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Baldur's Gate: Dark Alliance 2 - Strategy Guide (Page 05)

Below are the cheat codes, hints and help for Baldur's Gate: Dark Alliance 2 - Strategy Guide (Page 05).

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Purple Wyrm Inn
---------------
Randalla offers you the reward offered by the families of the freed. You get
4000 gold coins and you gain 1000 experience points. Randalla asks who this
Argesh person was. If you'd taken the kidnappings as your first quest, she then
talks about the murders and mentions you should start your seach at Bloodmire
Manor, on the northeastern side of Baldur's Gate. It's the home of Luvia
Bloodmire, sole heiress to a vast fortune. Many have sent sons there in hopes
of marrying Bloodmire gold, but she turns them all away. She's an eccentric
woman: morose and, it's said, macabre.

-------------------------------------------------------------------------------
NOTE: If you are playing as Vhaidra, Ysuran, Allessia or Borador, with the
reward money you get from completing this quest, you should have enough gold to
give to your contact for the experience bonus.
-------------------------------------------------------------------------------

However, if you have already done the Bloodmire Manor section, go to the end
of Section 1-9. Luvia's Laboratory II.

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1-6. Bloodmire Manor I
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-------------------------------------------------------------------------------
NOTE: The humanoids in this manor are actually undead creatures. If you're
playing as Allessia Faithhammer, Turn Undead is very handy in this level.
-------------------------------------------------------------------------------

As you first enter the Manor, you'll notice a sort of piano called an
Harpsichord. You can try playing a tune on it but it comes out all wrong.
Go up the stairs and you'll fight some flesh hounds that can poison you. You'll
also encounter some strange mutated humanoids. Open the doors along the hallway
and you'll eventually rescue one of the 5 servants to be rescued. Save your
game at the pedestal and make sure to search the hallways for secret passages
behind certain bookcases. You should find the first of 5 sheet of Harpsichord
music in a chest inside a room behind a secret passage. Continue in the rooms,
searching everywhere. You might come upon a locked door eventually. Leave it,
you need to find the key for it first. Continue exploring the passageways and
rooms of the Manor, rescuing servants and finding the sheets of Harpischord
music as you go. You should find the key to the library in a chest in one of
the rooms. Head back to the locked doors you encountered earlier to find
another sheet of music.

Look for the stairs leading to the Bloodmire Manor Cellar, while you're at it.
Just keep using your Automap feature to explore areas you've not found yet and
you will eventually find your way around the Manor without any problems. Down
in the cellar, you will fight some skeletons, ghouls and some spiders. Once 
you've cleared the Cellar, head back up and find the save pedestal and stairs
that lead to the Manor's second floor.

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NOTE: There are 5 servants to be rescued in Bloodmire Manor. All of them can
be found on the first floor. When you've rescued them, you receive 500 gold
coins and 1000 experience points. There are 3 sheets of music to be found on
the first floor. The remaining two are to be found on the second floor of the
manor.
-------------------------------------------------------------------------------

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1-7. Bloodmire Manor II
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As you come up to the second floor of the Manor, go slightly to the east and
open the door to the north to find another sheet of music in the chest at the
foot of the bed. Head back to the hallway and go around it, killing everything
you see. Don't forget the secret passage that leads to a room full of statues
and some chests. Eventually, you'll find a save pedestal next to some stairs
that lead to the Bloodmire Attic.

Guess what awaits you in the attic? Your old friends, the rats! Hooray! Kill
them all. You'll also find some bats. Pretty standard attic, really. Explore
all the rooms of the attic, making sure not to forget the huge pile of gold
behind some crates towards the eastern room. You might come upon a high stack
of crates, eventually. Just jump on top of the nearby crates and make your way
over the wall of crates. The attic is a dead end though, so head back down
when you are done to continue exploring the second floor.

Continue exploring the second floor, finding the hidden passageways that lead
to the remaining sheet of music. Once you've found all the sheets of music,
you receive 1000 experience points as a quest reward. Once you have them all
and that you've rescued all the servants from Luvia's monstrosities, head back
down to the entrance hall of the Manor and play the Harpsichord.

