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Baldur's Gate: Dark Alliance 2 - Strategy Guide (Page 06)

Below are the cheat codes, hints and help for Baldur's Gate: Dark Alliance 2 - Strategy Guide (Page 06).

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Halls of the Hammer III
-----------------------

You enter a huge cavern inhabited by a chimera. Kill it and you'll retrieve
the Jade Octahedron from its bowels (Ick!). Make sure to loot the six treasure
chests that the beast was guarding but beware, some of the chests can be
mimics! Head back to Baldur's Gate to give the Jade Octahedron to Jherek.

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NOTE: To return to Baldur's Gate, you have two choices. The quickest and
easiest, of course, is to use a Recall Potion to get back to the city. However,
if you make your way back to the entrance of the Halls of the Hammer by foot
and return to the world map and select Baldur's Gate, you'll be attacked by
a group of Zhentarim soldiers. See below.
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----------------
Zhentarim Attack
----------------

As you are making your way back to Baldur's Gate, you are ambushed by a group
of Zhentarim soldiers. They say you've meddled in their affairs long enough and
that they will bring your head to Darkhold (By the way, Darkhold is the
Zhentarim's main base in the Western Heartlands). The soldiers attack you.
After defeating them, make your way around the clearing and kill off the
remaining soldiers. Once you are done, head north and return to the city.

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

Return to the Warehouse and speak to Jherek.
You receive 3000 gold coins and 4000 experience points as a reward.

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.

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2-6. Dragonspear Castle
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-----------------
Trollclaws Ambush
-----------------

On your way to Dragonspear Castle, you are camping and you awake in the middle
of the night to find your camp overrun by monsters from the nearby Trollclaws.
Explore the area surrounding your camp and kill all the trolls. Once you're
done, return to the World Map and continue to Dragonspear Castle.

------------------
Dragonspear Castle
------------------

As you enter the castle's courtyard, you're attacked by goblins and bugbears.
Explore the large courtyard and then head north to find yet another large
courtyard populated by goblins and bugbears. After having explored the
courtyards, head for the inner building. There's a save pedestal to the west
and a Cleric of Tempus standing near it.

His name is Felleth. He asks if you've come to enter the dungeons beneath
Dragonspear Castle. After you say yes, he blesses you. He says there has been a
shrine to Tempus on these ruins for many years. He also says that when the hero
Daeros Dragonspear passed on, his castle was abandoned and inhabited by a
succession of fell beasts and monsters. In time, a fiendish gate to the very
hells was opened in the castle's bowels. Armies purged the place, but priests
of Tempus erected a shrine here. And so they remain, in a perpetual siege
against the hordes of monsters that work their way into the castle dungeons
from the Underdark below... He says adventurers are welcome here and that there
is a lot of treasure to be found here. He asks if you could find an item for
him. A holy symbol of Tempus. It was lost some months ago by a young cleric
who entered and never returned. You ask him if any other adventurers have
entered the ruins lately. Some days past, a band of black-armored men entered
them but they have not yet returned. East of Felleth lies the entrance to the
Dragonspear Dungeons.

----------------------
Dragonspear Dungeons I
----------------------

Pull the two levers in the first room to open the adjacent doors. Follow the
corridor north and you'll find a closed door you can't open. Continue on to
find a save pedestal. The next room has some adjacent rooms. Goblins will come
out of them and attack you. Inside the western adjacent room, you'll find a
lever. Pull it and it will have opened both the first closed door you'd
encountered and a secret passage in the previous hallway. Pull all the 6 levers
in the secret room but beware the pillar, it will start shooting fireballs.
If there's an order to which you can pull these levers, I haven't really tried,
seeing how the fireballs are easy to dodge, anyway. You'll find two treasure
chests and two weapon racks in the next room. Head back to the hallway and go
through the previously closed door to the east. You'll fight some goblin
shamans, a bugbear and some hell hounds, even.

