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Baldur's Gate II - Enhanced Edition - FAQ - Walkthrough - PC - by Haeravon - GameFAQs PDF
Baldur's Gate II - Enhanced Edition - FAQ - Walkthrough - PC - by Haeravon - GameFAQs PDF
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o======================================================================o
| |
| Baldur's Gate 2: Enhanced Edition |
| |
o======================================================================o
"Beating Baldur's Gate 2: Enhanced Edition in 1202 Easy Steps!"
Version 1.02
Written by: Nathan Garvin (Haeravon)
Edited by: Lee Kadel (original guide v1.03)
Email: Theendbringer (at) Hotmail (dot) com.
If you're going to email me about this guide, make sure you put
"BALDURS GATE 2" in the title, or I'll probably end up deleting it as
junk. It would also be nice if you put "ENHANCED EDITION" somewhere in
your title, too, so I can tell which guide you're talking about.
Guide Information
<---------------------------------------------------------------------->
This FAQ was made in Notepad, and is best viewed in a simple text
editor. The default text is Lucida Console at size 10 font, but any
fixed-width font will work... if not with the intended aesthetics
intact.
Legal
<---------------------------------------------------------------------->
I have no affiliation with Bioware, Black Isle, Interplay, Atari,
Wizards of the Coast, Beamdog, Overhaul Games or any other parties
involved with this game. This is a not-for-profit fan-made guide. If
you wish to post, mirror, or quote this guide, feel free to do so.
Credit would make me happy, an email would make me feel good. Let
your conscience be your guide, just like all good people.
HaeravonFAQs on Facebook
<---------------------------------------------------------------------->
If you liked this FAQ, if you like talking about video games, if you
think sunshine was for people who were born before they had the good
sense to invent pixels, then you're not alone. Check out my Facebook
page at (www.facebook.com/HaeravonFAQs) for mindless video game
chatter, information about updates and upcoming FAQs, or for just a
more direct connection to yours truly, so you can tell me in person
about all the mistakes, typos, and other imperfections you've found.
HaeravonFAQs on Youtube
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<---------------------------------------------------------------------->
Text just doesn't cut it for you? You ever wish you could watch Haeravon
play, and hear his soothing voice as he enlightened you with gaming
wisdom? Your wish has been granted. Check out the HaeravonFAQs Youtube
channel at http://www.youtube.com/user/HaeravonFAQs for video
walkthroughs and gameplay videos.
Table of Contents
o======================================================================o
>>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<<
I. Introduction {INT001}
1. Using this FAQ {INT002}
2. Items {INT003}
3. Rewards {INT004}
4. Traps {INT005}
5. Videos {INT006}
5. Active Pause {INT007}
6. Scaling Enemies {INT008}
7. Difficulty Settings {INT009}
8. Enhanced Edition Notes {INT010}
9. Console Commands {INT011}
II. 2nd Edition Dungeon and Dragons
Mechanics (Character Creation) {DND001}
1. Composition {DND002}
2. Gender {DND003}
3. Race {DND004}
3.1 Class Restrictions by Race{DND005}
3.2 Human {DND006}
3.3 Elf {DND007}
3.4 Half-Elf {DND008}
3.5 Gnome {DND009}
3.6 Halfling {DND010}
3.7 Dwarf {DND011}
3.8 Half-Orc {DND012}
4. Class {DND013}
4.1 Dual-Classing {DND014}
4.2 Multi-Classing {DND015}
4.3 Dual-and-Multi-Classing in{DND016}
Baldur's Gate 2
4.4 Class Kits {DND017}
4.5 Barbarian {DND018}
4.5 Bard {DND019}
4.6 Blade {DND020}
4.7 Jester {DND021}
4.8 Skald {DND022}
4.9 Cleric {DND023}
4.10 Priest of Talos {DND024}
4.11 Priest of Helm {DND025}
4.12 Priest of Lathander {DND026}
4.13 Cleric/Ranger {DND027}
4.14 Druid {DND028}
4.15 Totemic Druid {DND029}
4.16 Shapeshifter {DND030}
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18.
Rasaad {CHR019}
19.
??????? {CHR020}
20.
Valygar {CHR021}
21.
Viconia {CHR022}
22.
Yoshimo {CHR023}
23.
Table of Character {CHR024}
Attributes
24. Chart of Characters by Role {CHR025}
25. Suggested Parties by Role {CHR026}
26. Good Party versus Evil Party{CHR027}
27. Character Builds and Weapon {CHR028}
Loads
IV. Spell Tactics {SPT001}
1. Healing Spells {SPT002}
2. 1st Level Cleric Spells {SPT003}
3. 2nd Level Cleric Spells {SPT004}
4. 3rd Level Cleric Spells {SPT005}
5. 4th Level Cleric Spells {SPT006}
6. 5th Level Cleric Spells {SPT007}
7. 6th Level Cleric Spells {SPT008}
8. 7th Level Cleric Spells {SPT009}
9. 1st Level Druid Spells {SPT010}
10. 2nd Level Druid Spells {SPT011}
11. 3rd Level Druid Spells {SPT012}
12. 4th Level Druid Spells {SPT013}
13. 5th Level Druid Spells {SPT014}
14. 6th Level Druid Spells {SPT015}
15. 7th Level Druid Spells {SPT016}
16. 1st Level Arcane Spells {SPT017}
17. 2nd Level Arcane Spells {SPT018}
18. 3rd Level Arcane Spells {SPT019}
19. 4th Level Arcane Spells {SPT020}
20. 5th Level Arcane Spells {SPT021}
21. 6th Level Arcane Spells {SPT022}
22. 7th Level Arcane Spells {SPT023}
23. 8th Level Arcane Spells {SPT024}
24. 9th Level Arcane Spells {SPT025}
25. Spell Buff Order {SPT026}
26. Buff Combo: Spell Buff to {SPT027}
the Max!
27. Buff Combo: Dragons and {SPT028}
Demons
28. Buff Combo: Illithids {SPT029}
29. Buff Combo: Liches, {SPT030}
Beholders, and other pesky
Mages
30. Buff Combo: The Throne of {SPT031}
Bhaal General Buff
V. General Tips {TIP000}
>>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<<
VI. Chapter 1
1. Sequence #1 {WLK001}
Escape from Irenicus'
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Dungeon
(30 Steps)
VII. Chapter 2
1. Sequence #1 {WLK002}
Five Finger Discounts
(14 Steps)
2. Sequence #2 {WLK003}
Random Encounters in
Athkatla
(10 Steps)
3. Sequence #3 {WLK004}
Recruiting Anomen, Dorn,
Hexxat, Korgan, Viconia,
and Jan
(17 Steps)
4. Sequence #4 {WLK005}
Jammin' with Jan
(Jan's Family Quest)
(8 Steps)
5. Sequence #5 {WLK006}
Mae'Var's Guildhall
Quests
(Recruiting Edwin)
(24 Steps)
6. Sequence #6 {WLK007}
Thieves' Guild Quests
(Optional)
(5 Steps)
7. Sequence #7 {WLK008}
The Book of Kaza and the
Nether Scroll (Securing
Korgan and Edwin)
(27 Steps)
8. Sequence #8 {WLK009}
Unseeing Eye Quest
(Recruiting Anomen and
Keldorn, Securing
Keldorn)
(28 Steps)
9. Sequence #9 {WLK010}
Family and Honor
(Keldorn and Anomen's
Family Quests)
(14 Steps)
10. Sequence #10 {WLK011}
Cleric Temple Quests
(Optional)
(6 Steps)
11. Sequence #11 {WLK012}
Astral Prison Quest
(Recruiting and Securing
Haer'Dalis)
(22 Steps)
13. Sequence #12 {WLK013}
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(26 Steps)
[End of Chapter 3 Stats]
IX. Chapter 4
1. Sequence #1 {WLK026}
Brynnlaw
(14 Steps)
2. Sequence #2 {WLK027}
Spellhold Dungeon
(38 Steps)
3. Sequence #4 {WLK028}
To the Underdark
(19 Steps)
X. Chapter 5
1. Sequence #1 {WLK029}
Exploring the Underdark
(23 Steps)
2. Sequence #2 {WLK030}
Illithid City
(18 Steps)
3. Sequence #3 {WLK031}
Beholder Den
(7 Steps)
4. Sequence #4 {WLK032}
Ust Natha
(44 Steps)
5. Sequence #5 {WLK033}
Escaping the Underdark
(7 Steps)
[End of Chapter 5 Stats]
XI. Chapter 6
1. Sequence #1 {WLK034}
Settling into Surface
Life/Romancing Jaheira
(Baron Ployer's Curse)
(The Harper Hold Quests)
(28 Steps)
2. Sequence #2 {WLK035}
Kangaxx the Demilich
and The Twisted Rune
(8 Steps)
3. Sequence #3 {WLK036}
Slavers in the Slums
(Copper Coronet Quest)
(Slaver Stockade Quest)
(22 Steps)
4. Sequence #4 {WLK037}
Clerical Competition
(Sir Sarles' Quest)
(Dawn Ring Quest)
(Fallen Paladins Quest)
(23 Steps)
5. Sequence #5 {WLK038}
Umar Hills (Part II)
(14 Steps)
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6. Sequence #6 {WLK039}
Ranger Stronghold Quests
(13 Steps)
7. Sequence #7 {WLK040}
Firkraag
(37 Steps)
8. Sequence #8 {WLK041}
Paladin Stronghold
Quests
(9 Steps)
9. Sequence #9 {WLK042}
Illithid's Under
Athkatla (Obtaining
Crom Faeyr)
(5 Steps)
10. Sequence #10 {WLK043}
Limited Wish Quests
(14 Steps)
11. Sequence #11 {WLK044}
Exploring Outside of
Athkatla (North Forest,
Small Teeth Pass,
Forest of Tethir)
(12 Steps)
12. Sequence #12 {WLK045}
Dorn's Bloody Path
(Part I)
(17 Steps)
13. Sequence #13 {WLK046}
Hexxat's Request
(Part I)
(30 Steps)
14. Sequence #14 {WLK047}
Neera's Hidden Refuge
(30 Steps)
15. Sequence #15 {WLK048}
Rasaad's Journey
(Part I)
(20 Steps)
16. Sequence #16 {WLK049}
Showdown with Bodhi
(13 Steps)
XII. Chapter 7
1. Sequence #1 {WLK050}
Suldanessellar
(20 Steps)
2. Sequence #2 {WLK051}
Hell
(18 Steps)
[End of Chapter 7 Stats]
XIII. Chapter 8 (THRONE OF BHAAL)
1. Sequence #1 {WLK052)
The Prophecy Begins
(8 Steps)
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2. Sequence #2 {WLK053}
Saradush
(25 Steps)
3. Sequence #3 {WLK054}
Gromnir Il-Khan
(20 Steps)
4. Sequence #4 {WLK055}
Watcher's Keep, First
Level
(15 Steps)
5. Sequence #5 {WLK056}
Watcher's Keep, Second
Level
(13 Steps)
6. Sequence #6 {WLK057}
Watcher's Keep, Third
Level
(18 Steps)
7. Sequence #7 {WLK058}
Watcher's Keep, Fourth
Level
(17 Steps)
8. Sequence #8 {WLK059}
Watcher's Keep, Fifth
Level
(15 Steps)
9. Sequence #9 {WLK060}
Yaga-Shura
(21 Steps)
XIV. Chapter 9
1. Sequence #1 {WLK061}
Amkethran
(15 Steps)
2. Sequence #2 {WLK062}
Dorn's Blood Path
(Part II)
(9 Steps)
3. Sequence #3 {WLK063}
Hexxat's Request
(Part II)
(17 Steps)
4. Sequence #4 {WLK064}
Destroying the Order of
Eight Staves
(12 Steps)
5. Sequence #5 {WLK065}
Rasaad's Journey
(Part II)
(20 Steps)
6. Sequence #6 {WLK066}
Sendai
(18 Steps)
7. Sequence #7 {WLK067}
Abazigal
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(16 Steps)
8. Sequence #8 {WLK068}
Balthazar
(7 Steps)
XV. Chapter 10
1. Sequence #1 {WLK069}
Throne of Bhaal
(7 Steps)
[End of Chapter 10 Stats]
>>>>>>>>>>>>>>>>>>>>>VIDEOS<<<<<<<<<<<<<<<<<<<<<
XVI. Walkthrough Videos
1. Temple District Sewer Fight {VID001}
2. Celestial Fury {VID002}
3. Twisted Rune {VID003}
4. Kangaxx the Demilich {VID004}
5. Shadow Dragon {VID005}
6. Firkraag {VID006}
7. Ur-Gothoz and Azothet {VID007}
8. Nizidramanii'yt {VID008}
9. Irenicus in Suldanessellar {VID009}
10. Irenicus in Hell {VID010}
11. Gromnir Il-Khan {VID011}
12. Chromatic Demon {VID012}
13. Tahazzar {VID013}
14. Ka'rushur {VID014}
15. Demon Wraith {VID015}
16. Saladrex {VID016}
17. Mind Key {VID017}
18. Test of Courage {VID018}
19. Heart Key {VID019}
20. Demogorgon {VID020}
21. Lunia {VID021}
22. Vicross and Szass Tam {VID022}
>>>>>>>>>>>>>>>>>MISCELLANEOUS<<<<<<<<<<<<<<<<<<
XVI. Items {ITM000}
1. Finding Recorded Items in {ITM001}
the Walkthrough
2. Item List {ITM002}
3. Item Description {ITM003}
4. Book of Infinite Spells {ITM004}
5. Deck of Many Things {ITM005}
6. Wand of Wonder {ITM006}
7. Crafted Items {ITM007}
XVII. List of Mage Spells {SPL000}
1. 1st-Level Mage Spells {SPL001}
2. 2nd-Level Mage Spells {SPL002}
3. 3rd-Level Mage Spells {SPL003}
4. 4th-Level Mage Spells {SPL004}
5. 5th-Level Mage Spells {SPL005}
6. 6th-Level Mage Spells {SPL006}
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*Note: When searching for items in the FAQ, be sure to include the
{} brackets. When I reference other parts of the FAQ outside of the
index, I put them in [] brackets, so as to make general searches using
the index more efficient. For example, when I tell you in the Characters
section of the FAQ to look at the Walkthrough to find more information
on an Character quest, I'll refer to that section as [WLK###], when it
should be understood to search for {WLK###}. This is an organizational
scheme used to prevent you from having to scroll through several
referential brackets in order to find what you're looking for, as I
reference other parts of the FAQ much more frequently in this guide
than I do in other FAQs I have written.
o======================================================================o
| |
| Introduction {INT001} |
| |
o======================================================================o
Whew. It seems like I devoted most of 2013 to the Baldur's Gate:
Enhanced Edition guide, going through no fewer than four versions of
that guide in one year. I cranked out v1.04 just a few days after the
release of Baldur's Gate 2: Enhanced Edition, and the same day that
version of the BGEE guide went up, I downloaded and started work on
the BG2EE guide. As with the previous guide, I massively converted my
original Baldur's Gate 2 guide into an Enhanced Edition version, using
the same basic layout, but making changes wherever necessary. As for
the game itself... What can you really say about Baldur's Gate 2? It's
everything the first game was, but more, bigger, better. All things
considered, the two Baldur's Gate games (and their expansions) are
probably my favorite RPGs. I can't honestly think of a better gaming
experience than that which beings in candlekeep, and ends at the Throne
of Bhaal. So, download yourself the BG2EE, import your character from
the BGEE, get ready to fight the worst foes 2nd Edition Dungeons and
Dragons has to offer... and collect some really epic loot along the
way. Most of all, however, enjoy the HaeravonFAQs guide "Beating
Baldur's Gate 2: Enhanced Edition in 1202 Steps" of varying length,
complexity, and importance!
o======================================================================o
| |
| Large Heading |
| |
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o======================================================================o
During the FAQ, I'll break up different areas with a thick line:
Thick line
o======================================================================o
Thin line
<---------------------------------------------------------------------->
Of course, I reserve the right to break my own rules during the FAQ..
mostly due to being scatter-brained and working on the FAQ in shifts
over the course of time. Life and all. So cut me some slack. Besides,
this organizational scheme is mostly for consistency and ease-of-use.
Sequence of Events
<---------------------------------------------------------------------->
Unlike some of my other guides, this FAQ does hold your hand through the
game. As I go through areas I will list what I do sequentially. To help
streamline the guide and make your life easier, I've included a list of
steps at the beginning of each section, so you can see in what order I
am about to do things. Each different Sequence of Events is separated by
a large heading, while each step is divided by a thick line (if we
travel to a different area) or a thin line (if we don't.)
Items {INT003}
o======================================================================o
I'll list items found in containers-bookshelves, chests, environmental
bodies, etc.-in the ***ITEMS*** category, I'll also list the (x=, x=)
coordinates the container is found at. The container could be quite
large, but I try to find areas in the 100s or at least the 10s if
possible. For example, I wont give you (x=1996, y=217) when I could give
the coordinates (x=2000, y=200). I'm not going to be as thorough in this
FAQ as I am in others-there's no reason for me to go around telling you
every crate that has a handful of gold in it-but I will typically be
more thorough in dungeons and what-not. If it's important, I'll record
it; if not, I'll ignore it. Largely this means you'll be free (and
expected) to go about towns looting as your heart desires. Just be
careful about stealing... the watch doesn't like it. If you open a lock
with your Thief skills you'll get 400, 950, or 1550 experience per
lock, which is the only real incentive to use a Thief rather than to use
a Knock spell.
Note that much of the loot you'll find throughout the game is random.
Gold coin values will almost certainly be different from game to game,
but it's also possible that you'll find different gems or jewelry in
some containers (for example, in Irenicus' Dungeon I found a Tchazar Gem
on one playthrough, and a Laeral's Tear Necklace on another-a huge value
difference.) Don't be surprised if what you find is somewhat different
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Rewards {INT004}
o======================================================================o
When you complete a quest, or otherwise gain some story award, I will
list it in the ***REWARDS*** section in the appropriate step in the FAQ.
I won't go out of my way to label the start and end of quests, as some
quests have long stretches of game in between their assignment and
completion. I will tell you to go activate the quest (even if you don't
need to activate it to complete it), but I typically include the reward
upon the quest's conclusion, occasionally requiring you to go back to
the assigner on your own.
Traps {INT005}
o======================================================================o
I'll list the location of traps in a section similar to the items
section, except it's wisely called ***TRAPS***. I didn't bother
recording what sort of trap it was, I intended to disarm traps I come
across, and frankly, it's just too much of a bother determining the sort
of trap. If you think you can figure out how to use traps to cause
collateral damage, that's fine with me, I'll point as many out to you as
I found. Note that in Baldur's Gate 2 you get experience for disarming
traps, either 1750, 2750, or 3250 experience per trap.
Videos {INT006}
o======================================================================o
Videos have been provided for some of the larger, more difficult, or
more interesting encounters in the game... you know, because a picture
is worth a thousand words, so a gameplay movie has to be worth millions!
You'll find links to videos throughout the walkthrough under the heading
***VIDEO***. The videos are relevent to the Step they are found in. You
can also find a list of all the videos in the guide in the index, and
use search keys to find a specific video in the walkthrough. The tactics
in the videos are the same as those provided in the walkthrough.
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o======================================================================o
I'll tell you what enemies I faced on the way through the game, but
keep in mind that as you progress in levels, some encounters might scale
in difficulty-either by adding more enemies, stronger versions of the
enemies that normally appear in the area, or both. If you want to be
absolutely sure that you'll fight what I fought when I fought it, do
the quests exactly in the same order I do them. It shouldn't make a huge
difference, as most 'random' or variable encounters aren't terribly
difficult. Sure, having to fight a Lich instead of a group of normal
undead, some Beholders where there were formerly Gauth, or Adamantine
Golems when you would have fought Stone Golems at lower levels kinda
sucks, but at higher levels, you'll ideally have better gear and
characters more suited for the challenges ahead. Just be aware that your
encounters might not exactly match mine, but the set battles with unique
characters should remain static.
INSANE (far right): Hit Point rolls are random, characters can
permanently die, scribing spells can fail, enemies
do 200% normal damage.
CORE RULES (middle): Normal rules. Hit Point rolls are random,
characters can permanently die, scribing spells can
fail, enemies do 100% normal damage.
NORMAL (middle-left): All Hit Point rolls are maxed, characters cannot
permanently die, all spells are automatically
learned, enemies do 75% normal damage.
NOVICE (far left): All Hit Point rolls are maxed, characters cannot
permanently die, all spells are automatically
learned, enemies do 50% normal damage.
My suggestion? Play the game under CORE RULES, but when you level up
or scribe scrolls, switch to NORMAL. Look, I don't know about you, but
in the original game I always save/loaded to get maximum Hit Points per
level and to ensure I always succeeded at scribing scrolls. Manipulating
the difficulty settings just saves time, and life is too short (as is my
patience) to waste it save/loading Baldur's Gate.
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there. It may contain spoilers (although I've tried to keep them fairly
minor) but if you want to play it safe, just ignore them. I've also
started to use them to discuss various changes between Enhanced Edition
patches, as well.
All you have to do is open said file in Notepad and copy/paste the
following line:
The tab-spaces are necessary between each item, and the preceeding
option line... just let the other options be your guide. Place that
line at the bottom of the file, just below the last option, but before
all the ',',
gibberish.
o======================================================================o
| |
| 2nd Edition Dungeons and Dragons Mechanics |
| (Character Creation) {DND001} |
o======================================================================o
Below are some suggestions for character creation in Baldur's Gate 2,
Along with a number of tables, charts, and rules used by the game.
Either blindly follow my lead or read up on the section below and make
your own choices. I'll give opinions and brute facts, but I won't be
rating anything. Feel free to make your own-informed-decisions.
Composition {DND002}
o======================================================================o
Unlike in Icewind Dale, you only create one character-the protagonist.
This means your character will need some help on their journey through
Baldur's Gate 2. In any Dungeons and Dragons game you need a Cleric,
Fighter, Mage, and a Thief, the four 'base' classes. No matter what
character you make, you NEED one representative of each of those four
base classes in your party. A party without a front line, spell buffs,
healing, and trap finding is a party that is probably losing.
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Gender {DND003}
o======================================================================o
Gender is pretty irrelevant, the only time I can think of where it comes
into play is during romances. If you're male you can't romance Anomen
(even though I wonder about him sometimes...) and if you're female you
can't romance Aerie, and so on. If you want romances, and you don't want
to use a mod to remove limitations, I'd suggest not playing a Dwarf,
Gnome, Halfling, or Half-Orc. No promises any of the in-game PCs will
go for that kind of fling.
Race {DND004}
o======================================================================o
There are more pronounced differences between the races in the Enhanced
Edition, but the big restrictions are still what they were in the
original. Humans can dual-class, everybody else cannot. All the other
races can multi-class (to varying degrees), but Humans cannot. I
STRONGLY advocate either dual-classing as a Human, or multi-classing.
Class restriction by race are shown on the table below.
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|---|---|---|---|---|---|---|
Fighter/Thief | d | x | x | x | x | x | x |
|---|---|---|---|---|---|---|
Mage | x | x | x | x | | | |
|---|---|---|---|---|---|---|
Mage/Thief | d | x | x | x | | | |
|---|---|---|---|---|---|---|
Monk | x | | | | | | |
|---|---|---|---|---|---|---|
Paladin | x | | | | | | |
|---|---|---|---|---|---|---|
Ranger | x | x | x | | | | |
|---|---|---|---|---|---|---|
Sorcerer | x | x | x | | | | |
|---|---|---|---|---|---|---|
Thief | x | x | x | x | x | x | x |
o===o===o===o===o===o===o===o
Human {DND006}
<---------------------------------------------------------------------->
Humans are the vanilla race of the fantasy genre. I'll bet most of my
readers are Human (the rest are whatever race Anne Coulter belongs to-
the reptilians), which begs the question... why play it? Doesn't it
just inject a bit of mundanity into a fantasy setting? And why would you
do that? Whatever, the only thing special about Humans is that they can
(and should) dual-class. Oh, and they can be every class in the game.
So if you're really hard up for a Monk, Paladin, or some types of
specialist Mage... well... this is your only option.
Elf {DND007}
<---------------------------------------------------------------------->
Everybody hates Elves these days. Probably because of Orlando Bloom.
Anyways, Elves have some solid multi-class options, and are decent
characters all around. The Dexterity bonus is nice... but it's not
nearly as helpful as the Constitution bonus is harmful. Still,
considering all the stat boosts you'll find in the game, it's not a big
deal.
--> Infravision.
--> +1 THAC0 bonus with bows, short swords, and long swords.
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Half-Elf {DND008}
<---------------------------------------------------------------------->
The bastard off-spring created by Humans and Elves... nobody seems to
care that an Elf boning a Human is just kind of... weird. I mean, how
much older is the Elf, on average? It would make for great a fantasy
Maury show... They've got a few bonuses that Humans don't have-stuff
you won't really miss-but they trade the ability to dual-class for the
most extensive multi-class options in the game. They're a great choice
for any protagonist.
--> Infravision.
Gnome {DND009}
<---------------------------------------------------------------------->
Gnomes are retarded and everybody should hate them. They're nothing but
incompetent Dwarves without any of the cool Dwarfiness. Gnomes have
one advantage over Dwarves-they can become Mages. But... since they
default to Illusionists, it's not so great of a bonus.
--> Infravision.
Halfling {DND010}
<---------------------------------------------------------------------->
If you wanted my opinion on Halfings... well... look at my opinion
about Gnomes. It's not a short person thing, I'm not too tall myself,
but... their class options suck and their racial traits just aren't
very good. Honestly, I've always hated Halflings. They seem like a
waste of a race, and in my gaming sessions, I've never been able to find
a use for them. What are they, always? Wandering thieves and pranksters.
Almost without variation. Who always plays them? The annoying kid who
just wanted to be a pain in the ass and slow things down. On the plus
side, Halflings arguably make the best Thieves in the game, starting
out with whopping skill points bonuses into what are the most useful
Theiving skills, and that Dexterity bonus doesn't hurt, either. Still,
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with the level cap in Baldur's Gate 2, even a triple-classed Thief will
earn more skill points than they know what to do with.
Dwarf {DND011}
<---------------------------------------------------------------------->
Now Dwarves are where it's at. Who doesn't love Dwarves? They're always
awesome. Nothing's better than a heavily-armed, ill-tempered, hairy,
drunk demi-human. Fortunately for you, the game does a decent job in
supplying you Dwarves to tag along with-leave the Dwarfing to your
allies and pick stronger multi-or-dual-class options, instead.
--> Infravision.
Half-Orc {DND012}
<---------------------------------------------------------------------->
Not much to say about this class-they have the same appeal as Dwarves
in my book. Fugly warriors that almost always seem to fall into a well-
trod stereotype. In this, they excel, and if you plan to make any
single-class warrior type, go with a Half-Orc. You won't miss that
Intelligence.
Class {DND013}
o======================================================================o
Since you can recruit a character that pretty much covers whatever you
may lack, you have the freedom to create a character that plays how you
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want. Versatility and power are my goals in character creation, and that
pretty much cries out for dual-or-multi classing. Also, if the
developers were so kind as to provide you with a recruitable ally with
their own unique voice, portrait, history, and statistics, why bother
making a similar character? Since dual-or-multi class characters are
invariably stronger in Baldur's Gate 2, they are what I suggest. You
simply get stronger, more versatile characters if you dual-or-multi-
class.
Dual-Classing {DND014}
<---------------------------------------------------------------------->
To dual-class you must be a Human, and you must be at least 2nd level in
the class you started out as to dual-class. You must have a 15 in the
prime requisites of your current class, and 17 in the prime requisites
of the class you want to change to. The prime requisities for each of
the four base classes are as follows:
Cleric: Wisdom
Druid: Wisdom, Charisma
Fighter: Strength
Mage: Intelligence
Ranger: Strength, Dexterity, Wisdom
Thief: Dexterity
Once you dual-class the experience of your previous class will be capped
at the minimum required to meet the last level you attained, and it will
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go inactive. You can no longer gain levels in this class, or use any of
the class abilities. The only thing you keep from that class are the Hit
Points, you temporarily lose weapon and armor proficiencies, skills,
spells, THAC0, and even saves.
You now begin advancing as your second class, following all its rules.
You pick new proficiencies, and spells or thief abilities, if
applicable. For example, if you were a Fighter and dual-classed into a
Mage, you would be bound by the weapon and armor restrictions of the
Mage. You'd have the saves, THAC0, proficiencies, and spells of a 1st
level Mage, but you'd have your Fighter Hit Points. Once your level in
your new class exceeds your level in your old class, your old class
becomes active again. You cannot gain experience in your old class, but
you gain back any previously attained abilties, weapon and armor
proficiencies, skills, spells, THAC0, and saves, if they are better than
what you have now. Keep in mind that proficiencies are not cumulative.
For example, take the following case. Start out with a level one Fighter
and you'll get four weapon proficiencies to spend-you can spend up to
two points (become Specialized) in any one weapon class or fighting
style. Let's say the proficienies were allocated as follows:
Long Sword ++
Two-Weapon Style ++
Katana +
Short Sword +
Once the newly dualed Thief becomes level three, they'll get their
Fighter stats back... at least until their Thief THAC0 and Saving Throws
surpass whatever their Fighter level gave. Their proficiencies now look
like this:
Katana +
Long Sword ++
Short Sword +
Two-Weapon Style ++
A good tactic is to start out as a Thief and gain their Find Traps
skill, get it as high as you need, and then dual-class into something
more useful, like a Fighter or Mage. This gets you the essential Thief
skill without having to waste an entire character on a class that,
frankly, isn't great on its own. Another option is to make a Fighter,
get up to a high level and attain its high Hit Points, THAC0, and maybe
even Grand Mastery, then dual-class into something else to retain those
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Multi-Classing {DND015}
<---------------------------------------------------------------------->
Mutli-classing is a bit simpler than dual-classing. Most races besides
Human can multi-class into something, but Half-Elves are by far the
most versatile multi-classers. Whereas dual-classing means dropping one
class in favor of another, only to gain the benefits of the previous
class back after you exceed its level with the second class, multi-
classing means pursuing both classes simultaneously. You get the better
choice of THAC0 and saves between the classes, meaning a Fighter/Mage
would use their better Fighter THAC0 instead of their worse Mage THAC0
or some composite. Hit points, however, are a composite, essentially
halving the dice rolls of both classes and giving them to you. If a
Fighter/Thief levels up in both classes, they get a maximum of eight
Hit Points (10 + 6 = 16/2 = 8.) Note, however, that if you are a Fighter
multi-class, you get the highest benefit of your Constitution, meaning
a Fighter/Cleric with a Constitution score of 18 would get a +4 bonus to
their Hit Points per composite level, instead of only +2 as a single-
classed character would. Triple-class characters work the same way,
except their Hit Points per class/level is split three ways. For
example a Fighter/Mage/Thief only receives six Hit Points per composite
level (10 + 6 + 4 = 20/3 = 6.67~, always rounded down = 6).
Experience is split evenly between the two (or three) classes, which can
level up independently. This results in a slower rate of leveling than
a single-classed character. Multi-classed characters typically make up
for it with versatility, being able to effectively combine multiple
class abilities to maximum effect. After all, a Thief who can hide in
shadows and backstab with a Fighter's THAC0 and higher weapon
proficiencies is better than just a Thief, and a Fighter who can use
Mage spells to spell buff themselves with Mirror Image, Haste,
Stoneskin, and Improved Invisibility will be MUCH more effective than
just a Fighter. Multi-classed characters must abide by the restrictions
of BOTH classes. A Fighter/Mage could wear Fighter armor, but not cast
spells while so doing. A Fighter/Cleric could not use Swords or Bows.
A Thief/Cleric could sneak, but not in heavy armor, and so on. But on
the plus side, a high level multi-classed character will be able to pick
epic feats from both trees. A Fighter/Thief could spend all their epic
feats on Whirlwind and Greater Whirlwind, for example, if they so
wished, instead of having to pick between the two (i.e. Thief feats on
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o==========================o
|Barbarian | {DND018}
o==========================o
CLASS FEATURES:
--> May not wear armor heavier than splint mail.
--> May not exceed Specialization (two slots) with any weapon class.
--> May achieve Specialization (two slots) in any fighting style and
allocate three slots in Two-Weapon Style.
--> May use the Rage ability once per day every 4 levels (starts at
1st level with one use).
RAGE: The enraged status lasts for five rounds and provides a +4 bonus
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Barbarian
Level EXP HP
<---------------------------------------------------------------------->
1 n/a 1d10
2 2,000 2d10
3 4,000 3d10
4 8,000 4d10
5 16,000 5d10
6 32,000 6d10
7 64,000 7d10
8 125,000 8d10
9 250,000 9d10
10 500,000 9d10+3
11 750,000 9d10+6
12 1,000,000 9d10+9
13 1,250,000 9d10+12
14 1,500,000 9d10+15
15 1,750,000 9d10+18
16 2,000,000 9d10+21
17 2,250,000 9d10+24
18 2,500,000 9d10+27
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o==========================o
|Bard | {DND019}
o==========================o
CLASS FEATURES:
--> May not wear armor heavier than chain mail. (Spells canont be
cast while wearing armor.)
--> May only become Proficient (one slot) in any weapon class.
--> May only become Proficient (one slot) in any fighting style.
--> May use Bard Song ability. While active, the Bard Song has the
following effects:
Remove Fear
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Bard
Level EXP HP Spells Pick Pockets
<---------------------------------------------------------------------->
1 n/a 1d6 40%
2 1,250 2d6 1 45%
3 2,500 3d6 2 50%
4 5,000 4d6 2/1 55%
5 10,000 5d6 3/1 60%
6 20,000 6d6 3/2 65%
7 40,000 7d6 3/2/1 70%
8 70,000 8d6 3/3/1 75%
9 110,000 9d6 3/3/2 80%
10 160,000 9d6+2 3/3/2/1 85%
11 220,000 9d6+4 3/3/3/1 90%
12 440,000 9d6+6 3/3/3/2 95%
13 660,000 9d6+8 3/3/3/2/1 100%
14 880,000 9d6+10 3/3/3/3/1 100%
15 1,100,000 9d6+12 4/3/3/3/2 100%
16 1,320,000 9d6+14 4/3/3/3/2/1 100%
17 1,540,000 9d6+16 4/4/3/3/3/1 100%
18 1,760,000 9d6+18 4/4/4/3/3/2 100%
19 1,980,000 9d6+20 4/4/4/4/3/2 100%
20 2,200,000 9d6+22 4/4/4/4/4/3 100%
21 2,420,000 9d6+24 5/4/4/4/4/3 100%
22 2,640,000 9d6+26 5/5/4/4/4/3 100%
23* 2,860,000 9d6+28 5/5/5/4/4/4 100%
40 8,000,000 9d6+62 5/5/5/5/5/5
(max at level 38)(max at level 14)
Blade {DND020}
<---------------------------------------------------------------------->
A Blade might seem like a good idea on paper, as it gets Offensive Spin
and Defensive Spin, but think about it. Offensive Spin doesn't stack
with Haste, so it's really only giving you a +1 bonus to attack and +2
damage, which will not make a you a competitive front-liner, even if the
max damage is nice. Defensive Spin might not go past -10, but for a Bard
that's still a pretty hefty benefit. Your Bard song sucks anyways, and
you can just grab Enhanced Bard Song to break even with the best a
normal Bard has to offer. Pick Pockets can be raised with potions, and
won't be a huge issue, and Lore is pretty useless anyways. Keep in mind
that these benefits are largely going to be redundant by the time you
reach Throne of Bhaal, your -10 Armor Class isn't going to protect you
much, and Offensive Spin will not compete with Whirlwinds. A Bard is
better off casting defensive spells and using Enhanced Bard Song, making
this kit rather useless.
Advantages:
--> May play 3 slots in Two-Weapon Style.
--> May use the Offensive Spin and Defensive Spin abilities once per
day per 4 levels.
OFFENSIVE SPIN: During the next 24 seconds, the Blade's movement rate
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doubles and she gains a +2 bonus to hit and damage rolls as well as an
extra attack per round. All attacks deal maximum damage for the
duration. Offensive spin may not be used in conjunction with the Haste
or Improved Haste spells.
DEFENSIVE SPIN: During the next 24 seconds, the Blade is rooted to the
spot and gains a +1 bonus to Armor Class per level, up to a maximum of
+10.
Disadvantages:
--> Only has one half normal Lore value.
Jester {DND021}
<---------------------------------------------------------------------->
The Jester has been improved somewhat in the Enhanced Edition, and it
might have been kind of cute-seeming in the first game. You might have
looked at it and determined that most of its abilities would be out of
reach until the sequel, where this class would 'mature'. Granted, it
does stack effects as you level up-adding a chance to Slow and later,
knock foes unconscious to the base confusion effect, but there are a
few things to consider. First, all the saves made against these effects
are at a +2 bonus. That might have cut it in the first game, when saves
were generally high, but we're dealing with bigger, badder, better foes
in this game. Any foes of substance will generally resist the effects,
and really, you're going to be counting on the brute 5% fail rate
(rolling a natural one on a d20 roll-a critical failure) for each
such effect. On the other hand, any Mage can use Chaos or Slow to do
much the same thing-except they don't need to be standing near the foes,
and their spells actually impose a -4 save penalty, which has a much
better chance of working. Even a Jester itself would be better off just
casting spells than performing their bardsong, which makes me wonder...
why not pick a kit that actually adds something else?
Advantages:
--> Jester's song does not help allies. Instead, every opponent
within 30 feet must save once per round to avoid falling under
its effects:
Disadvantages:
--> None.
Skald {DND022}
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<---------------------------------------------------------------------->
Now if you want a melee handy Bard, this is the way to go. +1 to hit and
damage all the time beats a Blade's offering. And what about their Bard
song? That looks a lot like... wait... it IS Enhanced Bard Song! They
already get it! Pick Pockets isn't necessary anyways, so don't worry
about having a low value there. You can always use potions when you need
to.
Advantages:
--> +1 to hit and +1 to damage rolls.
--> The Skald's song is different from the typical Bard's and varies
with level:
Disadvantages:
--> Only has one quarter the normal Pick Pockets score.
o==========================o
|Cleric | {DND023}
o==========================o
CLASS FEATURES:
--> May wear helmets.
--> May only use non-bladed, non-piercing weapons (war hammer, club,
flail, mace, quarterstaff, sling).
--> May only become Proficient (one slot) in any weapon class.
--> May only become Proficient (on slot) in any weapon fight style.
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spells such as Greater Command, Holy Smite, and Finger of Death, not
to mention their defensive spells like Death Ward, Chaotic Commands,
Defensive Harmony, Protection from Evil 10' Radius, and Dispel Magic.
And yes, they get healing Spells such as Heal and Restoration, both of
which are indispensable. They can also typically hold a battle line,
being able to equip shields and plate armor, even if they can't hold
up quite as well as Fighters. When you hit epic levels you can get some
really awesome abilities, such as the defensive Globe of Blades, Aura of
Flaming Death, and Summon Deva abilities, which further improves their
defensive capabilities. Frankly, however, it's a poor choice for a main
character. Firstly, it seems silly for the child of a dead god to be
worshiping another deity, especially with so much potential... but
really, Anomen already beat us to the punch, being a dual-classed
Fighter/Cleric. And no main character can equal Viconia's natural
resistance to magic. Don't worry, the game already has plenty of great
recruitable Clerics. Clerics also get the ability to turn undead, but
it's not too great of an ability. Big things won't be affected, and
little things can just be smote. Unlike most classes there is no reason
to not pick a Cleric kit... they're all beneficial with no downside.
When a Cleric hits 25th level they gain a holy symbol from their deity,
which gives them +1 to Strength, 5% magic resistance, and allows them to
memorize another 6th and 7th level spell. For Clerics with high
Strength, this can put them over the top, letting them go around without
having to worry about Girdles of Giant Strength and the like
(read: Anomen).
Cleric
Level EXP HP Spells
<---------------------------------------------------------------------->
1 n/a 1d8 1
2 1,500 2d8 2
3 3,000 3d8 2/1
4 6,000 4d8 3/2
5 13,000 5d8 3/3/1
6 27,500 6d8 3/3/2
7 55,000 7d8 3/3/2/1
8 110,000 8d8 3/3/3/2/1
9 225,000 9d8 4/4/3/2/1
10 450,000 9d8+2 4/4/3/3/2
11 675,000 9d8+4 5/4/4/3/2/1
12 900,000 9d8+6 6/5/5/3/2/2
13 1,125,000 9d8+8 6/6/6/4/2/2
14 1,350,000 9d8+10 6/6/6/5/3/2/1
15 1,575,000 9d8+12 6/6/6/6/4/2/1
16 1,800,000 9d8+14 7/7/7/6/4/2/1
17 2,025,000 9d8+16 8/8/8/8/5/3/2
18 2,250,000 9d8+18 9/9/8/8/6/4/2
19 2,475,000 9d8+20 9/9/8/8/6/4/2
20 2,700,000 9d8+22 9/9/9/8/7/5/2
21* 2,925,000 9d8+24 9/9/9/9/8/6/2
25 3,825,000 9d8+32 9/9/9/9/9/7/3 <-- Holy Symbol Obtained
40 8,000,000 9d8+62 9/9/9/9/9/8/7
(max at level 38)
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Advantages:
--> May cast Lightning bolt once per day per 5 levels of the caster
(starts at 1st level with one use.)
--> May cast 'Storm Shield' once per day per 10 levels of the caster
(starts at 1st level with one use), as detailed below.
STORM SHIELD: This spell lasts 1 round per level of the caster. It
protects the caster from lightning, fire, cold, and normal missiles.
Disadvantages:
--> Alignment restricted to evil.
Advantages:
--> May cast True Sight once per day per 5 levels (starts at 1st
level with one use).
--> May cast Seeking Sword once per day per 10 levels (starts at 1st
level with one use), as detailed below.
SEEKING SWORD: This spell creates a sword in the Cleric's hand (that
cannot be dropped or unequipped). The sword is +4 for purposes of
determining what it can hit (but this bonus does not apply to attack or
damage rolls), and it deals out 2d4 damage to any target it hits. The
weapon sets the number of attacks of the Cleric to 3. It lasts for 1
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round per level of the caster. When equipped the wielder cannot cast
further spells.
Disadvantages:
--> Alignment restricted to neutral.
Advantages:
--> May cast Hold Undead once per day for every 5 levels of the
caster (starts at 1st level with one use).
--> May cast Boon of Lathander for every 10 levels of the caster,
(starts at 1st level with one use), as detailed below.
BOON OF LATHANDER: This spell lasts for 1 round per level of the
caster. It gives the caster a +1 bonus to attack and damage rolls, a +1
bonus to all Saving Throws, and 1 extra attack per round. It also
protects the recipient from level drain.
Disadvantages:
--> Alignment restricted to good.
o==========================o
|Cleric/Ranger | {DND027}
o==========================o
Alright, full disclosure: I was completely wrong about the
Cleric/Ranger multi-class, and everything that I'm going to say below
has been revised based on better research. All of this information is
due to the e-mail I got from Rick Taylor, who tipped me off to the
merits of this class combo. Now that I got that shameful admission out
of the way, the Cleric/Ranger is very similar to the Fighter/Cleric.
You'll essentially get a stronger, healthier, more melee-competent
Cleric with a slower spell selection. But the Ranger/Cleric has one
huge bonus over its Fighter/Cleric counterpart: they'll get the full
selection of Drudic spells each level as well as all the Cleric spells.
Granted, there's a lot of overlap, but you'll have all the combat perks
and spells of a Fighter/Cleric, with the addition of spells like Insect
Plague and Iron Skins... the latter of which is a huge contribution to
the character's defenses, being essentially the Cleric version of
Stoneskin. You'll get more spells than a Fighter/Cleric, you'll get
much better fighting abilities (better Hit Points, THAC0, and feats)
than a Cleric, and as compared to a Druid you'll have faster spell
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progression AND better fighting abilities. Not to mention you can also
sneak (if you wear light armor) and you will start out specialized in
the Two Weapon Style, if you're interested in taking full advantage of
your awesome melee prowess by wielding, say, Flail of Ages and Crom
Faeyr. This is the best class to pick if you want to combine fighting
prowess and divine spells... which is to say, if you want divine spells
at all, you'll be doing yourself a huge favor by playing a
Cleric/Ranger.
o==========================o
|Druid | {DND028}
o==========================o
CLASS FEATURES:
--> May not wear armor heavier than studded leather.
--> May only use the following weapons: scimitar, dagger, club,
spear, quarterstaff, dart, sling.
--> May only become proficient (one slot) in any weapon class.
--> May only become proficient (one slot) in any fighting style.
--> 7th level: May Shapeshift into a wolf, black bear, or brown bear
once per day.
--> 18th level: Gains 10% resistance to cold, fire, electricity and
acid, gains a further 10% resistance at levels 21 and 24.
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Druid
Level EXP HP Spells
<---------------------------------------------------------------------->
1 n/a 1d8 1
2 2,000 2d8 2
3 4,000 3d8 2/1
4 7,500 4d8 3/2
5 12,500 5d8 3/3/1
6 20,000 6d8 3/3/2
7 35,000 7d8 3/3/2/1
8 60,000 8d8 3/3/3/2
9 90,000 9d8 4/4/3/2/1
10 125,000 9d8+2 4/4/3/3/2
11 200,000 9d8+4 5/4/4/3/2/1
12 300,000 9d8+6 6/5/5/3/2/2
13 750,000 9d8+8 6/6/6/4/2/2
14* 1,500,000 9d8+10 6/6/6/5/3/2/1
15 3,000,000 9d8+12 6/6/6/6/6/6/6
31 8,000,000 9d8+44 9/9/9/9/9/7/7
(max at level 25)
Advantages:
--> May summon a special spirit animal (spirit bear, spirit wolf,
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spirit lion, spirit snake) once per day ever 5 levels. The
Totemic Druid can call a 1 HD animal at level 1, a 3 HD animal
at level 3, a 5 HD animal aat level 5, a 7 HD animal at level
10, and a 10 HD animal at level 10.
Disadvantages:
--> Cannot Shapeshift.
Shapeshifter {DND030}
<---------------------------------------------------------------------->
You can become a Werewolf, and eventually a Greater Werewolf, which
is... well... everything to this kit. Unfortunately in the original
Baldur's Gate 2 this class was nerfed-the Werewolf you got was nowhere
near where it should have been... even still, if it wasn't nerfed, it
would be nowhere near as strong as it would need to be to compete.
Things honestly didn't look good for the Shapeshifter in the first
Enhanced Edition game-Overhaul Games didn't fix anything with the
Shapeshifter... meaning you weren't even getting the better version of
an obsolete shapeshift. Simply put, even if the Greater Werewolf was as
strong of a transformation as it was an enemy, it would still be
out-competed by pretty much any late-game Fighter. And by late-game I
mean towards the end of Shadows of Amn-this class is pathetically
under-powered in Throne of Bhaal.
Advantages:
--> May shapeshift into the form of a Werewolf once per day for
every 2 levels (starts at 1st level with one use).
Disadvantages:
--> May not wear any armor.
Avenger {DND031}
<---------------------------------------------------------------------->
Well, I'll admit that Improved Invisibility, Chaos, and Chain Lightning
are all good additions, but the shapechanges are worthless. And losing
the Strength and Constitution? The Constitution isn't bad for a single-
classed Druid as they can't exceed a +2 bonus at 16 anyways, but the
Strength? That hurts. It's not a like a Druid was going to be very
strong anyways, so the loss of one point of to hit and damage isn't
very severe, and nothing a Giant Strength item can't fix, and losing
access to Studded Leather Armor is, well, annoying, but there's not a
huge difference between one sucky suit of armor and the next anyways.
It's rather hard to critique this subclass at all, given the whole
feeling of 'who cares' when talking about the Druid in general... Still,
while the 4th, 5th, and 6th level all spells are decent, Improved
Invisibility can be duplicated by a Ring of Air Control, Chaos will
have to compete with Insect Plague, and Chain Lightning is a mediocore
damage-dealer. At the end of the day, you're probably better off being
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able to wear better armor than being able to cast Improved Invisibility,
which is easily duplicated and will be quickly dispelled later in the
game, and there are plenty of Mages to cast Chaos-but only Druids can
cast Insect Plague, so why not stick to what they're good at? This class
is essentially a dubious defensive trade-off in return for a spell you
won't need to memorize and an okay damage-dealer. It has its good
points, sure, and is clearly the least-offensive Druid kit... but at the
end of the day you're still stuck with playing a Druid.
Advantages:
--> May shapechange into the form of a sword spider, baby wyvern,
and fire salamander besides the normal shapeshifting abilities.
--> Six mage spells are added to his repertoire, all the way up to
6th level.
Disadvantages:
--> May not wear heavier armor than leather.
o==========================o
|Fighter | {DND032}
o==========================o
CLASS FEATURES:
--> May wear helmets.
--> May achieve Grand Mastery (five slots) with any weapon class.
--> May achieve Specialization (two slots) in any fighting style and
allocate three slots in Two-Weapon Style.
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Fighter
Level EXP HP
<---------------------------------------------------------------------->
1 n/a 1d10
2 2,000 2d10
3 4,000 3d10
4 8,000 4d10
5 16,000 5d10
6 32,000 6d10
7 64,000 7d10
8 125,000 8d10
9 250,000 9d10
10 500,000 9d10+3
11 750,000 9d10+6
12 1,000,000 9d10+9
13 1,250,000 9d10+12
14 1,500,000 9d10+15
15 1,750,000 9d10+18
16 2,000,000 9d10+21
17 2,250,000 9d10+24
18 2,500,000 9d10+27
19* 2,750,000 9d10+30
40 8,000,000 9d10+93
Berserker {DND033}
<---------------------------------------------------------------------->
If you want to be like your pal Minsc, this is the way to go. Rage is
a decent ability that gives you a bonus to hit and damage, but imposes
an Armor Class penalty. One turn is a fairly long time, and since you
get many of them, you'll be able to keep yourself juiced up. I think
every Fighter should have a ranged option, however, and not being able
to specialize in ranged weapons... well, you could always use a Throwing
Axe or something similar. It's a decent kit, although even with Korgan
I hardly ever used the abilities it provides. Again, not because it's
not good, but because I was wary of the Hit Point loss at the end.
I never felt it absolutely necessary to have those bonuses at the
potential risk of having a character come down from Rage and die. Also
note the penalties after you exit Rage-it's not a free ride. Still, all
things considered it adds a little extra potential to the Fighter with
no significant downsides. I give it a pass, especially since the list of
immunities while enraged has increased a good deal in the Enhanced
Edition. Immunity to imprisonment, stun, and level drain? Yes please.
Pop this ability on every time you have to fight some stupid undead who
wants to drain your levels, and your tank can go fisticuffs with the
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creatures and draw their attention away from your less drain-resistant
characters... you know, like a tank? Since this class makes a great
single-class option, it should be no surprise that it would also make a
great dual-class base. A Berserker/Thief, Berserker/Mage, or
Berserker/Cleric certainly wouldn't be hurt by the ability to Rage.
Note that you gain 15 'temporary' Hit Points when you use enrage.
Temporary is not the same as free. If you lose any of these Hit Points,
you'll suffer when you come out of Rage, this just allows you to weather
a little more damage before you die while in Rage. Be sure to have a
Cleric handy to heal a Rage-using Berserker if their Hit Points are low.
Nothing sucks more than having a character fall over dead after winning
a tough fight. Right Aec'Letec? Asshole.
Advantages:
--> May use Rage ability once per day every four levels.
RAGE: The enraged state lasts for 1 turn. While enraged, a Berserker
gains a bonus of +2 to his attack and damage rolls as well as his Armor
Class, and becomes immune to charm, confusion, fear, feeblemind, hold,
maze, imprisonment, level drain, maze, stun, and sleep. The Berserker
also gains 15 temporary Hit Points which are taken away at the end of
his berserk spree, possibly killing him.
Disadvantages:
--> Becomes winded after berserking: -2 penalty to Armor Class,
to-hit rolls and damage rolls.
Advantages:
--> Each successful hit bestows a 10% cumulative chance of spell
failure on the target.
Disadvantages:
--> May not use any magic items except for weapons and armor.
Kensai {DND035}
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<---------------------------------------------------------------------->
Again, I prefer all my characters to have a ranged option, and this
class takes some of the better options away from my characters. Granted
a Two Weapon Style Fighter will probably not use a ranged weapon very
much, but there are more severe problems than that. A +2 bonus to Armor
Class does not counter the lack of wearing any armor at all, and the
fact that you can't wear gauntlets or bracers means you can't even shore
up your defenses with Bracers of Defense. Sure, there are plenty of
items that increase your Armor Class marginally, but the Kensai is going
to be chewed up in combat nonetheless. Its bonuses are good, but in my
mind I just don't think the bonuses to hit and damage and a few rounds
of the 'kai' ability make up for the total lack of armor. And of course,
if you're throwing every scrap of Armor Class lowering gear on the
Kensai, every other character who needs it will suffer, too. They just
drag the whole party down with their suck. I almost hate to say it, but
the Berserker, Inquisitor, or even a plain Fighter will be stronger, all
things considered. In fact, I'd even rather play a Skald through both
games than play a Kensai. At least the Skald could temper their inferior
offense with magic and a great Bard Song. But wait... maybe I'm missing
something... right, this is the Enhanced Edition! One of the big draws
of any Fighter is their ability to dual-class, right? But in the
original guides, I wanted continuity, which meant I couldn't (for
obvious reasons) start as a Kensai in Baldur's Gate 1, then dual-class
in Baldur's Gate 2. Of course, I could have made my own Kensai in
Baldur's Gate 2 and dual-classed... but what fun is that? I wanted to
go through BOTH games with the SAME character. Now you can have your
Kensai and eat it too. If you were thinking about dual-classing with a
Fighter as your base class, it might not be a terrible idea to get some
of those Kensai bonuses. A Kensai/Mage or Kensai/Thief isn't a terrible
idea, and in the sequel you can cover up your Armor Class woes a bit by
getting some of the superior Bracers of Defense the game offers. I still
don't find the dual-class option nearly as appealing as a multi-class
one, but the bonuses gained by a Kensai will make a superior character
base to dual with. After all, a dual-class Kensai/Mage will have
defensive buffs to help them out, and a dual-class Kensai/Thief
shouldn't be expected to hold the line anyways. A single-class Kensai,
however, is garbage.
Note that the Kensai's armor exemption really does mean ALL armor, even
armor which isn't encumbering enough to block spells such as Bladesinger
Chain. There is one exception though.. the Big Metal Unit near the end
of the sequel, which will bestow upon the character a phenomenal armor
class, if you can make it to the end of Throne of Bhaal, anyways. By
then you're pretty much done with the game though.
Advantages:
--> +2 bonus to Armor Class.
--> May use the Kai ability once per day ever 4 level (starting at
1st level with one use).
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KAI: All successful attacks within the next 10 seconds deal maximum
damage.
Disadvantages:
--> May not wear any armor.
Advantages:
--> May use Defensive Stance once per day every 4 levels (starts at
1st level with one use).
DEFENSIVE STANCE: For 1 turn, the Dwarven Defender gains +50% resistance
to all forms of physical damage, a +2 bonus to Saving Throws, and a 50%
movement rate penalty.
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Disadvantages:
--> Race restricted to Dwarf.
--> May not exceed High Mastery (four slots) in axes and war
hammers.
--> May not exceed Specialization (two slots) in any other weapon.
o==========================o
|Fighter/Cleric | {DND037}
o==========================o
<---------------------------------------------------------------------->
An interesting combination with slightly higher fighting skills than
the Cleric and some defensive buffs to supplement the Fighter. Frankly,
however, a Cleric doesn't have as good of a defensive spell selection as
a Mage, and by itself a Cleric is already a pretty stout Fighter. Sure
it helps to add more attacks and damage, but it's just not quite as
potent as the Fighter/Mage. For one, you don't get Time Stop. But at
least neither of your classes are hurt by wearing heavy armor, so you
don't need the spell buffs quite so much. A very good thing about this
combination is they will get both the Fighter and Cleric feats. Having
a strong melee Fighter who can go up in combat with an Aura of Flaming
Death, a Globe of Blades, and then use Greater Whirlwind Attacks is a
thing of beauty. Especially if they can retreat from combat and use Heal
on themselves before jumping right back into the fray. They can't
decimate enemies quite as well as a Fighter/Mage, but they can certainly
make an impact. Unfortunately you'll be regulated to a few types of
weapon because of the Cleric. You can either go with Flail of the Ages
or Crom Faeyr and use the Sword and Shield Style, or go with both using
the Two Weapon Style and really lay waste to enemies. Note that with
this combo you will still get enough experience to get your holy symbol
at level 25. Nice.
o==========================o
|Fighter/Druid | {DND038}
o==========================o
This combination works almost exactly like the Fighter/Cleric, except
that you will of course have Druid spells instead of Clerical ones, and
you will have the Druid weapon selection, which includes Scimitars, but
doesn't allow War Hammer, Maces, and Flails. The game provides you with
a perfectly fine recruitable Fighter/Druid in Jaheira, so I don't know
why you'd ever need to make your own. Note that as a Fighter/Druid
you'll still get enough experience to get the really good Druid levels,
making this combo in every way preferable to a single-classed Druid.
o==========================o
|Fighter/Mage | {DND039}
o==========================o
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<---------------------------------------------------------------------->
My favorite class, and possibly the strongest in the game. You can't
wear armor and cast spells, but that's hardly an issue in this game,
where you have many ways to improve your Armor Class without having to
wear armor. Bracers of Defense are one, obvious way, but in this game
you will also get your hands on Elven Chain Mail, which allows you to
cast spells while wearing it. With the better weapons and combat styles
of Baldur's Gate 2 I drop any and all pretenses of being an archer and
go for the Two Weapon Style. Thanks to my Fighter levels, I can afford
to do this, and the amazing defensive spells a Mage has keeps me safer
than a single-classed Fighter, armor be damned. The best thing of all is
that a Fighter/Mage can access both Fighter and Mage feats, allowing
them to pull off Time Stops and Greater Whirlwinds in unison. This is a
versatile character who can debuff and cast offensive spells at enemies,
or go toe-to-toe with most anything in melee combat once fully spell
buffed. It almost makes you feel sorry for the single-classed Mages and
Fighters you'll slaughter. Almost.
o==========================o
|Fighter/Mage/Cleric | {DND040}
o==========================o
<---------------------------------------------------------------------->
An interesting option, this class combines the power of two strong
spell casters with the solid backing of the Fighter class. Keep in mind
that your progression will be horribly slow with a triple class
character, meaning you'll always be one or two spell levels below a
single-classed character. This class actually has a slightly better hit
point range than the Fighter/Mage, but worse weapon selection and the
same lack of armor. I feel this class might be a bit too much, honestly.
Not as in over-powered, but you're only one character, with one action
a round just like everybody else. Even having such variety there's only
so much you can actually DO in a given span of time. It's probably best
to do fewer things better. I mean, are you ever going to actually get
out a significant number of Cleric and Mage spells, and then still have
a battle left to fight? It's a good concept, but this class might just
be trying to do too much at once. As for weapons and tactics, you're
probably better off trying to do what the Fighter/Mage does, but with
Cleric-allowed weapons. Note that with this build you will not get 9th
level spells, negating the whole Time Stop tactic that the Fighter/Mage
can employ. Also, you won't get access to any of the Mage feats, like
Comet and the bonus 6th, 7th, and 8th level spell slots.
o==========================o
|Fighter/Mage/Thief | {DND041}
o==========================o
<---------------------------------------------------------------------->
This class suffers from many of the problems the Fighter/Mage/Cleric
suffers from, but to a lesser degree. Firstly, most Thief skills are
only useful out of combat, or as telling first strikes. It's not another
host of spells you're trying to cast in a finite window of time, meaning
the Thief actually enhances the Fighter and the Mage. Also, the Thief is
capable of using a much greater selection of weapons than the Cleric,
allowing you to diversify your weapons and tactics much more. A
Fighter/Mage/Thief in essence works like a combination of the
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o==========================o
|Fighter/Thief | {DND042}
o==========================o
<---------------------------------------------------------------------->
As you may have learned in Baldur's Gate 1, the Fighter/Thief was a
potent combo, easily matching a Ranger's skill with weapons while
having the same quirks. Some important differences remain, a
Fighter/Thief can disable traps and backstab, while a Ranger cannot.
This makes a Fighter/Thief in my eyes every bit more powerful than a
Ranger. Sure, the Ranger will have higher Hit Points and some minor
Druid spells, but a Fighter/Thief can access both the the Fighter and
the Thief feats. Things only get better for the Fighter/Thief in
Baldur's Gate 2 as their backstab reaches a mighty x5 and a deeper melee
system allows them to abuse it to its fullest advantage. Going for a
Fighter/Thief with the Two Weapon Style is a very fun thing to do in
this game.
o==========================o
|Mage | {DND043}
o==========================o
CLASS FEATURES:
--> May not wear any armor.
--> May only use the following weapons: dagger, quarterstaff, dart,
sling.
--> May only become Proficient (one slot) in any weapon class.
--> May only become Proficient (one slot) in any fighting style.
<---------------------------------------------------------------------->
Firstly I just want to say that there is no reason to make a single
classed Mage protagonist. Edwin out-guns you. Period. If you must make a
Mage, make a Fighter/Mage or Fighter/Mage/Thief, which increases your
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options immensely. Other than that, if you make a Mage, make a Conjurer.
They get an extra spell per day per spell level and lose a handful of
spells that aren't even all that good. The best ones I can think of are
Identify-which can be replicated with items that have unlimited uses,
and True Sight, which is more of a significant loss. Still, if you
have Jaheira and Anomen/Viconia in your group you have two other casters
who can provide that spell, not to mention the possibility of Keldorn,
and the Book of Infinite Spells. If you must make a Mage, start out as
something else first. A Fighter can get to level 8 and dual-class into
a Mage without wasting a single experience level of the Mage, giving you
a high hit point Mage who can use Bows, Swords, or whatever your little
heart desires. A Thief can get to level 9 before dual-classing into a
Mage, again without using a single level. This negates the need for a
Thief at all, as you can build a Mage who can Find/Remove Traps on his
own, as well as having a few more Hit Points and the ability to use Short
Bows. It is MUCH better to dual-class into a Mage than to go straight
Mage. Note that if you dual-class into a Mage you cannot legitimately
dual-class into a Conjurer, or any other type of Specialist. This
perplexes me to no end, as it was entirely possible to do this in
Baldur's Gate 1. If you want to do this, you'll have to cheat with a
save game editor like Shadow Keeper. Oh, and don't bother playing a
Wild Mage. All their spells have a chance to do something bonkers, and
a Mage will be casting a lot of spells through the game. Why shoot
yourself in the foot?
Mage
Level EXP HP Spells
<---------------------------------------------------------------------->
1 n/a 1d4 1
2 2,500 2d4 2
3 5,000 3d4 2/1
4 10,000 4d4 3/2
5 20,000 5d4 4/2/1
6 40,000 6d4 4/2/2
7 60,000 7d4 4/3/2/1
8 90,000 8d4 4/3/3/2
9 135,000 9d4 4/3/3/2/1
10 250,000 9d4+1 4/4/3/2/2
11 375,000 9d4+2 4/4/4/3/3
12 750,000 9d4+3 4/4/4/4/4/1
13 1,125,000 9d4+4 5/5/5/4/4/2
14 1,500,000 9d4+5 5/5/5/4/4/2/1
15 1,875,000 9d4+6 5/5/5/5/5/2/1
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o==========================o
|Mage/Cleric | {DND044}
o==========================o
<---------------------------------------------------------------------->
Not only do you have an ally who fits this role, I'm not entirely
convinced it's a role worth fitting. It's a good thing to have a
character who can pump out Horrid Wiltings, Time Stops, Hastes, Finger
of Death, and other great Mage spells and then to be able to heal up the
party after the fight is over... that's nice. But I remain doubtful
whether the two spell types rolled into one character is terribly
practical in combat-again, they might have more spell selection, but
they still can only cast one spell at a time. Having four characters who
can cast one type of magic well is going to work out better than having
two who can cast both poorly. Despite being a Cleric, being hampered by
a lack of armor, as slower progression, and worse Hit Points will all
but eliminate them from a combat role. On the other hand, adding some
powerful defensive Mage spells to mingle with the epic level Cleric
spells is a devastating combination. Your THAC0 will be lower than a
Fighter, and your AC will suffer from lack of armor. If you're willing
to invest Bladesinger Chain to this character and deal with the poor
weapon selection and slow proficiency progression, you may at least be
able to stand up in combat... but why pick two spell casting classes if
that's what you want to do?
o==========================o
|Mage/Thief | {DND045}
o==========================o
<---------------------------------------------------------------------->
I find it hard to imagine any case in which a Mage/Thief would be
particularly useful, especially compared to a Fighter/Mage or
Fighter/Thief. Being able to use Bows is fine and all, but Mages should
have something better to do in most combats than shoot things. And you
never need to hide if you have Invisibility. Imoen has it right, this is
best done as a dual-class option for the sake of versatility. There's
nothing wrong with getting a Mage with some Thief abilities, especially
since you get get plenty of ranks into Find Traps while sacrificing no
potential Mage levels. You can get to 9th level as a Thief (110,000
experience) and dual-class into a Mage and reach the maximum level of
31 (7,875,000 experience) for maximum effect. Frankly, if you're even
going to bother making a Mage as your main character, I'd suggest doing
this. At least then you can dispense with having a Thief altogether. And
you'd have extra Hit Points and THAC0 to boot. You lose nothing and gain
a great deal.
o==========================o
|Monk | {DND046}
o==========================o
CLASS FEATURES:
--> May not wear any armor.
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--> May only use weapons available to the Thief class (except two-
handed).
--> May only become Proficient (one slot) in any weapon class.
--> May only become Proficient (one slot) in Single Weapon Style and
may not put slots into any other style.
--> May make 1 unarmed attack per round. An additional 1/2 attack
per round is gained every 3 levels. Damage dealt by unarmed
attacks increases with level as follows:
--> May use Stunning Blow ability once per day every 4 levels.
STUNNING BLOW: All successful attacks within the next round force
the victim to save or be stunned. This special ability automatically
modifies normal attacks, no targeting needs to be done.
--> 5th level: Becomes immune to all diseases and cannot be slowed
or hasted.
--> 7th level: May use Lay on Hands ability to heal 2 Hit Points per
level.
--> 9th level: Gains a +1 bonus to all Saving Throws and becomes
immune to Charm.
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--> 13th level: May use the Quivering Palm ability once per day.
QUIVERING PALM: The next successful attack forces the opponent to save
or die. This special ability automatically modifies normal attacks, no
targeting needs to be done.
--> 14th level: Gains 3% Magic Resistance per level (starting with
42% at 14th level).
Monk
Level EXP HP
<---------------------------------------------------------------------->
1 n/a 1d8
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2 1,500 2d8
3 3,000 3d8
4 6,000 4d8
5 13,000 5d8
6 27,500 6d8
7 55,000 7d8
8 110,000 8d8
9 225,000 9d8
10 450,000 9d8+2
11 675,000 9d8+4
12 900,000 9d8+6
13 1,125,000 9d8+8
14 1,350,000 9d8+10
15 1,575,000 9d8+12
16 1,800,000 9d8+14
17 2,025,000 9d8+16
18 2,250,000 9d8+18
19 2,475,000 9d8+20
20 2,700,000 9d8+22
21* 2,925,000 9d8+24
40 8,000,000 9d8+62
Advantages:
--> Perception: +2 bonus to Saving Throws vs. Illusion spells.
--> May cast Frozen Fist once per day ever four levels (starts at
1st level with one use).
FROZEN FIST: When this ability is activated, the Dark Moon Monk's fists
are wreathed in a frosty shell. For one round per level, the Dark Moon
Monk's unarmed attacks deal an additional 2 cold damage per successful
attack.
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--> 7th level: May cast Vampiric Touch once per day.
--> 11th level: May cast Mirror Image once per day.
Disadvantages:
--> Alignment restricted to lawful evil.
Advantages:
--> 2nd level: May cast Sun Soulray once per day.
SUN SOULRAY: The Sun Soul Monk projects a blast of light from her open
palm, dealing 1d8 damage every 2 levels to a maximum of 5d8. This
ability does an additional 6 damage vs. undead.
--> 5th level: May cast Flaming Fists once per day.
FLAMING FISTS: The Sun Soul Monk channels her inner light into her
unarmed attacks, turning her fists into flaming weapons that deal an
additional 2d6 fire damage per hit for the next round. The duration
increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at
level 15, and 5 rounds at level 25. This special ability automatically
modifies normal attacks. No weapon-switching needs to be done.
--> 8th level: May cast Greater Sun once per day.
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GREATER SUN: The Sun Soul Monk wreathes herself in flames that act as a
Fireshield (Red), granting the Monk 50% Fire Resistance and protecting
her from attacks made within a 5-ft. radius. An opponent that hits the
Monk with any weapons or spells within this radius suffers 1d8+2 points
of fire damage.
--> 13th level: May cast Soul Sunbeam once per day.
SUN SOULBEAM: The Sun Soul Monk emits a dazzling burst of light that
strikes at all other creatures within a 30-ft. radius. The Sun Soulbeam
does not automatically hit all targets, but makes a melee attack using
the Monk's current THAC0 (+3 to hit vs. undead). Struck creatures
suffer 9d6 points of damage (9d6+3 if undead), unless they save vs.
Spell for half. In addition, all creatures except the Monk must save
vs. Spell or be blinded for 10 turns.
Disadvantages:
--> Alignment restricted to lawful good.
o==========================o
|Paladin | {DND049}
o==========================o
CLASS FEATURES:
--> May wear helmets.
--> May not exceed Specialization (two slots) in any weapon class.
--> May achieve Specialization (two slots) in any fighting style and
allocate three slots in Two Weapon Style.
--> May use Lay on Hands ability once per day to heal a target for
2 Hit Points per level of the Paladin.
--> May cast Detect Evil once per day per level (starts at 1st level
with 3 uses).
--> May cast Protection from Evil once per day per level (starts at
1st level with one use).
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Paladin
Level EXP HP Spells
<---------------------------------------------------------------------->
1 n/a 1d10
2 2,250 2d10
3 4,500 3d10
4 9,000 4d10
5 18,000 5d10
6 36,000 6d10
7 75,000 7d10
8 150,000 8d10
9 300,000 9d10 1
10 600,000 9d10+3 2
11 900,000 9d10+6 2/1
12 1,200,000 9d10+9 2/2
13 1,500,000 9d10+12 2/2/1
14 1,800,000 9d10+15 3/2/1
15 2,100,000 9d10+18 3/2/1/1
16 2,400,000 9d10+21 3/3/2/1
17* 2,700,000 9d10+24 3/3/3/1
34 7,800,000 9d10+75 3/3/3/3
(max at level 20)
Cavalier {DND050}
<---------------------------------------------------------------------->
This is a pretty nice kit, even given the lack of missile weapons.
Having immunity to fear, charm, and poison are all very nice abilities,
and getting +3 bonus to hit versus Demons and Dragons is great too. You
might not come across Dragons much, but Demons are fairly common, and
you're going to want every bonus you can get against them. Having
Remove Fear once per day per level essentially means that at any time
this character can get your party back in line, which is almost as good
as having a party that's immune to fear as well! It certainly means that
your Clerics and Mages don't have to focus so much on keeping fear
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Advantages:
--> +3 bonus to hit and damage rolls against all fiendish and
draconic creatures.
--> May cast Remove Fear once per day per level.
Disadvantages:
--> May not use missile weapons.
Inquisitor {DND051}
<---------------------------------------------------------------------->
This is probably the best kit in the game, and certainly the best of the
Paladin kits, even though the other two aren't bad. Being able to cast
Dispel Magic at TWICE your Paladin level means Inquisitors will rip
through spell defenses, and will be able to do it often. True Sight is a
fairly high level debuff, and a very good one. No more can creatures get
away with Improved Invisibility, Shadow Door, Mirror Image, or anything
of the sort, and they will try. This frees up spell casters to prepare
other spells. The disadvantages might seem bad, but you can get plenty
of healing elsewhere without Lay on Hands, and the turn undead and
Paladin priest spells are both weak anyways. Would you trade a handful
of low level Priest spells for two very powerful, very useful, mid level
spells? I would. This is the class Keldorn is, and it's one of the
reasons he's so good.
Advantages:
--> May cast Dispel Magic once per day per 4 levels (starts at 1st
level with one use). The spell is cast at Speed Factor 1 and
acts at twice the Inquisitor's character level.
--> May cast True Sight once per day per 4 levels (starts at 1st
level with one use).
Disadvantages:
--> May not Turn Undead.
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kits do... but +3 to attack and damage versus undead can't compete with
the massive debuffs that the Inquisitor has, nor the slew of resistances
that the Cavalier has. And what's the strongest undead anyways? A Lich.
+3 to attack and damage isn't going to help you kill a Lich as much as
disabling its defensive spells will. Frankly, the Inquisitor is a
better Undead Hunter than the Undead Hunter when it comes to big game
hunting! The Undead Hunter will, however, excel against Vampires.
Still, undead are quite common, so picking up this kit certainly is
better than playing a vanilla Paladin.
Advantages:
--> +3 bonus to hit and +3 to damage rolls against undead creatures.
Disadvantages:
--> May not use Lay on Hands ability.
Blackguard {DND053}
<---------------------------------------------------------------------->
Holy crap! A new kit! The Blackguard is actually a pretty decent kit,
taking the Cavalier's nice immunity level drain and adding immunity
to fear. They also have the ability to steal health from foes-similar to
the Lay on Hands ability... but evil! Yeah, it's pretty uninspiring,
especially since it allows a Save vs. Spell at no save to negate it.
Poison weapon really just deals an extra twelve damage-again, making it
a lack-luster bonus. On the other hand, the Aura of Despair ability can
get pretty damn good-essentially acting like the Skald's Bard Song...
but in reverse. All in all, it's an interesting possibility for the
evil party, with a good pair of immunities and a wonderful debuff. Does
this class compare to an Inquisitor? No, it doesn't, but that's not
really fair.
Advantages:
--> Immune to level drain and fear.
--> May use Poison Weapon ability once per day every 5 level
(starting at 1st level with one use).
POISON WEAPON: Each successful hit within the next round will inject
poison into the target, dealing an extra 2 points of damage per second
with no Saving Throw (for a total of 12 points of damage). Moreover, if
the target fails a Saving Throw vs. Poison, he will suffer 1 additional
point of damage per round for 4 rounds thereafter.
--> May use Aura of Despair ability once per day starting at 3rd
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Disadvantages:
--> Alignment restricted to evil.
o==========================o
|Ranger | {DND054}
o==========================o
CLASS FEATURES:
--> May wear helmets.
--> May not exceed Specialization (two slots) in any weapon class.
--> Begins Specialized (two slots) in Two-Weapon Style and may place
a third slot into it.
--> May select a racial enemy, which grants a +4 bonus to hit and
damage rolls against the selected enemy race.
--> May use Charm Animal ability once per day every 2 levels (starts
at 1st level with one use).
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Ranger
Level EXP HP Spells Stealth
<---------------------------------------------------------------------->
1 n/a 1d10 15%
2 2,250 2d10 20%
3 4,500 3d10 27%
4 9,000 4d10 33%
5 18,000 5d10 40%
6 36,000 6d10 47%
7 75,000 7d10 55%
8 150,000 8d10 1 62%
9 300,000 9d10 2 70%
10 600,000 9d10+3 2/1 78%
11 900,000 9d10+6 2/2 86%
12 1,200,000 9d10+9 2/2/1 94%
13 1,500,000 9d10+12 3/2/1 99%
14 1,800,000 9d10+15 3/2/2 99%
15 2,100,000 9d10+18 3/3/2 99%
16 2,400,000 9d10+21 3/3/3 99%
17* 2,700,000 9d10+24 3/3/3 99%
34 7,800,000 9d10+75 3/3/3 99%
(max at level 16)(max at level 13)
Archer {DND055}
<---------------------------------------------------------------------->
Now this is a kit. Take something and do it VERY well. The bonuses to
hit and damage with arrows eventually increase to +6 at level 18, and
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Advantages:
--> +1 to hit and damage rolls with any missile weapon for every 3
levels.
--> May use Called Shot ability once per day every 4 levels.
CALLED SHOT: All successful ranged attacks within the next 10 seconds
have the following cumulative effects besides normal damage, according
to the level of the Archer:
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Disadvantages:
--> May not wear any metal armor.
--> May only become proficient (one slot) with melee weapons.
Stalker {DND056}
<---------------------------------------------------------------------->
The 'may not wear armor greater than studded leather' disadvantage isn't
too bad, as that's the highest grade of armor I tend to throw on a
Ranger anyways, so let's look at the advantages. +20% to Stealth is
nice, but there's always a chance of failure, and considering how many
levels you can get... well... any Ranger is going to be good at stealth,
eventually, making the bonus Stealth incredibly short-sighted. The
backstab modifier is very nice, as it allows a Ranger to play like a
Thief. Haste is a good spell for any character to have, and Minor Spell
Deflection might come in handy. It won't save the Ranger from
Imprisonment or Horrid Wilting, but it will stop Disintegrate and Finger
of Death, and a whole host of other annoying low level spells (like
Charm, Chaos, and Hold Person). This kit might just be better than the
normal Ranger, but it's really just a poor substitute for a Fighter/Mage
or Fighter/Thief, both of which will be far, far superior.
Advantages:
--> +20% to Move Silently and Hide in Shadows.
--> May use Backstab ability, although for a lower damage multiplier
than Thieves:
Level 1-8: x2
Level 9-16: x3
Level 17+: x4
--> 12th Level: May memorize 3 Mage spells: Haste, Protection From
Normal Missiles and Minor Spell Deflection.
Disadvantages:
--> May not wear armor heavier than studded leather.
Advantages:
--> +15% to Move Silently and Hide in Shadows.
--> May use Find Familiar ability to summon a Psuedo Dragon (if
lawful or neutral good) or Fairy Dragon (if chaotic good)
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companion.
Disadvantages:
--> May not use any metal weapons (for example: swords, halberds,
war hammers, or morning stars).
o==========================o
|Sorcerer | {DND058}
o==========================o
CLASS FEATURES:
--> May not wear any armor.
--> May only use the following weapons: dagger, quarterstaff, dart,
sling.
--> May only become Proficient (one slot) in any weapon class.
--> May not scribe spells into their spellbooks as Mages do. Instead,
Sorcerers learn a small number of spells at each level, which
they can cast daily without memorization.
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Sorcerer
Level EXP HP Spells (Known) Spells (Cast)
<---------------------------------------------------------------------->
1 n/a 1d4 2 3
2 2,500 2d4 2 4
3 5,000 3d4 3 5
4 10,000 4d4 3/1 6/3
5 20,000 5d4 4/2 6/4
6 40,000 6d4 4/2/1 6/5/3
7 60,000 7d4 5/3/2 6/6/4
8 90,000 8d4 5/3/2/1 6/6/5/3
9 135,000 9d4 5/4/3/2 6/6/6/4
10 250,000 9d4+1 5/4/3/2/1 6/6/6/5/3
11 375,000 9d4+2 5/5/4/3/2 6/6/6/6/4
12 750,000 9d4+3 5/5/4/3/2/1 6/6/6/6/5/3
13 1,125,000 9d4+4 5/5/4/4/3/2 6/6/6/6/6/4
14 1,500,000 9d4+5 5/5/4/4/3/2/1 6/6/6/6/6/5/3
15 1,875,000 9d4+6 5/5/4/4/4/3/2 6/6/6/6/6/6/4
16 2,250,000 9d4+7 5/5/4/4/4/3/2/1 6/6/6/6/6/6/5/3
17* 2,625,000 9d4+8 5/5/4/4/4/3/3/2 6/6/6/6/6/6/6/4
31 7,875,000 9d4+22 5/5/5/5/5/5/5/4/4 6/6/6/6/6/6/6/6/6
(max at level 20)
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are replacable with spells... spells you would know if you weren't this
class! Worse still, almost all the bonuses of this class are defensive,
and defensive boosts that a Mage doesn't really need. I say, just be a
normal Sorceror, or better yet, a Specialist Mage, or best of all, just
recruit Edwin.
--> 3rd level: May use Breath Weapon once per day.
Disadvantages:
--> May cast one fewer spell per level per day.
o==========================o
|Thief | {DND060}
o==========================o
CLASS FEATURES:
--> May not wear armor heavier than studded leather.
--> May only use the following weapons: long sword, short sword,
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--> May only become Proficient (one slot) in any weapon class.
--> May only become Proficient (one slot) in any fighting style.
--> May use Set Snare ability once per day every 5 levels (starts at
1st level with one use).
16th Level: Deals 3d8+5 missile damage and 4d8+2 fire damage.
Level 1-4: x2
Level 5-8: x3
Level 9-12: x4
Level 13+: x5
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Thief
Level EXP HP Backstab Multiplier
<---------------------------------------------------------------------->
1 n/a 1d6 x2
2 1,250 2d6 x2
3 2,500 3d6 x2
4 5,000 4d6 x2
5 10,000 5d6 x3
6 20,000 6d6 x3
7 40,000 7d6 x3
8 70,000 8d6 x3
9 110,000 9d6 x4
10 160,000 9d6+2 x4
11 220,000 9d6+4 x4
12 440,000 9d6+6 x4
13 660,000 9d6+8 x5
14 880,000 9d6+10 x5
15 1,100,000 9d6+12 x5
16 1,320,000 9d6+14 x5
17 1,540,000 9d6+16 x5
19 1,760,000 9d6+18 x5
20 1,980,000 9d6+20 x5
21 2,200,000 9d6+22 x5
22 2,420,000 9d6+24 x5
23 2,640,000 9d6+26 x5
24* 2,860,000 9d6+28 x5
40 8,000,000 9d6+62 x5
(max at level 13)
Assassin {DND061}
<---------------------------------------------------------------------->
You'll be slower with your Thief skills progression, but that seems a
worthy trade for the x7 backstab multiplier! +1 to hit and damage is
nice too, but it's totally out-shadowed by the backstab. This is a great
class to dual-class into a Fighter with. Get your Thief skills in place
and enjoy your bonus THAC0, damage, and backstab multiplier. There is
nothing preventing you from poisoning your weapon before you backstab,
either, although the poison is by itself fairly weak, any little bit
helps, especially with such a resounding first strike. The only problem
is you need to make it fairly far as a Thief to get that juicy x7
multiplier. Thankfully, however, the Thief is the lowest class to raise.
