she might have had-
she's not a good candidate as either the party Mage or the party Cleric.
On the other hand, Viconia's Armor Class and magic resistance make her
a potent defensive character, and Anomen's Hit Points and Strength
make him a sturdy front-liner. Anomen for the good party, Viconia for
the evil party.

We have a variety of Mages to choose from, but let me expel two right
off the bat. Aerie's slow progression makes her less-than-ideal as
either the party Mage or Cleric. In particular, Edwin, Imoen, and
Nalia all out-progress her. Jan suffers from the same problem.. and on
top of that, he's a specialist Mage that prohibits him from ever casting
any of a variety of potent Necromancy spells. No thanks. Now that we're
done with that, we have the aforementioned three. Edwin is the evil
party Mage pretty much by default. He'll cast more spells per day than
any Mage you can make, and this allows us to ignore his lack of
Identify and True Sight. On that note, since Edwin just has so much
more spell-power than the good-party candidates, the evil party will
make much more use of spell-assaults, especially in the early-going.
Having two-extra spell-slots per level and unimpeded progression as a
Mage just allows Edwin to throw out a Slow or Chaos spell just about any
time he wishes-not to mention other late-game greats like Horrid
Wilting, Comet, and debuffs like Breach and Pierce Magic. Our good-
party candidates on the other hand includes a pair of dual-classed
Thieves.. practically clones, in fact. This makes me think Nalia only
exists to supply you with an Imoen while the real Imoen is out of
reach. So that being the case, why not just go with Imoen? She's a
bit stunted when compared to Edwin, and you'll really notice how many
more spells per day Edwin gets. Even with a Fighter/Mage on the good
party versus a Fighter/Mage/Thief on the evil party, Edwin tips the
spell-power balance towards the evil side. And of course, Imoen has
better Thief abilities, making her absolutely necessary for a good

True Sight
One main tactic in the game for breaching enemy defenses and keeping
them honest is to use True Sight. You'll do this quite early in the
game, and it'll be necessary until the end credits roll. How you do it,
however, depends on who you've brought along. In this regards, the good
party has a huge advantage in Keldorn. His Inquisitor kit allows him to
use True Sight very early in the game, and quite often. He's really all
you need to bust enemy illusions. Of course, Jaheira will also be able
to pitch in, as will our Clerics, Anomen/Viconia. All that's left are
our Mages, and here Edwin shows one of his few-yet conspicuous-
shortcomings. Edwin can never learn Divination spells, and for the
most part, who cares? Sadly, one of the few spells (and certainly the
most harmful for Baldur's Gate 2) prohibited is True Sight. That means
the standard evil party will have no Keldorn, and their Mage-despite
his staggering number of spell-slots, can never memorize True Sight.
This leaves True Sight entirely up to Viconia and Jaheira. It's a 
limitation, to be sure, but one that can be overcome.

Already touched upon in the Protagonist section is the issue of Thief
skills. The good party has Imoen, who is just good enough. The best
answer for the evil part is to have a Thief protagonist.

The Sixth Wheel
The sixth wheel is that extra character that sort of solidifies an area
already bolstered by other party members better suited to the role. For
the good party you can add one of two Rangers-Minsc or Valygar. Minsc is
my favorite choice, as.. well, he doesn't need any Strength-boosting
gear, he's hilarious, and he was in the first game. Both have some bad
points, namely their absurd proficiencies. Both at least have Long Bows,
but they both also have two ranks wasted on Two Weapon Style. Neither
really has the Armor Class to pull it off, although Minsc's Two Handed
Sword specialization makes him more attractive, compared to Valygar's
Spear. My only guess is that, since Baldur's Gate 2 found itself
pressured by the release of 3rd Edition Dungeon and Dragons, the
developers decided to give both their Rangers Two Weapon Style. While
it's a feature of the class in 3rd Edition, in Baldur's Gate 2, it's
just a waste of points. Both can pull of stealth for scouting purposes,
both are decent warriors who will ideally contribute at a range, and
when proficiencies allow-with reach weapons that keep them out of direct
melee. Valygar can backstab (albeit poorly) and has a better Dexterity.
Misnc has better armor selection, and better Strength.

The evil party has a more difficult time of things. After Edwin,
Jaheira, Korgan, and Viconia, the well is really running dry. Jan and
Cernd both suck, and pretty much everybody else is good-aligned. That
leaves.. Haer'Dalis, who sucks, but there just may be no good
alternative other than to drag him along. Play him like the Rangers,
above. Mind his poor Armor Class, lower Hit Points, and only allow him
to participate via spells, missiles, or weapons with reach.

For either party, once you reach Throne of Bhaal you can recruit
???????, who is a great improvement over Haer'Dalis.. and more of a
direct front-line fighter than Minsc or Valygar could ever hope to be.
By now that Stealth nonesense isn't fooling anybody anyways, and brute
force might just be more useful than what Valygar and Minsc have to

Character Builds and Weapon Loadouts				{CHR022}
This is a section where I'll discuss some high-level tactics which will
become available for us once we start accumulating loot and levels.
Ideally, this is a section where I'll discuss various weapon load-outs
for various PCs. For most of the game, you'll use what you find, and
honestly your equipment will be more or less cobbled together 
haphazardly in the early-going through mid-game. The gear you'll equip
will be determined by opportunity and starting proficiencies, and this
is obviously not an ideal way to make it through the game. However, as
we play through the game, you'll be developing your characters to
obtain the proficiencies they'll need to equip some of the best weapons
in the game. To that end, this section will describe these weapons and
their various combinations in some detail. If you don't want to know
what awesome weapons we'll be finding in this game, don't read any
more. And as an aside, this isn't an elitist gear rant, putting the
right gear on the right character is indeed a great deal of the
strategy this game requires, but building a character to suit the gear
is more foreknowledge, and not quick-thinking or adaptive practice.
Spell-buffing and micro-management are much more important tools for
surviving the few challenging encounters in this game.. and of course,
knowing what you're facing, and what will hurt what you're facing, and
sheer luck. In large part, using good gear is a matter of common sense.
Anybody with two brain-cells to rub together will realize that Crom
Faeyr is an awesome off-hand weapon for the Strength-boost alone, and
that Celestial Fury is an over-powered weapon for how easily it can be
obtained. These are-in all honesty-fairly obvious builds, but it doesn't
take a keen intellect to realize that vorpal weapons are meant to be
used in the main-hand, followed by debilitating weapons (like Flail
of the Ages), and defensive or boosting items (like Hindo's Doom, Crom
Faeyr, and Angurvadal) make great off-hand weapons.

Best of the Best Two-Fisted Fighter
Flail of the Ages + Axe of the Unyielding or
Flail of the Ages/Axe of the Unyielding + Hindo's Doom/Angurvadal
Suggested Characters: Korgan, Mazzy, Protagonist

Flail of the Ages is clearly the best one-handed non-edged weapon in
the game. At its best it deals 10 elemental damage per hit, gives its
user Free Action, +5% magic resistance, and has a 33% chance to Slow
without a save. On the other hand, you have Axe of the Unyielding,
which has a 10% chance to kill outright with no save, +1 Armor Class,
+1 Constitution, and a regeneration rate of three Hit Points per round.
Both offer considerable defensive bonuses-which can be obtained just as
well on the off-hand, so what we have is an offensive comparison. In
this case, it seems that the Flail of the Ages' 10 damage per hit and
33% chance to Slow an enemy out-competes even the vorpal property of
Axe of the Unyielding. For big fights, it's not like you can't just
switch over to the Axe of the Unyielding as a main-hand weapon after
the enemy has been Slowed. You can even combine the two as primary
weapons, and just use Angurvadal as your constant off-hand weapon for
the Strength and negative plane protection, or Hindo's Doom for the
magic resistance and Death Ward.

Crom Faeyr Cleric
Crom Faeyr
Suggested Characters: Anomen

Crom Faeyr is obviously a great weapon, for no better reason than the
fact that it boosts your Strength to a ludicrous 25. Of course, it
serves this role just fine as an off-hand weapon, but for lack of
options it'll work as a primary weapon as well. Especially if you
want to keep a shield and have other uses for the Flail of the Ages.
Sure, it doesn't provide any useful offensive or defensive bonuses
(by Throne of Bhaal, Trolls, Ogres, and Ettins will be the least of your
problems), but the sheer damage boost gained from having a 25 Strength
is more than most weapons give.

Flail of the Ages Cleric
Flail of the Ages
Suggested Characters: Anomen, Viconia

A better solution for equipping your Cleric is to use Flail of the Ages
and a shield. For Anomen, when he hits level 25 he'll get a Holy
Symbol which will boost his Strength from 18 to 19, with all the
awesome benefits that apply. Viconia will need some help-ideally the
Girdle of Hill Giant Strength, and with her Holy Symbol she'll go from
19 to 20 Strength.

Holy Avenger
Suggested Characters: Keldorn

Another simple weapon build. You see Carsomyr? If you had anybody who
could wield it, why would you not equip it? 50% magic resistance?
That's all the spell defense anybody could ever need, and the fact that
it casts Dispel Magic on targets means you can rip through enemy spell
casters. It's certainly one of the better reasons to drag Keldorn along,
and it makes creating your own Paladin a somewhat interesting

Perfect Swordsman
Angurvadal + Hindo's Doom (Spectral Brand + Hindo's Doom/Angurvadal)
Suggested Characters: Protagonist, Valygar

This build is especially useful if you're playing with Korgan and
Viconia, with the implications that you won't have access to Crom Faeyr,
the Axe of the Unyielding, or Flail of the Ages. The Perfect Swordsman
begins with points into Katanas, Long Swords, and Two Weapon Style.
They'll get Celestial Fury early on, and Namarra, Dak'kon's Zerth
Blade, and Malakar make decent early-to-mid game off-hand weapons. When
you reach the end of Shadows of Amn you'll add Daystar to your arsenal
(great against Undead) and the Equalizer, although Celestial Fury
remains the weapon to beat in Shadows of Amn. By the time you get to
Throne of Bhaal, however, Celestial Fury is losing its edge, and
replacements abound. Unfortunately, nothing really steps up to takes
its place, as there really aren't any great debilitating swords
(no vorpal one-handed swords, and nothing that forces a save at a
negative penalty.) In this case, I give Angurvadal the nod over other
weapons, like Hindo's Doom, simply because of the fire damage.. Hindo's
Doom works just as well as an off-hand weapon. If you don't mind
depriving Jaheira of a great weapon, grab some proficiency points in
Scimitars. You can then use Belm through much of Shadows of Amn, and
when you reach Throne of Bhaal switch to the Spectral Brand as a main
hand weapon, which more or less removes the need for Angurvadal. If
you're using this build for your protagonist (with the implication
that you imported with a 19 Strength) you might as well just use Hindo's
Doom as your offhand weapon for the Magic Resistance. It's just an
idea, whether Angurvadal's 1d4 +1 fire damage and 22 Strength is better
than Spectral Brand's 1d6 cold damage.. well, the two seem close enough
that one or the other doesn't make a huge difference.

Suggested Characters: Haer'Dalis, Minsc, ???????, Valygar

The Ravager Halberd is easily one of the best weapons in the game.. in
fact, it may be THE best two-handed weapon in the game. Of course, I
prefer Axe of the Unyielding in straight comparison (both are vorpal,
but the Axe of the Unyielding also boosts Armor Class, gives 
regeneration, and increases your Constitution.) Still, for a two-handed
weapon wielding character, you really can't get any better, unless 
you're a Paladin, and even then it's debatable. It is preferable to 
Psion's Blade and Gram, which is why most two-handed warriors shun Two 
Handed Swords for Halberds near the end of Shadows of Amn. The Silver 
Sword will see them through Shadows of Amn and a bit of Throne of Bhaal,
but this is the weapon to shoot for. A +6 Halberd with a 10% chance to
kill with no save? That's a no-brainer, and it's great for dedicated
two-handed weapon users like ???????, as well as weaker characters who
should distance themselves from the front-lines, but who shouldn't
avoid combat entirely.

Ixil's Spike/Staff of the Ram
Suggested Characters: Cernd, Protagonist

This is more of a compromise for a Druid than anything else. They can't
use shields, and they just aren't strong enough or well-defended enough
in melee combat to do well without some distance. Since they can't use
Halberds, this is the next best option. The Staff of the Ram can stun
and knockback, and deals 12 crushing damage and 1d4 piercing damage 
while Ixil's Spike can immobilize an enemy for three rounds, while doing
1d6 +5 damage each round. The Staff of the Ram seems the superior
offensive weapon, even though Ixil's Spike provides Free Action, and for
most of Shadows of Amn Spears are superior to Quarter Staffs.. although
on the other hand, you can buy the Staff of Rynn +4 from the 
Adventurer's Mart at the beginning of the game..

The Bludgeoner
Flail of the Ages + Crom Faeyr
Suggested Characters: Anomen, Protagonist

This is an idea I've toyed around with, but I've never actually put into
action. In my mind, a Fighter/Cleric or Cleric/Ranger protagonist would
make a great candidate for this, but honestly, Anomen would work just as
well (although Viconia might not have the proficiencies to see this
through, and she's certainly not nearly a good enough Fighter for it.)
This build combines the awesome power of Crom Faeyr with the disabling
properties of the Flail of the Ages, which never loses its potency
throughout the game, indeed, it only gets stronger. This almost begs
for a multi-class Fighter/Cleric, who can take advantage of the extra
proficiencies, use Greater Whirlwind, and scrape together some defensive
items to make up for their lack of a shield. On top of this, a
Cleric/Ranger can add Iron Skins to their defenses, making them almost
comparable to a Fighter/Mage defensively. Eh.. at least against
physical attacks, anyways.

Ultimate Assassin
Dagger of the Star + Angurvadal/Hindo's Doom
Suggested Characters: Protagonist, Valygar

There's only one real purpose to this build-to take advantage of the
Dagger of the Star's ability to bestow invisibility on its wielder In
the hands of a Thief (preferably a Fighter/Thief protagonist) it becomes
an awesome weapon of mass destruction, as backstabs will flow liberally.
The off-hand weapon in this case is merely a boosting or defensive item,
Angurvadal will boost your Strength, while Hindo's Doom will boost your
magic resistance, as the situation demands. In most situations,
Angurvadal will be the best choice, as the Strength boost will 
exponentially increase the damage done by the backstab.. although if
you're using this build on a protagonist, they may not NEED the 
Strength boost so much.. especially if they're evil (secrets implied).

Vorpal Juggernaut
Axe of the Unyielding + Crom Faeyr
Suggested Characters: Korgan, Mazzy

One of the more obvious builds in the game, unless you're planning for
it early, it can be difficult to get the proficiencies for this build
to work in a timely manner. Korgan is by and far the easiest character
to fit into this build, as he's a Fighter (and hence will get lots of
proficiencies) and already starts out with Grand Mastery in Axes. Since
he already starts out Proficient in War Hammers, it almost feels like
the game is nudging us in the direction of this build. Gauntlets of
Dexterity will in large part cover his Armor Class woes, and Crom
Faeyr will give him all the Strength he needs. Axe of the Unyielding
further adds to his Armor Class, gives him regeneration, and best of
all gives him a vorpal weapon to attack with. Mazzy can fit into this
role as well, but she requires a lot more work. Get her one point into
War Hammers in Shadows of Amn and try and boost her Two Weapon Style.
When you get Crom Faeyr.. you should probably just keep it as an off-
hand weapon, and have her use a Short Sword in her main hand. By
Throne of Bhaal, look to get her proficient with Axes, and then
continue to build up both Axes and War Hammers (favoring the former, as
it is, of course, her main weapon) and switch off to the upgraded Axe
of the Unyielding as soon as possible. It'll take her longer, but she
will get there, and she doesn't need the Gauntlets of Dexterity like
Korgan does.

|								       |
|			    Spell Tactics {SPT000}		       |
|								       |
This section was added by request, since I had provided detailed 
information on how to equip and build your characters, a similar section
was requested to discuss how to build up your spellbooks. I think that
what was desired were suggestions on what (and how many) spells to
memorize, so with that in mind, let me mention a few things about this
section. First, let it be known that most (if not all) of this
information can be found-sometimes in greater detail and always in
more pertinent form-in the Walkthrough. When you encounter enemies that
require certain spell tactics to defeat, they are laid out in detail
when you fight them. For example, when you deal with Illithids, you'll
know to have Chaotic Commands at the ready. This, in my mind, pretty
much covers everything you'll need to know, when you need to know it.
This section, then, is to provided detailed, general information about
the spells themselves so that all the information scattered throughout
the Walkthrough can be consulted here. I will not bother critiquing the
spells in general in this section (or at all), as most spells really
don't have much of a use. I'll only discuss spells that may-at some
point-prove useful, or are otherwise worth mentioning. Note, however,
that I won't bother suggesting how many spells to memorize, since this
is really subjective to the enemies at hand, and the caster in question.
Obviously Edwin will have luxuries that Imoen doesn't, and when fighting
a dragon they'll want a different spell-loadout than they will when
fighting a Lich. If I don't mention a spell below, chances are I don't
find it even remotely interesting. It's either just not very good on its
own, or it's overshadowed by other, better spells.

Elemental Protection Spells					{SPT001}
There are a great many spells that protect you against the elements.
None of them, save Fire Shield and Aura of Flaming Death should be
constantly prepared. When you know that an elemental-heavy encounter is
coming up, prepare accordingly. In general, these spells are only as
useful as the situation at hand makes them, so I won't bother discussing
their general usefulness, which is nil. The worst of the bunch is the
3rd level Mage spell 'Protection from Fire'. The 2nd level Cleric and
Druid 'Resist Fire/Cold' is a much better alternative, as is the 3rd
level Cleric/Druid 'Protection from Fire'. After this, the Mage has a
monopoly on such protective spells. The 5th level Mage spell, Protection
from Acid and Protection from Electricity confer absolute immunity to
those two forms of attack. Clerics and Druids can cast Protection from
Lighting as a 4th level spell, which does the same thing as the 5th
level Mage spell. At 7th level, Mages gain access to Protection from
the Elements, which grants 75% resistance to all elements-a much better
breed of protection spell, indeed. However, few (if any) situations
demand protection from multiple elements. If you're fighting elementals,
you know what element to protect against. If you're fighting dragons,
you know what element to protect against. You never really need such
encompassing protection, and why use up a 7th level spell slot when you
can use a 3rd level spell slot? Or better yet, when you can force a
Cleric to use a 2nd level slot? Protection from Energy is an even more
forgetable version of this spell. It includes 75% resistance to magic
damage (Magic Missile and Horrid Wilting), as well as the elemental
resistances of Protection from the Elements, but it takes up a valuable
8th level spell slot. Finally we come to Aura of Flaming Death, which
is pretty much a superior version of Fire Shield. It grants an Armor
Class bonus of four, deals 2d10+2 fire damage to attackers, and gives
90% resistance to fire. Obviously the choice elemental defense for your
high-level Cleric or Druid.

Healing Spells							{SPT002}
They'll be listed at the appropriate level, but healing spells aren't
very exciting. They restore Hit Points. Next. As a rule of thumb, I
include healing spells by excluding other spells. If I feel that
Viconia needs a Bolt of Glory as a 6th level spell, she has one less
Heal to cast. Whenever I have a free spell-slot for a Cleric or Druid,
I fill it with healing. You can almost always find a use for healing,
but keep in mind, the game has plenty of rest spots, regeneration items,
and of course, the Heal spell. The latter completely overshadows the
rest of the healing spells, (the 'Cure [severity] Wounds spells), and
makes them practically obsolete. Therefore, I have no set plan as to
how many healing spells I need. Whatever space I have left, I fill with
healing spells.

Prepared Spells (Sequencers and Contingencies)			{SPT003}
Ah.. the prepared school of spells. This requires a bit of introductory
explanation, so lets just get it over with. These spells (including 
Minor Spell Sequencer, Contingency, Spell Sequencer, Spell Trigger, and
Chain Contingency) chain numerous spells together which are cast
simultaneously. Casting them creates an icon, which if activated
releases all of said spells. You must have the spells you wish to use
already memorized when casting one of these spells, and afterwards you
no longer need to keep either the preparatory spell, or the component
spells memorized. For example, if you want to use Spell Sequencer to
trigger up three Magic Missile spells, you must memorize three instances
of Magic Missile at the same time, as well as Spell Sequencer. You can
then cast Spell Sequencer, choose the three Magic Missiles, and remove
them all from your spell book. The Sequencer will stay active until you
use it, at which time it'll unleash the three stored Magic Missiles.
Contingencies have a set duration, but at a day per level of the caster,
it might as well be permanent. These spells should never be kept in your
spellbook for future use. They are prepared spells, which means you
should have some tactic in mind for their use, and thus, preparation.
Rest up, memorize the spells you need, cast them and make your Sequencer
or Trigger, and then switch out the used-up spells and rest again. There
are a great many possibilities of what types of Sequencers you can
prepare, either offensive or defensive, but I'll discuss such strategies
with the individual prepartory spells themselves.

1st Level Divine Spells						{SPT004}
Armor of Faith
A simple defensive spell that will remain in your list of memorized
spells throughout the game.. simply because good defensive Clerical
spells are so rare. This spell absorbs 5% of all damage the caster
would otherwise sustain from physical and magical attacks, and protects
against another 5% for every five levels of the Cleric. This might not
seem like much-and it's really not-but once you hit level 10, you're
ignoring 15% of all the damage you take, which will shave off a few
points of damage from every attack. In Throne of Bhaal, however, when
your Clerics start hitting level 20, 25, 30, 35, 40.., and enemies do
quite a bit of damage a hit, you should be able to see how resisting
30% of that damage can help. In the long run, this lowly Cleric spell
becomes quite potent. It does, however, not work so well for Druids,
since you'll be lucky to hit level 20. Fortunately, they have other
options, and 25% damage reduction is still worth having.

A humble little spell that improves the saves against fear and attack
rolls of all friendlies within range by one. There are a few problems
with this spell that makes it a rare cast for me. First, it only lasts
six rounds. That's pathetic. Second, why bother with a +1 save against
fear when you can simply cast Remove Fear as a 1st level spell and
make your party immune to fear? I might cast this a few times, when I'm

Cure Light Wounds
This spells restores 8 Hit Points to a target.

This curse bestows a -2 penalty to saves and attack rolls upon a single
enemy. This is actually a decent spell to cast on tougher enemies, as
that -2 save penalty can end up paying off in a big way if the critter
then falls victim to Celestial Fury's stun, or a Finger of Death. The
-2 penalty on attack rolls is pretty decent, too. And best of all-no
saving throw allowed. I always tend to keep one handy.

Remove Fear (Cleric only)
Like the 2nd level Mage spell 'Resist Fear', 'Remove Fear' does the
same thing. The difference? A 1st level Cleric spell has less
competition than a 2nd level Mage spell. I tend to keep one of these
prepared on each of my Clerics.

2nd Level Divine Spells						{SPT005}
Chant (Cleric only)
This spell sometimes comes in handy, bestowing a +1 bonus to the
attack rolls, damage rolls, and saving throws of your enemies, while
imposing a -1 penalty to such statistics on your enemies. It's a neat
little spell that can subtly influence the battle in your favor. It
takes an entire round to cast, however, which gives enemies plenty of
time to interrupt you. Use it wisely, if at all.

Draw Upon Holy Might (Cleric only)
As stated by the spell, it raises the caster's Strength, Dexterity, and
Constitution by one point for every three levels of the caster. It only
lasts a turn, but the benefits can become fairly formidible by the end
of the game. The Strength bonus is an obvious improvement for any
character, but also consider that Viconia will gain a few crucial points
to Dexterity, raising her Armor Class, and Anomen will gain
Constitution, raising his Hit Points. There is an unstated maximum of
+6 at level 18, but that's enough to give some pretty sold bonuses.

Hold Person (Cleric only)
This spell hasn't aged well, and honestly, I often questioned its
usefulness in the first game. It can paralyze a number of targets, so
long as they're very close by. They must be man-sized humanoids, so
you won't be holding giants or dragons, and there's no save penalty, so
allowing a Mage to use Chaos instead is a much more sure-fire means by
which to disable enemies. Still, it could come in handy once in a while,
early on.

Silence 15' Radius (Cleric only)
Unlike Hold Person, this spell has aged well, and you can still make use
of it in Baldur's Gate 2.. at least early on. It imposes a -5 penalty on
the target's save, and if it fails, it can't cast any spells. Of course,
saves were higher in the first Baldur's Gate, so you could almost always
count on this spell. Not so much in the sequel. And any character with
the 2nd level Mage spell Vocalize prepared can counter it. It's still
a good counter to enemy spell-casters, but I would rely more on Insect
Plague. Still, every character must contribute what they can, and having
Anomen/Viconia use this spell can't hurt your chances against enemy

Slow Poison
Don't let it's name fool you, this spell pretty much removes all poisons
in the game. There are a few it might not affect, but those are the
exception, not the rule. Always keep one handy, for when you get
poisoned. And you will get poisoned. The more people who can cast this
spell, the better, since poison is notoriously effective at disrupting

3rd Level Divine Spells						{SPT006}
Cure Disease
This spell isn't so much of a useful spell as it is a necessary one.
Once in a while you'll fight critters that cause disease, which is like
poison, but slower, and more persistant. Do you endure it, or do you
cure it? Obviously if you have this spell prepared, you have the right
answer. Always strive to keep one per caster, just like with poison

Cure Medium Wounds
This spells restores 14 Hit Points to a target.

Dispel Magic
Read the Mage version of this spell for more information. Suffice to
say, every caster who can cast this, should always have one memorized.
No exceptions.

Holy Smite (Cleric only)
This is a decent offensive area-of-effect spell which deals 1d4 damage
per caster level to evil enemies. Evil enemies include all Illithids,
all demons, all undead, and many, many of the critters you'll encounter.
The damage can really rack up, and since it's non-elemental, it'll at
least stay effective. It's most useful early on, when Fireball and
other spells just aren't quite as effective, due to resistances the
enemies may have. It's extra useful with the good party, as it won't
hurt our good-and-neutral aligned party members. The evil party,
however, will find it less useful.

Remove Paralysis (Cleric only)
Ghouls and hold spells aren't as much of a threat in the sequel, just
because enemies will resort to higher-level tactics. Still, such effects
are lethal when they take hold in the midst of combat. Always keep one
of these spells prepared and you won't have to worry quite so much.

4th Level Divine Spells						{SPT007}
Cure Serious Wounds
This spells restores 17 Hit Points to a target.

Death Ward
You'll learn to love this spell. Enemies are fond of throwing out
death-spells like Disintegrate, Power Word: Kill, and Finger of Death.
A simple cast of this, and your character is immune to such spells.
This spell is necessary when facing Liches an dother high-power Mages,
and it's part of my anti-Mage preparations. The fact that it lasts a
turn per caster level means it'll last longer than you need it to.
Truly an indispensible defensive spell.

Defensive Harmony
This spell returns from the first Baldur's Gate to remain useful in
Baldur's Gate 2. Same rules still apply, cast it last as part of your
more intensive spell-buffing sessions and enjoy a +2 bonus to Armor
Class for your entire party.

Free Action (Cleric only)
This preventative measure is more useful than Remove Paralysis by
leagues. It's not quite as long-lasting as Death Ward, but when cast
it'll protect you from slow, hold, paralysis, and other, restraints.
Still, it's not always necessary, so just prepare it when you know it's
going to be useful.

Lesser Restoration (Cleric only)
This spell fixes level drain. Enough said. Use it when you need it, but
don't bother keeping it ready at all times.

Negative Plane Protection
Until you get Limited Wish, this spell must suffice for when you need to
render yourself immune to level drain. Unfortunately, it only lasts five
rounds, and it only effects one creature. It's a highly flawed spell,
but sometimes you just need to use it.

Neutralize Poison
A stronger, more reliable version of Slow Poison. If you're poisoned,
this cures it. Period. Still, a 2nd level spell is easier to use than
a 4th level spell.. if you haven't noticed, Clerics and Druids have many
great protective spells at this level. Keep one handy in case of severe
poisons, but most of the time Slow Poison will suffice.

Protection from Evil 10' Radius (Cleric only)
Another spell that returns from the first game, this spell was, and
remains, an indispensible defensive spell that should be used before
nearly every fight, just like Haste. Casting this spell forces evil
enemies (nearly everything in the game) to make attack rolls at a -2
penalty, and bolsters the saves of your companions by +2 against spells
cast by evil critters. The real winner? It lasts for one turn a level,
meaning one casting can last several encounters. Always have one-at
least-ready to go.

5th Level Divine Spells						{SPT008}
Chaotic Commands
5th level spells start out strong with this indispensible addition to
a Cleric's defensive arsenal. There are plenty of enemies who fight
dirty by using mind-affecting effects in this game, most notably 
Illithids, who will simply stun and destroy characters not protected
from their attacks. This spell protects you from such attacks quite
well, making it another vital defensive measure. And yes, it lasts a
turn per caster level, so you'll only need to use one per character.

Cure Critical Wounds
This spells restores 27 Hit Points to a target.

Greater Command (Cleric only)
Like the first level spell, but better in every way. First, it affects
everything within a 20-foot radius. Second, it lasts a round per
character level. Good stuff. It doesn't impose a save-penalty, so it's
not as high-powered as Chaos, but it's still a decent dehabilitator for
your Clerics.

Insect Plague (Druid only)
One of the best reasons to include Jaheira is Insect Plague, and this
spell really just dominates Shadows of Amn. You target a single victim,
and after affecting them the plague will 'jump' to nearby enemies until
six are affected. The damage is a worthy consideration, as it deals one
point of damage every two seconds for the duration of the spell, but
the real reason to use it is that it prevents spell-casters who are
affected from casting spells. It only lasts six rounds, but this gives
you plenty of time to hit enemy Mages with Breach and take them down
with your fighters. It also has a chance to make enemies run around in
a panic, which can further break up groups of enemies. It's not
exaggeration to say that in Shadows of Amn, whenever a spell-caster
rears their ugly magic at you, Insect Plague can effectively handicap
them. Always keep one ready.

True Sight
See the Mage description of this spell for full information. Like
Dispel Magic, every spell-caster should always keep one of these handy.

6th Level Divine Spells						{SPT009}
Bolt of Glory (Cleric only)
Against a few, select, enemies, this spell is very useful. It only
affects one creature, but there's no save, and the damage is pretty
good. Against normal creatures or elementals it's not worth casting,
but against undead it'll deal 8d6 damage, and against demons it really
shines, dealing 10d6 damage. No save, no missing. Before you have wide
access to highly enchanted weapons, this can be a life-saver, and when
you just need a sure way to deal some damage, this is a great option.
Still, I wouldn't keep it prepared unless I knew for certain that I
would have to fight such creatures.

Conjure Fire Elemental (Druid only)
Druids gain access to this spell at 6th level, and it is in every way
superior to the Mage version. There's simply no chance that your
elemental is going to break from your control and run amok. Using the
5th level Mage spell might be necessary simply due to the fact that you
will get it earlier, but once you can pull this off, use it, instead.

This is the best healing spell in the game, and it really makes all
other healing spells obsolete. It fully cures any one creature regardless
of how much damage they've sustained and cures all diseases, and a
variety of other effects. Most of your 6th level Cleric/Druid spell
slots should be occupied by Heal spells.

7th Level Divine Spells						{SPT010}
Aura of Flaming Death
An improved version of Fireshield, this spell grants a four-point bonus
to Armor Class, 90% resistance to fire damage, and deals 2d10+2 points
of damage to attackers. You should always keep one ready for big fights.

Finger of Death (Cleric only)
See the Mage description of this spell for detailed information. This
spell is great even on a Cleric, especially since high-level Clerics get
so many spell slots.. After filling up your slots with Aura of Flaming
Death, Sunray, and Globe of Blades, use the rest on Finger of Death.

Globe of Blades
This spell deals 10d10 points of damage to creatures (friendly or not)
adjacent to the caster, and lasts a turn. In combination with Aura of
Flaming Death it can make attacking the caster very, very painful. Just
beware of friendly fire.

Greater Elemental Summoning (Druid only)
Possibly the best summoning spell in the game, it summons an Elemental
Prince. A great ally, indeed. It only lasts a turn, so only use it in
the most pressing of fights.

Greater Restoration (Cleric only)
This spell cures all level drain, corrects pretty much every status
effect, and full heals any character it's cast upon. It'll tire the
caster, but sometimes it's worth casting to bring severely damage
allies back from the brink.

Sunray (Cleric only)
The ultimate anti-undead spell, it deals 1d6 points of damage per
caster level to undead within a 20-foot radius, and the undead must
save vs. spells or be destroyed. It's a great way to blast away Liches..
or any other undead creature in general. It's party friendly, too.
Once you get it, use it to cheap-shot any troublesome undead you
encounter. It also affects non-undead, but it's not worth wasting it
on such foes.

1st Level Arcane Spells						{SPT011}
Chromatic Orb
As far as simple, direct-damage spells goes, Chromatic Orb is in every
way inferior to Magic Missile. On the other hand, the status effects
that accompany it can-very rarely-pay off in a big way. Once your
arsenal expands you'll be able to make use of more reliable death-
dealers and debuffs-ones that give a penalty to saves, rather than a
monstrous +6 bonus. On the other hand, there's always a chance that the
enemy will roll a one and perish, which is something to hope for.
Another perk of this spell is the fact that-at its higher levels-it
deals acid damage, which can put down Trolls for good. It's an
inconvenient method, sure, and you're better off just using arrows, but
at least it's another option.

Another spell that is only rarely useful. Whenever you go shopping,
cast Friends to raise your Charisma and score some discounts. Good
stuff. Of course, this means you never have to keep it memorized.. When
you are shopping you are usually in a safe location where you can rest
and memorize this spell as needed.

This one is simple. Magical items need to be identified. This spell
does that. Of course, throughout most of the game you can avoid this
spell, and just memorize it when you need to memorize spells at a safe
camp. I tend to keep a couple on hand at all times.. just because first
level spells aren't terribly important.

Magic Missile
The best damage-dealing 1st level Mage spell, a potent Mage is capable
of dealing a respectable 10-25 damage with each casting. It's unerring,
never misses, and a great way to whittle down enemies. In fact, in the
first Baldur's Gate it was one of the best damage-dealers against
certain enemies, as many were resistant to elements, but lowly Magic
Missile still had a bite. In one encounter in particular this spell
will still prove to be the most effective take-down method. It gains
particular bite when multiple instances are used simultaneously via
Minor Sequencer, Spell Sequencer, and Spell Trigger, which can release
two or three spells at once. Add up the damage, that's 20-50 damage
via the 4th level Minor Sequencer, and 30-75 damage with the 6th level
Spell Sequencer. Patently inferior to Fireball, Chain Lightning,
Horrid Wilting, and other good offensive spells, sure, but there's no
save, no dodging, and many enemies may be immune or resistant to
elements, but not Magic Missiles. Just make sure they don't have
Globe of Invulnerability up, or any similar effect.

2nd Level Arcane Spells						{SPT012}
Another great defensive 2nd level spell, it imposes a -3 penalty to an
attacking enemy's THAC0, and provides a +1 bonus to all saves for the
caster. Since it has almost twice the duration of Mirror Image, you'll
need fewer of them, but you should always have at least one.

Detect Invisibility
A lesser form of True Sight, sometimes you just need to see an
invisible enemy. Whether it's a Thief using Potions of Invisibility,
or a Mage using Invisibility, Improved Invisibility, Mislead, or Shadow
Door. In addition, it has a much faster casting time. It won't get rid
of all the illusions you may wish to dispel, but it's better to at
least remove the invisibility an enemy is using, rather than letting
them run rampant. At lower levels it might be worthwhile to keep one on
hand in case of emergencies, however, as your Clerics gain access to
5th level spells, and your Mages get 6th, you can start to leave this
spell behind.

By now our dear old friend is starting to suffer from obsolesence.
We have Improved Invisibility as a 4th level spell, and items that
bestow invisibility (one powerful Mage staff does so with infinite
uses!) This spell doesn't need to take up any spell slots most of the
game-if ever.

When locks rear their ugly head, this spells takes care of them. Of
course, it's more profitable to just have a Thief, and it'll free up
2nd level slots, but this spell is sadly sometimes necessary.

Melf's Acid Arrow
An interesting spell that deals damage over time. In most games,
delayed damage isn't very useful, but since damage has a chance to
disrupt spellcasting in Baldur's Gate, it's a noteworthy spell. The
damage isn't great, even at higher levels (2d4 damage per three levels
of Mage, dealing only 2d4 damage per round), but the disruption chance
is the key. Also, since it deals acid damage, it can be used to take-
down Trolls. Still, most of the time it shouldn't be memorized.

Mirror Image
Mirror Image has been changed so that it's no longer quite as fool-
proof. You can still take damage from area-of-effect spells, or any
attack that is simply lucky enough to hit the caster instead of an
image. That aside, it's still a fantastic defensive spell that will
deflect enemy attacks quite often. Have at least one prepared at all

Stinking Cloud/Web
Web was a decent dehabilitating spell in the first game that was useful
against critters who were otherwise immune to Stinking Cloud. Both
spells, however, have become obsolete, for various reasons. First, when
Confusion and Chaos became available, we were more inclined to use those
spells rather than their second-level rivals. Save penalties and no
friendly fire made them better alternatives, yet the level cap prevented
us from using them quite as often-or at least having access to enough of
them to warrant eliminating the 2nd level dehabilitators. In Baldur's
Gate 2, however, that situation has changed. We have more than enough
4th and 5th level spells to support these superior spells.

Resist Fear
Resist Fear is a decent spell that will prevent your characters from
being affected by fear. By 'decent' I mean necessary. Many Mages in the
first game used Horror to great effect to break up our party, requiring
us to keep such spells handy as a defensive measure. Most enemies will
have upgraded their arsenals to other, higher-level spells, which are..
arguably more dangerous. Some enemies, like dragons and demons will
generate fear. So.. you still need this spell, but for a different
reason. It might be a good idea to keep it handy, just in case
something goes wrong, but you'll frequently know you'll need it ahead
of time, allowing you to memorize it just when you need to have it.
Of course, Clerics can cast 'Remove Fear' as a first level spell. It's
the same thing, and there's less competition for 1st level Cleric spells
than 2nd level Mage spells.. also, Clerics recieve far more 1st level
spells than a Mage receives 2nd level spells.

Vocalize is a spell that is only very, very rarely useful. Some low-
level Clerics will use Silence, which this spell negates. Of course,
the Amulet of Power keeps Vocalize constant, and higher-level casters
won't bother with Silence until they've burned through their greater
spells, by which time one side or the other is sure to be dead, anyways.

3rd Level Arcane Spells						{SPT013}
Dispel Magic
Sometimes, the enemy will hit you with their own dehabilitating spells,
or get off buffs you'd wish they didn't. Sometimes enough enemies will
put up spell defenses that need to be taken down where single-target
spells like Breach just aren't economic. Sometimes, sometimes, sometimes
you just need to take down all magic in an area and start anew. Dispel
Magic then, is your spell. Mind you, the power of the caster of the
spell to be dispelled, and the caster of the Dispel Magic determines
its effectiveness, it's not fool-proof. Still, when magic in a large
area needs to go, here's your spell. Friendly fire is, of course,
possible, so aim it well.. unless you need to dispel effects on your
own party members, that is. As a general rule of thumb I make sure
every Mage, Cleric, Bard, and Druid who can possiby cast this spell
always has one instance of this spell memorized. That way, if at least
one of my casters saves against an effect, they can then possibly save
the rest of the party. I repeat. Always have one Dispel Magic prepared,
on every spellcaster. Period.

I remember the first time I got this spell in Baldur's Gate.. it changed
the entire game, I thought. Mind you, I was relatively young and
unrefined back then, and didn't have enough sense to realize that the
world didn't revolve around direct-damage dealing spells. It's still a
short-coming I suffer from every time I play a Mage in any RPG. (Can
you believe that it took me so long to realize that Sleep owns almost
everything in Dragon Age?) Anyways, huge digression, even by my
standards.. ugh. 10d6 damage to all critters within a 30-foot radius.
It's.. almost under-powered now. 10-60 damage won't obliterate most
enemies like it did in the first Baldur's Gate, and quite a few
enemies are resistant to elements. Add to this the fact that melee
combat is by far the best damage-dealing option a party has, and the
chances that this spell will make a significant impact is low enough
that I rarely memorize it. Considering the damage that melee combatants
can do (on either side of the issue), Haste and Slow make better uses
of 3rd level spell slots.

Flame Arrow
Like Fireball, this spell hasn't aged so well. On the other hand, unlike
Fireball it has no chance of friendly fire. Used in multiple instances
with Spell Sequencer, it can do some ridiculous damage. Take a 15th
level Mage, who can prepare the 7th level Spell Sequencer, and cast
three Flame Arrows, each doing 5d6 damage per bolt, at 15th level
recieving three bolts per casting. 5d6 times three, times three. 45-270
damage. That is brutal. Granted, fire resistance and saves can retard
the damage dealt a good bit, and being a low-level spell leaves it
vulnerable to Globe of Invulnerability.. all in all, it's not a spell
worth keeping often, but in a few cases it'll come in handy, mostly
with the aforementioned Spell Sequencer assault in mind.

This spell doubles your movement speed and gives each character another
attack each round. It doesn't speed up spells, but that's not the
point. Considering how much of our offense is supplied by melee
attacks, it's easy to see why this spell-and multiple instances of this
spell-will always be worth memorizing. It vastly improves your attacking
power, and there's just no spell to replace it. There's no full-party
buff you'll use more often than Haste.

Invisibility 10' Radius
Invisibility for your whole party.. provided they all stay close to the
caster. It has a few uses to escape danger, but most enemies will just
use True Sight, so it's more useful to avoid combat than to help with
it. It may be handy at a few points in the game, but it shouldn't be
kept memorized on a regular basis.

Minor Spell Deflection
Just so it can't be said that I ignored this protective spell, let's
discuss it here, then forever banish it from our thoughts. First, it's
only useful against spells that directly target the caster, so
Fireball, Confusion, Chain Lightning and other spells won't be affected.
These are pretty common Mage spells you'll face, but direct targeting
ones that your Mage might encounter are uncommon. Of course, only spells
of 7th level or less can be blocked. So lets narrow it down to the two
most common spells you'll face-Finger of Death and Flesh to Stone.
Death Ward is a more effective Cleric spell to protect against the
former, and Protection from Petrification is more effective against the
latter-a 1st level Mage spell. Better than those, however, is Spell
Immunity, which can make the Mage immune to entire schools of spells,
not just one low-to-mid level targeted spell.

As strong of a buff as Haste is, Slow is just as powerful of a debuff.
It imposes a -4 penalty on the save against its effect, which is
crucial for the effectiveness of spells in this game. If an enemy fails,
they are reduced to half their speed, half their attacks per round,
take a -4 penalty to Armor Class and attack rolls. On a melee-oriented
enemy, this is a death sentence. It might be worthwhile to keep one on
hand.. if you have a pair of Haste spells and a Dispel Magic already
prepared, and really need another spell to memorize.

4th Level Arcane Spells						{SPT014}
This is a great dehabilitating spell.. but ultimately Chaos does
everything Confusion does-but better. And it takes up a much-less
contested 5th level spell slot than Confusion. Look to Chaos for your
ultimately, fight-winning dehabilitator.

Fireshield (Blue)/Fireshield (Red)
These defensive spells go great with the other Mage defenses, as they
inflict damage upon enemies who foolishly attack-and with Stoneskin
active, attack to no avail. They also bestow a 50% resistance to fire
or cold, depending on the shield cast. Ultimately, however, I only use
Fireshield on the biggest fights. For prolonged adventuring, Stoneskin
lasts longer and is more protective. Besides, the retributive damage
an attacker takes is by implementing sound strategy lost on most
characters-your Mages shouldn't be getting attacked in melee anyways..
the notable exception being, of course, Fighter/Mages and

Greater Malison
Further complicating the already difficult 4th level spell selection,
we have Greater Malison. It imposes a -4 save penalty upon all creatures
within its radius, making them that much more likely to fall victim to
the effects of other spells, like Slow, Chaos, and Finger of Death, not
to mention the effects of weapons, like Celestial Fury and the Vorpal
Silver Sword. Casting this before you open up with your spell assaults
is a good idea against tougher enemies.. if you have the luxury of an
extra round to cast it. When you get the Robe of Vecna, you can rely on
your primary Mage wearing said robe to cast this spell-which will always
land before your other casters get their (presumably simultaneously-
cast) spells off. When you get enough spell-slots, and/or when you are
anticipating a difficult battle where affecting enemies with debuffs
is necessary, starting out with Greater Malison is a good idea.

Improved Invisibility
The Invisibility-killer, this spell is in a different league. While the
2nd level spell allowed first strikes and stealth, this spell provides
a great defensive benefit to any character. Shrouded in total
imperceptibility until acting, the character still receives a +4 bonus
to saves and imposes a -4 penalty on attack rolls made against them
after acting and thus making themselves known to enemies. Best of all,
however, is the fact that the character in question cannot be targeted
by spells until Improved Invisibility is removed. As I said, it's a
great defensive spell. Most compotent enemies, however, will have True
Sight to take it down, but without a Mage, its defensive properties are
magnificent for a melee character.

Minor Sequencer
The weakest of the preparatory spells, Minor Sequencer is still worthy
of mention. You can prepare up to two spells of second level or lower,
which severely limits our options. Still, some useful strategies are
available. Creating a Sequencer that unleashes Blur and Mirror Image
simultaneously is a great idea.. especially just after taking down that
wretched spellcaster that used True Sight to strip your buffs. This is
easily the best combination, but chaining two Magic Missiles to dish out
a bit of pain is useful, too, or two Melf's Acid Arrows. More
importantly, do you see how this works? Pick out two spells, and rudely
mate them together and see what combos you can make. It's one of the
things that gives magic so much depth in Baldur's Gate 2. Don't rely on
my strategies, I'm a horribly tactitian.

It's safe to say that this is the most potent defensive spell in the
entire game. It protects you from one physical attack per two levels of
the caster. A 20th level Mage, therefore, can ignore 10 physical
attacks.. which is about three rounds of dedicated attacks from a
Fighter of similar level. It doesn't matter what damage they do, how
highly enchanted their weapon is, or anything else. It's easy to see
why they nerfed this spell (and fairly, I think) for 3rd Edition
Dungeons and Dragons. But this isn't 3rd Edition, is it? Note that this
will not block elemental or magical attacks, like Fireball, Magic
Missile, or Horrid Wilting, but it will block the physical portion of
some spells like Flame Arrow. It's decent enough defense for a Mage, but
when you take this and add on Blur, Improved Invisibility, and Mirror
Image, you've got a character who is nearly invulnerable to melee
attacks for several rounds, regardless of the pressure.. unless it's
dispelled, of course. Now, we should all see where this is going.. a
Mage is fairly vulnerable, but if you put this on a Fighter/Mage with
a base Armor Class of -9, then you've got yourself a phenom. In tougher,
protracted fights later in the game, you might as well ignore most other
defenses to stock up on this one, singular, almighty defense. For the
very last fight in the game, for example, my protagonist had five of
these prepared. Simple tactic, but it works. This spell is honestly one
of the biggest reasons that 4th level spells are so difficult to pick,
because every Mage should always have one prepared, at least. True Mages
like Edwin and Imoen need this less, since they're less likely to suffer
the indignities of combat, but for Fighter/Mages, you'll want all of
these that you can get.

5th Level Arcane Spells						{SPT015}
Breach is an awesome debuff, superior to Dispel Magic in many ways.
First, it's a direct-targeting spell, no friendly fire, no debuffing
anybody who doesn't need to be debuffed. Second, there's no relativity
involved, no chance for failure, it just works. Third, it doesn't just
strip one spell like many higher level spells, it removes a whole slew
of annoying buffs that enemies will constantly use. These include
Fireshield, Protection from Magic Weapons, and Stoneskin, many of the
more powerful and commonly used defensive spells. And, magic resistance
has no effect in deterring this spell, and there's no save. Beautiful.
Any time a Mage might rear its ugly magic against you, Breach should be
ready to save the day.. and since it's Baldur's Gate 2, that means you
should always have at least one Breach prepared. No exceptions.

Like Confusion, but better. It imposes a -4 penalty to enemies trying to
save against it, and it doesn't use up a 4th level spell slot. Using up
a 5th level slot is much, much easier to do. Enemies affected by this
spell might just wander around or attack randomly, but either way, they
are more or less out of the fight. This allows you to break up groups of
enemies and pick them off at your leisure. It's the dehabilitating spell
to use in this game. Any time you're confronted with a group of rival
adventurers, Yuan-ti, thugs, or any other group of creatures who aren't
immune to mind-affected effects (if they're not undead) you should be
alive to the possibility of throwing Chaos at them. This spell wins
fights. Period. Always have one, up until and even at points within
Throne of Bhaal. Near the end of the game, enemies become hardened to
this spell, what with magic resistance, good saves, or flat-out
immunity. When a big fight against a critter that won't be bothered by
this spell pops up, like say, against a super-potent archmage, as a
random, spoiler-free example, replace it with Breach.

Conjure Lesser Fire Elemental
Summoning spells are out of fashion in Baldur's Gate 2. At least, if
that spell is called 'Monster Summoning I, II, or III'. This spell
conjures up a Fire Elemental, which isn't too impressive, by itself.
It is, however, immune to weapons with less than a +2 enchantment, which
means in certain key fights it can tackle an enemy that would be..
difficult for your fighters. An astute gamer can see that this critter
won't be useful forever, as enemies will eventually gain the ability
to hurt it.. and enemies that can hurt it can, and will, kill it. Still,
in a few key fights it can come in handy.

Lower Resistance
Some enemies.. alot of them, in fact.. have magic resistance. Be they
Drow, demon, dragon, or any other critter, you'll need to soften their
resistances before going after them. When addressing groups of such
creatures, you're better of just trying your luck with the great
dehabilitator, or forgoing spell assaults entirely. Against the lone
dragon or other high quality creature, using this before you start
hammering it with spells is highly recommended. Later in the game some
of the stronger creatures around will be able to use spells to defend
themselves, as well as their innate magic resistance. This spell will
not be quite enough, but there are other options..

Shadow Door
I don't really see what makes this spell superior to Improved
Invisibility, save that it's a 5th level spell instead of a hotly
contested 4th level spell. The computer sure does love it, however.

Spell Immunity
This is the best spell-defense in the game. Enemies tend to use a
handful of tried-and-true spells to destroy your party, and it can
be pretty frustrating if you don't know how to protect against them.
Unwary players might fall victim to various Symbol spells when they
inadvertantly stumble upon their first Lich (speaking from painful
experience here.) But fear not, for this is the solution. When you
cast this spell you'll be prompted to choose what school to protect
against. The best ones are Conjuration (Symbol spells, Power Words),
Necromancy (Horrid Wilting, Wail of the Banshee, Finger of Death), and
Transmutation (Flesh to Stone). If you cast multiple instance of this
spell, you can make yourself immune to multiple spellschools. A
character wearing the Cloak of Mirroring, with three instances of
Spell Immunity-Conjuration, Necromancy, and Transmutation-is virtually
immune to anything an enemy Mage can throw at them. Just sit back,
wait for them to deplete their arsenals, and then destroy them.

Spell Shield
This spell will protect you from one attempt to debuff your spell
protections, protecting against spells like Breach, Lower Resistance,
Pierce Magic, and Spell Thrust. If an enemy uses it, give them the
old try, try again treatment. It's rare that an enemy will use Breach
or other spell-strippers on you, however, so you probably won't need
this spell.

6th Level Arcane Spells						{SPT016}
Chain Lightning
At 1d6 points of damage per two levels, it can get up to a hefty bit of
damage, but note that it won't be until 20th level that it matches
humble Fireball, and almost all enemies struck will only take half
damage from being hit by an arc, instead of the main blast-and many
will save against that to halve the damage yet again. Still, no
friendly fire, which means you can use it at will. Keep in mind,
however, that Horrid Wilting is vastly superior once you get access to
8th level spells, and breaking up a group of foes with Chaos is
probably better than dealing a bit of damage with Chain Lightning.
Still, until Pierce Magic becomes necessary you might as well fill up
your 6th level spell slots with something.

I personally don't use Contingency often, as I'd rather control when
my buffs kick in, and honestly, the 'responses' we can pick for the
Contingency's trigger aren't very great. Enemies use it frequently,
however, and it can be useful to pop on a Stoneskin, Mirror Image,
and Blur on when the caster is threatened. It allows you to prepare up
to 18 spell levels of spells, using no more than three spells, of up to
6th level. All the spells must target the caster, so this is purely a
defensive measure.

Death Spell
Although it only affects creatures with 8 Hit Dice or less (by the book
rules, a Hit Dice for a monster is set at 1d8 Hit Points per die, or
up to 64 Hit Points) this actually manages to be a great early-to-mid
game spell. It won't kill many of the more dangerous foes we'll have to
fight, as the high quality adventurers (like the ones in the sewers
under Athkatla, and those in the slaver compound in the Temple District)
are simply higher than 8th level, it doesn't affect undead, and it's
probably wasted on grunts, guards, and other low-quality foes. But then,
what use does it have? First, it's an excellent way to dispatch
dangerous foes like Illithids, Trolls, and Umber Hulks, which are quite
strong and dangerous to engage in melee. Second, it dispatches summoned
creatures instantly, which can be useful against summon-happy Mages. If
you're playing a good party, you probably won't have access to it
terribly early, but Edwin can get it early, and often, and abusing it
is a great idea. As you get deeper into Shadows of Amn, however, it
becomes less useful as foes routinely became too powerful to be affected
by it.

You can instantly knock off a creature with this spell, and at first
it seems pretty great.. but it's not. First, whatever gear the target
has can often be lost with it. Do you want to risk losing gear over this
spell? Second, it has no save penalty, so chances are, it's not going to
be terribly effective. Don't waste your time, or worse, gear. Just wait
until you get access to 7th level's Finger of Death.

Improved Haste
Unlike Improved Invisibility, the 'Improved' part of this spell is
deceptive. As far as a personal buff goes, it actually does double the
attacks of the affected character each round. When you're getting four
attacks per round, doubling that can be.. brutal. Unfortunately, it
doesn't affect the whole party like Haste does, making it a less
effective buff. Still, if a Fighter/Mage were to work it into a Spell
Trigger.. it could be part of a great buffing sequence. As usual, Edwin
makes this spell handy by sheer abundance of spell-slots. He can
prepare enough to boost choice fighters before any significant battle..
for most fights, however, Haste is more than enough.

Like Shadow Door, it gives you Improved Invisibility, but unlike the
former, it creates a little clone of you to fool enemies. I don't see
the point. True Sight still fixes matters.

Pierce Magic
Remember when I said later enemies would have spell defenses as well as
magic resistance? Here is your answer to them. Pierce Magic lowers an
enemy's magic resistance by 1% per caster level and removes one of a
various group of spell defenses, like Spell Deflection, Spell Turning,
and Spell Immunity. Use it on dragons, and critters with too many
defense before starting with Breach and other spell assaults. Later on
in the game, replace Lower Resistance with this spell.

Protection from Magic Energy
This spell makes a Mage immune to non-elemental, magical damage, such
as the damage dealt by Magic Missile and Horrid Wilting. Yeah, we'll be
using it against the latter of the two. 6th-level spells are fairly
easy to give up, and this spell lasts a whopping turn per level, so
nobody should be terribly unhappy using up one 6th-level spell slot on
this. That said, it's mostly useful in Throne of Bhaal, when we might
encounter strong spell-casters who can cast Horrid Wilting, and either
the fight takes place where full party attendance is mandatory, or they
have strong enough allies that leading with a single character otherwise
protected by the Cloak of Mirroring is ill-advised. In most encounters
where you might need this spell, it's the third best option for dealing
with such attacks, the others being, of course 1) Killing the enemy
spell-caster before they can cast Horrid Wilting, 2) Leading with a
character wearing the Cloak of Mirroring, and hence immune to Horrid
Wilting (and unofficial 4) letting said spell-caster rape your party
with Horrid Wilting, not a good option.) It's best used as a fairly
complete magical-damage defense in conjunction with the 7th-level
'Protection from the Elements'. Edwin can, of course, skip both those
spells and just prepare the 8th-level 'Protection from Energy', as
he will likely have more 8th-level spell slots than he needs.

Protection from Magical Weapons
Chances are you'll see the enemy use this more than you will. It makes
you immune to magical weapons for four rounds. A short time, but later
on almost all enemies will use magical weapons. Used by an enemy-
particularly an enemy who is naturally immune to weapons of low
enchantment, it makes them all but immune to physical attacks. Breach
still takes care of the problem, however. All in all, I'd rather just
use Stoneskin.

True Sight
This spell instantly removes all hostile illusions within a large
radius of the caster. This removes Blur, Mirror Image, Shadow Door,
Mislead, and, of course, Improved Invisibility. It's absolutely
essential for defeating Mages, who will constantly cloak themselves and
wreck havoc upon your party-safely immune to spell reprisals until you
tackle their invisibility. Remember, you can't target enemies with
spells until you take down their invisibility, and even if you can see
them to attack them, you can't use Breach to take down their Fireshield,
Protection from Magical Weapons, and Stoneskin. You need True Sight like
you need Dispel Magic-every spell caster needs at least one, all the
time. Better safe than sorry.

7th Level Arcane Spells						{SPT017}
Delayed Blast Fireball
With 15d6 damage over 10d6 damage, DBF seems like a decent upgrade..
but again, that damned Horrid Wilting is so close, and so much better.
Like Fireball, however, it's not party friendly. At this point, you can
find better spells to prepare.

Finger of Death
This spell instantly snuffs out the victim's life force. It's a killer,
and I love it. It imposes a -2 penalty on the victim's save, which
makes it a compotent killer, if not a spectacular one, but if you help
them along with Greater Malison, you actually stand a chance at
snuffing out baddies. Even if it fails, they still take 2d8+1 damage,
which isn't much, but it's better than nothing. I always have one
ready. After all, if you do not play, you cannot win.

Limited Wish
This spell has many uses, but mostly I use it to protect my entire party
from level drain. There are a few cases when it will be absolutely vital
to protect yourself in this manner, but it's nothing you need to keep a
constant slot tied up for. Also, a number of interesting effects can be
obtained by making 'one time only wishes', which are covered in the
walkthrough at [WLK040].

Mass Invisibility
Essentially a very potent party-wide spell-buff, with Edwin's sheer
amount of memorization capacity, the regular use of this spell becomes
a real option. It will give the benefits of Improved Invisibility to
everybody within a 30-foot radius, namely a four point bonus to Armor
Class and a four point bonus to Saving Throws. Huge, huge bonuses. The
only problem? By Throne of Bhaal, enemies regularly expect-and can
counter-your Illusion spells. And since a single True Sight can waste
this spell-buff, it's not something I use often.

Mordenkainen's Sword
Mordenkainen's Sword is a fairly useful spell that happens to find
itself fortunately placed in our books as a 7th-level spell. I don't
find it to be a game-breaking spell on its own, but since you really
only need so many 'Finger of Death' spells, it tends to find itself
prepared. With it, you summon a floating magical sword, which counts as
a +4 weapon and deals 5-20 damage. The enhancement bonus is pretty nice,
but the damage and duration (one round per level) aren't anything to get
worked up over, but the fact that it's nearly impossible to damage is.
It can be 'slain' by death effects, but it's nearly impossible to hit,
and immune to physical and elemental damage. This makes it an ideal
distraction, and you could certainly summon weaker things to draw the
attention of enemies. Just don't rely on it to deal too much damage,
it's THAC0 isn't very good.

Protection from the Elements
A rare cast for me, but it has a very, very, important function. When
you have vulnerable characters with low Hit Points (like, say, Mages,
for example) and angry critters that cast mean spells or use breath
weapons, this spell is the answer. It confers 75% immunity to all
elemental attacks. 75% won't stop the hurt entirely, but it will prevent
devastating loss of Hit Points. The 8th-level spell 'Protection from
Energy' covers magical damage (like Horrid Wilting) too, but a 7th-level
spell-slot is easier to give up than an 8th-level spell slot.. unless
your name is Edwin. Used in combination with the 6th-level spell
'Protection from Magic Energy' the two provide better protection than
the 8th-level 'Protection from Energy', and in all honesty, it's easier
to give up a 6th-and-7th-level spell than it is to give up an 8th-level

Spell Sequencer
Like Minor Sequencer, but it can queue up three spells of 4th level or
lower. This allows you to chain up three Flame Arrows to really hurt
something. Another good option for our Fighter/Mage is to chain
Improved Invisibility, Stoneskin, and Mirror Image. You can also chain
up a 'super slow', a Greater Malison and two Slow spells, when it just
needs to work. Still, we're not quite at the heavy tactical stage.
That, like all things good, must wait until level eight.

8th Level Arcane Spells						{SPT018}
Abi-Dalzim's Horrid Wilting
This is one of the best damage-dealing spells of the game, made even
more useful for the fact that unlike Comet, it doesn't use up a precious
9th level spell slot, or a high level ability. Let's discuss, shall we?
It deals a whopping 1d8 damage per caster level, far outpacing the next
nearest damaging spell out there. It imposes a -2 penalty on the saves
of an enemy trying to mitigate the damage, further improving the odds
of it hurting extra. Lastly, it's party friendly. What more could you
ask for? Learn it, memorize it, use it, love it. It really shines
against various high-level Mages in Throne of Bhaal, who usually don't
have the spell defenses or Hit Points to survive too many of these.

Pierce Shield
Like Pierce Magic, but marginally better. Still, not enough better that
I'd waste an 8th level spell slot on it. It's got a few more spells it
can dispel, and reduces the enemy's magic resistance by another +10%.
On the other hand, Pierce Magic can be used with a Spell Trigger, so
why would you ever use Pierce Shield?

Protection from Energy
A rare cast for me, but it has a very, very, important function. When
you have vulnerable characters with low Hit Points (like, say, Mages,
for example) and angry critters that cast mean spells or use breath
weapons, this spell is the answer. It confers 75% immunity to all
energy attacks-which in this case means elements or magic damage (like
Horrid Wilting). 75% won't stop the hurt entirely, but it will prevent
devastating loss of Hit Points. In practice, Edwin can use this spell
whenever he's at risk, but other Mages need to be more stingy-typically
resorting to the 7th-Level 'Protection from the Elements' to deal with
elemental damage, or the 6th-level 'Protection from Magic Energy'. It's
not as complete of a defense, but the instances where we might get hit
by both a Horrid Wilting and potent elemental attacks are rare. In
theory, every Mage could qualify for that sort of dual-threat, but such
Mages are rare until Throne of Bhaal, they typically start throwing out
Horrid Wilting long before they bother to cast elemental spells (all of
which are invariably lower-level attacks). Point of the matter is, if
they're casting elemental spells, they're doing so because they've
exhausted their initial spell barrages-and most Mages don't tend to last
more than a few rounds against me. Not boasting, I make it a point to
kill Mages first. It's a little thing we call 'strategy'.

Spell Trigger
This spell is where you really get to play with your multi-spell
tactics. It allows you to chain up to three spells, of sixth level or
less. Three Chain Lightnings is a pretty awesome combo, but my
favorite is my one-shot defense breaker. Typically consisting of two
Pierce Magic spells and a Breach, or a Pierce Magic, Breach, and Greater
Malison. Start out fights with powerful, well-protected enemies with
this combo to leave them open to both physical and magical attacks.
You'll learn to love it, and during Throne of Bhaal you should strive to
always have one ready to go.

9th Level Arcane Spells						{SPT019}
10d10 damage marginally out-does Fireball, but this spell has three
great advantages that makes it the best damage-dealer in the game.
First, it offers no save against the damage. Second, it doesn't hurt
party members. Third, it has a chance to stun enemies for 1d4 rounds
and knock them down. It's great for dealing a good chunk of damage to
a lot of enemies, and breaking them up a bit so your fighters can get
some breathing room.

Spell Trap
Unlike all the other, lesser, spell absorbing spells, this one is
actually pretty good. It will absorb any spell, of any level, up to a
whopping 30 spell levels. When it does, you regain expended spells
equal to the spell levels absorbed. This is best used on a character
who is good at soaking up spell assaults.. like our good old
Fighter/Mage. Honestly, I almost never use it, however. When my
protagonist needs to absorb spells, I'd rather use some Spell Immunity
spells, rather than use up a 9th level spell slot. A handful of 5th
level spells is easier to expend than one 9th level spell-especially
later on in the game.

Time Stop
This is probably the best spell in the game. When cast, you get three
rounds to do whatever you wish. If you cast spells, those spells will
all take effect when the Time Stop ends-not during it. If you want to
sequence spells, you'll need to be a little sneaky. If you cast one
spell closer to an enemy than another spell, the closer spell will
reach first, allowing you to thus chain spells that just need to work-
like Pierce Magic or Breach. Three favorite tactics of mine-and they
aren't complex, but they are effective-are as follows. First, just
using three Horrid Wiltings can obliterate enemy opposition, especially
low Hit Point enemy Mages, who can do little but die under the
onslaught. Second, use a Spell Trigger to blast an enemy with a
combination of spells that destroys their defenses, then use a Spell
Sequencer and Minor Sequencer to hit them with various damage-dealing
spells, like Flame Arrow, or Magic Missiles. Don't underestimate the
damage that five Magic Missiles can do on a single unlucky enemy.. no
creature in the game can ignore 50-125 damage. Third, I just cast Time
Stop and have my Fighter/Mage use up three Greater Whirlwind attacks-
30 attacks-on a wretched victim.

Wail of the Banshee
Honestly, I can't remember ever using this spell, or having it used
against me. Perhaps it's the lack of a save penalty? Maybe by the time
I get it, in Throne of Bhaal or damn near it, I'm not worried about
killing off groups of weak enemies, and have better tools to do it with?
Why waste a 9th level spell slot on it?

|								       |
|			      General Tips {TIP000}		       |
|								       |
Save often. There is a lot of trial and error in this game. If you walk
into an encounter you weren't ready for, there's a good chance you can
lose characters. And of course, there is always just bad luck.
To find objects on the map that can be searched or interacted with hold
down the 'Tab' key. This will reveal doors, containers, your party's
Hit Points, and other useful information. Sure beats waving the mouse
cursor around madly, hoping to find a hidden bit of loot, ala Baldur's
Gate 1.
Lead with pretty. Take your character with the highest Charisma and make
them party leader. That way they will use their reaction adjustment to
influence people they talk to, getting you better reactions, rewards,
and prices. Paladins make great natural party leaders, as they are both
strong and have a high Charisma. Evil parties will have to improvise.
Lead with steel. Of course, pretty isn't the only consideration to make.
Your front line characters will be under fire more often than any other
characters. Put your most well protected allies up front, taking into
consideration Armor Class and Hit Points.
The Ring of Human Influence helps the 'lead with pretty, lead with
steel' rules above. Wearing it increases the wearer's Charisma to 18,
all but negating Charisma as a noteworthy attribute in any sense. Put
this ring (and a few other Charisma-boosting items) on a well-defended,
high Hit Point party leader, and you're all set.
Spread the wealth. Don't load up good gear all on one character, even
though it might be tempting to spoil your main character.
Diversify. This makes spreading the wealth easier. If everybody is
clamoring for long swords, you'll never have enough to go around. This
shouldn't be too hard, as most recruitable characters come tailor-made
to use specific weapons. You think Anomen was meant for anything other
than War Hammers, and Maces, or that Korgan really wants to fight with
something other than a Battle Axe?
Travel with like-minded characters, or rather, characters of the same
(or similar) alignments. In Baldur's Gate 1 this was less of a problem,
but in Baldur's Gate 2 characters of different alignments could end up
fighting. Notoriously Viconia and Keldorn will not last together in a
party, and Aerie and Korgan cause problems as well.
Manipulate your reputation. Good parties will want to have a high
reputation just to keep folks happy, but evil parties will want the
discounts high reputations bring. Just don't go over 17 or you'll face
desertion. Go to temples to raise your reputation before major shopping
sprees. If it gets too high, go kill a peasant in a house.
Manipulate your Charisma. If it was a good enough tactic in Planescape:
Torment, it's good enough in Baldur's Gate 2. Equip the 'Ring of Human
Influence' on a Mage and make them your party leader. Then have them
cast the spell 'Friends' and equip whatever other Charisma-boosting
gear you have (like the 'Nymph Cloak'). You'll get a nice discount while
on your shopping spree with 25 Charisma.
Stealing might be bad for your soul, but it's good for your wallet. 
Steal early and steal often, there's no 'karma' meter in this game and
you only lose reputation if you get caught. By stealing you can get
yourself early access to moderately useful gear and much more useful
single-use items like scrolls, potions, and ammunition. It'll make
completing the early quests that much easier, allowing you to raise
legitimate gold you'll need to buy things from Diedre and Ribald. A
minimum Pick Pockets skill of 140% is suggested. Use Potions of Master
Thievery to this end, they last three hours, raise your skill by 40%
each, and are a much better alternative to spending points on the Pick
Pockets skill. It's not like those potions or that skill is useful for
anything else anyways.
Scout ahead. If you can find danger before it finds you, you can prepare
for it and get the drop on it. Difficult encounters can turn into snore
fests if you make a resounding first strike.
First strikes win fights. Mark enemy locations with a character who has
stealth, then at the edge of the fog of war-just before you can see the
enemy-target the area with an area of effect spell. Web, Stinking Cloud,
Entangle, and Silence 15' Radius, Confusion, Horrid Wilting, whatever.
It'll make the encounter much easier if you start with a decisive 
magical strike.
Haste is probably the most powerful spell buff in the game. You act
faster in combat, gain an extra attack per round, and your movement 
speed is doubled. It is, essentially, a way to vastly increase your 
offensive power for a short amount of time. Use it before every major 
Spell-buff before big fights. Any fight that sucks will suck less if you
cast Protection from Evil 10' Radius, Defensive Harmony, and Haste.
Insect Plague is THE spell to use for Shadows of Amn. The least it will
do is deal one damage every two seconds to enemies caught inside of it
and make spell casting impossible for them, with a save to see if they
run in fear as well. This destroys enemy spell casters, even whole
parties of adventurers, and it really makes having a Druid a good thing.
It only affects six enemies, but most fights don't involve many more
than that, and it only lasts six rounds, but that's longer than most
fights take. Use it and take down the spell casters and other 
vulnerable enemies, then you can deal with the survivors with ease. Oh,
and being invisible doesn't protect enemies from it. Score.
Hang on to +3 weapons! It doesn't matter what KIND of weapon it is,
only that it's of +3 or better enhancement. Many creatures are immune
to +2 or less weapons.. well not many, but when one comes around it's
typically strong enough to cause problems, problems that might be more
than one character can handle. Any +3 weapon you can equip for, say, a
Balor will be one more character that can hurt it, regardless of whether
they are proficient or not. Being unproficient with a weapon that can
damage an enemy is infinitely better than being specialized with a
weapon that can't.
Summoning spells have been changed for Baldur's Gate 2. No longer will
you conjure up a horde of weak minions when you cast Summon Monster,
instead now only one or two will appear. This is just as well, as a
horde of War Dogs would die with one Death Spell, Fireball, or Dispel
Magic, all things your enemies can throw about with abandon. Now the
focus is on powerful singular summons. 
Conjure Fire Elemental is a great spell, as it is a powerful singular 
entity that is immune to anything less than a +2 weapons. Summon it
against enemies that can't harm it for extra fun, or just put in up in
front of the party to absorb nasty attacks.
Summon Nishruu and Summon Hakeashar are also great choices for the Mage,
especially against other Mages, as these creatures are both immune to
magic. A timely summon Nishruu can make a Mage powerless as it sucks out
their memorized spells one by one, so long as the Mage doesn't have any
buddies able to harm it physically. Just be careful not to use this
spell against enemies that have magical gear on them, as the Nishruu/
Hakeashar will feast on magical items once it's done absorbing enemy
Depending on what class you are, you'll get offered a variety of guilds
or strongholds throughout the game. These are Mae'Vars Guildhall 
(Thieves), the de'Arnise Keep (Fighters), the Planar Sphere (Mages),
Cleric's Temple (Clerics), Five Flagons Playhouse (Bards), and the
Druid Grove (Druids). Normally you'll get offered one, but a multi-
classed character can potentially get two.
Spell Immunity can, in conjunction with other spells, make a character
nearly impervious to magical attack. While there are just too many
different Spell Schools out there to protect against all of them, you
can at least block the spells that the enemy tends to use most often.
Using Spell Immunity: Conjuration blocks all Symbol and Power Word 
spells, Necromancy will protect against Finger of Death, Wail of the
Banshee, and Horrid Wilting, Alteration will negate Flesh to Stone and
Disintegrate, and Abjuration prevents the enemy from using Imprisonment.
Combined with Chaotic Commands, Death Ward, and similar spells, you can
really make it hard for enemy spell-casters to harm you. The best part 
is, although you have to cast the spell once per school, multiple
castings stack.
Dispel Magic is a low level spell that is vital to your survival. 
It's not party friendly, but removing Confusion from some party members 
is more important than keeping their Haste. It can also debuff enemies,
taking away defensive protections and offensive aids alike. It's
effectiveness increases or decreases depending on whether your level is
higher or lower than an enemies', but every spell-caster should always
keep one prepared. Multi-classed characters will likely have much less
luck with Dispel Magic than singled-classed characters, and Clerics
can expect to be a higher level than Mages with equal experience, but
since there's always a chance of success, it's worth using. Many
enemies will be around or below your experience level, but the odd Lich
and high level Mage might not be impressed with your Dispel Magic.
Keldorn's Inquisitor kit gives him the ability to Dispel Magic at twice
his actual level. Even at mid-levels, his Dispel Magic is more than a
match for the buffs and debuffs of most enemies!
Two common enemy defenses: Stoneskin and Protection from Magical
Weapons, can be overcome with Breach. This is preferable to Dispel Magic
because you won't remove your own spell-buffs and there's no chance of
failure.. and as a 5th-level spell, it really only competes with Chaos.
Enemy Mages will commonly use spells like Mislead, Shadow Door, and
Improved Invisibility to buy themselves time and protection. Use True
Sight to instantly dispel these effects in an area. It's party-friendly,
and it'll also remove defensive illusions like Mirror Image.
More powerful Mages later on in the game will put up more effective
spell-defenses, like Spell Immunity Abjuration and Spell Deflection,
which blocks Breach, as well as using Stoneskin, Protection from 
Magical Weapons, and Mantle. Use Pierce Magic before you use Breach,
either in tandem with another Mage, via a Spell Trigger, Time Stop, or
through a Wand of Spell Striking. Or failing that, on subsequent rounds.
Early in the game, strong enemy Mages can be a huge problem, when you
lack the stopping power to kill them quickly, the spell arsenals to take
down their defenses, the saves to resist their spells, or the Hit Points
to weather them. An effective tactic for when you know such a fight is
approaching is to scout the area and find the Mage in question, and then
summon as many creatures as possible (typically through the use of
infinitely rechargable summoning items) near the Mage. Keep your own
party out of sight and let your summons soak up the early offensive..
After all, if an enemy Wizard uses his Horrid Wilting on your summons,
they can't use it on your party.
If you're not using an infinite bag of holding mod, you'll need to find
somewhere to stash your loot. Strongholds are an ideal location-you
tend to earn money there, and it's hard to forget such things. Just be
sure not to stash anything in your strongholds until AFTER you have
obtained them. Many get 'repopulated' after the quests involving them,
and this includes the containers within. Mae'Var's Guildhall, the
de'Arnise Keep, and the Planar Sphere are all good choices.
Cluttered up with Mage spell scrolls? Have Throne of Bhaal installed?
No problem. You can erase known spells from your spell-book and rescribe
them. It gets useless extra copies of spells out of your inventory, and
it earns you experience. Just don't forget that other Mages that you
might want to recruit later will need those spells.. so get your party
Mage(s), learn them all the spells they can, and then go ahead and
rescribe your scrolls for extra experience.
Stealth is not fool-proof. Enemy Mages will cast True Sight if they
suspect a sneaking foe nearby. Also, some enemies aren't fooled by
stealth due to extremely acute senses-Fell Cats and Fire Trolls will
'smell' you out, and Hive Mothers.. well, they're a big ball of
eyeballs. Kinda hard to hide from that.

|			       Chapter 1			       |
|								       |
|		      Escape from Irenicus' Dungeon		       |
|								       |
Sequence of Events:						{WLK001}
		1) You Should Survive the Process
		2) Minsc
		3) Jaheira
		4) Gearing Up
		5) The Mephit Machine
		6) Aataqah's Game 
		7) Goblins
		8) Stasis Room
		9) Sewer Golem Room
		10) Relieving Rielev
		11) Tales Dead Tell
		12) The Sewage Chamber
		13) The Master's Room
		14) The Dryads Three Make a Plea
		15) The Master's Wife's Room
		16) The Library
		17) Ilyich
		18) Cambion Containment
		19) The Genie's Request
		20) Retrieving the Flask
		21) The Sword of Chaos
		22) Yoshimo
		23) Mephit Spawning Room
		24) Escaped Clone
		25) To the Wand Room
		26) The Wand Room
		27) The Vampire's Display
		28) The Smithy
		29) Freeing Frennedan
		30) Attacked by Assassins
		31) Imoen and Irenicus Incarcerated
		32) Lady Beth
		33) Gaelan Bayle's Offer
Dungeon, Part 1 (AR0602)
1) You'll be approached by some Mage who will proceed to preform
'experiments' upon you. Not very nice ones, either, judging from the
death speeches your character makes and from all the fire. A Golem will
eventually arrive, drawing the man's attention and leading him away to
deal with 'intruders'. Imoen will show up and spring you from your cage,
joining your party immediately afterwards. She'll tell you about some
weapons to the north before the game auto-saves and the camera pans to
the north to reveal two captured people.

