Baldur's Gate: Dark Alliance 2 - Strategy Guide (Page 04)
Below are the cheat codes, hints and help for Baldur's Gate: Dark Alliance 2 - Strategy Guide (Page 04).
Moonstone Combinations of Speed (+1 Sprint)
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Moonstone + Amethyst = of the Sky (+1 Charisma)
Moonstone + Aquamarine = Silvery (+1 Intelligence)
Moonstone + Coral = Dervish's (+10% Ignore knock-back)
Moonstone + Diamond = of Retribution (+1 Bless)
Moonstone + Emerald = of the Moon (+1 Iron Will)
Moonstone + Jacinth = Mercurial (+1 Strength)
Moonstone + Jade = Hissing (+1 Constitution)
Moonstone + Jet = Unrelenting (+1 Sanctuary)
Moonstone + Pearl = Flashing (+1 Wisdom)
Moonstone + Ruby = Stirge's (+1 Great Fortitude)
Moonstone + Sapphire = Reaver's (+1 Sunder)
Moonstone + Topaz = Crackling (+1 Dexterity)
Pearl Combinations Keen (+1 Wisdom)
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Pearl + Amethyst = Resonating (+1 Charisma)
Pearl + Aquamarine = of Crystal (+1 Intelligence)
Pearl + Coral = Noble (+10% Ignore knock-back)
Pearl + Diamond = Angelic (+1 Bless)
Pearl + Emerald = Sidhe (+1 Iron Will)
Pearl + Jacinth = Blazing (+1 Strength)
Pearl + Jade = Assassin's (+1 Constitution)
Pearl + Jet = Gilded (+1 Sanctuary)
Pearl + Moonstone = Flashing (+1 Sprint)
Pearl + Ruby = Hunter's (+1 Great Fortitude)
Pearl + Sapphire = Mercernary's (+1 Sunder)
Pearl + Topaz = Ozonic (+1 Dexterity)
Ruby Combinations of Blood (+1 Great Fortitude)
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Ruby + Amethyst = Warlord's (+1 Charisma)
Ruby + Aquamarine = of the Wolf (+1 Intelligence)
Ruby + Coral = of Rage (+10% Ignore knock-back)
Ruby + Diamond = Inquisitor's (+1 Bless)
Ruby + Emerald = Vampiric (+1 Iron Will)
Ruby + Jacinth = Infernal (+1 Strength)
Ruby + Jade = Vile (+1 Constitution)
Ruby + Jet = Crimson (+1 Sanctuary)
Ruby + Moonstone = Stirge's (+1 Sprint)
Ruby + Pearl = Hunter's (+1 Wisdom)
Ruby + Sapphire = Savage (+1 Sunder)
Ruby + Topaz = of Terror (+1 Dexterity)
Sapphire Combinations of Striking (+1 Sunder)
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Sapphire + Amethyst = of Power (+1 Charisma)
Sapphire + Aquamarine = of the North (+1 Intelligence)
Sapphire + Coral = Myrmidon's (+10% Ignore knock-back)
Sapphire + Diamond = of Punishment (+1 Bless)
Sapphire + Emerald = Bale (+1 Iron Will)
Sapphire + Jacinth = of Wrath (+1 Strength)
Sapphire + Jade = Plague (+1 Constitution)
Sapphire + Jet = of Might (+1 Sanctuary)
Sapphire + Moonstone = Reaver's (+1 Sprint)
Sapphire + Pearl = Mercenary's (+1 Wisdom)
Sapphire + Ruby = Savage (+1 Great Fortitude)
Sapphire + Topaz = Bolting (+1 Dexterity)
Topaz Combinations = Shock (+1 Dexterity)
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Topaz + Amethyst = of Lighting (+1 Charisma)
Topaz + Aquamarine = Ice Storm (+1 Intelligence)
Topaz + Coral = Charged (+10% Ignore knock-back)
Topaz + Diamond = of Justice (+1 Bless)
Topaz + Emerald = of the Wisp (+1 Iron Will)
Topaz + Jacinth = Firestorm (+1 Strength)
Topaz + Jade = Scarred (+1 Constitution)
Topaz + Jet = Vibrant (+1 Sanctuary)
Topaz + Moonstone = Crackling (+1 Sprint)
Topaz + Pearl = Ozonic (+1 Wisdom)
Topaz + Ruby = of Terror (+1 Great Fortitude)
Topaz + Sapphire = Bolting (+1 Sunder)
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NOTE: Gem effects that give you extra ranks in spells and feats will always
allow you up to a maximum of 10 ranks in any given spell/feat. That's the
game's effective maximum. Therefore, if you already have 5 ranks in a spell or
feat and you use a Level 15 item that increases said spell/feat, you'll only
have 10 ranks in that spell/feat. Also, you must already have the spell/feat
learned to gain these bonuses in ranks. Certain 'unique' combinations don't
seem to have this restriction, though.