As you enter the next room, the door will close behind you and you'll be
ambushed by bugbears and goblins. Pull the two levers in the adjacent western
and eastern side rooms and the doors to the north and south will open. Proceed
south to find a room with some tents in it. From here, you can go either south
or west. Head west first. You'll find a room with some small cells. Search
one of the cells and you'll find the Holy Symbol of Tempus that Felleth wanted
you to retrieve. Head back to the other room and go south. Beware, there are
some fireballs that will come out of the walls as you pass. You'll find another
save pedestal.

Explore the side passages to the north and south of the next room to find the
required four levels you need to pull to open the door in the western passage.
Beware, as secret passages will open up and monsters will attack you as you
search for the levers. Once all the levers have been pulled, the path leading
to the second level of the Dragonspear Dungeons will open. Head downstairs.

-----------------------
Dragonspear Dungeons II
-----------------------

Go west and you'll find an intersection. The door in the western passage is
closed. Instead, take the southern passage and then at the intersection,
go SE to find some levers that open nearby doors. After opening one of the
chests, secret passages will open up, releasing some hell hounds. Search the
secret room for treasure. Head back to the previous intersection and go west.
At the next intersection, go SW to explore that part of the dungeon. There will
be three cells, one of them hiding a switch that opens up a secret door to the
east of the room. Inside the secret room are 4 treasure chests and 2 weapon
racks.

Back at the previous intersection, go north. There will be a save pedestal and
another intersection. Head west and explore all the rooms with the coffins. Go
back to the intersection and then continue north and then explore the NW part
of this level. You'll find another cell block. Back to the previous
intersection, head east to explore the NE part of the dungeon. You'll find a
room guarded by 3 bugbears, some goblins and goblin shamans. Pull the lever
on the raised platform and it will open the Tomb Door, the one you couldn't
open at the western passage at the start of the level. The Tomb room has many
pillars that shoot fireballs at you. Piles of gold are scattered everywhere.
Continue west and you'll find a small well leading down to the Dragonspear
Caverns.

-------------------
Dragonspear Caverns
-------------------

Head NE but be careful, there are some poisonous mushrooms around. At the next
intersection in the tunnels, continue NE to find a cavern populated by ropers.
Ropers are rock creatures that take shape of stalactites/stalagmites. There's
a gem in the cavern (a Jade when I was playing, although it's possible the gem
is randomized). Go back to the intersection and go NW. Follow the tunnel and
you'll encounter a band of driders (dark elves who have been transformed into
spider-like creatures). Looks like the driders attacked some of the black-
armored men Felleth spoke of. Continue NE to encounter some more driders and
ropers. Make sure to spot the gems lying around near the poisonous mushrooms.
Head SW to find a save pedestal. Follow the passage through the tunnels and
caverns and you'll find another save pedestal next to the entrance to
Ulchalothe's Lair.

-----------------
Ulchalothe's Lair
-----------------

Ulchalothe is a mind flayer, a creature that can control and influence minds.
She tries to control you but you resist. She orders her minions to attack you.
Her minions, by the way, seem to be those black-armored men Felleth spoke of.
Beware her mind blast, it can stun you for a period of time while her henchmen
attack you. Take care of her henchmen and then attack her. Once she has been
defeated, you recover the Brazier of Eternal Flame from her body. Thankfully,
you don't need to trek back through all the dungeons you've just explored.
Open the cell door in her lair. Behind the chest, there's an escape tunnel
that will return you to the surface.

------------------
Dragonspear Castle
------------------

You'll be in the northeastern part of the castle. Head to the inner building
to find Felleth. Give him the Holy Symbol of Tempus you found in the dungeons.
Felleth will give you a +1 Remarkable Flashing Battle Axe and you'll gain 2000
experience points. I'm not sure if the item is changed depending on which
character you are playing, though. Hopefully... Anyway, head back to Baldur's
Gate to give the Brazier of Eternal Flame to Jherek.

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

Return to the Warehouse and speak to Jherek.
You gain 3000 gold coins and 4000 experience points as a reward.