Getting to level 13 will only take 660,000 experience, leaving enough
left over for you to reach level 37 as a Fighter, which is more than
enough. It'll be a long time hitting level 14 to get your Thief skills
back... probably not a thing a new player wants to attempt. But
worthwhile if you pull it off.
Advantages:
--> +1 bonus to hit and damage rolls.
--> May use Poison Weapon ability once per day ever 4 levels.
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POISON WEAPON: Each successful hit within the next round will inject
poison into the target, dealing an extra 2 points of damage per second
with no Saving Throw (for a total of 12 points of damage). Moreover, if
the target fails a Saving Throw vs. Poison, he will suffer 1 additional
point of damage per round for 4 rounds thereafter.
Disadvantages:
--> May only distribute 15 skill points per level among thieving
skills.
Advantages:
--> +15% bonus to Set Traps.
--> May luse Set Special Snare ability once per day every 5 levels
(starts at 1st level with one use) in addition to the normal
Thief's Set Snare.
SET SPECIAL SNARE: Set a trap in the chosen location when no hostile
creatures are in sight. Traps grow more powerful with the Bounty
Hunter's level and can only be triggered by enemies.
1st level: Deals 3d8+5 missile damage and slows target for 5
rounds is a Save vs. Spell with a -4 penalty is failed.
11th Level: Deals 4d8+5 missile damage and holds target for 5
rounds if a Save vs. Spell with a -1 penalty is failed.
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Disadvantages:
--> May only distribute 20 skill points per level among thieving
skills.
Swashbuckler {DND063}
<---------------------------------------------------------------------->
This is at least a legitimate attempt to make a character who is not a
Fighter actually able to fight. The bonus to Armor Class and attack and
damage are both pretty good, and almost overcome the handicap a Thief
suffers against a Fighter in armor and THAC0. The ability to specialize
is very welcome, especially in the Two Weapon Style. The only down sides
are the fact that the Thief loses the backstab ability, and for all its
trying, a Fighter it is not. Namely they're still losing sorely in the
Hit Point department. This makes me wonder one thing. Why not make a
Fighter/Thief instead of a Swashbuckler? You'll have the better THAC0 of
a Fighter, better Hit Points than a Thief, the ability to specialize in
weapons, including all the Fighter weapons, and you get to keep your
backstab. It's a nice offer, but frankly multi-classing still wins.
Advantages:
--> +1 bonus to Armor Class at 1st level, plus an additional
+1 bonus every 5 levels.
Disadvantages:
--> May not use Backstab ability.
Shadowdancer {DND064}
<---------------------------------------------------------------------->
The Shadowdancer once had its merits, but I now consider well and
truly nerfed by Overhaul Games. First, however, let me just point out
that I consider it a waste to make a single-classed Thief for any
reason, no matter what the kit. The point of having a Thief is, first
and foremost, to get that necessary Find Traps skill into your party.
Fortunately, you can multi-class and dual-class to make the best of
having a Thief. Not that a Thief is terrible, but a Fighter/Thief or
Mage/Thief (or best yet, a Fighter/Mage/Thief!) is much better than
a single-classed Thief. The draw of mixing a Shadowdancer into a
dual-classed kit is, of course, its superior back-stabbing abilities,
thanks to its Hide in Plain Sight ability-so good it had to be ripped
out of 3rd Edition (except for the Assassin and Ranger, who just get
screwed here). What does it do? Lets you hide... in plain sight!
Normally if a foe spots you, you can't hide. I know, this ability is a
little lame because you can always run around a corner or cast
invisibility... so a multi-class Thief who can cast Mage spells need
not worry, nor does any Thief equipped with The Paws of the Cheetah,
and ignoring the fact that invisibility items are common as dirt in this
game, it's a good ability. They also get Shadowstep once for every
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Advantages:
--> +10% bonus to Hide in Shadows and Move Silently.
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while
others are frozen in time. The Shadowdancer cannot attack or cast spells
while in the Shadow Plane:
Disadvantages:
--> Alignment restricted to any non-lawful.
--> May use Backstab ability, although for a lower damage mutliplier
than Thieves:
Level 1-8: x1 (no multiplier)
Level 9-17: x2
Level 18-24: x3
Level 25+ x4
--> May only distribute 20 skill points per level (30 at level 1)
among thieving skills.
o==========================o
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|Thief/Cleric | {DND065}
o==========================o
<---------------------------------------------------------------------->
Well, might as well mention it eh? The Thief/Cleric is an odd, and at
odds with itself character. You won't be wearing any heavy armor if you
want to keep your Thief skills, but you can certainly wear light armor
with no problem. Of course, you're stuck with the Cleric's selection of
weapons, but you'll be able to use all the Thief skills, including
backstab. Honestly the Mage spells seem a better fit for a Thief, which
is more of a stay back out of the way kinda class, as opposed to the
Cleric, which is often a decently armored character who can stand up in
combat. This might be an interesting dual-class, provided you don't care
that your Cleric won't be as tough as if you had dual-classed with a
Fighter.
o==========================o
|Wild Mage | {DND066}
o==========================o
CLASS FEATURES:
--> May memorize one additional spell per level.
--> May cast the 1st level spell Nahal's Reckless Dweomer.
--> May cast the 2nd level spell Chaos Shield (included in spellbook
for free).
--> May cast the 7th level spell Improved Chaos Shield (included in
spellbook for free).
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Wild Mage
Level EXP HP Spells
<---------------------------------------------------------------------->
1 n/a 1d4 1
2 2,500 2d4 2
3 5,000 3d4 2/1
4 10,000 4d4 3/2
5 20,000 5d4 4/2/1
6 40,000 6d4 4/2/2
7 60,000 7d4 4/3/2/1
8 90,000 8d4 4/3/3/2
9 135,000 9d4 4/3/3/2/1
10 250,000 9d4+1 4/4/3/2/2
11 375,000 9d4+2 4/4/4/3/3
12 750,000 9d4+3 4/4/4/4/4/1
13 1,125,000 9d4+4 5/5/5/4/4/2
14 1,500,000 9d4+5 5/5/5/4/4/2/1
15 1,875,000 9d4+6 5/5/5/5/5/2/1
16 2,250,000 9d4+7 5/5/5/5/5/3/2/1
17* 2,625,000 9d4+8 5/5/5/5/5/3/3/2
31 7,875,000 9d4+22 5/5/5/5/5/5/5/5/4
(max at level 34)
o====o=================================================================o
|Roll| Wild Surge Effect |
o====o=================================================================o
| 1 | Repulsion field centred on the caster |
|----|-----------------------------------------------------------------|
| 2 | Wild colour changes upon the caster |
|----|-----------------------------------------------------------------|
| 3 | Squirrels appear around caster |
|----|-----------------------------------------------------------------|
| 4 | The caster becomes itchy |
|----|-----------------------------------------------------------------|
| 5 | The caster glows |
|----|-----------------------------------------------------------------|
| 6 | A fireball centres on the caster |
|----|-----------------------------------------------------------------|
| 7 | The caster’s sex is changed |
|----|-----------------------------------------------------------------|
| 8 | The caster’s colour changes |
|----|-----------------------------------------------------------------|
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|----|-----------------------------------------------------------------|
| 63 | Roll 4 more times. All effects happen |
|----|-----------------------------------------------------------------|
| 64 | Slow spell centred on target |
|----|-----------------------------------------------------------------|
| 65 | Instead of the chosen spell, a different spell of the same level|
| | goes off |
|----|-----------------------------------------------------------------|
| 66 | Lightning bolt spell cast at target |
|----|-----------------------------------------------------------------|
| 67 | Target strengthened |
|----|-----------------------------------------------------------------|
| 68 | Heal centred on the target |
|----|-----------------------------------------------------------------|
| 69 | Entangle target |
|----|-----------------------------------------------------------------|
| 70 | Caster weakened |
|----|-----------------------------------------------------------------|
| 71 | Fireball spell centred on target |
|----|-----------------------------------------------------------------|
| 72 | Flesh to stone on target |
|----|-----------------------------------------------------------------|
| 73 | Spell fired. Caster also recuperated as if rested |
|----|-----------------------------------------------------------------|
| 74 | Heal spell centred on caster |
|----|-----------------------------------------------------------------|
| 75 | Target dizzy |
|----|-----------------------------------------------------------------|
| 76 | Sunfire centred on target (caster unaffected) |
|----|-----------------------------------------------------------------|
| 77 | Target held |
|----|-----------------------------------------------------------------|
| 78 | Target blinded |
|----|-----------------------------------------------------------------|
| 79 | Target charmed |
|----|-----------------------------------------------------------------|
| 80 | Gems created on target |
|----|-----------------------------------------------------------------|
| 81 | Target’s movement rate reduced |
|----|-----------------------------------------------------------------|
| 82 | Random treasure created on target |
|----|-----------------------------------------------------------------|
| 83 | Target polymorphed into squirrel |
|----|-----------------------------------------------------------------|
| 84 | Silence 15 foot radius centred on target |
|----|-----------------------------------------------------------------|
| 85 | Target’s sex changed |
|----|-----------------------------------------------------------------|
| 86 | Fake explosion (no damage) centred on target |
|----|-----------------------------------------------------------------|
| 87 | Stinking cloud centred on target |
|----|-----------------------------------------------------------------|
| 88 | Cow falls from sky on the target |
|----|-----------------------------------------------------------------|
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| 89 | Target dizzy |
|----|-----------------------------------------------------------------|
| 90 | Spell has 60 foot radius at target (change projectile) |
|----|-----------------------------------------------------------------|
| 91 | Target itchy |
|----|-----------------------------------------------------------------|
| 92 | Casters hit points doubled |
|----|-----------------------------------------------------------------|
| 93 | Target held |
|----|-----------------------------------------------------------------|
| 94 | Target hastened |
|----|-----------------------------------------------------------------|
| 95 | Destroy all gold on target |
|----|-----------------------------------------------------------------|
| 96 | Spell casts at double effectiveness |
|----|-----------------------------------------------------------------|
| 97 | Spell cast, -4 to target’s saving throw |
|----|-----------------------------------------------------------------|
| 98 | Target’s colour changed |
|----|-----------------------------------------------------------------|
| 99 | Spell cast at double level |
|----|-----------------------------------------------------------------|
|100 | Spell casts normally |
o====o=================================================================o
Alignment {DND068}
o======================================================================o
The alignment of your protagonist only matters so much in the first
game. In the sequel the allies you choose will react to your alignment
more, so you should try to choose party members who have an alignment
similar to yours. Where alignment really matters is between your NPCs.
Evil characters will react poorly to good characters, and vise-verse,
and in some instances violence may erupt between two allies. This is
less of a problem in the first game than in the sequel, but spare
yourself the aggravation and choose party members of like alignment.
If your protagonist is good-aligned, choose good or neutral characters.
If your protagonist is evil-aligned, choose evil or neutral characters.
If your protagonist is neutral, pick either good, or evil, but not
both.
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o===============o===============o
| Alignment | Starting |
| | Reputation |
o===============o===============o
| Lawful Good | 12 |
|---------------|---------------|
| Neutral Good | 11 |
|---------------|---------------|
| Chaotic Good | 11 |
|---------------|---------------|
|Lawful Neutral | 10 |
|---------------|---------------|
| True Neutral | 10 |
|---------------|---------------|
|Chaotic Neutral| 10 |
|---------------|---------------|
| Lawful Evil | 9 |
|---------------|---------------|
| Neutral Evil | 9 |
|---------------|---------------|
| Chaotic Evil | 8 |
o===============o===============o
o======================================================================o
|Reputation|Item Cost|Donation Required| Additional Effects |
o==========o=========o=================o===============================o
| 20 | -50% | -- |+4 Reaction Adjustment |
| 19 | -40% | -- |+3 Reaction Adjustment |
| 18 | -30% | -- |+3 Reaction Adjustment |
| 17 | -20% | 5000 |+2 Reaction Adjustment |
| 16 | -10% | 2500 |+2 Reaction Adjustment |
| 15 | -10% | 2000 |+1 Reaction Adjustment |
| 14 | base | 1500 |+1 Reaction Adjustment |
| 13 | base | 1200 |N/A |
| 12 | base | 900 |N/A |
| 11 | base | 700 |N/A |
| 10 | base | 500 |N/A |
| 9 | +10% | 400 |N/A |
| 8 | +20% | 300 |N/A |
| 7 | +20% | 200 |-1 Reaction Adjustment |
| 6 | +30% | 400 |-2 Reaction Adjustment |
| 5 | +40% | 500 |-3 Reaction Adjustment |
| 4 | +50% | 1000 |-4 Reaction Adjustment |
| 3 | +100% | 1000 |-5 Reaction Adjustment* |
| 2 |will not | 1200 |-6 Reaction Adjustment* |
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Abilities {DND070}
o======================================================================o
Your abilities define what your character is good at. I prefer to call
them attributes, so if I mess up and refer to them as attributes later,
well, I'm talking about abilities. You have six abilities, and you can
re-roll them until you get what you want... or close to it. Take
advantage of it, get comfortable, and get rolling. Before that, let me
explain them a bit, so you know what to shoot for.
Strength {DND071}
<---------------------------------------------------------------------->
Strength is important for many reasons-obvious reasons. The stronger
you are, the more likely you are to deal effective blows, and the more
damage you deal in combat. To hit and damage bonuses are good things,
and higher carry weight can reduce annoying trips back to town. Also,
your Strength limits what arms and armor you can equip. For that
reason any and all characters who wish to compete in melee should
strive for an 18 Strength. Period. Mages can afford to use this as a
dump-stat, but even Thieves and Bards are going to want to have enough
Strength to wear some armor, wield swords and bows, and whatnot.
Warrior types (Barbarians, Fighters, Paladins, Rangers, single, multi,
or dual-classed) will automatically get exceptional Strength if they
start out with a Strength score of 18. This is a randomly generated
percentile from 1-100, commonly known as exceptional Strength. While
it becomes moot when you get the Manual of Gainful Exercise (thus
bypassing exceptional Strength altogether an boosting your Strength by
a point-ideally from 18 to 19), for single-classed warriors starting
out with a high exceptional Strength should be something to shoot for.
I mean, a Fighter only needs three attributes at 18, which is easy
enough to do. For multi-classed Warrior, however, don't sweat the
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o========o=====o======o======o=====o
| Score |THAC0|Damage|Weight|Bash%|
o========o=====o======o======o=====o
| 3 | -3 | -1 | 5 | 3 |
| 4 | -2 | -1 | 15 | 4 |
| 5 | -2 | -1 | 15 | 4 |
| 6 | -1 | 0 | 30 | 6 |
| 7 | -1 | 0 | 30 | 6 |
| 8 | 0 | 0 | 50 | 8 |
| 9 | 0 | 0 | 50 | 8 |
| 10 | 0 | 0 | 70 | 10 |
| 11 | 0 | 0 | 70 | 10 |
| 12 | 0 | 0 | 90 | 12 |
| 13 | 0 | 0 | 90 | 12 |
| 14 | 0 | 0 | 120 | 14 |
| 15 | 0 | 0 | 120 | 14 |
| 16 | 0 | +1 | 150 | 16 |
| 17 | +1 | +1 | 170 | 18 |
| 18 | +1 | +2 | 200 | 20 |
|18/01-50| +1 | +3 | 220 | 25 |
|18/51-75| +2 | +3 | 250 | 30 |
|18/76-90| +2 | +4 | 280 | 35 |
|18/91-99| +2 | +5 | 320 | 40 |
| 18/00 | +3 | +6 | 400 | 45 |
| 19 | +3 | +7 | 500 | 50 |
| 20 | +3 | +8 | 600 | 55 |
| 21 | +4 | +9 | 700 | 60 |
| 22 | +4 | +10 | 800 | 65 |
| 23 | +5 | +11 | 1000 | 70 |
| 24 | +6 | +12 | 1200 | 75 |
| 25 | +7 | +14 | 1600 | 80 |
o========o=====o======o======o=====o
Dexterity {DND072}
<---------------------------------------------------------------------->
This affects your Armor Class and your THAC0 adjustment for missile
weapons. EVERY character should get an 18 Dexterity for the wonderful
-4 Armor Class modifier. Period. Anybody else find it odd that the
highest bonus a PC can legitimately have (18, -4) is only two points of
Armor Class shy of the Armor Class bonus gained by the fastest critters
in 2nd Edition (25, -6)? Ah, 2nd Edition was funny...
o=======o=======o=======o
| Score |Missile| Armor |
| |Adjust.| Class |
o=======o=======o=======o
| 0 | -20 | +5 |
| 1 | -6 | +5 |
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| 2 | -4 | +5 |
| 3 | -3 | +4 |
| 4 | -2 | +3 |
| 5 | -1 | +2 |
| 6 | 0 | +1 |
| 7 | 0 | 0 |
| 8 | 0 | 0 |
| 9 | 0 | 0 |
| 10 | 0 | 0 |
| 11 | 0 | 0 |
| 12 | 0 | 0 |
| 13 | 0 | 0 |
| 14 | 0 | 0 |
| 15 | 0 | -1 |
| 16 | +1 | -2 |
| 17 | +2 | -3 |
| 18 | +2 | -4 |
| 19 | +3 | -4 |
| 20 | +3 | -4 |
| 21 | +4 | -5 |
| 22 | +4 | -5 |
| 23 | +4 | -5 |
| 24 | +5 | -6 |
| 25 | +5 | -6 |
o=======o=======o=======o
Note: Your Dexterity will also affect your Thief abilities... if you
have any, of course. See [DND084] for more information.
Constitution {DND073}
<---------------------------------------------------------------------->
This attribute gives you Hit Points. Hit points are good. At 16, you
gain a +2 bonus to Hit Points gained per level, which for non-warriors
is the highest bonus possible. The number to the right lists the bonus
for warriors (Fighters, Paladins, Rangers, and their kits), which is +4
at 18. All warriors should have an 18 Constitutuion, but non-warriors
only really need a 15. Once they get the Manual of Gainful exercise,
they'll raise to 16, and be good to go.
o=======o===============o=======o
| Score |Hit Points per |Regen. |
| | Level | Rate |
o=======o===============o=======o
| 1 | -3 | 0 |
| 2 | -2 | 0 |
| 3 | -2 | 0 |
| 4 | -1 | 0 |
| 5 | -1 | 0 |
| 6 | -1 | 0 |
| 7 | 0 | 0 |
| 8 | 0 | 0 |
| 9 | 0 | 0 |
| 10 | 0 | 0 |
| 11 | 0 | 0 |
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| 12 | 0 | 0 |
| 13 | 0 | 0 |
| 14 | 0 | 0 |
| 15 | +1 | 0 |
| 16 | +2 | 0 |
| 17 | +2/+3 | 0 |
| 18 | +2/+4 | 0 |
| 19 | +2/+5 | 0 |
| 20 | +2/+5 | 60 |
| 21 | +2/+6 | 50 |
| 22 | +2/+6 | 40 |
| 23 | +2/+6 | 30 |
| 24 | +2/+7 | 20 |
| 25 | +2/+7 | 10 |
o=======o===============o=======o
Note: In the Regeneration Rate column, what the hell do those numbers
mean? Well, they're a measure of the time it takes to regenerate a lost
Hit Point... but not REAL time, no, that would be too simple-it's the
number of game-time seconds it takes to regenerate a lost Hit Point.
So for a Constitution score of 20, it takes 60 seconds-one minute-of
game-time to recover one Hit Point. One minute of game-time is 2.5
seconds of real time, so our rate of time-lapse difference is
60/2.5 = 24:1. This makes sense, doesn't it? It means that one hour
spent playing in real-time is one day of game-time. So divide all those
numbers by 24, and that's how many seconds it takes to recover a lost
Hit Point.
Intelligence {DND074}
<---------------------------------------------------------------------->
If you're a Mage, get an 18, if not, it's a dump stat. By 'dump stat',
I mean lower it to 10 or so to put the excess points in other attributes
you actually need. 'Max Spell Level' refers to the highest level of
spell you'll be able to cast if you're a Mage. Note that if you're a
triple class Mage, you only need a 15 Intelligence as you'll never be
able to memorize 9th level spells anyways (the tome will raise your
intelligence high enough to cast 8th level spells.) 'Max Spells per
Spell Level' is the maximum number of different spells you can have in
your spell book per level. This will never be a deciding factor as you
can simply drink a potion to temporarily allow you to scribe more spells
than your spells per level allowance. In fact, you can just use potions
in a timely manner to scribe all the spells you wish, allowing you to
have as low of an Intelligence as you please regardless of your natural
'Max Spell Levle or 'Max Spells per Spell Level'. Still, it's just more
convenient to have the natural Intelligence instead of having to rely on
potions all the time and scribing spells all at once. If you fail at
scribing a scroll, simply reload until you succeed. Lore is your ability
to identify magical items. You'll legitimately never get high enough to
identify everything, so you'll always need the Identify spell, making
lore a non-issue.
o=======o=======o=======o===============o=======o
| | Learn | Max |Max Spells per | |
| Score | Spell | Spell | Spell Level | Lore |
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| |Chance | Level | | |
o=======o=======o=======o===============o=======o
| 0 | 0% | - | - | -20 |
| 1 | 0% | - | - | -20 |
| 2 | 0% | - | - | -20 |
| 3 | 0% | - | - | -20 |
| 4 | 0% | - | - | -20 |
| 5 | 0% | - | - | -20 |
| 6 | 0% | - | - | -20 |
| 7 | 0% | - | - | -10 |
| 8 | 0% | - | - | -10 |
| 9 | 0% | 4th | 6 | -10 |
| 10 | 35% | 5th | 7 | 0 |
| 11 | 40% | 5th | 7 | 0 |
| 12 | 45% | 6th | 7 | 0 |
| 13 | 50% | 6th | 9 | 0 |
| 14 | 55% | 7th | 9 | 0 |
| 15 | 60% | 7th | 11 | +3 |
| 16 | 65% | 8th | 11 | +5 |
| 17 | 75% | 8th | 14 | +7 |
| 18 | 85% | 9th | 18 | +10 |
| 19 | 95% | 9th | All | +12 |
| 20 | 96% | 9th | All | +15 |
| 21 | 97% | 9th | All | +20 |
| 22 | 98% | 9th | All | +25 |
| 23 | 99% | 9th | All | +30 |
| 24 | 100% | 9th | All | +35 |
| 25 | 100% | 9th | All | +40 |
o=======o=======o=======o===============o=======o
Wisdom {DND075}
<---------------------------------------------------------------------->
If you're a Cleric or a Druid, you want an 18. If you're a Mage, you
might want at least a 14 to use the Wish spell effectively in Baldur's
Gate 2. Otherwise, it's a dump stat. For Clerics and Druids you don't
have a spell level maximum for a low Wisdom in 2nd Wdition, but higher
Wisdom nets you bonus spells. Definitely a draw for single class
characters, but if you simply cannot spread your points out enough to
get a great Wisdom, it's not that big of a deal. And keep in mind, there
are three tomes in the game that add a 1 point bonus to this stat. The
bonus spells are listed by level, at 17 you'd get 2 first level spells,
2 second level spells, and 1 third level spell.
o=======o===============o=======o
| Score | Bonus Spells | Lore |
o=======o===============o=======o
| 3 |- | -20 |
| 4 |- | -20 |
| 5 |- | -20 |
| 6 |- | -20 |
| 7 |- | -10 |
| 8 |- | -10 |
| 9 |0 | -10 |
| 10 |0 | 0 |
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| 11 |0 | 0 |
| 12 |0 | 0 |
| 13 |1 | 0 |
| 14 |2 | 0 |
| 15 |2/1 | +3 |
| 16 |2/2 | +5 |
| 17 |2/2/1 | +7 |
| 18 |2/2/1/1 | +10 |
| 19 |3/2/1/2 | +12 |
| 20 |3/3/1/3 | +15 |
| 21 |3/3/2/3/1 | +20 |
| 22 |3/3/2/4/2 | +25 |
| 23 |3/3/2/4/4 | +30 |
| 24 |3/3/2/4/4/2 | +35 |
| 25 |3/3/2/4/4/3/1 | +40 |
o=======o===============o=======o
Charisma {DND076}
<---------------------------------------------------------------------->
Charisma affects NPC reactions to you and determines shop
prices. Rarely you'll get a better reward for having a higher Charisma.
It's a dump stat for everybody except Bards, who should get an 18 in it,
and Paladins, who don't really have much of a choice when it comes to
Charisma. To get the best discounts, make sure to have your character
with the highest Charisma as party leader when interacting with the
shopkeeper.
o========o========o
| Score |Reaction|
o========o========o
| 3 | -5 |
| 4 | -4 |
| 5 | -3 |
| 6 | -2 |
| 7 | -1 |
| 8 | 0 |
| 9 | 0 |
| 10 | 0 |
| 11 | 0 |
| 12 | 0 |
| 13 | +1 |
| 14 | +2 |
| 15 | +3 |
| 16 | +4 |
| 17 | +4 |
| 18 | +5 |
| 19 | +8 |
| 20 | +9 |
| 21 | +10 |
| 22 | +11 |
| 23 | +12 |
| 24 | +13 |
| 25 | +14 |
o========o========o
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--> With the Deck of Many Things, if you draw the 'Star' card, that
character will gain on attribute point, depending upon their
class.
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--> In Watcher's Keep you will find the Machine of Lum the Mad.
If you input the following code: Circle, Blue, Long, you will
gain Intelligence.
--> In Watcher's Keep you will find the Machine of Lum the Mad.
If you input the following code: Circle, Red, Long, you will
gain Constitution.
--> In Watcher's Keep you will find the Machine of Lum the Mad.
If you input the following code: Circle, Square, Triangle, you
will gain Wisdom.
--> In Watcher's Keep you will find the Machine of Lum the Mad.
If you input the following code: Square, Blue, Short you will
gain Dexterity.
--> In Watcher's Keep you will find the Machine of Lum the Mad.
If you input the following code: Square, Short, Medium, you will
gain Strength.
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Skills {DND079}
o======================================================================o
You have a selection of skills... or rather, weapon proficiencies to
choose from, which has been greatly expanded from the first game. By
expanded I of course mean separated, so you simply need more points now
to achieve the same thing. For example, Large Swords has been broken up
into Two Handed Sword, Long Swords, Scimitars, and Bastard Swords. I'll
list some suggestions by class for what weapons you might want to look
out for, and hence, what kinds of proficiencies you want to buy.
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<---------------------------------------------------------------------->
These are the bonuses you gain by spending proficiency ranks in a weapon
type, taken straight from the screen.
o===============o=======o=======o=======o===============o==============o
| Level | Ranks |To Hit |Damage | Attacks/Round | Speed Factor |
o===============o=======o=======o=======o===============o==============o
| Proficient | 1 | +0 | +0 | 1 | +0 |
|---------------|-------|-------|-------|---------------|--------------|
| Specialized | 2 | +1 | +2 | 3/2 | +0 |
|---------------|-------|-------|-------|---------------|--------------|
| Master | 3 | +3 | +3 | 3/2 | +0 |
|---------------|-------|-------|-------|---------------|--------------|
| High Master | 4 | +3 | +4 | 3/2 | +1 |
|---------------|-------|-------|-------|---------------|--------------|
| Grand Master | 5 | +3 | +5 | 2 | +3 |
o===============o=======o=======o=======o===============o==============o
--> Bards, Clerics, Druids, Mages, and Thieves can only reach the
rank of Proficient.
--> Paladins, Rangers, and multi-classed Fighters can only reach the
rank of Specialized.
--> The bonus attacks per round only applies to melee weapons.
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Sword and Shield: Anyone can pick up a shield and get its basic
----------------- protection bonuses, but by spending slots on this
fighting style, an adventurer can maximize the
benefits received.
Two-Weapon: This fighting style allows the character to use two weapons
----------- at the same time with fewer penalties. A character wielding
two weapons without a slot in this fighter style would incur
a -4 penalty to attack rolls with the main weapon and a -8
penalty with the off-hand weapon.
|Barbarian
| |Bard
| | |Cleric
| | | |Druid
| | | | |Fighter
| | | | | |Mage
| | | | | | |Monk
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| | | | | | | |Paladin
| | | | | | | | |Ranger
| | | | | | | | | |Sorcerer
| | | | | | | | | | |Thief
| | | | | | | | | | | |
o===o===o===o===o===o===o===o===o===o===o===o
Bastard Sword | x | x | | | x | | | x | x | | |
|---|---|---|---|---|---|---|---|---|---|---|
Long Sword | x | x | | | x | | x | x | x | | x |
|---|---|---|---|---|---|---|---|---|---|---|
Short Sword | x | x | | | x | | x | x | x | | x |
|---|---|---|---|---|---|---|---|---|---|---|
Axe | x | x | | | x | | | x | x | | |
|---|---|---|---|---|---|---|---|---|---|---|
Two-Handed Sword | x | x | | | x | | | x | x | | |
|---|---|---|---|---|---|---|---|---|---|---|
Katana | x | x | | | x | | x | x | x | | x |
|---|---|---|---|---|---|---|---|---|---|---|
Scimitar, etc. | x | x | | x | x | | x | x | x | | x |
|---|---|---|---|---|---|---|---|---|---|---|
Dagger | x | x | | x | x | x | x | x | x | x | x |
|---|---|---|---|---|---|---|---|---|---|---|
War Hammer | x | x | x | | x | | | x | x | | x |
|---|---|---|---|---|---|---|---|---|---|---|
Club | x | x | x | x | x | | x | x | x | | x |
|---|---|---|---|---|---|---|---|---|---|---|
Spear | x | x | | x | x | | | x | x | | |
|---|---|---|---|---|---|---|---|---|---|---|
Halberd | x | x | | | x | | | x | x | | |
|---|---|---|---|---|---|---|---|---|---|---|
Flail | x | x | x | | x | | | x | x | | |
|---|---|---|---|---|---|---|---|---|---|---|
Mace | x | x | x | | x | | | x | x | | |
|---|---|---|---|---|---|---|---|---|---|---|
Quarterstaff | x | x | x | x | x | x | | x | x | x | x |
|---|---|---|---|---|---|---|---|---|---|---|
Crossbow | x | x | | | x | | | x | x | | x |
|---|---|---|---|---|---|---|---|---|---|---|
Longbow | x | x | | | x | | | x | x | | |
|---|---|---|---|---|---|---|---|---|---|---|
Shortbow | x | x | | | x | | | x | x | | x |
|---|---|---|---|---|---|---|---|---|---|---|
Dart | x | x | | x | x | x | x | x | x | x | x |
|---|---|---|---|---|---|---|---|---|---|---|
Sling | x | x | x | x | x | x | x | x | x | x | x |
|---|---|---|---|---|---|---|---|---|---|---|
Two-Handed Weapon Style | x | x | x | x | x | x | | x | x | x | x |
|---|---|---|---|---|---|---|---|---|---|---|
Sword and Shield Style | x | x | x | x | x | x | | x | x | x | x |
|---|---|---|---|---|---|---|---|---|---|---|
Single-Weapon Style | x | x | x | x | x | x | x | x | x | x | x |
|---|---|---|---|---|---|---|---|---|---|---|
Two-Weapon Style | x | x | x | x | x | x | | x | x | x | x |
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o===o===o===o===o===o===o===o===o===o===o===o
--> The Blade (Bard kit) can Master (three ranks) in the Two-Weapon
fighting style.
--> The Kensai (Fighter kit) cannot allocate any ranks into missile
weapons of any kind-crossbow, longbow, shortbow, dart, or sling,
nor can they put any ranks into the Sword and Shield fighting
style.
--> The Dwarven Defender (Fighter Kit) can attain High Mastery
(four ranks) in Axes and War Hammers.
--> The Dwarven Defender (Fighter Kit) cannot rise above the level
of Specialized (two ranks) in any weapon class save Axes and
War Hammers.
--> The Cavalier (Paladin kit) cannot allocate any ranks into
missile weapons of any kind-crossbow, longbow, shortbow, dart,
or sling.
--> The Ranger (and Ranger kits) can Master (three ranks) in the
Two-Weapon fighting style, and automatically start out
Specialized (two ranks) in the Two-Weapon fighting style.
--> The Archer (Ranger kit) cannot rise above the level of
Proficient (one rank) in any melee weapon class.
--> The Archer (Ranger kit) can attain the rank of Grand Mastery
(five ranks) in missile weapons.
--> The Beast Master (Ranger kit) cannot allocate any ranks into
any metal weapons. They can only allocate ranks into the
following weapon classes: club, quarterstaff, crossbow, longbow,
shortbow, dart, sling, and the fighting styles.
--> The Swashbuckler (Thief kit) can Specialize in all the weapon
classes a Thief can allocate ranks into, and they can attain
Mastery (three ranks) in the Two-Weapon fighting style.
|Pick Pockets
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| |Open Locks
| | |Find Traps
| | | |Move Silently
| | | | |Hide in Shadows
| | | | | |Detect Illusion
o=============o | | | | | |Set Traps
| Race | | | | | | | |
o=============o=====o=====o=====o=====o=====o=====o=====o
Human | +15 | +10 | +5 | +10 | +5 | 0 | 0 |
<-------------|-----|-----|-----|-----|-----|-----|-----|
Dwarf | +15 | +20 | +20 | +10 | +5 | +5 | +10 |
<-------------|-----|-----|-----|-----|-----|-----|-----|
Elf | +20 | +5 | +5 | +25 | +15 | 0 | 0 |
<-------------|-----|-----|-----|-----|-----|-----|-----|
Gnome | +15 | +15 | +15 | +15 | +10 | +10 | +5 |
<-------------|-----|-----|-----|-----|-----|-----|-----|
Half-Elf | +25 | +10 | +5 | +10 | +10 | 0 | 0 |
<-------------|-----|-----|-----|-----|-----|-----|-----|
Halfling | +20 | +15 | +10 | +20 | +20 | 0 | 0 |
<-------------|-----|-----|-----|-----|-----|-----|-----|
Half-Orc | +15 | +10 | +5 | +10 | +5 | 0 | 0 |
<-------------o=====o=====o=====o=====o=====o=====o=====o
|Pick Pockets
| |Open Locks
| | |Find Traps
| | | |Move Silently
| | | | |Hide in Shadows
| | | | | |Detect Illusion
| | | | | | |Set Traps
| | | | | | | |
o=========o=====o=====o=====o=====o=====o=====o=====o
9 | -15 | -10 | -10 | -20 | -10 | - | -10 |
<---------|-----|-----|-----|-----|-----|-----|-----|
10 | -10 | -5 | -10 | -15 | -5 | - | -10 |
<---------|-----|-----|-----|-----|-----|-----|-----|
11 | -5 | - | -5 | -10 | - | - | -5 |
<---------|-----|-----|-----|-----|-----|-----|-----|
12 | - | - | - | -5 | - | - | - |
<---------|-----|-----|-----|-----|-----|-----|-----|
13-15 | - | - | - | - | - | - | - |
<---------|-----|-----|-----|-----|-----|-----|-----|
16 | - | +5 | - | - | - | - | - |
<---------|-----|-----|-----|-----|-----|-----|-----|
17 | +5 | +10 | - | +5 | +5 | - | - |
<---------|-----|-----|-----|-----|-----|-----|-----|
18 | +10 | +15 | +5 | +10 | +10 | - | +5 |
<---------|-----|-----|-----|-----|-----|-----|-----|
19 | +15 | +20 | +10 | +15 | +15 | - | +10 |
<---------|-----|-----|-----|-----|-----|-----|-----|
20 | +20 | +25 | +15 | +18 | +18 | - | +15 |
<---------|-----|-----|-----|-----|-----|-----|-----|
21 | +25 | +30 | +20 | +20 | +20 | - | +20 |
<---------|-----|-----|-----|-----|-----|-----|-----|
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A multi-classed character will still get bonus Hit Points for having a
Fighter class and a high Constitution, but a dual-class character can
start out 9 levels of Fighter, get all 9d10+36 Hit Points,and dual-class
into something else. This is in every way favorable, and given the
experience cap in Baldur's Gate 2, nine levels of Fighter will have
virtually no effect on your second class' progression.
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THAC0 and lower Armor Class are good. Unless the enemy has them. Then
it's not so good.
LEVEL
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Warrior 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Wizard 20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 14
Priest 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8
Rogue 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11
+Priest includes Monks and Druids.
o===============o===============o===============o===============o
| Armor | Slashing | Piercing | Bludgeoning |
o===============o===============o===============o===============o
| Leather Armor | 0 | +2 | 0 |
|---------------|---------------|---------------|---------------|
|Studded Leather| -2 | -1 | 0 |
|---------------|---------------|---------------|---------------|
| Chain Mail | -2 | 0 | +2 |
|---------------|---------------|---------------|---------------|
| Splint Mail | 0 | -1 | -2 |
|---------------|---------------|---------------|---------------|
| Plate Mail | -3 | 0 | 0 |
|---------------|---------------|---------------|---------------|
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| Full Plate | -4 | -3 | 0 |
o===============o===============o===============o===============o
Paralysis/Poison/Death
|Rod/Staff/Wand
| |Petrification/Polymorph
| | |Breath Weapon
| | | |Spells
Warrior o=======o=======o=======o=======o=======o
Level 1-2 | 14 | 16 | 15 | 17 | 17 |
Level 3-4 | 13 | 15 | 14 | 16 | 16 |
Level 5-6 | 11 | 13 | 12 | 13 | 14 |
Level 7-8 | 10 | 12 | 11 | 12 | 13 |
Level 9-10 | 8 | 10 | 9 | 9 | 11 |
Level 11-12 | 7 | 9 | 8 | 8 | 10 |
Level 13-14 | 5 | 7 | 6 | 5 | 8 |
Level 15-16 | 4 | 6 | 5 | 4 | 7 |
Level 17+ | 3 | 5 | 4 | 4 | 6 |
Wizard |-------|-------|-------|-------|-------|
Level 1-5 | 14 | 11 | 13 | 15 | 12 |
Level 6-10 | 13 | 9 | 11 | 13 | 10 |
Level 11-15 | 11 | 7 | 9 | 11 | 8 |
Level 16-20 | 10 | 5 | 7 | 9 | 6 |
Level 21+ | 8 | 3 | 5 | 7 | 4 |
Priest |-------|-------|-------|-------|-------|
Level 1-3 | 10 | 14 | 13 | 16 | 15 |
Level 4-6 | 9 | 13 | 12 | 15 | 14 |
Level 7-9 | 7 | 11 | 10 | 13 | 12 |
Level 10-12 | 6 | 10 | 9 | 12 | 11 |
Level 13-15 | 5 | 9 | 8 | 11 | 10 |
Level 16-18 | 4 | 8 | 7 | 10 | 9 |
Level 19+ | 2 | 6 | 5 | 8 | 7 |
Rogue |-------|-------|-------|-------|-------|
Level 1-4 | 13 | 14 | 12 | 16 | 15 |
Level 5-8 | 12 | 12 | 11 | 15 | 13 |
Level 9-12 | 11 | 10 | 10 | 14 | 11 |
Level 13-16 | 10 | 8 | 9 | 13 | 9 |
Level 17-20 | 9 | 6 | 8 | 12 | 7 |
Level 21 | 8 | 4 | 7 | 11 | 5 |
Monk |-------|-------|-------|-------|-------|
Level 1-3 | 10 | 14 | 13 | 16 | 13 |
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Level 4-6 | 9 | 13 | 12 | 15 | 12 |
Level 7-8 | 7 | 11 | 10 | 13 | 10 |
Level 9 | 6 | 10 | 9 | 12 | 9 |
Level 11-12 | 5 | 9 | 8 | 11 | 8 |
Level 13-15 | 4 | 8 | 7 | 10 | 7 |
Level 16-18 | 3 | 7 | 6 | 5 | 6 |
Level 19+ | 1 | 5 | 4 | 7 | 4 |
o=======o=======o=======o=======o=======o
o===o===o===o===o
|1st|2nd|3rd|4th|
o===o===o===o===o
Bard | 6 | 5 | 4 | - |
|---|---|---|---|
Mage | 5 | 4 | 3 | 2 |
|---|---|---|---|
Mage (multi-class) | 5 | 3 | 3 | - |
|---|---|---|---|
Mage (triple-class) | 5 | 3 | 2 | - |
|---|---|---|---|
Sorcerer | 5 | 3 | 2 | - |
|---|---|---|---|
Specialist Mage* | 6 | 5 | 4 | 3 |
|---|---|---|---|
Wild Mage* | 6 | 5 | 4 | 3 |
o===o===o===o===o
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Melf's Acid Arrow (5th) It can put trolls down for good
and deals continuous damage that
can disrupt spellcasters.
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Lore {DND101}
o======================================================================o
Lore is a minor statistic that rates your ability to identify unknown
magical items. Bards have the best lore, but the identify spell is the
great equalizer. So long as you get a high enough lore on a character
to identify minor items that you receive a lot of (such as ammunition)
you're fine. Lore is even more redundant in Baldur's Gate 2, as 1st
level Mage spells slink further back into obscurity. You even get
glasses that let you identify things a number of times per day near the
beginning of the game!
--> The Blade (Bard kit) only receives half the normal Lore per
level.
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Bhaal they just say screw it and let you go wild, up to 8,000,000
experience points. This gives you nearly unrestricted level achievement
in this game... even I had to grind to hit the maximum, which is a
welcome change from the first game. Below is a list of the maximum
levels that can be achieved by the various classes with the two stated
experience caps. Note that once Throne of Bhaal is installed the
experience cap is moved to 8,000,000. Like in Tales of the Sword Coast
you do not actually have to reach the expansion to benefit from the
expanded experience cap.
o==========o==========o
|Shadows of|Throne of |
| Amn | Bhaal |
o==========o==========o
Barbarian | 19 | 40 |
|----------|----------|
Bard | 23 | 40 |
|----------|----------|
Cleric | 21 | 40 |
|----------|----------|
Cleric/Mage | 14/13 | 25/20 |
|----------|----------|
Cleric/Ranger | 14/12 | 25/21 |
|----------|----------|
Cleric/Thief | 14/16 | 25/28 |
|----------|----------|
Druid | 14 | 31 |
|----------|----------|
Fighter | 19 | 40 |
|----------|----------|
Fighter/Cleric | 13/14 | 24/25 |
|----------|----------|
Fighter/Druid | 13/13 | 24/21 |
|----------|----------|
Fighter/Mage | 13/13 | 24/20 |
|----------|----------|
Fighter/Mage/Cleric | 11/12/12 | 18/17/19 |
|----------|----------|
Fighter/Mage/Thief | 11/12/14 | 18/17/22 |
|----------|----------|
Fighter/Thief | 13/16 | 24/28 |
|----------|----------|
Mage | 17 | 31 |
|----------|----------|
Mage/Thief | 13/16 | 20/28 |
|----------|----------|
Monk | 21 | 40 |
|----------|----------|
Paladin | 17 | 40 |
|----------|----------|
Ranger | 17 | 40 |
|----------|----------|
Sorcerer | 17 | 31 |
|----------|----------|
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Thief | 24 | 40 |
o==========o==========o
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Globe of Blades
Greater Elemental Summoning (requires Elemental Summoning) [Druid Only]
Implosion
Mass Raise Dead
Storm of Vengeance
Summon Fallen Deva [evil and neutral Priests]
Summon Deva [good and neutral Priests]
Critical Strike
<---------------------------------------------------------------------->
Special Requirements: You must know the Power Attack. You can only
choose this ability once.
Huh. And here I thought that a warrior was ALWAYS concentrating his
attacks on vital areas? I guess most of the time they're just screwing
around trying to score flesh wounds. The best thing about it is that
it ensures you hit every time in the next round. The criticals are nice,
but sadly, many things are immune to critical hits.
Deathblow
<---------------------------------------------------------------------->
The Deathblow ability allows the warrior to blow through the defenses of
any lesser creature. For the next 2 rounds, any creature of 8th level or
lower is instantly killed when struck by the warrior.
Greater Deathblow
<---------------------------------------------------------------------->
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Like Deathblow, this ability allows the warrior to vanquish lesser foes
with a single blow. When struck with a Greater Deathblow, any creature
of 12th level or lower is instantly killed. The ability lasts for 2
rounds.
12th level is a little better than 8th, but still too low to make a
huge difference, even if it lasts twice as long.
If you hit things with melee weapons, you need this feat. You need it
many times over. Period. Ten attacks a round? It almost makes up for
them nerfing grandmastery. In fact, it makes me wonder what the big deal
was with grandmastery if they were going to throw this monster in? It's
awesome enough for a Fighter, but think of what it can do for a
Fighter/Mage who is using Time Stop? Absolutely magnificent. It's the
combo of winners.
Hardiness
<---------------------------------------------------------------------->
Calling upon hidden reserves of Strength during times of danger, a
warrior can use the Hardiness ability to gain 40% resistance to all
forms of physical damage The ability lasts for 1 round for every 2
levels of the warrior.
Well, if you don't have any other way to defend yourself, here you go.
It's great for single-classed Barbarians, Fighters, and Monks, none of
which can cast spells. When you hit level 40 it'll last some 20 rounds,
which is phenomenal. This means you only need to get it once, as it'll
last you pretty much an entire fight. If you're a Fighter/Mage,
Fighter/Cleric, Ranger/Cleric, Fighter/Druid, Fighter/Mage/Thief, or
otherwise have some means of putting up defenses, you really don't need
to waste a pick.
Power Attack
<---------------------------------------------------------------------->
A Power Attack allows the warrior to strike blows so forceful that they
stun an opponent for 2 rounds if it fails its save vs. death at a -4
penalty. The ability lasts for 2 rounds.
Resist Magic
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<---------------------------------------------------------------------->
This ability allows the warrior to temporarily tap a great inner
Strength and fight off the effects of malevolent magic. For 4 rounds the
warrior's magic resistance is set to 50 %. This is not cumulative with
other forms of magic resistance so if the warrior already has 50 % magic
resistance or greater, the ability is useless.
The ability is useless. They got that right. Four rounds? That's
pathetic.
Smite
<---------------------------------------------------------------------->
Special Requirements: You must know the Power Attack and Critical Strike
Abilities.
With the Smite ability, the warrior gains the ability to strike a mighty
blow, knocking an opponent back for a considerable distance and stunning
the opponent for 1 round. All attacks made in the first round are
critical hits. The ability lasts for 2 rounds. Large creatures such as a
dragons or giants will not be knocked back or stunned.
This spell opens a celestial gate and calls forth an angelic Deva to
fight at the caster's side until the spell expires or the Deva's
earthly avatar is slain.
This spell opens an abyssal gate and calls forth a demonic Deva to fight
at the caster's side until the spell expires or the Deva's earthly
avatar is slain.
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War Cry
<---------------------------------------------------------------------->
With a War Cry, the warrior emits a powerful and frightening yell that
will leave all opponents in a 30' radius stunned with fear if they don't
make their save vs. spell.
Or... a Mage could cast Chaos, which takes enemies out of the fight and
saves at a -4. Then the Fighter can go use the Greater Whirlwind he
saved by not wasting his time with this feat. Everybody wins.
Whirlwind Attack
<---------------------------------------------------------------------->
This ability allows the warrior to unleash a flurry of super-fast blows.
The ability sets one's number of attacks per round to 10 but one's THAC0
and damage suffer a -4 penalty. The whirlwind attack lasts for one
round.
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further spell abuse. Any Mage worth their spell-books should get this.
The best part is, however, it won't cause any collateral damage! It's
an upgrade over Horrid Wilting to be sure. What it might lack in damage
it makes up for in stunning and in not allowing the enemy to save for
half against what damage it does do.
Well... one glaring problem is it's lack of a save penalty, meaning that
more likely than not they'll be taking half damage, or 10d10, instead of
20d10. Also, there's no chance to stun, so why not just pick Comet
instead?
An energy blade is a discus made of pure energy. The disc gives +10 to
THAC0, and when thrown does 1D4+5 missile damage as well as 1D10
additional electrical damage This spell creates 1 energy disc per level
of the caster and sets the caster's attacks to 9 as long as the discs
are held.
This spell allows you to do 1d4+5 plus 1d10 electrical damage per blade
to one creature, or 7-19 damage per Energy Blade. Since you can fire off
nine blades in one round... That's 63-171 damage if you hit with each
attack, which you may just do thanks to the THAC0 bonus. Of course, you
are wasting time throwing things when you COULD be casting more spells,
but during a Time Stop sequence this will allow you to do some serious
damage to one creature. Of course, using a Spell Sequencer with three
Flame Arrows deals 60d6 damage (60-360 damage) with a minimum on a save
of 36d6 damage (36-216 damage) Or even look at the humble Magic Missile
with the same spell, which would do a happy 30-75 damage. The point?
It's not worth a feat. You'll have to get it anyways, but as a Mage,
I'd never bother wasting a 9th-level spell slot on it.
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There are three of these feats, one for 6th-level spells, one for 7th,
and one for 8th. They're no-brainers why would you not want another
Death Spell, Pierce Magic, or Horrid Wilting? 7th-level spells aren't
stellar... but since you need it to get an extra 8th-level spell. Oh,
also, most Mages won't have much choice but to get these, anyways.
Limited number of feats and all.
Or you could just cast Time Stop. Longer effect, same results, and you
don't waste a feat. Or if you used the two together...
This spell opens a abyssal gate and calls forth a fallen Planetar to
fight at the caster's side until the spell expires or the Planetar's
avatar is slain.
This spell opens a celestial gate and calls forth a Planetar to fight at
the caster's side until the spell expires or the Planetar's avatar is
slain.
A nice spell indeed, but frankly it doesn't equal a Time Stop, and it
can be done just as well by a Cleric or Paladin summoning a Deva.
Elemental Summoning
<---------------------------------------------------------------------->
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Level: Quest
Casting Time: 1 round
Range: 10 yards
Area of Effect: Special
Duration: 10 rounds
Saving Throw: None
Drawing power from the environment, this spell summons 2 16HD elementals
randomly chosen from earth, air or fire. The elementals stay for 10
rounds and will obey the caster as long as they remain summoned. There
is a 10% chance that a randomly chosen Elemental Prince will be summoned
instead.
Ten rounds for two 16HD elementals? Not worth it. But it is a pre-
requisite for another, better spell.
A THAC0 of 2 is pretty good... unless you consider the fact that every
Fighter will surpass it with ease, especially when you include their
magical weapon bonuses, which you won't have. Also a -5 Armor Class is
not very good. If you're a single-classed Druid, you're beyond help
already, and this isn't going to change things.
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An energy blade is a discus made of pure energy. The disc gives +10 to
THAC0, and when thrown does 1D4+5 missile damage as well as 1D10
additional electrical damage This spell creates 1 energy disc per level
of the caster and sets the caster's attacks to 9 as long as the discs
are held.
This spell allows you to do 1d4+5 plus 1d10 damage per blade to one
creature. This allows you to do a range of 7-19 damage per Energy Blade,
and fire off up to nine blades in one round... That's 63-171 damage if
you hit with each attack, which you may just do thanks to the THAC0
bonus. For a Mage, this spell is kind of a boner-it takes up a 9th-level
spell slot which could be used for Time Stop or Comet. For a Cleric,
with their better THAC0 and less potent 7th-level spells, it might be
worth casting once in a while... especially for Viconia, who isn't much
use in melee, anyways.
It's better than Blade Barrier, but it can't help but make me wish the
save was for half instead of none... Still, that gripe aside it's worth
grabbing. Just keep your companions out of the meat grinder. In
conjunction with Aura of Flaming Death it really makes it painful for
enemies to attack your Clerics. As well it should be.
Druids, having a more powerful link to the elements, can cast a stronger
version of Elemental Summoning. This spell can summon the Elemental
Princes themselves, randomly chosen from earth, air or fire. The
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Elemental Princes stay for 10 rounds and will obey the caster as long as
they remain summoned.
Implosion (Evocation)
<---------------------------------------------------------------------->
Level: Quest
Casting Time: 9
Range: Visual range of caster
Area of Effect: 1 creature
Duration: 2 Rounds
Saving Throw: Special
This spell creates a rift in the earth beneath the target which implodes
and closes in upon itself, crushing and burning the target and holding
it for 1 round. The spell does 10D10 fire damage and 10D10 blunt damage
The victim can save vs. spell for half damage
That's... not quite what the Implosion spell is meant to do, but okay.
It's like the Dragon's Breath spell, but it only affects one creature.
In other words, it's full of suck.
What are your characters doing dead in the first place? Try harder. This
spell sucks. If only you could have been given a straight Mass Heal type
spell instead.
Storm of Vengeance
<---------------------------------------------------------------------->
Level: Quest
Casting Time: 8
Range: 90 Yards
Area of Effect: 30 foot radius
Duration: 3 rounds
Saving Throw: Special
Casting this spell causes the earth to shake and the heavens to boil
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with blood and energy. All enemies of the caster are stuck down by
acidic rain, earthquakes and lightning.
All enemies of 6th level or lower are slain instantly. The survivors are
struck by acidic poisonous rain and lightning. The storm lasts for 3
rounds. Each round, the victims suffer 1D6 electrical damage, 1D6 fire
damage and 1D6 acid damage They are also poisoned in the first round.
3d6 damage per round for three rounds? 9d6 damage? What a waste. If you
can't think of something better to pick, you need to be smacked about
the face and neck.
Level: Quest
Casting Time: 5
Range: 40 yards
Area of Effect: Special
Duration: 4 rounds + 1 round/level
Saving Throw: None
This spell opens a celestial gate and calls forth an angelic Deva to
fight at the caster's side until the spell expires or the Deva's
earthly avatar is slain.
This spell opens an abyssal gate and calls forth a demonic Deva to fight
at the caster's side until the spell expires or the Deva's earthly
avatar is slain.
Alchemy
<---------------------------------------------------------------------->
With Intelligence innate to the class, an experienced rogue has seen
enough potions in his or her adventuring career to simulate the creation
of one. With the Alchemy skill, the rogue can create one of eight types
of potions, once per day.
The potions a rogue can create are randomly chosen from the following
list:
1) Potion of Master Thievery
2) Potion of Perception
3) Potion of Extra Healing
4) Potion of Superior Healing
5) Potion of Regeneration
6) Antidote
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7) Oil of Speed
8) Potion of Frost Giant Strength, only useable by thieves or bards
One, it's random, although I guess you could just wait around and stock
up. Still, these are all items you can buy from stores, and many of the
potions can be replicated with spells, or aren't very useful by the time
you get unlimited access to them anyways. The only interesting one, the
potion of Frost Giant Strength, can be permanently gained with girdles
on your main Fighters, and since it's only usable by thieves and bards,
it really only is useful on multi-class thieves.
Assassination
<---------------------------------------------------------------------->
Using every clever trick an experienced Thief has learned in countless
battles, this ability allows every strike in the next round to act as a
backstab, using the Thief's existing backstab modifier to determine
damage
This is more like it. Every attack counts as a backstab? Obviously the
more Fighter you have backing this up, the better, and with Haste it
becomes truly devastating. This is a must-have for thieves. Bards... I'm
not sure what backstab modifier it's using, exactly. Keep in mind that
many big bad things in this game are, sadly, immune to backstabs.
Avoid Death
<---------------------------------------------------------------------->
With a superhuman effort, a high-level rogue can avoid almost certain
death. The effect lasts for 5 rounds and during this time the rogue
gains a +5 bonus to save vs. death, his Hit Points are increased by 20
and the rogue becomes immune to death magic for the duration of the
ability.
Eh. I suppose. It only lasts for five rounds, so you really have to know
that those death effects are coming, and even then, why not just pop on
a Death Ward spell? It really would protect against, what? Poison?
Negative Energy? If it lasted longer, it would be useful, but its
duration makes it iffy.
Evasion
<---------------------------------------------------------------------->
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The best thing to say about it is that it's a requirement for Greater
Evasion. Other than that, it's about the equivalent of Improved
Invisibility, but with much worse duration and no protection against
magic.
Greater Evasion
<---------------------------------------------------------------------->
Special Requirements: You must know the Evasion ability.
The spell-like abilities on the Flute are used in the same way that a
wand's powers are used. The Flute lasts for 1 day.
Scribe Scrolls
<---------------------------------------------------------------------->
Special Requirements: You must know the Use Any Item ability
This ability allows a rogue to create low and mid-level spell scrolls.
The scrolls that the rogue can create are randomly chosen from the
following list:
1) Magic Missile
2) Haste
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3) Fireball
4) Dispel Magic
5) Dire Charm
6) Invisibility
7) Cone of Cold
8) Monster Summoning II
9) Monster Summoning III
By Throne of Bhaal what use are half of these spells? Magic Missile,
Dire Charm, Monster Summoning II and III are parlor tricks. Maybe back
in Durlag's Tower this would have been handy, but not now. It doesn't do
anything a Cleric, Druid, or Mage can't do better and more readily.
I generally think traps are pretty useless. Are traps really going to
help you against Beholders, Dragons, and Liches? I doubt it. 10d6
damage? That's a fireball, a 3rd level spell. Don't waste your feat.
Now this is a little better. 20d6 is hefty damage, and dealing that will
actually bother a powerful creature. If you want to do hit and run
tactics, this is an option.
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Well... you never know what is going to be class restricted, but if you
are a Fighter/Thief, you can already use those mighty weapons, and if
you're a Thief/Mage, you can already use those wands, right? Not always.
There are a few instances where this comes in handy, and Haer'Dalis
should always get it. For a Fighter/Thief or Fighter/Mage/Thief
protagonist, this is also a must-get. It'll allow you to use such gear
as Montolio's Cloak or Wondrous Gloves.
My Protagonists {DND109}
o======================================================================o
I've played this game quite a few times, and have had many protagonists
over the years... but for these guides I've focused on the strongest,
most power-gamey characters out there, characters who are individually
powerful, unique, and fit well into various party setups. I first
started built this guide around a Fighter/Mage protagonist leading a
good party, but later added information for you evil folks out there.
The evil party was, by necessity, led by a Fighter/Mage/Thief
protagonist.
Starting Proficiencies:
Flail: ++
Katana: +
Two-Weapon Style: +++
Overview:
---------
At the end of this game, the Fighter/Mage is arguably the strongest
character there is. I don't argue it, but I'm sure somebody might. As
far as I'm concerned, it's as strong of a protagonist as you can get.
Since this is your protagonist-the only character whose creation you get
to determine-you might as well make sure they've got the best possible
attributes. The ideal is to start out maxed in Strength, Dexterity,
Constitution, and Intelligence... which I've done. This character is
further boosted by tomes obtained in the first game, and if you're
following through with me, yours will be, too. It gives us an extra
advantage that surely befits our protagonist's paternity, and starting
out with a 19 Strength really helps this character shine. The Dexterity
and Constitution give him the ability to survive better, since he will
not, for most of the game, have much in the way of armor. Intelligence
is more of a matter of simplicity, as with a 19 Intelligence our
Fighter/Mage will not be restricted by a maximum number of spell per
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level, and only rarely by failure when scribing scrolls... the latter of
which can be negated just by shifting the difficulty down to normal or
by save/loading.
What does this character do, you ask? A Fighter/Mage is what it sounds
like, a hybrid of fighting power and magic. Seems cliche, and these
hybrid characters never work anymore... but go back to the turn of the
millenium, when 2nd Edition Dungeons and Dragons ruled the land... or
was so recently subverted that it was still fresh in one's mind, at
least. The Fighter/Mage really does get the best of both worlds, and
these are two domains made stupidly strong in Baldur's Gate 2. Weapons
have never been meaner, and melee attacks soundly leave missile attacks
in the dust in Baldur's Gate 2, generally having more potent effects
and requiring no specialized magical ammo to harm creatures. Also,
freed from the confines of Baldur's Gate 1's level cap, our warriors are
free to rack up multiple attacks per round and drop their THAC0s to
stupidly low numbers. Nothing kills quite so quickly or dependably as a
high-Strength melee character with a good weapon in this game.
But that's just one side of the coin. The other, of course, is magic. On
its own, a warrior would be largely incapable of bypassing the defenses
of many creatures in this game, or surviving their onslaughts. Stoneskin
has a way of nerfing a warrior's potency, and an Illithid-who kills by
draining Intelligence instead of chisling away Hit Points-is just a
threat a warrior isn't built to handle. The Fighter/Mage, however, is
equipped to handle anything. Depending on the foe, they can buff
themselves with the appropriate magics to make themselves resistant
(or out right immune) to attack in ways a warrior can only dream of-
armor be damned. Thus protected, they've got a better chance of cutting
or smashing their way through any opposition, whereas a single-classed
Mage or Fighter could not.
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well, when it suits them. The Fighter/Mage is the most defensively and
offensively powerful character out there.
Starting Proficiencies:
Katana +
Long Sword: ++
Two-Weapon Style: +++
Overview:
---------
The Fighter/Mage/Thief is a compromise-but not a bad one. The evil
party needs a Thief, so my typical Fighter/Mage combination puts on a
Thief hat. Simple as. Instead, however, of making a poor copy of my
Fighter/Mage and adding in some Thief, we should look at this class as
an opportunity, rather than as a burden. True, it's the Fighter in the
name that does the killing, and the Mage that allows it to happen, just
like with the Fighter/Mage, but the Thief's offerings are capable of
boosting the former. The idea here is simple-the best offensive benefit
added by a Thief is the backstabbing, so the Fighter/Mage/Thief should,
at every opportunity, strive to backstab. It's not easy to achieve in
Baldur's Gate 2, however, a game where nearly every Mage will gleefully
expose you with True Sight and some foes are just outright immune to
backstabs. Also, since my Fighter/Mage/Thief acts as the party tank and
specialized troubleshooter, it's difficult to work in a backstab when
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You can also export your character from within Baldur's Gate 1 and
move the character file over from the Characters folder in Baldur's
Gate 1 to the Characters file in Baldur's Gate 2. When in character
creation in Baldur's Gate 2 just click the 'Import' button and pick the
selected save/character. If these folders aren't in existence in your
Baldur's Gate 2 directory, just create them manually.
Amazingly enough, you can also import characters from good old vanilla
Baldur's Gate 2 to the Enhanced Edition. Just export the character
while playing Baldur's Gate 2 and copy the character files. These files
will be found in the 'characters' folder, named whatever you called the
export. There are two files you need to get, a .CHR file, and a .BIO
file. For example, if you export a character within Baldur's Gate 2
and name the export 'BOB', the files you'll want to get are BOB.CHR and
BOB.BIO. Just move them from the vanilla Baldur's Gate 2 'characters'
file and into the BG2EE 'characters' file, then start up BG2EE and
create a new character, selecting the 'import' option.
Note: When importing your character, the game will 'reroll' your
Hit Points in some cases. It's not fun when you import a character who
had 67 Hit Points at the end of the first game, only to find that for
the sequel you're starting out with 48 Hit Points. There is, however,
an easy work-around for this. Just set the game's difficulty down to
the lowest setting before importing your character to ensure your rolls
are maximized-hence setting them at their end of Baldur's Gate 1 values.
o======================================================================o
| |
| Characters {CHR001} |
| |
o======================================================================o
You'll notice that there are new friends and old to be recruited in
Baldur's Gate, but most of them, with the exception of Mazzy and ???????
can be found fairly early on in the game. You'll also notice that there
are fewer characters in Baldur's Gate 2. What they lack in numbers they
make up for in personality, an immeasurably favorable exchange. As there
are less characters there are less choices, but there are also fewer
dead-weight characters in this game. Even the characters from the first
game have typically been buffed up a bit.. and why not? Your main
character certainly gained some attribute points over the course of the
first game, right?
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character's description, mostly to point them out and let you know
where to find them in the Walkthrough, since their inclusion can be
somewhat... whimsical... at times. It made sense to me when I was
writing, honest.
Aerie {CHR003}
o======================================================================o
Female, Elf, Cleric/Mage, Lawful Good
Str 10, Dex 17, Con 9, Int 16, Wis 16, Cha 14
Starting Proficiencies:
Club +
Mace +
Quarter Staff +
Sling +
Overview:
---------
Enter Aerie, both a divine and arcane spell caster as well as a possible
romantic interest for male protagonists. For reasons I've discussed
before, I don't really find her very useful. I'm tempted to say that
with some patience she could pay off, eventually, but I'm restrained
from such optimism with the following question: who would you replace
Aerie with in the good party? This depends, of course, on what role you
want her to play, either filling in for a Cleric, or a Mage. If you try
to fit her in as a Cleric (in place of Anomen), you're significantly
weakening the fighting ability of your party. Since Aerie has to play
by Mage rules (no heavy armor), she's not much for melee combat... and
I'm sure not taking defensive gear from my Fighter/Mage to accomodate
her. Her Dexterity means that, technically, she could be moderately
well-protected in combat, but her Constitution and Strength just ruin
her. She would, at best, be a much, much more vulnerable version of
Viconia (lighter armor, no Magic Resistance, lower Dexterity), but
honestly, Viconia is only in combat in the first place because of her
defensive performance, and even then, only with a Strength-boosting
item devoted to the cause. As a multi-class character Aerie will
develop too slowly to really serve as a stand-alone Cleric, much less
one that will need the THAC0 and Hit Points to handle melee combat. If
you want to her to replace Imoen, the problem is even more acute-then
you need a Thief for the party, on top of the fact that a multi-class
Mage is not sufficient for the party caster. It would be near the end
of the game before she got any 9th-level spells, and while I'll suffer
this downside for a Fighter/Mage, who can contribute mightily in melee,
I will not suffer it in what is supposed to be our dedicated party
Mage. Even Imoen is on the cusp of too slow for the position. Failing
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that, we can insert her instead of Minsc, where she can contribute
mostly with buffs (since her low level will inhibit both her spell
selection and potency.) In place of Minsc's bow... eh... it's a wash,
really, but if you're at all attracted to dropping Minsc for ???????
at any point, dragging out Aerie is pointless. She certainly can't
compare with ???????'s melee prowess.
Recruiting Aerie:
-----------------
You can find Aerie in the bewitched circus tent in Waukeen's Promenade
(AR0604). You'll need to go in and free her to recruit her, and defeat
Kalah and finish the Circus Tent quest to keep her-which really isn't
too much more of a requirement. This quest is located in the walkthrough
at [WLk015].
Anomen {CHR004}
o======================================================================o
Male, Human, Fighter/Cleric, Lawful Neutral
Str 18/52, Dex 10, Con 16, Int 10, Wis 12, Cha 13
Starting Proficiencies:
War Hammer +
Mace ++
Sling ++
Sword and Shield Style +
Overview:
---------
Anomen has several perks which makes him the best combat Cleric in the
game. First, he's a dual-classed Fighter, and while his dumbass didn't
stay a Fighter long enough (and didn't spend her proficiency points
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wisely enough) to get the most out of it, he will have multiple
attacks per round and the ability to Specialize in weaponry. He's also
got a passable Constitution and a high Strength score, meaning you can
wait quite a while before handing him any Strength-boosting items.
Of course, at 25th-level he'll automatically get a Holy Symbol which
boosts his Strength, so really, you never need to concern yourself with
Strength. His Dexterity, however, is poor for a warrior, and while he
might benefit from The Brawling Hands, Korgan or Keldorn will benefit
more-both of them are worth neglecting a shield with, and hence, Anomen
will just have to make do with heavy armor and a shield. He can
technically fit into either party, provided you take his story quests
down the right (or wrong) route, but honestly, a good party playthrough
with Anomen is all I can stand. The thought of dragging him around with
me through every playthrough is enough to make me want to poke my eyes
out and chop off my hands. Not that he's a bad Cleric, he's not, he
just has a bit of a personality disfunction, and he wears on me... not
enough, however, that I avoided dragging him around with my evil party
for a while. Although I tout Anomen's melee prowess, he is, first and
foremost, a Cleric. A good one, too. He's not any worse for the position
than Viconia, save a few inconsequential extra spells due to Wisdom and
somewhat slower progression due to his Fighter levels, but nothing that
will be an issue down the road.
Recruiting Anomen:
------------------
Anomen can be found in the Copper Coronet (AR0406) at (x=1530, y=1660).
In Anomen you'll find all the naive charm of Ajantis. Really, who sits
around in a sleazy bar in the slums asking people if they are courageous
and good? In any event, assure him that you are both and he'll offer to
join your quest. He seeks to prove his worth so he can join the Most
Noble Order of the Radiant Heart, and with what this game has in store
for him, he'll get the chance to prove such many times over.
Anomen's Quest:
---------------
After traveling with Anomen for a while, you'll have to deal with
Anomen's family quest. It's best if you prompt Anomen to stay virtuous
and ignore his father's request for revenge. It won't help his family
life, but it will allow him to join the Most Noble Order of the
Radiant Heart. If he fails at this, his often antagonistic relationship
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with Keldorn will turn downright divisive. If you want both in your
party, you have to prevent Anomen from taking justice into his own
hands, however unsatisfactory the results. You'll find this quest
described in full in [WLK010]. If Anomen stays on the right track and
joins the High Hall of the Radiant Heart his alignment will change to
Lawful Good and his Wisdom will increase from 12 to 16.
Cernd {CHR005}
o======================================================================o
Male, Human, Shapeshifter, True Neutral
Str 13, Dex 9, Con 13, Int 12, Wis 18, Cha 15
Starting Proficiencies:
Scimitar +
Dagger +
Quarter Staff +
Sling +
Overview:
---------
I'm not even going to try to be partial here. Cernd sucks. His stats
suck, and his class sucks. Sure, he can shapeshift into a Werewolf, and
eventually a Greater Werewolf. Unless you've got a fix installed,
however, it's horribly nerfed, and even if you unnerf it, I still doubt
its potency compared to, say, a well-armed Jaheira. His spells are
fairly effective, but he's not going to cut it as your party's Cleric
(no Druid really can.) As a Werewolf he's serviceable so long as you're
committed to giving him nearly every Armor Class boosting item you get.
He can't wear armor, and a -2 Armor Class just doesn't cut it. Also keep
in mind he can't cast any Druid spells once he's committed to
shapeshifting. So what I want to ask is this; why take Cernd over
Jaheira? Jaheira can wear armor, which gives her a vastly improved Armor
Class without having to give her preferential treatment. A suit of Full
Plate Mail +1 and a Large Shield +2 is great early-game defense for her,
and it requires no real special investment of unique gear. Her THAC0
will be lower (or at least comparable) to Cernd's in werewolf form, and
she doesn't have to shapeshift to get these combat stats. Best of all,
she can cast spells while being combat-able. She won't get quite as many
Druid spells as Cernd, but her ability to obtain Greater Whirlwind
Attacks makes her far and away a better combatant by the end of the
game. There's just absolutely no good reason that I can think of to pick
Cernd over Jaheira. At least he doesn't need stat-boosting items. You
might think he would, but since he's only combat-savvy as a werewolf, he
can just augment his stats by transforming. Eventually Cernd will be able
to get the Elemental Transformation ability, and really, to contribute in
a fight he'll need it. Still, with a THAC0 of 2 and -5 Armor Class,
he'll still be eclipsed by all his party members and-more importantly-
his enemies. By the time Jaheira was ready to get her first high-level
ability, she had a THAC0 of 1 and a -8 Armor Class-without transforming
into anything. Not to mention she had more Hit Points than Cernd could
have hoped to attain, and she could still cast spells while maintaining
her good combat stats. On top of that, she can grab Whirlwind Attack and
further widen the gap between herself and Cernd.
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Recruiting Cernd:
-----------------
Cernd finds himself in a precarious position in Trademeet (AR2000),
where a group of hostile Druids have been attacking. Cernd, trying to
defuse the situation, becomes a scapegoat. On your word (and promise to
set things straight) Cernd will be released into your custody. Cernd's
primary interest is resolving the strife between Trademeet and the
nearby Druids, which is covered in [WLK022].
Cernd's Quest:
--------------
When you return to Athkatla with Cernd in your party (after dealing with
the Druids of Trademeet) he'll have to deal with the ghosts of the life
he left behind-namely the wife and child he abandoned. The only way you
can mess this up (besides simply not doing it) is to abandon him when
he confronts the antagonist of this quest. This quest is covered in
full in the Walkthrough [WLK022].
Dorn {CHR006}
o======================================================================o
Male, Half-Orc, Blackguard, Neutral Evil
Str 19, Dex 16, Con 14, Int 10, Wis 15, Cha 16
Starting Proficiencies:
Crossbow ++
Two-Handed Sword ++
Two-Handed Weapon ++
Overview:
---------
Dorn returns from the first Enhanced Edition game, ready to resume his
role as the rightful leader of the evil party. He's got the most
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Recruiting Dorn:
----------------
Dorn's dark shadow taints the Temple District (x=2550, y=3380), where
he waits, anticipating his latest murder in the name of his patron.
Offer to give him and hand and crash the wedding at the nearby High
Hall of the Radiant Heart (x=3330, y=3400) (OH500), where he aims to
kill Bollard Firejaw. Give him a hand, then promise more slaughter to
follow to keep him around. The rest of his quests are recorded in
[WLK045].
Dorn's Quests:
--------------
Dorn's questline starts out with a pair of assassination missions,
which result in mandatory reputation loss and a few big fights. You'll
be ambushed when returning to town from the second one, after which
you'll suffer a visit by Azothet and then Ur-Gothoz. The next part of
Dorn's quest involves heading to Resurrection Gorge and resolving,
through combat, whether Dorn'll break free of Ur-Gothoz only to end up
in the service of Azothet, or whether he will break free from both and
lose his Blackguard status. In Throne of Bhaal, Dorn will find himself
placed on the Scroll of Retribution for his earlier actions, and in
short order, so will you. You'll have to assault Lunia-a heavenly plane,
to remove your names from the Scroll of Retribution... and perhaps pen
a few in their places...
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Edwin {CHR007}
o======================================================================o
Male, Human, Conjurer, Lawful Evil
Str 10, Dex 10, Con 16, Int 18, Wis 10, Cha 10
Starting Proficiencies:
Dagger +
Quarter Staff +
Overview:
---------
Edwin is a little stronger and wiser than in the first game, but he's
still the same glass-cannon he ever was. He is in no way a melee
character, and his Dexterity ensures he'll never do well in ranged
combat either. He is, however, the best Mage in the game, and unlike
Clerics or Druids, I don't expect, nor do I require melee competence
form my Mages. Edwin is a Conjurer, the best specialist Mage there is,
and he gets several bonus spells per level. He is, quite simply, a
better Mage than anything you, or I, or anybody could roll up.
Recruiting Edwin:
-----------------
You can find him in the Docks District of Athkatla, in Mae'Var's
Guildhall (AR0304) at (x=850, y=350). To recruit him you need to do a
bit of work, however. Accept Renal Bloodscalp's mission to investigate
Mae'Var and do some work for both Mae'Var and Edwin, who will both give
you two missions. After the second Mae'Var mission he'll offer to help
you take Mae'Var down, allowing you to recruit him.
Edwin's Quest:
--------------
Even after taking down Mae'Var, Edwin's not in it for the game yet,
however, as you'll need to track down the Nether Scroll before he'll
stay for good. Fortunately this is near the same area (AR8002) you need
to explore to find the Book of Kaza that Korgan wants. Once obtained...
well, Edwin will begin translating the damn thing, of course, which
leads to more trouble. Don't rat him out (but don't refrain from
teasing him), and if you help him overcome a fellow Red Wizard named
Degardan, he'll be yours for the rest of the game. This quest is fully
covered in [WLK008].
Haer'Dalis {CHR008}
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o======================================================================o
Human, Tiefling, Blade, Chaotic Neutral
Str 17, Dex 17, Con 9, Int 15, Wis 13, Cha 16
Starting Proficiencies:
Short Sword ++
Dagger +
Dart +
Two Weapon Style ++
Overview:
---------
Haer'Dalis is a poor compromise of a character that might just end up in
an evil party due to a simple lack of options. He's got a high enough
Strength to start out, but to do anything meaningful in combat, he's
going to need a Strength-boosting item. His Dexterity is passable, but
his class and Constitution both conspire-by depriving him of good armor
and Hit Points-to keep him off the front lines. At the end of the day he
might as well be viewed as a poor substitute for a Fighter/Mage, with
less potential Armor Class, Hit Points, THAC0, spell selection, and epic
level feats. Which is to say that he'll fit into that role about as well
as an elephant fits into a size-0 bikini. Add to this the fact that he
has about the most useless starting proficiencies of any recruitable
character, and we've got a serious... ah... 'fixer upper'. Although he
only gets up to 6th-level spells, this is good enough to get him some
essentials-Blur, Mirror Image, Dispel Magic, Haste, Stoneskin,
Fireshield, Breach, Chaos, Pierce Magic, and True Sight. This will help
make up for the fact that my Fighter/Mage/Thief protagonist doesn't
advance very quickly, and Edwin simply can't cast True Sight. By Throne
of Bhaal, however, Viconia has enough True Sight to make up for Edwin,
and my protagonist is now a high enough level that we can safely discard
Haer'Dalis for ???????, which what I intend to do.
Recruiting Haer'Dalis:
----------------------
To get Haer'Dalis you'll have to rescue him from the Mage Mekrath, who
has a lair in the sewers (AR0705). You can either kill Mekrath, or help
him get a mirror back from a wayward imp. Once Haer'Dalis is reunited
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with his misfit troupe back at the Five Flagons Inn (AR5010) they'll
attempt to planeshift away from their pursuers. Wouldn't you know it,
the bad guys show up and take them hostage. This forces you to complete
the Astral Prison quest, after which Haer'Dalis is yours for good.
Starting Proficiencies:
Dagger +
Long Sword +
Short Bow +
Short Sword +
Overview:
---------
Talking about Hexxat necessarily means spoilers. There is no way
around it-I can either preserve the integrity of the story, or I can
adequately discuss Hexxat's performance throughout the game. This
section is dedicated to the former, at expense of the latter. Spoilers
follow, so if you don't want them, don't read beyond this point.
At first look, it might seem like Hexxat is the answer to many of the
evil party's problems. Baldur's Gate 2 has always been rather sparse
when it came to potent Thieves. Imoen just barely cuts it for the good
party, but for the evil party, my only option was to have a Thief
protagonist. Granted, a Fighter/Mage/Thief, because a single-class
Thief just isn't powerful enough for me to consider as a long-term
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Hexxat will perform competently in both melee and ranged combat-get her
a Short Bow and use her as a spell-less Imoen, but keep in mind that
her fantastic Strength score should not be squandered at a range. She
just begs to be used as a first-strike back-stabber. Her most useful
asset in this regards is her disposability-if she should falter in an
assault, she'll be back. Keep her in light armor, and allow her
Dexterity to keep her somewhat safe. Her Hit Points will always suck,
however, and she will never aspire to more than one attack per round,
due to being a single-classed Thief, so don't expect her to tank much.
She starts out Proficient in Daggers so she can use the Dagger of the
Star in Throne of Bhaal, where she can really make use of her
devastating backstab attack.
Recruiting Hexxat:
------------------
You'll find a rather addled and single-minded creature named Hexxat in
the Copper Coronet (AR0406) at (x=600, y=1050). She wants to go to the
Tomb of Dragomir in the Graveyard District, and won't take 'no' for an
answer. She will, however, suffer as much delay as you care to put her
through. In Dragomir's Tomb you'll uncover the real Hexxat, at the
expense of the old one. No big loss.
Hexxat's Quest:
---------------
After the mandatory journey into Dragomir's Tomb to recruit the real
Hexxat, the rest of Hexxat's questline follows. Over the course of time
she'll be bothered by Cabrina, who bears the word of Hexxat's employer,
'L'. Cabrina will bring Hexxat missions, courtesy of 'L', which you can
begin as they come up by returning to the Graveyard District. Once you
go on such a mission, you're stuck with it until it's done. There's
really not much you can do to screw up Hexxat's questline, save by
refusing to do her missions or, well, dying, but that's pretty much the
whole game. Her Shadows of Amn quests can be found in [WLK046]. In
Throne of Bhaal her quests will start up again when you enter Zekee's
Tavern in Amkethran with Hexxat in your party. Cabrina will show up
again with a final task for Hexxat, for a reward that Hexxat negotiated
with 'L' ahead of time. Tackle another dungeon crawl similar to the
previous ones and when finished, Hexxat will get her reward. If you want
to keep her around, you'll need to talk her out of it, however.
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Imoen {CHR010}
o======================================================================o
Female, Human, Mage/Thief, Neutral Good
Str 9 (10), Dex 18 (19), Con 16, Int 17, Wis 11, Cha 16
Starting Proficiencies:
Dagger +
Quarter Staff +
Short Bow +
Dart +
Overview:
---------
Imoen makes it back for Baldur's Gate 2, and like in the first game
she's the first recruitable character you'll meet. She's a bit of a
chore to hang onto, however, as she'll need to be rescued shortly after
you escape, forcing parties who want her back to have to jump deep into
the story sooner than they might otherwise wish. I sure know I like to
fool around a lot before doing any major story stuff... just look at my
guide for Baldur's Gate 1. It took me forever to get to the Nashkel
Mines! Anyhow, Imoen has apparently made the same career move that we
made in the first game, and has become a Thief/Mage dual-class. This
allows her to fill both the Thief and Mage role for a good party,
although with less potency than Edwin by far. She starts out with the
ability to use Short Bows, which is good for us, but her Find Traps is
only 95%... not quite high enough for every trap in the game. It's
passable, and certainly better than dragging a Thief along, but if your
protagonist is a Thief (single, multi, or dual-classed) you might not be
too impressed with Imoen. Although she pales in comparison to Edwin,
Imoen allows me to play a Fighter/Mage, so as far as I'm concerned, she
is absolutely indispensible for the good party.