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I. Helpful Tips
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1. In the beginning of the game, your character is weak. If you get swarmed
by many enemies, retreat to a safe place and fight them one by one. This
also allows you to recuperate your hit points and magic energy. If you have
a ranged weapon and are running low on health, make use of it by killing
monsters from a distance.
2. Smash and break everything you can. Barrels, urns, crates and vases
sometimes contain gold pieces and other useful items.
3. Watch out for exploding barrels. If you approach a barrel and it says
'Ignite', wait for the right moment and ignite it with the Square button
when enemies are near it. Make sure to be far away from the exploding
barrel.
4. Save often. As in any game of this type, saving your game often is a
necessity. Contrary to some other RPG games, there is no penalty in this
one for saving often so use it well.
5. Don't forget the camera. You can move it around using the right analog
stick, and it can allow you to see into corners or sections of a room that
might be otherwise blocked to your line of sight. It can prevent you from
missing barrels and chests that are hidden in the shadows.
5. Recall potions are useful, especially in the later parts of the game where
convenient exits back to a safe point aren't near. Always make sure to carry
at least 4 or 5 recall potions on you at all times. Also, remember that you
can use a recall potion when you're in a safe point to return to your
spot in the dungeon or wilderness.
6. Use the map. It's an often forgotten extra feature in games like these.
Using it makes the game a bit easier but it's useful whenever you are lost
in a dungeon or the wilderness somewhere.
7. The Wood of Sharp Teeth and Skull Gorge areas can be visited more than once
throughout the Acts. Make sure to make the necessary detour to fully explore
these areas as they give you experience and more loot.
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NOTE: Look for more helpful tips and hints scattered throughout this document.
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J. Combat Strategies
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Dorn Redbear - Human Barbarian
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Dorn is the melee fighter in the game, really. He can wield a hand weapon in
each hand (and even possibly a great weapon in each hand once he learns the
Hero's Arm feat) and can therefore wreak havoc on enemies in close quarters.
When you first start with Dorn, you'll have to decide if you want to go with
fighting with two hand weapons, a great weapon or a hand weapon and a shield.
I personally prefer great weapons and once you reach Act III, you should be
able to gain access to the Hero's Arm feat which allows you to wield a great
weapon in each hand, which causes massive damage. Always good to get the final
rank in Armor Proficiency to be able to wear the heavy armor items. Combat
Reflexes, Death Blow, Hero's Mantle, Improved Critical, Heart of the Bear,
Heart of the Wolf and Resist Elements are all very useful feats to have.
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Vhaidra Uoswiir - Dark Elf Monk
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Vhaidra's specialty is unarmed fighting. Investing points in her Unarmed Combat
feat early on in the game will make her a real powerhouse capable of dishing
out massive damage to enemies. Some players might also want to specialize in
Long Weapons with Long Weapon Focus (for staves, especially) and Accuracy, for
ranged weapons such as bows and throwing knives. Useful feats include Hail of
Knives, Stealth and of course, Unarmed Combat. Also remember to spend some
points in Armor Proficiency, to gain access to the heavier armor items. It's
also a good idea to create some potent magical gloves that have special
properties such as fire, acid or lightning damage. Finally, Evasion is a must
have feat for Vhaidra.
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Ysuran Auondril, Moon Elf Necromancer
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Ysuran is a spellcaster, not a melee fighter. He can't wield any of the great
weapons or bows, for that matter. Therefore, you need to concentrate on his
spells. His starting offensive spell, Life Drain, is fairly good at the start
of the game but becomes obsolete once more powerful spells become available as
he gains levels. A good spell selection at first should include Animate Dead,
Flame Arrow and Enervation, the latter especially useful in the middle of the
game. Once Ysuran gains access to his special Shadow Weave spells, Shadow Spray
and Shadow Conjure become his two main offensive spells. Other useful feats to
choose include Clarity and Empower, which make spells cost less magic energy
and makes them more powerful. Finally, a strong Iron Will and Willpower is
very important for this character. The best strategy when it comes to Ysuran
is to summon an ally (either a skeleton or a shadow) and have it attract the
attacks from enemies while he fires away with his spells.