For the Jade Octahedron, check Section 2-4. Brigand's Ruins and 2-5. Halls of
the Hammer. For the Oceanic Urn, check Section 2-7. Sea-Cave. If you've
recovered all the artifacts, check Section 2-9. Artifacts Recovered.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
2-7. Sea-Cave
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

After getting out of the boat, head NW. You'll encounter some zombie pirates.
At least, I think they're zombies, with the grunts they make... but you never
know. Anyway, the way to the next save pedestal is pretty straightforward. Keep
following the path and you'll find another save pedestal. You'll find your way
to a large area filled with pirates and their leader, Captain Khoris. Don't
bother attacking the pirates surrounding him, he'll revive them. After you've
defeated the Captain, you realize he doesn't have the Oceanic Urn and that it
perhaps lies in the Sea Temple said to be beneath Seer's Isle. The entrance
to the Sea Temple is pretty hard to miss, what with the huge doors... Go in.

------------
Sea Temple I
------------

There's a secret passage directly north when you first enter. Then, head east.
You'll encounter some kuo-toa (fish-like humanoid creatures). Always check
your Automap to spot hidden rooms and secret passages. As always, use the
Action button to open the secret passages. Follow the tunnels to the next save
pedestal. This level is fairly easy, direction-wise, seeing how there's usually
only one direction to head in. You'll find the way to the second level of the
Temple.

-------------
Sea Temple II
-------------

This level is a bit more extensive. From the main intersection, you have a few
choices to make regarding the direction. There are some tunnels and caverns in
the NE and NW sections but the NW section has a few locked doors leading to
some treasure chests. Look for the secret passage between the two doors and
another passage that leads around to the other locked room. Head north from the
main intersection to face Dibtolpt, High Priest of the Sea-Mother. After his
speech, he attacks. Once he's dead, proceed north and explore all the side
rooms. By exploring the western rooms, it opens up locked doors that were
locked. One of the two eastern rooms is locked. Find the secret passage in the
other room to access it. Don't forget the northern secret room that contains
thousands of gold pieces. Examine the altar in the middle of the room to find
the Oceanic Urn. There's also lots of gold atop the altar. Jump on it to get
it. Since there's no convenient exit anywhere, better use a Recall potion to
return to Baldur's Gate.

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

D'oh! As you return to the city, you realize that the Oceanic Urn is missing!
Someone among the men you were sailing with from Seer's Isle must have taken
it. Return to the Warehouse and tell Jherek about the theft. His sources tell
him that the thieves are en route to the town of Hill's Edge, where they will
hand the item over to a band of Zhentarim. Better head for Hill's Edge.

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2-8. Hill's Edge
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Head down the hill and you'll encounter hill giants. Follow the path around the
hills and you'll encounter some black-armored men, members of the Zhentarim.
You'll surprise the thief handing over the Urn to the Zhentarim. The Zhentarim
will attack. Locate the thief (he has blue clothes on) to recover the stolen
Urn. Kill all the remaining Zhentarim soldiers in the surrounding camps and
houses. Make for the NE end of the village to return to the World Map and
return to Baldur's Gate.

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

Return to the Warehouse and speak to Jherek.
You gain 3000 gold coins and 4000 experience points as a reward.

For the Jade Octahedron, check Section 2-4. Brigand's Ruins and 2-5. Halls of
the Hammer. For the Brazier of Eternal Flame, check Section 2-6. Dragonspear
Castle. If you've recovered all the artifacts, check Section 2-9. Artifacts
Recovered.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
2-9. Artifacts Recovered
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Once you've recovered all the artifacts, Jherek says he has many things to
speak of with you, important things, but now is neither the time nor place.
He asks you to meet him in Omduil's Manor, here in the city. You'll speak again
there.

Thus ends Act II. On to Act III now.

Another Keep of Pale Night cutscene occurs.

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      A C T   III   -   T H E   E L E M E N T A L   F O U N D A T I O N 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.
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The first quests in this Act should be the character-specific quests. Each
character has a "special" quest he/she needs to accomplish to gain access to
special feats and spells that were unavailable until now. Each character has
a different way of reaching this special quest. These ways are detailed below.

Dorn Redbear
------------
If you're playing as Dorn Redbear, your first order of business should be to
head to the Purple Wyrm Inn and speak to Randalla Brasshorn. She says word of
your deeds have reached even the keepers of the Reaching Woods, well east of
here. The druid Allana seeks your help. She marks the location of her home on
your map. See section 3-1-1. Allana's Home for more details.