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Imoen will be able to fill up her spellbook. This will go a long way
towards catching her up to speed. If you're very enterprising, drop
everybody else out of your party (save your romantic partner, to be
safe) and have Imoen scribe (and with Throne of Bhaal installed, erase
and rescribe multiple copies) spells, which will net a fair bit of
experience.
Recruiting Imoen:
-----------------
Imoen joins you at the beginning of the game, springing you from your
cage in Irenicus' Dungeon. After escaping from Irenicus' Dungeon,
however, she'll be... well, the subject of the main story for a few
chapters. You'll have to raise money and take a leisure cruise by boat
to get her back, and that's just the beginning...
***SPOILERS***
In Throne of Bhaal, Imoen will start developing Bhaalspawn abilities
like we did during Baldur's Gate 1. Whatever Irenicus did to her, it
apparently unlocked her innate Bhaalspawn powers. She'll develop her
powers two at a time, and inform you via banters about her changes.
First she'll develop the Cause Serious Wounds and Cure Serious Wounds
abilities. Next she'll gain the Neutralize Poison and Draw Upon Holy
Might abilities, and she'll get a one-point boost to her Strength and
Dexterity. Each time she gains new abilities, the party will gain 1000
experience.
Jaheira {CHR011}
o======================================================================o
Female, Half-elf, Fighter/Druid, True Neutral
Str 15, Dex 17, Con 17, Int 10, Wis 14, Cha 15
Starting Proficiencies:
Scimitar +
Club ++
Quarter Staff +
Sling +
Sword and Shield Style +
Overview:
---------
Another ally from the first game, and certainly one of the more
interesting females in gaming... at least as far as I'm concerned. She's
been given a considerable Dexterity boost in the sequel, taking her from
almost getting a bonus, to a +3 Armor Class bonus. This is a wonderful
change, and makes her a much more defensible character... and she's
going to need it in Baldur's Gate 2. In the first game you could control
her development from start to finish, allowing Jaheira to rack up a
respectable number of Hit Points. Not so in the sequel. If you obtained
the max roll for her Hit Points in the first game she'd have ended up
with 89 Hit Points. She'll start Baldur's Gate 2 with a measely 51 Hit
Points. Granted, she's a level lower in this game than she was by the
end of the first game, but even with another max Hit Point roll, she's
at 63 Hit Points out of a possible 89. This loss of 26 Hit Points
represents about a quarter of the total Hit Points she could normally
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Unlike a single-classed Druid she can use Plate Armor and Shields, which
makes her in a different league altogether. She's comparable to a
Cleric, but without actual access to Cleric spells and with better
combat abilities. She does, however, gain access to Druid spells,
although her progression will be painfully slow. Once she gets access to
5th-level spells she can start throwing out Insect Plagues, which is THE
winning spell for most of Shadows of Amn, it'll do for you what Stinking
Cloud did in Baldur's Gate 1. And unlike a single-classed Druid, when
she's not casting Insect Plague she can contribute to the fight. She's
not strong enough to get bonuses in combat, and this paired with her
slower Fighter progression means she's in dire need of a Strength-
boosting item. Fortunately, one can be provided rather early in the
game, after which point Jaheira really has no downsides... aside from
the mediocre Hit Point rolls, anyways. She'll not only be one of your
best warriors, but a good healer... not to mention being the only
servicable Druid in the game.
Recruiting Jaheira:
-------------------
Jaheira can be found in Irenicus' dungeon (AR0602), in a cell
(x=3850, y=2650) in the same room you start out in.
Jaheira's Quest:
----------------
Jaheira has two quests associated with her. First is Baron Ployer's
Curse, which is pretty simple; find and kill Baron Ployer before time
runs out and Jaheira succumbs to his curse. The second quest is
longer and more complicated. While wandering around in Athkatla you'll
get a chance to rescue a man named Renfeld. Bring him to the Harper Hold
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in the Docks District and leave him in the care of Rylock, who stands
near the door leading to the Harper Hold. Later, Xzar will ask you to
find a way into the Harper Hold and rescue Montaron. To convince Rylock
to let you in you'll need to do another quest for him-kill the monsters
being bred in 'Prebek's Home'. Afterwards you can gain entrance,
recover Montaron from the Harper Hold, and bring him back to Xzar.
After Xzar gets what he deserves, Jaheira will be summoned away from
the party for a while. Rest up, and when Jaheira returns your presence
will be requested at the Harper Hold. Join her, and deal with Galvarey
and his Harper buddies. After this, Jaheira will be naturally conflicted
over what happened-banters will pass and she'll be visited by other
Harpers, who will shake Jaheira's faith in the Harper cause. She'll
disband temporarily, but can be retrieved at the Harper Hold. Some
fights are mandatory, but others can be avoided if you keep your
reputation high enough (16 or greater). A high reputation will also
result in a greater quest reward when Jaheira's quest finally runs its
course. Both of these quests are covered in greater detail in [WLK034].
Jan {CHR012}
o======================================================================o
Male, Gnome, Illusionist/Thief, Chaotic Neutral
Str 9, Dex 17, Con 15, Int 16, Wis 14, Cha 10
Starting Proficiencies:
Short Sword +
Dagger +
Quarter Staff +
Cross Bow +
Overview:
---------
Jan is, at best, a sub-par Mage who will never be able to cast
Necromantic spells such as Finger of Death or Horrid Wilting, and his
Intelligence doesn't do him any favors either. He is a potential
substitute for Imoen, and for an evil party, his blend of thieving and
magic might be the only option for an otherwise Thief-less party.
Frankly, however, I prefer Imoen to him in every way. She'll become a
much better Mage (since she's a dual-classed Thief, and not
multi-classed like Jan) and she's got better Dexterity, Constitution,
and Intelligence. Heck, when playing a protagonist who has levels of
Thief I'd even prefer Aerie, who is less annoying and more versatile.
He's not a terrible character, really, but I'm rather adverse to having
a multi-class Mage as my primary party Mage. He could, in the evil
party, substitute for Haer'Dalis (with the same goal of getting
replaced by ???????), but this hardly gives us the ability to dispense
with the Fighter/Mage/Thief in the long run, and really, I have to
wonder how much difference there would be, gameplay wise. At the end of
the day, if it comes to hearing Jan talk about turnips, or hearing
Haer'Dalis call me raven, I'd rather take the fruity Bard.
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point to spend. Just keep in mind he is the weakest recruitable Mage the
game offers.
Recruiting Jan:
---------------
Jan can be found in the Government District of Athkatla (AR1000) at
(x=2730, y=1750). Trax, a representative of the Amnian Revenue and Tax
Board will show up and try to nab Jan for selling illegal merchandise.
You can either lie and cover for Jan and get some experience, or you can
sell Jan out for 100 gold. If you want him in your party you'll either
have to lie for him (not a hard thing to do, considering the experience
involved) or pay his 800 gold piece bail and suffer a net loss of 700
gold... but so annoying is Jan that the Prison Keeper will spot you 200
gold to get rid of him.
Jan's Quest:
------------
After traveling with Jan for a while we'll be bothered by one of his
numerous relatives, Beeloo, who will tell Jan that a former love of his
is now staying at the Jansen family home. Go meet with this Lissa, and
you'll discover that her abusive husband has apparently injured their
daughter severely, and we need to get help. Jan stays behind and
refers us to his Uncle Gerhardt, who tells us to look for the 'Hidden'.
To find the 'Hidden' we need to go to the Government District, talk to
Lady Jysstev, then head into the sewers under the Copper Coronet. The
Hidden will promise to help us if we kill a pair of its pursuers. So
head to the Sea's Bounty, talk to The Thumb, then travel to the Five
Flagons Inn and kill a pair of Githyanki. Return to the Hidden to learn
that the girl has been healed, then return to the Jansen home to
witness an unhappy turn of events.
Keldorn {CHR013}
o======================================================================o
Male, Human, Paladin (Inquisitor), Lawful Good
Str 17, Dex 9, Con 17, Int 12, Wis 16, Cha 18
Starting Proficiencies:
Long Sword ++
Two Handed Sword ++
Cross Bow ++
Overview:
---------
Somewhat weaker, but healthier, than Anomen, Keldorn has one glaring
weakness. His Dexterity is ass, and since he's built for Two Handed
Swords he won't be using a shield. Simply put, he absolutely requires
The Brawling Hands. His Strength is decent, but not stellar like Anomen,
Korgan, or Minsc, so he'll need some Strength-boosting item, eventually.
This is, admittedly a lot of equipment for a single character, so why
bother with him? Several reasons. First, his high Charisma makes him a
natural party leader, although on the flip side, his Paladinhood makes
him unusually liable to interrupt when you're trying to be naughty. Then
again, as an Inquisitor he has the innate ability to cast Dispel Magic
and True Sight, essential debuffs that make him very capable of taking
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on enemy Mages. Having these abilities will make all Mage fights for
your party much easier, as he can easily dispel the buffs Mages rely on
the defend themselves when conventional spell casters may struggle, and
he'll certainly have access to True Sight much sooner than any Cleric or
Mage you'll recruit. And of course, he gets Carsomyr +5, a Holy Avenger,
that can only be used by Paladins. Short of making your protagonist a
Paladin, there's no other way to utilize this awesome weapon. Well, I
mean, you could make your own Inquisitor, but why? The game already
gives you one! With the admittedly hefty investment of The Brawling
Hands and a Girdle of Giant Strength, you'll get a great party leader
who can debuff at a whim and see through defensive illusions, is very
magic resistant, and can support the party with Cross Bow fire when
needed. The fact that he can select Summon Deva as an Epic Feat also
makes him more versatile, as it saves you from wasting a Cleric's
7th-level spell slot on the ability. Keldorn truly is win, and if you're
shooting for a good party, you won't find a better Mage-killing party
leader.
Recruiting Keldorn:
-------------------
When you visit the Temple District of Athkatla, you'll be witness to a
theological debate of sorts. One shifty, lying, fantasy-peddling
bullshit dealer will do a better job at convincing the sheep that his
brand of nonsense is better than another, and the losing side will ask
you to investigate this 'cult'. Not getting into the atom-thin
difference between a cult and a religion here... you'll find Keldorn in
the sewers under this district (AR0701), sent to investigate the cult
before you. He'll join willingly enough, but he'll only stick around
for good if you see this cult off.
Keldorn's Quest:
----------------
When you arrive at the Government District with Keldorn in your party
he'll express his desire to go see his family. Indulge him, and you'll
find that all is not well at home, and you'll have to go around and
try and deal with his wife's infidelity. Keldorn will struggle with his
need to avenge his honor, and his love for his wife. Direct him on the
course that will make him the most content-reconciliation with his wife.
Don't, however, be so helpful as to free him from service so he can see
to his family affairs, he'll do just as well promising that this will
be his last expedition. For more information on this quest, see
section [WLK010] of the Walkthrough.
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Korgan {CHR014}
o======================================================================o
Male, Dwarf, Fighter (Berserker), Chaotic Evil
Str 18/77, Dex 15, Con 19, Int 12, Wis 9, Cha 7
Starting Proficiencies:
Axe +++++
War Hammer +
Overview:
---------
Ah Korgan... I guess instead of throwing Kagain into Baldur's Gate 2,
they decided to replace the whiny evil greed-Dwarf with a psychotic
evil murder-Dwarf. Korgan is not a nice guy, and if you provoke him in
banters he'll even turn hostile on you! Still, he's the best Fighter in
Shadows of Amn, as well a Dwarf should be, and if you can keep from
provoking him and complete his quest in the timely manner he'll be an
invaluable asset. He's strong enough, but not so strong that he couldn't
do with a good boost to his Strength, and he really needs The Brawling
Hands to bring his Armor Class up. His Strength score will allow you to
ignore him in favor of other characters, and his Hit Points are
typically high thanks to being a Dwarf with phenomenal Constitution.
Recruiting Korgan:
------------------
You'll find Korgan in the Copper Coronet (AR0406) at (x=950, y=1870),
making him fairly easy to reach and recruit. Agree to help him track
down the Book of Kaza and he'll join up with you. If you delay, he will
of course go find others more interested in helping him out. It's not a
terribly hard quest, and it doesn't venture out of Athkatla. Best of all
it's in the same area Edwin's quest takes you, so you can handle both
jobs in one journey.
Mazzy {CHR015}
o======================================================================o
Female, Halfling, Fighter, Lawful Good
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Str 15, Dex 18, Con 16, Int 10, Wis 13, Cha 14
Starting Proficiencies:
Short Sword: +++
Short Bow ++++
Overview:
---------
First let me start out by saying that Mazzy is a perfectly fine
character. Her Strength sucks, but since most Fighters need 18(xx) or
more to be optimal, she's only a girdle of giant Strength away from
being potent. Her Dexterity is outstanding, and her Constitution is
very good as well. There are only three things that suck about Mazzy.
First, she's proficient in Short Swords and Short Bows. Short Bows are
what Thieves use to contribute to battles, not the weapon of a full-
fledged Fighter, and Short Swords... well, they tend to suck too. So
you're going to have to completely take her proficiencies in another
direction to make her strong. Sure, she's an investment, but who's not,
you say? The second problem is the fact that she's hidden in the Fallen
Temple of Amaunator in the Temple Ruins area (AR1401), which requires
you to trek all the way out to the Umar Hills and partially complete a
lengthy quest there. Certainly not ideal. But you have to do the same
with Valygar, you say? Sure, but Valygar's quest doesn't require you to
deal with a DRAGON. The last and most damning thing I have against Mazzy
is... well, the other good-or-neutral aligned characters you can
recruit. Mazzy might, with the investment of some levels (and new
proficiencies) and a girdle of giant Strength be a good Fighter, but is
she better than Keldorn with his Inquisitor kit, Anomen and his
dual-classed Cleric spells, or Jaheira and her... well, her Insect
Plague? No, she isn't. She might outcompete Minsc and Valygar
(especially if you're playing with a good or neutral Thief-protagonist),
but I never bring her along. I have considered using her as a 'good'
Korgan, but the amount of proficiencies it would take for her to be able
to use Axe of the Unyielding and Crom Faeyr as well as learn the Two
Weapon Style are just prohibitive, although you could start her out on
War Hammers early. By the time you actually obtain Crom Faeyr she'll
likely be at least specialized in their use, and Anomen can just use the
Flail of the Ages.
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character.
Mazzy's Quest:
--------------
Mazzy has a rather traditional and uninspired quest that'll pop up after
a few days of traveling with her. Her sister, Pala, has been poisoned,
and you need to return to Trademeet to hunt down the poisoner-and
perhaps an antidote. For more information about this quest, refer to
[WLK021].
Minsc {CHR016}
o======================================================================o
Male, Human, Ranger, Neutral Good
Str 18/93, Dex 16, Con 16, Int 8, Wis 6, Cha 9
Starting Proficiencies:
Two Handed Sword ++
Mace ++
Long Bow ++
Two Weapon Style ++
Overview:
---------
Our favorite miniature giant space hamster friend, and his Ranger
sidekick Minsc! The fact that in Mass Effect 2 you can buy a Space
Hamster that, if interacted with responds with the same uncanny
Intelligence and sophistication as Boo merely goes to show how endearing
these characters are to have transcended time and space. That aside,
Minsc has improved a bit from the first game, as he now has a better
Dexterity and Constitution, making him a much sturdier character. He has
also, for some reason, become proficient in the Two Weapon Style, which
is a complete and utter waste for him. He's not protected enough for
protracted front-line action, so the thought of giving him a weapon
without reach is just silly. He's more of a secondary warrior, striking
with reach or ranged weapons, as needed. Anything that doesn't require
+3 weapons can be shot down with bows, and anything that requires a +3
or better weapon... well, just switch to an appropriately-enchanted
melee weapon and let Minsc at 'em. Of course, you could just ignore the
Ranger stealth outright, strap Minsc in heavy armor, and treat him like
a front-liner, but the good party has a busy enough front-line already,
so I'm fine with having him contribute at a range. The fact that he
doesn't need The Brawling Hands or any Strength-enhancing gear makes him
a good fit into the good party. He can still Berserk in this game,
raising his Strength to 20 and his Dexterity to 18, just make sure you
have the Hit Points for the endeavor, as he takes 15 damage when it ends
from his 'improved' Hit Point total. This should last long enough to
make a difference in most fights, but it should be viewed as wholly
inferior to, say, gulping a Potion of Giant Strength. The only real
questions about Minsc are, do you prefer Valygar (I don't) and will
you bench him in favor of ??????? in Throne of Bhaal?
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use Halberds so he can equip one of the best weapons in the game. He'll
find plenty of Two-Handed Swords to keep him occupied in the mean
time... usually hand-me-downs from Keldorn, but very good ones,
nonetheless. He's also a decent archer, although ranged combat
rightfully takes a backseat to melee combat in this game. Keep him from
being the focus of enemy attacks and he'll serve you well as a
not-quite-front-line Fighter.
Recruiting Minsc:
-----------------
Minsc can be found in Irenicus' dungeon (AR0602) in a cell
(x=4000, y=2750) in the same room you start out in.
Nalia {CHR017}
o======================================================================o
Female, Human, Mage/Thief, Chaotic Good
Str 14, Dex 18, Con 16, Int 17, Wis 9, Cha 13
Starting Proficiencies:
Short Sword +
Dagger +
Quarter Staff +
Short Bow +
Overview:
---------
Nalia is bafflingly identical to Imoen, making me wonder if the only
reason she's included is to tide you over until you get Imoen back. She
has only four levels of Thief, and because of it she'll never be as good
as Imoen in combat or with Thief skills, but she does at least come with
a barely passable Find Traps skill. Anything I said about Imoen applies
for Nalia, really... But since you can recruit Imoen, why would you ever
care to recruit Nalia? Imoen is infinitely more connected to the main
story than Nalia, and while you have to do quests to get both of them,
Imoen's is mandatory. If Nalia were at least a romance option, then
there might be a purpose for her, but instead she's just a clone of
Imoen. Or if she was Neutral or Evil instead of a bleeding heart noble,
she could at least fit into Evil parties, but again, no such luck.
Recruiting Nalia:
-----------------
Nalia, like so many other characters, hangs out in the Copper Coronet
(AR0406). You don't even need to find her-she'll find you and
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desperately try to induce you into helping her liberate her captured
family castle. Agree and do so, and she'll stick around for the rest
of the game. This quest is covered in [WLK018].
Nalia's Quest:
--------------
Nalia's quest begins after you rescue the de'Arnise Keep-although it
won't begin within the de'Arnise Keep. After wandering around with her
for a bit, a messenger will show up and tell her of some problems
arising with a funeral. Accompany her there and meet some of the more
unsavory nobles which presumably caused her to disparage her fellow
aristocracy. A little later, the trouble-maker from the funeral, Isaea
Roenall will show up and have Nalia arrested. Afterwards a man named
Khellor Ahmson will show up and point you in the direction of some
evidence that may incriminate Isaea. The rest of the quest involves
following obvious leads and talking to various characters in your
quest to find dirt on Isaea. When you do, head to the Council of Six
building and present the evidence to Corgeig Axehand and Nalia will be
returned to you. The full details of this quest can be found in
[WLK019].
Neera {CHR018}
o======================================================================o
Female, Half-Elf, Wild Mage, Chaotic Neutral
Str 11, Dex 17, Con 14, Int 17, Wis 13, Cha 11
Starting Proficiencies:
Quarterstaff: +
Sling: +
Overview:
---------
Neera is a somewhat interesting addition to Baldur's Gate 2, being the
most potent good-aligned (well, neutral, but good enough) Mage you can
recruit. As a specialist Mage, her spell-power will prove superior to
Imoen's, and she suffers no prohibited spells, like Edwin. On the other
hand, as a Wild Mage she's got an innate 5% chance of spell failure,
which adds a good bit of randomness to her performance. Even in the
biggest fights in the game, however, it's unlikely that a Mage will cast
more than several spells before the matter is decided (not counting
spell-buffs), so there's a good chance her fickle magic won't affect
most fights. Her attributes aren't terribly impressive-her Dexterity
is good, and it will allow her to compete with ranged weapons handily
enough. On the other hand, you'll need to feed her Potions of Genius
to fill up her spellbook, and her Constitution is just a point away
from doing anything useful. Servicable, but Imoen's stats are superior.
Another point for Imoen-she'll provide the Thief skills you need. Neera
won't. The balancing act for me means taking Neera along with her extra
spell per day, and changing my Fighter/Mage into a Fighter/Mage/Thief
(hence losing Time Stop/Whirlwind combos), or keep Imoen, who can also
use the Gesen Bow, and has more Hit Points. With Neera's Wild Magic,
it's really difficult to sell her over Imoen.
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-----------------------------
As a Mage, there's not much you need to do-put her in the Robes of
Vecna and give her some kind of ranged weapon for fights that don't
warrant spells, or clean-up operations. The best ranged weapon for a
Mage is ultimately the Dagger Fire Tooth +3. Since it's an even better
weapon for Jaheira, though, make do with Slings at first, then the
Boomerang Dagger +2, and finally the Crimson Dart +3. As a Specialist
Mage she can handle some redundancy in her spellbook, and as a Wild
Mage, she'll need it. Carry several copies of important debuffs, such
as Dispel Magic, Breach, and True Sight, to name the ones that win
fights most frequently.
Recruiting Neera:
-----------------
Neera can be found in the Bridge District of Athkatla... but only after
talking to Lieutenant Aegisfield and getting started with the 'Skinner
Murders' questline. Essentially there are events that need to trigger
and resolve from the original game on the Bridge District so they do not
over-lap with Neera's quest, both of which occur in roughly the same
area-the northern part of the Bridge District. Anywho, once you've seen
the dead bodies as required by the Skinner Murders questline, return to
the Bridge District to witness Neera rescue a child named Mereth from
some Red Wizards, led by Lanneth. Leave the district and head anywhere
else in Athkatla and you'll be approached by Neera, who'll ask you to
help her with her red scare. Agree and she'll mark the Wild Forest on
your map. Head there (OH6000) and talk to Neera (x=1000, y=3530) to get
her to join up with you.
Neera's Quest:
--------------
Like most Enhanced Edition character quests, Neera's comes in two
more or less distinct stages. The first part of Neera's quest, after
making your way through the Wild Forest and into the Hidden Refuge,
revolves around a series of free-form quests involving Neera's misfit
Wild Mages. Whether you're herding cats or teaching Half-Orcs not to
hit, they tend to be fairly simple and highly variable in the quality
of their rewards. The more of these quests you do, however, the more
Wild Mages will survive later, which leads to more rewards. After those
quests, there are two tasks to complete-one is gather the materials for
the creation of a Talisman of the Hearthfire (the creation of which will
save yet another, yet unencountered Wild Mage). The other is to go
retrieve said Wild Mage, so obviously if you plan to save him, you'll
need to create the Talisman first.
When you do go after this rogue Wild Mage, Daxus, you'll encounter some
Red Wizard opposition. This 'rescue' operation ultimately ends up with
all the Wild Mages in captivity (with a few exceptions, depending upon
what quests you've done before). The next task is assaulting the Red
Wizard Enclave (OH6300), which involves a series of rather difficult
fights... unless you try to use subterfuge and dialogue whenever
possible. After you defeat Lanneth and save whatever Wild Mages are
still alive, the Wild Mages will disperse and Neera's quest with it.
In Throne of Bhaal a bird named Jerome will deliver a message to Neera
randomly upon entering an area. The Thayans are still hunting Wild
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Mages, and if anything, their tactics have improved since we routed them
in Athkatla. Neera will suggest luring the Thayans into an ambush-she
gets more than she bargained for when Vicross-leader of the Order of the
Eight Staves-shows up. After defeating Vicross' minions, Vicross flees
back to Thay, dragging us with her. There you'll meet with Szass Tam,
who sends you to deal with Vicross in order to humiliate her master,
who is Tam's rival. All you have to do now is assault Vicross' estate,
kill her and her guards, and hope Szass Tam will keep his word after
the reason for your collaboration is gone...
Rasaad {CHR019}
o======================================================================o
Male, Human, Sun Soul Monk, Lawful Good
Str 16, Dex 16, Con 14, Int 11, Wis 14, Cha 14
Starting Proficiencies:
Katana: +
Scimitar +
Dart +
Sling +
Overview:
---------
As some might have guessed, the much higher level cap of Baldur's
Gate 2 really allows Rasaad (and all Monks, really) to come into his
own. The paltry handful of levels in the first game just wasn't enough
to make a Monk into a decent killer. Now, however, their movement and
attack speed will keep going up, as will their damage, and their Armor
Class keeps going down... along with all the other perks of leveling
up. Most importantly, their fists start couting as magical weapons at
level 9, and in short order, at level 15, as +3 weapons. All of this
helps Rasaad, of course, but he's still a poor Monk, all things
considered. He gains no Hit Points from his Constitution, and meager
bonuses from Strength and Dexterity. Fortunately for him, stat-boosting
items are fairly common in this game, and with a few choice items-a
Girdle of Giant Strenth and Bracers of Armor, for example, any Monk can
become quite dangerous. Rasaad included. Rasaad's base Hit Points are
quite good, at least... I mean, considering he has no Constitution
helping him out-he's only a few points off the maximum.
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Recruiting Rasaad:
------------------
In Trademeet (AR2000) you'll find Rasaad near the fountain dominating
the center of town. He'll get into a scuffle with two fellow Sun Soul
Monks before walking off. Discuss Rasaad's actions with the two Monks
he smacked around, then walk off. Rasaad will come find you, shortly,
asking for your help in infiltrating a new cult threatening his own.
Take him along and he's yours.
Rasaad's Quest:
---------------
After recruiting Rasaad, you'll need to take him to the City Gates
of Athkatla (AR0020), where a 'Cloaked Figure' will point you in the
right direction. After that, head to the Abandoned Amphitheater area
and make your way to the north-east to encounter Hammerhelm and his
Monk recruits. Either by violence or diplomacy, learn the location of
the Heretic Temple, then proceed there, fighting or talking your way
through a Sun Soul Monk ambush enroute. Once at the Heretic Temple,
make your way inside, where you can either complete the cult's
challenges or start fighting. Both result in a revelation about the
true nature of the Heretic Cult and a larger fight. In Throne of Bhaal
he'll be ambushed by a group of Sharrans. On one of their bodies you'll
recover a map that points out the Deepstone Dwarven Clanhold as the new
base of operations for Alorgoth. Head over there and find your way into
the Clanhold, defeat the Sharrans and chase Alorgoth into the depths
of the Shadow Plane itself.
??????? {CHR020}
o======================================================================o
Male, Human, Fighter (Deathbringer), Chaotic Evil
Str 18/00, Dex 17, Con 18, Int 17, Wis 10, Cha 15
Starting Proficiencies:
Two Handed Sword +++++
Halberd +
Cross Bow +
Two Handed Weapon Style ++
Overview:
---------
??????? is the best Fighter in the game. Look at those stats! He
doesn't need any Strength-boosting items, The Brawling Hands, nothing
but a Two-Handed Sword and something to kill! That said, you don't get
him until Throne of Bhaal starts, which is too bad, because he would
have been great through Shadows of Amn. Note that you can change his
alignment over the course of the game by generally being trusting, kind,
and good to him, showing him a superior example, and all that good
stuff. Just keep that in mind if you're a good party, and want his
alignment to become more fitting. If you're playing an evil party...
well, just keep being the bastard you've always been, and have fun.
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Recruiting ???????:
-------------------
After entering your Pocket Plane for the first time (a mandatory step
near the beginning of Throne of Bhaal) ??????? will appear and offer
to help you out... for part of your soul. An insubstantial part, as it
turns out, just enough to give ??????? what he wants without
inconveniencing (or threatening) you. Win-win, right? ??????? sure seems
to think so, and offers to join up. He can see the way the wind is
blowing, and is more than content to take some of the table-scraps from
your epic climb to power. Smart, smart man...
o=========o
|Banter #1|
o=========o
??????? says: "So. I yet remain at your side. I am surprised. But from
your constant wary glances, it seems that you do not
trust my presence, yet."
If you made ??????? take an oath in the Pocket Plane before joining you,
pick any option regarding the oath. When you get a chance to make
another response, pick "No, not really. You paid for what you did".
Afterwards, either say that "No. You're not the same man, are you?" or
"Perhaps. But I already took my revenge. Now you get the benefit of the
doubt." Either will improve ???????'s alignment.
If you didn't make him take an oath, you'll get three different
dialogue options, all inconsequential. After he says "It eats away at
me, then, as to why you would agree to take me with you and not force
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some form of compliance from me through an oath. I told you that oaths
had real power in our father's realm." you'll get another chance to
respond. Don't pick the response "I take you with me because you may be
of use. But I don't need an oath of servitude." Afterwards say either
"You paid for what you did. You're a new man, free to make new mistakes,
if you wish." or "You might. But everyone gets a second chance, ???????.
Even you."
o=========o
|Banter #2|
o=========o
??????? says: "It appears the seeds that our sire sowed long ago are
about to come to fruition. For good or ill, the issue
will be finally resolved very soon."
Pick whatever dialogue option you wish-if you made him take the oath
before joining you, he'll mention the oath, otherwise he'll say the
more neutral term, 'usefulness'. Afterwards he'll ask what you intend
for him after it's all over.
You can pick one of three responses-and really, it doesn't matter what
you pick, but to make life easier on myself, if you pick "So? What about
it?" You'll get one of four choices to pick later. Pick "You'll be free
to go, as you wish.", then pick "Your destiny is your own to forge,
???????. Make the same mistakes, if you must." to improve ???????'s
alignment by one. In response to this he'll ask "And do you believe
that I have another choice?" Pick either "Another choice than being
evil? Always." or "It all depends on whether or not you want to end up
in the same place, ???????." to improve ???????'s alignment again.
o=========o
|Banter #3|
o=========o
??????? says: "The end draws closer. We both know this to be true.
Listen to a proposition, then, that I have given much
thought to as of late."
Pick any option other than "I'm not interested in what you have to say."
and ??????? will comment on your alignment before rambling on, finally
getting to the point by suggesting that you take over as the new Lord
of Murder, claim your birthright... and allow ??????? to stand by your
side. He's canny enough to realize that if you can't wield godly power
yourself, you might as well bask in its favor. Pick option "I have
other plans, ???????. Forget it." and a whopping eight dialogue options
will pop up. Pick any option other than "It doesn't matter what happens
to me, ???????... you won't be involved, regardless." or "It's none of
your business, ???????." to get six more dialogue options. Don't pick
"There are better things than power, don't be a fool." or "I'm not
going to discuss this with you, as they don't go anywhere, and don't
pick "It don't know. But it doesn't have to be used for self-serving,
evil purposes."
That leaves us with "You can't take an empire with you when you die.
You should know that.", "There is much good that can be done with that
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power. That is more important.", and "With that power comes great
responsibility." All three of these options will improve ???????'s
alignment by one. He'll respond by saying "After... after all you've
been through? With the taint in your soul, you still believe this?"
Respond "I do." If you have at least two positive alignment increases at
this time, ??????? will say "I believe your words may have merit,
<CHARNAME>. My own methods did not end well... and I have no desire to
return to the Abyss when I perish next." At this time, ???????'s
alignment will change to Chaotic Good and he'll say "Perhaps it is time
to rethink my views. I shall have to think on your words most
carefully."
o=========o
|Banter #4|
o=========o
If you had at least one point towards changing ???????'s alignment for
the better and followed my advice during banter #3, you should get the
following for banter #4.
??????? says: "I... have been considering your words. I have changed
my outlook, and think perhaps it may be a good thing.
I feel I must thank you."
You have three options-but they all result in the same responses from
???????... this is just a "hey, I'm a good guy now!" banter.
Valygar {CHR021}
o======================================================================o
Male, Human, Ranger (Stalker), Neutral Good
Str 17, Dex 18, Con 16, Int 10, Wis 14, Cha 10
Starting Proficiencies:
Katana ++
Dagger +
Spear ++
Long Bow ++
Two Weapon Style ++
Overview:
---------
Notice that his physical stats are identical to Yoshimo's... anyways,
Valgyar is a good Ranger, so you won't be using him in any legit evil
party. Also he's got the Stalker kit, which makes him good at back-
stabbing and gives him the ability to cast Haste, which is always handy.
There are few downsides with him, in fact, so few that he's a very
considerable substitute for Minsc if you're willing to invest an item
of Giant Strength in him. He comes built for two-weapon fighting, and
despite his need to stay in lighter armor, his Dexterity makes this
a real possibility. Nothing really bad to say about Valygar, really,
save his location kind of sucks... and he'll be waiting for gear for
a long time. Waiting for Katanas to open up, waiting for items of
Giant Strength... he needs a lot of gear set aside for other characters,
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but he'll eventually get all he needs-and more-in Throne of Bhaal. I'm
also indisposed towards picking him over Minsc, who is, after all, an
old friend from Baldur's Gate 1.
Recruiting Valygar:
-------------------
You can find him in the Umar Hills area (AR1100) in his house marked on
the map as 'Valygar's Cabin' (AR1101). To keep him, you're going to
need to take him back to Athkatla and deal with the Planar Sphere in
the Slums District [WLK016].
Viconia {CHR022}
o======================================================================o
Female, Elf, Cleric, Neutral Evil
Str 10, Dex 19, Con 8, Int 16, Wis 18, Cha 14
Starting Proficiencies:
War Hammer +
Mace +
Sling +
Overview:
---------
Our old Dark Elven gal-pal has become a bit wiser since the first
game... not wise enough to avoid nearly getting burnt to crisp by
bigots, but still... This will give her a few more low-leveled spells,
but otherwise not much has changed. She still has her great Dexterity
and her Magic Resistance keeping her safe, but in Baldur's Gate 2 Magic
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Recruiting Viconia:
-------------------
Good old Viconia can be found in the Government District of Athkatla
(AR1000) at (x=1820, y=1080). Once again, she's gotten herself in
trouble. In the first game you had to save her from a Flaming Fist
Mercenary, but in this game she's gotten captured by an angry mob. It
makes me wonder why she left your company after the first game... In any
event to recruit Viconia you'll have to save her. If you screw around
too long she'll be burned alive and you'll have lost access to the best
evil Cleric in the game. Click on the logs next to her twice to set her
free. You'll have to fight three Fanatics-none of which are very strong-
for letting her go. Afterwards she'll ask to join up. If you take her
along you'll lose two points of reputation, just like in the first game,
but this is a minor penalty for such a good Cleric.
Yoshimo {CHR023}
o======================================================================o
Male, Human, Thief (Bounty Hunter), True Neutral
Str 17, Dex 18, Con 16, Int 13, Wis 10, Cha 14
Starting Proficiencies:
Katana +
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Dagger +
Short Bow +
Single Weapon Style +
Overview:
---------
Well, he's a Thief, and the lamest of the Thief Kits at that. He's got
good stats otherwise though, and his Find Traps skill starts out at 100,
which is all you'll ever really need. His Pick Pockets is only 25
however, so to do some early game stealing you'll need to invest some
Potions of Master Thievery into him. Really, he'll have to chug them by
the half dozen to do any stealing. He's also promising because you can
dual-class him into a Fighter and make him significantly more useful.
Alas, I wouldn't put too much stake in him, as he will not accompany to
the end of the game. Take him with you until you get Imoen back, but the
evil party is left bereft of a Thief still.
Recruiting Yoshimo:
-------------------
After making your way to the second level of Irenicus' Dungeon (AR0603),
you'll run across Yoshimo, who is only too eager to join up with your
party and get the hell out of there.
***SPOILERS***
You have been warned, if you don't want spoilers don't read ahead.
Yoshimo is a promising Thief, at least if you dual-class him into a
Fighter. But he suffers from one crippling, inextricable, problem. He is
going to betray you if you take him to Spellhold, as Irenicus has geased
him. Without getting into it too deeply, one of two things happens to
Yoshimo. He attacks you at Spellhold and you're forced to kill him, or
if you leave him behind, he'll die upon sight of the party once they
return from Spellhold. I have heard of one way to get around this. You
MUST leave him behind in Athkatla instead of taking him to Spellhold.
When you come back you must talk to him BEFORE he can die and have him
rejoin your party. Then when he dies (and he will) you can simply raise
him. He has no more banters, and nobody will interact with him, but you
CAN keep Yoshimo with this exploit. Since it's clearly outside what the
creators of the game intended, I write him off as a dead man after
Spellhold, but if you're an evil party who is in desperate need of a
Thief, this is a way to keep Yoshimo. If you keep him alive you'll get a
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o=======o=======o=======o=======o=======o=======o======o
| Str | Dex | Con | Int | Wis | Cha | Total|
o=======o=======o=======o=======o=======o=======o======o
Aerie | 10 | 17 | 9 | 16 | 16 | 14 | 82 |
|-------|-------|-------|-------|-------|-------|------|
Anomen | 18/52 | 10 | 16 | 10 | 12 | 13 | 79 |
|-------|-------|-------|-------|-------|-------|------|
Cernd | 13 | 9 | 13 | 12 | 18 | 15 | 80 |
|-------|-------|-------|-------|-------|-------|------|
Dorn | 19 | 16 | 14 | 10 | 15 | 16 | 91 |
|-------|-------|-------|-------|-------|-------|------|
Edwin | 10 | 10 | 16 | 18 | 10 | 10 | 74 |
|-------|-------|-------|-------|-------|-------|------|
Haer'Dalis | 17 | 17 | 9 | 15 | 13 | 16 | 87 |
|-------|-------|-------|-------|-------|-------|------|
Hexxat | 20 | 20 | 14 | 14 | 12 | 18 | 98 |
|-------|-------|-------|-------|-------|-------|------|
Imoen | 9 | 18 | 16 | 17 | 11 | 16 | 87 |
|-------|-------|-------|-------|-------|-------|------|
Jaheira | 15 | 17 | 17 | 10 | 14 | 15 | 88 |
|-------|-------|-------|-------|-------|-------|------|
Jan | 9 | 17 | 15 | 16 | 14 | 10 | 81 |
|-------|-------|-------|-------|-------|-------|------|
Keldorn | 17 | 9 | 17 | 12 | 16 | 18 | 89 |
|-------|-------|-------|-------|-------|-------|------|
Korgan | 18/77 | 15 | 19 | 12 | 9 | 7 | 80 |
|-------|-------|-------|-------|-------|-------|------|
Mazzy | 15 | 18 | 16 | 10 | 13 | 14 | 86 |
|-------|-------|-------|-------|-------|-------|------|
Minsc | 18/93 | 16 | 16 | 8 | 6 | 9 | 73 |
|-------|-------|-------|-------|-------|-------|------|
Nalia | 14 | 18 | 16 | 17 | 9 | 13 | 87 |
|-------|-------|-------|-------|-------|-------|------|
Neera | 11 | 17 | 14 | 17 | 13 | 11 | 83 |
|-------|-------|-------|-------|-------|-------|------|
Rasaad | 16 | 16 | 14 | 11 | 14 | 14 | 85 |
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|-------|-------|-------|-------|-------|-------|------|
??????? | 18/00 | 17 | 18 | 17 | 10 | 15 | 95 |
|-------|-------|-------|-------|-------|-------|------|
Valygar | 17 | 18 | 16 | 10 | 14 | 10 | 85 |
|-------|-------|-------|-------|-------|-------|------|
Viconia | 10 | 19 | 8 | 16 | 18 | 14 | 85 |
|-------|-------|-------|-------|-------|-------|------|
Yoshimo | 17 | 18 | 16 | 13 | 10 | 14 | 88 |
|-------|-------|-------|-------|-------|-------|------|
"Average" PC | 14.81 | 15.81 | 14.71 | 13.38 | 12.71 | 13.43 | 84.86|
o======================================================o
Note: The average result of a 3d6 dice roll is 10.5 (3.5 per d6).
Bioware and Overhaul Games were using some loaded dice to come up with
a lot of those attributes. Then again, if these were 'average'
characters, they wouldn't be worthy traveling companions, right? It's
also obvious that many of these characters are blatant archetypes, but
we all love archetypes. Still, we don't get some of the randomness that
we saw in some of the Baldur's Gate 1 characters... or in real Dungeons
and Dragons. The great thing about anomalies, however, is the
possibility to dual-class, and in Baldur's Gate 2 major
character-building is largely-and rightfully-over.
It also amuses me that the stats that Bioware and Overhaul games found
the least useful-Wisdom and Charisma-are the stats that I found the
least useful in my days as Dungeon Master. (If I bothered to average
out stats for Baldur's Gate 2 characters, you can bet I have
spreadsheets of old campaigns and characters of my own). Many
characters that are fun to play aren't nice (everybody likes to
play a jackass, from time to time) and/or they aren't wise. Crazy
characters... or more politely, dangerously uninhibited characters...
are often more fun to play than characters who are responsible,
cautious, and deliberate. I think these are universal traits that
most long-time players will discover if they bother to average out
their PC and NPC attributes.
I must also point out that the characters in Baldur's Gate 2 are
decidedly superior to the Baldur's Gate 1 characters, being close in
two of the six attributes, and a point on average superior in Strength,
Constitution, Wisdom, and Charisma, and having an average total of
84.86 compared to 80.79 in the last game. The main reason for this is
the fact that there are much fewer 'junk' characters in this game-higher
stakes require stronger allies. Only three of the potential allies in
this game have a total attribute spread of less than 80 points, while
eight of the twenty-nine recruitable characters in Baldur's Gate 1 had
less than 80 points. It also doesn't hurt that many of the Baldur's
Gate 1 characters who made it into the sequel have higher attributes in
the sequel.
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Fighter
|Cleric
| |Mage
| | |Thief
| | | |Leader
| | | | |The Brawling Hands
| | | | | |Needs Giant Strength
| | | | | | |Good
| | | | | | | |Neutral
| | | | | | | | |Evil
| | | | | | | | |
| | | | | | | | |
o===o===o===o===o===o===o===o===o===o===o
Aerie | | X | X | | | | | X | | |
o===o===o===o===o===o===o===o===o===o===o
Anomen | X | X | | | | X | | | X | |
o===o===o===o===o===o===o===o===o===o===o
Cernd | | X | | | | | | | X | |
o===o===o===o===o===o===o===o===o===o===o
Dorn | X | | | | X | | | | | X |
o===o===o===o===o===o===o===o===o===o===o
Edwin | | | X | | | | | | | X |
o===o===o===o===o===o===o===o===o===o===o
Haer'Dalis | | | | | | | X | | X | |
o===o===o===o===o===o===o===o===o===o===o
Hexxat | | | | X | | | | | | X |
o===o===o===o===o===o===o===o===o===o===o
Imoen | | | X | X | | | | X | | |
o===o===o===o===o===o===o===o===o===o===o
Jaheira | X | X | | | X | | X | | X | |
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o===o===o===o===o===o===o===o===o===o===o
Jan | | | X | X | | | | | X | |
o===o===o===o===o===o===o===o===o===o===o
Keldorn | X | | | | X | X | X | X | | |
o===o===o===o===o===o===o===o===o===o===o
Korgan | X | | | | | X | | | | X |
o===o===o===o===o===o===o===o===o===o===o
Mazzy | X | | | | X | | X | X | | |
o===o===o===o===o===o===o===o===o===o===o
Minsc | X | | | | | | | X | | |
o===o===o===o===o===o===o===o===o===o===o
Nalia | | | X | X | | | | X | | |
o===o===o===o===o===o===o===o===o===o===o
Neera | | | X | | | | | | X | |
o===o===o===o===o===o===o===o===o===o===o
Rasaad | X | | | | | | X | X | | |
o===o===o===o===o===o===o===o===o===o===o
??????? | X | | | | X | | | | | X |
o===o===o===o===o===o===o===o===o===o===o
Valygar | X | | | | | | X | X | | |
o===o===o===o===o===o===o===o===o===o===o
Viconia | X | X | | | X | | X | | | X |
o===o===o===o===o===o===o===o===o===o===o
Yoshimo | | | | X | | | | | X | |
o===o===o===o===o===o===o===o===o===o===o
Fighter: Characters who can meet foes in melee combat with regular
success. These characters typically have decent Hit Points, a good
THAC0, and multiple attacks per round. Heavy armor for an exceptionally
low Armor Class is also a must. A Cleric is typically better at fitting
into this category than a Ranger or Thief, since they do not work as
well with heavy armor... and the main point of a Fighter is to tank.
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Thief, it's almost useless on its own (and a poor choice for a main
character). You should pick what Cleric you want to use not because you
need one, but because of what other things in addition to Clerical
power the Cleric brings to the table.
Anomen has the benefits of a dual-classed Fighters THAC0 and Hit Points.
Jaheira is a multi-classed Fighter/Druid who can specialize in weapons
and learn Greater Whirlwind. Viconia has magic resistance and a great
Dexterity, making her a superior defensive character. Aerie, in
addition to her Clerical abilities can cast Mage spells, although she
suffers in weapon and armor selection.
<---------------------------------------------------------------------->
Mage: The requirements for a Mage are much steeper in Baldur's Gate 2, a
Bard no longer cuts it... and a triple-class character might not either.
Ideally a Mage should be able to cast Finger of Death, Horrid Wilting,
Spell Trigger, Time Stop, and Comet. If they can't cast those, they
need not apply.
Edwin is the best pure Mage in the game, gaining an extra spell per
level (above what being a Conjurer gives him) with no downsides. You
really can't do better, yourself. Neera occupies the second spot, even
though I loathe Wild Mages, I can't argue that her extra spells per
day makes her superior to Imoen. Imoen/Nalia will satisfy your need for
a Thief, as well as provide the third-most potent selection of Mage
spells in the game. Aerie is multi-classed, which will slow her down,
and overall she's not as good of a Mage as either Edwin or Imoen/Nalia,
but since she's not a specialist she does place ahead of Jan, who cannot
cast Necromantic spells.
<---------------------------------------------------------------------->
Thief: A Thief only needs to be able to find and disarm traps.
Everything else can be done another way. Thus, Bards and Rangers do not
qualify as Thieves, even though they can use some Thief skills.
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Also, you'll obviously have to exclude a party member to make room for
your main character, although whom you exclude will pretty much be
resolved by what class your protagonist is.
Keldorn is a great party leader, as his Paladin class ensures he's got a
good Charisma. Also he's relatively well-off in the Armor Class
department, although he needs The Brawling Hands to bring him up to
snuff, especially considering he won't be carrying a shield. His ability
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to Dispel Magic and use True Sight makes him phenomenal for destroying
enemy Mages, and he's an overall great character. Jaheira can specialize
in weapons, wear heavy armor, and use a shield. With her improved
attributes she also has a good amount of Hit Points and Armor Class,
making her a good Fighter. She might not be as great as Keldorn and
Anomen, but her compliment of Druidic spells puts her well above any
competition she might have. Minsc is a secondary Fighter, and can be
substituted for Valygar, who serves much the same role. There are some
issues with Valygar that make me pick Minsc over him, however. He's a
good bit off the beaten path, whereas you get Minsc right in the first
dungeon. Oh, his lower Strength makes him more of a liability, too, and
the fact that he's built to fight with two katanas means he won't be
staying out of melee like Minsc (not to mention the competition he'll
provoke for other katana-users.) ??????? makes a good replacement for
Minsc, if you don't mind doing a little roleplaying to change ???????'s
alignment, and if you won't miss the stealth too much. Anomen is pretty
much the mandatory Good Cleric... there just isn't another one in the
game besides Jaheira, and it's always best to have two characters who
can heal. That's not to say he's baggage, mind you. His high Strength
and starting proficiencies means he'll be as deadly as... well, as most
Fighters, even if he won't have access to Whirlwind Attack. Stick Crom
Faeyr on him, or his holy symbol, and you've got a pretty damn strong
'Cleric'. Lastly, we have Imoen/Nalia, who are practically identical.
Again, the lack of a dedicated Thief makes one of them mandatory, as
well the fact that there's no Good Mage in the game. They fill dual-
roles, both of which the Good party desperately needs filled. And no,
I don't consider Jan a viable replacement. If you don't need a Thief...
well, I'd suggest you still stick with Imoen/Nalia, but even Aerie is a
better choice than Jan.
Party Composition
<---------------------------------------------------------------------->
This shouldn't be so very complex. In my mind, the game decides who
you will travel with as soon as you pick your alignment-with a few
exceptions. First, let me reiterate. You get five party members plus
your protagonist, which is well shy of the total number of characters in
the game. However, since good and evil don't mix, you can only pick so
many to take with you. If you grab Keldorn, you're not travelling with
Korgan, Edwin, or Viconia, and so on. Throw in some useless allies like
Cernd and Jan, and consider that Nalia is just a cheap copy of Imoen,
and you've thinned the ranks. Then there are the dubious characters-
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Haer'Dalis, Mazzy, and Aerie, who are hard to fit into a party for
various reasons-mostly because, although they're decent, they're just
over-matched. Yoshimo is a long-term bust (don't plan a party around
him) and that leaves us with only one real choice... do we bring along
Minsc or Valygar in the good party? Much, much later on in the game,
??????? joins up, at which point you must decide... ditch whatever extra
characters you're dragging along in the evil party (likely Haer'Dalis),
or in the good party ditch Minsc/Valygar, or tell ??????? to take a
walk.
The Protagonist
<---------------------------------------------------------------------->
Ideally a protagonist is simply the strongest character on the screen
at any given time-a Fighter/Mage is really the way to go, in my
opinion. Being able to hold the front-line is good, but being able to
lend Mage support while you're at it is even better, and the
Time Stop/Greater Whirlwind tactic just isn't fair... In a good way!
As far as gear is concerned, a Fighter/Mage can soak up the attacks
of enemy spellcasters (read: Liches) without getting scratched once
the Cloak of Mirroring is obtained. Ilithids are another foe that is
best handled almost exclusively by a Fighter/Mage. With good combat
stats, a decent Armor Class, and protective spells like Mirror Image
and Blur, there really is no better character for weathering psionics
and surviving Intelligence drain. Last but not least, our protagonist
Fighter/Mage can handle Vampires once the Amulet of Power is obtained.
This isn't quite as exclusive as the Illithid tactic, since other
classes (Clerics) can pick up the slack. Still, a Fighter/Mage is more
lethal in combat (better weapon selection and Greater Whirlwind Attack)
and has better defensive spells-all in all, it's the best anti-vampire
character you'll be able to easily build. That's three very dangerous
foes that can be completely negated by our protagonist. Of course,
they're not capable of handling everything-sometimes a Fighter is needed
for brute work, or a Mage is needed to caster higher-level spells (or
numerous low-level spells) that the Fighter/Mage just can't access-yet.
When you slap the Helm of Vhailor on a Fighter/Mage, all those perks
are doubled.
Life isn't so simple for the evil party, however. Imoen barely cuts it
as a Thief for the good party, but the evil party doesn't have access
to her. Yoshimo isn't in it for the long run, and Hexxat-potent as she
is-is still a single-class Thief. And no, I do not consider Jan a
serious option. How then, do we obtain those awesome perks of being a
Fighter/Mage and still introduce a decent Thief into the party? Easy,
make a Fighter/Mage/Thief instead. Is it as good as a Fighter/Mage? No,
your spell progression will be even more stunted, as will your Hit
Points and THAC0 progression, and you'll never get 9th-level Mage
spells (without cheating). On the other hand, all the tactics otherwise
fit seamlessly (save Time Stop/Greater Whirlwind, obviously), and the
Fighter/Mage/Thief gains a few very important benefits. First, being
able to create your own Thief is much better than borrowing an
recruitable Thief. Imoen can't upgrade her Thief skills any-but you
can. No stupid kits (Yoshimo), no annoying turnip-Gnomes (Jan), and no
dragging a single-classed Thief along (Hexxat). Second-and best of
all-is the backstabbing. Adding x5 damage to an already potent
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Jaheira
<---------------------------------------------------------------------->
Jaheira is not an optional character in my mind. Not in Baldur's Gate,
or in Baldur's Gate 2. Since she's become even stronger in the sequel,
this is a no-brainer. Every party should have Jaheira. She can assist
the Clerics in healing and buffing, her Hit Points are some of the best
you'll find on a recruitable character, she has the THAC0 and armor to
compete in melee, and she's neutral-every party can have her (albeit,
with some friction.) Her Druid levels allow you to gain the benefits of
a Druid, without actually having to suffer the crappiness of an actual
Druid. And Insect Plague just wins... well... much of Shadows of Amn,
really. It's the go-to spell of the early-to-mid game. When Jaheira
levels up, her tactics change, but if anything she gets even stronger.
When she starts getting high level abilities, she'll be able to compete
with the best Fighters in the game with her Greater Whirlwind Attacks,
and if she learns Summon Elemental Prince she can call upon one of the
strongest summoning spells in the game. Finally, a high Armor Class and
Iron Skins makes her the closest thing to a Fighter/Mage the game offers
in terms of brute survivability.
Fighters
<---------------------------------------------------------------------->
As far as I'm concerned, this is a real easy choice. Keldorn can gain
access to a very powerful exclusive weapon and whatever he lacks in
attributes, he makes up for with True Sight and super-powered Dispel
Magic. An easy choice for the good party. Korgan is the best pure
Fighter in the game. Enough said, and an easy choice for the evil
party.
Clerics
<---------------------------------------------------------------------->
Here you have some options-watch as I whittle them down. Cernd doesn't
count for much as a Cleric. Not that Druids can't compete... wait...
they really can't. Well, that's settled. That leaves us with Aerie,
Anomen, and Viconia, and when push comes to shove, Aerie clearly loses
the contest. Viconia and especially Anomen are decent Clerics, although
Viconia is the fastest-progessing Cleric thanks to her single-classed
status. Still, this is a matter of a marginal bit of experience, in
exchange for which Anomen has much higher Hit Points, lower THAC0, and
all the other perks of dual-classing as a Fighter. What they both can
do that Aerie cannot is participate in melee combat from the moment
you recruit them. Sure, Anomen's Dexterity sucks, and Viconia has
Hit Point and Strength issues, but a Girdle of Hill Giant Strength
fixes Viconia's problem, and Anomen can just strap on a shield. Aerie,
however, has to mind her Mage limitations, and offers no easy solution.
Aerie's slow progression kills whatever usefulness she might have had-
she's not a good candidate as either the party Mage or the party Cleric.
On the other hand, Viconia's Armor Class and magic resistance make her
a potent defensive character, and Anomen's Hit Points and Strength
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make him a sturdy front-liner. Anomen for the good party, Viconia for
the evil party.
Mages
<---------------------------------------------------------------------->
We have a variety of Mages to choose from, but let me expel two right
off the bat. Aerie's slow progression makes her less-than-ideal as
either the party Mage or Cleric. In particular, Edwin, Imoen, and
Nalia all out-progress her. Jan suffers from the same problem... and on
top of that, he's a specialist Mage whose class prohibits him from ever
casting any of a variety of potent Necromancy spells. No thanks. Now
that we're done with that, we have the aforementioned three. Edwin is
the evil party Mage pretty much by default. He'll cast more spells per
day than any Mage you can make, and this allows us to ignore his lack of
Identify and True Sight. On that note, since Edwin just has so much
more spell-power than the good-party candidates, the evil party will
make much more use of spell-assaults, especially in the early-going.
Having two-extra spell-slots per level and unimpeded progression as a
Mage just allows Edwin to throw out a Slow or Chaos spell just about any
time he wishes-not to mention other late-game greats like Horrid
Wilting, Comet, and debuffs like Breach and Pierce Magic. Our good-
party candidates on the other hand includes a pair of dual-classed
Thieves... practically clones, in fact. This makes me think Nalia only
exists to supply you with an Imoen while the real Imoen is out of
reach. So that being the case, why not just go with Imoen? She's a
bit stunted when compared to Edwin, and you'll really notice how many
more spells per day Edwin gets. Even with a Fighter/Mage on the good
party versus a Fighter/Mage/Thief on the evil party, Edwin tips the
spell-power balance towards the evil side. And of course, Imoen has
better Thief abilities, making her absolutely necessary for a good
party.
True Sight
<---------------------------------------------------------------------->
One main tactic in the game for breaching enemy defenses and keeping
them honest is to use True Sight. You'll do this quite early in the
game, and it'll be necessary until the end credits roll. How you do it,
however, depends on who you've brought along. In this regards, the good
party has a huge advantage in Keldorn. His Inquisitor kit allows him to
use True Sight very early in the game, and quite often. He's really all
you need to bust enemy illusions. Of course, Jaheira will also be able
to pitch in, as will our Clerics, Anomen/Viconia. All that's left are
our Mages, and here Edwin shows one of his few-yet conspicuous-
shortcomings. Edwin can never learn Divination spells, and for the
most part, who cares? Sadly, one of the few spells (and certainly the
most harmful for Baldur's Gate 2) prohibited is True Sight. That means
the standard evil party will have no Keldorn, and their Mage-despite
his staggering number of spell-slots, can never memorize True Sight.
This leaves True Sight entirely up to Viconia and Jaheira. It's a
limitation, to be sure, but one that can be overcome.
Thieving
<---------------------------------------------------------------------->
Already touched upon in the Protagonist section is the issue of Thief
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skills. The good party has Imoen, who is just good enough. The best
answer for the evil party is to have a Thief protagonist, but failing
that, Hexxat is as powerful of a single class Thief as you can hope
for.
The Enhanced Edition has been very kind to the evil party. In the
original game, after Edwin, Jaheira, Korgan, and Viconia, the well was
really running dry. This often led to us choosing to drag along ???????
or Haer'Dalis. The latter is fair enough in Shadows of Amn, while the
former is a heavyweight Fighter in Throne of Bhaal... but this lack of
continuity always left something to be desired. Enter Dorn and Hexxat,
two new characters that serve a role the evil party have long since
needed. Dorn serves as a less potent Keldorn-he's a great party leader
and front-line warrior. He doesn't have the great Inquisitor abilities
like Keldorn, but his Blackguard abilities at least come in handy once
in a while. Hexxat is an evil Thief, as potent of a Thief as you can
hope for. How to choose between the two? Well, despite Hexxat's
potency, the qualifier in the above statement is 'Thief'. A single-class
Thief just isn't a great character, no matter how... unusual... they
are. On the other hand, if you drag Hexxat along, you can drop the
'Thief' from the Fighter/Mage/Thief and go with a more potent
Fighter/Mage. Overall, however, I think Dorn is the more powerful
character.
Once you reach Throne of Bhaal, you can consider removing your 6th
wheel for ???????-unless, of course, you're using Hexxat as your
party Thief, in which case she's mandatory. ??????? has an edge on
Dorn in attributes, but the two are pretty close in potency. He does,
however, significantly out-class Minsc-Minsc's archery and stealth are
both becoming quite ineffective by Throne of Bhaal. Best of all,
depending on how you interact with ???????, his alignment can go either
way.
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Crom Faeyr is obviously a great weapon, for no better reason than the
fact that it boosts your Strength to a ludicrous 25. Of course, it
serves this role just fine as an off-hand weapon, but for lack of
options it'll work as a primary weapon as well. Especially if you
want to keep a shield and have other uses for the Flail of the Ages.
Sure, it doesn't provide any useful offensive or defensive bonuses
(by Throne of Bhaal, Trolls, Ogres, and Ettins will be the least of your
problems), but the sheer damage boost gained from having a 25 Strength
is more than most weapons give.
A better solution for equipping your Cleric is to use Flail of the Ages
and a shield. For Anomen, when he hits level 25 he'll get a Holy
Symbol which will boost his Strength from 18 to 19, with all the
awesome benefits that apply. Viconia will need some help-ideally the
Girdle of Hill Giant Strength, and with her Holy Symbol she'll go from
19 to 20 Strength.
Holy Avenger
<---------------------------------------------------------------------->
Carsomyr
Suggested Characters: Keldorn
Another simple weapon build. You see Carsomyr? If you had anybody who
could wield it, why would you not equip it? 50% magic resistance?
That's all the spell defense anybody could ever need, and the fact that
it casts Dispel Magic on targets means you can rip through enemy spell
casters. It's certainly one of the better reasons to drag Keldorn along,
and it makes creating your own Paladin a somewhat interesting
proposition.
Perfect Swordsman
<---------------------------------------------------------------------->
Angurvadal + Hindo's Doom (Spectral Brand + Hindo's Doom/Angurvadal)
Suggested Characters: Protagonist, Valygar
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remains the weapon to beat in Shadows of Amn. By the time you get to
Throne of Bhaal, however, Celestial Fury is losing its edge, and
replacements abound. Unfortunately, nothing really steps up to takes
its place, as there really aren't any great debilitating swords
(no vorpal one-handed swords, and nothing that forces a save at a
negative penalty.) In this case, I give Angurvadal the nod over other
weapons, like Hindo's Doom, simply because of the fire damage... Hindo's
Doom works just as well as an off-hand weapon. If you don't mind
depriving Jaheira of a great weapon, grab some proficiency points in
Scimitars. You can then use Belm through much of Shadows of Amn, and
when you reach Throne of Bhaal switch to the Spectral Brand as a main
hand weapon, which more or less removes the need for Angurvadal. If
you're using this build for your protagonist (with the implication
that you imported with a 19 Strength) you might as well just use Hindo's
Doom as your offhand weapon for the Magic Resistance. It's just an
idea, whether Angurvadal's 1d4 +1 fire damage and 22 Strength is better
than Spectral Brand's 1d6 cold damage... well, the two seem close enough
that one or the other doesn't make a huge difference.
Ravager
<---------------------------------------------------------------------->
Ravager
Suggested Characters: Dorn, Haer'Dalis, Minsc, ???????, Valygar
The Ravager Halberd is easily one of the best weapons in the game... in
fact, it may be THE best two-handed weapon in the game. Of course, I
prefer Axe of the Unyielding in straight comparison (both are vorpal,
but the Axe of the Unyielding also boosts Armor Class, gives
regeneration, and increases your Constitution.) Still, for a two-handed
weapon wielding character, you really can't get any better, unless
you're a Paladin, and even then it's debatable. It is preferable to
Psion's Blade and Gram, which is why most two-handed warriors shun Two
Handed Swords for Halberds near the end of Shadows of Amn. The Silver
Sword will see them through Shadows of Amn and a bit of Throne of Bhaal,
but this is the weapon to shoot for. A +6 Halberd with a 10% chance to
kill with no save? That's a no-brainer, and it's great for dedicated
two-handed weapon users like ???????, as well as weaker characters who
should distance themselves from the front-lines, but who shouldn't
avoid combat entirely.
Spearman/Staffman
<---------------------------------------------------------------------->
Ixil's Spike/Staff of the Ram
Suggested Characters: Cernd, Protagonist
This is more of a compromise for a Druid than anything else. They can't
use shields, and they just aren't strong enough or well-defended enough
in melee combat to do well without some distance. Since they can't use
Halberds, this is the next best option. The Staff of the Ram can stun
and knockback, and deals 12 crushing damage and 1d4 piercing damage
while Ixil's Spike can immobilize an enemy for three rounds, while doing
1d6 +5 damage each round. The Staff of the Ram seems the superior
offensive weapon, even though Ixil's Spike provides Free Action, and for
most of Shadows of Amn Spears are superior to Quarter Staffs... although
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on the other hand, you can buy the Staff of Rynn +4 from the
Adventurer's Mart at the beginning of the game...
The Bludgeoner
<---------------------------------------------------------------------->
Flail of the Ages + Crom Faeyr
Suggested Characters: Anomen, Protagonist
This is an idea I've toyed around with, but I've never actually put into
action. In my mind, a Fighter/Cleric or Cleric/Ranger protagonist would
make a great candidate for this, but honestly, Anomen would work just as
well (although Viconia might not have the proficiencies to see this
through, and she's certainly not nearly a good enough Fighter for it.)
This build combines the awesome power of Crom Faeyr with the disabling
properties of the Flail of the Ages, which never loses its potency
throughout the game, indeed, it only gets stronger. This almost begs
for a multi-class Fighter/Cleric, who can take advantage of the extra
proficiencies, use Greater Whirlwind, and scrape together some defensive
items to make up for their lack of a shield. On top of this, a
Cleric/Ranger can add Iron Skins to their defenses, making them almost
comparable to a Fighter/Mage defensively. Eh... at least against
physical attacks, anyways.
Ultimate Assassin
<---------------------------------------------------------------------->
Dagger of the Star + Angurvadal/Hindo's Doom
Suggested Characters: Protagonist, Hexxat, Valygar
There's only one real purpose to this build-to take advantage of the
Dagger of the Star's ability to bestow invisibility on its wielder In
the hands of a Thief (preferably a Fighter/Thief protagonist) it becomes
an awesome weapon of mass destruction, as backstabs will flow liberally.
The off-hand weapon in this case is merely a boosting or defensive item,
Angurvadal will boost your Strength, while Hindo's Doom will boost your
magic resistance, as the situation demands. In most situations,
Angurvadal will be the best choice, as the Strength boost will
exponentially increase the damage done by the backstab.. although if
you're using this build on a protagonist, they may not NEED the
Strength boost so much... especially if they're evil (secrets implied).
Vorpal Juggernaut
<---------------------------------------------------------------------->
Axe of the Unyielding + Crom Faeyr
Suggested Characters: Korgan, Mazzy
One of the more obvious builds in the game, unless you're planning for
it early, it can be difficult to get the proficiencies for this build
to work in a timely manner. Korgan is by and far the easiest character
to fit into this build, as he's a Fighter (and hence will get lots of
proficiencies) and already starts out with Grand Mastery in Axes. Since
he already starts out Proficient in War Hammers, it almost feels like
the game is nudging us in the direction of this build. Gauntlets of
Dexterity will in large part cover his Armor Class woes, and Crom
Faeyr will give him all the Strength he needs. Axe of the Unyielding
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further adds to his Armor Class, gives him regeneration, and best of
all gives him a vorpal weapon to attack with. Mazzy can fit into this
role as well, but she requires a lot more work. Get her one point into
War Hammers in Shadows of Amn and try and boost her Two Weapon Style.
When you get Crom Faeyr... you should probably just keep it as an off-
hand weapon, and have her use a Short Sword in her main hand. By
Throne of Bhaal, look to get her proficient with Axes, and then
continue to build up both Axes and War Hammers (favoring the former, as
it is, of course, her main weapon) and switch off to the upgraded Axe
of the Unyielding as soon as possible. It'll take her longer, but she
will get there, and she doesn't need The Brawling Hands like Korgan
does.
o======================================================================o
| |
| Spell Tactics {SPT001} |
| |
o======================================================================o
This section was added by request, since I had provided detailed
information on how to equip and build your characters, a similar section
was requested to discuss how to build up your spellbooks. I think that
what was desired were suggestions on what (and how many) spells to
memorize, so with that in mind, let me mention a few things about this
section. First, let it be known that most (if not all) of this
information can be found-sometimes in greater detail and always in
more pertinent form-in the Walkthrough. When you encounter enemies that
require certain spell tactics to defeat, they are laid out in detail
when you fight them. For example, when you deal with Illithids, you'll
know to have Chaotic Commands at the ready. This, in my mind, pretty
much covers everything you'll need to know, when you need to know it.
This section, then, is to provided detailed, general information about
the spells themselves so that all the information scattered throughout
the Walkthrough can be consulted here. Note, however, that I won't
bother suggesting how many spells to memorize, since this is really
subjective to the enemies at hand, and the caster in question.
Obviously Edwin will have luxuries that Imoen doesn't, and when fighting
a dragon they'll want a different spell-loadout than they will when
fighting a Lich.
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really, one of the best things about a Cleric or a Druid. Too bad you
can't get that spell in this game, eh?
*Armor of Faith
<---------------------------------------------------------------------->
A simple defensive spell that will remain in your list of memorized
spells throughout both games... simply because good defensive Clerical
spells are so rare. This spell absorbs 5% of all damage the caster
would otherwise sustain from physical and magical attacks, and protects
against another 5% for every five levels of the Cleric. Which means...
up to 10% in this game. That doesn't sound like much-and it isn't-but
losing one point in ten of damage isn't horrible, and it has a decent
duration, too. By the time you hit Throne of Bhaal and your Clerics are
pushing 20th level, it'll be seriously reducing damage.
Bless
<---------------------------------------------------------------------->
Bless gives all allies within a 30-foot radius a +1 bonus to attack
rolls and a +1 bonus to saves versus fear. I'll be honest, I rarely use
it, but it's not that bad of a spell. Your THAC0 won't be low enough to
ignore a +1 bonus... but its six-round duration is just lame. You have
better buffs to use.
Command
<---------------------------------------------------------------------->
You can attempt to make an enemy 'die' (go to sleep) for one round.
Anything under six Hit Dice (about 48 Hit Points) gets no save against
the effect, but anything with six Hit Dice or more are entitled to a
Saving Throw vs. Spells. This spell was useful in the first game, but
by now, pretty much everything you fight will have over six Hit Dice...
and besides, you have Greater Command, so why bother with this
under-powered spell?
Detect Evil
<---------------------------------------------------------------------->
It's.. not a great spell, and I wouldn't keep one prepared, but Ajantis
can use it as a special ability. It's got quite a range, and nearby
enemies will be detected as evil in your dialogue box. Want to know if
some Black Talons are currently lurking in Larswood, or want to know if
those humble-looking fishermen are up to no good? Give this spell a go.
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Doom
<---------------------------------------------------------------------->
This curse bestows a -2 penalty to saves and attack rolls upon a single
enemy. This is actually a decent spell to cast on tougher enemies, as
that -2 save penalty can end up paying off in a big way if the critter
then falls victim to some spell or weapon effect. Of course, Greater
Malison affects multiple creatures and bestows a -4 penalty to their
saves, making it a far superior cast.
Magic Stone
<---------------------------------------------------------------------->
You enchant a small pebble, which flies out and hits a foe for... 1d4
damage. It counts a magical (+1) weapon, but otherwise gets no bonuses
to damage. Compare this to, say, Magic Missile and marvel at how much
this spell sucks.
*Remove Fear
<---------------------------------------------------------------------->
Enemy Mages love using Horror. This spell prevents such magics from
working, and will counter it if you're affected by fear. Always keep
one prepared on each Cleric.
Sanctuary
<---------------------------------------------------------------------->
Gives the priest temporary immunity to prosecution by foes, during
which time he can heal/buff themselves (but they cannot affect other
creatures without ending the spell). I don't see the point. If you're
getting hurt, retreat and cast a healing spell. Why waste two rounds
doing what can be done in one?
Shillelagh
<---------------------------------------------------------------------->
Creates a +1 cudgel that deals 2d4 damage. You won't spend much of the
game with a permanent weapon worse than this, so why bother?
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Aid
<---------------------------------------------------------------------->
Bestows the effects of Bless and heals 1-8 Hit Points. Since it only
effects one creature, I don't bother with it.
Barkskin
<---------------------------------------------------------------------->
Grants a target an Armor Class of six, which improves (decreases) by
one for ever four levels of the caster... This can effectively give you
an Armor Class that's comparable to Full Plate Mail at higher levels,
but by then, you've certainly found better, permanent, armor.
Chant
<---------------------------------------------------------------------->
It affects a 30-foot radius, and gives your allies a one-point bonus to
attack rolls, damage rolls, and saves, and imposes a one-point penalty
to the same onto your enemies. A decent spell, even though it takes a
full round to cast... I'm almost never using my Clerics to buff in
combat, and the first-strikes are handled almost exclusively by my
Mages... and with a five-round duration, I tend to ignore the spell in
favor of Defensive Harmony and Protection from Evil 10' Radius.
Find Traps
<---------------------------------------------------------------------->
Detects traps in a very close range. This spell doesn't disarm them,
however, so it's rather pointless.
Flame Blade
<---------------------------------------------------------------------->
This spell allows the caster to create a flaming blade, which the caster
is considered Proficient with. It deals 1d4 slashing damage, plus 1d2+4
fire damage. Despite being a magical blade of flame it does NOT count
as a magical weapon for determining what it can hit-makes sense to me.
*Hold Person
<---------------------------------------------------------------------->
Another spell that should be good, that I just don't use. It affects
everybody within a 7.5-foot radius, but most often you'll be using this
on one character. It only affect man-sized humanoids, but fortunately,
they're common. No save penalty, and it only lasts 10 rounds... which is
long enough to kill them and then some, to be fair. Still, almost
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anything I would use this on, I could just nail with Chaos or Greater
Command, instead.
Know Alignment
<---------------------------------------------------------------------->
Like Detect Evil, except it detects... everything. Evil things glow red,
neutral things glow blue, and friendly things glow green... like those
little circles under your feet!
*Slow Poison
<---------------------------------------------------------------------->
Slow Poison is being humble. This spell eradicates the effects of most
poisons in the game. Keep at least one handy on each Cleric all the
time.
Spiritual Hammer
<---------------------------------------------------------------------->
Conjures a magical hammer, which may be used as an implement of
righteous smiting. It counts as a +1 weapon from 1st-6th level, as a
+2 weapon from 7th-12th level, and a +3 weapon at 13th level and
beyond. You'll find more powerful weapons than this spell conjures. You
should never need to use it.
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---
Protection from Fire: Grants 80% Resistance to Fire.
---
Remove Paralysis: Curse paralysis/hold effects.
Animate Dead
<---------------------------------------------------------------------->
Ah... Animate Dead... this was a great spell in Baldur's Gate 1, but its
hour has passed. Skeleton Warriors are nothing special anymore, and
the Stinking Cloud/Animate Dead tactic has been surpassed by superior
spells. You'll find better minions who are stronger and can take more
abuse, so remove this spell from your spellbooks and move on.
*Cure Disease
<---------------------------------------------------------------------->
Diseases suck. They function like Poison, but take much longer to deal
their damage, and tend to last much, much longer. Unless you're injured,
you rest, or travel across the world map, your chances of dying due to
disease are pretty low... But having to run back to a temple to get a
character cured is no good solution, and Mummies aren't uncommon in
this game. It's a good idea to always have one of these prepared.
*Dispel Magic
<---------------------------------------------------------------------->
Bad guys cast spells too-buffing themselves, or debuffing you. Just as
a Chaos spell can win a fight for you, if it's cast on you, it can also
result in casualties if the enemy gets one on you... unless you're wise
enough to keep a Dispel Magic handy. This spell is just wonderful, and
everybody who can cast it should always have one prepared.
Glyph of Warding
<---------------------------------------------------------------------->
Creates a static 'trap' that explodes when an enemy comes close, dealing
1d4 damage/level to foes within range. This spell is party friendly, so
it should be used-not defensively, as the description suggests, but
offensively, like Fireball. Still, the Cleric has better 3rd-level
spells to cast, and the Mage has far, far superior damage-dealers.
Invisibility Purge
<---------------------------------------------------------------------->
Like the Arcane spell 'Detect Invisibility' this spell will allow you
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Miscast Magic
<---------------------------------------------------------------------->
You'll see the enemy cast this spell a few times, but I never bother
with it. If the enemy fails at a Save vs. Spells (save at -2), they'll
suffer an 80% spell casting failure rate. Of course, Silence 15' Radius
can affect multiple foes, imposes a -5 save, and makes spell casting
100% impossible for affected creatures... and Insect Plague is superior
to Silence. This puts Miscast Magic pretty low on my list of anti-Mage
spells.
Remove Curse
<---------------------------------------------------------------------->
You should NEVER need to cast this spell. It's grand purpose? Getting
icky cursed items out of your hands. This guide tells you what items
you're getting, and you should never equip unidentified items in the
first place.
*Remove Paralysis
<---------------------------------------------------------------------->
Paralysis isn't a terribly uncommon affliction in Baldur's Gate 2, and
while it's not the main tactic the enemy will be using on you anymore,
it's still common enough that it's worth having one of these spells
prepared at all times.
Rigid Thinking
<---------------------------------------------------------------------->
Another spell you'll more often see when it's cast on you than when you
actually waste the time to cast it-it affects one critter and inflicts
confusion. It lasts one turn, and can be negated by a simple Save vs.
Spells. Compare this to the 4th-level Arcane spell Confusion, and you'll
see what a butt-nutter this pansy version is.
Strength of One
<---------------------------------------------------------------------->
Gives the entire party a Strength score of 18/75, and lasts for a turn.
It might seem nifty at first, but once you get the Gauntlets of Ogre
Power, or any of the other Strength-boosting items in the game, this
spell will actually hinder you in combat. For natural heavy-hitters like
Minsc or Korgan, this spell is a meagre bonus from the outset.
Unholy Blight
<---------------------------------------------------------------------->
Like Holy Blight, but with different alignment effects. This spell
deals 1d4 damage per level of the caster to all good foes in the area
of effect (20-ft. radius). The spell deals half damage on a successful
save, but on a failed save, it also imposes a -2 penalty 'to all their
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rolls' for four rounds. This spell is massively less useful than Holy
Blight, since most foes you'll fight are either neutral or evil...
Meaning few enemies will be affected by this spell at all.
Animal Summoning I
<---------------------------------------------------------------------->
Low-level summoning spell suck in Baldur's Gate 2, where the quality of
the foes you'll be facing demands higher-quality minions. Think it
doesn't suck? You'll summon one or two of the following creatures when
you cast this spell-a Dire Wolf, or a War Dog. Yeah. Pass on it.
Cloak of Fear
<---------------------------------------------------------------------->
This spell creates as three-foot radius fear effect centered on the
caster. I'm always dubious about spells that require the proximity of
the caster... but this spell has no effective radius (if your Cleric is
surrounded, maybe, but good luck getting the spell off) and imposes no
save penalty. Even worse, it only causes fear for four rounds. How is
this spell in any way comparable to the 2nd-level Arcane spell, Horror?
*Death Ward
<---------------------------------------------------------------------->
Death Ward is a wonderful, indispensible, must-have spell for every
Cleric in Baldur's Gate 2. You will have lots od death-spells thrown
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your way. Liches and Beholds are especially fond of throwing effects at
you like Disintegrate and Finger of Death. Want to ensure that a certain
character won't get offed by a certain enemy? This is the way to counter
such death-effects.
Defensive Harmony
<---------------------------------------------------------------------->
This spell gives you a +2 bonus to Armor Class for ten rounds-the
perfect last preparation before a big fight. +2 Armor Class is the same
as 10% miss chance, and it affects the whole party. Kind of the opposite
of Death Ward, I use it frequently in the first game, but almost never
in Baldur's Gate 2. Armor Class can get quite low naturally in Baldur's
Gate 2, but by Throne of Bhaal, we're contending with foes who have
THAC0s of -10... which renders most Armor Class considerations moot.
It might be worth a cast once in a while in Shadows of Amn, but...
really, the duration just sucks so much I don't ever bother with it.
Farsight
<---------------------------------------------------------------------->
You could this spell... or you could simply sneak around with a Thief,
Ranger, or invisible character. You'll see more, and it wastes-at best-
a 2nd-level Arcane spell.
Free Action
<---------------------------------------------------------------------->
This spell comes in handy any time you encounter Carrion Crawlers,
Ghouls, Ghasts, Greater Ghouls, or butthole Clerics who like to cast
Hold Person. Of course, it's just as easy to strap on a Ring of Free
Action and save yourself the 4th-level spell slot.
Holy Power
<---------------------------------------------------------------------->
A weak attempt at Tenser's, save it allows the caster to keep their
spell casting powers. This spell is a mix of good and mediocrity. First,
one Hit Point per level will not a Fighter make. Second, while it grants
a massive bonus to combat prowess, it does not increase the Cleric's
attacks per round... again, 18/00 Strength and a good to hit does not a
Fighter make. On the other hand, it's still a welcome boost for those
melee-heavy fights where another competent warrior could tip the
balance... cast on a 7th-level Viconia, it raised her Hit Points from
52 to 59, dropped her THAC0 from a wretched 15 to a respectable 10,
and increased her damage range from 3-8 to 9-14. It duration means it
won't be worth casting all the time (like Protection from Evil 10'
Radius will be), but for big fights, it's worth considering. Hybrid
characters like a Fighter/Cleric will arguably make better use of it-
they already have the THAC0, but the Strength bonus helps, especially
with their superior attacks per round. Ultimately, this spell is decent
at times in the first game, but in Baldur's Gate 2, it'll be utterly
eclipsed by Draw Upon Holy Might.
Lesser Restoration
<---------------------------------------------------------------------->
This spell will remove energy drain on the target, but will fatigue the
caster outright. Energy drain is quite common in this game, but you
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don't usually need to keep this spell prepared, and my tactic for
dealing with energy draining foes tends to be... well, preventing any
energy drain in the first place. But, nothing is perfect, and you might
well find yourself in need of this spell. Still, it's not like disease
or poison, where somebody will die if it's not cured quickly, so you can
always just prepare it after you need it, cast it, and replace it with
something else when everybody is good to go.
Mental Domination
<---------------------------------------------------------------------->
Like the Arcane spell Domination... but Clericy. It allows you to take
control of a critter and command it. I never bother with these spells,
as there's always a better debuff to cast.
*Neutralize Poison
<---------------------------------------------------------------------->
Don't let the name fool you-this spell provides a suite of curative
effects. It cures poison, sure, but is also cures diseases, blindness,
deafness, and heals 10 Hit Points. Until you get access to the Heal
spell, it's the best panacea you've got, and it won't hurt to keep one
handy... as it cures a variety of afflictions.
Poison
<---------------------------------------------------------------------->
Deals variable damage, but the target receives a Saving Throw vs. Poison
at no penalty to negate all effects, as follows:
o===============o===============o
|Caster's Level | Poison Damage |
o===============o===============o
| 7th-9th | 2d8 + 2/round |
|---------------|---------------|
| 10th-12th | 3d8 + 3/round |
|---------------|---------------|
| 13th-14th | 4d8 + 4/round |
|---------------|---------------|
| 15th-16th | 6d8 + 5/round |
|---------------|---------------|
| 17th+ | 8d8 + 6/round |
o===============o===============o
As you can see, its damage scales as you level, but it scales just slow
enough to be too weak to bother casting at every level. Really, 68-108
damage sounds like a lot, but since you need to reach 17th-Level to get
that damage, and it takes ten rounds for this spell to deal it... well,
it sounds less impressive, doesn't it?