As the haunting melody echoes through the entryway, a secret passageway leading
down to Luvia's hidden laboratory is revealed. Head down there.

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1-8. Luvia's Laboratory I
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You'll encounter even more of Luvia's monsters down here. First, head NW to
a series of cells that contain some of Luvia's creations. After opening the
chest, the monsters will be set loose and they'll attack you. Then, head for
the NE part of the laboratory. You'll find a letter written by Luvia Bloodmire
to a "Lady F." in one of the first rooms on a table. The letter speaks of
Argesh as Luvia's "pinnacle of her creations". The Hands of Glory are also
mentioned in the letter. You'll also find a woman inside a cell but she
apparently doesn't want to come out because it isn't safe. Make sure to step on
the loose stone inside one of the cells containing a beast, as it opens a door.

Head to the northwest and you'll find another locked door. Look for a hidden
lever nearby and the door will open, leading to a chest and some barrels. Go
east and you'll find a save pedestal. You'll come upon a huge chamber with
more of Luvia's monsters. Stay on the raised section and pull the lever to open
the door that leads further into the laboratory. You'll end up in a big room
with some more flesh hounds, including a very big two-headed one called
Atrocious. Kill the surrouding minions first and then whack away at Atrocious.
Once Atrocious is defeated, you hear a faint ethereal voice in the distance
that says "Now that you are done playing with my pets, come and visit me." A
nearby door opens invitingly. Head south through the door and into the Lower
Laboratory.

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1-9. Luvia's Laboratory II
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Save at the pedestal and follow the passageway, fighting more of Luvia's
minions as you go along. You'll open a door and you'll encounter Luvia herself.
Standing behind her are two more of her strange creations. If you've killed
Argesh, she mentions that the creatures behind her were made just for you. She
leaves you to your fate. Be careful, these minions are very tough. After
defeating her minions, you head over to Luvia and you realize that she is quite
mad. As she makes her leave, she releases poisonous gas in the lab. You must
escape quickly before the fumes overcome you. As you make your escape, doors
open, releasing more of Luvia's creations on your heels. Head back towards the
exit of the Manor. Return to the Purple Wyrm Inn.

---------------
Purple Wyrm Inn
---------------
Talk to Randalla and she mentions that several terrible malformed creatures
fled Bloodmire Manor. City guards killed a few but some escaped. You explain
what happened to her. She offers your reward for your efforts: 1500 gold coins
and 2000 experience points. Now, if you've not investigated the kidnappings
yet, Randalla will tell you to check out the Warehouse in the southeastern
part of Baldur's Gate. See Section 1-3. Warehouse for more details.

However, if you have investigated both the kidnappings and the murders,
Randalla suggests you speak to Sollus Duncirc, captain of the city guard. Also,
she mentions that she recently acquired an interesting map that leads to some
ruins deep within the Wood of Sharp Teeth... ruins likely filled with monsters
and treasure. She asks if you'd be interested in purchasing it. She accepts
400 gold coins for the map.

If you have enough gold, you can also purchase Durbem's vault key for the
treasure chamber in the Halls of the Hammer. He'll accept the sum of 4000 gold
coins for the key, nothing less. However, remember that you won't be able to
use the vault key until you reach Act II, so you'd better save your gold, for
now.

Go talk to Sollus. He speaks of the Red Fang Marauders that have been troubling
the city of late. The city guard has been unable to locate their main base. You
mention that you found a map on Argesh's body. Sollus says their base is in the
Cloak Wood. He asks that you take the Red Fangs out. You accept and he suggests
you move down the shore and approach from the eastern side.

So, for now, you have two choices you can make. You can either head out to
destroy the Red Fang Marauders at their main base in Cloak Wood or investigate
the ruins in the Wood of Sharp Teeth. I suggest you head to the Wood of Sharp
Teeth first.

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1-10. Wood of Sharp Teeth I
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You'll encounter some crows in the ruins. Follow the little stream and explore
the ruined buildings. You'll eventually encounter some hobgoblins and their
camps. Continue following the stream, fighting everything along the way. You
will eventually make your way to a save pedestal and a path leading back to
the World Map. Head back to Baldur's Gate to sell extra equipment and to
restock on potions and then head to the Cloak Wood Lower Cliffs.