Vhaidra Uoswiir
---------------
If you're playing as Vhaidra Uoswiir, you should first go to the Purple Wyrm
Inn and talk to Ulua. Assuming you've given her the 2000, 4000, 8000 and 16000
gold coin payments to fund the hidden base of operations, Ulua will have
gathered news on where the monastery is hidden of the branch of Dark Ravens
that were unleashed on your family. It's located in the Cloud Peaks, far south
of Baldur's Gate. Their archimandrite is a master murderer named Draezen, the
Direhand. She also says that the secret scrolls each monastery guards will
doubtless prove useless to you in your quest for power. See section 3-1-2. Dark
Monastery for more details.

Ysuran Auondril
---------------
If you're playing as Ysuran Auondril, you should go to Omduil's Manor and give
him the final payment of 16000 gold coins. He says he knows where you went
after your banishment from Evereska. You wandered the Sword Coast for no more
than a dozen years before making for Zarad's Clock Tower. He asks if you've
heard of this place. You have not. Zarad Duskmarrow is a wizard of no mean
skill, with a reputation dark and ominous. He dwells in a great clock tower
hidden in the depths of the Cloak Wood, where it is rumored that he studies
chronomancy and other strange arts. Omduil says you need to go to him for he
must have answers for you, for you served him as an apprentice, and you wrote
the black tome under his tutelage. See section 3-1-3. Zarad's Clock Tower for
more details.

Borador "Goldhand"
------------------
If you're playing as Borador "Goldhand", you should first go to the Purple Wyrm
Inn and speak to Durbem. Assuming you've given him the 2000, 4000, 8000 and
16000 gold coin payments to reclaim the honor of your clan, Durbem will speak
about your clan-brother Urkald having discovered Gandam's Hold and the mines
below as well. Urkald says a great basilisk lurks in the depths of the
abandoned hold. He saw the last of Gandam's clan, who'd been turned to stone
trying to recover the place. Durbem says that if you can slay the beast and
recover the hold, your clan may take it as your own and that you'll all be
able to clear the Goblinbreaker name once and for all. See section 3-1-4.
Gandam's Hold for more details.

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NOTE: I'm uncertain if you actually need to have paid all the gold payments to
Durbem for this quest to become available. If anyone knows, let me know.
-------------------------------------------------------------------------------

Allessia Faithhammer
--------------------
If you're playing as Allessia Faithhammer, you should first go to the Church
of Helm and speak to Huros. Even if you haven't made all the donations to the
Church during Acts I and II, he will offer you a quest given to you by your
superiors. 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.
See section 3-1-5. Unholy Mausoleum for more details.

-------------------------------------------------------------------------------
NOTE: If you are having some trouble with your character's special quest, I
suggest you go get some experience and loot in the side quest areas of the
Wood of Sharp Teeth III and Skull Gorge II.
-------------------------------------------------------------------------------

Once you are done with your character's special quest, go to Section 3-2. Wood
of Sharp Teeth III.

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3-1-1. Allana's Home (Dorn only)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Approach Allana the Druid. She welcomes you as Dorn of clan Red Bear and that
she's one of the caretakers of the Reaching Woods. She has been expecting you.
She speaks of an evil that disturbs the harmony of these lands. The vile green
dragon, Baragoth, has taken up residence in the Reaching Woods. His very
presence befouls the land. You must find him and destroy him. Follow the path
past her home, it will lead you to where the dragon dwells but she warns you
that several monsters have come to serve Baragoth and that they will try to
bar your way. Follow the path as she said. You'll enter the Reaching Woods.

--------------
Reaching Woods
--------------

Head west first. You'll fight various creatures including wolves, gnolls, hill
giants, etc. After the first save pedestal, continue NW to find some gnolls,
then head east to eventually find another save pedestal. Head north to enter
Baragoth's Lair.