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Animal Summoning II
<---------------------------------------------------------------------->
Just like Animal Summoning I, but with slightly stronger summons.
Still, it's competing against True Sight, Chaotic Commands, and Greater
Command. Far, far superior spells. You can summon either a Black Bear, a
Brown Bear, a Cave Bear, or a Jaguar. Wee.
Champion's Strength
<---------------------------------------------------------------------->
Another Clerical spell that boost the fighting abilities of a character.
This time, you cna choose the recepient, and the spell actually has a
passable duration of three rounds per level. When cast, it improves the
target's THAC0 by one point per three levels (up to a maximum of +6 at
18th level) and increases (or decreases) the target's Strength to 18/00.
The downside? Your Cleric can't cast spells while this spell's in
effect. Losing your Cleric's spell-casting abilities is NOT worth the
benefits this spell's bestows... not to mention the fact that, for much
of the game your warriors will have Strength scores in excess of 18/00.
*Chaotic Commands
<---------------------------------------------------------------------->
Oh, Chaotic Commands, how I love you... this little spell makes the
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target immune to... pretty much every mental effect out their. Hold,
Charm, Domination, Suggestion, Psionics, Confusion, all of it. Many
enemies use these attacks and spells, and so, this spell will come in
handy often. Best of all, it has a duration of one turn per level.
Always keep one handy.
*Flame Strike
<---------------------------------------------------------------------->
Target a critter and make 'em toasty, that's what this spell does. I
wouldn't compare it with any of the better Mage damage-dealers, but for
a Cleric... well, they just don't have much else like it. It deals 1d8
damage per level, allowing a save for half damage. If you've got some
free 5th-level spell slots, it might be worthwhile to give your Cleric
the extra firepower.
*Greater Command
<---------------------------------------------------------------------->
Like Command, except it doesn't have a Hit Dice limit and affects all
creatures in a 20-foot radius, it's a great mind-affecting spell, but it
does have one problem-it is not party friendly. Aim with caution... and
if you can, use in conjunction with spells like Greater Malison.
Magic Resistance
<---------------------------------------------------------------------->
Gives the caster 2% Magic Resistance per level, up to a maximum of 40%
at 20th level. Note that it does not RAISE your current Magic Resistance
to this amount, it SETS it to this amount, potentially even lowering it,
if it's higher (Viconia, for instance, has a base 50% Magic Resistance).
It might prove useful, but I don't consider it an essential buff. There
are, after all, better ways to shield the party from magic...
Mass Cure
<---------------------------------------------------------------------->
Heals all allies within a 30-foot radius of the caster for 1d8+1 damage
per caster level. Honestly... the healing just isn't enough to bother
with. If you have scrapes and bruises, use a Ring of Regeneration. If
you need serious healing... well, use Heal.
Raise Dead
<---------------------------------------------------------------------->
Revives a dead character... albeit, with one Hit Point. I have a better
idea-don't die.
Repulse Undead
<---------------------------------------------------------------------->
Knocks undead back when they get too close... really, this is as much
of a hassle for you in combat as it is for your foe, as it'll disrupt
your attack formation and force you to go chasing enemies. If you think
it might be a way to counter energy draining foes, know now that it's
not. It acts in 'pulses', which often doesn't occur frequently enough to
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Righteous Magic
<---------------------------------------------------------------------->
Yet ANOTHER I-wanna-be-a-warrior spell, this one gives one Hit Point
per level of the Cleric (up to a maximum of 20) and increases the
Cleric's Strength by one point per three levels (again, up to a maximum
of six points). It also makes all their attacks do maximum damage. It
has a healthy duration of one round per level, but there are still
issues... it doesn't address the Cleric's poor number of attacks per
round, and honestly, how much better is it than Draw Upon Holy Might?
Slay Living
<---------------------------------------------------------------------->
Touch a living creature and make 'em dead. After casting, the Cleric has
three round (18 seconds) to touch a creature, at which time they must
Save vs. Spell or die... taking 2d6+9 damage on a successful save.
Honestly, I'm not a fan of the touching thing, and no save penalty
suck. I'd stick to Finger of Death.
*True Sight
<---------------------------------------------------------------------->
An essential debuff, True Sight is the bane of all illusions, which
enemy Mages will use constantly. A party without True Sight is a party
that's ill-prepared to deal with many of the stronger creatures in the
game. Have one prepared at all times on every character able to cast
it.
Aerial Servant
<---------------------------------------------------------------------->
Conjures an Aerial Servant for the caster to control. As we should
remember from Baldur's Gate 1, Aerial Servants aren't terrible strong,
and really not worth a 6th-Level spell.
Blade Barrier
<---------------------------------------------------------------------->
Creates a wall of 'circling, razor-sharp blades' that 'create an
unpenetrable barrier'... except not, for the last part. Anything
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*Bolt of Glory
<---------------------------------------------------------------------->
Against a few, select, enemies, this spell is very useful. It only
affects one creature, but there's no save, and the damage is pretty
good. Against normal creatures or elementals it's not worth casting,
but against undead it'll deal 8d6 damage, and against demons it really
shines, dealing 10d6 damage. No save, no missing. Before you have wide
access to highly enchanted weapons, this can be a life-saver, and when
you just need a sure way to deal some damage, this is a great option.
Still, I wouldn't keep it prepared unless I knew for certain that I
would have to fight such creatures.
Conjure Animals
<---------------------------------------------------------------------->
...essentially Animal Summoning IV. In fact, in Infinity Explorer, the
Animal Summoning spells are listed as 'ANISUM01', 'ANISUM02', etc.
This literally is 'ANISUM04', whereas Animal Summoning III is
'ANISUM03'... so, yeah, it's Animal Summoning IV. It allows you to
summon a Polar Bear or two. Really, really not worth the 6th-Level
spell slot.
False Dawn
<---------------------------------------------------------------------->
Essentially an area-of-effect spell that only harms undead. 6d6 damage,
no save, and it confuses undead the following round. 6d6 just isn't
a whole lot of damage, even if the fact that this spell is party-
friendly helps. Another downside, although I rarely complain about it,
is that its casting time is horrible for the type of spell it is. It
doesn't matter anyways, the real reason you should ignore this spell
is Sunray, which is just far superior.
Harm
<---------------------------------------------------------------------->
The opposite of Heal, it reduces a target's Hit Points to one. It does,
of course, require a touch attack to work, which makes me less inclined
to bother with it. But, in case you're enthralled with the damage
potential, I'll work some math to show you why you shouldn't bother with
this spell. First, and obviously, it takes a round to cast the spell.
Then you must make an attack with it to to work-that's two rounds to
do what Finger of Death attempts to do in one. Second, you must actually
hit a target unarmed for the spell to work. For most Clerics, it'll
be easier to overcome an enemy's Save vs. Spells with Finger of Death
than it will be to overcome their Armor Class with Harm.
*Heal
<---------------------------------------------------------------------->
This is the best healing spell in the game, and it really makes all
other healing spells obsolete. It fully cures any one creature
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regardless of how much damage they've sustained and cures all diseases,
and a variety of other effects. Most of your 6th level Cleric/Druid
spell slots should be occupied by Heal spells.
Physical Mirror
<---------------------------------------------------------------------->
Creates a barrier that reflects missile attacks back at the attacker...
while allowing you to make ranged attacks freely. Ranged attacks aren't
nearly as threatening in Baldur's Gate 2 as they were in the original
Baldur's Gate, so I really can't recommend taking this extra defensive
measure. Besides, it only lasts nine rounds... which is probably enough
to see out a fight, but seriously, ranged attacks are rarely a source
of serious danger by the time you get 6th-Level spells.
Wondrous Recall
<---------------------------------------------------------------------->
Allows you to recall two spent spells of 5th-Level or lower... which,
if used to recover important 4th-or-5th-level spells seems like it might
be useful, right? Sure, save one problem. It picks the spells you
recover randomly. So... unless you feel particularly lucky, this spell
is of minimal tactical value.
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Confusion
<---------------------------------------------------------------------->
We all know about Confusion-as a 4th-Level Mage spell, it's pretty
awesome... or it was, in the first game... or something. As a 7th-Level
Cleric spell, however, it's a bit of a waste.
Earthquake
<---------------------------------------------------------------------->
This spell might sound promising, just looking it over. It releases
three tremors of varying potency. The first deals 6d6 damage to all
creatures in a wide area (not party-friendly) and if they fail to save
at -6 they are knocked down for four rounds. The second does 3d6 damage
(save at -2), and the final deals 2d6 (normal save). So, three saves for
a total of 11d6 damage and a chance to knock down. The real damning
thing about this spell, save the fact that enemies get so many saves to
reduce damage, is the fact that it's not not party-friendly. I've never
had it deal spectacular damage, and worse still, there's a chance that
you'll provoke an Earth Elemental. At the end of the day, there are just
better 7th-Level spells to cast.
Elemental Summoning
<---------------------------------------------------------------------->
Summons a pair of 16 Hit Dice elementals (of a random type) to fight
for you, with a 10% chance to summon an Elemental Prince. This spell is
a decent summoning spell, but it pales in comparison to Greater
Elemental Summoning. Alas for Clerics, only Druids get it.
*Energy Blades
<---------------------------------------------------------------------->
Creates a number of energy blades which can be thrown at foes. Yes,
thrown. Still, this spell has the good sense to gives a +10 bonus to
THAC0 and each one deals 1d4+5 damage, as well as 1d10 additional
electrical damage. The Cleric gets one disc per level to throw, and can
throw nine per round. For a Cleric, this spell isn't nearly as bad as
it is for a Mage-a 7th-level Cleric spell just isn't as valuable as a
9th-level Mage spell. Also, Clerics have a lower base THAC0. Thinking
of Viconia with this spell, her high Dexterity would also help her out,
and since she's only got one melee attack per round anyways, she really
is increasing her attacking power with this spell. Assuming no misses,
the potential damage of this spell per round is 9d4+5 (36-81) plus 9d10
(9-90), or 45-171, which can't compete with Comet or Time Stop, but
does compare well with other 7th-level, damage-dealing Clerical spells.
I still consider it a tertiary consideration-after Aura of Flaming Death
and Sunray, if I still have a few empty spell slots, it's worth
preparing... even though it didn't perform as well in combat trials as
its description suggested it should, it was still superior to Viconia
with the Flail of the Ages or the Erinne Sling.
*Finger of Death
<---------------------------------------------------------------------->
This spell instantly snuffs out the victim's life force. It's a killer,
and I love it. It imposes a -2 penalty on the victim's save, which
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Firestorm
<---------------------------------------------------------------------->
Deals 2d8+1/level damage to everything in the 20-foot radius area of
effect, and lasts for four rounds. It... has a rare use, perhaps, but
unless you can keep foes in the area, it's of little value. Also, the
fact that it's not party-friendly doesn't help.
Gate
<---------------------------------------------------------------------->
Gate is a summoning spell with serious liabilities. Unless you have a
Protection of Evil spell cast on your caster (and anybody else you don't
want the Pit Fiend to attack) the Pit Fiend will view them as fair game.
On one hand, you should be used to using Protection From Evil 10' Radius
frequently... but on the other hand, having a summon who will turn on
you if a Dispel Magic is tossed around doesn't strike me as a good
idea. Besides, there are plenty of other, superior summoning spells out
there. Ones not coated in liability sauce.
Globe of Blades
<---------------------------------------------------------------------->
This spell deals 10d10 points of damage to creatures (friendly or not)
adjacent to the caster, and lasts a turn. In combination with Aura of
Flaming Death it can make attacking the caster very, very painful. Just
beware of friendly fire.
*Greater Restoration
<---------------------------------------------------------------------->
This spell cures all level drain, corrects pretty much every status
effect, and full heals any character it's cast upon. It'll tire the
caster, but sometimes it's worth casting to bring severely damage
allies back from the brink.
Holy Word
<---------------------------------------------------------------------->
Smites all creatures of evil alignment in the spell's 30-foot radius
area of effect, depending upon the target's level:
o===============o===============================o
|Target's Level | Effect |
o===============o===============================o
| > 4 | Death |
|---------------|-------------------------------|
| 4 - 7 | Stunned for one turn |
|---------------|-------------------------------|
| 8 - 11 | Slowed for 1 turn with 75% |
| | spell failure |
|---------------|-------------------------------|
| < 12 | Deafness for 1 turn with 50% |
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| | spell failure |
o===============o===============================o
As you can see, the spell's effects wane as the targets get stronger.
If your idea of a good time is to smite Goblins, then this is the
spell for you. If you want to smite strong foes, you'll need to look
elsewhere.
Implosion
<---------------------------------------------------------------------->
Deals 10d10 fire and 10d10 bludgeoning damage to a single target over
the course of two rounds. Save for half. It's great damage... even if
it only affects one creatures and, with no save penalty you're probably
only going to deal 10d10 damage. This of course, makes me wonder how
much better this spell is than Flame Strike... probably not worth a
7th-Level spell slot.
Regeneration
<---------------------------------------------------------------------->
So... it gives the recepient regeneration of three Hit Points per second
over the course of one round per two levels. Wouldn't a Heal spell do
more, and more quickly? Rhetorical question. It would.
Resurrection
<---------------------------------------------------------------------->
Like Raise Dead, except it fully heals the taget thus revived. Again,
don't suck and you won't die.
Storm of Vengeance
<---------------------------------------------------------------------->
Instantly kills foes of 8th-Level or lower... which will not be worthy
foes by the time you get this spell. Against foes of higher quality, it
will deal 1d6 acid, 1d6 electrical, and 1d6 fire damage each round for
three rounds. A non-party-friendly spells that takes three rounds to
deal 9d6 damage? Yeah, it sucks. Oh, it has a chance to poison on the
first round. I don't care.
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*Sunray
<---------------------------------------------------------------------->
The ultimate anti-undead spell, it deals 1d6 points of damage per
caster level to undead within a 20-foot radius, and the undead must
save vs. spells or be destroyed. It's a great way to blast away
Liches... or any other undead creature in general. It's party friendly,
too. Once you get it, use it to cheap-shot any troublesome undead you
encounter. It also affects non-undead, but it's not worth wasting it
on such foes.
Symbol: Death
<---------------------------------------------------------------------->
Inscribes a magical symbol that, when approached, causes all creatures
in the area to Save vs. Death or die. Unfortunately it doesn't work on
any foes with 60 Hit Points or more, so... yeah. I wipe my ass with this
spell.
Symbol: Fear
<---------------------------------------------------------------------->
Another Symbol spell, when something enters the area of effect it
triggers, attempting to cause fear (save at -4). It, like all Symbol
spells are plagued by the fact that they're not party-friendly... but,
the range is decent, the save penalty good, and if you prepare with
Remove Fear, it might not be a terrible spell to cast.
Symbol: Stun
<---------------------------------------------------------------------->
Everything within a 30-foot radius must save at -4 or be stunned for
two rounds, +1 round/3 levels of the caster. Keep in mind that the spell
is not party friendly.
Unholy Word
<---------------------------------------------------------------------->
Unholy word acts exactly like Holy Word, but it only affects good
creatures. This spell is useless for the same reason that Unholy Blight
is useless-there just aren't many good foes in the game. Oh, and the
fact that even if there were good creatures worth smiting, this spell
would probably just tickle them, anyways.
o===============o===============================o
|Target's Level | Effect |
o===============o===============================o
| > 4 | Death |
|---------------|-------------------------------|
| 4 - 7 | Stunned for one turn |
|---------------|-------------------------------|
| 8 - 11 | Slowed for 1 turn with 75% |
| | spell failure |
|---------------|-------------------------------|
| < 12 | Deafness for 1 turn with 50% |
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| | spell failure |
o===============o===============================o
*Armor of Faith
<---------------------------------------------------------------------->
A simple defensive spell that will remain in your list of memorized
spells throughout both games... simply because good defensive Clerical
spells are so rare. This spell absorbs 5% of all damage the caster
would otherwise sustain from physical and magical attacks, and protects
against another 5% for every five levels of the Cleric. Which means...
up to 10% in this game. That doesn't sound like much-and it isn't-but
losing one point in ten of damage isn't horrible, and it has a decent
duration, too. By the time you hit Throne of Bhaal and your Clerics are
pushing 20th level, it'll be seriously reducing damage.
Bless
<---------------------------------------------------------------------->
Bless gives all allies within a 30-foot radius a +1 bonus to attack
rolls and a +1 bonus to saves versus fear. I'll be honest, I rarely use
it, but it's not that bad of a spell. Your THAC0 won't be low enough to
ignore a +1 bonus... but its six-round duration is just lame. You have
better buffs to use.
Detect Evil
<---------------------------------------------------------------------->
It's... not a great spell, and I wouldn't keep one prepared, but Ajantis
can use it as a special ability. It's got quite a range, and nearby
enemies will be detected as evil in your dialogue box. Want to know if
some Black Talons are currently lurking in Larswood, or want to know if
those humble-looking fishermen are up to no good? Give this spell a go.
Doom
<---------------------------------------------------------------------->
This curse bestows a -2 penalty to saves and attack rolls upon a single
enemy. This is actually a decent spell to cast on tougher enemies, as
that -2 save penalty can end up paying off in a big way if the critter
then falls victim to some spell or weapon effect. Of course, Greater
Malison affects multiple creatures and bestows a -4 penalty to their
saves, making it a far superior cast.
Entangle
<---------------------------------------------------------------------->
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Like Stinking Cloud and Web, this spell is no longer terribly useful.
We have better spells to debilitate our foes with.
Shillelagh
<---------------------------------------------------------------------->
Creates a +1 cudgel that deals 2d4 damage. You won't spend much of the
game with a permanent weapon worse than this, so why bother?
Barkskin
<---------------------------------------------------------------------->
Grants a target an Armor Class of six, which improves (decreases) by
one for ever four levels of the caster... This can effectively give you
an Armor Class that's comparable to Full Plate Mail at higher levels,
but by then, you've certainly found better, permanent, armor.
Find Traps
<---------------------------------------------------------------------->
Detects traps in a very close range. This spell doesn't disarm them,
however, so it's rather pointless.
Flame Blade
<---------------------------------------------------------------------->
This spell allows the caster to create a flaming blade, which the caster
is considered Proficient with. It deals 1d4 slashing damage, plus 1d2+4
fire damage. Despite being a magical blade of flame it does NOT count
as a magical weapon for determining what it can hit-makes sense to me.
Good Berry
<---------------------------------------------------------------------->
Creates five magical berries that each heal for one Hit Point. They
last forever, so it's like creating a weak healing potion to use...
just as long as you don't expect them to be worth anything in combat.
They take time to use in combat, and since they can only be consumed
one at a time... yeah, one Hit Point of healing per round will not win
you any fights. If for some reason you cannot rest, you could
conceivably give thirty of the weightless things to each party member...
but I can't think of a single instance where this is necessary. So,
no combat uses, takes forever to actually use them all, and there's no
point in time where you'd need to do it. Useless spell.
Know Alignment
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<---------------------------------------------------------------------->
Like Detect Evil, except it detects.. everything. Evil things glow red,
neutral things glow blue, and friendly things glow green.. like those
little circles under your feet!
*Slow Poison
<---------------------------------------------------------------------->
Slow Poison is being humble. This spell eradicates the effects of most
poisons in the game. Keep at least one handy on each Cleric all the
time.
Call Lightning
<---------------------------------------------------------------------->
This spell calls down lightning to randomly strike foes. Once per turn
you'll summon one bolt per four levels of the caster, each dealing
2d8 damage +1d8 per level of the caster. It sounds awesome enough-an
8th-level caster can call down two bolts a turn, each dealing 10d8
damage. Still, you can only target the first bolts, and what fight
lasts longer than a turn? None, really. Ultimately, I just find this
spell too damn random to bother with.
*Cure Disease
<---------------------------------------------------------------------->
Diseases suck. They function like Poison, but take much longer to deal
their damage, and tend to last much, much longer. Unless you're injured,
you rest, or travel across the world map, your chances of dying due to
disease are pretty low... But having to run back to a temple to get a
character cured is no good solution, and Mummies aren't uncommon in
this game. It's a good idea to always have one of these prepared.
*Dispel Magic
<---------------------------------------------------------------------->
Bad guys cast spells too-buffing themselves, or debuffing you. Just as
a Chaos spell can win a fight for you, if it's cast on you, it can also
result in casualties if the enemy gets one on you... unless you're wise
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enough to keep a Dispel Magic handy. This spell is just wonderful, and
everybody who can cast it should always have one prepared.
Hold Animal
<---------------------------------------------------------------------->
Another hold spell-it only affects 'normal and giant-sized' animals,
pointedly exempting Wyverns and Ankhegs, for no good reason. That
leaves... what? Cave Bears? Who cares? This spell just doesn't have
enough potential targets to make it worthwhile, nor are the foes it
affects worth keeping it prepared.
Invisibility Purge
<---------------------------------------------------------------------->
Like the Arcane spell 'Detect Invisibility' this spell will allow you
to detect-and therefore thwart-sneaking enemies. You're better off
springing for True Sight.
Miscast Magic
<---------------------------------------------------------------------->
You'll see the enemy cast this spell a few times, but I never bother
with it. If the enemy fails at a Save vs. Spells (save at -2), they'll
suffer an 80% spell casting failure rate. Of course, Silence 15' Radius
can affect multiple foes, imposes a -5 save, and makes spell casting
100% impossible for affected creatures... and Insect Plague is superior
to Silence. This puts Miscast Magic pretty low on my list of anti-Mage
spells.
Rigid Thinking
<---------------------------------------------------------------------->
Another spell you'll more often see when it's cast on you than when you
actually waste the time to cast it-it affects one critter and inflicts
confusion. It lasts one turn, and can be negated by a simple Save vs.
Spells. Compare this to the 4th-level Arcane spell Confusion, and you'll
see what a butt-nutter this pansy version is.
Strength of One
<---------------------------------------------------------------------->
Gives the entire party a Strength score of 18/75, and lasts for a turn.
It might seem nifty at first, but once you get the Gauntlets of Ogre
Power, or any of the other Strength-boosting items in the game, this
spell will actually hinder you in combat. For natural heavy-hitters like
Minsc or Korgan, this spell is a meagre bonus from the outset.
Summon Insects
<---------------------------------------------------------------------->
A very, very weak version of the absolutely devastating 5th-level Druid
spell, Insect Plague. A single target must Save vs. Breath Weapons
(at a -2 peanlty) or take one damage per two seconds of duration... why
such a weird number? I don't know-it deals three damage per round, for
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Animal Summoning
<---------------------------------------------------------------------->
Low-level summoning spell suck in Baldur's Gate 2, where the quality of
the foes you'll be facing demands higher-quality minions. Think it
doesn't suck? You'll summon one or two of the following creatures when
you cast this spell-a Dire Wolf, or a War Dog. Yeah. Pass on it.
Cloak of Fear
<---------------------------------------------------------------------->
This spell creates as three-foot radius fear effect centered on the
caster. I'm always dubious about spells that require the proximity of
the caster... but this spell has no effective radius (if your Druid is
surrounded, maybe, but good luck getting the spell off) and imposes no
save penalty. Even worse, it only causes fear for four rounds. How is
this spell in any way comparable to the 2nd-level Arcane spell, Horror?
*Death Ward
<---------------------------------------------------------------------->
Death Ward is a wonderful, indispensible, must-have spell for every
Cleric in Baldur's Gate 2. You will have lots od death-spells thrown
your way. Liches and Beholds are especially fond of throwing effects at
you like Disintegrate and Finger of Death. Want to ensure that a certain
character won't get offed by a certain enemy? This is the way to counter
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such death-effects.
Defensive Harmony
<---------------------------------------------------------------------->
This spell gives you a +2 bonus to Armor Class for ten rounds-the
perfect last preparation before a big fight. +2 Armor Class is the same
as 10% miss chance, and it affects the whole party. Kind of the opposite
of Death Ward, I use it frequently in the first game, but almost never
in Baldur's Gate 2. Armor Class can get quite low naturally in Baldur's
Gate 2, but by Throne of Bhaal, we're contending with foes who have
THAC0s of -10... which renders most Armor Class considerations moot.
It might be worth a cast once in a while in Shadows of Amn, but...
really, the duration just sucks so much I don't ever bother with it.
Farsight
<---------------------------------------------------------------------->
You could this spell... or you could simply sneak around with a Thief,
Ranger, or invisible character. You'll see more, and it wastes-at best-
a 2nd-level Arcane spell.
*Neutralize Poison
<---------------------------------------------------------------------->
Don't let the name fool you-this spell provides a suite of curative
effects. It cures poison, sure, but is also cures diseases, blindness,
deafness, and heals 10 Hit Points. Until you get access to the Heal
spell, it's the best panacea you've got, and it won't hurt to keep one
handy... as it cures a variety of afflictions.
Poison
<---------------------------------------------------------------------->
Deals variable damage, but the target receives a Saving Throw vs. Poison
at no penalty to negate all effects, as follows:
o===============o===============o
|Caster's Level | Poison Damage |
o===============o===============o
| 7th-9th | 2d8 + 2/round |
|---------------|---------------|
| 10th-12th | 3d8 + 3/round |
|---------------|---------------|
| 13th-14th | 4d8 + 4/round |
|---------------|---------------|
| 15th-16th | 6d8 + 5/round |
|---------------|---------------|
| 17th+ | 8d8 + 6/round |
o===============o===============o
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The damage it deals is... passable, but I find little merit with spells
that have no save penalties. Also, that juicy damage that might be
enticing you isn't going to happen in this game. You'll have to weigh
it's merits on 2d8 + 2/round damage... or 22-36 damage over one turn,
to one creature, that's negated by a single save. Doesn't sound so epic
when you do the math, does it?
Animal Summoning II
<---------------------------------------------------------------------->
Just like Animal Summoning I, but with slightly stronger summons.
Still, it's competing against True Sight, Chaotic Commands, and Greater
Command. Far, far superior spells. You can summon either a Black Bear, a
Brown Bear, a Cave Bear, or a Jaguar. Wee.
*Chaotic Commands
<---------------------------------------------------------------------->
Oh, Chaotic Commands, how I love you... this little spell makes the
target immune to... pretty much every mental effect out their. Hold,
Charm, Domination, Suggestion, Psionics, Confusion, all of it. Many
enemies use these attacks and spells, and so, this spell will come in
handy often. Best of all, it has a duration of one turn per level.
Always keep one handy.
Harper's Call
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<---------------------------------------------------------------------->
A new spell in the Enhanced Edition... and it's just a toned-down
version of Raise Dead. If one of my characters die during a fight, I
just reload and try again-there's no fight in the game so difficult
that it can't be won without loss. Anyways, not only is this a spell
I don't use, it's just not as good as Raise Dead, since it deals ten
damage to the caster, and all the target's ability scores take a
temporary five point hit. If you need to revive dead characters, use a
Cleric, not a Druid, as there are plenty of better 5th-level Druid
spells to cast.
*Insect Plague
<---------------------------------------------------------------------->
One of the best reasons to include Jaheira is Insect Plague, and this
spell really just dominates Shadows of Amn. You target a single victim,
and after affecting them the plague will 'jump' to nearby enemies until
six are affected. The damage is a worthy consideration, as it deals one
point of damage every two seconds for the duration of the spell, but
the real reason to use it is that it prevents spell-casters who are
affected from casting spells. It only lasts six rounds, but this gives
you plenty of time to hit enemy Mages with Breach and take them down
with your fighters. It also has a chance to make enemies run around in
a panic, which can further break up groups of enemies. It's not
exaggeration to say that in Shadows of Amn, whenever a spell-caster
rears their ugly magic at you, Insect Plague can effectively handicap
them. Always keep one ready.
*Iron Skins
<---------------------------------------------------------------------->
An indispensible defensive spell for the Druid, it's essentially the
Druidy version of Stoneskin. Since Stoneskin is one of the best
defensive spells in the game... well, this is a very good spell to
have. If only there was a multi-classed Druid somewhere who could take
this defensive spell into combat... perhaps a Fighter/Druid? That would
be grand...
Magic Resistance
<---------------------------------------------------------------------->
Gives the caster 2% Magic Resistance per level, up to a maximum of 40%
at 20th level. Note that it does not RAISE your current Magic Resistance
to this amount, it SETS it to this amount, potentially even lowering it,
if it's higher (Viconia, for instance, has a base 50% Magic Resistance).
It might prove useful, but I don't consider it an essential buff. There
are, after all, better ways to shield the party from magic...
Mass Cure
<---------------------------------------------------------------------->
Heals all allies within a 30-foot radius of the caster for 1d8+1 damage
per caster level. Honestly... the healing just isn't enough to bother
with. If you have scrapes and bruises, use a Ring of Regeneration. If
you need serious healing... well, use Heal.
Pixie Dust
<---------------------------------------------------------------------->
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*True Sight
<---------------------------------------------------------------------->
An essential debuff, True Sight is the bane of all illusions, which
enemy Mages will use constantly. A party without True Sight is a party
that's ill-prepared to deal with many of the stronger creatures in the
game. Have one prepared at all times on every character able to cast
it.
Conjure Animals
<---------------------------------------------------------------------->
...essentially Animal Summoning IV. In fact, in Infinity Explorer, the
Animal Summoning spells are listed as 'ANISUM01', 'ANISUM02', etc.
This literally is 'ANISUM04', whereas Animal Summoning III is
'ANISUM03'... so, yeah, it's Animal Summoning IV. It allows you to
summon a Polar Bear or two. Really, really not worth the 6th-Level
spell slot.
Dolorous Decay
<---------------------------------------------------------------------->
Slows the target automatically and, if the target fails at a Save vs.
Poison at -2, they'll suffer one point of damage per second until 50
points of damage have been inflicted. A Druid's 6th-level spell
selection isn't great, but slowing one creature and taking almost a
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Fire Seeds
<---------------------------------------------------------------------->
Creates four 'fire seeds', which will appear in the caster's inventory,
which can then be thrown at targets, dealing 2d8 damage per hit, and
allowing a save for half. Do I really need to go on ranting about why
this spell sucks? Yes, I do. 2d8 damage is sucky damage. No save
penalty sucks. The fact that you have to throw and hit targets sucks,
and you probably won't even be able to get all four out in a single
round sucks. Jaheira using the Fire Tooth +3 Dagger will do far
superior damage without wasting any spell slots.
Harm
<---------------------------------------------------------------------->
The opposite of Heal, it reduces a target's Hit Points to one. It does,
of course, require a touch attack to work, which makes me less inclined
to bother with it. But, in case you're enthralled with the damage
potential, I'll work some math to show you why you shouldn't bother with
this spell. First, and obviously, it takes a round to cast the spell.
Then you must make an attack with it to to work-that's two rounds to
do what Finger of Death attempts to do in one. Second, you must actually
hit a target unarmed for the spell to work. For most Clerics, it'll
be easier to overcome an enemy's Save vs. Spells with Finger of Death
than it will be to overcome their Armor Class with Harm.
*Heal
<---------------------------------------------------------------------->
This is the best healing spell in the game, and it really makes all
other healing spells obsolete. It fully cures any one creature regardless
of how much damage they've sustained and cures all diseases, and a
variety of other effects. Most of your 6th level Cleric/Druid spell
slots should be occupied by Heal spells.
Physical Mirror
<---------------------------------------------------------------------->
Creates a barrier that reflects missile attacks back at the attacker...
while allowing you to make ranged attacks freely. Ranged attacks aren't
nearly as threatening in Baldur's Gate 2 as they were in the original
Baldur's Gate, so I really can't recommend taking this extra defensive
measure. Besides, it only lasts nine rounds... which is probably enough
to see out a fight, but seriously, ranged attacks are rarely a source
of serious danger by the time you get 6th-Level spells.
Wondrous Recall
<---------------------------------------------------------------------->
Allows you to recall two spent spells of 5th-Level or lower... which,
if used to recover important 4th-or-5th-level spells seems like it might
be useful, right? Sure, save one problem. It picks the spells you
recover randomly. So... unless you feel particularly lucky, this spell
is of minimal tactical value.
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***TOP SPELLS***
Aura of Flaming Death: Protects and deals fire damage to attackers.
---
Greater Elemental Summoning: Summons an Elemental Prince for one turn.
Confusion
<---------------------------------------------------------------------->
We all know about Confusion-as a 4th-Level Mage spell, it's pretty
awesome... or it was, in the first game... or something. As a 7th-Level
Cleric spell, however, it's a bit of a waste.
Creeping Doom
<---------------------------------------------------------------------->
This spell is like Insect Plague on crack, but with two important
weaknesses... first, the 5th-level spell is a 5th-level spell, not a
7th-level spell. Second, it deals double the damage. Score! But it only
lasts half the time. Since the major benefit of Insect Plague was that
it interrupted spell-casters, wouldn't you, you know, want that effect
to last longer?
Earthquake
<---------------------------------------------------------------------->
This spell might sound promising, just looking it over. It releases
three tremors of varying potency. The first deals 6d6 damage to all
creatures in a wide area (not party-friendly) and if they fail to save
at -6 they are knocked down for four rounds. The second does 3d6 damage
(save at -2), and the final deals 2d6 (normal save). So, three saves for
a total of 11d6 damage and a chance to knock down. The real damning
thing about this spell, save the fact that enemies get so many saves to
reduce damage, is the fact that it's not not party-friendly. I've never
had it deal spectacular damage, and worse still, there's a chance that
you'll provoke an Earth Elemental. At the end of the day, there are just
better 7th-Level spells to cast.
Elemental Summoning
<---------------------------------------------------------------------->
Summons a pair of 16 Hit Dice elementals (of a random type) to fight
for you, with a 10% chance to summon an Elemental Prince. This spell is
a decent summoning spell, but it pales in comparison to Greater
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Elemental Summoning.
Fire Storm
<---------------------------------------------------------------------->
Deals 2d8+1/level damage to everything in the 20-foot radius area of
effect, and lasts for four rounds. It... has a rare use, perhaps, but
unless you can keep foes in the area, it's of little value. Also, the
fact that it's not party-friendly doesn't help.
Globe of Blades
<---------------------------------------------------------------------->
This spell deals 10d10 points of damage to creatures (friendly or not)
adjacent to the caster, and lasts a turn. In combination with Aura of
Flaming Death it can make attacking the caster very, very painful. Just
beware of friendly fire.
Nature's Beauty
<---------------------------------------------------------------------->
Transforms the Druid into the ideal of beauty. Onlookers must Save vs.
Spell (at a +3 bonus) or die. If they pass the save, they are merely
blinded. It's party friendly, but you know... I really just don't think
blinding foes is worth a 7th-Level spell slot.
Regeneration
<---------------------------------------------------------------------->
So... it gives the recepient regeneration of three Hit Points per second
over the course of one round per two levels. Wouldn't a Heal spell do
more, and more quickly? Rhetorical question. It would.
Armor
<---------------------------------------------------------------------->
A simple cast that drops your Armor Class to six (as if you were wearing
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Scale Mail) and lasts for nine hours. Of course, when you realise you
can buy Bracers of Defense A.C. 3 right at the beginning of the game...
yeah, this spell's got nothing.
*Blindness
<---------------------------------------------------------------------->
Like most low-level debuffs, this spell has seen the end of its
usefulness... this spell attempts to blind one enemy. If they fail to
save (at no penalty) they'll take a -4 penalty to attack rolls and to
their Armor Class. You're far better off with Slow.
Burning Hands
<---------------------------------------------------------------------->
A simple offensive spell that deals 1d3+2 damage damage per caster
level, up to a maximum of 1d3+20. Unfortunately, it doesn't have much
range and isn't party friendly, so it can't be safely cast from behind
more sturdy characters. It might come in handy once in a while against
Trolls... but you can always just buy Arrows of Fire. instead.
Charm Person
<---------------------------------------------------------------------->
This spell attempts to charm-or befriend-a neutral or hostile foes
(man-sized humanoids only), but whatever usefulness it might have once
had has been severely reduced in Baldur's Gate 2. Simply put, any debuff
without a save penalty is rarely worth casting.
Chill Touch
<---------------------------------------------------------------------->
A horrible, horrible damage-dealer, for two reasons-first, the caster
has to touch the foes in order to deal the damage. Second, this requires
the caster to actually 'make a successful melee attack'. Two things
Mages are not built for-being where enemies can hit them, and trying to
hit foes in melee. On top of that, the 1d8 damage and no save penalty
side effect of a -2 THAC0 penalty is nothing special.
Chromatic Orb
<---------------------------------------------------------------------->
Chromatic Orb is a handy little spell that deals damage and afflicts
an enemy with status effects. At fourth level the spell can blind, at
fifth it can stun for three rounds, and at seventh level it will
paralyze for 20 rounds. Of course, by that time you'll have better
disabling spells, and if you want to deal damage, the 10-25 damage
Magic Missile causes will probably be more reliable than a chance to
stun.
Color Spray
<---------------------------------------------------------------------->
We should consider this spell like a debuff version of Burning Hands...
you emit a party unfriendly effect in an arc in front of you. Instead of
damage, however, it'll knock foes out (unless they save at no penalty,
or they have more than four Hit Dice) for five rounds. A few obvious
problems... Okay, one, really big problem. Nothing worth killing has
fewer than four Hit Dice.
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Find Familiar
<---------------------------------------------------------------------->
Ah... a very odd spell, indeed. We all know what Familiars are, they're
wizardry lore by now, so onto the spell. First, it can be cast only by
the Protagonist (that's the guy or gal you made at the beginning of this
mess) and you can only have one Familiar at a time. The spell lasts...
indefinitely, up until your Familiar dies, which is something you want
to avoid at all costs... but we'll get to that later. In essence, it's
a permanent summoning spell that creates a critter you completely
control. The type of creature is determined by your alignment, and they
vary widely in capabilities (and I dare say, quality.) Most have 24 Hit
Points, their Armor Class ranges from -2 to 6, and Magic Resistance is
likewise variable from 10% to 65%, having been upgraded a bit since the
first Enhanced Edition game. Some have spells they can use, others have
Thief abilities, while another has special melee attacks... but they are
all obsolete by now, if they ever were useful to begin with. So, what's
the point of casting this spell? The benefits are simple-you get a
7th-wheel who does whatever you tell it to do. Also, you get 1/2 of the
Familiar's Hit Points as a bonus to your Mage's Hit Points. Huzzah. Now
for the crippling downside. If your Familiar dies, you'll suffer damage
equal to half the Hit Points your Mage got out of the deal... not too
bad, right? Oh, and you also lose a point of Constitution permanently.
No big deal.
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NEUTRAL: Rabbit
--> Hit Points: 24
--> Armor Class: 1
--> Magic Resistance: 65%
--> Combat: 2 attacks per round at 13 THAC0 for 1d2 damage
--> Special Abilities: Has 50% in Detect Traps and 30% Hide in
Shadows/Move Silently. Has 75% resistance to fire, cold and
electricity.
It's resistant to elements, but with only twelve Hit Points, the Rabbit
can't really serve as a decoy like the Imp can. All the Rabbit can
really boast is 40% Find Traps, which will not be good enough for most
of the traps in the game. Oh, and 45% Magic Resistance, which is the
best of all the familiars.
--> Special Abilities: Can cast Mirror Image and Invisibility 10'
Radius once per day. Immune to level drain, sleep, and
petrification.
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Friends
<---------------------------------------------------------------------->
This spell can be useful when shopping, as it raises your Charisma by
six points temporarily-long enough to lower prices. Keep in mind that
this spell doesn't seem to have an effect if your Charisma is over 20.
Grease
<---------------------------------------------------------------------->
Much like Web and Stinking Cloud-superior 2nd-level spells-this is an
area-of-effect spell that hampers anything caught in the area... albeit,
after a Saving Throw to attempt to negate the effects. Those who fail
are forced to move quite slowly for the rest of the round, and must save
every round to avoid the movement impediment. This spell was hardly
a consideration in the first game, but in the sequel, it's far beyond
obsolete.
*Identify
<---------------------------------------------------------------------->
You'll always some of these spells prepared, as they... identify magical
items. Sure, having a high Lore skill can do the same, but most strong
magical items require a higher Lore score than you'll probably have...
and it's not worth playing a Bard just to identify crap. Combat use?
None. But it'll save you 100 gold that you would have wasted identifying
items at merchants. Considering how many magical items abound in the
game, this is a necessary money-saver.
Infravision
<---------------------------------------------------------------------->
Cast this spell, and the creature affected gains infravision, which in
this game makes creatures glow orange. Of course, if you have anybody
with infravision naturally, you can simply turn on the 'Group
Infravision' option and use it at will. It's not terribly useful
anyways, either naturally or as a spell, and at 10 turns, this spell's
duration isn't terribly enviable.
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*Magic Missile
<---------------------------------------------------------------------->
The essential damage-dealing spell you'll use through most of the
game... it deals 1d4+1 points of damage, and while that sounds paltry-
and it is-it gains an additional missile at 3rd, 5th, 7th, and finally
9th level. On top of that it has a casting time of one, it always hits,
and allows no save. At 9th level, that's 10-25 damage per casting... not
bad for a 1st-level spell. Honestly, I rarely use this spell, but it
does come in handy during a few fights... chaining multiple copies of
this spell via sequencers, Spell Trigger, etc., can be quite potent.
Reflected Image
<---------------------------------------------------------------------->
A poor man's Mirror Image, it give you one image that mimmics the
caster. Foes attacking the caster have a 50% chance to hit the image,
and a 50% chance to hit the caster... if the image is struck, it
vanishes. Sounds useful, but considering that Mirror Image does the
same thing-but with two-to-eight images, you're better off just
waiting.
Shield
<---------------------------------------------------------------------->
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Like Armor, this spell drops your Armor Class. Unlike Shield, Armor,
however, this spell drops your Armor Class to four against melee
attacks, and two against missile attacks... that's a six or eight
point bonus. It also renders you immune to Magic Missiles! Score.
Unfortunately, it-like Armor-doesn't stack with whatever mundane armor
you may be wearing, and you'll have better permanent armor shortly into
the game.
Shocking Grasp
<---------------------------------------------------------------------->
Another crappy 1st-level damage-dealer, it deals 1d8+1 point of damage
per level and the opponent has to be touched for the spell's damage to
be done. You miss, you wasted the spell. Me? I'd rather take the sure
damage of Magic Missile any day.
Sleep
<---------------------------------------------------------------------->
Sleep is one of the best low-level Mage spells in the game. It'll force
all critters within a 15-foot radius to save at -3 or fall asleep for
five rounds per level.. an insane amount of time, and more than enough
time to kill any and all affected critters. Against high-level enemies
(those with 4+3 Hit Dice or more) it's useless... which means despite
all its merits in the first game, it's useless now.
Spook
<---------------------------------------------------------------------->
This spell causes one creature to Save versus Spells are run away scared
for the duration of the spell. The target suffers a -1 save penalty
against the effect for every two levels of the caster, up to -6 at 12th
level... which is actually pretty decent. What's not decent, however, is
the aforementioned duration, a mere three rounds. You have far better
debuffs to cast.
Agannazar's Scorcher
<---------------------------------------------------------------------->
This spell creates a 15 foot long jet of flames that deals 3-18 damage
to everything in its path. Technically, it's possible to hit several
foes in one cast, but this requires some good luck as to where the foes
place themselves. Frankly, there are many, many other 2nd-level spells
worth casting long before your need to settle for a mediocre damager
like Agannazar's Scorcher... for instance...
Blur
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<---------------------------------------------------------------------->
...Blur. One of the best defensive spells a Mage has to offer, this
spell forces enemies to suffer a -3 penalty to attack rolls, and gives
the Mage a +1 bonus to Saving Throws. At four rounds +2 rounds per
level, it should last an entire encounter once you hit higher levels.
Granted, for most of the first game it won't really be worth casting,
but once your Armor Class and level improves, it'll be a spell you'll
lean on heavily before any large encounter. It might seem over-shadowed
by spells like Improved Invisibility, but actually the game's AI
actually favors Blur. Why, you ask? If you're invisible, you will
provoke a True Sight from many enemy spell-casters... which of course,
dispels all your illusions. This is almost guaranteed in Throne of
Bhaal, to the point where Improved Invisiblity actually compromises
your defenses. Spells like Blur and Mirror Image, however, will not
provoke such a response.
Chaos Shield
<---------------------------------------------------------------------->
This spell is a booster for Nahal's Reckless Dweomer, boosting your roll
on your magic surge table by 15. This turns your pathetic odds to...
well, still pathetic, but somewhat plausible. Still, a booster spell for
another spell that I don't consider worth the trouble, what do you think
my suggestion is?
Deafness
<---------------------------------------------------------------------->
This spell affects one creature and it attempts to deafen the foe, which
gives them a 50% chance of spell failure. Honestly, however, I'd rather
just let my Clerics cast Silence 15' Radius, which imposes a -5 save
penalty, is an area-of-effect spell, and outright prevents affected
creatures from casting... which makes Silence 15' Radius superior in
every category, really. Even better still is Insect Plague, so you can
safely ignore this spell.
Detect Evil
<---------------------------------------------------------------------->
It's... not a great spell, and I wouldn't keep one prepared, it might
prove interesting from time to time. If you follow my guide, however,
you will know who to attack and who to leave alone, alignment be damned.
Detect Invisibility
<---------------------------------------------------------------------->
Why would you ever use this half-measure when you could cast True
Sight?
Ghoul Touch
<---------------------------------------------------------------------->
A thoroughly bad debuff, this spell attempts to paralyze a foe... as if
you were a Ghoul, see? Unfortunately, you need to touch an enemy for the
spell to work and it imposes no save penalty whatsoever.
Glitterdust
<---------------------------------------------------------------------->
Gold! Glitterdust creates a cloud of adhesive, glowing, golden particles
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that cover foes in the area of effect if they fail a save with a -4
penalty. Affected creatures are blinded (-4 penalty to attack rolls,
Saving Throws, and Armor Class) and invisible creatures are revealed.
More good news? It's party-friendly! Unfortunately it only lasts four
rounds, and we need not ever consider 2nd-level spells when we've got
access to far superior debuffs like Slow and Chaos.
Horror
<---------------------------------------------------------------------->
Horror was one of the most overly-abused trump cards the computer
employed in the first game... now it's more of a property than a spell
most foes will employ (ignoring Symbol: Fear, which is a superior
spell.) As for you, and this spell... it's day is done. You have better,
higher-level spells you can cast if you want to break up enemy groups.
Invisibility
<---------------------------------------------------------------------->
An interesting spell... it makes the caster... well, invisible, of
course. It might seem somewhat useful, strategically, as your Mage
would be better able to get into position while invisible, no? Sure,
but remember that in Baldur's Gate 2 the computer has access to True
Sight, and many spell-casters will employ it to expose invisible or
sneaking characters. That being the case, it's probably not going to
prove interesting very often.
*Knock
<---------------------------------------------------------------------->
Another essential Mage spell that has absolutely no use in combat. You
need to unlock something? Use Knock. If you're blessed with a Thief of
any quality, you can skip on this spell, but considering the diminished
status of 2nd-level spells in Baldur's Gate 2, you really don't have
anything better to fill your spellbook up with.
Know Alignment
<---------------------------------------------------------------------->
Want to know somebody's alignment? Cast this spell. Simple as. Of
course, why do you care anyways? If they're not evil, you don't need to
worry, and if you follow my guide, you'll know what to do without having
to pry into everybody's alignment.
Luck
<---------------------------------------------------------------------->
This spell absolutely reeks with suckness. It gives a '5% bonus' to any
and all actions... whatever the hell that means. I have to assume,
however, that on a d20 system... 5% equals a +1 bonus. See? I can do
math. The real suck, however, is that it's a low-powered buff that only
affects one person, and lasts all of three rounds. It's hard to imagine
a more underwhelming buff.
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*Mirror Image
<---------------------------------------------------------------------->
You conjure 2-8 images which mimic the caster and confuse enemies.
Attacks made against the caster have a chance of hitting the caster, or
a chance of hitting one of the images... presumably proportional to the
number of images you have. On it's own, it's a pretty good defensive
spell. Combined with Blur and Stoneskin, it makes a Mage nearly
invulnerable to melee attacks.
Ray of Enfeeblement
<---------------------------------------------------------------------->
Cast this bad ray at a creature and they must make a Saving Throw vs.
Spells (at no penalty) or have their Strength reduced to five for one
round per level. No penalty, one target? No thanks.
*Resist Fear
<---------------------------------------------------------------------->
If an enemy gets off a Symbol: Fear spell, or you succumb to a dragon's
or demon's fear aura, it can easily end in a reload. If you have one of
these spells prepared, however, you have nothing to fear... or at least,
you need not fear fear. A great protective spell, I tend to just make my
Clerics prepare Remove Fear, as 2nd level Mage spell slots are more
precious, and 1st-level Cleric spells are much less so.
Stinking Cloud
<---------------------------------------------------------------------->
Stinking Cloud creates nauseating clouds in a 15-yard radius that forces
enemies to save or be rendered helpless for 1d2 rounds. Lasting one
turn, this spell might not keep enemies down as long as Sleep, but it
has no Hit Dice limit. It used to be one of the best early debuffs in
the first Baldur's Gate, but it's far less useful in Baldur's Gate 2
as compared to higher-level spells.
Strength
<---------------------------------------------------------------------->
This crappy spell sets the Strength score of the target up to 18/50...
or rather, sets it to 18/50, potentially lowering their Strength if it's
higher. For some characters with mediocre Strength-Jaheira and Keldorn,
come to mind-this spell might prove to be a useful buff, but it's really
unnecessary for most fights, and where it'll prove useful, Potions of
Giant Strength abound, and later on, you'll find many items that
improve your Strength while worn.
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Vocalize
<---------------------------------------------------------------------->
Allows the caster to cast spells without making use of its verbal
component... or in other words, you can cast spells silently. The
practical implications of this spell? It allows you to cast spells
while silenced. It only lasts a turn, however, and very few enemies
cast Silence. I have never found a use for this spell.
Web
<---------------------------------------------------------------------->
Web funcitons alot like Stinking Cloud-at least in its overall effect.
Creatures in the area-of-effect who fail their Saving Throw are
helpless. Good stuff. It's got a five yard per level radius (up to a
30 foot radius), lasts two turns per level, and imposes a -2 save
penalty. It can't, however, compare to higher level spells which we'll
have in abundance.
Clairvoyance
<---------------------------------------------------------------------->
This spell removes the fog-of-war in any outdoor area, but it does not
show creatures, and it does not allow you to 'see' what's in the area,
exactly. Again, it just removes the fog-of-war... you know, all that
black crap that's everywhere in a new area? Instead of casting this
spell, why not just walk around? Seriously I can't think of a single
time where this spell is useful.
Detect Illusion
<---------------------------------------------------------------------->
Detect Illusion dispells illusion spells of 3rd level or lower in a
20-foot radius... which means Invisibility, Mirror Image, Blur... the
weakest, but also fairly common illusion spells. Of course, many foes
also use Shadow Door, Mislead, Improved Invisibility, etc., which this
spell does nothing against. Just think instead of this, you could
prepared a shiney new Dispel Magic, which works on almost all spells.
Even better, you could go for True Sight, the REAL illusion-buster in
Baldur's Gate 2.
Dire Charm
<---------------------------------------------------------------------->
Just like Charm Person, but with no save bonus for targets. There are
far more useful 3rd-level spells to prepare.
*Dispel Magic
<---------------------------------------------------------------------->
Any time you fight spellcasters, they'll attempt to buff themselves and
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Fireball
<---------------------------------------------------------------------->
Fireball has its uses, as might be expected from an iconic Mage spell.
The first time I played this game, I was much less refined in my
tactics, and was overjoyed by this brute force option. Still...
experience has taught me that buffs like Haste and debilitative spells
like Chaos are much better spells. That being the case, I rarely bother
using this spell.
Flame Arrow
<---------------------------------------------------------------------->
A single-target damage-dealer that's far easier to control, and hence,
more useful than Fireball in some circumstances. It deals 4d6 fire
damage and 1d6 piercing damage, but the target can save for half the
fire damage. Like Magic Missile, you obtain another missile-for this
spell, once every 5th level-so that's two bolts at 10th level, three at
15th, four at 20th, and so on... This spell is like a beefier Magic
Missile, and it has the same usefulness. On its own, it's fairly weak,
but if you chain a few of them together with Spell Trigger, it can
become monstrously strong... It gets a place of honor in one fight
late in the game, but otherwise, it's ignorable.
Ghost Armor
<---------------------------------------------------------------------->
Yeah, you knew there'd be more of these spells, didn't you? Like the
old 1st-level Armor spell, I consider these spells useless for
single-class Mages. They should be kept out of combat anyways, but for
multi-or-dual-class Mages? Well, let's be honest... you can get better
permanent armor than these spells provide. Ignore Armor, and ignore
Ghost Armor.
*Haste
<---------------------------------------------------------------------->
Haste is the best buff in the game, hands down. In every somewhat
difficult encounter, you should employ Haste. It just doubles your
offensive power. Literally, it gives an extra attack per round and
doubles you movement speed. Good stuff, indeed. Keep one ready on every
character who can cast it.
Hold Person
<---------------------------------------------------------------------->
Just like the 2nd-level Cleric spell, this spell attempts to 'hold', or
paralyze a target, and also affects nearby targets in a 7.5-foot radius.
It only affect man-sized humanoids, but fortunately, they're common. No
save penalty, and it only lasts 10 rounds... which is long enough to
kill them and then some, to be fair. Still, almost anything I would use
this on, I could just use Chaos on instead. Bigger radius, save
penalty... Yeah, you don't need this spell.
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Hold Undead
<---------------------------------------------------------------------->
Just like Hold Person, but for undead, which are normally immune to
these types of spells. It affects all enemies in a 10-foot radius, which
is a decent radius, but it imposes no save penalty. There are better
ways to deal with undead.
Lightning Bolt
<---------------------------------------------------------------------->
This is an interesting damage-dealing alternative for enclosed spaces,
where you can try and bounce it off walls to deal outrageous damage.
Multiple hits will dispatch most enemies. It's a gimmick, however, and
I rarely ever use it, as I'm just not good at aiming it, and generally
find it unreliable.
Monster Summoning I
<---------------------------------------------------------------------->
If you think summoning one or two weak monsters will help you out,
you're in for a rough time... just ignore this useless spell.
Non-Detection
<---------------------------------------------------------------------->
This spell makes you immune to scrying attempts, spells like
Clairvoyance, Invisibility Purge, etc. You know how many foes will
use these spells? None. You will never need this spell.
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Remove Curse
<---------------------------------------------------------------------->
You pick up a shiny new ring and stupidly put it on your finger not
knowing what it is, and boom! Wertle-wertle-woo for you. Honestly,
that's really the only way to get cursed in this game, save for perhaps
short-term spells like Doom, and who cares about that anyways? You can
always go to a church to have curses removed, but this is cheaper. You
probably will never need to use this spell.
Remove Magic
<---------------------------------------------------------------------->
Hailed as the 'combat version' of Dispel Magic, it functions exactly
the same way... save that it only removes buffs/debuffs on foes. This
might sound handy, and it is-if you have the extra 3rd-level spell
slots. On the other hand, it won't save you if you have debuffs
affecting your party, so it's got much less utility overall than Dispel
Magic, if you have any aim. I'll be honest, I've never found a need
for this spell. General party-buffs amongst your foes are rare, and
there are better spells for taking down more potent, individual buffs.
Skull Trap
<---------------------------------------------------------------------->
Create a... skull trap that explodes when enemies get too close to it,
dealing 1d6 points of damage per level to all critters in a 20-foot
radius. Honestly, I prefer Fireball. I can aim it, and decide what gets
hit, when. No need to lure foes into a trap with the hope that it'll
affect a good number of them.
*Slow
<---------------------------------------------------------------------->
This spell affects all enemies in a 30-foot radius, and any melee
character affected might as well be dead. It forces them to move and
attack at half the normal rate, and imposes a -4 penalty to attack rolls
and Armor Class. Enemies save against this effect at a -4 penalty.
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When faced with a group of sturdy melee enemies, there's little better
to cast.
Spell Thrust
<---------------------------------------------------------------------->
Removes a number of spell defenses, including Minor Spell Deflection,
Minor Globe of Invulnerability, Spell Immunity and Minor Spell Turning.
Spell Immunity can be particularly troublesome, since it can prevent
more sophisticated take-down tactics and debuffs, but it's a rare cast
by enemies in this game, and the other spells are much less fearsome.
Vampiric Touch
<---------------------------------------------------------------------->
Deals 1d6 damage per every two caster levels (up to 6d6 damage), and
heals the caster for that amount. Unfortunately, it's a touch spell
(see the word 'touch' in the name?) so its utility for a single-classed
Mage is dubious, at best.
*Confusion
<---------------------------------------------------------------------->
Confusion is a great debilitating spell, but inferior to Chaos, which
outshines it in every way. Still, it forces all enemies in a 30-foot
radius to save at -2 or wander around, go berserk, or simply stand
there. Simply put, it breaks up all effective resistance and wins
fights.
Contagion
<---------------------------------------------------------------------->
A fourth-level debilitator with no save penalty? How well do you think
this spell is going to do? Ah well, let's get it over with... this spell
attempts to cause 'major disease and weakness' in a creature. The target
suffers a -2 penalty to Strength, Dexterity, and Charisma, and they
are slowed. One target. No save penalty. Compare this spell to, say,
Slow. Wouldn't you be better served by slowing a group of foes at a -4
save penalty? You would. Ignore this spell.
Emotion, Hopelessness
<---------------------------------------------------------------------->
Like Confusion, but with no save, and enemies 'sleep' (lie down and
remain helpless) for the duration of the spell. If it weren't for the
lack of a save penalty, it would be a great spell.
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Enchanted Weapon
<---------------------------------------------------------------------->
Creates a +3 weapon that can be used by anybody-either a Mace, Axe,
Long Sword, or Short sword. Or... you could just get a permanent weapon.
Farsight
<---------------------------------------------------------------------->
Allows you to see an unexplored section of map, much like Clairvoyance.
Something else that reveals unexplored sections of map? Exploring it.
Save the spell-slot, just sneak around with a Thief or Ranger.
Fireshield (Blue)
<---------------------------------------------------------------------->
An aggressive form of defense, this spell surrounds the caster with a
shield of 'ice flame'. Yeah, makes sense to me. The caster gains 50%
Cold Resistance and foes that strike in melee suffer 1d8+2 points of
damage per hit. It's decent damage, but a single-classed Mage really
can't accept the damage trade-off. A Fighter/Mage might be able to
handle the abuse, however, but where it really shines is combined with
Stoneskin, where you take no damage, and the enemy suffers for removing
each skin.
Fireshield (Red)
<---------------------------------------------------------------------->
Same thing as Fireshield (Blue), save that Fireshield (Red) is... well,
actually a FIREshield. It grants 50% resistance to fire damage and deals
1d8+2 fire damage each time an enemy strikes you in melee.
*Greater Malison
<---------------------------------------------------------------------->
Hit enemies with this before casting other spells that allow saves and
you'll stand a greater chance of affecting your enemies. If it's used
to soften up foes before hitting them with Chaos, Insect Plague, Finger
or Death, or a Vorpal weapon, it becomes downright unfair.
Ice Storm
<---------------------------------------------------------------------->
A direct-damage dealing area of effect spell that allows no save. Sound
good? Here we go-it only deals 2d8 damage per round (lasting four
rounds) and is not party friendly. So... why cast something with less
damage potential than an 9th-level Mage's Fireball?
*Improved Invisibility
<---------------------------------------------------------------------->
Another great defensive spell, it imposes a -4 penalty to the attack
rolls of enemies, and gives the caster a +4 bonus to saving throws. Best
of all, you can't be targeted with spells until the invisibility is
dispelled. It does, however, have one Achilles heel-the spell True
Sight, which will be employed against you if you've got an invisible
character. By Throne of Bhaal, this counter is so widespread that this
spell is all but useless... in the mean time, however, abuse it.
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<---------------------------------------------------------------------->
This spell makes you immune to 1st-3rd level spells... alas, since most
dangerous spells are now higher-level affairs, this is no longer the
defensive spell it used to be. Most foes will refrain from casting
such weak spells until they're out of superior spells... and if you
can't kill a Mage slinging Melf's Acid Arrows at you... well, you
deserve to lose.
*Minor Sequencer
<---------------------------------------------------------------------->
This spell can be quite useful, as it allows the caster to chain two
spells of 2nd-level or lower together in one quick cast. Want to pelt a
foe with two Magic Missile spells in one round? Or instantly bring up a
Mirror Image and Blur? This is the way to do it. Best of all, you can
cast this spell, prepare the Sequencer, remove this spell, and the
spells you are chaining together, as well. The only limitation is that
you must have the spells you want to sequencer memorized at the time
you cast the sequencer. The only real limitation this spell has? Well,
you don't get it until awfully late in the game...
Monster Summoning II
<---------------------------------------------------------------------->
Like the 3rd level spell, but it'll summon a few more Hit Dice of
monsters... still not enough to make it useful, however.
Polymorph Other
<---------------------------------------------------------------------->
Turns another foe into a Squirrel... still, it imposes no save
penalty and only affects a single target. It's more of a humorous
spell, than a serious tactical solution to any fight.
Polymorph Self
<---------------------------------------------------------------------->
Allows the caster to assume the form of another creature, which you can
select from a short list of the following (as per the spell's in-game
description):
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You can also assume the form of a Brown Bear, Black Bear, or Wolf... but
these shapeshifts suck. Just ask any Druid. So, let's look at these in
depth, shall we?
First, you can change to any of these creatures at will-and back again-
for the entire duration of the spell, a passable one turn, plus three
rounds per level, so you can change your form as events necessitate.
Your statistics and attributes are affected by each form, which is not
mentioned by the spell, but which I will show below. Also, you cannot
cast spells while polymorphed-something to keep in mind, to be sure.
Your natural Armor Class may change, as well-magical protections will
still be counted, but armor will not. You can equip and unequip
clothing, jewelry, and armor at will, but not weapons.
Flind
Armor Class (Base): 2
Strength: 17
Dexterity: 17
Constitution 12
Mustard Jelly
Armor Class (Base): 4
Strength: 14
Dexterity: 9
Constitution 9
Cold Resistance: 50
Electrical Resistance: 100
Magic Resistance: 125
Magic Cold Resistance: 50
Slashing Resistance: 30
Crushing Resistance: 30
Piercing Resistance: 100
Missile Resistance: 85
Ogre
Armor Class (Base): 5
Strength: 18/00
Dexterity: 9
Constitution 18
Spider
Armor Class (Base): 1
Strength: 16
Dexterity: 16
Constitution 9
So... there everything is, all pink and naked. Honestly, I don't see
the point in turning a Mage into a melee creature, especially one that's
likely to be rather weak compared to your mainstay warriors...
If anything, however, the Mustard Jelly is interesting for its
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Secret Word
<---------------------------------------------------------------------->
Dispels one spell protection of 8th-level or lower, including Minor
Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Spell
Deflection, Spell Turning, and Spell Shield. It's... an option if you
don't want to use Spell Thrust, but there are far too many good
4th-level spells to bother with this.
Spider Spawn
<---------------------------------------------------------------------->
Allows you to summon one (80%) or two (20%) spiders of types that vary
by level. At 8th-level or lower, you summon wussy Giant Spiders, at
9th-11th levels you'll summon Phase Spiders, and at 12th-level and
higher you'll summon Sword spiders. None of these creatures really have
the muscle you'll want in a summoned creature.
Spirit Armor
<---------------------------------------------------------------------->
The strongest of the armor spells, this particular version creates an
intangible suit of armor that grants an Armor Class of one. It doesn't
stack with other armor, but it will stack with Dexterity bonuses,
magical protections, and shields. When the spell ends, it'll deal 2d4
points of damage to the caster. It's actually potentially very nice
armor, but honestly, it'll only drop the Armor Class of a well-equipped
Fighter/Mage by a few points.
*Stoneskin
<---------------------------------------------------------------------->
The ultimate physical defensive spell, Stoneskin makes the caster
outright immune to physical damage. It'll absorb a number of attacks
equal to the number of 'skins' or layers it has. The caster has one
skin per two levels, which means a high-level Mage could ignore over
a dozen melee attacks. These skins last until absorbing (and negating)
attacks, or until its whopping 12-hour duration ends. On its own, it's
wonderful physical defense. Mixed with a good Armor Class, and other
defensive spells like Blur and Mirror Image, and it'll make the Mage
nearly invulnerable to melee damage. It's the best thing a Fighter/Mage
can cast in most fights, and really, you should keep one prepared at
all times... which essentially means it's my 4th-level spell of choice
for my Fighter/Mage. It's less useful on single-classed Mages, since
their Armor Class is inferior and they don't tend to be exposed to
physical assaults often, but it's still useful for them, as well.
Teleport Field
<---------------------------------------------------------------------->
Randomly teleports all foes in the area of effect to... another spot in
the area of effect. I really can't think of a great use for this spell,
as the radius is actually rather small (it sure doesn't look like a
30-foot radius on screen, to me). I suppose indoors you could get lucky
and teleport a foe into another room, hence costing them... I don't
know, a round to walk back and continue attacking? Or perhaps you'll
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Wizard Eye
<---------------------------------------------------------------------->
Creates an invisible sensory organ that... essentially allows him to
spy around and explore the level. Like all other Mage-spy spells, why
not just explore? Why waste a 4th-level spell slot to do what a hidden
Ranger or Thief can do?
Animate Dead
<---------------------------------------------------------------------->
Just like the 3rd-Level Cleric spell of the same name, this spell
allows you to summon undead to fight for you. In Baldur's Gate 2, with
the level range you'll be dealing with, it pretty much means you'll be
summoning a Skeleton Warrior. A fairly beefy foe... in Baldur's Gate 1,
it's no longer much in the way of a threat to... much of anything,
really. The game has changed and victory now favors new tactics.
*Breach
<---------------------------------------------------------------------->
Dispels all 'specific and combat protections on a target creature',
including Shield, Protection Circle, Resist Fear, Protection From
Fire/Cold, Fireshield, Protection From Acid, Protection From
Electricity, Protection From Magic Energy, Protection from The Elements,
Protection From Energy, Protection From Normal Missiles, Protection From
Normal Weapons, Protection From Magic Weapons, Stoneskin, Armor, Ghost
Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle.
No save, no check, no magic resistance, it's just gone. That's alot of
spells, and you new gamers out there might not know the signifigance of
this spell... but that's what I'm here for, right? Almost every Mage in
Baldur's Gate 2 will, in combat, throw up a Stoneskin and/or Protection
from Magic Weapons. Since your warriors are probably the characters most
likely to chop down these Mages, these spells can effectively retard
their ability to harm the Mage, which in turn will allow said Mage to
make your life miserable by casting spells. This spell should be used
any time a Mage brings up one of those two spells, and really, it's just
essential to Mage take-down tactics in this game. Every Mage who can
cast it should have at least one prepared at any time, and potentially
a few more, if expecting Mage-heavy opposition. It is worth noting that
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the only effective way to counter Breach is with Spell Immunity that
protects against Abjuration. Don't worry, however. You will almost
always be on the casting end of this spell.
*Chaos
<---------------------------------------------------------------------->
This spell is one of the go-to debilitator for Baldur's Gate 2...
Forcing a save at -4 is just not fair. Otherwise it works just like
Confusion. Get used to hearing about this spell, as I'll be comparing
5th-level spells to it at every turn.
Cloudkill
<---------------------------------------------------------------------->
The only effective use of this spell that I can think of is in
conjunction with Animate Dead and Stinking Cloud. Your Skeleton Warriors
can simply distract enemies and cause them to take damage while they
remain within the Cloudkill. Still, at 1d10 damage per round, it's not a
great way to destroy enemies... not when you can just hit them with
Chaos, instead.
Cone of Cold
<---------------------------------------------------------------------->
Creates a... cone of cold, dealing 1d4+1 damage per level to all
creatures in the area. Not party friendly, but what do you expect?
Creatures inside the area can save for half. It's not a bad damage
dealer, really, but it's not exceptional, either.
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Domination
<---------------------------------------------------------------------->
Control a creature's actions while affected by this spell. It's
essentially the same as any Charm spell, but it imposes a -2 penalty to
their Saving Throws. Oh, and it only lasts eight rounds. Again, I'd
rather disable an entire group of foes with Chaos (at a -4 save!) than
control one.
Feeblemind
<---------------------------------------------------------------------->
Cast this spell for stupid-making. It's like watching to Fox News! The
target saves at a -2 penalty and lasts indefinately-unless dispelled.
This spell lowers the target's Intelligence to three. On most foes, it's
nothing serious, but if you hit a Mage with it... well, they won't be
casting anything, will they? Still, I'd rather... you guessed it, just
use Chaos. A foe affected by Chaos is not going to cast anything, the
save penalty is -4, and it affects a group.
Hold Monster
<---------------------------------------------------------------------->
Like Hold Person, but it affects pretty much any critter. It imposes a
-2 save penalty and affects any foes within a very small 7.5-foot area
of the target... which is, for all intents and purposes, adjacent. Chaos
is still superior.
*Lower Resistance
<---------------------------------------------------------------------->
A fair spell that should see its way into your spellbook from time to
time... at least until you have access to Pierce Magic, but I digress...
Lower Resistance does exactly what its name implies-it lowers the Magic
Resistance of a foe by 10% + 1% per caster level. Even a mid-level
casting of this spell will knock off about 25% Magic Resistance, and
if you chain two of them and a Breach into a Spell Trigger... yeah, it's
worth using to soften up some of the bigger foes in the game.
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<---------------------------------------------------------------------->
Like the lower spells, but with stronger monsters. Still, not strong
enough to bother summoning. A single conjured elemental will certainly
be strong enough to finish off anything this spell summons.
Oracle
<---------------------------------------------------------------------->
Dispels all illusion/phantasm spells of 5th-level or lower in the area,
including Reflected Image, Invisibility, Mirror Image, Non-Detection,
Improved Invisibility, and Shadow Door. Party Friendly. It also has a
huge radius, and considering that the only spell this really leaves out
is Mislead... it seems like a good spell. And it is, but 5th-level
spells are absurdly good throughout the entire game-you're always going
to want Breach, and probably a few copies of it. 6th-level spells are
significantly less impressive, and one of them is True Sight, a superior
anti-illusion spell that has much less competition. Alas, Oracle, you
tried well, but just didn't make the cut.
Phantom Blade
<---------------------------------------------------------------------->
Creates a... yeah, a phantom blade that acts a +3 weapon, which the
caster is automatically proficient with. It deals +10 damage to undead,
but is otherwise not noteworthy. A possibility for a Fighter/Mage, but
a single-classed Mage is wasting their time... and since you can get
your hands on permanent +3 weapons fairly early into the game, even
a combat-focused Mage can ignore this spell.
Shadow Door
<---------------------------------------------------------------------->
This spell is essentially a 5th-level version of Improved Invisibility,
save with a longer duration. 4th-and-5th-level spells are highly
contested, but a Mage will certainly find it easier to spare a 4th-level
spell slot for Improved Invisibility than they will a 5th-level spell
slot for Shadow Door.
*Spell Immunity
<---------------------------------------------------------------------->
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Spell Shield
<---------------------------------------------------------------------->
This spell will protect you from one attempt to debuff your spell
protections, protecting against spells like Breach, Lower Resistance,
Pierce Magic, and Spell Thrust. If an enemy uses it, give them the
old try, try again treatment. It's rare that an enemy will use Breach
or other spell-strippers on you, however, so you probably won't need
this spell... and Spell Immunity (Abjuration) offers superior protection
against all these spells.
Sunfire
<---------------------------------------------------------------------->
Like a Fireball centered around the caster, it deals 1d6 damage per
level (up to a maximum of 15d6 damage). A protected Mage might make use
of this spell, or perhaps a Fighter/Mage, but honestly, I'd rather just
use a Fireball. Puts the Mage-and his allies-at much less risk.
Carrion Summons
<---------------------------------------------------------------------->
Life just wouldn't be complete if we didn't start things out with a
crappy summoning spell, right? This spell summons one or two buffed-up
(but still weak) Carrion Crawlers to fight for you. Pass.
Chain Lightning
<---------------------------------------------------------------------->
At 1d6 points of damage per two levels, it can get up to a hefty bit of
damage, but note that it won't be until 20th level that it matches
humble Fireball, and almost all enemies struck will only take half
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damage from being hit by an arc, instead of the main blast-and many
will save against that to halve the damage yet again. Still, no
friendly fire, which means you can use it at will. Keep in mind,
however, that Horrid Wilting is vastly superior once you get access to
8th level spells, and breaking up a group of foes with Chaos is
probably better than dealing a bit of damage with Chain Lightning.
Still, until Pierce Magic becomes necessary you might as well fill up
your 6th level spell slots with something.
Contingency
<---------------------------------------------------------------------->
I personally don't use Contingency often, as I'd rather control when
my buffs kick in, and honestly, the 'responses' we can pick for the
Contingency's trigger aren't very great. Enemies use it frequently,
however, and it can be useful to pop on a Stoneskin, Mirror Image,
and Blur on when the caster is threatened. It allows you to prepare up
to 18 spell levels of spells, using no more than three spells, of up to
6th level. All the spells must target the caster, so this is purely a
defensive measure.
Death Fog
<---------------------------------------------------------------------->
Conjures up an acidic fog, dealing eight points of acid damage per
round. It also has the added bonus of killing any and all summoned
creatures in the area, regardless of power or resistances. Score. Still,
cloud spells tend to suck, since it's never easy to get foes to hang
around in them... and I'm not fond of delayed gratification when it
comes to damage.
*Death Spell
<---------------------------------------------------------------------->
Although it only affects creatures with 8 Hit Dice or less (by the book
rules, a Hit Dice for a monster is set at 1d8 Hit Points per die, or
up to 64 Hit Points) this actually manages to be a great early-to-mid
game spell. It won't kill many of the more dangerous foes we'll have to
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fight, as the high quality adventurers (like the ones in the sewers
under Athkatla, and those in the slaver compound in the Temple District)
are simply higher than 8th level, it doesn't affect undead, and it's
probably wasted on grunts, guards, and other low-quality foes. But then,
what use does it have? First, it's an excellent way to dispatch
dangerous foes like Illithids, Trolls, and Umber Hulks, which are quite
strong and dangerous to engage in melee. Second, it dispatches summoned
creatures instantly, which can be useful against summon-happy Mages. If
you're playing a good party, you probably won't have access to it
terribly early, but Edwin can get it early, and often, and abusing it
is a great idea. As you get deeper into Shadows of Amn, however, it
becomes less useful as foes routinely become too powerful to be affected
by it.
Disintegrate
<---------------------------------------------------------------------->
You can instantly knock off a creature with this spell, and at first
it seems pretty great... but it's not. First, whatever gear the target
has can often be lost with it. Do you want to risk losing gear over this
spell? Second, it has no save penalty, so chances are it's not going to
be terribly effective. Don't waste your time, or worse, gear. Just wait
until you get access to 7th level's Finger of Death.
Flesh to Stone
<---------------------------------------------------------------------->
Yeah, it might be novel to be on the afflicting end of petrification for
a change, but this isn't a great spell. First, no save penalty. Second,
gear is petrified with it... meaning you'll have to cure the
petrification if you want the petrified creature's gear. That being the
case, against many foes it's less of a death spell, and more of an
over-glorified Otiluke's Resilient Sphere.
Globe of Invulnerability
<---------------------------------------------------------------------->
Like the 4th-level spell Minor Globe of Invulnerability, but less minor.
Tihs spell grants immunity to 1st-4th level spells. Honestly, many enemy
spell-casters you encounter throughout Shadows of Amn fall into two
categories-mediocre casters easily slain by Breach and physical attacks,
or overwhelmingly strong casters (like high-level Mages and Liches) who
probably will never bother with anything less than a 5th-level spell
until the fight is mostly decided. In either case, this spell isn't
useful. Sorry, kids. Baldur's Gate 2 is just a higher spell league. And
think, really, what 4th-level and lower spells are you really afraid of?
The best spells in those levels tend to be buffs, which are not what you
want to stop.
Improved Haste
<---------------------------------------------------------------------->
Unlike Improved Invisibility, the 'Improved' part of this spell is
deceptive. As far as a personal buff goes, it actually does double the
attacks of the affected character each round. When you're getting four
attacks per round, doubling that can be... brutal. Unfortunately, it
doesn't affect the whole party like Haste does, making it a less
effective buff. Still, if a Fighter/Mage were to work it into a Spell
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Invisibile Stalker
<---------------------------------------------------------------------->
Yay... you get to summon another Baldur's Gate 1 critter for fight for
you. Too bad this is Baldur's Gate 2, and creatures from the first game
are a little less than fodder now.
Mislead
<---------------------------------------------------------------------->
Like Shadow Door, it gives you Improved Invisibility, but unlike the
former, it creates a little clone of you to fool enemies. I don't see
the point. True Sight still fixes matters.
*Pierce Magic
<---------------------------------------------------------------------->
Remember when I said later enemies would have spell defenses as well as
magic resistance? Here is your answer to them. Pierce Magic lowers an
enemy's magic resistance by 1% per caster level and removes one of a
various group of spell defenses, like Spell Deflection, Spell Turning,
and Spell Immunity. Use it on dragons, and critters with too many
defenses before starting with Breach and other spell assaults. Later on
in the game, replace Lower Resistance with this spell.
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encounter strong spell-casters who can cast Horrid Wilting, and either
the fight takes place where full party attendance is mandatory, or they
have strong enough allies that leading with a single character otherwise
protected by the Cloak of Mirroring is ill-advised. In most encounters
where you might need this spell, it's the third best option for dealing
with such attacks, the others being, of course 1) Killing the enemy
spell-caster before they can cast Horrid Wilting, 2) Leading with a
character wearing the Cloak of Mirroring, and hence immune to Horrid
Wilting. It's best used as a fairly complete magical-damage defense in
conjunction with the 7th-level 'Protection from the Elements'. Edwin
can, of course, skip both those spells and just prepare the 8th-level
'Protection from Energy', as he will likely have more 8th-level spell
slots than he needs. Still, this is an infrequent cast, at the very
best.
Spell Deflection
<---------------------------------------------------------------------->
Another spell-defense I find wanting. Again, like Minor Spell Turning,
I find this spell rather low-down on my ways to deal with enemy magic,
the two leading options being, of course to 1) overwhelm the Mage
quickly, or 2) lead with a character well and truly protected against
magic... which calls for Spell Immunity, not Spell Deflection.
Stone to Flesh
<---------------------------------------------------------------------->
A remedy for Flesh to Stone or other forms of petrification... I never
use Flesh to Stone offensively, and if a character is petrified, I tend
to reload, so I have no use for this spell.
Summon Nishruu
<---------------------------------------------------------------------->
Summons a magical creature that feeds on magical energy, this minion is
interesting because of its properties... first, it is proof against
magic-actually healed by it, rather. On the other hand, it's not a
warrior, and stands no chance in melee combat. Its usage, then, is
obvious-it's an anti-Mage summon. Brought to bear on an enemy Mage,
it'll quite literally suck up their memorized spells. If it seems too
good to be true, a real Mage-slayer... well, that's because it is.
Despite being immune to magic damage, it is NOT immune to spells, and
a simple Death Spell will see it off. It's a spell most potent enemy
Mages have. Still, there are a few instances where this spell comes in
handy. Just note that the Nishruu sucks up charges from magical items
that targets may be carrying.
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Tenser's Transformation
<---------------------------------------------------------------------->
The ultimate god-maker in Icewind Dale, it can still be a powerful
spell in Baldur's Gate, but with one signficant difference. Spell-play
in Icewind Dale was rather stunted, compared to the rich strategic
options in Baldur's Gate 2. Icewind Dale was literally a spell-buffers
paradise, there was little in the way of counters, no sophisticated
spell-casters that required specialized take-down tactics, and nary a
single spell sequencer to keep things interesting. In that situation,
it was fine to buff up and then go nuts with Tenser's. Tenser's, in a
nutshell, tries to make a warrior out of a Mage. It is largely
unsuccessful for the same reason that the plethora of Cleric spells that
attempt the same are-it doesn't increase your attacks per round. That's
the reason why Viconia is never to be considered a true warrior, despite
her absurd Armor Class and Flail of the Ages, while Anomen, lazy,
clumsy, stupid Anomen can be.
*True Sight
<---------------------------------------------------------------------->
This spell instantly removes all hostile illusions within a large
radius of the caster. This removes Blur, Mirror Image, Shadow Door,
Mislead, and, of course, Improved Invisibility. It's absolutely
essential for defeating Mages, who will constantly cloak themselves and
wreck havoc upon your party-safely immune to spell reprisals until you
tackle their invisibility. Remember, you can't target enemies with
spells until you take down their invisibility, and even if you can see
them to attack them, you can't use Breach to take down their Fireshield,
Protection from Magical Weapons, and Stoneskin. You need True Sight like
you need Dispel Magic-every spell caster needs at least one, all the
time. Better safe than sorry.
Wyvern Call
<---------------------------------------------------------------------->
Summons a Wyvern to fight for you... Wyverns are, of course, prequel
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Cacofiend
<---------------------------------------------------------------------->
Summons a powerful demon to go on a rampage... anybody, even your own
party, not protected by Protection from Evil will be at risk. It's a
lesser version of the Gate spell, and shares the same liability-if
a Dispel Magic drops your Protection from Evil, your cuddle little
Cacofiend will become... well, less cuddly and more summocidal. I'd
rather indulge in more reliable summons, myself.
Control Undead
<---------------------------------------------------------------------->
Essentially charms several undead with no save allowed... if the undead
are undead three Hit Dice. What freakin' undead in this game will have
less than three Hit Dice, you ask? None. Otherwise, it allows a save at
no penalty. This spell is poop.