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Borador "Goldhand", Dwarven Rogue
---------------------------------
At the start of the game, Borador's strength lies in his crossbow skills. It's
a good idea to invest points in Hail of Bolts, as hitting an enemy at point
blank range with this feat can be very devastating. Make sure to also invest
some points in Iron Will and Willpower, as these skills need magic energy. I
also like specializing in hand weapons, mostly because Borador does need to
use melee weapons when his crossbow skills aren't as effective, especially
against undead creatures. Investing points in Ransack and Forge Lore is also
a very good idea. Once you gain access to his special feats, you can either
concentrate on the new shield feats like Shield Bash and Shield Expertise or
go with something like Great Weapon Focus.
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Allessia Faithhammer, Human Cleric of Helm
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She's fairly weak at the start of the game but gets really powerful later.
Some good starting skills to invest in include Bless, Cure Wounds, Divine
Strength, Dodge and of course, Flame Strike. The latter is extremely useful
at the start of the game, to take care of bosses and large groups of enemies
but becomes less useful later in the game. I prefer focusing on hand weapons
at first and then, later in the game, with great weapons. Once you gain access
to her combat-related feats in Act III, invest in Combat Reflexes, Death Blow
and Improved Critical, to improve even more your combat ability. Always use
bolstering spells such as Bless, Divine Strength, Divine Resilience and
Protective Ward to help you through the rough battles. Finally, Turn Undead
is extremely useful in areas populated with undead creatures.
[More on the secret characters coming soon!]
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K. Main Differences between BGDA and BGDA2
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1. The game is longer. The dungeons are more extensive. There are more areas to
explore. There's a World Map, where you can choose your destination. There
are 4 Acts instead of just 3 (although the last two Acts are short compared
to the first two and feel incredibly rushed, at times).
2. Five heroes to choose from instead of three.
3. Greater variety in gameplay styles. In the first game, you could easily
make Vahn as a melee fighter, making the differences between the classes a
lot less noticeable. In this game, I've noticed more fundamental differences
between the classes that help separate them.
4. Greater variety in weapons/armors/items. Gems are now useful in this game.
You can insert gems into your items to customize them to your liking.
5. You can reach higher experience levels. The maximum is 40, I believe.
6. The game is a bit less linear. Sometimes, you can choose which quests to
accomplish first and in which order. Also, each character has a "special"
quest he/she can perform later on in the game that gives access to special
feats and spells that weren't available at the start of the game.
7. A lot more spells and feats, especially with the addition of weapon type
focus feats that allow you to customize your character's prefered weapon
fighting style (either hand weapons, great weapons, long weapons, ranged
weapons, two-weapon fighting or unarmed combat).
8. When playing two-player mode, gold is now shared in this game. That means
that all the gold you pick up is shared between the two characters, there's
just one huge pile of gold for both characters. In the first game, each
character had his own stash of gold and one character couldn't affect the
other character's gold. This had advantages but also disadvantages, esp. if
someone wanted to buy something but the person didn't have enough money,
etc. In this game, there's one pile of gold for both characters, so players
will have to agree not to spend too much on certain equipment or else both
characters will end up very poor.
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P R O L O G U E - T H E C A R A V A N
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Instead of launching you straight into Act I like in the original game, this
sequel offers a fairly extensive prologue adventure that helps develop the main
villains for the first Act. I really like this part of the game, it really
helps get you back into the whole Baldur's Gate: Dark Alliance experience if
you've not played in a while.
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0-1. The Trade Way
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NOTE: With the help of the Automap function, the first areas in the game are
very easy to navigate. Throughout the rest of this guide, I will only use
directions where orientation can be tricky and leave you the benefit of finding
your way throughout the caves, dungeons and wilderness.
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You are on your way towards Baldur's Gate, traveling on The Trade Way. Walk
east and you'll eventually encounter a wounded female caravan guard called
Keaira standing close to a save pedestal. She's not wounded that badly and says
they were ambushed by the Red Fang marauders. They captured some of the caravan
people and took them into the Trollbark Forest, southwest of here. However,
most of them continued southeast to Wayfork Village and that they're probably
going to raid it or burn it. She asks for your help. You agree to help. She
tells you to continue down the road until you see a path leading into the
trees. It eventually leads into the Trollbark Forest. She'll meet you later in
Wayfork Village.