Imoen doesn't start out too great in the way of spells. Have her
memorize some Magic Missiles and maybe a Chromatic Orb. It won't take
much more than brute force to get out of here. As for 2nd level spells,
get a Mirror Image, a Melf's Acid Arrow, and a Stinking Cloud. We won't
fight many large groups of enemies, and even when we do we don't have an
unlimited supply of ammunition to use on them, so Stinking Cloud isn't
too important just yet. Melf's is best against trolls and spell casters,
which won't be a problem for a while yet, but at least it contributes to
the fight. For 3rd level spells get Haste. It might be fun to Fireball
some baddies, but really, Haste is going to help you out more in a
fight. As for 4th level spells, we won't be letting Imoen get hit, so
don't bother with Fire Shield, and if we do let her get hit, Stoneskin
would be better anyways. Improved Invisibility can go on anyone, so keep
it handy to spell-buff your front line Fighter. You don't want to let
Imoen scribe any scrolls you find, as.. it'll be a while before she can
put them to good use. Save them up for your main character, Edwin, or
failing that, for Imoen to use at a later date.
2) Go over to the man at (x=4000, y=2750) to find your old friend Minsc.
The captivity really hasn't made him any saner.. or more insane, for
that matter. Some things are beyond torture. You will eventually provoke
his wrath to the point where he breaks his 'permanently welded cell'. He
then accuses you of provoking him to unleash his berserker might. Uh,
yeah! Sure. Regardless of your intentions he thinks you're one clever
fellow and offers to join you. By all means take him along, you could
certainly use his Hit Points and Strength to get out of here. You can
always ditch him later if you're so inclined. Minsc is, if anything,
even more hilarious in the sequel. It's just another perk of bringing
him along.

(For 'encouraging' Minsc to escape from his cell)
EXP	3000
3) Over at (x=3850, y=2650) you'll find another cage with another former
traveling companion, the Harper agent Jaheira. She's just as hot-headed
and mouthy as ever, and will give you a run down of your story. The game
assumes, of course, that you actually traveled with her in the prequel.
It's possible to blow her off and leave her behind, but you might just
want her healing power for this dungeon, even if you don't plan to keep
her. Note that if you turn on her and leave her behind she will say some
rather disparaging things about you 'turning'. It is all too similar to
the way others of her ilk will look at you later.. but now I'm
foreshadowing. To get her free go up to the room to the north and search
the table at (x=3050, y=2800). You'll find, along with many weapons, a 
Jail Cell Key. Take the key and open the door.

(x=3050, y=2800) Long Sword, Short Sword, Quarter Staff, Mace, 
		 Battle Axe, Spear, Halberd, Jail Cell Key, 
		 War Hammer, Two Handed Sword, Katana

(For freeing Jaheira from her cage)
EXP 	3000

Have Jaheira get plenty of Cure Light Wounds. You can get Entangle, but
it by now has long since run its course as a useful spell. Armor of
Faith is a decent defensive spell that will cause Jaheira to ignore
10% of the damage she takes at her present level, and lasts long enough
to be considered as a good defensive buff. Bless can also provide a
temporary buff to your entire party's attack rolls, but I'd prefer Armor
of Faith. 2nd level is very slim pickings, as Barkskin does not stack
with armor. You'd be better off just wearing the Splint Mail. You 
should, however, always carry a Slow Poison on you, just in case. For 
3rd level spells, get a Dispel Magic-every spell caster who can cast
this spell should have one prepared-and a Cure Medium Wounds. Finally
come 4th level spells, of which you have the very nice Death Ward,
which has no applicable use just yet. For now either grab Defensive
Harmony, which is a good spell buff, or Cure Serious Wounds for extra
healing power.
4) Go back into the room where you found the Jail Cell Key. As
previously noted you can find weapons on the table at (x=3050, y=2800).
Equip your main character with whatever they're good at. Minsc gets the
Two Handed Sword, Jaheira suffers with a Quarter Staff for now. I set
Jaheira up as my front-liner, as she's got the Dexterity and the ability
to wear the heavier armor I need to succeed. Loot the chest for some
armor. I give Jaheira the Splint Mail, and I have Minsc don the Chain
Mail. For now getting through the place is more of a priority than
taking advantage of his ability to Sneak. Besides, he can always take it
off to scout ahead. Finally, the painting at (x=3130, y=2700) has stuff
behind it, but be sure to search for traps. This is your introduction to
traps in this game, and this one isn't very powerful or hard to disarm.
It is, however, a warning. It's the second room in the game, and there's
a trap. Oh yes, kiddies, there will be traps in this game, enough to
ruin your day if you don't bring about a Thief. The Dagger +1.. eh..
well, it can go on Imoen, but it's really just a waste. If you stick it
on Jaheira you'll raise her THAC0 by one, but then she can use the Small
Shield to bring her Armor Class down. And of course, if you imported
your main character with the Golden Pantaloons in their inventory, you
will find those in here as well. You can talk to the Golem in this room
but it has little to say. The tunnel to the north leads to a door
(x=2420, y=2180) we can't open yet. There's also an annoying Smoke
Mephit down there, which isn't particularly dangerous, but it can blind
you temporarily.

(x=3000, y=2750) Helmet, Leather Armor, Studded Leather Armor, 
		 Small Shield, Buckler, Splint Mail, Chain Mail,
(x=3130, y=2700) Dagger +1, Potion of Healing x3, Golden Pantaloons

(x=3130, y=2700)
5) Head to the west. I'd suggest sneaking in with Minsc or Imoen, as
there is a machine in the middle of the room that creates Lightning
Mephits which shoot.. well, lightning at you. Click on the machine's
controls at (x=2850, y=3050) twice to turn the machine off and stop it
from spawning more Mephits.

(For disabling the Lightning Mephit spawning machine)
EXP	2000
6) Continue up to the north to find a genie named Aataqah, who initiates
dialogue with you. If you blow him off he'll leave, if you humor him 
he'll ask you to answer a hypothetical question. If you say you'll push
the button he'll summon an Ogre Mage for you to fight. If you say you
won't he'll summon four fearful Gibberlings. I prefer the Ogre Mage
path, as it at least gets you some experience.. and you don't have to
chase down a bunch of stupid Gibberlings. He'll tell you to seek out
Rielev after you kill his monsters.
7) If you go north you'll find a tunnel leading to the east which ends
in a locked door (x=2150, y=1900) we can't open. Typical. So head west
instead to find some Goblins. Most of them will carry Battle Axes, but
a few will sit back and fire arrows at you, leaving behind Composite
Long Bows when they die. How is a Goblin firing a Composite Long Bow?
Who knows. It's as good an excuse as any to get yourself some Bows and
Arrows though. I put a bow on Minsc so he has a ranged option. Continue
heading up the passage until you come to two doors, one to the east
(x=900, y=2200) and one to the west (x=600, y=2400).
8) In the western room you'll find a number of containment vats, inside
of which are various creatures both living and dead. There's nothing you
can do with them just yet, but there are two Mephits you can actively
make more dead. Once they're done loot the room. The Short Bow goes to
Imoen so she can participate effectively in combat.

(x=670, y=2700) Arrows x5, Short Bow, 1 gold
(x=820, y=3050) Bullets x5
(x=1050, y=3000) Quarter Staff +1

(x=1050, y=3000)
9) Through the eastern door you'll find a Radiant Mephit which needs to
be put down. You'll also find a Sewage Golem (x=1070, y=2050) you can't
interact with yet. You can, however, loot the room. Jaheira will be much
better off with the Medium Shield and the Scimitar. My protagonist
scribes Flame Arrow immediately, but I save the Scroll of Dispel Magic
for later.

(x=1050, y=2100) War Hammer, Medium Shield, Scimitar, Long Sword +1
(x=900, y=2000) Arrows x4
(x=900, y=1950) Potion of Healing, Scroll of Flame Arrow
(x=1200, y=2100) Scimitar, Potion of Extra Healing x3, Spear,
		 Scroll of Dispel Magic
10) Now head up to the north, then follow the tunnel to the east. You'll
pass a door (x=520, y=2000) with two Lesser Clay Golems inside. Again,
you can't bother them now, but they will become hostile towards you
later in the level, so if you want to bump them off now.. Unlike the
other Clay Golems you'll fight later on, these ones can be hurt by
non-magical and non-blunt weapons. Head east some more. You'll come
under attack by some Goblins to the north. Kill them and continue east
through a door (x=1020, y=1750). Inside you'll find another vat, inside
of which is a.. creature.. called Rielev (x=1170, y=1500). Talk to him
to find out a bit Rielev and his master. He'll mention the master being
'cast out' and 'one of us no longer'. He'll also mention something being
taken. Offer to release him from his torment and he'll tell you to take
some power crystals, with which you can talk to other experiments and
possibly find out how to escape.

(x=1250, y=1600) Activation Stone
(x=1280, y=1400) Potion of Extra Healing x2, Sling, Bullet x8, Halberd,
		 War Hammer

(For relieving Rielev from his torment)
EXP	1000
ITEM	Energy Cells
11) Head back to the room with the stasis vats and talk to the various 
beings, the 'Tortured Ones' (x=400, y=2500), (x=450, y=2900), 
(x=750, y=2700), (x=1200, y=3100), to learn that-if nothing else, your
captor can inspire some pretty fanatical devotion. If you go back to the
Sewer Golem room you can activate it with that Activation Stone you
found and get it to open the door to the sewage chamber, which causes it
to merrily run off and open the doors at (x=2420, y=2150), 
(x=2220, y=1700), and (x=2150, y=1900).

(For activating the Sewage Golem)
EXP	3000
12) Head through any of the aforementioned doors to reach the Sewage
Chamber, the simplest way is to go through the door north of where you
met Aataqah. In the Sewage Chamber you'll find an Otyugh, something I
honest expected to find in the sewers in Baldur's Gate 1, but was
nonetheless thrilled to find them in the sequel. It can't fit through
the doors, so if you have a Thief main character you can sneak, run in,
backstab it, and run back out for an easy time. It's not too rough in
any event. When it dies grab the Wand of Frost Key and loot the room.
Minsc enjoys having a Helmet of Infravision again. Go through the door
to the east (x=2800, y=1700).

(x=2700, y=1720) Oil of Speed, Splint Mail, Potion of Healing x2
(x=2750, y=1800) Potion of Healing x2, Light Crossbow, Bolt x10,
		 Scroll of Vocalize
(x=2900, y=1870) Potion of Healing x3, Helmet of Infravision, 
		 Scroll of Clairvoyance

(x=2750, y=1800)
13) Head east through another door (x=3500, y=1250), killing some
Goblins as you go. You'll find an oddly lavish room, a welcome, if
ominous change from the dungeons behind you. The game will even warn you
of the traps ahead, so get to disarming and looting. The Air Elemental
Statue will get us into another area. It's good to have our Helm of
Balduran back, too. This time it goes on Jaheira, as my main character
will soon find a better helmet to see him through the game. My main
character does, however, retain the Amulet of Metaspell Influence. In
the room to the north you'll find some Goblins and two lootable
containers. There's also a portal (x=3000, y=550) we need to find a key

(x=3550, y=900) Scroll of Chromatic Orb, Helm of Balduran
(x=3600, y=880) Wand of Lightning Key, Scroll of Burning Hands
(x=3780, y=900) Air Elemental Statue
(x=3930, y=970) Amulet of Metaspell Influence
(x=320, y=820) Scroll of Fireball
(x=3340, y=800) Bullets x20, Scroll of Armor

(x=3700, y=1000)
(x=3550, y=900)
(x=3930, y=970)
14) Venture south to find three Dryads, Elyme, Ulene, and Cania, who
will beg you to help them escape by taking their acorns to the Fairy
Queen. They'll also give you the name of your tormentor, Irenicus. 
Their acorns are held by a mean creature named Ilyich, the clan chief 
of the master's duergar slaves. They'll also promise to tell you how to 
escape if you free them. In good time. First head past them to the 
15) You'll find a very nice circular room that is covered with traps.
When you set foot in the room an alarm will sound, summoning the two
Lesser Clay Golems from before, who will-eventually-make their way to
you and attack for entering the 'chambers of the the master's wife'..
unless, of course, you killed them earlier. The Portal Key opens the
portal in the room north of the room where we found the Helm of
Balduran. My main character enjoys the Bracers of Defense, as would any
Mage hurting for Armor Class. And be sure to grab the Pommel Jewel of
the Equalizer! You're going to want that weapon. Now that we're done
here head back to the Sewage Chamber and go north through the door at
(x=2220, y=1700).

(x=3100, y=2300) Portal Key
(x=3060, y=2220) Potion of Extra Healing, Bracers of Defense A.C. 8,
		 Pommel Jewel of the Equalizer
(x=3160, y=2460) Scroll of Dire Charm
(x=3000, y=2370) Potion of Master Thievery, Scroll of Summon Monster I

(x=3400, y=2300)
(x=3400, y=2350)
(x=3300, y=2250)
(x=3140, y=2300) 
(x=3100, y=2300)
(x=3060, y=2220)
(x=3160, y=2460) 
16) You'll find a room with.. more Goblins, and a Dust Mephit. There are
also lots of bookshelves to loot, which I will note ignoring all the 
useless books on the shelves. The door to the south leads to the sewer 
chamber, which we'll get to later.

(x=950, y=750) Agna Mani Necklace
(x=850, y=850) Potion of Healing x5, Scroll of Larloch's Minor Drain
(x=1100, y=800) Scroll of Know Alignment
(x=1500, y=800) Oil of Speed
(x=1650, y=950) Potion of Extra Healing
17) Go north and around a corner to get to a large room with duergar
milling about. Further in you'll find Ilyich, who will not spare much
dialogue before attacking. He's got some crossbowmen and a Mage with
him. Either use a Haste and set upon them, shooting the Mage down to
size, or use a Stinking Cloud. Either way, a simple spell should see you
through this fight with ease. Most of the duergar don't have anything
interesting on them, but Ilyich will drop a suit of Leather Armor, a
Medium Shield, Bullets x40, Acorns, Mail of the Dead +2, Battle Axe,
Sling, and 87 gold. Jaheira slaps on the Mail of the Dead +2. During the
looting you should find enough weapons and armor to pretty much equip 
everybody the way you want. Especially be sure to strap those Helmets 
on, you don't want to suffer from critical hits. You could give Jaheira 
that Club, but I want to pretend she doesn't even have any proficiency 
points in clubs at all.

(x=1240, y=400) Throwing Axe x5, Potion of Extra Healing x2
(x=1530, y=250) Chain Mail, Helmet, Medium Shield, Battle Axe, 
		Two Handed Sword, Scroll of Grease
(x=1780, y=400) Throwing Dagger x20, Dart x30
(x=1850, y=500) War Hammer, Leather Armor, Helmet, Small Shield,
		Quarter Staff, Flail, Sling, Bullet x40, Scimitar
(x=1900, y=600) Bastard Sword, Long Sword, Short Sword, Arrows x6,
		Short Bow, Potion of Extra Healing x2, Club, Flail,
		Morning Star
18) Head down a tunnel to the east and go past a door at 
(x=1960, y=260). Disarm the trap in the tunnel south and continue on
until you find a room with an odd machine in it and a Cambion 
(x=2600, y=1040), who is inside some sort of magical barrier. If you
activate the machine (x=2350, y=1000) you can take down the Cambion's
barrier, allowing him to attack you.. and allowing you to attack him.
Before you do so encircle the Cambion and caste some defensive spell
buffs and Haste. He shouldn't be too much of a problem, but why not
start out prepared? When it's dead loot the Cambion for a suit of Chain
Mail, a Bastard Sword +1, and 146 gold. Now go back up the hallway 
and through the door at (x=1960, y=260), which we can access thanks to
our possession of the Air Elemental Statue.

(x=2300, y=500)

The Elemental Plane of Air (AR0601)
19) Travel north and you'll meet a pack of Mephits. I always found this
encounter annoying.. but it might be just because I find Mephits 
annoying in general. To the east are two more Mephits and a container
for you to loot. North of the entrance ramp you'll find a large circular
area with more Mephits. Spell buffing is suggested. Go up another ramp
to the west to find a genie bottle at (x=300, y=550). Activate it to get
Irenicus' Genie to show up. He will offer to give you and item that used
to belong to you if you free him from his bonds, which you can do by 
finding the real flask the Genie is bound to, a twin of the one here.
He'll mention one of the possible locations as one of Irenicus' Dryad
concubines. See where this is going? Time to head back to the Dryads.

(x=200, y=1220) Scroll of Conjure Air Elemental
20) Bring the Dryads their acorns and they'll tell you that you must 
travel up to the next level of the complex using portals.. perhaps the
one we found north of Irenicus' room? (That or the one east of the
prisons, it doesn't really matter.) Talk to them again and ask for the
Genie's flask and they'll simply give it to you. Now head back to the
door leading to the genie.

(For talking to the Dryads after recovering their acorns from Ilyich)
EXP	9500
21) Now return to the Genie and give him his flask for a hefty
experience reward and the Sword of Chaos-Sarevok's sword from Baldur's
Gate 1.. or what's left of it, anyways. Even though most of it's power
died with Sarevok, it's still a Two Handed Sword +2, and perfect for
Minsc. Now head back to the main level of the dungeon and go through a
portal, either the one at (x=3000, y=550) or (x=3900, y=2400).

(For freeing the Genie)
EXP	15000
ITEM	Sword of Chaos +2

Dungeon, Part 2 (AR0603)
22) When you appear you'll instantly be approached by Yoshimo, who asks
to join. Regardless of your end goals as far as party composition is
concerned, I suggest you take him along. It'll.. open up options when
you get out of this dungeon, and if you don't have a Thief as a main
character, you'll need him for a while. He'll tell you about some room
with portals to the east that continuously spawn enemies, and beyond
that is a room with mounted wands.

(x=320, y=2880) Scroll of Hold Person
23) Go through the door to the east at (x=880, y=2800) to find a room
with Mephits and Mephit Portals. Our favorite! Ignore the Mephits and
concentrate on the portals, which will simply spew out more Mephits as
you kill them. The Scroll of Protection from Normal Weapons is
interesting, as from time to time you'll fight monster that can't harm
you, lacking in magical weapons and all. It's not an indispensable 
spell, and soon loses its potency, but it is a defensive option for when
we get 5th level spells. As you head to the east Jaheira will make a
most unfortunate discovery. Unfortunate for her. Now that Khalid is out
of the picture, the Jaheira romance opens up. Of course, you must be
careful not to say anything disparaging about her dead husband at this
crucial first step. Go through the door to the north at (x=1120, y=2350)
and continue up a tunnel to the north.

(x=900, y=2650) Gold Ring, 4 gold
(x=800, y=2650) Tchazar Gem, Cursed Scroll of Weakness
(x=1050, y=2530) Potion of Extra Healing, Arrow of Detonation,
		 Wand of Cloudkill Key
(x=1350, y=2580) 2 gold, 8 gold, Bolt +1 x3
(x=1400, y=2500) Wand of Summoning Key,
		 Scroll of Protection from Normal Weapons
(x=1250, y=2350) Wand of Fire Key, Bastard Sword, Arrow x5
24) You'll come to another room with stasis vats, where you'll find an
Assassin and an Escaped Clone fighting. The clone will typically win 
this fight and, after a short dialogue, go hostile on you too, 
apparently being another one of Irenicus' concubines. She'll cast some
spells, but she's not too much of a problem. Kill her and take her Wand
of Missiles Key.

(x=750, y=2170) Pearl Necklace, Arrows x7
(x=180, y=2150) Scroll of Fireball, 1 Gold
25) Go back to the Mephit Spawning Room and through another door at 
(x=1300, y=2220). You'll find another Assassin fighting a losing battle
against Mephits, and north of that another group of Goblins. Who are
these assassins that are so incompetent they can't even kill a Mephit,
and how are they troubling Irenicus so? It is a question for somebody
wiser than I. Go through the door at (x=550, y=1400) and cross a bridge,
disarming the trap as you go.

(x=720, y=1300)
26) You'll come to a room with a colorful mosaic floor, which an 
Assassin will try to cross to get at a Duergar with a crossbow. You'll
see what happens, and why this is not a good idea. Strike the Duergar
down with missile weapons and spells. This is the wand trap room, and
it's beyond time we used those wand keys. Don't bother trying to disarm
the traps in the middle of the room, as you'll just get hurt, instead
play with the pillars to the north to deactivate the traps across the
floor. You'll get a wand for each trap you disarm, as noted below, but
these wands have one charge each and aren't good for much besides
selling. Search the statue at the far eastern end of the room to get
ahold of a Ring of Protection +1. I put this on my main character..
it's going to be some time before he gets himself some armor. Now go
through a door to the north (x=1320, y=600).
(x=2000, y=350)
***TRAPS***	Deactivated At		Receive
(x=1200, y=920)	(x=950, y=900)		Wand of Missiles
(x=1300, y=820)	(x=1180, y=700) 	Wand of Frost
(x=1400, y=750)	(x=1290, y=650) 	Wand of Fire	
(x=1500, y=650)	(x=1420, y=550)		Wand of Monster Summoning I
(x=1700, y=620) (x=1520, y=500)		Wand of Lightning
(x=1900, y=600) (x=1630, y=400)		Wand of Cloudkill
27) You'll arrive on the scene just in time to see a Vampire named 
Ulvaryl go to town on some more Assassins, this time declaring 
themselves as Shadow Thieves. She'll then turn into mist and disappear.
Great, Irenicus has Vampires on his side. Who wants to bet those will
become a pain in the ass sooner or later? If you are very quick and a
little lucky you can attack Ulvaryl while she's focusing on the Shadow
Thieves. If you kill her you'll get a nice bit of experience, and you
might as well try. She won't attack the party and only leaves if she
kills all the Shadow Thieves. She's also not immune to non-magical
weapons as she should be. Anyways, once that's done with there are three
tunnels in the wand room leading south to explore. The western one 
gets you out of here in short order, but go down the eastern passages 
for some loot, starting with the eastern-most passage, then the middle 
passage, and finally the western passage.
28) Go down the tunnel until you come for a smithy with Goblins inside.
To the east you'll find some Duergar. Focus your missile fire on the
Mage and wipe the Duergar out. In this room you'll find some things
worth looting. The Girdle of Bluntness is a nice little toy, and it'll
go good on any character who needs to go toe to toe with Giants,
Golems, and any other enemy that deals bludgeoning damage. I prefer to
put it on Anomen, Viconia, or Korgan, as they typically wield blunt
weapons which are effective against Clay Golems. Still, it'll go just
as well on Jaheira. Now go down the middle tunnel.

(x=3500, y=850) Dagger, Potion of Extra Healing x2, 
		Scroll of Charm Person, 100 gold
(x=3600, y=680) Mace, Potion of Healing x3, Chain Mail, 
		Girdle of Bluntness
(x=3600, y=700) Arrows x40, Bolt x20, Splint Mail
(x=3380, y=630) Heavy Crossbow, Bolts x20, Bolts +1 x7, Short Bow,
		Arrows x40
29) Go into a room to the south and somebody named Frennedan will ask
you to release him from his glass prison. If you decline him he'll turn
into a little boy and ask you. Something obviously isn't right with our
friend Frennedan. Unfortunately there's loot back there we want, so you
should open the door to his cell anyways. He'll follow you around for a
while if you let him, but he'll turn into a Doppelganger and attack you
given time. If you refuse to let him accompany you out he'll attack
sooner rather than later. Once that's done lets head out of this dungeon
once and for all.

(x=2220, y=1350) Key to Frennedan's Room, Potion of Healing x5,
		 Scroll of Knock
(x=2250, y=1400) Scroll of Protection from Electricity, 
		 Potion of Firebreath
(x=2500, y=1200) Elixir of Health x4, Scroll of Invisibility
(x=2820, y=1420) Scroll of Color Spray, 101 gold
(x=2850, y=1450) Bolt +1 x4, Scroll of Blindness
(x=2850, y=1500) Arrows +1 x4
(x=2800, y=1540) Curse Scroll of Foolishness, Oil of Speed,
		 Scroll of Blur
(x=2700, y=1600) Bullets +1 x5, Potion of Extra Healing x2

(x=2220, y=1350)
(x=2500, y=1200)
(x=2800, y=1540) 
30) You'll come across a trio of Assassins, who will not listen to
whatever you say and attack. The one who initiates dialogue will cast
some spells to boost two others who are hidden when the battle starts.
When they're dead continue through the room and down some stairs into a
sewer. Now would be a good time to take everything off Imoen you want to
keep. Head east past all the dead Shadow Thieves until you find an area
transition at (x=3400, y=1300).

Waukeen's Promenade (AR0700)
31) You'll be treated to a cutscene announcing your arrival on the scene
of the battle between the Shadow Thieves and Irenicus. Irenicus promptly
smites a group of impudent Shadow Thieves and a group of Mages when they
appear. Eventually, however, more will gate in and Irenicus concedes to
be taken by them.. so long as they take Imoen as well, who cast spells
at Irenicus during the fighting. You'd think that these Mages would be
happy to receive any aid they could against Irenicus, but they probably
just wanted to subdue him, whatever the cost. So it seems that although
interrupted Irenicus has managed to have Imoen taken from you. If you
want her in your party, you'll have to go and get her back. Jaheira
insightfully points out that Irenicus most likely wants to be pursued,
and indeed going after Imoen is the way to advance the main story.
Chapter 2 is, however, dedicated towards assembling your party, much as
the beginning of Baldur's Gate 1 was. Who you want in your party will
directly determine what quests need to be done and how long it'll take
you to get to Imoen. Of course, if you don't want Imoen in your party
then there's no rush to go get her. Still, there are things to do before
we even rush off after party members.. Before we even explore the
Promenade we now stand in, in fact! In the mean time be sure not to cast
any Mage spells out in the city. You can cast any Priest or Druid spells
you wish, and you can cast anything if you're in-doors, but as we've
seen the Cowled Wizards do not take kindly to arcane magic being 
practiced without a license.

(For escaping from Irenicus' Dungeon)
EXP	34500 (each character)
32) Over at (x=3080, y=1080) you'll find Lady Beth, who will help you
get your bearings if you talk to her. She'll tell you about some guild
war, apparently between Irenicus (or someone tied to Irenicus) and the
Shadow Thieves, name the wizards that took Imoen away as the Cowled
Wizards, and mention that you might be able to find out how to get a
license to practice magic in the city if you visit the Government
District. She'll also name your location as Athkatla, the capital of

Slums District (AR0400)
33) Head south to exit the Promenade by clicking anywhere on the edge of
the map. Travel to the Slums District, as it's the only place you have
access to as of yet. As soon as you arrive you'll be met by a rogue
named Gaelan Bayle, who will tease you with information as to Imoen's
location. He'll escort you back to his house and promise you aid in
rescuing Imoen and finding the Mage Irenicus.. for a price of 20,000
gold. He'll then direct you to his nephew Brus, who will lead you to the
Copper Coronet, where you should be able to find work, work which will
allow you to raise the money you need to pay for the assistance offered
by Gaelen's friends.

Note that with the beginning of Chapter 2 you'll start getting dreams
involving Imoen and Irenicus when you rest. They are part of the story
and there's no wrong way to go about them, just try to appreciate the
lessons Irenicus is trying to teach you. Or not.

|			       Chapter 2			       |
|								       |
|			Five Finger Discounts			       |
|								       |
Sequence of Events:						{WLK002}
		1) Gaelan Bayle and An Introduction to Larceny
		2) Shorekeep Stealing
		3) Cohrvale and Bregg
		4) Robbing Galoomp the Bookkeeper
		5) Armor Courtesy of Arnolinus
		6) Robbing Lady Yuth
		7) Diedre's Selection
		8) Ribald's Ring of Regeneration

Now Chapter 2 has begun and we have an immediate goal: to raise enough
money to effect the release of Imoen.. or get assistance in reaching
Irenicus, the two goals seem to be one and the same. First though, we
need to assemble our parties. Most party members come with quests that
need to be resolved before they'll remain in the party, and most of
these quests involve killing things and crawling through dungeons.. you
know, the kind of activities that generally end in us earning money. We
can kill two birds with one stone! The first party members we should 
look for are Anomen and Keldorn for good parties, and Korgan, Edwin, and
Viconia for evil parties. Viconia needs only to be found before she'll 
join, but the other four all have quests that need to be done.. but 
nothing so extreme that we can't handle it. Other characters like Nalia,
Valygar, Haer'Dalis, Cernd, and Mazzy require quests that are either 
difficult or far-off, and should be recruited only after the previously
mentioned characters are recruited.. if you even want them at all. 
Before we head off to the Copper Coronet however, lets go get some 
loot, spells and experience.

Gaelan Bayle's House (AR0311)/(AR0312)
1) Stealing is the name of the game. Okay, not really, it's Baldur's 
Gate 2, but in the sequel you can score yourself a lot of cash by simply
stealing. In the first game you could steal.. what? Some Large 
Shields +1, a Ring of Free Action, and a few spell scrolls? In this game
you can get a lot more mileage out of stealing, but with one important
note: You need a VERY high Pick Pockets score to pull it off. Poor,
stupid Yoshimo has only a 25%, which is not going to get us anything.
Head up the stairs at (x=150, y=350). Upstairs you'll find Arledrian 
(x=530, y=360), who will sell you various things. Namely he sells
Potions of Master Thievery. Sell off all the crap from Irenicus' 
Dungeon that's valuable like gems, jewels, cursed scrolls, armor, and
bows.. and those stupid one-charge wands. This gets me a total of 3500
gold, which I immediately use to buy all the Potions of Master Thievery
he has (three). Now if you have your own Thief character, you might not
need as many, but Yoshimo chugs all three (and the one we found in
Irenicus' dungeon) to bring his Pick Pockets up to 185%. Now we're in
business. You need at least 100% to steal.. anything, really, in this
game, and about 140% to expect to succeed once in a while. At 180%+ you
can steal with relative impunity, although you'll still get caught from
time to time, so save often. 

Keep in mind when stealing you wont be able to sell fenced goods to
anyone but the fence at the thieve's guild, so don't steal EVERYTHING
hoping to sell it back and make a profit.. there's a much better way to
go about it if you want to exploit the game. Steal things that you will
not want to sell back anyways.. Potions and ammo you will use, Scrolls
you will scribe, and items you will equip. If you don't have the 
unlimited ammo stacks mod activated, it's still worthwhile to steal a
good bit of ammo, you'll just have to store them in a container of some
sort until you need them. Arrows and Bullets +2 are good for hitting 
magical beasties and Arrows of Acid are great against Trolls.. they will
save you lots of trouble if you get them. I also steal the Scimitar +1
for Jaheira to use, a Composite Long Bow +1 for Minsc, a Short Bow +1 
for Yoshimo, a pair of Katanas +1 for my main character, the Glasses of 
Identification, and the Gem Bag. The Glasses of Identification will make
preparing Identify spells optional, as you can just use these to 
identify your loot, albeit three times per day.

I wouldn't consider it a requirement to steal so much for this game..
but it sure does make life easier in the short run. If you weren't
supposed to steal and this was akin to cheating I have the following
questions to ask: 1) Why would you have a Pick Pockets skill in the 
first place if you weren't supposed to use it? 2) Why would you be able
to steal from Vendors? 3) Why would you be able to use multiple Potions
of Master Thievery to boost your Pick Pockets skill so high?

If you plan on stealing-and this guide will assume that you did-you will
need to steal only what you plan to equip or scribe immediately, or you
will need to find a place to store your excess loot (like Arrows +2,
Bolts +2, Bullets +2, extra scrolls, potions, etc). The Copper Coronet
makes a fine place to do so, as well as all the strongholds you can
acquire. Just make sure you don't store loot in a future stronghold
before you actually control it. Some areas (particularly thinking of
Mae'Var's Guildhall here) restock their containers once after you gain
control of them.

When you're done stealing from Arledrian's shop you can steal from him
personally to receive a Potion of Invisibility, a Potion of Extra
Healing, and 29 gold. If you've got an exceptionally high Pick Pocket 
skill (over 120 will make the process easier) you can steal from Gaelan
Bayle to receive two Potions of Invisibility, two Potions of Extra 
Healing, Bolts x20, and Bolts +1 x10. Also be sure to loot before you
leave. When all that is done leave the building. We've important things
to do before Yoshimo's Potions of Master Thievery wear off.

(x=350, y=200) Chain Mail, Battle Axe
(x=670, y=250) Silver Necklace

(x=300, y=250) Wand of Magic Missiles, Pearl Necklace, Moonstone Gem,
	       110 gold
(x=400, y=150) Aquamarine Gem, Throwing Dagger x10, Dart +1 x10,
	       History of Amn
(x=500, y=250) Water Opal, Tchazar Gem, Horn Coral Gem

***TRAPS*** (AR0312)
(x=300, y=250)      
(x=400, y=150)  
(x=500, y=250) 
Slums District (AR0400)
2) When you exit you'll be approached by Brus, who will tell you about
a quest and offer to take you to the edge of the district, or to the
nearest tavern (Copper Coronet). Decline and walk down to the south
until you find a female storekeep (x=3500, y=1980) who will be our
second target. Steal a Sling +2 and a suit of Full Plate Mail for 
Jaheira and a suit of Studded Leather Armor +2 for Yoshimo. Also note
that along the way you can loot the wall at precisely (x=3345, y=1660)
and obtain a Scroll of Protection from Magic Energy.

(x=3345, y=1660) Scroll of Protection from Magic Energy
3) Continue south to find two ruffians named Cohrvale and Bregg. They're
somewhat sturdy, but not sturdy enough to cause you trouble. Bregg
leaves behind a suit of Studded Leather Armor, a Short Sword, and 10
gold. Cohrvale will drop a suit of Chain Mail Armor, a Helmet, a Medium
Shield, a Battle Axe, and 41 gold. Wee. At least they give good
experience. Head to an area transition and go back to the Promenade.

Waukeen's Promenade (AR0700)
4) When you get to the Promenade hit 'M' to bring up your map and look
for the marker labeled 'Spell Store'. It's time to do some more.. ah..
shopping. Yeah.. You'll find Galoomp the Bookkeeper at (x=3330, y=300),
who will sell a variety of scrolls. Of course, I have no intention of
actually buying any of them. Steal as many as you wish, but keep in mind
the more you steal the better off Imoen's and Edwin's spell arsenals
will be. Once you've stolen your hearts content (for me this was
everything) there's another tactic to employ. If you have ToB installed
you can erase scrolls from your spell book and rescribe them.. earning
yourself a good bit of experience. The primary goal isn't to 
significantly level up your party-there are better ways to do that-but
to get Jaheira to 9th level as a Druid. To better your chances of 
accomplishing this kick out any characters you can besides her and your
main character so the experience is only split two ways. On my game she
needed about 11,000 experience.. after dividing that between her classes
and the rest of the party it meant earning about 110,000 experience from
spells, which seems like a lot until you think about the fact that you
can earn 5000 from a single scroll. Here's a list of the spells you 
should be sure to pick up:

Dispel Magic
Enchanted Weapon
Flame Arrow
Greater Malison
Hold Monster
Improved Invisibility
Magic Missile
Mirror Image
Stinking Cloud

You should ideally have many of these if you are a Mage yourself, but
keep in mind you've got allies to think about. And the experience always
helps. What good are spell scrolls going to do on an NPC merchant 
anyways? Hell, you might as well make the most of your Potions of
Master Thievery Speaking of which, another merchant named Hes 
(x=330, y=320) is just to the west, but he doesn't have must of anything
worth stealing. You could nip some Plate Mail from him, but that's 
really not necessary. Especially not with so many other fine merchants
around to steal from. There's a Weaponsmith marked on your map on the 
other end of the Promenade, but all he sells of interest are Arrows +2 
and Bullets +2.

Armorer/Fletcher (AR0706)
5) Head over to the shop marked Armorer/Fletcher on your map
(x=1770, y=1200). Inside you'll find Arnolinus (x=420 y=350) the
armorer, and Perter (x=620, y=230) the Fletcher. Perter only has 
Arrows +2, but Arnolinus has two suits of Full Plate Mail, a Large 
Shield +2, a Medium Shield +2, and a Small Shield +2 which will all go a
long way to making our party more formidable. When you've taken what you
want from him, head over to the Adventurer's Mart (x=2200, y=1600), 
which has much richer pickings.

Adventurer's Mart (AR0702)
6) Lots of interesting things to see, I know, but first head to the
back of the store to find Lady Yuth (x=180, y=410). She sells more
scrolls which you should certainly steal. I know this is a bit of a long
and tedious process, but it is immeasurably helpful to get access to as
many spells as possible. She'll also tell you to see somebody named
Corneil of the Cowled Wizards in the Government District if you want to
acquire a license to use magic. Below are some spells of note you should
pick up, namely ones we couldn't find in Galoomp's shop:

Lower Resistance

When you're done perusing her spells explore the rest of the 
Adventurer's Mart. We should have all the spells we need for now.. or at
least all the spells we can get our hands on.
7) At (x=500, y=460) you'll find Diedre; a bonus merchant you can get
from various sources that shipped with the Collector's Edition of the
game. There's really no excuse not to have her, as even the latest patch
will put her in the game. She sells a variety of wonderful items we can
only dream of for the moment, described below:

Dak'kon's Zerth Blade
This is a +2 Katana that was expressly designed to be used by a 
Fighter/Mage.. after all, that's what Dak'kon was in Planescape: 
Torment. It bestows a +1 bonus to Armor Class and gives an additional
1st, 2nd, 3rd, and 4th level spell. It's not as good as Dak'kons blade
eventually could get, but it's still a nice off-hand weapon for any
Fighter/Mage, even if it does become obsolete fairly quickly. Unless
you've found yourself an over-abundance of money, I wouldn't bother with
it, although it does serve as a decent off-hand weapon until you get the

Sensate Amulet
An amulet that gives you permanent protection from evil, +5 Hit Points,
and +2 Charisma. This really works well on Viconia, who has a pretty
good Charisma and thus can serve as a party leader. If anything the hit 
points and protection from evil will do any Cleric good.

Vhailor's Helm
One of the best items Diedre sells and possibly the best helmet in the
entire game. It gives you a one-point Armor Class bonus and allows you
to cast simulacrum once per day. Simulacrum creates a duplicate of the
character casting the spell, who is at about half the creator's
level. Be that as it may they still have access to all of the 
creator's items, including the Cloak of Mirroring, weapons, and armor-
even summoning items! That's right, you can create a simulacrum via
Vhailor's Helm, then use the simulacrum itself to summon an ally. The
Efreeti Bottle and Golem Book come readily to mind. This is a good item
to put on any character, as duplicating a high level Fighter with
plenty of Greater Whirlwinds and a vorpal weapon or a high level Cleric
and their Auras of Flaming Death has obvious benefits. It really gets
out of hand when it's on a multi-classed character, however. Duplicating
a Fighter/Cleric capable of popping out Auras of Flaming Death and
Greater Whirlwinds is an obvious improvement over the scenarios
mentioned above, as is getting two Fighter/Thieves. If each of the
Fighter/Thieves are weileding the Dagger of the Star they can both
unleash backstabbing destruction on your foes. It really gets fun with
the Fighter/Mage, where you'll get two  characters who can spell-buff
themselves to nigh-invulnerability and then go after enemies with
Greater Whirlwind attacks. The tactics might be somewhat blunt and
repetitive, but it's also brutally effective.

Plate of Balduran
It's armor with an Armor Class of -1, it gives +4 Hit Points, and +1 to
Charisma. Need I say more? Keldorn would love this. Granted, its -1
Armor Class doesn't make it much better than Full Plate Mail +1 (which
we'll find/steal in abundance, don't you doubt), especially for the
price.. But if you have tons of money just burning through your pockets
later on, it might be something to consider.

Mercykiller Ring
A ring that improves your Set Snares, Hide in Shadows, and Move Silently
abilities by 20%. Not essential, but still nice.

Robe of Vecna
Possibly the best item sold by Diedre, it lowers casting speed by 4,
making most spells cast instantaneously. It cannot be over-stated how
much it helps to be able to get off a spell before the enemy can,
particularly a debuff or defensive spell. Oftentimes the tempo (and
outcome) of a battle is set by who gets the first spell off. It makes
casting every spell that much more effective. It also has an Armor Class
of 5 and 10% magic resistance, giving it practical defensive 
implications as well. For Edwin and Imoen, there is no better robe in
the game.

Shield of Balduran
It imparts a penalty to Strength, but for, say, Jaheira, that's a minor
concern, since it won't lower her combat effectiveness any. With an
Armor Class bonus of four it's a pretty solid shield on its own, but it
really shines because it reflects Beholder rays, turning one of the most
fearsome monsters in the game into push-overs. It'll come in very handy
for the Unseeing Eye quest, and should probably be the first item we

As you can see these items run between 10,000 and 40,000 gold, making
them well out of our price-range for now. You can't even steal them,
either! Oh well. It's something to work towards, at least.
8) At (x=600, y=700) you'll find Ribald Barterman, owner of the
Adventurer's Mart. It's interesting that he allows so many other
merchants to ply their trade in his establishment.. in any case, he's
got some good items on him, like a reasonably priced Sling +2, a Short
Bow +2, several interesting suits of armor that could go well on any
light-armor wearing character, the Fortress Shield +3, the Reflection
Shield +1, Bracers of Defense A.C. 3, Potions of Master Thievery,
Scrolls of Breach, a Girdle of Hill Giant Strength, the Ring of Air
Control, and plenty of magical ammunition. Depending on who you get in
your party, some or all of those items should interest you, but
specifically every party should plan on getting the two shields, the
Girdle of Hill Giant Strength, and the Ring of Air Control. There are
also various blunt weapons that would go well on Anomen or Viconia, but
we have much more important things to buy by far. When you're done 
gawking at all the things you can't afford, pick pocket Ribald to obtain
a Ring of Regeneration. I don't usually invest this item into any one
character, especially not at this point in the game when there are so
few rings to go around. Give it to whomever is hurt to get some passive
healing. It'll cut down on healing spells expended and rest times 
required. Even though its rate of healing is so slow that it won't turn
a battle in your favor, it will make exploration that much simpler. 

There are still a few merchants around that have various things to
steal, but we should have obtained all we really need. Most the random
merchants hanging around will sell-at best-a few +1 weapons and some
+2 ammunition. Granted the latter can be nice, but it's not essential
at this point. Just remain open to future stealing sprees, but don't
waste the Potions of Master Thievery, they're not (to my knowledge)
easy to come by until you complete the Mage's Stronghold. Since non-
Mages can't even obtain this quest it really means you should try and
get the most out of your Potions of Master Thievery. To that end, it's
finally time to gather our party together, and the best first stop
is the Copper Coronet. Travel to the Slum District (AR0400) and enter
the Copper Coronet at (x=2490, y=2270).

Fortress Shield +3
With a +7 bonus versus missile weapons and an Armor Class bonus of four
this is a far superior version of the Large Shield +1, +4 vs Missiles
from the first game. It's a superior shield, and we'll use it a long
time.. at least until we reach Throne of Bhaal. A defensive item that
you can get this early that'll keep that long is a good investment

Reflection Shield +1
While not as powerful as the Fortress Shield +3, it'll come in very
handy once in a while.

Girdle of Hill Giant Strength
Another item that will last us a long time, through the entirety of
Shadows of Amn at least. No matter who you include in your party, there
is always somebody who will benefit from having a higher Strength.
Keldorn, Jaheira, and Viconia are all especially in need of this item.

Ring of Air Control
While seeming somewhat lack-luster, there is no underestimating the
defensive implications of an item that allows you to cast Improved
Invisibility once per day. Put it on a Thief main character to allow
them to get out of trouble or to get another backstab ready. Or put it
on an character with a poor Armor Class to give them a boost for big
combats. It'll become obsolete later in Shadows of Amn, and especially
in Throne of Bhaal, as there will almost always be an enemy ready to
tear down illusions with True Sight.

Scroll of Breach
Just look at all the defenses that this spell takes down. It is your
primary debuffing spell against.. well, most anything. You can always
use a Dispel Magic to do much of the same, but this is a more definite
means of leaving an enemy open to attack, without risking your own spell

Bracers of Defense AC 3
Equal to a suit of Plate Mail, these bracers are good for every class
that is normally deprived armor, especially Monks and Mages. If you are
a Fighter/Mage, however, it becomes especially vital. Mages are well 
defended by keeping their distance, but you're going to want to get into
combat-and survive. These allow you to do so admirably, and will be your
armor for most of the game.

|								       |
|	  	    Recruiting Korgan, Jan, and Viconia		       |
|								       |
Sequence of Events:						{WLK003}
		1) A Change of Pace
		2) Amalas' Challenge
		3) Nalia
		4) Korgan
		5) Joluv's Wares
		6) Buying from Bernard
		7) A Note on Nights in Athkatla
		8) Hareishan's Warning
		9) Salia and the Shadow Thieves
		10) Parisa's Persuasion
		11) Tanova's Inquiry
		12) Sansuki's Salvation
		12) Slaver Smite
		13) Delon's Plea
		14) Random Encounter: Slavers
		15) Guild War Worries
		16) Viconia
		17) Jan
		18) Good ol' Garrick
		19) Jan's Lost Love
		20) The Daughter's Sickness of the Mind
		21) Uncle Gerhardt's Help
		22) Finding the Hidden
		23) The Hidden
		24) Thumb's Up
		25) Hunting the Hunters
		26) The Mother's Sickness of the Mind

Copper Coronet (AR0406)
1) Now that we're at the Copper Coronet it feels like a good time to
talk about what our immediate and future goals are. We know we need to
raise 20,000 gold to get Imoen back and to strike at Irenicus, and while
we're raising the money we might as well recruit the allies we'll need
to succeed. This is where the 'good' and 'evil' parties make a serious
departure, as who you recruit affects what quests you need to do to keep
them. For example, if you don't want Keldorn there's really no reason
to go do the Unseeing Eye quest yet, and if you don't care to recruit
Valygar you have no reason to enter the Planar Sphere. That said, no
matter who you wish to recruit you should recruit them before going
after Imoen and Irenicus. For the purposes of providing you-the reader-
with this information I will complete most of the character-related 
quests before heading off after Imoen. This will comprise about half of
the quests that can be performed in and around Athkatla, and if you're
in a rush to get Imoen back, this is not a great path to take. If you 
want to follow in the direct footsteps of this FAQ and recruit all the
PCs in the game (whether you intend to use them or not), then by all
means, follow me in the order in which I plan to progress. A more
practical way of playing the game is to just recruit the characters you
wish to take with you and head off after Imoen. After all, the more
quests you do before you run off after Imoen, the less you'll have left
to do when you return with her. Decide who you want in your party and
make  those characters a priority. Below is a list of the characters and
their related quests which will take up the next part of the FAQ:

|WLK### |              Objectives               |   Suggested For..    |
|WLK003 | Recruit Korgan, Viconia, and Jan      | Evil Parties	       |
|WLK004 | Mae'Var's Guildhall (Recruit Edwin),	| Evil Parties,        |
|	| Obtain the Thieve's Guild.		| Thief Protagonists   |
|WLK005 | Thieve's Guild Quests			| Thief Protagonists   |
|WLK006 | The Book of Kaza (Secure Korgan)      | Evil Parties         |
|       | The Nether Scroll (Secure Edwin),     |                      |
|	| Obtain the Pale Green Ioun Stone	|		       |
|WLK007 | Recruit Anomen, The Unseeing Eye      | Good Parties,        |
|       | (Recruit and Secure Keldorn),         | Slow People,         |
|       | Obtain the Gauntlets of Dexterity,    | Cleric Protagonists, |
|       | Kill the Bandits in the Sewers,	| Ambitious Parties    |
|       | Obtain the Cloak of the Sewers 	|                      |
|	| Obtain Saving Grace +3, 		|		       |
|	| Obtain the Cleric's Stronghold	|		       |
|WLK008 | Cleric's Stronghold Quests            | Cleric Protagonists  |
|WLK009 | Astral Prison (Recruit and Secure     | Impatient People,    |
|       | Haer'Dalis), Obtain the Boots of      | People Who Like      |
|       | Speed, Obtain the Wave Shaft,         | Halberds, Bards      |
|	| Obtain the Bardic Playhouse		|                      |
|WLK010 | Bardic Playhouse Quests		| Bard Protagonists    |
|WLK011 | Obtain Celestial Fury			| People Who Like      |
|       |                                       | Katanas              |
|WLK012 | The Circus Tent (Recruit and Secure	| Good Parties,	       |
|       | Aerie), Obtain the Ring of Human 	| Ugly People          |
|	| Influence				|		       |
|WLK013 | The Planar Sphere (Recruit and        | Good Parties,	       |
|	| Secure Valygar), Obtain the Gauntlets | Weak People, 	       |
|	| of Ogre Power, Obtain the Ring of     | Mage Protagonists    |
|	| Acuity, Obtain the Ring of Danger	|		       |
|	| Sense, Obtain the Mage Stronghold	|		       |
|WLK014 | Mage Stronghold Quests		| Mage Protagonists    |
|WLK015 | The de'Arnise Keep (Recruit and	| Good Parties,        |
|	| Secure Nalia), Obtain the Flail of the| Fighter Protagonists,|
|	| Ages, Obtain the Ring of Earth	| People Who Like      |
|	| Control, Obtain the Battle Axe +3,    | Flails, People Who   |
|	| Frostreaver				| Like Axes	       |
|WLK016 | Fighter Stronghold Quests, 	        | Fighter Protagonists,|
|	| Nalia Quests				| People Who Like      |
|	|					| Clones	       |
|WLK017 | The Skinner Murders, Obtain the Boots | Completionists       |
|	| of Avoidance				| 		       |
|WLK018 | The Umar Hills (Recruit and Secure	| Good Parties	       |
|	| Mazzy)				|		       |
|WLK019 | Trademeet (Recruit and Secure Cernd)	| Druid Protagonists,  |
|       | Obtain the Druid Grove, Obtain the	| People Who Don't Mind|
|	| Cloak of Displacement, Obtain the Belt| Stealing	       |
|	| of Inertial Barrier, Obtain 		|                      |
|	| Tansheron's Bow +3, Obtain the Dwarven|                      |
|	| Thrower +3, Obtain Belm +2		|                      |
|WLK020 | Druid Grove Quests			| Druid Protagonists   |
|WLK040*| Limited Wish Quests, obtain the	| Enterprising Evil    |
|	| Boomerang Dagger +2, Obtain a second	| Parties with an      |
|	| pair of Glasses of Idenfication, 	| Edwin who can Cast   |
|	| Obtain a suit of Full Plate Mail +2	| 7th Level Spells.    |
|WLK048*| Watcher's Keep (Level 1 only)		| Greedy parties who   |
|	| Obtain Quiver of Plenty, Case of	| want to score some   |
|	| Plenty, Ammo Belt, Crimson Dart +3,	| Throne of Bhaal loot |
|	| Golem Manual				| early.	       |

*These two quests occur much later in the walkthrough, as they are not
completed until much later in the guide. First, we're simply not strong
enough to make it through more than the first level of Watcher's Keep
until near the end of Shadows of Amn.. but I postpone it until we're
established in Throne of Bhaal, when it's easiest to explore in both
terms of party experience and story progression. Also, although I
strongly advocate at least partial exploration of the first level of
Watcher's Keep as our last endeavor before heading off to pursue
Irenicus and rescue Imoen I decided not to break up Watcher's Keep into
seperate parts in the Walkthrough for simple continuity.. as opposed to
Umar Hills, which I broke up for the sheer fact of lumping all our
recruiting quests into the pre-Chapter 4 portion of the guide. A good
party should head to Watcher's Keep to obtain a few choice items while
completing as few quests as possible, whereas an evil party can-and is
benefited by-exploring the entire first level. This leads to the
Limited Wish quest, which is ignored entirely by the good party on the
grounds that they will simply not have enough experience to cast that
spell before going after Imoen, and the Limited Wish quests cannot
otherwise be completed again until Chapter 6, hence its chronological
placement in the guide until the good party can complete it.

Go recruit what characters you wish in whatever order you wish, after
which we'll have more than enough money to pick our poison and go after
Imoen. If you recruit characters you do not wish to keep, disband them
and send them back to the Copper Coronet when possible. I wouldn't
suggest doing this in two circumstances. Firstly, don't disband a
character you haven't secured. For example, don't send Korgan off before
completing the Book of Kaza quest, and don't send Valygar away before
completing the Planar Sphere. Also don't disband characters you want to
romance, as this will likely kill the romance. If you want to play with
good characters or otherwise don't care to recruit and secure Korgan and
Edwin skip to [WLK007].
2) At (x=1100, y=1880) you'll find Amalas. If you talk to him he'll try
to provoke you into a fight. If you fight him, you'll get to go one on
one with Amalas, who shouldn't be too tough as long as you have some
levels of Fighter. Jaheira won't approve of your antics, however. If you
decline and have Minsc in your party Minsc is riled to attack Amalas.
Overall it's more profitable to duel Amalas.

(For beating Amalas in a duel)
EXP	9500
3) You'll find a woman named Nalia in the tavern.. or rather she'll find
you. As soon as you're in sight she'll come initiate dialogue, 
hopelessly autocratic and asking for help. Her quest takes you out of
Athkatla and is somewhat difficult, but to keep her happy you'll have to
do it. If it wasn't for this and the fact that she is practically a
clone of Imoen I'd consider taking her along. We'll deal with her and
her quest later. Much later.
4) Over at (x=950, y=1870) you'll find Korgan. If you want the best evil
Fighter in the game talk to him. Agree to help him find the Book of Kaza
and he'll join with you. We won't delay too long, however, as we don't 
want Korgan to grow impatient and leave. 
5) At (x=1350, y=1750) you'll find Joluv, if you've got the latest
patch and hence the bonus merchants. Deidre sold Planescape: Torment
inspired items, and Joluv sells Icewind Dale inspired items. Overall,
I don't find his gear nearly as useful as Deidre's. Joluv mostly sells
an assortment of +2 and +3 weapons that will come in handy in the mid-
game (Chapters 2-5), but will be outclassed by the items we'll find
later. Since that's the case, it's probably a good idea to ignore his
loot and save yourself the 20,000~ or so gold each item will cost. The
sole exception is the Sling of Everard +5, which is a pretty damn nice
sling that has a +5 THAC0 bonus and +2 damage bonus, and it doesn't
require bullets, greatly improving your inventory situation. You'll
find a Sling later which is pretty nice, and returning Hammers, Axes,
and Daggers all exist, but there is some merit to the Sling of
Everard +5, if you ever find yourself too rich, if such a thing exists.
Also there's the Scarlet Ninja-To +3, which is more of a tease than
anything else. Its stats are comparable to (and superior than) Belm +2,
a nice Scimitar we'll find later.. but since it can can only be used
by Monks, it'll just have to remain with Joluv.
6) There are plenty of things to do in the Copper Coronet still, but all
of these quests can wait until later. You can go buy (steal) some things
from the bartender Bernard. He'll sell better things later in the game,
but until then we can at least nab a Sword of Flame +1, which will help
with Nalia's quest a good bit. Note that Bernard is ridiculously hard to
steal from, often requiring a Pick Pockets of 180+ to succeed. Now that
we're done in here for now lets head over to the Government District.

Note: If you want to be a little ahead of the curve, you can complete
the Copper Coronet Quest now (see [WLK033] for complete coverage). The
main reason to do this is to get Bernard to sell you better loot,
including the Sling of Seeking +2, and the Battle Axe +3, Stonefire,
among other things. And yes, all of these can be stolen, so you don't
even need money if you've got some Potions of Master Thievery. This is
by no means necessary.. but that loot Bernard has for sale/steal will
benefit you a lot more now than it will later. When playing with an
evil party, I typically tackle the Copper Coronet after securing Edwin
and Korgan (after [WLK006]). With a good party, I feel no real hurry to
grab the Battle Axe +3, Stonefire, and hence I don't bother with this
quest until its sequential location in the walkthrough.
7) It seems like a good time to mention some random encounters you 
might come across. As veterans of Baldur's Gate 1 will remember, going
from area to area was always a little risky, but in Athkatla there's a
guild war going on between the Shadow Thieves and another upstart guild
that just happens to have plenty of Vampires to throw around. In the
next few steps I will mention the encounters with the guilds I had. Mind
you that depending on your nocturnal activities it might take a long
time to see all these, if you ever do. They're not very important, I
just feel it's better to record them than not.
8) A vampire named Hareishan will destroy a trio of Shadow Thieves.
Wait, wasn't there a Mage in the Cloakwood Mines named Hareishan? I'm
sure it's just a coincidence. She'll tell you to bugger off, mentioning
that until you choose your side the Mistress doesn't want you to come to
harm. Sure. Loot the dead Shadow Thieves for a suit of Leather Armor, a
Black Opal, a Water Opal, a Scroll of Contingency, a Note, a Short Sword,
and 173 gold. Another will have a suit of Leather Armor, a Sphene Gem,
a Bloodstone Amulet, a Scroll of Spell Thrust, a Dagger, a Scroll of
Stoneskin, and a Short Sword. The last one will leave behind a suit of
Leather Armor, a Pearl Necklace, a Dagger, a Short Sword, and 94 gold.
Not a bad bit of loot considering we didn't lift a finger.
9) If you go out at night you might just see a vampire named Salia
talking to two Shadow Thieves, obviously trying to lure them into the
new guild. Unfortunately they notice you and attack while Salia slips
away. When they die loot them. One has a suit of Leather Armor, a Gold
Necklace, a Sphene Gem, a Scroll of Disintegrate, a Note, a Short Sword,
and 68 gold. The other has a suit of Chain Mail, a Pearl, a Garnet, a
Scroll of Find Familiar, a Scroll of Minor Spell Turning, and a Bastard
10) You'll find a Vampire named Parisa trying to convince a Shadow Thief
to come join the new guild. When they refuse, she uses Dire Charm to
settle matters, and then threatens you before running off. You can kill
the charmed Shadow Thief for some experience if you wish.
11) At night you may be questioned by a vampire named Tanova. At any
early point in the game, you'd be well served by saying you do NOT work
with the Shadow Thieves, as other responses will provoke Tanova into
attacking. Vampires are bad enough, but Tanova requires +3 weapons to
hit, and for a low-level party, that's just too much to overcome.
12) A Shadow Thief named Sansuki will approach and ask for help, but
before anything useful can be communicated the sources of his woes will
arrive. A Vampire named Del and two subordinate Vampires will show up 
and warn you to stay uninvolved. Again, it's best if you simply let the
Vampires have Sansuki, as your odds against a handful of Vampires
aren't very good. Sorry Sansuki. If you do bother to help him out, all
he will do is thank you, and walk away. Really not worth the hassle.
13) In the Slums of Athkatla you might come across a Slave being
escorted by a pair of Slaver Guards outside the Copper Coronet. The 
slave will beg for aid and if you kill his guards you'll get a little 
experience reward. Inside the Copper Coronet, you can talk to the
proprietor of the establishment named Lehtinan (x=400, y=1220) and ask
him about the obvious slave escort from his tavern. He'll play stupid,
and Anomen suggests we smite him right away. Somebody certainly doesn't
believe in a trial-by-jury. Lawful Neutral my ass. What's extra funny
is that later on Anomen will suggest that we should leave a slave in his
cage.. so Anomen believes we should kill slave-masters, but keep unruly
slaves enslaved. Does this guy have two brain cells to rub together? 
Anyways, we'll deal with this slavery issue much, much, much later.

(For freeing the slave)
EXP	5500
14) This isn't a guild-related meeting, but if you have Minsc in your
party after enough time has passed, you'll be approached by a little boy
named Delon. He'll tell you-well, Minsc, rather-about the troubles of
his village Imnesvale in the Umar Hills. He'll mark the area on your map
and tell you to go to Imnesvale and talk to Minister Lloyd. This starts
the Umar Hills quest, which is a very rewarding rewarding-yet far too
difficult for us now-quest. Needless to say, I'll be putting it off for
a while.

Enroute in Athkatla (AR0045)
15) Every time you travel between areas in Athkatla you run the chance
of encountering Slavers (among other things). In this particular 
encounter one is named Suna Seni and another is named Eldarin. 
Immediately focus your fire on the female wizard, and then focus on Suna
Seni when she goes down. They can be rough on a new party, but brute 
force and attacking the spellcasters first should be more than enough to
win. Loot the Slaver Mage for a Scroll of Minor Globe of 
Invulnerability, a Scroll of Vampiric Touch, a Scroll of Domination, a 
Scroll of Shocking Grasp, a Scroll of Magic Missile, and a Scroll of 
Flame Arrow. Loot the Slaver Cleric for a Necklace, a Potion of Frost 
Giant Strength, a Potion of Stone Giant Strength, and a Mace +1. Suna 
Seni has a suit of Leather Armor, a Scroll of Charm Person, and Arbane's
Sword +2. The Slaver with the bow has a Silver Necklace, Arrows +1 x20,
a Composite Long Bow, and 65 gold. Finally Eldarin drops a Bloodstone 
Amulet, a suit of Plate Mail +1, Arrows +1 x40, a Composite Long Bow,
and 623 gold.

Arbane's Sword is a fair little short sword that offers immunity to hold
person and allows a character to use haste for two rounds once per day.
It's not spectacular, but you might as well hold onto it, seeing as how
having any +2 weapons will be a good thing for a while.

Government District (AR1000)
16) If you arrive in the Government District at night you'll find some
Amnish Soldiers in the northern central part of the district. They'll
question you about your identity and mention a guild war going on in
the streets between the Shadow Thieves and a new guild.. presumably a
continuation of the fight that allowed your egress from Irenicus'
17) Head south west to find a mob of citizens around a familiar dark 
elf. Viconia (x=1820, y=1080) has landed herself in trouble again, and 
is standing on the wrong end of an angry mob. More specifically the side
that's standing on a pile of logs and is about to be burned alive.. And
this isn't a spectator sport. Screw around too long and the mob will
burn her alive. Click next to her to let her go. Which will provoke the
mob and force you to waste three Fanatics, who are push-overs anyways.
One Fanatic has a suit of Plate Mail Armor, and another has two Potions
of Extra Healing. It might not be much, but they should leave behind
enough to improve some of the armor you're wearing, and give Viconia
some rudimentary equipment.
18) From here travel south east to find a gnome named Jan 
(x=2730, y=1750). He'll describe himself as a part-time adventurer/part
time turnip salesman. Right. Don't blow him off and he'll try to sell
you a 'Flasher Master Bruiser Mate'. Shortly thereafter a man named Trax
will show up to apprehend Jan for the illegal sale of illegal items in 
an illegal manner. Whatever you do, do NOT goad Trax into summoning the
guard down on you.. it's a fight we don't need to fight, especially not
with the reputation loss involved. If you cover for Jan you'll get some
experience. If you turn him in you'll get 100 gold from Trax. Of course,
to bail out Jan later you'll need to pay 800 gold, so it's a net loss to
do this. Get Jan on your side and do what you will with him. If you
keep him in your party you'll eventually have to deal with a quest
that pops up. This is common with recruitable characters, and I'll make
a habit of including the quests that accompany the various PCs in the
same sequence of events in which the character is recruited, even though
in all likelihood they will occur much later. Of all the PC quests,
Jan's is perhaps the most disruptive for this Walkthrough, undoubtedly
due to the fact that he is recruited so early in the game. It'll take
you to many areas that I don't intend to cover for a long time. I
suppose I could have restructured the FAQ to make Jan a better fit.. but
overall I find it best to leave the PC quests in the section where
they are recruited for organizations' sake. This really only negatively
effects Jan, as most characters have the good sense to have less
troublesome quests, and at the end of the day.. it's Jan. I can't be
bothered to make things more convenient for a character I never play and
whose worth I seriously doubt.

(For covering for Jan and prevent him from being sent to jail by Trax)
EXP	8500

(For recruiting Jan into the party)
EXP	11500
19) This is just an aside, but over in the south eastern corner of the
map you can find a lady knight named Lady Irlana (x=3000, y=3600), who 
is being wooed by Garrick-presumably our Garrick from Baldur's Gate 1. 
Of course, he seems to have lost his edge and is being fed flattering 
lines by one Cyrando. It's a debacle, of course, but an amusing one,
20) Now, if you travel with Jan for a while you'll get a visit from a
relative of his named Beeloo Jansen, who tells Jan that he recently
escaped from prison and that some lady named 'Lissa' is staying at the
Jansen family home. After Beeloo leaves, Jan will elaborate-Lissa is
his childhood friend and former love interest that never panned out.
She married another Gnome named Vaelag, a far more serious and
successful criminal than Jan. Agree to help him out and follow him 
back to his house in the Slums District (AR0400) (x=3550, y=1350).

The Jansen Home (AR0401)/(AR0402)/(AR0403)
21) Jan will provide a bad example for his cousin's twins and talk to
his mother, who fills him in a bit on the Lissa situation. She 
apparently brought her daughter with her, and she has a problem, of
course. Her daughter has taken ill, but instead of a physical ailment
she apparently has some kind of mental impairment, possibly due to her
father's prevailing abuse. Jan will tell us to talk to Uncle Gerhardt
in the basement, while he leaves the party to stay by Lissa's side.

(x=320, y=220) 1 gold
(x=250, y=200) Elixir of Health
(x=720, y=320) Potion of Freedom

(x=480, y=220) 3 gold
(x=440, y=220) 1 gold
(x=400, y=210) 1 gold
(x=200, y=400) 1 gold

(x=700, y=390) Short Sword, History of Durpar and Var, 5 gold
(x=270, y=250) Scroll of Identify
(x=150, y=250) Potion of Extra Healing
(x=200, y=370) tainted Antidote
22) Head downstairs and talk to Uncle Gerhardt (x=650, y=350). Wade
through his circular dialogue and he'll tell you that you need to seek
out something called 'The Hidden'. A lady named Jysstev can point you
in the right direction, her estate can be found in the Government
District of Athkatla. Seems like we're not done with the Government
District right now after all.

(For talking to Uncle Gerhardt)
EXP	3300

Jysstev Estate (AR1006)
23) Return to the Government District and enter the Jysstev Estate 
(x=2900, y=2900). You'll find Lady Jysstev wandering around within.
Talk to her and ask her about 'The Hidden' and she'll arrange a meeting
with you and tell you to go to the sewers under the Copper Coronet.
Now, with a good-aligned protagonist, I don't bother with the Copper
Coronet and its quests yet, and I certainly don't have a reason to
drag Jan along with me long enough to start this quest. On the other
hand, as an evil party I deal with the Copper Coronet early to get
some better loot. For more information on dealing with the Copper
Coronet (in part, or in its entirety) see [WLK033].

(For getting Lady Jysstev to arrange a meeting with the 'Hidden One')
EXP	8900

Sewers (AR0404)
24) Head to the Copper Coronet in the Slums District and talk to
Lehtinan to gain access to his back rooms. Once you've obtained this
access you can safely head to the back of the Copper Coronet. There's
a secret door at (x=2150, y=900) that leads to the sewers 
(x=2070, y=670) in question. Again, if you decided to take Jan along
with you-and hence this quest became obligatory and led you into
these sewers-refer to [WLK033] for everything you might encounter along
the way. You'll find Hidden at (x=1070, y=2230), who will agree to heal
Lissa's daughter if you deal with two 'creatures of evil intent' that 
are chasing him. To uncover them we'll need to go talk to the 
proprietor of the Sea's Bounty in the Docks District (AR0300).

Sea's Bounty (AR0313)
25) By the time Jan's quest occurs we'll hopefully have already explored
the Docks District-at least crudely (as covered in the next Sequence
of Events). So, without elaborating further head over to the Sea's
Bounty (x=2100, y=2100). Be sure to leave Jaheira outside to avoid
starting another time-sensitive quest, Baron Ployer's Curse. Inside
the Sea's Bounty you'll find The Thumb, the proprietor we're looking
for. Talk to him and pick dialogue option #2 to get him to tell you
that the folks you're looking for are in the Five Flagon's Inn in the
Bridge District, in a room on the second floor.

Five Flagons Inn, Second Level (AR5011)
26) So, head over to the Bridge District (AR0500) and into the Five
Flagons Inn (x=3200, y=2000). Go up the stairs at (x=600, y=300) to find
two Githyanki, which can be rather strong for a very low-leveled, 
under-staffed party. Return to the Hidden and he'll tell you that the
girl is healed before revealing itself to be an Illithid. It'll leave
without incident, and we'll be free to return to the Jansen home.

(For performing the task of the Hidden)
EXP	17500
27) Once home, you'll find all is not well. Being the useless bitch that
she is, Lissa will thank Jan for helping her daughter before telling us
that Vaelag is downstairs. When Jan goes to investigate the turn of 
events, follow. Vaelag demands Lissa's return, makes some threats, and
Lissa only bothers to thank Jan briefly before leaving with Vaelag. Jan
will attempt to procure from us a promise of aid in the future, if he
discovers that Vaelag has continued to be abusive.

(For saving Lissa's daughter)
EXP	15500

|								       |
|		       Mae'Var's Guildhall Quests		       |
|			   (Recruiting Edwin)			       |
Sequence of Events:						{WLK004}
		1) Independent Practice
		2) Submit to Cyric!
		3) Thieve's Guild Fence
		4) Infinite Money Exploit
		5) Meeting Mister Bloodscalp
		6) Robbing Gorth
		7) Mae'Var's First Assignment
		8) Temple Thieving
		9) Referred to the Red Wizard
		10) Thieving Tests
		11) Edwin's First Task
		12) Mephit Murdering
		13) Golem Grinding
		14) Rayic Gethras
		15) Edwin's Second Task
		16) Marcus' Documents
		17) Mae'Var's Last Task
		18) Embarl's Loyalty
		19) Edwin's Evidence
		20) Reporting to Renal
		21) Purging Mae'Var's Guildhall
		22) Making Mae'Var Meet His Maker
		23) Renal's Reward 
		24) Valen's Offer

Docks District (AR0300)
1) When you arrive in the Docks District you'll get a confession from
Yoshimo. He'll tell you that he got caught practicing his trade in the
city by the Shadow Thieves, and was supposed to report to Renal 
Bloodscalp. He hints that there might a reward involved for completing
the independent mission he was supposed to get started on. We might as 
well, right?
2) Head to the west and go down some stairs. You'll be approached by a
Mad Cleric who will demand that you embrace Cyric. If you decline he'll
attack you. When he dies he'll drop an Onyx Ring, a Jasper Gem, a
Quarter Staff, and 20 gold.

Shadow Thief Guildhall (AR0305)/(AR0306)
3) Over at (x=1350, y=980) you'll find a Shadow Thief, who will welcome
you inside being as you're a friend of Gaelan and all. Righty-o. Head
inside the door at (x=1330, y=900). At (x=950, y=790) you'll find a 
Black Market Thief. You can sell stolen goods to her, which is an
invaluable service. You can buy (steal) a variety of scrolls from her if
you wish, including Fireshield (Blue), which is a great defensive spell,
especially for a Fighter/Mage. After all, a Mage who doesn't get
attacked in combat isn't likely to put the shield to full effect. Head
up the stairs at (x=200, y=350).