*Finger of Death
<---------------------------------------------------------------------->
Speak of the devil! This spell instantly snuffs out the victim's life
force. It's a killer, and I love it. It imposes a -2 penalty on the
victim's save, which makes it a compotent killer, if not a spectacular
one, but if you help them along with Greater Malison, you actually stand
a chance at snuffing out baddies. Even if it fails, they still take
2d8+1 damage, which isn't much, but it's better than nothing. I always
have one ready. After all, if you do not play, you cannot win.
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*Limited Wish
<---------------------------------------------------------------------->
This spell has many uses, but mostly I use it to protect my entire party
from level drain. There are a few cases when it will be absolutely vital
to protect yourself in this manner, but it's nothing you need to keep a
constant slot tied up for. Also, a number of interesting effects can be
obtained by making 'one time only wishes', which are covered in the
walkthrough at [WLK043].
Mantle
<---------------------------------------------------------------------->
Protects the caster from all weapons with an enchantment bonus of less
than +3... but it only lasts for four rounds. You know, Stoneskin
protects against all weapons, and lasts eight hours. Why not just use
that, instead? If it wears down, cast another. Easy.
Mass Invisibility
<---------------------------------------------------------------------->
Essentially a very potent party-wide spell-buff, with Edwin's sheer
amount of memorization capacity, the regular use of this spell becomes
a real option. It will give the benefits of Improved Invisibility to
everybody within a 30-foot radius, namely a four point bonus to Armor
Class and a four point bonus to Saving Throws. Huge, huge bonuses. The
only problem? By Throne of Bhaal, enemies regularly expect-and can
counter-your Illusion spells. And since a single True Sight can waste
this spell-buff, it's not something I use often.
Mordenkainen's Sword
<---------------------------------------------------------------------->
Mordenkainen's Sword is a fairly useful spell that happens to find
itself fortunately placed in our books as a 7th-level spell. I don't
find it to be a game-breaking spell on its own, but since you really
only need so many 'Finger of Death' spells, it tends to find itself
prepared. With it, you summon a floating magical sword, which counts as
a +4 weapon and deals 5-20 damage. The enhancement bonus is pretty nice,
but the damage and duration (one round per level) aren't anything to get
worked up over, but the fact that it's nearly impossible to damage is.
It can be 'slain' by death effects, but it's nearly impossible to hit,
and immune to physical and elemental damage. This makes it an ideal
distraction, and you could certainly summon weaker things to draw the
attention of enemies. Just don't rely on it to deal too much damage,
it's THAC0 isn't very good.
o===============o===============o
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Prismatic Spray
<---------------------------------------------------------------------->
Creats a long cone of prismatic light that has varying effects on all
caught within it, depending upon the color they were struck with. All
creatures with less than 8 Hit Dice (64 Hit Points) are blinded for 2-8
rounds regardless of whatever else happens:
o=======o=======================================o
| Color | Effects |
o=======o=======================================o
| Red | 20 damage (save for half) |
|-------|---------------------------------------|
|Orange | 40 damage (save for half) |
|-------|---------------------------------------|
|Yellow | 80 damage (save for half) |
|-------|---------------------------------------|
| Green | Save vs. Poison or die, 20 damage on |
| | successful save |
|-------|---------------------------------------|
| Blue |Save vs. Petrification or be turned to |
| | stone |
|-------|---------------------------------------|
|Indigo | Save vs. Wand or go insane |
o=======o=======================================o
As you can see, the effects are highly variable, and the spell is not
party friendly, but if you're careful, it might be worth a gamble
against a group of foes. My experience with the spell, however, has
just been underwhelming. It's simply too random to be of much use in
most fights.
Project Image
<---------------------------------------------------------------------->
Makes an illusory copy of the casting wizards, which can cast the same
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spells and has the same Hit Points as the casting Mage... but it makes
the Mage immobile during the spell, so don't think you're getting to
double your fun from this spell. Also note the word 'illusory'. It's a
word that means 'True Sight will counter it', and so it shall be.
*Spell Sequencer
<---------------------------------------------------------------------->
Like Minor Sequencer, but it can queue up three spells of 4th level or
lower. This allows you to chain up three Flame Arrows to really hurt
something. Another good option for our Fighter/Mage is to chain
Improved Invisibility, Stoneskin, and Mirror Image. You can also chain
up a 'super slow', a Greater Malison and two Slow spells, when it just
needs to work. Still, we're not quite at the heavy tactical stage.
That, like all things good, must wait until level eight.
Spell Turning
<---------------------------------------------------------------------->
ANOTHER one of these? Okay, to be fair, it's not a Spell Deflection-
it's Spell TURNING... which in this case does the same thing, except
negated spells are turned back on their caster. Save of course, area of
effect spells. Again, I don't find a use for it. Many of the more
dangerous casters (Liches) are likely to be immune to their own spells,
and it doesn't do one of the two better options for fighting Mages,
which, in case you forgot, are 1) kill them quickly, or 2) render a
character lastingly immune to their spells.
Sphere of Chaos
<---------------------------------------------------------------------->
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Magical effects run rampant in a spherical area for one turn. Every
round a foe is in the sphere they must save (at no penalty) or suffer
one of the following effects: polymorphed into a squirrel, confusion,
burst into flames, paralysis, disintegration, healed for 20 Hit Points,
randomly teleported a short distance, rendered unconscious, or Hasted.
Considering that one of the effects can cause the loss of equipment
(disintegration), one is useless (teleportation) and two are actually
beneficial to the enemy (healing and Haste), why would you ever cast
this?
Summon Djinni
<---------------------------------------------------------------------->
Summons a Djinn to fight for you. They have a selection of a few
offensive 1st-3rd level Mage spells, but nothing to get excited about,
and are sub-par melee combatants. All in all, you're better off
summoning an Efreeti instead. They're somewhat more hardy and have the
same spells.
Summon Efreeti
<---------------------------------------------------------------------->
Like the previous spell, but the Efreeti has a few more Hit Points and
the same spell selection. Still, it's not a very powerful summon.
Summon Hakeashar
<---------------------------------------------------------------------->
A more potent version of Summon Nishruu, the Hakeashar has more Hit
Points (92 versus 72) better THAC0, and immunity to non-magical weapons.
If you have the option, and the need, summon a Hakeashar instead, but
it still won't survive a Death Spell...
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target. Second round the foe can save at -2 to escape, or suffers 4d6
damage. Third round the target gets another save at no penalty, or
suffers 6d6 damage. The problems with this spell are simple to see-
first, it allows Magic Resistance, so if you think you're going to
confound any Liches, think again. Second, the saves aren't too
difficult, and once a save is made, the spell ends. Third, the damage
isn't great. I don't see why anybody wouldn't just use a Finger of
Death, instead. Kills if they fail a save at -2, and deals 2d8+1 damage
as a consolation prize if they survive.
Improved Mantle
<---------------------------------------------------------------------->
Yeah... Improved means it protects against +3 weapon (but not +4 or
higher), not that it lasts longer. It doesn't. Four rounds is all you
get, and I still have the same remark-Stoneskin doesn't care if it's a
+3 or a +4 weapon, it just works. It lasts longer. Use Stoneskin,
instead.
Incendiary Cloud
<---------------------------------------------------------------------->
Deals 1d4 points of damage per level of the caster per round to all
foes in the area for its one-turn duration. That damage is actually not
bad, and it can really add up if you can keep a foe in the area for a
while (perhaps with a summoned Fire Elemental, or a character protected
by Protection From Fire? This spell has merit, so I won't call it mean
names, but I won't get it an '*', either. It's no Horrid Wilting, and
it should lose out to Horrid Wilting every time.
Maze
<---------------------------------------------------------------------->
You'll see this spell in action, oh yes... it's a favorite of enemy
Mages. Why? Well, it offers no save, and... well, it just works. The
affected creature is 'mazed' taken to an extra-dimensional maze for a
variable number of rounds depending on their Intelligence (presumably,
the dumber you are the more time it takes you to solve the Maze and
escape):
o===============o===============o
| Intelligence | Duration |
o===============o===============o
| > 3 | 2d4 turns |
|---------------|---------------|
| 3 - 5 | 1d4 turns |
|---------------|---------------|
| 6 - 8 | 5d4 rounds |
|---------------|---------------|
| 9 - 11 | 4d4 rounds |
|---------------|---------------|
| 12 - 14 | 3d4 rounds |
|---------------|---------------|
| 15 - 17 | 2d4 rounds |
|---------------|---------------|
| 18+ | 1d4 rounds |
o===============o===============o
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Cast on a dumbass like Anomen, this spell could last quite a while-
probably longer than a late-game fight will take to win-or lose. So,
it's strictly a way to pick on warriors too dumb to escape, essentially
removing them from the battlefield so you can deal with greater threats.
Still, there are superior ways to do this, and at the cost of an
8th-level spell slot... it's an awful lot to ask me to pass up on a
Spell Trigger or Horrid Wilting. I'm convinced the spell has strategic
merit, even though it'll work less often for you than the computer
(most of them have Magic Resistance, and most of your party will not,
you see), but I'm not convinced it ranks as one of the best 8th-level
spells.
Pierce Shield
<---------------------------------------------------------------------->
Like Pierce Magic, but marginally better. Still, not enough better that
I'd waste an 8th level spell slot on it. It's got a few more spells it
can dispel, and reduces the enemy's magic resistance by another +10%.
On the other hand, Pierce Magic can be used with a Spell Trigger, so
why would you ever use Pierce Shield?
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Simulacrum
<---------------------------------------------------------------------->
A powerful spell that I tend to under-rate for one... or perhaps two
reasons... First, Vhailor's Helm allows you to create a Simulacrum once
per day, free of charge. It's a wonderful thing to be able to conjure up
a copy of an uber powerful Fighter/Mage, complete with his own buffs,
Greater Whirlwinds, and premium gear... but of course, if we have
Vhailor's Helm we've got no reason to waste an 8th-level spell slot,
too. As for our Mages, then, who might actually end up wanting to
prepare one... this spell has mixed results, really. As far as the
spell's description is concerned, it's supposed to create a Simulacrum
at 60% the caster's level. Take a level 28 Edwin, and cut him down to
60%... you get about a 16th-level Edwin. Fair enough, but it's not the
same league of potency by a long-shot. Your Simulacrum will be able to
cast a few Breaches, a Finger of Death or two, which can be pretty
useful, but not game-breaking. Imoen, on the other hand... well, I sense
a bug. Her Simulacrum comes packed with up to 9th-level spells, which
makes it very worthwhile for her to cast this spell. Why is her
Simulacrum so much stronger than anybody else's? I suspect it might be
because of her dual-classed status. Take my level 26 Imoen, who at 60%
should produce a Simulacrum of 15th level (rounded down)... or roughly
on par with Edwin's. This is not, in fact, what we see. But if we add
Imoen's seven dormant Thief levels into the equation, we get her
acting as a 33rd-level Mage for the purposes of this spell, 60% of which
is 19th-level (rounded down)-enough to cast 9th-level spells. I haven't
done an exhaustive trial on this idea, but it seems to fit. In any
event, Simulacrum's usefulness is highly variable. On a well-equipped
phenom like my Fighter/Mage, it's invaluable... as an item-accessed
spell. On your Mages, it might be worthwhile if you're very, very
high-leveled, and your name is Imoen.
*Spell Trigger
<---------------------------------------------------------------------->
This spell is where you really get to play with your multi-spell
tactics. It allows you to chain up to three spells of sixth level or
less. Three Chain Lightnings is a pretty awesome combo, but my
favorite is my one-shot defense breaker. Typically consisting of two
Pierce Magic spells and a Breach, or a Pierce Magic, Breach, and Greater
Malison. Start out fights with powerful, well-protected enemies with
this combo to leave them open to both physical and magical attacks.
You'll learn to love it, and during Throne of Bhaal you should strive to
always have one ready to go.
Summon Fiend
<---------------------------------------------------------------------->
This spell is just like Gate or Cacodemon, and has the same problem-
the summoned demon is too unpredictable, and with a single Dispel Magic
becomes a liability instead of an ally.
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Symbol: Death
<---------------------------------------------------------------------->
Inscribes a magical symbol that, when approached, causes all creatures
in the area to Save vs. Death or die. Unfortunately it doesn't work on
any foes with 60 Hit Points or more, so... yeah. I wipe my ass with this
spell.
Symbol: Fear
<---------------------------------------------------------------------->
Another Symbol spell, when something enters the area of effect it
triggers, attempting to cause fear (save at -4). It, like all Symbol
spells are plagued by the fact that they're not party-friendly... but,
the range is decent, the save penalty good, and if you prepare with
Remove Fear, it might not be a terrible spell to cast... it just fails
for taking up an 8th-level spell slot.
Symbol: Stun
<---------------------------------------------------------------------->
Everything within a 30-foot radius must save at -4 or be stunned for
two rounds, +1 round/3 levels of the caster. Keep in mind that the spell
is not party friendly.
Absolute Immunity
<---------------------------------------------------------------------->
Might as well be called 'Ultimate Mantle', it protects against even +5
weapons... and it's a rare foe indeed who can penetrate that. Of course,
you know god-damn well what I'm going to say, don't you? Four round
duration, and we've been stopping weapons of all enhancement bonuses
since we first got Stoneskin. Stoneskin is king, and won't eat up a
9th-level spell slot.
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Chain Contigency
<---------------------------------------------------------------------->
Releases three spells under preset conditions, all of which must be
8th-level or lower. Seems pretty awesome, but since it triggers
reactionarily, instead of voluntarily, the spells must all be defensive,
and the best defensive spells are 5th-level or lower. So... you really
don't need the power of this spell. Also, it's a 9th-level spell. You
need to be packing a whole lot of badass to make it into my list of
prepared 9th-level spells. Speaking of badass...
*Comet
<---------------------------------------------------------------------->
...10d10 damage marginally out-does Fireball, but this spell has three
great advantages that makes it the best damage-dealer in the game.
First, it offers no save against the damage. Second, it doesn't hurt
party members. Third, it has a chance to stun enemies for 1d4 rounds
and knock them down. It's great for dealing a good chunk of damage to
a lot of enemies, and breaking them up a bit so your fighters can get
some breathing room. While Horrid Wilting is potentially more damaging,
Comet's ability to change the course of a fight in a single cast make it
a better cast on a spell-for-spell basis.
Dragon's Breath
<---------------------------------------------------------------------->
Another 9th-level damage dealer, this spell has the allure of dealing
a possible 20d10 damage to all foes in a 30-foot radius and knocking
them back. Of course, there is no save penalty for this spell, and a
save negates the knock-back. All in all, I'd rather use Comet, as in
all likelyhood they're going to do the same damage, and I'd prefer a
chance to Stun and knock down for 1d4 rounds, instead ofjust knocking
a foe away from me.
Energy Blades
<---------------------------------------------------------------------->
Creates a number of energy blades which can be thrown at foes. Yes,
thrown. Still, this spell has the good sense to gives a +10 bonus to
THAC0 and each one deals 1d4+5 damage, as well as 1d10 additional
electrical damage. The Mage gets one disc per level to throw, and can
throw nine per round. Still, the fact that you must hit foes to do any
damage makes this spell of dubious worth in my eyes. Ultimately,
assuming no misses, the potential damage of this spell per round is
9d4+5 (36-81) plus 9d10 (9-90), or 45-171, which sounds fine and all...
but when you think of how much damage Comet could do if employed against
a group of enemies, plus the stun and knock-down... You know, I really
have to wonder if this spell is any better than a high-level Flame
Arrow. Think about it, at level 20 you'd get four arrows, each doing
5d6 damage. Thats 20-120 damage with no attack roll. Even if the foes
saves, they're still going to take 12-72 damage, barring any fire
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Energy Drain
<---------------------------------------------------------------------->
Take two levels from the enemy and laugh. No save allowed, and chances
are, the computer will not have a Cleric handy. Still, two level isn't
much, and a single casting of this spell won't seriously diminish any
foe, much less win fights like Comet or Time Stop can.
Freedom
<---------------------------------------------------------------------->
Counters Imprisonment or Maze. I tend to reload if a character is
Imprisoned, and Maze wears off. You never really have a reason to cast
this spell.
Gate
<---------------------------------------------------------------------->
Gate is a summoning spell with serious liabilities. Unless you have a
Protection of Evil spell cast on the caster (and anybody else you don't
want the Pit Fiend to attack) the Pit Fiend will view them as fair game.
On one hand, you should be used to using Protection From Evil 10' Radius
frequently... but on the other hand, having a summon who will turn on
you if a Dispel Magic is tossed around doesn't strike me as a good
idea. Besides, there are plenty of other, superior summoning spells out
there. Ones not coated in liability sauce.
Imprisonment
<---------------------------------------------------------------------->
This spell sucks for the same reason Flesh to Stone sucks. It removes an
enemy from the fight, sure, but it also takes out their gear, too. If
you are confident that the foe has no equipment of value on them, by
all means, Imprison away, there's no saving throw, so it will probably
work... I mean, except for the fact that quite a few foes have Magic
Resistance. If you want to retrieve an Imrisoned creature later, you'll
have to go through the trouble of casting a Freedom spell, and I just
can't be bothered...
Improved Alacrity
<---------------------------------------------------------------------->
Allows a Mage to cast spells more quickly. Normally, a Mage can only
cast one spell per round. With this spell, the Mage is presumably only
limited by casting time... which means you'll get variable mileage out
of this spell depending upon your chosen spells. Of course, the effect
only lasts two rounds... honestly, I'd stick to Time Stop. That gives
you three rounds to do whatever you wish... under normal speed rules,
of course.
Meteor Swarm
<---------------------------------------------------------------------->
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Shapechange
<---------------------------------------------------------------------->
Like Polymorph Self, the caster can change freely into-and out of-a
variety of creatures. Namely, a Mind Flayer, Iron Golem, Greater
Wolfwere, Earth Elemental, Fire Elemental, or Giant Troll. By the time
you can do this, however, there is no real attraction to it. All the
Shapechange options are likely to be more vulnerable than your Mage was
(except perhaps the Iron Golem). In any event, you didn't make a Mage
so you could pummel things, did you? No, so stick to blasting things
with spells, buffing, and debuffing. It's what you're good at.
Spell Trap
<---------------------------------------------------------------------->
I'll admit, Spell Trap is quite the hefty spell defense, absorbing up
to 30 spell levels... it could take a while for a mage to penetrate it.
On the other hand, it will be all but impossible for a Mage to ever
penetrate three or four Spell Immunities, and that's where the problem
lies. My Fighter/Mage will never have many 9th-level spell slots, and
I'd rather save the few I have for Time Stop, rather than waste them
on Spell Trap when I can just use a few 5th-level spell slots.
Spellstrike
<---------------------------------------------------------------------->
Dispels a number of spell protections including: Minor Spell Turning,
Minor Globe of Invulnerability, Spell Immunity, Globe of
Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield,
Spell Deflection, Spell Invulnerability, and Spell Trap. You know,
doesn't Pierce Magic do almost the same thing? Yeah, it doesn't take
down ALL of them, but the odds of a Mage having more than one or two
up at a time is uncommon, and this spell doesn't do anything to their
Magic Resistance. Again, I say stick to humble old 5th-level Pierce
Magic.
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2d10+3 weapon) and the attacks, THAC0, Armor Class, Hit Points, and
Strength to make an impression in melee. It's the strongest thing a
Mage can summon... shame, then, that I feel it's not worth a 9th-level
spell slot. I say leave the summoning to the Clerics and the Druids.
Let the Mages stick to Time Stop and Comet.
*Time Stop
<---------------------------------------------------------------------->
This is probably the best spell in the game. When cast, you get three
rounds to do whatever you wish. If you cast spells, those spells will
all take effect when the Time Stop ends-not during it. If you want to
sequence spells, you'll need to be a little sneaky. If you cast one
spell closer to an enemy than another spell, the closer spell will
reach first, allowing you to thus chain spells that just need to work-
like Pierce Magic or Breach. Three favorite tactics of mine-and they
aren't complex, but they are effective-are as follows. First, just
using three Horrid Wiltings can obliterate enemy opposition, especially
low Hit Point enemy Mages, who can do little but die under the
onslaught. Second, use a Spell Trigger to blast an enemy with a
combination of spells that destroys their defenses, then use a Spell
Sequencer and Minor Sequencer to hit them with various damage-dealing
spells, like Flame Arrow, or Magic Missiles. Don't underestimate the
damage that five Magic Missiles can do on a single unlucky enemy... no
creature in the game can ignore 50-125 damage. Third, I just cast Time
Stop and have my Fighter/Mage use up three Greater Whirlwind attacks-
30 attacks-on a wretched victim.
Wish
<---------------------------------------------------------------------->
Wish... ah, Wish is a very peculiar spell, indeed. See, you are
attempting to bend cosmic forces to your whim, and apparently this
can't be done without some wretched Djinni (in place of the typical
asshole Dungeon Master) trying to distort your intentions while still
honoring your words. Deliberate misinterpretation, in other words.
The effectiveness of this spell depends solely on the caster's Wisdom
score, which will determine what effects you are able to choose from
after haggling with the Djinni. Without going into too much detail,
a good number of the options the spell presents are unfavorable, either
because they harm the party exclusively, or they harm both the party and
enemies, or they help both the party and enemies. Having a high Wisdom
gets your more favorable responses, but it doesn't remove any negative
ones. So... what you get after 'negotiating' are five options, randomly
chosen from the list of options appropriate for your Wisdom. Some are
quite good, like casting Breach on all foes in the area, or Improved
Haste on all allies, or casting a double-length Time Stop and Improved
Alacrity on the caster, Restoration on the party, or restoring the
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party as if they had rested a full night, restored spells and all. You
also get the bad ones, of course, but you can chose any of the five
options you get. Odds are you won't get a terrible option on any
casting of the spell, but it's not guaranteed you'll get something good,
either. Ultimately, it's just far too random to bother using Wish. If
it comes through, it can really help the party, but most likely its
results will be mediocre. At the end of the day, I really can't justify
gambling with Wish when a guaranteed Time Stop can be prepared instead.
Also note that many of these buff combos either require-or are vastly
improved by having-a multi-class Mage of some sort. In case you didn't
get it earlier, I have pushed the Fighter/Mage = Godly angle throughout
the guide. While it might not have been obvious in Baldur's Gate 1, it
will become quite obvious in Baldur's Gate 2. Your Fighter/Mage is your
combat tactician, the versatile crux upon which most-if not all-
sophisticated take-down strategies turn. A Fighter/Mage/Thief works
nearly as well, and Thief/Mages, Cleric/Mages, and Fighter/Cleric/Mages
are also passable. Any character who can fight and spell-buff with Mage
spells (many of which are exclusive to the caster). Sure, there are
other ways to win fights, but the buff combos using a Fighter/Mage or
Fighter/Mage/Thief are arguably the easiest way to go through the game.
You'll see this phrase used a few times throughout the guide-the phrase
came before the section, honest. This is the general spell-buffing you
will use in most major fights. It's name is rather deceptive, since all
other specific buff combos actually include using MORE spells, not less.
However, since this is the big, general buff combo, it'll bear the most
explanation.
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Dragons and Demons require a little extra work. The former employ
devasting breath weapons that can outright kill weaker party members.
They absolutely need protection. Against stupid fire-breathing Dragons
we can buff the whole party with cheap, long-lasting elemental spells,
but against other Dragons, it just takes too much time-putting up a
half-dozen 7th-level 'Protection from the Elements'... well, not really,
but I'm lazy, so I rarely tend to do it. It's just easier to cast a
Heal spell in the middle of combat. Right before combat, cast 'Remove
Fear' on your party and their summons. Dragon fear can end fights before
they begin. Some Demons also use fear, as well.
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duration.)
Round #2: Mirror Image
(Take a breather this round and have your protagonist buff
himself (or herself) with wonderful, wonderful Mirror Image.
Illusion is the name of the game with this buff combo.)
Round #3: Greater Invisibility/Haste
(Have your protagonist cast 'Greater Invisibility' on themselves,
or use a Ring of Air Control. It'll lower their Armor Class, but
note that the point is NOT to avoid becoming a target. Also,
catch your entire party in Haste. A good offensive is the best
defense, and all that. Seriously though. Dead Illithids aren't
eating any brains.)
Round #4: Combat/Death Spell/Ranged Support
(Scout out Illithid groups with your invisible Fighter/Mage, and
use Death Spell to start out fights. Illithids usually come with
Umber Hulks, and Death Spell will smite them unerringly. Once
your Protagonist has safely engaged (oxymoron alert!) and
absorbed the inevitable psionic assault Illithids begin fights
with, having your Hasted party come up and shoot at anything
attacking your baitagonist. If your protagonist is taking too
many hits, withdraw and lure the Illithids around by running.
Hopefully you'll be able to recover some Intelligence or shoot
the Illithids down.
The first time I played this game, nothing gave me more trouble than
Mages-especially Liches. It's a symptom of not knowing what quests to
do, what areas to explore, when, and what spells to use-all things that
this guide helps with! Of course, there are several good ways to take
down Mages-Insect Plague, the awesome 5th-level Druid spell, is one of
the easiest and simplest. Backstabbing Mages with a party Thief is also
possible (if not terribly easy, due to the prevelence of True Sight-any
Mage worth taking down this way is also usually capable of countering
it.) This buff combo isn't just for any Mages, though, but very, very
strong, well-prepared Mages we'll typically face. This buff combo is
great for taking down Liches and other uber-Mages, but you know the
saying, the high tide raises all boats... err... perhaps the wrong
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saying, but the point is, if you can use it to kill Liches, you can use
it to kill anything the is dependent upon spells. This buff combo
REQUIRES a multi-class Mage, a melee competent one is a plus, but not
necessary. It's also greatly simplified if you have the Cloak of
Mirroring-not a direct requirement-if you have a higher-level Mage
and/or are willing to rely on some luck-but it's a definate plus.
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<---------------------------------------------------------------------->
This one is simpler than many of the other buffs-it's general buffing
for Throne of Bhaal, buffs you'll want to keep on for most fights. It's
like the spell buff to the max!, minus the max!
o======================================================================o
| |
| General Tips {TIP000} |
| |
o======================================================================o
Save often. There is a lot of trial and error in this game. If you walk
into an encounter you weren't ready for, there's a good chance you can
lose characters. And of course, there is always just bad luck.
<---------------------------------------------------------------------->
To find objects on the map that can be searched or interacted with hold
down the 'Tab' key. This will reveal doors, containers, your party's
Hit Points, and other useful information. Sure beats waving the mouse
cursor around madly, hoping to find a hidden bit of loot, ala vanilla
Baldur's Gate 1.
<---------------------------------------------------------------------->
Lead with pretty. Take your character with the highest Charisma and make
them party leader. That way they will use their reaction adjustment to
influence people they talk to, getting you better reactions, rewards,
and prices. Paladins make great natural party leaders, as they are both
strong and have a high Charisma.
<---------------------------------------------------------------------->
Lead with steel. Of course, pretty isn't the only consideration to make.
Your front line characters will be under fire more often than any other
characters. Put your most well protected allies up front, taking into
consideration Armor Class and Hit Points.
<---------------------------------------------------------------------->
The Ring of Human Influence helps the 'lead with pretty, lead with
steel' rules above. Wearing it increases the wearer's Charisma to 18,
all but negating Charisma as a noteworthy attribute in any sense. Put
this ring (and a few other Charisma-boosting items) on a well-defended,
high Hit Point party leader, and you're all set.
<---------------------------------------------------------------------->
Spread the wealth. Don't load up good gear all on one character, even
though it might be tempting to spoil your main character.
<---------------------------------------------------------------------->
Diversify. This makes spreading the wealth easier. If everybody is
clamoring for long swords, you'll never have enough to go around. This
shouldn't be too hard, as most recruitable characters come tailor-made
to use specific weapons. You think Anomen was meant for anything other
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than War Hammers and Maces, or that Korgan really wants to fight with
something other than a Battle Axe?
<---------------------------------------------------------------------->
Travel with like-minded characters, or rather, characters of the same
(or similar) alignments. In Baldur's Gate 1 this was less of a problem,
but in Baldur's Gate 2 characters of different alignments could end up
fighting. Notoriously Viconia and Keldorn will not last together in a
party, and Aerie and Korgan cause problems as well.
<---------------------------------------------------------------------->
Manipulate your reputation. Good parties will want to have a high
reputation just to keep folks happy, but evil parties will want the
discounts high reputations bring. Just don't go over 17 or you'll face
desertion. Go to temples to raise your reputation before major shopping
sprees. If it gets too high, go kill a peasant in a house.
<---------------------------------------------------------------------->
Manipulate your Charisma. If it was a good enough tactic in Planescape:
Torment, it's good enough in Baldur's Gate 2. Equip the 'Ring of Human
Influence' on a Mage and make them your party leader. Then have them
cast the spell 'Friends' and equip whatever other Charisma-boosting
gear you have (like the 'Nymph Cloak'). You'll get a nice discount while
on your shopping spree with 25 Charisma.
<---------------------------------------------------------------------->
Stealing might be bad for your soul, but it's good for your wallet.
Steal early and steal often, there's no 'karma' meter in this game and
you only lose reputation if you get caught. By stealing you can get
yourself early access to moderately useful gear and much more useful
single-use items like scrolls, potions, and ammunition. It'll make
completing the early quests that much easier, allowing you to raise
legitimate gold you'll need to buy things from Deidre and Ribald. A
minimum Pick Pockets skill of 140% is suggested. Use Potions of Master
Thievery to this end, they last three hours, raise your skill by 40%
each, and are a much better alternative to spending points on the Pick
Pockets skill. It's not like those potions or that skill is useful for
anything else anyways.
<---------------------------------------------------------------------->
Scout ahead. If you can find danger before it finds you, you can prepare
for it and get the drop on it. Difficult encounters can turn into snore
fests if you make a resounding first strike.
<---------------------------------------------------------------------->
First strikes win fights. Mark enemy locations with a character who has
stealth, then at the edge of the fog of war-just before you can see the
enemy-target the area with an area of effect spell; Web, Stinking Cloud,
Entangle, Silence 15' Radius, Confusion, Horrid Wilting, whatever. It'll
make the encounter much easier if you start with a decisive magical
strike.
<---------------------------------------------------------------------->
Haste is probably the most powerful spell buff in the game. You act
faster in combat, gain an extra attack per round, and your movement
speed is doubled. It is, essentially, a way to vastly increase your
offensive power for a short amount of time. Use it before every major
fight.
<---------------------------------------------------------------------->
Spell-buff before big fights. Any fight that sucks will suck less if you
cast Protection from Evil 10' Radius, Defensive Harmony, and Haste.
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<---------------------------------------------------------------------->
Insect Plague is THE spell to use for Shadows of Amn. The least it will
do is deal one damage every two seconds to enemies caught inside of it
and make spell casting impossible for them, with a save to see if they
run in fear as well. This destroys enemy spell casters, even whole
parties of adventurers, and it really makes having a Druid a good thing.
It only affects six enemies, but most fights don't involve many more
than that, and it only lasts six rounds, but that's longer than most
fights take. Use it and take down the spell casters and other
vulnerable enemies, then you can deal with the survivors with ease. Oh,
and being invisible doesn't protect enemies from it. Score.
<---------------------------------------------------------------------->
Hang on to +3 weapons! It doesn't matter what KIND of weapon it is,
only that it's of +3 or better enhancement. Many creatures are immune
to +2 or less weapons... well not many, but when one comes around it's
typically strong enough to cause problems, problems that might be more
than one character can handle. Any +3 weapon you can equip for, say, a
Balor will be one more character that can hurt it, regardless of whether
they are proficient or not. Being unproficient with a weapon that can
damage an enemy is infinitely better than being specialized with a
weapon that can't.
<---------------------------------------------------------------------->
Conjuring Elementals is a good tactic to use early in the game, as you
will summon up a relatively potent ally who is immune to anything less
than a +2 weapon... which most foes early in Shadows of Amn are not
equipped to handle.
<---------------------------------------------------------------------->
Summon Nishruu and Summon Hakeashar are also great choices for the Mage,
especially against other Mages, as these creatures are both immune to
magic. A timely summon Nishruu can make a Mage powerless as it sucks out
their memorized spells one by one, so long as the Mage doesn't have any
buddies able to harm it physically. Just be careful not to use this
spell against enemies that have magical gear on them, as the Nishruu/
Hakeashar will feast on magical items once it's done absorbing enemy
spells.
<---------------------------------------------------------------------->
Depending on what class you are, you'll be offered a variety of guilds
or strongholds throughout the game. These are Mae'Vars Guildhall
(Thieves), the de'Arnise Keep (Fighters), the Planar Sphere (Mages),
Cleric's Temple (Clerics), Five Flagons Playhouse (Bards), the Ranger
Cabin in Umar Hills (Rangers) and the Druid Grove (Druids).
<---------------------------------------------------------------------->
Spell Immunity can, in conjunction with other spells, make a character
nearly impervious to magical attack. While there are just too many
different Spell Schools out there to protect against all of them, you
can at least block the spells that the enemy tends to use most often.
Using Spell Immunity: Conjuration blocks all Symbol and Power Word
spells, Necromancy will protect against Finger of Death, Wail of the
Banshee, and Horrid Wilting, Alteration will negate Flesh to Stone and
Disintegrate, and Abjuration prevents the enemy from using Imprisonment.
Combined with Chaotic Commands, Death Ward, and similar spells, you can
really make it hard for enemy spell-casters to harm you. The best part
is, although you have to cast the spell once per school, multiple
castings stack.
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<---------------------------------------------------------------------->
Dispel Magic is a low level spell that is vital to your survival.
It's not party friendly, but removing Confusion from some party members
is more important than keeping their Haste. It can also debuff enemies,
taking away defensive protections and offensive aids alike. Its
effectiveness increases or decreases depending on whether your level is
higher or lower than an enemies', but every spell-caster should always
keep one prepared. Multi-classed characters will likely have much less
luck with Dispel Magic than singled-classed characters, and Clerics
can expect to be a higher level than Mages with equal experience, but
since there's always a chance of success, it's worth using. Many
enemies will be around or below your experience level, but the odd Lich
and high level Mage might not be impressed with your Dispel Magic.
<---------------------------------------------------------------------->
Keldorn's Inquisitor kit gives him the ability to Dispel Magic at twice
his actual level. Even at mid-levels, his Dispel Magic is more than a
match for the buffs and debuffs of most enemies!
<---------------------------------------------------------------------->
Two common enemy defenses: Stoneskin and Protection from Magical
Weapons, can be overcome with Breach. This is preferable to Dispel Magic
because you won't remove your own spell-buffs and there's no chance of
failure... and as a 5th-level spell, it really only competes with Chaos.
<---------------------------------------------------------------------->
Enemy Mages will commonly use spells like Mislead, Shadow Door, and
Improved Invisibility to buy themselves time and protection. Use True
Sight to instantly dispel these effects in an area. It's party-friendly,
and it'll also remove defensive illusions like Mirror Image.
<---------------------------------------------------------------------->
More powerful Mages later on in the game will put up more effective
spell-defenses, like Spell Immunity: Abjuration and Spell Deflection,
which blocks Breach, as well as using Stoneskin, Protection from
Magical Weapons, and Mantle. Use Pierce Magic before you use Breach,
either in tandem with another Mage, via a Spell Trigger, Time Stop, or
through a Wand of Spell Striking. Or failing that, on subsequent rounds.
<---------------------------------------------------------------------->
Early in the game, strong enemy Mages can be a huge problem, when you
lack the stopping power to kill them quickly, the spell arsenals to take
down their defenses, the saves to resist their spells, or the Hit Points
to weather them. An effective tactic for when you know such a fight is
approaching is to scout the area and find the Mage in question, and then
summon as many creatures as possible (typically through the use of
infinitely rechargable summoning items) near the Mage. Keep your own
party out of sight and let your summons soak up the early offensive...
After all, if an enemy Wizard uses his Horrid Wilting on your summons,
they can't use it on your party.
<---------------------------------------------------------------------->
If you're not using an infinite bag of holding mod, you'll need to find
somewhere to stash your loot. Strongholds are an ideal location-you
tend to earn money there, and it's hard to forget such things. Just be
sure not to stash anything in your strongholds until AFTER you have
obtained them. Many get 'repopulated' after the quests involving them,
and this includes the containers within. Mae'Var's Guildhall, the
de'Arnise Keep, and the Planar Sphere are all good choices.
<---------------------------------------------------------------------->
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o======================================================================o
| Chapter 1 |
o======================================================================o
| |
| Escape from Irenicus' Dungeon |
| |
o======================================================================o
Sequence of Events: {WLK001}
1) You Should Survive the Process
2) Minsc
3) Jaheira
4) Gearing Up
5) The Mephit Machine
6) Aataqah's Game
7) Goblins
8) Stasis Room
9) Sewer Golem Room
10) Relieving Rielev
11) Tales Dead Tell
12) The Sewage Chamber
13) The Master's Room
14) The Dryads Three Make a Plea
15) The Master's Wife's Room
16) The Library
17) Ilyich
18) Cambion Containment
19) The Genie's Request
20) Retrieving the Flask
21) The Sword of Chaos
22) Yoshimo
23) Mephit Spawning Room
24) Escaped Clone
25) To the Wand Room
26) The Wand Room
27) The Vampire's Display
28) The Smithy
29) Freeing Frennedan
30) Attacked by Assassins
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o======================================================================o
1) You'll be approached by some Mage who will proceed to perform
'experiments' upon you. Not very nice ones either, judging from all the
fire and death cries your character makes. A Golem will eventually
arrive, drawing the man's attention and leading him away to deal with
'intruders'. Imoen will show up and spring you from your cage, joining
your party immediately afterwards. She'll tell you about some weapons
to the north-west before the game auto-saves and the camera pans to the
north-east to reveal two captured people.
Imoen doesn't start out too great in the way of spells. Have her
memorize some Magic Missiles and maybe a Chromatic Orb. It won't take
much more than brute force to get out of here. As for 2nd level spells,
get a Mirror Image, a Melf's Acid Arrow, and a Stinking Cloud. We won't
fight many large groups of enemies, and even when we do we don't have an
unlimited supply of ammunition to use on them, so Stinking Cloud isn't
too important just yet. Melf's is best against trolls and spell casters,
which won't be a problem for a while yet, but at least it contributes to
the fight. For 3rd level spells get Haste. It might be fun to Fireball
some baddies, but really, Haste is going to help you out more in a
fight. As for 4th level spells, we won't be letting Imoen get hit, so
don't bother with Fire Shield, and if we do let her get hit, Stoneskin
would be better anyways. Improved Invisibility can go on anyone, so keep
it handy to spell-buff your front line Fighter. You don't want to let
Imoen scribe any scrolls you find, as... it'll be a while before she can
put them to good use. Save them up for your main character, Edwin, or
failing that, for Imoen to use at a later date.
Note: If Imoen suffers mortal damage (if she's reduced to zero Hit
Points) she'll panic, disband, and flee the dungeon. Of course, since
you can't raise dead characters at this point in the game, anybody who
sustains fatal damage is out of the game for the rest of this dungeon,
but it's still something to be wary of. At least if Imoen starts
spazzing out, you'll know why.
<---------------------------------------------------------------------->
2) Go over to the man at (x=4000, y=2750) to find your old friend Minsc.
The captivity really hasn't made him any saner... or more insane, for
that matter. Some things are beyond torture. You will eventually provoke
his wrath to the point where he breaks his 'permanently welded cell'. He
then accuses you of provoking him to unleash his berserker might. Uh,
yeah! Sure. Regardless of your intentions he thinks you're one clever
fellow and offers to join you. By all means take him along, you could
certainly use his Hit Points and Strength to get out of here. You can
always ditch him later if you're so inclined. Minsc is, if anything,
even more hilarious in the sequel. It's just another perk of bringing
him along.
***REWARD***
(For 'encouraging' Minsc to escape from his cell)
EXP 3000
<---------------------------------------------------------------------->
3) Over at (x=3850, y=2650) you'll find another cage with another former
traveling companion, the Harper agent Jaheira. She's just as hot-headed
and mouthy as ever, and will give you a run down of your story. The game
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assumes, of course, that you actually traveled with her in the prequel.
It's possible to blow her off and leave her behind, but you might just
want her healing power for this dungeon, even if you don't plan to keep
her. Note that if you turn on her and leave her behind she will say some
rather disparaging things about you 'turning'. It is all too similar to
the way others of her ilk will look at you later... but now I'm
foreshadowing. To get her free go up to the room to the north-west and
search the table at (x=3050, y=2800). You'll find, along with many
weapons, a Jail Cell Key. Take the key and open the door.
***ITEMS***
(x=3050, y=2800) Long Sword, Short Sword, Quarter Staff, Mace,
Battle Axe, Spear, Halberd, Jail Cell Key,
War Hammer, Two Handed Sword, Katana
***REWARD***
(For freeing Jaheira from her cage)
EXP 3000
Have Jaheira get plenty of Cure Light Wounds. You can get Entangle, but
it by now has long since run its course as a useful spell. Armor of
Faith is a decent defensive spell that will cause Jaheira to ignore
10% of the damage she takes at her present level, and lasts long enough
to be considered as a good defensive buff. Bless can also provide a
temporary buff to your entire party's attack rolls, but I'd prefer Armor
of Faith. 2nd level is very slim pickings, as Barkskin does not stack
with armor. You'd be better off just wearing the Splint Mail. You
should, however, always carry a Slow Poison on you, just in case. For
3rd level spells, get a Dispel Magic-every spell caster who can cast
this spell should have one prepared-and a Cure Medium Wounds. Finally
come 4th level spells, of which you have the very nice Death Ward,
which has no applicable use just yet. For now either grab Defensive
Harmony, which is a good spell buff, or Cure Serious Wounds for extra
healing power.
<---------------------------------------------------------------------->
4) Go back into the room where you found the Jail Cell Key. As
previously noted you can find weapons on the table at (x=3050, y=2800).
Equip your main character with whatever they're good at. Minsc gets the
Two Handed Sword, Jaheira suffers with a Quarter Staff for now. I set
Jaheira up as my front-liner, as she's got the Dexterity and the ability
to wear the heavier armor I need to succeed. Loot the chest for some
armor. I give Jaheira the Splint Mail, and I have Minsc don the Chain
Mail. For now getting through the place is more of a priority than
taking advantage of his ability to Sneak. Besides, he can always take it
off to scout ahead. Finally, the painting at (x=3130, y=2700) has stuff
behind it, but be sure to search for traps. This is your introduction to
traps in this game, and this one isn't very powerful or hard to disarm.
It is, however, a warning. It's the second room in the game, and there's
a trap. Oh yes, kiddies, there will be traps in this game, enough to
ruin your day if you don't bring about a Thief. The Dagger +1... eh...
well, it can go on Imoen, but it's really just a waste. If you stick it
on Jaheira you'll raise her THAC0 by one, but then she can use the Small
Shield to bring her Armor Class down. And of course, if you imported
your main character with the Golden Pantaloons in their inventory, you
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will find those in here as well. You can talk to the Golem in this room
but it has little to say. The tunnel to the north leads to a door
(x=2420, y=2180) we can't open yet. There's also an annoying Smoke
Mephit down there, which isn't particularly dangerous, but it can blind
you temporarily.
***ITEMS***
(x=3000, y=2750) Helmet, Leather Armor, Studded Leather Armor,
Small Shield, Buckler, Splint Mail, Chain Mail,
Buckler
(x=3130, y=2700) Dagger +1, Potion of Healing x3, Golden Pantaloons
***TRAPS***
(x=3130, y=2700)
<---------------------------------------------------------------------->
5) Head to the south-west. I'd suggest sneaking in with Minsc or Imoen,
as there is a machine in the middle of the room that creates Lightning
Mephits which shoot... well, lightning at you. Click on the machine's
controls at (x=2850, y=3050) twice to turn the machine off and stop it
from spawning more Mephits.
***REWARD***
(For disabling the Lightning Mephit spawning machine)
EXP 2000
<---------------------------------------------------------------------->
6) Continue up to the north-west to find a genie named Aataqah, who
initiates dialogue with you. If you blow him off he'll leave, if you
humor him he'll ask you to answer a hypothetical question. If you say
you'll push the button he'll summon an Ogre Mage for you to fight. If
you say you won't he'll summon four fearful Gibberlings. I prefer the
Ogre Mage path, as it at least gets you some experience... and you don't
have to chase down a bunch of stupid Gibberlings. He'll tell you to seek
out Rielev after you kill his monsters.
<---------------------------------------------------------------------->
7) If you go north you'll find a tunnel leading to the east, with a
Goblin guarding it. The passage ends in a locked door (x=2150, y=1900)
we can't open. Typical. So head west instead to find some Goblins. Most
of them will carry Battle Axes, but a few will sit back and fire arrows
at you, leaving behind Composite Long Bows when they die. How is a
Goblin firing a Composite Long Bow? Who knows. It's as good an excuse as
any to get yourself some Bows and Arrows though. I put a bow on Minsc
so he has a ranged option. Continue heading up the passage until you
come to two doors, one to the north-east (x=900, y=2200) and one to the
south-west (x=600, y=2400).
<---------------------------------------------------------------------->
8) In the south-western room you'll find a number of containment vats,
inside of which are various creatures both living and dead. There's
nothing you can do with them just yet, but there are two Mephits you can
actively make more dead. Once they're done loot the room. The Short Bow
goes to Imoen so she can participate effectively in combat, and the
Quarter Staff +1 goes to Jaheira.
***ITEMS***
(x=670, y=2700) Arrows x5, Short Bow, 1 gold
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***TRAPS***
(x=1050, y=3000)
<---------------------------------------------------------------------->
9) Through the north-eastern door you'll find a Radiant Mephit which
needs to be put down. You'll also find a Sewage Golem (x=1070, y=2050)
you can't interact with yet. You can, however, loot the room. Jaheira
will be much better off with the Medium Shield and the Scimitar. My
protagonist scribes Flame Arrow immediately, but I save the Scroll of
Dispel Magic for later.
***ITEMS***
(x=1050, y=2100) War Hammer, Medium Shield, Scimitar, Long Sword +1
(x=900, y=2000) Arrows x4
(x=900, y=1950) Potion of Healing, Scroll of Flame Arrow
(x=1200, y=2100) Scimitar, Potion of Extra Healing x3, Spear,
Scroll of Dispel Magic
<---------------------------------------------------------------------->
10) Now head up to the north-west, then follow the tunnel to the north-
east. You'll pass a door (x=520, y=2000) with two Lesser Clay Golems
inside. Again, you can't bother them now, but they will become hostile
towards you later in the level if you let them live, so it's a good idea
to just bump them off now... Unlike the other Clay Golems you'll fight
later on, these ones can be hurt by non-magical and non-blunt weapons.
Head north-east some more. You'll come under attack by some Goblins at
the first intersection to the north-west. Kill them, and then continue
north-east through a door (x=1020, y=1750). Inside you'll find another
vat, inside of which is a... creature... called Rielev (x=1170, y=1500).
Talk to him to find out a bit about Rielev and his master. He'll mention
the master being 'cast out' and 'one of us no longer'. He'll also
mention something being taken. Offer to release him from his torment
and he'll tell you to take some power crystals, with which you can talk
to other experiments and possibly find out how to escape.
***ITEMS***
(x=1250, y=1600) Activation Stone
(x=1280, y=1400) Potion of Extra Healing x2, Sling, Bullet x8, Halberd,
War Hammer
***REWARD***
(For relieving Rielev from his torment)
EXP 1000
Item Energy Cells
<---------------------------------------------------------------------->
11) Head back to the room with the stasis vats and talk to the various
beings, the 'Tortured Ones' (x=400, y=2500), (x=450, y=2900),
(x=750, y=2700), (x=1200, y=3100), to learn that-if nothing else, your
captor can inspire some pretty fanatical devotion. If you go back to the
Sewer Golem room you can activate it with that Activation Stone you
found and get it to open the door to the sewage chamber, which causes it
to merrily run off and open the doors at (x=2420, y=2150),
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***REWARD***
(For activating the Sewage Golem)
EXP 3000
<---------------------------------------------------------------------->
12) Head through any of the aforementioned doors to reach the Sewage
Chamber, the simplest way is to go through the door north of where you
met Aataqah. In the Sewage Chamber you'll find an Otyugh, something I
honestly expected to find in the sewers in Baldur's Gate 1, but was
nonetheless thrilled to find in the sequel. It can't fit through
the doors, so if you have a Thief main character you can sneak, run in,
backstab it, and run back out for an easy time. It's not too rough in
any event. When it dies grab the Wand of Frost Key and loot the room.
Minsc enjoys having a Helmet of Infravision again. Go through the door
to the north-east (x=2800, y=1700).
***ITEMS***
(x=2700, y=1720) Oil of Speed, Splint Mail, Potion of Healing x2
(x=2750, y=1800) Potion of Healing x2, Light Crossbow, Bolt x10,
Scroll of Vocalize
(x=2900, y=1870) Potion of Healing x3, Helmet of Infravision,
Scroll of Clairvoyance
***TRAPS***
(x=2750, y=1800)
<---------------------------------------------------------------------->
13) Head north-east through another door (x=3500, y=1250), killing some
Goblins as you go. You'll find an oddly lavish room - a welcome, if
ominous change from the dungeons behind you. The game will even warn you
of the traps ahead, so get to disarming and looting. The Air Elemental
Statue will get us into another area. It's good to have our Helm of
Balduran back, too. This time it goes on Jaheira, as my main character
will soon find a better helmet to see him through the game. My main
character does, however, retain the Metaspell Influence Amulet. In
the room to the north-west you'll find some Goblins and two lootable
containers. There's also a portal (x=3000, y=550) we need to find a key
for.
***ITEMS***
(x=3550, y=900) Scroll of Chromatic Orb, Helm of Balduran
(x=3600, y=880) Wand of Lightning Key, Scroll of Burning Hands
(x=3780, y=900) Air Elemental Statue
(x=3930, y=970) Metaspell Influence Amulet
(x=320, y=820) Scroll of Fireball
(x=3340, y=800) Bullets x20, Scroll of Armor
***TRAPS***
(x=3700, y=1000)
(x=3550, y=900)
(x=3930, y=970)
<---------------------------------------------------------------------->
14) Venture south-east to find three Dryads, Elyme, Ulene, and Cania,
who will beg you to help them escape by taking their acorns to the Fairy
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Queen. They'll also give you the name of your tormentor, Irenicus.
Their acorns are held by a mean creature named Ilyich, the clan chief
of the master's duergar slaves. They'll also promise to tell you how to
escape if you free them. All in good time. First head past them to the
south.
<---------------------------------------------------------------------->
15) You'll find a very nice circular room that is covered with traps.
When you set foot in the room an alarm will sound, summoning the two
Lesser Clay Golems from before, who will-eventually-make their way to
you and attack for entering the 'chambers of the the master's wife'...
unless, of course, you killed them earlier. The Portal Key opens the
portal in the room north of the room where we found the Helm of
Balduran. My main character enjoys the Bracers of Defense, as would any
Mage hurting for Armor Class. And be sure to grab the Pommel Jewel of
the Equalizer! You're going to want that weapon. Now that we're done
here head back to the Sewage Chamber and go north-west through the door
at (x=2220, y=1700).
***ITEMS***
(x=3100, y=2300) Portal Key
(x=3060, y=2220) Potion of Extra Healing, Bracers of Defense A.C. 8,
Pommel Jewel of the Equalizer
(x=3160, y=2460) Scroll of Dire Charm
(x=3000, y=2370) Potion of Master Thievery, Scroll of Summon Monster I
***TRAPS***
(x=3400, y=2300)
(x=3400, y=2350)
(x=3300, y=2250)
(x=3140, y=2300)
(x=3100, y=2300)
(x=3060, y=2220)
(x=3160, y=2460)
<---------------------------------------------------------------------->
16) You'll find a room with... more Goblins, and a Dust Mephit. There
are also lots of bookshelves to loot, which I will note ignoring all the
useless books on the shelves.
***ITEMS***
(x=950, y=750) Agna Mani Necklace
(x=850, y=850) Potion of Healing x5, Scroll of Larloch's Minor Drain
(x=1100, y=800) Scroll of Know Alignment
(x=1500, y=800) Oil of Speed
(x=1650, y=950) Potion of Extra Healing
<---------------------------------------------------------------------->
17) Go north-west and follow the passage around to get to a large room
with Duergar milling about. Further in you'll find Ilyich, who will not
spare much dialogue before attacking. He's got some crossbowmen and a
Mage with him. Either use a Haste and set upon them, shooting the Mage
down to size, or use a Stinking Cloud. Either way, a simple spell should
see you through this fight with ease. Most of the duergar don't have
anything interesting on them, but Ilyich will drop a suit of Leather
Armor, a Medium Shield, Bullets x40, Acorns, Mail of the Dead +2, Battle
Axe, Sling, and 87 gold. Jaheira slaps on the Mail of the Dead +2.
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During the looting you should find enough weapons and armor to pretty
much equip everybody the way you want. Especially be sure to strap those
Helmets on, you don't want to suffer from critical hits. You could give
Jaheira that Club, but I want to pretend she doesn't even have any
proficiency points in Clubs at all.
***ITEMS***
(x=1240, y=400) Throwing Axe x5, Potion of Extra Healing x2
(x=1530, y=250) Chain Mail, Helmet, Medium Shield, Battle Axe,
Two Handed Sword, Scroll of Grease
(x=1780, y=400) Throwing Dagger x20, Dart x30
(x=1850, y=500) War Hammer, Leather Armor, Helmet, Small Shield,
Quarter Staff, Flail, Sling, Bullet x40, Scimitar
(x=1900, y=600) Bastard Sword, Long Sword, Short Sword, Arrows x6,
Short Bow, Potion of Extra Healing x2, Club, Flail,
Morning Star
<---------------------------------------------------------------------->
18) Head down a tunnel to the south-east and go past a door at
(x=1960, y=260). Disarm the trap in the tunnel south-east and continue
on until you find a room with an odd machine in it and a Cambion
(x=2600, y=1040), who is inside some sort of magical barrier. If you
activate the machine (x=2350, y=1000) you can take down the Cambion's
barrier, allowing him to attack you... and allowing you to attack him.
Before you do so encircle the Cambion and caste some defensive spell
buffs and Haste. He shouldn't be too much of a problem, but why not
start out prepared? When it's dead loot the Cambion for a suit of Chain
Mail, a Bastard Sword +1, and 146 gold. Now go back up the hallway
and through the door at (x=1960, y=260), which we can access thanks to
our possession of the Air Elemental Statue.
***TRAPS***
(x=2300, y=500)
***ITEMS***
(x=200, y=1220) Scroll of Conjure Air Elemental
<---------------------------------------------------------------------->
20) Bring the Dryads their acorns and they'll tell you that you must
travel up to the next level of the complex using portals... perhaps the
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one we found north of Irenicus' room? (That or the one east of the
prisons, it doesn't really matter.) Talk to them again and ask for the
Genie's flask and they'll simply give it to you. Now head back to the
door leading to the genie.
***REWARD***
(For talking to the Dryads after recovering their acorns from Ilyich)
EXP 9500
<---------------------------------------------------------------------->
21) Now return to the Genie and give him his flask for a hefty
experience reward and the Sword of Chaos-Sarevok's sword from Baldur's
Gate 1... or what's left of it, anyways. Even though most of it's power
died with Sarevok, it's still a Two Handed Sword +2, and perfect for
Minsc. Now head back to the main level of the dungeon and go through a
portal, either the one at (x=3000, y=550) or (x=3900, y=2400).
***REWARD***
(For freeing the Genie)
EXP 15000
Item Sword of Chaos +2
***ITEMS***
(x=320, y=2880) Scroll of Hold Person
<---------------------------------------------------------------------->
23) Go through the door to the north-east at (x=880, y=2800) to find a
room with Mephits and Mephit Portals. Our favorite! Ignore the Mephits
and concentrate on the portals, which will simply spew out more Mephits
as you kill them. The Scroll of Protection from Normal Weapons is
interesting, as from time to time you'll fight monsters that can't harm
you, lacking in magical weapons and all. It's not an indispensable
spell, and soon loses its potency, but it is a defensive option for when
we get 5th level spells. As you head to the east Jaheira will make a
most unfortunate discovery. Unfortunate for her. Now that Khalid is out
of the picture, the Jaheira romance opens up. Of course, you must be
careful not to say anything disparaging about her dead husband at this
crucial first step. Go through the door to the north at (x=1120, y=2350)
and continue up a tunnel to the north-west.
***ITEMS***
(x=900, y=2650) Gold Ring, 4 gold
(x=800, y=2650) Tchazar Gem, Cursed Scroll of Weakness
(x=1050, y=2530) Potion of Extra Healing, Arrow of Detonation,
Wand of Cloudkill Key
(x=1350, y=2580) 2 gold, 8 gold, Bolt +1 x3
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***ITEMS***
(x=750, y=2170) Pearl Necklace, Arrows x7
(x=180, y=2150) Scroll of Fireball, 1 Gold
***ENHANCED EDITION***
In the original version of the game, the 'escaped clone' was merely an
Elf model character. In the Enhanced Edition, it has been replaced by
the unique avatar of the character the clone is meant to immitate.
I suppose Irenicus cloned her clothes, too? He's got skills, that guy.
<---------------------------------------------------------------------->
25) Go back to the Mephit Spawning Room and through another door at
(x=1300, y=2220). You'll find another Assassin fighting a losing battle
against Mephits, and north-west of that another group of Goblins. Who
are these assassins that are so incompetent they can't even kill a
Mephit, and how are they troubling Irenicus so? It is a question for
somebody wiser than I. Go through the door at (x=550, y=1400) and cross
a bridge, disarming the trap as you go.
***TRAPS***
(x=720, y=1300)
<---------------------------------------------------------------------->
26) You'll come into a room with a colorful mosaic floor, which an
Assassin will try to cross to get at a Duergar with a crossbow. You'll
see what happens, and why this is not a good idea. Strike the Duergar
down with missile weapons and spells. This is the wand trap room, and
it's beyond time we used those wand keys. Don't bother trying to disarm
the traps in the middle of the room, as you'll just get hurt, instead
play with the pillars to the north to deactivate the traps across the
floor. You'll get a wand for each trap you disarm, as noted below, but
these wands only have one charge each and aren't good for much besides
selling. Search the statue at the far eastern end of the room to get
ahold of a Ring of the Princes +1. I put this on my main character...
it's going to be some time before they get themselves some armor. Now
go through a door to the north-west (x=1320, y=600).
***ITEMS***
(x=2000, y=350) Ring of the Princes +1
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o===============o===============o===============================o
| Traps |Deactivated At:| Reward |
o===============o===============o===============================o
|(x=1200, y=920)|(x=950, y=900) | Wand of Missiles |
|---------------|---------------|-------------------------------|
|(x=1300, y=820)|(x=1180, y=700)| Wand of Frost |
|---------------|---------------|-------------------------------|
|(x=1400, y=750)|(x=1290, y=650)| Wand of Fire |
|---------------|---------------|-------------------------------|
|(x=1500, y=650)|(x=1420, y=550)| Wand of Monster Summoning I |
|---------------|---------------|-------------------------------|
|(x=1700, y=620)|(x=1520, y=500)| Wand of Lightning |
|---------------|---------------|-------------------------------|
|(x=1900, y=600)|(x=1630, y=400)| Wand of Cloudkill |
o===============o===============o===============================o
<---------------------------------------------------------------------->
27) You'll arrive on the scene just in time to see a Vampire named
Ulvaryl go to town on some more Assassins, this time declaring
themselves as Shadow Thieves. She'll then turn into mist and disappear.
Great, Irenicus has Vampires on his side. Who wants to bet those will
become a pain in the ass sooner or later? If you are very quick and a
little lucky you can attack Ulvaryl while she's focusing on the Shadow
Thieves. If you kill her you'll get a nice bit of experience
(8000 experience total), and you might as well try. She won't attack the
party and only leaves if she kills all the Shadow Thieves. She's also
not immune to non-magical weapons as she should be. Anyways, once that's
done with there are three tunnels in the wand room leading south to
explore. The western one gets you out of here in short order, but go
down the eastern passages for some loot, starting with the eastern-most
passage, then the middle passage, and finally the western passage.
<---------------------------------------------------------------------->
28) Go down the tunnel until you come to a smithy with Goblins inside.
To the east you'll find some Duergar. Focus your missile fire on the
Mage and wipe the Duergar out. In this room you'll find some things
worth looting. The Destroyer of the Hills (aka: Girdle of Bluntness) is
a nice little toy, and it'll go good on any character who needs to go
toe to toe with Giants, Golems, and any other enemy that deals
bludgeoning damage. I prefer to put it on Anomen, Viconia, or Korgan, as
they typically wield blunt weapons which are effective against Clay
Golems. Still, it'll go just as well on Jaheira for now. When you're
done, go down the middle tunnel.
***ITEMS***
(x=3500, y=850) Dagger, Potion of Extra Healing x2,
Scroll of Charm Person, 100 gold
(x=3600, y=680) Mace, Potion of Healing x3, Chain Mail,
Destroyer of the Hills
(x=3600, y=700) Arrows x40, Bolt x20, Splint Mail
(x=3380, y=630) Heavy Crossbow, Bolts x20, Bolts +1 x7, Short Bow,
Arrows x40
<---------------------------------------------------------------------->
29) Go into a room to the south and somebody named Frennedan will ask
you to release him from his glass prison. If you decline him he'll turn
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into a little boy and ask you. Something obviously isn't right with our
friend Frennedan. Unfortunately there's loot back there we want, so you
should open the door to his cell anyways. He'll follow you around for a
while if you let him, but he'll turn into a Doppleganger and attack you
given time. If you refuse to let him accompany you out he'll attack
sooner rather than later. Once that's done let's head out of this
dungeon once and for all.
***ITEMS***
(x=2220, y=1350) Key to Frennedan's Room, Potion of Healing x5,
Scroll of Knock
(x=2250, y=1400) Scroll of Protection from Electricity,
Potion of Firebreath
(x=2500, y=1200) Elixir of Health x4, Scroll of Invisibility
(x=2820, y=1420) Scroll of Color Spray, 101 gold
(x=2850, y=1450) Bolt +1 x4, Scroll of Blindness
(x=2850, y=1500) Arrows +1 x4
(x=2800, y=1540) Curse Scroll of Foolishness, Oil of Speed,
Scroll of Blur
(x=2700, y=1600) Bullets +1 x5, Potion of Extra Healing x2
***TRAPS***
(x=2220, y=1350)
(x=2500, y=1200)
(x=2800, y=1540)
<---------------------------------------------------------------------->
30) You'll come across a trio of Assassins, who will not listen to
whatever you say and attack. The one who initiates dialogue will cast
some spells to boost two others who are hidden when the battle starts.
When they're dead continue south-east through the room and down some
stairs into a sewer. Now would be a good time to take everything off
Imoen you want to keep. Head north-east past all the dead Shadow Thieves
until you find an area transition at (x=3400, y=1300).
***REWARD***
(For escaping from Irenicus' Dungeon)
EXP 34500 (each character)
o======================================================================o
| Chapter 2 |
o======================================================================o
| |
| Five Finger Discounts |
| |
o======================================================================o
Sequence of Events: {WLK002}
1) Imoen and Irenicus Incarcerated
2) Gooooooooal!
3) Lady Beth
4) Gaelan Bayle's Offer
5) Gaelan Bayle and An Introduction to Larceny
6) Shorekeep Stealing
7) Cohrvale and Bregg
8) Robbing Galoomp the Bookkeeper
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Shadow Thieves, name the wizards that took Imoen away as the Cowled
Wizards, and mention that you might be able to find out how to get a
license to practice magic in the city if you visit the Government
District. She'll also name your location as Athkatla, the capital city
of Amn.
Note that with the beginning of Chapter 2 you'll start getting dreams
involving Imoen and Irenicus when you rest. They are part of the story
and there's no wrong way to go about them, just try to appreciate the
lessons Irenicus is trying to teach you. Or not.
Keep in mind when stealing you won't be able to sell fenced goods to
honest merchants, so don't steal EVERYTHING hoping to sell it back and
make a profit. Besides, the fact that you always have a chance to get
caught makes stealing minor items more of a pain in the ass than it's
worth. If you DO want to steal for unlimited cash flow-rejoice! Not all
merchants are honest! A variety of fences exist, including the fence at
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the Shadow Thief guild, Gorch, in Mae'Var's Guildhall, and Roger the
Fence, in the Sewers under the Temple District, just to name a few off
the top of my head. There are a few specific items that are worth
stealing and reselling (due to their high sell price), which we'll get
to later. For now, steal things that you will not want to sell back...
Potions and ammo you will use, Scrolls you will scribe, and items you
will equip. If you don't have the unlimited ammo stacks mod activated,
it's still worthwhile to steal a good bit of ammo, you'll just have to
store them in a container of some sort until you need them. Arrows and
Bullets +2 are good for hitting magical beasties and Arrows of Acid are
great against Trolls... they will save you lots of trouble if you get
them. I also steal the Scimitar +1 for Jaheira to use, a Composite Long
Bow +1 for Minsc, a Short Bow +1 for Yoshimo, a pair of Katanas +1 for
my main character, the Glasses of Identification, and the Gem Bag. The
Glasses of Identification will make preparing Identify spells optional,
as you can just use these to identify your loot, albeit three times per
day.
If you plan on stealing-and this guide will assume that you did-you will
need to steal only what you plan to equip or scribe immediately, or you
will need to find a place to store your excess loot (like Arrows +2,
Bolts +2, Bullets +2, extra scrolls, potions, etc). The Copper Coronet
makes a fine place to do so, as well as all the strongholds you can
acquire. Just make sure you don't store loot in a future stronghold
before you actually control it. Some areas (particularly thinking of
Mae'Var's Guildhall here) restock their containers once after you gain
control of them.
o===========o
|Mage Spells|
o===========o
3rd-Non-Detection
---
4th-Improved Invisibility
When you're done stealing from Arledrian's shop you can steal from him
personally to receive a Potion of Invisibility, a Potion of Extra
Healing, and 29 gold. If you've got an exceptionally high Pick Pocket
skill (over 120 will make the process easier) you can steal from Gaelan
Bayle to receive two Potions of Invisibility, two Potions of Extra
Healing, Bolts x20, and Bolts +1 x10. Also be sure to loot before you
leave. When all that is done leave the building. We've important things
to do before Yoshimo's Potions of Master Thievery wear off.
***ITEMS***
(AR0311)
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(AR0312)
(x=300, y=250) Wand of Magic Missiles, Pearl Necklace, Moonstone Gem,
110 gold
(x=400, y=150) Aquamarine Gem, Throwing Dagger x10, Dart +1 x10,
History of Amn
(x=500, y=250) Water Opal, Tchazar Gem, Horn Coral Gem
***TRAPS*** (AR0312)
(x=300, y=250)
(x=400, y=150)
(x=500, y=250)
***ENHANCED EDITION***
In the first game, near the release of the BG2EE, Overhaul Games
decided to put in minimum Pick Pocket scores to steal certain items,
typically the rarer, more valuable items. Such a mechanic returns in
BG2EE, but it doesn't seem to limit our stealing excursions any. Yoshimo
with three Potions of Master Theivery was still able to steal all the
same goodies in the Enhanced Edition that I suggested stealing in the
old version of Baldur's Gate 2. In fact, stealing from within a shop
interface doesn't seem to be restricted-only when you manually steal
from NPCs via the general game screen. If you attempt to steal with too
low a Pick Pockets score you'll see the text: "The target has no items
that can be stolen by a cut-purse of your skill."
***ITEMS***
(x=3345, y=1660) Scroll of Protection from Magic Energy
<---------------------------------------------------------------------->
7) Continue south-west to find two ruffians named Cohrvale and Bregg.
They're somewhat sturdy, but not sturdy enough to cause you trouble.
Bregg leaves behind a suit of Studded Leather Armor, a Short Sword, and
10 gold. Cohrvale will drop a suit of Chain Mail Armor, a Helmet, a
Medium Shield, a Battle Axe, and 41 gold. Wee. At least they give good
experience. Head to an area transition and go back to the Promenade.
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for the marker labeled 'Spell Store'. It's time to do some more... ah...
shopping. Yeah... You'll find Galoomp the Bookkeeper at (x=3330, y=300),
who will sell a variety of scrolls. Of course, I have no intention of
actually buying any of them. Steal as many as you wish, but keep in mind
the more you steal the better off Imoen's and Edwin's spell arsenals
will be. Once you've stolen your heart's content (for me this was
everything) there's another tactic to employ. If you have ToB installed
(and since you're playing the Enhanced Edition, you've got it installed)
you can erase spells from your spell book and rescribe them... earning
yourself a good bit of experience. The primary goal isn't to
significantly level up your party-there are better ways to do that-but
to get Jaheira to 9th level as a Druid. To better your chances of
accomplishing this kick out any characters you can besides her and your
main character so the experience is only split two ways. On my game she
needed about 11,000 experience... after dividing that between her
classes and the rest of the party it meant earning about 110,000
experience from spells, which seems like a lot until you think about
the fact that you can earn 5000 from a single scroll. In any event,
you should consider picking up the following spells: Blur, Chaos,
Cloudkill, Confusion, Dispel Magic, Flame Arrow, Fireball, Friends,
Greater Malison, Haste, Improved Invisibility, Knock, Magic Missile,
Mirror Image, Slow. A full list of Galoomp's spells can be found
below:
o===========o
|Mage Spells| Galoomp the Bookeeper
o===========o---------------------------------------------------------->
1st-Armor
1st-Blindness
1st-Burning Hands
1st-Charm Person
1st-Chill Touch
1st-Chromatic Orb
1st-Color Spray
1st-Detect Evil
1st-Friends
1st-Grease
1st-Identify
1st-Infravision
1st-Larloch's Minor Drain
1st-Magic Missile
1st-Protection from Evil
1st-Protection from Petrification
1st-Shield
1st-Shocking Grasp
1st-Sleep
---
2nd-Agannazar's Scorcher
2nd-Blur
2nd-Detect Invisibility
2nd-Ghoul Touch
2nd-Horror
2nd-Invisibility
2nd-Knock
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2nd-Know Alignment
2nd-Luck
2nd-Melf's Acid Arrow
2nd-Mirror Image
2nd-Resist Fear
2nd-Stinking Cloud
2nd-Strength
2nd-Vocalize
2nd-Web
---
3rd-Clairvoyance
3rd-Dire Charm
3rd-Dispel Magic
3rd-Fireball
3rd-Flame Arrow
3rd-Ghost Armor
3rd-Haste
3rd-Hold Person
3rd-Lightning Bolt
3rd-Melf's Minute Meteors
3rd-Monster Summoning I
3rd-Non-Detection
3rd-Protection From Normal Missiles
3rd-Remove Curse
3rd-Slow
3rd-Skull Trap
3rd-Vampiric Touch
---
4th-Confusion
4th-Emotion
4th-Greater Malison
4th-Improved Invisibility
4th-Minor Globe of Invulnerability
4th-Monster Summoning II
4th-Otiluke's Resilient Sphere
4th-Polymorph Other
4th-Polymorph Self
4th-Spirit Armor
4th-Wizard Eye
---
5th-Animate Dead
5th-Chaos
5th-Cloudkill
5th-Cone of Cold
5th-Domination
5th-Enchanted Weapon
5th-Feeblemind
5th-Hold Monster
5th-Monster Summoning III
5th-Shadow Door
You should ideally have many of these if you are a Mage yourself, but
keep in mind you've got allies to think about. And the experience always
helps. What good are spell scrolls going to do on an NPC merchant
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anyways? Hell, you might as well make the most of your Potions of
Master Thievery Speaking of which, another merchant named Hes
(x=330, y=320) is just to the west, but he doesn't have must of anything
worth stealing. You could nip some Plate Mail from him, but that's
really not necessary. Especially not with so many other fine merchants
around to steal from. There's a Weaponsmith marked on your map on the
other end of the Promenade, but all he sells of interest are Arrows +2
and Bullets +2.
Armorer/Fletcher (AR0706)
o======================================================================o
9) Head over to the shop marked Armorer/Fletcher on your map
(x=1770, y=1200). Inside you'll find Arnolinus (x=420 y=350) the
armorer, and Perter (x=620, y=230) the Fletcher. Perter only has
Arrows +2, but Arnolinus has two suits of Full Plate Mail, a Large
Shield +2, a Medium Shield +2, and a Small Shield +2 which will all go a
long way to making our party more formidable. When you've taken what you
want from him, head over to the Adventurer's Mart (x=2200, y=1600),
which has much richer pickings.
o===========o
|Mage Spells| Lady Yuth
o===========o---------------------------------------------------------->
1st-Armor
1st-Blindness
1st-Burning Hands
1st-Chill Touch
1st-Color Spray
1st-Detect Evil
1st-Friends
1st-Grease
1st-Identify
1st-Infravision
1st-Larloch's Minor Drain
1st-Protection from Evil
1st-Shocking Grasp
---
2nd-Agannazar's Scorcher
2nd-Blur
2nd-Deafness
2nd-Detect Invisibility
2nd-Ghoul Touch
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2nd-Glitterdust
2nd-Horror
2nd-Invisibility
2nd-Knock
2nd-Know Alignment
2nd-Luck
2nd-Melf's Acid Arrow
2nd-Mirror Image
2nd-Ray of Enfeeblement
2nd-Resist Fear
2nd-Stinking Cloud
2nd-Strength
2nd-Vocalize
2nd-Web
---
3rd-Clairvoyance
3rd-Dispel Magic
3rd-Fireball
3rd-Flame Arrow
3rd-Ghost Armor
3rd-Haste
3rd-Hold Person
3rd-Melf's Minute Meteors
3rd-Monster Summoning I
3rd-Protection From Normal Missiles
3rd-Remove Curse
3rd-Slow
3rd-Skull Trap
3rd-Vampiric Touch
---
4th-Confusion
4th-Emotion
4th-Farsight
4th-Improved Invisibility
4th-Minor Globe of Invulnerability
4th-Stoneskin
---
5th-Lower Resistance
5th-Protection From Normal Weapons
5th-Sunfire
---
7th-Limited Wish
---
8th-Symbol, Death
8th-Symbol, Stun
When you're done perusing her spells explore the rest of the
Adventurer's Mart. We should have all the spells we need for now... or
at least all the spells we can get our hands on for free.
<---------------------------------------------------------------------->
11) At (x=500, y=460) you'll find Deidre; a bonus merchant that shipped
with the Collector's Edition of the game before finally being patched
into the later versions of the vanilla game. She, and her Icewind Dale
counter-part Joluv, come standard in the Enhanced Edition. She sells a
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Sensate Amulet
--------------
An amulet that gives you permanent protection from evil, +5 Hit Points,
and +2 Charisma. This really works well on Viconia, who has a pretty
good Charisma and thus can serve as a party leader. If anything the hit
points and protection from evil will do any Cleric good.
Vhailor's Helm
--------------
One of the best items Deidre sells and possibly the best helmet in the
entire game. It gives you a one-point Armor Class bonus and allows you
to cast simulacrum once per day. Simulacrum creates a duplicate of the
character casting the spell, who is at about half the creator's
level. Be that as it may they still have access to all of the
creator's items, including the Cloak of Mirroring, weapons, and armor-
even summoning items! That's right, you can create a simulacrum via
Vhailor's Helm, then use the simulacrum itself to summon an ally. The
Efreeti Bottle and Golem Book come readily to mind. This is a good item
to put on any character, as duplicating a high level Fighter with
plenty of Greater Whirlwinds and a vorpal weapon or a high level Cleric
and their Auras of Flaming Death has obvious benefits. It really gets
out of hand when it's on a multi-classed character, however. Duplicating
a Fighter/Cleric capable of popping out Auras of Flaming Death and
Greater Whirlwinds is an obvious improvement over the scenarios
mentioned above, as is getting two Fighter/Thieves. If each of the
Fighter/Thieves are wielding the Dagger of the Star they can both
unleash backstabbing destruction on your foes. It really gets fun with
the Fighter/Mage, where you'll get two characters who can spell-buff
themselves to nigh-invulnerability and then go after enemies with
Greater Whirlwind attacks. The tactics might be somewhat blunt and
repetitive, but it's also brutally effective.
Plate of Balduran
-----------------
It's armor with an Armor Class of -1, it gives +4 Hit Points, and +1 to
Charisma. Need I say more? Keldorn would love this. Granted, its -1
Armor Class doesn't make it much better than Full Plate Mail +1 (which
we'll find/steal in abundance, don't you doubt), especially for the
price... But if you have tons of money just burning through your pockets
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later on, it might be something to consider. Also keep in mind that this
item sells for quite a bundle-in fact, it's one of the highest-selling
items in the main game. You have to buy it, of course, to be able to
steal/sell it to a fence, but once you do, you'll be able to easily
steal/sell grind for unlimited cash.
Mercykiller Ring
----------------
A ring that improves your Set Snares, Hide in Shadows, and Move Silently
abilities by 20%. Not essential, but still nice.
Robe of Vecna
-------------
Possibly the best item sold by Deidre, it lowers casting speed by 4,
making most spells cast instantaneously. It cannot be over-stated how
much it helps to be able to get off a spell before the enemy can,
particularly a debuff or defensive spell. Oftentimes the tempo (and
outcome) of a battle is set by who gets the first spell off. It makes
casting every spell that much more effective. It also has an Armor Class
of 5 and 10% magic resistance, giving it some practical defensive
implications as well. For Edwin and Imoen, there is no better robe in
the game.
Shield of Balduran
------------------
It imparts a penalty to Strength, but for, say, Jaheira, that's a minor
concern, since it won't lower her combat effectiveness any. With an
Armor Class bonus of four it's a pretty solid shield on its own, but it
really shines because it reflects Beholder rays, turning one of the most
fearsome monsters in the game into push-overs. It'll come in very handy
for the Unseeing Eye quest, and should probably be the first item we
get.
As you can see these items run between 10,000 and 40,000 gold, making
them well out of our price-range for now. You can't even steal them,
either! Oh well. It's something to work towards, at least.
<---------------------------------------------------------------------->
12) At (x=600, y=700) you'll find Ribald Barterman, owner of the
Adventurer's Mart. It's interesting that he allows so many other
merchants to ply their trade in his establishment... in any case, he's
got some good items on him, like a reasonably priced Sling +2, a Short
Bow +2, several interesting suits of armor that could go well on any
light-armor wearing character, the Fortress Shield +3, the Reflection
Shield +1, Bracers of Defense A.C. 3, Potions of Master Thievery,
Scrolls of Breach, a Girdle of Hill Giant Strength, the Ring of Air
Control, and plenty of magical ammunition. Depending on who you get in
your party, some or all of those items should interest you, but
specifically every party should plan on getting the two shields, the
Girdle of Hill Giant Strength, and the Ring of Air Control. There are
also various blunt weapons that would go well on Anomen or Viconia, but
we have much more important things to buy by far. When you're done
gawking at all the things you can't afford, pick pocket Ribald to obtain
a Ring of Regeneration. I don't usually invest this item into any one
character, especially not at this point in the game when there are so
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o===========o
|Mage Spells| Ribald Barterman
o===========o---------------------------------------------------------->
2nd-Vocalize
---
3rd-Melf's Minute Meteors
3rd-Non-Detection
---
4th-Enchanted Weapon
4th-Secret Word
---
5th-Breach
Fortress Shield +3
------------------
With a +7 bonus versus missile weapons and an Armor Class bonus of four
this is a far superior version of the Large Shield +1, +4 vs Missiles
from the first game. It's a superior shield, and we'll use it a long
time... at least until we reach Throne of Bhaal. A defensive item that
you can get this early that'll keep that long is a good investment
indeed.
Reflection Shield +1
--------------------
While not as powerful as the Fortress Shield +3, it'll come in very
handy once in a while.
Scroll of Breach
----------------
Just look at all the defenses that this spell takes down. It is your
primary debuffing spell against... well, most anything. You can always
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use a Dispel Magic to do much of the same, but this is a more definite
means of leaving an enemy open to attack, without risking your own spell
buffs.
all these, if you ever do. They're not very important, I just feel it's
better to record them than not. If you don't care to read them and just
want to get on with it (I can't help but think about Monty Python's
'Holy Grail' when I read that...) skip to [WLK004]-which is where I'll
cover the Copper Coronet and our future party-building plans. Just
don't whine to me later when you get snarfed by a Vampire and don't
know why.
o======================================================================o
| |
| Random Encounters in Athkatla |
| |
o======================================================================o
Sequence of Events: {WLK003}
1) Arbane's Sword
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2) Helping Harpers
3) Xzar's Quest
4) Hareishan's Warning
5) Salia and the Shadow Thieves
6) Parisa's Persuasion
7) Tanova's Inquiry
8) Sansuki's Salvation
9) Slaver Smite
10) Delon's Plea
Arbane's Sword is a fair little short sword that offers immunity to hold
person and allows a character to use haste for two rounds once per day.
It's not spectacular, but you might as well hold onto it, seeing as how
having any +2 weapons will be a good thing for a while.
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***REWARD***
(For Bringing Renfeld to Rylock)
EXP 14550
Gold 125
<---------------------------------------------------------------------->
4) A vampire named Hareishan will destroy a trio of Shadow Thieves.
Wait, wasn't there a Mage in the Cloakwood Mines named Hareishan? I'm
sure it's just a coincidence. She'll tell you to bugger off, mentioning
that until you choose your side the Mistress doesn't want you to come to
harm. Sure. Loot the dead Shadow Thieves for a suit of Leather Armor, a
Black Opal, a Water Opal, a Scroll of Contingency, a Note, a Short
Sword, and 173 gold. Another will have a suit of Leather Armor, a Sphene
Gem, a Bloodstone Amulet, a Scroll of Spell Thrust, a Dagger, a Scroll
of Stoneskin, and a Short Sword. The last one will leave behind a suit
of Leather Armor, a Pearl Necklace, a Dagger, a Short Sword, and 94
gold. Not a bad bit of loot considering we didn't lift a finger.