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NOTE: Fans of the first game might recognize Keiara. She encountered the 3
heroes in the first game, asking them to retrieve a box of spices from the
thieves guild under the city. More on her later.
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Continue going east along the road and you'll encounter some goblins. You'll
come up to a hill heading north. Go up and around the hill and you'll find
some barrels and a chest containing some gold and items. Search all the various
crevaces on the side of the main road for chests and barrels containing gold
and items. Continue along the main road and you'll come up to a save pedestal.
You'll eventually end up in Trollback Forest.
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1-2. Trollbark Forest
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As you enter the Forest, you see some crows hovering over a corpse. Attack
the crows and make your way through the Forest, always checking your Automap if
you get lost. You'll encounter some more goblins and some wolves on the way.
Search all the weapon racks you find next to the goblin tents. After the save
pedestal you will have three different paths to take. Right will bring you to a
dead end with a trio of wolves, up, a dead end with a chest and left to the
rest of the Forest and yet another save pedestal. You'll eventually discover
the entrance to the Red Fang Goblin Lair.
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1-3. Red Fang Goblin Lair
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Use the save pedestal in the first room because the next room is the toughest
in the game, so far. It's filled with goblins wielding spears and bows, behind
some crates. Head into the room and kill everything that moves. You'll come up
to another pedestal flanked by two locked doors. Proceed in the tunnel to the
north and you'll end up at another locked door. Take the tunnel to east but
beware the goblins again, some of them now wield flaming arrows. Look for the
chest on one of the tables, inside is a Gate Key that will allow you to open
the locked doors you saw before.
Head back to the save pedestal and take the eastern tunnel. There will be an
underground pond with some mushrooms surrounding a little island with a chest
on it. Beware the mushrooms, they release poisonous spores. Kill the goblins
there too. Look for the entrance to the Bat Cave. Fairly straightforward cave
filled with bats. Make your way to end of the cave and you'll find two chests
with some more bats and a really large bat. Kill them all, loot the chests and
head back the way you came.
Return to the save pedestal at the crossroads in the tunnels and take the
western tunnel, past the locked door. You'll find another cave filled with
goblins and a goblin shaman. Lure the goblins back to the tunnel so that they
can't swarm you and kill them off one by one. Head back to the cave and pick
off the remaining archers. Finally head to the pile of crates and attack the
shaman. Loot the cave and head back to the intersection with the save pedestal.
Take the final, northern tunnel, past the locked door. From there, you can
either go east or west. Go west first to find another cave with some goblins.
Kill them all and loot the chest on the table to find a Cell Key. You'll find
some locked cell doors containing 3 prisoners further down in the tunnels. Take
the back tunnel, kill the bats and you'll end up to another locked door. Open
it and you'll find some more locked cells with the remaining prisoners. Free
them and they might leave you some gold and items for your troubles.
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NOTE: There is a cavern entrance blocked by some stacked crates in this area.
Be careful not to destroy all the barrels in the nearby area. Push one of the
barrels close to the crates, jump atop the barrel and then jump over the crates
to access the chests and weapons racks in the cavern.
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Once you have freed all the innocents taken from the ambushed caravan, your
quest will be completed (500 gold coins and 500 experience points)... but where
is the Caravan Master? Head a little south, past the cells and then east and
you'll find the entrance to Bile-Tooth's Treasury next to a save pedestal.
Inside the Treasury, you'll encounter some more goblins and some spiders and
even some goblins riding some spiders. The large spider with the goblin riding
it is Bile-Tooth, leader of the Red Fang Goblin clan. You can either head for
him first or take care of his minions first. I suggest the latter. You'll find
a key once you kill Bile-Tooth, that will allow you to unlock the stuff in his
Treasury. Save your game at the pedestal and then head to the Spider Breeding
Pit. Attack all the spiders, making sure not to let them swarm you. Search the
Pit to find some gold lying on the ground and a Rune Stone, too. Head back to
the Treasury.
Loot all the chests in the Treasury and unlock the door. You'll finally find
the Caravan Master. Talk to her. Her name is Randalla Brasshorn, owner of the
ambushed caravan. You have her gratitude. As a reward, you get 1000 experience
points. She tells you that you will be well rewarded upon her return to
Baldur's Gate. She offers you a job as her bodyguard until she reaches the
city's walls. If you are done in the Goblin Lair, accept her offer and you'll
be off to the next part of your adventure...