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1-11. Cloak Wood
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-------------------------------------------------------------------------------
NOTE: Before heading to this area, invest in some non-metal weapons and armor.
You will thank me later, trust me. ^_~
-------------------------------------------------------------------------------

------------
Lower Cliffs
------------

You'll encounter some Red Fang Marauders riding wolves. Travel along the cliffs
fighting your way through the goblins and their wolf mounts. You'll discover
a cave alongside the cliffs. Enter it.

Inside the Cloak Wood Cave, you'll fight some more Red Fangs. However, the
major event here is that you will discover a dead Rust Monster! A normally
harmless creature whose lightest touch destroys ferrous metal. The raiders
may have another one trapped within, so it might be wise to unequip any metal
weapons or armor. A rust monster won't attack unless it smells iron to rust and
eat!

                                *** WARNING ***
-------------------------------------------------------------------------------
Be extremely careful here. If you do not want to lose your metal weapons and
armor, equip some non-metal weapons and armor or else you might lose these
metal items, even if they are magical in nature. Attack the two rust monsters
as you explore the cave but remember to re-equip your standard metal weapons
once you are done with them because there are more Marauders deep in the cave.
-------------------------------------------------------------------------------

After defeating the Marauders, head outside and to the Upper Cliffs area.

------------
Upper Cliffs
------------

Fight your way along the cliffs again. Very easy section that will eventually
lead you to the Cloak Wood itself and the Red Fang Camp. Continue killing the
marauders as you discover them. You'll soon arrive at the entrance to their
hidden base.

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1-12. Red Fang Base
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Deep inside these mines, you'll encounter more of the Red Fangs. At the next
intersection, you have two choices. You can either follow the tracks or you
can head the other way around. Be careful when you start seeing black pits
surrounding you.. if you fall off, it's game over and you'll need to load your
game. You might even encounter some otyughs along the way! Both paths actually
lead to the same place but if you keep following the tracks to stay on track
(pardon the pun), you'll find a save pedestal next to the entrance to the Red
Queen's Lair.

----------------
Red Queen's Lair
----------------

-------------------------------------------------------------------------------
NOTE: In the following areas, you will encounter your first traps in the game.
If you're playing as Borador, the Dwarven Rogue, always remember that he can
automatically disarm any trap he encounters. Just use the Action button when
the text "Disarm Trap" appears on screen. Very useful and he's the only
character who can do this in the game.
-------------------------------------------------------------------------------

Inside the Red Queen's Lair, you'll find a goblin shaman talking to a creature
called the Red Queen. Run around the cave, making sure to dodge the fireballs
coming from the statues, killing off her minions first. Then, attack the Red
Queen. She has a fairly powerful special attack, so always keep an eye on your
Health meter. You can only wound her and she she vanishes, you hear the sound
of grinding stone.

You find a bloody footprint down the secret passage behind her throne. It seems
the Queen is trying to escape. Pursue her and put and end to the Red Fang
Marauders! Be wary of the booby traps laid out in the tunnels ahead. You'll
eventually find the entrance to the Red Fang Secret Passage.

-----------------------
Red Fang Secret Passage
-----------------------

Your old friends the rats have returned. More booby traps await you in the
next passages, including the never-before seen spikes that come out of the
ground... Once you reach some more dark pits, head west, jumping from platform
to platform, to find the lair of another otyugh and some chests. Follow the
secret passage along its course and through some more rats, bats and traps and
you'll find the entrance to Firewind Cellar inside Firewind Manor.

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1-13. Firewind Manor
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---------------
Firewind Cellar
---------------

From there, you will see a cutscene between the Red Queen and her mistress.
Needless to say, the mistress is not happy of the Red Queen's failure...