(x=850, y=800) Potion of Healing x2, Potion of Invisibility,
	       Potion of Master Thievery 
(x=900, y=750) 1 gold
(x=950, y=700) Dagger, Long Sword
(x=1100, y=700) 3 gold
(x=750, y=620) Tchazar Gem, 234 gold
(x=900, y=570) Moonstone Gem, 39 gold
(x=1150, y=630) Waterstar Gem, Zircon Gem, 26 gold, Dagger
(x=350, y=470) Dagger, Bastard Sword
(x=200, y=400) Iol Gem
4) Note that you can sell stolen goods to the Black Market Thief, and
you can also steal from her. Can you see the cyclic flow of money at
work here? Sell her anything valuable you want, steal it back, sell it
again, repeat until satisfied. This works best with a very expensive
item, as you'll always have a chance to get caught, and stealing
multiple cheaper items will get frustrating. On the other hand,
sell/stealing the Plate of Balduran will see you with enough money to
buy anything you want in short order. Because you can buy/sell/steal
from her in an infinite loop, I prefer to sell her all the items I
accumulate in the game. This is practical, in case you sell anything you
later want or need, as you can just steal it back. It sure beats having
to rebuy loot from Ribald. And, of course, it also helps to favor one
merchant since you'll always remember who you sold your stuff to. Keep
in mind, however, that as you sell more items to one merchant, the less
they'll pay for that item in the future. There's a rather generous cut-
off point, but if you want to maximize your profits, sell in bulk. On
that note, this level of the Thieve's guild has plenty of containers
within which you can store your accumulated loot. No wonder I pick this
spot as my mercantile headquarters, eh? And just one more note, although
I preach the merits of infinite money, on these walkthroughs I did not
practice them. I could pretend the reason had something to do with
gaming purity, but as you've noticed if you've been reading along, I'm
quite content to use my theiving skills to rob merchants blind. No,
the reason is much more practical. Good loot equals stronger characters,
and stronger characters influence what quests we can do, and when. For
the sheer sake of organization, not using any infinite money tricks
allows the economy of the game to influence (to some degree) what order
we do quests. Do the Theive's Guild quests first, get some money, buy
the Shield of Balduran, do the Unseeing Eye Quest, get some more money,
and so forth.
5) You'll find Renal Bloodscalp at (x=820, y=530). Yoshimo and Renal
will trade barbs for a bit before Renal decides that he is more
interested in you than Yoshimo. Long story short Renal wants you to
investigate a guild leader he suspects of treachery by the name of
Mae'Var. If you're a Thief he'll also offer you to take up the guild in
Mae'Var's place if you find something and are forced to.. remove
Mae'Var. Agree and leave via the exit at (x=100, y=600) to get directly
outside. Head to Mae'Var's Guild (x=100, y=600).

(x=300, y=500) 1 gold
(x=350, y=650) Garnet Gem, Diamond
(x=400, y=480) Potion of Extra Healing x5, Potion of Fire Resistance x2
(x=800, y=770) Pearl x3, 350 gold
(x=970, y=650) Jasper Gem, 39 gold
(x=1190, y=725) Light Crossbow, Bolt x60, Bolt +1 x2
(x=400, y=270) Dagger, Studded Leather Armor, Lynx Eye Gem,
	       De'Tranion's Balor Ale 
(x=470, y=250) Potion of Extra Healing x5, Potion of Agility
(x=600, y=250) 3 gold
(x=750, y=330) Iol Gem, 217 gold

(x=970, y=650)
(x=470, y=250)

Mae'Var's Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324)
6) Over at (x=430, y=580) you'll find Gorch, who will try to peddle you
some wares. Tell him you're here to see Mae'Var and he'll give you the
go-ahead to go into the guild in the back. Gorch is the latest in a long
line of merchants we need to rob, and if you weren't messing around your
Potions of Master Thievery should still be in effect. In particular grab
some Maces +2 (enough for each Fighter to wield one regardless of
proficiency), and some Bullets +2. We'll be needing some +2 weapons
sooner rather than later. Also grab a Sling +2 and a Short Bow +2. You
know, since stealing is cheaper than buying them from Ribald. Also,
since it's 'free', steal the Leather Armor +3 if you still need some
light armor for somebody. Also nab the Ring of Protection +1, the Nymph
Cloak, the Bracers of Defense AC 6, Potions of Master Thievery (to keep
our stock up!), and the Rogue Stone. We'll out-grow this gear, but we
can always sell it back to the Black Market Thief in Renal's Guild.
Even if you're not really into stealing, you should rob Gorch. As a
friendly warning, he's not long for this world, and anything you don't
steal from him will go to waste.

Yoshimo happily accepts the Short Bow +2 and I give the Sling +2 to
Viconia, who is less potent in melee combat than Jaheira. The Nymph 
Cloak goes to your preferred party leader. I give Korgan the Ring of
Protection, as his Armor Class is horrible right now. Also, the Bracers
of Defense AC 6 is an improvement for my main character. Head down the
stairs at (x=400, y=400).

(x=350, y=420) 190 gold
(x=500, y=500) Tainted Oil of Speed, 8 gold
(x=600, y=600) Scroll of Strength
(x=600, y=200) Sunstone Gem
(x=700, y=150) Quarter Staff, 12 gold
(x=650, y=500) Scroll of Minor Globe of Invulnerability

Note: Do not sell the Rogue Stone you just stole. It's pretty, sure,
but it'll give us access to an area from which we can obtain the
most powerful staff in the game-a real treat for your Mages. It will be
a while yet, and you'll find several other Rogue Stones while you
travel, but as a respectable FAQ-writer it seems important to warn you
now, rather than have you send me unhappy E-mails because you can't
get an item that really should not be missed.
7) You'll find Mae'Var at (x=970, y=300). If you thought Renal was 
ambiguously hostile, you'll find that Mae'Var is much less ambiguous. 
He'll give you a job to go steal a religious item from a church, either
the temple of Lathander or the temple of Talos depending on your 
alignment. Head off to the Temple District.

(x=400, y=650) Skydrop Gem
(x=400, y=850) 5 gold
(x=500, y=800) 16 gold
(x=630, y=700) Turquoise Gem
(x=630, y=680) 1 gold
(x=1000, y=400) Dagger, Small Shield, 5 gold
(x=740, y=240) Dagger, 4 gold

Temple District (AR0900)/(AR0902)/(AR0904)
8) Enter either the Temple of Lathander (AR0902) (x=2850, y=1500) or the
Temple of Talos (AR0904) (x=1900, y=2200). Either way you'll need to
wait until night for the temples to clear out. When you have either the
Statuette of Lathander or the Necklace of Talos head back to Mae'Var.

(x=1250, y=1500) 99 gold
(x=1400, y=1450) Sunstone Gem, Statuette of Lathander
(x=1350, y=1450) Sunstone Gem
(x=1400, y=1450) Lynx Eye Gem
(x=1800, y=950) Potion of Extra Healing x2
(x=750, y=600) Potion of Extra Healing x2
(x=470, y=850) Jade Ring, 23 gold
(x=320, y=750) Scroll of Protection from Poison

(x=1500, y=360) Potion of Extra Healing x2, Antidote
(x=1650, y=400) Potion of Extra Healing x5, Wand of the Heavens,
		210 gold
(x=700, y=1000) Potion of Insight, Necklace of Talos
(x=500, y=300) Scroll of Protection from Cold, 
	       Potion of Storm Giant Strength
(x=400, y=250) Bloodstone Gem, Potion of Insulation
(x=250, y=250) Bloodstone Amulet, Antidote x2, 6 gold

Mae'Var's Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324)
9) Mae'Var will brush aside your act of skulduggery and you'll get a
nice experience reward. He then decides he's too busy for you and refers
you to his right hand man, a 'bloody good spellcaster' named Edwin. Oh
boy. Head back upstairs and take the stairs to the second level (AR0323)
at (x=1100, y=400).

(For returning to Mae'Var with your stolen artifact)
EXP	29500
10) Upstairs you'll find a room to the east that has a bunch of locked
doors and safes designed to test your Thief skills. If you still have
Potions of Master Thievery active you should definitely pick these
locks. Altogether they give a good bit of experience and loot. The ones
on the north wall are trapped as well, further boosting the experience
you'll get. when you're done looting head up the stairs at 
(x=1000, y=500) to reach (AR0324).

(x=300, y=490) Antidote, Pearl Necklace
(x=400, y=460) 22 gold
(x=600, y=200) History of the Drow, 1 gold
(x=600, y=790) Skydrop Gem, Zircon Gem
(x=500, y=600) 10 gold
(x=550, y=600) 20 gold
(x=600, y=550) 30 gold
(x=630, y=500) 40 gold
(x=650, y=500) 50 gold
(x=700, y=450) 60 gold
(x=770, y=400) 70 gold
(x=900, y=500) 2 gold
(x=900, y=300) 80 gold
(x=950, y=300) 90 gold
(x=1000, y=250) Potion of Master Thievery x3, Waterstar Gem,
		Ziose Gem, 300 gold
(x=1050, y=250) Emerald, 100 gold
(x=1050, y=300) Potion of Perception
(x=1110, y=330) Rogue Stone
(x=1170, y=300) Lynx Eye Gem, Fire Agate Gem
(x=1200, y=350) Short Sword +2, Buckler +1, Studded Leather Armor +1

(x=1050, y=250)
(x=1050, y=300)
(x=1110, y=330)
(x=1170, y=300)
(x=1200, y=350)
11) Edwin is over at (x=850, y=350), and he's as haughty as ever. He
wants you to kill a Cowled Wizard by the name of Rayic Gethras. Seeing
as how we're getting along with the Cowled Wizards, knocking off one of
their members is a welcome job. Leave Mae'Var's Guildhall and enter
Rayic Gethras' house (AR0315) to the west (x=1500, y=2220).

(x=1050, y=420) Bastard Sword +1, 35 gold
(x=1020, y=250) Dagger, 19 gold
(x=820, y=260) Fire Agate Gem, 63 gold
(x=500, y=370) Bastard Sword, 13 gold
(x=670, y=750) Potion of Healing x2
(x=370, y=550) Gold Ring
(x=330, y=500) Spear +1

Rayic Gethras' House (AR0315)/(AR0316)/(AR0317)
12) Inside you'll find two Fire Mephits, two Magma Mephits, and two Ice
Mephits. These require no special tactics to bring down. Loot the room
and make sure you're rested and prepared before you head up the stairs
at (x=150, y=350). Haste and Protection from Evil 10' Radius is probably
a good idea, as is Defensive Harmony. Equip whatever +2 weapons you
have. For me this means those Maces +2 I stole, and Bullets +2 and
Arrows +2 where available. Resting in this house was where I encountered
my first dream, by the way.

(x=500, y=250) History of the Red Ravens,
	       Scroll of Protection from Magical Energy
(x=440, y=150) Scroll of Clairvoyance, Cursed Scroll of Weakness

(x=440, y=150)
13) Upstairs you'll find much more worthy foes than Mephits. Two Stone
Golems-which are fairly rough at this stage in the game-await you. They
aren't push-overs in melee, they have the ability to slow party members,
and they can only be hurt by +2 weapons. With all the gear we've been
stealing, however, they fall readily enough, especially with us being
spell-buffed. Before I loot this level I head upstairs while my spell
buffs hold (x=400, y=700).

(x=400, y=270) 115 gold
14) Rayic Gethras isn't much for talking, and he goes hostile after just
a bit of chatter. By now Jaheira has hit 9th level as a Druid, and has
an Insect Plague prepared just for this fight, she casts it as soon as
she can. As soon as combat starts Rayic will let loose with a Spell
Trigger, protecting himself with Protection from Magical Weapons and
Protection from Normal Missiles. He'll also get a Globe of 
Invulnerability and a Stoneskin up. He is, safe to say, one rough 
customer at our level. However, if Jaheira gets her Insect Plague off
he will be unable to cast spells for a few precious rounds.. long enough
for my party to whittle through his Stoneskin and for his Protection
from Magical Weapons to wear off. His first move is to cast Symbol, 
Fear, which will pretty much be game over if he doesn't get hit with an
Insect Plague, or even if he does, if he affects your whole party. One
way around this is to just head up with the main character and Jaheira.
My main character attacks and Jaheira stays back and casts her spell. If
he gets his Symbol, Fear off, the rest of the party can then jump in
when Insect Plague has rendered him helpless and beat him down. When he
dies Rayic Gethras will leave behind Bracers of Defense AC 7, a Scroll
of Charm Person, a Quarter Staff +2, and 40 gold. Rob his house and

(x=250, y=500) Scroll of Mislead, 1 gold
(x=550, y=400) Wand of Fire, 220 gold

(x=250, y=500)
(x=550, y=400)
15) Head back to Mae'Var's Guildhall and talk to Edwin. Next he'll ask
you to get some documents from a merchant named Marcus at the Sea's
Bounty. Head back outside and enter the Sea's Bounty (AR0313) 
(x=2100, y=2100). Whatever you do, do not bring Jaheira in with you. It
starts a quest we really have no need to complete just yet.

(For reporting in to Edwin after killing Rayic Gethras)
EXP	20000

Sea's Bounty (AR0313)/(AR0314)
16) You'll find Marcus at (x=530, y=430), and there are many ways to
deal with him. If you're fast and strong enough you can simply snap his
neck without raising a fuss. You can pay him 250 gold.. or negotiate it
down to 200 for the documents. And you can threaten him for them. Of
course you can always try to pick his pockets, but with Yoshimo that
means he's going to have to use some Potions of Master Thievery to
succeed. Report back to Edwin and he'll inform you that you have one 
last task to complete, this time from Mae'Var.

(For bringing Marcus' documents to Edwin)
EXP	10000
17) Go downstairs and pay Mae'Var a visit. He'll give you one last 
mission; head back to the Sea's Bounty and kill a traitor named Embarl,
bringing back his dagger as proof. This time enter the door at 
(x=2250, y=2050) to reach the upper level of the Sea's Bounty.
18) You'll find Embarl at (x=580, y=320). You again have multiple 
choices. First you can just kill him and grab his Leather Armor, Potion
of Invisibility, Elixir of Health, Embarl's Dagger, and 36 gold. Or you
could just let Embarl go in exchange for his dagger. Either way take the
dagger back to Mae'Var and you'll get rewarded, albeit dismissively.
He'll tell you to go see if Edwin has any use for you.

(For bringing Embarl's Dagger to Mae'Var)
EXP	28750
19) Edwin guesses that you're not here as an obedient recruit for 
Mae'Var and offers to help you find the hard evidence that Renal wants.
He will offer his magical services to you now, along with the key to the
strongbox in Mae'Var's suite. If you're playing an evil party you should
happily accept Edwin on for the ride. For all Edwin's potency, he does
have some rather glaring omissions from his spellbook. Have him scribe
Blur, Knock, Invisibility, Stinking Cloud, Dispel Magic, Slow, Improved 
Invisibility, Stoneskin, Greater Malison, and Confusion to bring him up 
to speed. Head downstairs and open the cabinet at (x=500, y=300) to find
Mae'var's Letter and Boots of Stealth. Yoshimo puts the boots on by
default. With the evidence in hand head off to tell Renal.
20) Renal will be delighted to see you, even more-so when you give him
evidence of Mae'Var's treachery. You'll get a hefty experience reward,
and one last mission from Renal Bloodscalp; go kill Mae'Var. With

(For bringing Renal proof of Mae'Var's treachery)
EXP	48250
21) I suggest spell-buffing before returning to Mae'Var's Guildhall, as
all the Shadow Thieves within are now hostile. They are fond of getting
backstabs, and will use Potions of Invisibility and Oils of Speed to
buff themselves in Combat. I've had Zyntris deal 82 damage with a single
attack before, which is well more than ridiculous. Needless to say, keep
unprotected characters safe.. perhaps even outside. It only takes one
bad backstab to ruin your day. One tactic you can use to blunt the
offensive of the Thieves is as follows: head inside with one protected
character. In this case I used my protagonist spell-buffed with
Stoneskin, Blur, and Mirror Image. The Thieves directed their lethal
backstabs at them to no avail, then I brought in the rest of my fighters
to take them down, leaving my weaker characters (like Edwin) outside.
Head up the levels clearing out Shadow Thieves as you go. It's possible
to repeat the process above on the next floor, as well.

Note from Lee:
I recommend going up the exterior stairs and entering on the third floor
(x=3425, y=2150), then working your way down. There are no attackers on
the third floor at all, and you enter the second floor in a
strategically superior position. Plus you don't have the problem of new
attackers coming at you from both the floors above and the floors below.
If you have at least two characters equipped with ranged weapons, you
won't even need spells (or buffs) to clear the second floor. By standing
at the foot of the stairs, if you do happen to get into trouble, you're
poised to go back up and regroup (or ambush and take out attackers one
at a time if they follow). Same with moving down from the second to the
first floor, and again down to the lower level. I got thru this without
spell buffing at all, although I did take some damage in the final fight
with Mae'Var.
22) Once the upper levels are clear head down into the cellar to
confront Mae'Var. Mae'Var has some Assassins with him and a Priest of
Cyric, but for all that, this is a very easy fight. You have two options
to win this fight hassle free. Use Edwin to conjure a Lesser Fire
Elemental, which will be immune to their weapons. Then just let the
elemental kill them all on its own. Or you can use Jaheira's Insect
Plague to eliminate their spell casting and send many of them fleeing.
Or do both to ensure a complete rout. Loot Mae'Var for Shadow Armor
(great for Yoshimo!), Arrows x40, a Scroll of Oracle, a Pearl, a Sphene
Gem, a Water Opal, a Horn Coral Gem, a Short Sword, a Composite Long
Bow, and 769 gold. In one of the cells you'll find a prisoner named
Kamuzu (x=600, y=500). Do what you will with him. When you're done go
report to Renal.
23) You'll get your reward all right. Each character will receive
45500 experience and a huge sum of gold.. so much so that you should be
close to what Gaelan requires (if so, see Step #22, next). If you're a
Thief you'll also be given ownership of Mae'Var's Guildhall. You can
play with your guild if you wish, but time is of the essence. Before we
deal with it we should secure Korgan and Edwin's loyalty [WLK006].
Since, however, you may or may not be recruiting the individuals in
question, it's my organizational method to include the guild/stronghold
quests immediately after acquiring the quest where you obtain said

(For reporting to Renal after killing Mae'Var)
EXP	45500 (each character)
Gold	10500
24) The following encounter will occur now that we have so much money-
15,000+ to be precise, and after the reward we just recieved, it's very
likely you'll have this amount. When you leave the building a woman
named Valen will show up and talk to you. She's got a better offer for
you, or so she says, and asks you to meet her Mistress in the Graveyard
after sundown. Brus will show up shortly thereafter and tell you that
Gaelan wants to sweeten the deal before you meet your new contact. Looks
like both sides are very keen on what we're doing. You might see other
altercations between the two guilds traveling around at night like the
encounter you had with  Hareishan, and another later encounter you might
have with another vampire named Salia. If you pay Gaelan a visit he'll
tell you that the bosses have changed their minds and decided that
15,000 gold is enough for their aid. If you have time to burn, go play
in your guild, or rest and prepare spells. Head to the Graveyard
district during the day. We don't want to deal with Valen's mistress
just yet, as it forces us to make a choice that I'm not ready to make at
this point in the guide. Resting up for our run into the Graveyard
triggers my second Irenicus dream.

Note: To avoid being bothered in the Graveyard at night, you can always
just spend the money you've accumulated until you no longer have the
required 15,000 gold. Or you could just go during the day.

|								       |
|			  Thieve's Guild Quests			       |
|								       |
Sequence of Events:						{WLK005}
		1) Introduction to the Guild Hall
		2) Rattell the Fence
		3) Jariel the Taskmaster
		4) Ama's Revenge
		5) Whodunit?

Your Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324)
1) If you are playing a Thief (single, multi, or dual-classed) you will 
be offered Mae'Var's Guildhall following his timely demise. It's a good 
way to make money, and it offers you a few more things to do, but 
nothing too extravagant. This section of the FAQ will cover this 
guildhall, to be pursued when you have the time and inclination.
2) First things first. You'll find a man named Rattell (x=430, y=570)
standing where Gorch was, who is willing to fence goods for you. He
doesn't have the selection Gorch does, but he does have some interesting
scrolls you can pick up. Or at least Invisibility 10' Radius, which will
come in handy once in a while.
3) The thing to do in the Thieve's Guild is to talk to Jariel
(x=720, y=320), who will give you the run-down of how this works. You 
have a stable of thieves and you can direct them to do a variety of jobs
with varying degrees of risk. The riskier the job the more money it 
makes, but the more likely they'll get put in prison. If a Thief gets 
put in jail you'll have to bail them out, which costs you money. See the
gamble involved herein? All of these success and fail rates are handled
with dice rolls under the hood and you'll get news of their successes
roughly every week. Pick settings you like and if they aren't bringing
you a profit change them as needed. You must pay your dues to Renal,
however, so keep in mind depending on the prowess of your thieves and
Renal's humor you might actually lose money. This typically only happens
if a few of your thieves get caught and you don't bail them out, 
reducing the operatives you have on the field and thus the potential
income they might bring. Going with low-risk jobs typically gets you
more than enough to pay Renal and keep some pocket change, as well.
When you need to pay Renal a Thief named Joster (x=700, y=290) will show
up, at which point you really need to pay him off. 

Performing low-risk missions, I typically made a steady income of 1600
gold per five days. Joster will ask for 300, 500, or 900 gold every time
dues are due. This will earn me anywhere from 700-1300 gold per week, so
it's not a bad bit of business. If you fail to pay Renal's 
representative in time, you'll lose your guild. For some reason this 
didn't stop me from collecting money from my thieve's jobs, it just 
meant I couldn't do any more quests.. and it also meant that I didn't 
have to pay Renal anymore. Anyways, if you lose your guild, you can go 
pay Renal 4000 gold to get it back.
4) You will also find Lathan (x=600, y=270), who will tell you when
problems arise that require your personal attention. You'll be told that
there is nothing at this time that requires your attention, only to 
have somebody named Ama show up and ask you to serve as a decoy contact
for a politician who is causing the guild trouble. If you freed Kamuzu
from Mae'Var's Prison he'll show up and warn you about Ama, saying she
was.. close.. to Mae'Var, and she is not to be trusted. Good to know.
Lets deal with this little problem then, shall we? When you arrive at
Waukeen's Promenade you'll find Ama, who will implore you to wait.
Eventually a man named Sir Greshal will arrive and Ama will spring her
ambush. A number of Muggers will pop out and fight in a similar fashion
as the Shadow Thieves. Still, one Insect Plague should win this fight
in short order. When Sir Greshal dies he'll leave behind a suit of
Splint Mail, a Small Shield, a Bloodstone Gem, a Mace +1, and 21 gold.
On Ama you'll find a suit of Studded Leather Armor, Potions of
Invisibility x2, a Potion of Extra Healing, a Horn coral Gem, Poisoned
Throwing Daggers x20, a Dagger, and 340 gold. 
5) Go back to Lathan, who will apologize for his lapse in security. If
you kick him out you will-as he warns-not be able to complete the rest
of the guild quests. I grudgingly keep him aboard. You will be told that
Kretor has been paying his dues to you out of his own pocket, as one of
the pickpockets underneath him has been skimming the profits. Apparently
they know who it is, but aren't coming forward with the information as
they don't trust you yet. You'll have several options to deal with the
situation. Let Kretor deal with it himself. Kill them all. Randomly
kill one of them. Or dock all of their pay. If you dock all their pay
the guilty one will turn up dead, and everything is resolved.

|								       |
|		  The Book of Kaza and the Nether Scroll 	       |
|			(Securing Korgan and Edwin)		       |
Sequence of Events:						{WLK006}
		1) Edwin's Ambition
		2) Adoptor-Seeking Arenthis
		3) Tomb (AR0811)
		4) Wellyn's Rest
		5) Tomb (AR0810)
		6) Uncle Lester's Revenge
		7) Tomb (AR0812)
		8) Stein and Company
		9) Tomb (AR0813)
		10) Tomb (AR0807)
		11) Buried Alive
		12) Sethle's Confession
		13) Tomb (AR0805)
		14) Tomb (AR0806)
		15) The Lower Tombs
		16) Spider Central
		17) Pai'Na's Den
		18) Finishing the Lower Tombs
		19) I Hate Level Drain, I
		20) To the Split
		21) Sarcophagi Skeleton
		21) Nevaziah
		22) Sniped by Shagbag!
		23) Helping Harpers
		24) Xzar's Request
		25) To Pimlico's Estate 
		26) Shagbag Strikes Again
		27) Korgan's Revenge
		28) Edwin's Translation
		29) Edwin's Transformation
		30) Edwin's Tracker

Graveyard District (AR0800)
1) When you arrive Edwin will mention the Nether Scroll-which Edwin is
sure lies in the lower tombs in Athkatla. This is the first area in the
game we'll explore in a traditional fashion.. you know, going around,
exploring all the places, collecting quests, and otherwise doing
adventure-y type things, in contrast to briefly running through like we
have been doing.
2) Over at (x=2350, y=1880) you will find Arenthis, a priest of
Lathander and his charge Risa (x=2370, y=1930). He'll ask you to find a
caretaker for Risa. Fortunately, just such a thing exists right here in
the Graveyard District. Over at (x=920, y=820) you'll find Kamir, a
Paladin mourning the loss of his adopted son, Stefan, who was killed by
bandits in Kamir's absence. If only there were SOME way he could, I
don't know, get another orphan? After all, if at first you don't
succeed, try, try again. Suggest Risa to Kamir and you'll get an
experience reward. Wait a while for Kamir to get over to Arenthis and
Risa and you'll get a bit more experience.

(For finding a adoptive parent for Risa)
EXP	12250 + 3000

Tomb (AR0811)
3) Go in the tomb near Arenthis and Risa at (x=2400, y=1850) and loot
the Sarcophagus at (x=450, y=400). The Staff of Curing is a staff which
is poor in combat but it can in a pinch cure disease, poison and heal
for 3 - 18 +3 Hit Points.

(x=450, y=400) Lynx Eye Gem, Staff of Curing
4) Leave and head north-west to find some halfling 'Mourners'. They are
Wellyn's parents, whose ghost will be here at night. There are ways to
get this quest now without having to advance the story (namely by being
too poor to pay for the help of Valen's mistress), and I'll mention the
quest here just to complete the Graveyard District. At night you'll
find Wellyn wandering around his grave-or rather, he'll find you and
initiate dialogue. He'll tell you that he was killed by a Thief, and he
needs his bear, Littleman, back so he can rest. The Thief is one 
'Llynis', who spends most his time at the Copper Coronet. To reach
Llynis you'll have to get access to the back rooms, which you can
achieve by talking to Lehtinan (x=400, y=1220) and selecting dialogue 
options #1, #2, #2, and #1 (among other options). Llynis is at
(x=660, y=550), and you can talk him into giving you the bear.. but
why not just kill the bastard? Regardless of how you do it, get 
Littleman back and give it to Wellyn. If you wait until day and talk to
Wellyn's parents you'll get some more experience for your trouble, but
no reputation increase.. the kind of reward you think such a good deed
would warrant.. ah well.

(For giving Wellyn his bear, Littleman, so he can rest in peace)
EXP	15500

(For talking to Wellyn's parents)
EXP	5000

Tomb (AR0810)
5) Anyways, now that the halflings are gone, continue into the tomb at
(x=1450, y=1850). Inside are two Skeleton Warriors.. nothing as terrible
as the ones in Baldur's Gate 1, however. They won't hit you much, and
aren't immune to non-magical weapons. They do, however, still have Two
Handed Swords +1, which will sell well.

(x=450, y=400) 29 gold
6) Exit the tomb and head west to find a scared peasant named Nevin,
who begs you to help put down his dead uncle Lester. Uncle Lester will
show up and the two will argue. Note that the voice of Uncle Lester is
the same actor who does Harold, from the Fallout series. Uncle Lester
will then attack Nevin, and you can jump in to save Nevin, if you wish.

(For saving Nevin from Uncle Lester)
EXP	6500

Tomb (AR0812)
7) Ignore the tombs at (x=900, y=1650) and (x=650, y=1800) as they are
ways to get to where we're going, and it should not be explored before
we're done with the rest of the graveyard. Instead go into a tomb at
(x=1350, y=1200). Korgan grabs the Battle Axe +2.

(x=400, y=350) Battle Axe +2
(x=350, y=300) Bloodstone Amulet, 1 gold

(x=400, y=350)
8) Near the middle of the level, at night, you can find Stein 
(x=1720, y=1050) near the Crypt at (x=1670, y=1000). Talk to him, and
pick option #2 to question his activities. If you threaten to put him
down, he'll summon two of his buddies. They're weak, and really don't
drop anything of value.

Tomb (AR0813)
9) Go up some stairs and into another tomb (x=1670, y=1000) to find two
Shadow Fiends and a Mummy. Everybody has magical weapons by now, so 
this isn't a hard fight, just watch out for the Mummy's ability to
disease you and the Shadow Fiend's paralysis. Both of which can be 
cleared up easily enough with Clerical spells, but in the middle of a
fight it can be annoying.

(x=400, y=350) Gold Ring, Skydrop Gem

Tomb (AR0807)
10) At (x=2250, y=1100) you'll find another tomb, this one has two
nobles standing outside of it by the name of Arthur (x=2240, y=1200) and
Maggie (x=2150, y=1150) who will reminisce over their deceased butler
Jeeves. Go inside, loot, and leave.

(x=400, y=350) 34 gold
11) Go up some stairs to the west and you'll get a message that reads:

"Nearby you see an open grave. A chill runs up your spine as you hear a
sound emit from it. You shake your head and continue walking. The sound
is clearer now. You are not imagining it. Muffled cries for help are
coming from the grave."

Click at (x=1000, y=670) to help the poor soul. The man in the grave,
Tirdir, will talk to you, thanking you for rescuing him. He'll tell you
that some men held him hostage and buried him alive when they received
the ransom money they asked for. He'll tell you one of the men wore a
bright red shirt, and give you a piece of it to help in your search and
he'll tell you that the Gravekeeper spoke to this red-garbed man. Edwin
will complain about doing something as useless as helping a peasant
out.. Wait.. Red clothes? Nah, couldn't be.. Anyways, if you want to
finish this quest now, you'll need to skip over to [WLK018],
steps 10-12.

(Rescue Tirdir from his grave)
EXP	6500
12) To the north you'll find Sethle (x=1550, y=400) the gravekeeper.
Talk to him and threaten him a bit and he'll eventually capitulate and
spill the beans, telling you that the man in red you're looking for can
be found in the Bridge District.

Tomb (AR0805)
13) Go in the tomb near Sethle at (x=1450, y=400). Inside you'll find
two Mummies and a Skeleton Warrior.

(x=450, y=400) Silver Necklace, Scroll of Identify, 6 gold

Tomb (AR0806)
14) Head over to the tomb at (x=750, y=850) where you'll find the Crypt
King. He's got a lot of Hit Points and can dish out some serious damage
He's immune to non-magical weapons but thankfully he's got a fairly low
Armor Class. It wouldn't be a bad idea to Haste up and use some Clerical
spell-buffs before taking him on, as at this point he'll likely do some
damage to your characters. He's not hard in the grand scheme of things,
but when the best of my characters is boasting a -4 Armor Class he can
do a lot of damage. When he dies he'll leave behind a Helmet, a Garnet,
and Namarra +2. Namarra is a Long Sword +2 that can cast Silence 15'
Radius three times per day. Not only is a +2 weapon an improvement over
my Fighter/Mages' Katana +1, but it also serves a useful purpose in
being able to foil enemy spell casters. It's not a great weapon by 
itself, but its ability to cast Silence 15' Radius means it might be a
good idea to keep it on hand long after it's melee usefulness has been
eclipsed by more powerful weapons.

(x=400, y=350) 9 gold
(x=350, y=300) Ziose Gem, Scroll of Summon Efreet

Lower Tombs (AR0801)
15) Now it's time to get down to the Lower Tombs. I prefer taking the
entrance marked on your map at (x=2600, y=850). You'll have to be 
careful down here, as there are a fair number of traps. In the room
immediately to the west are a variety spiders and Ettercaps. You should
view Ettercaps as much more severe threats at this point. Swords Spiders
can't really do much more than harass you, but Ettercaps can poison you,
which is much more annoying. Work your way around to the south and 
Korgan will tell you that you're close to the tombs he's interested in.
These are at (x=2700, y=3300), but we should finish off (AR0801) before
we head to (AR0802).

(x=3550, y=1900) 
16) North from the exit to (AR0802) you'll find another exit. When you
approach a Sword Spider, Phase Spider, and Wraith Spider will show up.
Kill them and spell-buff before before you head to the ominous web-dome
to the north (x=2400, y=1400).

Pai'Na's Den (AR0804)
17) Once you arrive you'll be bothered by a dark elf named Pai'Na in a
place reminiscent of where you fought Centeol in the first game. She'll
summon a host of weak little spiders to help her, which a Fireball will
kill admirably. I hit her with Namarra's Silence 15' Radius ability and
chop her down. Insect Plague also works well, and it's just as good at
killing her Spiders as it is for stopping her spells. Have some Slow
Poison spells ready, as her Spiders do some outright stupid poison
damage. When Pai'Na dies she'll leave behind a Black Spider Figurine and
a Quarterstaff. The spider summoned by the figurine isn't terribly 
strong, but having anything that can distract enemies is good. Loot her
web for some more toys, namely the Pale Green Ioun Stone. It won't
protect you from critical hits and it doesn't give you an Armor Class
bonus, but it's still a nice item to put in your helmet slot. Put it on
a character that struggles with Hit Points and THAC0, but otherwise has
a good Armor Class. Also, since it does not protect you from critical 
hits it should go on a more.. secondary Fighter. Viconia stands out as
the best choice for this item, but Jaheira is a good choice as well. In
the latter instance she can pass off the Helm of Balduran to a stronger
Fighter. The Scroll of Spell Immunity is also rather useful in certain
situations. For example, if you know an enemy is going to try something
sneaky like cast an Imprisonment spell you can use this spell to become
immune to Abjuration spells, or if you know an enemy is going to hit you
with death spells you can become immune to Necromancy. You can even
prepare multiple instances of the spell to become immune to multiple 
schools of magic.

(x=600, y=380) Pale Green Ioun Stone, Scroll of Spider Spawn,
	       Scroll of Spell Immunity
18) Head back out to (AR0801) and continue west to find some more 
spiders, traps, and loot. You'll also find entrances to the outside, and
to the north you'll find a door you can't open yet. As for the scroll of
Horrid Wilting we'll find; Horrid Wilting is one of the best direct
damage-dealing spells in the game for several reasons. Firstly, it
simply out-powers spells like Fireball (10d6 versus 20d8). Secondly it's
not fire damage, so less creatures are immune to its effects. And
lastly, and most importantly, it won't affect party members. Since you
can throw it into combat with impunity it'll become one of your most
effective weapons.. just as soon as you can cast 8th level spells. Save
it for Imoen or Edwin to scribe later. You definitely don't want to have
a character learn it who you won't play with, and being a multi-classed
Mage, my main character isn't going to be able to cast it for a long,
long time. When you're done looting head over to (AR0802).

(x=1100, y=3000) Scroll of Ray of Enfeeblement, 
		 Scroll of Minor Spell Deflection, Wooden Stake,
		 Arrows x80, Throwing Axes x30, Bolts x80
(x=900, y=3570) Scroll of Abi Dalzim's Horrid Wilting, Gold Ring,
		Scroll of Color Spray, Scroll of Protection from Fire
(x=420, y=3350) Bluestone Necklace

(x=1100, y=3000)
(x=1150, y=3150)
(x=900, y=3570)
(x=750, y=3700)

Southern Dungeons (AR0802)
19) This room sucks. Ahead of you is a mosaic of a person's bust, on top
of which are several traps. If you go forward too far you'll provoke an
attack by assorted undead, the worst of which are Wights, which can
cause level drain. I must say that I HATE level drain, it's just a pain 
in the ass to cure, and it annoys me nearly as much as losing one of my
characters. The best defense against it at this point in the game is
ranged attacks and spells, as we do not yet have gear that grants us
immunity-and Negative Plane Protection just has a laughably short
duration. Failing that, rely on spell buffs like Blur and Mirror Image,
but keep in mind that Stoneskin might negate damage, but it won't negate
the level drain. I summon a Lesser Fire Elemental right on the mosaic's
forehead, and summon Kitthix via the Black Spider Figurine near the
statue to the south, each one will intercept a Wight while my party
takes them out with Magic Missiles and missile fire. After the Wights
die it's just a matter of clearing up the rest of the undead. There is
also a Vampyre in the far corner which, while not as strong as a normal
Vampire can still level drain, and three freaking levels a hit at that! 
So long as you don't go too far forward you shouldn't draw it into your
fight while the Wights are still alive. Either take it out with your
Fire Elemental or prepare for it with some spells, this is what we'll
call our 'vampire Strategy.' Have a Cleric cast Chaotic Commands
(a 5th level spell) and Negative Plane Protection (4th level) on a
Fighter. I typically choose my main character, who can spell buff with
additional magics. Then I engage with my main character while the rest
of my party lets loose with magical ammunition. Note, this is also my
strategy for dealing with Illithids, and once I obtain the Amulet of
Power I can dispense with Negative Plane Protection when fighting level-
draining foes. The Fire Elemental trick works fine here, but keep in
mind that it will probably be drained down to nothing on its own.
Use it to draw the Vampyre in, but send your party in to kill the 
Vampyre. My evil party summons Kitthix via the Black Spider Figurine,
and my protagonist and Edwin shoot the Vampyre down with Magic Missiles,
since my party is admittably weaker in traditional missile power than it
should be.

(x=960, y=260) Pearl Necklace, Scroll of Protection from Electricity,
	       Bullets +1 x40, Darts +1 x40, 100 gold

(x=820, y=490)
(x=870, y=450) 
(x=900, y=530)
(x=1050, y=650)
20) Opposite where the Vampyre came from you'll find a secret door
(x=900, y=800). Head through it to find some Mummies. Further down the
hallway you'll find Shadows, a Shadow Fiend, and Wraiths. Thankfully,
no Wights. Continue on until you come to a fork, one path leading east
and another leading south.

(x=530, y=1300) Silver Necklace, Fire Agate Gem, Onyx Ring, 
		Arrows +1 x40, 70 gold.
21) To the east you'll find a trap in front of the sarcophagus at 
(x=820, y=1320). Disarm the trap and activate the sarcophagus to open
it. A Skeleton Warrior will appear, which can then be lured back to the
open area where you fought the Wraiths and easily dispatched. Search it
for a Battle Axe +2 and the Spear +1, Halycon.

(x=820, y=1400) 
22) Continue further down the eastern tunnel to find a group of Mummies
and Ghasts. Fireball and Holy Smite work well to hinder them before
engaging, just don't catch party members in them. You'll eventually find
a Lich named Nevaziah if Edwin is in your party. Edwin demands the
Nether Scroll, Nevaziah declines, and a battle ensues. Nevaziah,
although a Lich of sorts, isn't nearly as dangerous as a true Lich. Get
on top of him with your Fighters, Edwin for his part interrupts him as
often as possible with Magic Missiles. A True Sight spell will keep most
of his mischief at bay, or at least prevent him from getting respite via
Shadow Door and protection with Mirror Image. When he falls Edwin will
claim his Nether Scroll. He's not quite done with the Nether Scroll just
yet, but it'll take him time to read and interprate it. Now Edwin is
satisfied, go back to where the path split and head south.

(x=2070, y=1250) Dagger +1
(x=2100, y=1200) Silver Ring, Moonbar Gem, Wand of Fear, 
		 Scroll of Reflected Image, Bolts +1 x40

(For claiming the Nether Scroll)
EXP	11750
23) Disarm the slew of traps on your way south until you come to an
open room where a Mummy, declaring itself to be a student of Nevaziah,
will attack the party for defiling the tomb and stealing the Book of
Kaza. Unfortunately it seems Korgan's old buddies have beat us here, and
Korgan is beside himself with rage. Search the tomb and leave. Korgan 
wants to go to Pimlico's and try to head off Shagbag and his crew.
Onward, to the Temple District.

(x=1230, y=2130) Throwing Axe x10, Composite Long Bow, Arrows +1 x8
(x=870, y=2370) Potion of Defense, 110 gold

(x=300, y=1600)
(x=450, y=1800)
(x=700, y=2060)

Enroute in Athkatla II (AR0045)
24) It seems like a good time to mention another random encounter you
might run into traveling between districts.. mostly because this is
when I ran into it. A group of three Thugs and a Mage will be found near
a wounded man. They decide to kill the witnesses (you) and a fight 
ensues. They are woefully out-classed, and when they die the injured
man (Renfeld) asks for your help. Agree to take him to his friends'
house in the Docks District. Don't waste much time getting there.. just
long enough to loot the bodies. The Mage will drop a Scroll of Strength,
a Scroll of Chill Touch, a Scroll of Power Word Sleep, a Scroll of 
Haste, a Scroll of Ghost Armor, a Scroll of Ghoul Touch, and a Scroll of
Summon Monster I. One of the Thugs will leave behind a Bluestone
Necklace, a Potion of Genius, a Potion of Defense, and two Daggers +1.
Another will drop three Potions of Extra Healing and 85 gold, and the
last Thug will leave behind an Oil of Speed, a Potion of Insight, and
67 gold.

Docks District (AR0300)
25) Go to the Galvery Estate in the south western corner of the area and
talk to Rylock (x=1450, y=2950). Give Renfeld to Rylock for some coins
and experience. When you head back up north you'll be approached by your
old friend Xzar, who names the people you just dealt with as Harpers,
and asks for your assistance in going inside and retrieving Montaron.
Agree to do it or not, either way, it's something we'll get back to
later. Now resume your trek back to the Temple District.

(For Bringing Renfeld to Rylock)
EXP	14550
Gold	125

Temple District (AR0900)
26) Pimlico's Estate is north of the Temple of Lathander 
(x=4200, y=1000). Go through the temple in order to avoid triggering the
start of the Unseeing Eye quest.. Not that it's really all that 
important, I just don't want to cover it now. Enter the Temple of
Lathander (AR0902) at (x=2880, y=1500), and exit via the door at
(x=1800, y=1500).

Pimlico's Estate (AR0905)
27) Pimlico is indeed dead when you arrive, although why Korgan's crew
would kill their boss is a mystery. He suggests finding them at the
Copper Coronet, where they are off celebrating. Loot Pimlico's Estate
for some meager treasure and head off to the Slums District.

(x=550, y=250) History of Tethyr, 2 gold
(x=750, y=110) Oil of Speed, 20 gold
(x=450, y=420) Tchazar Gem, 7 gold
(x=350, y=470) Potion of Extra Healing x2, Dart of Wounding x1
(x=220, y=550) Greenstone Ring, 134 gold

(x=220, y=550)

(For discovering Pimlico's fate)
EXP	8750

Slums District (AR0400)
28) Go to the Copper Coronet and head up the stairs to the roof to find
Shagbag (x=2020, y=1730) and company. Korgan and him will exchange
pleasantries, after which cheeky hostility verily doth ensue. I hit
them with two Silence 15' Radius (one from Namarra and one from Viconia)
to ensure that their Cleric doesn't cause any trouble. I also summon
Kitthix next to him, which will hopefully distract many of them. Jaheira
gets off an Insect Plague and the fight is well in hand. I loot Shagbag
for a suit of Chain Mail, a Helmet, a Medium Shield, the Book of Kaza, a
Short Sword, and 250 gold. Scrooloose has a suit of Chain Mail, a 
Helmet, a Medium Shield, a Short Sword, and 200 gold. The Cleric has
a Quarter Staff and 49 gold, while the two Goons each have a suit of
Chain Mail, a Helmet, a Medium Shield, a Short Sword, and 100 gold. 
Korgan is now yours to keep for as long as you want him. He will ask the
party to go see to some business he is interested in with some fellow
named Madeen in the Government District, but unless you flat-out deny
him he'll stick around.. even if you let time pass. Frankly at this
point in the game I could care less about Madeen, and less about
Korgan's image. Oh, and the Book of Kaza is simply something you can

(For locating Shagbag and his posse)
EXP	5000

I now head over to a merchant and sell my accumulated wealth, bringing
me over 30,000 gold. I can now buy most anything I want, but considering
what's coming up next.. it's time to get the Shield of Balduran from
Diedre in the Adventurer's Mart. I also get the Bracers of Defense AC 3
more or less because it's the only other item I can afford. I put the
Shield of Balduran on Jaheira, as her Strength is a useless 15, and she
won't lose a thing by dropping down to 14. The Bracers go to my main
character, of course. This brings his Armor Class down to an acceptable
-2. If you're playing an evil party and you don't care to drop Korgan, 
Viconia, and/or Edwin off, by all means skip down to the Slave Lords 
quest. Otherwise, head over to the Copper Coronet.
29) Before I drop anybody off it's time to let Edwin get done with his
Nether Scroll business. Go and rest for a few days, at which point Edwin
will exclaim that he has translated the Nether Scroll. He will get a 
good chunk of experience before letting you continue on. Note that in 
between resting be sure to check on your Thieve's Guild lest you lose
it. Pursuing the Thieve's Guild quests is an alternative to just
frittering away time resting.

Note from Lee:
It's best not to be in the Copper Coronet for Edwina's second encounter
with Degardan. When I hit this encounter while in the bar, the entire
place turned hostile and I literally had to kill everyone (including
Bernard, after which I couldn't buy/sell shit there). I just go on with
the next quest (Unseeing Eye) and deal with Edwina's problems when they
come up.

(For Edwin translating the Nether Scroll)
EXP	50000 (Edwin only)
30) Rest another day and Edwin will discover a spell of transformation
in the Nether Scroll, which he thinks is akin to the transformation of a
Mage into a Lich. He of course, being an ambitious Red Wizard of Thay,
has no qualms about becoming an undead monster if it means gaining 
eternal life and the powers of a Lich. Unfortunately Edwin's spell 
doesn't go quite to plan, and you end up with.. Edwina.
31) This next step takes some time, so sit back, rest up, and have fun
watching your comrades taunt Edwin. To my knowledge Yoshimo is the first
and only character to actually refer to Edwin as 'Edwina'. Eventually a
Mage by the name of Degardan will show up and inquire about Edwin, who
is apparently not in good standing back home. The surprises never end..
Don't sell Edwin out or he'll turn hostile and there's no getting him
back. Wait some more and Degardan will show up again, spotting Edwina
for who she is. He'll dispel Edwin's unfortunate change of state,
after which a fight ensues. Degardan is fairly rough, but if you have
Breach and True Sight ready you'll be much better off. Degardan starts
out with a Spell Trigger unleashing a Stoneskin and Protection from
Magical Weapons. Again, you best friend is Insect Plague, along with
True Sight to keep him honest. When Degardan dies he'll leave behind two
Potions of Extra Healing, a Wand of Monster Summoning, a Scroll of Death
Spell, a Small Shield +1, a Quarter Staff +2, and 73 gold. Now we're
done with Edwin and Korgan for good. If you're following the guide to
the letter it's time to switch off to the good party members and recruit
Anomen and Keldorn, and complete the Unseeing Eye quest, if you want to
keep the party the way it is now or otherwise don't care to get Anomen
and Keldorn either tackle the Unseeing Eye quest without them or skip
ahead to the Astral Prison Quests. For an evil party, it's a great time
to deal with the Copper Coronet quests we ignored earlier. With a good
party, my destination is also to Copper Coronet-but to recruite Anomen.
This involves leaving two of the following behind: Edwin, Korgan, or
Viconia. The safe choices are Edwin and Korgan, as they won't mess up
any romances you might have.. but Edwin's spells will sorely be missed.
In any event, if you're an evil party following along this need not be
a permanent thing. The party should remain peaceful long enough to
finish the Unseeing Eye quest, regardless of your composition.

|		          The Unseeing Eye Quest		       |
|	   (Recruiting Anomen and Keldorn, Securing Keldorn)	       |
|                  (Keldorn and Anomen's Family Quests)		       |
Sequence of Events:						{WLK007}
		1) Anomen
		2) The Wages of Faith is Stupidity
		3) Oisig's Request
		4) Soliciting Sir Sarles
		5) Priestly Paternity
		6) Ahh.. Kobolds
		7) Cloak of the Sewers
		8) Roger the Fence
		9) Roger's Troll Problem
		10) Oozes, Slimes, and Jellies
		11) Keldorn
		12) Axing the Hatchetman
		13) The Old Tunnels
		14) The Gas Room
		15) Gaal's Request
		16) Looting the Cult
		17) Sassar's Request
		18) I Hate Level Drain, II
		19) The Lower Reaches
		20) Yuan-Ti Tunnel
		21) The Guardian's Riddles
		22) Guathicide and an Old Friend
		23) The Diseased Ones
		24) Empathetic Manifestation
		25) Tad's Secret Tunnel
		26) Ghoul Town
		27) Gauntlets of Dexterity
		28) Looting the Pit of the Faithless
		29) The Blind Priests
		30) End of the Unseeing Eye
		31) Destroying the Rift Device
		32) Collapse of the Cult
		33) Keldorn the Cuckold
		34) Rekindling the Love
		35) Anomen's Family Trouble
		36) Sins of the Father
		37) Storming Saerk's Estate
		38) Anomen's Revenge
		39) Light of His Father's Eye
		40) Anomen the Unworthy
		41) Atonement for Two
		42) Breaking the Chain
		43) Bureaucracy is the Price we Pay for Impartiality..
		44) Anomen the Knight

The Copper Coronet (AR0406)
1) Anomen is at (x=1530, y=1660) and will ask you some really stupid
questions when you talk to him.. kinda reminds of Ajantis in his 
naivete. Instead of "Halt! Be ye friend or foe?" We have this dork
asking if we're brave and if we're on the side of good. Get him to join
and give him some better armor, a shield, and one of the Maces +2 we
stole a while back. It also might be a good idea to shift the Helm of
Balduran to him, considering that his Dexterity is putrid. Now that we
have Anomen, lets head over to the Temple District once more.

Temple District (AR0900)
2) Head just east of the Temple of Lathander to find a man named Gaal
(x=3250, y=1820) preaching to a group of below-average intellects who
think invisible critters will make life better for them if they do
unnatural and harmful things to themselves that otherwise make no sense
and if anybody else asked them to undergo such hardships for a reward
that may not be forth-coming they'd tell them to go.. *ahem*.. anyways,
he'll try and convince people to join his cult. Dawn Master Kreel argues
against Gaal with mixed success. One con-man doesn't like another 
huckster cutting in on his business it seems. After the conversation is
over Gaal lures the foolish away and High Watcher Oisig will come to the
party, saying he wishes to hire you as mercenaries in the service of
Helm. The everseeing eye versus the unseeing eye? Now that's fun
religion there. Go back west and head into the temple at
(x=2050, y=1000).

Note: If you're evil, Stormherald Nallabir will give you the quest,
demanding that you serve as a vassal of Talos' wrath. If you're good
High Mornmaster Arval will be the quest-giver.

Temple of Helm (AR0901)
3) Go inside the Temple of Helm to find High Watcher Oisig again
(x=700, y=570). He'll ask you to put an end to this cult, as blindness
is offensive to his vigilant god. He'll also tell you that they hide in
the sewers somewhere, and that a warrior named Keldorn is looking into
things as well, and you should seek his aid. And how. Sir Donalus
(x=880, y=460) sells a variety of armor and shields, all of which are
fairly nice. You can't steal them, and they're nothing you shouldn't
already have stolen from Arnolinus.

(x=350, y=200) Helmet, Chain Mail, 2 gold
(x=400, y=110) 1 gold 
(x=1220, y=770) 1 gold
(x=1350, y=820) 1 gold
4) Over at (x=700, y=700) you will find Guardian Telwyn, who will ask 
you to do a job. He wants you to recruit an artist by the name of Sir 
Sarles to create a work of art which will bring glory to Helm. Of 
course, it can't be too expensive, and Sarles is refusing to work in 
anything other than pure illithium, a very valuable substance. Sir 
Sarles can be found in the Government District at the Jysstev estate.
It's just another little quest to do when we get around to it. Note
that you can steal the Helm of Glory from Guardian Telwyn, if you're not
a fan of delayed gratification. And really, why kid ourselves? Nobody is
a fan of delayed gratification. It's a great choice for the party
leader, with its Armor Class bonus and Charisma bonus.
5) Head over to the sewers at (x=2550, y=2620). You'll find a prophet
near the sewer who will spout nonsense about his non-god. You'll also
see a woman named Miranda accost a priest of Talos named Talon Nirkhas
until the 'daughter', Lanie, spills the beans. Oops. If you talk to her
she'll accuse you as well. You can pay her 100 gold if you wish, but
there's no real point to this encounter.

Sewers (AR0701)
6) Head west to where the path splits and deal with a Green Slime. There
are tunnels leading north, south, and continuing west. Now is a good
time to get back into the practice of scouting ahead, so as to not run
into dangerous encounters unprepared. To the north is a fight with a
group of adventurer's we don't want to have just yet, so spell-buff and
head west. Be wary as you adventure around for groups of Kobolds. Like 
in Baldur's Gate 1 these little reptiles seem drawn to sewers, and while
not dangerous on their own they can whittle down health and be annoying.
The exception is with Kobold Shamans. For some reason my party is 
inclined to fail their saves and get held.
7) Ahead you'll find a group of Kobolds, including Kobold Commandos.
More importantly you'll find a Raksasha standing in a depression, who 
has fair Hit Points, a good Armor Class, spell resistance, and immunity
to non-magical weapons. For all that, however, he's really just a tank
who'll cause trouble only if the spell-casting Kobolds nearby, the
Witch Doctor and Shaman, get spells off. If you start the fight out with
a Fireball and exterminate whatever Kobolds are left this allows you to
focus on the Raksasha without fear of spells like Hold Person. Keep in
mind that the enemies here have few answers to a creature who is immune 
to non-magical weapons, like say, a Fire Elemental? When the Raksasha
dies it'll drop a Long Sword and the Cloak of the Sewers. This is one of
those items that gives you a bonus to Armor Class regardless of whatever
other magical protections you have on.. needless to say, it's something
you'll probably wear through the rest of the game. Give it to a front
liner with a lower Armor Class, like Keldorn or Anomen, or a secondary
Fighter who can't wear heavy armor. One of the Kobolds will also drop a
Short Sword +1.
8) Head south to find Roger the Fence (x=1690, y=2300) who will sell
you stuff.. and of course, he'll buy things, too, including stolen
merchandise. He'll also tell you about a Sea Troll wandering about the
sewers, and will pay you 500 gold to get rid of it. You can also buy
(steal) a variety of potions from him, including a host of Potions of
Giant Strength, Potions of Master Thievery, and potions of Magic 
Shielding and Magic Blocking.
9) Go west until you find a Otyugh, which isn't too tough despite the
fact it can disease and slow you. Nearby you'll also find Roger's Sea
Troll. Beat it up and use a spell like Burning Hands, Melf's Acid Arrow,
Aganazzar's Scorcher, Fireball, Flame Arrow, or something similar to 
deal the last blow when it falls after reaching the 'Near Death' status.
If you stole a Sword of Flame you could use those, or some of those
Arrows of Flame you got from the Kobold Commandos. Return to Roger to
claim your reward.

(For killing Roger's Sea Troll)
EXP	9500
Gold	500
10) Head north from where you fought the Otyugh to find a chamber with 
an Ooze Mephit, Green Slimes, and an Ochre Jelly. All you really have to
worry about here is the Stinking Cloud the Mephit will unleash at the
beginning of the fight.
11) Continue north to find Keldorn, who promptly slays a Zombie and then
addresses the party. Since the only reason we're here this early in the
game is to recruit Keldorn, you might as well bring him along. If you
are an evil party and don't care to recruit Keldorn, then by all means
ignore him. I can't imagine why any good party wouldn't want a warrior
of Keldorn's caliber on their side, however. He comes pretty well
equipped with a Two Handed Sword +2 that deals 5 points of magic damage
to an attacker every time Keldorn is hit and a special suit of Full 
Plate Armor +1 with Free Action. Note that when taking damage his sword
emulates a Fireshield: Blue, which stupidly counts as casting a spell
and can get you in trouble with the Cowled Wizards. Just something to
keep in mind when you get to the surface. Anyways, with or without 
Keldorn work your way around to the east. It's time to confront the 
enemies north of where we entered. Ignore the secret door at 
(x=1100, y=500), as it leads us to where Haer'Dalis is kept. If you want
him as part of your party, go to [WLK010]. As for me, I prefer to 
complete the Unseeing Eye quest and lock-in Keldorn, first.
12) Scout ahead to find a group of adventurers consisting of the
following folks: Rengaard-a Cleric, Gallchobhair-an elven archer, 
Gaius-a Mage, Tarnor the Hatchetman-a dwarven Fighter, Draug Fea-another
dwarven Fighter, and Zorl-another Cleric. As you can plainly see they're
equal to any adventuring party you could cobble together, with plenty of
fighting power and spells. What's worse is at this point in the game
they're likely higher leveled and better equipped. So we'll just have to
out-smart them. Head up to the group with one character to trigger 
Tarnor the Hatchetman to demand you pay 1000 gold to pass. Decline his
generous offer and quickly run back to your party. If a few of the
enemies followed you, spell buff and try to take them out piecemeal.
More likely they'll bunch up to spell-buff, which suits me just fine.
Creep forward with a hidden character to map their location. Watch out
for Gaius, as he's easily the most dangerous character there. Not only
can he cast high level spells, but he'll use True Sight if he even
suspects an invisible or hidden character nearby. Once they are marked
spell buff your party and cast as many area of effect spells at the edge
of their group as you can (without bringing them into sight). Greater
Command, Chaos, and Slow are all great-first strike spells. Failing that
a Holy Smite will have to suffice. Unlike in Baldur's Gate 1, the enemy
will not sit back and let your hit them with spells, so as soon as your
first wave of spells go off the enemies still around will respond. Set
your Fighters to intercept their Fighters while whatever spellcasters 
you have prepare a second round of spells, most importantly Jaheira
casts Insect Plague, ideally hitting the spellcasters. This will, of
course, prevent them from casting spells and possibly cause them to 
panic. With a little luck you can take out the dwarves and then focus
on killing their spell casters. This is one of the first noticable
fights in the game where the evil party excels. Edwin's spellcasting
abilities allow me to pepper them with Chaos and Slow spells throughout
the encounter. I simple rush up to them, hit them with a pair of Chaos
spells (from Edwin and my protagonist) and an Insect Plague. Then I
rush Gaius, and when he falls, I work my way through the rest of the
spell-casters. All the while, Edwin keeps the baddies pacified with
Chaos and Slow spells, rendering them completely unable to respond in
any meaningful way. When they die they'll leave behind the following

Draug Fea-Plate Mail +1, Helmet of Charm Protection, Small Shield +2,
  	  Wyvern's Tail +2, Gold Necklace, 192 gold.

Gaius-Scroll of Warding Whip, 34 gold.

Gallchobhair-Full Plate Mail, 40 Arrows (varies), Silver Necklace,
	     Silver Necklace, Jade Ring, Composite Long Bow, Long Sword.

Rengaard-Plate Mail, Laeral's Tear Necklace, War Hammer.

Tarnor the Hatchetman-Full Plate Mail +1, Small Shield +2, Elixir of
		      Health, Gold Necklace, Hangard's Axe +2, 119 gold.

Zorl-Plate Mail, Large Shield, Skydrop Gem, Mace, 19 gold.

Now that's a haul! The Full Plate Mail +1 can go on just about anybody..
except Keldorn, who has better already. I put the Helmet of Charm
Protection on Jaheira and if you kept Korgan, Hangard's Axe is a great
ranged weapon. Most of the other items I can't find a use for, but they
will at least get us a good hunk of gold. Anyhow, head over to the exit
to the Old Tunnels (x=100, y=400).

Note from Lee:
I split up my party into three groups for this encounter, each
consisting of a fighter-type and a spell caster; send one around and
approach from the west, another around and approach from the east, and
the third straight up the middle from the south - this will prevent
their area spells from affecting more than two characters at a time. 
It may take a try or two before you can get them all situated as close
as possible without starting the encounter, but once you do, spell buff
to the max and save. I normally initiate the encounter from the middle,
but it really depends on where your strongest fighter is. At any rate,
start the encounter and cast disabling spells from the sides
(Chaos, etc) while casting a Fireball or similar high impact spell from
the center. While this is going on, use your ranged weapons to start
dealing out damage, even if it's minor. Once that round of spells is
complete, repeat the process with a Breach or two to take down their
defenses, and have Jaheira throw out an Insect Plague. After that, swap
out ranged for melee weapons and let them come to you; they will have to
split up, and they are much easier to defeat in smaller groups than all
at once.

Old Tunnels/Upper Reaches (AR0202)
13) To the south is an Otyugh and a locked door (x=2770, y=500) which we
can't open yet. So head down a tunnel to the east and kill a few 
Shadows. You'll come to a room with some alcoves, and south of this room
is a chasm bridged by makeshift bridges with more Shadows inside. Disarm
the trap and some Ettercaps will appear.

Note from Lee:
To the south, I normally encounter a Carrion Crawler at (x=2760,y=650).
After killing it, continue south to the window at the end of the passage
to cause the two Shadows to come around and meet you in the hallway.
This is a good time to use the hallway combat strategy - while they are
moving thru the dungeon to get to you, you have plenty of time to
arrange the party to put the three strongest fighters in front. They
can usually take out both enemies by themselves, but a spell or two
can't hurt. Either way, kill them both before heading back north and
then east to continue this step in the Ettercap room. I use the doorway
strategy here - get my strongest fighters in the doorway with ranged
weapons backing them up, then run across, disable the trap, and run back
to safety before the Ettercaps can catch my thief - the Ettercaps are
easy for 2-3 fighters who only have to fight 1-2 at a time. Have a
couple Antidotes ready for after the fight.

(x=3300, y=920)
14) Continue south until you find a door (x=3100, y=1750) that leads to 
a room with a valve in the middle (x=2950, y=1920). Only take your Thief
inside. As soon as you approach the center two Vampiric Mists will show
up and a Cloudkill spell will trigger. Go pick the door out and lead the
Vampiric Mists to the rest of your party where they can be smote in
detail. These critters are pains in the ass, as they can drain levels
from you. To make matters worse, while they'll start out fights fairly
straight-forward, once they take a bit of damage, they'll go invisible
and try and seek out the weakest, least-defended member of your party
(for me this is typically Imoen/Edwin). They'll even try to do this if
said party member is on the other side of the level, or even in another
sub-area! What assholes. At this point in the game your best bet is to
have them  attack a character protected by Blur, Mirror Image, and
Improved Invisibility, and hopefully they'll go down without managing to
drain any levels. Shooting at them with enchanted missiles and popping
out a few Magic Missile spells before they reach the party is also a
good idea.

Note from Lee:
If you have a spare Potion of Mastery Thievery handy, I recommend
drinking it before sending your thief in. Once, I got stuck in here and
Yoshimo couldn't pick the lock to get back out (useless idiot).
Equipping a Restoration Scroll or two isn't a bad idea either, just in
15) Continue south until you find Gaal (x=2500, y=2170) from whom you'll
learn that the Unseeing Eye is a Beholder. For the record, for all of
you folks out there who don't know much about AD&D, a Beholder is a
floating orb of a monster with numerous eye stalks that cast spells and
a large central eye that negates magic. Some Beholders will
intentionally blind their largest eye so they can learn to cast spells.
Some even become Liches of a sort, which is just a mix of two types of
bad. Such a thing might be strong, but it certainly is no god, and it's
not good news. Ask to do a service for the Unseeing Eye and Gaal will
tell you to go seek an artifact that the Unseeing Eye cannot locate
himself. He'll give you a key to open a door back the way you came and
tell you the artifact you're looking for is a part of a rod.
16) Behind the door Gaal is near you'll find a huge pit surrounded by
some rather organic looking walls. To the north you can see a cultist
fail his ocular deprivation initiation. You'll also find Tad 
(x=1520, y=2020) over by the pit where the faithless are thrown. Other
than that there's some looting to be done. When you've taken all there
is to take head back to the hallway leading back to the sewers and
travel south to find a door at (x=2770, y=500).

Note from Lee:
I usually just send in Yoshimo to loot the area - his PoMT should still
be active from the previous encounter. After all, what's the point of
dragging the entire party thru here if you really don't need to?

(x=2050, y=2200) Ziose Gem, Bullets +1 x40, Darts +1 x40 
(x=1800, y=2350) Scroll of Protection from Normal Missiles, 
		 Scroll of Slow, 980 gold
(x=1170, y=1670) Scroll of Animate Dead, Scroll of Cone of Cold, 
	  	 130 gold
(x=1300, y=1350) Arrows of Ice x40, Bolts of Biting x40, 73 gold
(x=1520, y=1200) Scroll of Cloudkill
(x=1700, y=1140) Arrows of Piercing x20, 57 gold
(x=2050, y=1100) Moonstone Gem, Darts of Wounding x30, 109 gold
(x=2200, y=1120) Scroll of Non-Detection, Andar Gem, Skydrop Gem, 
		 24 gold
17) Go through the door, down a trapped tunnel, and into another room to
find a man named Sassar (x=2000, y=520). He and his fellows were former
worshipers of the Unseeing Eye, but they left once they learned the
depth of the Beholder's evil. He'll also tell you that the Beholder came
here for the sole purpose of acquiring the artifact you've been sent to
retrieve, with which it could wreak terrible destruction. If you were to
retrieve the half of the rod the Beholder wants, however, you could use 
it to slay the Unseeing Eye. Once you find the missing half of the rod
Sassar will tell you where the Unseeing Eye keeps its half, leaving our
primary objective unchanged as of yet. Sassar will warn you not to 
tamper with the sarcophagus in the middle of the room (x=1700, y=500),
and it's sound advice. We've no need to tangle with a Lich yet. To the
north you'll find two more former cultists who have little to say and 
two chests you can loot.

(x=2320, y=270) Bolts +2 x40, 26 gold
(x=2100, y=220) Scroll of Lower Resistance, 1 gold

(x=2450, y=550)
18) Head south to find a trapped tunnel with some Shadows and Wraiths
lurking around. Yeah, more damned undead that can level drain. Just lead
with your best Armor Class and try not to engage them all at once.. if
for no other reason than to prevent having to cast a Restoration. Go
past a secret door (x=900, y=1100) that we can't open yet to find some
stairs (x=100, y=1400). Into the breach, and all that rot.

(x=1200, y=1100)

Lower Reaches (AR0204)
19) Walk forward a ways to trigger an ambush by some Huge Spiders, which
are sword-fodder by now. Keep heading north until you find a statue
that 'appears to be screaming'. Disarm the trap to trigger a Wandering
Horror and two Sword Spiders to pop up. The Wandering Horror can stun
opponents and cause fear, as well as cast Death Fog, and really, the
enemy strategy in this encounter is just a simple tactic that was
common-place in the first game. The Wandering Horror disables a party-
member (or several), and the Sword Spiders quickly pick off helpless
victims. It can still work, although with a stronger Baldur's Gate 2
party it's much less likely. If you click on the statue around lootable
portion you'll get some pop-up text telling you that 'The mouth of this
statue seems to be screaming', which will respawn this encounter. You
can trigger this encounter a total of five times, if you want to grind
for extra experience. Considering that the Wandering Horror gives 5000
EXP and the Sword Spiders each give you 2000 EXP, you can get 9000 EXP
per encounter.. or a total of 45000 EXP if you keep respawning it. It's
a nice hunk of experience, especially early in the game. Once they're
dead loot the statues for some scrolls and gems before heading to the

(x=1280, y=2500) Scroll of Vampiric Touch, Scroll of Hold Undead, 
		 Scroll of Enchanted Weapon,
		 Scroll of Tenser's Transformation, Star Diopside Gem,
		 Shandon Gem, Aquamarine Gem, Garnet Gem

(x=1280, y=2500) 
20) Continue down a passage to the east to find some Gibberlings,
followed by a group of Yuan-Ti later on. Yuan-Ti aren't tough on their
own, but they tend to come in groups including a Yuan-Ti Mage. Of these
you only need to worry about the Mage, as it'll typically start out
battles with a Stoneskin, and typically likes to pop on another
Stoneskin when its health falls to 50%. It will also cast Chaos, which
as we know from experience can win a fight by itself. They also employ
Shadow Door if they are in trouble. This fight gives Keldorn a lot of
opportunity to show his worth, as he can cast an awesomely powerful
Dispel Magic (to counter the Chaos) and True Sight to negate Shadow
Door. There's not a lot the Yuan-Ti Mage can do that Keldorn can't
simply counter.

(x=3100, y=2670)
21) Head eastward onto a structure, taking care to disarm the trapped
first step. Activate the.. uh.. roof? (x=3300, y=2300) and you'll be
forced to answer some riddles by a Guardian.

"The bridge has fallen and ends in death. Call forth the name to 
summon the path. What is the bridge?"

Answer: Life is my answer.

"You are not alone on the bridge. Call forth the name to summon the
path. It travels with you, and through it you travel, and yet it does
leave you behind. Who is with you?"

Answer: Time is my answer.

"The Bridge is not stable, and the end changes place. Call for the name
to summon the path. Choose the most difficult step on the bridge."

Answer: The current one, for it alone is my choice.

Once you answer the last riddle the bridge will mend itself and you'll
be able to move onward. You'll also get some juicy quest experience.

(For answering the guardian's riddles)
EXP	42250
22) Go across the bridge with only the character bearing the Shield of
Balduran. At this level you should be facing some Gauths, who are like
Beholders but much weaker. They have the power to cast Lightning Bolts, 
Cause Serious Wounds, Slow, and Paralyze, all of which will be reflected
back at them by the Shield of Balduran. You need only stand there and 
let them kill themselves. Thank them for playing and loot the coffer on 
the wall of the bridge structure to find your old friend, the War 
Hammer +2 'Ashideena'. How it got from Basillus, to you, to all the way 
down here, and back to you is probably quite a story. Regardless of the 
unlikelihood of this reunion, Viconia takes back her old weapon, even if
just for a little while. You'll find some Shadows and Shadow Fiends 
along the path to the north, as well as a trap over a bridge spanning 
some water.

(x=3720, y=2470) War Hammer +2 'Ashideena', Scroll of Identify

(x=3400, y=1500)

Note: If you're doing things out of order, you may run into more trouble
here than is mentioned. Enemies level up with you, and while the
standard low-level encounter is a Gauth or two, if you're a higher level
you may run afoul of several Beholders, as well as Gauth. Still, with
the Shield of Balduran there's nothing they can do to you, but it's 
something to be wary of.
23) Around this city over the water you'll find its inhabitants, morose
'diseased ones'. They speak of duty, and immortality, and of hating that
which sustains them. The most important one is at (x=2430, y=930) who
will pretty bluntly tell you everything. They were put here to guard
something, what, why, and by whom they cannot remember, but they have
apparently been too successful and guarded too long. So much so that
they no longer care to guard their charge and hate the one who put them
here and gave them the curse of immortality. Enter the temple behind him
(x=2300, y=800).

Ancient Temple (AR0203)
24) Inside you'll find an Empathetic Manifestation (x=600, y=500), a 
demon created by the hate of the diseased ones outside. Since it's a
creature born of malice and hate, it cannot be harmed in the 
conventional sense, as it only feeds off of such aggression. Instead, 
kill it by casting all the healing spells you can muster and an Avatar
will appear. It will tell you that it is the remains of a god reduced in
power, set to guard a device that is not as dangerous as it once had 
been. Over time the 'diseased ones', the followers of this god grew to
hate their duty and their god, eventually the loss of faith caused this
god to fade, and the demon to form, which simply compounded problems.
Now to the part where this ties with our quest: The Avatar will tell you
that those who sent you to seek this device intend to kill you, and that
the Avatar would would prefer to gain both pieces of the artifact so he
could destroy it. Your job is to instill faith in his servants by 
telling them they are to be released, go steal the other half of the rod
from the Unseeing Eye and use it to kill it, then bring the rod back to
the faded god in order to destroy it. When you leave the chatty diseased
one will question you about the device. He seems unimpressed, whatever
you say. Head back up to sewers.

(x=270, y=170) Scroll of Skull Trap, Scroll of Cure Serious Wounds x2,
	       Moonbar Gem, Black Opal
25) As you approach Sassar will tell you how to retrieve the second half
of the rod, telling you to go speak to a friend in the cult and say
'the eye is blind'. You will then be shown how to get to the Beholder's
lair without being slain by its minions. Note that if you do give the
rod to Gaal he WILL turn on you. You'll then have to fight the cultists
and the Unseeing Eye itself. While this is a fight that can be won, it's
easier and more rewarding to go speak to Tad instead. Talk to him and
say the password and he'll show you the secret passage to reach the cave
at the back of the Beholder's lair. Exit the area at (x=1450, y=2100).
Be ready, as you won't be coming back this way once you go down.

(For giving Gaal the artifact)
EXP	75000

Ghoul Town (AR0201)
26) Ignore the ominous dead bodies when you arrive and head north to 
find a group of Ghasts and Mummies, two creatures that shouldn't be too
troublesome. Kill the Ghasts first. A Mummy's disease can harm you, but
getting paralyzed can be deadly in a close encounter like this. Ahead
of you will be a Zombie, who will run off to 'tell the mayor' about your
presence. More Ghasts and Mummies will be on the bridge to the east. I
suggest you lure them to more open ground rather than fight them in the
natural bottleneck of the bridges, where a paralyzed character will 
quickly be overwhelmed. Once they're dead head into the cavern at
(x=900, y=1100).

(x=1350, y=1610) 1 gold

Undead City (AR0206)
27 Across a bridge you'll encounter two Zombies and a Ghoul Lord. Lead
with Keldorn, as he can't be paralyzed while he's in his basic armor.
Over to the east you'll find Theshal, the 'mayor' of this undead city.
He'll beg you to leave, as the smell of food drives them crazy. It
doesn't matter what you ask him, the conversation will end with Theshal
going berserk and attacking. Other than Theshal and the previously
mentioned undead are Shadow Fiends, Skeleton Warriors, as well as more 
Ghoul Lords, Ghasts, and Mummies. So long as you don't lure them all to
you at once, you should be fine. when Theshal dies he'll drop Skin of
the Ghoul +4, which is excellent armor for Minsc, Yoshimo, or hell, even
Viconia what with her low Strength and all. And best of all, it's free!
Take that, Adventurer's Mart. Also loot the pile of bones over at
(x=600, y=460) to find, among other things, the Gauntlets of Dexterity.
Slap these on Keldorn or Korgan and they'll do wonders for their armor
class. With an Armor Class of 0 Keldorn was taking a beating, but now
that he's at -4 he's in much better shape to hold up the front line.
Korgan was doing a little better, seeing as his Dexterity isn't quite as
bad and he uses a shield. Overall this little area did wonders for our
Armor Class. Leave this area and continue across some more bridges to
the east. You'll encounter one last group of Ghasts and Mummies before
you find the entrance to the Pit of the Faithless (x=2200, y=700).