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1-4. Wayfork Village
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It seems the village is under attack by the marauders. You meet Randalla near
the entrance to the village. She says she'll remain outside and search for
wounded villagers to help. Head for the save pedestal nearby and save your
game. Head into the village and you'll see the goblins are terrorizing the
villagers. Rescue villagers by freeing them from the goblins' clutches. There
are 9 villagers to rescue in the village. Once you have rescued all the
villagers, your quest is completed and you receive 250 gold coins and 750
experience points. But where are the other villagers still trying to hold the
Wayfork Village Inn?
Continue exploring the village, killing goblins as you go. Use the pedestal in
front of the Wayfork Village Inn and enter the Inn. You'll encounter a
hobgoblin called Harnak the Butcher leading some goblins. Kill his minions and
then attack Harnak. Beware, his melee attacks are powerful. Once Harnak is
defeated, the villagers are freed, Randalla, Keaira and the Innkeeper, Larani,
enter the Inn. Talk to Larani first. She thanks you with all her heart. She
gives you 500 gold coins as a reward and you also get 1000 experience points.
You can talk to Keaira but all she talks about are the Red Fang marauders.
Finally, talk to Randalla. She congratulates you on your success. Seeing how
you can't exit the Inn any other way, tell her you are ready to continue
towards Baldur's Gate.
Watch the cutscene at the Keep of Pale Night, between Mordoc and his lieutenant
Xanhast. They speak of the interrogation of the 3 prisoners and about the
events that lead to the Onyx Tower's destruction. Mordoc speaks of Kharne,
Xantam's employee and how Kharne works for the Zhentarim and that he apparently
did not die at the hands of Vahn, Kromlech and Adrianna...
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NOTE: People who have played the first game will remember Kharne. He was
working for the beholder Xantam and was a major villain in the game. It looks
like they changed Karne's name to Kharne for this game, though. Still, he's
a really cool villain.
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A C T I - T H E R E D F A N G S
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Once in Baldur's Gate, Randalla Brasshorn gives you your reward for being her
bodyguard, 1000 gold coins and you also receive 1000 experience points. She
asks you what you will do next. Randalla says she has some matters to take
care of: informing the relatives of the slain guards, the recovery of the
caravan's goods, that sort of thing... but she says that if you need her help
or are looking for work, to please find her at the Purple Wyrm Inn. She has
associates that could use an adventurer of your formidable skills.
Baldur's Gate is a large city. There are many areas to explore. Depending on
which character you are playing, some areas and denizens won't be very useful.
The first area worth visiting and that you can actually visit for now is the
Purple Wyrm Inn. Head there as soon as possible.
Also, make sure not to forget Bartley. He's standing around on the street in
front of the Inn and he's very easy to miss if you are not paying attention.
I actually went through about 50% of Act I without ever visiting him, during my
first game. Sell off your extra equipment and restock on potions as need be.
He also mentions he has hired someone named Durbem, a skilled dwarven artisan
who can work on your equipment. You can meet Durbem in the Purple Wyrm Inn.
Also, you can find Sollus Duncirc, Captain of the City Guard near the city
exit. When you first speak to him on your arrival at the city and ask him
if he's heard of any rumors of note, he says the Purple Wyrm Inn would be a
better place to look for those. However, he does mention that he may have work
for you. Hazardous, but paying work just the same.
A trio of adventurers (the heroes from the first game, actually) recently tore
through the city's sewers, slaughtering monsters and unsealing portals. Now the
sewers are crawling with all manner of carrion beasts... beasts he wants dead.
You can accept his offer but first, head to the Purple Wyrm Inn after making
a stop at Bartley to sell of your extra loot.
Here is a list of all the areas in Baldur's Gate:
- Purple Wyrm Inn & Tavern (most quests during Act I can be found here)
- Church of Helm (useful only if playing with Allessia)
- Omduil's Manor (useful only if playing with Ysuran)
- Warehouse (entrance is barred until relevant quest is acquired)
- Bloodmire Manor (entrance is barred until relevant quest is acquired)
- Sewers (entrance is barred until relevant quest is acquired)
Church of Helm (Allessia only)
------------------------------
When playing any other character than Allessia, the priest in this church,
Huros, won't ever have anything useful to say. However, if you are playing as
Allessia, Huros will be your contact in Baldur's Gate. When you first arrive
to see him, it warms his heart to see you again. He asks if things are well in
Secomber. You say that they are but that you left home as soon as you had
received his letter. He speaks of Eldrith's defeat.. and that he sent his
letter too late. Nonetheless, Baldur's Gate is in dire need of adventurers.