Explore the dark passages of the cellar. You'll encounter some more dogs and
some marauders too. In the first main room, don't miss the false wall behind
the barrels leading to a secret room with some crates and a chest. Go north of
the first main room and don't miss the room where there are some crates stacked
high in front of two weapon racks. Just push the nearby crate near the other
crates and jump over them. From there, go west to find another room. Jump on
the crates and find the loose stone that's behind some barrels. Push to reveal
another secret room with two weapon racks and two chests. From there, go south
and then west again. You'll see some arrows start flying at you. Block if you
want to avoid them or you can dodge them easily by hugging the walls. There's
a chest in the NW corner of the room. Go south.

Find the room with the lever and pull it to open a door somewhere. Head to the
western part of the cellar first. You'll find a hole in the wall behind two
crates. You'll enter a room with some dogs. Head south and check the back of
the wall at the southern end of the room to pull a torch, it'll open up a
secret passage to a room with 3 weapon racks. Head to the eastern part of the
cellar and you'll eventually find a save pedestal and an entrance to another
big room. Inside the room, you will encounter the Lady of the Manor but she
doesn't talk much and opens up a trap door beneath you. You are in the Firewind
Dungeon now.

----------------
Firewind Dungeon
----------------

Lady Argozia Firewind, the true power behind the Red Fang Marauders, has
dropped you into the dungeons beneath her manor. You must escape and confront
her to complete your quest. There are three doors that can be opened inside
your cell, one of them having a lever you can pull inside.

-------------------------------------------------------------------------------
NOTE: Skeletons are ahead. Equip bludgeon-type weapons for best results.
-------------------------------------------------------------------------------

After pulling the lever and defeating the skeletons, head out of your cell.
Find another lever but beware because one of them, once you pull it, makes some
fireballs shoot out of the nearby statue and releases some skeletons. Beware
also the next halls, as they have fireballs coming out from holes at regular
intervals. Don't miss the loose stone along the way that opens up a secret
room containing two chests and two weapon racks. Find the lever at the end of
the hallway to open up the door. You'll find a save pedestal. Continue
exploring the dungeon, finding levers and chains to pull, revealing new
passageways. You'll eventually discover a staircase leading to the Firewind
Catacombs.

------------------
Firewind Catacombs
------------------

You are immediately confronted by the Ghost of Felldane. Apparently, Argozia
built Firewind Manor atop the ruins of Felldane Manor. He speaks of the tragic
fate of his family and how they were all turned into ghouls. He asks you to
destroy the Manor and with it the shame of house Felldane.

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NOTE: By now, you should be getting normal Healing/Rejuvenation potions from
monsters instead of the usual Lesser potions. If you've accumulated a lot of
Lesser potions, now would perhaps be a good time to sell them off for extra
gold and also, extra carrying capacity.
-------------------------------------------------------------------------------

Explore the catacombs, destroying the skeletons and ghouls you encounter. At
the first intersection, head east to find a room with some coffins, skeletons
and ghouls. Head northwest to explore some more rooms with undead creatures
roaming around. There's a room that contains a huge skeleton that comes out
from under a crate along with some chests towards the NE. After a while, you'll
find another staircase, this one leading up to Firewind Manor itself.

----------------
Firewind Manor I
----------------

After climbing the stairs, you will be on the first floor of Firewind Manor.
Open up the passageway and save at the pedestal. You'll eventually come up to
a passageway where you can hear voices inside the chamber ahead. You hear two
people talking. You can slip into the nearby alcove and eavesdrop or you can
barge in and interrupt them.

A man named Kharne is talking to Lady Argozia. She plans to burn the manor to
the ground. Kharne leaves but Argozia has noticed you. She says even her
treasure has been moved. She says you will be witness to her true form...
Aizagora, the Red Death. Lady Argozia transforms into a Red Dragon! She sets
fire to the whole manor. You must escape before the inferno consumes you!

-----------------
Firewind Manor II
-----------------

Run around the halls of the manor as the flaming ceiling collapses. Keep an
eye on your Health meter constantly. Look for chests in the halls that contain
keys that can unlock the doors on this floor. You can rescue a bunch of
servants from one of the locked rooms for a quest reward of 1500 gold coins and
1500 experience points. Please note however that there are some doors you can't
unlock in this section. You need to head out of the manor, on the way out, you
will meet the Ghost of Felldane again. He gives you a +1 Grand Ring of Fire,
a +1 Remarkable Sacred Amulet, 1000 gold coins and you get 250 experience
points. Not too shabby, eh? Head outside to Baldur's Gate.