---------------
Baragoth's Lair
---------------

You face Baragoth. After his speech, the battle begins. Beware Baragoth's
poison breath, it can kill you in practically one shot if you're not careful.
Try to not stay in front of his jaws and attack from the side instead. Once
Baragoth has been defeated, you retrieve a tarnished copper key hanging from
a chain wrapped around one of his talons. Head for the NE corner of his lair
to find Baragoth's hoard. I found a very nifty +4 Imperial Chain Mail of Rage
in one of the chests, with 35 AC. Not bad. Return to the Reaching Woods and
Alanna's Home

-------------
Allana's Home
-------------

Speak to Allana. You gain 8000 experience points and Dorn gains access to new
spells and feats, such as Animal Friendship, Bale Arm, Barkskin, Heart of the
Bear, Heart of the Wolf and Resist Elements (See Section G. Spells and Feats
for details on these new spells and feats). Once you are done, best head for
the Wood of Sharp Teeth again.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
3-1-2. Dark Monastery (Vhaidra only)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

As you enter the monastery, you are confronted by drow monks. At the first
intersection, go west to find a room where you'll inevitably trip an alarm,
alerting monks to your presence. Back at the intersection, go east and explore
the adjacent corridors, fighting more Dark Raven monks along the way. Turn
west at the corner, continuing north, past the pool of water, to a round
room that looks like a cathedral. There's a chest atop a pillar there to the
north. Jump up to open the chest. Monks will attack you. Go back south and then
continue west to another round room. Go north from there and then west again.

You'll find a save pedestal. Go south down the corridor to a room with two
treasure chests. Go through the doorway south and you will come face to face
with Draezen Direhand. The duel begins. Once he has been defeated, return to
Baldur's Gate and speak to Ulua. Don't bother trying to find the scrolls she
mentioned, it seems you automatically find them when you defeat Draezen. Ulua
advises you should learn the secrets of the scrolls to augment your already
potent skills. You gain 8000 experience points and access to the new special
feats: Arterial Strike, Crippling Blow, Hail of Knives, Poison, Stealth and
Sweep Attack. See Section G. Spells and Feats for details on these new spells
and feats. Once you are done, best head for the Wood of Sharp Teeth again.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
3-1-3. Zarad's Clock Tower (Ysuran only)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

As soon as you enter the Tower, you are confronted by Zarad. You ask him why
you can't remember him or this place. He doesn't want to answer you and orders
his automatons to show you the way out. After defeating the clockwork knights,
use the save pedestal and head west, through the door. You'll encounter some
shades, creatures of shadow and more clockwork knights. There will be a secret
passage behind a bookcase to the north. The room contains a big chest, two
weapon racks and two barrels. Continue through the hallways of the Clock Tower
to find another save pedestal. There's another secret passage nearby behind a
bookcase leading to a secret room with a big chest, three barrels and a weapon
rack.

Beware the next room, as it has several pillars that shoot some arrows and one
that shoots fireballs. There are also some explosive barrels near the two
treasure chests, so be careful. Another save pedestal and directly ahead,
another secret room behind a bookcase, this one with two treasure chests and
a weapon rack. The next room where there are several pillars shooting arrows
is a trap. Several shades will appear as you are crossing the room. Retreat
back to the room's entrance and kill them. At the next intersection, you can
go either east or west. Go west first and you'll find room. Inside is a huge
clockwork giant, reminescent of the Onyx Golem from the first game. Be careful
as one swipe from this big guy can kill you in one shot. Once you've destroyed
the giant automaton, you'll find a key with the letters 'BT' engraved on it.
That's the key to Zarad's secret Bell Tower. You can't enter Zarad's Study just
yet so return to the intersection and go east. You'll find a ladder leading
to Zarad's Bell Tower.

------------------
Zarad's Bell Tower
------------------

Save at the pedestal and then go north. More clockwork knights and shades
guard the Bell Tower. Proceed north to the next room but beware. As you enter,
several shades appear out of nowhere and surround you. Retreat back to the
entrance of the room and kill them off more easily. I found Enervation to be
a real nice spell here. Once they're all destroyed, open the chest to find the
key to Zarad's private study. Head back but be careful as even more shades
will appear in the other room, trying to surround you. Retreat back and use the
same strategy to kill them. Head back down and open up the door to his study
with the key you just found.