He says that you should speak to Sollus Duncirc and Randalla Brasshorn, if you
haven't already, for they may have tasks for you. Even though the church
abolished the tithe long ago, the church is always grateful for whatever you
can offer. Good deeds will be done with your donations, such as building a home
for the orphans of the war veterans, building four massive catapults emblazoned
with the symbol of Helm, each occupying a tower on the walls of Baldur's Gate,
building a defensible wayside temple to Helm north of Wayfork Village; its
clerics will watch over passing caravans and nearby settlements and farmsteads
and finally, building the warship "Helm's Glory", which will patrol the harbor
of Baldur's Gate.
During Act I and II, you can offer the following amounts of gold to the Church:
2000 gold coins = 2000 experience points
4000 gold coins = 4000 experience points
8000 gold coins = 8000 experience points
16000 gold coins = 16000 experience points
Starting on Act III, Huros says there is a perilous quest your superiors in the
church have asked that he assigns you. They have received word that Goreth
Vileblack, a cleric of that foul god Cyric, is raising an army of skeletons in
preparation to invade the town of Asbravn. He is gathering these forces in an
ancient mausoleum at the foot of the Sunset Mountains. You must assault the
unholy mausoleum and defeat Goreth. More on that later.
Omduil's Manor (Ysuran only)
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Omduil, sage and seer, can be quite useful to Ysuran and his quest to find his
lost identity and past. He's willing to help you but his time is expensive.
You can give him 2000 gold coins to start with and he'll confirm that your name
is indeed Ysuran Auondril, a noble name. He says you are no longer welcome in
Evereska, the last of the great hidden cities of the elves but he can't tell
you why yet. Come back when you have more gold and Omduil will reveal more
about Ysuran's past.
During Act I, II and III, you can give Omduil the following amounts of gold:
2000 gold coins = 2000 experience points
4000 gold coins = 4000 experience points
8000 gold coins = 8000 experience points
16000 gold coins = 16000 experience points (Only during Act III)
As mentioned above, when you give him 2000 gold coins, he confirms that your
name is indeed Ysuran Auondril, the name you found in the black tome you're
carrying. When you give him 4000 cold coins, Omduil speaks of the tome you're
carrying, something about Shadow Magic symbols that you apparently wrote there.
He also talks about the Shadow Weave, about the goddess Shar and how the Shadow
Weave is an alternative conduit and methodology for casting spells and that it
is dangerous and shunned by most who know of it. When you give him 8000 gold
coins, Omduil speaks of Evereska and about how speaking of you over there is
forbidden. You were exiled from there more than 50 years ago. Some say you
murdered your betrothed and her lover.. Omduil knows this to be false. Finally,
when you give Omduil the last payment of 16000 gold coins, he'll speak of
Zarad's Clock Tower and its link to your past. More on that later.
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1-1. Purple Wyrm Inn & Tavern
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Many patrons frequent this establishment.
Among them are the following people when you first begin the game:
Keaira
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She speaks to you of the troubles the city has had in recent times, what with
the dark alliance and the three adventurers that found Eldrith's tower and slew
her... the tower crumbled and the heroes are presumed dead. She says she met
them once, in the Elfsong Tavern... an archer, a shield dwarf warrior and a
moon elf sorceress. She speaks of Xantam and how the adventurers defeated him
and all the thieves but that then, the Hands of Glory came.
The Hands of Glory is a society of assassins who've risen to power in the
city's criminal underworld. Xantam destroyed the old thieves' guild, the
adventurers destroyed Xantam's and now, it's the Hands of Glory, the worst of
the lot so far.
Randalla Brasshorn
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Randalla has gotten wind of some disturbing occurences about Baldur's Gate, and
she thinks you might be able to help. First, there has been a series of
kidnappings; some victims number among the city's wealthy elite. Death lies in
their future should ransom or rescue not be made. There has also been a rash of
mysterious, grisly murders. There have been some leads, but little progress,
and more mutilated corpses turn up each night. She says she'll reward you well
for your efforts, of course. You can decide to either investigate the murders
or the kidnappings. Personally, I suggest you investigate the kidnappings first
as it's an easier quest than the investigation of the murders one.