(x=600, y=460) Gauntlets of Dexterity, Scroll of Dire Charm, 6 gold
(x=1350, y=620) Scroll of Friends, Arrows of Fire x30, 
		Bolts of Lightning x30

The Pit of the Faithless (AR0205)
28) With the Shield of Balduran this level is extremely easy. Scout
forward with a hidden character to mark the locations of the enemies and
send Jaheira ahead by herself. Between her martial prowess and the 
Shield of Balduran she should have no trouble killing all the beasties
on her own. Be sure to grab the Dragon Bane +3, if for no other reason
than the fact that it's a +3 weapon. Do NOT loot the Unseeing Eye's
stash (x=3000, y=1500) until you're ready to face the critter (see
Step #30). It will show up when you steal it's half of the Rift Device..
and we have another encounter to deal with, first. Thanks to Lee for
pointing out that I should include this advice.

(x=300, y=1000) Conjure Lesser Fire Elemental, Aquamarine Gem, 
		Bolts +1 x40
(x=2000, y=300) Scroll of Protection from Acid, Zircon Gem, Iol Gem,
		Dragon's Bane +3, Arrows +1 x40
(x=1800, y=330) Long Sword +1, Dart +1 x40
(x=2350, y=1110) Gold Ring, Throwing Axe x40, Throwing Dagger x40
(x=1300, y=2300) Scroll of Secret Word, Bloodstone Gem, Andar Gem,
		 326 gold
29) Near (x=1720, y=1320) you'll find a group of Blind Priests. Needless
to say that no matter how strong your character who is carrying the
Shield of Balduran is, they don't want to be facing six Clerics. We'll
use the same tactic against them we used on the adventurers in the
sewer. Spell buff, then hit them will disabling magic, especially
focusing on anti-magic spells such as Silence 15' Radius, although you
can never go wrong with a Chaos spell. When they come after you, have
Jaheira do her thing. An Insect Plague spell can just about win this
fight on its own. After three Silence 15' Radiuses, a Slow, and an
Insect Plague they go down without even scratching my party.
30) When you're done looting and killing head over to the Unseeing
Eye's stash (x=3000, y=1500) and search the pulsating organ to find
the 'Rift Device Part', the second half of the artifact you're looking
for. The two pieces will fuse together and you'll be prompted to equip
it into a quick item slot immediately. I put it on Jaheira and go back
down the tunnel. You'll find the Unseeing Eye, who will start the fight
by spell-buffing itself with defensive magic. With the Shield of
Balduran this isn't too tough of a fight, but with the Rift Device
Jaheira is able to simply blast it once, bringing it to 'Near Death'
status. The rest of the party moves up and quickly subdues the Beholder,
which drops an Amulet of 5% Magic Resistance. Throw it on a character
with crappy saves versus spells. It's a nice enough amulet for now, but
it'll get eclipsed soon enough by better things. Exit the level at 
(x=1800, y=2100).

(x=3000, y=1500) Rift Device Part, 227 gold

(For reassembling the Rift Device)
EXP	26250
Item	Rift Device
31) You'll surface back in the sewers just south of Sassar, head back
down the stairs and travel back to the faded god's temple. Talk to the
diseased one outside and tell him that you're here to destroy the
device. He won't believe his trials are nearly over, and will decide he
must see this for himself. The diseased ones will gather into the 
temple, where you can convince them to call out the name of their faded
god. He'll appear and destroy the device, and the diseased ones will
finally have their rest. You'll be rewarded with some experience and the
Saving Grace +3, an excellent shield for Korgan or Anomen. The Unseeing
Eye quest nears its completion.. all that is left is to deal with Gaal
and whatever followers remain loyal to their dead 'god'.

(For returning the Rift Device to Amaunator's Avatar)
EXP	47250
Item	Saving Grace +3
32) You'll find Gaal trying to keep his cult together. Largely failing
in this he decides to take his frustrations out on you. Gaal himself can
be problematic, but he fortunately decides to focus on offensive spells
rather than disabling ones. Any defenses he can pop up are easy prey to
Keldorn's Dispel Magic and True Sight. The real difficulty of this fight
is because of his Elite Guards, who are plate-armored Fighters, and of
the location, which forces you to go from the gas chamber into a 
bottleneck. Still, spells like Chaos, Haste, Slow, and Insect Plague
really do a lot of good here, the latter of which can win the fight in
one casting. The Elite Guards will all drop suits of Plate Mail and 
plenty of Bolts. The Elite Guard Captain has a Heavy Crossbow of 
Accuracy and Bracers of Defense AC 7 in addition to his normal gear.
Gaal will drop a Girdle of Fortitude, a Silver Necklace, and a Quarter
Staff. The Girdle of Fortitude would have gone great on Shar-Teel, but
as she's not in this game, Viconia will benefit from it almost as well.
I don't know why it couldn't be a constant effect.. it doesn't affect
game balance compared to, say, Gauntlets of Dexterity or Girdles of
Giant Strength. Still, it can be used to bring a character's Hit Points
up to snuff for eight hours, which is plenty of time. Keldorn accepts
the Heavy Crossbow of Accuracy, as he's really the only one in any
position to use it. Head back up to the surface and return to the 
Temple of Helm. Tell High Watcher Oisig about your triumph and claim
your reward. If you are a Cleric you'll also be offered a position as
one of Helm's priests.. Of course, I believe your alignment also affects
what temple will accept you. If you're Good you end up in the Temple of
Lathander, if you're Evil you end up in the Temple of Talos, and if 
you're Neutral you'll get accepted into the Temple of Helm. I'll admit
I'm not certain if completing the Unseeing Eye quest is enough to get
accepted into the Temple of Talos or Lathander, you may also have to
complete the quest involving Sir Sarles. If you want to play around with
your new Cleric Guild, I'll include that section next. If not, or if
you're not a Cleric, sell off loot and lets get ready to recruit 
Haer'Dalis. In any event Keldorn is yours. Keldorn will have some
family issues that pop up when you head to the Government District, and
Anomen will likewise have to deal with family troubles when enough
time passes. We'll discuss those matters to finish up this sequence,
even if they occur later.

(For destroying the Cult of the Unseeing Eye)
EXP	45740 (each character)
Gold	8000

Firecam Estate (AR1003)
33) Head over to the Government District, where we can pick up the
quest. First, however, if you have a party including Keldorn, you'll
have to deal with him. Once you arrive he'll talk about his family
living near here. Agree to go with him and head over to the house at 
(x=1550, y=1950). It's blatantly marked on your map as the Firecam
Estate, you can't miss it. Keldorn will even tell you when he's near it.
Once inside, Keldorn will have a chat with a maid before bringing out 
his wife and kids. Once Lady Maria starts talking, things start going
downhill. Apparently Keldorn is a bit of a workaholic, and it hasn't
been good for his marriage. His wife will tell him that she's been
seeing a man by the name of Sir William of Thorpe. Keldorn will send his
wife away and speak to you. Don't pick the option goading him to consult
the courts, instead advise confronting William. If Keldorn goes to the
courts, he'll tell you to meet him at the Radiant Heart building in the
Temple District in three hours. His wife will be imprisoned and William
will be hung. But what's the fun in that? Instead, head over to the
Waukeen's Promenade.

Mithrest Inn (AR0704)
34) Head over to (x=3020, y=420) to find the Mithrest Inn. Sir William
is at (x=350, y=450). When you get close him and Keldorn will talk. Pick
option #1 or #3 and head back to the Firecam estate and talk to Lady
Maria. She'll talk with Keldorn and the two will apparently make up. At
this point you really can't mess this up. You'll get an experience
reward for whatever option you pick and-if you let Keldorn go, he'll be
back at his house after a while, ready to be recruited.

(For allowing Keldorn to return to his wife and family)
EXP	15500
35) And since we're dealing with one party member's family problems,
I'll include Anomen's and Jan's here.. for organizational purposes,
see? After traveling with Anomen for a while you'll be approached by
a man named Terl, who will tell Anomen that his sister was murdered and
he is requested home by his father. So, off we go to the Government
District of Athkatla, where we'll find the Delryn Estate at
(x=4300, y=2200).

Delryn Estate (AR1001)
36) Go talk to Cor Delryn at (x=600, y=240), and listen with bemusement
as Cor and Anomen work together to air the Delryn family's dirty 
laundry. Of course Anomen's dad is an abusive drunk, you saw that
coming. Everything about Anomen just screams inadequacy and daddy
issues.. which is probably why he reacts so poorly to Keldorn's 
tendency to portray himself as a father figure for the rest of the
party. Anyways, the drunkard blames some Calimshite named Saerk, who is
obviously the traditional Delryn family nemesis. At least, of this
generation. Cor blames Anomen for the death of Moira, after all, even
though he proclaims himself the man of the house, the blame should fall
on Anomen for not being omniscient and preventing Moira's murder. If
only Anomen hadn't driven his mother to an early grave and caused his 
father to drink away all the family's prestige and wealth! How dare he
go out and try and join the Most Noble Order of the Radiant Heart. The
shame. To further cinch his spot as father of the year, Cor demands that
Anomen seek out and kill Saerk and his son as retribution. Stepping 
outside the law is surely going to impress the Order, but at least 
Anomen has the sense to speak with you about it. If Keldorn is around
he'll argue that the law must be upheld, while pretty much everybody
else will advocate a more direct and sure solution. For Anomen to 
coexist with Keldorn, you need to keep him on the straight and narrow,
unless the Paladin's chastising finally gets under Anomen's skin. 
Anomen's already feisty enough, allowing him to fail his knighthood
will make Keldorn unbearable and result in a broken good party.. which
we don't need. Still, for the sake of being a completionist, I'll
include both paths, starting with the vengeful route (Steps 13-16).

(x=450, y=400) 1 gold
(x=350, y=450) Skydrop Gem
(x=220, y=550) Flamedance Ring

Estate of Saerk Farrahd (AR0505)
37) Advocate Anomen to take revenge by picking options #1 or #3 and
continue to convince him that his vows to the Order are less important
than his family. He'll tell his father that he's going to kill Saerk,
and Cor will conveniently procure a key which will gain us entry into
the Estate of Saerk Farrahd, which can be found in the Bridge District
at (x=2050, y=1850). Inside you'll have to fight you way through some
Guards, who aren't much of a threat to anybody. Go through a secret
doors at (x=1000, y=1300) and (x=770, y=1200) to score some loot, and
head to the north east to penetrate deeper into the estate.

(x=1200, y=1380) 7 gold
(x=1250, y=1400) Greenstone Ring, 1 gold
(x=570, y=1170) 2 gold
(x=450, y=1250) Sunstone Gem
(x=220, y=1150) 6 gold
(x=370, y=1050) History of the Dragon Coast, 7 gold
(x=350, y=950) 4 gold
38) When you head to the north east a cutscene will occur where Anomen
confronts the Farrahd family, including Saerk, his son Yusef, and his
startled daughter Surayah. While Saerk won't admit to killing Moira, he
certainly doesn't present himself favorably at all, and he's downright
delighted that Anomen-the son of his enemy-has barged into his house
and presented himself to be killed with justifiable self-defense. His
son is no better, and the two practically drool over the opportunity to
kill Anomen and hence grind their heel further into the defeated Cor.
Anomen, however, jumps the gun and kills Surayah in revenge for Moira.
Keldorn is aghast and you lose two points of reputation, and of course,
a fight ensues between your party and the surviving Farrahds. Saerk
casts spells, and Guards are summoned from either side to present 
missile fire upon the party, but this fight can be entirely won by a 
simple Insect Plague. After being defeated, Yusef will teleport away, 
and you can easily mop up the rest of the Guards. Saerk Farrahd will 
leave behind a suit of Full Plate Mail, Bullets +1 x10, two Potions of
Extra Healing, a Potion of Fire Giant Strength, a Scroll of Tenser's
Transformation, a Morning Star +1, a Sling +1, and 455 gold. Surayah
will also leave behind some trinkets, and one of the guards dropped me
a Bastard Sword +1 and a suit of Plate Mail Armor. The rest of the 
Guards will, of course, drop some Arrows and low-quality loot. Before
we go, we might as well loot the other half of the house. It's not like
some burglary is going to really be bothersome after Anomen's slaying.

(x=2400, y=750) History of Tethyr, History of Waterdeep,
		Potion of Invisibility, Potion of Master Thievery x2
(x=1800, y=720) Elixir of Health x3, Antidote x4
(x=1540, y=400) 1 gold
(x=1330, y=330) 4 gold
(x=1700, y=400) Tiger Cowrie Shell Necklace
(x=1670, y=570) Star Sapphire, Ruby Ring, 1250 gold
(x=1800, y=500) Composite Long Bow, Long Bow, Short Bow, Arrows x40
(x=1850, y=450) War Hammer, Bastard Sword, Two Handed Sword, Flail +1

(x=1670, y=570)
39) After smiting Saerk and dealing a grievous blow to the Farrahd
family for which Yusef has rightfully promised revenge, return to the
Delryn Estate and report to Cor. Cor is proud of Anomen, for a change,
for doing what Cor wasn't man enough to do himself and ending his
rivalry with Saerk. The little fish always thrives in the absence of
competition, eh?

(For killing Saerk Farrahd and avenging Moira)
EXP	10500

High Hall of the Radiant Heart (AR0903)
40) After some time passes a Paladin named Sir Ryan Trawl will show up
and greet Anomen. The time has come for him to return to the High Hall
and be judged in Helm's light for his deeds and Strength of arms. If
only it were just the later, eh? Head over to the Temple District and
enter the High Hall of the Radiant Heart (x=3300, y=3350) and watch a
cutscene describing Anomen's judgment by the Order. It's.. pretty
harsh, but Anomen's actions only acknowledge the fact that he had no
business being here. Anomen leaves in disgrace and you get a small
experience reward. Outside Anomen will complain bitterly at his
treatment, and even entertain the idea of returning to the High Hall to
seek vengeance against those who judged him unworthy. How very knightly
of him. If you encourage him to further wrong-doing, he'll leave the 
party and attack, blaming you for leading him down this path. Pick
options #1, #2, and #1 to calm the broken shell of a man that was
Anomen down, and convince him to continue with you. Keldorn will have
two more banters if they're kept in the same party before Anomen 
decides to take his frustrations with the Order out on Keldorn. To
denote his new change in outlook, Anomen's alignment shifts to Chaotic

(For watching Anomen's expulsion from the Order)
EXP	5000
41) During the next few banters Anomen will struggle with his rejection
and eventually come to the conclusion that he is now free of the Order-
free to indulge his vices. If your protagonist is female and you have
been romancing Anomen, you will become his drug of choice. All is not
well, however. Eventually, a messenger will come and give Anomen a note
from his father, stating that two workers actually killed his sister.
Cor continues to be a rat-bastard by thanking Anomen for killing Saerk
and family, as it has been a great boon to business, but having a wanton
murderer in the family might be bad for business. After being disowned,
Anomen will leave the party, ominously saying that he's going to atone
for himself, and his father. Head back to the Government District to
find Anomen ready to confront-and kill-his father. Either let him
continue with his murder-suicide, or talk him down. Afterwards, if he's
still alive, he'll rejoin the party. 
42) On the other hand, if you are a good friend and convince Anomen to
go down the path of good, he'll listen to reason and decide not to be
petty and vengeful like his father wishes. After all, if she was really
murdered, wouldn't somebody have investigated? He'll go inform his 
father of his decision, who will of course be angry. Angry enough, even
to disown Anomen. Anomen bears it in stride, and suggests we go to the
Council of Six building and talk with one Bylanna Ianulin, the
magistrate who can get something done about this. While we're dealing
with this, lets go see what Madeen and his master wants, and get our
magic license see [WLK013], below, Steps 1-3. In this case, the good
party's activities mesh well with our next goal of finding Valygar,
but since you don't necessarily have to be good to be traveling around
with Anomen (and hence, doing Anomen's family quest) we'll keep the
two discreetly separate.

(For guiding Anomen to uphold his vows to the Order)
EXP	10500

Council of Six Building (AR1002)
43) Make your way over to the Council of Six building (x=3150, y=900),
inside of which you'll find Bylanna (x=530, y=600). The bureaucratic
process is predictably frustrating, as there is no real evidence to
link Saerk to the murders. Anomen swallows his pride and comforts
himself with petty thoughts of post-life divine retribution for Saerk
and decides to put all this mess behind him.

(For attempting to go through the proper legal channels)
EXP	7500

High Hall of the Radiant Heart (AR0903)
44) Again, some time will pass and eventually Sir Ryan Trawl will come
fetch Anomen to have his worth judged by the Prelate of the Order of
the Most Radiant Heart. So head on over there. Since Anomen wasn't in
the business of slaughtering innocent girls with this approach, he's
accepted into the Order. Really though, one has to think how near a 
miss this was-a bit of bad advice from a traveling companion and he'd
have been expelled.. But I guess that's life, right? Talk to Sir Ryan
Trawl, who allows Anomen to continue traveling with you. Everybody
wins, it seems. Anomen's alignment shifts to Lawful Good, and whatever
friction was between him and Keldorn now fades. Apparently Keldorn
doesn't rankle Anomen so much now that they're brothers in arms of
the Order-instead of the shining example of all Anomen aspires to be-
or failed to be, if you did this the bad way. Oh, and Anomen becomes
'Sir Anomen'. What a douche. Now most players can continue on with life
and happily ignore Anomen, but if you are romancing him, the story has
a few twists left, which I will detail in the following steps. Again,
the following will only occur if you are romancing Anomen and he was
knighted by the Order-meaning no vengeance.

(For watching Anomen's knighthood)
EXP	10000
EXP	50000 (Anomen)
45) After some time passes, and your romance with Anomen becomes more..
intimate.. in nature, Anomen will be approached by Terl, the bearer of
Anomen-related news in this game. Terl will pass on a note from
Bylanna Ianulin, which Anomen will read aloud for our benefit.
Apparently Saerk WAS responsible for hiring those who murdered Anomen's
sister, and when Anomen's father found out he attempted-and failed-to
take justice into his own hands. Now without any family whatsoever,
Anomen decides his vows to the Order mean little, and paranoid that
Saerk's wealth will prevent him from being brought to justice, feels
compelled to rectify his earlier inaction by taking vengeance on Saerk.
He will, of course, attempt to blame you for advising him to leave
justice to the law, but with some apologizing he'll forgive you, and
leave the party to be decidedly un-knightly.

Estate of Saerk Farrahd (AR0505)
46) So, head over to the Estate of Saerk Farrahd, in the Bridge District
at (x=2050, y=1850). Inside, Anomen is apparently on steroids, as he
will have dispatched all the guards in the place single-handedly, and
at the moment is already confronting Saerk. After some dialogue, Anomen
will notice you and question your intent. Tell him that you're here to
stop him, then tell him either option #1 or #3. This will prompt him to
doubt his current course of action, and contemplate his inner demons.
Next pick option #1, or #2 to reassure him that you'll be by his side.
Anomen will concede to do the right thing, then moralize Saerk, who will
of course suddenly discover that he has a conscience. It's so
predictable, it hurts, I know. You might as well loot the place before
you go.. especially all the Guards Anomen killed along the way. Good
thing for Anomen the Order doesn't care that he murdered a dozen
nameless Guards, so long as he left Saerk unmolested.

|								       |
|			   Cleric Temple Quests			       |
|								       |
Sequence of Events:						{WLK008}
		1) A Note on Petitioners
		2) Glinden the Cuckold
		3) Ti'Vael the Dueler
		4) Rania the Faithless
		5) Cotirso the Malcontent
		6) Peace of the Gods

1) No matter what temple you end up in, most of the quests run the same
way. You've got to see petitioners and help them resolve their problems.
Just like in real life, people can't help but go to ostentatious 
buildings dedicated to invisible beings to talk to folks who claim to
hear these invisible beings in order to find guidance and advice. Unlike
in real life, however, these gods grant spells and manifest themselves,
so they might actually have some clout. Your job is to answer the 
petitioners that come to you in a way that best represents your deity
Of these quests, the priest of Talos has it easiest. You always advise
folks to kill or destroy. Priests of Talos will also be bothered by
Inspector Ardis, as a legal response to the less-than-lawful responses
you give to your petitioners. Dealing with him-and double-crossing the
folks who came to you for advice-is definately the greedy, evil,
chaotic, Talosy thing to do, and it nets you extra cash. Just head over
to the government district after each petitioner carries out your advice
at tell him about the crimes you advocated. If you're a priest of Helm,
look for such giveaways as the words 'duty'. Priests of Lathander need
to be on the lookout for the nicest path, promoting forgiveness,
renewal, and reconciliation. You'll get your 'results' in every few
days. You'll  know you made the right choice if you get an experience
reward for your answer, so save/loading is a fine way to get through
2) Your first petition will be a merchant named Glinden, whose wife is
cheating on him. As a neutral character I tell him to remind his wife of
their vows. As an evil character I tell him to kill his wife and her
lover, and as a good character I tell him to forgive his wife and let
her come to her senses. In a few days return to the temple and you'll
be updated on the results, and rewarded for a correct response.

(For telling your petitioner to follow the will of your god)
EXP	20000
Gold	200 (Talos only)
3) Next you'll be visited by a dwarf named Ti'Vael, who killed a man in
a duel when he could have spared him. As a neutral character I tell him
to turn himself in and let the courts decide. As an evil character I 
tell him to kill the witnesses, and when he returns, I kill him myself
and turn him in for the reward. As a good character I suggest he pay
restitution to the family for their loss.

(For telling your petitioner to follow the will of your god)
EXP	20000
Gold	500 (Talos only)
4) A woman named Rania will approach and admit she's losing faith in
the church, and needs some reassurance. As a neutral character I 
helpfully remind her of her duty to the church, and as an evil character
I simply attack her. As a good character I tell her that having some
time to think about

(For dealing with the heretic appropriately)
EXP	20000
5) A man named Cotirso will approach, angry about your position and
determined to win it from you with a duel. If you're good turn down the
duel, if you're evil kill him. Neutral characters should deflect the
duel until Byron can come, then duel Cotirso once formally challenged.

(For dealing with the upstart appropriately)
EXP	20000
6) Now you've a task to perform that has nothing to do with hearing
whiny petitioners. The Talosites plan to attack the priests of
Lathander. It's obvious what you must do if you're aligned with either
of those two factions, but if you're neutral you must defend the priests
of Lathander from the Talonites without allowing them to destroy each
other. Once you've killed who needs to be killed you'll get a larger
experience reward, and your temple quests are completed.

(For settling the score)
EXP	35000
Gold	1000

|								       |
|			The Astral Prison Quest			       |
|		  (Recruiting and Securing Haer'Dalis)		       |
Sequence of Events:						{WLK009}
		1) Enroute in Athkatla III
		2) Bridge District Blues
		3) Five Flagons
		4) The Playhouse
		5) Raelis'Shai's Request
		6) Durlag's.. err.. Mekrath's Tower!
		7) Mekrath's Mission
		8) Bad Imp! No Mirror!
		9) Rescuing Haer'Dalis
		10) Astral Abduction
		11) The Astral Prison
		12) Talking to Tagget
		13) Astral Prison Chamber (AR0520)
		14) Astral Prison Chamber (AR0521)
		15) Thrashing Thralls
		16) Astral Prison Chamber (AR0517)
		17) The Master's Pet
		18) The Master of Thralls
		19) Astral Prison Chamber (AR0518)
		20) Astral Prison Chamber (AR0519)
		21) The Warden
		22) Rescuing the Sigil Troupe

Now we have access to Keldorn, Korgan, and Edwin, the 'core' allies who
have quests that must be resolved before you can keep them. The other
PCs I generally view as optional or less-than-ideal in some way. For
most players, this should satisfy your need for party-making, as Anomen
is a better Cleric than Aerie, Edwin is a better Mage, and Korgan and
Keldorn make up the best recruitable warriors for the evil and good
parties, respectively. Of course, if you need to fill another party
space, or you'd prefer Valygar over Minsc, or you don't really care to
go rescue Imoen, there are still plenty of things to do and characters
to recruit. Haer'Dalis is the next I'd recruit, as this will also give
us the peace of mind of completing another part of the sewers. I sell
off all my accumulated wealth and with the money raised from the
Unseeing Eye quest I buy Vhailor's Helm from Diedre. This allows me to
pop out a second character once a day, a summon that will only get
stronger as I do. If you don't care to buy this item, get another useful
item.. you can't go wrong with a Girdle of Hill Giant Strength. This
will allow Jaheira to really take off as a Fighter, and will allow
Viconia to wear heavier armor and shields. When you've purchased what
you want, head over to the Bridge District (AR0500). If you want Keldorn
and Anomen in your party, keep them around. Just like with Korgan and
Edwin there are still mini-quests to do with them first. If anything it
gives us incentive to delay going after Imoen until those are done.

Enroute in Athkatla III (AR0046)
1) On my way to the Bridge District I was attack by Slaves and several
Orogs. one Slaver had some Arrows +1 and a Short Sword +1, but other
wise there's not much reason to go looking for this encounter.

Bridge District (AR0500)
2) When you arrive you'll be bothered by Lieutenant Aegisfield, who 
will tell you that there is a murderer about preying on paupers. 
Skinning them alive in fact. He'll warn you not go looking for trouble,
but will mention two witnesses, Old Rampah and Rose, which makes it just
that much harder to stay out of trouble. It's a quest that.. you guessed
it, we can delay for later.

Five Flagons Inn, Main Floor (AR5009)
3) Head south until you find a door at (x=3190, y=2000), which leads to
the Five Flagons. Inside you can find numerous patrons-most of which
don't have anything interesting to say. Samuel Thunderburp
(x=350, y=410) will chat about the affairs of the day-the war between 
the thieves guilds, the murderer on the bridge district, and about the
Cowled Wizards' prison. Head down the stairs at (x=100, y=700).

Five Flagons Inn, Basement (AR5010)
4) Once downstairs you'll be bothered by a Receptionist, who will tell
you the next show is about to start. Donate five gold for a ticket-or
not-and head in to witness the Sigil Troupe's.. er.. lacking 
performance. Biff the Understudy bungles his lines (and really, how
could somebody named Biff be expected to do anything right?) to the
derision of the patrons. Raelis Shai will show up an apologize, and ask
for any who know of those who are skilled in sword and adventure to ask
such individuals to come speak to her. Swords? Adventure? Hey! That's
5) You can find Raelis Shai at (x=1320, y=250), near the rest of the
actors. She'll tell you that their usual 'Rodrigo' the tiefling named
Haer'Dalis, has been kidnapped by a Amnish wizard. Mekrath, by name,
he can be reached through the sewers-the very same sewers we were just
exploring while pursuing the Unseeing Eye quest. The best reward they
can offer-besides encouraging you to pillage Mekrath's lair-is 300 gold,
600 if you bring back Haer'Dalis' gem. Head back to the Temple District
and head back into the sewers.

(x=250, y=1100) 101 gold
(x=1450, y=170) 34 gold
(x=1650, y=320) 34 gold, Scroll of Protection from Energy
(x=1770, y=715) Bloodstone Gem, Flamedance Ring
(x=1730, y=830) Scroll of Ghost Armor, Scroll of Confusion,
		Scroll of Stoneskin

Mekrath's Lair (AR0705)
6) You'll pass a secret door at (x=1100, y=500) that leads to a Secret 
Entrance (x=1200, y=150). Upstairs you'll find.. Durlag's Tower! Not 
really, but it sure looks like it, right? There are a bunch of Mephits 
to smite and in a room to the east you'll find a Salamander, an Ice 
Salamander, and a Yuan-Ti Mage. Of these three, you only need to worry 
about the Mage, as it'll typically start out battles with a Stoneskin, 
and typically likes to pop on another Stoneskin when its health falls to
50%. It will also cast Chaos, which as we know from experience can win a
fight by itself. They also employ Shadow Door if they are in trouble. 
This fight gives Keldorn a lot of opportunity to show his worth, as he 
can cast an awesomely powerful Dispel Magic (to counter the Chaos) and 
True Sight to negate Shadow Door.

(x=600, y=550) Scroll of Contingency 
(x=600, y=450) Scroll of Spell Deflection
(x=1200, y=700) Chyrsoberyl Gem, Necklace of Form Stability, Gold Ring
(x=1300, y=700) Silver Necklace, Gold Necklace, 89 gold
(x=1450, y=550) Oil of Speed, Scroll of Carrion Summons, 400 gold
(x=1400, y=140) Portal Gem, Harp of Discord, Laeral's Tear Necklace
(x=600, y=800) Scroll of Ghoul Touch, 63 gold
(x=500, y=770) Potion of Invulnerability, Potion of Stone Form,
  	       Potion of Genius, Scroll of Aganazzar's Scorcher
(x=220, y=280) 17 gold
(x=150, y=250) Potion of Mind Focusing, Potion of Genius, 
	       Wand of Cloudkill, Rod of Resurrection

(x=1200, y=700) 
(x=1300, y=700)
(x=1450, y=550)
(x=1250, y=200)
(x=1400, y=140)
(x=500, y=770)
7) Up at (x=950, y=160) you'll find Haer'Dalis, who doesn't have much
to say just yet. Mekrath is over at (x=200, y=350), and he's none too
friendly. Pick options #1, #2, #2, and #1 to opt to go on a mission to
recover a magic mirror from a wayward imp in exchange for Haer'Dalis.
Why turn down a quest, right? If you decide you don't want to be
peaceful, Mekrath is easy to provoke. He'll start up with Stoneskin and
Protection from Normal Weapons-which is pretty useless. Then he'll cast
an Animate Dead followed by more protections, such as Mislead. He can
cast some pretty powerful spells, including Finger of Death and Maze.
Haste up your party and hit him with a Dispel Magic and get on top of
him early to prevent him from causing you trouble. Use True Sight if you
have it when he uses Mislead and Shadow Door. To this end, Keldorn makes
this fight laughable, as his high-level Dispel Magic and True Sight are
just too much for Mekrath. Given the nature of the narrow hallway, it's
probably best to lead with a hasted melee character or two, and just
make the rest of the party stand band and use ranged-preferably magical
-weapons. When he falls, Mekrath will leave behind two Potions of Extra
Healing, a Gold Necklace, a Mage Robe of Fire Resistance, a Quarter
Staff +1, and 25 gold.
8) Head back down to the sewers and find the Imp (x=2520, y=2140), who
thankfully isn't very talkative or friendly. It'll come with a Lesser
Earth Elemental-which can only be hit by magical weapons. Kill it, and
the Imp-which can cast a few minor spells, and grab 'Mekrath's Mirror'
when it dies. Return it to Mekrath for some juicy experience.

(For returning Mekrath's Mirror)
EXP	18750
9) Once Mekrath is gone, or once he has his mirror back and teleports
away Haer'Dalis will be freed and will speak with you. Accept him into
your party if you wish, or turn him away. Either way, your goal now is
to collect Haer'Dalis' gem from the alter at (x=1400, y=140), which is
just as simple as going over and grabbing it. It's a wonder he couldn't
do it himself, eh? Good thing though, as there's some loot worth keeping
(and selling) along with it. Once you're done head back to the Bridge
10) Find your favorite group of ill-bred thespians again in the Five 
Flagons. You can extract an extra 1200 gold from Raelis Shai if you hold
out on her, but going for more will provoke a fight. If you just hand
it over, you'll get the gold you previously agreed upon, as well as 
700 gold and some experience. Haer'Dalis will explain what the Portal
Gem is while Raelis Shai messes with the gem, eventually spilling that
they're planning to move to another plane. During this process of 
finding a new stage, you'll be asked to fend off some unwelcome visitors
that will come through the portals they're summoning up. Agree to help
them and fight off two Quasits, a Lesser Fire Elemental, and a Shadow
Fiend. Eventually a Bounty Hunter will show up and whisk your chums 
away. Looks like you're going to have to go through that ominous planar
portal (x=900, y=450) and save them. Note that if you do not help them
fend off the extra-planar invaders, you will not see what became of
them, and there will be no portal for you to enter through. It might be
a good idea to spell-buff before going through the portal.

(For returning the Portal Gem to the Sigil Troupe)
Gold	300 + 700 or 1200
EXP	21250

Astral Prison (AR0516)
11) When you make it through the portal, a person named Aawill will
be yelling at a thrall named Tagget. Once you are noticed, Aawill will
turn his attention onto you, and a fight ensues thereafter. Send a
strong Fighter to occupy Aawill and his bounty hunters, while the rest
of your party focuses their attention on the Yuan-ti behind the party,
who is easily the most dangerous single opponent there. Take his spell
defenses down as he raises him and kill him quickly. The rest are just
melee Fighters, and no serious threat to you.
12) Tagget will talk to you after the fight, telling you that the only
way out of here is by killing a creature known as the Warden. Of course,
it's not that simple, as the warden has a number of Thralls kept as
slaves. Heading east and killing the Master of Thralls will free the
thralls and make besting the Warden much easier. Loot the bodies, the
powerful Yuan-ti to the west will drop a Cloak of the Shield, Bracers of
Defense A.C. 8, a Scroll of Death Spell, a Scroll of Chain Lightning,
Quarter Staff, 25 gold. The other Yuan-ti will drop a suit of Chain
Mail Armor and a Wand of the Heavens. One of the humanoid Bounty Hunters
will drop Studded Leather Armor, a Small Shield +1, Pixie Prick +3, and
Boots of Speed. The other two humanoid Bounty Hunters each have a suit
of Leather Armor +1, some Arrows of Fire and Arrows of Ice, a Long Bow,
and a Long Sword. Finally Aawill leaves behind Melodic Chain +3, two
Potions of Extra Healing, a Scroll of Tenser's Transformation, a Scroll
of Flesh to Stone, and a Two-Handed Sword +1. Wow. First things first,
the spell scrolls should be given to Edwin or saved for Imoen. The Boots
of speed should go on a front-line Fighter-either Keldorn or Korgan.
Since my Fighter/Mage is arguably the strongest character in the party
when spell buffed and good at countering nearly every threat, they go to
him in my game. I keep the Pixie Prick +3 on hand, since I'm short of
+3 weapons, and the Melodic Chain +3.. well, if you're going to keep
Haer'Dalis, having a suit of armor for him is a good start. He'll be
wearing this for a long time, indeed.

Astral Prison Chamber (AR0520)
13) To the north are two pulsating flesh nodes that will transport
characters to a chamber if they're caught by the opening diaphragm. Yeah.
I'd suggest you go ahead and explore these when you find them just to
get them out of the way, but the ones to the north (x=1550, y=1450) and
(x=1500, y=1300) are close enough to the Warden that you could provoke
some unwanted attention by exploring them. In the first one you'll find
two Prison Captains and four Minotaurs, which are little more than an
experience bank by now. One Prison Captain will drop a Two-Handed
Sword +1 and Bracers of Defense AC 8, and the other will drop a Long
Sword +1.

Astral Prison Chamber (AR0521)
14) In the second chamber (x=1500, y=1300) you'll find three Prison 
Captains, a Stone Golem, and a Clay Golem. Two of the Prison Captains 
will immediately start out with spell-buffs, and you need to get on them
quick with an Insect Plague to make this go smoothly.. well, as smoothly
as it can go. As we know from experience Clay Golems and Stone Golems 
require special attention that makes this precarious fight even more 
bothersome. Also consider that provoking the Warden is almost a 
certainty by going up here, which is something I can do without. When 
they die the Prison Captains will drop the following loot; a Ring of 
Protection +1, a Mace +1, a Long Sword +1, and a Wand of Fire. Nice, but
not worth the trouble. Oh, and if you exit this chamber, and I'm sure
you'll want to do eventually, you'll appear next to the Warden. The bad
part is, once you kill the Warden you can't go visit these chambers
15) So, lets head over to the east where you'll find a Thrall Leader who
will talk only long enough to let you know you're in for a fight. Focus
on the spell-caster in the back, as she's the only one who can cause you
any real trouble, then kill the other two. They'll all drop Thrall
Collars and the Thrall Leader will drop a Medium Shield +1. Ignore the 
'brazier' (x=2500, y=1900) in the center of the room for now and
continue east until you find a opening fleshy-valve in the center of the
hallway east.

(x=2300, y=1800) Arrows of Biting x40, Arrows x160, Bolts x120,
		 Bullets x120, Darts x80, 1 gold

Astral Prison Chamber (AR0517)
16) You can avoid these chambers by running across the fleshy part at
the right time, but chances are somebody will get caught, and it's just
better to take care of them-besides, we like experience and loot, don't
we? I spell buff my Fighter/Mage and send him in alone-include a Chaotic
Commands in addition to his normal buffs. Inside are some Githyanki, 
including one Gish, three Warriors, and a Knight. They'll all start out
by hitting you with psionics, followed by going invisible before 
unleashing a second round of psionics. Getting knocked unconscious by
the psionic attacks would not be a good thing, hence the Chaotic 
Commands. Once the two rounds of psionics is done, send in the rest of
the party. The Knight and Warriors drop Plate Mail Armor and Two-Handed
Swords (and possibly a Potion of Extra Healing), while the Gish will
leave behind.. a bunch of Darts.

(x=300, y=400) Bullets x80, Bolts x80, Arrows x80, Darts x80, 
	       Throwing Daggers x40
17) Leave the chamber and continue east, where you'll find a Yuan-ti 
Mage, a Salamander, and an Ice Salamander. To the north there are two
more troublesome Thralls and a Wyvern who will likely bother you while
you attempt to kill the snake-bodied bastards. It's a good time as any
to use an Insect Plague and hopefully neutralize one group or the other,
just don't let either have the freedom to cast spells. Once they're
dead loot the Female Thrall for a suit of Chain Mail Armor, Gauntlets
of Weapon Skill, a Ring of Protection +1, a Medium Shield, Kundane +2,
and a Thrall Collar. The Thrall will leave behind Bracers of Defense
AC 8, a Wand of Lightning, a Potion of Extra Healing, and a Thrall
Collar. Who to the Gauntlets go to? Well, Korgan/Keldorn has the
Gauntlets of Dexterity, and Jaheira/Viconia has a Girdle of Hill Giant
Strength, so just give them to the Fighter with highest (worst) THAC0
until there's better to be had.
18) Now we turn west for a change, where the Master of Thralls will
threaten us before summoning some Air Elementals. Be spell buffed and
keep in mind that you need +2 or better weapons to hit the Air 
Elementals. As for the Master of Thralls, just be wary of his ability
to paralyze you and his 'death gaze'. He didn't really cause me any
trouble. When he dies, pick up the Staff of Air +2 and the Mastery Orb
that he leaves behind.

(x=3000, y=950) Moonstone Gem, Dart of Stunning x40

Astral Prison Chamber (AR0518)
19) The Warden lies to the west-behind several more pulsating flesh-nod
chambers. The first (x=2250, y=1100) contains four Wolfweres and a 
Greater Wolfwere. I'd suggest focusing on the Greater Wolfwere first-
he's not anywhere near as strong as the Loup Garou of Baldur's Gate 1,
but he's still the toughest enemy in this area.

Astral Prison Chamber (AR0519)
20) The next chamber (x=1940, y=1020) contains three Efreeti, who can
be pretty damn annoying. Another situation where my Fighter/Mage handles
it himself-this time with the added benefit of a Protection from Fire
spell. With that little number, there's just not much they can do,
even though their Flame Arrow spells will strip you of Mirror Images
rather quickly. Once dead, they might go into a Gaseous Form, during
which time they're immune to damage.
21) Now to deal with the Warden. Go down to the 'brazier' near the
Githyanki chamber (x=2500, y=1900) and activate it to destroy the Orb.
If you just rush in and take on the Warden, his pack consists of three
Thralls, three Warden Thralls, a Salamander, an Ice Salamander, a
Yuan-ti Mage, and of course, the Warden himself. Destroy the Mastery
Orb, the Thralls will turn on the Warden, and making this fight much 
easier. Of course, if you have to fight all six of the Thralls, you've
got some serious spell power to worry about. First thing to do is hit
them all with a Dispel Magic, as the Warden and most of the Mages will
put up defenses to make themselves annoying. Immediately afterwards, 
have Jaheira hit them with an Insect Plague. If the Thralls are already
neutralized, it should only take one-targeting in the Yuan-ti Mage-to
make this fight a cinch. If the Thralls are still hostile, it merely
takes two to (hopefully) neutralize their magic. Have everybody run in
and focus on the Warden, and use Keldorn to keep him honest-that and
Breach-which will be your best friend for tearing down his spell buffs
without dispelling the Insect Plague. The Warden likes to start out with
Symbol, Stun, and he can also cast Horrid Wilting. After that, him and
a few of his Thralls are fond of Finger of Death, which can make a
reload mandatory by itself. It's highly recommended you destroy the
Mastery Orb, although I'll be honest, the most challenging thing about
this fight are the stupid flesh chambers. After they're dead Tagget will
come and tell you the obvious. The Warden Thralls have Long Swords +1,
and one of the Thralls (the Cleric) has a Warhammer +1. The Warden has
three Star Sapphires, two Emeralds, the Wave Shaft (like the Equalizer,
part of an artifact weapon), Adjatha the Drinker +2 (a worthy compliment
for Namarra +2), the Planar Prison Cell Key, and 2577 gold.

(For destroying the Mastery Orb)
EXP	24750

(For defeating the Warden and freeing the Thralls)
EXP	5000

(x=1250, y=1150) Bolts of Lightning x40, Bullet +1 x40, 
		Throwing Dagger x30, Throwing Axe x40, 1 gold
22) Head over to the west, where Raelis Shai will thank you for saving
them-and you'll get a hefty experience reward. Haer'Dalis will elect to
stay behind and explore the Prime, and if you're a Bard Raelis'Shai will
offer you the deed to the playhouse. Either way, you'll appear back in
the playhouse below the Five Flagons, where Haer'Dalis will offer to
join you for good. The next section will cover the playhouse, if it
interests you. I'll admit, I didn't spend as much time learning all the
results as I should have.

If you don't want to (or can't) do the bard's quest, there's still
plenty to do. We still can recruit Cernd, Mazzy, Nalia, and Valygar.
Valygar and Mazzy require us to tread to the Umar Hills, Cernd requires
us to tread all the way to Trademeet, and Nalia necessitates a visit to
the De'Arnise Keep. Of course, if you want to keep your rural virginity
intact for this game, we can still recruit one more character within
city limits-Aerie [WLK013]. Before any of that, however, lets go off and
grab one wonderful weapon that's now well within our ability to obtain-
the katana Celestial Fury [WLK012].

(For freeing the Sigil Troupe from the Astral Prison)
EXP	44000 (each character, including Haer'Dalis)

|								       |
|			Bardic Playhouse Quests			       |
|								       |
Sequence of Events:						{WLK010}
		1) New Ownership
		2) The Lead Actress
		3) More Actress Drama
		4) Zaren's Improvisation
		5) More Improvisation
		6) The Turmish Curse
		7) The Missing Score
		8) Bothered by Barbarians
		9) The Show Must Go On.. Or Not.

Five Flagons Inn, Basement (AR5010)
1) Samuel Thunderburp will show up and discuss the running of the 
playhouse with you, after which he'll send in Higgold, who will tell 
you that it'll take a week to get some actors, and six weeks for 
rehearsals, after which the playhouse will start making a profit. Keep
in mind that this quest takes place over a long length of game-time.
Every so often you'll get bothered by a runner who will tell you that
something has come up and you're needed at the playhouse. Do other
things between each event, or just west repeatedly to pass the time.
Once some time has passed a boy named Meck will bother you, telling you 
that Higgold has the actors. Keep in mind that your decisions do affect
the quality of the play-a higher-quality play will net you a greater
reward at the end of the quest. Essentially, all your decisions
either have no effect on play-quality, a small effect (+1 or -1 to
the global variable 'playquality') or a significant effect (+2 or -2
to 'playquality').
2) Return to Higgold and he'll give you the first task right off-picking
a lead actress. There's also some mention of a curse on the play you're
performing. Choose either Iltheia (a pompous but experienced elf) or
Jenna (a naive and less experienced human actress.) Pick whomever you
wish and then comes the hard part-funding the play. You can pay as
little as 1000 gold, or as much as 10,000. The better the funds, the
better the advertisement, props, and costumes, and generally the better
reviews you'll get and the more money you'll receive later.
3) After a while you'll get another visit from Meck calling you to visit
the playhouse and deal with another crisis.

If you made Iltheia the lead:
Iltheia is complaining about her lack of recognition-basically, the
pompous twat wants more money. Jenna just wants to see something done.
You can pay Iltheia more (100 gold does nothing for the play's
quality, 500 increases the play's quality, and refusing to pay her
more decreases the play's quality), threaten to kick her out of the
play (which decreases the play's quality), give the job to Jenna,
instead (decreases the quality of the play) or tell the women to solve
the problem themselves (which significantly decreases the quality of
the play).

If you made Jenna the lead:
Iltheia is upstaging Jenna, and wants a bigger role. You can capitulate
and let Iltheia have the lead (which increases the quality of the
play), tell Iltheia to stop screwing around and just play her role as
it was meant to be (which also increases wthe quality of the play),
expand Ilthea's role (decreases the quality of the play), or tell
them to fix it themselves (which significantly decreases the quality
of the play).

(For letting Iltheia expand her role)
EXP	6750

(For threatening to fire Iltheia)
EXP	6750

(For putting Iltheia/Jenna into the leading role)
EXP 	6750

(For promising to pay Iltheia more)
EXP	11500

(For regulating Iltheia to her role)
EXP	15750
4) A few days later you'll be summoned again. This time Zeran thinks
he's too good to follow the script. Damn actors and their disobedience!
Zeran will defend himself, saying he can make the play better. Either
let him change the script (significantly improves the quality of the
play), tell Higgold the rest of the actors will have to keep up with
improvisation (slightly improves the quality of the play), or tell
Zeran to cut it out (decreases the quality of the play).

(Allow Zaren to improvise)
EXP	11500

(Allow Zaren to change the script)
EXP	15750
5) Let some more time pass and Higgold will again send for you. This
time ALL the actors are 'in a state'. Apparently they all have ideas on
things to change with the script, and something needs to be done one way
or another. If you tell them to trust in Zaren, and your Charisma is
less than 17, you will decrease the quality of the play, If you tell
them to trust in Zaren and your Charisma is 17 or greater, the quality
of the play will increase. Same goes if you tell them there will be
no changes-your Charisma determines the outcome. If you bribe them with
500 gold, you'll increase the quality of the play. If you rewrite
the play yourself with a Charisma of less than 16, the quality of the
play will decreaes. If you rewrite the play with a Charisma of 16 or 17,
the quality of the play will remain the same. If your Charisma is 18 or
higher, you will increase the quality of the play by rewriting it
yourself. Finally, if you threaten to fire everybody, the quality of
the play will take a HUGE hit.

(Pay the actors 500 gold to stop whining)
EXP	11500

(Don't allow the changes, with a Charisma score of 17+)
EXP	11500

(Allow the changes, with a Charisma score of 17+)
EXP	11500

(Rewrite the play yourself)
EXP	11500
6) Meck will bug you again after a while, and this time it sounds like
something serious is taking place. Head back to Higgold and he'll tell
you about some 'hauntings' and other strange events going on. He'll
bring in Shvanana, a priest who'll promise to stave off the 'curse' for
a mere 1000 gold. You can pay the 1000 gold for your actors' peace of
mind (increases play quality), try and get the price lowered to 500
(if you have a Charisma score of 17 or higher, but this will not
increase play quality), realize that you've got Clerics too (will not
increase play quality), and just get them to do it, or you can tell
Shvanana to shove off (which will significantly reduce the play's
quality). Finally, if you legitimately do not have 1000 gold, you can
tell Higgold you cannot afford Shavanna-if your Charisma is 18 or
higher, you'll increase play-quality by doing this, if it's less than
18, you'll significantly reduce the play's quality this way.

(Have less than 1000 gold, and a Charisma score of 18 or higher)
EXP	11500

(Pay Shavanana)
EXP	11500
7) Again time will pass, and again you'll be summoned-this time
something is wrong with the music. Again, you have options. You can get
Balmitance to do it for 500 gold (which greatly improves the quality of
the play), you can get Marcus to improve the music and get him to
rewrite the score (which significantly decreases the quality of the
play), or you can get Marcus to play and rewrite the score yourself.
This last approach will save you some money, but your Intelligence
will determine the outcome. If your Intelligence is less than 14, you
will significantly reduce the quality of the play. If your Intelligence
is 14 or 15, you will slightly reduce the quality of the play. If your
Intelligence is 16 or 17, the quality of the play won't be harmed at
all. If your Intelligence is 18, the quality of the play will slightly
improve. If your Intelligence is above 18, the quality of the play
will significantly improve.

(Hire the harpist Balmitance)
EXP	15500

(Rewrite the score yourself, with an Intelligence of 16 or 17)
EXP	6500

(Rewrite the score yourself, with an Intelligence of 18)
EXP	11500

(Rewrite the score yourself, with an Intelligence of 19+)
EXP	15500
8) More time passes and Meck returns, this time claiming 'barbarians'
have taken over the playhouse. This time you'll find Higgold outside of
the playhouse (so resting in the Five Flagons won't work to advance this
next plot point.) Head inside to confront the Turmish who are refusing
to let the play take place. A fight ensues, but it's nothing
spectacular. Kill them, and loot them for the following goodies: The
Turmish Leader will leave behind Studded Leather Armor +2, a Two-Handed
Sword +1, a Helmet, and 37 gold. The Turmish Thief drops a Short
Sword +2, and Leather Armor +1, and a Light Crossbow, and a Scroll of
Identify. The two Turmish Thugs will cough up a suit of Studded Leather
Armor, a Helmet, some Arrows, a Short Bow, a Bastard Sword, and some
minor wealth. Finally the Turmish Sorceress leaves behind a Quarter
Staff, Bracers of Defense AC 7, and 40 gold.

(For removing the Turmish barbarians)
EXP	15500
9) Wait for a day, then return to the playhouse at Meck's request to 
go see the dress rehearsal. Watch the monster you've created, then go
waste another week doing.. whatever. What are the odds that things won't
go smoothly, do you think? After a while Meck will return, and Higgold
tells you that some councilman is there, and that Zaren is too ill to
perform-you'll have to fill his shoes. If you cancel, your playhouse is
as good as wasted (Samuel Thunderburp will pay you 5000 gold to
compensate you for the playhouse). I'll assume you'll play the part,
however, as it's much more lucrative for you to do so. 

Best dialogue responses
  Scene #1 (with Karenina): #2, #1, #1
  Scene #2 (with Karenina): #1, #2
  Scene #3 (with Marcus):   #1, #2, #1, #2
  Scene #4 (Monologue):     #1

First, you'll get an experience reward depending upon your performance
in the play:

(For refusing to perform)
Gold	5000


(For putting on a poor performance of the Turmish play)
EXP	19500


(For putting on a good performance of the Turmish play)
EXP	35500


(For putting on a great performance of the Turmish play)
EXP	49500
ITEM	Azlaer's Harp

Then you'll get another reward depending upon the quality of the
play, itself. This depends upon the choices you made throughout the

(These are all the choices that seemed 'bad' to me.)
Leading Actress:	Iltheia
Funding:		Nothing
Jenna vs. Iltheia	Nothing
Improvisation:		Don't allow any changes
Script Change:		Call their bluff on walking out
Curse:			Nothing
Music:			Marcus performs and rewrites score	

(These are all the choices that seemed 'good' to me. When all else 
failed, I simply followed the experience point rewards. After all,
getting more experience for a course of action has to mean something
good, right?)
Leading Actress:	Jenna
Funding:		10,000 gold
Jenna vs. Iltheia	Force Iltheia to stick to her role
Improvisation:		Allowed Zaren to change the script
Script Change:		Rewrite the script myself (w/high Charisma)
Curse:			Hire Shvanana for 1000 gold
Music:			Rewrite the score myself (w/high Intelligence)

(For establishing an average playhouse)
EXP	19500
Gold	1000


(For establishing a good playhouse)
EXP	29500


(For establishing a great playhouse)
EXP	50000

Finally, after completing the play, you'll get crowd feedback-one
moron peasant always likes it, and the other three following the first
will have varied reactions. For all that, however, this can only
really end two ways. Either the play goes on, or it doesn't. Typically
the play only flops if you had a very poor play quality, or if your
protagonist refused to act at all on opening night. If that's the
case, you'll get 5000 gold as consolation from Samuel Thunderburp. If
the play goes on, no matter the quality, Higgold will offer to buy the
playhouse off of you for 10,000 gold. If you accept, you'll get a lump
sum and get to go on with your merry life. If you refuse, you'll get
weekly proceeds from the playhouse, like the De'Arnise Keep.

|								       |
|		       Obtaining Celestial Fury			       |
|								       |
Sequence of Events:						{WLK011}
		1) Glabrezu and Friends
		2) Obtaining Celestial Fury

Guarded Compound (AR0906)
1) Go to the Temple District and head over to the 'Guarded Compound' to
the east (x=4200, y=2100). Spell-buff before you head in, and make sure
you have some +2 weapons at the ready. Inside you'll be welcomed by Sion
and Ketta, who will discuss how they will endeavor in the future to 
better ward the door. Either pick a fight or pretend you came here by
accident, either way they'll teleport away. if you near to the north
east towards the stairs some enemies will gate in, typically including
an Efreeti, two Ettercaps, an Ogre Berserker, an a Nishruu on one side,
and a Glabrezu on the other. The Glabrezu and Efreeti are the two
somewhat worrisome enemies, and the two sides will happily attack the
other. The Glabrezu's victory is a foregone conclusion, since none of
the other enemies have the +2 weapons needed to harm the Glabrezu. 
Trigger their appearance then retreat, allowing the Efreeti to cast its
Fireball and Flame Strike on the Glabrezu before hitting it with a
Dispel Magic or Breach and stepping in to put them down. If you're in
good condition, continue upstairs. If you're injured or your spellbuffs
have worn off, retreat and recover before continuing to the upper level
(x=1000, y=500).

(x=550, y=950) Acid Arrows x4
(x=450, y=1000) Bloodstone Gem, 15 gold
(x=400, y=1050) Morning Star +2, 38 gold
(x=300, y=1100) Moonstone Gem
(x=200, y=1150) Iol Gem, 8 gold
(x=150, y=1200) Bloodstone Ring
(x=750, y=1250) Scroll of Mislead
(x=730, y=1250) Andar Gem
(x=670, y=1300) 1 gold
(x=620, y=1500) Silver Necklace
(x=1650, y=620) 15 gold
(x=1650, y=200) 38 gold

(x=400, y=1050)

Guarded Compound, Upstairs (AR0907)
2) Upstairs you'll find a rough party consisting of Sion, a Mage,
Stalman, a Cleric, Koshi, a kensai (Fighter), Olaf Rassmusen, an Orog,
Maferan, a Minotaur, and Ketta, a Thief. They've got a well-balanced
party, they'll start out with some spell buffs (particularly Stalman),
and they will use potions to beef themselves up before combat. Ketta
begins hidden, and will use Potions of Invisibility to hide with the
sole goal of hitting you with as many backstabs as she can. On top of
that you've got traps near the stairs that will keep you from advancing.
Turn off your party AI if it's on, as this fight requires some micro-
management. I send Keldorn up by the pillar and hit them all with a
pre-emptive Dispel Magic just to frustrate their early efforts. My main
character (and/or Edwin) follow up with Greater Malison, while
Anomen/Viconia cast Greater Command. Jaheira immediately begins casting
Insect Plague and Yoshimo beings searching for traps. After the first
round of spells go off, Jaheira lets loose with a second Insect Plague
if anybody is up, and Edwin/protagonist use Chaos to further soften any
potential resistance. Once they're afflicted, Breach takes down spell
effects and I focus on taking out Sion first, then Stalman. If those two
go down, there's a very good chance you'll win this fight. It also won't
hurt to cast a Slow spell to inhibit their Fighters, as they're all
fairly capable of hitting a -5 Armor Class at will, and Koshi can stun
you with a hit, which can be a death sentence. When they fall, loot them
to reap the following rewards:

Ketta: Leather Armor +3, Short Sword +2, Potion of Invisibility 
       (varies), 140 gold.

Koshi: Celestial Fury, Katana +1, Potion of Extra Healing (varies), 
       Oil of Speed, Helmet, 120 gold.

Meferan: Full Plate Mail +1, Helmet of Defense, Large Shield +2,
	 Battle Axe +2, Potion of Extra Healing (varies).

Olaf Rassmusen: Full Plate Mail +1, Helmet of Charm Protection,
		Two Handed Sword +2, Potion of Extra Healing (varies).

Sion: Adventurer's Robe, 75 gold.

Stalman: Plate Mail +1, Mace +2, 20 gold.

For the second time in the game we've disposed of a rival group and
gained-in one battle-loot comparable to what we found in the entire
first game. With the two suits of Full Plate Mail +1, everybody in your
party wanting for good magical heavy armor should be satisfied, and the
Large Shield +2 is sure to help a bunch, not to mention the two magical
helmets. For all that, however, the real prize is Celestial Fury, a
+3 Katana with a chance to stun enemies and a chance to deal 20 extra
lightning damage A katana-weilding character is now set for a long,
long time. Jaheira (in the good party) or Viconia (in the evil party)
wears the Helmet of Defense. They both have decent Armor Class, but the
bonus to their saving throws is a welcome boost for characters that I
rely on to reverse debuffs on my other party members. Of course, the
resistances don't hurt, either. In any case, I prefer the protection
from critical hits and other bonuses given by the Helmet of Defense to
the Hit Points and THAC0 bonus given by the Pale Green Ioun Stone, which
goes to Haer'Dalis, Edwin, or some other character who can't wear a
helmet and needs some protection. Don't be afraid to rob the place now 
that you've overcome its owners.

(x=1330, y=350) Bullet +1 x8
(x=1530, y=400) 56 gold
(x=1700, y=400) 9 gold
(x=1670, y=570) Wand of Fear, Arrows of Fire x4, 666 gold
(x=1800, y=500) Potion of Insight, Spear +3
(x=1850, y=450) Spear +3
(x=2350, y=700) History of the North, History of the North, 4 gold
(x=2400, y=750) History of the Vast, History of the Unicorn Run,
		History of the North, Skydrop Gem
(x=1250, y=1400) Sling +2, Bullets +2 x10
(x=1200, y=1370) Last March of the Giant, History of the Moonsea
(x=570, y=1170) Wand of Paralyzation, Arrows +1 x9, 
		Arrows of Piercing x8
(x=450, y=1250) Asp's Nest x7, Bolt +2 x10, Bolt of Lightning x20
(x=220, y=1150) Wand of Frost, Dart of Wounding x10
(x=370, y=1050) Scroll of Shocking Grasp, 2 gold

(x=1100, y=540) 
(x=1000, y=590)
(x=680, y=800)
(x=600, y=890)
(x=1850, y=450)
(x=570, y=1170) 
(x=450, y=1250)
(x=220, y=1150)

|								       |
|			  The Circus Tent Quest			       |
|        		    (Recruiting Aerie)			       |
Sequence of Events:						{WLK012}
		1) There's Something Foul Afoot..
		2) Genie Riddles
		3) Into the Circus Tent
		4) Aerie the Ogre
		5) Aerie the Elf
		6) Werewolves and Shadows
		7) Kalah's Chamber
		8) Back to Reality

Waukeen's Promenade (AR0700)
1) Head over to Waukeen's Promenade and make your way to the Circus Tent
area in the center of the map. At (x=2800, y=1550) you'll find a young
boy named Giran, who will complain that his mother went inside the tent
and never came out. What kind of mother leaves her son behind to go see
a circus act? Talk the guard by the entrance to the circus tent 
(x=2970, y=1570) and he'll tell you that something bad happened in the
tent-and he'll suggest evil magic is involved. Nobody has come out save
one of the animal trainers, and nobody sent in after the disturbance
has returned. Ask for permission to enter and he'll move out of the way
sure enough. Over at (x=2700, y=1920) you'll find Fearghus, whom-as the
first half of his name suggests-is terrified of what happened in the
circus tent. His story seems to confirm some bad magic as the cause, and
some 'special performance' as a possible catalyst. Head into the tent at
(x=2950, y=1500).

Circus Tent, Exterior (AR0600)
2) As soon as you enter a Genie will bother you with some riddles.
Haven't we done this before? Anyways, answer the  riddles so you can get
across the bridge and see some 'Kalah' creature, which apparently you
need/want to do. Or so the Genie assumes.

"A princess is as old as the prince will be when the princess is twice
as old as the prince was when the princess' age was half the sum of 
their present age. Which of the following, then, could be true?"

Answer: The prince is 30 and the princess is 40.

If you answer the first riddle correctly you'll get a decent experience
reward. If not, the nice Genie will give you a second, less math-
intensive riddle.

"The poorest have it, the richest need it, but if either was to eat it
they would certainly perish. Tell me what it is!"

Answer: Nothing.

If you bomb both tries the Genie will turn hostile and attack, 
immediately starting out with Stoneskin and various other defensive
spells. Offensively, he's fond of turning a character to stone before
attacking in melee. Still, it's more rewarding (and safer) to just 
answer the Genie's riddle.

(For answering the Genie's riddle)
EXP	19500 (first riddle) or 14500 (second riddle)
3) You can now cross the bridge and enter a large domed structure 
(x=1300, y=1500). If you head around the sides of the building you'll 
find some Shadows and Werewolves. You won't get any experience for 
killing the latter, and when they die you'll get some 'illusion 
dispelled' text, and they'll turn back into people. All things 
considered, it might not be worth it to kill them.

Circus Tent (AR0604)
4) When you arrive on this level you'll be approached by an Ogre named
Aerie. Being the super-sleuth that you all are, I'm sure by now you
realize Aerie isn't really an Ogre. She claims to be a member of a race
of winged elves who works at the circus with her uncle, Quayle. It 
couldn't possibly be.. nah.. anyways, she tells you that somehow Kalah
has created this place, affecting everybody with illusions-deadly
illusions. She'll ask you to free her, which involves getting a sword
that's a key from some commoners who aren't common. Over at
(x=250, y=500) you can find a 'spider', who turns out to be Hannah, 
Giran's mother. She'll give you a bit of information for talking to her.
5) Up at (x=750, y=280) you'll find a pair of 'Peasants' who'll attack
you. As you strike them they'll turn into 'Orcs'. Kill them and take
'The Ogre's Sword' off of one of them. Take the 'sword' back to Aerie
and give it to her (refusing to give it to her provokes her into
attacking.) Give her the key and free her, however, and you'll get a
reward, as well as a new party member, if you're so inclined. Aerie's 
one of the worst Mages in the game-certainly below Edwin, Imoen, and
Nalia, and she won't get along with Korgan. Anyways, continue on past a
'Pleasure Slave' who has little interesting to say, and enter the next
area at (x=1050, y=400).

(For restoring Aerie to her true form)
EXP	18500

Circus Tent, Tower (AR0605)
6) This level is fairly uninteresting, being populated by some Shadows
and Werewolves. There are two vases to loot, but frankly, it might be
best to head up to the next level and leave the illusions at peace. As
you ascend the stairs a Genie will bother you and simply annoy you by
asking if you wish to proceed.

(x=930, y=400) Scroll of Protection from Petrification, 
	       Scroll of Dispel Magic
(x=830, y=350) Scroll of Web

Circus Tent, Kalah's Chambers (AR0606)
7) At the top of the tower you'll find Kalah, who starts out the
conversation fairly threateningly. Quayle (the Ooze in the corner) will
talk to you and tell you not to acknowledge the illusions by attacking
them, or they'll become quite real to you. Simple enough, Haste up and
rush Kalah, who dies extraordinarily quickly (I swear, 47 Hit Points
of damage was all he could take, which was just two hits from my main
character.) After Kalah dies you'll be whisked away to the inside of a
rather normal-looking circus tent. 

Circus Tent (AR0607)
8) Kalah, now forced back into his real form of a rather pathetic Gnome
illusionist, tosses out a few insults and whines a bit before dying.
Aerie and Quayle talk a bit before Quayle decides Aerie needs to
experience life outside of the circus. Take Aerie with you-or not
(she'll remain here for you if you decline)-and loot Kalah's corpse for
a Girdle of Piercing (great for characters like Korgan or Keldorn who 
come under missile fire a lot and don't have a shield to protect them),
a Ring of Human Influence (makes any character fit to lead the party,
pretty-wise), 20 Bullets, a Garnet, a Flail, a Scroll of Identify, a
Scroll of Infravision, a Scroll of Magic Missile, a Scroll of Stinking
Cloud, a Scroll of Stoneskin, a Sling, and 724 gold. Talk to Hannah
(x=100, y=300) and she'll thank you and you'll get a downright meager
experience reward. Go outside and talk to Giran and you'll get the rest
of the reward.. which still isn't very much. Ah well, at least now we
have Aerie at our disposal. For me, I take this literally and leave her
behind. Anyways, now it's time to leave Athkatla in search of new party
members. At this time I set my eyes on recruiting Valygar, which also
includes taking care of the Planar Sphere.. and marginally exploring
the Umar Hills dungeons to dig out Mazzy. This means heading over to
the Government District, and after all this adventuring we'll probably
have to deal with Keldorn's family crisis. If so, consult [WLK007].

(For rescuing Giran's mother from the circus tent)
EXP	500 + 2500

|								       |
|		      The Planar Sphere Quest			       |
|		  (Recruiting and Securing Valygar)		       |
Sequence of Events:						{WLK013}
		1) Madeen's Message
		2) Magic License
		3) Tolgerias' Request
		4) Valygar's House	
		5) Another Call for Heroes
		6) A Note on Over-World Travel
		7) Trouble in Umar Hills
		8) Finding the Fugitive
		9) Valygar's Cabin
		10) Into the Sphere
		11) The Golem's Arm
		12) Solamnic Knights
		13) Sahuagin Room
		14) Cannibalistic Halflings
		15) Golem Room
		16) Furnace Room
		17) Finishing the Golem
		18) Subduing Lavok
		19) Garden Room
		20) Lizard Man Room
		21) The Lower Planes
		22) The Rune Room
		23) Tolgerias' Reckoning
		24) Fire Room
		25) Ice Room
		26) Engine Room
		27) Returning Home

Government District (AR1000)
1) Now head over to the Government District, where stupid cuckold
Paladins will no longer bother us with their marital problems.
Over by the Council of Six building you'll find Madeen, who will tell
you that he's a representative of one of the leaders of the Cowled
Wizards. Sounds like just the guy we need to talk to about this Imoen
thing! Agree to meet with his master, a wizard named Tolgerias, and head
inside the aforementioned Council of Six building (x=3150, y=900).

Council of Six Building (AR1002)
2) There are lots of people here to talk to, although only two have
anything worth listening to. Just follow the robes-you have Corneil at
(x=580, y=800) who you can talk to about that whole bothersome magic
license business. If you pay a ghastly 5000 gold, you'll be able to
sling spells about within city limits. This isn't a license to kill, of
course, but by now we have the money for it (or at least, you should).
No more worrying about the Cowled Wizards when we cast Haste, and no
more relying solely on Insect Plague to win fights!.. well, not really.
3) As for our quest at hand, we can find Tolgerias at (x=770, y=770).
He'll promise you magical trinkets, money, and information about Imoen
in return for your agreement to help him with some matters. Accept and
he'll tell you that a man named Valygar Corthala has slain some Cowled
Wizards, and Tolgerias needs you to track him down. First things first,
lets rule out his presence in Athkatla before we go running off to the 
Umar Hills. Head to the docks district and enter the house at 
(x=2450, y=1150), constructively called 'Valygar's Home' on your map. 
Outside of the house at (x=1270, y=1130)

Valygar's House (AR0325)/(AR0326)
4) In Valygar's house, at (x=500, y=280) you'll find Hervo. Tell him
you're a friend of Valygar's and ask about what happened with the Cowled
Wizards. He'll let slip a comment about the Umar Hills, and about 
Valygar being a formerly gifted scout of sorcerous ancestry. In case you
somehow haven't gathered what's up, loot around the house and upstairs
to find a Corthala Tax Notice, which clearly mentions a cabin in the
Umar Hills. Yeah, yeah, we get it. Off we go!

***ITEMS*** (AR0325)
(x=400, y=300) Zios Gem Studded Necklace, 8 gold
(x=550, y=150) Potion of Insight, 10 gold
(x=300, y=270) 12 gold

***ITEMS*** (AR0326)
(x=400, y=150) Bloodstone Ring, History of Dambrath
(x=300, y=250) Bloodstone Gem, Dagger, Corthala Tax Notice, 23 gold

City Gates (AR0020)
5) Head over to the City Gates (AR0020) where you'll find a man named 
Flydian (x=480, y=680). He'll ask you if you can come to Trademeet and 
meet with one Lord Logan Coprith to discuss resolving that town's 
problems. Since it has to do with recruiting Cernd we'll pick up the 
location of Trademeet now and agree to help him. Continue on to the 
gate, where you'll see a corrupt Soldier get bribed by a ne'er-do-well.
Oh well, such is life. Exit the city at (x=1100, y=300).
6) Now, a note on the overworld map. Just like in Baldur's Gate 1, you
can get ambushed on your way between areas. To my knowledge, none of
these encounters are anywhere near as threatening as in Baldur's Gate 1.
By now, you're just beyond the ken of simple bandits. Areas are further
apart and more significant now-no more trawling through half-empty 
forests for a handful of simple encounters. I know, I miss it too. You
also don't need to search the corner of every area to make sure you find
every place-most of the game areas you'll get through quests and talking
to NPCs, not random discovery. Right now we should have three areas on
the map for our perusal: Umar Hills, Trademeet, and Watcher's Keep. The
latter we won't discuss for a good long time, but if you wish to scope
it out early nobody will blame you-as long as you go there to shop, and
don't seriously think you're ready to clear it out. I will admit, I did
head over there to grab the Potion Case sold by Sister Garlena. Hauling
my potions around with me was just becoming a chore.

Umar Hills (AR1100)
7) When you arrive you'll find your Minister Lloyd trying to calm down
a group of irate and scared townsfolk. You'll hear mention of everything
from Ogres, to Wolves, and the witch Umar herself. Over at 
(x=4380, y=3200) Nelleck, who will talk a bit about the murders, and
over to the west are three merchants-Elence Fielding (x=3580, y=2880),
Beherant Diir (x=3450, y=2900), and Min Mining (x=3450, y=2990) who have
more to say on the matter, and a little worth buying (or stealing).
8) As fascinating as all this Umar witch business and people turned
inside out nonsense is, it's not what we're here for yet. Head up,
over, and around the Umar Inn to the east, cross a steam, then cross
another one to the north. Dispose of the local wildlife and head up some
natural stone steps. You'll be intercepted by a trio of Rangers, who
seek to prevent you from finding Valygar. Tell them you mean no harm or
kill them. They give good experience for only a little bit of trouble,
although they don't really drop anything fantastic.

Valygar's Cabin (AR1101)
9) Head up into Valygar's Cabin (x=1400, y=550) and search the back room
to find the elusive Valygar himself. He'll tell you that the Cowled
Wizards lied to you, that they wanted him to get inside a giant Planar
Sphere that appeared in Athkatla some time ago. Apparently the sphere is
owned by his ancestor Lavok, who parasitically inhabits the bodies of his
relatives to keep himself alive. The Cowled Wizards want to get inside
the sphere, and apparently Valygar's body is the key. When he refused to
help them (and really, who wouldn't?) they attacked him. Naturally he's
been on the run ever since. In traditional form for this guide, lets
discuss the less-than-ideal options for dealing with this situation.
First, you can kill Valygar and take his body back to Tolgerias. So long
as you don't try and hold out for more money, he will more or less live
up to his bargain. Of course, there are consequences to this action that
make it less than ideal. First, if Keldorn is in your party he'll
abandon you for attacking Valygar (this can be solved by simply not
having Keldorn in your party at the time). More importantly you'll never
get access to the Planar Sphere if you give away Valygar's body, which
means you'll never get some great items.. like the Gauntlets of Ogre
Power, and hence, Crom Faeyr. You can also kill Valygar and take his
body into the Planar Sphere yourself, which works just fine. Of course,
we came here to recruit Valygar, so I'll assume you'll take him along..
or at least you'll find your way into the Planar Sphere, with Valygar
alive or not.

(x=130, y=370) Scroll of Infravision
(x=250, y=140) Rainbow Obsidian Necklace, Arrows +1 x10, Arrows x40
(x=350, y=100) Katana, Composite Long Bow, Spear +1

(Convince Valygar to join you)
EXP	9500

(For giving Valygar's body to Tolgerias)
EXP	11250
Reputation -1
Gold	500
Item	Ring of the Ram
10) With Valygar (or pieces of him) in tow, head back to the Slums
District of Athkatla (AR0400). Head to the northern part of the level,
and when you get near the sphere Valygar will speak a bit. Go through
the doorway at (x=670, y=700) to reach the exterior of the sphere and
enter it at (x=200, y=600).

The Planar Sphere (AR0411)
11) Through the locked door at (x=3100, y=2500) you'll find a room with
a Steam Mephit and a scrying pool. Interesting, but not very useful. Go
through the doors to the west to find a circular room with a Clay Golem
inside. Clay Golems tend to haste themselves before engaging, they hit
hard, and require magical blunt weapons to harm. If you stole some 
Maces +2 from Gorch back at Mae'Var's Guild Hall you should be fine, 
just be sure to equip your Fighters with them before provoking the 
Golem. Once you've got the Planar Key, activate the northern door to
initiate planar travel and gain access to the rest of the sphere. Now
the only way out is to clear the Planar Sphere.

(x=2300, y=2750) Coal, Scroll of Conjure Lesser Air Elemental,
		 Scroll of Minor Spell Turning, Bullets +2 x40
(x=2250, y=2750) Scroll of Polymorph Other, Bolts +2 x40
(x=2150, y=2800) Golem Arm, Planar Key, Scroll of Breach, Arrows x120
		 Bolt x120, Bullet x120, Dart x120
(x=2150, y=2850) Scroll of Haste, Emerald, Arrows +2 x40

(For activating the Planar Sphere)
EXP	17500
12) Head through the doors to the north where you'll find three Solamnic
Knights led by one Reyna, who will initiate dialogue with you. Yay,
crossover from Dragonlance. Who cares. They'll tell you about some
'cannibalistic halflings' ahead that apparently caused the Solamnic 
Knights some trouble. Talk to the other two knights-Ancan will talk of
'fish that walk as men' to the north and Onvo will mention a 'damaged
Golem' past the 'bone room.' 