Return to Sollus for your reward with your success in clearing out the Red
Fangs base and routing the Red Dragon. You get 3000 gold coins and 3000 exp.
points for your troubles. Head to the Purple Wyrm Inn next.

---------------
Purple Wyrm Inn
---------------

Talk to Randalla. You explain to her that the Red Fangs were led by the dragon
Aizagora, who used sorcery to disguise herself as a noblewoman. She had been
funding Luvia's work and controlled the Hands of Glory. You tell her that she
set fire to the manor and left, thinking it a death trap. Randalla says she has
a friend who would like to meet you and that you can find him at the abandoned
warehouse. His name is Jherek. He's a man with very powerful friends and many
connections. She has told him of your exploits and he is eager to meet you.

-------------------------------------------------------------------------------
NOTE: Those who have played the first game know that Jherek is a member of the
Harpers. Sadly, he is no longer voiced by actor John-Rhys Davies. The new
voice is familiar, somehow, though. Must have heard him in a cartoon. Bill
Ratner. He played Flint on the original G.I. Joe series in the 80s. ^_^
-------------------------------------------------------------------------------

Thus ends Act I of Baldur's Gate: Dark Alliance II.

Another Keep of Pale Night cutscene occurs...

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              A C T   II   -   T H E   E L E M E N T A L   K E Y S
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-------------------------------------------------------------------------------
NOTE: Like in the previous Act, some of the quests can be done in the order
you prefer. The order I present here is the one I find the easiest, with the
priority on the side quests before proceeding to the main quests of the Act.
As always, the choice is yours...

Also, it should be noted that Bartley will be selling a lot more wares,
including several new gems and magical weapons/armor. Make sure to check these
out if you've accumulated a lot of gold in your adventures, so far. Finally,
he is selling Normal Healing/Rejuvenation potions, so it's definitely a good
idea to sell all your Lesser potions and purchase Normal ones, if you can spare
the gold.
-------------------------------------------------------------------------------

---------
Warehouse
---------

Inside the warehouse, open the door and talk to Jherek. He mentions that there
are a number of artifacts scattered across the Western Heartlands he intends
to collect. He means to do so by hiring trustworthy, capable adventurers...
someone like you. Dangerous work but fairly compensated. The first artifact is
called the Orb of Thunder, an engraved copper sphere studded with enormous
topazes. It was used to power a weather machine in the observatory of Lyran's
Hold in the Forest of Wyrms, now a fell and haunted place. That's your next
main objective. Exit the warehouse and go to the Purple Wyrm Inn.

---------------
Purple Wyrm Inn
---------------

Talk to Randalla, ask her if she's heard any rumors of note lately and she'll
mention Skull Gorge. It was the site of a great battle between men, orcs and
demons. There is much treasure to be found there, and danger... She marks the
area on your map for you to explore. Head out of Baldur's Gate. You should have
3 different destinations. Head back to the Wood of Sharp Teeth first.

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2-1. Wood of Sharp Teeth II
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Once you return to the Wood of Sharp Teeth, it is now inhabited by goblins,
wolves and some gnolls now as well. Follow the same path as before, killing
everything in sight and looting everything. Once you're done, you should head
to Skull Gorge.

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2-2. Skull Gorge
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-------------------------------------------------------------------------------
NOTE: Before heading to this area, it would be wise to have either some flamed
based or acid-based weapons or spells. Trolls are ahead!
-------------------------------------------------------------------------------

This area is populated by golbins, wolves and gnolls and contains two goblin
caves and two gnoll caves. Explore each area for experience, gold and items.
The two goblin caves are on the eastern side of the gorge, while the two gnoll
caves are on its western side.

In Goblin Cave II, there's a bugbear in one of the rooms to the east. Flip the
switch on the throne to open a secret door to another room filled with gold and
items. Inside that room, twist the torch sconce to reveal yet another secret
room. Inside are three treasure chests. One of them contains an exploding
barrel, so be careful. However, one of them contains a useful item for this
dungeon: a +1 Fine Flaming Dagger.