If you choose to investigate the kidnappings, Randalla says the Hands of Glory
are responsible. The ransom demands are ridiculous, far beyond the means of
even the wealthiest victims' families. Some think it all merely a sadistic
excuse to send back severed body parts. The city guard knows a formal attack
could result in the murder of the hostages. Many families think a small group
would have the best chance of success: this is you. Her "less savory" friends
have informed her of where the victims are held: a Hands of Glory lair hidden
beneath an old warehouse in southwest Baldur's Gate. Head to Section 1-2.
Warehouse for more details on that area.
If you choose the murders, Randalla speaks of some strange happenings in
Bloodmire Manor and of the woman who lives there, Luvia Bloodmire. Some say
she is very strange. Randalla suggests you begin your seach there. See Section
1-6. Bloodmire Manor I for more details.
Durbem
------
When playing any character other than Borador, if you buy him some ale, he'll
tell you that he has the vault key for a treasure chamber in the Halls of the
Hammer and that it could be of some use to you if you're ever there. The Halls
of the Hammer is an abandoned dwarf-hold far to the north of the city, across
the High Moor. You can try offering him gold for the key but you probably don't
have enough for now. Make sure to talk to him at some later time when you've
acquired more gold. Besides, the Halls of the Hammer can only be explored
during Act II, so hang on to your gold for now.
However, if you are playing as Borador "Goldhand", when you first talk to
Durbem, he welcomes you as his clan-brother. He says a cloud is hanging over
your clan but that you must stand proud. He says that the debt remains unpaid.
You owe thousands to those cursed moon elves. You can't rebuild your clan hall
until the fey folk are satisfied. You can offer him gold coins to help repay
the debt owed to the elves and restore your clan's honor.
During Act I, II and III, you can give Durbem the following amounts of gold:
2000 gold coins = 2000 experience points
4000 gold coins = 4000 experience points
8000 gold coins = 8000 experience points
16000 gold coins = 16000 experience points
Also, if you ask him if he's heard of any rumors lately, he'll tell you that he
has the vault key for a treasure chamber in the Halls of the Hammer and that it
could be of some use to you if you're ever there. Contrary to the other
characters, you don't have to pay Durbem to get the key, you get it free of
charge. Now, that's what clan-brothers are for!
Starting on Act III, if you speak to Durbem, he says he has received word of a
most unusual nature. Your clan-brother Urkald has discovered Gandam's Hold!
More on that later in the guide.
Ulua (Vhaidra only)
-------------------
A mysterious drow female. If you are not playing as Vhaidra, she says she has
nothing to say to you. However, if you are playing as Vhaidra, Ulua is, of
course, your half-sister that's been waiting for you. She's surprised to learn
that you escaped, as she had heard reports of your death. She says she's the
only living family you have left. She speaks of the lesser noble houses of
Menzoberranzan and how they purchased the favor of the Dark Ravens, a splinter
sect of the Black Raven monk order, assassins for hire of the most lethal
caliber. You speak of your desire to return to Menzoberranzan and have your
revenge. Ulua has begun preparations, a network of allies. It is only a matter
of time... and coin.
If you have 2000 gold coins to offer her, you will gain 2000 experience points.
Your gold is used to fund a hidden base of operations for House Uoswiir. You
can return to Ulua later in the adventure and offer her more gold to fund this
base of operations, thus gaining experience every time you give her some gold.
The next amount of gold that Ulua requires is 4000 gold coins. Return to her
with the gold once you've amassed the coins.
During Act I and II, you can give Ulua the following amounts of gold:
2000 gold coins = 2000 experience points
4000 gold coins = 4000 experience points
8000 gold coins = 8000 experience points
16000 gold coins = 16000 experience points (Only during Act II?)
I'm uncertain whether or not you need to have given Ulua all the gold before
the start of Act III. If anyone knows for sure if not having paid all the gold
until Act III is a problem, let me know. Starting on Act III, Ulua will have
something more to say to her half-sister. More on that later.
An interesting first quest would be to go clean up the sewers, so to speak, for
Captain Duncirc. Head for the sewer grate in one of the streets and head down.
-------------------------------------------------------------------------------
NOTE: Most of the quests in Act I can be accomplished in the order you wish.
However, the order I'm presenting in this guide is the one I've always used and
I find it's the easiest. People going straight to investigating the murders at
Bloodmire Manor are in for a tough journey, as the monsters inside are fairly
powerful for a low-level character.
-------------------------------------------------------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
1-2. Sewers
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
When you first enter the sewers, you'll notice some huge beetles flying around.