<---------------------------------------------------------------------->
5) If you go out at night you might just see a vampire named Salia
talking to two Shadow Thieves, obviously trying to lure them into the
new guild. Unfortunately they notice you and attack while Salia slips
away. When they die loot them. One has a suit of Leather Armor, a Gold
Necklace, a Sphene Gem, a Scroll of Disintegrate, a Note, a Short Sword,
and 68 gold. The other has a suit of Chain Mail, a Pearl, a Garnet, a
Scroll of Find Familiar, a Scroll of Minor Spell Turning, and a Bastard
Sword.
<---------------------------------------------------------------------->
6) You'll find a Vampire named Parisa trying to convince a Shadow Thief
to come join the new guild. When they refuse, she uses Dire Charm to
settle matters, and then threatens you before running off. You can kill
the charmed Shadow Thief for some experience if you wish.
<---------------------------------------------------------------------->
7) At night you may be questioned by a vampire named Tanova. At any
early point in the game, you'd be well served by saying you do NOT work
with the Shadow Thieves, as other responses will provoke Tanova into
attacking. Vampires are bad enough, but Tanova requires +3 weapons to
hit, and for a low-level party, that's just too much to overcome.
<---------------------------------------------------------------------->
8) A Shadow Thief named Sansuki will approach and ask for help, but
before anything useful can be communicated the source of his woes will
arrive. A Vampire named Del and two subordinate Vampires will show up
and warn you to stay uninvolved. Again, it's best if you simply let the
Vampires have Sansuki, as your odds against a handful of Vampires
aren't very good. Sorry Sansuki. If you do bother to help him out, all
he will do is thank you, and walk away. Really not worth the hassle.
<---------------------------------------------------------------------->
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***REWARD***
(For freeing the slave)
EXP 5500
<---------------------------------------------------------------------->
10) This isn't a guild-related meeting, but if you have Minsc in your
party after enough time has passed, you'll be approached by a little boy
named Delon. He'll tell you-well, Minsc, rather-about the troubles of
his village Imnesvale in the Umar Hills. He'll mark the area on your map
and tell you to go to Imnesvale and talk to Minister Lloyd. This starts
the Umar Hills quest, which is a very rewarding -yet far too difficult
for us now-quest. Needless to say, I'll be putting it off for a while.
o======================================================================o
| |
| With Friends Like These.... |
| (Recruiting Anomen, Dorn, Korgan, Hexxat, Viconia and Jan) |
o======================================================================o
Sequence of Events: {WLK004}
1) Amalas' Challenge
2) Nalia in Need
3) Korgan's Quest
4) Joluv's Wares
5) Be Ye Friend, or Foe?
6) Helping Hexxat
7) Buying from Bernard
8) Guild War Worries
9) Viconia at Stake
10) Jan Jansen's Gibberish
11) Good ol' Garrick
12) The Wages of Faith is Stupidity
13) Oisig's Request
14) Soliciting Sir Sarles
15) Shadow Thief Sonnet
16) Priestly Paternity
17) Dealing with Dorn
Now that we're at the Copper Coronet it feels like a good time to
talk about what our immediate and future goals are. We know we need to
raise 20,000 gold to get Imoen back and to strike at Irenicus, and while
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we're raising the money we might as well recruit the allies we'll need
to succeed. This is where the 'good' and 'evil' parties make a serious
departure, as who you recruit affects what quests you need to do to keep
them. For example, if you don't want Keldorn there's really no reason
to go do the Unseeing Eye quest yet, and if you don't care to recruit
Valygar you have no reason to enter the Planar Sphere. That said, no
matter who you wish to recruit you should recruit them before going
after Imoen and Irenicus, as you'll want a full compliment before
heading out on that lengthy rescue/revenge mission.
If you want to follow in the direct footsteps of this FAQ and recruit
all the characters in the game (whether you intend to use them or not),
then by all means, follow me in the order in which I plan to progress.
A more practical way of playing the game is to just recruit the
characters you wish to take with you and head off after Imoen. The
evil party or a good party who doesn't intend to keep Imoen round,
however, obviously doesn't need to refrain from completing as many
quests as possible. This leaves two ways of going about things in the
early part of Baldur's Gate 2-or at least two ways I'll acknowledge,
anyways. Obviously you're free to jump around as you see fit, but for
those who want their hands held more, you can either follow the guide
chronologically completing the quests in the order I complete them,
picking up and dropping characters as necessary to complete their
quests, or you can do so selectively, only picking up the characters
you want to keep. Decide who you want in your party and make those
characters a priority, whatever else you want to do, as the longer
you delay in making contact with your eventual core party members,
the higher level they'll be when you recruit them. The more levels you
give the computer to roll up, the lower their Hit Points will be.
Simple as. Below is a list of the characters and their related quests
which will take up the next part of the FAQ:
o=======o=======================================o======================o
|WLK### | Objectives | Suggested For... |
o=======o=======================================o======================o
|WLK004 | Recruit Anomen, Korgan, Hexxat, | Everybody |
| | Viconia, Jan, and Dorn. | |
|-------|---------------------------------------|----------------------|
|WLK005 | Jan's Quest. | Stupid People |
|-------|---------------------------------------|----------------------|
|WLK006 | Mae'Var's Guildhall (Recruit Edwin), | Evil Parties, |
| | Obtain the Thieves' Guild. | Thief Protagonists |
| | | People Who Want Easy |
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| | | Money |
|-------|---------------------------------------|----------------------|
|WLK007 | Thieves' Guild Quests | Thief Protagonists |
|-------|---------------------------------------|----------------------|
|WLK008 | The Book of Kaza (Secure Korgan) | Evil Parties |
| | The Nether Scroll (Secure Edwin), | |
| | Obtain the Pale Green Ioun Stone | |
|-------|---------------------------------------|----------------------|
|WLK009 | The Unseeing Eye (Recruit and Secure | Good Parties, |
| | Keldorn), Obtain the Gauntlets of | Slow People, |
| | Dexterity, Kill the Bandits in the | Cleric Protagonists, |
| | Sewers, Obtain the Cloak of the | Ambitious Parties |
| | Sewers, Obtain Saving Grace +3, | |
| | Obtain the Cleric's Stronghold | |
|-------|---------------------------------------|----------------------|
|WLK010 | Keldorn and Anomen family quests. | Good Parties with |
| | | Keldorn and Anomen, |
| | | People who like quest|
| | | experience. |
|-------|---------------------------------------|----------------------|
|WLK011 | Cleric's Stronghold Quests | Cleric Protagonists |
|-------|---------------------------------------|----------------------|
|WLK012 | Astral Prison (Recruit and Secure | Impatient People, |
| | Haer'Dalis), Obtain the Boots of | People Who Like |
| | Speed, Obtain the Wave Shaft, | Halberds, Bards |
| | Obtain the Bardic Playhouse | |
|-------|---------------------------------------|----------------------|
|WLK013 | Bardic Playhouse Quests | Bard Protagonists |
|-------|---------------------------------------|----------------------|
|WLK014 | Obtain Celestial Fury | People Who Like |
| | | Katanas |
|-------|---------------------------------------|----------------------|
|WLK015 | The Circus Tent (Recruit and Secure | Good Parties, |
| | Aerie), Obtain the Ring of Human | Ugly People |
| | Influence | |
|-------|---------------------------------------|----------------------|
|WLK016 | The Planar Sphere (Recruit and | Good Parties, |
| | Secure Valygar), Obtain the Hands of | Weak People, |
| | Takkok, Obtain the Ring of Acuity, | Mage Protagonists |
| | Obtain the Ring of Danger Sense, | |
| | Obtain the Mage Stronghold | |
|-------|---------------------------------------|----------------------|
|WLK017 | Mage Stronghold Quests | Mage Protagonists |
|-------|---------------------------------------|----------------------|
|WLK018 | The de'Arnise Keep (Recruit and | Good Parties, |
| | Secure Nalia), Obtain the Flail of the| Fighter Protagonists,|
| | Ages, Obtain the Ring of Earth | People Who Like |
| | Control, Obtain the Battle Axe +3, | Flails, People Who |
| | Frostreaver | Like Axes |
|-------|---------------------------------------|----------------------|
|WLK019 | Fighter Stronghold Quests, | Fighter Protagonists,|
| | Nalia Quests | People Who Like |
| | | Clones |
|-------|---------------------------------------|----------------------|
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*These two quests occur much later in the walkthrough, as they are not
completed until much later in the guide. First, we're simply not strong
enough to make it through more than the first level of Watcher's Keep
until near the end of Shadows of Amn... but I postpone it until we're
established in Throne of Bhaal, when it's easiest to explore in both
terms of party experience and story progression. Also, although I
strongly advocate at least partial exploration of the first level of
Watcher's Keep as our last endeavor before heading off to pursue
Irenicus and rescue Imoen I decided not to break up Watcher's Keep into
seperate parts in the Walkthrough for simple continuity... as opposed to
Umar Hills, which I broke up in order to lump all our recruiting quests
into the pre-Chapter 4 portion of the guide. A good party should head to
Watcher's Keep to obtain a few choice items while completing as few
quests as possible, whereas an evil party can-and is benefited by-
exploring the entire first level. This leads to the Limited Wish quest,
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which is ignored entirely by the good party on the grounds that they
will simply not have enough experience to cast that spell before going
after Imoen, and the Limited Wish quests cannot otherwise be completed
again until Chapter 6, hence its chronological placement in the guide
until the good party can complete it.
To make life simpler, again, you can just follow the guide sequentially-
no matter what alignment your party will be. There's no reason an evil
party can't just leave Keldorn behind and do the Unseeing Eye quest, and
there's no reason a good party can't play with Korgan/Edwin long enough
to get their specific quests (the Book of Kaza and the Nether Scroll,
respectively) out of the way. If you want to just follow the guide-it's
okay. Imoen ends up fine. If, however, you really, really don't want to
do anything extraneous in this game, bewlow you'll find my suggestions
of what each party should do at the minimum:
--GOOD-- --EVIL--
[WLK004] [WLK004]
[WLK006] [WLk006]
[WLK009] [WLK008]
[WLK010] [WLK009]
[WLK014] [WLK014]
[WLK055]
Go recruit what characters you wish in whatever order you wish, after
which we'll have more than enough money to pick our poison and go after
Imoen. If you recruit characters you do not wish to keep, disband them
and send them back to the Copper Coronet when possible. I wouldn't
suggest doing this in two circumstances. Firstly, don't disband a
character you haven't secured. For example, don't send Korgan off before
completing the Book of Kaza quest, and don't send Valygar away before
completing the Planar Sphere. Also don't disband characters you want to
romance, as this will likely kill the romance. If you want to play with
good characters or otherwise don't care to recruit and secure Korgan and
Edwin skip to [WLK009]. For now, however, let's explore the Copper
Coronet and deal with-or at least acknowledge-all the minor events
within. Keep in mind that you'll need to pick and choose what characters
you want to take along with you here-we already have Minsc, Jaheira,
and Yoshimo, and stand to gain as many as six more during this
Sequence of Events. Jaheira, Minsc, Yoshimo, Anomen, and Viconia all
have no quests attached to them-at least no immediate ones-if that helps
in choosing.
***REWARD***
(For beating Amalas in a duel)
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EXP 9500
<---------------------------------------------------------------------->
2) You'll find a woman named Nalia in the tavern... or rather she'll
find you. As soon as you're in sight she'll come initiate dialogue,
hopelessly aristocratic and asking for help. Her quest takes you out of
Athkatla and is somewhat difficult, but to keep her happy you'll have to
do it. If it wasn't for this and the fact that she is practically a
clone of Imoen I'd consider taking her along. We'll deal with her and
her quest later. Much later.
<---------------------------------------------------------------------->
3) Over at (x=950, y=1870) you'll find Korgan. Talk to him if you want
the best evil Fighter in the game on your side. Agree to help him find
the Book of Kaza and he'll join with you. We won't delay too long,
however, as we don't want Korgan to grow impatient and leave. We'll
get to his quest shortly, so if you're following along chronologically,
it's best to pick him up now. Good parties can ignore him, as you wish.
<---------------------------------------------------------------------->
4) At (x=1350, y=1750) you'll find Joluv, another one of the 'bonus
merchants' from the vanilla game which have long since become staples.
Deidre sold Planescape: Torment inspired items, and Joluv sells Icewind
Dale inspired items. Overall, Deidre's gear is probably better, as
you'll be using some of it for the rest of the game, whereas Joluv's
collection of weapons-while great for Shadows of Amn-doesn't have quite
the same longetivity. Still, there's some good loot to be grabbed if
you've got the coin.
Defender of Easthaven +3
------------------------
This weapon is actually a consideration because it was buffed up for
the Enhanced Edition. It gives a +1 bonus to Armor Class and 20%
resistance to physical damage, making it a nifty offhand consideration
for the good protagonist. Sure, the Flail of Ages is free, and just
as good, but if you've got the money and don't want to do Nalia's
quest before chasing Imoen, this is a great Shadows of Amn weapon.
Joril's Dagger +3
-----------------
An opportunity to score a +3 Two-Handed Sword before going after Imoen.
Not a terrible weapon for Dorn or Keldorn, but we'll find better, and
it's unlikely you'll ever need more than one good Two-Handed Sword.
You'd have to be sitting on a ton of cash to make this weapon worth
picking up.
Scarlet Ninja-To +3
-------------------
I originally wrote this weapon off because it's a Monk-only weapon,
and frankly... who cares about making a Monk protagonist? Since Rasaad
is around in the Enhanced Edition, however, it might be worth picking
up for him. He'll benefit from the increased attack speed, and it'll
allow him to harm enemies that require +3 or better weapons sooner than
leveling will.
Sling of Everard +5
-------------------
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This Sling provides its own ammunition, +5 bullets at that. Even though
it's damage is a little low, you'd be foolish to pass this weapon up
<---------------------------------------------------------------------->
5) Anomen is at (x=1530, y=1660) and will ask you some really stupid
questions when you talk to him... kinda reminds us of Ajantis in his
naivete. Instead of "Halt! Be ye friend or foe?" We have this dork
asking if we're brave and if we're on the side of good. For the good
party, he's our Cleric of choice and should be recruited, but he will
also play nice with evil folks... but the evil party doesn't need him,
and there are quite a few bad guys left to recruit. If you get him to
join, give him some better armor and a shield (some of the goodies we
stole from Arnolinus will work fine). It also might be a good idea to
shift the Helm of Balduran to him, considering that his Dexterity is
putrid.
<---------------------------------------------------------------------->
6) Hiding in a corner at (x=600, y=1050) you'll find Hexxat, who will
talk to you if you get too close. She seems... not quite all there,
and Bernard's interjections certainly don't make her sound any more
normal. She wants to go tomb robbing in the Graveyard District,
alluding to 'great treasure' in Dragomir's Tomb. Agree to go and she'll
join up. Every day you delay she'll complain and threaten to leave,
but just pick dialogue option #1 repeatedly and you'll convince her to
stay. As far as I can tell, this quest has no real time limit, so you
can just drag her around for now, if you want, or come back later, as
you wish. You'll notice that she's inferior to Yoshimo in pretty much
every way-still, her quest is worth doing, and Yoshimo is just dead
weight. Take off his bow and give it to her, they'll have almost the
same-limited-impact in combat. If you want to bring Hexxat along, I'd
suggest doing her quest immediately after scouring the rest of the
Graveyard District trying to appease Edwin and Korgan [WLK008]. Her
quests will be covered in [WLK046], for when you wish to do them.
<---------------------------------------------------------------------->
7) There are plenty of things to do in the Copper Coronet still, but all
of these quests can wait until later. You can go buy (steal) some things
from the bartender Bernard. He'll sell better things later in the game,
but until then we can at least nab a Sword of Flame +1, which will help
with Nalia's quest a good bit, and a Scroll Case, which will help with
the endless task of inventory management. Note that Bernard is
ridiculously hard to steal from, often requiring a Pick Pockets of 180+
to succeed. Now that we're done in here for now let's head over to the
Government District.
o===========o
|Mage Spells| Bernard
o===========o---------------------------------------------------------->
1st-Armor
1st-Charm Person
1st-Color Spray
1st-Blindness
1st-Burning Hands
1st-Chill Touch
1st-Chromatic Orb
1st-Detect Evil
1st-Grease
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Note: If you want to be a little ahead of the curve, you can complete
the Copper Coronet Quest now (see [WLK036] for complete coverage). The
main reason to do this is to get Bernard to sell you better loot,
including the Sling of Seeking +2, and the Battle Axe +3, Stonefire,
among other things. And yes, all of these can be stolen, so you don't
even need money if you've got some Potions of Master Thievery. This is
by no means necessary... but that loot Bernard has for sale/steal will
benefit you a lot more now than it will later. When playing with an
evil party, I typically tackle the Copper Coronet after securing Edwin
and Korgan (after [WLK008]). With a good party, I feel no real hurry to
grab the Battle Axe +3, Stonefire, and hence I don't bother with this
quest until its sequential location in the walkthrough.
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you a 'Flasher Master Bruiser Mate'. Shortly thereafter a man named Trax
will show up to apprehend Jan for the illegal sale of illegal items in
an illegal manner. Whatever you do, do NOT goad Trax into summoning the
guard down on you.. it's a fight we don't need to fight, especially not
with the reputation loss involved. If you cover for Jan you'll get some
experience. If you turn him in you'll get 100 gold from Trax. Of course,
to bail out Jan later you'll need to pay 800 gold, so it's a net loss to
do this. Get Jan on your side and do what you will with him. If you
keep him in your party you'll eventually have to deal with a quest
that pops up. Of all the PC quests, Jan's is perhaps the most disruptive
for this Walkthrough, undoubtedly due to the fact that he is recruited
so early in the game as it'll take you to many areas that I don't intend
to cover for a long time. I suppose I could have restructured the FAQ
to make Jan a better fit... but overall I find it best to cover each
character's quests in-or immediately after-the section where they
are recruited for organizations' sake. This really only negatively
effects Jan, as most characters have the good sense to have less
troublesome quests, and at the end of the day... it's Jan. I can't be
bothered to make things more convenient for a character I never play and
whose worth I seriously doubt. The next Sequence of Events [WLK005]
will cover with Jan's quest, but before we get to that, we've got more
characters to recruit.
***REWARD***
(For covering for Jan and prevent him from being sent to jail by Trax)
EXP 8500
***REWARD***
(For recruiting Jan into the party)
EXP 11500
Note from Lee: you can accept Jan into the party, drop pretty much
anyone to do it, get the experience, then re-accept the dropped person
back into the party and drop Jan for free experience without actually
having to put up with Jan and his crap.
<---------------------------------------------------------------------->
11) This is just an aside, but over in the south-eastern corner of the
map you can find a lady knight named Lady Irlana (x=3000, y=3600), who
is being wooed by Garrick-presumably our Garrick from Baldur's Gate 1.
Of course, he seems to have lost his edge and is being fed flattering
lines by one Cyrando. It's a debacle, of course, but an amusing one,
nonetheless. Once you're done messing around, head off to the Temple
District, where we can recruit the party leaders for both the good and
evil parties-Keldorn and Dorn, respectively.
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Kreel argues against Gaal with mixed success. One con-man doesn't like
another huckster cutting in on his business it seems. After the
conversation is over Gaal lures the foolish away and High Watcher
Oisig will come to the party, saying he wishes to hire you as
mercenaries in the service of Helm. The everseeing eye versus the
unseeing eye? Now that's fun religion there. Eh, I'll bite. Head into
the temple at (x=2050, y=1000).
Note: If you're evil, Stormherald Nallabir will give you the quest,
demanding that you serve as a vassal of Talos' wrath. If you're good
High Mornmaster Arval will be the quest-giver.
***ITEMS***
(x=350, y=200) Helmet, Chain Mail, 2 gold
(x=400, y=110) 1 gold
(x=1220, y=770) 1 gold
(x=1350, y=820) 1 gold
<---------------------------------------------------------------------->
14) Over at (x=700, y=700) you will find Guardian Telwyn, who will ask
you to do a job. He wants you to recruit an artist by the name of Sir
Sarles to create a work of art which will bring glory to Helm. Of
course, it can't be too expensive, and Sarles is refusing to work in
anything other than pure illithium, a very valuable substance. Sir
Sarles can be found in the Government District at the Jysstev estate.
It's just another little quest to do when we get around to it.
Note: You used to be able to steal the Helm of the Noble +1 from
Guardian Telwyn-a future quest reward. Sadly, this is one of the few
items that seems to be affected by the new minimum Pick Pockets score
requirment-my evil protagonist couldn't snipe this item no matter how
many Potions of Master Thievery she chugged. For the record, she had a
base Pick Pockets score of 100.
<---------------------------------------------------------------------->
15) If it's night out, you'll find a riddling Shadow Thief at
(x=2250, y=1220). He's clearly not all right in the head, and his
riddles use the guild war as subject matter. Clearly, he's seen too much
of this Vampire menace which threatens the Shadow Thieves. When his
poetry runs out, he'll run off, cackling. He'll be fine.
<---------------------------------------------------------------------->
16) Head over to the sewers at (x=2550, y=2620). You'll find a prophet
near the sewer who will spout nonsense about his non-god. You'll also
see a woman named Miranda accost a priest of Talos named Talon Nirkhas
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until the 'daughter', Lanie, spills the beans. Oops. If you talk to her
she'll accuse you as well. You can pay her 100 gold if you wish, but
there's no real point to this encounter.
<---------------------------------------------------------------------->
17) You'll find Dorn skulking around outside the High Hall of the
Radiant Heart (x=2550, y=3380). He got his revenge back in the first
game, and now is pretty much going around killing people at the behest
of his master, the demon Ur-Gothoz. His target for the moment is a
priest named Bollard Firejaw, of the Order of the Golden Lions.
Fortunately, Dorn is willing to join up with us, as his task will be
easier with our help, and likewise ours with his... at least, if you're
the evil party. The good party has another, arguably better party leader
to pick up, and need not bother with Dorn. You will lose some reputation
for taking Dorn along with you, just like you did with Viconia, and
doing his quest will only lose you more... the evil party is going to
end up really hurting when it comes to reputation. Just remember to drop
some gold at a temple every once in a while to keep yourself in the
middle range of things-you don't want the law coming down on you. We can
do this quest now... but Dorn is patient enough, and I'd rather finish
up recruiting Edwin and securing both Edwin and Korgan. This is a good
task for both parties, even if the good party has no interest in keeping
Korgan and Edwin around, as it's worth a good bit of experience and
gold-the latter of which we'll need to get a very important item for
[WLK009]. So, skip ahead to [WLK006] if you don't care about Jan and his
nonsense. The evil party can pursue Dorn's quest after securing Edwin
and Korgan [WLK008]. His quests will be discussed in [WLK045].
o======================================================================o
| |
| Jammin' With Jan |
| |
o======================================================================o
Sequence of Events: {WLK005}
1) Jan's Lost Love
2) The Daughter's Sickness of the Mind
3) Uncle Gerhardt's Help
4) Finding the Hidden
5) The Hidden
6) Thumb's Up
7) Hunting the Hunters
8) The Mother's Sickness of the Mind
1) Now, if you travel with Jan for a while you'll get a visit from a
relative of his named Beeloo Jansen, who tells Jan that he recently
escaped from prison and that some lady named 'Lissa' is staying at the
Jansen family home. After Beeloo leaves, Jan will elaborate-Lissa is
his childhood friend and former love interest that never panned out.
She married another Gnome named Vaelag, a far more serious and
successful criminal than Jan. Agree to help him out and follow him
back to his house in the Slums District (AR0400) (x=3550, y=1350).
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his mother, who fills him in a bit on the Lissa situation. She
apparently brought her daughter with her, and she has a problem, of
course. Her daughter has taken ill, but instead of a physical ailment
she apparently has some kind of mental impairment, possibly due to her
father's prevailing abuse. Jan will tell us to talk to Uncle Gerhardt
in the basement, while he leaves the party to stay by Lissa's side.
***ITEMS***
(AR0401)
(x=320, y=220) 1 gold
(x=250, y=200) Elixir of Health
(x=720, y=320) Potion of Freedom
---
(AR0402)
(x=480, y=220) 3 gold
(x=440, y=220) 1 gold
(x=400, y=210) 1 gold
(x=200, y=400) 1 gold
---
(AR0403)
(x=700, y=390) Short Sword, History of Durpar and Var, 5 gold
(x=270, y=250) Scroll of Identify
(x=150, y=250) Potion of Extra Healing
(x=200, y=370) tainted Antidote
<---------------------------------------------------------------------->
3) Head downstairs and talk to Uncle Gerhardt (x=650, y=350). Wade
through his circular dialogue and he'll tell you that you need to seek
out something called 'The Hidden'. A lady named Jysstev can point you
in the right direction, her estate can be found in the Government
District of Athkatla. Seems like we're not done with the Government
District right now after all.
***REWARD***
(For talking to Uncle Gerhardt)
EXP 3300
***REWARD***
(For getting Lady Jysstev to arrange a meeting with the 'Hidden One')
EXP 8900
Sewers (AR0404)
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o======================================================================o
5) Head to the Copper Coronet in the Slums District and talk to
Lehtinan to gain access to his back rooms. Once you've obtained this
access you can safely head to the back of the Copper Coronet. There's
a secret door at (x=2150, y=900) that leads to the sewers
(x=2070, y=670) in question. Again, if you decided to take Jan along
with you-and hence this quest became obligatory and led you into
these sewers-refer to [WLK036] for everything you might encounter along
the way. You'll find Hidden at (x=1070, y=2230), who will agree to heal
Lissa's daughter if you deal with two 'creatures of evil intent' that
are chasing him. To uncover them we'll need to go talk to the
proprietor of the Sea's Bounty in the Docks District (AR0300).
***REWARD***
(For performing the task of the Hidden)
EXP 17500
<---------------------------------------------------------------------->
8) Once home, you'll find all is not well. Being the useless bitch that
she is, Lissa will thank Jan for helping her daughter before telling us
that Vaelag is downstairs. When Jan goes to investigate the turn of
events, follow. Vaelag demands Lissa's return, makes some threats, and
Lissa only bothers to thank Jan briefly before leaving with Vaelag. Jan
will attempt to procure from us a promise of aid in the future, if he
discovers that Vaelag has continued to be abusive. Dude, let the bitch
go.
***REWARD***
(For saving Lissa's daughter)
EXP 15500
o======================================================================o
| |
| Mae'Var's Guildhall Quests |
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| (Recruiting Edwin) |
o======================================================================o
Sequence of Events: {WLK006}
1) Independent Practice
2) Submit to Cyric!
3) Thieve's Guild Fence
4) Infinite Money Exploit
5) Meeting Mister Bloodscalp
6) Robbing Gorth
7) Mae'Var's First Assignment
8) Temple Thieving
9) Referred to the Red Wizard
10) Thieving Tests
11) Edwin's First Task
12) Mephit Murdering
13) Golem Grinding
14) Rayic Gethras
15) Edwin's Second Task
16) Marcus' Documents
17) Mae'Var's Last Task
18) Embarl's Loyalty
19) Edwin's Evidence
20) Reporting to Renal
21) Purging Mae'Var's Guildhall
22) Making Mae'Var Meet His Maker
23) Renal's Reward
24) Valen's Offer
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o===========o
|Mage Spells| Black Market Thief
o===========o---------------------------------------------------------->
1st-Blindness
1st-Detect Invisibility
1st-Friends
1st-Identify
1st-Infravision
1st-Protection from Petrification
---
2nd-Horror
2nd-Invisibility
2nd-Knock
2nd-Know Alignment
---
3rd-Clairvoyance
3rd-Dispel Magic
3rd-Fireball
3rd-Flame Arrow
3rd-Haste
---
4th-Confusion
4th-Fireshield (Blue)
4th-Improved Invisibility
4th-Minor Globe of Invulnerability
4th-Monster Summoning II
---
5th-Ice Storm
***ITEMS***
(x=850, y=800) Potion of Healing x2, Potion of Invisibility,
Potion of Master Thievery
(x=900, y=750) 1 gold
(x=950, y=700) Dagger, Long Sword
(x=1100, y=700) 3 gold
(x=750, y=620) Tchazar Gem, 234 gold
(x=900, y=570) Moonstone Gem, 39 gold
(x=1150, y=630) Waterstar Gem, Zircon Gem, 26 gold, Dagger
(x=350, y=470) Dagger, Bastard Sword
(x=200, y=400) Iol Gem
<---------------------------------------------------------------------->
4) Note that you can sell stolen goods to the Black Market Thief, and
you can also steal from her. Can you see the cyclic flow of money at
work here? Sell her anything valuable you want, steal it back, sell it
again, repeat until satisfied. This works best with a very expensive
item, as you'll always have a chance to get caught, and stealing
multiple cheaper items will get frustrating. On the other hand,
sell/stealing the Plate of Balduran will see you with enough money to
buy anything you want in short order. Because you can buy/sell/steal
from her in an infinite loop, I prefer to sell her all the items I
accumulate in the game. This is practical, in case you sell anything you
later want or need, as you can just steal it back. It sure beats having
to rebuy loot from Ribald. And, of course, it also helps to favor one
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merchant since you'll always remember who you sold your stuff to. Keep
in mind, however, that as you sell more items to one merchant, the less
they'll pay for that item in the future. There's a rather generous cut-
off point, but if you want to maximize your profits, sell in bulk. On
that note, this level of the Thieves' guild has plenty of containers
within which you can store your accumulated loot. No wonder I pick this
spot as my mercantile headquarters, eh? And just one more note, although
I preach the merits of infinite money, on these walkthroughs I did not
practice them. I could pretend the reason had something to do with
gaming purity, but as you've noticed if you've been reading along, I'm
quite content to use my theiving skills to rob merchants blind. No,
the reason is much more practical. Good loot equals stronger characters,
and stronger characters influence what quests we can do, and when. For
the sheer sake of organization, not using any infinite money tricks
allows the economy of the game to influence (to some degree) what order
we do quests. Do the Thieves' Guild quests first, get some money, buy
the Shield of Balduran, do the Unseeing Eye Quest, get some more money,
and so forth.
<---------------------------------------------------------------------->
5) You'll find Renal Bloodscalp at (x=820, y=530). Yoshimo and Renal
will trade barbs for a bit before Renal decides that he is more
interested in you than Yoshimo. Long story short Renal wants you to
investigate a guild leader he suspects of treachery by the name of
Mae'Var. If you're a Thief he'll also offer you to take up the guild in
Mae'Var's place if you find something and are forced to... remove
Mae'Var. Agree and leave via the exit at (x=100, y=600) to get directly
outside. Head to Mae'Var's Guild (x=3050, y=2500). If you want to do
some 'shopping' along the way, you can find a Halfling merchant named
Ikert at (x=1920, y=2420)... although the best thing he sells is another
Scroll Case.
***ITEMS***
(x=300, y=500) 1 gold
(x=350, y=650) Garnet Gem, Diamond
(x=400, y=480) Potion of Extra Healing x5, Potion of Fire Resistance x2
(x=800, y=770) Pearl x3, 350 gold
(x=970, y=650) Jasper Gem, 39 gold
(x=1190, y=725) Light Crossbow, Bolt x60, Bolt +1 x2
(x=400, y=270) Dagger, Studded Leather Armor, Lynx Eye Gem,
De'Tranion's Balor Ale
(x=470, y=250) Potion of Extra Healing x5, Potion of Agility
(x=600, y=250) 3 gold*
(x=750, y=330) Iol Gem, 217 gold
***TRAPS***
(x=970, y=650)
(x=470, y=250)
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some wares. Tell him you're here to see Mae'Var and he'll give you the
go-ahead to go into the guild in the back. Gorch is the latest in a long
line of merchants we need to rob, and if you weren't messing around your
Potions of Master Thievery should still be in effect. In particular grab
the Maces +2, and some Bullets +2. We'll be needing some +2 weapons
sooner rather than later. Also grab a Sling +2 and a Short Bow +2. You
know, since stealing is cheaper than buying them from Ribald. Also,
since it's 'free', steal the Leather Armor +3 if you still need some
light armor for somebody. Also nab the Ring of the Princes +1, the Nymph
Cloak, the Bracers of Defense A.C. 6, Potions of Master Thievery (to
keep our stock up!), and the Rogue Stone. We'll out-grow this gear, but
we can always sell it back to the Black Market Thief in Renal's Guild.
Even if you're not really into stealing, you should rob Gorch. As a
friendly warning, he's not long for this world, and anything you don't
steal from him will go to waste.
o===========o
|Mage Spells| Gorch
o===========o---------------------------------------------------------->
2nd-Knock
Yoshimo happily accepts the Short Bow +2 and I give the Sling +2 to
Viconia, who is less potent in melee combat than Jaheira. Anomen or
Viconia gain the Mace +2, while the Nymph Cloak goes to your preferred
party leader. I give Korgan the Ring of Protection, as his Armor Class
is horrible right now. The Nymph Cloak goes on your party leader, either
Dorn or Keldorn. Also, the Bracers of Defense A.C. 6 are an improvement
for my main character. Head down the stairs at (x=400, y=400).
***ITEMS***
(x=350, y=420) 190 gold
(x=500, y=500) Tainted Oil of Speed, 8 gold
(x=600, y=600) Scroll of Strength
(x=600, y=200) Sunstone Gem
(x=700, y=150) Quarter Staff, 12 gold
(x=650, y=500) Scroll of Minor Globe of Invulnerability
Note: Do not sell the Rogue Stone you just stole. It's pretty, sure,
but it'll give us access to an area from which we can obtain the
most powerful staff in the game-a real treat for your Mages. It will be
a while yet, and you'll find several other Rogue Stones while you
travel, but as a respectable FAQ-writer it seems important to warn you
now, rather than have you send me unhappy E-mails because you can't
get an item that really should not be missed.
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***ITEMS***
(x=400, y=650) Skydrop Gem
(x=400, y=850) 5 gold
(x=500, y=800) 16 gold
(x=630, y=700) Turquoise Gem
(x=630, y=680) 1 gold
(x=1000, y=400) Dagger, Small Shield, 5 gold
(x=740, y=240) Dagger, 4 gold
***ITEMS***
(AR0902)
(x=1250, y=1500) 99 gold
(x=1400, y=1450) Sunstone Gem, Statuette of Lathander
(x=1350, y=1450) Sunstone Gem
(x=1400, y=1450) Lynx Eye Gem
(x=1800, y=950) Potion of Extra Healing x2
(x=750, y=600) Potion of Extra Healing x2
(x=470, y=850) Jade Ring, 23 gold
(x=320, y=750) Scroll of Protection from Poison
(AR0904)
(x=1500, y=360) Potion of Extra Healing x2, Antidote
(x=1650, y=400) Potion of Extra Healing x5, Wand of the Heavens,
210 gold
(x=700, y=1000) Potion of Insight, Necklace of Talos
(x=500, y=300) Scroll of Protection from Cold,
Potion of Storm Giant Strength
(x=400, y=250) Bloodstone Gem, Potion of Insulation
(x=250, y=250) Bloodstone Amulet, Antidote x2, 6 gold
***REWARD***
(For returning to Mae'Var with your stolen artifact)
EXP 29500
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<---------------------------------------------------------------------->
10) Upstairs you'll find a room to the east that has a bunch of locked
doors and safes designed to test your Thief skills. If you still have
Potions of Master Thievery active you should definitely pick these
locks. Altogether they give a good bit of experience (14750 experience,
to be exact) and loot. The ones on the north wall are trapped as well,
further boosting the experience you'll get. when you're done looting
head up the stairs at (x=1000, y=500) to reach (AR0324).
***ITEMS***
(x=300, y=490) Antidote, Pearl Necklace
(x=400, y=460) 22 gold
(x=600, y=200) History of the Drow, 1 gold
(x=600, y=790) Skydrop Gem, Zircon Gem
(x=500, y=600) 10 gold
(x=550, y=600) 20 gold
(x=600, y=550) 30 gold
(x=630, y=500) 40 gold
(x=650, y=500) 50 gold
(x=700, y=450) 60 gold
(x=770, y=400) 70 gold
(x=900, y=500) 2 gold
(x=900, y=300) 80 gold
(x=950, y=300) 90 gold
(x=1000, y=250) Potion of Master Thievery x3, Waterstar Gem,
Ziose Gem, 300 gold
(x=1050, y=250) Emerald, 100 gold
(x=1050, y=300) Potion of Perception
(x=1110, y=330) Rogue Stone
(x=1170, y=300) Lynx Eye Gem, Fire Agate Gem
(x=1200, y=350) Short Sword +2, Buckler +1, Studded Leather Armor +1
***TRAPS***
(x=1050, y=250)
(x=1050, y=300)
(x=1110, y=330)
(x=1170, y=300)
(x=1200, y=350)
<---------------------------------------------------------------------->
11) Edwin is over at (x=850, y=350), and he's as haughty as ever. He
wants you to kill a Cowled Wizard by the name of Rayic Gethras. Seeing
as how we're not getting along with the Cowled Wizards, knocking off one
of their members is a welcome job. Leave Mae'Var's Guildhall and enter
Rayic Gethras' house (AR0315) to the west (x=1500, y=2220).
***ITEMS***
(x=1050, y=420) Bastard Sword +1, 35 gold
(x=1020, y=250) Dagger, 19 gold
(x=820, y=260) Fire Agate Gem, 63 gold
(x=500, y=370) Bastard Sword, 13 gold
(x=670, y=750) Potion of Healing x2
(x=370, y=550) Gold Ring
(x=330, y=500) Spear +1
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***ITEMS***
(x=500, y=250) History of the Red Ravens,
Scroll of Protection from Magical Energy
(x=440, y=150) Scroll of Clairvoyance, Cursed Scroll of Weakness
***TRAPS***
(x=440, y=150)
<---------------------------------------------------------------------->
13) Upstairs you'll find much more worthy foes than Mephits. Two Stone
Golems-which are fairly rough at this stage in the game-await you. They
aren't push-overs in melee, they have the ability to slow party members,
and they can only be hurt by +2 weapons. With all the gear we've been
stealing, however, they fall readily enough, especially with us being
spell-buffed. Dorn, especially, makes an impact with the Sword of
Chaos +2. Before I loot this level I head upstairs while my spell buffs
hold (x=400, y=700).
***ITEMS***
(x=400, y=270) 115 gold
<---------------------------------------------------------------------->
14) Rayic Gethras isn't much for talking, and he goes hostile after just
a bit of chatter. By now Jaheira has hit 9th level as a Druid, and has
an Insect Plague prepared just for this fight, she casts it as soon as
she can. As soon as combat starts Rayic will let loose with a Spell
Trigger, protecting himself with Protection from Magical Weapons and
Protection from Normal Missiles. He'll also get a Globe of
Invulnerability and a Stoneskin up. He is, safe to say, one rough
customer at our level. However, if Jaheira gets her Insect Plague off
he will be unable to cast spells for a few precious rounds... long
enough for my party to whittle through his Stoneskin and for his
Protection from Magical Weapons to wear off. His first move is to cast
Symbol, Fear, which will pretty much be game over if he doesn't get hit
with an Insect Plague, or even if he does, if he affects your whole
party. One way around this is to just head up with the main character
and Jaheira. My main character attacks and Jaheira stays back and casts
her spell. If he gets his Symbol, Fear off, the rest of the party can
then jump in when Insect Plague has rendered him helpless and beat him
down. Another way to get around it is to just cast Remove Fear. Either
way, When he dies Rayic Gethras will leave behind Bracers of Defense
A.C. 7, a Scroll of Charm Person, a Quarter Staff +2, and 40 gold. Rob
his house and leave.
***ITEMS***
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***TRAPS***
(x=250, y=500)
(x=550, y=400)
<---------------------------------------------------------------------->
15) Head back to Mae'Var's Guildhall and talk to Edwin. Next he'll ask
you to get some documents from a merchant named Marcus at the Sea's
Bounty. Head back outside and enter the Sea's Bounty (AR0313)
(x=2100, y=2100). Whatever you do, do not bring Jaheira in with you. It
starts a quest we really have no need to complete just yet.
***REWARD***
(For reporting in to Edwin after killing Rayic Gethras)
EXP 20000
***REWARD***
(For bringing Marcus' documents to Edwin)
EXP 10000
<---------------------------------------------------------------------->
17) Go downstairs and pay Mae'Var a visit. He'll give you one last
mission; head back to the Sea's Bounty and kill a traitor named Embarl,
bringing back his dagger as proof. This time enter the door at
(x=2250, y=2050) to reach the upper level of the Sea's Bounty.
<---------------------------------------------------------------------->
18) You'll find Embarl at (x=580, y=320). You again have multiple
choices. First you can just kill him and grab his Leather Armor, Potion
of Invisibility, Elixir of Health, Embarl's Dagger and 36 gold. Or you
could just let Embarl go in exchange for his dagger. Either way take the
dagger back to Mae'Var and you'll get rewarded, albeit dismissively.
He'll tell you to go see if Edwin has any use for you.
***REWARD***
(For bringing Embarl's Dagger to Mae'Var)
EXP 18750
<---------------------------------------------------------------------->
19) Edwin guesses that you're not here as an obedient recruit for
Mae'Var and offers to help you find the hard evidence that Renal wants.
He will offer his magical services to you now, along with the key to the
strongbox in Mae'Var's suite. If you're playing an evil party you should
happily accept Edwin into your party. For all Edwin's potency, he does
have some rather glaring omissions from his spellbook. Have him scribe
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***REWARD***
(For bringing Renal proof of Mae'Var's treachery)
EXP 48250
<---------------------------------------------------------------------->
21) I suggest spell-buffing before returning to Mae'Var's Guildhall, as
all the Shadow Thieves within are now hostile. They are fond of getting
backstabs, and will use Potions of Invisibility and Oils of Speed to
buff themselves in Combat. I've had Zyntris deal 82 damage with a single
attack before, which is well more than ridiculous. Needless to say, keep
unprotected characters safe... perhaps even outside. It only takes one
bad backstab to ruin your day. One tactic you can use to blunt the
offensive of the Thieves is as follows: head inside with one protected
character. In this case I used my protagonist spell-buffed with
Stoneskin, Blur, and Mirror Image. The Thieves directed their lethal
backstabs at them to no avail, then I brought in the rest of my fighters
to take them down, leaving my weaker characters (like Edwin) outside.
Head up the levels clearing out Shadow Thieves as you go. It's possible
to repeat the process above on the next floor, as well.
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Note: You can only have one stronghold at once... which only matters if
you are a multi-class character, since the strongholds are only offered
to specific classes. If you decide you want a certain stronghold, turn
down other offers you recieve beforehand.
***REWARD***
(For reporting to Renal after killing Mae'Var)
EXP 45500 (each character)
Gold 10500
Item The Shadow's Blade +3*
*You'll only get this item if refuse the guildmaster position, or your
protagonist is not a Thief (and hence, unqualified).
<---------------------------------------------------------------------->
24) The following encounter will occur now that we have so much money-
15,000+ to be precise, and after the reward we just received, it's very
likely you'll have this amount. When you leave the building a woman
named Valen will show up and talk to you. She's got a better offer for
you, or so she says, and asks you to meet her Mistress in the Graveyard
after sundown. Brus will show up shortly thereafter and tell you that
Gaelan wants to sweeten the deal before you meet your new contact. Looks
like both sides are very keen on what we're doing. You might see other
altercations between the two guilds traveling around at night like the
encounter you had with Hareishan, and another later encounter you might
have with another vampire named Salia. If you pay Gaelan a visit he'll
tell you that the bosses have changed their minds and decided that
15,000 gold is enough for their aid. How curious. Anyways, both sides
want our money-and our allegience, but I'm not yet ready to make any
such decisons. There are two ways to avoid seeing Valen's mistress, who
waits for us in the Graveyard district-our next destination. First,
spend some of that money we got until we're under 15000 gold, or second,
just go to the Graveyard during the day. Simple enough. Resting up for
our run into the Graveyard triggers my second Irenicus dream. The good
party can keep Korgan and Edwin around if you want the expereince for
completing their quests (covered in [WLK008]). If not, drop them off and
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head to The Adventurer's Mart and buy the Sheild of Balduran from
Deidre-it'll come in handy during the Unseeing Eye quest [WLK009], which
is their goal.
o======================================================================o
| |
| Thieves' Guild Quests |
| |
o======================================================================o
Sequence of Events: {WLK007}
1) Introduction to the Guild Hall
2) Rattell the Fence
3) Jariel the Taskmaster
4) Ama's Revenge
5) Whodunit?
o===========o
|Mage Spells| Rattell the Fence
o===========o---------------------------------------------------------->
1st-Magic Missile
1st-Protection From Evil
1st-Shield
1st-Shocking Grasp
1st-Sleep
---
2nd-Luck
2nd-Melf's Acid Arrow
2nd-Mirror Image
2nd-Resist Fear
2nd-Stinking Cloud
---
3rd-Invisibility, 10' Radius
3rd-Hold Person
3rd-Lightning Bolt
3rd-Monster Summoning I
3rd-Non-Detection
3rd-Protection From Normal Missiles
---
4th-Stoneskin
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---
5th-Animate Dead
5th-Cloudkill
5th-Cone of Cold
5th-Monster Summoning III
5th-Shadow Door
<---------------------------------------------------------------------->
3) The thing to do in the Thieves' Guild is to talk to Jariel
(x=720, y=320), who will give you the run-down of how this works. You
have a stable of thieves and you can direct them to do a variety of jobs
with varying degrees of risk. The riskier the job the more money it
makes, but the more likely they'll get put in prison. If a Thief gets
put in jail you'll have to bail them out, which costs you money. See the
gamble involved herein? All of these success and fail rates are handled
with dice rolls under the hood and you'll get news of their successes
roughly every week. Pick settings you like and if they aren't bringing
you a profit change them as needed. You must pay your dues to Renal,
however, so keep in mind depending on the prowess of your thieves and
Renal's humor you might actually lose money. This typically only happens
if a few of your thieves get caught and you don't bail them out,
reducing the operatives you have on the field and thus the potential
income they might bring. Going with low-risk jobs typically gets you
more than enough to pay Renal and keep some pocket change, as well.
When you need to pay Renal a Thief named Joster (x=700, y=290) will show
up, at which point you really need to pay him off.
Note: Unlike most events in this game that seem random but aren't, this
one actually is. After you change the variables of each Thief's mission,
a simple random number is rolled and checked against the difficulty of
the mission. It's a simple 100-scale percentile roll, and oddly enough,
it's checked immediately after you give your orders-not when they come
back. Anyways, the more difficult the mission, the less likely they are
to succeed... which typically involves you paying a bribe to get that
Thief back in action. If you play it safe and pick the lowest difficulty
options every time you'll make the least money... but you'll be almost
guaranteed success. Performing low-risk missions, I typically made a
steady income of 1600 gold per five days. Joster will ask for between
300 and 1000 gold every time dues are... well, due. The amount of money
you'll make depends not only on the risk of the missions you send your
Thieves on, but also on how diligent you are about checking up on your
guild and ensuring your rogues are working. Renal will collect his dues
even if your rogues are standing idle. If you fail to pay Renal's
representative in time, you'll lose your guild. If you lose your guild,
you can go pay Renal 4000 gold to get it back.
That's just the basics, though, for those of you who don't want to
delve too deeply into things. For those that do, here's the full
details. Each Thief has a number of variables you can set-a 'safe'
option and a 'risky' option. Risky options return more money, but
incur a higher rate of potential incarceration. With no risky options,
their rate of success is 90%. With one risky option, the rate of
success is 80%, with two, it's 65%, and finally with three it drops down
to 50%. If one of your rogues is caught during their mission, they
obviously won't generate any profit, and to have them handy later,
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o=======o=======o=======o=======o=======o=======o
| Rogue |Risk 0 |Risk 1 |Risk 2 |Risk 3 | Bribe |
| | 10% | 20% | 35% | 50% | |
o=======o=======o=======o=======o=======o=======o
|Hanz | 200 | 400 | 600 | 900 | 100 |
|Average| 170 | 300 | 355 | 400 |-------|
|-------|-------|-------|-------|-------|-------|
|Goshan | 200 | 300 | 500 | 750 | 200 |
|Average| 160 | 200 | 255 | 275 |-------|
|-------|-------|-------|-------|-------|-------|
|Kretor | 250 | 500 | 750 | 1000 | 50 |
|Average| 220 | 390 | 470 | 475 |-------|
|-------|-------|-------|-------|-------|-------|
|Morsa | 100 | 250 | 500 | 750 | 250 |
|Average| 65 | 175 | 237.5| 250 |-------|
|-------|-------|-------|-------|-------|-------|
|Varia | 150 | 300 | 500 | 800 | 300 |
|Average| 105 | 180 | 220 | 250 |-------|
|-------|-------|-------|-------|-------|-------|
|Total | 900 | 1750 | 2850 | 4200 |-------|
|Average| 720 | 1245 | 1537.5| 1650 |-------|
o=======o=======o=======o=======o=======o=======o
As you can see from the chart above, not all rogues are made the same.
Different jobs, different crimes, different penalties. Kretor is the
king when it comes to profit, while Varia and Morsa kinda suck. A trend
that is univeral, however, is that there is a huge leap in profit if
you pick one risky element for each rogue. In the long run, you earn
more money as risk increases, but I tend to neglect to do this simply
because it's extra clicky work getting them all out of prison. Still,
at risk factor one (not to be confused with warp factor one) you'll
make nearly twice as much as with no risk. The rate of return falls off
sharply thereafter-with risk factor two you'll make about 20% more than
with risk factor one, and with maximum risk, the return is only
marginally better (less than 10%).
<---------------------------------------------------------------------->
4) You will also find Lathan (x=600, y=270), who will tell you when
problems arise that require your personal attention. You'll be told that
there is nothing at this time that requires your attention, only to
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have somebody named Ama show up and ask you to serve as a decoy contact
for a politician who is causing the guild trouble. If you freed Kamuzu
from Mae'Var's Prison he'll show up and warn you about Ama, saying she
was... close... to Mae'Var, and she is not to be trusted. Good to know.
Let's deal with this little problem then, shall we? When you arrive at
Waukeen's Promenade you'll find Ama, who will implore you to wait.
Eventually a man named Sir Greshal will arrive and Ama will spring her
ambush. A number of Muggers will pop out and fight in a similar fashion
as the Shadow Thieves. Still, one Insect Plague should win this fight
in short order. When Sir Greshal dies he'll leave behind a suit of
Splint Mail, a Small Shield, a Bloodstone Gem, a Mace +1, and 21 gold.
On Ama you'll find a suit of Studded Leather Armor, Potions of
Invisibility x2, a Potion of Extra Healing, a Horn coral Gem, Poisoned
Throwing Daggers x20, a Dagger, and 340 gold.
<---------------------------------------------------------------------->
5) Go back to Lathan, who will apologize for his lapse in security. If
you kick him out you will-as he warns-not be able to complete the rest
of the guild quests. I grudgingly keep him aboard. You will be told that
Kretor has been paying his dues to you out of his own pocket, as one of
the pickpockets underneath him has been skimming the profits. Apparently
they know who it is, but aren't coming forward with the information as
they don't trust you yet. You'll have several options to deal with the
situation. Let Kretor deal with it himself. Kill them all. Randomly
kill one of them. Or dock all of their pay. If you dock all their pay
the guilty one will turn up dead, and everything is resolved. That's it
for the SHadow Thief guild... you can still collect your money and
assign missions, but the quests are over. Seems kind of underdeveloped,
doesn't it? Especially compared to some of the other guilds... oh well.
o======================================================================o
| |
| The Book of Kaza and the Nether Scroll |
| (Securing Korgan and Edwin) |
o======================================================================o
Sequence of Events: {WLK008}
1) Edwin's Ambition
2) Adoptor-Seeking Arenthis
3) Wellyn's Rest
4) Tomb (AR0810)
5) Uncle Lester's Revenge
6) Tomb (AR0812)
7) Stein and Company
8) Tomb (AR0813)
9) Tomb (AR0807)
10) Buried Alive
11) Sethle's Confession
12) Tomb (AR0805)
13) Tomb (AR0806)
14) The Lower Tombs
15) Spider Central
16) Pai'Na's Den
17) Finishing the Lower Tombs
18) I Hate Level Drain, I
19) To the Split
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***REWARD***
(For finding a adoptive parent for Risa)
EXP 12250 + 3000
***ENHANCED EDITION***
Arenthis and Risa have been moved for the Enhanced Edition. They used
to be standing over at (x=2350, y=1880) and (x=920, y=820), near the
Tomb of Dragomir... which of course, didn't exist in the original game.
Or rather, it existed, but it wasn't important.
<---------------------------------------------------------------------->
3) Head north-west to find some Halfling 'Mourners' at about
(x=1620, y=1730). They are Wellyn's parents, whose ghost will be here at
night. There are ways to get this quest now without having to advance
the story (namely by being too poor to pay for the help of Valen's
mistress), and I'll mention the quest here just to complete the
Graveyard District. At night you'll find Wellyn wandering around his
grave-or rather, he'll find you and initiate dialogue. He'll tell you
that he was killed by a Thief, and he needs his bear, Littleman, so he
can rest. The Thief is one 'Llynis', who spends most his time at the
Copper Coronet. To reach Llynis you'll have to get access to the back
rooms, which you can achieve by talking to Lehtinan (x=400, y=1220) and
selecting dialogue options #1, #2, #2, and #1 (among other options).
Llynis is at (x=660, y=550), and you can talk him into giving you the
bear... but why not just kill the bastard? Regardless of how you do it,
get Littleman back and give it to Wellyn. If you wait until day and talk
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to Wellyn's parents you'll get some more experience for your trouble,
but no reputation increase... the kind of reward you think such a good
deed would warrant... ah well.
***REWARD***
(For giving Wellyn his bear, Littleman, so he can rest in peace)
EXP 15500
***REWARD***
(For talking to Wellyn's parents)
EXP 5000
Tomb (AR0810)
o======================================================================o
4) Anyways, now that the Halflings are gone, continue into the tomb at
(x=1450, y=1850). Inside are two Skeleton Warriors... nothing as
terrible as the ones in Baldur's Gate 1, however. They won't hit you
much, and aren't immune to non-magical weapons. They do, however, still
have Two Handed Swords +1, which will sell well.
***ITEMS***
(x=450, y=400) 29 gold
<---------------------------------------------------------------------->
5) Exit the tomb and head north-west to find a scared peasant named
Nevin, who begs you to help put down his dead uncle Lester. Uncle
Lester will show up and the two will argue. Note that the voice of Uncle
Lester is the same actor who does Harold, from the Fallout series. Uncle
Lester will then attack Nevin, and you can jump in to save him, if you
wish.
***REWARD***
(For saving Nevin from Uncle Lester)
EXP 6500
Tomb (AR0812)
o======================================================================o
6) Ignore the tombs at (x=900, y=1650) and (x=650, y=1800) as they are
ways to get to where we're going, and it should not be explored before
we're done with the rest of the graveyard. Instead go into a tomb at
(x=1350, y=1200). Korgan grabs the Battle Axe +2.
***ITEMS***
(x=400, y=350) Battle Axe +2
(x=350, y=300) Bloodstone Amulet, 1 gold
***TRAPS***
(x=400, y=350)
<---------------------------------------------------------------------->
7) Near the middle of the level, at night, you can find Stein
(x=1720, y=1050) near the Crypt at (x=1670, y=1000). Talk to him, and
pick option #2 to question his activities. If you threaten to put him
down, he'll summon two of his buddies. They're weak, and really don't
drop anything of value.
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Tomb (AR0813)
o======================================================================o
8) Go up some stairs and into another tomb (x=1670, y=1000) to find two
Shadow Fiends and a Mummy. Everybody has magical weapons by now, so
this isn't a hard fight, just watch out for the Mummy's ability to
disease you and the Shadow Fiend's paralysis. Both of which can be
cleared up easily enough with Clerical spells, but in the middle of a
fight it can be annoying.
***ITEMS***
(x=400, y=350) Gold Ring, Skydrop Gem
Tomb (AR0807)
o======================================================================o
9) At (x=2250, y=1100) you'll find another tomb, this one has two
nobles standing outside of it by the name of Arthur (x=2240, y=1200) and
Maggie (x=2150, y=1150) who will reminisce over their deceased butler
Jeeves. Go inside, loot, and leave.
***ITEMS***
(x=400, y=350) 34 gold
<---------------------------------------------------------------------->
10) Go up some stairs to the north-west and you'll get the following
message:
"Nearby you see an open grave. A chill runs up your spine as you hear a
sound emit from it. You shake your head and continue walking. The sound
is clearer now. You are not imagining it. Muffled cries for help are
coming from the grave."
Click at (x=1000, y=670) to help the poor soul. The man in the grave,
Tirdir, will talk to you, thanking you for rescuing him. He'll tell you
that some men held him hostage and buried him alive when they received
the ransom money they asked for. He'll tell you one of the men wore a
bright red shirt, and give you a piece of it to help in your search and
he'll tell you that the Gravekeeper spoke to this red-garbed man. Edwin
will complain about doing something as useless as helping a peasant
out... Wait... Red clothes? Nah, couldn't be.. Anyways, if you want to
finish this quest now, you'll need to skip over to [WLK020],
Steps 10-12.
***REWARD***
(Rescue Tirdir from his grave)
EXP 6500
<---------------------------------------------------------------------->
11) Speaking of a Gravekeeper... Over at (x=1550, y=400) you'll find
Sethle the gravekeeper. Talk to him and threaten him a bit and he'll
eventually capitulate and spill the beans, telling you that the man in
red you're looking for can be found in the Bridge District.
Tomb (AR0805)
o======================================================================o
12) Go in the tomb near Sethle at (x=1450, y=400). Inside you'll find
two Mummies and a Skeleton Warrior. Give the Mummies priority, because
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again, they can cause disease. Pummel them, loot, and leave.
***ITEMS***
(x=450, y=400) Silver Necklace, Scroll of Identify, 6 gold
Tomb (AR0806)
o======================================================================o
13) Head over to the tomb at (x=750, y=850) where you'll find the Crypt
King. He's got a lot of Hit Points and can dish out some serious damage
He's immune to non-magical weapons but thankfully he's got a fairly low
Armor Class. It wouldn't be a bad idea to Haste up and use some Clerical
spell-buffs before taking him on, as at this point he'll likely do some
damage to your characters. He also likes to start things off by casting
Horror, so counter with Remove Fear. He's not hard in the grand scheme
of things, but when the best of my characters is boasting a -4 Armor
Class he can do a lot of damage. When he dies he'll leave behind a
Helmet, a Garnet, and Namarra +2. Namarra is a Long Sword +2 that can
cast Silence 15' Radius three times per day. Not only is a +2 weapon an
improvement over my Fighter/Mages' Katana +1, but it also serves a
useful purpose in being able to foil enemy spell casters. It's not a
great weapon by itself, but its ability to cast Silence 15' Radius means
it might be a good idea to keep it on hand long after it's melee
usefulness has been eclipsed by more powerful weapons.
***ITEMS***
(x=400, y=350) 9 gold*
(x=350, y=300) Ziose Gem*, Scroll of Summon Efreet*
***TRAPS***
(x=3550, y=1900)
<---------------------------------------------------------------------->
15) North from the exit to (AR0802) you'll find another exit. When you
approach a Sword Spider, Phase Spider, and Wraith Spider will show up.
Kill them and spell-buff before before you head to the ominous web-dome
to the north (x=2400, y=1400).
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***ITEMS***
(x=600, y=380) Pale Green Ioun Stone, Scroll of Spider Spawn,
Scroll of Spell Immunity
Note from Lee: in my case, the Pale Green Ioun Stone goes on Edwin. My
party is very well protected, due to having steal/sold over 300k worth
of items to Gorch in Mae'Var's Guildhall and then purchasing all of the
best weapons and armor available at this point in the game. Since Edwin
cannot wear a helmet, and I don't want to lose the critical hit safety
on the rest of the party, it's the best choice.
<---------------------------------------------------------------------->
17) Head back out to (AR0801) and continue west to find some more
spiders, traps, and loot. You'll also find entrances to the outside, and
to the north you'll find a door you can't open yet. As for the scroll of
Horrid Wilting we'll find; Horrid Wilting is one of the best direct
damage-dealing spells in the game for several reasons. Firstly, it
simply out-powers spells like Fireball (10d6 versus 20d8). Secondly it's
not fire damage, so fewer creatures are immune to its effects. And
lastly, and most importantly, it won't affect party members. Since you
can throw it into combat with impunity it'll become one of your most
effective weapons... just as soon as you can cast 8th level spells. Save
it for Imoen or Edwin to scribe later. You definitely don't want to have
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a character learn it who you won't play with, and being a multi-classed
Mage, my main character isn't going to be able to cast it for a long,
long time. When you're done looting head over to (AR0802).
***ITEMS***
(x=1100, y=3000) Scroll of Ray of Enfeeblement,
Scroll of Minor Spell Deflection, Wooden Stake,
Arrows x80, Throwing Axes x30, Bolts x80
(x=900, y=3570) Scroll of Abi Dalzim's Horrid Wilting, Gold Ring,
Scroll of Color Spray, Scroll of Protection from Fire
(x=420, y=3350) Bluestone Necklace
***TRAPS***
(x=1100, y=3000)
(x=1150, y=3150)
(x=900, y=3570)
(x=750, y=3700)
***ITEMS***
(x=960, y=260) Pearl Necklace, Scroll of Protection from Electricity,
Bullets +1 x40, Darts +1 x40, 100 gold
***TRAPS***
(x=820, y=490)
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(x=870, y=450)
(x=900, y=530)
(x=1050, y=650)
<---------------------------------------------------------------------->
19) Opposite where the Vampyre came from you'll find a secret door
(x=900, y=800). Head through it to find some Mummies. Further down the
hallway you'll find Shadows, a Shadow Fiend, and Wraiths. Thankfully,
no Wights. Continue on until you come to a fork, one path leading east
and another leading south.
***ITEMS***
(x=530, y=1300) Silver Necklace, Fire Agate Gem, Onyx Ring,
Arrows +1 x40, 70 gold.
<---------------------------------------------------------------------->
20) To the east you'll find a trap in front of the sarcophagus at
(x=820, y=1320). Disarm the trap and activate the sarcophagus to open
it. A Skeleton Warrior will appear, which can then be lured back to the
open area where you fought the Wraiths and easily dispatched. Search it
Halycon +1.
***TRAPS***
(x=820, y=1400)
<---------------------------------------------------------------------->
21) Continue further down the eastern tunnel to find a group of Mummies
and Ghasts. Fireball and Holy Smite work well to hinder them before
engaging, just don't catch party members in them. You'll eventually find
a Lich named Nevaziah if Edwin is in your party. Edwin demands the
Nether Scroll, Nevaziah declines, and a battle ensues. Nevaziah,
although a Lich of sorts, isn't nearly as dangerous as a true Lich. Get
on top of him with your Fighters, Edwin for his part interrupts him as
often as possible with Magic Missiles. A True Sight spell will keep most
of his mischief at bay, or at least prevent him from getting respite via
Shadow Door and protection with Mirror Image. When he falls Edwin will
claim his Nether Scroll. He's not quite done with the Nether Scroll just
yet, but it'll take him time to read and interprate it. Now Edwin is
satisfied, go back to where the path split and head south.
***ITEMS***
(x=2070, y=1250) Dagger +1
(x=2100, y=1200) Silver Ring, Moon bar Gem, Wand of Fear,
Scroll of Reflected Image, Bolts +1 x40
***REWARD***
(For claiming the Nether Scroll)
EXP 11750
<---------------------------------------------------------------------->
22) Disarm the slew of traps on your way south until you come to an
open room where a Mummy, declaring itself to be a student of Nevaziah,
will attack the party for defiling the tomb and stealing the Book of
Kaza. Unfortunately it seems Korgan's old buddies have beat us here, and
Korgan is beside himself with rage. Search the tomb and leave. Korgan
wants to go to Pimlico's and try to head off Shagbag and his crew.
Onward, to the Temple District.
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***ITEMS***
(x=1230, y=2130) Throwing Axe x10, Composite Long Bow, Arrows +1 x8
(x=870, y=2370) Potion of Defense, 110 gold
***TRAPS***
(x=300, y=1600)
(x=450, y=1800)
(x=700, y=2060)
***ITEMS***
(x=550, y=250) History of Tethyr, 2 gold
(x=750, y=110) Oil of Speed, 20 gold
(x=450, y=420) Tchazar Gem, 7 gold*
(x=350, y=470) Potion of Extra Healing x2, Dart of Wounding x1
(x=220, y=550) Greenstone Ring, 134 gold
***TRAPS***
(x=220, y=550)
***REWARD***
(For discovering Pimlico's fate)
EXP 8750
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him he'll stick around... even if you let time pass. Frankly at this
point in the game I could care less about Madeen, or Korgan's image,
for that matter. Oh, and the Book of Kaza is simply something you can
sell.
***REWARD***
(For locating Shagbag and his posse)
EXP 5000
***REWARD***
(For Edwin translating the Nether Scroll)
EXP 50000 (Edwin only)
<---------------------------------------------------------------------->
26) Rest another day and Edwin will discover a spell of transformation
in the Nether Scroll, which he thinks is akin to the transformation of a
Mage into a Lich. He of course, being an ambitious Red Wizard of Thay,
has no qualms about becoming an undead monster if it means gaining
eternal life and the powers of a Lich. Unfortunately Edwin's spell
doesn't go quite to plan, and you end up with... Edwina.
<---------------------------------------------------------------------->
27) This next step takes some time, so sit back, rest up, and have fun
watching your comrades taunt Edwin. To my knowledge Yoshimo is the first
and only character to actually refer to Edwin as 'Edwina'. Eventually a
Mage by the name of Degardan will show up and inquire about Edwin, who
is apparently not in good standing back home. The surprises never end...
Don't sell Edwin out or he'll turn hostile and there's no getting him
back. Wait some more and Degardan will show up again, spotting Edwina
for who she is. He'll dispel Edwin's unfortunate change of state,
after which a fight ensues. Degardan is fairly rough, but if you have
Breach and True Sight ready you'll be much better off. Degardan starts
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As mentioned earlier in the guide, now is the ideal time for evil
parties to start appeasing Dorn and Hexxat with some opportune
questage. Dorn should get priority, as his actually has a time limit.
Dorn's quests are covered in [WLK045], while Hexxat's are covered in
[WLK046]. After you're done with those quests, feel free to join the
good party in their next objective-The Unseeing Eye quest, which will
score us some indispensible loot for both parties.
o======================================================================o
| |
| The Unseeing Eye Quest |
| (Recruiting and Securing Keldorn) |
o======================================================================o
Sequence of Events: {WLK009}
1) Ahh... Kobolds
2) Cloak of the Sewers
3) Roger the Fence
4) Roger's Troll Problem
5) Oozes, Slimes, and Jellies
6) Keldorn
7) Axing the Hatchetman
8) The Old Tunnels
9) The Gas Room
10) Gaal's Request
11) Looting the Cult
12) Sassar's Request
13) I Hate Level Drain, II
14) The Lower Reaches
15) Yuan-Ti Tunnel
16) The Guardian's Riddles
17) Guathicide and an Old Friend
18) The Diseased Ones
19) Empathetic Manifestation
20) Tad's Secret Tunnel
21) Ghoul Town
22) The Brawling Hands
23) Looting the Pit of the Faithless
24) The Blind Priests
25) End of the Unseeing Eye
26) Destroying the Rift Device
27) Collapse of the Cult
28) Balance Restored
If you're the good party, you should have recruited Anomen, and kept
Minsc, Jaheira, and Yoshimo on board, and you're coming here right
from [WLK006], at the least. If you don't have the Shield of Balduran
(dealing with the Shadow Thieves should have provided us with plenty
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of money) you might want to get it before continuing with this quest.
If you're the evil party, or you're following along chronologically, a
refrsher might be in course-we're investigating a mysterious new cult
that's causing the 'legitimate' religions above some concern. Enter the
sewers in the Temple District, for the sake of making my life easier,
use the entrance at (x=2550, y=2630).
Sewers (AR0701)
o======================================================================o
1) Head south-west to where the path splits and deal with a Green Slime.
There are tunnels leading north-west, south, and south-west. Now is a
good time to get back into the practice of scouting ahead, so as to not
run into dangerous encounters unprepared. To the north-west is a fight
with a group of adventurers we don't want to have just yet, so spell-
buff and head south-west. Be wary as you adventure around for groups of
Kobolds. Like in Baldur's Gate 1 these little reptiles seem drawn to
sewers, and while not dangerous on their own they can whittle down
health and be annoying. The exception is with Kobold Shamans. For some
reason my party is inclined to fail their saves against Hold Person
spells, even though by my level the odds should favor me...
<---------------------------------------------------------------------->
2) Ahead you'll find a group of Kobolds, including Kobold Commandos.
More importantly you'll find a Raksasha standing in a depression, who
has fair Hit Points, a good Armor Class, spell resistance, and immunity
to non-magical weapons. For all that, however, he's really just a tank
who'll cause trouble only if the spell-casting Kobolds nearby-the
Witch Doctor and Shaman-get spells off. If you start the fight out with
a Fireball and exterminate whatever Kobolds are left this allows you to
focus on the Raksasha without fear of spells like Hold Person. Keep in
mind that the enemies here have few answers to a creature who is immune
to non-magical weapons, like say, a Fire Elemental? When the Raksasha
dies it'll drop a Long Sword and the Cloak of the Sewers. This is one of
those items that gives you a bonus to Armor Class regardless of whatever
other magical protections you have on... needless to say, it's something
you'll probably wear through the rest of the game. Give it to a front
liner with a lower Armor Class, like Korgan or Anomen (or Keldorn, when
we get him!), or a secondary Fighter who can't wear heavy armor. One of
the Kobolds will also drop a Short Sword +1.
***ITEMS***
(x=1230, y=1450) Scroll of Conjure Earth Elemental, 3 Gold,
Dart of Wounding x20, Arros +2 x20, Bolts +2 x20,
Bullets +2 x20
<---------------------------------------------------------------------->
3) From the center of the level (where the Raksasha was) head south to
find Roger the Fence (x=1690, y=2300) who will sell you stuff... and of
course, he'll buy things, too, including stolen merchandise. He'll also
tell you about a Sea Troll wandering about the sewers, and will pay you
500 gold to get rid of it. You can also buy (steal) a variety of potions
from him, including a host of Potions of Giant Strength, Potions of
Master Thievery, potions of Magic Shielding and Magic Blocking.
<---------------------------------------------------------------------->
4) Go north-west until you find a Otyugh, which isn't too tough despite
the fact it can disease and slow you. Nearby you'll also find Roger's
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Sea Troll. Beat it up and use a spell like Burning Hands, Melf's Acid
Arrow, Aganazzar's Scorcher, Fireball, Flame Arrow, or something similar
to deal the last blow when it falls after reaching the 'Near Death'
status. If you stole a Sword of Flame you could use that, or some of
those Arrows of Fire you got from the Kobold Commandos. Return to Roger
to claim your reward.
***REWARD***
(For killing Roger's Sea Troll)
EXP 9500
Gold 500
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...So we'll just have to out-smart them. Head up to the group with one
character to trigger Tarnor the Hatchetman to demand you pay 1000 gold
to pass. Decline his generous offer and quickly run back to your party.
If a few of the enemies followed you, spell buff and try to take them
out piecemeal. More likely they'll bunch up to spell-buff, which suits
me just fine.
Creep forward with a hidden character to map their location. Watch out
for Gaius, as he's easily the most dangerous character there. Not only
can he cast high level spells, but he'll use True Sight if he even
suspects an invisible or hidden character nearby. Once they are marked
spell buff your party and cast as many Chaos spells at the edge of their
group as you can (without bringing them into sight). Slow and Greater
Command are also worthy spells, in the absence of Chaos.
After the first round of spells is off, I summon Kitthix with the Black
Spider Figurine (any summon will work, however) and lead with some
fodder. The whole point of this is to get the enemy to focus on the
summon-right behind it will be Jaheira and my other spell casters. Once
Jaheira spots an enemy-any enemy-she'll cast Insect Plague on her
target, while my Mages hit the enemy with another round of debilitative
spells. If Jaheira were to get hit by Tarnor or Gallchobhair's ranged
attacks, it would disrupt her Insect Plague, and probably result in a
reload. A little summoned bait goes a long way in this fight by making
that unlikely to occur.
The Insect Plague will, of course, prevent the enemy from casting spells
and possibly cause them to panic. With a little luck you can debilitate
the dwarves with Chaos and Slow, then focus on killing their spell
casters. First I target Gaius, and when he falls, I work my way through
the rest of the spell-casters (Zorl and Rengaard). All the while, Edwin
keeps the baddies pacified with Chaos and Slow spells, rendering them
completely unable to respond in any meaningful way. When they die
they'll leave behind the following loot:
Draug Fea: Plate Mail +1, Helmet of Charm Protection, Small Shield +2,
Wyvern's Tail +2, Scroll of Improved Mantle, Laeral's Tear Necklace and
119 gold.
Gallchobhair: Full Plate Mail, Arrows x40, Silver Necklace x2, Jade
Ring, Composite Longbow and a Long Sword.
Tarnor the Hatchetman: Full Plate Mail +1, Small Shield +2, Elixir of
Health, Gold Necklace, Hangard's Axe +2 and 119 gold.
Zorl: Plate Mail, Large Shield, Skydrop Gem, Mace and 19 gold.
Now that's a haul! The Full Plate Mail +1 can go on just about
anybody... except Keldorn, who has better already. I put the Helmet of
Charm Protection on Jaheira and if you kept Korgan, Hangard's Axe is a
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great ranged weapon. Most of the other items I can't find a use for, but
they will at least get us a good hunk of gold. Anyhow, head over to the
exit to the Old Tunnels (x=100, y=400).
Note: Bioware recycled a few names between the two Baldur's Gate games,
either as fan-service, or simply because they're lazy. Zorl was the
name of one of the Merchant League owners in Baldur's Gate, there was
a bandit named 'Ioin Gallchobhair' in the first game, and Tarnor was a
petrified Dwarven hero encountered in Durlag's Tower. You tend to
notice these things after playing through the game a dozen times.
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Temple District Sewer Fight {VID001}
https://www.youtube.com/watch?v=H55whZgOnUo
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back north and then east to continue this step in the Ettercap room.
I use the doorway strategy here - get my strongest fighters in the
doorway with ranged weapons backing them up, then run across, disable
the trap, and run back to safety before the Ettercaps can catch my
thief - the Ettercaps are easy for 2-3 fighters who only have to fight
1-2 at a time. Have a couple Antidotes ready for after the fight.
***TRAPS***
(x=3300, y=920)
<---------------------------------------------------------------------->
9) Continue south-west until you find a door (x=3100, y=1750) that
leads to a room with a valve in the middle (x=2950, y=1920). Only take
your Thief inside. As soon as you approach the center two Vampiric Mists
will show up and a Cloudkill spell will trigger. Go pick the door out
and lead the Vampiric Mists to the rest of your party where they can be
smote in detail. These critters are pains in the ass, as they can drain
levels from you. To make matters worse, while they'll start out fights
in a fairly straight-forward manner, once they take a bit of damage,
they'll go invisible and try and seek out the weakest, least-defended
member of your party (for me this is typically Imoen/Edwin). They'll
even try to do this if said party member is on the other side of the
level, or even in another sub-area! What assholes. At this point in the
game your best bet is to have them attack a character protected by
Blur, Mirror Image, and Improved Invisibility, and hopefully they'll go
down without managing to drain any levels. Shooting at them with
enchanted missiles and popping out a few Magic Missile spells before
they reach the party is also a good idea. The Enhanced Edition evil
party, however, has a better way of dealing with things-just send in
Dorn and have him cut down the Vampiric Wraiths. He'll take some damage
from the Cloudkill, sure, but it probably won't be too rough on him,
and overall, it's less hassle.
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some rather organic looking walls. To the north you can see a cultist
fail his ocular deprivation initiation. You'll also find Tad
(x=1520, y=2020) over by the pit where the faithless are thrown. Other
than that there's some looting to be done. When you've taken all there
is to take, head back to the hallway leading to the sewers and travel
south-west to find a door at (x=2770, y=500).
***ITEMS***
(x=2050, y=2200) Ziose Gem, Bullets +1 x40, Darts +1 x40
(x=1800, y=2350) Scroll of Protection from Normal Missiles,
Scroll of Slow, 980 gold
(x=1170, y=1670) Scroll of Animate Dead, Scroll of Cone of Cold,
130 gold
(x=1300, y=1350) Arrows of Ice x40, Bolts of Biting x40, 73 gold
(x=1520, y=1200) Scroll of Cloudkill
(x=1700, y=1140) Arrows of Piercing x20, 57 gold
(x=2050, y=1100) Moonstone Gem, Darts of Wounding x30, 109 gold
(x=2200, y=1120) Scroll of Non-Detection, Andar Gem, Skydrop Gem,
24 gold
<---------------------------------------------------------------------->
12) Go through the door, down a trapped tunnel, and into another room to
find a man named Sassar (x=2000, y=520). He and his fellows were former
worshipers of the Unseeing Eye, but they left once they learned the
depth of the Beholder's evil. He'll also tell you that the Beholder came
here for the sole purpose of acquiring the artifact you've been sent to
retrieve, with which it could wreak terrible destruction. If you were to
retrieve the half of the rod the Beholder wants, however, you could use
it to slay the Unseeing Eye. Once you find the missing half of the rod
Sassar will tell you where the Unseeing Eye keeps its half, leaving our
primary objective unchanged as of yet. Sassar will warn you not to
tamper with the sarcophagus in the middle of the room (x=1700, y=500),
and it's sound advice. We've no need to tangle with a Lich yet. To the
north-east you'll find two more former cultists who have little to say
and two chests you can loot.
***ITEMS***
(x=2320, y=270) Bolts +2 x40, 26 gold
(x=2100, y=220) Scroll of Lower Resistance, 1 gold
***TRAPS***
(x=2450, y=550)
<---------------------------------------------------------------------->
13) Head south-west to find a trapped tunnel with some Shadows and
Wraiths lurking around. Yeah, more damned undead that can level drain.
Just lead with your best Armor Class and try not to engage them all at
once... if for no other reason than to prevent having to cast a
Restoration. Or lead with Dorn. Damn, the evil party has it easy. Go
past a secret door (x=900, y=1100) that we can't open yet to find some
stairs (x=100, y=1400). Into the breach, and all that rot.
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***TRAPS***
(x=1200, y=1100)
***ITEMS***
(x=1280, y=2500) Scroll of Vampiric Touch, Scroll of Hold Undead,
Scroll of Enchanted Weapon,
Scroll of Tenser's Transformation, Star Diopside Gem,
Shandon Gem, Aquamarine Gem, Garnet Gem
***TRAPS***
(x=1280, y=2500)
<---------------------------------------------------------------------->
15) Continue down a passage to the south-east to find some Mutated
Gibberlings, followed by a group of Yuan-Ti later on. Yuan-Ti aren't
tough on their own, but they tend to come in groups including a Yuan-Ti
Mage. Of these you only need to worry about the Mage, as it'll typically
start out battles with a Stoneskin, and likes to pop on another
Stoneskin when its Hit Points fall to 50%. It will also cast Chaos,
which as we know from experience can win a fight by itself. It's last
line of defense is to employ Shadow Door. This fight gives Keldorn a
lot of opportunity to show his worth, as he can cast an awesomely
powerful Dispel Magic (to counter the Chaos) and True Sight to negate
Shadow Door. There's not a lot the Yuan-Ti Mage can do that Keldorn
can't simply counter.
***TRAPS***
(x=3100, y=2670)
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couple of occasions.
<---------------------------------------------------------------------->
16) Head eastward onto a structure, taking care to disarm the trapped
first step. Activate the... uh... roof? (x=3300, y=2300) and you'll be
forced to answer some riddles by a Guardian.
"The bridge has fallen and ends in death. Call forth the name to
summon the path. What is the bridge?"
"You are not alone on the bridge. Call forth the name to summon the
path. It travels with you, and through it you travel, and yet it does
leave you behind. Who is with you?"
"The Bridge is not stable, and the end changes place. Call for the name
to summon the path. Choose the most difficult step on the bridge."
Once you answer the last riddle the bridge will mend itself and you'll
be able to move onward. You'll also get some juicy quest experience.
***REWARD***
(For answering the guardian's riddles)
EXP 42250
<---------------------------------------------------------------------->
17) Go across the bridge with only the character bearing the Shield of
Balduran, if you have it. At this level you should be facing some
Gauths, who are like Beholders... but much weaker. They have the power
to cast Lightning Bolts, Cause Serious Wounds, Slow, and Paralyze, all
of which will be reflected back at them by the Shield of Balduran. You
need only stand there and let them kill themselves. Thank them for
playing and loot the coffer on the wall of the bridge structure to find
your old friend, Ashideena +2. How it got from Basillus, to you, to all
the way down here, and back to you is probably quite a story. Regardless
of the unlikelihood of this reunion, Viconia takes back her old weapon,
even if just for a little while... unless she's using Mauler's Arm +2,
of course. You'll find some Shadows and Shadow Fiends along the path to
the north, as well as a trap over a bridge spanning some water.