Inside the gnoll caves, in addition to the gnolls, you'll encounter some
trolls. Equip the Flaming Dagger you found to finish the trolls off, if you
don't have any other fire-based weapons handy. If you don't use either fire or
acid to kill the trolls, they will always regenerate and attack you.

-------------------------------------------------------------------------------
NOTE: Since the Fine Flaming Dagger is a fairly weak weapon to use, I suggest
you break down the weapon in the workshop to get the Jacinth inside. Use the
gem in a stronger weapon instead. Flaming weapons are fun!
-------------------------------------------------------------------------------

You'll also find a decorative gem shaped like a reptilian eye in the second
gnoll cave once you kill one of the gnolls. You'll find a dragon idol figurine
in the cave and it's missing an eye. Place the decorative stone in it and
you'll hear the sound of grinding rock in the distance. Make sure you examine
the idol two times to place the gem in the socket. The door that opened leads
to a room with some chests inside.

Finally, don't forget to check out the cave behind the waterfall at the north
end of the gorge. Inside are some troglodytes and more treasure.

Once this area is complete, head for Lyran's Hold to find the Orb of Thunder.

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2-3. Lyran's Hold
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----------------------
Forest of Wyrms Ambush
----------------------

On your way to Lyran's Hold, you are ambushed by a marauding band of ettins
and hobgoblins while traveling through the Forest of Wyrms. You must fight your
way out. Head north. Follow the small river to find two smalls areas that have
chests. Follow the main road north and continue to Lyran's Hold.

You'll see a cutscene between Kharne and the lizard man, Sleyvas. Kharne orders
Sleyvas to retrieve the Orb of Thunder and to bring it to Darkhold.

--------------
Lyran's Hold I
--------------

Proceed north in the Hold and you will encounter some animated suits of armor
that attack you. At some point in your exploration, you will come upon an
intersection. You can go north or west. 

Go north first since the other areas on the first level are all unaccessible
for now. You will then face animated furniture: tables, chairs, benches, the
kitchen sink (Okay, that last one was a joke...) Continue going north, through
the pair of doors that are side by side and to a save pedestal near the stairs
leading to the second level of the Hold.

---------------
Lyran's Hold II
---------------

You'll face more animated suits of armor. Be careful in the next room, certain
tiles have spiked traps on them. From this room, you can either go north, east
or west. The door to the north is locked, so you can either go east or west.

-------------------------------------------------------------------------------
NOTE: If you want to fully explore the second floor of Lyran's Hold without
having Lyran pursuing and attacking you throughout the level, stay away from
his private study until you've searched everywhere else. However, if you make
the mistake of triggering Lyran before you finish exploring the level, you can
get rid of him chasing you around for that level only, by simply recalling out,
and then recalling back in.  This works in both normal and extreme modes. This
does not work for the Cellar, unfortunately.
-------------------------------------------------------------------------------

Both the eastern and western passages lead to the same place, eventually, so
you can pick whichever you want. The western part contains a room filled with
pillars that shoot fireballs, spiked traps and many chests while the eastern
passage is a bit easier. Make sure to look at your Automap frequently to spot
hidden passages and rooms.

You'll follow the secret passages around and access the locked room through
another secret passage, encountering animated books, this time. Lyran's private
study is located in the middle of this level and to access it, you must search
for the hidden doorway. Inside Lyran's private study, there's a chest with a
key that unlocks the door to his study (to the south) and a bundle of scrolls
that reveal the location of Lyran's remains, in Lyran's Cellar. Lyran is a lich
and the only way to truly defeat him is to destroy his remains. After you've
taken the key from the chest and searched the bundle of scrolls, as you unlock
the door to his study, Lyran appears and starts pursuing you throughout the
second floor.

-------------------------------------------------------------------------------
NOTE: It's very important that you search the bundle of scrolls on the table
in Lyran's private study or else the door leading to his Cellar will remain
locked and you'll have to run back to his study. Huge waste of time.
-------------------------------------------------------------------------------

It's no use trying to harm Lyran, all your attacks have no effect. Run south
and back down to the first floor. Some new animated suits of armors and books
will have returned to hinder your progress. Return to the first floor's main
intersection and take the eastern passage to find the entrance to Lyran's
Cellar.