Kill any you encounter. There are around 120 monsters to kill down in the
sewers. There will be a countdown showing you the remaining monsters for every
10 monsters you slay. The western passage is blocked by a door. There are some
more beetles in the room to the north. Go east and fight some rats. Don't miss
the chest in the alcove nearby. Continue east and then north to fight more
beetles. In the following room, you'll encounter some green slimes. Fans of the
first game will remember these as pretty tough opponents. Go the room to the
east and fight some more beetles. Continue north to fight even more. The next
room is blocked by a few barrels, including an exploding one. Ignite it and
watch the rats go boom. Keep going from room to room, fighting monsters as you
go.
You'll end up in a big chamber with some water in it and some beetles and an
otyugh (the beast with the tentacles). Kill them all. From this room, go south
and fight some more green slimes. There's a chest and some crates in the little
rooms too. Then, take the north passage. Beware the following room! Lots of
green slimes that hurl their stuff at you. Not good. Retreat if you're getting
whacked too much. A ranged weapon can be handy here. Don't forget the save
pedestal in the SE corner. Some more green slimes in the next room. Continue
west to fight some more monsters along the way. Always keep an eye on your
Automap to make sure you've explored all the areas. Find another save pedestal
and save your game. After defeating the slime, you should have 10 monsters
remaining, if you've killed everything so far. The 10 remaining monsters are
all slimes in the rest of the rooms. Find the lever to open up the door. Once
you've slain all the monsters, return to the surface and report to Sollus. As
a reward for your help, he gives you 1000 gold coins and you receive 1000
experience points.
Your next assignment should bring you to the Warehouse.
-------------------------------------------------------------------------------
NOTE: If you are playing as Vhaidra, Ysuran, Allessia or Borador and assuming
you've been picking up the most stuff you can carry and selling it off, there
are some chances you'll have enough gold (4000 coins) to give to your contact
to get the 2nd experience bonus.
-------------------------------------------------------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
1-3. Warehouse
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
When you first enter the warehouse, you are attacked by some men. Navigate
through the halls. You'll come up to a fork in the hall, head north first.
There will be some assassins behind some crates, along with some guard dogs.
Kill them and you'll find a crowbar, which is useful for opening things, of
course. Head back to the fork in the hallway and head east. There'll be a
locked door but you can unlock it easily with the crowbar. Inside are two
chests.
Go back to where you found the crowbar and head north again. You'll come up to
another fork. Head west first to find another chest and then head back east.
You'll encounter some more assassins and guard dogs along the way. Save at the
pedestal before proceeding any further. You'll find a gold key on one of the
assassins you kill in the next room. Open the door and you'll find a stairway
leading down to the Hands of Glory Guildhall, behind some crates.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
1-4. Hands of Glory Guildhall
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
As you open the door leading into the guildhall, you are attacked by some
stronger looking assassins that throw daggers at you. Beware the next room,
where there are some more assassins and a pillar that shoots fireballs. At the
intersection, head north first but beware the next area, there are about 6
assassins throwing daggers at you. Continue onward and open the door to the
next room. The assassins release the dogs... Kill everything in sight and loot
the chests. Head back to the intersection and go west. At the next fork, go
north and you'll find some more assassins. One of them has a key ring that
allows you to release two of the hostages from the nearby rooms. Go back to the
fork and go south. Save your game at the pedestal and continue over the wooden
bridge to fight some bats.
You'll fight some more assassins, one of them carrying another key ring that
unlocks the three cages that are holding the remaining 3 hostages. The last one
you rescue says there is one more hostage in Argesh's Lair and gives you a key
stolen from one of the captors. You get 1000 experience points for this quest.
Continue exploring the guildhall and you'll find another save pedestal. Enter
the door that leads to Argesh's Lair.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
1-5. Argesh's Lair
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
As you enter the room, you overhear a conversation the man Argesh has with his
Red Fang goblin minions. He's unhappy with the way some of them have handled
the kidnappings and kills one of them, promoting the other. Argesh also
mentions someoned called "Mistress Luvia". You are eventually discovered though
and Argesh orders his men to find and kill you. Argesh packs one mean looking
weapon on his wrist... try and kill his minions before taking him on. Once
Argesh is defeated, you discover a map to the Red Fang's secret base and a
small iron key on his disfigured body. Open the door and find one last cage
holding the remaining hostage inside. You receive 250 experience points for
finishing this quest. Go up the staircase and you'll return to the surface.
Return to the Purple Wyrm Inn and talk to Randalla.
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