(x=2400, y=2200) Scroll of Warding Whip, Golden Necklace, 
		 Throwing Axe x40
13) To the north you'll find two Sahuagin, two Sahuagin Priestesses,
two Sahuagin Baronial Guard, and a Sahuagin Baron. It's another fight 
that Insect Plague wins with ease. Even without Insect Plague, they're
just not much of a challenge, despite their Clerical debuffs and 
poisoned bolts. Aside from Paralytic Bolts and Bolts of Biting, the
Baron will drop of a Cloak of Protection +1.
14) Head through the door to the west, where you'll find some of the
Halflings that the Solamnic Knights mentioned. The Halfling Warriors
aren't much of a threat, and each carry a Morning Star, a suit of Chain
Mail Armor, and a Helmet. Ahead you'll find four more Halfling Warriors
standing in front of a land bridge-behind them is another, more powerful
runt named Togan. When you come into view, Togan will retreat, and 
beyond the bridge will join up with Kayardi, Entu, and Mogadish. This
can be a rough fight, as you probably won't be able to stop Mogadish
from getting off a Symbol, Stun. The best advice I can give? Lead with a
summon and hope Mogadish targets it with the Symbol, Stun. Have Keldorn
hit the enemies with a Dispel Magic to take down their spell buffs (if
you have him) and use Jaheira to cast Insect Plague. Mages should cast
Chaos and Clerics should try out Greater Command. The more enemies you
can incapacitate the better your chances of survival. You can also 
absorb the Symbol, Stun with a Spell Immunity (Conjuration), and a 
capable Mage can actually weather the entire group of cannibal halflings
well enough (with the aid of  Stoneskin, Improved Invisibility, and 
Blur) to provide the rest of your group with enough cover to get out
the spell assault I've listed above. If you don't have Keldorn use Edwin
to debuff the enemies with Breach after a round or two of Chaos spells.
Once Mogadish and Kayardi are vulnerable go after them, as they're the
real threats. After they're dead, loot them for the following goodies:
Togan will drop a suit of Chain Mail Armor, a Helmet, Arrows x40, a
Flail, and Ripper +2. Entu will leave behind a suit of Chain Mail Armor,
Gauntlets of Ogre Power, Coal, and a Mace. Mogadish relinquishes a suit
of Chain Mail Armor and a Club, and Kayardi will drop some gold.
Ripper +2 will go great on Minsc (or any archer capable of using
Composite Long Bows), as it's easily the best bow we've found yet. The
Gauntlets of Ogre Power are the real prize, however. Put them on the
next weakest front-line Fighter, typically Keldorn or Viconia,
depending on party composition.
15) Go through the door at (x=400, y=1550) to find a pair of Sword
Spiders and a pair of Ettercaps. There's more to do in this room, but
as you don't have the poor Golems' head, you'll have to continue 

(x=500, y=1450) Golem Building Book, Coal, Emerald, Dart of Wounding x40

(x=880, y=1300)
16) Through the northern door you'll find another group of Halflings,
including a pair of Halfling Warriors, a Mage named Taibela and another
spellcaster named Necre. This fight isn't nearly as hard as the one
before, as Necre and Taibela are not nearly as well protected-Keldorn
tears down their spell effects, and the rest of my party simply destroys
them. Necre will leave behind the Stiletto of Demarchess +2, for what
it's worth. In this room you'll find three furnaces (x=500, y=500), 
(x=700, y=700), and (x=300, y=700). Put a piece of coal into each one-a
Fire Elemental will show up after you light each one up.

(x=1620, y=500) Golem Head, Coal, Tchazar Gem x10, 
		Arrows of Piercing x40

(x=800, y=650)
(x=1120, y=550)
17) Go east to find a gear room occupied by a pair of Stone Golems. Kill
them and grab the Golem Head-we can now return to the Golem room and fix
the Golem (x=300, y=1300). Once the Golem is free it'll declare that 
there is an intruder and head to the east. Follow it, where it'll open a
previously locked door (Irenicus' Dungeon much?). Continue following it
east through a rune room and into a room occupied by an Elder Orb. After
the Elder Orb makes a defiant-but-futile-statement, it'll attack the
Golem. Try your best to get the last hit on the Elder Orb for a juicy
experience reward, which is fairly risk-free considering the Elder Orb
won't focus on you with the Golem around. Head through the door at 
(x=3000, y=600) to reach the 'Navigator's Room'. Time to pay Valygar's
ancestor a visit.

(x=2440, y=580) Scroll of Spell Thrust, Diamond x2, Moonbar Gem x3,
		Scroll of Breach, Throwing Daggers x40

(For repairing the Golem)
EXP	23500

Navigator's Room (AR0410)
18) Before heading through the door ahead of you, spell buff-at the very
least cast haste. Lavok is pretty unhappy that you caused the Planar 
Sphere to move and ruined his 'escape.' If Valygar is with you he'll 
have some words with Lavok, who will mention something about your 
intrusion causing the sphere to leap back to his own dimension. 
Afterwards a fight ensues. Just get on Lavok early and hit him with a
Breach and Insect Plague to tear down his spell defenses and render him
helpless, then pummel him into submission. After Lavok loses, he'll
mention that some being had possessed him, and asks one boon of you-or
Valygar-that he be allowed to see the sky one last time. In return he'll
tell you how to return home. To get back, you just need to go get 
yourself the heart of a powerful demon. Might be pretty hard trapped in
this sphere, but fortunately the sphere warped back to some lower plane
when you entered. You might have stopped Lavok, but you're not out of
the woods yet! Or sphere, rather.

Garden (AR0419)
19) First go through the door to the west and exit the area
(x=100, y=550) to find a garden area, occupied by two Spore Colonies and
the Myconids they'll summon.

(x=900, y=450) Quarter Staff +1, Sling +2, Bullet +1 x40,
	       Potion of Extra Healing x10, 150 gold

Lizard Man Room (AR420)
20) Head back to the Navigator's Room and go north, exiting the map at
(x=500, y=50) to find a triangular room occupied by four Lizard Men.
Not very epic, but we might as well grab the loot, right?

(x=500, y=250) Battle Axe +2, Protector of the Second +2, Ninja-To +1,
	       Dart +1 x60, Bolt of Lightning x40, 350 gold

Lower Plane (AR0414)
21) Okay, enough picking on pansy enemies and grabbing easy loot. Head
back to where you entered the Planar Sphere and head outside
(x=3400, y=3100) to reach.. well, no place good. This level is populated
by Fire Mephits, Imps, Maurezhi, Quasits, Salamanders, and the odd
powerful Tanar'ri. The latter are the only real threats, especially the
unique Lea'liyl. Spell-buff to the max before engaging them, send
summons first to provide extra targets, and hope their 'death gaze'
doesn't paralyze anybody. Keeping Remove Paralysis handy comes highly
recommended. Lea'liyl is at (x=1920, y=1340), another Tanar'ri is at
(x=1100, y=2050) and the last is at (x=2150, y=1750). The last is
probably the easiest to deal with, as it won't summon reinforcements,
but if you're brave you can test all three, as they each give good
experience. Besides their 'death gaze' they're fond of using Vampiric
Touch and Silence 15' Radius, and when all else fails, they're fairly
strong melee combatants. At least at this point in the game. Kill one,
kill two, or kill them all, but get a sweet, sweet Demon Heart and head
back into the Planar Sphere.

Note from Lee:
Didn't even have to spell buff here. Hasted the party and rushed the
Tanar'ri - they went down pretty easily, and mopping up their
"reinforcements" was a breeze. I had a plethora of Healing Potions, so
getting back to full strength after each was easy. Once they were all
dead, I rested back inside the sphere.
22) Now return to the rune room. To activate the runes, touch the 
northern one first (x=1500, y=1120), then the southern one 
(x=1300, y=1500), then the eastern one (x=1600, y=1370), and finally the
western one (x=1200, y=1220). The door south will open, allowing you to
head to the lower level (x=1700, y=1800).

The Planar Sphere, Lower Level (AR0412)
23) Go through the door to the north to find Tolgerias and a companion
Cowled Wizard. You know the whole 'screwing them over' thing that you're
doing? Yeah, they're not fans. Naturally, a fight ensues, and it would
be wise of us to be careful, being rather low-leveled and all. Their
strategy is as follows. Besides the requisite spell-buffing they'll do
(Stoneskin to start, True Sight if you try to be sneaky, and other
defensive buffs like Mirror Image if the fight draws out) their main
goal is for Tolgerias to hit you with a Horrid Wilting (nearly fatal to
any character at this level) followed by Power Word: Kill, which will
almost certainly kill any one character who survived the Horrid Wilting
due to the damage they just sustained. Afterwards, Tolgerias will cast
several Power Word: Stun spells, while his Mage buddy summons critters
to take advantage of any characters who might be stunned. Tolgerias's
stunning will, of course, be more effective by the virtue of the damage
done by his Horrid Wilting. It's a simple scheme, but it can be brutal.
An easy way to blunt their offense? Mark their locations with an
invisible or sneaking character, then summon something near them
(making good use of replenishable summon items like the Black Spider
Figurine.) Tolgerias will then be obligated to use his Horrid Wilting
on your summon. Afterwards, Haste up, and rush Tolgerias. Use Jaheira
to cast Insect Plague, and use a Mage to try and take down his defenses
with Breach. If you manage to hit them with Insect Plague at this point,
the fight is probably over, and his subordinate Mage is much less
capable of causing party-destroying mischief. Once they're dead, loot
Tolgerias for a Ring of the Ram, an Angel Skin Ring, and a Quarterstaff.
Not very epic loot for such a potent opponent, eh? Ah well.
24) To the east you'll find a 'fire room'. That's right, it's the 
elemental part of the planar sphere. Inside is a Greater Fire Elemental,
an Efreeti, two Salamanders, two Fire Mephits, a Magma Mephit, and a 
Smoke Mephit.

(x=1900, y=930) Scroll of Globe of Invulnerability, 
		Scroll of Spirit Armor, 
		Large Shield +1, +4 vs. Missiles, Staff of Fire +2,
		Arrows of Fire x40

(x=1650, y=940)
(x=2100, y=870)
25) Through the door to the north-or rather, the large chunk of ice
that serves as a door-you'll find three Ice Salamanders, three Ice 
Mephits, and a Troll. Remember to use fire or acid to finish the Troll
off once you've put it down.

(x=700, y=550) Scroll of Otiluke's Resilient Sphere, Helmet of Defense

(x=700, y=760)
(x=550, y=500)

Engine Room (AR0413)
26) Now to get to the Engine Room. You can reach the Engine Room via a
door north of the fire room (x=1700, y=300), or north of the ice room
(x=1100, y=50). In the engine room you'll encounter a Clay Golem and
some Stone Golems will spawn as you move about. Use the narrow walkways
to ensure you're only attacked by one Golem at once if possible, and be
sure to get all the magical blunt weapons you can on the Clay Golem.
Grab the Ring of Danger Sense (which will bring Imoen and Nalia up to
snuff when it comes to detecting traps) and the largest cash payout
we've had yet in this game. Dump your hard-won Demon Heart in the power
core (x=800, y=800) to get a nice experience reward for your effort.

(x=1200, y=350) Ring of Danger Sense, Bloodstone Amulet, Black Opal x3,
		Ziose Gem x2, King's Tears, 6666 gold

(x=1200, y=350) 

(For powering up the Planar Sphere)
EXP	45500
27) Return to Lavok and either choose to let him die here, or take him
with you outside. It is MUCH more rewarding to take him outside, but
either way he'll give you the Planar Sphere when you're done (so long
as you're a Mage and haven't taken another stronghold yet.) Valygar
will talk with you once Lavok dies and ask to remain with you. He's now
yours for the rest of the game. Loot Lavok and grab his Ring of Acuity
before heading off on our next quest.

(For letting Lavok die on his home plane)
EXP	45500 (each character)

Next up is to recruit and secure Nalia, which will also nab us the 
Fighter's Stronghold. Before that, however, I'll cover the Mage 
Stronghold quests (messing around with your new Planar Sphere.) Also,
since I've accumulated 34,000 gold over the last several quests, it's
time to go spend some of it. Since the end of my time here in Athkatla
is approaching, I buy what I really need before chasing off after 
Irenicus-including Bracers of Defense AC 3, the Fortress Shield +3, and
the Ring of Air Control. Sure, I'd like to get my hands on the Robe of
Vecna, the Sensate Amulet, and the Reflection Shield, but I have the
cheaper defensive items, and that'll do for now.

|								       |
|		        Mage's Stronghold Quest			       |
|								       |
Sequence of Events:						{WLK014}
		1) Working With the Enemy
		2) Slaying the Solamnic Knights
		3) Sanctuary for the Solamnic Knights
		4) Sending the Solamnic Knights Home
		5) The First Task
		6) The Second Task
		7) The Third Task
		8) Graduation
		9) Assault of Argrim's Anti-Magic Fanatics
		10) A Bad Day for Hanj..
		11) Gossip
		12) Imprisoning Argrim
		13) Potion Payout

Planar Sphere (AR0411)
1) Return to the Planar Sphere, where Reyna of the Solamnic Knights will
ask you to return her and her companions home. After she leaves, a
Cowled Wizard named Teos shows up, ready to offer you a deal. Because of
your seizure of the Planar Sphere (and subsequent smiting of Tolgerias)
the Cowled Wizards have decided to take you seriously. They'll allow you
to operate the sphere, and in return you do some mercenary work in
situations in which they cannot act. He will offer to look into Imoen
for you, but by now you should realize that this is always a dead end.
And of course, you might be working for the Cowled Wizards, but it won't
change how the cowled Wizards treat you in the city (you'll still get in
trouble if you cast spells in the city without a license, for example.)
If you ask him about the Solamnic Knights, he'll tell you to just kill
them and be done with it-or failing that, go ask Ribald at the 
Adventurer's Mart or the knights or the Most Noble Order of the Radiant 
2) Well, first things first, we can just kill the Solamnic Knights. They
give 2000 experience each and drop mundane gear, so it's not much of a
solution. For a REAL reward, look into either going with the Most Noble 
Order of the Radiant Heart or Ribald instead.

High Hall of the Radiant Heart (AR0903)
3) Head over to the Temple District and go to the south eastern corner
to find the 'High Hall of the Radiant Heart' (x=3300, y=3400). Find
Prelate Wessalen (x=350, y=590) and talk to him about it. He'll offer to
allow them to stay here-not exactly what they wanted, but a bunch of
stupid paladins should be happy enough hanging around with a bunch of
other stupid paladins, right? Go back to the Planar Sphere and tell
Reyna that she can shack up with the Radiant Heart, and she'll resolve
herself to make the best of it. It's a start-45000 experience beats 
6000 any day, but we can do better.. if you have some money.

(For getting the Solamnic Knights to join the Radiant Heart)
EXP	45000
4) Travel to the Adventurer's Mart and talk to Ribald. He'll say he
knows a wizard who can help get the Solamnic Knights back-for a fee.
9000 gold, in fact. Yes, that's a lot of gold, but this crazy FAQ 
writer must have something in mind if I think this is the best way to
resolve the quest, just have some faith. Or better yet, keep reading
and you'll have knowledge, which is infinitely better than faith. You'll
be told that this Mage whose services you just procured will be at your
Planar Sphere in a day. So head on over to the Planar Sphere and rest
for a while-chances are you'll be bothered by Teos before your Mage will
show up, but that's fine (see Step #5). After a while, Khollynnus Paac
will show up and offer to take them away. Before they go, you'll be 
given a Golden Girdle as a gift, as well as an experience reward. 9000
gold sound a little steep for a Golden Girdle? Maybe, but these things
don't grow on trees, and gold is only as useful as what you buy with it.
It's better to ante up the gold now than wish you had a girdle later on,
when you've got plenty of money and nothing to spend it on. It'll 

EXP	45000
Item	Golden Girdle
5) About a day after claiming the Planar Sphere and speaking with Teos 
the first time, he'll show up again and promptly unload three 
apprentices on you-Morul, Larz, and Nara. You know they're disposable
because of their short names. Right Teos? After the introductions are
over you'll be whisked away to the Golem room, where the apprentices
will discuss what their first task-the enchantment of a magical item-
should be. You have the following options:

Dagger of [Character Name] (250 gold)
The Wand of the Apprenti (1000 gold)
Ring of Protection +1 (2000 gold)

Now, this is pretty much going to be the model for all your apprentice
missions-they'll ask you what they should create, and you'll pay them 
to make the item. Some items are more difficult and more expensive than
others, and more difficult tasks are more dangerous ones, as well. It's
possible that an apprentice will die during the crafting of a more 
powerful item, and the goal of this exercise is to get all your 
apprentices out of their training alive-at least, you'll get the best
experience reward at the end if all three are still breathing. That
said, it's also an opportunity to get yourself some loot, so we'll need
to balance our greed for equipment with our greed for experience points.
Trying to make the Ring of Protection will almost certainly kill Larz,
so go for something else instead. None of the items are very powerful,
so there's not much point in paying a lot of money for one or getting
anybody killed over it. I suggest going for the Dagger this time around,
as it's the least expensive item.
6) After completing the first item, they'll next move on to scrolls.
These are your options:

Scroll of Mislead (250 gold)
Scroll of Horrid Wilting (1000 gold)
Scroll of Meteor Swarm (2500 gold)

The Scroll of Mislead and the Scroll of Horrid Wilting are both doable,
and the latter is one nice spell, indeed. Going for the Scroll of Meteor
Swarm almost certainly will result in Nara's demise, so go for a lesser
scroll, instead.
7) The final test is a serious enchantment, your apprentices want to
tackle one of the following options:

Robe of the Apprenti (250 gold)
Ring of Wizardry (3000 gold)
Staff of Power (10000 gold)

There's no way to get everybody out of this alive, unless you tell them
not to even try. The Robe of the Apprenti gives you an Armor Class of 3,
but it's nothing that Bracers of Defense can't do, and it's certainly
not better than the Robe of Vecna. The other two items-they're pipe
dreams. You've really got no chance of getting your hands on a Ring of
Wizardry or a Staff of Power here. Tell them to back off.
8) About a day and a half after the completion of the last task (add on
the normal four days wait if you told them to skip the last craft) Teos
will show up. If you've got any apprentices left they'll have a rather
silly graduation ceremony, and you'll get a reward if all three are
still alive. By now you've gotten a crappy wand or a crappy dagger, and
a Scroll of Mislead or Horrid Wilting. At a cost of 500-2000 gold, it's
not a bad trade just for the items (especially if you scored yourself a
Scroll of Horrid Wilting!) but the experience really makes this worth-

(For successfully mentoring all three apprentices)
EXP	50000
9) About two days after the graduation ceremony you'll be approached by
a Sergeant Natula, who will tell you that Teos needs to see you in the
Planar Sphere immediately. After returning Teos will gate in and ask
you why the hell you asked for him. Uh.. Sergeant Natula and a group of
buddies will show up and attack, while Teos bravely flees. None of them
are spell-casters, which means they're all but helpless once you start
dishing out spell-buffs, and as usual a single Insect Plague or Chaos
spell will have this fight well under way. Sergeant Natula will drop a
suit of Full Plate Mail Armor and Alnarow will drop some Potions of
Invisibility, but the rest of what you'll get it junk. At least they're
worth a good  bit of experience. After the fighting is over Teos will
return and sheepish explain his departure. He'll also say that one Lord 
Ketlaar Argrim is a fanatic opposed to magic, and will conveniently have
a rune of imprisonment on hand that will trap Argrim for eternity. How
nice. Question him about it and he'll admit that Argrim was 'encouraged'
to find you. Time to pay Argrim a visit at the Crooked Crane.
10) When I enter the City Gate District this time, I find a merchant
being hassled by a ne'er do well named Hanj. If you encourage Hanj to
kill the merchant, he'll wuss out and leave, if you let the merchant be
bullied, Hanj will have a good day. If you help the merchant and run 
Hanj off he'll offer you a discount. You can only buy from the merchant
if you help him out, and after you're done shopping he'll leave. He
sells Arrows +2, Bullets +2, Potions of Hill Giant Strength, and a 
variety of interesting scrolls, including Minor Spell Deflection,
Breach, Lower Resistance, Conjure Lesser Fire Elemental, Chain 
Lightning, Disintegrate, Contingency, and Spell Deflection. If you have
a Pick Pockets skill of 180~ or so, you can steal from him pretty much 
at whim. I am only too happy to rob him of thousands of gold (and 
experience points) worth of wares. A bad day for Hanj is not a bad day 
for me.

Crooked Crane, Downstairs (AR0021)
11) Enter the Crooked Crane at (x=220, y=450). Do NOT enter the secret
door you may or may not discover at (x=500, y=150), as a messy death is 
all that awaits you there. Once you enter some dink named Rilmi will 
babble about Aulava and Tiiro are breaking up. It's really something I
don't care to deal with right now. Head upstairs at (x=100, y=500)

Crooked Crane, Upstairs (AR0022)
12) Once you get upstairs you'll see the drama of Aulava and Tiiro play
out. *Sigh* I guess we have no choice. Tell them what you think and 
they'll stay together-or not. In the next room you'll find Lord Ketlaar
Argrim (x=300, y=450). He'll claim to recognize you for the magical
abominations that you are. It doesn't matter what you say, a fight
ensues. Equip the 'Rune of Imprisonment' into your quick-item slot, and
use it on Argrim. Your character will get close to him and take their
sweet as time casting the spell. Once it's done and Argrim is imprisoned
mop up his guards and head back to the Planar Sphere. Report to Teos and
you'll get your reward. Teos will also tell you one pertinent word
regarding Imoen: Spellhold.

(For killing Argrim)
EXP	7500

(For imprisoning Argrim)
EXP	7500
13) If you successfully imprisoned Argrim, Morul will return and ask if
he can stay in the Planar Sphere. In return he'll brew you potions every
week. It's not quite as nice as cash, but it's something. He'll make
batches of five potions, which he'll randomly give you when they're 
ready. The batches are random, but the potions within are not. Here's a
list of the various batches I've encountered:

Potion of Genius
Potion of Invulnerability
Potion of Frost Giant Strength
Potion of Regeneration
Potion of Stone Form

Potion of Master Thievery
Potion of Perception
Tainted Potion of Invulnerability
Potion of Insight
Potion of Extra Healing

Elixir of Health
Potion of Fire Resistance
Oil of Speed
Potion of Genius
Potion of Genius

Potion of Defense
Potion of Cold Resistance
Potion of Agility
Potion of Firebreath
Empty Potion Bottle

|								       |
|		             de'Arnise Keep			       |
|		     (Recruiting and Securing Nalia)		       |
Sequence of Events:						{WLK015}
		1) Nalia's Plea
		2) The Palisade
		3) Being a Servant Sucks
		4) Deliberating with Daleson
		5) Flail Head (Cold)
		6) Clearing the Level
		7) Lowering the Drawbridge
		8) Splitting Trolls
		9) Flail Head (Acid)
		10) Lady Delcia Caan
		11) The Golem Chamber
		12) Dog Stew
		13) The Flail of the Ages
		14) Dog Food and Ultimate Weapons-Check
		15) Umber Hulk Melee
		16) Feeding Time
		17) TorGar the Troll

Copper Coronet (AR0406)
1) Now it's time to recruit and secure Nalia-the Imoen clone. Head back
to the Copper Coronet and hear her out this time. She'll complain that
her home is under attack, and these ungrateful common folk won't do
anything to help. And after all she's done for the poor, too! You'd
think that they'd be more grateful that she was giving back her father's
tax money-tax money generated by noble land-owners preying on their
serfs-but still! You can take her with you to the keep, or send her on
ahead and meet up with her there. I almost always send her ahead and
complete the quest without her in my party, but for this playthrough
I'll make an exception and take her along. In my 'good' party she takes
the place of Yoshimo, and with the Ring of Danger Sense, she'll serve
well enough in his place for now. Before you exit the city, you may
wish to get Nalia some fire-based spells if you take her along. She
comes with Burning Hands, Melf's Acid Arrow, and Flame Arrow, but
getting her Fireball might not be a bad idea either. Also if you have
some money lying around, you might consider heading over to Watcher's
Keep. The Firetooth +4 Crossbow is expensive, but it is incomparably
effective at clearing the de'Arnise Keep. Also note that Bernard in the
Copper Coronet sells all the Arrows of Fire and Arrows of Acid you'll
ever need (400 or so of each.) Although at 20-25 gold pieces per arrow
(750-1000~ per 40) it might be easier on your finances to steal them.

de'Arnise Keep, Exterior (AR1300)
2) When you arrive, Nalia will notice a palisade to the west and assume
the worst. The crucified corpses in front of the keep don't help ease
her mind either, I'm sure. Now she'll tell you what scourge has befallen
the keep: Trolls and 'snake creatures'. We'll just assume they're
Yuan-ti. Head over to the west to find the palisade, since there's no
way we're getting in the front gates. You'll find Captain Arat at
(x=670, y=3330), who will tell you about what happened here in full
detail. He confirms the Trolls, Yuan-ti, and 'tunneling beasts', and
tell you that the secret side entrance is the only way in. He'll also
mention that if you get the drawbridge down he'll lead his men to the
attack, which will hopefully distract some of the enemy. Then he'll give
you 20 Arrows of Fire and send you off on your way. Head north east to
find a secret door at (x=1300, y=2700).

de'Arnise Keep, Servants Quarters (AR1302)
3) Upon entering the keep Nalia will tell you to find Daleson, then
lower the drawbridge. Sure. Continue through some rooms until you find a
secret door at (x=600, y=1400). In the next room you'll find a Troll
abusing a servant, who is promptly mulched when you enter. Oh well. Kill
the Troll, and once it is 'dead' it'll fall down and be 'Near Death'.
During this time use fire or acid to kill it-either a Arrow of Fire,
Arrow of Acid, Burning Hands, Melf's Acid Arrow, Agannazer's Scorcher,
Fireball, Flame Strike, and so forth. (x=700, y=1200)

(x=530, y=1550) Potion of Extra Healing x5, 
		Scroll of Agannazar's Scorcher, Bullet x120, Dart x80,
		1 gold
(x=350, y=1550) Potion of Defense, Arrows +2 x20, Heavy Crossbow,
		Bolt +2 x20, Bolt of Lightning x20, Light Crossbow +1
(x=850, y=1250) Scroll of Protection from Normal Weapons, Bullet +2 x4,
		Throwing Axe x20, Throwing Dagger x60
(x=800, y=1380) Scroll of Identify, Bolt of Lightning x6, Bolt +2 x10,
		Bolt x40, Bullet x40, Bullet +1 x10, Dart +1 x20
(x=950, y=1450) Scroll of Simulacrum, Bullet x10, Bullet +2 x2, 
		Dart +1 x9
(x=1000, y=1400) Bloodstone Gem, 12 gold
4) Go through the secret door at (x=700, y=1200) to find Daleson. Well,
that was easy. Watch as Nalia desperately tries to act chummy with the
commoner, then defends her aunt's noble statue in a turn. Ahh.. 
Hypocrisy.. They'll mention some flail that Nalia's father never got
reassembled, and talk about the 'cellar', where Lord de'Arnise was
apparently taken.

(x=700, y=1140) Composite Long Bow, Long Bow, Long Bow +1, Arrows x120,
		Arrows of Acid x12, Arrows of Fire x10, Bolt x120,
		Bolt +1 x20, Throwing Axe x40
(x=500, y=1000) Spear, Quarter Staff, Quarter Staff +1, Spear +1,
		Halberd, Arrows of Fire x40, Bolts of Biting x40,
		Bullet +2 x40, Dart of Wounding x40
5) We still have no need to barge into the middle of the level. Go
through two secret doors, one at (x=400, y=950), and the other at
(x=370, y=720). You're now in a forge room, which will come in handy
later. Loot the chest and continue through yet another pair of secret 
doors at(x=650, y=400) and (x=720, y=350) to reach a room with some
animal statues inside. Loot one of the lions (x=950, y=200) for a 
Flail Head (Cold), as well as a Ring of Earth Control. I put it on
Keldorn, since it can be worn with magical armor and Keldorn doesn't
have a shield to boost his AC.

(x=550, y=400) Scroll of Find Familiar, 37 gold
(x=950, y=200) Ring of Earth Control, Flail Head (Cold), 810 gold
6) Now this might seem rather unceremonious, but backtrack and clear out
the entire level. In the middle of the level you can expect to find
several Trolls, whom can be bottle-necked quite nicely by simply not
going down to them. Make sure to grab the Star Sapphire from the latrine
and head out into the courtyard via one of the two entrances
(x=2000, y=1200)/(x=1600, y=1300).

Note from Lee:
I do this with just my main character, Keldorn, and Yoshimo - I have all
the melee power I need with my character and Keldorn, and Yoshimo brings
up the rear with Arrows of Fire to finish off the Trolls after melee
(and to disable the trap at (x=1420, y=1370)). The rest of the party
stays safely back in Daleson's Room. Moving clockwise from the door at
(x=625, y=1025) I can clear the level cleanly, then reassemble the party
to move on with Step 7.

(x=1420, y=1370) Dagger +2, 450 gold
(x=1790, y=680) Dart of Stunning, 1 gold
(x=1765, y=505) Star Sapphire 
(x=1320, y=420) Silver Necklace, 1 gold
(x=1250, y=370) Silver Ring
(x=1170, y=320) Arrows x40
(x=1250, y=240) Bolts x40
(x=1420, y=250) Bullets x30
(x=1520, y=520) Scroll of Protection from Normal Weapons,
		Scroll of Breach

(x=1420, y=1370) 
7) Once outside kill Rover, Rex, Spot, and Sparky and collect their
delicious Dog Meat. Daleson said that to feed the burrowing creatures in
the cellar he made some dog meat stew, requiring.. exactly four dogs.
Convenient, that. There's also and Otyugh around and some trolls as you
make your way up the walls. The wheel that operates the drawbridge is at
(x=2850, y=1850). Activate it to lower the drawbridge and get some
reinforcements-and better yet, some experience. Head back down to the
ground level of the courtyard and kill some Yuan-ti and Trolls that
have appeared to do battle with some de'Arnise Guards-guards armed with
Arrows of Fire, I might add. Head through the door at (x=2450, y=1200)
to get to the roof, where you can find more foes to slay. Up here you'll
find a door (x=1770, y=1200) leading to the upper level of the de'Arise

(For lowering the drawbridge)
EXP	29750

de'Arnise Keep, Upper Level (AR1303)
8) You'll appear in a room surrounding a Yuan-ti Mage, who also has some
Trolls nearby. If you jump on the Yuan-ti, this fight'll be over in a
pinch. Nalia will tell you to find her aunt's room, as there is a
secret passage (surprise..) to the 'cellar' there. One of the Trolls here
will split into two mini-trolls as you fight it, which is silly. Grab
the Keep Key from the bookshelf (x=1600, y=1380) before exploring the
rest of this level.

(x=1600, y=1380) Scroll of Conjure Lesser Earth Elemental, Keep Key,
		 Bolt +1 x20
(x=1700, y=1550) Scroll of Minor Spell Turning
9) Go through a door to the east and circle up and around counter-
clockwise. In one of the rooms Nalia will speak and mention the curious
lack of bodies lying around. In this room you'll find a secret door to
the south at (x=1500, y=800) which will lead to another secret door
(x=1370, y=1400). Go through a trapped and locked door (x=1250, y=1350)
to find Glaicas. Nalia claims he's been charmed. Charmed or not, he's
in the way. He's fairly strong, but a Slow spell really takes the bite
out of him. Once he dies, loot him for a suit of Full Plate Mail, two
Potions of Extra Healing, a Flail Head (Acid), a Two-Handed Sword, and
20 gold.

(x=1990, y=1090) 16 gold
(x=2100, y=770) Silver Necklace, Fire Agate Ring, Arrow x80, Bolt x80,
		Throwing Axe x50, Throwing Dagger x40
(x=1670, y=770) Dart x60, Bullet x80
(x=1200, y=520) Wand of Frost
(x=1200, y=1370) Scroll of Spell Thrust, Arrows of Acid x20,
		 Bolt of Lightning x20, 57 gold
(x=1200, y=1400) Andar Gem, Bullet +2 x40, Dart of Stunning x20

(x=1200, y=520)
(x=1250, y=1350)
10) Backtrack to the hallways around the perimeter of the level and
continue counter-clockwise. You can go up some stairs (x=1200, y=300)
to the roof and kill some more Yuan-ti if you wish. Continue through a
room with a fountain and enter a room containing Lady Delcia Caan
(you'll need the 'Keep Key' we found in Step #8 to gain entry to her
room). She's worse than the Trolls, but you'll suffer a large reputation
hit if you kill her, so just endure her uselessness. There's a room to
the south you can loot, but to continue on you'll need to search Lady
Delcia Caan's room.

(x=1400, y=1500) Scroll of Detect Illusion, Sunstone Gem,
		 Arrows of Piercing x20
11) In Lady Delcia Caan's room you'll find a secret door at
(x=850, y=1050). Go through another secret door at (x=900, y=850) to 
find a room lined with Golems. At my modest level (about 960,000
experience) there were two Flesh Golems, two Stone Golems, one Clay
Golem, and one Iron Golem. This is much more than I wish to be facing at
this time, so we'll have to be.. sneaky. For the sake of convenience,
let's list the Golems by their location, numbering them by where they
stand. #1 is the Golem (whatever type it may be) closest to the secret
door, and #6 is the Golem closest to the statues. The Golems activate
(and attack) when you mess with the statues are the far end of the room-
namely, certain Golems get touchy when you molest certain loot. If you
grab the Battle Axe +3, Frostreaver, Golems #6 and #4 will attack. If
you fondle the Warhammer +1, +4 vs. Giantkin, Golems #1 and #2 will
become irate. If you 'borrow' the Elven Court Bow +3, Golems #3 and #5
will attempt to kindly convince you to desist. Since #3 is the Iron
Golem, this is the group to watch out for. Finally, if you just want to
have a closer look at that Flail Head (Fire).. well, the Golems don't
give a crap about the most potent artifact they guard. Lazy Golems! It
should be pretty obvious how we can handle this encounter simply-take
one magical item at a time (saving that bow for last) to provoke the
Golems, and dispatch them piecemeal. Or.. you could just manually attack
a Golem without bothering with its loot, first. The attacked Golem will
fight back, of course, but you can simply slaughter them one at a time
this way. In any event, the big threat here is the Iron Golem. I
suggest killing off its buddies, then provoking it. Once done, run back
out the door where the Iron Golem can't reach me. Sure it's not very
brave, but that's not the point here. The Iron Golem requires +3 weapons
to hit, and thankfully I've kept the Dragon Bane +3 halberd. Keldorn
equips it, then attacks the Iron Golem, which simply cannot reach him to
retaliate. It'll take half of forever to kill it, but it'll die
eventually. Failing that, Celestial Fury and the Battle Axe +3,
Stonefire, can be used to harm it-you'll just have to withdraw injured
characters to heal them. Now, for the loot we've just acquired.. The bow
is great for Minsc, the Warhammer should be kept on hand just for
occasions when a highly enchanted weapon is needed (by the way, Trolls
count as giants, so slap it on Anomen for now), and the Battle Axe +3,
Frostreaver will do wonders for Korgan. It was a generous room, indeed.
When you're ready to continue on, go through another secret door at
(x=1100, y=850) and down the stairs at (x=1250, y=900). Before you go,
however, there are a few things you may want to do. Head back to the
Servant's Quarters by heading back down the stairs at (x=2200, y=900) to
complete a few tasks that'll make your life easier.

(x=350, y=500) Warhammer +1, +4 vs. Giantkin, Flail Head (Fire)
(x=450, y=450) Elven Court Bow +3
(x=570, y=370) Battle Axe +3, Frostreaver
12) Back in the Servants Quarters (AR1302), activate the kitchen 
(x=2050, y=700) four times to scrape all the Dog Meat into a cauldron 
and make a stew. The game gives away the fact that the burrowing 
beasties below are Umber Hulks, but at least now you have something to 
distract them.. and some experience. 

(For making Dog Meat stew)
EXP	11500
13) Now head over to the forge (x=400, y=500) and activate it. You
should have all three Flail Heads in your inventory and ready to go. 
Once activated you'll get an experience reward, and the best flail in 
the game. It's a +3 weapon that deals an extra point of acid, cold, and 
fire damage, and it has a chance to slow creatures when striking. The 
only downside is I don't really have a character who has the 
Flail/Morningstar proficiency right now. Still, it's a great weapon for
Viconia or Anomen, when they become proficient. Anyways, at least we 
have it, and once we can use it well-watch out, game!

(For reconstructing the Flail of the Ages)
EXP	22350
14) Dog-food and ultimate weapons-check, now it's time to return to the
upper level (AR1303). Head up the stairs at (x=2300, y=900) to get
there, then head back to where we slaughtered the Golems. Go through a
secret door at (x=1100, y=850), then down some stairs at
(x=1250, y=900).

de'Arnise Keep, 'Cellar' (AR1301)
15) Loot this room, then head south east and kill the Trolls in the
next.. not-torture chamber. Before going through the next door, I spell
buff my protagonist to the fullest, but I include Chaotic Commands to
his normal defenses. Beyond the door lie several Umber Hulks, who
typically like to start out combat with confusion gazes. This can really
break up an attack, and having my main character with Celestial Fury,
Korgan, or Keldorn out of the fight (or worse, attacking my own party!)
can really make things go bad fast. A fully spell-buffed Fighter/Mage,
however, just waltzes in and endures their attacks. After the first
round of gaze attacks, the rest of my party walks in and puts the beasts
down. A lower-leveled party (like one trying to score loot early or
trying to secure Nalia) might want to try and lure them out one at a

(x=880, y=250) Shield Amulet, Scroll of Identify, Arrows x80,
	       Arrows of Fire x10, Bolts x80, Bullets x80,
	       Throwing Daggers x30, Darts x100
(x=1080, y=150) Arrows x80, Bolts x80, 12 gold
(x=980, y=500) Dart of Wounding x20, Arrows of Fire x40,
	       Arrows of Acid x40, 1 gold
(x=1150, y=550) 6 gold

(x=880, y=250) 
16) Head to the south west and enter a cell that has been clearly
tunneled into. If you search the tunnel you'll find some 'dog bones'.
This is the game going *hint-hint*. Put the dog stew we brewed earlier
here (x=650, y=1100) and you'll get some experience. It doesn't really
matter that we already killed the Umber Hulks, extra experience is
always good. You can search the rest of the cells if you want, but
there's nothing in there. All the good stuff is in the Umber Hulk room.

(x=1750, y=720) Scroll of Infravision, Orc Leather +3
(x=1900, y=750) Bolt of Biting x40, Bolt +2 x40, 9 gold
(x=2070, y=900) Bullet +2 x40, Bullet +1 x40, 1 gold
(x=1900, y=1000) Scroll of Mordenkainen's Sword, Throwing Axe x40,
		 Dart +1 x60

(For luring the Umber Hulks)
EXP	18750
17) Before you head through the door to the north, spell buff to the
max. I know, two straight battles in which I told you all to spell buff,
I must be mad. Once you're ready go through with just one character (for
me this was my Fighter/Mage, who is my one-man problem solver/tank.)
At (x=2500, y=440) you'll find TorGal, the top Troll. He'll spill some
interesting information before attacking, not all of which will make
much sense. He'll come with friends, which can present a bit of a
problem at higher levels, but at my current, modest, level he had only
a pair of Giant Trolls with him. I ran back to the Umber Hulk room and
when the first Troll crossed the threshold I met them, bottle-necking
them at the door. After they're dead, search the room they were in to
find Nalia's dad, who is rather dead. After you make your way out of
the keep you'll get a rather hefty quest reward, in both experience and
gold. This gives my Viconia just enough experience to hit level 12,
and hence, get a proficiency point to spend into Flails. Better late
than never, right?

(x=2600, y=350) Scroll of Feeblemind, Bloodstone Gem x5,
		Bloodstone Amulet, Moonbar Gem, Water Opal, 2126 gold

(For clearing the de'Arnise Keep)
EXP	45500 (each character)
Gold	10650

If you're a Fighter, Nalia will pester you about her problems, saying
that she's betrothed to a snooty noble named Isaea Roenall. Now that her
father is dead she's set to marry this noble and fall into a life of
quiet servitude. Of course, she has a scheme-take control of the
de'Arnise Keep and she'll be safe from the unwanted marriage. Sounds 
like a win-win, you get control of a fortress, and she doesn't have to
marry an arrogant lordling. The missions pertaining to the de'Arnise
Keep will be discussed in the next Sequence of Events. It will also
include the Nalia-specific quests, since I traveled around with her for
a little while. It seems like a good enough place to include them, and
as far as this FAQ is concerned, I won't bother separating the two. 
(Even though the two are indeed separate. Just keep Nalia around while
you do the Fighter's Guild quests to replicate the section below.)

|								       |
|		       Fighter's Stronghold Quests		       |
|		  						       |
Sequence of Events:						{WLK016}
		1) The Regent of de'Arnise
		2) Bandit Problems and Pushy Merchants
		3) Philosophical Ponderings
		4) Temple of Tempus
		5) Lord de'Arnise's Funeral
		6) Isaea Roenal's Power Play
		7) Lord Roenal's Power Play
		8) Barg Blathering
		9) Dirth's Dirge
		10) The Roenal Estate
		11) Initiating Isaea's Investigation
		12) Her Lord's Blessing
		13) An Easy Mark
		14) Financing the Flood
		15) Winning the War
De'Arnise Keep (AR1302)
1) After accepting to lead the keep you'll be taken to see the Major 
Domo. He'll talk to you about day to day functions of the keep, taxes,
and other terribly interesting things. You'll be told that you'll be
making about 500 gold pieces a week, and that every couple of weeks you
should check in. And of course, you'll be summoned when big things need
your attention. One bit of good news, however, is the fact that Lady
Delcia Caan will not be staying. Anyways, check back every time you get
the message 'gold has been placed in your keep'. Chances are you'll have
some task you can perform. Like most strongholds, you can trigger most
quests by simply resting in your keep, but some require you to be 
outside. I'll try and let you know, but if you just go around and
adventure like normal and just check back every time you make money,
you'll be fine.

You can also talk to the Major Domo about quickly raising taxes at the
expense of the commoners. This will net you an instant 1000 gold each
time you do it, but it'll piss of the peasantry, and as time goes on
your own staff will begin resigning. Spoiled serfs, this is why you 
don't treat them well, they get all indignant and free-willed for later
tyrants! Thanks Lord de'Arnise. Extort money like this nine times, and
your peasants will revolt and you'll lose the de'Arnise Keep-
permanently. Also Nalia isn't too proud of how you ran things, and will
leave your party, too. So lets try and balance our greed in the short
term with our greed in the long term, hmm? Talk to the Major Domo and
select option #4 "Tell me how things fare." and he'll tell you the
general disposition of the peasants, which typically increases the more
benevolent things you do, and drops the more cruel things you do. 
Following the experience rewards is usually the best option, but there
are some things you can do that'll make the peasants love or hate you
more regardless (typically involving you spending money to help
somebody for no reward.)
2) After about a week the Major Domo will tell you that a merchant
named Tolmas Bendelia is demanding to see you. Apparently his caravan
was waylaid by bandits when passing through the region and he is none
too happy about it. First, actually choose to see him. Doing nothing is
almost always the worst solution. He'll storm in and as a merchant he
naturally wants restitution. If you don't please him he threatens to 
never travel through these lands again and to foreclose on every farm
he holds a debt for. To protect against more bandit threats, the Major
Domo says you'll have to hire mercenaries-you've lost too many guards to
the Trolls to clear out the bandits with your own men. It'll cost you
either 500 gold, or 250 for more.. delayed results. As for the merchant
your options seem numerous, but boil down to a few simple things.
Either compensate the merchant for his caravan fully (1000 gold), 
partially (500 gold), or not at all. Or you can buy your farmer's debt
off of him (1000 gold). Lastly, you can have him executed for being such
an ingrate. The real experience-earner is the mercenaries, where you
have the option to pay 500 gold for adequate forces (the best option)
250 gold, or nothing. You get bonus experience for having the merchant

(For hiring adequate mercenaries)
EXP	15000

(For having the merchant executed and hiring adequate mercenaries)
EXP	15500
3) In time talk to the Major Domo and he'll tell you that Captain
Cernick wishes to see you. He'll tell you that a guard named Lastin has
been caught red-handed stealing from the manor, and Cernick is unsure of
how to deal with him. He's an ineffectual pansy who wants to make you
make all the hard decisions. The Major Domo warns you that people who
oppose your rule are watching, so be a careful judge. Yeah, yeah..
If you ask Cernick about the precedence he'll mention that in the past
one of the servants was stealing tax money-and was executed. Let Lastin
have his say and he'll give you the sob story about his wife getting
sick and him needing medicine to heal her. Medicine he could not ever
afford on his salary. Ah, how many times have I heard this in my
philosophy classes? Stealing is wrong, but stealing to save a life might
be less wrong? Bad Bioware, for throwing elementary philosophical
prime examples at us. If you execute Lastin you'll get no reward, so
it's probably not the right thing to do, right? You can also fire 
Lastin, pardon him, or pay for his wife's medicine. Let thy experience
reward be thy guide. Paying for his wife's medicine doesn't get you
anything extra, but it is good for your soul. Eh.. but since that
probably doesn't exist, do what you wish.

(For firing Lastin)
EXP	11500

(For pardoning Lastin)
EXP	15500
4) After more time passes the Major Domo will inform you that a burly
man who claims to be a priest of Tempus wishes to speak with you. Enter
Bolumir, priest of Tempus, who wishes to set himself up here in the
de'Arnise keep. Keldorn will vouch for him, but Anomen seems to feel
differently, and the Major Domo will recall that he was ejected from his
last parish. Your choices here are relatively simple. If you deny him
rudely you'll get nothing, if you deny him.. less rudely, you'll get an
experience reward, and if you allow him to set up kip here you'll get
the best reward. If you want to go see him later, he'll be up in what
used to be the Golem room. You can buy a few things off of him, potions,
priest scrolls, a Helmet of Charm Protection, and Boots of Grounding, if
you still have a need for some boots.

(For dismissing Bolumir somewhat less rudely)
EXP	11500

(For allowing Bolumir to set up a temple)
EXP	15500
5) Now, if you have Nalia in your party a Messenger will come find her
and give her a message. She's not specific, but it has to do with her
father's funeral. Well, we can't in good conscience leave her to her own
devices or delay this most important of matters. After all, we're just
chasing after a friend who's in grave peril, and for all we know Nalia's
father's grave is in peril! Oh yeah, you just read that. Head over to
the Graveyard district and the Messenger will meet you again, and
whisk you away to a tomb, where he says "they are waiting for you
upstairs." Kay. Head up into the tomb (x=1620, y=750). Upstairs you'll
find a collection of nobles, talk to them all, and have Nalia nearby.
Eventually Isaea will start talking to Nalia and as you can expect, it
doesn't end very well. Afterwards Nalia will fume for a bit before
resolving to leave.

Note that this will not happen in the de'Arnise Keep, so go wander
around Athkatla until the Messenger shows up.
6) Shortly thereafter I was met by Isaea Roenal on my way back to the
de'Arnise Keep, who presumes to have Nalia imprisoned for.. well, lack
of judgement, really. He'll use his station as a noble and as a member
of the military to get this to pass. Nalia will be taken away, and we'll
need to recover her-if for no other reason than because of Isaea's
smugness! Afterwards a man named Khellor Ahmson will show up, and 
conveniently provide you with a lead. He'll direct you to go to a man
named Barg at the docks. He'll also tell you to check Isaea's personal
records, which are in his home in the Government District, and to bring
anything you find to Corgeig Axehand-Isaea's commander.
7) Of course, now that Nalia has been removed from my party I'll
immediately get bothered by a Messenger telling me that Lord Roenal is
waiting for me at the de'Arnise Keep. Wonderful. When I get there he's
about as nice as you'd expect-he demands I give over the estate or else.
If you refuse to see Lord Roenal, or if you refuse to give up the keep
you're in for a fight with him. Well, while we wait for him to get his
'army' here, lets go get Nalia back.
8) Head down to the Dock District and talk to Barg (x=2380, y=2500).
Ignore his reference to the Canterbury Tales and he'll readily spill
information about Isaea supporting piracy and slavery, and mention a
man named Dirth over at the Sea's Bounty. You know, with how easily it
is to find dirt on Isaea, the rest of the city must be actively looking
the other way.
9) Head down the stairs to the Sea's Bounty (x=2100, y=2150) again,
leaving Jaheira behind so she doesn't come into contact with Baron
Ployer-yet. Talk to Officer Dirth and (x=350, y=620). He's not quite
the same level of moron that Barg was, and will fight you if you throw
out the name Isaea. Kill him and loot him for Isaea's Slavery Document.
Note that this letter mentions the slavers we killed in the Temple
District earlier.

Roenal Estate (AR1009)
10) Now go to the Government District and enter the Roenal Estate,
(x=2800, y=150). The house is blissfully empty. Go grab Isaea's 
Financial Statements (x=450, y=400) and leave.

(x=220, y=550) 38 gold
(x=350, y=470) Black Opal
(x=450, y=400) Isaea's Financial Statements
11) Head over to the Council of Six building (x=3200, y=950) and talk
to Corgeig Axehand (x=520, y=730). Show him the evidence you've 
collected-the gem smuggling, the piracy, and the slaving. Individually
they are apparently unworthy of investigation, but all together, they
add up to a big problem for Isaea. You'll be told that you'll find out
what the score is in a day. Thankfully the game auto-skips ahead. Isaea
is indignant about the inquiry, but the good guys seem to have won, this

(For exposing Isaea Roenal)
EXP	7000 (each character)
12) Now it's time to return to the de'Arnise Keep and deal with the
elder Roenal. I'll put this whole family in hell yet! But first.. we 
have to deal with a problem with a maid named Chanelle. Two men want to
marry her, and as the new lord of the estate you need to give one of
them your blessing. Have them brought in and Chanelle will tell you
what's up. Jessup, a ranger from the local area has been courting
Chanelle for a while, but Malvolio-a land owner from Roenal lands-has
decided he wants her. Malvolio isn't the one Chanelle loves, but he will
pay you 500 gold for her hand. Jessup, on the other hand is rather
broke, and there's the issue of the dowry that Lord de'Arnise promised
to pay that now, of course, is on you. Here we go again with this
status issue again. The experience rewards say be benevolent, and the
fact that I'm not quite a fan of Roenal folks right now really pushes me
in that direction out of spite. Giving them the dowry on top of it 
doesn't net you more experience, but it does make the peasants more 
happy. After this act of benevolence, the peasants are overjoyed with me
as their leader. Bring it on, Roenal.

(Give Chanelle to Malvolio and refuse the gift of 500 gold)
EXP	11500

(Let Chanelle marry Jessup)
EXP	15500
13) Next up, a well-dressed couple will ask for an audience with you.
You should know to be wary when they talk and they're identified as
'Moneylender'. They're here to collect a debt of 2000 gold owed to them
by the late de'Arnise. Like the last extortionist, they threaten to call
in debts in the area if you refuse to pay. They profess knowledge of 
what happened to the last guy who tried this, and yet they somehow won't
see their own fates mirrored until you order their execution. Once you
do, their facade cracks and they reveal themselves as crooks. An easy
mark, indeed. After they're escorted away, the matter of the very real
debts your people have arises. You can leave them to their fate, pay up
partially (500 gold) or pay up the full debt to protect your people
(1000 gold).

(For paying off half of the debt your people owe)
EXP	11500

(For paying off the full debt your people owe)
EXP	15500
14) The next thing the Major Domo has to report is damage done to a road
by a flood. *sigh* This sounds expensive. What's the point of owning a
keep if you have to spend all the money you make on it! Peasants will
show up and whine, threaten, and give sob stories. After it's over, the
Major Domo will tell you it'll cost 5,000 gold to rebuild. If you don't
plan to pay, at least pick the second option to pay a portion. It'll
get you some experience, and then you can just opt out. On the other
hand, if you choose to do a partial rebuild, do NOT then choose to pay
the whole thing. You'll get an additional 8500 experience.. but it's
still less than the full 15500 you would have had if you just chose to
fully rebuild from the start. You can rebuild in increments of 1000,
up to 5,000 gold (the full cost of the rebuild.)

(For partially rebuilding)
EXP	4500

(For partially rebuilding and giving 2,000 gold)
EXP	2500

(For partially rebuilding and giving 3,000 gold)
EXP	4500

(For partially rebuilding and giving 4,000 gold)
EXP	6500

(For partially rebuilding and giving 5,000 gold)
EXP	8500

(For fully rebuilding, at an expense of 5,000 gold)
EXP	15500

Next it's the dikes, which will cost 2,000 gold to rebuild. This one is
more cut and dry, either pay the 2,000 gold, or pay nothing.
15) Finally it's time for the fight with Roenal. Major Domo is panicked,
and apparently we're out numbered and out matched. Follow Captain
Cernick outside-his bright idea is that we kill Roenal quickly so his
army loses spirit and dissolves. Of course he'd suggest something that
didn't involve him doing the work. Head out past the bridge and find
Roenal, who will threaten you before attacking. He's horribly out-
matched, a simple Haste spell and brute force is far too much for him
to handle. He does have a Mage who might cause you a bit of trouble,
but it's just a matter of tearing down his defenses with a True Sight
and Breach. After Roenal dies the battle ends, so you might want to
save him for last. Once he's dead you'll be whisked back into the keep
and praised for being the awesome fellow that you are. You'll get an
experience reward, and the keep is yours forever more.. or until you
over-tax it and the peasants revolt. Head back outside and loot the
vanquished. Many of the troops will have Arrows of Fire, and Roenal's
stronger guards will leave behind Arrows of Fire and Arrows of Ice, as
well as Chain Mail +1. Roenal's Mage will leave behind Bracers of
Defense AC 8 and a Wand of Lightning, while Roenal himself drops a suit
of Full Plate Mail +1, a Bastard Sword +1, and 50 gold. 

(For defeating Lord Roenal and holding onto the de'Arnise Keep)
EXP	50000

Anyways, we've secured all the somewhat prominent PCs in the game, and
this leaves us only with Cernd and Mazzy. Since we've already partially
explored Umar Hills, we'll go after Mazzy first. Before any of that,
however, head over to the Bridge District, where we still have some
unfinished business that will tie into the Umar Hills quest.

|								       |
|		             Skinner Murders                           |
|		  	   			      		       |
Sequence of Events:						{WLK017}
		1) The Skinner Murders
		2) Mugging at Midnight
		3) Rampah's Hide
		4) Rose's Odor
		5) Bel Dalemark
		6) Faraji's Witch
		7) Missus Cragmoon
		8) Robbing the Robber
		9) Silver Horn of Valhalla
		10) The Balthis Estate
		11) Ankheg Shell House
		12) Warehouse
		13) Battle Over Bubbles
		14) The Man in Red
		15) Routing the Ransomers
		16) A Good Deed.. or Silver Pantaloons
		17) The Murderer Exposed
		18) A Skinny Shirt 
		19) Riverside Escape
		20) Collecting the Reward 

Before we begin, let me just say that this is going to be a slightly
unorthodox part of the FAQ. By now you should be used to not completing
every quest as we encounter it chronologically, but this is even more
extreme. This section covers much of the ancillary exploration in and
around Umar Hills, but at this point I have no real intention of
completing this quest at all. This part of the FAQ is merely for 
recruiting Mazzy, after which I'm more than happy to abandon the Umar
Hills quest. I will not resume and complete the Umar Hills quest until
after recovering Imoen.

Bridge District (AR0500)
1) That our Umar Hills explorations starts in the Bridge District of
Athkatla might seem odd, and really it's only marginally related. Doing
this quest now saves us the bother of back-tracking later, and it even
affects some events in Trademeet, so it's worth the bother. If you 
remember, Lieutenant Aegisfield recommended we talk to Old Rampah and 
Rose, and that's what we should do now. 
2) Along the way I was assaulted by Muggers, this is a random encounter
which I'll note here mostly because.. well, this is when and where it
happened. It's really only notable because one of the Muggers initiated
dialogue with me and demanded I hand over my money. He then had the
nerve to only give me 20 experience when he died.
3) Rampah is at (x=2630, y=1200). He will try to get you to buy 
something he found, asking for 100 gold. Say you don't have that much 
and he'll accept half-40 gold-in return for which you'll get an 'Exotic 
Hide'. He'll also refer you to the 'seller that buys.'
4) Now head over to Rose (x=2950, y=1970), near the Five Flagons. Money
talks, as usual. If you're nice to her (option #1) she'll ask for 20
gold, if you're rude (option #2) she'll ask for 40. Pay her and she'll
tell you that she distinctly smelled Guril berries when she happened 
upon the murder. If you bring her some more, she claims she'll be able 
to identify the smell.
5) Since Rose and Rampah both suggested it, you might as well talk to
Bel Dalemark (x=2650, y=2050). If you ask about the slayings he'll talk
about the flayings being precise, not like the work of some beast. Show
him the 'Exotic Hide' you bought from Rampah and he'll identify it as
elephant hide. Who would have such a thing, you ask? A tanner. He'll
mention one Rejiek. Ask about Guril berries and he'll mention three 
things with a similar odor-Guril berries, 'the bark of the oak', and
solik berries. Of the three, the bark is used to make tannin, which is
used for curing skins. Your merchant will give you a sample of each free
of charge and again suggest talking to Rejiek.
6) Return to Rose and get her to smell what the merchant gave you. 
She'll identify the smell as tannin. Now we could report the information
to Aegisfield, but lets talk to Faraji (x=1400, y=2800) first. Give him 
some coins and ask about the murders and he'll mention that he found the
body of 'old Bilver', and he'll implicate a mean old witch named Missus 
7) Head over to (x=320, y=2670) and talk to the mean cookie-hoarding
witch. She'll admit to being a witch, but otherwise seems pretty 
benevolent. What's the point of all this? Nothing much, but once you're
done talking to her talk to her again and she'll sell you some potions.
Namely Potions of Frost Giant Strength, Potions of Stone Giant Strength,
and Potions of Master Thievery. They're pretty easy to steal, if you 
don't want to spend any gold. I was fairly successful with a Pick
Pockets score of only 115%. Note that if you tell Aegisfield that Missus
Cragmoon is a witch she'll promptly disappear. Those Cowled Wizards are
nothing if not quick, eh? Later on you'll be attacked by a group of
Adventurers led by one Strachan Fireblade whom has a note from Missus
Cragmoon on him. They're pushovers and they have no exceptional gear.
8) If it's night time you'll find a cutpurse at (x=660, y=2500) who 
actually sells a variety of good stuff. Namely Arrows +2, Bolts +2,
Potions of Master Thievery, and a variety of scrolls, the notable ones
are listed below. Despite being a Thief himself, it's very easy to steal
from him. Wait until night if possible and time it so you can steal from
both Missus Cragmoon and the cutpurse in order to conserve Potions of
Master Thievery. I don't know if it was just a random bug or not, but he
did not turn hostile when he caught me stealing. What a nice guy!

Death Fog
Fireshield (Red)
Improved Haste
Minor Sequencer
Protection from Cold
Protection from Magic Weapons
Spell Immunity
Spell Thrust

Now, for some entirely unrelated exploration. As you may have noticed,
there are some houses in the north half of this district that we might
as well explore (or at least discuss) since we're canvassing the area.

Wealthy Home (AR0527)/(AR0528)
9) Over at the house at (x=3000, y=770), you can find a fair amount of
loot (and traps) hidden around. It's probably the most wealthy house in
this district that we'll explore for no good reason. The best item you
can find is, of course, the Silver Horn of Valhalla, which is really a
poor summoning item, but it's still nice to have it.

(x=500, y=250) 87 gold
(x=430, y=170) Wand of Magic Missiles
(x=600, y=200) Agni Mani Necklace

(x=200, y=320) Moonbar Gem, Fire Agate Gem
(x=300, y=270) Potion of Insulation, Potion of Hill Giant Strength
(x=400, y=350) 4 gold
(x=500, y=250) Silver Horn of Valhalla
(x=450, y=150) 8 gold
(x=630, y=230) Bolt +2 x2, Onyx Ring

(x=350, y=350)
(x=430, y=170)

(x=300, y=270)
(x=500, y=250)

Balthis Estate (AR0506)
10) In the Balthis Estate (x=4300, y=950), you'll be bothered by Pip, a
diminuative butler, a host of Amnish Bodyguards, and the typically
unfriendly Acton Balthis. There's a bit of minor loot in here, but
nothing worth fighting guards over.

Ankheg Shell House (AR0531)
11) Over at (x=3730, y=1400) you'll find an apparently quaint home with
some nasty traps in it. The best item in here is an Ankheg Shell, from
which you can make Ankheg Plate Mail. Frankly, however, your fighters
should all have Full Plate Mail or Full Plate Mail +1. It's just not
worth the cost to have it made. Remember to loot at night if you want to
avoid witnesses, guards being called, and all that fun.

(x=630, y=200) Ankheg Shell
(x=570, y=200) Turquoise Gem x2, Andar Gem
(x=400, y=200) Healing Potion x3
(x=250, y=300) 1 gold

(x=630, y=200)

Warehouse (AR0530)
12) Sick of looting unguarded houses? Me too. So enter the building at
(x=4000, y=1500), within which you'll find a group of hostiles. There's
Pitre, the priest, Dracandros, a Mage, Falahar, a Fighter, and Valeria..
erm.. she throws darts, and wears heavy armor.. so she's a Fighter,
too, just not a very good one. By now, we all know what we're going
to do. Edwin/protagonist hits them with Chaos, and Jaheira targets
Dracandros with Insect Plague. Then I eliminate Dracandros and Pitre,
before dispatching the fighters at my leisure. Pitre will leave behind
a suit of Plate Mail, a Large Shield, a Mace, a Scroll of Identify, and
30 gold. Falahar forfeits a suit of Chain Mail, a Helmet, a Halberd, and
a Scroll of Identify. Dracandros drop some Bracers of Defense A.C. 7 and
43 gold, while Valeria volits a suit of Plate Mail, some Darts, a
Bastard Sword, and 34 gold. To say they were poorly equipped is an
understatement.. but at least they gave good experience. And now you can
loot the building.. which is quite profitable.

(x=350, y=550) Medium Shield, Mace, Two Handed Sword
(x=620, y=200) Star Sapphire, Black Opal, Laeral's Tear Necklace,
	       460 gold
(x=570, y=170) Scroll of Spirit Armor, Scroll of Lightning Bolt,
	       Scroll of Protection from Electricity, Scroll of Breach
(x=220, y=250) 1 gold

(x=620, y=200)
(x=570, y=170)
13) As another (yes, another) aside, over at (x=1300, y=2190) you'll
find a lady of the night named Bubbles, who has two lovers by the names
of Carbos and Shank. Surely you must remember your very first victims in
the first game? I'm sure they just have the same names. Anyways, they
argue over their lady, then resolve to fight each other over her. 
Eventually one will win, and a disinterested Bubbles will wander off.
14) And since we're here, lets knock off one more quest. Over at 
(x=1680, y=3520) you'll find a man named Am-Si, who is dressed in a 
very, very red outfit. Question him about his tendency to bury people
alive and eventually he'll run off into the house at (x=1420, y=3600).
Leave most of your party outside the house, then send one character in.

House, Downstairs (AR0507)
15) Am-Si will talk to a dwarf named Camitis before they notice you.
Once they do, however, Catimis kills Am-Si and makes a break for it,
along with his buddy Reti. They will, of course, run into the rest of
your party. Attack them and kill them and grab Retis' Boots of 
Avoidance. You might remember these from Baldur's Gate 1, they're an
incomparable defensive item for use against missiles. You might as well
stick them on whatever character you'll use to draw missile fire, either
Keldorn or Korgan. They'll probably hand these off to less well-
protected characters later on. Search the house after you're done
killing its inhabitant. Once done, head upstairs at (x=200, y=400).

(x=300, y=280) Turquoise Gem, 3 gold
(x=550, y=150) 1 gold

House, Upstairs (AR0508)
16) Up here you'll find Lady Elgea, who demands to be freed. If you want
to be a nice guy you can let her go for some experience. Note if Keldorn
is in your party you have no choice but to free her. Trying to do
otherwise will prompt Keldorn to overrule you-and will get you a lesser
experience reward. Of course, you can always just leave him downstairs
and do as you please. If you're evil, or interested in obtaining the
Big Metal Unit at some point, you'll be better served by ransoming her.
Loot the cabinet at (x=400, y=200) and grab the 'Ransom Note'. Read it 
to discover the location of the exchange, which is in front of 
everybody's favorite Copper Coronet at nightfall. You'll find Welther
at (x=2030, y=2670), who will cough up the Silver Pantaloons in return
for the location of Lady Elgea. You'll lose two points of reputation for
doing this, but that can be cured with a little donation or two.

(For freeing Lady Elgea)
EXP	16750

(For freeing Lady Elgea.. eventually)
EXP	8500

(x=400, y=200) Ransom Note
(x=400, y=340) 157 gold
(x=300, y=420) Short Sword

Tanner's Shop, Upstairs (AR0501)
17) Anyways, it's time to get back to the Skinner Murders. Report your
findings to Aegisfield and he'll run off to go check out the tanner.
Jaheira wisely suggests that since the tanner is our top suspect for a
series of grisly murders we should probably go with Aegisfield. Head
over the building marked 'Tanner Shop' on your map (x=2700, y=2600). 
Once inside our friendly neighborhood tanner will tell us that he's
closed, and will play innocent about the murders. Press him a bit and
he confesses before running down the stairs (x=300, y=360). Follow him.

(For discovering the identity of the Skinner Murderer)
EXP	23250

(x=550, y=150) Andar Gem, 19 gold
(x=660, y=120) Shandon Gem, Potion of Regeneration

Tanner's Stop, Downstairs (AR0502)
18) Once downstairs your companions may comment on the corpse-strewn
room. Disarm the traps in the room and search around to find the
Inspector's Body, and the 'Tanner's Letter'. The latter object directs
you to a contact in the Umar Hills. See? I told you there was a 
connection. Search one of the beds (x=400, y=300) and you'll find a..
shirt made of human flesh. Wonderful. Once you have all three objects
go down the stairs at (x=550, y=400).

(x=700, y=400) Inspector's Body
(x=200, y=400) Potion of Fire Resistance, Moonbar Gem, Black Opal,
	       130 gold
(x=400, y=200) Scroll of Protection from Electricity, Tanner's Letter

(x=500, y=650)
(x=500, y=420)
(x=600, y=430)
(x=200, y=400)
(x=400, y=200) 

Tanner's Shop, Riverside Room (AR0503)
19) When you reach the next level you'll find that it connects directly
to the river, apparently to facilitate quick escapes by boat. More
threateningly you'll find a trio of Ghasts and a Mage named Vellin Dahn.
A fight soon ensues, and a pair of 'Rune Assassins' and a Bone Golem
will show up, while Vellin Dahn disappears. The Rune Assassins can be
pesks, as they are fond of going invisible to score cheap backstabs.
Once they're dead, loot around to obtain the Gesen Bow Shaft. Nice.
We're just about done with this quest, but there's just one more thing
that needs to be done. Time to get rid of Aegisfield's body.

(x=500, y=400) Gesen Bow Shaft, Hide Armor
(x=670, y=450) Scroll of Improved Invisibility, 
	       Scroll of Monster Summoning II, Tchazar Gem
(x=700, y=250) 6 gold

(x=500, y=400) 

Council of Six Building (AR1002) 
20) Head over to the Government District and enter the Council of Six
building. Inside, find Chief Inspector Brega (x=1120, y=500) who will
take Aegisfield's body off of you. More importantly, he'll reward you
for solving the crime. Well, that was fun and all, but now it's time to
pursue our contact to the Umar Hills. And do a few other things and grab
Mazzy while we're there.

(For solving the Skinner Murder crimes)
EXP	45000
Reputation +1
Gold	500

|								       |
|		           Umar Hills (Part I)			       |
|			   (Recruiting Mazzy)			       |
Sequence of Events:						{WLK018}
		1) His Name Was Darcin Cole
		2) The Bla.. err.. Umar Witch Project
		3) Minister Lloyd
		4) Daar-Daar-Daar!
		5) Jermien's Task
		6) Idle Hands in Imnesvale
		7) Tales Farmers Tell
		8) Things Farmers Hide.. In Chickens
		9) Making Peace with Madulf
		10) Umar Cave
		11) Addled Mines in Imnesvale
		12) A Golem Gone Awry	
		13) Marcella's Cabin
		14) Anath's Vengeance
		15) Wolf Den
		16) Anath's Demise
		17) Grave Robbing is Bad
		18) Mazzy
		19) Pala Poisoned
		20) A Word with Wallace
		21) The Predictable Ending

Umar Hills (AR1100)
1) Now if you remember, people have been disappearing.. after being
found turned inside out, of course. Some people think it's the wolves,
some people think it's an Ogre and his band, and other think it's Umar
herself. I think you should talk to Fael (x=3500, y=2860) and buy a
copy of 'History of the Zhentarim'. After purchasing it he'll talk to
you and ask you to call him by the name he used before (as pertaining
to the riddle on the Tanner's Letter.) Select the following option:

"Darcin Cole was your name."

And he'll continue to chat with you. He'll say that he'll add the 
finishing touches (presumably making it into a potent suit of armor)
once you do one simple task. You merely need to retrieve the blood of
a silver dragon. Simple, right? Obviously this is an evil act, but 
it'll be a while before we have the opportunity to get this blood, so
you need not worry about it at the present.

Umar Inn (AR1105)
2) Head into the Umar Inn (x=3750, y=2650), which you'll discover is
somewhat crowded, at least at night. This Umar witch nonsense isn't
bad for everyone's business, it seems. Talk to Vincenzo the Innkeep
(x=600, y=600), who has a bit of a story to tell about the Umar witch..
by now we should realize that this is a spoof of some cheesy low-budget
witch film. Fortunately Willet the Stableboy keeps us down to earth.

(x=750, y=250) Wand of Fear, 24 gold
(x=620, y=420) 448 gold
(x=160, y=550) Umar Witch Project Journal x10, Antidote x2,
	       Potion of Extra Healing x2

(x=750, y=250)

Minister Lloyd's House (AR1104)
3) When you're done messing around at the Inn head outside and into the
house at (x=4970, y=2550) and talk to Minister Lloyd (x=680, y=400).
He'll tell you less stories and more fact, and mention that their
ranger, Merella, has vanished recently, leaving them all but 
defenseless. He'll reiterate everybody's fears, restating the culprits
and mentioning that he hired the 'famous knight' Mazzy Fentan to look
for the source of the problem.

(x=910, y=410) 3 gold
(x=170, y=400) 7 gold
(x=250, y=500) 7 gold
4) Head outside and find Daar (x=4300, y=2050), who is in love with a
local girl named Colette. Unfortunately Colette's dad is a powerful
wizard named Jermien, and like all good dads, he doesn't want anybody
messing with his daughter. He's not interested in trying to kill the
guy, so it looks like Daar is at an impasse. Head into the house at
(x=4440, y=2050).

Jermien's House (AR1103)
5) Jermien will question you when you enter the house, and although he's
gruff he's not outright hostile. Well, except for the whole magic 
missile comment. Ask him about his Golem and he'll brighten up and
cheerfully tell you about it. At length he'll ask you if you can find
the blood of some mimic for him, which you might as well accept. You can
talk to Colette to get her side of the story, but she doesn't have much
to say right now. Don't loot the place, as Jermien will go hostile if
you touch his valuables.
6) Leave the house and go north, where you'll be accosted by a trio of
over-eager village boys named Dirbert, Valsben, and Neler. They want you
to buy them some bastard swords and ale-the start of all great 
adventures. Don't be a prude and agree to buy them their contraband.
You'll get 200 gold for the task, which is more than enough. Go buy the
ale from Min Mining and the swords from Elence Fielding, then return to
the boys. For aiding in the delinquency of the minors you'll get some
experience. Huzzah.

(For aiding idle hands in Imnesvale)
EXP	2000
7) To the west you'll find Jeb (x=3770, y=1550), who'll tell you a tale
for 30 gold (although you can argue him down to 20 gold). After paying
he'll tell you that Hendrick's daughter used to be an adventurer, and
that after an encounter with some adventurer's he saw Hendrick trying to
'stuff somethin' down the gullet of one of them chickens he keeps out
back.' South of Jeb you'll find Groos the Herder, Atta, Dale the Herder,
Margie, and Kaatje, all of whom have an opinion about the killings. Of
them, Kaatje actually has the most interesting story-since it's backed
up by an eyewitness account of something wicked at Marella's cabin. The
eyewitness account of a kid, but still..
8) Some ways to the west you'll find Erlin Hendrick (x=3220, y=1900) and
his wife Enna Hendrick (x=3150, y=1800). Talk to the former, where 
you'll have several options. First, you can just strong-arm the Hendrick
into giving up what he hid in the chicken. Second you can buy the 
chickens off of him for 10, 50, or 100 gold, depending on how generous
you feel. Either way you'll score a Beljuril gem, which is worth more
than the gold you spent on it.
9) Travel past Jeb to the north over a stream until you find Madulf at
(x=3300, y=720). You can talk to him and provoke a fight, but if you
don't explicitly go out of your way to do so, he'll ask you to bring
terms to the villagers. Madulf wants to stay nearby and perhaps protect
the village against Orcs in the mountains, and trade once every moon.
Well, somehow I don't think these guys are the killers, especially since
they're losing members to whatever stalks out in the forests. Return to
Minister Lloyd and tell him about the deal and he'll agree to go and
talk to Madulf. Since it's obviously not the Ogre that's killing people,
Minster Lloyd tells you to investigate Marella's cabin. All in good 
time. Talk to Minster Lloyd again and he'll have magically gone and met
with Madulf, and will thank you for setting up the negotiations. Return
to Madulf and he'll tell you about a struggle he saw near Meralla's
cabin. More importantly, he'll give you the Shield of the Lost +2, which
is a fair enough shield for this point in the game. Even more-so 
considering how little work we had to do to get it.