-------------
Zarad's Study
-------------

Zarad is surprised that you made it through his automatons. He mocks you when
you try and ask him for some answers. Many years ago, you approached him to
serve as an apprentice. He was impressed by your boldness and decided to take
you under his wing. He taught you a lot of secrets about the dead, about the
shadows. He speaks of Eldreth Veluuthra, butcher of men. You were exiled by
your own kindred. Your organization's radical, bloody view regarding the
extermination of all humans across Faerūn disgusted even them. Zarad says you
would have slain him once you'd learned all you could. He says that this time,
there will be no escaping him and that you were lucky to escape only with your
memory destroyed. The battle begins.

The strategy here is fairly simple. Zarad will summon some shades to attack
you. You can either possess them using Dark Possession or use Enervation to
your heart's content. If too many shades start surrounding you, retreat back
to the first room and Enervate them from a distance. He will also summon some
Mirror Images to try and confuse you. Once he has been defeated, make sure to
grab the +4 Imperial Ice Witch's Amulet he was carrying. Loot the treasure
six chests and return to Baldur's Gate. Go speak to Omduil in his manor and you
tell him that you learned what you'd been searching for but that it may have
been best if you hadn't. Omduil says you should examine the last pages of the
tome you're carrying and that you will find that you can read them now...

You gain 8000 experience points and access to some shadow magic spells that
include Claws of Darkness, Shadow Conjure, Shadow Shield and Shadow Spray. See
Section G. Spells and Feats for details on these new spells and feats. Once you
are done, best head for the Wood of Sharp Teeth again.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
3-1-4. Gandam's Hold (Borador only)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

From the entrance of the hold, head north and you'll encounter some goblins
and hobgoblins, lots of them, lying in wait to ambush you. Loot the treasure
chest in the small alcove to the east and proceed north in the corridor. You'll
meet a spider-riding goblin, like Bile-Tooth, in the Red Fang Goblin Lair in
the prologue. Turn east from there and at the next intersection, head north.
You'll find a dead-end with a pit with some goblins and hobgoblins guarding it.
Inside the pit are two treasure chests. Return to the intersection and head
south. Turn east to find a save pedestal. There's another intersection. Go
north first but be ready to face several monsters, including two more of those
spider-riding goblins.

From that room, continue north and then take the first door to the east. Follow
the winding corridor and take the first door you see to the west. Inside are
more goblins and hobgoblins and one of the hobgoblins is carrying a key that
unlocks a door in another part of the hold. Explore the other rooms in the
southern part of the corridor to face more hobgoblins. You will find another
key on the body of the hobgoblin leader, along with two more treasure chests.
Head back to the previous intersection and go south, past the save pedestal you
encountered earlier. You'll unlock the door to a treasure room containing two
chests and two weapon racks. Make sure to ransack the chests for extra gold and
items. Go past the save pedestal, continue north and you'll find another save
pedestal. You'll find a cave leading deep into Gandam's Mine.

-------------
Gandam's Mine
-------------

Head north and face some giant bats. Those white pillars are actually some of
your clan brothers that have been turned to stone by the basilisk. Continue
through the halls and you'll eventually enter a big cave where the basilisk
is lurking. Be careful not to fall down into the chasms in this cave. Approach
the beast cautiously and try to attack it from a distance using your crossbow.
Hail of Bolts and Precise Shot are real lifesavers here. Try and turn your back
to the basilisk whenever it's trying to turn you to stone, or else it will
damage you greatly and temporarily 'stun' you. The basilisk can't really turn
you to stone, though. Once it has been defeated, you'll find a +4 Imperial
Battle Axe of Mighty Cleaving. Wicked! Explore the rest of the mine, being
careful not to fall off the ledges and killing more giant bats and some goblins
along the way. Once you've ransacked all of the chests in the mine, return to
Baldur's Gate to speak with Durbem at the Purple Wyrm Inn. He's overjoyed about
your success at the hold.

You gain 8000 experience points and access to several combat-related feats such
as Cleave, Death Blow, Dwarven Warsong, Great Weapon Focus, Power Attack,
Shield Bash and Shield Expertise. See Section G. Spells and Feats for details
on these new spells and feats. Once you are done, best head for the Wood of
Sharp Teeth again.