***ITEMS***
(x=3720, y=2470) Ashideena +2, Scroll of Identify
***TRAPS***
(x=3400, y=1500)
Note: If you're doing things out of order, you may run into more trouble
here than is mentioned. Enemies level up with you, and while the
standard low-level encounter is a Gauth or two, if you're a higher level
you may run afoul of several Beholders, as well as Gauth. Still, with
the Shield of Balduran there's nothing they can do to you, but it's
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***ITEMS***
(x=270, y=170) Scroll of Skull Trap, Scroll of Cure Serious Wounds x2,
Moonbar Gem, Black Opal
<---------------------------------------------------------------------->
20) As you approach Sassar will tell you how to retrieve the second half
of the rod, telling you to go speak to a friend in the cult and say
'the eye is blind'. You will then be shown how to get to the Beholder's
lair without being slain by its minions. Note that if you do give the
rod to Gaal he WILL turn on you. You'll then have to fight the cultists
and the Unseeing Eye itself. While this is a fight that can be won, it's
easier and more rewarding to go speak to Tad instead. Talk to him and
say the password and he'll show you the secret passage to reach the cave
at the back of the Beholder's lair. Exit the area at (x=1450, y=2100).
Be ready, as you won't be coming back this way once you go down.
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***REWARD***
(For giving Gaal the artifact)
EXP 75000
***ITEMS***
(x=1350, y=1610) 1 gold
***ITEMS***
(x=600, y=460) The Brawling Hands, Scroll of Dire Charm, 6 gold
(x=1350, y=620) Scroll of Friends, Arrows of Fire x30,
Bolts of Lightning x30
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forward with a hidden character to mark the locations of the enemies and
send Jaheira ahead by herself (or whoever has the Shield). Between her
martial prowess and the Shield of Balduran she should have no trouble
killing all the beasties on her own. Be sure to grab Dragon's Bane +3,
if for no other reason than the fact that it's a +3 weapon. Do NOT loot
the Unseeing Eye's stash (x=3000, y=1500) until you're ready to face the
critter (see Step #25). It will show up when you steal its half of the
Rift Device... and we have another encounter to deal with, first.
***ITEMS***
(x=800, y=600) 9 gold
(x=300, y=1000) Conjure Lesser Fire Elemental, Aquamarine Gem,
Bolts +1 x40
(x=2000, y=300) Scroll of Protection from Acid, Zircon Gem, Iol Gem,
Dragon's Bane +3, Arrows +1 x40
(x=1800, y=330) Skydrop Gem, Dart +1 x40
(x=2350, y=1110) Gold Ring, Throwing Axe x40, Throwing Dagger x40
(x=1300, y=2300) Scroll of Secret Word, Bloodstone Gem, Andar Gem,
326 gold
<---------------------------------------------------------------------->
24) Near (x=1720, y=1320) you'll find a group of Blind Priests. Needless
to say that no matter how strong your Shield of Balduran bearer is, they
don't want to be facing six Clerics. We'll use the same tactic against
them we used on the adventurers in the sewer. Spell buff, then hit them
will disabling magic, especially focusing on anti-magic spells such as
Silence 15' Radius, although you can never go wrong with a Chaos spell.
When they come after you, have Jaheira do her thing. An Insect Plague
spell can just about win this fight on its own. After three Silence 15'
Radius spells, a Slow, and an Insect Plague they go down without even
scratching my party. How can blind people cast spells anyways? I
wouldn't call this out normally... but don't we use Improved
Invisibility (and similar spells) because it makes casters unable to
target us with spells? You know... because they can't see us? Oh well...
<---------------------------------------------------------------------->
25) When you're done looting and killing head over to the Unseeing Eye's
stash (x=3000, y=1500) and search the pulsating organ to find the 'Rift
Device Part', the second half of the artifact you're looking for. The
two pieces will fuse together and you'll be prompted to equip it into a
quick item slot immediately. I put it on Jaheira and go back down the
tunnel. You'll find the Unseeing Eye, who will start the fight by
spell-buffing itself with defensive magic. With the Shield of Balduran
this isn't too tough of a fight, but with the Rift Device Jaheira is
able to simply blast it once, bringing it to 'Near Death' status. The
rest of the party moves up and quickly subdues the Beholder, which drops
an Amulet of 5% Magic Resistance. Throw it on a character with crappy
saves versus spells-it usually goes on one of my Clerics until they get
the Sensate Amulet, after which it'll go to the party leader
(Dorn/Keldorn). It's a nice enough amulet for now, but it'll get
eclipsed soon enough by better things. Exit the level at
(x=1800, y=2100).
***ITEMS***
(x=3000, y=1500) Rift Device Part, 227 gold
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***REWARD***
(For reassembling the Rift Device)
EXP 26250
Item Rift Device
<---------------------------------------------------------------------->
26) You'll surface back in the sewers just south-west of Sassar, head
back down the stairs and return to the faded god's temple. Talk to
the diseased one outside and tell him that you're here to destroy the
device. He won't believe his trials are nearly over, and will decide he
must see this for himself. The diseased ones will gather into the
temple, where you can convince them to call out the name of their faded
god. He'll appear and destroy the device, and the diseased ones will
finally have their rest. You'll be rewarded with some experience and the
Saving Grace +3, an excellent shield for Korgan or Anomen. The Unseeing
Eye quest nears its completion... all that is left is to deal with Gaal
and whatever followers remain loyal to their dead 'god'.
***REWARD***
(For returning the Rift Device to Amaunator's Avatar)
EXP 47250
Item Saving Grace +3
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the cult complex and try to chase down any remaining cultists. They'll
wander around briefly before disappearing-making good their escape, or
falling into the pit to join their god? Your call-they did have their
eyes out, though.
***ENHANCED EDITION***
This fight changed a bit for the Enhanced Edition... it seems to make
less sense now, so maybe they'll change it back? Whatever, originally
you met Gaal and his buddies all in the ante-chamber. The biggest
difficulty here was the location, as it forced you to go through a
bottleneck to reach this room. A good spot to stand and fight, if you
are the cultists. Also, being the exit... well, it made more sense for
Gaal to be here imploring his underlings to stick around, instead of
sitting in his room screaming at the walls.
<---------------------------------------------------------------------->
28) Head back up to the surface and return to the Temple of Helm. Tell
High Watcher Oisig about your triumph and claim your reward. If you are
a Cleric you'll also be offered a position as one of Helm's priests...
Of course, I believe your alignment also affects what temple will accept
you. If you're Good you end up in the Temple of Lathander, if you're
Evil you end up in the Temple of Talos, and if you're Neutral you'll
get accepted into the Temple of Helm. I'll admit I'm not certain if
completing the Unseeing Eye quest is enough to get accepted into the
Temple of Talos or Lathander, you may also have to complete the quest
involving Sir Sarles. If you want to play around with your new Cleric
Guild, I'll include that section next. If not, or if you're not a
Cleric, sell off loot and let's get ready to recruit Haer'Dalis. In
any event Keldorn is yours. Keldorn will have some family issues that
pop up when you head to the Government District, and Anomen will
likewise have to deal with family troubles when enough time passes.
We'll discuss those matters to finish up the next Sequence of Events
[WLK010], even if they occur later. If you don't have Anomen or Keldorn,
feel free to skip to [WLK011] for the Cleric Stronghold quests, or
[WLK012] for the Astral Prison Quest.
***REWARD***
(For destroying the Cult of the Unseeing Eye)
EXP 45740 (each character)
Gold 7000*/8000
Item Ardulia's Fall +1*
o======================================================================o
| |
| Honor and Family |
| (Keldorn and Anomen's Family Quests) |
o======================================================================o
Sequence of Events: {WLK010}
1) Keldorn the Cuckold
2) Rekindling the Love
3) Anomen's Family Trouble
4) Sins of the Father
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***ITEMS***
(x=920, y=360) Bullet +1 x2
(x=850, y=450) 20 Gold
(x=350, y=350) Pearl Necklace, Gold x35
***REWARD***
(For allowing Keldorn to return to his wife and family)
EXP 15500
<---------------------------------------------------------------------->
3) And since we're dealing with one party member's family problems, I'll
include Anomen's here too... for organizational purposes, see? After
traveling with Anomen for a while you'll be approached by a man named
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Terl, who will tell Anomen that his sister was murdered and he is
requested home by his father. So, off we go to the Government District
***ITEMS***
(x=450, y=400) 1 gold
(x=350, y=450) Skydrop Gem
(x=220, y=550) Flamedance Ring
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***ITEMS***
(x=1200, y=1380) 7 gold
(x=1250, y=1400) Greenstone Ring, 1 gold
(x=570, y=1170) 2 gold
(x=450, y=1250) Sunstone Gem
(x=220, y=1150) 6 gold
(x=370, y=1050) History of the Dragon Coast, 7 gold
(x=350, y=950) 4 gold
<---------------------------------------------------------------------->
6) When you head to the north-east a cutscene will occur where Anomen
confronts the Farrahd family, including Saerk, his son Yusef, and his
startled daughter Surayah. While Saerk won't admit to killing Moira, he
certainly doesn't present himself favorably at all, and he's downright
delighted that Anomen-the son of his enemy-has barged into his house
and presented himself to be killed with justifiable self-defense. His
son is no better, and the two practically drool over the opportunity to
kill Anomen and hence grind their heel further into the defeated Cor.
Anomen, however, jumps the gun and kills Surayah in revenge for Moira.
Keldorn is aghast and you lose two points of reputation, and of course,
a fight ensues between your party and the surviving Farrahds. Saerk
casts spells, and Guards are summoned from either side to present
missile fire upon the party, but this fight can be entirely won by a
simple Insect Plague. After being defeated, Yusef will teleport away,
and you can easily mop up the rest of the Guards. Saerk Farrahd will
leave behind a suit of Full Plate Mail, Bullets +1 x10, two Potions of
Extra Healing, a Potion of Fire Giant Strength, a Scroll of Tenser's
Transformation, a Morning Star +1, a Sling +1, and 455 gold. Surayah
will also leave behind some trinkets, and one of the guards dropped me
a Bastard Sword +1 and a suit of Plate Mail Armor. The rest of the
Guards will, of course, drop some Arrows and low-quality loot. Before
we go, we might as well loot the other half of the house. It's not like
some burglary is going to really be bothersome after Anomen's slaying.
***ITEMS***
(x=2400, y=750) History of Tethyr, History of Waterdeep,
Potion of Invisibility, Potion of Master Thievery x2
(x=1800, y=720) Elixir of Health x3, Antidote x4
(x=1540, y=400) 1 gold
(x=1330, y=330) 4 gold
(x=1700, y=400) Tiger Cowrie Shell Necklace
(x=1670, y=570) Star Sapphire, Ruby Ring, 1250 gold
(x=1800, y=500) Composite Long Bow, Long Bow, Short Bow, Arrows x40
(x=1850, y=450) War Hammer, Bastard Sword, Two Handed Sword, Flail +1
***TRAPS***
(x=1670, y=570)
<---------------------------------------------------------------------->
7) After smiting Saerk and dealing a grievous blow to the Farrahd family
for which Yusef has rightfully promised revenge, return to the Delryn
Estate and report to Cor. Cor is proud of Anomen, for a change, for
doing what Cor wasn't man enough to do himself and ending his rivalry
with Saerk. The little fish always thrives in the absence of
competition, eh?
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***REWARD***
(For killing Saerk Farrahd and avenging Moira)
EXP 10500
***REWARD***
(For watching Anomen's expulsion from the Order)
EXP 5000
<---------------------------------------------------------------------->
9) During the next few banters Anomen will struggle with his rejection
and eventually come to the conclusion that he is now free of the Order-
free to indulge his vices. If your protagonist is female and you have
been romancing Anomen, you will become his drug of choice. All is not
well, however. Eventually, a messenger will come and give Anomen a note
from his father, stating that two workers actually killed his sister.
Cor continues to be a rat-bastard by thanking Anomen for killing Saerk
and family, as it has been a great boon to business, but having a wanton
murderer in the family might be bad for business. After being disowned,
Anomen will leave the party, ominously saying that he's going to atone
for himself, and his father. Head back to the Government District to
find Anomen ready to confront-and kill-his father. Either let him
continue with his murder-suicide, or talk him down. Afterwards, if he's
still alive, he'll rejoin the party.
<---------------------------------------------------------------------->
10) On the other hand, if you are a good friend and convince Anomen to
go down the path of good (options 2, 2, 2), he'll listen to reason and
decide not to be petty and vengeful like his father wishes. After all,
if she was really murdered, wouldn't somebody have investigated? He'll
go inform his father of his decision, who will of course be angry. Angry
enough, even to disown Anomen. Anomen bears it in stride, and suggests
we go to the Council of Six building and talk with one Bylanna Ianulin,
the magistrate who can get something done about this. While we're
dealing with this, let's go see what Madeen and his master wants, and
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get our magic license see [WLK016], below, Steps 1-3. In this case, the
good party's activities mesh well with our next goal of finding Valygar,
but since you don't necessarily have to be good to be traveling around
with Anomen (and hence, doing Anomen's family quest) we'll keep the
two discreetly separate.
***REWARD***
(For guiding Anomen to uphold his vows to the Order)
EXP 10500
***REWARD***
(For attempting to go through the proper legal channels)
EXP 7500
***REWARD***
(For watching Anomen's knighthood)
EXP 10000
EXP 50000 (Anomen)
<---------------------------------------------------------------------->
13) After some time passes, and your romance with Anomen becomes more...
intimate... in nature, Anomen will be approached by Terl, the bearer of
Anomen-related news in this game. Terl will pass on a note from
Bylanna Ianulin, which Anomen will read aloud for our benefit.
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Apparently Saerk WAS responsible for hiring those who murdered Anomen's
sister, and when Anomen's father found out he attempted-and failed-to
take justice into his own hands. Now without any family whatsoever,
Anomen decides his vows to the Order mean little, and paranoid that
Saerk's wealth will prevent him from being brought to justice, feels
compelled to rectify his earlier inaction by taking vengeance on Saerk.
He will, of course, attempt to blame you for advising him to leave
justice to the law, but with some apologizing he'll forgive you, and
leave the party to be decidedly un-knightly.
o======================================================================o
| |
| Cleric Temple Quests |
| |
o======================================================================o
Sequence of Events: {WLK011}
1) A Note on Petitioners
2) Glinden the Cuckold
3) Ti'Vael the Dueler
4) Rania the Faithless
5) Cotirso the Malcontent
6) Peace of the Gods
1) No matter what temple you end up in, most of the quests run the same
way. You've got to see petitioners and help them resolve their problems.
Just like in real life, people can't help but go to ostentatious
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***REWARD***
(For telling your petitioner to follow the will of your god)
EXP 20000
Gold 200 (Talos only)
<---------------------------------------------------------------------->
3) Next you'll be visited by a Dwarf named Ti'Vael, who killed a man in
a duel when he could have spared him. As a neutral character I tell him
to turn himself in and let the courts decide. As an evil character I
tell him to kill the witnesses, and when he returns, I kill him myself
and turn him in for the reward. As a good character I suggest he pay
restitution to the family for their loss.
***REWARD***
(For telling your petitioner to follow the will of your god)
EXP 20000
Gold 500 (Talos only)
<---------------------------------------------------------------------->
4) A woman named Rania will approach and admit she's losing faith in
the church, and needs some reassurance. As a neutral character I
helpfully remind her of her duty to the church, and as an evil character
I simply attack her. As a good character I tell her that it's fine for
her to take her time to think about it. Imagine that... by Bioware's
standards, a Cleric telling somebody that doubt is fine is considered
good, and killing a heretic is evil. Think about it, religious folks.
Where does your religion stand?
***REWARD***
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***REWARD***
(For dealing with the upstart appropriately)
EXP 20000
<---------------------------------------------------------------------->
6) Now you've a task to perform that has nothing to do with hearing
whiny petitioners. The Talosites plan to attack the priests of
Lathander. It's obvious what you must do if you're aligned with either
of those two factions, but if you're neutral you must defend the priests
of Lathander from the Talonites without allowing them to destroy each
other. Once you've killed who needs to be killed you'll get a larger
experience reward, and your temple quests are completed.
***REWARD***
(For settling the score)
EXP 35000
Gold 1000
o======================================================================o
| |
| The Astral Prison Quest |
| (Recruiting and Securing Haer'Dalis) |
o======================================================================o
Sequence of Events: {WLK012}
1) Enroute in Athkatla III
2) Bridge District Blues
3) Five Flagons
4) The Playhouse
5) Raelis'Shai's Request
6) Durlag's... err... Mekrath's Tower!
7) Mekrath's Mission
8) Bad Imp! No Mirror!
9) Rescuing Haer'Dalis
10) Astral Abduction
11) The Astral Prison
12) Talking to Tagget
13) Astral Prison Chamber (AR0520)
14) Astral Prison Chamber (AR0521)
15) Thrashing Thralls
16) Astral Prison Chamber (AR0517)
17) The Master's Pet
18) The Master of Thralls
19) Astral Prison Chamber (AR0518)
20) Astral Prison Chamber (AR0519)
21) The Warden
22) Rescuing the Sigil Troupe
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Now we have access to Keldorn, Dorn, Korgan, and Edwin, the 'core'
allies who have quests that must be resolved before you can keep them.
The other characters I generally view as optional or less-than-ideal in
some way. For most players, this should satisfy your need for party-
making, as Anomen is a better Cleric than Aerie, Edwin is a better Mage,
Dorn is the best choice for leader of the evil party, and Korgan and
Keldorn make up the best recruitable warriors for the evil and good
parties, respectively. Of course, if you need to fill another party
space, or you'd prefer Valygar over Minsc, or you don't really care to
go rescue Imoen, there are still plenty of things to do and characters
to recruit. Haer'Dalis is the next I'd recruit, as this will also give
us the peace of mind of completing another part of the sewers. I sell
off all my accumulated wealth and with the money raised from the
Unseeing Eye quest I buy Vhailor's Helm from Deidre. This allows me to
pop out a second character once a day, a summon that will only get
stronger as I do. If you don't care to buy this item, get another useful
item... you can't go wrong with a Girdle of Hill Giant Strength. This
will allow Jaheira to really take off as a Fighter, and will allow
Viconia to wear heavier armor and shields. When you've purchased what
you want, head over to the Bridge District (AR0500). If you want Keldorn
and Anomen in your party, keep them around. Just like with Korgan and
Edwin there are still mini-quests to do with them first. If anything it
gives us incentive to delay going after Imoen until those are done.
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***ITEMS***
(x=250, y=1100) 101 gold
(x=1450, y=170) 34 gold
(x=1650, y=320) 34 gold, Scroll of Protection from Energy
(x=1770, y=715) Bloodstone Gem, Flamedance Ring
(x=1730, y=830) Scroll of Ghost Armor, Scroll of Confusion,
Scroll of Stoneskin
***ITEMS***
(x=600, y=550) Scroll of Contingency
(x=600, y=450) Scroll of Spell Deflection
(x=1200, y=700) Chyrsoberyl Gem, Necklace of Form Stability, Gold Ring
(x=1300, y=700) Silver Necklace, Gold Necklace, 89 gold
(x=1450, y=550) Oil of Speed, Scroll of Carrion Summons, 400 gold
(x=1400, y=140) Portal Gem, Harp of Discord, Laeral's Tear Necklace
(x=600, y=800) Scroll of Ghoul Touch, 63 gold
(x=500, y=770) Potion of Invulnerability, Potion of Stone Form,
Potion of Genius, Scroll of Aganazzar's Scorcher
(x=220, y=280) 17 gold
***TRAPS***
(x=1200, y=700)
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(x=1300, y=700)
(x=1450, y=550)
(x=1250, y=200)
(x=1400, y=140)
(x=500, y=770)
<---------------------------------------------------------------------->
7) Up at (x=950, y=160) you'll find Haer'Dalis, who doesn't have much
to say just yet. Mekrath is over at (x=200, y=350), and he's none too
friendly. Pick options #1, #2, #2, and #1 to opt to go on a mission to
recover a magic mirror from a wayward imp in exchange for Haer'Dalis.
Why turn down a quest, right? If you decide you don't want to be
peaceful, Mekrath is easy to provoke. He'll start up with Stoneskin and
Protection from Normal Weapons-which is pretty useless. Then he'll cast
an Animate Dead followed by more protections, such as Mislead. He can
cast some pretty powerful spells, including Finger of Death and Maze.
Haste up your party and hit him with a Dispel Magic and get on top of
him early to prevent him from causing you trouble. Use True Sight if you
have it when he uses Mislead and Shadow Door. To this end, Keldorn makes
this fight laughable, as his high-level Dispel Magic and True Sight are
just too much for Mekrath. Given the nature of the narrow hallway, it's
probably best to lead with a hasted melee character or two, and just
make the rest of the party stand band and use ranged-preferably magical
-weapons. When he falls, Mekrath will leave behind two Potions of Extra
Healing, a Gold Necklace, a Mage Robe of Fire Resistance, a Quarter
Staff +1, and 25 gold. The object near Mekrath (x=150, y=250) cannot
be opened until Mekrath is dead or gone... if you kill him, loot it
now. If not, wait until you've recovered his dumb mirror.
***ITEMS***
(x=150, y=250) Potion of Mind Focusing, Potion of Genius,
Wand of Cloudkill, Rod of Resurrection
<---------------------------------------------------------------------->
8) Head back down to the sewers and head east then south to find the Imp
(x=2520, y=2140), who thankfully isn't very talkative or friendly. It'll
come with a Lesser Earth Elemental-which can only be hit by magical
weapons. Kill it, and the Imp-which can cast a few minor spells, and
grab 'Mekrath's Mirror' when it dies. Return it to Mekrath for some
juicy experience.
***REWARD***
(For returning Mekrath's Mirror)
EXP 18750
<---------------------------------------------------------------------->
9) Once Mekrath is gone, or once he has his mirror back and teleports
away Haer'Dalis will be freed and will speak with you. Accept him into
your party if you wish, or turn him away. Now that Dorn is around for
the Enhanced Edition, Haer'Dalis' stock has dropped drastically. Either
way, your goal now is to collect Haer'Dalis' gem from the alter at
(x=1400, y=140), which is just as simple as going over and grabbing it.
It's a wonder he couldn't do it himself, eh? Good thing though, as
there's some loot worth keeping (and selling) along with it. Once
you're done head back to the Bridge District.
Note: After having traversed the Bridge District once, you'll find a
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new encounter near the northern end of the area-one we need not deal
with just yet. A Mage named Lonneth lurks near where you'll arrive when
traveling to the Bridge District (x=3930, y=330). To avoid the proximity
based encounter she's part of, just head south-east around a building
complext marked on the map as the 'Balthis Estate'. This is just another
encounter we'll get back to later.
<---------------------------------------------------------------------->
10) Find your favorite group of ill-bred thespians again in the Five
Flagons. You can extract an extra 1200 gold from Raelis Shai if you hold
out on her, but going for more will provoke a fight. If you just hand
it over, you'll get the gold you previously agreed upon, as well as
700 gold and some experience. Haer'Dalis will explain what the Portal
Gem is while Raelis Shai messes with the gem, eventually spilling that
they're planning to move to another plane. During this process of
finding a new stage, you'll be asked to fend off some unwelcome visitors
that will come through the portals they're summoning up. Agree to help
them and fight off two Quasits, a Lesser Fire Elemental, and a Shadow
Fiend. Eventually a Bounty Hunter will show up and whisk your chums
away. Looks like you're going to have to go through that ominous planar
portal (x=900, y=450) and save them. Note that if you do not help them
fend off the extra-planar invaders, you will not see what became of
them, and there will be no portal for you to enter through. It might be
a good idea to spell-buff before going through the portal.
***REWARD***
(For returning the Portal Gem to the Sigil Troupe)
Gold 300 + 700 or 1200
EXP 21250
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***ITEMS***
(x=2300, y=1800) Arrows of Biting x40, Arrows x160, Bolts x120,
Bullets x120, Darts x80, 1 gold
***ITEMS***
(x=300, y=400) Bullets x80, Bolt x80, Arrows x80, Darts x80,
Throwing Daggers x40
<---------------------------------------------------------------------->
17) Leave the chamber and continue east, where you'll find a Yuan-ti
Mage, a Salamander, and an Ice Salamander. To the north there are two
more troublesome Thralls and a Wyvern who will likely bother you while
you attempt to kill the snake-bodied bastards. It's a good time as any
to use an Insect Plague and hopefully neutralize one group or the other,
just don't let either have the freedom to cast spells. Once they're
dead loot the Female Thrall for a suit of Chain Mail Armor, Xarrnous'
Second Sword Arm (aka: Gauntlets of Weapon Skill), a Ring of the
Princes +1, a Medium Shield, Kundane +2, and a Thrall Collar. The Thrall
will leave behind Bracers of Defense A.C. 8, a Wand of Lightning, a
Potion of Extra Healing and a Thrall Collar. Who do the Gauntlets go
to? Well, Korgan/Keldorn has The Brawling Hands, and Jaheira/Viconia has
a Girdle of Hill Giant Strength, so just give them to the Fighter with
highest (worst) THAC0 until there's better to be had.
<---------------------------------------------------------------------->
18) Now we turn north-west for a change, where the Master of Thralls
will threaten us before summoning some Air Elementals. Be spell buffed
and keep in mind that you need +2 or better weapons to hit the Air
Elementals. As for the Master of Thralls, just be wary of his ability
to paralyze you and his 'death gaze'-the former can paralyze several
characters at once, so have a Remove Paralysis handy, or lead with one
character to suffer while the rest of the party hangs back, charging
after the paralysis gaze hits. It's just one of those fights that can
be a pain in the ass, or a breeze, depending on how things start out.
When he dies, pick up the Staff of Air +2 and the Mastery Orb that he
leaves behind.
***ITEMS***
(x=3000, y=950) Moonstone Gem, Dart of Stunning x40
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***REWARD***
(For destroying the Mastery Orb)
EXP 24750
***REWARD***
(For defeating the Warden and freeing the Thralls)
EXP 5000
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***ITEMS***
(x=1250, y=1150) Bolts of Lightning x40, Bullet +1 x40,
Throwing Dagger x30, Throwing Axe x40, 1 gold
<---------------------------------------------------------------------->
22) Head over to the north-west, where Raelis Shai will thank you for
saving them-and you'll get a hefty experience reward. Haer'Dalis will
elect to stay behind and explore the Prime, and if you're a Bard
Raelis'Shai will offer you the deed to the playhouse. Either way, you'll
appear back in the playhouse below the Five Flagons, where Haer'Dalis
will offer to join you for good. The next section will cover the
playhouse, if it interests you.
If you don't want to (or can't) do the Bard's quest, there's still
plenty to do. We still can recruit Cernd, Mazzy, Nalia, and Valygar.
Valygar and Mazzy require us to tread to the Umar Hills, Cernd requires
us to tread all the way to Trademeet, and Nalia necessitates a visit to
the De'Arnise Keep. Of course, if you want to keep your rural virginity
intact for this game, we can still recruit Aerie [WLK015]. Before any of
that, however, let's go off and grab one wonderful weapon that's now
well within our ability to obtain-the katana Celestial Fury [WLK014].
***REWARD***
(For freeing the Sigil Troupe from the Astral Prison)
EXP 44000 (each character, including Haer'Dalis)
o======================================================================o
| |
| Bardic Playhouse Quests |
| |
o======================================================================o
Sequence of Events: {WLK013}
1) New Ownership
2) The Lead Actress
3) More Actress Drama
4) Zaren's Improvisation
5) More Improvisation
6) The Turmish Curse
7) The Missing Score
8) Bothered by Barbarians
9) The Show Must Go On.. Or Not.
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in mind that this quest takes place over a long length of game-time.
Every so often you'll get bothered by a runner who will tell you that
something has come up and you're needed at the playhouse. Do other
things between each event, or just rest repeatedly to pass the time.
Once some time has passed a boy named Meck will bother you, telling you
that Higgold has the actors. Keep in mind that your decisions do affect
the quality of the play-a higher-quality play will net you a greater
reward at the end of the quest. Essentially, all your decisions either
have no effect on play-quality, a small effect (+1 or -1 to the global
variable 'playquality') or a significant effect (+2 or -2 to
'playquality'). The higher the 'playquality' variable, the better the
reward at the end of the quest.
<---------------------------------------------------------------------->
2) Return to Higgold and he'll give you the first task right off-picking
a lead actress. There's also some mention of a curse on the play you're
performing. Choose either Iltheia (a pompous but experienced elf) or
Jenna (a naive and less experienced human actress.) Pick whomever you
wish and then comes the hard part-funding the play. You can pay as
little as 1000 gold, or as much as 10,000. The better the funds, the
better the advertisement, props, and costumes, and generally the better
reviews you'll get and the more money you'll receive later.
<---------------------------------------------------------------------->
3) After a while you'll get another visit from Meck calling you to visit
the playhouse and deal with another crisis.
***REWARD***
(For letting Iltheia expand her role)
EXP 6750
***REWARD***
(For threatening to fire Iltheia)
EXP 6750
***REWARD***
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***REWARD***
(For promising to pay Iltheia more)
EXP 11500
***REWARD***
(For regulating Iltheia to her role)
EXP 15750
<---------------------------------------------------------------------->
4) A few days later you'll be summoned again. This time Zeran thinks
he's too good to follow the script. Damn actors and their disobedience!
Zeran will defend himself, saying he can make the play better. Either
let him change the script (significantly improves the quality of the
play), tell Higgold the rest of the actors will have to keep up with
improvisation (slightly improves the quality of the play), or tell
Zeran to cut it out (decreases the quality of the play).
***REWARD***
(Allow Zaren to improvise)
EXP 11500
***REWARD***
(Allow Zaren to change the script)
EXP 15750
<---------------------------------------------------------------------->
5) Let some more time pass and Higgold will again send for you. This
time ALL the actors are 'in a state'. Apparently they all have ideas on
things to change with the script, and something needs to be done one way
or another. If you tell them to trust in Zaren, and your Charisma is
less than 17, you will decrease the quality of the play, If you tell
them to trust in Zaren and your Charisma is 17 or greater, the quality
of the play will increase. Same goes if you tell them there will be
no changes-your Charisma determines the outcome. If you bribe them with
500 gold, you'll increase the quality of the play. If you rewrite
the play yourself with a Charisma of less than 16, the quality of the
play will decrease. If you rewrite the play with a Charisma of 16 or 17,
the quality of the play will remain the same. If your Charisma is 18 or
higher, you will increase the quality of the play by rewriting it
yourself. Finally, if you threaten to fire everybody, the quality of
the play will take a HUGE hit.
***REWARD***
(Pay the actors 500 gold to stop whining)
EXP 11500
***REWARD***
(Don't allow the changes, with a Charisma score of 17+)
EXP 11500
***REWARD***
(Allow the changes, with a Charisma score of 17+)
EXP 11500
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***REWARD***
(Rewrite the play yourself)
EXP 11500
<---------------------------------------------------------------------->
6) Meck will bug you again after a while, and this time it sounds like
something serious is taking place. Head back to Higgold and he'll tell
you about some 'hauntings' and other strange events going on. He'll
bring in Shvanana, a priest who'll promise to stave off the 'curse' for
a mere 1000 gold. You can pay the 1000 gold for your actors' peace of
mind (increases play quality), try and get the price lowered to 500
(if you have a Charisma score of 17 or higher, but this will not
increase play quality), realize that you've got Clerics too (will not
increase play quality), and just get them to do it, or you can tell
Shvanana to shove off (which will significantly reduce the play's
quality). Finally, if you legitimately do not have 1000 gold, you can
tell Higgold you cannot afford Shavanna-if your Charisma is 18 or
higher, you'll increase play-quality by doing this, if it's less than
18, you'll significantly reduce the play's quality this way.
***REWARD***
(Have less than 1000 gold, and a Charisma score of 18 or higher)
EXP 11500
***REWARD***
(Pay Shavanana)
EXP 11500
<---------------------------------------------------------------------->
7) Again time will pass, and again you'll be summoned-this time
something is wrong with the music. Again, you have options. You can get
Balmitance to do it for 500 gold (which greatly improves the quality of
the play), you can get Marcus to improve the music and get him to
rewrite the score (which significantly decreases the quality of the
play), or you can get Marcus to play and rewrite the score yourself.
This last approach will save you some money, but your Intelligence
will determine the outcome. If your Intelligence is less than 14, you
will significantly reduce the quality of the play. If your Intelligence
is 14 or 15, you will slightly reduce the quality of the play. If your
Intelligence is 16 or 17, the quality of the play won't be harmed at
all. If your Intelligence is 18, the quality of the play will slightly
improve. If your Intelligence is above 18, the quality of the play
will significantly improve.
***REWARD***
(Hire the harpist Balmitance)
EXP 15500
***REWARD***
(Rewrite the score yourself, with an Intelligence of 16 or 17)
EXP 6500
***REWARD***
(Rewrite the score yourself, with an Intelligence of 18)
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EXP 11500
***REWARD***
(Rewrite the score yourself, with an Intelligence of 19+)
EXP 15500
<---------------------------------------------------------------------->
8) More time passes and Meck returns, this time claiming 'barbarians'
have taken over the playhouse. This time you'll find Higgold outside of
the playhouse (so resting in the Five Flagons won't work to advance this
next plot point.) Head inside to confront the Turmish who are refusing
to let the play take place. A fight ensues, but it's nothing
spectacular. Kill them, and loot them for the following goodies: The
Turmish Leader will leave behind Studded Leather Armor +2, a Two-Handed
Sword +1, a Helmet, and 37 gold. The Turmish Thief drops a Short
Sword +2, and Leather Armor +1, and a Light Crossbow, and a Scroll of
Identify. The two Turmish Thugs will each cough up a suit of Studded
Leather Armor, a Helmet, some Arrows, a Short Bow, a Bastard Sword, and
some minor wealth. Finally the Turmish Sorceress leaves behind a Quarter
Staff, Bracers of Defense A.C. 7, and 40 gold.
***REWARD***
(For removing the Turmish barbarians)
EXP 15500
<---------------------------------------------------------------------->
9) Wait for a day, then return to the playhouse at Meck's request to
go see the dress rehearsal. Watch the monster you've created, then go
waste another week doing... whatever. What are the odds that things
won't go smoothly, do you think? After a while Meck will return, and
Higgold tells you that some councilman is there, and that Zaren is too
ill to perform-you'll have to fill his shoes. If you cancel, your
playhouse is as good as wasted (Samuel Thunderburp will pay you 5000
gold to compensate you for the playhouse). I'll assume you'll play the
part, however, as it's much more lucrative for you to do so.
***REWARD***
(For refusing to perform)
Gold 5000
---OR---
***REWARD***
(For putting on a poor performance of the Turmish play)
EXP 19500
---OR---
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***REWARD***
(For putting on a good performance of the Turmish play)
EXP 35500
---OR---
***REWARD***
(For putting on a great performance of the Turmish play)
EXP 49500
ITEM Azlaer's Harp
Then you'll get another reward depending upon the quality of the
play, itself. This depends upon the choices you made throughout the
quest.
(These are all the choices that seemed 'good' to me. When all else
failed, I simply followed the experience point rewards. After all,
getting more experience for a course of action has to mean something
good, right?)
***REWARD***
(For establishing an average playhouse)
EXP 19500
Gold 1000
---OR---
***REWARD***
(For establishing a good playhouse)
EXP 29500
---OR---
***REWARD***
(For establishing a great playhouse)
EXP 50000
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o======================================================================o
| |
| Obtaining Celestial Fury |
| |
o======================================================================o
Sequence of Events: {WLK014}
1) Glabrezu and Friends
2) Obtaining Celestial Fury
***ITEMS***
(x=550, y=950) Acid Arrows x4
(x=450, y=1000) Bloodstone Gem, 15 gold
(x=400, y=1050) Morning Star +2, 38 gold
(x=300, y=1100) Moonstone Gem
(x=200, y=1150) Iol Gem, 8 gold
(x=150, y=1200) Bloodstone Ring
(x=750, y=1250) Scroll of Mislead
(x=730, y=1250) Andar Gem
(x=670, y=1300) 1 gold
(x=620, y=1500) Silver Necklace
(x=1650, y=620) 15 gold
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***TRAPS***
(x=400, y=1050)
Turn off your party AI if it's on, as this fight requires some micro-
management. I send Keldorn up by the pillar and hit them all with a
pre-emptive Dispel Magic just to frustrate their early efforts. My Mages
begin tossing out Chaos spells to hopefully debilitate a few of the
warriors, while Anomen/Viconia cast True Sight, to thwart Ketta. The
fight-winner, however, will be Insect Plague, and Jaheira immediately
sets herself to casting said spell, with Stalman as the target. My
warriors wait in place, mindful of the traps at their feet. After the
first round of spells go off, my Thief (either Yoshimo, for the good
party, or my evil protagonist) search for and disarm the traps nearby,
while Edwin casts another Chaos. Once done, I focus on taking out Sion
first, then Stalman, while continuing to use my Mages to throw out Slow
and Chaos spells to neutralize the enemy warriors. If Sion and Stalman
go down without much of a fuss, there's a very good chance you'll win
this fight. After the spell-casters, focus on whatever warriors remain
able to fight back (those not panicked by the Insect Plague or confused
by Chaos), favoring Ketta and Koshi if at all possible. When they fall,
loot them to reap the following rewards:
Ketta: Leather Armor +3, Short Sword +2, Potion of Invisibility and
140 gold.
Koshi: Celestial Fury +3, Katana +1, Potion of Extra Healing x2, Oil of
Speed, Helmet and 120 gold.
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Meferan: Full Plate Mail +1, Gift of Peace, Large Shield +2,
Battle Axe +2 and Potion of Extra Healing x3.
For the second time in the game we've disposed of a rival group and
gained-in one battle-loot comparable to what we found in the entire
first game. With the two suits of Full Plate Mail +1, everybody in your
party wanting for good magical heavy armor should be satisfied, and the
Large Shield +2 is sure to help a bunch, not to mention the two magical
helmets. For all that, however, the real prize is Celestial Fury +3, a
+3 Katana with a chance to stun enemies and a chance to deal 20 extra
lightning damage. A katana-wielding character is now set for a long,
long time. Jaheira (in the good party) or Viconia (in the evil party)
wears the Gift of Peace (aka: Helmet of Defense). They both have decent
Armor Class, but the bonus to their saving throws is a welcome boost for
characters that I rely on to reverse debuffs on my other party members.
Of course, the resistances don't hurt, either. In any case, I prefer the
protection from critical hits and other bonuses given by the Gift of
Peace to the Hit Points and THAC0 bonus given by the Pale Green Ioun
Stone, which goes to Haer'Dalis, Edwin, or some other character who
can't wear a helmet and needs some protection. Don't be afraid to rob
the place now that you've overcome its owners.
***ITEMS***
(x=1330, y=350) Bullet +1 x8
(x=1530, y=400) 56 gold
(x=1700, y=400) 9 gold
(x=1670, y=570) Wand of Fear, Arrows of Fire x4, 666 gold
(x=1800, y=500) Potion of Insight, Spear +3
(x=1850, y=450) Spear +3
(x=2350, y=700) History of the North, History of the North, 4 gold
(x=2400, y=750) History of the Vast, History of the Unicorn Run,
History of the North, Skydrop Gem
(x=1250, y=1400) Sling +2, Bullets +2 x10
(x=1200, y=1370) Last March of the Giant, History of the Moonsea
(x=570, y=1170) Wand of Paralyzation, Arrows +1 x9,
Arrows of Piercing x8
(x=450, y=1250) Asp's Nest x7, Bolt +2 x10, Bolt of Lightning x20
(x=220, y=1150) Wand of Frost, Dart of Wounding x10
(x=370, y=1050) Scroll of Shocking Grasp, 2 gold
***TRAPS***
(x=1100, y=540)
(x=1000, y=590)
(x=680, y=800)
(x=600, y=890)
(x=1850, y=450)
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(x=570, y=1170)
(x=450, y=1250)
(x=220, y=1150)
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Celestial Fury {VID002}
https://www.youtube.com/watch?v=QRxIasGYK98
o======================================================================o
| |
| The Circus Tent Quest |
| (Recruiting Aerie) |
o======================================================================o
Sequence of Events: {WLK015}
1) There's Something Foul Afoot...
2) Genie Riddles
3) Into the Circus Tent
4) Aerie the Ogre
5) Aerie the Elf
6) Werewolves and Shadows
7) Kalah's Chamber
8) Back to Reality
"A princess is as old as the prince will be when the princess is twice
as old as the prince was when the princess' age was half the sum of
their present age. Which of the following, then, could be true?"
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If you answer the first riddle correctly you'll get a decent experience
reward. If not, the nice Genie will give you a second, less math-
intensive riddle.
"The poorest have it, the richest need it, but if either was to eat it
they would certainly perish. Tell me what it is!"
Answer: Nothing.
If you bomb both tries the Genie will turn hostile and attack,
immediately starting out with Stoneskin and various other defensive
spells. Offensively, he's fond of turning a character to stone before
attacking in melee. Still, it's more rewarding (and safer) to just
answer the Genie's riddle.
***REWARD***
(For answering the Genie's riddle)
EXP 19500 (first riddle) or 14500 (second riddle)
<---------------------------------------------------------------------->
3) You can now cross the bridge and enter a large domed structure
(x=1300, y=1500). If you head around the sides of the building you'll
find some Shadows and Werewolves. You won't get any experience for
killing the latter, and when they die you'll get some 'illusion
dispelled' text, and they'll turn back into people. All things
considered, it might not be worth it to kill them.
***REWARD***
(For restoring Aerie to her true form)
EXP 18500
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***ITEMS***
(x=930, y=400) Scroll of Protection from Petrification,
Scroll of Dispel Magic
(x=830, y=350) Scroll of Web
***REWARD***
(For rescuing Giran's mother from the circus tent)
EXP 500 + 2500
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o======================================================================o
| |
| The Planar Sphere Quest |
| (Recruiting and Securing Valygar) |
o======================================================================o
Sequence of Events: {WLK016}
1) Madeen's Message
2) Magic License
3) Tolgerias' Request
4) Valygar's House
5) Another Call for Heroes
6) A Note on Over-World Travel
7) Trouble in Umar Hills
8) Finding the Fugitive
9) Valygar's Cabin
10) Into the Sphere
11) The Golem's Arm
12) Solamnic Knights
13) Sahuagin Room
14) Cannibalistic Halflings
15) Golem Room
16) Furnace Room
17) Finishing the Golem
18) Subduing Lavok
19) Garden Room
20) Lizard Man Room
21) The Lower Planes
22) The Rune Room
23) Tolgerias' Reckoning
24) Fire Room
25) Ice Room
26) Engine Room
27) Returning Home
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<---------------------------------------------------------------------->
3) As for our quest at hand, we can find Tolgerias at (x=770, y=770).
He'll promise you magical trinkets, money, and information about Imoen
in return for your agreement to help him with some matters. Accept and
he'll tell you that a man named Valygar Corthala has slain some Cowled
Wizards, and Tolgerias needs you to track him down. First things first,
let's rule out his presence in Athkatla before we go running off to the
Umar Hills. Head to the docks district and enter the house at
(x=2450, y=1150), constructively called 'Valygar's Home' on your map.
Outside of the house at (x=1270, y=1130)
***ITEMS*** (AR0325)
(x=400, y=300) Zios Gem Studded Necklace, 8 gold
(x=550, y=150) Potion of Insight, 10 gold
(x=300, y=270) 12 gold
***ITEMS*** (AR0326)
(x=400, y=150) Bloodstone Ring, History of Dambrath
(x=300, y=250) Bloodstone Gem, Dagger, Corthala Tax Notice, 23 gold
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***ITEMS***
(x=130, y=370) Scroll of Infravision
(x=250, y=140) Rainbow Obsidian Necklace, Arrows +1 x10, Arrows x40
(x=350, y=100) Katana, Composite Long Bow, Spear +1
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***REWARD***
(For convincing Valygar to join you)
EXP 9500
***REWARD***
(For giving Valygar's body to Tolgerias)
EXP 11250
Reputation -1
Gold 500
Item Ring of the Ram
<---------------------------------------------------------------------->
10) With Valygar (or pieces of him) in tow, head back to the Slums
District of Athkatla (AR0400). Head to the northern part of the level,
and when you get near the sphere Valygar will speak a bit. Go through
the doorway at (x=670, y=700) to reach the exterior of the sphere and
enter it at (x=200, y=600). Once the door is open you can safely disband
Valygar and continue on without him.
***ITEMS***
(x=2300, y=2750) Coal, Scroll of Conjure Lesser Air Elemental,
Scroll of Minor Spell Turning, Bullets +2 x40
(x=2250, y=2750) Scroll of Polymorph Other, Bolts +2 x40
(x=2150, y=2800) Golem Arm, Planar Key, Scroll of Breach, Arrows x120
Bolt x120, Bullet x120, Dart x120
(x=2150, y=2850) Scroll of Haste, Emerald, Arrows +2 x40
***REWARD***
(For activating the Planar Sphere)
EXP 17500
<---------------------------------------------------------------------->
12) Head through the doors to the north-west where you'll find three
Solamnic Knights led by one Reyna, who will initiate dialogue with you.
Yay, crossover from Dragonlance. Who cares. They'll tell you about some
'cannibalistic Halflings' ahead that apparently caused the Solamnic
Knights some trouble. Talk to the other two knights-Ancan will talk of
'fish that walk as men' to the north and Onvo will mention a 'damaged
Golem' past the 'bone room.'
***ITEMS***
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Togan: Chain Mail, Helmet, Arrows x40, Flail and Ripper +2.
Entu: Chain Mail, Hands of Takkok (aka: Gauntlets of Ogre Power), Coal
and a Mace.
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since you don't have the poor Golem's head, you'll have to continue
exploring.
***ITEMS***
(x=500, y=1450) Golem Building Book, Coal, Emerald, Dart of Wounding x40
***TRAPS***
(x=880, y=1300)
<---------------------------------------------------------------------->
16) Through the northern door you'll find another group of Halflings,
including a pair of Halfling Warriors, a Mage named Taibela and another
spellcaster named Necre. This fight isn't nearly as hard as the last
Halfling fight, as Necre and Taibela aren't as well protected. Keldorn
tears down their spell effects, and the rest of my party simply destroys
them. Necre will leave behind the Stiletto of Demarchess +2, for what
it's worth. In this room you'll find three furnaces (x=500, y=500),
(x=700, y=700), and (x=300, y=700). Put a piece of coal into each one-a
Fire Elemental will show up after you light each one up.
***TRAPS***
(x=800, y=650)
(x=1120, y=550)
<---------------------------------------------------------------------->
17) Go east to find a gear room occupied by a pair of Stone Golems. Kill
them and grab the Golem Head-we can now return to the Golem room and fix
the Golem (x=300, y=1300). Once the Golem is free it'll declare that
there is an intruder and head to the east. Follow it, where it'll open a
previously locked door (Irenicus' Dungeon much?). Continue following it
east through a rune room and into a room occupied by an Elder Orb. After
the Elder Orb makes a defiant-but-futile-statement, it'll attack the
Golem. Try your best to get the last hit on the Elder Orb for a juicy
experience reward, which is fairly risk-free considering the Elder Orb
won't focus on you with the Golem around. Head through the door at
(x=3000, y=600) to reach the 'Navigator's Room'. Time to pay Valygar's
ancestor a visit.
***ITEMS***
(x=1620, y=500) Golem Head, Coal, Tchazar Gem x10,
Arrows of Piercing x40
(x=2440, y=580) Scroll of Spell Thrust, Diamond x2, Moonbar Gem x3,
Scroll of Breach, Throwing Daggers x40
***REWARD***
(For repairing the Golem)
EXP 23500
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Breach and Insect Plague to tear down his spell defenses and render him
helpless, then pummel him into submission. After Lavok loses, he'll
mention that some being had possessed him, and asks one boon of you-or
Valygar-that he be allowed to see the sky one last time. In return he'll
tell you how to return home. To get back, you just need to go get
yourself the heart of a powerful demon. Might be pretty hard trapped in
this sphere, but fortunately the sphere warped back to some lower plane
when you entered. You might have stopped Lavok, but you're not out of
the woods yet! Or sphere, rather.
Garden (AR0419)
o======================================================================o
19) First go through the door to the west and exit the area
(x=100, y=550) to find a garden area, occupied by two Spore Colonies and
the Myconids they'll summon.
***ITEMS***
(x=900, y=450) Quarter Staff +1, Sling +2, Bullet +1 x40,
Potion of Extra Healing x10, 150 gold
***ITEMS***
(x=500, y=250) Battle Axe +2, Protector of the Second +2, Ninja-To +1,
Dart +1 x60, Bolt of Lightning x40, 350 gold
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rushed the Tanar'ri - they went down pretty easily, and mopping up their
"reinforcements" was a breeze. I had a plethora of Healing Potions, so
getting back to full strength after each was easy. Once they were all
dead, I rested back inside the sphere.
<---------------------------------------------------------------------->
22) Now return to the rune room. To activate the runes, touch the
northern one first (x=1500, y=1120), then the southern one
(x=1300, y=1500), then the eastern one (x=1600, y=1370), and finally the
western one (x=1200, y=1220). The door south will open, allowing you to
head to the lower level (x=1700, y=1800).
***ITEMS***
(x=1900, y=930) Scroll of Globe of Invulnerability,
Scroll of Spirit Armor,
Sheild of the Falling Stars +1, Staff of Fire +2,
Arrows of Fire x40
***TRAPS***
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(x=1650, y=940)
(x=2100, y=870)
<---------------------------------------------------------------------->
25) Through the door to the north-or rather, the large chunk of ice
that serves as a door-you'll find three Ice Salamanders, three Ice
Mephits, and a Troll. Remember to use fire or acid to finish the Troll
off once you've put it down. Again, luring some of them out is probably
going to make your life a little easier.
***ITEMS***
(x=700, y=550) Scroll of Otiluke's Resilient Sphere, Gift of Peace
***TRAPS***
(x=700, y=760)
(x=550, y=500)
***ITEMS***
(x=1200, y=350) Ring of Danger Sense, Bloodstone Amulet, Black Opal x3,
Ziose Gem x2, King's Tears, 6666 gold
***TRAPS***
(x=1200, y=350)
***REWARD***
(For powering up the Planar Sphere)
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EXP 45500
<---------------------------------------------------------------------->
27) Return to Lavok and either choose to let him die here, or take him
with you outside. It is MUCH more rewarding to take him outside, but
either way he'll give you the Planar Sphere when you're done (so long
as you're a Mage and haven't taken another stronghold yet.) Valygar
will talk with you once Lavok dies and ask to remain with you. He's now
yours for the rest of the game. Loot Lavok and grab his Ring of Acuity
before heading off on our next quest.
***REWARD***
(For letting Lavok die on his home plane)
EXP 45500 (each character)
Next up is to recruit and secure Nalia, which will also nab us the
Fighter's Stronghold. Before that, however, I'll cover the Mage
Stronghold quests (messing around with your new Planar Sphere.) Also,
since I've accumulated 34,000 gold over the last several quests, it's
time to go spend some of it. Since the end of my time here in Athkatla
is approaching, I buy what I really need before chasing off after
Irenicus-including Bracers of Defense A.C. 3, the Fortress Shield +3,
and the Ring of Air Control. Sure, I'd like to get my hands on the Robe
of Vecna, the Sensate Amulet, and the Reflection Shield, but I have the
cheaper defensive items, and that'll do for now.
o======================================================================o
| |
| Mage's Stronghold Quest |
| |
o======================================================================o
Sequence of Events: {WLK017}
1) Working With the Enemy
2) Slaying the Solamnic Knights
3) Sanctuary for the Solamnic Knights
4) Sending the Solamnic Knights Home
5) The First Task
6) The Second Task
7) The Third Task
8) Graduation
9) Assault of Argrim's Anti-Magic Fanatics
10) A Bad Day for Hanj...
11) Gossip
12) Imprisoning Argrim
13) Potion Payout
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for you, but by now you should realize that this is always a dead end.
And of course, you might be working for the Cowled Wizards, but it won't
change how the cowled Wizards treat you in the city (you'll still get in
trouble if you cast spells in the city without a license, for example.)
If you ask him about the Solamnic Knights, he'll tell you to just kill
them and be done with it-or failing that, go ask Ribald at the
Adventurer's Mart or the knights or the Most Noble Order of the Radiant
Heart.
<---------------------------------------------------------------------->
2) Well, first things first, we can just kill the Solamnic Knights. They
give 2000 experience each and drop mundane gear, so it's not much of a
solution. For a REAL reward, look into either going with the Most Noble
Order of the Radiant Heart or Ribald instead.
allow them to stay here-not exactly what they wanted, but a bunch of
stupid paladins should be happy enough hanging around with a bunch of
other stupid paladins, right? Go back to the Planar Sphere and tell
Reyna that she can shack up with the Radiant Heart, and she'll resolve
herself to make the best of it. It's a start-45000 experience beats
6000 any day, but we can do better... if you have some money.
***REWARD***
(For getting the Solamnic Knights to join the Radiant Heart)
EXP 45000
<---------------------------------------------------------------------->
4) Travel to the Adventurer's Mart and talk to Ribald. He'll say he
knows a wizard who can help get the Solamnic Knights back-for a fee.
9000 gold, in fact. Yes, that's a lot of gold, but this crazy FAQ
writer must have something in mind if I think this is the best way to
resolve the quest. Just have some faith. Or better yet, keep reading
and you'll have knowledge, which is infinitely better than faith. You'll
be told that this Mage whose services you just procured will be at your
Planar Sphere in a day. So head on over to the Planar Sphere and rest
for a while-chances are you'll be bothered by Teos before your Mage will
show up, but that's fine (see Step #5). After a while, Khollynnus Paac
will show up and offer to take them away. Before they go, you'll be
given a Golden Girdle as a gift, as well as an experience reward. 9000
gold sound a little steep for a Golden Girdle? Maybe, but these things
don't grow on trees, and gold is only as useful as what you buy with it.
It's better to ante up the gold now than wish you had a girdle later on,
when you've got plenty of money and nothing to spend it on. It'll
happen.
***REWARD***
EXP 45000
Item Golden Girdle
<---------------------------------------------------------------------->
5) About a day after claiming the Planar Sphere and speaking with Teos
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the first time, he'll show up again and promptly unload three
apprentices on you-Morul, Larz, and Nara. You know they're disposable
because of their short names. Right Teos? After the introductions are
over you'll be whisked away to the Golem room, where the apprentices
will discuss what their first task-the enchantment of a magical item-
should be. You have the following options:
Now, this is pretty much going to be the model for all your apprentice
missions-they'll ask you what they should create, and you'll pay them
to make the item. Some items are more difficult than the others and you
can always follow the cost to determine the difficulty. There's a brute
percentage chance whether each object will be successfully created by
your apprentices (so save before you assign and reload if you don't get
anything out of it!) However, magic is dangerous business-there's a
chance that one or more of your apprentices will die trying to make
these items. And by 'chance' I mean pre-determined outcome. The goal of
this exercise is to get all your apprentices out of their training
alive-at least, you'll get the best experience reward at the end if all
three are still breathing. That said, it's also an opportunity to get
yourself some loot, so we'll need to balance our greed for equipment
with our greed for experience points. Also, keep in mind that if you
lose an apprentice in an earlier step, you'll have no chance of getting
any of the better gear later... and of course, you'll forfeit the
experience at the end. Trying to make the Ring of Protection will
always get Larz killed, so go for something else instead. None of the
items are very powerful, so there's not much point in paying a lot of
money for one or getting anybody killed over it. I suggest going for the
Dagger this time around, as it's the least expensive item.
<---------------------------------------------------------------------->
6) After completing the first item, they'll next move on to scrolls.
These are your options:
The Scroll of Mislead and the Scroll of Horrid Wilting are both doable,
and the latter is one nice spell, indeed. Going for the Scroll of Meteor
Swarm will always result in Nara's demise... although it IS possible to
actually get it. Still, it's not a great spell, so go for a lesser
scroll, instead.
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There's no way to get everybody out of this alive, unless you tell them
not to even try. If you're willing to get Larz killed (or Nara, if Larz
is already dead, or Morul, if both are already dead) you can score the
Robe of the Apprenti, which gives you an Armor Class of 3... but it's
nothing that Bracers of Defense can't do, and it's certainly not better
than the Robe of Vecna. Going for the Reaching Ring will get at least
both Nara and Larz killed, but again, there's a chance you'll actually
get a Reaching Ring out of this (which gives a bonus 5th, 6th, and 7th
level spell). The Staff of Power, however, is a pipe-dream. This one is
actually kind of tricky... 50000 experience is pretty nice, but then
again, so is the Reaching Ring. If you've got a Mage-heavy party, it
might be worthwhile to go for it. Still, there are plenty of good rings
out there, so it's not like there's any real chance of somebody's finger
getting cold. We'll find another one of these rings, and it's debatable
whether this ring is better than the ring of Acuity (a bonus 5th-level
spell is a good thing, but so are bonus 3rd and 4th level spells...
6th and 7th... not so much). Then again, 50000 experience is child's
play come Throne of Bhaal.
<---------------------------------------------------------------------->
8) About a day and a half after the completion of the last task (add on
the normal four days wait if you told them to skip the last craft) Teos
will show up. If you've got any apprentices left they'll have a rather
silly graduation ceremony, and you'll get a reward if all three are
still alive. By now you've gotten a crappy wand or a crappy dagger, and
a Scroll of Mislead or Horrid Wilting. At a cost of 500-2000 gold, it's
not a bad trade just for the items (especially if you scored yourself a
Scroll of Horrid Wilting!) but the experience really makes this worth-
while.
***REWARD***
(For successfully mentoring all three apprentices)
EXP 50000
<---------------------------------------------------------------------->
9) About two days after the graduation ceremony you'll be approached by
a Sergeant Natula, who will tell you that Teos needs to see you in the
Planar Sphere immediately. After returning Teos will gate in and ask
you why the hell you asked for him. Uh... Sergeant Natula and a group of
buddies will show up and attack, while Teos bravely flees. None of them
are spell-casters, which means they're all but helpless once you start
dishing out spell-buffs, and as usual a single Insect Plague or Chaos
spell will have this fight well under way. Sergeant Natula will drop a
suit of Full Plate Mail Armor and Alnarow will drop some Potions of
Invisibility, but the rest of what you'll get is junk. At least they're
worth a good bit of experience. After the fighting is over Teos will
return and sheepishly explain his departure. He'll also say that one
Lord Ketlaar Argrim is a fanatic opposed to magic, and will conveniently
have a rune of imprisonment on hand that will trap Argrim for eternity.
How nice. Question him about it and he'll admit that Argrim was
'encouraged' to find you. Time to pay Argrim a visit at the Crooked
Crane.
<---------------------------------------------------------------------->
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10) When I enter the City Gate District this time, I find a merchant
being hassled by a ne'er do well named Hanj. If you encourage Hanj to
kill the merchant, he'll wuss out and leave, if you let the merchant be
bullied, Hanj will have a good day. If you help the merchant and run
Hanj off he'll offer you a discount. You can only buy from the merchant
if you help him out, and after you're done shopping he'll leave. He
sells Arrows +2, Bullets +2, Potions of Hill Giant Strength, and a
variety of interesting scrolls. If you have a Pick Pockets skill of
180~ or so, you can steal from him pretty much at whim. I am only too
happy to rob him of thousands of gold (and experience points) worth of
wares. A bad day for Hanj is not a bad day for me.
o============o
|Mage Scrolls| Merchant
o============o--------------------------------------------------------->
1st-Find Familiar
---
2nd-Power Word, Sleep
2nd-Ray of Enfeeblement
---
3rd-Minor Spell Deflection
3rd-Protection From Fire
---
5th-Breach
5th-Conjure Lesser Fire Elemental
5th-Lower Resistance
5th-Protection From Normal Weapons
5th-Oracle
---
6th-Chain Lightning
6th-Contingency
6th-Disintegrate
6th-Spell Deflection
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***REWARD***
(For killing Argrim)
EXP 7500
***REWARD***
(For imprisoning Argrim)
EXP 7500
<---------------------------------------------------------------------->
13) If you successfully imprisoned Argrim, Morul will return and ask if
he can stay in the Planar Sphere. In return he'll brew you potions every
week. It's not quite as nice as cash, but it's something. He'll make
batches of five potions, which he'll randomly give you when they're
ready. The batches are random, but the potions within are not. Here's a
list of the various batches I've encountered:
Potion of Genius
Potion of Invulnerability
Potion of Frost Giant Strength
Potion of Regeneration
Potion of Stone Form
Elixir of Health
Potion of Fire Resistance
Oil of Speed
Potion of Genius
Potion of Genius
Potion of Defense
Potion of Cold Resistance
Potion of Agility
Potion of Firebreath
Empty Potion Bottle
o======================================================================o
| |
| de'Arnise Keep |
| (Recruiting and Securing Nalia) |
o======================================================================o
Sequence of Events: {WLK018}
1) Nalia's Plea
2) The Palisade
3) Being a Servant Sucks
4) Deliberating with Daleson
5) Flail Head (Cold)
6) Clearing the Level
7) Lowering the Drawbridge
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8) Splitting Trolls
9) Flail Head (Acid)
10) Lady Delcia Caan
11) The Golem Chamber
12) Dog Stew
13) The Flail of the Ages
14) Dog Food and Ultimate Weapons-Check
15) Umber Hulk Melee
16) Feeding Time
17) TorGar the Troll
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***ITEMS***
(x=530, y=1550) Potion of Extra Healing x5,
Scroll of Agannazar's Scorcher, Bullet x120, Dart x80,
1 gold
(x=350, y=1550) Potion of Defense, Arrows +2 x20, Heavy Crossbow,
Bolt +2 x20, Bolt of Lightning x20, Light Crossbow +1
(x=850, y=1250) Scroll of Protection from Normal Weapons, Bullet +2 x4,
Throwing Axe x20, Throwing Dagger x60
(x=800, y=1380) Scroll of Identify, Bolt of Lightning x6, Bolt +2 x10,
Bolt x40, Bullet x40, Bullet +1 x10, Dart +1 x20
(x=950, y=1450) Scroll of Simulacrum, Bullet x10, Bullet +2 x2,
Dart +1 x9
(x=1000, y=1400) Bloodstone Gem, 12 gold
<---------------------------------------------------------------------->
4) Go through the secret door at (x=700, y=1200) to find Daleson. Well,
that was easy. Watch as Nalia desperately tries to act chummy with the
commoner, then defends her aunt's noble status in a turn. Ahh...
Hypocrisy... They'll mention some flail that Nalia's father never got
reassembled, and talk about the 'cellar', where Lord de'Arnise was
apparently taken.
***ITEMS***
(x=700, y=1140) Composite Long Bow, Long Bow, Long Bow +1, Arrows x120,
Arrows of Acid x12, Arrows of Fire x10, Bolt x120,
Bolt +1 x20, Throwing Axe x40
(x=500, y=1000) Spear, Quarter Staff, Quarter Staff +1, Spear +1,
Halberd, Arrows of Fire x40, Bolts of Biting x40,
Bullet +2 x40, Dart of Wounding x40
<---------------------------------------------------------------------->
5) We still have no need to barge into the middle of the level. Go
through two secret doors, one at (x=400, y=950), and the other at
(x=370, y=720). You're now in a forge room, which will come in handy
later. Loot the chest and continue through yet another pair of secret
doors at(x=650, y=400) and (x=720, y=350) to reach a room with some
animal statues inside. Loot one of the lions (x=950, y=200) for a
Flail Head (Cold), as well as a Ring of Earth Control. I put the latter
on Keldorn, since it can be worn with magical armor and Keldorn doesn't
have a shield to boost his Armor Class. As for the Flail Head? Keep it
handy. It's not worth forging yet, but it will be shortly.
***ITEMS***
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***ITEMS***
(x=1420, y=1370) Dagger +2, 450 gold
(x=1790, y=680) Dart of Stunning, 1 gold
(x=1765, y=505) Star Sapphire
(x=1320, y=420) Silver Necklace, 1 gold
(x=1250, y=370) Silver Ring
(x=1170, y=320) Arrows x40
(x=1250, y=240) Bolts x40
(x=1420, y=250) Bullets x30
(x=1520, y=520) Scroll of Protection from Normal Weapons,
Scroll of Breach
***TRAPS***
(x=1420, y=1370)
<---------------------------------------------------------------------->
7) Once outside kill Rover, Rex, Spot, and Sparky and collect their
delicious Dog Meat. Daleson said that to feed the burrowing creatures in
the cellar he made some dog meat stew, requiring... exactly four dogs.
Convenient, that. There's also an Otyugh around and some trolls as you
make your way up the walls. The wheel that operates the drawbridge is at
(x=2850, y=1850). Activate it to lower the drawbridge and get some
reinforcements-and better yet, some experience. Head back down to the
ground level of the courtyard and kill some Yuan-ti and Trolls that
have appeared to do battle with some de'Arnise Guards-guards armed with
Arrows of Fire, I might add. Go back up the stairs and head through the
door at (x=2450, y=1200) to get to the roof, where you can find more
foes to slay. Up here you'll find a door (x=1770, y=1200) leading to the
upper level of the de'Arise Keep.
***REWARD***
(For lowering the drawbridge)
EXP 29750
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o======================================================================o
8) You'll appear in a room surrounding a Yuan-ti Mage, who also has some
Trolls nearby. If you jump on the Yuan-ti, this fight'll be over in a
pinch. Nalia will tell you to find her aunt's room, as there is a
secret passage (surprise...) to the 'cellar' there. One of the Trolls
here will split into two mini-trolls as you fight it, which is silly.
Grab the Keep Key from the bookshelf (x=1600, y=1380) before exploring
the rest of this level.
***ITEMS***
(x=1600, y=1380) Scroll of Conjure Lesser Earth Elemental, Keep Key,
Bolt +1 x20
(x=1700, y=1550) Scroll of Minor Spell Turning
<---------------------------------------------------------------------->
9) Go through a door to the north-east and circle up and around counter-
clockwise. Head into the room beyond the door at (x=1550, y=650),
wherein Nalia will speak and mention the curious lack of bodies lying
around. In this room you'll find a secret door to the south at
(x=1500, y=800) which will lead to another secret door (x=1370, y=1400).
Go through a trapped and locked door (x=1250, y=1350) to find Glaicus.
Nalia claims he's been charmed, and sure enough, if you hit him with
a Dispel Magic he'll come to his senses. He'll implore you to kill the
leader of the Trolls-a brute named TorGal-before mentioning that Lord
de'Arnise was trying to reassemble a magical flail that 'had powers of
flame and acid and the like'... Probably the same device Daleson was
talking about. Lastly, Glaicus will give you the Flail Head (Acid)
before mentioning a secret forge on the lower level. Glaicus then makes
a sorry excuse and runs off. Wuss! Somebody should re-charm him so that
he does his job! Anyways, if you're the more violent type you can
always just kill Glaicus. He's fairly strong, but a Slow spell really
takes the bite out of him. Once he dies, loot him for a suit of Full
Plate Mail, two Potions of Extra Healing, a Flail Head (Acid), a
Two-Handed Sword, and 20 gold.
***ITEMS***
(x=1990, y=1090) 16 gold
(x=2100, y=770) Silver Necklace, Fire Agate Ring, Arrow x80, Bolt x80,
Throwing Axe x50, Throwing Dagger x40
(x=1670, y=770) Dart x60, Bullet x80
(x=1200, y=520) Wand of Frost
(x=1200, y=1370) Scroll of Spell Thrust, Arrows of Acid x20,
Bolt of Lightning x20, 57 gold
(x=1200, y=1400) Andar Gem, Bullet +2 x40, Dart of Stunning x20
***TRAPS***
(x=1200, y=520)
(x=1250, y=1350)
***REWARD***
(For freeing Glaicus)
EXP 22550
<---------------------------------------------------------------------->
10) Backtrack to the hallways around the perimeter of the level and
continue counter-clockwise. You can go up some stairs (x=1200, y=300)
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to the roof and kill some more Yuan-ti if you wish, but there's no
point to it besides the experience in it. Continue through a room with
a fountain and enter a room (x=570, y=1200) containing Lady Delcia Caan
(you'll need the 'Keep Key' we found in Step #8 to gain entry to her
room). She's worse than the Trolls, but you'll suffer a large reputation
hit if you kill her, so just endure her uselessness. There's a room to
the south (x=1300, y=1700) you can loot, but to continue on you'll need
to search Lady Delcia Caan's room.
***ITEMS***
(x=1400, y=1500) Scroll of Detect Illusion, Sunstone Gem,
Arrows of Piercing x20
<---------------------------------------------------------------------->
11) In Lady Delcia Caan's room you'll find a secret door at
(x=850, y=1050). Go through another secret door at (x=900, y=850) to
find a room lined with Golems. At my modest level (about 960,000
experience per character) there were two Flesh Golems, two Stone Golems,
one Clay Golem, and one Iron Golem. This is much more than I wish to be
facing at this time, so we'll have to be... sneaky.
For the sake of convenience, let's list the Golems by their location,
numbering them by where they stand. #1 is the Golem (whatever type it
may be) closest to the secret door, and #6 is the Golem closest to the
statues. The Golems activate (and attack) when you mess with the statues
are the far end of the room-namely, certain Golems get touchy when you
molest certain loot. If you grab Frostreaver +3, Golems #6 and #4 will
attack. If you fondle the Kneecapper +1, Golems #1 and #2 will become
irate. If you 'borrow' the Elven Court Bow +3, Golems #3 and #5 will
attempt to kindly convince you to desist. Since #3 is the Iron Golem,
this is the group to watch out for. Finally, if you just want to have a
closer look at that Flail Head (Fire)... well, the Golems don't give a
crap about the most potent artifact they guard. Lazy Golems! It should
be pretty obvious how we can handle this encounter simply-take one
magical item at a time (saving that bow for last) to provoke the
Golems, and dispatch them piecemeal. Or... you could just manually
attack a Golem without bothering with its loot first. The attacked
Golem will fight back, of course, but you can simply slaughter them one
at a time this way.
In any event, the big threat here is the Iron Golem. I suggest killing
off its buddies, then provoking it. Once done, run back out the door
where the Iron Golem can't reach you. Sure it's not very brave, but
that's not the point here. The Iron Golem requires +3 weapons to hit,
and thankfully I've kept the Dragon Bane +3 Halberd. Keldorn/Dorn equips
it, then attacks the Iron Golem, which simply cannot reach him to
retaliate. It'll take half of forever to kill it, but it'll die
eventually. Failing that, Celestial Fury and Stonefire +3, can be used
to harm it-you'll just have to withdraw injured characters to heal them.
Now, for the loot we've just acquired... The bow is great for Minsc, the
War Hammer should be kept on hand just for occasions when a highly
enchanted weapon is needed (by the way, Trolls count as giants, so slap
it on Anomen for now), and the Frostreaver +3 will do wonders for
Korgan. It was a generous room, indeed. There is another secret door at
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(x=1100, y=850) and stairs down at (x=1250, y=900), but before you go
there are a few things you may want to do. Head back to the Servant's
Quarters by heading back down the stairs at (x=2200, y=900) to complete
a few tasks that'll make your life easier.
***ITEMS***
(x=350, y=500) Warhammer +1, +4 vs. Giantkin, Flail Head (Fire)
(x=450, y=450) Elven Court Bow +3
(x=570, y=370) Battle Axe +3, Frostreaver
<---------------------------------------------------------------------->
12) Back in the Servants Quarters (AR1302), activate the kitchen
(x=2050, y=700) four times to scrape all the Dog Meat into a cauldron
and make a stew. The game gives away the fact that the burrowing
beasties below are Umber Hulks, but at least now you have something to
distract them... and some experience.
***REWARD***
(For making Dog Meat stew)
EXP 11500
<---------------------------------------------------------------------->
13) Now head over to the forge (x=400, y=500) and activate it. You
should have all three Flail Heads in your inventory and ready to go.
Once activated you'll get an experience reward, and the best flail in
the game. It's a +3 weapon that deals an extra point of acid, cold, and
fire damage, and it has a chance to slow creatures when striking. The
only downside is I don't really have a character who has the
Flail/Morningstar proficiency right now. Still, it's a great weapon for
Viconia or Anomen, when they become proficient. Anyways, at least we
have it, and once we can use it well-watch out, game!
***REWARD***
(For reconstructing the Flail of the Ages)
EXP 22350
<---------------------------------------------------------------------->
14) Dog food and ultimate weapons-check, now it's time to return to the
upper level (AR1303). Head up the stairs at (x=2300, y=900) to get
there, then head back to where we slaughtered the Golems. Go through a
secret door at (x=1100, y=850), then down the stairs at (x=1250, y=900).
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***ITEMS***
(x=880, y=250) Shield Amulet, Scroll of Identify, Arrows x80,
Arrows of Fire x10, Bolts x80, Bullets x80,
Throwing Daggers x30, Darts x100
(x=1080, y=150) Arrows x80, Bolts x80, 12 gold
(x=980, y=500) Dart of Wounding x20, Arrows of Fire x40,
Arrows of Acid x40, 1 gold
(x=1150, y=550) 6 gold
***TRAPS***
(x=880, y=250)
<---------------------------------------------------------------------->
16) Remember that dog food we made earlier? If you want to avoid
fighting the Umber Hulks (or if you just want to score some extra
experience) you'll need to be sneaky. Take a sneaking Thief and go
through the door at (x=1550, y=750). To the south-west you'll find two
tunnels. Go through the open door leading to the northern of the two
tunnels, then enter a cell that has been clearly tunneled into. If you
search the tunnel you'll find some 'dog bones'. This is the game going
*hint-hint*. Put the dog stew we brewed earlier here (x=650, y=1100) and
you'll get some experience. None of the other cells are worth exploring,
and you should probably vacate the area before the Umber Hulks arrive.
You can kill them later, if you wish. Regardless of how you handle the
Umber Hulks, however, regroup in the room they once occupied.
***ITEMS***
(x=1750, y=720) Scroll of Infravision, Orc Leather +3
(x=1900, y=750) Bolt of Biting x40, Bolt +2 x40, 9 gold
(x=2070, y=900) Bullet +2 x40, Bullet +1 x40, 1 gold
(x=1900, y=1000) Scroll of Mordenkainen's Sword, Throwing Axe x40,
Dart +1 x60
***REWARD***
(For luring the Umber Hulks)
EXP 18750
***ENHANCED EDITION***
In the original version of the game, you could plant the dog food in
the tunnel after killing the Umber Hulks... which didn't really make
much sense, since... I mean, what was it luring? In the Enhanced Edition
you must plant the dog food before killing the Umber Hulks. At least, if
you want to gain any experience.
<---------------------------------------------------------------------->
17) Before you head through the door to the north-east, spell buff to
the max. I know, two straight battles in which I told you all to spell
buff, I must be mad. Once you're ready go through with just one
character (for me this was my Fighter/Mage, who is my one-man problem
solver/tank.) At (x=2500, y=440) you'll find TorGal, the top Troll.
He'll spill some interesting information before attacking, not all of
which will make much sense. He'll come with friends, which can present
a bit of a problem at higher levels, but at my current, modest, level
he had only a pair of Giant Trolls with him. I ran back to the Umber
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Hulk room and when the first Troll crossed the threshold I met them,
bottle-necking them at the door. After they're dead, search the room
they were in to find Nalia's dad, who is rather dead. After you make
your way out of the keep you'll get a rather hefty quest reward, in
both experience and gold. This gives my Viconia just enough experience
to hit level 12, and hence, get a proficiency point to spend into
Flails. Better late than never, right?
***ITEMS***
(x=2600, y=350) Scroll of Feeblemind, Bloodstone Gem x5,
Bloodstone Amulet, Moonbar Gem, Water Opal, 2126 gold
***REWARD***
(For clearing the de'Arnise Keep)
EXP 45500 (each character)
Gold 10650
If you're a Fighter, Nalia will pester you about her problems, saying
that she's betrothed to a snooty noble named Isaea Roenall. Now that her
father is dead she's set to marry this noble and fall into a life of
quiet servitude. Of course, she has a scheme-take control of the
de'Arnise Keep and she'll be safe from the unwanted marriage. Sounds
like a win-win, you get control of a fortress, and she doesn't have to
marry an arrogant lordling. The missions pertaining to the de'Arnise
Keep will be discussed in the next Sequence of Events. It will also
include the Nalia-specific quests, since I traveled around with her for
a little while. It seems like a good enough place to include them, and
as far as this FAQ is concerned, I won't bother separating the two.
(Even though the two are indeed separate. Just keep Nalia around while
you do the Fighter's Guild quests to replicate the section below.)
***ENHANCED EDITION***
In the original game, the de'Arnise Keep was the only stronghold that
could be obtained along with another stronghold. Now if you have
another stronghold, you cannot obtain the de'Arnise Keep.
o======================================================================o
| |
| Fighter's Stronghold Quests |
| |
o======================================================================o
Sequence of Events: {WLK019}
1) The Regent of de'Arnise
2) Bandit Problems and Pushy Merchants
3) Philosophical Ponderings
4) Temple of Tempus
5) Lord de'Arnise's Funeral
6) Isaea Roenal's Power Play
7) Lord Roenal's Power Play
8) Barg Blathering
9) Dirth's Dirge
10) The Roenal Estate
11) Initiating Isaea's Investigation
12) Her Lord's Blessing
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You can also talk to the Major Domo about quickly raising taxes at the
expense of the commoners. This will net you an instant 1000 gold each
time you do it, but it'll piss of the peasantry, and as time goes on
your own staff will begin resigning. Spoiled serfs, this is why you
don't treat them well, they get all indignant and free-willed for later
tyrants! Thanks Lord de'Arnise. Extort money like this nine times, and
your peasants will revolt and you'll lose the de'Arnise Keep-
permanently. Also Nalia isn't too proud of how you ran things, and will
leave your party, too. So let's try and balance our greed in the short
term with our greed in the long term, hmm? Talk to the Major Domo and
select option #4 "Tell me how things fare." and he'll tell you the
general disposition of the peasants, which typically increases the more
benevolent things you do, and drops the more cruel things you do.
Following the experience rewards is usually the best option, but there
are some things you can do that'll make the peasants love or hate you
more regardless (typically involving you spending money to help
somebody for no reward.)
<---------------------------------------------------------------------->
2) After about a week the Major Domo will tell you that a merchant
named Tolmas Bendelia is demanding to see you. Apparently his caravan
was waylaid by bandits when passing through the region and he is none
too happy about it. First, actually choose to see him. Doing nothing is
almost always the worst solution. He'll storm in and as a merchant he
naturally wants restitution. If you don't please him he threatens to
never travel through these lands again and to foreclose on every farm
he holds a debt for. To protect against more bandit threats, the Major
Domo says you'll have to hire mercenaries-you've lost too many guards to
the Trolls to clear out the bandits with your own men. It'll cost you
either 500 gold, or 250 for more.. delayed results. As for the merchant
your options seem numerous, but boil down to a few simple things.
Either compensate the merchant for his caravan fully (1000 gold),
partially (500 gold), or not at all. Or you can buy your farmer's debt
off of him (1000 gold). Lastly, you can have him executed for being such
an ingrate. The real experience-earner is the mercenaries, where you
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have the option to pay 500 gold for adequate forces (the best option)
250 gold, or nothing. You get bonus experience for having the merchant
executed.
***REWARD***
(For hiring adequate mercenaries)
EXP 15000
***REWARD***
(For having the merchant executed and hiring adequate mercenaries)
EXP 15500
<---------------------------------------------------------------------->
3) In time talk to the Major Domo and he'll tell you that Captain
Cernick wishes to see you. He'll tell you that a guard named Lastin has
been caught red-handed stealing from the manor, and Cernick is unsure of
how to deal with him. He's an ineffectual pansy who wants to make you
make all the hard decisions. The Major Domo warns you that people who
oppose your rule are watching, so be a careful judge. Yeah, yeah..
If you ask Cernick about the precedence he'll mention that in the past
one of the servants was stealing tax money-and was executed. Let Lastin
have his say and he'll give you the sob story about his wife getting
sick and him needing medicine to heal her. Medicine he could not ever
afford on his salary. Ah, how many times have I heard this in my
philosophy classes? Stealing is wrong, but stealing to save a life might
be less wrong? Bad Bioware, for throwing elementary philosophical
prime examples at us. If you execute Lastin you'll get no reward, so
it's probably not the right thing to do, right? You can also fire
Lastin, pardon him, or pay for his wife's medicine. Let thy experience
reward be thy guide. Paying for his wife's medicine doesn't get you
anything extra, but it is good for your soul. Eh... but since that
probably doesn't exist, do what you wish.
***REWARD***
(For firing Lastin)
EXP 11500
***REWARD***
(For pardoning Lastin)
EXP 15500
<---------------------------------------------------------------------->
4) After more time passes the Major Domo will inform you that a burly
man who claims to be a priest of Tempus wishes to speak with you. Enter
Bolumir, priest of Tempus, who wishes to set himself up here in the
de'Arnise keep. Keldorn will vouch for him, but Anomen seems to feel
differently, and the Major Domo will recall that he was ejected from his
last parish. Your choices here are relatively simple. If you deny him
rudely you'll get nothing, if you deny him.. less rudely, you'll get an
experience reward, and if you allow him to set up kip here you'll get
the best reward. If you want to go see him later, he'll be up in what
used to be the Golem room. You can buy a few things off of him, potions,
priest scrolls, a Helmet of Charm Protection, and Boots of Grounding, if
you still have a need for some boots.
***REWARD***
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***REWARD***
(For allowing Bolumir to set up a temple)
EXP 15500
<---------------------------------------------------------------------->
5) Now, if you have Nalia in your party a Messenger will come find her
and give her a message. She's not specific, but it has to do with her
father's funeral. Well, we can't in good conscience leave her to her own
devices or delay this most important of matters. After all, we're just
chasing after a friend who's in grave peril, and for all we know Nalia's
father's grave is in peril! Oh yeah, you just read that. Head over to
the Graveyard district and the Messenger will meet you again, and
whisk you away to a tomb, where he says "they are waiting for you
upstairs." Kay. Head up into the tomb (x=1620, y=750). Upstairs you'll
find a collection of nobles, talk to them all, and have Nalia nearby.
Eventually Isaea will start talking to Nalia and as you can expect, it
doesn't end very well. Afterwards Nalia will fume for a bit before
resolving to leave.