--------------
Lyran's Cellar
--------------

As you enter the Cellar, you are confronted by Lyran. He says you must leave
his castle and that he won't warn you again. He'll pester you throughout your
exploration of the Cellar, so just try and ignore him as best you can, dodging
his attacks. In the room nearby, you will find a decaying body. Search it to
find a journal that speaks of Lyran being impervious to all harm and that he's
no normal lich. Head north and follow the passage. At the intersection, go
north still and fight a huge animated suit of armor guarding a chest and two
weapon racks. Head back to the intersection and go west. Follow the passage
northwest around the chasm and continue south. You'll find a save pedestal.
Head into the next room. Continue west to find the door to Lyran's Ossuary.

---------------
Lyran's Ossuary
---------------

As you enter his Ossuary, Lyran confronts you yet again and the battle begins.
The idea here is to destroy all of the urns containing his remains. Some of the
areas in the Ossuary are sealed off with force fields. The trick is to destroy
each urn, destroying some urns will release some force fields, allowing you
access to the other urns and so forth. Some of the urns can be tough to find
since they are in little alcoves along narrow passages. Use your camera angle
function to find them. Eventually, you'll make a room filled with urns
accessible. Destroy them all and in one of them, you will find Lyran's Hand,
which is useful for unlocking his Observatory. Once you've retrieved his hand,
Lyran falls down. Make sure to loot all the treasure chests located in his
Ossuary before heading out. Find the stairs in the northeast corner to exit the
Cellar. Back on the first floor, you are in a room that was previously
unaccessible. Search the chests and the racks and then exit the room. Head east
to find a save pedestal. Then, go directly west and use Lyran's Hand to open
the doorway to his Observatory.

-------------------
Lyran's Observatory
-------------------

There is a chest inside the Observatory and of course, the Weather Machine.
Examine it and you'll find the Orb of Thunder, your main objective for this
quest. However, as you are about to exit the Observatory, the lizard man
Sleyvas arrives with a few henchmen. He demands that you leave the Orb to him
and that you should leave. He says that all who serve Jherek soon fall, much
like the three that preceded you. You tell him you won't surrender the Orb to
him. A battle ensues...

Kill Sleyvas' henchmen first. Sleyvas is a fairly potent spellcaster. Just
keep attacking him and he'll eventually fall. Once the deed is done, head back
to Baldur's Gate to talk to Jherek.

-------------
Baldur's Gate
-------------

Return to the abandoned warehouse to find Jherek. Give him the Orb and accept
your reward: 2000 gold coins and 4000 experience points. You tell Jherek about
Sleyvas and the black-armored men. He says they are part of the Zhentarim and
he says he'll increase the reward on future missions to reflect the increased
risk. You ask him about the other artifacts he'd mentioned before. There were
four in total, including the Orb of Thunder you've just recovered. The others
are the Jade Octahedron, the Brazier of Eternal Flame and the Oceanic Urn. You
can ask him about each artifact but be warned that whichever artifact you ask
about first and accept to retrieve will become your next assignment, so choose
wisely.

The Jade Octahedron is located in the Halls of the Hammer, an abandoned dwarf
stronghold across the High Moor. The Brazier of Eternal Flame was once in the
treasury of Dragonspear Castle but lies somewhere in the caverns beneath the
place now, having been stolen by monsters. The Oceanic Urn was last seen in the
hands of pirates based out of Seer's Cove. One of Randalla's ships could get
you there, though you'd have to row ashore yourself.