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3-1-5. Unholy Mausoleum (Allessia only)
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Go north through the first door and you'll be assaulted by many skeletons and
skeleton archers. Turn Undead is a useful feat in this mausoleum, of course.
In the next room, there are more skeletons and zombies. You can either go west
or east. There are also doors to the north that lead to Goreth's Sanctum but
they are magically sealed and you'll have to find another way in. Go west.
Beware the swinging scythe traps in the hallway. Explore the hallways, bashing
undead as you go. You should gradually make your way through the back door to
Goreth's Sanctum. After his little speech, Goreth Vileblack will attack you.
After he's been defeated, among the items on him, there will be a +4 Imperial
Templar's Bastard Sword, a pretty potent great weapon. Return to Huros at the
Church of Helm in Baldur's Gate. He says the church has received news of
Goreth's defeat at your hands and asks if you are prepared to serve Helm as a
knight of the temple.

You gain 8000 experience points and access to several new combat-related feats
and spells such as Cleave, Combat Reflexes, Death Blow, Improved Critical,
Power Attack, Shield Bash, Shield Expertise and Smite Evil. See Section G.
Spells and Feats for details on these new spells and feats. Once you are done,
best head for the Wood of Sharp Teeth again.

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3-2. Wood of Sharp Teeth III
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Same area as the last two times, with new monsters roaming around. Creatures
include ettins, bugbear, goblins and goblin shamans. Kill and loot everything.
Next side quest destination: Return to Skull Gorge.

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3-3. Skull Gorge II
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Same area that you'd visited before except the goblin caves you'd cleared out
before are now inhabited by orcs. You'll find a blocked room in the the first
orc cave. You need to head to the former Golbin Cave II, that is now an Orc
Lair and head for the throne room. After flipping the switch and the torch
sconce, you'll find a secret passage way that leads back to the orc cave and
the previously unaccessible caverns. Push the loose brick behind the crates
to open up the passageway. Loot the orc cave and the orc lair completely.

The first gnoll cave is now a Malodorous Cave... Must be all those gnoll bodies
that are decomposing, right? Nah, just some trolls that have taken up residence
there for the time being. Clear the cave out. Nothing really special here. The
second gnoll cave is now a Troll Cave. Guess who's inside? You guessed it. More
trolls. But wait! There are also some spiders in here. Yay! There's no need to
find that decorative gem to put into the dragon idol again, the secret passage
has remained open.

Finally, don't forget to recheck the Waterfall Cave at the north end of the
gorge. It's now being populated by ropers and trolls. Kill and loot. There's
also a treasure chest under the other waterfall to the west. When you are done
with visiting Skull Gorge, return to Baldur's Gate to speak to Jherek in
Omduil's Manor.

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3-4. The Harpers
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Jherek reveals to you that Randalla, Omduil and him are members of the Harpers,
a group whose members have dedicated their lives to the safety of the Realms
and its people (People who've played the first game already knew Jherek was a
Harper). He mentions the artifacts you recovered and the threat of the Onyx
Tower. The Tower is in truth a massive gate: a construct with the ability to
move itself anywhere in Faerūn with each new moon. In addition, Onyx Keystones
fashioned in the tower's forges may be used to construct smaller "shadow
portals", pairs of magical gates which link to one another, outside of the
tower. Eldrith the Betrayer, seeking vengeance, intended to use the portals
to move troops into Baldur's Gate. Now, the Zhentarim wish to use the tower
to expand the reach of their Black Network. The Tower must not fall into their
hands. The Onyx Tower wasn't really destroyed.. it's true shape spans other
realities. We must travel to each of the elemental planes and reactivate the
tower's four Elemental Foundations. The four artifacts you recovered in Act II
can do so.

Omduil's magic can transport you to any of the four elemental planes. Which
will you enter first? There's either Air, Earth, Fire or Water. You must decide
which plane you want to go to first. Once you've chosen a Plane, talk to Omduil
and he'll teleport you to your chosen Plane.