(For setting up friendly relations between Madulf and Imnesvale)
EXP	27500
Item	Shield of the Lost +2 (from Madulf)

Umar Cave (AR1106)
10) West of Madulf you'll find Umar Cave (x=1600, y=1300), wherein 
you'll find a perfectly unguarded and totally not-suspicious treasure
chest (x=950, y=1050) just lying there for the looting. Don't mind the
corpses lying around it. Send one character forward and try and loot
the chest, whereupon everybody within range (which should be only the
one character) will be subject to the 'chests' mimic glue, which 
holds characters regardless of free action. Kill the mimic and loot
it for its juicy Mimic's Blood.

(x=950, y=1050) Mimic's Blood, Diamond, Bullets +1 x40, Darts +1 x40
11) This is more of an aside, but if you return to Umar Cave when there
are no quests involved with it, you'll find the three kids you bought
ale for earlier (Dirbert, Valsben, and Neler). They've apparently
encountered a 'Dragon', and in their inebriated state, they have even
less sense in their heads than usual. They'll flee, and if you explore
you'll discover a Mutated Gibberling lurking the cave.. not quite a
12) Return to Jermien's house and give him his precious Mimic's Blood.
An overjoyed Jermien will give you a sword for your trouble and merrily
set off to complete and activate his Golem, so as to ensure his 
daughter remains unmolested. Unfortunately the Golem goes crazy and
attack Jermien. Step in and save him, and afterwards Jermien decides 
that he might not be quite as knowledgeable as he previously thought.
This prompts him not to stand in the way of Daar and Colette anymore,
and after they take off, he will too. This grants you yet another
experience reward and the ability to loot Jermien's house free from
fear of reprisal. The sword you were given, Ilbratha, isn't very good
in combat, but the fact that it you can use it to throw on a Mirror
Image means it's worth putting in one of your Fighter's quick-weapon
slots. Before big fights they can use this baby to boost their
defenses, then switch back to a more potent weapon. Minsc, Keldorn, 
Valygar, and Korgan are all good choices for this defensive item.

(For giving Jermien the Mimic's Blood)
EXP	19250
Item	Ilbratha +1

(For saving Jermien from his Golem)
EXP	21250

(x=150, y=200) Potion of Fire Resistance, Potion of Clarity, 
	       Potion of Genius
(x=550, y=250) Scroll of Power Word Sleep, Scroll of Contingency,
	       Scroll of Protection from Normal Weapons
(x=500, y=330) Silver Ring, Scroll of Identify
(x=600, y=400) 3 gold

Marella's Cabin (AR1102)
13) Now that we've done everything in Imnesvale we can possibly do, it's
time to stop delaying and head over to Marella's cabin (x=600, y=2800).
Make sure to grab Marcella's Journal off the table and then grab 'A Note
from Mazzy Fentan' off the floor in the bedroom. The journal will point
to some shadowy wolf-like creatures and intrusive voices. Spooky. Mazzy
seems to believe it's the wolves too, and both have drawn maps to help
you find this wolf den. Ignore the messy corpse on the bed and leave the
house, exit via the edge of the map and travel to the 'Temple Ruins'
area to the north.

(For obtaining Marella's Journal)
EXP	22500

(x=950, y=370) 1 gold
(x=550, y=600) Marella's Journal
(x=450, y=550) 1 gold
(x=500, y=450) 1 gold, Bolts of Lightning x20
(x=460, y=375) A Note from Mazzy Fentan
(x=500, y=200) 1 gold, Acid Arrows x20

Temple Ruins (AR1404)
14) In this level, you'll periodically come across Shadows, Shade
Wolves, and Greater Shade Wolves. By now we can certainly knock off any
mundane explanation for the murders, although the 'wolves' do seem to
be involved, but by now I don't think we can safely call them 'wolves'
anymore. You'll find a cave at (x=600, y=600), outside of which a
werewolf named Anath will proclaim that you won't steal her vengeance.
Okay. Head inside the cave to find out what this is about. 

Wolf Cave (AR1403)
15) Anath stands at (x=700, y=470), and considering all the corpses 
lying around, she looks awfully guilty. You can pick a fight here, but
since she's not a Shadow or some other form of undead, you should
probably give her the benefit of the doubt. Also she can't be hurt by..
pretty much any weapon you can get your hands on in Shadows of Amn, so
unless you have a boatload of Magic Missiles, you might not want to
tangle with her. Anath blames one 'Shade Lord' for the unnatural and
unholy darkness in this area, as well as for the belligerence of her
pack. She also states that the temple to the east has been perverted,
what was once a temple to Amaunator, a god of the sun, is now the
sanctuary for this Shade Lord. We remember Amaunator, right? We helped
him out during the Unseeing Eye quest! She'll admit to killing a man to
gain Strength enough to fight the Shade Lord, so she's no saint herself,
but since she's the enemy of our enemy, I let her go try and get her
vengeance. She'll tell you to meet her by the temple when you're ready.
Loot the pool and leave.

(x=900, y=400) Silver Ring, Gold Necklace, Onyx Ring
16) Head to the north east to find the temple, which is just crawling
with shadows. Anath will be there and will tell you that it's a trap,
and will suggest using a mirror (x=4150, y=300) to beat back the undead.
After telling you this helpful information, she'll continue to be
helpful by dropping dead, which saves us the trouble of having to kill
her. Manipulate the mirror until the area near the crystal lights up.
Every wretched Shadow that moves into the light will be destroyed, and
if you move your party into the light the Shadows will gladly chase you
to their doom.. I guess they're not very.. bright? Ah-hah. I kill
myself.. Now that you've secured the entrance to the temple, rest up
and head down the stairs (x=4500, y=200) when you're ready.

Fallen Temple of Amaunator (AR1401)
17) Continue down a tunnel and go through a door at (x=1850, y=950) to
find a room full of Shade Wolves and Skeleton Warriors. Massacre them
and continue through another doorway to the north west. We could grab
Amauna's Bones (x=1850, y=950), but since I have no intention of
completing this quest right now I prefer to leave them alone. They're
less likely to get lost if they stay where they are, and they won't
clutter up my inventory.

(x=1850, y=950) Amauna's Bones, Arrows x80, Bolts x80, Darts x40, 
		Throwing Axes x40
18) Through the doorway awaits more Shadows and a Shadow Jailor, who
will proclaim that you will not steal his master's consort. Whatever.
Kill it and loot its body for a 'Shadow Prison Key' with which you
can prove him wrong. Go through the door at (x=1450, y=550) to find
Mazzy (x=1500, y=510). You can gallantly rescue her, or try to leave
her behind (although Keldorn will object to the latter if he's with
you.) It's her goal to defeat the Shade Lord, and if you ask she'll
tell you.. well.. pretty much everything there is to know about the
situation. Apparently you'll need to pass Amaunator's tests to collect
'Sun Gems' which will open the doors in this temple. This will allow you
to reach the bowels of the temple and reach the corrupted altar of
Amaunator, now more ominously dubbed the 'Shadow Altar'. You also need
three parts parts of a key that opens a door leading the the 'horror'
the Shadow Lord commands-a Shadow Dragon. According to Mazzy, the
Shadow Lord inhabits the body of Meralla and planned to use Mazzy as
his next vessel when the former faltered. In a nutshell you need to
find Sun Gems and parts of a key, sneak past a Shadow Dragon, and
smash a Shadow Altar and kill the Shade Lord. See why we're not doing
this quest now? It's possible that after doing all the quests we've
done that we might indeed be powerful enough to kill the Shadow Dragon,
but it's something I prefer to wait for. Anyways, you can recruit 
Mazzy now if you wish, or send her off to her family home in Trademeet
if you don't want her in your party. Either way, we're off to Trademeet
as well. If you carry Mazzy around with you for a while you'll
eventually get a quest involving her, which I'll cover below.. you know,
since this part of the Walkthrough is dedicated to recruiting Mazzy,
might as well keep her quest here, too.
19) After a bit of traveling (this quest seems to trigger more through
game-time, rather than real-time, which determines banters) Danno
Fairfoot will show up and tell Mazzy that he accidentally poisoned her
sister, Pala, with a love potion he bought from some huckster in
Trademeet. Apparently we're going to Trademeet regardless of what we
wish to do next! Still, full disclosure here, I expect few enough
people to actually play with Mazzy that I have no real discomfort
including her family trouble in Trademeet here, while having the
official exploration of Trademeet just below this. Ignore the goofiness
engulfing Trademeet for now (or better yet, mix this Sequence of Events
with the next) and head over to the Fentan Home (x=2750, y=1000).

Fentan Home (AR2002)
20) When you arrive, Vara Fentan, Mazzy's mother, will tell you that
Pala has been poisoned by the old Gnome peddler, Wallace, although why
remains a mystery. You'll find Wallace in Trademeet over at 
(x=2000, y=2820), and he'll explain some surprise at Pala's poisoning.
He explains that he has a new supplier, a priest at the temple of
Waukeen named Barl. Mazzy accepts him at his word, and you gain a bit
of experience for merely finding him.

(For chatting with Wallace)
EXP	6750
21) Now it's time to pay a visit to the Temple of Waukeen 
(x=850, y=2000), within which you'll find Overgold Renwellyn
(x=550, y=350). Be cordial and he'll agree to disregard Barl's right to
privacy if it helps discover whether he is evil or not. A quick
investigation of Barl's room will turn up some 'suspicious 
paraphernalia' including an alchemy set and a symbol of Talona, the
'Mistress of Poison'. Can't really get much more cut and dry than this,
can it? Barl shows up, and his demeanor is laughably confrontational.
In what is surely some of the more lackluster dialogue in this game,
Barl blusters and admits to the misdeed before attacking. He'll summon
some Poison Mists to help him, but they're nothing that can't just be
chopped down. After he dies, Mazzy hopes for a magical cure for her
sister, and lo', we discover a vial on his body, after which we'll be
whisked back to the Fentan Home. The cure, of course, seems to be
working, and Mazzy will leave your party for a while to stay by her
sister's side. Wait a day and return and all will be well. Why would a
Priest of Talona, 'Mistress of Poison' bother carrying around an
antidote? It's his religious obligation to inflict pain and suffering
upon people, if anybody uses the 'blackmail' excuse, I'll hit them with
a stick. Nobody attempting to murder somebody with poison would carry
an antidote. This whole quest is just short-sighted and silly, and does
nothing for my disdain of Mazzy, or of Halflings in general. Stupid

(For exposing and killing Barl)
EXP	25000

|								       |
|		               Trademeet			       |
|		    (Recruiting and Securing Cernd)		       |
Sequence of Events:						{WLK019}
		1) Assaulted by Animals
		2) Genie Monopoly
		3) Khan Zahraa's Fugitive
		4) Rahee and Salahee
		5) The Family of Rom
		6) Tall Tales in the Pleasure Tent
		7) Exploding Bhaalspawn, Vyatri's Pub
		8) Annoying Neeber
		9) Itona's Information
		10) The High Merchant's Request
		11) Cernd
		12) Pauden
		13) The Troll Mound
		14) Trolls and Shadow Druids
		15) Kyland Lind and More Shadow Druids
		16) Ogre's Tower
		17) Adratha's Cabin
		18) Dalok and Even More Shadow Druids
		19) Showdown with Faldorn
		20) The High Merchant's Reward
		21) Khan Zahraa's Reward
		22) The Terror of Tiris of Trademeet
		23) The Caravan Merchant
		24) Treasures of Trademeet
		25) The Smithy
		26) The Heroes of Trademeet!
		27) Family Feud
		28) The Tale of Tiris of Trademeet
		29) Skin Dancing
		30) Picking Sides
		31) Trademeet Tomb
		32) Delivering the Mantle
		33) Cernd's Child
		34) Home Sweet Home
		35) In Cernd's Absence..
		36) Reckoning with Deril
		37) Extra Exploration

Trademeet (AR2000)
1) When you arrive at Trademeet you'll immediately find yourself in the
middle of a battle between wild animals and the townsfolk of Trademeet.
Kill everything that's hostile and after the carnage has ended the
Militia Captain will speak with you, telling you that you should leave.
Offer to help with the animal attacks and you'll be referred to the High
Merchant, Lord Logan Coprith.

Caravan Merchant's Tent (AR2015)
2) Of course, there's a lot to see and do here in Trademeet, so lets
start out by exploring the southern end of the map from east to west.
Start by entering the tent at (x=3680, y=3100) and talking to the 
Caravan Merchant (x=400, y=370), who will inform you they have nothing 
to sell do to the interference of some genies.

The Dao Djinni Tent (AR2014)
3) Genies, he says? Just north of his tent you'll find one such creature
named Taquee (x=3420, y=2950) from whom you can steal an Efreeti Bottle.
Head inside the tent (x=3500, y=2900) and talk to Khan Zahraa
(x=420, y=320). You know he's special because he's got legs. He'll say
they've come here from Calimshan hunting a rakshasa by the name of
Ihtafeer. Since they're proven inept thus far at finding the rakshasa,
they've decided to blockade all the trade into Trademeet by buying all
incoming goods (using spells to 'convince' the sellers, if necessary)
then jacking up the prices to effectively strangle the good folk of
Trademeet. They hope the people will get sick of it and find their
rakshasa for them-which under normal circumstances might just work, but
with the animal attacks.. it's a bad combination for Trademeet. Offer
to bring him Ihtafeer's head and thus resolve this problem. You can
also purchase some items from the genie. His goods are expensive, but
not mind-bogglingly so, if you need some +2 ammunition, Potions of
Master Thievery, or something of the sort. You cannot steal from him.
If you wanted to resolve this quest the brutish way, you could always
just kill them-but what's the fun in that?

Rahee and Salahee's Tent (AR2016)
4) Over at (x=2600, y=3250) you'll find Raafee's tent, within which
reside Raafee (x=350, y=320) and his wife Salahee (x=520, y=320). They
just complain about the genies.
5) Over to the west you'll find the family of Rom, consisting of 
Kveroslava (x=1050, y=3030), Mastav (x=950, y=3030), Jidek 
(x=850, y=3050), and Rinin (x=750, y=3030). The first will tell you your
fortunes for 10 gold-something that we know by now is rough on the
fortune teller. Talk to Jidek a couple of times to involve yourself in
some family troubles. Jidek has been struck by wanderlust, and thinks
Athkatla is some wondrous metropolis where the streets are littered 
with gold. Either indulge his fantasies, crush them, play the middle
ground, or refuse to get involved. If you tell him it's not a bad
place he'll set off for Athkatla immediately. Pick any other option and
he'll just go for a walk. Oh, and along the way, you'll find some crates
you can loot. Thanks to Lee for that.

(x=1470, y=3040) Helmet x7 (lots of variety!), 1 gold
(x=1390, y=3080) Potion of Extra Healing, 3 gold

The Pleasure Tent (AR2017)
6) In the tent at (x=320, y=3000) you'll find Wilfred the Red
(x=420, y=280) who claims to have slain a dragon. The Mistress of this
brothel-tent and the last remaining working girl both seem to have
serious doubts about this claim, however. Be a ball-buster and 
challenge him to duel and he'll confess the truth. To keep you quiet
he'll pay you off.

(For getting Wilfred the Red to confess)
EXP	1000
Gold	1000
6) After our unexpected and entirely undeserved payday, head into the
western side of Trademeet and talk to the Merchant at (x=1680, y=2820).
He has nothing to sell, but he'll tell you more about the animal 
attacks, saying that a druid has been arrested and is being kept in
the High Merchant's manor. He'll also tell you about the genies, and 
tell you to talk to Guildmistress Busya about the situation.

Vyatri's Pub (AR2010)
7) Head into Vyatri's Pub (x=2200, y=2350), where you'll find Viekang, 
who identifies you as a child of Bhaal. Before anything else can be 
forthcoming, however, there's an explosion and Viekang is gone. Okay.
Talk to Vyatri (x=770, y=400) to find out some info about the animal 
attacks and the genies-but by now it's nothing you don't already know.
8) Now head up to the town center, near the fountain, where you'll be
accosted by Neeber (x=2430, y=1230). Neeber.. Noober..? Naw, it can't
be.. Endure his annoying line of questioning and he'll eventually give
you some 'rocks' that other people threw at him.

(For enduring Neeber's moronic questions)
EXP	1000 (each character)
Item	Bullets +2 x5
9) Head out the eastern gate of town (dispatching some animals along the
way) to find a Thief named Itona (x=3750, y=70). She'll offer to tell
you the location of the Rakshasa, free of charge. Why? Simple, the
Shadow Thieves can't steal from the genies who hold all the wealth in
Trademeet, and to get their hands back into other people's pockets, the
businesses need to be freed of their Djinni monopoly. She'll name an
old woman, Adratha, as your Rakshasa.

Note from Lee:
I have yet to meet Itona - I go there, wait, and she just never appears.
The rest of the sequence plays out the same, so it's not a critical bug,
but you might want to mention it. Possibly something to do with the
combination of tweaks, etc?

Mayor's House (AR2007)
10) We've explored Trademeet enough for now. There are still people to 
talk to and places to visit, but they're not very interesting at the 
moment. Enter the Mayor's House (x=1300, y=2300) and talk to 
Guildmistress Busya (x=700, y=500). She alludes to Trademeets problems
without really telling you anything. She will, however, tell you to
talk to her about the Djinni problem after the animal attacks are
halted. Since she seems like the rewardy type, we should probably delay
the rakshasa hunt and focus on the animals. Now go find High Merchant
Logan Coprith (x=1220, y=420). He gets right to the point and asks you
to escort the druid he has in custody to the grove of the local-and now
hostile-druids. That or do it yourself, which I greatly prefer. Head
down the stairs at (x=550, y=350).

(x=850, y=450) 16 gold
(x=910, y=170) Potion of Extra Healing x2, 1 gold
(x=1010, y=240) 31 gold
(x=1300, y=450) History of Dambrath, History of Luiren,
		History of Halruaa, Potion of Invisibility

Mayor's House, Dungeon (AR2009)
11) The only thing to do here is talk to Cernd (x=330, y=300) who is
being held 'captive' more for his own safety than anything else. He will
tell you that he was sent from the north to investigate why this grove
has cut ties with the hierarchy. He suspects a change in leadership as
the cause. Take him with you-or not. If you don't have a Druid in your
party you might just want to. Frankly, however, Jaheira is far and away
a better character, so she'll serve in his stead. It's time to leave
troubled Trademeet behind and travel to the Druid Grove.

Note that if your alignment is evil you'll be approached by a halfling
named 'Lord Khellon Menold', who will offer you a more permanent
solution to the Druid problem. Although his reasons seem more personal
than practical, he wants you to 'exorcize' the spirit of the Druid
Grove, hence eliminating it once and for all. To do this you need to
poison the 'holy font' in the grove with 'sulfurous poison'.

Druid Grove Area (AR1900)
12) Fair warning, there are Trolls lurking about. Be sure to have some
way to deal with them. To the north you'll find Pauden, who's really
trying to be nice-but firm. Mention Cernd and he'll tell you that this
grove has been usurped by a Shadow Druid named Faldorn. Yep. The Faldorn
from Baldur's Gate 1. Well, it looks like we've found the source of our
Druid problem.

If you provoke Pauden some Druids (led by Dalok) will overhear and
attack. These Druids will normally be encountered later in the level.

Troll Mound (AR1904)
13) Head to the far south western corner of the map, killing Spiders
and Trolls as you go. Near the Troll Mound I encountered a new sort of
Troll-the Spirit Troll (if you were higher level during the de'Arnise
Keep, you'd have fought them there.) Spirit Trolls require magical
weapons to hit (like Spectral Trolls) and begin battle with an Improved
Invisibility effect on them. They also drain Strength every time they
hit-like a Shadow. The effect is temporary, but annoying. Anyways,
spell-buff and enter the Troll Mound (x=900, y=2500), where you'll find
Trolls, of course. Kill all the Trolls and loot one pile of skulls for
some gold and the Spear of the Unicorn +2, and another for Bracers of
Archery and more gold. I don't have much use for the Spear of the
Unicorn +2, but characters who contribute primarily with ranged attacks
(like Minsc, Imoen, Nalia, Yoshimo, etc.) will be well-served by these.

(x=930, y=700) Spear of the Unicorn +2, 46 gold
(x=600, y=880) Bracers of Archery, 421 gold
14) Leave the skull that is the Troll-Mound and backtrack to the east,
turning north when the path presents itself, then east again. You'll
happen across a group of adventurers fighting Trolls. You can sit back
and watch, or help the adventurers. After the Trolls are down, they'll
turn on you, being in league with Faldorn as they are and all. The 
Fighters have some Arrows +1 and Arrows of Fire, and the Druid has 
Leather Armor +1, but it's nothing to get worked up over.
15) Over at (x=2850, y=1530) you'll find a group of Druids led by one
Kyland Lind, who is decidedly opposed to your presence here. Since they
are capable of presenting a lot of spell power against me, I decide to
treat them as if they are threats. An Insect Plague, two Silence 15'
Radius's, and two Chaos spells make them considerably less threatening.
They don't drop anything, but it's good experience, nonetheless.

Ogre's Tower (AR1905)
15) Continue eastward over some rocks and across a bridge. As soon as
the bridge ends go south. It looks impassable, but you can go there. 
Continue on until you find the large door leading to the Ogre's Tower
(x=4800, y=1200). Inside search the hay (x=380, y=200) for Belm +2, a
+2 Scimitar that grants an extra attack per round. Perfect for Jaheira,
who finally finds an excuse to drop that Staff Mace she had been using.
5 attacks/2 rounds is much better than 3 attacks/2 rounds, after all.

(x=380, y=200) Silver Ring, Belm +2

Adratha's Cottage (AR1902)
16) Head back up to the bridge and continue north east to find Adratha's
'Cottage'. One hell of a cottage. Maybe it's just the towers throwing me
off? Spell-buff and enter the cottage (x=4400, y=900), inside of which
you'll find 'Adratha' (x=480, y=530). Talk to Adratha and she'll 'smell'
the Djinni on you, which naturally provokes her into attacking. She'll
be joined by Saadat and Jalaal. Just focus on Ihtafeer. She can take 
a lot of punishment, but she can't really deal retaliate against my 
spell-buffed party. Jalaal and Saadat will amuse themselves with petty
magics, and when Ihtafeer dies.. well, their experience rewards really
does measure their relative level of threat. Saadat will drop a 
Cleric's Staff +3 and a Long sword, Jalaal will leave behind a Long
Sword, and Ihtafeer drops a Periapt of Proof Against Poison, a Long
Sword, and Ihtafeer's Head. You'll need the latter to prove you've 
done the Djinni's dirty work.

(x=620, y=200) Jade Ring, Arrows of Fire x40, Acid Arrows x40, 
	       Bolts of Biting x40, Bolts of Lightning x40
17) Head north over another bridge, which terminates in a bunch of
mushrooms. Nobody should be surprised that several Spore Colonies lie
nearby, ready to spawn Myconids. Continue to the west where you'll
find Cernd waiting (x=2420, y=600), provided that you didn't bring him 
with you. Talk to him and tell him you discovered that a Shadow Druid
named Faldorn now runs things here. He'll tell you that only a Druid
can face Faldorn, as it's unlikely she'll leave the grove, within which
she is nearly invulnerable. She is honor-bound, however, to accept the
challenge of another legitimate Druid. You can either take Cernd or
Jaheira with you for the purpose. Note that this will be an unarmed
fight, one which Cernd is actually probably more capable of handling
than Jaheira (what with his werewolf shapeshift and all.) Still,
Jaheira is more than capable. Make sure you have some Druid or another
in your party and continue to the west.
18) You'll come across another group of Druids led by Dalok 
(x=1100, y=670). This is your last obstacle before encountering 
Faldorn. A few spells will soften them up, but I required no special
strategies to defeat them. Dalok will drop a Flame Tongue, 3 gold, and
a Club +2, Gnasher, which is an interesting weapon Jaheira could use,
but I'd just as well keep Belm +2. Why a Druid was carrying around a
sword he can't use is beyond me. Before I enter the Druid Grove 
(x=850, y=250) I have Jaheira prepare an Iron Skins, and a Conjure Fire 

Druid Grove (AR1901)
19) Explore the grove until you find Faldorn (x=330, y=580). She has
little of interest to say, so challenge her for the grove. After which
your applicable character will be stripped of all their items and placed
into a rather small pit with Faldorn. Jaheira casts Iron Skins and then
conjures herself a Fire Elemental before shapeshifting into a Brown
Bear. You could also cast an Insect Plague, but Faldorn isn't very keen
on using spells. Whittle away Faldorn's 90 or so Hit Points and victory
is yours. Cernd will then talk and say that a Druid named Verthan will
serve as the head of this grove until the time comes when a new Great
Druid can be chosen. If you're a Druid yourself, command of the grove
will be offered to you. If you accept (and why wouldn't you?) you'll
receive a Staff of Thunder and Lightning. Master Verthan will tell you
to rest in the grove when you're ready to 'accept the joyous burden
the Spirit offers'. Oh yeah, and he tells you to pick up whatever crap
you dropped before the fight with Faldorn. We'll get to the Druid Grove
quests in a bit, but first it's time to wrap things up in Trademeet.

If you accepted the poison earlier, you need to activate the 'holy font'
at (x=1100, y=300). This will provoke Cernd, Jaheira and Keldorn to 
leave your party and attack, as well as all the Druids in the grove. I
can only imagine what Aerie, Mazzy, and Minsc will do in response to
this, but the point remains-don't do this with good party members 
present! If you wanted to see what could unite Druids and Shadow 
Druids.. well, this is it.

Note from Lee:
Battle trick... Strip Jaheira/Cernd/Main Character (depending on who
will fight Faldorn) of all their gear and give it to another character
before issuing the challenge. Once you appear in the battle pit, move
your Druid as close to the edge of the pit as possible, and the carrying
character as close as possible to your Druid. Pause, and you should be
able to re-equip the Druid with everything except armor (can't change
armor in battle), but you'll have all your weapons, magic items, and
other gear for the fight. Not that you really need it - Faldorn is a
pussy - but hey... why not?
20) Exit by heading west outside of the Druid Grove and return to
Trademeet. Waste little time in returning to the Mayor's House, where
Logan Coprith is waiting to reward you. He'll then tell you about
Trademeet's other problem-the Djinni-which unbeknownst to him you've
already resolved. He'll tell you about the Djinni and refer you to
Guildmistress Busya, who is now presumably in a better mood to deal
with you. Indeed, she'll tell you to convince them to leave, or destroy
them if that fails. She'll offer gold and a magical item for your help.

(For eliminating the Shadow Druid menace)
EXP	18000 (each character)
Gold	2000

If, on the other hand, you poisoned the grove you'll lose a point of
reputation. Babies. To get any reward you need to travel to Vyatri's
Pub and talk to Lord Khellon Menold, who waits outside (x=2080, y=2320).
Your reward from this greedy halfling is significantly less than it 
would have been from the High Merchant.

(For poisoning the Druid Grove)
Gold	1000
Item	Shield of Harmony +2
21) Head over to the Djinni tent and talk to Khan Zahraa. In return for
Ihtafeer's head he'll give you a Scimitar +2" 'Rashad's Talon', as well
as an experience reward. Didn't we find this thing on top of Durlag's
Tower? How'd it get all the way down here, and in the hands of a Djinni,
no less? If you haven't stolen the Efreeti Bottle from Taquee outside,
it's too late to do so after returning the head to Khan Zahraa. Also be
sure to have purchased everything you want from the Khan before you 
complete this quest.

(For delivering Ihtafeer's head to Khan Zahraa)
EXP	10000
Item	Scimitar +2, Rashad's Talon
22) Upon leaving the tent you'll be bothered by a lady named Jenia, who
will tell you that her son Tiris is too frightened to leave their home.
This certainly doesn't seem like something worth bothering adventurers
of our caliber over, but we might as well go check it out. 
23) Before we return to Mistress Busya, I'll discuss the shops in
Trademeet that have now reopened. First we have access to the Caravan
Merchant in the tent south of the Djinni Tent (AR2015). He sells gear
that is identical to the stuff the Cutpurse in the Bridge District of
Athkatla sold-namely a Staff Spear, Potions of Master Thievery, and
some useful spell scrolls. All of this can be had at a five-finger
discount, of course.
24) Next is the merchant we gained so much information from earlier
(x=1680, y=2820). His wares are honestly quite nice:

Club +3, Blackblood
A possible upgrade for Jaheira, it's enchantment bonus makes it
considerable, and the +3 acid damage is a bonus. In most fights, I 
prefer Belm +2, but it's worth carrying around.

Dwarven Thrower +3
This would be a good weapon for Anomen-if he were a dwarf. As it stands,
it's a consideration for Korgan, although he already has Hangard's 
Axe +2. As Korgan becomes more proficient with Hammers, however, you'll
appreciate having a +3 ranged weapon. Especially against giants.

Ras +2
A +2 Long Sword isn't very special by now, but the cool thing about
Ras is that it can fight on its own for four rounds. Treat it as a
summoned monster rather than a melee weapon.

Tansheron's Bow +3
One of the better weapons this merchant sells, it's a +3 Short Bow
that doesn't require ammo. It'll serve you well as you chase after
Irenicus, and really it's the best Short Bow you're going to find
until you create the Gesen Bow.

Cloak of Displacement
You should remember this from the first game, it gives a +4 Armor
Class bonus against missile weapons, and a +2 bonus to saves versus
death, breath, and wands. Stacked with a shield (like the Shield +1,
+4 versus Missiles of the Fortress Shield) the Boots of Avoidance,
and the Girdle of Piercing, this can make a character almost
invulnerable to ranged attacks. On the other hand, it can also spread
out the bonuses to other characters. In particular, I tend to put it
on Viconia or Anomen, depending which one of them I bring along. The
fact that it also boost their saves is just an added reason to put it
on a Cleric.

Belt of Inertial Barrier
This belt gives a +5 bonus to saves vs. breath weapons, 25% resistance
to missile damage, and 50% resistance to magic damage Not magical
fire or magical ice, but magic like Magic Missiles and Horrid 
Wilting. Wizards, with their low Hit Points make natural benefactors
of these bonuses, since they're most likely to be maligned by 
missiles, magic, and breath weapons, rather than melee attacks.

Stealing all the loot from him was a breeze with a Pick Pockets of
175%. It's a small investment in potions for literally tens of 
thousands of gold worth of loot. Steal from him liberally, and you'll
put yourself ahead for the next few chapters.

The Smithy (AR2001)
25) You can't really expect the rest of the merchants in the city to
top the last one. Wallace (x=2000, y=2820) and the Peddler 
(x=2520, y=2000) sell a few potions, and mundane gear, but nothing 
exceptional. Head to the Smithy (x=1950, y=800) if you want to buy
some +2 ammunition and some useful spell scrolls (listed below). He
also has a Robe of the Good Archmagi, but it's expensive, and inferior
to the Robe of Vecna. Unfortunately you can't rob him, either.

Conjure Lesser Fire Elemental
Fireshield (Red)
Pierce Magic
Protection from Cold
Protection from Magic Energy
Spell Thrust
True Sight

(x=500, y=400) 1 gold
(x=600, y=150) Scroll of Protection from Cold
(x=800, y=280) Tchazar Gem, Black Opal
26) Return to Guildmistress Busya for another well-deserved reward,
mostly in the shape of loot. The Shield of Harmony can replace any
Large Shield +2 you may yet be carrying, it's resistances are nice, but
it's bonus to Armor Class is only moderate, and soon to be eclipsed.
The gold reward is nice, too, being half the money you needed to raise
in order to find Imoen. Return to the High Merchant and he'll declare
you the Heroes of Trademeet! The reward is.. less practical, but still,
how many other people have statues of themselves hanging out by a 
fountain? Not you, that's for sure.

(For peacefully convincing the Djinni to leave)
Gold	7500
Item	Shield of Harmony 
Item	Rogue Stone
Item	Diamond 
Item	Jade Ring
Item	Pearl
27) The High Merchant will give a little speech and you'll get the
real reward for saving Trademeet. Of course, an adventurer's work is
never done. Before the ceremony ends you'll be bothered by Lady Lilith
Lurraxol and Lord Skarmaen Alibakkar, two nobles who claim to be
descendents of the founders of Trademeet. They're diametrically opposed,
it seems, and they both want you to meet them at their mansions. You'll
now get a suitable reward for becoming the Heroes of Trademeet. Before
we involve ourselves in this new quest, lets go check on Tiris, first.

(For becoming the Heroes of Trademeet)
EXP	25250 (each character)
Gold	10750
Reputation +1

Tiris' Home (AR2006)
28) You can find Tiris' home at (x=1300, y=900), where Tiris himself
cowers (x=270, y=170). He'll tell about how he was ambushed by a 
skinless man while out with his love Raissa, whom he bravely left 
behind when he fled. He'll ask you to try and rescue Raissa, and will
mention the name of the skinless man's accomplice-one Rejiek. It
appears our skinner made his way here from Athkatla. See the connection
between the Bridge District and Trademeet? There's reason to my 
madness, sometimes.

(x=330, y=170) Dagger, 2 gold
(x=170, y=150) Fire Agate Gem, Silver Ring, Short Sword, Leather Armor
(x=580, y=120) Dagger, Sling, History of Amn, 7 gold
29) Head over to the south western gate, where this ambush apparently
occurred. You'll meet a man outside the gate named Darsidian Moor, who
claims to be hunting a Skin Dancer. He believes the Skin Dancer lairs
north of the eastern gate. Head over to where the large mosaic of
Waukeen is to find Darsidian Moor, who claims to have rescued Raissa
and to have knocked the Skin Dancer's accomplice unconscious. They'll
both beg you to kill the unconscious Rejiek Hidesman. This sure seems
fishy, eh? Talk to Rejiek to discover that this is actually Raissa, and
the other two are your villains. Rejiek grows impatient and decides to
attack. Take them down, they're not very strong, and talk to Raissa.
Raissa will rise and occupy her own skin again. That's right, you read
that. Poor Raissa has been cursed to become a Skin Dancer herself, that
is, unless she gets a Restoration spell cast on her. You can either
cast it yourself or use a scroll to cast it. The latter can be 
purchased from the Temple of Waukeen, or purchased/stolen from the
Caravan Merchant (AR2015). At this point in the game I prefer to steal
a Scroll of Restoration and cast it on her. It's much more rewarding
than killing her. Return back to Tiris' house and talk to his parents
to complete the quest.

(For saving Raissa from her affliction)
EXP	30000
Reputation +1

Alibakkar Estate (AR2011)/Lurraxol Estate (AR2012)
30) We now have only one quest left to do, which involves paying a visit
to one of Trademeet's supposed first families. Whichever one you choose
to side with matters not a bit. To show how arbitrary this choice is,
I picked to work for the Lurraxols because their name is cooler. And
because I'd rather please the ladies. Anyhow, they both want you to
recover an item from the tombs in Trademeet called the 'Mantle of 
Waukeen, which they think will prove their legitimacy as the first
family of Trademeet. Of course the tombs are haunted, which is why
they're bothering to hire you. Both will offer 1000 gold, and both will
give you the 'Trademeet Tomb Key' to facilitate your infiltration.

***ITEMS*** (AR2011)
(x=400, y=360) Pearl Necklace, 35 gold
(x=850, y=450) 20 gold
(x=920, y=370) Bullets +1 x2

Trademeet Crypt (AR2013)
31) Head over to the Trademeet Crypt (x=3200, y=500). After you open the
doors the High Merchant will show up and offer you another deal. To
preserve the peace in Trademeet he wants you to give him the Mantle of
Waukeen, as bloodshed seems inevitable if you give it to either of the
noble families. It's the common video game moral dilemma-money versus
doing a good deed. Regardless of what you do, you need the Mantle,
first. Head inside the tomb and kill the Skeletons and Skeleton
Warriors within, one of which will drop the Mantle of Waukeen.
32) Now, if you return it to one of the noble families, the other will
show up and attack. Looks like the High Merchant was right about the
bloodshed thing. You'll be caught in the middle of the fight and will
have to fend off both sides, which inevitably means you need to kill
both the nobles. After they're dead the High Merchant will come in and
comment on the sorry state of affairs. The big draw of killing the
nobles is that Lord Alibakkar will drop a suit of Elven Chain. By now
it's only so useful (and unnecessary if you plan to side with Bodhi
later), but it's still something. You also get more gold and comparable
experience (6000 from just the two nobles). If you give it to the
High Merchant, you'll get an experience reward, a quarter of the gold
the nobles will pay, and a reputation increase (which, depending on
where your reputation is, can equal or exceed the monetary value the
nobles offer. Best of all, we're now done with Trademeet. If you're a
Druid, the next section will cover the Druid Grove quests, if not, or
if you don't care to do these quests now, skip to [WLK022] if you want
to side with Bodhi, or [WLK023] if you want to side with Gaelan Bayle
and the Shadow Thieves. In the rest of this section I'll cover Cernd's
quest, for those who are interested.

(For giving the Mantle of Waukeen to the Alibakkars/the Lurraxols)
Gold	1000

(For giving the Mantle of Waukeen to the High Merchant)
EXP	8000
Gold	250
Reputation +1
33) You'll find Cernd wherever you left him, or hanging out near the
Druid Grove (AR1900) (x=2440, y=600). Accept him back into your party
and head back to Waukeen's Promenade, where you'll be bothered by a man
named Igarol. Apparently he was Cernd's neighbor before Cernd left to
become a Druid. What, you think people are born Druids? Of course not!
Becoming a Druid typically involves some family or social strife (like
Jaheira) or a few blows to the head (like Cernd). Igarol is decidedly 
unfriendly, and accuses Cernd of abandoning his responsibilities-namely
his pregnant wife. Cernd decides he has to go speak to his wife-Galia-
and see what Igarol is hinting at.

Cernd's Former Home (AR0708)
34) Head over to Cernd's Former Home (x=1900, y=2850) to find the
squatter Catis. He's rather abrasive, but he does at least tell you
where you can find out where Cernd's wife is, he'll refer you to
Fennecia, Cernd's old serving girl. Thanks, guv. I'll send it to me
kids. I knows where mine are. Ouch. Burn. Outside Cernd will give
another one of his stupid nature parables. Whatever, you can find
Fennecia's house at (x=1800, y=900).

(x=250, y=300) History of the Western Heartlands
(x=450, y=200) Composite Long Bow, Arrows x40
(x=570, y=200) Fire Agate Gem
(x=620, y=220) Dagger, 19 gold
(x=650, y=200) History of Amn, 1 gold

Fennecia's Home (AR0710)
35) Inside, Cernd will get more of the same from Fennecia-she'll accuse
him of running out on his wife (like becoming a Druid is a legitimate
excuse!) and tell him to leave. He will, however, discover from 
Fennecia that Galia is dead. Since she won't speak while Cernd is
around send him outside and talk to her with another character. She'll
reveal that Galia found comfort with a noble named Deril, who apparently
treated her poorly. A few months ago Galia turns up dead, and Fennecia
suggest that Deril is responsible.

(x=600, y=200) Bluestone Necklace

Deril Estate (AR1004)
36) Now it's time to go pay this Deril a visit. Head over to the
Government District and enter the Deril Estate (x=3500, y=2650). Inside
you'll be accosted by a Golem named Glut, whom Cernd will handle in a
decidedly aggressive manner. At length Glut runs off to inform Deril of
his 'guests'. A Fireball in the distance should give you the distinct
impression that Deril really doesn't want to be bothered. He'll show up
and wonder who is foolish enough to interrupt his party. After Deril and
Cernd are done talking you'll get some options. Pick options #1 or #4
and you can end up fighting Deril, who is a powerful Mage.. although
probably not powerful enough to survive a Breach and a good rush. Pick
option #2 and Deril will hand over Cernd's son. Pick option #3 and
Cernd will fight Deril on his own-and lose. Told you Cernd sucks. Both
Deril and his Lich-friend Lagole Gon will give you 26000 experience,
although left to his own devices Lagole Gon will just ignore you and
hand over the baby after Deril is slain. Still, if you're feeling 
frisky you can attempt to take on the Lich, but at this point in the
game I wouldn't recommend it. When Deril dies he'll drop a Jade Ring,
a Quarterstaff, and 30 gold. Lagole Gon drops nothing. Hardly inspiring
loot. After you have Cernd's child he'll depart for the Druid Grove, and
you'll get some quest experience-although Cernd gets the lionshare.
Return to the Druid Grove and Cernd will rejoin your party, if you wish
to have him.

(For reclaiming Cernd's child)
EXP	50000 (Cernd)
EXP	20000

It's time to go find Imoen and Irenicus, and I'll warn you now, this is
not going to be a short trip in any sense of the word. You have two
options: side with the Vampires terrorizing the Shadow Thieves, or side
with the Shadow Thieves. You cannot do both, so make your choice and
stick to it. I prefer to side with the Shadow Thieves, personally, as
I prefer to keep that guild fence around.. also, the Shadow Thieves will
provide aid to you later in the game if you get cozy with them now,
whereas the Vampires.. will be somewhat less cordial. I will cover the
Vampire route first [WLK021], and the Shadow Thieves immediately
aftewards [WLK022], aftewards both begin again in Brynnlaw [WLK023].
Also note that after you cough up the 15,000 gold, chapter three starts.
Farewell, chapter two, it was.. well, long.
37) Now for some extra exploration. Depending on your appetite for
good loot we shouldn't have access to yet you can explore the first
level of Watcher's Keep. Compared to the rest of Watcher's Keep, the
first level is pretty easy (my evil party was able to clear it with
little trouble with only 600,000 experience per character.) Now, the
good party might want to abstain a bit, considering that Imoen is still
out of reach. Any experience we obtain here now is experience that
Imoen will not have. Still, even for the good party it'll be an immense
help if you at least grab Firetooth +4 for Keldorn, and the Quiver of
Plenty. Best of all, it doesn't require that you make much progress
through the area.

On the other hand, evil parties should head to Watcher's Keep and
complete the first level in its entirity to score a hefty extra bit of
loot and experience, including the Golem Manual-a device that allows
you to summon a Flesh Golem once per day, the Quiver of Plenty and
Case of Plenty-which produces infinite Arrows +1 and Bolts +1
(respectively), and the Crimson Dart +3-a returning dart that will
serve as Edwin's primary method of non-magical offense throughout the
rest of the game. The Crimson Dart +3 is Edwin's best means of
contributing to fights when he's not bothering to cast spells-and will
remain so for the rest of the game. The Golem Manual, however, isn't
really ground-breaking at this point in the game, but it's still nice
to have another summon to call upon.. and of course, you can always
buy Firetooth +4 for Haer'Dalis, if you have enough money.

Either way, if you wish to explore the first level of Watcher's Keep
now check out the Watcher's Keep walkthrough section [WLK048].

If you're more experienced, and your Edwin can cast 7th level spells,
you might also consider completing the Limited Wish quests now. With
the good party, there's no way my Fighter/Mage protagonist has hit
14th level as a Mage (which would require 3,000,000 experience points).
But at this point in the game, it's possible that the evil party may
have done so-if they completed every quest in the walkthrough to this
point. For reference, my evil party playthrough Edwin had 1,520,000
experience.. just barely enough to hit 14th level. The rewards for doing
these quests now? Fairly paltry. It does provide a chance that the
Boomerang Dagger +2 might be useful for a while, and having a suit of
Full Plate Mail +2 is a tiny advantage for a short amount of time.

|								       |
|		            Druid Grove Quests		               |
|								       |
Sequence of Events:						{WLK020}
		1) The Root of the Problem
		2) Neutralizing Nilthiri
		3) The Founder's Progeny
		4) Driving Out Chaos
		5) Great Druid

Druid Grove (AR1901)
1) To start these quests off return to the Druid Grove and rest there.
When you wake up, a 'Spirit of the Grove' will show up and speak to you.
Accept to become the leader of the grove, restore balance, and all that
good crap and it'll tell you that a new leader of the Troll Mound has
arisen, one Nilthiri the Shamaness, and she needs to be taken out.
You'll be given the club 'The Root of the Problem', heh, and sent off to
go find Nilthiri, who is east of the Troll Mound.
2) You'll find the Troll Nilthiri at (x=2320, y=2640), who will threaten
you a bit before attacking. She's somewhat stronger than normal Trolls,
but not so strong that you should lose sleep over it. Kill her and her
Troll consorts and return to the Druid Grove. Or just wait, either way
the Spirit of the Grove will find you and reward you for restoring

(For putting down Nilthiri)
EXP	18500 (each character)
3) Return to the Druid Grove and rest for a while. After, oh, lets say
a week or so, the Spirit of the Grove will show up to give you your 
second quest. It'll punish you for taking on these quests by telling you
a long story about Marek-the founder of the grove. Long story short,
one of Marek's ancestors-and inheritors of his 'spirit'-is in Trademeet,
and it's only a matter of time before the vague forces of chaos pounce
and kill this kid.
4) As your journal states, you should travel to Trademeet and search
around outside of town. You'll find him standing out in the open at
(x=2950, y=3330). Talk to the boy and convince him to cast out the
spirits that haunt him so you may do battle with them. After some 
prompting, he'll do so, and you'll get to fight 'Chaos'. It can cast a
few Druid spells, but it wasn't strong enough to overcome my Hasted
party. After it dies the Spirit of the Grove will talk to you again,
thanking you for driving out Chaos and promising not to bother you again
until you're ready to challenge for ascension within the Grove (when
you're a 14th level Druid.) Since this requires 1,500,000 experience,
it's not something I'm really even remotely prepared to pursue just

(For driving Chaos out of Loren)
EXP	20500 (each character)
Item	Golden Lion Figurine
5) After quite a while I return with more than enough experience to
challenge for the position of Great Druid. For the sake of continuity
it's included here, but most likely this won't occur until Chapter 6.
Talk to Master Verthan and announce you're challenging for the title of
Great Druid, after which you'll be teleported into the combat bit where
you killed Faldorn to do battle with a Druid who'll start out with
Barkskin, Ironskin, and other defenses before summoning some animals
and casting offensive spells (including Insect Plague, one of the few
times in the game where you may be subject to our own trump card.)
After he falls you'll be proclaimed Great Druid, and you'll get a hefty
gold reward, as well as some experience, a Cleric's Staff +3, and a Ring
of Protection +2.

(For gaining the title of Great Druid)
EXP	20000
Item	Cleric's Staff +3
Item	Ring of Protection +2
Gold	10000

|		               Chapter 3	  		       |
|								       |
|		  	   Siding with Bodhi			       |
|								       |
Sequence of Events:						{WLK021}
		1) Deal With the Devil
		2) Mugging Mook
		3) Bodhi's Lair
		4) The 'Unseemly' Task
		5) The 'Heroic' Task
		6) Bodhi's Last Task
		7) Coo! A Key
		8) Breaking into the Basement
		9) Freeing Tizzak
		10) The Bridge Room
		11) The Mock City Room
		12) Pressing the Button
		13) Haz's Key
		14) Aran Linvail's Sanctum
		15) Slaying the Shadow Master
		16) Sailing to Spellhold
		17) Saemon's Escort

Graveyard District (AR0800)
1) Head over to the graveyard district at night to find Bodhi. Or
rather, she'll find you. She'll start out by making light threats and
slandering the Shadow Thieves-the typical business of somebody who can't
be trusted. 15,000 gold and some tasks that involve 'killing and 
terrorizing' and you'll have Imoen and Irenicus, she promises. if you 
don't accept her offer she'll depart with a threat, if you do side with
her she'll tell you to go find and 'confiscate' a shipment of supplies
coming in. Bodhi will tell you that the Shadow Thieves already know of
your treachery, and that you might as well just regard them as enemies.
That was quick, eh? After talking to Bohdi chapter three officially

(For siding with Bodhi)
EXP	36750 (each character)
2) Head to the Docks District and go find Mook at (x=1700, y=3630).
She'll call for the help of someone named Arkanis, who will show up to
try and backstab you. It's not a very challenging fight, due to their
lack of spell power and all. Some of the Shadow Thieves will throw
Poisoned Throwing Daggers at you, but they also carry Antidotes to make
up for it. Kill Mook and loot her body to obtain the 'Smuggled 
Shipment'. Arkanis Gath will leave behind a Short Sword +2, and the
Rifthome Axe +3, which is a clear upgrade over Hangard's Axe +2. Why
would such an insignificant Thief have such a weapon? Who knows.

Lower Tombs (AR0801)
3) Now it's time to return to Bodhi. Go back to the Graveyard District
and enter the tomb at (x=600, y=1000). There are several people to talk
to, but most of them are just nutters, and not really worth the time.
Walking around slightly will dispel any illusions about who you're 
dealing with. Lets just say only a certain kind of critter loves tombs
and blood so much-but this is no surprise, of course. You'll find Bodhi
at (x=1400, y=830), who will take the package off your hands. You'll
get a decent experience reward and another quest, or rather, two
different quests-a heroic task, or an unseemly task, as the game puts
it. It's somewhat misleading-the heroic task forces you to kill more
people than the unseemly task, but I suppose it's the 'who' involved and
not the 'how many'. Be sure to search the blood pool at (x=400, y=700)
to claim a Mace of Disruption +1. It won't do us much good right now,
since we're siding WITH the undead, but it could have its uses later..

(For returning the Shadow Thief package to Bodhi)
EXP	28500 (each character)

Vulova Estate (AR1007)
4) If you pick the 'unseemly task' she'll tell you to murder Senior
Armagaran, who has ties to the Shadow Thief guild. She also wants you to
leave a cloak and dagger in the fountain of the house to implicate the
Shadow Thieves. Kinda cliche, but what the hell. Head to the Government
District and enter the Vulova Estate (x=2400, y=120). The man you're
looking for, Senior Armagaran Vulova is at (x=600, y=600), and he's
guarded by a brute named Laen Torg and a Vulova Wizard. You can kill
him, or allow him to flee. Either way, he'll sic his guards on you. Do
what you will, but leave the Shadow Thief Dagger and Shadow Thief Cloak
in the fountain (x=900, y=500). Note that if you wuss out you get no
experience for this quest.

(For murdering Senior Armagaran Vulova)
EXP	28500 (each character)
5) The heroic task requires you to go save a Thief by the name of
Palern Flynn. Apparently he betrayed the Shadow Thieves and Bodhi wants
him rescued before he comes to harm. Head over to the Docks District and
go to the Shadow Thief Guildhall (x=1000, y=2000), killing whatever
Shadow Thieves you find along the way. Inside you'll be attacked by a
mob of Shadow Thieves, but it's a straight out melee at first. There is
a Shadow Thief Mage lurking around, but they were fairly ineffective at
causing me harm. The Shadow Thief Mage will drop a Mage Robe of Fire
Resistance and some Darts +1, while the rest of the goons will leave 
behind fairly mundane gear. Over at (x=550, y=250) you'll find Palern
Flynn. Talk to him and free him and head back to Bodhi.
6) No matter what quest you do, when you return to Bodhi she'll dismiss
it. It was more a test of your capabilities and disposition than any 
sort of task that really needed doing, apparently. You'll get some quest
experience and your next task: this time she wants you to kill the
Shadow Master, Aran Linvail. Of course, it's not as easy as just walking
in and killing him, you'll need to get a key to reach the basement of
the guildhall. She suggest paying your old associate Gaelan a visit.
Also there's a missing associate of hers named Tizzak who might know how
to access Aran's sanctum.

(For rescuing Palern Flynn)
EXP	28500 (each character)
7) So, lets pay Gaelan Bayle a visit. Return to the Slums District and
enter his house (x=3150, y=1200). He's understandably not happy to see
you, and actually seems genuinely upset by your betrayal. Kill him and
loot his body for some goodies, including a suit of Leather Armor +3,
a Cloak of Protection +1, Bolts of Biting x10, Bolts +1 x10, Bolts x20,
two Potions of Extra Healing, the Shadow Thief Cellar Key, a Short 
Sword +2, a Light Crossbow +2, and 142 gold. You might as well go up 
stairs and kill Arledrian, who'll drop Arrows +1 x10, a Potion of Extra
Healing, and a Short Sword +1, and 7 gold, along with other mundane 
8) Return to the Dock District and enter the Shadow Thief guild, this
time to reach the ground floor. Kill whatever Shadow Thieves you find
and go to the north east, where you'll find a secret door at
(x=1400, y=350) which leads to the Shadow Thief Basement.

Shadow Thief Guild, Basement (AR0307)
9) The room you enter into will have several Shadow Thieves within, 
two with bows, three with melee weapons. None are a threat. Go to the
door at (x=1350, y=2200) to find Tizzak, who will ask you to kill the
torturer, who apparently has the keys to the door. Head to the east to
find Booter, who will attack you. He's not too rough, kill him and grab
his Two-Handed Sword +2 and his Shadow Thief Prison Key. Talk to Tizzak,
who will tell you that Aran's sanctum is behind two magic doors that
cannot be picked or bashed. You'll need to press a button to get past
one, and find a key for the other. The button is behind a trapped 
corridor to the north, and a wizard named Haz might have the key.
10) Go through the doorway at (x=1100, y=1600) to reach a hallway that
splits north/south. The south room is occupied by a trio of Shadow
Thieves, including a somewhat powerful wizard. Kill them and loot the
Mage for some gems and gold. To the north is a room made up of wooden
bridges. When you get close an armored man named Dedral will tell his
troops to disable to guillotines so he can get through. Fun. There are
enough archers and traps around here to be a chore, what with the poor
party navigation and all. I prefer to take a Thief to search for traps
while a heavily armed characters-Korgan or Keldorn, for instance,
goes with them. They answer ranged attacks with ranged attacks, and at
this Korgan especially excels, what with his new axe and all. Avoid the
first landing to the north east, as it has a Cloudkill trap on it that
just won't be detected. Go north instead. You'll come across some
archers on high ground and a Priest of Mask, which shouldn't trouble
you too much.
11) Continue on until you reach a room set up like a mock city. There
are traps right in the middle of the area, so be sure to disarm it 
before exploring. When you walk into the room, Dedral and a group of his
lackeys will show up and attack. Dedral's the only dangerous one, but
he doesn't really have good enough support to make the most of it. Loot
Dedral for a suit of Full Plate Mail, a Ring of Lock Picks, and a Scroll
of Summon Djinni. His subordinates only carried mundane gear.

(x=2300, y=1250)
(x=2200, y=1420)
12) Now you have two ways to go, through a door to the east, or up
some stairs to the north. Up to the north you'll find a pair of traps
in a hallway before a room clearly designed to test, ah, Dexterity.
Run over the first two rotating spike columns and stop on the landing
beyond long enough to disarm a trap. Continue onto the third column and
press the button (x=3550, y=300) to open one of the magic doors. Well,
that wasn't so bad. Head back to the mock city room and go east.

(x=2700, y=920)
(x=2900, y=820) 
(x=3300, y=500)  

(For opening one of the magic doors to Aran Linvail's sanctum)
EXP	17500
13) Go down a long hallway, disarming a Lightning Bolt trap as you go.
Go through a circular room and through a doorway to the north into 
another hallway where you'll find a Fireball trap waiting for you. 
Disarm it and continue down another hallway to the west. You'll run into
another Priest of Mask and some Shadow Thieves. Kill them and continue
on to Haz (x=3820, y=1170), who isn't nearly as threatening as he thinks
he is. Kill him and take his Key to Aran's Lair.

(x=2600, y=1750)
(x=3750, y=1700)
14) Now head back to the room in which we entered and go through a
secret door at (x=1600, y=1800). Follow the tunnel to the east, killing 
the stupid Orcs you find waiting for you. Really, Orcs? Disable the 
Flame Strike trap in the tunnel and continue on until you run afoul of 
some Shadows and an Air Elemental. You'll eventually come to a circular
room with a bridge spanning it. Spell buff and open the final door 
between you and Aran Linvail at (x=4400, y=1950).

(x=2350, y=2250) 
15) Aran Linvail and his squad aren't slouches. Many of them are spell
casters and you're forced to go through a bottleneck (doorway) to
reach them. Send in your strongest Fighters only, and have Mages and
Clerics cast spells like True Sight to cancel out the illusions they'll
bring up, and Chaos to hopefully take a few out of the fight. Jaheira
hitting them with an Insect Plague is, like in all big fights, pretty
important. You can also expect them to summon a Nabassu, so be ready
for it. If you're lucky with your debuffs, you should make it out intact,
but spell battles are touchy. Once they're dead, loot them. Most of them
carry crap, but Aran Linvail will leave behind a suit of Elven Chain
Mail +1, an Amulet of Power Bolts of Biting x10, Bolts +1 x20,
Bolts x20, a Potion of Invisibility, three Potions of Extra Healing, a
Wand of Fear, a Ring of Protection +2, a Short Sword +2, a Light
Crossbow +2, and 142 gold. The Elven Chain is pretty cool, especially
for a Thief or Mage multi-or-dual classed character, but its not better
than the Bracers of Defense AC 3 we bought earlier, and certainly not
with Aran's Ring of Protection +2 equipped. The Amulet of Power is one
of the items you don't have to worry about too much, as you'd get this
by working with the Shadow Thieves. It's really a great item for a
Fighter/Mage, as it offers Magic Resistance (every little bit helps),
Vocalize (essentially immunity to Silence), it decreases the casting
speed by 1, and it makes the wearer immune to level drain. The last
perk will come in handy when Vampires become a problem. It'll allow my
protagonist to buff up and meet them in combat without having to worry
about losing levels. Good stuff all around.

(x=4500, y=1920) Katana +2, Ring of Djinni Summoning
(x=4750, y=1850) Silver Necklace, 29 gold
16) Return to Bodhi. You'll get a pretty hefty quest reward, and Bodhi
will say that the destruction of the Shadow Thieves was more of a test
for you than a political goal for herself. Bodhi will now talk of
Irenicus, saying that he is her brother, and that Irenicus wasn't trying
to torture you and Imoen, he was trying to unlock your potential as a
child of Bhaal. She wants you to recover Irenicus so that he may be of
use to her, and will tell you that he's being help in the 'Residence for
the Magically Deviant'-aka Spellhold. You need merely sail over there
and infiltrate an asylum operated by the Cowled Wizards. Tell Bodhi
you're ready to leave, and again, keep in mind that you won't be 
coming back any time soon. You'll get to watch another cutscene about
Irenicus and Imoen before you appear at the docks with Bodhi. She'll
tell you to behave with the crew before you're introduced to Saemon
Havarian, the captain of the ship you're taking. Endure some banter and
you're off to Spellhold.

(For receiving Bodhi's assistance)
EXP	50000 (each character)

Brynnlaw (AR1600)
17) By siding with Bodhi you'll endure a quiet voyage. Once on shore
Bodhi will tell Saemon to give you a tour around town. This he does 
insomuch as he leads you to the Vulgar Monkey tavern, where he'll
refer you to somebody named Sanik.

|		               Chapter 3	  		       |
|								       |
|		        Siding with Gaelan Bayle 		       |
|								       |
Sequence of Events:						{WLK022}
		1) The Lesser of Two Evils
		2) A Den of Thieves
		3) Interred Achon
		4) The Torture Tutor
		5) The Coat Room
		6) Thieve's Playground
		7) Target Shooting
		8) Don't Push the Red Button!
		9) Hide-and-go-Tag
		10) Ring of Lockpicking
		11) Aran's First Mission
		12) Meeting Mook
		13) Aran's Second Mission
		14) Where Evil Dwells..
		15) Aran's Last Mission
		16) Into the Vampires' Lair
		17) Lassal's First Challenge
		18) Staking Some Vampires
		19) Blood-Pool Presents
		20) Lassal's Ambush
		21) Lassal's Second Challenge
		22) Lassal's Last Stand
		23) Battle With Bodhi
		24) Aran Linvail's Confession
		25) Sailing to Spellhold
		26) Saemon's Excuse

Galean Bayle's House (AR0311)/(AR0312)
1) Head over to the Slums District and into Gaelan Bayle's house
(AR0311). Talk to Gaelan and accept the new offer for a nice experience
reward and the end of Chapter 2. Gaelan will tell you that the next
step in this enterprise is to meet with Shadowmaster Aran Linvail. Looks
like you get to meet him no matter who you're siding with. It should be
noted that you earn more experience for siding with Gaelan Bayle than
you would have if you sided with Bodhi. Inconsequential in the grand
scheme of things, but interesting nonetheless. In many ways, siding 
with Bodhi is the easy way to do this-although I certainly wouldn't go
so far as to say the most rewarding-financially or otherwise. Gaelan
will give you a 'key to the Shadowmaster' and tell you where to find the
Thieve's Guild in the Docks District, as if you didn't already know.
Watch a cutscene of Irenicus' and Imoen's exploits in Spellhold, and 
head over to pay a visit to everybody's favorite Shadow Thieves.

(For siding with Gaelan Bayle)
EXP	45000 (each character)
Item	Shadow Thief Cellar Key

Shadow Thief Guild, Basement (AR0307)
2) There are several ways to find this guild, one of which is by
entering the main guildhall (AR305) and exiting at (x=1400, y=350).
You'll enter into a room occupied by Tassa, Cuchul, and Mitsu. This
place has plenty of people to talk to, a few things to loot, and
really, little of worthy of our attention.. but, for the sake of
completionism (and because Lee told me I probably should) I'll cover
all the scripted events you can encounter here. If you just want to
get on with your life, see Steps #x and #x, which contain the most
useful bits of information. We'll use this room as our orientation
device for this area.. and that's about the only interesting thing
about it, as its occupants aren't terribly interesting, nor is the loot
anything to get excited over.

(x=1100, y=1850) 1 gold
(x=1300, y=1900) 1 gold
3) Go through a door at (x=1350, y=2200) to find the dungeon-any good
guild has a dungeon, after all, one of the ironies of working for an
organization of criminals is that if you break the law, you can end up
behind bars. If you cross the law-breakers, you can end up behind bars.
Damned if you do, damned if you don't. Inside are several prisoners, and
Achon (x=1130, y=2550). The prisoners complain about time, but Achon is
more talkative-which is not, to say, more interesting.
4) From the main room where we entered the level, head down a tunnel to
the south-east to find the torture chamber, another fixture of both
benign legal organizations and illegitimate criminal organizations
alike. Here you'll find a prisoner undergoing treatment here, and a
Dwarf named Booter trying to show a young apprentice the ropes.
Unfortunately for teachers everywhere, 'Apprentice Torturer Douglas'
just doesn't have the disposition for a little learning, and runs off.
You can talk to both of them, but if you speak to Douglas, he'll have
another bout of squeamishness and disappear.

(x=2300, y=2600) Dagger
5) Go through a door to the north-west at (x=1100, y=1600), head up a
tunnel, and when you reach a perpendicular tunnel, head south-west to
find another nefarious room. A coat room. But, being in a Thieve's
Guild, it's doubtlessly nefarious. Or at least the coats are. Here you
can find Missy (x=200, y=1570), who is clearly stressed by her job.. Her
job of handling the coats. You try and keep track of dozens of coats in
a Thieve's guild-a room full of pockets in a sanctuary to pick-pockets.
These coats are more at-risk than a troop of Tiger Scouts spending a
day in the Vatican!

(x=500, y=1650) 90 gold
6) Head north-east to find a room full of platforms, bridges, and
guillotine traps. Not conventional traps, mind you, they can't be
disarmed, and won't harm you. These are the flavorful, environmental
traps everybody loves so much. All in all, it's a playground for
Thieves. Keep traveling across the room to the north-east to find a
pair of Thieves hard at play.
7) Go through a doorway to find a fake city-scape, although Thief-
playground. When you enter you'll get to see Pelanna instructing a
trainee as he shoots down targets. Afterwards, she'll end up talking to
you, you'll disclose who you are, and she'll tell you where to find
Aran. You can then loot the dead Shadow Thieves for their Bastard
Swords, for what that's worth.

(x=1870, y=1270) 9 gold
(x=1280, y-1350) 1 gold
(x=2100, y=1250) 1 gold
8) Head up some stairs to the north-east until you find another
Thieve's playground-this time consisting of spiked rollers, platforms,
and bridges. These rollers can harm you if you stand on them too long,
and if you make your way across you'll get to see a trainee victoriously
complete the course-and suffer for his indiscretion. Don't follow his
example, and leave the overly-obvious red button at (x=3550, y=300)
9) Return to the fake city-scape and head through a doorway and down a
tunnel to the south-east. Open a door at (x=3250, y=2150) and you'll
get to see more trainees playing-this time it's a time-honored tradition
of hide-and-go-tag. Follow them through the doorway to the north and
continue until you find a room.. er.. also to the north.
10) Now for a useful encounter, there's a Shadow Thief at
(x=3770, y=1230). Talk to him and he'll suggest overthrowing Aran
Linvail, only to be overheard and promptly attacked by another Shadow
Thief. Kill the traitor, or let the other Shadow Thief do it. Either
way, loot the traitor's corpse for a Ring of Lock Picks.  

(x=500, y=1650) 90 gold
11) To get to Aran Linvail, go through the secret door in the room we
entered into (x=1600, y=1800) and continue to the north until you find
Aran (x=4600, y=2050). He'll talk to you and offer you some magical
trinkets in exchange for your gold-and will try and placate you by
saying that only a few 'minor points' need to be addressed before you'll
get what you paid for. As if it wasn't enough that you had to pay them
huge sums of gold, but you now have to work for them. Ah well. Aran will
tell you that strange things are afoot in the Docks District-missing
shipments and missing employees. Since you've already burnt bridges with
Bodhi, Aran guesses that you won't waste your investment with the Shadow
Thieves by betraying him, so you naturally make a trustworthy source of
muscle. He wants you to go down to the docks and meet with somebody
named Mook. He'll also make good on his promise to give you some loot
before you go; a Ring of  Protection +2, and an Amulet of Power.
Frankly, these items are almost worth the money we paid the Shadow
Thieves, especially with a Fighter/Mage protagonist. I equip the Amulet
of Power on my main character, as it's about to prove to be useful. If
that's not quite enough, however, you can steal a Light Crossbow +2,
Bolts +1 x20, four Wooden Stakes, Bolts of Lightning x10, and Bolts x10
from Aran.
12) Wait until night and head down to the seaside docks to find Mook
(x=1700, y=3630). She'll mention that she's seen a man casing the area.
With you here as backup, however, she'll be able to do a more thorough
investigation. Some time will pass and a Vampire will show up. Mook will
go confront him and after they exchange words Mook will be killed,
leaving you to fight this 'Lassal' by yourself. I send my main character
forward, who is protected by his new Amulet of Power. He'll take some
damage, but he won't get level-drained, which is the real problem 
Vampires pose. If you get charmed just dispel it.. or cast Chaotic
Commands at the start of the fight. Of course, you should feel
encouraged to have the rest of your party contribute with ranged
weapons whenever fighting creatures like Vampires and Illithids-both of
which are best handled by our protected protagonists. Once Lassal is
beaten he'll flee, and it's time to report to Aran.
13) Once Aran is informed you'll get an experience reward. Aran will then
promptly send you on another quest. This time you need to find two
Shadow Thieves named Jaylos and Caehan who are planning to defect. You
need to head over to the Five Flagons and pretend to be a new recruit
of the enemy guild and hopefully find out where the enemy guild is

(For reporting to Aran Linvail about the events at the docks)
EXP	28500 (each character)

Five Flagons Inn, Upstairs (AR0511)
14) Saunter over to the Bridge District and enter the Five Flagons Inn
(AR0522) and head upstairs (x=600, y=250). Might as well loot the place
while we're here, although the pickings are slim. You'll find Jaylos
at (x=420, y=590) and Caehan at (x=370, y=720). It doesn't matter what
you say, they want a fight. Fortunately Caehan is an idiot and mentions
the name of their contact, one 'Gracen'. They don't put up much of a
fight. Once they're dead, the 'Guild Contact' will show up and initiate
dialogue. It doesn't matter what you say, a fight will ensue. Kill this
Gracen and loot his corpse for a suit of Plate Mail Armor, a Helmet, 
a Potion of Extra Healing, two Potions of Invulnerability, a 'Contact's
Note', and a Two Handed Sword +2. Read the note-which is from your old
pal Lassal-to find out that the rival guild is located in the 
Graveyard District.

(x=750, y=1120) Potion of Insight, Bloodstone Amulet
(x=1300, y=380) 47 gold
15) Return to Aran and inform him of your latest exploits. You'll get
another experience reward and your last mission from the Shadow Thieves:
exterminate the rival guild. You had to have seen that coming. Aran will
dispatch a Mage to help open the doors to the Vampire's lair, but the
rest is up to you, of course. He's nice enough to give you five Wooden
Stakes, at least. Hold onto them and head over to the Graveyard 

(For telling Aran Linvail the location of the rival guild)
EXP	28500 (each character)

Lower Tombs (AR0801)
16) Return to the Lower Tombs by entering the door at (x=2580, y=880) in
the Graveyard District. This is a place you should be well aware of if 
you recruited Edwin and Korgan. Head north of the central web structure
where we found Pai'Na much earlier and find Haz at (x=1730, y=1480), who
is relieved that you showed up. He'll sick his Flesh Golem on the door
and the party will run into Lassal again, who will command some 
'Grimwarders' to attack you. These are similar to the Doom Knights and 
Skeleton Warriors in the first game, and by now shouldn't be too much of
a bother. Haz, however, might disagree. After the Grimwards are put 
down, loot Haz for some gold and a Staff Mace.
17) Continue through a doorway to the north, where Lassal will challenge
you to face him in the inner sanctum. He's obviously trying to lead you
somewhere, and he can wait. Go through a doorway to the north where
you'll find a Fledgling Vampire and a Vampire named Tanova. My ideal
vampire strategy is as follows: I let my main character, who is spell-
buffed and protected against level drain due to his Amulet of Power,
do all the work. Simple, eh? The rest of my characters debuff enemies
and provide ranged support, although characters like Keldorn and Minsc
use their melee weapon with reach to attack without opening themselves
to reprisals. Another option is to use Negative Plane Protection on
Fighters being sent into combat, but with a duration of five rounds
per casting, it's not really ideal. Putting the Amulet of Power on
Anomen, Jaheira, or Viconia also works, although since they can't spell-
buff as well, they won't be quite as effective on their own. Tanova will
drop a Potion of Insulation and some gold when she dies. At the northern
end of the room you'll find another Fledgling Vampire and a Greater
Ghoul, both of which can be dispatched rather easily.
18) Head down a tunnel to the south west (opposite the tunnel where we
fought Tanova) and kill the Vampire Gellal who stands in your way.
You'll eventually find a room to the west that contains a Clay Golem
guarding some Sarcophagi. By now a lone Clay Golem shouldn't really be
too much of a bother to us (especially if you completed the Trademeet
quests). Dispatch it and stake whatever Vampires have fled back here
(you can tell because your cursor will change to the "attack" icon when
over applicable sarcophagi.)
19) Once you've staked whatever Vampires you can, go through the secret
door at (x=450, y=1250). Beyond which I find a Fledgling Vampire, a
Vampire named Durst, and a Greater Ghoul, which are fodder to my
Fighter/Mage. Search the pool of blood at (x=400, y=700) for a Mace of
Disruption +1. Ideally it would be great against undead, but my
protagonist doesn't do Maces, and Anomen/Viconia are susceptible to
level drain, so it just sits in my inventory and looks pretty. I make
sure there's nothing left to stake in the previous room, then I head
through another secret door at (x=700, y=750). This just takes me back
to the main room with the table in the middle. It's time to go after
Lassal (x=1600, y=550).

(For staking a Vampire)
EXP	9000

Vampire's Sanctuary (AR8003)
20) Head down a tunnel to the east and dispatch a pair of Greater
Ghouls. Through a door you'll find a room with two Fledgling Vampires
and numerous Grimwarders. You have two conflicting needs here-you need
to kill the Vampires with a protected character to avoid level drain,
but you need to focus as much of your might on the Grimwarders as
possible. The best thing to do is bottleneck them at the door (Vampires
are quicker than Grimwarders, so they'll probably reach you first) with
a protected character, while your spell-casters blast enemies in the
room beyond. Holy Smite works well here with a good-aligned party. Of
course, spell-buffing to the max helps make everything go smoother.
21) Once the populated room is..depopulated.. you've two ways to go.
First go through a door (x=1120, y=300) to find a room with some loot
in it. At this point in the game, it's nothing to go crazy over,
although the armor was clearly designed for Rangers. Go through the
door at (x=1570, y=300) and Lassal will tell you to find him in the
room of blood and blades. Oh, am I going to enjoy staking him.

(x=930, y=200) 8 gold
(x=1050, y=200) Ashen Scales +2, Katana +2

(x=1050, y=200)
22) Instead of rushing in and allowing my party to get mauled by the
spikes in the room (which is at the eastern end of the hallway past
where you fought Tanova) I decide to take a more conservative tactic.
Now, this might be a bit unorthodox, but my plan is to spell-buff my
main character and let him do all the work. I know, we never do that!
Anyways, he goes alone to confront Lassal (x=3320, y=320). For those
of you without the benefit of a Fighter/Mage, spell-buff a Mage and
send them in alone. Instead of duking it out with Lassal, however, lure
him out into the hallway where you fought Tanova. I promptly and
decisively smite Lassal and head back to the sarcophagus room, where he
endures a well-deserved staking.
23) To the north Bodhi will appear. I send the rest of my party out into
the hallway so my main character can fight her alone. He's still spell-
buffed from the last fight (Lassal was entirely out-classed), and so is
still in fine condition to go toe-to-toe with her. Her Hit Points won't
last as long as my Stoneskin and Mirror Image will. Once she falls
she'll taunt you a bit before leaving. Of course, lets not be 
foolhardy, if she's more than you can handle, by all means attack her
with characters wielding weapons with reach. It's time to return to
Aran Linvail. His rival guild has been subdued, at least for now, and
it's past time we saw some return for all the money we gave him.

(For defeating Bodhi)
EXP	18750
24) Report to Aran Linvail, where you'll receive a suitably large
experience reward. Even if you don't question him about what Bodhi said,
Aran will come clean. By now it's no surprise that the Shadow Thieves
were the ones who attacked Irenicus' lair under Waukeen's Promenade. In
fact, I wasn't even aware this was supposed to be a secret. Anyways,
the Shadow Thieves are genuinely enemies of Irenicus. Not because of
what he did to you, of course, but because of his connections with 
Bodhi, and Bodhi was anything but friendly to the Shadow Thieves. The
gold served a dual-purpose for the Shadow Thieves-first to ensure your
commitment (who would pay that much money if they weren't really after
Irenicus?) and second because that Shadow Thieves genuinely needed the
money. Warring with a guild of Vampires is expensive, it seems.
Irenicus and Imoen both reside within Spellhold. You want to get there
for Imoen, or for whatever power Irenicus thinks he can unlock within
you, and the Shadow Thieves want answers. All in all, after talking to
the Shadow Thieves you feel like you're getting a clearer picture of
what transpired at the beginning of the game-the only remaining
questions lie with Irenicus. It's a much more fulfilling feeling than
you get at the end of Bodhi's quests, where you're sure of only one
thing: that she's playing games with you.