I picked the Jade Octahedron first, so we'll explore that area first.
Check section 2-4. Brigand's Ruins and 2-5. Halls of the Hammer for details.
For the Brazier of Eternal Flame, check Section 2-6. Dragonspear Castle. For
the Oceanic Urn, check Section 2-7. Sea-Cave. If you've recovered all the
artifacts, check Section 2-9. Artifacts Recovered.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
2-4. Brigand's Ruins
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

----------------
High Moor Ambush
----------------

-------------------------------------------------------------------------------
NOTE: Make sure not to exit back to the World Map without having explored it
all once you reach this area. Once you return to the World Map, the location
on the map becomes unavailable, possibly making you miss out on the Lady
Cadmere rescue quest entirely.
-------------------------------------------------------------------------------

On your way to the Halls of the Hammer, you are ambushed in the High Moor by
some troglodytes. You'll find a wounded bodyguard called Landen nearby. He says
the troglodytes must be based in Brigand's Hold. His lord and lady Cadmere were
traveling back to Baldur's Gate from Waterdeep when the wagon was attacked. He
believes all the other guards are dead. He saw Lady Cadmere being carried off
over one of the troglodyte's shoulders. He doesn't know what happened to his
lord and he asks for your help. Landen says the troglodytes are several miles
west of here, a ruined keep and village. He says there's supposed to be an
extensive network of cellars and dungeons below ground. Bandits often use the
place to hole up. He marks the area on your map. He's in no condition to fight,
so he says he'll check his fallen companions for survivors and continue down
the road for help.

Explore the surrouding area, fighting some more troglodytes as you go.  Follow
the road north to eventually return to the World Map. From here, you should
head just a little west, to the Brigand's Ruins.

---------------
Brigand's Ruins
---------------

Head east. You'll encounter some more troglodytes. Follow the path through the
ruins and you'll find the stairs leading down to the Brigand's Hall guarded
by some troglodytes and their larger leader. Head down the stairs.

--------------
Brigand's Hall
--------------

Go north and follow the passage. Troglodytes will attack you. You'll come up
to an intersection going north, east and west. Go west and you'll find two
rooms, one of them having a secret room containing some crates and a chest. Go
east to find two more rooms with trogolodytes, chests and crates. Finally, go
north to find Sart Sarkat, the leader of the troglodytes. Kill his minions
first, as usual and then attack him head on. Once you've defeated him, you'll
find a key that will unlock Lady Cadmere's cell. Once you've rescued her, you
get 4000 gold coins, a +1 Grand Keen Amulet and 2000 experience points. Head
out of the Brigand's Hall and continue on towards the Halls of the Hammer.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
2-5. Halls of the Hammer
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-------------------------------------------------------------------------------
NOTE: If you have not already done so, purchase the Vault Key from Durbem the
dwarf at the Purple Wyrm Inn. You should have more than enough gold by now to
be burdened with the 4000 gold pieces price tag. Also, if you don't have a
flame or acid based weapon by now, I suggest you get one, as there are some
trolls wandering around in the Halls of the Hammer. Buy a Jacinth and/or a Jade
and create yourself a flame and/or acid based weapon that way.
-------------------------------------------------------------------------------

---------------------
Halls of the Hammer I
---------------------

It's the return of your old friends, the green slimes! Explore the side
passages to find some trolls. Be careful on the narrow walkways, you can fall
to your death. Keep on going north past the save pedestal. You'll come upon a
huge chamber with narrow walkways and orcs patrolling them. Be very careful,
retreating back to the save pedestal after having killed a few monsters.
Explore all the side caverns. Continue north into the cavern with the columns.
There's a save pedestal in the NW corner of the cavern. You'll find the
entrance to the second level of the Halls.

----------------------
Halls of the Hammer II
----------------------

You'll see a short cutscene showing some mimics (monsters that can mimic chests
among other things). You'll fight some helmed horrors. Explore the various
rooms but be warned that some of the chests are mimics. At the first main hall,
go north to find a room with a save pedestal and then go back to the main hall
and go west. Explore the side rooms along the passage to find gold and items.
You'll come upon another big hall. Go north. Save at the pedestal at the
western end of the next hall and then go east. At the next hall, go to the
eastern wall to find the door to the Treasury that's locked by the key you
bought from Durbem. Enter the room and you'll be attacked by an animated
hammer. You can make it fall but it always comes back up. If anyone knows how
or even if you can defeat it completely, let me know. Anyway, loot the Treasury
for lots and lots of gold pieces. Go back to the other room, head north and
save at the pedestal. You'll find the entrance to the third level of the Halls.

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