For the Air Elemental Plane, see Section 3-5. Air Elemental Plane.
For the Earth Elemental Plane, see Section 3-6. Earth Elemental Plane.
For the Fire Elemental Plane, see Section 3-7. Fire Elemental Plane.
For the Water Elemental Plane, see Section 3-8. Water Elemental Plane.
If you've activated all Foundations, see Section 3-9. Foundations Activated.

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3-5. Air Elemental Plane
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There's a cutscene between Kharne and someone called Habdazar Doomwing. Kharne
tells Habdazar that he must guard the Air Foundation with his life.

-----
Air I
-----

Okay, first off, be very careful not to fall off the edges or you'll fall to
your death. Also, there are gusts of wind that push you around, so be careful
about those too. Continue along the path to encounter some will o' wisps. You
will also encounter some air elementals, little tornadoes that throw boulders
at you at regular intervals. Navigate on the narrow paths, making sure not to
fall off. Dodge the rocks thrown at you too else they'll push you off. Pretty
frustrating part of the game, I must say. Take EVERY opportunity to save at the
pedestals because one wrong move or a bad break will mean you'll have to load
your game. You'll eventually make your way to the Air Foundation.

------
Air II
------

As you enter the area, you are attacked by Habdazar Doomwing, skymage of the
Zhentarim and his manticore mount. There are also a few Zhentarim soldiers.
Once the manticore is slain, Habdazar casts a spell and vanishes like a
sniveling coward. Head for the north and you'll find the Air Foundation.
Activate it.

Another cutscene between Kharne and Habdazar, with the skymage making up lies
about many men having attacked him. Kharne will hear nothing of it and runs
the coward through with his sword. You'll find yourself back at Omduil's Manor.
Speak to Jherek and you'll receive 5000 gold coins and 8000 experience points
as a quest reward.

For the Earth Elemental Plane, see Section 3-6. Earth Elemental Plane.
For the Fire Elemental Plane, see Section 3-7. Fire Elemental Plane.
For the Water Elemental Plane, see Section 3-8. Water Elemental Plane.
If you've activated all Foundations, see Section 3-9. Foundations Activated.

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3-6. Earth Elemental Plane
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-------------------------------------------------------------------------------
NOTE: Before heading to the Earth Elemental Plane, make sure you have some non
metallic weapons and armor. You guessed it, our old friends, the rust monsters,
are back with a vengeance...
-------------------------------------------------------------------------------

There's a cutscene between Kharne and Luvia Bloodmire. Kharne orders Luvia to
guard the Earth Foundation.

-------
Earth I
-------

As mentioned above, there are some rust monsters and also some umber hulks
wandering around in these caves. You can bash certain parts of the tunnels with
your weapons/spells to make yourself a path through. Also, make sure to smash
all the little rock pillars you see, they'll often contain valuable gems. Keep
heading in a generally northern direction and you'll find a big cavern with
some earth elementals in it. Save at the pedestal to the west. Then, go north
and then east, following the tunnels. You'll find the path to the Earth
Foundation. Re-equip your metal weapons/armor.

--------
Earth II
--------

As you approach the Foundation, you are confronted by Luvia. After her speech,
she attacks. Kill off the Zhentarim soldiers and then take her head on. She
shouldn't pose too much of a threat in her first form... it's her second form
that packs a punch, especially her poisonous breath weapon. After the creature
formerly known as Luvia has been defeated, activate the Earth Foundation. You
will automatically be returned to Omduil's Manor. Speak to Jherek and you'll
receive 5000 gold coins and 8000 experience points as a quest reward.

For the Air Elemental Plane, see Section 3-5. Air Elemental Plane.
For the Fire Elemental Plane, see Section 3-7. Fire Elemental Plane.
For the Water Elemental Plane, see Section 3-8. Water Elemental Plane.
If you've activated all Foundations, see Section 3-9. Foundations Activated.

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3-7. Fire Elemental Plane
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NOTE: Of course, in this Plane, flame-based weapons are not the best way to
go. You might want to invest in some cold-based weapons by creating them
yourself using Aquamarines or if your character has access to cold-based spells
(Otiluke's Icy Sphere comes to mind), use them in this Plane.
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