(For receiving the Shadow Thieve's assistance)
EXP	50000
25) Collect whatever you need for the trip, sell off or stash all
excess gear, and be sure that you have whatever party members you need
with you. You will not be returning any time soon. Once you're ready
talk to Aran Linvail and tell him you're ready to go. You'll be treated
to another Irenicus-Imoen cutscene before you appear at the docks. Aran
Linvail will chat with the less-than-trustworthy captain he's hired to
take you to Spellhold, one Saemon Havarian. You know it's not an ideal
situation when the Shadow Thieves decide they need to include a bit of
'insurance' on the ship to ensure things go smoothly. And frankly, we
should know better by now than to get on a boat. Look at what happened
in Tales of the Sword Coast!

Brynnlaw (AR1600)
26) All goes well.. until you land. Saemon Havarian excuses himself and
Sime expresses her distrust of him. The fact that you can't save because
'monsters are about' should tip you off that something's up. I spell-
buff and send my main character off the boat to the north. Saemon will
talk to you and apologize for what must come, and several enemies will
appear. Three Vampires-Valen, Parisa, and Del, will attack you. All
three of them are not enough to take down my Fighter/Mage. Astute
players should realize a few things from this encounter. First, Bodhi,
while beaten, is not without resources. More worrisome is the fact
that Vampires have lairs, and they wouldn't be able to travel so far
from them as to randomly ambush you here, which means Bodhi's Vampires
and presumably Bodhi have a stronghold here. After the fight talk to
Sime (x=850, y=2420), who will tell you to find somebody named Sanik at
the local tavern.

Fighter 11/Druid 13
Experience: 844202/844202
Max Hit Points: 114
Armor Class: -7

Paralyze/Poison/Death:	5
Rod/Staff/Wand:		9
Petrify/Polymorph:	8
Breath Weapon:		8
Spells:			10

Weapon Proficiencies
Scimitar		+
Dagger			+
Club			++
Quarter Staff		+
Sling			+
Sword and Shield Style	+

Armor:	Full Plate Mail +1
Gloves:	Gauntlets of Weapon Skill
Helmet:	Helm of Glory
Amulet:	Periapt of Proof Against Poison
Weapon:	Belm +2 (THAC0: 4)
	Boomerang Dagger +2 (THAC0: 5)
Shield:	Shield of Harmony +2
Ring 1:	Ring of Human Influence
Ring 2:	...
Cloak:	Nymph Cloak
Boots:	Boots of Avoidance
Belt:	Girdle of Hill Giant Strength
Misc 1:	...
Misc 2:	...
Misc 3:	...
Berserker 14
Experience: 1613524
Max Hit Points: 150
Armor Class: -10

Paralyze/Poison/Death:	-1 (-2)
Rod/Staff/Wand:		0 (-2)
Petrify/Polymorph:	4 (-2)
Breath Weapon:		3 (-2)
Spells:			1 (-2)

Weapon Proficiencies
Axe			+++++
War Hammer		+++

Armor:	Full Plate Mail +1
Gloves:	Gauntlets of Dexterity
Helmet:	Helmet of Defense
Amulet:	Amulet of 5% Magic Resistance
Weapon:	Battle Axe +3, Frostreaver (THAC0: 1)
	Ras +2 (THAC0: 6)
	Ilbratha +1 (THAC0: 7)
	Dwarven Thrower +3 (THAC0: 1)
Shield:	Saving Grace +3
Ring 1:	Ring of Regeneration
Ring 2:	Ring of Earth Control
Cloak:	Cloak of the Sewers
Boots:	Boots of Speed
Belt:	Girdle of Piercing
Misc 1:	..
Misc 2:	..
Misc 3:	Silver Horn of Valhalla
Cleric 15
Experience: 1612369
Max Hit Points: 84
Armor Class: -10

Paralyze/Poison/Death:	2 (-3)
Rod/Staff/Wand:		6 (-3)
Petrify/Polymorph:	7 (-1)
Breath Weapon:		8 (-3)
Spells:			9 (-1)

Weapon Proficiencies
War Hammer		+
Flail			+
Mace			+
Sling			+

Armor:	Full Plate Mail +2
Gloves:	Gauntlets of Ogre Power
Helmet:	Helm of Balduran
Amulet:	Sensate Amulet
Weapon:	Flail of Ages +3 (THAC0: 5)
	Sling of Seeking +2 (THAC0: 6)
Shield:	Fortress Shield +3
Ring 1:	...
Ring 2:	Ring of Holiness
Cloak:	Cloak of Displacement
Boots:	...
Belt:	Girdle of Bluntness
Misc 1:	...
Misc 2:	...
Misc 3:	Black Spider Figurine
Fighter 10/Mage 11/Thief 12
Experience: 601984/601984/601984
Max Hit Points: 106
Armor Class: -4

Weapon Proficiencies
Long Sword		++
Katana			++
Two Weapon Style	++

Paralyze/Poison/Death:	6 (-2)
Rod/Staff/Wand:		5 (-2)
Petrify/Polymorph:	7 (-2)
Breath Weapon:		7 (-2)
Spells:			6 (-2)

Armor:	Knave's Robe
Gloves:	Bracers of Defense A.C. 3
Helmet:	Vhailor's Helm
Amulet:	Amulet of Power
Weapon:	Celestial Fury (THAC0: 4)
	Namarra +2 (THAC0: 5)
Shield:	Blade of Roses +3 (THAC0: 6)
Ring 1:	Ring of Protection +2
Ring 2:	Ring of Acuity
Cloak:	Cloak of Non-Detection
Boots:	Boots of Stealth
Belt:	Golden Girdle
Misc 1:	...
Misc 2:	...
Misc 3:	Golem Manual
Blade 16
Experience: 1533053
Max Hit Points: 72
Armor Class: -1

Paralyze/Poison/Death:	10
Rod/Staff/Wand:		8
Petrify/Polymorph:	9
Breath Weapon:		13
Spells:			9

Weapon Proficiencies
Short Sword		++
Two Handed Sword	+
Dagger			+
Cross Bow		+
Dart			+
Two Weapon Style	++

Armor:	Melodic Chain +3
Gloves:	Bracers of Archery
Helmet:	Pale Green Ioun Stone
Amulet:	Metaspell Influence Amulet 
Weapon:	Lilarcor (THAC0: 7)
	Firetooth +4 (THAC0: 2)
Shield:	...
Ring 1:	...
Ring 2:	...
Cloak:	...
Boots:	...
Belt:	Girdle of Fortitude
Misc 1:	...
Misc 2:	...
Misc 3:	Harp of Discord
Conjurer 14
Experience: 1580711
Max Hit Points: 64
Armor Class: 4

Paralyze/Poison/Death:	10 (-1)
Rod/Staff/Wand:		6 (-1)
Petrify/Polymorph:	8 (-1)
Breath Weapon:		5 (-6)
Spells:			7 (-1)

Weapon Proficiencies
Dagger			+
Quarter Staff		+
Dart			+

Armor:	Robe of Vecna
Gloves:	...
Helmet:	...
Amulet:	Edwin's Amulet
Weapon:	Cleric's Staff +3 (THAC0: 13)
	Crimson Dart +3 (THAC0: 13)
Shield:	...
Ring 1:	Ring of Protection +1
Ring 2:	...
Cloak:	...
Boots:	Boots of Grounding
Belt:	Belt of Inertial Barrier
Misc 1:	...
Misc 2:	...
Misc 3:	Efreeti Bottle

Evil Party Stat Notes: Jaheira keeps the Club +3, Blackblood in her
inventory for instances when she needs to hit Clay Golems, Trolls, or
critters that require +3 or better weapons. Jaheira has the Boomerang
Dagger +2, Korgan has the Dwarvern Thrower +3, Viconia has the Sling of
Seeking +2, Haer'Dalis has Firetooth +4, and Edwin has the Crimson
Dart +3 for ranged options. Only my protagonist lacks a ranged option,
and with her spell-buffs and Celestial Fury, why would I want to keep
her out of melee combat, anyways? The Ring of Regeneration moves around
the party as needed, it has no stable home. Jaheira gets the Gauntlets
of Weapon Skill because she recieves more attacks per round, and Haer'
Dalis gets the Bracers of Archery because he's pretty much a full-time
archer at the moment, while Edwin will usually be using spells, rather
than the Crimson Dart +3. Haer'Dalis keeps the Case of Plenty +1
equipped in his 'quiver', and he can use it to shoot +1 bolts to drop
his THAC0 by another point, if necessary. If anything, with the early
trip to Watcher's Keep and the 'shopping' at Trademeet, my evil party
has a stronger ranged presence than my good party does. This will
eventually change when Korgan decides to dual-weild and drops all
pretenses of using a ranged weapon, and when Imoen obtains the Gesen
Bow she'll outclass Edwin. Jaheira's inferior Armor Class will be made
good after the Underdark, whereas Korgan needs all the protection he
can get, as he'll suffer defensively when he drops his shield to
dual-wield. While my good party was struggling with Nalia, Haer'Dalis
actually proved to be a useful addition to the evil party. His
contribution in most battles was limited to taking one shot per round
with Firetooth +4, to mediocore effect, at best. Usually I took Yoshimo
along just to get the experience reward later, but I'll be damned if
Haer'Dalis doesn't actually have some merit. First of all, his decent
innate Pick Pocket ability made it so that my Protagonist could focus
on other things, and drastically reduced the number of potions I needed
to use at every thieving opportunity. Best of all, when he started
building up levels and accumulating spells, he was able to contribute
to spell-assaults with Chaos, and his higher caster level meant that it
was actually better for him to caste buffs like Haste than it was for
Edwin. Also, Viconia and my protagonist often had better things to do
in battle than stay wary of illusion. Haer'Dalis, however, became my
go-to debuffer once he obtained True Sight. In fact, in some Mage
battles he acted in tandem with Edwin, the latter using Breach while
Haer'Dalis cast True Sight to keep them honest. Eventually Edwin and my
Protagonist will obtain enough spell-power between them to make 
Haer'Dalis's contributions less helpful (especially compared to the 
offensive might of ???????), but for Shadows of Amn, this guy is gold.

Inquisitor 12
Experience: 1195065
Max Hit Points: 123
Armor Class: -6

Paralyze/Poison/Death:	3 (-2)
Rod/Staff/Wand:		5 (-2)
Petrify/Polymorph:	4 (-2)
Breath Weapon:		4 (-2)
Spells:			6 (-2)

Weapon Proficiencies
Long Sword		++
Two Handed Sword	++
Cross Bow		++
Two Handed Weapon Style +

Armor:	Firecam Full Plate Armor
Gloves:	Gauntlets of Dexterity
Helmet:	Helm of Glory
Amulet:	Amulet of 5% Magic Resistance
Weapon:	Hallowed Redeemer (THAC0: 4)
	Ras +2 (THAC0: 4)
	Firetooth +4 (THAC0: 1)
Shield:	...
Ring 1:	Ring of Regeneration
Ring 2:	Ring of Earth Control
Cloak:	Nymph Cloak
Boots:	Boots of Grounding
Belt:	Girdle of Hill Giant Strength
Misc 1:	...
Misc 2:	...
Misc 3:	...
Fighter 10/Druid 12
Experience: 604797/604797
Max Hit Points: 112
Armor Class: -7

Paralyze/Poison/Death:	3 (-3)
Rod/Staff/Wand:		7 (-3)
Petrify/Polymorph:	8 (-1)
Breath Weapon:		6 (-3)
Spells:			10 (-1)

Weapon Proficiencies
Scimitar		+
Dagger			+
Club			++
Quarter Staff		+
Sling			+
Sword and Shield Style	+

Armor:	Full Plate Mail +1
Gloves:	Gauntlets of Ogre Power
Helmet:	Helmet of Defense
Amulet:	Periapt of Proof Against Poison
Weapon:	Belm +2 (THAC0: 6)
	Club +3, Blackblood (THAC0: 4)
Shield:	Saving Grace +3
Ring 1:	...
Ring 2:	Ring of the Ram
Cloak:	Cloak of Displacement
Boots:	...
Belt:	Girdle of Piercing
Misc 1:	...
Misc 2:	...
Misc 3:	...
Cleric 13/Fighter 7 (Inactive)
Experience: 1149047/64000
Max Hit Points: 112
Armor Class: -6

Paralyze/Poison/Death:	4 (-1)
Rod/Staff/Wand:		8 (-1)
Petrify/Polymorph:	7 (-1)
Breath Weapon:		10 (-1)
Spells:			9 (-1)

Weapon Proficiencies
War Hammer		++
Mace			++
Sling			++
Sword and Shield Style	+

Armor:	Full Plate Mail +1
Gloves:	Gauntlets of Weapon Skill
Helmet:	Helm of Balduran
Amulet:	Sensate Amulet
Weapon:	Mace +2 (THAC0: 5)
	Sling +2 (THAC0: 7)
Shield:	Fortress Shield +3
Ring 1:	...
Ring 2:	Ring of Holiness
Cloak:	Cloak of Sewers
Boots:	Boots of Avoidance
Belt:	Girdle of Bluntness
Misc 1:	...
Misc 2:	...
Misc 3:	Silver Horn of Valhalla
Fighter 10/Mage 11
Experience: 663534/663534
Max Hit Points: 103
Armor Class: -4

Weapon Proficiencies
Katana			++
Flail			++
Two Weapon Style	+++

Paralyze/Poison/Death:	6 (-2)
Rod/Staff/Wand:		5 (-2)
Petrify/Polymorph:	6 (-3)
Breath Weapon:		7 (-2)
Spells:			6 (-2)

Armor:	Adventurer's Robe
Gloves:	Bracers of Defense A.C. 3
Helmet:	Vhailor's Helm
Amulet:	Amulet of Power
Weapon:	Celestial Fury (THAC0: 3)
Shield:	Flail of Ages +3 (THAC0: 6)
Ring 1:	Ring of Protection +2
Ring 2:	Ring of Acuity
Cloak:	...
Boots:	Boots of Speed
Belt:	...
Misc 1:	...
Misc 2:	...
Misc 3:	Golem Manual
Ranger 12
Experience: 1207729
Max Hit Points: 117
Armor Class: 2

Weapon Proficiencies
Two Handed Sword	++
Halberd			++
Mace			++
Long Bow		++
Two Weapon Style	++

Paralyze/Poison/Death:	3 (-4)
Rod/Staff/Wand:		8 (-1)
Petrify/Polymorph:	2 (-1)
Breath Weapon:		7 (-1)
Spells:			9 (-1)

Armor:	Skin of the Ghoul +4
Gloves:	Bracers of Archery
Helmet:	Helmet of Defense
Amulet:	...
Weapon:	Dragon's Bane +3 (THAC0: 3)
	Ilbratha (THAC0: 8)
	Elven Court Bow +3 (THAC0: 0)
Shield:	...
Ring 1:	...
Ring 2:	...
Cloak:	Cloak of Non-Detection
Boots:	Boots of Stealth
Belt:	...
Misc 1:	Boo
Misc 2:	...
Misc 3:	...
Mage 13/Thief 4 (Inactive)
Experience: 1190290/5000
Max Hit Points: 73
Armor Class: -1

Paralyze/Poison/Death:	9 (-2)
Rod/Staff/Wand:		5 (-2)
Petrify/Polymorph:	7 (-2)
Breath Weapon:		4 (-7)
Spells:			6 (-2)

Weapon Proficiencies
Short Sword		+
Dagger			+
Quarter Staff		+
Short Bow		+
Dart			+

Armor:	Robe of Vecna
Gloves:	Glove of Pick Pocketing
Helmet:	Pale Green Ioun Stone
Amulet: Amulet of Metaspell Influence
Weapon:	Cleric's Staff +3 (THAC0: 12)
	Tansheron's Bow +3 (THAC0: 10)
Shield:	...
Ring 1:	D'Arnisse Signet Ring
Ring 2:	Ring of Danger Sense
Cloak:	Cloak of the Shield
Boots:	Boots of Grounding
Belt:	Belt of Inertial Barrier
Misc 1:	...
Misc 2:	...
Misc 3:	Efreeti Bottle

Good Party Stat Notes: As we do not have access to Limited Wish like
the evil party does, Jaheira just has to wait until she has a good
ranged option. Keldorn has Firetooth +4 for situations in which it'll
be safer for him to fight at a range, and Minsc and Nalia (soon to be
Imoen) mostly stick to ranged weapons.. although Misnc will take up his
Halberd when he needs to. My protagonist is much more hardy and
dependable in the good party, and equipped with the Flail of the Ages
and Celestial Fury, he's almost as quick of a killer as my other three
front-liners combined. Add to that his defensive spells, and for a
short time, he's the single strongest weapon I have.. until his
Stoneskin wears off. For this reason, he takes the Boots of Speed,
which help him get from foe to foe quicker, a position Korgan has in
the evil party. My good party's superior protagonist makes up for an
otherwise inferior front-line Armor Class. Finally, I usually take
Yoshimo with me through the game (and I did in the first walkthrough
around which most of this guide was written) but for the 2nd good-
party walkthrough where I recorded the stats at the end of various
chapters, I took Nalia. You know, to make the transition to Imoen
easier? I regretted it every time I had to pick a lock or disarm a 
trap. Nalia is simply inadequate to the challenge of handling many of
the tasks a party thief needs to handle. The only good solution was to
try and get to the Planar Sphere earlier than I would like, and obtain
the Ring of Danger Sense. Perhaps I was spoiled by having a 
Fighter/Mage/Thief who could handle anything, but honestly, I'll take
Yoshimo if I have to do it again. That way when I get Imoen back, I'll
be able to give her the Ring of Lock Picks and the Ring of Danger
Sense and thus avoid any obnoxious situations where I find my party
Thief inadequate to the task at hand.

|		         	Chapter 4 		 	       |
|								       |
|		  	        Brynnlaw			       |
|								       |
Sequence of Events:						{WLK023}
		1) Seeking Out Sanik
		2) Things to do in Brynnlaw
		3) Infiltrating the Brothel
		4) Rescuing Ginia and Ason
		5) The Front Door
		6) The Back Door
		7) Reaching Galvena
		8) Killing Galvena
		9) Perth the Not-So Adept
		10) Getting Incarcerated
		11) Within Spellhold, One Way or Another

For the first time since we escaped from Irenicus' Dungeon, all players
regardless of their character's class, alignment, and party composition
now have the same goal. We're looking for somebody named 'Sanik', whom
can be found in the Vulgar Monkey tavern. Quite frankly it's rather
refreshing (from my perspective) to have a singular purpose for this
walkthrough again. Even better, this unity will last for quite a 
while. We're not coming back to Brynnlaw in this game, so in this part
of the walkthrough we'll make sure to do everything there is to do 
before we head into Spellhold.

Vulgar Monkey Tavern (AR1602)
1) You'll find the Vulgar Monkey tavern at (x=2000, y=1550), inside of
which you'll find plenty of friendly pirates and Sanik (x=500, y=500).
Before you and Sanik can get down to business, an assassin will appear
courtesy of Lady Galvena and do what assassins do. He'll then foolishly
attack you. Put him down, after which the Innkeeper will pipe in and
give you some information regarding what just occurred. Apparently
Sanik here crossed the local Mistress on Brynnlaw and this was her
response. Unfortunately for her, his 'bride' might be the only person
who knows how to get into Spellhold, which means Lady Galvena just
crossed the wrong person.
2) Over at (x=2550, y=1600) you'll find a Temple to Umberlee. From
which you can buy a Girdle of Bluntness, as well as other, less
interesting items. There's a Shopkeep at (x=1300, y=1100), who sells
some magical weapons and armor, but nothing you really need by now. And
if you rushed here early.. well, it's still probably nothing you need,
nor can afford. Finally there's a house at (x=650, y=1450) which 
contains some curiously nice loot.

***ITEMS*** (AR1600)
(x=3325, y=1530) Wand of Paralyzation

***ITEMS*** (AR1606)
(x=280, y=380) Zircon Gem
(x=550, y=200) Rogue Stone, 7 gold
(x=400, y=150) Flamedance Ring

***TRAPS*** (AR1606)
(x=400, y=150)
3) Well, that was a fun diversion, but now it's time to find a way into
Spellhold. Let's just say it's going to take more than good walking
shoes to get there. Head over to Lady Galvena's Festhall
(x=1050, y=1450). You can just barge in and massacre everybody, but
there are more.. subtle ways to get in as well. Talk to the courtesan
outside of Lady Galvena's Festhall (x=1180, y=1530). Of course, to
complicate things there are several ways to gain access to the Festhall.
First, you can pay the courtesan 100 gold (he or she can be bargained
down to 50 gold) to get into her room (AR1609) under the pretenses of
perusing her services. Secondly you can press her to reveal a way to get
in. She'll capitulate for 200 gold (don't threaten her or she'll walk
off), or for your promise that you won't tell anybody what she says.
She'll inform you that you can gain admission to the brothel if you
obtain a medallion from one of Galvena's courtesan masters. She'll
suggest that you look for somebody named Chremy for your medallion.
Another way to start this medallion quest is to ask about Claire and say
that you're planning on killing Galvena. If you're going to barge on in
skip to step #5, if you're going to pay the courtesan to take you to
her room, skip to step #6, and finally, if you want to obtain the
medallion skip to step #4.

Frankly I think the most interesting way to do this is to obtain
Galvena's Medallion from Chremy (freeing Ginia and Ason in the process),
and accompanying the courtesan into her room. From here you can devise
a scheme to poison the guards in (AR1608) and the guard captain
(AR1613). You'll get plenty of quest experience this way, but honestly
its gains over simply storming the place are negligible at best.
4) Since we're going to get the medallion, we might as well help Ginia,
too. At (x=570, y=1170) you'll run into a little boy named Ason. Or
rather he'll run into you, and steal 10 gold from you. Question the
little guy about it and he'll seem repentant, but also too afraid to
give you the money back. Of course, if you threaten him he'll cough it
up. Hmm.. Head over to courtesan named Ginia (x=3450, y=1700) who'll
tell you her sob story. Apparently she's suffering in the 'employ' of a
man named Chremy, a lieutenant of the pirate who runs this town-one
Desharik. Apparently the Ason we ran afoul of earlier is Ginia's 
insurance, Ginia can't flee or disobey without Ason suffering for it.
If you're a nice guy you can offer to help her and Ason escape. You'll
have to pay the smuggler, Calahan (x=1600, y=1750) and deal with Chremy
(x=1820, y=1460). Go to Calahan and pay him 200 gold so he'll smuggle
away both Ginia and Ason for a small experience reward. Now go pay
Chremy a visit. He'll turn hostile if pressed on the Ginia/Ason issue.
Kill him and loot his body for a suit of Studded Leather Armor, 
Galvena's Medallion, a Bloodstone Ring, a Bastard Sword, and 112 gold.
Now go report the good news to Ginia to complete the quest and get
another experience reward. Return to the courtesan with the medallion in
your possession and she'll offer to take you to her room 
(skip to step #6), or you could just go on your own (skip to step #5).

(For paying for Calahan's smuggling services)
EXP	2000

(For saving Ginia and Ason)
EXP	9000

Lady Galvena's Festhall (AR1611)
5) Enter the festhall, whereupon you'll be bothered by Front. If you
obtained Galvena's Medallion from Chremy earlier, you can use it to
convince him to let you past. If not, find the secret door at 
(x=500, y=150) after he's done talking. Opening the door (which is 
locked) will provoke Front to call upon two Guards and attack. Front 
spends most of his time spell-buffing, and they're all pretty easy to 
take down. Either way you do it, proceed to the next area (AR1608),
(step #7).

Lady Galvena's Festhall, Courtesan's Room (AR1609)
6) The simplest way of reaching this area is by paying the courtesan
to take you to her room. Under this approach she'll threaten to call the
guards if you insist on performing any misdeeds, although she can be 
pacified by paying her 100 gold or mentioning Claire. On the other hand
if you accompanied the courtesan here after obtaining Galvena's
Medallion from Chremy, she'll tell you about some sleeping draught they
brew here to incapacitate richer clients. She suggests convincing the
cook to put some in the guards' food to get past them without fighting.
Exit at (x=200, y=450) to reach the Hallway area of the 
Festhall (AR1608).

Lady Galvena's Festhall, Hallway (AR1608), Kitchen (AR1612), and
Galvena's Room (AR1613)
7) In this area you'll find a pair of guards milling about. If you
barged on in here they'll summon the guard captain in a futile attempt
to stop you. If you gained admittance to this area by sneaking in
through the Courtesan or by using Galvena's Medallion you can convince
the guards you're a customer, or a new recruit. Still, you need to get
Galvena's Key (see below) from the guard captain, which provokes them,
so it's not really a superior solution to just fighting your way in.
Kill them and loot them, as one carries a Halberd +2. After they're dead
go into the room at (x=350, y=200) (AR1613)-which is pretty swanky, by
the way. Loot the dresser (x=150, y=300) to obtain Galvena's Key, then
go back to (AR1608) and open the door at (x=100, y=100). If you
conspired with the courtesan and obtained the Sleeping Draught enter
the room at (x=550, y=330) (AR1612) and convince the cook, Ellie to
poison the guards. Follow the courtesan out and she'll deliver the
guards their poison, which will promptly render them unconscious. You
can now kill the guards without resistance. By killing them via the
poison, you'll get less experience from the guard captain, all the
guards will have the poisoned ale on them, and instead of a Halberd +2
you'll get a pair of Halberds +1.

(For convincing Ellie to poison the guards)
EXP	1000

(For poisoning the guards)
EXP	4000

Lady Galvena's Festhall, Dungeon (AR1610)
8) Continue down to the next level and go through a door to the north
to find Galvena, Claire, and her pet wizard Vadek. Naturally a fight
ensues. Kill them and loot them, Galvena donates a suit of Leather 
Armor +3 and a Flail +2, while her stooge leaves behind a Quarter 
Staff +2, a Dart +1, and 25 gold. Find where Claire ran off to and talk
to her. She'll suggest talking to Sanik's captain, one Captain Golin,
who will tell you of two ways to get into the Asylum-convince the pirate
Desharik to commit you to the Asylum, or obtain a ward stone from a
local representative of the Cowled Wizards named Perth the Adept. Of
course, why not do a little of both?

(For closing Lady Galvena's Festhall-permanently)
EXP	10000

(For bringing Claire to Captain Golin)
EXP	2000

Perth the Adept's House (AR1605)
9) Let's go visit Perth the Adept, who lives in the house at 
(x=2950, y=1200). Once you get inside you'll notice he acts somewhat..
mechanically. He'll mumble about the Warden, and then merrily decide to
test your limits, or get violent, rather. Get on top of him quickly, as
he's a very powerful Mage. With Keldorn in tow it's child's-play to
strip his spell defenses and pummel him to death, but evil parties, 
(especially low-level evil parties) should tread with some caution.
When he dies he'll reward you with 20000 experience points, and he'll
drop the 'Wardstone for Asylum', as well as the Book of Infinite Spells.
This book can be used to cast one spell, once per day, and unlimited
number of times, and anybody can use it. The catch, however, is that if
you turn the pages of the book so as to (hopefully) access a better
spell, you're stuck with that spell until you turn the pages again.
That means no flipsies-backsies, and as the description warns once you
reach the last page of the book you're stuck with whatever spell was on
that page. The book starts out with the 'Fireball' spell active, which
is a pretty decent spell to be able to cast. Of course, it can be 
turned to Spell Turning and True Sight.. which are arguably better. For
more information about this book, refer to its entry in [ITM004].

(x=650, y=400) Potions of Extra Healing x4
(x=400, y=300) Horn Coral Gem, History of the Drow
(x=170, y=150) Gold Ring, 7 gold 

Pirate Lord's Home (AR1601)
10) Now it's time to pay Desharik a visit (x=1000, y=650). Talk to the 
Pirate Door Guard (x=1120, y=670) outside and either throw Captain
Golin's name out, or pay him 300 gold to gain entrance. Loot the house
and talk to Desharik (x=660, y=550). Don't tell him you're trying to
storm the place, or rescue a friend, and don't try to bribe him, as
he'll have none of it. Saying that you're the child of a god and you
struggle with your nature will convince him if you're insistent, 
however. Also note that if you have Minsc in your party.. well, lets
just say that Minsc has an uncanny ability to convince people he's
nuts. Go figure. If you don't wish to get incarcerated, you can enter 
Spellhold manually (see step #11).

(x=630, y=200) Potion of Extra Healing
(x=390, y=300) Potion of Extra Healing, 109 gold
(x=180, y=330) Potion of Extra Healing x2, Light Crossbow +1,
	       Bolts +2 x5, 50 gold
(x=1200, y=400) Potion of Extra Healing, Long Bow +2, Arrows +2, 70 gold

(x=170, y=320)
(x=1200, y=400)

(For convincing Desharik to incarcerate you)
EXP	38500 (each character)

Spellhold, Exterior (AR1500)
11) Of the two ways to enter Spellhold, getting incarcerated earns you 
an experience reward. You can just walk on in by exiting Brynnlaw at
(x=3500, y=20). Sime awaits near the area transition (x=3480, y=130),
and if you got the Wardstone from Perth the Adept you can update her
on your progress, at which she'll rush off to see if she can obtain
some aid. Once outside of Spellhold cross a bridge to the north. This
bridge would be rather fatal if you didn't have Perth's Wardstone, but
with it you'll cross unmolested. At the far end of the bridge are some
Lizardmen, and upon Spellhold itself is a Lesser Air Elemental. Enter
the door at (x=600, y=1050) to finally enter Spellhold. Even with the
kills in this area, the experience pales compared to what you'd 
receive from convincing Desharik to incarcerate you.

If you enter on foot you'll be greeted by a Coordinator, who'll 
introduce you to a variety of inmates, including our old friends 
Dradeel (from Tales of the Sword Coast, on the Isle of Balduran) and
Tiax, everybody's favorite diminutive megalomaniac. If you're
incarcerated you'll be greeted by Lonk the Sane, who'll free you for
recreation time-and with promises of cookies to come. You'll be free
to talk to a variety of inmates, as follows (their locations will
vary depending on which route you took to enter Spellhold):

Aphril: A girl who can see all things, across the planes and time.
You'd be freaked out too. Talk to her again and she'll allow you to
see what she sees, if just for a moment. She's interesting for two
reasons. First, because of the little rant Edwin will go on if him and
Viconia are in the party, and second, because of the blatant Planescape
references she makes. A walking corpse talking to a pile of skulls?
Nameless One and Morte.

Dradeel: Our friend from the Baldur's Gate 1 expansion Tales of the
Sword Coast. He was the companion of Balduran stranded on the island
populated with Werewolves and Wolfweres. It seems like the centuries
of seclusion and Werewolf attacks got to him. He'll rail against
doggies, give you another useless recipe, and try and teleport out.
He's amusing, if not useful.

Naljier Skal: Talks about his 'pretties' a lot, supposedly lost his
sanity when he tried to look too deeply at the nature of existence.
Talk to him a few times and he'll conjure some very real gems for
you, I was even gifted with a Rogue Stone. What a nice fellow!

Tiax: He's still small, angry, and possessed by delusions of
grandeur, everything we loved in the first game. Not enough to take
him with us, but still.. Listen to him rant, you know you want to.
Eventually he'll try to mark your forehead for bothering him, and
will end up shrinking his undergarments. Just as well, they probably
don't need to be very big anyhow.

Wanev: The former warden of Spellhold, he'll refer you to the
coordinator, and will babble some authoritative office speak. He'll
eventually devolve into handing you an endless supply of 'memos'.

Eventually the coordinator will reveal himself to be Irenicus. If
you were incarcerated, just rest and Irenicus will show up. Either
way, Yoshimo will be revealed as a traitor within your midst if he's
with you. Watch a cutscene, rant futilely at Irenicus, and you'll end
up falling unconscious. You'll wake up in a position you saw Imoen in
earlier, trapped in a container with captive Shadow Thieves lining the
room around you. Irenicus will taunt you and explain how Saemon poisoned
you and allowed for him to overcome you so easily, and how he 
orchestrated and predicted your arrival here. Irenicus will explain that
Imoen-like you-is a child of Bhaal, and that he plans to steal your 
divine soul for himself. As he already stole Imoen's for Bodhi-his
sister-he's somewhat optimistic that you'll survive the experiment, at
least for a while. He also mentions understanding your anger, as he has
experienced the same. I guess it's a partial explanation for why he
needs your soul, and it explains the descriptions of him early in the
game as 'empty' by the Dryads he captured and by Imoen. The guild war
Bodhi started wasn't for power, or at least not just for power, but for
Shadow Thieves. Why he needed Shadow Thieves specifically instead of
random peasants is curious, but perhaps that can be explained by the
nature of your divine soul. He needed the souls of killers and thieves
to force out of the soul of a child of Bhaal, the God of Murder? As
always with Irenicus, he leaves us with more questions than answers.

Note from Lee:
I remove all items from Yoshimo before proceeding with this step. Since
he's "leaving" anyway, why waste the loot?

|								       |
|		                Spellhold			       |
|					                               |
Sequence of Events:						{WLK024}
		1) To Know Yourself
		2) Master the Taint
		3) The Hunt Begins
		4) Reunited With Imoen
		5) The Bag of Holding
		6) Goblins and the Placement Puzzle Room
		7) The Pit Fiend in the Portal
		8) Put Your Hand in My Mouth
		9) Tome of Monsters
		10) Kobolds and Crystal Shards
		11) Gibberling Room
		12) Greeted By Undead
		13) A Few New Spells
		14) Dace Sontan's Demise
		15) Umber Hulk Ambush
		16) Deeper Into the Dungeon
		17) Trolls and Tokens
		18) Minotaurs and Monster Paintings
		19) The Room of Orbs
		20) The Slayer Awakens
		21) Minotaurs and Gauth
		22) Activating the Minotaur Statue
		23) The Monster Gallery
		24) Golem-Guarded Room
		25) Turning in Tokens
		26) The Test of Sanity
		27) Apparitions and Another Riddle
		28) Momentary Relapse
		29) Judgment
		30) Saemon's Warning
		31) Assaulting Irenicus
		32) Back to Brynnlaw

Candlekeep Dream (AR0028)
1) After Irenicus' experiment you'll wake up in Candlekeep, being 
pestered by Imoen. After she's done talking head up to the keep to find
a Demon (x=2100, y=1660) waiting for you. As you approach it'll talk to
you and demand that you 'give of yourself that you will know yourself'.
You'll have to sacrifice an attribute point to reach your 'core', the
depths of your soul. For most characters (especially Baldur's Gate 1
veterans) I imagine that Intelligence or Wisdom would be the easiest
attributes to part with. If you're a Mage, give up Wisdom, if you're
anything else, sacrifice Intelligence. Once that is done the Demon is
sated, that within the weakness you will find Strength. Head through
the arch at (x=2000, y=1500).

Candlekeep Dream Library, First Floor (AR0012)
2) Explore the level until Imoen finds you. She'll continue to
cryptically babble, mentioning that together you can overcome your
instincts, where alone you would fall. You need to lure 'the creature'
here so you can battle it together. Head back outside and travel around
the south-western side of the keep to find Bhaal (x=1030, y=1770). No
matter what you say, 'Bhaal' will turn hostile and attack you. Run from
it and head back into Candlekeep and return to Imoen's side. Once you,
Imoen, and Bhaal are all on the same screen Imoen will exclaim that she
knows how to make the beast vulnerable. You can now engage and defeat
the beast. It'll complain once it's defeated, and after being hounded by
your nature for the entirety of the first game, it's nice to finally get
to take some action against it, metaphysical though it may be. Imoen
will spaz out again and you'll wake up. Now that you're soulless, you'll
lose all the special abilities you acquired in the last game, although
most of them were fairly obsolete by now anyways. Irenicus will talk
some more and you'll get a quest reward before Irenicus nonchalantly
discards you. His one great failure, however, is underestimating us.
He of all people should know how driven and dangerous somebody who has
been deprived of their immortal soul can be.

(For mastering your taint)
EXP	48500 (protagonist)
EXP	28500 (each character)

Spellhold Dungeons, Part I (AR1512)
3) You'll find yourself in Spellhold's friendly dungeons, with Bodhi on
higher ground. Irenicus may have been smart enough to avoid the 
villain's expose, but Bodhi isn't wise enough to avoid the second fatal
flaw of most villains. She's decided that since she's been ordered to
dispose of you she might as well have some fun with you while she's
doing it. Notice how she also gives away much of Irenicus' intentions,
mentioning him obtaining his revenge for his banishment. She dangles
the carrot of freedom and revenge in front of you, and informs you that
she will be coming after you to feed. And so the hunt begins.
4) After Bodhi leaves Imoen will talk to you and tell you that she
feels 'empty and dying'. In Imoen's opinion it's only a matter of time
before your mortal body dies after being deprived of your immortal
soul. Accept her back into the party or tell her to get lost. Either
way, it's more imperative now than ever before that we hunt down
Irenicus. You can safely ignore Bodhi's threats, however. She won't come
after you no matter how slowly you progress through the dungeon. Also,
you don't have to fear dying for lack of a soul (although the game might
indicate otherwise.) You can take as much time, explore as many places,
and complete as many quests as you wish before finally going after
Irenicus again. I give Imoen Tansheron's Bow, the Belt of Inertial 
Barrier, Boots of Stealth, Bracers of Archery, the Ring of Danger Sense,
and any other gear I've accumulated for her. Most importantly, I have
Imoen Scribe the scrolls I've gained. She's got 400,000 experience by
now, which, depending on how much you did before coming to Spellhold
could make her ahead of you, or far behind. Either way, she's going to
need spells to be of much use. Of course, her Intelligence can be a
limiting factor, but for this intensive scribing session the investment
of a Potion of Genius comes highly suggested for the dual purpose of
increasing the number of spells she can know per spell level, and for
making her more likely to succeed at scribing (although turning down
the difficulty temporarily works better for the latter.) After I was
done scribing Imoen had 500,783 experience, showing that it can be a
profitable-if time consuming-chore. If you want to want to extend your
experience gains as far as possible, be sure to kick non-necessary,
non-romantic party members. For me, this means Keldorn, Anomen, and
Minsc. When you're done scribing, have them join back up. If you have
Throne of Bhaal installed, and you have extra scrolls sitting around,
don't be afraid to erase spells and rescribe them for even more
5) Venture to the north east and go through the doors at
(x=2500, y=1000), beyond which a Clay Golem awaits. By now we know how
to kill them, lead with characters wielding magical bludgeoning weapons
as they're the only ones who can hurt it. We've at least got ourselves
plenty of Maces +2 from Gorch, way back in the beginning of the game.
Loot the room for a Bag of Holding, among other things. This is a
wonderful item that indiscriminately stores loot and renders the weight
of stored loot negligible. It is easily the single most useful
inventory management item in the game. Of course, it holds a finite
number of items, but still, until now you've had no good way to store
arms and armor you wanted to keep nearby, if not in your inventory.
Make sure you grab the Opal Stone, and return to the room where you
confronted Bodhi. Don't bother traveling up the passage to the north-
west, as it contains a crushing wall-trap that I've never had a
character capable of disarming. It's instant death, and it's beyond our
abilities. Just go around it.

(x=2660, y=800) Opal Stone, Rogue Stone, Arrows of Piercing x40,
		Arrows +2 x40, Scroll of Prismatic Spray, 
		Arrows x240, Bolts of Biting x40, Bolts +2 x40,
		Bolts x160
(x=2470, y=770) Bag of Holding, Dart of Wounding x40, 
		Dart of Stunning x40, Darts x80

(x=2470, y=770)
6) Head up the stairs to the north west and go through the door at 
(x=1350, y=950), where you'll find a group of Goblins (or randomly
Gibberlings) that need to be exterminated. And here we thought we were
beyond such things. Loot the room and especially make sure to grab the
Ruby Stone before leaving. Go through the door at (x=770, y=1050) to
find.. a puzzle room! Loot the chest at (x=580, y=1200) to find a whole
bunch of useless junk. The statues that line the room each have a bowl
into which an object can be placed, with the obvious goal being to match
the right object to the riddle each statue gives. Either use your
massive logic to figure the puzzle out, or consult the table below. Or
do the latter and pretend it was the former, nobody will know anyways,
except you, and you're a liar anyhow. Nah, you're alright. The order
listed is clockwise from the door. When the riddle is solved and all the
pieces placed you'll be informed that something is within the chest that
wasn't before. Loot it to claim your prize. The Dusty Rose Ioun Stone
is of limited usefulness, as it gives a bonus to Armor Class, but it
won't protect against critical hits, so it shouldn't grace the head of
a front-line Fighter. It works fine on Edwin or Imoen, however, or
perhaps a secondary fighter like Minsc, or support character like

Note: It has been brought to my attention that Mages, Thieves, and
Bards cannot normally wear this Ioun Stone. This is, I suspect, a
Shadows of Amn-only issue. With Throne of Bhaal installed, you can
put this Ioun Stone on anybody, as it should be.
|Statue Location|                 Riddle	       |Object Required|
|(x=810, y=1100)|Try to defeat me by try in vain. When |Grinning Skull |
|		|I win I end your pain.		       |	       |
|(x=850, y=1150)|I have two heads but one body. The    |   Hourglass   |
|		|more I stand still, the faster I run. |	       |
|(x=740, y=1220)|Always do I tell the truth, yet cannot|    Mirror     |
|		|speak. Look at me and see what really |  	       |
|		|is.				       |	       |
|(x=650, y=1280)|Name me and you shall break me.       |The Gagged Man |
|(x=600, y=1260)|I will save your life by yet can you  |Sword Medallion|
|		|die by me. I will settle disputes yet |               |
|		|not with words.		       |	       |
|(x=520, y=1200)|To those within the dungeon I am joy. | Sun Medallion |
|		|To those fully beneath my gaze, I can |               |
|		|be Hell.			       |               |
|(x=440, y=1150)|I have seen the mountains rise. I have|    Sundial    |
|		|seen the fall of Netheril. You shall  |	       |
|		|die but still I march on.	       |	       |
|(x=400, y=1110)|Here, in this place, you swallow me.  | Jar of Water  |
|		|Yet, were I more, I could swallow you.|	       |
|(x=480, y=1040)|Brothers we are, great burdens we     |Worn Out Boots |
|		|bear, all day we are bitterly pressed;|               |
|		|Yet this I will say - we are full all |	       |
|		|the day, and empty when we go to rest.|               |
|(x=600, y=970) |No beginning. No end. I am a symbol of|Golden Circlet |
|		|the world's cycles.		       |	       |
|(x=660, y=1000)|At night I come without being fetched,|Star Medallion |
|		|at day I am gone without being stolen.|	       |

(x=1520, y=900) Ruby Stone, Bullets x200, Bullets +1 x40, 
		Bullets +2 x40, Spear +3, 548 gold
(x=1500, y=820) Composite Longbow, Arrows x40, Arrows +1 x40, 
		Throwing Axe x60, Throwing Knife x90, 210 gold

(For solving the statue placement puzzle)
EXP	20000
Item	Dusty Rose Ioun Stone
Item	Sapphire Stone
7) Now leave the placement puzzle room and go through the doors to the
north (x=750, y=800), beyond which lies a Raksasha named Ruhk and some 
Mephits. Kill them by focusing on Ruhk first, as the Mephits are really
nothing more than distractions by now. There's a portal at 
(x=200, y=450) which, if you activate it with the various stones in your
possession will summon forth various critters. Two of them are simply
hostile, but are worth some experience, and one will earn you some..
mediocore loot. If you don't want to summon a particular critter, just
drop the corresponding stone on the ground, but who can turn down free
experience? With the Opal Stone in your possession you will summon forth
a Greater Wolfwere. It'll require +3 weapons to harm it and it can
regenerate fairly quickly, so make sure you're up to the task before
summoning it. You might have encountered such a critter in one of the
fleshy 'cells' in the Astral Prison. If that's the case, you should be
quite prepared to handle it. It's worth 15000 EXP, and my evil
protagonist starts out the fight in a big way with a backstab by hiding
before summoning it. With the Ruby Stone in your inventory will summon
forth a Pit Fiend. These guys can be bad news, especially if you're
light on +3 weapons. You just found a Spear +3, and you should have
Celestial Fury and perhaps the Flail of the Ages (if you recruited 
Nalia). I was fortunate and stunned it with Celestial Fury, which
allowed me to take it down without a scratch. Click on the portal a
final time with the Sapphire Stone in your inventory and you'll summon
a Genie, who will reward you with Doomplate +3. It's not any better
than Full Plate Mail +1, but it's lighter, and red, and that's got to
count for something.

Note from Lee:
I go up the hall far enough to goad the Mephits into attacking, then
retreat and bottleneck them at the door. Might have to do this twice to
get them all, but afterwards you can go after the Raksasha with no
8) Now go through the doors at (x=1050, y=700) to reach an octagonal 
room with numerous stone faces leering about. Click on them and they'll
tell you to "Put your hand in my mouth." Click on them a second time and
you'll be teleported in the middle of the room and you'll be asked a
riddle. Consult the following table for the solutions to this puzzle,
although they're pretty easy. After answering all the riddles you'll
get an experience reward and a second Ring of Regeneration, which floats
around the party as needed just as the first one does. If you continue
to the north east you'll come across a group of Yuan-Ti led by a
Yuan-Ti Mage. Do not bother trying to loop around to the south, however,
as there is a trap in the hallway that can't be disarmed and instantly
kills you. You'll just have to walk back to the central room, unless
you like getting crushed by wall mechanisms.

|Mouth Location	|                 Riddle	       |     Answer    |
|(x=1030, y=400)|Lighter than what I am made of, more  |      Ice      |
|		|of me is hidden than is seen, I am the|	       |
|		|bane of the mariner, a tooth within   |	       |
|		|the sea. Speak my name.	       |	       |
|(x=1100, y=350)|A spirited jig it dances bright,      |     Fire      |
|		|banishing all but darkest night. Give |               |
|		|it food and it will live; give it     |	       |
|		|water and it will die.		       |	       |
|(x=1170, y=300)|The man who invented it, doesn't want |   A Coffin    |
|		|it for himself. The man who bought it,|	       |
|	  	|doesn't need it for himself. The man  |	       |
|		|who needs it, doesn't know it when he |	       |
|		|needs it.			       |	       |
|(x=1300, y=250)|The life I lead is mere hours or less,|   A Candle    |
|	  	|I serve all my time by being consumed.|	       |
|		|I am quickest when thin, slowest when |	       |
|		|fat, and wind is the bane of the gift |	       |
|		|that I bring.			       |	       |
|(x=1400, y=250)|The more that there is, the less that |   Darkness    |
|		|you see. Squint all you wish when     |               |
|		|surrounded by me.		       |               |
|(x=1500, y=250)|They come to witness the night without|     Stars     |
|		|being called, a sailor's guide and a  |               |
|		|poet's tears. They are lost to sight  |	       |
|		|each day without the hand of a Thief. |	       |
|(x=1480, y=500)|I can have no color, though there may |    A Hole     |
|		|be darkness within. I have no weight  |	       |
|		|and hold nothing, and if placed in a  |	       |
|		|container it becomes all the lighter. |	       |
|(x=1450, y=550)|Of all your possessions, I am the     |   A Secret    |
|		|hardest to guard. If you have me, you |	       |
|		|will want to share me. If you share   |	       |
|		|me, you no longer have me.	       |	       |
|(x=1400, y=600)|Alive as you but without breath, as   |     Fish      |
|		|cold in my life as in my death; never |	       |
|		|a thirst though I always drink,       |	       |
|		|dressed in mail but never a clink.    |	       |
|(x=1350, y=600)|I am free for the taking through all  |    Breath     |
|		|of your life, though given but once at|	       |
|		|birth. I am less than nothing in      |	       |
|		|weight, but will fell the strongest of|	       |
|		|you if held.			       |	       |
|(x=1250, y=600)|I have holes throughout, from back to |   A Sponge    |
|		|front and top to bottom to core. More |	       |
|		|nothing than something within, and yet|	       |
|		|I still hold water.		       |	       |
|(x=1200, y=600)|They follow and lead, but only as you |    Shadows    |
|		|pass. Dress yourself in darkest black,|	       |
|		|and they are darker still. Always they|	       |
|		|flee the light, though without the sun|	       |
|		|there would be none.		       |	       |

(For solving the stone face riddle puzzle)
EXP	5000 (each character)
Item	Ring of Regeneration

Spellhold Dungeons, Part II (AR1513)
9) We're done with this level for now, so head south of the room where
we found the Bag of Holding and exit at (x=2700, y=1220). Go through the
doors at (x=2200, y=350) and enter a room which is otherwise empty 
except for a tome (x=2350, y=510). If you click on it you can turn its
pages, which will summon monsters, the more times you turn it the more
powerful the monsters become. First you'll fight a Kobold Captain, which
we can kill in our sleep. Second we'll face a Sword Spider. Still 
nothing to get your heart rate up. The third enemy will be an Umber
Hulk, so cast Chaotic Commands on a sturdy Fighter and send everybody
else out of the room. Once its gaze is safely wasted you can bring the
whole party to bear against the beast, should you desire. Switch all
your characters over to ranged weapons save the one with Chaotic 
Commands and keep them at a distance. Then cast Blur, Mirror Image, and
Improved Invisibility, or as many of them as you can get on that
character, anyways. Turn to the next page to summon a Mind Flayer.
These critters are just no damn good. They like to use mind-affecting
effects on you (hence the Chaotic Commands) and they can drain 
Intelligence when they hit. If your Intelligence drops to zero they've
sucked out your brain, and you're rather dead. These critters are
another good reason to have a Fighter/Mage. First, defensive buffs like
Mirror Image, Blur, and Improved Invisibility help retard their ability
to hit you, and thus drain your Intelligence. Second a Fighter/Mage
can safely lead a party and draw the attacks of the Mind Flayers while
the rest of the party stays back and uses ranged weapons. Third, as a
Mage the Fighter/Mage will have enough Intelligence to weather a few 
hits from a Mind Flayer. My fiance had considerably more trouble 
fighting Mind Flayers with her Fighter than I did with my Fighter/Mage,
as I was better defended and had about twice the Intelligence. Still, a
spell-buffed character supported by a party buffed with Haste, 
Protection from Evil 10' Radius, and Defensive Harmony should have
little to fear from a lone Mind Flayer. If you suffer any Intelligence
drain, it'll go away over time. Before your buffs expire, re-gear your
party for melee and bring them into the room. Click on the tome again
to summon a Beholder. If you did the Unseeing Eye quest then you're
well aware of why these critters are bad, and anything that can kill 
you with a single spell is inherently dangerous and unpredictable, but
a spell-buffed party should be able to just muscle it into submission.
After the Beholder falls click the book one more time to obtain your
reward. It's taken us a while to get one back, but we again have a
Ring of Free Action, which is great for Mages and Clerics especially.
If anybody else gets paralyzed, your Cleric can always rescue them,
hence it's just good sense to make your Cleric immune to paralysis.

(For completing the Tome of Monsters)
Item	Ring of Free Action
Item	Scroll of Simulacrum
Item	Scroll of Summon Fiend
10) Now go through the secret door at (x=2020, y=500) and proceed into
a cavern populated with Imps, Quasits, and Kobold Commandos. Dispose of
them and continue into the room to the south, which is crawling with a
variety of Kobolds and dominated by a large crystal in the center of the
room. After all the Kobolds are slain more will show up and apparently
converse with the 'Altar'. These new Kobolds are stronger than normal,
but still Kobolds. Kill them and you'll be rewarded with 'Kurtulmak's
Crystal Shard'. Loot their bodies for a Wooden Stake, which you'll need
shortly, some Short Swords +1, and Arrows of Fire.
11) Return to the Tome of Monsters room and head south to find a room
with a variety of Gibberlings inside. We've faced Goblins, Kobolds, and
Gibberlings now, as well as a Mind Flayer, a Greater Wolfwere, a Pit 
Fiend, and a Beholder. Some of the weakest and strongest enemies in the
game in the same dungeon. Anyways, annihilate them and loot the room
before heading down the hallway to the south west.

(x=2920, y=900) Scroll of Spirit Armor, Bullets +1 x40, Bullets x80,
		215 gold
(x=3000, y=1000) Bullets +2 x80, Scroll of Simulacrum, 
		 Dart of Wounding x40
(x=3120, y=1070) Scroll of Monster Summoning III, Bolt of Lightning x40,
		 Bolt x80, 12 gold
12) At the end of this hallway is a door opposite the Gibberling room,
as well as a hallway that branches off to the north west. Undead lie
down either route. At my level my enemies consisted of a pair of Ghasts
to the north accompanied by three Mummies, and beyond the door were
two Skeleton Warriors, a Bone Golem, and a Greater Mummy, which can only
be hurt by +3 or better weapons. I decided to lure both groups down the
hallway to the Gibberling room, where I bottle-necked them in the 
hallway. I then proceeded to decimate them with Holy Smites and superior
force. One of the Skeleton Warriors (who insisted on using a bow and
Arrows of Ice despite the fact that it was clearly a sword-wielding
armored behemoth) was kind enough to drop me a Laeral's Tear Necklace.
After they're dead loot the room beyond the door.

(x=1950, y=2000) Jasper Gem, Scroll of Resist Fear, Bullets x40, 
		 152 gold
(x=2050, y=2070) Emerald, Cleric's Staff +3, Darts of Wounding x40,
		 Dart x80, 39 gold
(x=2080, y=2100) Arrow of Biting x30, Bolt of Biting x30, 51 gold 
13) Go through the doorway to the north at (x=1750, y=1950), which
contains a fair bit of loot. The Scroll of Finger of Death is a 
wonderful one-hit-kill spell that should become Edwin or Imoen's go-to
7th level spell. It's especially great on powerful enemies like dragons,
especially once they've been softened up with Greater Malisons. In fact,
during such fights that should be the primary focus of your Mages,
aside from debuffing enemies with spells like Breach and keeping up
buffs such as Haste. Power Word Stun can be effective too, as enemies
get no saving throw against it. The only catch is the enemy has to be
reduced to under 90 Hit Points for the spell to work. Typically even
the strongest of foes are susceptible to this if their condition is
'Injured' or worse, which makes it a consideration against strong

(x=1450, y=1850) Scroll of Finger of Death, Scroll of Power Word Stun,
		 Dart of Stunning x40, 1 gold
(x=1500, y=1820) Scroll of Ray of Enfeeblement, Arrows of Piercing x40,
		 Arrows +2 x40, 232 gold
(x=1700, y=1750) Bolt +2 x40, 70 gold
(x=1770, y=1800) Moonbar Gem, Bullet +2 x40, Bullets x80, 1 gold
(x=1800, y=1800) Arrows x40, Arrows +1 x40, Bolts x80, 564 gold
14) Head to the south west, then turn north west to come to a door
(x=1050, y=2100). Beyond this door you'll find the creator of this
maze, Dace Sontan, whom Bodhi mentioned. He's quite bonkers, like most
people here are, and has delusions that he possesses some measure of
control over his maze still. He'll mention the crystal he left with the
Kobolds before he attacks. I simply fight him one on one with my 
Fighter/Mage, who is protected from his level drain. After he's fled to
his sarcophagus (x=700, y=1850) I stake it with the Wooden Stake I
found earlier. After he's truly dead and gone his spirit shows up and
thanks you. More importantly, with his hand you now can progress further
through this dungeon.

(For killing Dace Sontan)
EXP	9000
Item	The Hand of Dace
15) Now return to the hallway that leads to the Gibberling room and go
take the hallway to the north west which was formerly abundant in 
undead. When you reach a room at the end of the tunnel stop and spell
buff. You want to spread around as many Chaotic Commands as you can and
be fully prepared before continuing into an identical room to the north
west. After you enter a gate will separate the two rooms and three
Umber Hulks will appear in each room, so be sure to get all your party
members on one side or the other. One way to do this is to simply leave
most of your party in the southern room with the Chaotic Commands
recipients standing in front of the unprotected characters. Then take a
sneaking or invisible character into the northern room to trigger the
Umber Hulks. Mop up one trio of Umber Hulks then move on to the second.
My evil party again makes use of Edwin's spell power to win this fight
easy-like. I sneak up through the two Umber Hulk rooms with my
Fighter/Mage/Thief protagonist and pick the locked door leading to the
north. Opening one door opens the other, to the south. With the way now
cleared, I summon up a critter (the Flesh Golem from the Golem Manual
being my favorite, being immune to the confusion-effects of the Umber
Hulks) and have them lure all the Umber Hulks into one area. Thus
lured, Edwin walks up and casts a Death Spell at the edge of their line
of sight, and with one shot dispatches all six of them. Awesome. Once
they're all dead you can exit the level at (x=600, y=620).
16) You're now back in the room where you were taunted by Bodhi. From
from here head to the south west. This leads us to a room with several
Umber Hulks and a Minotaur, the former of which can be annoying. Send in
a character protected by Chaotic Commands to draw their confusion gazes,
then follow with the rest of the party. My evil party just summons
every critter they can bring forth with their items, and while the
Umber Hulks are temporarily distracted, Edwin tries to nail as many of
them as possible with Death Spell. It's a tactic my evil party can
employ that my good party just couldn't, and so I'll abuse it roundly.
After they're dead loot the urn and interact with the giant stone head
(x=700, y=2100). With the Hand of Dace and Kurtulmak's Crystal Shard in
your possession the mouth of the statue will open, granting you access,
as well as a quest reward. Continue through the mouth to the next part
of the Dungeon (x=450, y=1900).

(x=900, y=2000) Scroll of Project Image, Dart x10, 
		Scroll of Delayed Blast Fireball, 3 gold

(For accessing the deeper depths of the dungeon)
EXP	29500 (each character)

Spellhold Dungeons, Part III (AR1514)
17) Head south into a room with two doors on the southern side. First
go through the western door (x=650, y=800) and proceed down the hallway
to the first bend to find a pair of secret doors, one to the north
(x=600, y=1000), and one to the south (x=800, y=1000). Go through the
southern one and activate a horseshoe shaped wheel (x=950, y=1020) to
open the secret door to the north. Go through the door to find some 
Trolls, including a Spirit Troll. Kill them and search the room they
were guarding to find an urn (x=170, y=1020) contain two Mythril Tokens,
among other loot. We'll be collecting these tokens throughout the level
so we can exchange them for treasure later.

(x=170, y=1020) Mythril Tokens x2, Scroll of Breach, Arrows +2 x40,
		432 gold
18) Head back out into the hallway and follow it south until you find
another door at (x=660, y=1500). Enter the room beyond to find a quartet
of Minotaurs. Loot the brazier (x=620, y=1570) for two more Mythril
Tokens, then go through the door to the north east (x=1000, y=1450).
The pool in the middle of the room (x=1150, y=1350) contains two more
Mythril Tokens, a Minotaur Horn, and a Mind Flayer Painting, all of 
which should be collected. Also in the room are three statues from which
you can obtain more paintings, which will come in handy. The only
catch is that the statues are all trapped and cannot be disarmed. The
statue at (x=1050, y=1250) will yield the Troll Painting, but will 
result in triggering a Disintegrate spell. Use Death Ward or Spell
Immunity: Alteration to avoid its effects.. or just make your saving
throw. The second statue at (x=1150, y=1200) holds the Umber Hulk
Painting, but will unleash a Acid Fog spell. The final statue is at
(x=1250, y=1250) and will bestow a Djinni Painting upon you, as well as
a Fireball.

(x=620, y=1570) Mythril Tokens x2, Scroll of Sunfire, Bolts +2 x40,
		78 gold
(x=1150, y=1350) Mythril Tokens x2, Minotaur Horn, Mind Flayer Painting,
		 Bolts +1 x40, Bolt of Lightning x40
19) Return to the Minotaur room and go through the southern door
(x=950, y=1650). Dispose some Trolls along the way and head into a room
with statues adorning the walls. If you get a character to stand on the
black circle in the middle of the room you can activate the orbs near
the statues, which cast different spells, as follows:

(x=1400, y=1590): Slow
(x=1500, y=1520): Cure Medium Wounds
(x=1700, y=1520): Haste
(x=1850, y=1600): Lightning Bolt

If you want free healing or buffs, activate the correct orbs. When you
are done playing with them send your protagonist to the east-alone.
20) In the next room you'll encounter Bodhi, who obviously had no real
intention of allowing you any chance of escape. She has decided that
the game is over and it's time for you to die. After a short fight
you will lose control and undergo a transformation into the Slayer, or
as Bodhi puts it "A creature of death and darkest shadow!" And this
coming from a Vampire! Bodhi will take off to tell Irenicus of the
unexpected transformation. Wait until your character returns to normal,
as you will attack anything-friend, foe, or otherwise, while the Slayer.
When you rest again you'll get an explanation of what happened, of how
you became a Slayer, and what lies in store for you unless you get your
soul back. Imoen will tell you that the Slayer is an avatar form of
Bhaal. Coolies.
21) Go through the door to the north west (x=1950, y=1150) to find a
room with Minotaurs and a pool (x=1900, y=1000) that contains four more 
Mythril Tokens. To the north east, in a natural cavern you'll find a
Gauth and more Minotaurs. If you have the Shield of Balduran, the Gauth
is no threat at all, otherwise lead with the character possessing the
Ring of Free Action which will protect you from three of the Gauth's
attacks, including Paralyze, Slow, and Hold Person. Trust me, you don't 
want to be paralyzed or held in front of a group of Minotaurs.

(x=1900, y=1000) Mythril Tokens x4, Scroll of Chain Lightning, 
		 Bullets +1 x40, Bullets +2 x40, 365 gold
22) From the room where you encountered Bodhi head south down a winding
passage until you come to a door (x=2250, y=1750), beyond which is a 
pack of Minotaurs. Eliminate them and loot the urn (x=2150, y=1770) for
two more Mythril Tokens and another Minotaur Horn. Now that we have
both, return to the room where you fought Bodhi and activate the 
Minotaur statue (x=2100, y=1300) to open the door to the north east.
You'll get an experience reward for opening the way into the next, and
last area of the Spellhold Dungeons, but before you move on it's time
to cash in those Mythril Tokens we've been finding and use those
monster paintings.

(x=2150, y=1770) Mythril Tokens x2, Minotaur Horn, 
		 Scroll of Limited Wish, Arrows +1 x40, Acid Arrows x40,
		 119 gold

(For accessing the deepest depths of the dungeon)
EXP	29500 (each character)
23) Return to the room south of where you entered the level and go 
through the unmolested doors at (x=900, y=600). Go through another set
of doors beyond the first to discover a room occupied by another group
of Yuan-Ti led by a Yuan-Ti Mage. Slay them and note the four doors
along the north eastern wall, each of which has a painting of a 
creature on it. Now that you've obtained the paintings you can open
these doors at battle the beasts beyond. At (x=1400, y=250) is the
Mind Flayer door, beyond which is a Mind Flayer. At my level it was an
Ulitharid, which is just an upgraded version of a Mind Flayer. Kill it
and it'll drop the Flame of the North, a Two Handed Sword with 10%
Magic Resistance and bonus damage against Chaotic Evil enemies. Still,
it's a marginal upgrade over Keldorn's Hallowed Redeemer, at best. At
(x=1500, y=300) is the Troll door, behind which waits a Spirit Troll.
Kill it and claim the Katana Malakar +2 that it drops. It's only a +2
weapon, but its +2 Armor Class bonus against Slashing Weapons makes it
an interesting off-hand weapon. The door at (x=1600, y=400) is the
Umber Hulk door and beyond which is an upgraded Umber Hulk. Finally
there's the Djinni door (x=1700, y=500), beyond which is a Noble Djinni
who possesses a Scroll of Cacofiend. (At a lower level, the Noble Djinni
was merely a Djinni, and it dropped a Potion of Invisibility-scaling
encounters and random loot..)
24) Beyond the Umber Hulk door is a tunnel to the south east. Follow it
and turn north east until you come to a room with three Clay Golems
inside. What do you suppose the odds are that they'll attack if you loot
around? Pretty good, I'd say, and three Clay Golems can be trouble,
what with their Haste and immunity to anything but magical blunt 
weapons. I spell-buff as much as possible and leave my Fighter/Mage in
front as a decoy for the Golems Hopefully they'll waste a lot of their
time attacking him while his defenses hold, and while my characters with
bludgeoning weapons whittle them down. Open the chest at (x=2600, y=340)
and sure enough, it provokes the Clay Golems. Grab the four Mythril
Tokens, the Gesen Bow String, and the Star Sapphire within, then fend
off the Clay Golems. Fortunately they're not as strong as normal Clay
Golems, and my strategy works well to kill them off quickly.

(x=2600, y=340) Mythril Tokens x4, Gesen Bow String, Star Sapphire
(x=2280, y=180) Bullet +1 x45, Diamond, Dart +1 x40, 
	   	Scroll of Phantom Blade, Arrow of Biting, 
		Bolt of Biting
25) Now return to the south west and go through a door at 
(x=2020, y=500). Kill a Stone Golem and loot this room for five more
Mythril Tokens (bringing our total up to 21). The Scroll of Maze
functions like Otiluke's Resilient Sphere in the fact that it takes an
enemy out of the fight for a while (as determined by their Intelligence)
but is superior because it doesn't allow a saving throw. Continue
through another door at (x=1620, y=800) to reach a room with an odd
machine in the middle (x=1450, y=1000), which is nothing more than a
glorified shoe dispenser. Activate it and you'll get the following
options to dispose of your burdensome tokens:

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

The Jester's Chain +4 isn't great armor, even if you're a Bard. It's
Armor Class is one, which is only one point better than the Melodic
Chain +3, and with Bracers of Armor Class 3 and a Ring of Protection +2
we get the same thing. For everybody else it's not even considerable,
as they're already wearing better. Fighters have better armor and it
doesn't allow Thieves skills or Mage spells. Boots of Grounding are
fairly useful, since Lightning Bolt and Chain Lightning attacks do
happen. Boots of the North aren't a better alternative, as cold attacks
are pretty rare, but since they only cost 5 tokens you can purchase
them and the Boots of Speed, which are the real deal. Having two
characters who can move from spot to spot quickly is a good thing.
Certainly better than resistances that are only useful once in a while
and armor that's already obsolete. Once you've claimed your items return
to the room where you fought Bodhi and exit at (x=2300, y=1150).

(x=2070, y=600) Mythril Tokens x3, Throwing Dagger x80, 
		Throwing Axe x60 
(x=1950, y=500) Mythril Tokens x2, Diamond, Scroll of Maze,
		Dart of Wounding x40, Dart x40 

Spellhold Dungeons, Part IV (AR1511)
26) You'll be pestered by some Goblins and Kobolds when you enter this
level. When they're all dead an Apparition will appear and proclaim that
the tests of madness, sanity, and clarity are underway. If you act
crazy you'll be forced to fight a group of unseemly creatures including
a Greater Otyugh, some Myconids, and some Mephits. If you're good you'll
just have to fight a Spore Colony and whatever Myconids it summons. 
Either way, After the fight the Apparition will appear and ask you a 

"'Twas in the wood that I got it, so I sat me down to seek it. I could
not find it no matter how hard I looked, and so I took it home with me.
What is it?"

Answer: A splinter?
27) After answering correctly you'll be whisked away to a rather cozy
looking banquet where four Apparitions sit. Before talking to anything,
loot the table in the middle of the room. The Cloak of Reflection will
go nicely on characters that are frequently targeted by electrical
attacks, usually your front-line Fighters. After you're done looting
talk to one of the Apparitions, who will mumble amongst themselves for
a bit before one poses you yet another riddle.

"It is better than the best of things and worse than the worst of
things. You love it more than life. You fear it more than death. The
rich have need of it, and the poor have it in endless supply."

Answer: Nothing

The Apparition is giddy, but opens the floor for other Apparitions to
ask you a question, an opportunity one will gladly accept.

"It runs as it will, but never does it walk. There is a mouth to see,
but never does it talk. A bed it surely owns, but never does it sleep.
Possesses it a head, but not a one that weeps."

Answer: A river

The third Apparition will now ask its riddle.

"I make you weak at the worst of all times, but in the end I keep you
safe. You'll sweat in my presence even as you grow cold. I dwell with
the weak, rarely the brave, but without me, who could tell the

Answer: Fear

And onto the fourth and final Apparition we go.

"It brings back the lost as though never gone, shines laughter or
tears, with light long since shone. A moment to make, a lifetime to
shed, valued when, but lost when you're dead."

Answer: Memory

Note: If you answer any of the riddles incorrectly you'll have to fight
a Sahuagin Baron and a pair of Sahuagin Baronial Guards, which are
hardly even a fight at this point. You won't get teleported to the
'Momentary Relapse' area (AR1506) and thus will not be able to obtain
the Club +2, +3 vs. Undead.

(x=500, y=400) Cloak of Reflection, Scroll of Friends
(x=150, y=458) 29 gold

Momentary Relapse (AR1506)
28) After you answer the last riddle you'll be whisked away once more,
appearing on a barren landscape. Head over to the north east and kill
some Trolls, Trolls who oddly enough cast spells. When they're dead grab
the Giant Trolls' Head that one of them drops. Continue to the north
east to find another Apparition (x=1750, y=600), who will tell you that
this place is a momentary relapse. Whatever. Tell him to wait so you can
mess with the altar (x=1600, y=450). Place the Giant Troll Head on the
altar and you'll get a reaction. Now take the Club +2, +3 vs. Undead
from the altar. This isn't a terrible weapon for Jaheira if you already
haven't obtained the Club +3, Blackblood or Belm. Once you're done go
talk to the Apparition, who'll take you away to be judged.

Judgment (AR1508)
29) The Apparition will admit that you probably weren't intended to
survive the tests. Since you survived, however, you'll get a huge
experience reward. If you were feisty at the beginning of the test of
sanity (and had to fight the Greater Otyugh) you'll have to fight a
Mind Flayer before the Apparition decides you've passed the test-and
you'll receive less experience for doing so. Either way, exit the level
at (x=700, y=200).

(For satisfying the Apparition and passing its tests)
EXP	51250 (each character)

(For disappointing the Apparition and passing its tests)
EXP	41250 (each character)

Spellhold Asylum, Irenicus' Lab (AR1516)
30) When you arrive in this level you'll be greeted by Saemon Havarian.
The same Saemon who brought you here and poisoned you. This time,
however, he claims to be helpful. He'll tell you that Irenicus is,
frankly, beyond your abilities, and that you'd need an army to defeat
him. The good news? Spellhold is crawling with psychotic Mages who
might be inclined to attack Irenicus. He's right, too. If you confront
Irenicus now, he'll simply cast a Wish and kill the party. Wait.. you
can't use Wish spells to do that! Any DM worth their salt would try
their damnedest to turn that back around on him.. Oh well, looks like
we gotta do what the game wants us to do. Search the level (make sure
to grab Irenicus' Journal!) and head down the stairs at (x=1450, y=200).

(x=2150, y=950) Flamedance Ring, Bolts +1 x40, Bolts x160, 334 gold
(x=1720, y=550) Arrows x160, Darts x80, Arrows +1 x40,
		Arrows of Dispelling x5, Darts of Wounding x60, 90 gold
(x=1770, y=480) First Journal of Jon Irenicus, Bullets x120, Bolts x120
31) Head downstairs and you'll be confronted by Lonk the Sane. You can
convince him to let the inmates go (if you don't threaten him) by 
promising to destroy Irenicus. You can also bribe him to give you the
keys (2000 gold will do, 200 is too low, and 10000 just convinces Lonk
that you're crazy.) Or you could just kill him, he's worth 20000
experience points, after all. Once you're past Lonk you'll find
yourself in a room with the inmates. You really can't screw this up,
just talk them into fighting Irenicus and Wanev will eventually 
teleport the lot of you into his experimentation chamber. Irenicus
will admit surprise at your resourcefulness, before dismissing you as
a non-threat just as quickly. Do not follow your knee-jerk reaction to 
rush Irenicus, as he's up near an experimentation chamber and can only 
be attacked by a handful of party members. Don't bother spell-buffing 
either, you'll need to use enough debuffs on Irenicus that spell-buffing
is pretty much a waste of time. Irenicus will start out by casting 
'Spawn Clones', which will unleash some copies of your party. They're 
unarmed, however, so just ignore them. After summoning them, Irenicus 
will come down the stairs if you haven't blocked him in. Once he's more 
open, surround him with your party and do your best to tear him down 
quickly. Keep your eye on Irenicus. He'll put up spell-buffs 
(Fireshield, Stoneskin, etc.) after which he'll start going on the 
offensive with spells like Horrid Wilting, and Power Word: Kill, the 
former of which can deal wicked damage to your entire party, and the 
latter of which can (and after a Horrid Wilting, probably will) kill a 
character outright. As soon as he starts spell-buffing, hit him with 
Dispel Magic, Breach, and True Sight and keep on him. Your pack of 
crazies will help out (especially Wanev) with Symbol spells and even a 
Wail of the Banshee, which will probably disable some of the clones, but
you shouldn't trust them to lend much of a hand with Irenicus. If you're
lucky you can take him out before he can really hurt you with his 
spells. After you've nearly killed him, Irenicus will curse himself for 
fighting a pointless battle. Pointless to Irenicus, anyways. He'll admit
defeat and demean you in the same line before leaving you with some 
assassins and teleporting away. Yoshimo will be part of this group if
he turned on you earlier. Kill the murderers and exit the level at 
(x=1450, y=200). Make sure to grab Yoshimo's Heart before you go-really,
a rather gruesome task if you think about it.. but it's worth a lot of
experience later on, so we might as well.

(For defeating Irenicus)
EXP	68500 (each character)

Spellhold Asylum (AR1515)
32) Now it's time to explore this level! Until, that is, you run into
Saemon Havarian again. This guy is like a bad odor. He'll continue his
unlikely trend of helpfulness, telling you that Irenicus is heading to
his hometown-the elven city of Suldanessellar, and that he expects to
become more powerful than the gods. Seems far-fetched, but it doesn't
really matter what Irenicus hopes to accomplish, so long as you're there
to greet him. To this end Saemon will offer to help you, under the
excuse of self-preservation. Since the only other option is to follow
Irenicus through a magical portal leading to the Underdark, joining
with Saemon seems like a somewhat less suicidal option. He even offers
to throw in a token of goodwill. Saemon's offer is, of course, more than
it seems, but it's ultimately much more rewarding in both experience and
gear to accept his offer, even if the anti-Saemon route is quicker. If 
you are just rabidly opposed to Saemon, grab Jon's Key and head back to
(AR1516). Unlock the door at (x=1700, y=1350) and go through the portal 
at (x=2000, y=1400). You'll get a cutscene of Irenicus, with Bodhi at
his side, interacting with some Dark Elves, and chapter five starts
soon thereafter in (AR2100). I really don't recommend this course,
however. I like experience, and awesome weapons. If you follow Saemon,
which this guide will assume you do, he'll get you past Irenicus' wards
and to the exterior part of Spellhold and tell you to meet him at the
local tavern. Head back into Spellhold (x=600, y=1100) and loot (AR1515)
before heading back to Brynnlaw. the Horn of Silence is pretty nifty,
as it gives a character the ability to cast 'Silence, 15' Radius' three
times per day, which is nice for a character who otherwise has no
debuffing ability, like Korgan or Minsc.

(x=700, y=700) 212 gold
(x=750, y=1150) Rogue Stone, 1 gold
(x=1750, y=900) First Journal of Jon Irenicus,
		Second Journal of Jon Irenicus
(x=1770, y=850) Staff of Thunder and Lightning
(x=1350, y=700) Rogue Stone, Jon's Key
(x=1470, y=590) Horn of Silence

(For pursuing Irenicus into the Underdark)
EXP	20000 (each character)

|								       |
|                          To the Underdark			       |
|								       |
Sequence of Events:						{WLK025}
		1) Saemon's Plan
		2) Stealing the Pirate Horn
		3) Free Labor
		4) Saemon's New Ship
		5) Boarded by Githyanki!
		6) Down to the Sahuagin City
		7) Proving Your Worth
		8) The Heart of the Problem
		9) Saving the Sahuagin
		10) Sahuagin Spell-Shopping
		11) The Drow Quarter
		12) The Imps' Game
		13) The Spectator's Technicality
		14) Slaying Sahuagin
		15) Cloak of Mirroring
		16) The Sea Zombie Lord
		17) The Sealed Door
		18) Picking Sides
		19) Down to the Underdark

Vulgar Monkey (AR1602)
1) Head back to Brynnlaw and enter the Vulgar Monkey (x=2000, y=1550).
You'll find Saemon Havarian waiting at (x=770, y=370). He'll start out
by regretfully telling you that he has no ship with which to get you off
Brynnlaw, and that the only other serviceable ship belongs to the Pirate
Lord Desharik. While it's painful to subject ourselves to more of 
Saemon's crap, killing Desharik will at least be some consolation. 
Saemon wants you to obtain a signal horn which will open the sea gate
and grant you your egress. During the day the horn is in the care of
Desharik, and at night it can be found with a consort of Desharik named

Cayia's House (AR1606)
2) Now, the game gives you the illusion of a choice, but there really
isn't one to be made. Head over to the house at (x=600, y=1500) at
night and head inside. You'll find Cayia inside the house sharing a
bed with a man named Algor. They'll talk-at great length-and reveal the
likely reason for Saemon's present difficulties. Sneak in and loot the
table at (x=550, y=200) to claim the Pirate Horn, or, if you wake them 
up they'll flee and you'll have to kill several wussy pirates. Just make 
sure you don't kill the lovers, or you'll lose reputation for it. 
Sometimes this game can be awfully silly about what hurts your 
3) Leave Cayia's house and head to the docks. On the way you might
come across some Pirates looking for some cheap (read: free) labor.
Disappoint them and they'll attack you. Focus on the Pirate Mage and
chop the rest down. They'll drop a bit of gold, and the Pirate Leader
and Pirate Mage will both drop some weak magical gear. Once that minor
diversion is over, you can find Saemon at (x=2950, y=2500). Make sure
you're fully healed and have all your spells, abilities, and items
available before talking to Saemon, as you'll have to fight a few more
times before you get to rest again.
4) Saemon will be dodgy, but once he has the horn you'll find yourself
on Desharik's ship. As can be expected, a rather angry Desharik shows up
to stop you, entirely regardless of whether you were caught stealing the
horn or not. After Desharik relieves us of Cayia's company forever,
Saemon encourages you to do all the work fighting Desharik and his goons.
Now, Desharik isn't hostile, but that doesn't mean you shouldn't kill 
him anyways, and grab the magical gear he has on him. Once everybody is
dead Saemon will insist that you take a blade as a token of his goodwill
before setting off. Hey, maybe he's not such a bad guy after all.

Note: You can kill Desharik before doing this quest for Saemon, and
he'll still appear at the docks to challenge Saemon. Maybe he was
raised from the dead, or perhaps it's Desharik's twin? Or maybe it's 
just lazy programming. Who knows? Either way, you can score 11,000
experience for killing him before giving the Pirate Horn over to Saemon,
and an extra 11,000 here.
5) You'll be treated to another narrated bit of text before your mid-
sea encounter. A band of Githyanki will board your ship and make short
work of much of the crew. They're apparently looking for some 'relic of
holies' that they're certain Saemon stole.. which of course is none
other than the blade he gave to you. Unfortunately for Saemon, however,
his attempts to frame you are quite wasted, as the Githyanki intend to
kill everyone on board. Since this would naturally prevent you from
stopping Irenicus, a fight ensues. Don't bother beating on the Githyanki
Captain, as he's immortal. If you want to gain some experience from this
debacle, target his subordinates, instead. Before long the ship will be 
boarded again, this time by Sahuagin. It appears all this excitement
is just a bit too much for the vessel. As the ship begins to sink, 
Saemon uses magic to save his own hide. You, however, are not quite as
fortunate. I just knew there would be a shipwreck somewhere in this
game! We just have no luck with boats.

Note: I've had this encounter mess up before, where the Githyanki and
Pirates didn't interact as they were supposed to. Instead of decimating
the Pirates with magic and slowly exterminating their way on board, the
Githyanki merely appeared as hostiles. Saemon didn't speak either, which
is probably where the problem was, and when I did talk to him on the
boat, he responded as if we hadn't stolen Desharik's ship and set sail
yet (he repeated the same dialogue he says right before you set sail,
where he gives you the Silver Blade.) Thankfully it was easy to fix-
just talk to Saemon and the narrated cutscene will re-trigger, and you
will 'reappear' on the boat, this time with Saemon speaking and all that
good stuff. If Saemon never speaks, the Githyanki Captain will never
show up in front of you, and the boat will never sink. You'll just sit
there smacking an immortal Githyanki Captain around until you get bored
and reload.

City-of-Caverns (AR2300)
6) Another narration ensues before the game reveals your new location,
a Sahuagin city of some sorts. How nice of them to build a city that's
so hospitable to surface folk! Royal High Priestess Senityili and
Captain Feerlattiys will speak gibberish at you before the former 
decides to cast a spell that allows you to understand their stupid
language. Long story short, Senityili thinks you're part of some stupid
shark-prophecy, and wants you to meet with their king, Ixilthetocal.
Naturally, it's more worthwhile to hear them out than it is to be
defiant. After all, you can't get quest rewards if you don't accept-and
therefore complete-any quests.
7) After you accept to meet their king, you'll be transported before
him. He doesn't seem impressed by your awesomeness, and a meddlesome
'Baron Thelokassyil' and 'High Priestess Tlyysixxous' both advocate for 
your destruction. The king is obviously deranged (any shark-man king who
goes 'tee hee hee' obviously isn't right) and decides to test your
power by making you fight an Ettin. You can get the king to allow you
some healing before the fight, but that's as much help as you're going
to get. Just as well, as an Ettin is hardly a fearsome foe anymore.
Kill it, and the king will decide that you're the one the prophecy
spoke of, and Tlyysixxous will be led off to be sacrificed instead.
8) Now the king gets down to business.. sort of. He wants you to
destroy some rebels. Senityili argues on the basis that there just
aren't enough Sahuagin left to survive without the rebels. The Baron
wants the rebels killed, and the king agrees, promising you wealth
in return for the heart of the rebel leader, Prince Villynaty. Agree to
do this, and Senityili will ask you to speak to her before going off.
If you side with the king later, you can still get into his treasury
since you'll have the key. You now have free reign of the city. Save,
sleep, whatever, then go back to Senityili (x=1350, y=180). Also note
that any gear that dropped while on the boat will be near the Sahuagin
9) Senityili will sacrifice her rival to Sekolah before turning to
speak to you. Apparently we, being the stupid land-dweller we are,
need to get a tooth that can open the way to the Prince. More than
that, however, she wants us to side with the Prince instead of siding
with the king, on the grounds that the king is quite obviously nuts.
Why can't the Prince come to us? Well, that would ruin a perfect good
fetch quest. It's also worth noting that if you refuse to play nice with
the Sahuagin and they all go hostile, that you don't need the stupid
tooth to reach the Prince anyways. Agree to at least meet with the
Prince for now and she'll give you the Rebel's Orb, which will mark you
as a friend of the rebels and allow you to meet with the Prince. You
can, of course, always change your mind later. Still, in the interest
of loot and experience, it's worth dragging this quest out a little
longer, regardless of who you ultimately decide to side with. If you
expose Senityili's plot to the king, he'll kill her, you'll lose the
Rebel's Orb, and get nothing in return. 
10) There's also a Priestess nearby (x=870, y=300) who will sell you a
variety of potions, ammo, and scrolls. Unfortunately for me, I already
knew all the spells she had to sell save Invisibility 10' Radius. An
unfortunate side-effect of doing so many quests before coming here. Buy
whatever spells the Priestess sells that you don't already have-one of
the good things about Baldur's Gate 2 is that spells are arranged
alphabetically in your spell books, so just compare the books your Mages
have and see if somebody has a lower-level spell that another does not.
This is, in all honesty, more likely to benefit Imoen more than anybody
else, as Edwin and Nalia should already have a respectable collection of
spells-not to mention your main character, if they are Mages.
11) Head south past the court of the king and turn east, past the arena
where you fought the Ettin until you come across two Royal Guards. One
of the Sahuagin will speak and inform you that this is indeed the old
home of the 'blackened elves', and that traps abound beyond. Continue
east, then go down some stairs and disarm the first of the traps you
were warned about. Beyond the trap are a pair of Sword Spiders and
Ettercaps, and little further down you'll find a Bone Golem. Continue
south past the Bone Golem and turn west, disarming a trap at the
entrance of the path to the west. Continue west then north to find some

(x=1650, y=2750)
(x=750, y=3400)
12) The imps are delighted that you've arrived to play their game, 
promising Drow treasure as a reward for completing the game. why do you
need to play their game to get the treasure? Because guarding the
treasure is a 'nasty-nasty' that'll steal your soul if the imps don't
protect you (and they're not lying!) Agree to play the game and the imps
will explain the rules. It's essentially a celebrities of Faerun 
accessory matching game, where you have to talk to each of the five 
famous folks, get an accessory from them, and put the accessory into 
the chest behind the person the accessory belongs to. First disarm the 
traps lurking around the room, then talk to all the famous people 
standing around to get all the items. If you've read any Forgotten 
Realms books, or have a passing familiarity with the game world, this 
will be much easier for you. Still, it's pathetically easy to guess
what people need-this was certainly one of Bioware's less impressive
riddles. I'll comment needlessly below, and provide you with a table,
should you not care to guess or strain your brain any.

Elminster: I am Elminster... you know me, friend, the oldest sorcerer to
have walked the land. In my heart, I am but an old man... and I require
an item to while away time's sand.

I give to you this curved sword, I am too old to fight. Give it to
another warrior, one whose skin is black as night.

Yes, we all know Elminster, one of the earliest and most visible 
characters of the Forgotten Realms. While I'll bet he's nowhere near as
iconic as Drizzt, he did regularly serve as the 'face' character of the
Forgotten Realms of old. Everybody knows Elminster fits the typical
elder wizard role, robed, big white beard, pointy hat, and of course, a
pipe. Alustriel refers to the owner of the pipe as 'a man, instead,
one older even than I.' Perhaps she specifically mentions age because
it's an obvious quality one of the famous people?

Khelben: I am Khelben, a wizard of great power... one of the rulers of
the finest city of the north. I need the item that supplies my fondest
name... and an extra leg as I walk forth.

I give you this pendant of silver, for it belongs to another. Place it
around the neck of one who is Sister, but not Mother.

Khelben "Blackstaff" might not be the most influential wizard in the
Realms, but he's definitely in the top ten. He's one of the 'secret'
Lords of Waterdeep, along with Piergeiron, who's not quite so secret.
I don't know who in Waterdeep would be surprised. How many archmages 
live in cities and don't bother with politics? Even if you didn't know 
the "Blackstaff" part of his name, the 'extra leg' comment leaves us 
with one of two possible items.. and lets just his name is "Blackstaff",
and not something else.

Alustriel: I am Alustriel, a daughter of Mystra, one of Seven. Lady of
the 'Moon, give me my symbol of the sword bequeathed from her home in

I give you this pipe of root and magic... it's power is strong, I will
not lie. Bequeath it to a man, instead, one older even than I.

Alustriel is one of the Seven Sisters and the ruler of Silverymoon.
While she gained a great deal of attention in the Drizzt books by
R.A. Salvatore, I wasn't very familiar with her before them. Characters
like Storm and the Simbul received more attention in the books I
read, I suppose. Still, she's one of the strongest of the Seven sisters,
and hence, one of the strongest Mages in the 'Realms. Her hair is
silver, she's the ruler of Silverymoon.. you have to be able to guess
what her item is. Even if you can't, somehow, Khelben tells you to
give it to 'one who is Sister, but not Mother'. Any other females here?
No? Well, that was simple.

Piergeiron: I am Piergeiron, a paladin of Tyr's faith and the Open Lord
of my northern land. If you will, place a symbol of my rule within my

I give to you this staff of darkest hue, which has faced many an evil
foe. It is not mine, I tell you now, it belongs to one I know.

The darkest hue? As in black? He's the 'Open Lord', meaning he's the
one admitted 'Lord of Waterdeep', his northern city. The 'one he knows'
is, of course, Khelben, a fellow Lord of Waterdeep. Drizzt gives you a
helmet, which of course belongs to somebody. Perhaps somebody wearing

Drizzt: I am Drizzt, a Drow who left my hated home below to become a
hero true. I require something with which I have vanquished many, one
of two.

I give you a helmet, here... a symbol, so I'm told, of rulership on the
surface land, in a city far North and cold.

Drizzt might be the most famous character in the Forgotten Realms, and
perhaps in all of D&D. Dragonlance fans, your vote doesn't count. His
item is, of course, the Scimitar, of which he wields two. If you didn't
know that little bit of information, then Elminster's 'one whose skin is
black as night' comment should be a dead giveaway.

|     Famous Person    	|  Item Given	|     Item Required    	|
|       Elminster       |   Scimitar    |	  Pipe		|
|    (x=450, y=2920)    |		|    (x=400, y=2950)	|
|        Khelben	|    Pendant	|        Staff		|
|    (x=470, y=2790)    |		|    (x=400, y=2750)    |
|       Alustriel	|     Pipe	|       Pendant		|
|    (x=650, y=2720)	|		|    (x=650, y=2650)	|
|      Piergeiron	|     Staff	|	 Helmet		|
|    (x=850, y=2820)	|		|    (x=950, y=2800)	|
|        Drizzt		|     Helmet	|       Scimitar	|
|    (x=820, y=2950)	|		|    (x=900, y=3000)	|

After you've put the right objects in the right chests, the imps will be
upset that the game is over, but they'll keep their end of the bargain.
They'll let loose a Spectre from the chest, who will whine that it can't
reach your life force. The imps laugh at the 'nasty nasty', which dies.
Done with their game, the imps take off, leaving you to loot the chest
(x=600, y=3050), which Boots of Etherealness and a Cloak of
Protection +2. I throw the latter on Imoen, who has too many rings to
wear already. Along with Elven Chain Mail (obtained from Tradesmeet),
her Armor Class drops to -2. The Boots of Etherealness just take up
space in my inventory, or keep one of my characters' feet warm,
temporarily. By now, most enemies have magical weapons, and we always
have Conjure Fire Elemental for when we want to take advantage of
enemies without magic.

(x=450, y=2850)
(x=650, y=2850)
(x=700, y=2720)
(x=750, y=2950)
(x=850, y=2800)
(x=850, y=2700)

(For winning the Imps' game)
EXP	18500 (each character)
13) Beyond the imps to the north is a Spectator, a Beholder summoned to
guard over the chest belonging to the dead Drow who invaded the city
long ago. The Spectator is a pleasant enough fellow, who doesn't seem to
mind chatting to you in the slightest, although he warns you not to
touch the chest. Pressure him about the chest and you'll win him over.
He's there to guard the chest, not anything inside of it. Convince him
to open the chest for you and then loot it for Sekolah's Tooth. The
Spectator will be upset that he spent 60 years guarding a tooth, and
decide that, since the chest is now empty (and not very pretty, in any
case) he doesn't need to bother sticking around for the remaining 40
years of his contract. Everybody wins, you get Sekolah's Tooth and the
Spectator gets to go home. To reflect this win-win situation, the deal
is further sweetened by a quest reward, which is much greater than the
reward you'd get from killing the Spectator, by the way.

(For obtaining Sekolah's Tooth and freeing the Spectator)
EXP	15000
14) Now that we have the tooth, we can go find the prince at our
leisure. North of where Senityili is you'll find some hostile Rebels,
and east of them near the top of the map you'll find a group of 
Sahuagins fighting more Sahuagin Rebels. Some of the Sahuagin on either
side are spell-casters, but they are capable of only minor spells. South
of this group of combatants is another, each side is again led by a
Mage. They will summon some friends if the fight persists too long, but
they otherwise busy  themselves with Mirror Image, Chromatic Orb, Flame
Arrow, and other lower-level spells. Other encounters can be found along
the eastern side of the map, mostly with groups of several archers. It's
a good way to stock up on Bolts and crappy trinkets, if nothing else.

Note from Lee:
I equip as many characters as possible with ranged weapons, and take out
all the various enemies without sustaining more than a miniscule amount
of damage. No spells, no melee except for the Sea Zombies and Lacedons
in the pit. There, I use two characters with Boots of Speed to run down,
draw them up the stairs a couple at a time, and cut them down at my
leisure. I ended up clearing the entire level this way.
15) Near the middle of the map (east of Senityili) you'll find an altar
located within a gigantic stone maw. Clever architecture, that. When
you stand in the circular platform in the center of the shrine a group
of Sahuagin will appear and attack you, including a pair of Rebels
with crossbows out in the water where you can't reach them in melee,
and a Priestess who screams 'kill me first!' by starting out with Blade
Barrier, Chant, and Strength of One spells. I tend to gather my party
on the landing between the stairs east of the shrine, while my main
character runs in to trigger the enemies to show up. My Fighter/Mage
then casts Stoneskin, while Imoen/Edwin cast Haste on the party, who
focus on the nearby Priestess. After she dies-and against an onslaught
like that she has no real chance of surviving-the rest of the Sahuagin
are easily mopped up. Just be sure that whatever you do, you don't cast
direct-damage dealing spells on the Priestess. Loot the Priestess for
one of the single most powerful defensive items against spells in the
game-the Cloak of Mirroring. This bad-boy makes you immune to spell-
damage, be it Magic Missile, Fireball, or Horrid Wilting, it can't touch
you. Status-affecting spells and death spells still work, however, but
you are now at least immune to being whittled down with spell damage
While this item is good for anybody.. except perhaps Keldorn and
Viconia, who can obtain a very high amount of Magic Resistance, it
should be saved primarily for your vanguard characters. For me, this
means my Fighter/Mage. He already has an impressive arsenal to protect
him from attacks, but now that he's immune to damaging spells, he can
use Spell Immunity to focus on the spell-schools that enemies can still
effectively employ against him-typically Conjuration (Symbol Spells,
Power Words), Necromancy (Finger of Death, Wail of the Banshee), and
Alteration (Disintegrate, Flesh to Stone) and Abjuration (Imprisonment).
When he's fully spell-buffed with Stoneskin, Haste, Mirror Image, Blur,
and Improved Invisibility, there's a very good chance that he can run
in, engage whatever enemy he wishes to engage, and draw all the fire
away from the rest of the party. The Cloak of Mirroring isn't a game-
winner on its own, but with the other defensive spells at our disposal,
it plugs a major hole in a characters' defenses. Some players may decry
the Cloak of Mirroring as the 'Cloak of Cheese'. So be it. Let them play
the game without it. In fact, let them dispose of all the gear the
designers put into the game. Using stuff makes the game too easy.
16) Go south east until you find some stairs leading down into a bloody
pit, which is the home to a Sea Zombie Lord, some Sea Zombies, and some
Lacedons/Greater Lacedons, which are essentially aquatic Ghouls. The 
Sea Zombie Lord is the real pain, as he has a low THAC0 and can deal 
some pretty mean damage, as well as level drain. It's still nothing a 
spell-buffed Fighter/Mage with some support can't handle. When the Sea 
Zombie Lord dies he'll let out a Cloudkill, to further harass you. He'll
also drop some potions and gold when he dies. Not a very epic reward,
but it's something. A fun way of dealing with this encounter is to
cast a spell like Death Fog or Fire Storm (if you have it) near the
enemies, then cast an invisibility spell to protect the caster from
prosecution. Most of the enemies will sit around in the area of effect
and die, or at least get very injured, while you wait safely above. You
can also use a conjured Fire Elemental as a decoy, since they can't
harm enemies that require magical weapons to hurt, although if you leave
your poor little Fire Elemental alone, the Sea Zombie Lord will likely
level drain it to death eventually.
17) Head to the north-eastern part of the level, killing Sahuagin Rebels
as you go, and go down some stairs at (x=4600, y=1200). In this lower
section of the city you'll find a pair of smug bastard Sahuagin who are
out of melee range. Have your characters switch to ranged weapons and
shoot them down before continuing to the south, where four more Sahuagin
await on the land, and two more stand out of reach. Kill them and head
through a door at (x=3700, y=2300), beyond which a Sahuagin Chieftain
awaits, willing to take you to the prince. You know, if they had just
put this guy one room earlier, they'd have saved us a lot of trouble..
and ammunition, and saved them some Sahuagin. Survival of the fittest,
I suppose.
18) Agree to go meet this prince. If you refuse now, they'll assume
you're up to no good and you'll lose your chance. The prince is rather
pragmatic.. almost Machiavellian, even. He doesn't care about this
prophecy and saving the Sahuagin nonsense, he just wants the throne,
and to accomplish this, you need to take a fake heart to the king. When
their guard is lowered, the rebels will attack, and together you'll
..something, something.. to victory! You get the idea. Do all the work,
put another guy in power, and get some trinkets. That's politics, above
and below the sea. No more putting it off, now you need to decide
whether to side with the prince, or the king. If you kill the prince and
bring his heart to the king, the king will reward you, not to mention
you can loot the prince for the Wave Blade, the second and final part
of the Wave Halberd, and the Spear +3, Impaler. If you side with the
prince you'll be given a 'Fake Rebel's Heart' to give to the king.
The king is initially quite pleased with the fake trophy, and has a
feast prepared to celebrate. Unfortunately, the Rebels are soon
detected, and the king realizes you betrayed him and attacks. Kill them
all and the prince shows up just in time to miss the action. You'll be
thanked, however, and given access to the king's treasury, as well as
rewarded for the quest. The King will also drop the Spear +3, Impaler
and a Magical Rope, and in addition you can rob his treasury
(x=450, y=650), which contains another Magical Rope, a Rod of Lordly
Might, some Sahuagin Scribe's Notes, and a Scroll of Protection from
Elements. Siding with the prince gets you more experience (2000 more per
character, or 12,000 for a full party), but 2000 less gold, and you
don't get the Gauntlets of Crushing. Frankly, in this case I prefer to
go meet the prince, but side with the king. The Sahuagin rebels around
the prince more than make up for the difference in experience, and the
king gives a better reward. Of course, if you side with the Prince,
you can then kill him afterwards and claim most of the loot you would
have gained from the king, save the Gloves of Crushing. So, the question
becomes whether you'd rather have the Gloves of Crushing and 2000 gold,
or 2000 experience per character and a note and scroll from the
treasury. Since the king runs off after you bring him the Rebel's Heart,
you can't just kill the king and access his treasury.. but if you
picked his pockets earlier, you get the best of all possible outcomes.
In any event, the Spear +3, Impaler is pretty damn nice, I
just don't have any character who uses spears to give it to. Minsc
could technically use it, but the Two Handed Swords we have yet to
discover will vastly outclass this spear. The Rod of Lordly Might may
be a very small upgrade if Anomen is still using a Mace +2 (mine was).

Note: If you wait to steal from the king until just before you turn in
the prince's heart, you'll have enough time to use the Potions of
Master Thievery on a upcoming merchant, too. Waste not, want not, right?
A measly Pick Pockets score of 125% was enough to steal from him at
will, which was about three potions for Imoen. Also, if you rob the
king and loot his treasury before you talk to him, it not only saves
you the bother of walking back to his court, but you also get another
Rod of Lordly Might. If the king gives you the Rod of Lordly Might as a
reward before you loot the treasury, it won't be there later.

(x=450, y=650) Magical Rope, Rod of Lordly Might, 
	       Sahuagin Scribe's Notes, 
	       Scroll of Protection from the Elements

(For bringing the prince's heart back to the king)
EXP	58500 (each character)
Gold	2000
Item	Rod of Lordly Might
Item	Gauntlets of Crushing
Item	Magical Rope

(For siding with the prince and killing the tyrant)
EXP	60500 (each character)
19) The political problems of these Sahuagin are now resolved.. for now.
In any event, it's time to head back to the Prince's Stronghold and use
our new-found Magical Rope to descend into the Underdark. This is the
area where the folks who took the portal in Spellhold were teleported
to, past the Cloak of Mirroring, Cloak of Protection +2, and the
Silver Blade, not to mention the 60,000+ experience per character
we've gained by going the long way. It's a costly detour to snub Saemon
Havarian, to be sure. Exit the Sahuagin city-and chapter four-by
clicking the hole at (x=4600, y=2700). Watch a cutscene of Irenicus
dealing with some Drow, and a small movie showing you around.

(For reaching the Underdark)
EXP	20000 (each character)

|		         	Chapter 5 		 	       |
|								       |
|		         Exploring the Underdark		       |
|								       |
Sequence of Events:						{WLK026}
		1) Denizens of the Underdark
		2) Carlig and Company
		3) Elemental Extermination
		4) Freeing Vithal
		5) Drow Patrol
		6) Lost Souls
		7) Myconid Massacre
		8) Therndle's Reward
		9) The Book of Rituals
		10) Portal Guardians
		11) Stingy Vithal
		12) Tolkien Trouble
		13) Balor Battle
		14) Blackenrock's Bounty
		15) Kuo-Toa Killing
		16) Drow Raiding Party
		17) Adalon's Demand
		18) Attacking Adalon (optional, not suggested)

Underdark (AR2100)
1) The Underdark can be rather dangerous, as the game leads you to
believe. Groups of Kuo-Toa can harass you by shooting you with Kuo-Toa
Bolts, which can stun you. Drow and Mind Flayers, however, are more
severe threats. Mind Flayers almost necessitate the use of Chaotic
Commands, as their psionics can disable several characters sickeningly
quickly. Even after their pisonics are neutralized, they drain 
Intelligence every time they hit. Once your Intelligence hits 0, it's
an auto-kill. This means that your Warriors are actually very vulnerable
against Mind Flayers in close combat. One solution is to spell-buff a
Fighter/Mage and hope that, through a combination of low Armor Class
and spells like Mirror Image, Improved Invisibility, and Blur, that
the character can hold off long enough, while the rest of the party
stays back and uses ranged weapons. Drow typically come in groups, and
although they're fairly dangerous in melee, the fact that they have to
play by the rules and whittle your Hit Points down like normal makes
fighting them more conventional. That said, they tend to come loaded
with spellcasters, and are resistant to magic themselves. This means
that dispelling their buffs (and keeping them from debuffing you)
becomes easier than the old tactics of Silence 15' Radius, Greater
Command, Insect Swarm, Chaos, and Slow. They aren't immune to these 
spells, but when you encounter a group of hostile Drow, just expect 
each spell to affect half the number of enemies it used to affect. 
If you're going to spell-assault them, spell assault them heavily. Also,
most of them come equipped with heavily enchanted Drow armor, which
makes them very well protected against your attacks. Of course, once
you kill a couple of them you can nab this armor for yourself, which
will greatly improve the Armor Class of your party for the duration of
your stay in the Underdark. You just gotta love Drow Full Plate +5.
2) Head east, then southeast to find a trio of Duergar, Carlig, a 
trader (x=1600, y=3700), Finderlig, who is just superstitious 
(x=1660, y=3820), and Uder Mordin (x=1770, y=3800), who has a story to
tell you about an imprisoned Mage to the north. Hmm.. Imprisoned you
say? Check out Carlig's stock and sure enough, you'll find a Scroll of
Freedom, along with many, many other very nice.. very expensive spells.
I've got plenty of gold, but we can still go for a five-finger discount,
which we'll do later, when we have access to more of the Underdark.
We need to stretch those Potions of Master Thievery out, after all.
For now, just buy one Scroll of Freedom.

Note: If you used your Potions of Master Thievery and stole from the
Sahuagin king right before you presented him with the Rebel's Heart,
you will still have plenty of duration left to steal as many scrolls 
from Carlig as your heart desires. The 125% Pick Pockets is enough to
get the job done if you're patient, but chugging another potion might
be necessary if Carlig is detecting you too often. I plan to steal
everything, but here's a list of the good stuff:

This spell really only exists to counter Imprisonment, and, to a lesser
degree, Maze. While there are enemies out there who will use those
spells on you, it's often easier to just cast a Spell Immunity:
Abjuration to avoid the effect altogether. More practically, it's
useful as a scroll for freeing the imprisoned Mage nearby. Still, if
nothing else it's worth 9000 experience to scribe it.

Spell Sequencer
Allows you to chain up to three spells of fourth level or lower. Sort of
like Contingency, except you can use it whenever, and you can link up
multiple offensive spells. For example, my Fighter/Mage could use this
spell like Contingency, to pop on Stoneskin, Improved Invisibility, and
Fireshield all at once. More useful, however, you could also string 
together three Flame Arrows to deal ridiculous damage to one enemy, or
three Greater Malisons to decimate their defenses. 

True Sight
I have had this spell with Keldorn and on my Clerics for a while now,
but this is the first chance I've had to steal one for my Mages. By
now, we know how essential this spell is.

(x=1660, y=3600) 1 gold
(x=1600, y=3820) 1 gold
(x=1830, y=3800) 8 gold
3) Before we use our scroll, however, lets make this area safe for
humanity. Or at least us. At (x=900, y=2800) you'll find a portal, near
the portal is a symbol upon which an Air Elemental constantly spawns. 
Move your party up and kill about ten of them, until no more appear.
Over to the east is another portal (x=2450, y=3200), near which Earth
Elementals spawn. Again, kill about ten and they'll stop appearing.
Repeat the process one more time near a third portal (x=2800, y=2900)
just above the Earth Elemental portal, this time killing off Fire 
Elementals. Why do this now? Because if you free the imprisoned Mage
the Elementals seem to stop spawning, and that's a good 60,000
experience for the Fire Elemental portal, 60,000 experience for the
Earth Elemental portal, and 70,000 experience for the Air Elemental
Portal, or a grand total of 190,000 experience (or 31,666~ experience
per character.) My Fighter/Mage/Thief protagonist has a good time with
these critters, testing out her new boots of speed to do hit-and-run
backstab tactics.
4) Once the elementals have been exterminated use the Freedom Scroll in
the area between the Air Elemental portal and the Earth Elemental portal
(you don't have to be terribly precise) and a Mage named Vithal will
appear at about (x=1950, y=2900). You'll get a small experience reward,
and Vithal will offer to cut you in on a plan he was working on before
he ran afoul of a local. He's pretty vague, but he promises you a share
of magical loot if you help him out. First, however, you need to
retrieve his book of rituals, which he believes was discovered by some
Svirfneblins (Deep Gnomes) to the north. He will, in the mean time,
mess around near the Earth Elemental portal.

(For freeing Vithal from his imprisonment)
EXP 10000
5) Head north and you'll run afoul of a group of Drow, including several
Priestesses. This fight can be a pain, as they've got plenty of spell
power on their side. You can approach from the east, if you're careful
not to provoke the Kuo-Toa over there, which is probably easier as 
you've got more space to maneuver. Hit them with as many debilitating
spells as you can-I got off two rounds of spells (Chaos and Slow from
the Mages, Silence 15' Radius and Greater Command from the Clerics, and
of course Insect Plague) before I engaged in melee and mopped up. The
Drow seem more content to put up Blade Barriers, Mirror Image, and cast
weak summoning spells. Once they're all dead, loot them for what armor
they have. I was able to recover two suits of Drow Elven Chain +3 and
a suit of Drow Full Plate +5.

Note: Drow gear is one of the great perks of adventuring around the
Underdark. It's highly enchanted, powerful stuff that largely out-
classes everything you've found up until now. Drow typically carry
+3 weapons and either Elven Chain +3, Drow Chain Mail +5, Drow 
Full Plate Mail +5, and Drow Shields +3. This will probably drop the
average Armor Class of your party by several points, which is a very
good thing. Unfortunately, you only get to keep this stuff while you're
in the Underdark. Once you get back into sunlight, all this beautiful
loot is ruined.
6) Now that the fighting has stopped, rest up and investigate what these
damned Drow were guarding so fervently. There's an odd device nearby,
which has several souls trapped within. The chamber at (x=2020, y=1900)
contains the soul of Bedlen Daglefodd. If you let him go, he'll tell you
to come find his father, Therndle Daglefodd. We were planning to visit
the Svirfneblins anyways, I wonder if this will come back to us in a
good way? Another soul is trapped at (x=1850, y=1870) which if
released manifests into Madman Aganalo, who has been too long
imprisoned and as his name implies, is quite mad. Kill him and claim
Jhor the Bleeder +2 from his body. Next release the soul at
(x=1880, y=1900) to inflict upon yourself the company of a Drow wizard
named Raevilin Strathi, who will quickly attack. He starts out with
Stoneskin, True Sight, and a Fireball. Just rip down his defenses and
keep pummeling him. After a while he'll pop out another Contingency,
including a Spell Turning, Mislead, and Stoneskin. Remove those
protections and finish him off. He'll leave behind a Quarter Staff, a
Scroll of Conjure Earth Elemental, and a Scroll of Summon Efreet. At
(x=1920, y=1920) you can release the soul of a Githyanki named Riti,
who apparently thinks it's a good idea to release the disgrace of his
capture by attacking his savior. Stupid Githyanki. Kill him and take
his Spear +3, Backbiter. A fitting weapon for him. Now there's one last
chamber left (x=2000, y=1900), and for this one, it's time to put our
new-found defensive strategy to the test. I cast Death Ward, Chaotic
Commands, Spell Immunity: Conjuration, Abjuration, and Alteration on my
main character and move the rest of the party away. Then I release the
last soul, which belongs to the Lich Alchra Diagott. He'll naturally
decide to take his aggression out on us before finding the Drow that
imprisoned him. He's fond of using Symbol spells (which Spell
Immunity: Conjuration protects against) as well as various death spells
(Death Ward). His damaging spells are negated by the Cloak of Mirroring
(and he'll almost certainly use a Sunfire and a Horrid Wilting). And
lastly, if he tries to cast Imprisonment, I'm protected from it by
Spell Immunity: Abjuration. My main character also casts Improved Haste
to allow him to rip through the Lich every time he lets his guard down.
From a distance, Keldorn uses True Sight when Alchra tries to hide, and
Imoen uses Breach when Alchra puts up a Stoneskin or Protection from
Magical Weapons. In this way my main character can safely rip the Lich
to pieces, while a few party members debuff. He'll drop a Scroll of
Delayed Blast Fireball, a Scroll of Spell Turning, and a Scroll of
Summon Nishruu when he falls.

Note: This was incredibly weird, but for some reason when the Drow
Raevilin Strathi died, a little chunk of him persisted in attacking
me, even continuing to cast low level spells (mostly Charm Person, but
he threw a Slow at me, too.) He couldn't move, but would attack in
melee once he ran out of spells and I stood too close. The game
recognized him as an enemy (I couldn't rest or save nearby). but he
couldn't be attacked by melee attacks or ranged attacks. Spells, 
however, could target him, but had no effect unless it was an area-of-
effect, like Fireball. I eventually killed him off using Cloudkill.
I can't make this crap up, and the little piece of gore that continued
to harass me after Raevilin Strathi died even gave me experience
(hence the unusual recording in the Experience List). I have no idea
how this happened, but it happened twice.
7) Now that we're done with the soul cage, cast Chaotic Commands on a
strong Fighter, Haste them up, and send them to the west. You'll find
several Spore Colonies which spawn Myconids.. which in turn try to
Confuse you. Kill them, kill their king, and kill their little spores,
8) Continue to the north and you'll find a trio of Swirfneblins
guarding a bridge. Talk to the one named Odendal (x=630, y=1180), who
will let you in if you're nice, even though he doesn't like Viconia
one bit. Head through the town (which doesn't have much to see) and
loop around until you find the entrance to the building marked as the
'Swirfneblin Settlement'. Inside you'll find Therndle Dagelfodd
(x=1770, y=600). Mention that you saved his son, and he'll reward you.
He also sells some gear-mostly +1 armor and weapons, but he also has
some Potions of Master Thievery and scrolls. If you were really quick
earlier, you might still be under the affects of the potions you
chugged earlier. If that's the case, don't hesitate to steal Therndle's
Potions of Master Thievery and whatever spell-scrolls you desire, as
he does sell some uncommon spells, even if they're not the most useful
(like Invisible Stalker). If not, just buy the Potions to replenish 
your stock. Note that Therndle is another one of those odd merchants 
who doesn't get pissy if he catches you stealing. Also, if you loot 
around the city you can find various random trinkets and a Ring of

(For saving Therndle Dagelfodd's son)
EXP	10000
Item	Bracers of Defense AC 4
9) At (x=1650, y=770) you'll find an Innkeeper, the current owner of
Vithal's book of rituals, which he'll relinquish for 300 gold. You
might be able to steal it from him, but since that's going to require
a Potion of Extra Thievery, I just hand over the money. Book of rituals
in hand, I return to Vithal, who was around the Earth Elemental portal
(x=2380, y=3320). If you refuse to hand over the book, he'll try to
take it by force, and lets just say it's more rewarding to let him
actually get the treasure he's been mentioning-if you kill him, you
have no way to get the treasure yourself, so lets keep him alive and
give him his book.
10) Once Vithal has his book of rituals back, he'll tell you about the 
second part of the plan-he needs to enter three portals, and within each
one there will be a guardian. Guess who's job it is to dispose of the
guardian? That's right. Ours. Agree to help him and he'll work on the
first gate, the guardian of which is a Greater Earth Elemental, which
isn't too rough. After it's dead Vithal will teleport off and return
shortly with some of the treasure. Now we head to the Fire Elemental
portal to repeat the process. The guardian of this portal is, of course,
a Greater Fire Elemental. Again Vithal teleports away, and again he
returns with treasure. Now it's time to head over to the Air Elemental
portal and repeat the process one final time. If you can't guess what
the guardian is.. there's no hope for you.
11) Vithal returns for the third-and final-time, declaring his victory.
You gain a quest reward for helping him out, and he gives you a Rod of
Absorption, which is pretty cool, I guess.. except that it only has one
measly charge left, and even this lasts four rounds. That's right, all
that work and Vithal wants to stiff you with a rod that can absorb a
total of nine spell levels over four rounds. Hold out for more and he
will toss in a Scroll of Simulacrum and a Scroll of Horrid Wilting, too.
Of course, the bastard still insists that the lionshare should go to
him. He would still be imprisoned if it weren't for us, and he certainly
wouldn't have survived the guardians! Insist that this doesn't suffice
and a fight ensues. If you're lucky, he was injured by the guardians, if
not, he's still nowhere near as strong as the Lich we killed earlier.
Standard Mage tactics apply, keep on him and tear down his Stoneskins
with Breach and his illusions with True Sight. If you're lucky you'll
take him down before he gets any major spells off. If not, he'll start
out with a Time Stop followed by some Imprisonments. That's right, that
bastard who we saved from Imprisonment has the gall to try and Imprison
us, in turn! It's a well-deserved death that he earns, and when he dies
he'll leave behind a Skull of Death, a helmet that can pop off a Death
Spell once per day. It sounds neat, and it can have its uses against
Mind Flayers and Kuo-Toa, but it's not anything to get worked up over.
On the other hand, the scroll he drops are; he'll leave behind a Scroll
of Incendiary Cloud, a Scroll of Wail of the Banshee, and a Scroll of
Time Stop. Three very good, very useful, and fairly rare high-level
Mage spells. These will eventually find their way into Imoen's/Edwin's
spellbooks, since they will be able to cast 8th and 9th level spells
far earlier than my Protagonists. He also drops a Waterstar Gem and his
Book of Rituals, for what it's worth.  Now lets return to the
Swirfneblin town and resolve their problems.

(For helping Vithal retrieve the extra-planar treasure)
EXP	20000 (each character)
12) Over at (x=2030, y=850) you'll find Goldander Blackenrock, who has
an usually deep voice for a gnome. Maybe that's why they're called deep
gnomes? Anyways, the gnomes have unearthed some evil by digging too
deeply, and since Gandalf is nowhere to be found, they need your help
to keep it at bay. Naturally the gnomes can't offer much of a reward,
but they can help you get into the Drow city, which, if you were
following the dialogues, we need to do to find Irenicus and Bodhi. This
they can do by referring you to one 'Adalon'. Go kill the evil they 
awakened and they'll give you a gem, which will illuminate your way to
this Adalon and let you deal with her. Before you go he'll give you a 
'Stoneshape scroll', which will seal the creature in after you've 
defeated it. It's always fun fighting things that lie buried deep in
the earth, that might survive a cave-in, and even after being defeated
in combat are so terrifying that they need to be buried.
13) Head over to the Svirfneblin at (x=3620, y=700), who will let you
pass now that you've been granted permission by Blackenrock. Now go
near the ladder at (x=3250, y=400) and spell-buff up. In addition to
your normal preparations, be sure to have cast a Remove Fear or Resist
Fear, Free Action, and equip any and all +3 weapons you have in
preference to any other weapons. If you're a low level party (i.e. you
didn't go around recruiting everybody) you may only have a few weapons
of +3 quality or better. By now even the least adventurous gamers should
at least have the Spear +3, Imapler,  Celestial Fury, and a Cleric's
Staff +3. I really don't have too much sympathy for you at this point in
the game if you haven't accumulated a few usable +3 weapons by now..
I've certainly done my best to remind you to do so. Even I don't have 
enough +3 weapons to arm everybody, but I can at least ensure that half
of my party is ready to go, and that'll have to do. Really, if you just
have a Fighter/Mage with Celestial Fury, you've got a chance, but we've
passed by numerous Spears +3 by now, at the very least. Anyways, that's
all for my guilty/consolatory speech, now it's time to get to business.
Now that we're spell-buffed, activate the pit and a Balor will show up.
There are two main dangers with this thing, first that it'll immobilize
your Fighters with Symbol, Stun (hence the Free Action) and the fact
that your offensive power is probably severely limited by the fact that
you need +3 weapons to hit it. You can contribute with spells (having
Imoen/Edwin pop out some Magic Missiles or Anomen/Viconia use Bolt of
Glory at least allows them to contribute.) Otherwise, it's not overly
dangerous, and a spell-buffed Fighter/Mage of any quality should be able
to destroy it before they run out of spell-buffs. When it's dead use the
Stoneshape scroll to seal the pit.

Note: If it's just not working for you, there's one more good chance at
getting the resources you need to kill the Balor. In step #16, you will
obtain numerous +3 weapons and some armor that'll make killing the Balor
easier-provided you can, of course, liberate them from their owners.
14) Return to Blackenrock and he'll reward you with a decent experience
reward, the Light Gem you need to reach Adalon, and with 
Skullcrusher +3, a mace that's almost certainly better than what 
Anomen is using. We could have used this before we fought that Balor,
you know. Ah well. It's time to pay this Adalon a visit.

EXP	25000 (each character)
Item	Light Gem
Item	Skullcrusher +3
15) Head east of where you found the device containing the trapped souls
and you'll eventually come to a bridge guarded by Kuo-Toa. This time,
a break down in communication (and the general violence of Kuo-Toa)
results in a fight. While they might be individually insignificant, in
numbers they can be a pain. Some have Kuo-Toa Bolts, which have a
chance to stun their targets, and others happen to be spell-casters
who attempt to cast Hold Person on the party. Sprinkled amidst the 
archers and spellcasters you have the odd warrior who likes to take
advantage of defenseless characters. Of course, they're not too strong
if they can't wreak havoc with their Hold spells. I just enter into
combat with them, and if they hold some of my characters, I eliminate
the threat with a timely Dispel Magic. In the end, they're just not
worth spell-buffing for, and once they've wasted their Hold Person
spells, they die quick enough in a straight melee.
16) Now that the Kuo-Toan distraction is out of the way, there's a path
to the north just before the Kuo-Toa bridge that leads to an odd
platform. Once you step on it, a mini-cutscene occurs and a Drow raiding
party appears, which can suck if your party gets scattered crossing the
bridge to the platform. There's one spell-caster amongst them, but
otherwise this group is not the equal of the one we demolished earlier.
A simple Haste is enough power to allow me to destroy them fairly
easily, but if you're caught in a bad way, it can't hurt to throw out a
Slow or Chaos, too. When they're all dead, you can harvest their
ridiculously powerful equipment-if you were having trouble with the
Balor, but took out these Drow, you should find yourself plenty of new
magical arms and armor, which includes numerous +3 melee weapons. Here's
a list of the loot you'll obtain:

Drow Adamantine Chain +5
Drow Crossbow of Speed
Drow Crossbow of Speed
Drow Flail +3
Drow Flail +3
Drow Full Plate +5
Drow Full Plate +5
Drow Full Plate +5
Drow Full Plate +5
Drow Longsword +3
Drow Longsword +3
Drow Shield +3
Drow Shield +3

You'll also find some Drow Bolts, whose number depends on how many shots
the Drow get off. Suffice to say, you'll have armor for all your front-
line Fighters and enough +3 weapons to handle anything. The best thing
about Drow armor is the fact that everything except the Full Plate
allows you to use your Mage spells and Thief skills, which is really 
good news for those dual-and-multi-classed Mages and Thieves out there.

Adalon's Lair (AR2102)
17) Now head north until the path splits. Stick to the western-most path
and exit the map at (x=4100, y=1000). Continue down some stairs to find
Adalon-the Silver Dragon-at (x=1500, y=1500). She'll explain that she's
the guardian of a temple on the surface that marks the sight of where
the Drow first descended into the Underdark. Her job is to keep the
peace between the two sides, a role at which she is currently unable to
fulfill. Apparently Irenicus stole her eggs and is holding them hostage,
giving the Drow free reign to attack the surface at their whim. We can
only imagine that this distraction also benefits Jon and his plans to
strike back at his home town. Adalon wants you to rescue her eggs, and
in return she'll show you a way to escape the Underdark, as well as give
you a gift from her hoard. To facilitate this rescue attempt, she'll
transform you into Drow, disguised as a group she recently dispatched.
This should allow you to enter the Drow city of Ust Natha, find out what
Irenicus is doing, and allow you to rescue Adalon's eggs. It doesn't
really matter what you say, Adalon transforms you anyways. She spells
it out fairly enough afterwards-help her, or else. If you try and run
away without doing her task the illusion will fail before you breach
Drow lines and you'll be hopelessly outnumbered. If we try to get her
back by sabotaging the rescue, we'll have pissed off a Silver Dragon,
which isn't a good thing. Finally, we can't just wait this out, for
obvious reasons. We're stuck between a rock and a hard place-a silvery,
dragon-shaped hard place, and the best course of action for us is to
help Adalon out. On an optimistic note, there are plenty of quests to
do, experience to gain, and items to buy and find by infiltrating Ust
Natha. Also, Ust Natha is just one letter away from being part of the
bestest name ever, so it has to be worth exploring. My reasoning skills
are boundless and unassailable, it's best not to even bother. Keep the
Light Gem throughout the following quests-if you lose that gem, you
won't find your way back to Adalon once you have her eggs, which means
no reward.

Note: Now is a fine time to infiltrate the Illithid City (AR2400) or
Beholder Den (AR2101), or both. We'll get the time to come here after 
Ust Natha, and we'll be explicitly forced to go to one or the other 
during the quests in Ust Natha, but since we'll be pressured by time 
limits on our outstanding quests in Ust Natha, now is a perfect time to
get at least one of these cleared while we're still free with our time.
In particular, the Illithid City seems to be a good choice for conquest,
as being able to rest at leisure will make surviving Mind Flayers much
easier. The Beholder Den, on the other hand, should already be cake,
since we possess the Cloak of Mirroring. I'll include the Illithid City
here in the FAQ, and leave it up to your discretion when to tackle it.
(Like I could force you to do anything in any order, anyways!) The
Kuo-Toa Ruins (AR2402) are left out of this discussion primarily for
the fact that we'll end up exploring them as we leave the Underdark
anyways, so why bother doing it now?
18) Now, a note on fighting Adalon, if you're inclined to attempt
anything quite so suicidal. Even at my best I've got just over two
million experience points, which means my Clerics have a few Fingers
of Death, but my Mages (Imoen and my protagonist, anyways) are in no
real position to do much, magically. Most of the awesome gear we'll use
in later Dragon fights has yet to become available to us, or I just 
haven't bothered going there yet.. you know, because I'd rather grab
some of the good Underdark stuff before tackling Dragons on the surface.
Needless to say, we're under-equipped, even if we're not under-leveled.
On top of that, Adalon is probably the strongest Dragon in Shadows of
Amn. She'll use several Stoneskins over the course of the fight, as
well as invisibility (although the latter seems to be a one-shot deal),
and she'll protect herself with Death Ward if she gets the feeling
you're tearing down her defenses to go for a quick-kill. When she
commits to melee (where she'll do 20-30 damage a hit) she'll help
herself out with Haste. On top of that she's got a stellar magic
resistance and a very high Armor Class, she seems to regenerate, and
has plenty of Hit Points. Add to this the fact that she can one-hit
kill you with her breath weapon (unless anybody in your party is
packing over 130 Hit Points), paralyze with her 'Silver Dragon 
Paralyzation', and cast Hold Person, and you've got a real mess. My
girlfriend seems to have had more luck with this fight than I did.. but
she was playing with two custom characters (a Fighter and a
Fighter/Mage/Thief) and had the evil party, which included Korgan and
a high-level Edwin. 

I started the fight as I would start a fight with any Dragon, and this
is pretty much going to be our Dragon strategy.. with alterations for
when we obtain better spells and gear. First and foremost you must
absolutely cast Remove Fear, as Dragon Fear can cause you to lose a
fight before it ever even begins. Then the typical spell-buffs begin,
Mirror Image, Stoneskin, Improved Invisibility, Haste, Defensive
Harmony, etc. Against Dragons I make the following preparations: I
load up my spellbook with Lower Resistance, a Greater Malison, and for
my protagonist-a lot of Stoneskins. He'll be the one who needs to endure
the Dragon's offense if anybody needs to heal, or while I debuff the
Dragon/rebuff the rest of the party. Protection from Evil 10' Radius is
typically another spell buff I use, but it won't do much good against
Adalon. Also specific to Adalon is the need for some Remove Paralysis
spells, as she likes to paralyze. Dragons also have a breath weapon, and
the individual preparations for these vary depending on the Dragon in
question. Many simply have elemental attacks, and for this Protection
from Energy is typically the go-to spell, as it reduces the damage you
take from elemental and magical attacks by 75%-just enough to keep
Edwin and Imoen alive, if not well. Adalon, however, has a cold-based
breath weapon, and we probably don't have the ability to cast Protection
from Energy. In this case, Protection from Cold and Resist Fire/Resist
Cold will have to do, which will block 50% of the damage dealt by
Adalon's breath weapon.. which is less than ideal, but it's better than
nothing. As far as execution is concerned, summon as many allies as you
can and surround the Dragon-if they feel too much pressure in melee,
they'll wing buffet, which knocks everybody back. If you attack from one
direction, your entire party will be knocked back. Surrounding the
Dragon limits the number of attackers affected. It also spreads out your
party, making them less susceptible to their breath weapon and Remove
Magic, which most Dragons tend to employ. I'll be honest, my strategy
for Adalon was not very inspiring. I started out like normal, spell-
buffing, summoning, and attacking her with everything I had. Brutal
experience taught me that at this level, I was really no match for
Adalon. The best I could do was have everybody-save my protagonist-
equip +2 ammunition and fire at Adalon from a distance. My protected
protagonist ran up and attacked in melee. When Adalon popped on a
Stoneskin, Imoen ripped it down with Breach. When the pressure became
too great and my summons were all but dead, I beat a hasty retreat back
to the entrance of Adalon's cave, where the Dragon cannot reach us.
Keldorn hits her with a Dispel Magic before running away, hopefully
removing her spell buffs like Haste, Stoneskin, and Death Ward. It's
possible, but incredibly cheap, to pummel Adalon to death from here with
+2 missiles. It's also possible to hit her with several Lower Resistance
spells, some Greater Malisons, Doom, and then, with her saves and magic
resistance lowered to try and nail her with a Finger of Death, Slow,
and other debilitating magic. With Edwin in your party, it's not
inconceivable that Edwin might have enough experience to cast 8th
level spells, and even if he's not, using a Scroll of Horrid Wilting to
hit Adalon can really do some damage. Also using Spell Sequencer
to chain up some Magic Missiles and Flame Arrow spells can likewise
deal some pretty impressive damage. With my THAC0, weapons, and Adalon's
Armor Class, the best chance I have is to start up the fight with at
least a pair of Lower Resistances and try and go for the quick take-down
by hitting her with direct-damage dealing spells. Of course, without
Edwin neither the great damage of Horrid Wilting or the cumulative
damage we can deal with Spell Sequencer is possible.. Minor Sequencer
is a poor substitute. When she falls she'll leave behind the 'Blood of a
Silver Dragon', a Note with which you can escape from the Underdark, and
3000 gold. Not really such an epic reward for such a difficult fight..

|								       |
|		             Illithid City		 	       |
|		         					       |
Sequence of Events:						{WLK027}
		1) Captured!
		2) Bad Guy Mistake #1: Failure to Disarm
		3) Umber Hulk Battle
		4) Simyaz's Scheme
		5) It's Harder When They Talk..
		6) Mercy Killing
		7) Illithid Serum
		8) Control Circlets
		9) Turnabout is Fair Play
		10) Mind Flayer Rout
		11) Brine Potions
		12) Mind Flayer Cannae
		13) Killing More Captives
		14) The Secret Room
		15) The Last Portal (aka: The End of Irving)
		16) The Master Brain
		17) Escape!
		18) Slaying Simyaz

Illithid City (AR2400)
1) From the main area of the Underdark (AR2100) exit the map along the
south eastern corner (X=5100, y=3400) (marked as the 'Eastern Tunnels'
on the map) to reach the Illithid City. This quest is better done before
we get involved with Ust Natha, as we'll suffer from constant time
restraints once we start interacting with the Drow. There are two ideal
times to do this-before Ust Natha (before you interact with the door
guard and gain entrance) or after the events of Ust Natha. You can
return to the Underdark at a later date, but why not just knock this out
now? It's also possible to do this during the events of Ust Natha, as
the timeliness of various missions sometimes leaves us a few days to
play around with, but why deal with any time restraints at all? Anyways,
I've made my case, you'll do this when it's right for you. You should
focus on support spells, rather than debuffing and offensive spells.
Death Spell is particularly useful against Illithids and their pets.
Inside the Illithid City you'll be quickly subdued by groups of
Illithids who appear and blast you with their psionics. Really, how else
did you think this would go?
2) You'll awaken in a cell, with the game attempting, as always, to be
ominous with text. Eventually an Ogre will show up and tell you that
you've gotta fight for the amusement of the Illithids to earn your keep.
If you don't, you'll be killed, and if you piss off the Mind Flayer's,
they'll kill you with their thoughts-being on home turf apparently has
amplified their powers. Thankfully, however, they let us keep our 
3) Your first fight is against a trio of Umber Hulks. If you're doing
this quest as party of the Ust'Natha questline, then taking a lot of
damage is-in this case-preferable to using up spells. I lead with my
heavily armored party members and hope for the best with their saves.
I'm more worried about my own party members becoming a threat to me,
than a target for the Umber Hulks! If you take a lot of damage, just
strap a Ring of Regeneration on the injured character to conserve spell
power. For your victory in the arena, you'll be given five Potions of
Extra Healing, which should go a long way towards keeping your Hit
Points high.

Note from Lee:
I ended up with one character (Sir Anomen in my caSe) stuck in the
fighting pit after the Umber Hulk fight. We were reunited in Step 5,
when we have to fight the Githyanki, but it might be worth noting that
it's possible for this to happen.
4) Go through the door to the north to find a group of Githyanki, led by
one Simyaz (x=2660, y=1400). We're not on good terms with the Githyanki,
but given their history, I'm sure they're willing to put small 
differences aside for now. They'll admit they were sent here to retrieve
your Silver Blade, but for now the Illithids are the greater threat,
being the hated enemies of the Githyanki, and all. See? Who was right?
(Probably the guy who played this game a half dozen times already.) Shut
up self. After Simyaz is done talking, they'll be taken away to fight,
leaving you more time to wait (and regenerate). Once they return (with
two of their number missing) Simyaz will propose a plan. Despite your
troubles, they can use their psionics to weaken the Illithids around the
arena, giving you enough time to escape through one of the doors. With
the help of the Githyanki, you may just have a chance of fighting your
way out of here. No matter what you say, they'll obstinately declare
that they're going to try and escape whether you like it or not, and
really, why wouldn't you make the attempt?
5) Your Ogre jailer will return so as to gather you for your imminent
fight with the Githyanki. He even prefers you over them, what with their
sour faces and all. With a cheerleader of this quality, how can we have
anything less that utter success? Once you're in the arena, you'll find
that it's a three way battle, with Simyaz and the Githyanki to the
north, some Kuo-Toans to the east, and yourself to the west. Kill the
fish-men and exit through the door at (x=2520, y=1900), which may
require a Knock spell or a good bash. Kill your unfortunate jailer.. he
was right.. it is harder when you talk!.. and grab the Hilt of the
Equalizer from the table at (x=2800, y=1600).

(x=2630, y=1805) 525 gold
(x=2800, y=1600) Hilt of the Equalizer
6) Now that you have run of the place, you can go free some of your
fellow inmates behind the doors at (x=3380, y=1780) and 
(x=3250, y=1500). And by free them, I mean 'from life'. The first door
contains a pair of Kuo-Toa Warriors, and the second contains a Sahuagin
Prince and a Sahuagin Baronial Guard. They're better off dead than in
the custody of Illithids, and all the more-so because we gained some
experience from it. 
7) Now for my Mind Flayer strategy. Its brilliance will be matched only
by its simplicity.. or perhaps it's not so brilliant, but it is simple,
indeed. Everybody save my protagonist equips ranged weapons, and my
main character is protected by Chaotic Commands. He then spell-buffs
with whatever defenses he has-Mirror Image, Blur, and Improved 
Invisibility being the top choices. Everybody gets Hasted. My
Fighter/Mage then leads the way, acting as bait for the Mind Flayers.
Hopefully he'll engage as little as he can, leading Mind Flayers on a
merry chase while the rest of my party shoots them dead. If they target
anybody else, my protagonist will step in and earn their attention.
Since we have access to remarkable Drow armor here in the Underdark, we
can spell-buff our Fighter/Mage, then strap of Drow Full Plate Armor +5
to lower our Armor Class to -12.. and with all the other buffs active,
my Fighter/Mage can cut a bloody swath through anything we'll run into.
Mind Flayers, Ulitharids, and Umber Hulks alike. My first victims are
to the east, through a door at (x=3370, y=1600). I keep most of my
party in the room where I killed the Ogre jailer and head down with my
protagonist-alone, then when I have the Mind Flayers' attention I run
back to the rest of my party, who open fire upon the Mind Flayers as
soon as they present themselves as targets. This eliminates the bother
of trying to shoot them down from inside a narrow hallway, and the
Illithid didn't even make it to my Fighter/Mage. Morale failure for the
win. Keep in mind that if you've gone through the trouble to obtain
Firetooth +4, the Quiver of Plenty, and the Crimson Dart +3 from
Watcher's Keep it'll be much easier to shoot down Mind Flayers. My evil
party employs a different, and even simpler tactic. My
Fighter/Mage/Thief protagonist can, with the benefit of Chaotic
Commands and some Boots of Speed, perform hit-and-run backstab attacks
on various Mind Flayers. Deal some brutal damage, run out of sight,
hide again, and repeat. The only time I abandon this tactic is when
Mind Flayers come with Umber Hulk pets. Continue to the east to find a
room full of vats containing suspect fluids. Get near any one of them
and click on it twice to gather up a dose of fluid, or 'Illithid Serum'.
We'll need this in a bit.

Note from Lee:
My main character and Kendorn each with Boots of Speed and protected by
Chaotic Commands can take down all these Mind Flayers by themselves.
I leave the rest of the party in the Ogre Room and clear out the rooms
with just those two characters, suffering almost no damage at all
(having two Rings of Regeneration really helps here too). This same
strategy works well throughout the rest of this section (provided, of
course, you can either complete it before your Chaotic Command spells
wear off, or your Clerics and/or Druids have enough to re-cast if
8) From the Ogre jailer's room, head south through a pair of doors at
(x=3050, y=1950) and (x=3200, y=2250), where you'll find another pair
of Illithids. The same tactic we used on the single Illithid earlier
works just as well against these ones. Kill them and continue through a
door to the east (x=3600, y=2460) to reach a room with numerous 
unconscious Human Slaves. With the Illithid Serum in hand, interact with
one of the many machines around the room until you insert the Serum.
Freed from their slumber, one of the slaves-Camaris of Highcastle of
Myratma-will thank you, and explain how he got here and what the 
Illithids were doing. Seems they were using these folks to power the
machine over at (x=4400, y=2300), which creates Control Circlets that
the Illithids use to control their slaves-you know, like the Thrall
Collars in the Astral Prison. They even look the same! Help yourself to
four of them, after which the machine has the power to produce no more.
9) Head back into the room with the crimson vats to find that another
Illithid has shown up. Wonderful, just what we needed! Equip one of the
'Control Circlets' into a quick-item slot and use it on the Illithid to
bring it under your control. Turnabout is fair play, after all. With
your new friend in tow, return to the Ogre jailer's room again and go
through a pair of doors to the north at (x=3050, y=1460) and
(x=3050, y=1250). Unfortunately the door out is locked, and the game
proclaims that "only a powerful mind or godly Strength will force this
door open." I guess half-godly Strength doesn't cut it. Loot the object
at (x=3000, y=900) for Methild's Harp, which if you have a Bard can be
put to good effect. Move the captured Mind Flayer to one of the doors
and both will open. Your Mind Flayer buddy will turn on you, and the
Githyanki will gate in. Put the Illithid down and speak to Simyaz
(x=3030, y=1100), who will explain that they are free. Unfortunately,
this doesn't include you, since you can't teleport around and whatnot.
only by killing the 'elder brain' can you dispel the power of the
Illithids that keeps you prisoner. He wish you well.. as well as he can
bring himself to wish you, anyways, and leave. At least you'll get
enough experience to make this worthwhile.

Note: Only Mind Flayers can open the doors in this area. Ulitharids
apparently do not count, even though they are superior. So don't waste
your Command Circlets on anything other than a Mind Flayer.

(For helping the Githyanki escape from the Illithid City)
EXP	25000 (each character)

(x=3000, y=900) Methild's Harp
10) Since there's only one way left to go, head west through a pair of
doors at (x=2850, y=950) and (x=2100, y=1000). I now dispense with the
notion that I'm too proud to use any spells, as through the next door
a pair of Umber Hulks, a Mind Flayer, and three Ulitharids await me. I
use the spell-preparations mentioned above and sneak up on the enemies
and cast a Death Spell just outside of their sight radius. With any
luck the Mind Flayer and Umber Hulks will be affected. The remaining
enemies-now provoked, set upon my Fighter/Mage. I run back to the party,
Haste, and wait for them to reach the room where I last met the 
Githyanki. Once there, I hit them with everything I have. My
Fighter/Mage runs around, trying to distract the Ulitharids while
avoiding combat as much as possible. Even fully spell-buffed, a few bad
hits can reduce his super-human Intelligence, and that's a crappy way to
die. My evil party is all too ready to bombard the Mind Flayers and
Umber Hulks with Death Spells, after which I resort to my hit-and-run
solo protagonist sneak-attack tactic mentioned above. It's alot safer
than what my Fighter/Mage has to endure.

Note: I said it in the guide prior to the walkthrough, but since I know
people don't read that formative crap that tells them how to play the
game, how the guide is structured, and other trivial information, I'll
say it here, now that it's about to bludgeon you in the face: As you
level up, some enemies do, too. While this isn't the wholesale direct
scaling like in Dragon Age and Final Fantasy VIII that I despise so
much, it does mean that the higher your level, the strong some enemies
will be. Instead of Mind Flayers, for example, you might run into 
Ulitharids, instead of Beholders, you might find Elder Orbs, and instead
of Mummies, you might find Greater Mummies, or Liches, to name a few,
important, examples. Also, the number of enemies may increase in a
given encounter. I mentioned this before during the Unseeing Eye quest,
and I'll probably mention it again when we clear out the Umar Hills
Dungeon. Fortunately, stronger enemies mean more experience, and it
keeps us from becoming too complacent while playing. At our higher
levels, we have the luxury of popping out Death Spells to negate Mind
Flayers and Umber Hulks, so we deserve a few Ulitharids to keep us in
check, and we have Sunray, so if we have to fight an extra Lich or ten,
it's nothing we can't handle.. in theory.
11) Go through the door to the north west (x=1750, y=950), as the south
west leads to our freedom, and we don't want that. Another door awaits
at (x=1600, y=650) behind which you'll find a pair of Mind Flayers and
an Ulitharid. This battle should be cake compared to the one we just
fought. Kill them and search the room, within which are numerous 
containers filled with some reddish fluid or another, overgrown with
plant growth. Activate these containers, which are apparently Illithid
birthing pods, to gather some 'Brine Potions', of which you can obtain a
total of eight. These will temporarily make you immune to psionics, 
which is good, because my Chaotic Commands is bound to expire sooner or
later.. Not that I couldn't just cast another one and save these Brine
12) Return to the site of our first large-scale Mind Flayer massacre
And go through the door to the south west (x=1700, y=1200) to find a 
passage south that leads to the audience part of the arena. Interesting,
but it serves no purpose. If you continue west you'll find another 
crushing group of Illithids, this time including two Umber Hulks, three 
Mind Flayers, and three Ulitharids. Same tactic as before, except I
cross my fingers extra hard and equip +2 ammunition if I must. In the
end, micromanagement pays off. Spells like Protection from Evil 10'
Radius and Defensive Harmony will further increase my survivability,
and there's really no reason not to go all-out for this fight.

(x=1460, y=1300) Laeral's Tear Necklace
13) From the room occupied by the half-dozen Illithids we just slew,
head through the door to the south (x=1050, y=1650) and continue south
until you reach a room with three capsules. The one at (x=1000, y=2000)
hides an Umber Hulk. The middle one (x=1250, y=2100) houses an Insane 
Dwarf Warrior, who will drop a suit of Leather Armor, a Medium Shield, 
Bullets x20, a Battle Axe, a Sling, a Ring of Fire Control, and 87 gold,
and finally the capsule at (x=1300, y=2320) contains a Kuo-Toa Priest.
The Ring of Fire Control gives you 50% of Fire Resistance, which is nice
for front-line characters who will-unfortunately-often be subjected to
fire spells.. sometimes the enemy is mean, and sometimes I need bait.
Keldorn/Viconia will both get great magic resistance, so I see no need 
to further burden them with this ring. Jaheira and Anomen, on the other
hand are both good candidates, as either one would be well-served by
having some fire resistance. Anomen in particular makes a good case,
since he has to rely on Slings for missile damage, having the ability
to pop out another Flame Strike will help his ranged attack out a bit.
14) Return to the room where we decimated that last smug bunch of
Illithids and go through the secret door at (x=1150, y=1300) and through
another not-quite-so-secret door at (x=1300, y=100). Inside this room
are a pair of Mind Flayers, an Ulitharid, and an Umber Hulk. We probably
don't even need a Death Spell this time, just lure them into the room to
the south and shoot them down. If you can, use a Control Circlet on one
of the Mind Flayers-we'll need another one very soon. Loot the room and
return to the site of our crushing victory over the foolish Illithid-our
Mind Flayer Cannae.

(x=1200, y=700) Staff of Command
15) Look at the map, we have to be getting near the end now, there's
almost no more room left for anything else! Send your captive Mind
Flayer up to the door to the north at (x=950, y=1250). If you killed all
of them in the last fight, you can find another one in the room where we
found the Ilithid Serum.. and our last victim/friend. The door opens, as
we expected it would, and the Mind Flayer turns hostile and needs to be
put down. It's a shame, too. I named mine Irving. Another door waits
beyond the first (x=770, y=950), and although this door is also locked,
it's open to more traditional means of bypass.
16) Inside this last room is 'The Master Brain' (x=550, y=800), which is
big, ugly, and stinky. Just like a Master Brain should be. It is 
accompanied by a Mind Flayer, an Ulitharid, and an Umber Hulk. Lure them
out into the southern room and dispose of them in the traditional 
manner. Once they're dead, equip melee weapons on your party (back to
the good old gear) and rush The Master Brain. Once it takes a bit of
damage it'll close (and lock) the door to the room and summon some
'Brain Golems' to defend it, which will just keep re-spawning until it's
dead. Focus your undivided attention on The Master Brain until it dies,
then mop up the Brain Golems. Note that the Brain Golems are immune to
non-bludgeoning weapons, so adjust your equipment accordingly. Despite
that, they're nowhere near as strong as Clay Golem, since they don't
have the ability to Haste themselves (or maybe it's just my new Drow
armor?) Either way, they're still worth lots of experience. You'll
automatically receive 'Elder Brain Blood' when The Master Brain is
destroyed. Keep it on you for now, as it's part of a later quest in Uth
Natha. The Master Brain will also leave behind an impressive assortment
of gems, including 53 Shandon Gems, a King's Tears, three Diamonds, two
Emeralds, and 540 gold. You'll also get a huge experience reward-we'll
take both as payment for doing a service for the world by eradicating
these creatures.

(For eradicating The Master Brain, and making the world a better place)
EXP	40000 (each character)
17) Return to where you entered and you'll find that the Slaves you've
freed have made their way to the entrance. Their leader will thank you,
promising to repay you if you ever reach the surface before departing.
It might not be loot, but you'll still get a nice quest reward for this
act of nicitude. It's a word now. When you're done exit the Illithid
City at (x=3900, y=800). Unlike Hannibal, we not only crushed the Mind 
Flayers on their home turf, but we actually managed to get a gate open, 
too. Eat it, Carthage!

(For freeing the Illithid's Slaves)
EXP	45000
Reputation +1
18) Now there's only one thing left to do before we head to Ust Natha..
or wherever you're going. Head over to (x=2750, y=2470) to find Simyaz.
It doesn't matter what you say, you can't avoid a fight with Simyaz,
which is a shame. I really felt a bond, you know? His scruples demand
that he reclaim the Silver Sword.. and if you kindly give it up, his
racism dictates your demise anyways. So, he has his scruples, and we
have ours-not getting killed by treacherous Githyanki, for example. 
They have plenty of spells at their disposal, so respond in kind. A
double-shot of Chaos and Insect Plague (just for fun, really) pretty
much ends the fight. Each of the Githyanki will drop some gold and a
Bastard Sword.

|								       |
|		             Beholder Den		 	       |
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Sequence of Events:						{WLK028}
		1) Between an Elder Orb and a Beholder
		2) Menage a trois: Drow, Beholders, and You
		3) Preparation is 9/10ths the Battle
		4) Menage a trois: Illithids, Beholders, and You
		5) More Cheap Kills
		6) Ways Around Imprisonment
		7) Some Money For Our Trouble?

Beholder Den (AR2101)
1) Again, keeping in mind the time restraints placed upon us during Ust
Natha, it might be a good idea to tackle the Beholder Den (AR2101) now.
We'll get time to do this quest as part of a quest in Ust Natha.. but
there's no reason why we can't do it early and be ahead of the game.
Whenever you choose to do it, I'll list in it here in the FAQ. Head over
to the south eastern corner of the map (marked as 'Southern Tunnels' on
the map) and exit at (x=4100, y=3700). Before I head into the Beholder
Den, however, I make some spell preparations, since at my level I will
be greeted by an Elder Orb and a Beholder. My party will appear in an
incredibly disadvantageous position, and lets just say my tactic for
fighting Beholders does not involve playing fair, much less playing 
disadvantaged. I cast Invisibility 10' Radius on my entire party, and
Jaheira takes out her Shield of Balduran. In addition, she puts on the
Cloak of Mirroring, since some of the Elder Orbs also use spells. This
makes her as immune to Beholders as a character can be. Focus on the
Beholder first, as it'll be more likely to target other party members.
It's only a matter of time before the Elder Orb gets off a True Sight,
so move the entire party (save Jaheira, of course) on the stairs and
safely out of sight. Once the Beholder is dead (killed by a combination
of Jaheira in melee, and the rest of my party using missile), Jaheira
can focus solely on the Elder Orb, and the Elder Orb can kindly return
the favor. When the Elder Orb dies, it'll leave behind an Amulet of
Spell Warding, the Blade of the Equalizer (we now have the entire
thing!), and an Eyestalk of an Elder Orb, an object which will come in
handy when we're in Ust Natha. I give the amulet to Jaheira, since she
has the worst save vs. spells amongst all my spell-casters.
2) Head up to the north with your Beholder-proof character (for me this
is, of course, Jaheira) and you'll find a Beholder being plagued by
five Drow. For the most experience, attack the Beholder, kill it, and
then run back to the beginning with the surviving Drow in tow, then
kill them, too. If you did the Unseeing Eye quest earlier, you'll