Note that this will not happen in the de'Arnise Keep, so go wander
around Athkatla until the Messenger shows up.
<---------------------------------------------------------------------->
6) Shortly thereafter I was met by Isaea Roenal on my way back to the
de'Arnise Keep, who presumes to have Nalia imprisoned for.. well, lack
of judgement, really. He'll use his station as a noble and as a member
of the military to get this to pass. Nalia will be taken away, and we'll
need to recover her-if for no other reason than because of Isaea's
smugness! Afterwards a man named Khellor Ahmson will show up, and
conveniently provide you with a lead. He'll direct you to go to a man
named Barg at the docks. He'll also tell you to check Isaea's personal
records, which are in his home in the Government District, and to bring
anything you find to Corgeig Axehand-Isaea's commander.
<---------------------------------------------------------------------->
7) Of course, now that Nalia has been removed from my party I'll
immediately get bothered by a Messenger telling me that Lord Roenal is
waiting for me at the de'Arnise Keep. Wonderful. When I get there he's
about as nice as you'd expect-he demands I give over the estate or else.
If you refuse to see Lord Roenal, or if you refuse to give up the keep
you're in for a fight with him. Well, while we wait for him to get his
'army' here, let's go get Nalia back.
<---------------------------------------------------------------------->
8) Head down to the Dock District and talk to Barg (x=2380, y=2500).
Ignore his reference to the Canterbury Tales and he'll readily spill
information about Isaea supporting piracy and slavery, and mention a
man named Dirth over at the Sea's Bounty. You know, with how easily it
is to find dirt on Isaea, the rest of the city must be actively looking
the other way.
<---------------------------------------------------------------------->
9) Head down the stairs to the Sea's Bounty (x=2100, y=2150) again,
leaving Jaheira behind so she doesn't come into contact with Baron
Ployer-yet. Talk to Officer Dirth and (x=350, y=620). He's not quite
the same level of moron that Barg was, and will fight you if you throw
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out the name Isaea. Kill him and loot him for Isaea's Slavery Document.
Note that this letter mentions the slavers we killed in the Temple
District earlier.
***ITEMS***
(x=220, y=550) 38 gold
(x=350, y=470) Black Opal
(x=450, y=400) Isaea's Financial Statements
<---------------------------------------------------------------------->
11) Head over to the Council of Six building (x=3200, y=950) and talk
to Corgeig Axehand (x=520, y=730). Show him the evidence you've
collected-the gem smuggling, the piracy, and the slaving. Individually
they are apparently unworthy of investigation, but all together, they
add up to a big problem for Isaea. You'll be told that you'll find out
what the score is in a day. Thankfully the game auto-skips ahead. Isaea
is indignant about the inquiry, but the good guys seem to have won, this
time.
***REWARD***
(For exposing Isaea Roenal)
EXP 7000 (each character)
<---------------------------------------------------------------------->
12) Now it's time to return to the de'Arnise Keep and deal with the
elder Roenal. I'll put this whole family in hell yet! But first.. we
have to deal with a problem with a maid named Chanelle. Two men want to
marry her, and as the new lord of the estate you need to give one of
them your blessing. Have them brought in and Chanelle will tell you
what's up. Jessup, a ranger from the local area has been courting
Chanelle for a while, but Malvolio-a land owner from Roenal lands-has
decided he wants her. Malvolio isn't the one Chanelle loves, but he will
pay you 500 gold for her hand. Jessup, on the other hand is rather
broke, and there's the issue of the dowry that Lord de'Arnise promised
to pay that now, of course, is on you. Here we go again with this
status issue again. The experience rewards say be benevolent, and the
fact that I'm not quite a fan of Roenal folks right now really pushes me
in that direction out of spite. Giving them the dowry on top of it
doesn't net you more experience, but it does make the peasants more
happy. After this act of benevolence, the peasants are overjoyed with me
as their leader. Bring it on, Roenal.
***REWARD***
(Give Chanelle to Malvolio and refuse the gift of 500 gold)
EXP 11500
***REWARD***
(Let Chanelle marry Jessup)
EXP 15500
<---------------------------------------------------------------------->
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13) Next up, a well-dressed couple will ask for an audience with you.
You should know to be wary when they talk and they're identified as
'Moneylender'. They're here to collect a debt of 2000 gold owed to them
by the late de'Arnise. Like the last extortionist, they threaten to call
in debts in the area if you refuse to pay. They profess knowledge of
what happened to the last guy who tried this, and yet they somehow won't
see their own fates mirrored until you order their execution. Once you
do, their facade cracks and they reveal themselves as crooks. An easy
mark, indeed. After they're escorted away, the matter of the very real
debts your people have arises. You can leave them to their fate, pay up
partially (500 gold) or pay up the full debt to protect your people
(1000 gold).
***REWARD***
(For paying off half of the debt your people owe)
EXP 11500
***REWARD***
(For paying off the full debt your people owe)
EXP 15500
<---------------------------------------------------------------------->
14) The next thing the Major Domo has to report is damage done to a road
by a flood. *sigh* This sounds expensive. What's the point of owning a
keep if you have to spend all the money you make on it! Peasants will
show up and whine, threaten, and give sob stories. After it's over, the
Major Domo will tell you it'll cost 5,000 gold to rebuild. If you don't
plan to pay, at least pick the second option to pay a portion. It'll
get you some experience, and then you can just opt out. On the other
hand, if you choose to do a partial rebuild, do NOT then choose to pay
the whole thing. You'll get an additional 8500 experience... but it's
still less than the full 15500 you would have had if you just chose to
fully rebuild from the start. You can rebuild in increments of 1000,
up to 5,000 gold (the full cost of the rebuild.)
***REWARD***
(For partially rebuilding)
EXP 4500
***REWARD***
(For partially rebuilding and giving 2,000 gold)
EXP 2500
***REWARD***
(For partially rebuilding and giving 3,000 gold)
EXP 4500
***REWARD***
(For partially rebuilding and giving 4,000 gold)
EXP 6500
***REWARD***
(For partially rebuilding and giving 5,000 gold)
EXP 8500
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***REWARD***
(For fully rebuilding, at an expense of 5,000 gold)
EXP 15500
Next it's the dikes, which will cost 2,000 gold to rebuild. This one is
more cut and dry, either pay the 2,000 gold, or pay nothing.
<---------------------------------------------------------------------->
15) Finally it's time for the fight with Roenal. Major Domo is panicked,
and apparently we're out numbered and out matched. Follow Captain
Cernick outside-his bright idea is that we kill Roenal quickly so his
army loses spirit and dissolves. Of course he'd suggest something that
didn't involve him doing the work. Head out past the bridge and find
Roenal, who will threaten you before attacking. He's horribly out-
matched, a simple Haste spell and brute force is far too much for him
to handle. He does have a Mage who might cause you a bit of trouble,
but it's just a matter of tearing down his defenses with a True Sight
and Breach. After Roenal dies the battle ends, so you might want to
save him for last in order to get the max experience from his minions.
Once he's dead you'll be whisked back into the keep and praised for
being the awesome fellow that you are. You'll get an experience reward,
and the keep is yours forever more... or until you over-tax it and the
peasants revolt. Head back outside and loot the vanquished. Many of the
troops will have Arrows of Fire, and Roenal's stronger guards will leave
behind Arrows of Fire and Arrows of Ice, as well as Chain Mail +1.
Roenal's Mage will leave behind Bracers of Defense A.C. 8 and a Wand of
Lightning, while Roenal himself drops a suit of Full Plate Mail +1, a
Bastard Sword +1, and 50 gold.
***REWARD***
(For defeating Lord Roenal and holding onto the de'Arnise Keep)
EXP 50000
Anyways, we've secured all the somewhat prominent PCs in the game, and
this leaves us only with Cernd and Mazzy. Since we've already partially
explored Umar Hills, we'll go after Mazzy first. Before any of that,
however, head over to the Bridge District, where we still have some
unfinished business that will tie into the Umar Hills quest.
o======================================================================o
| |
| Skinner Murders |
| |
o======================================================================o
Sequence of Events: {WLK020}
1) The Skinner Murders
2) Mugging at Midnight
3) Rampah's Hide
4) Rose's Odor
5) Bel Dalemark
6) Faraji's Witch
7) Missus Cragmoon
8) Robbing the Robber
9) Silver Horn of Valhalla
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him the 'Exotic Hide' you bought from Rampah and he'll identify it as
elephant hide. Who would have such a thing, you ask? A tanner. He'll
mention one Rejiek. Ask about Guril berries and he'll mention three
things with a similar odor-Guril berries, 'the bark of the oak', and
solik berries. Of the three, the bark is used to make tannin, which is
used for curing skins. Your merchant will give you a sample of each free
of charge and again suggest talking to Rejiek.
<---------------------------------------------------------------------->
6) Return to Rose and get her to smell what the merchant gave you.
She'll identify the smell as tannin. Now we could report the information
to Aegisfield, but let's talk to Faraji (x=1400, y=2800) first. Give him
some coins and ask about the murders and he'll mention that he found the
body of 'old Bilver', and he'll implicate a mean old witch named Missus
Cragmoon.
<---------------------------------------------------------------------->
7) Head over to (x=320, y=2670) and talk to the mean cookie-hoarding
witch. She'll admit to being a witch, but otherwise seems pretty
benevolent. What's the point of all this? Nothing much, but once you're
done talking to her talk to her again and she'll sell you some potions.
Namely Potions of Frost Giant Strength, Potions of Stone Giant Strength,
and Potions of Master Thievery. They're pretty easy to steal, if you
don't want to spend any gold. I was fairly successful with a Pick
Pockets score of only 115%. Note that if you tell Aegisfield that Missus
Cragmoon is a witch she'll promptly disappear. Those Cowled Wizards are
nothing if not quick, eh? Later on you'll be attacked by a group of
Adventurers led by one Strachan Fireblade whom has a note from Missus
Cragmoon on him. They're pushovers and they have no exceptional gear.
<---------------------------------------------------------------------->
8) If it's night time you'll find a cutpurse at (x=660, y=2500) who
actually sells a variety of good stuff. Namely Arrows +2, Bolts +2,
Potions of Master Thievery, and a variety of scrolls, the notable ones
are listed below. Despite being a Thief himself, it's very easy to steal
from him. Wait until night if possible and time it so you can steal from
both Missus Cragmoon and the cutpurse in order to conserve Potions of
Master Thievery.
o===========o
|Mage Spells| Cutpurse
o===========o---------------------------------------------------------->
3rd-Detect Illusion
3rd-Hold Undead
3rd-Protection from Cold
3rd-Spell Thrust
---
4th-Enchanted Weapon
4th-Fireshield (Red)
4th-Minor Sequence
4th-Spider Spawn
4th-Teleport Field
---
5th-Spell Immunity
---
6th-Death Fog
6th-Improved Haste
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Now, for some entirely unrelated exploration. As you may have noticed,
there are some houses in the north half of this district that we might
as well explore (or at least discuss) since we're canvassing the area.
***ENHANCED EDITION***
In the original game, this cutpurse was kinda buggy-he wouldn't get
appropriately angry if he caught you stealing. Now he does.
Note: You can upgrade the Silver Horn of Valhalla by visiting the
'Storekeep' (x=1880, y=2070) in Waukeen's Promenade (AR0700). For the
first upgrade you'll need the Silver Horn of Valhalla (of course) a
Diamond and 2000 gold. Pick dialogue options #2, #2, and #1 and in
return you'll get the Bronze Horn of Valhalla, which summons a
7th-level Berserker instead of the Silver Horn's 5th-level Berserker.
To upgrade it again you'll need the Bronze Horn of Valhalaa, a Beljuril
Gem (very rare) and 5000 gold. This second-and final-upgrade will create
the Iron Horn of Valhalla, which summons a 9th-level Berserker. I played
through this game about a dozen times now, and never knew this item
could be upgraded until I saw the other two horns in Infinity Explorer.
A simple Google search later, and I found myself educated by a poster
named 'Keylow' on www.ironworksforum.com. Credit where credit is due.
***ITEMS***
(AR0527)
(x=500, y=250) 87 gold
(x=430, y=170) Wand of Magic Missiles
(x=600, y=200) Agni Mani Necklace
(AR0528)
(x=200, y=320) Moonbar Gem, Fire Agate Gem
(x=300, y=270) Potion of Insulation, Potion of Hill Giant Strength
(x=400, y=350) 4 gold
(x=500, y=250) Silver Horn of Valhalla
(x=450, y=150) 8 gold
(x=630, y=230) Bolt +2 x2, Onyx Ring
***TRAPS***
(AR0527)
(x=350, y=350)
(x=430, y=170)
(AR0528)
(x=300, y=270)
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(x=500, y=250)
***ITEMS***
(x=630, y=200) Ankheg Shell
(x=570, y=200) Turquoise Gem x2, Andar Gem
(x=400, y=200) Healing Potion x3
(x=250, y=300) 1 gold
***TRAPS***
(x=630, y=200)
Warehouse (AR0530)
o======================================================================o
12) Sick of looting unguarded houses? Me too. So enter the building at
(x=4000, y=1500), within which you'll find a group of hostiles. There's
Pitre, the priest, Dracandros, a Mage, Falahar, a Fighter, and
Valeria... she throws darts, and wears heavy armor... so she's a
Fighter, too, just not a very good one. By now, we all know what we're
going to do. Edwin/protagonist hits them with Chaos, and Jaheira targets
Dracandros with Insect Plague. Then I eliminate Dracandros and Pitre,
before dispatching the fighters at my leisure. Their loot is as follows:
***ITEMS***
(x=350, y=550) Medium Shield, Mace, Two Handed Sword
(x=620, y=200) Star Sapphire, Black Opal, Laeral's Tear Necklace,
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460 gold
(x=570, y=170) Scroll of Spirit Armor, Scroll of Lightning Bolt,
Scroll of Protection from Electricity, Scroll of Breach
(x=220, y=250) 1 gold
***TRAPS***
(x=620, y=200)
(x=570, y=170)
<---------------------------------------------------------------------->
13) As another (yes, another) aside, over at (x=1300, y=2190) you'll
find a lady of the night named Bubbles, who has two lovers by the names
of Carbos and Shank. Surely you must remember your very first victims in
the first game? I'm sure they just have the same names. Anyways, they
argue over their lady, then resolve to fight each other over her.
Eventually one will win, and a disinterested Bubbles will wander off.
<---------------------------------------------------------------------->
14) And since we're here, let's knock off one more quest. Over at
(x=1680, y=3520) you'll find a man named Am-Si, who is dressed in a
very, very red outfit. Question him about his tendency to bury people
alive and eventually he'll run off into the house at (x=1420, y=3600).
Leave most of your party outside the house, then send one character in.
***ITEMS***
(x=300, y=280) Turquoise Gem, 3 gold
(x=550, y=150) 1 gold
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doing this, but that can be cured with a little donation or two.
***REWARD***
(For freeing Lady Elgea)
EXP 16750
***REWARD***
(For freeing Lady Elgea... eventually)
EXP 8500
***ITEMS***
(x=400, y=200) Ransom Note
(x=400, y=340) 157 gold
(x=300, y=420) Short Sword
***REWARD***
(For discovering the identity of the Skinner Murderer)
EXP 23250
***ITEMS***
(x=550, y=150) Andar Gem, 19 gold
(x=660, y=120) Shandon Gem, Potion of Regeneration
***ENHANCED EDITION***
The Thugs in this area aer new to the Enhanced Edition. Why they were
added, I cannot say-they're not even speed bumps.
***ITEMS***
(x=700, y=400) Inspector's Body
(x=200, y=400) Potion of Fire Resistance, Moonbar Gem, Black Opal,
130 gold
(x=400, y=200) Scroll of Protection from Electricity, Tanner's Letter
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***TRAPS***
(x=500, y=650)
(x=500, y=420)
(x=600, y=430)
(x=200, y=400)
(x=400, y=200)
***ITEMS***
(x=500, y=400) Gesen Bow Shaft, Hide Armor
(x=670, y=450) Scroll of Improved Invisibility,
Scroll of Monster Summoning II, Tchazar Gem
(x=700, y=250) 6 gold
***TRAPS***
(x=500, y=400)
(x=670, y=450)
***REWARD***
(For solving the Skinner Murder crimes)
EXP 45000
Reputation +1
Gold 500
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o======================================================================o
| |
| Umar Hills (Part I) |
| (Recruiting Mazzy) |
o======================================================================o
Sequence of Events: {WLK021}
1) His Name Was Darcin Cole
2) The Bla... err... Umar Witch Project
3) Minister Lloyd
4) Daar-Daar-Daar!
5) Jermien's Task
6) Idle Hands in Imnesvale
7) Tales Farmers Tell
8) Things Farmers Hide... In Chickens
9) Making Peace with Madulf
10) Umar Cave
11) Addled Mines in Imnesvale
12) A Golem Gone Awry
13) Marcella's Cabin
14) Anath's Vengeance
15) Wolf Den
16) Anath's Demise
17) Grave Robbing is Bad
18) Mazzy
19) Pala Poisoned
20) A Word with Wallace
21) The Predictable Ending
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you and ask you to call him by the name he used before (as pertaining
to the riddle on the Tanner's Letter.) Select the following option:
And he'll continue to chat with you. He'll say that he'll add the
finishing touches to the human skin (presumably making it into a potent
suit of armor) once you do one simple task. You merely need to retrieve
the blood of a Silver Dragon. Simple, right? Obviously this is an evil
act, but it'll be a while before we have the opportunity to get this
blood, so you need not worry about it at the present. Also, buy some
ale from Min Mining and three Bastard Swords from Elence Fielding. We
MIGHT just need them shortly.
***ITEMS***
(x=750, y=250) Wand of Fear, 24 gold
(x=620, y=420) 448 gold
(x=160, y=550) Umar Witch Project Journal x10, Antidote x2,
Potion of Extra Healing x2
***TRAPS***
(x=750, y=250)
***ITEMS***
(x=910, y=410) 3 gold
(x=170, y=400) 7 gold
(x=250, y=500) 7 gold
<---------------------------------------------------------------------->
4) Head outside and find Daar (x=4300, y=2050), who is in love with a
local girl named Colette. Unfortunately Colette's dad is a powerful
wizard named Jermien, and like all good dads, he doesn't want anybody
messing with his daughter. He's not interested in trying to kill the
guy, so it looks like Daar is at an impasse. Head into the house at
(x=4440, y=2050).
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***REWARD***
(For aiding idle hands in Imnesvale)
EXP 2000
<---------------------------------------------------------------------->
7) To the west you'll find Jeb (x=3770, y=1550), who'll tell you a tale
for 30 gold (although you can argue him down to 20 gold). After paying
he'll tell you that Hendrick's daughter used to be an adventurer, and
that after an encounter with some adventurer's he saw Hendrick trying to
'stuff somethin' down the gullet of one of them chickens he keeps out
back.' South of Jeb you'll find Groos the Herder, Atta, Dale the Herder,
Margie, and Kaatje, all of whom have an opinion about the killings. Of
them, Kaatje actually has the most interesting story-since it's backed
up by an eyewitness account of something wicked at Marella's cabin. The
eyewitness account of a kid, but still...
<---------------------------------------------------------------------->
8) To the west you'll find Erlin Hendrick (x=3220, y=1900) and his wife
Enna Hendrick (x=3150, y=1800). Talk to the former, where you'll have
several options. First, you can just strong-arm the Hendrick into giving
up what he hid in the chicken. Second you can buy the chickens off of
him for 10, 50, or 100 gold, depending on how generous you feel. Either
way you'll score a Beljuril gem, which is worth far more than the gold
you spent on it.
<---------------------------------------------------------------------->
9) Travel past Jeb to the north over a stream until you find Madulf at
(x=3300, y=720). You can talk to him and provoke a fight, but if you
don't explicitly go out of your way to do so, he'll ask you to bring
terms to the villagers. Madulf wants to stay nearby and perhaps protect
the village against Orcs in the mountains, and trade once every moon.
Well, somehow I don't think these guys are the killers, especially since
they're losing members to whatever stalks out in the forests. Return to
Minister Lloyd and tell him about the deal and he'll agree to go and
talk to Madulf. He'll wander around his cabin, vanish, and if you rest
a few days (outside of his cabin) and return he'll be back. Since it's
obviously not the Ogre that's killing people, Minster Lloyd tells you to
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***REWARD***
(For setting up friendly relations between Madulf and Imnesvale)
EXP 27500
Item Shield of the Lost +2 (from Madulf)
***ITEMS***
(x=950, y=1050) Mimic's Blood, Diamond, Bullets +1 x40, Darts +1 x40
(x=900, y=300) Greenstone Ring, Flamedance Ring, Short Sword +1,
War Hammer, Bolts +1 x40, Arrows +1 x40,
Throwing Dagger x40, Throwing Axe x40, 42 gold
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in combat, but the fact that it you can use it to throw on a Mirror
Image means it's worth putting in one of your Fighter's quick-weapon
slots. Before big fights they can use this baby to boost their
defenses, then switch back to a more potent weapon. Minsc, Keldorn,
Dorn, and Korgan are all good choices for this defensive item, although
I tend to favor those poor fools who won't have a shield to protect
them.
***REWARD***
(For giving Jermien the Mimic's Blood)
EXP 19250
Item Ilbratha +1
***REWARD***
(For saving Jermien from his Golem)
EXP 21250
***ITEMS***
(x=150, y=200) Potion of Fire Resistance, Potion of Clarity,
Potion of Genius
(x=550, y=250) Scroll of Power Word Sleep, Scroll of Contingency,
Scroll of Protection from Normal Weapons
(x=500, y=330) Silver Ring, Scroll of Identify
(x=600, y=400) 3 gold
***REWARD***
(For obtaining Marella's Journal)
EXP 22500
***ITEMS***
(x=950, y=370) 1 gold
(x=550, y=600) Marella's Journal
(x=450, y=550) 1 gold
(x=500, y=450) 1 gold, Bolts of Lightning x20
(x=460, y=375) A Note from Mazzy Fentan
(x=500, y=200) 1 gold, Acid Arrows x20
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about the foes you'll be fighting, as well as how to deal with them up
near the temple. As the journal indicated, you'll periodically come
across Shadows, Shade Wolves, and Greater Shade Wolves. By now we can
certainly knock off any mundane explanation for the murders, although
the 'wolves' do seem to be involved, but by now I don't think we can
safely call them 'wolves' anymore. You'll find a cave at (x=600, y=600),
outside of which a werewolf named Anath will proclaim that you won't
steal her vengeance. Okay. Head inside the cave to find out what this
is about.
***ITEMS***
(x=900, y=400) Silver Ring, Gold Necklace, Onyx Ring
(x=345, y=520) Scroll of Shocking Grasp
<---------------------------------------------------------------------->
16) Head to the north-east to find the temple, which is just crawling
with shadows. Anath will be there and will tell you that it's a trap,
and will suggest using a mirror (x=4150, y=300) to beat back the undead.
After telling you this helpful information, she'll continue to be
helpful by dropping dead, which saves us the trouble of having to kill
her. Manipulate the mirror until the area near the crystal lights up.
Every wretched Shadow that moves into the light will be destroyed, and
if you move your party into the light the Shadows will gladly chase you
to their doom... I guess they're not very... bright? Ah-hah. I kill
myself... Now that you've secured the entrance to the temple, rest up
and head down the stairs (x=4500, y=200) when you're ready.
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***ITEMS***
(x=1850, y=950) Amauna's Bones, Arrows x80, Bolts x80, Darts x40,
Throwing Axes x40
<---------------------------------------------------------------------->
18) Through the doorway awaits more Shadows and a Shadow Jailor, who
will proclaim that you will not steal his master's consort. Whatever.
Kill it and loot its body for a 'Shadow Prison Key' with which you
can prove him wrong. Go through the door at (x=1450, y=550) to find
Mazzy (x=1500, y=510). You can gallantly rescue her, or try to leave
her behind (although Keldorn will object to the latter if he's with
you.) It's her goal to defeat the Shade Lord, and if you ask she'll
tell you... well... pretty much everything there is to know about the
situation. Apparently you'll need to pass Amaunator's tests to collect
'Sun Gems' which will open the doors in this temple. This will allow you
to reach the bowels of the temple and reach the corrupted altar of
Amaunator, now more ominously dubbed the 'Shadow Altar'. You also need
three parts parts of a key that opens a door leading the the 'horror'
the Shadow Lord commands-a Shadow Dragon. According to Mazzy, the
Shadow Lord inhabits the body of Meralla and planned to use Mazzy as
his next vessel when the former faltered. In a nutshell you need to
find Sun Gems and parts of a key, sneak past a Shadow Dragon, and
smash a Shadow Altar and kill the Shade Lord. See why we're not doing
this quest now? It's possible that after doing all the quests we've
done that we might indeed be powerful enough to kill the Shadow Dragon,
but it's something I prefer to wait for. Anyways, you can recruit
Mazzy now if you wish, or send her off to her family home in Trademeet
if you don't want her in your party. Either way, we're off to Trademeet
as well. If you carry Mazzy around with you for a while you'll
eventually get a quest involving her, which I'll cover below... you
know, since this part of the Walkthrough is dedicated to recruiting
Mazzy, might as well keep her quest here, too.
***ITEMS***
(x=1360, y=380) Bolts x40, Bullets x80, 1 Gold,
Tombelthan's journal (2nd half)
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***REWARD***
(For chatting with Wallace)
EXP 6750
<---------------------------------------------------------------------->
21) Now it's time to pay a visit to the Temple of Waukeen
(x=850, y=2000), within which you'll find Overgold Renwellyn
(x=550, y=350). Be cordial and he'll agree to disregard Barl's right to
privacy if it helps discover whether he is evil or not. A quick
investigation of Barl's room will turn up some 'suspicious
paraphernalia' including an alchemy set and a symbol of Talona, the
'Mistress of Poison'. Can't really get much more cut and dry than this,
can it? Barl shows up, and his demeanor is laughably confrontational.
In what is surely some of the more lackluster dialogue in this game,
Barl blusters and admits to the misdeed before attacking. He'll summon
some Poison Mists to help him, but they're nothing that can't just be
chopped down. After he dies, Mazzy hopes for a magical cure for her
sister, and lo', we discover a vial on his body, after which we'll be
whisked back to the Fentan Home. The cure, of course, seems to be
working, and Mazzy will leave your party for a while to stay by her
sister's side. Wait a day and return and all will be well. Why would a
Priest of Talona, 'Mistress of Poison' bother carrying around an
antidote? It's his religious obligation to inflict pain and suffering
upon people, and if anybody uses the 'blackmail' excuse, I'll hit them
with a stick. Nobody attempting to murder somebody with poison would
carry an antidote. This whole quest is just short-sighted and silly,
and does nothing for my disdain of Mazzy, or of Halflings in general.
Stupid Halflings!
***REWARD***
(For exposing and killing Barl)
EXP 25000
o======================================================================o
| |
| Trademeet |
| (Recruiting and Securing Cernd) |
o======================================================================o
Sequence of Events: {WLK022}
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1) Assaulted by Animals
2) Genie Monopoly
3) Efreeti Bottle
4) Khan Zahraa's Fugitive
5) Rahee and Salahee and the Family of Rom
6) Tall Tales in the Pleasure Tent
7) Exploding Bhaalspawn, Vyatri's Pub
8) Annoying Neeber
9) Itona's Information
10) The High Merchant's Request
11) Incarcerated Cernd
12) Brotherly Beat-Down
13) Another Day, Another Cult
14) Pauden
15) The Troll Mound
16) Trolls and Shadow Druids
17) Kyland Lind and More Shadow Druids
18) Ogre's Tower
19) Adratha's Cabin
20) Druid-on-Druid
21) Dalok and Even More Shadow Druids
22) Showdown with Faldorn
23) The High Merchant's Reward
24) Khan Zahraa's Reward
25) The Terror of Tiris of Trademeet
26) The Caravan Merchant
27) Treasures of Trademeet
28) The Smithy
29) The Heroes of Trademeet!
30) Family Feud
31) The Tale of Tiris of Trademeet
32) Skin Dancing
33) Picking Sides
34) Trademeet Tomb
35) Delivering the Mantle
36) Cernd's Child
37) Home Sweet Home
38) In Cernd's Absence..
39) Reckoning with Deril
Trademeet (AR2000)
o======================================================================o
1) When you arrive at Trademeet you'll immediately find yourself in the
middle of a battle between wild animals and the townsfolk of Trademeet.
Kill everything that's hostile and after the carnage has ended the
Militia Captain will speak with you, telling you that you should leave.
Offer to help with the animal attacks and you'll be referred to the High
Merchant, Lord Logan Coprith.
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Caravan Merchant (x=400, y=370), who will inform you they have nothing
to sell do to the interference of some genies.
***ITEMS***
(x=300, y=300) 1 Gold
(x=450, y=300) Sunstone Gem
<---------------------------------------------------------------------->
3) Genies, he says? Just north of his tent you'll find one such creature
named Taquee (x=3420, y=2950) from whom you can steal an Efreeti Bottle.
The Efreeti Bottle is a moderately powerful summoning item-certainly
more potent than the Silver Horn of Valhalla and the Black Spider
Figurine. The Efreeti will only last a turn, and isn't tremendously
sturdy or potent in melee, but it can cast a selection of spells,
including Flame Strike, Magic Missile, Agannazar's Scorcher, Melf's Acid
Arrow, Stinking Cloud, Flame Arrow, Ghost Armor, and Lightning Bolt.
o===========o
|Mage Spells| Khan Zahraa
o===========o---------------------------------------------------------->
3rd-Non-Detection
---
4th-Improved Invisibility
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them, play the middle ground, or refuse to get involved. If you tell him
it's not a bad place he'll set off for Athkatla immediately. Pick any
other option and he'll just go for a walk. Oh, and along the way, you'll
find some crates you can loot. Thanks to Lee for that.
***ITEMS***
(x=1470, y=3040) Helmet x7 (lots of variety!), 1 gold
(x=1390, y=3080) Potion of Extra Healing, 3 gold
***REWARD***
(For getting Wilfred the Red to confess)
EXP 1000
Gold 1000
<---------------------------------------------------------------------->
6) After our unexpected and entirely undeserved payday, head into the
western side of Trademeet and talk to the Merchant at (x=1680, y=2820).
He has nothing to sell, but he'll tell you more about the animal
attacks, saying that a druid has been arrested and is being kept in
the High Merchant's manor. He'll also tell you about the genies, and
tell you to talk to Guildmistress Busya about the situation.
***ITEMS***
(x=970, y=2600) Fire Opal Ring
***REWARD***
(For enduring Neeber's moronic questions)
EXP 1000 (each character)
Item Bullets +2 x5
<---------------------------------------------------------------------->
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***ITEMS***
(x=850, y=450) 16 gold
(x=910, y=170) Potion of Extra Healing x2, 1 gold
(x=1010, y=240) 31 gold
(x=1300, y=450) History of Dambrath, History of Luiren,
History of Halruaa, Potion of Invisibility
tell you that he was sent from the north to investigate why this grove
has cut ties with the hierarchy. He suspects a change in leadership as
the cause. Take him with you-or not. If you don't have a Druid in your
party you might just want to. Frankly, however, Jaheira is far and away
a better character, so she'll serve in his stead. We've only got one
more thing to do before we go deal with the Druids, and it's
completely unrelated, but I figure I might as well cover it now,
rather than have you bump into it on your own.
***ITEMS***
(x=350, y=420) 6 gold
<---------------------------------------------------------------------->
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12) Near the fountain that dominates the center of Trademeet you'll
find Rasaad (x=1530, y=1360) being confronted by two fellow Sun Soul
Monks. Rasaad'll warn them off-they don't listen-Rasaad goes all Chuck
Norris on them (minus the crazy Jesus/conservative crap) and the two
scuffed Monks end up talking to you after they dust themselves off and
Rasaad walks away. Long story short, these two Monks seem to think their
brother Rasaad has fallen under the sway of a new cult, one which
attempts to reconcile the antagonistic cults of Shar and Selune. Of
course, this pleases nobody. Telling two rivals their goddesses are
just two sides of the same coin? That's just no damn good. The whole
point of religion is to claim to have the bestest invisible friend,
and exclude everybody who made the wrong choice to be born into a
different race or culture. If you can't pretend to be better than
others due to an unmeritous accident of birth and tell everybody else
they're going to hell, what's the point? Anyways... if you played the
first game, you should know this just doesn't sound right-Rasaad is
too white-bread to do anything as interesting as defect to a new cult.
Listen to the monkies talk-if you have Viconia in your party, she-as
a devotee of Shar-might pick a fight. Otherwise they'll babble at
length about the cult.
<---------------------------------------------------------------------->
13) After talking to the Monks, wander off any 'ol direction and Rasaad
will show up. Talk to him a bit, and sure enough you'll find out that
his faith is unshakable. If anything he's paranoid that he can't trust
his former brothers due to this new cult's sway. More personally, he
thinks this new cult is led by one Collus Darathon-almost sounds like
some Game of Thrones name. Anyways, Rasaad thinks this Collus Darathon
is, in fact, Alorgoth, the man who caused the death of Rasaad's brother.
Gotta give it to this Alorgoth, he sure picks names that are awfully
villian-y. After some chatter you can offer to have Rasaad join you,
but I'd rather finish Trademeet (and the Druid Grove quests, if
applicable) before dealing with Rasaad. Leave him behind for now-he'll
simply stand around where you left him. You might want to record his
location, which varies depending upon where you went after talking to
Rasaad's beaten buddies... you know, just so you can find him again
after you're done in Trademeet. His questline will be continued in
[WLK048]. Speaking of that, exit Trademeet off any map edge and travel
to the Druid Grove.
If you provoke Pauden some Druids (led by Dalok) will overhear and
attack. These Druids will normally be encountered later in the level.
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and Trolls as you go. Near the Troll Mound I encountered a new sort of
Troll-the Spirit Troll (if you were higher level during the de'Arnise
Keep, you'd have fought them there.) Spirit Trolls require magical
weapons to hit (like Spectral Trolls) and begin battle with an Improved
Invisibility effect on them. They also drain Strength every time they
hit-like a Shadow. The effect is temporary, but annoying. Anyways,
spell-buff and enter the Troll Mound (x=900, y=2500), where you'll find
Trolls, of course. Kill all the Trolls and loot one pile of skulls for
some gold and the Spear of the Unicorn +2, and another for the Dale's
Protector and more gold. I don't have much use for the Spear of the
Unicorn +2, but characters who contribute primarily with ranged attacks
(like Minsc, Imoen, Nalia, Yoshimo, etc.) will be well-served by these.
***ITEMS***
(x=930, y=700) Spear of the Unicorn +2, 46 gold
(x=600, y=880) The Dale's Protector, Scroll of Identify, 420 gold
<---------------------------------------------------------------------->
16) Leave the skull that is the Troll-Mound and head north, then east.
You'll happen across a group of adventurers fighting Trolls. You can sit
back and watch, or help the adventurers. After the Trolls are down,
they'll turn on you, being in league with Faldorn as they are and all.
The Fighters have some Arrows +1 and Arrows of Fire, and the Druid has
Leather Armor +1, but it's nothing to get worked up over.
***ITEMS***
(x=380, y=200) Silver Ring, Belm +2
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off? Spell-buff and enter the cottage (x=4400, y=900), inside of which
you'll find 'Adratha' (x=480, y=530), who is, in reality, our wayward
Rakshasa. Talk to Adratha/Ihtafeer and she'll 'smell' the Djinni on you,
which naturally provokes her into attacking. She'll be joined by Saadat
and Jalaal. Just focus on Ihtafeer. She can take a lot of punishment,
but she can't really deal retaliate against my spell-buffed party.
Jalaal and Saadat will amuse themselves with petty magics, and when
Ihtafeer dies... well, their experience rewards really does measure
their relative level of threat. Saadat will drop a Cleric's Staff +3 and
a Long sword, Jalaal will leave behind a Long Sword, and Ihtafeer drops
a Periapt of Proof Against Poison, a Long Sword, and Ihtafeer's Head.
You'll need the latter to prove you've done the Djinni's dirty work.
***ITEMS***
(x=620, y=200) Jade Ring, Arrows of Fire x40, Acid Arrows x40,
Bolts of Biting x40, Bolts of Lightning x40
<---------------------------------------------------------------------->
20) Head north over another bridge, which terminates in a bunch of
mushrooms. Nobody should be surprised that several Spore Colonies lie
nearby, ready to spawn Myconids. Continue to the west where you'll
find Cernd waiting (x=2420, y=600), provided that you didn't bring him
with you. Talk to him and tell him you discovered that a Shadow Druid
named Faldorn now runs things here. He'll tell you that only a Druid
can face Faldorn, as it's unlikely she'll leave the grove, within which
she is nearly invulnerable. She is honor-bound, however, to accept the
challenge of another legitimate Druid. You can either take Cernd or
Jaheira with you for the purpose. Note that this will be an unarmed
fight, one which Cernd is actually probably more capable of handling
than Jaheira (what with his werewolf shapeshift and all.) Still,
Jaheira is more than capable. Make sure you have some Druid or another
in your party and continue to the west.
<---------------------------------------------------------------------->
21) You'll come across another group of Druids led by Dalok
(x=1100, y=670). This is your last obstacle before encountering
Faldorn. A few spells will soften them up, but I required no special
strategies to defeat them. Dalok will drop The Burning Earth +1 (another
old friend from Baldur's Gate 1), 3 gold, and the Gnasher +2, which is
an interesting weapon Jaheira could use, but I'd just as well keep
Belm +2... besides, if you're into enchanted Clubs there's a superior
one we'll be able to get shortly in Trademeet. Why a Druid was carrying
around a sword he can't use is beyond me. Before I enter the Druid Grove
(x=850, y=250) I have Jaheira prepare an Iron Skins, and a Conjure Fire
Elemental.
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serve as the head of this grove until the time comes when a new Great
Druid can be chosen. If you're a Druid yourself, command of the grove
will be offered to you. If you accept (and why wouldn't you?) Master
Verthan will tell you to rest in the grove when you're ready to 'accept
the joyous burden the Spirit offers'. Either way you'll get the Staff
of Thunder and Lightning +2, and Master Verthan'll tell you to pick up
whatever crap you dropped before the fight with Faldorn. We'll get to
the Druid Grove quests in a bit, but first it's time to wrap things up
in Trademeet.
If you accepted the poison earlier, you need to activate the 'holy font'
at (x=1100, y=300). This will provoke Cernd, Jaheira and Keldorn to
leave your party and attack, as well as all the Druids in the grove. I
can only imagine what Aerie, Mazzy, and Minsc will do in response to
this, but the point remains-don't do this with good party members
present! If you wanted to see what could unite Druids and Shadow
Druids... well, this is it.
***REWARD***
(For eliminating the Shadow Druid menace)
EXP 18000 (each character)
Gold 2000
If, on the other hand, you poisoned the grove you'll lose a point of
reputation. Babies. To get any reward you need to travel to Vyatri's
Pub and talk to Lord Khellon Menold, who waits outside (x=2080, y=2320).
Your reward from this greedy halfling is significantly less than it
would have been from the High Merchant.
***REWARD***
(For poisoning the Druid Grove)
Gold 1000
Item Shield of Harmony +2
<---------------------------------------------------------------------->
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24) Head over to the Djinni tent and talk to Khan Zahraa. In return for
Ihtafeer's head he'll give you a Scimitar +2" 'Rashad's Talon', as well
as an experience reward. Didn't we find this thing on top of Durlag's
Tower? How'd it get all the way down here, and in the hands of a Djinni,
no less? If you haven't stolen the Efreeti Bottle from Taquee outside,
it's too late to do so after returning the head to Khan Zahraa. Also be
sure to have purchased everything you want from the Khan before you
complete this quest.
***REWARD***
(For delivering Ihtafeer's head to Khan Zahraa)
EXP 10000
Item Rashad's Talon +2
<---------------------------------------------------------------------->
25) Upon leaving the tent you'll be bothered by a lady named Jenia, who
will tell you that her son Tiris is too frightened to leave their home.
This certainly doesn't seem like something worth bothering adventurers
of our caliber over, but we might as well go check it out.
<---------------------------------------------------------------------->
26) Before we return to Mistress Busya, I'll discuss the shops in
Trademeet that have now reopened. First we have access to the Caravan
Merchant in the tent south of the Djinni Tent (AR2015). He sells gear
that is identical to the stuff the Cutpurse in the Bridge District of
Athkatla sold-namely a Staff Spear, Potions of Master Thievery, and
some useful spell scrolls. All of this can be had at a five-finger
discount, of course.
Blackblood +3
-------------
A possible upgrade for Jaheira, it's enchantment bonus makes it
considerable, and the +3 acid damage is a bonus. In most fights, I
prefer Belm +2, but it's worth carrying around.
Dwarven Thrower +3
------------------
This would be a good weapon for Anomen-if he were a dwarf. As it stands,
it's a consideration for Korgan, although he already has Hangard's
Axe +2. As Korgan becomes more proficient with Hammers, however, you'll
appreciate having a +3 ranged weapon. Especially against giants.
Tansheron's Bow +3
------------------
One of the better weapons this merchant sells, it's a +3 Short Bow
that doesn't require ammo. It'll serve you well as you chase after
Irenicus, and really it's the best Short Bow you're going to find
until you create the Gesen Bow.
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Ras +2
------
A +2 Long Sword isn't very special by now, but the cool thing about
Ras is that it can fight on its own for four rounds. Treat it as a
summoned monster rather than a melee weapon and stick it on Dorn or
Keldorn.
Cloak of Displacement
---------------------
You should remember this from the first game, it gives a +4 Armor
Class bonus against missile weapons, and a +2 bonus to saves versus
death, breath, and wands. I used to put this item on my Clerics
(either Viconia or Anomen) but recently I've decided that the Armor
Class bonus versus missile weapons and the saves (especially the
Save vs. Death) will go better on a Mage. Now Edwin/Imoen end up with
this item.
Stealing all the loot from him was a breeze with a Pick Pockets of
175%. It's a small investment in potions for literally tens of
thousands of gold worth of loot. Steal from him liberally, and you'll
put yourself ahead for the next few chapters.
o============o
|Mage Scrolls| Blacksmith
o============o--------------------------------------------------------->
3rd-Detect Illusion
3rd-Hold Undead
3rd-Protection From Cold
3rd-Spell Thurst
---
4th-Enchanted Weapon
4th-Fireshield (Red)
---
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5th-Breach
5th-Conjure Lesser Fire Elemental
5th-Lower Resistance
5th-Protection From Normal Weapons
5th-Oracle
---
6th-Mislead
6th-Pierce Magic
6th-Protection From Magic Energy
6th-True Sight
***ITEMS***
(x=500, y=400) 1 gold
(x=600, y=150) Scroll of Protection from Cold
(x=800, y=280) Tchazar Gem, Black Opal
<---------------------------------------------------------------------->
29) Return to Guildmistress Busya for another well-deserved reward,
mostly in the shape of loot. The Shield of Harmony +2 can replace any
Large Shield +2 you may yet be carrying, it's resistances are nice, but
it's bonus to Armor Class is only moderate, and soon to be eclipsed.
The gold reward is nice, too, being half the money you needed to raise
in order to find Imoen. Return to the High Merchant and he'll declare
you the Heroes of Trademeet! The reward is... less practical, but still,
how many other people have statues of themselves hanging out by a
fountain? Not you, that's for sure.
***REWARD***
(For peacefully convincing the Djinni to leave)
Gold 7500
Item Shield of Harmony +2
Item Rogue Stone
Item Diamond
Item Jade Ring
Item Pearl
<---------------------------------------------------------------------->
30) The High Merchant will give a little speech and you'll get the
real reward for saving Trademeet. Of course, an adventurer's work is
never done. Before the ceremony ends you'll be bothered by Lady Lilith
Lurraxol and Lord Skarmaen Alibakkar, two nobles who claim to be
descendents of the founders of Trademeet. They're diametrically opposed,
it seems, and they both want you to meet them at their mansions. You'll
now get a suitable reward for becoming the Heroes of Trademeet. Before
we involve ourselves in this new quest, let's go check on Tiris, first.
***REWARD***
(For becoming the Heroes of Trademeet)
EXP 25250 (each character)
Gold 10750
Reputation +1
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skinless man while out with his love Raissa, whom he bravely left
behind when he fled. He'll ask you to try and rescue Raissa, and will
mention the name of the skinless man's accomplice-one Rejiek. It
appears our skinner made his way here from Athkatla. See the connection
between the Bridge District and Trademeet? There's reason to my
madness, sometimes.
***ITEMS***
(x=330, y=170) Dagger, 2 gold
(x=170, y=150) Fire Agate Gem, Silver Ring, Short Sword, Leather Armor
(x=580, y=120) Dagger, Sling, History of Amn, 7 gold
<---------------------------------------------------------------------->
32) Head over to the south-western gate, where this ambush apparently
occurred. You'll meet a man outside the gate named Darsidian Moor, who
claims to be hunting a Skin Dancer. He believes the Skin Dancer lairs
north of the eastern gate. Head over to where the large mosaic of
Waukeen is to find Darsidian Moor, who claims to have rescued Raissa
and to have knocked the Skin Dancer's accomplice unconscious. They'll
both beg you to kill the unconscious Rejiek Hidesman. This sure seems
fishy, eh? Talk to Rejiek to discover that this is actually Raissa, and
the other two are your villains. Rejiek grows impatient and decides to
attack. Take them down, they're not very strong, and talk to Raissa.
Raissa will rise and occupy her own skin again. That's right, you read
that. Poor Raissa has been cursed to become a Skin Dancer herself, that
is, unless she gets a Restoration spell cast on her. You can either
cast it yourself or use a scroll to cast it. The latter can be
purchased from the Temple of Waukeen, or purchased/stolen from the
Caravan Merchant (AR2015). At this point in the game I prefer to steal
a Scroll of Restoration and cast it on her. It's much more rewarding
than killing her. Return back to Tiris' house and talk to his parents
to complete the quest.
***REWARD***
(For saving Raissa from her affliction)
EXP 30000
Reputation +1
***ITEMS*** (AR2011)
(x=400, y=360) Pearl Necklace, 35 gold
(x=850, y=450) 20 gold
(x=920, y=370) Bullets +1 x2
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If you're not up for any of these quests... well, it's time to end
Chapter 2. Skip to [WLK024] if you want to side with Bodhi or [WLK025]
if you're siding with Gaelan Bayle and the Shadow Thieves in Chapter 3.
***REWARD***
(For giving the Mantle of Waukeen to the Alibakkars/the Lurraxols)
Gold 1000
***REWARD***
(For giving the Mantle of Waukeen to the High Merchant)
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EXP 8000
Gold 250
Reputation +1
<---------------------------------------------------------------------->
36) You'll find Cernd wherever you left him, or hanging out near the
Druid Grove (AR1900) (x=2440, y=600). Accept him back into your party
and head back to Waukeen's Promenade, where you'll be bothered by a man
named Igarol. Apparently he was Cernd's neighbor before Cernd left to
become a Druid. What, you think people are born Druids? Of course not!
Becoming a Druid typically involves some family or social strife (like
Jaheira) or a few blows to the head (like Cernd). Igarol is decidedly
unfriendly, and accuses Cernd of abandoning his responsibilities-namely
his pregnant wife. Cernd decides he has to go speak to his wife-Galia-
and see what Igarol is hinting at.
***ITEMS***
(x=250, y=300) History of the Western Heartlands
(x=450, y=200) Composite Long Bow, Arrows x40
(x=570, y=200) Fire Agate Gem
(x=620, y=220) Dagger, 19 gold
(x=650, y=200) History of Amn, 1 gold
***ITEMS***
(x=600, y=200) Bluestone Necklace
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and wonder who is foolish enough to interrupt his party. After Deril and
Cernd are done talking you'll get some options. Pick options #1 or #4
and you can end up fighting Deril, who is a powerful Mage... although
probably not powerful enough to survive a Breach and a good rush. Pick
option #2 and Deril will hand over Cernd's son. Pick option #3 and
Cernd will fight Deril on his own-and lose. Told you Cernd sucks. Both
Deril and his Lich-friend Lagole Gon will give you 26000 experience,
although left to his own devices Lagole Gon will just ignore you and
hand over the baby after Deril is slain. Still, if you're feeling
frisky you can attempt to take on the Lich, but at this point in the
game I wouldn't recommend it. When Deril dies he'll drop a Jade Ring,
a Quarterstaff, and 30 gold. Lagole Gon drops nothing. Hardly inspiring
loot. After you have Cernd's child he'll depart for the Druid Grove, and
you'll get some quest experience-although Cernd gets the lionshare.
Return to the Druid Grove and Cernd will rejoin your party, if you wish
to have him.
***REWARD***
(For reclaiming Cernd's child)
EXP 50000 (Cernd)
EXP 20000
o======================================================================o
| |
| Druid Grove Quests |
| |
o======================================================================o
Sequence of Events: {WLK023}
1) The Root of the Problem
2) Neutralizing Nilthiri
3) The Founder's Progeny
4) Driving Out Chaos
5) Great Druid
***REWARD***
(For putting down Nilthiri)
EXP 18500 (each character)
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<---------------------------------------------------------------------->
3) Return to the Druid Grove and rest for a while. After, oh, let's say
a week or so, the Spirit of the Grove will show up to give you your
second quest. It'll punish you for taking on these quests by telling you
a long story about Marek-the founder of the grove. Long story short,
one of Marek's ancestors-and inheritors of his 'spirit'-is in Trademeet,
and it's only a matter of time before the vague forces of chaos pounce
and kill this kid.
<---------------------------------------------------------------------->
4) As your journal states, you should travel to Trademeet and search
around outside of town. You'll find him standing out in the open at
(x=2950, y=3330). Talk to the boy and convince him to cast out the
spirits that haunt him so you may do battle with them. After some
prompting, he'll do so, and you'll get to fight 'Chaos'. It can cast a
few Druid spells, but it wasn't strong enough to overcome my Hasted
party. After it dies the Spirit of the Grove will talk to you again,
thanking you for driving out Chaos and promising not to bother you again
until you're ready to challenge for ascension within the Grove (when
you're a 14th level Druid.) Since this requires 1,500,000 experience,
it's not something I'm really even remotely prepared to pursue just
yet.
***REWARD***
(For driving Chaos out of Loren)
EXP 20500 (each character)
Item Golden Lion Figurine
<---------------------------------------------------------------------->
5) After quite a while I return with more than enough experience to
challenge for the position of Great Druid. For the sake of continuity
it's included here, but most likely this won't occur until Chapter 6.
Talk to Master Verthan and announce you're challenging for the title of
Great Druid, after which you'll be teleported into the combat pit where
you killed Faldorn. Here you'll get to do battle with a Druid who'll
start out with Barkskin, Ironskin, and other defenses before summoning
some animals and casting offensive spells (including Insect Plague, one
of the few times in the game where we may be subject to our own trump
card). After he falls you'll be proclaimed Great Druid, and you'll get a
hefty gold reward, as well as some experience, a Cleric's Staff +3, and
The Guard's Ring +2.
***REWARD***
(For gaining the title of Great Druid)
EXP 20000
Item Cleric's Staff +3
Item Ring of Protection +2
Gold 10000
o======================================================================o
| Chapter 3 |
o======================================================================o
| |
| Siding with Bodhi |
| |
o======================================================================o
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***REWARD***
(For siding with Bodhi)
EXP 36750 (each character)
<---------------------------------------------------------------------->
2) Head to the Docks District and go find Mook at (x=1700, y=3630).
She'll call for the help of someone named Arkanis, who will show up to
try and backstab you. It's not a very challenging fight, due to their
lack of spell power and all. Some of the Shadow Thieves will throw
Poisoned Throwing Daggers at you, but they also carry Antidotes to make
up for it. Kill Mook and loot her body to obtain the 'Smuggled
Shipment'. Arkanis Gath will leave behind a Short Sword +2, and the
Rifthome Axe +3, which is a clear upgrade over Hangard's Axe +2. Why
would such an insignificant Thief have such a weapon? Who knows.
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***REWARD***
(For returning the Shadow Thief package to Bodhi)
EXP 28500 (each character)
***REWARD***
(For murdering Senior Armagaran Vulova)
EXP 28500 (each character)
<---------------------------------------------------------------------->
5) The heroic task requires you to go save a Thief by the name of
Palern Flynn. Apparently he betrayed the Shadow Thieves and Bodhi wants
him rescued before he comes to harm. Head over to the Docks District and
go to the Shadow Thief Guildhall (x=1000, y=2000), killing whatever
Shadow Thieves you find along the way. Inside you'll be attacked by a
mob of Shadow Thieves, but it's a straight out melee at first. There is
a Shadow Thief Mage lurking around, but they were fairly ineffective at
causing me harm. The Shadow Thief Mage will drop a Mage Robe of Fire
Resistance and some Darts +1, while the rest of the goons will leave
behind fairly mundane gear. Over at (x=550, y=250) you'll find Palern
Flynn. Talk to him and free him and head back to Bodhi.
<---------------------------------------------------------------------->
6) No matter what quest you do, when you return to Bodhi she'll dismiss
it. It was more a test of your capabilities and disposition than any
sort of task that really needed doing, apparently. You'll get some quest
experience and your next task: this time she wants you to kill the
Shadow Master, Aran Linvail. Of course, it's not as easy as just walking
in and killing him, you'll need to get a key to reach the basement of
the guildhall. She suggests paying your old associate Gaelan a visit.
Also there's a missing associate of hers named Tizzak who might know how
to access Aran's sanctum.
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***REWARD***
(For rescuing Palern Flynn)
EXP 28500 (each character)
<---------------------------------------------------------------------->
7) So let's pay Gaelan Bayle a visit. Return to the Slums District and
enter his house (x=3150, y=1200). He's understandably not happy to see
you, and actually seems genuinely upset by your betrayal. Kill him and
loot his body for some goodies, including a suit of Leather Armor +3,
a Cloak of Protection +1, Bolts of Biting x10, Bolts +1 x10, Bolts x20,
two Potions of Extra Healing, the Shadow Thief Cellar Key, a Short
Sword +2, a Light Crossbow +2, and 142 gold. You might as well go up
stairs and kill Arledrian, who'll drop Arrows +1 x10, a Potion of Extra
Healing, and a Short Sword +1, and 7 gold, along with other mundane
loot.
<---------------------------------------------------------------------->
8) Return to the Dock District and enter the Shadow Thief guild, this
time to reach the ground floor. Kill whatever Shadow Thieves you find
and go to the north-east, where you'll find a secret door at
(x=1400, y=350) which leads to the Shadow Thief Basement.
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he doesn't really have good enough support to make the most of it. Loot
Dedral for a suit of Full Plate Mail, a Ring of Lock Picks, and a Scroll
of Summon Djinni. His subordinates only carried mundane gear.
***TRAPS***
(x=2300, y=1250)
(x=2200, y=1420)
<---------------------------------------------------------------------->
12) Now you have two ways to go, through a door to the south-east, or
up some stairs to the north-east. Up to the north you'll find a pair of
traps in a hallway before a room clearly designed to test, ah,
Dexterity. Run over the first two rotating spike columns and stop on the
landing beyond long enough to disarm a trap. Continue onto the third
column and press the button (x=3550, y=300) to open one of the magic
doors. Well, that wasn't so bad. Head back to the mock city room and go
south-east.
***TRAPS***
(x=2700, y=920)
(x=2900, y=820)
(x=3300, y=500)
***REWARD***
(For opening one of the magic doors to Aran Linvail's sanctum)
EXP 17500
<---------------------------------------------------------------------->
13) Go down a long hallway, disarming a Lightning Bolt trap as you go.
Go through a circular room and through a doorway to the north-east into
another hallway where you'll find a Fireball trap waiting for you.
Disarm it and continue down another hallway to the west. You'll run into
another Priest of Mask and some Shadow Thieves. Kill them and continue
on to Haz (x=3820, y=1170), who isn't nearly as threatening as he thinks
he is. Kill him and take his Key to Aran's Lair.
***TRAPS***
(x=2600, y=1750)
(x=3750, y=1700)
<---------------------------------------------------------------------->
14) Now head back to the room in which we entered and go through a
secret door at (x=1600, y=1800). Follow the tunnel to the south-east,
killing the stupid Orcs you find waiting for you. Really, Orcs?
Disable the Flame Strike trap in the tunnel and continue on until you
run afoul of some Shadows and an Air Elemental. You'll eventually come
to a circular room with a bridge spanning it. Spell buff and open the
final door between you and Aran Linvail at (x=4400, y=1950).
***TRAPS***
(x=2350, y=2250)
<---------------------------------------------------------------------->
15) Aran Linvail and his squad aren't slouches. Many of them are spell
casters and you're forced to go through a bottleneck (doorway) to
reach them. Send in your strongest Fighters only, and have Mages and
Clerics cast spells like True Sight to cancel out the illusions they'll
bring up, and Chaos to hopefully take a few out of the fight. Jaheira
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hitting them with an Insect Plague is, like in all big fights, pretty
important. You can also expect them to summon a Nabassu, so be ready
for it. If you're lucky with your debuffs, you should make it out
intact, but spell battles are touchy. Once they're dead, loot them.
Most of them carry crap, but Aran Linvail will leave behind a suit of
Elven Chain Mail +1, an Amulet of Power Bolts of Biting x10,
Bolts +1 x20, Bolts x20, a Potion of Invisibility, three Potions of
Extra Healing, a Wand of Fear, the Guard's Ring +2 (aka: Ring of
Protection +2), a Short Sword +2, a Light Crossbow +2 and 142 gold.
The Elven Chain is pretty cool, especially for a Thief or Mage multi-
or-dual classed character, but it's not better than the Bracers of
Defense A.C. 3 we bought earlier, and certainly not with Aran's Ring of
Protection +2 equipped. The Amulet of Power is a really great item for
my protagonists, as it offers Magic Resistance (every little bit helps),
Vocalize (essentially immunity to Silence), it decreases the casting
speed by one, and it makes the wearer immune to level drain. The last
perk will come in handy when Vampires become a problem. It'll allow my
protagonist to buff up and meet them in combat without having to worry
about losing levels. Good stuff all around.
***ITEMS***
(x=4500, y=1920) Katana +2, Ring of Djinni Summoning
(x=4750, y=1850) Silver Necklace, 29 gold
<---------------------------------------------------------------------->
16) Return to Bodhi. You'll get a pretty hefty quest reward, and Bodhi
will say that the destruction of the Shadow Thieves was more of a test
for you than a political goal for herself. Bodhi will now talk of
Irenicus, saying that he is her brother, and that Irenicus wasn't trying
to torture you and Imoen, he was trying to unlock your potential as a
child of Bhaal. She wants you to recover Irenicus so that he may be of
use to her, and will tell you that he's being held in the 'Residence for
the Magically Deviant'-aka Spellhold. You need merely sail over there
and infiltrate an asylum operated by the Cowled Wizards. Tell Bodhi
you're ready to leave, and again, keep in mind that you won't be
coming back any time soon. You'll get to watch another cutscene about
Irenicus and Imoen before you appear at the docks with Bodhi. She'll
tell you to behave with the crew before you're introduced to Saemon
Havarian, the captain of the ship you're taking. Endure some banter and
you're off to Spellhold.
***REWARD***
(For receiving Bodhi's assistance)
EXP 50000 (each character)
Brynnlaw (AR1600)
o======================================================================o
17) By siding with Bodhi you'll endure a quiet voyage. Once on shore
Bodhi will tell Saemon to give you a tour around town. This he does
insomuch as he leads you to the Vulgar Monkey tavern, where he'll
refer you to somebody named Sanik.
o======================================================================o
| Chapter 3 |
o======================================================================o
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| |
| Siding with Gaelan Bayle |
| |
o======================================================================o
Sequence of Events: {WLK025}
1) The Lesser of Two Evils
2) A Den of Thieves
3) Interred Achon
4) The Torture Tutor
5) The Coat Room
6) Thieves' Playground
7) Target Shooting
8) Don't Push the Red Button!
9) Hide-and-go-Tag
10) Ring of Lockpicking
11) Aran's First Mission
12) Meeting Mook
13) Aran's Second Mission
14) Where Evil Dwells...
15) Aran's Last Mission
16) Into the Vampires' Lair
17) Lassal's First Challenge
18) Taking Down Tanova
19) Staking Some Vampires
20) Blood-Pool Presents
21) Lassal's Ambush
22) Lassal's Second Challenge
***REWARD***
(For siding with Gaelan Bayle)
EXP 45000 (each character)
Item Shadow Thief Cellar Key
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***ITEMS***
(x=1100, y=1850) 1 gold
(x=1300, y=1900) 1 gold
<---------------------------------------------------------------------->
3) Go through a door at (x=1350, y=2200) to find the dungeon-any good
guild has a dungeon, after all, one of the ironies of working for an
organization of criminals is that if you break the law, you can end up
behind bars. If you cross the law-breakers, you can end up behind bars.
Damned if you do, damned if you don't. Inside are several prisoners, and
Achon (x=1130, y=2550). The prisoners complain about time, but Achon is
more talkative-which is not, to say, more interesting.
<---------------------------------------------------------------------->
4) From the main room where we entered the level, head down a tunnel to
the south-east to find the torture chamber, another fixture of both
benign legal organizations and illegitimate criminal organizations
alike. Here you'll find a prisoner undergoing treatment here, and a
Dwarf named Booter trying to show a young apprentice the ropes.
Unfortunately for teachers everywhere, 'Apprentice Torturer Douglas'
just doesn't have the disposition for a little learning, and runs off.
You can talk to both of them, but if you speak to Douglas, he'll have
another bout of squeamishness and disappear.
***ITEMS***
(x=2300, y=2600) Dagger
<---------------------------------------------------------------------->
5) Go through a door to the north-west at (x=1100, y=1600), head up a
tunnel, and when you reach a perpendicular tunnel, head south-west to
find another nefarious room. A coat room. But, being in a Thieves'
Guild, it's doubtlessly nefarious. Or at least the coats are. Here you
can find Missy (x=200, y=1570), who is clearly stressed by her job...
Her job of handling the coats. You try and keep track of dozens of coats
in a Thieves' guild-a room full of pockets in a sanctuary to
pick-pockets. These coats are more at-risk than a troop of Tiger Scouts
spending a day in the Vatican!
***ITEMS***
(x=500, y=1650) 90 gold
<---------------------------------------------------------------------->
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***ITEMS***
(x=1870, y=1270) 9 gold
(x=1280, y-1350) 1 gold
(x=2100, y=1250) 1 gold
<---------------------------------------------------------------------->
8) Head up some stairs to the north-east until you find another
Thieves' playground-this time consisting of spiked rollers, platforms,
and bridges. These rollers can harm you if you stand on them too long,
and if you make your way across you'll get to see a trainee victoriously
complete the course-and suffer for his indiscretion. Don't follow his
example, and leave the overly-obvious red button at (x=3550, y=300)
alone.
<---------------------------------------------------------------------->
9) Return to the fake city-scape and head through a doorway and down a
tunnel to the south-east. Open a door at (x=3250, y=2150) and you'll
get to see more trainees playing-this time it's a time-honored tradition
of hide-and-go-tag. Follow them through the doorway to the north and
continue until you find a room... er... also to the north.
<---------------------------------------------------------------------->
10) Now for a useful encounter, there's a Shadow Thief at
(x=3770, y=1230). Talk to him and he'll suggest overthrowing Aran
Linvail, only to be overheard and promptly attacked by another Shadow
Thief. Kill the traitor, or let the other Shadow Thief do it. Either
way, loot the traitor's corpse for a Ring of Lock Picks.
***ITEMS***
(x=500, y=1650) 90 gold
<---------------------------------------------------------------------->
11) To get to Aran Linvail, return to the first room (where we entered)
and go through the secret door (x=1600, y=1800). Head south-east, then
continue to the north-east until you find Aran (x=4600, y=2050). He'll
talk to you and offer you some magical trinkets in exchange for your
gold-and will try and placate you by saying that only a few 'minor
points' need to be addressed before you'll get what you paid for. As
if it wasn't enough that you had to pay them huge sums of gold, but you
now have to work for them. Ah well. Aran will tell you that strange
things are afoot in the Docks District; missing shipments and missing
employees. Since you've already burnt bridges with Bodhi, Aran guesses
that you won't waste your investment with the Shadow Thieves by
betraying him, so you naturally make a trustworthy source of muscle. He
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wants you to go down to the docks and meet with somebody named Mook.
He'll also make good on his promise to give you some loot before you go;
The Guard's Ring +2 and the Amulet of Power. Frankly, these items
are almost worth the money we paid the Shadow Thieves, especially with a
Fighter/Mage protagonist. I equip the Amulet of Power on my main
character, as it's about to prove to be useful. If that's not quite
enough, however, you can steal a Light Crossbow +2, Bolts +1 x20, four
Wooden Stakes, Bolts of Lightning x10, and Bolts x10 from Aran (although
it took me an absurdly high Pick Pockets score to do so).
***ITEMS***
(x=4350, y=2000) History of the Fateful Coin, 2 Gold
(x=4350, y=2000) Greenstone Ring, 1 Gold
<---------------------------------------------------------------------->
12) Wait until night and head down to the seaside docks to find Mook
(x=1700, y=3630). She'll mention that she's seen a man casing the area.
With you here as backup, however, she'll be able to do a more thorough
investigation. Some time will pass and a Vampire will show up. Mook will
go confront him and after they exchange words Mook will be killed,
leaving you to fight this 'Lassal' by yourself. I send my main character
forward, who is protected by his new Amulet of Power. He'll take some
damage, but he won't get level-drained, which is the real problem
Vampires pose. If you get charmed just dispel it... or cast Chaotic
Commands at the start of the fight. Of course, you should feel
encouraged to have the rest of your party contribute with ranged
weapons whenever fighting creatures like Vampires and Illithids-both of
which are best handled by our protected protagonists. Once Lassal is
beaten he'll flee, and it's time to report to Aran. You can loot Mook's
body for a suit of Studded Leather Armor, a Short Sword, and 12 Gold.
<---------------------------------------------------------------------->
13) Once Aran is informed you'll get an experience reward. Aran will
then promptly send you on another quest. This time you need to find two
Shadow Thieves named Jaylos and Caehan who are planning to defect. You
need to head over to the Five Flagons and pretend to be a new recruit
of the enemy guild and hopefully find out where the enemy guild is
located.
***REWARD***
(For reporting to Aran Linvail about the events at the docks)
EXP 28500 (each character)
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pal Lassal-to find out that the rival guild is located in the
Graveyard District.
***ITEMS***
(x=150, y=750) 23 Gold
(x=280, y=770) 1 Gold
(x=800, y=360) 1 Gold
(x=750, y=1120) Potion of Insight, Bloodstone Amulet
(x=1300, y=380) 47 gold
<---------------------------------------------------------------------->
15) Return to Aran and inform him of your latest exploits. You'll get
another experience reward and your last mission from the Shadow Thieves:
exterminate the rival guild. You had to have seen that coming. Aran will
dispatch a Mage to help open the doors to the Vampire's lair, but the
rest is up to you, of course. He's nice enough to give you five Wooden
Stakes, at least. Hold onto them and head over to the Graveyard
District.
***REWARD***
(For telling Aran Linvail the location of the rival guild)
EXP 28500 (each character)
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five rounds per casting, it's not really ideal. Putting the Amulet of
Power on Anomen, Jaheira, or Viconia also works, although since they
can't spell-buff as well, they won't be quite as effective on their own.
<---------------------------------------------------------------------->
18) Go through a doorway to the north-east where you'll find a Fledgling
Vampire and a Vampire named Tanova. Remember that Vampire strategy? It's
going to need some help with Tanova, as she's a potent spell-caster, as
well as a dastardly undead abomination. Try to lure the Fledging Vampire
away without provoking Tanova to eliminate that little distraction. Once
done, I make sure my protagonist is spell buffed and rush into engage
Tanova. She'll start out the fight with Spell Turning, Protection from
Normal Missiles, Protection from Magical Weapons, and Protection from
Electricity. The third one is the only buff I'm worried about. Have a
Mage hit her with Breach while a Cleric starts casting True Sight to
keep her honest (if you have Keldorn, you can just wait until she uses
some illusion spell or another, as his instantaneous casting time allows
you to be more reactive). All the while my protagonist attacks her most
vigorously, while every other character who can muster a +2 ranged
weapon helps from afar. She's one of the rare Mages in the game who'll
cast Simulacrum, and her Simulacrum is fond of casting Hold Person and
damaging spells. Her Simulacrum doesn't seem to be able to muster
anything above 3rd-level, but since we're distracted with Tanova, it
can still be a nuisance (note that the real Tanova will have a grey name
in the dialogue window, whereas the Simulacrum has a blue name). All in
all, Tanova's not that rough, but it's best to come prepared, because
one bad Saving Throw can give you a headache here.
<---------------------------------------------------------------------->
19) Now that we've cleared the way to the north-east... ignore it.
Return to the table room and head down a tunnel to the south-west
(opposite the tunnel where we fought Tanova) and kill the Vampire Gellal
who stands in your way. You'll eventually find a room to the south-west
that contains a Clay Golem guarding some Sarcophagi. By now a lone Clay
Golem shouldn't really be too much of a bother to us (especially if you
completed the Trademeet quests). Dispatch it and stake whatever Vampires
have fled back here (you can tell because your cursor will change to the
"attack" icon when over applicable sarcophagi.)
<---------------------------------------------------------------------->
20) Once you've staked whatever Vampires you can, go through the secret
door at (x=450, y=1250). Beyond which I find a Fledgling Vampire, a
Vampire named Durst, and a Greater Ghoul, which are fodder to my
Fighter/Mage. Search the pool of blood at (x=400, y=700) for a Mace of
Disruption +1. Ideally it would be great against undead, but my
protagonist doesn't do Maces, and Anomen/Viconia are susceptible to
level drain, so it just sits in my inventory and looks pretty. I make
sure there's nothing left to stake in the previous room, then I head
through another secret door at (x=700, y=750). This just takes me back
to the main room with the table in the middle. It's time to go after
Lassal (x=1600, y=550).
***REWARD***
(For staking a Vampire)
EXP 9000
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o======================================================================o
21) Head down a tunnel to the south-east and dispatch a pair of Greater
Ghouls. Through a door you'll find a room with two Fledgling Vampires
and numerous Grimwarders. You have two conflicting needs here-you need
to kill the Vampires with a protected character to avoid level drain,
but you need to focus as much of your might on the Grimwarders as
possible. The best thing to do is bottleneck them at the door (Vampires
are quicker than Grimwarders, so they'll probably reach you first) with
a protected character, while your spell-casters blast enemies in the
room beyond. Holy Smite works well here with a good-aligned party. Of
course, spell-buffing to the max helps make everything go smoother.
<---------------------------------------------------------------------->
22) Once the populated room is... depopulated... you've two ways to go.
First go through a door (x=1120, y=300) to find a room with some loot
in it. At this point in the game, it's nothing to go crazy over,
although the armor was clearly designed for Rangers. Go through the
door at (x=1570, y=300) and Lassal will tell you to find him in the
room of blood and blades. Oh, am I so going to enjoy staking him.
***ITEMS***
(x=930, y=200) 8 gold
(x=1050, y=200) Ashen Scales +2, Katana +2
***TRAPS***
(x=1050, y=200)
<---------------------------------------------------------------------->
23) Head back upstairs to the main room. Instead of rushing in and
allowing my party to get mauled by the spikes in the room (which is
north-east past where we fought Tanova) I decide to take a more
conservative tactic. Now, this might be a bit unorthodox, but my plan is
to spell-buff my main character and let him do all the work. I know, we
never do that! Anyways, he goes alone to confront Lassal
(x=3320, y=320). For those of you without the benefit of a Fighter/Mage,
spell-buff a Mage and send them in alone. Instead of duking it out with
Lassal, however, lure him out into the hallway where you fought Tanova.
I promptly and decisively smite Lassal and head back to the sarcophagus
room, where he endures a well-deserved staking.
<---------------------------------------------------------------------->
24) Bodhi will appear to the north. I send the rest of my party out into
the hallway so my main character can fight her alone. He's still spell-
buffed from the last fight (Lassal was entirely out-classed), and so is
still in fine condition to go toe-to-toe with her. Her Hit Points won't
last as long as my Stoneskin and Mirror Image will. Once she falls
she'll taunt you a bit before leaving. Of course, let's not be
foolhardy, if she's more than you can handle, by all means attack her
with characters wielding weapons with reach. It's time to return to
Aran Linvail. His rival guild has been subdued, at least for now, and
it's past time we saw some return for all the money we gave him.
***REWARD***
(For defeating Bodhi)
EXP 18750
<---------------------------------------------------------------------->
25) Report back to Aran Linvail, where you'll receive a suitably large
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experience reward. Even if you don't question him about what Bodhi said,
Aran will come clean. By now it's no surprise that the Shadow Thieves
were the ones who attacked Irenicus' lair under Waukeen's Promenade. In
fact, I wasn't even aware this was supposed to be a secret. Anyways,
the Shadow Thieves are genuinely enemies of Irenicus. Not because of
what he did to you, of course, but because of his connections with
Bodhi, and Bodhi was anything but friendly to the Shadow Thieves. The
gold served a dual-purpose for the Shadow Thieves-first to ensure your
commitment (who would pay that much money if they weren't really after
Irenicus?) and second because that Shadow Thieves genuinely needed the
money. Warring with a guild of Vampires is expensive, it seems...
Irenicus and Imoen both reside within Spellhold. You want to get there
for Imoen, or for whatever power Irenicus thinks he can unlock within
you, and the Shadow Thieves want answers. All in all, after talking to
the Shadow Thieves you feel like you're getting a clearer picture of
what transpired at the beginning of the game; the only remaining
questions (and answers) lie with Irenicus. It's a much more fulfilling
feeling than you get at the end of Bodhi's quests, where you're sure of
only one thing: that she's playing games with you.
***REWARD***
(For receiving the Shadow Thieves' assistance)
EXP 50000 (each character)
<---------------------------------------------------------------------->
26) Collect whatever you need for the trip, sell off or stash all
excess gear, and be sure that you have whatever party members you need
with you. You will not be returning any time soon. Once you're ready
talk to Aran Linvail and tell him you're ready to go. You'll be treated
to another Irenicus-Imoen cutscene before you appear at the docks. Aran
Linvail will chat with the less-than-trustworthy captain he's hired to
take you to Spellhold, one Saemon Havarian. You know it's not an ideal
situation when the Shadow Thieves decide they need to include a bit of
'insurance' on the ship to ensure things go smoothly. And frankly, we
should know better by now than to get on a boat. Look at what happened
in Tales of the Sword Coast!
Paralyze/Poison/Death: 3
Rod/Staff/Wand: 5
Petrify/Polymorph: 4
Breath Weapon: 3
Spells: 6
Weapon Proficiencies
Two Handed Sword ++
Halberd ++
Cross Bow ++
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Paralyze/Poison/Death: -2 (-2)
Rod/Staff/Wand: 0 (-2)
Petrify/Polymorph: 4 (-2)
Breath Weapon: 3 (-2)
Spells: 1 (-2)
Weapon Proficiencies
Axe +++++
War Hammer +
Two-Weapon Style ++
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Jaheira
Fighter 11/Druid 13
Experience: 855332/855332
Hit Points: 88
Armor Class: -8
Paralyze/Poison/Death: 4 (-1)
Rod/Staff/Wand: 8 (-1)
Petrify/Polymorph: 7 (-1)
Breath Weapon: 7 (-1)
Spells: 4 (-6)
Weapon Proficiencies
Scimitar +
Dagger +
Club ++
Quarter Staff +
Sling +
Sword and Shield Style +
Paralyze/Poison/Death: 3 (-2)
Rod/Staff/Wand: 7 (-2)
Petrify/Polymorph: 6 (-2)
Breath Weapon: 9 (-2)
Spells: 8 (-2)
Weapon Proficiencies
War Hammer +
Flail +
Mace +
Sling +
Sword and Shield Style +
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Paralyze/Poison/Death: 7 (-1)
Rod/Staff/Wand: 6 (-1)
Petrify/Polymorph: 7 (-1)
Breath Weapon: 8 (-1)
Spells: 7 (-1)
Weapon Proficiencies
Long Sword ++
Katana ++
Two Weapon Style +++
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Armor Class: 4
Paralyze/Poison/Death: 7 (-4)
Rod/Staff/Wand: 3 (-4)
Petrify/Polymorph: 7 (-2)
Breath Weapon: 2 (-9)
Spells: 6 (-2)
Weapon Proficiencies
Dagger +
Quarter Staff +
Dart +
Jaheira and Viconia's Armor Class will only improve after the Underdark.
In the meantime, Korgan needs all the protection he can get, as he'll
suffer defensively when he drops his shield to dual-wield. Dorn is also
struggling defensively-and he'll continue to do so through the rest of
the game, considering he'll never have the opportunity to strap on a
shield. Before the Enhanced Edition I took Haer'Dalis along with me
instead of Dorn. His high caster level and extra spell power was handy,
but with Dorn in tow, I can honestly say I haven't missed Haer'Dalis
yet. With Edwin, you don't really need a tertiary spell-caster.
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Armor Class: -6
Paralyze/Poison/Death: 3 (-2)
Rod/Staff/Wand: 5 (-2)
Petrify/Polymorph: 4 (-2)
Breath Weapon: 4 (-2)
Spells: 6 (-2)
Weapon Proficiencies
Long Sword ++
Two Handed Sword ++
Cross Bow ++
Two Handed Weapon Style +
Paralyze/Poison/Death: 3 (-3)
Rod/Staff/Wand: 7 (-3)
Petrify/Polymorph: 8 (-1)
Breath Weapon: 6 (-3)
Spells: 10 (-1)
Weapon Proficiencies
Scimitar +
Dagger +
Club ++
Quarter Staff +
Sling +
Sword and Shield Style +
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Paralyze/Poison/Death: 4 (-1)
Rod/Staff/Wand: 8 (-1)
Petrify/Polymorph: 7 (-1)
Breath Weapon: 10 (-1)
Spells: 9 (-1)
Weapon Proficiencies
War Hammer ++
Mace ++
Sling ++
Sword and Shield Style +
Weapon Proficiencies
Katana ++
Flail ++
Two Weapon Style +++
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Paralyze/Poison/Death: 6 (-2)
Rod/Staff/Wand: 5 (-2)
Petrify/Polymorph: 6 (-3)
Breath Weapon: 7 (-2)
Spells: 6 (-2)
Weapon Proficiencies
Two Handed Sword ++
Halberd ++
Mace ++
Long Bow ++
Two Weapon Style ++
Paralyze/Poison/Death: 3 (-4)
Rod/Staff/Wand: 8 (-1)
Petrify/Polymorph: 2 (-1)
Breath Weapon: 7 (-1)
Spells: 9 (-1)
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Misc 1: Boo
Misc 2: ...
Misc 3: ...
<---------------------------------------------------------------------->
Nalia
Mage 13/Thief 4 (Inactive)
Experience: 1190290/5000
Armor Class: -1
Paralyze/Poison/Death: 9 (-2)
Rod/Staff/Wand: 5 (-2)
Petrify/Polymorph: 7 (-2)
Breath Weapon: 4 (-7)
Spells: 6 (-2)
Weapon Proficiencies
Short Sword +
Dagger +
Quarter Staff +
Short Bow +
Dart +
I usually take Yoshimo with me through the game (and I did in the first
walkthrough around which most of this guide was written) but for the
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o======================================================================o
| Chapter 4 |
o======================================================================o
| |
| Brynnlaw |
| |
o======================================================================o
Sequence of Events: {WLK026}
1) Saemon's Excuse
2) Seeking Out Sanik
3) Things to do in Brynnlaw
4) Infiltrating the Brothel
5) Rescuing Ginia and Ason
6) The Front Door
7) The Back Door
8) Reaching Galvena
9) Killing Galvena
10) Perth the Not-So Adept
11) Getting Incarcerated
12) Within Spellhold, One Way or Another
13) Meeting Mad Mages
14) Under New Management
For the first time since we escaped from Irenicus' Dungeon, all players
regardless of their character's class, alignment, and party composition
now have the same goal. We're looking for somebody named 'Sanik', whom
can be found in the Vulgar Monkey tavern. Quite frankly it's rather
refreshing (from my perspective) to have a singular purpose for this
walkthrough again. Even better, this unity will last for quite a
while. We're not coming back to Brynnlaw in this game, so in this part
of the walkthrough we'll make sure to do everything there is to do
before we head into Spellhold.
Brynnlaw (AR1600)
o======================================================================o
1) All goes well... until you land. Saemon Havarian excuses himself and
Sime expresses her distrust of him. The fact that you can't save because
'monsters are about' should tip you off that something's up. I spell-
buff and send my main character off the boat to the north. Saemon will
talk to you and apologize for what must come, and several enemies will
appear. Three Vampires-Valen, Parisa, and Del, will attack you. All
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o===========o
|Mage Spells| Storekeep
o===========o---------------------------------------------------------->
1st-Find Familiar
---
2nd-Power Word, Sleep
2nd-Ray of Enfeeblement
---
3rd-Minor Spell Deflection
3rd-Protection From Fire
---
5th-Breach
5th-Conjure Lesser Fire Elemental
5th-Lower Resistance
5th-Oracle
5th-Protection From Normal Weapons
---
6th-Chain Lightning
6th-Contingency
6th-Disintegrate
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6th-Spell Deflection
***ITEMS***
(AR1600)
(x=3325, y=1530) Wand of Paralyzation
(AR1603)
(x=500, y=250) 8 gold
(x=330, y=400) Spear, Spear, Spear, Spear
(x=260, y=460) Bastard Sword, Bastard Sword, Bastard Sword,
Bastard Sword
---
(AR1606)
(x=280, y=380) Zircon Gem
(x=550, y=200) Rogue Stone, 7 gold
(x=400, y=150) Flamedance Ring
***TRAPS*** (AR1606)
(x=400, y=150)
<---------------------------------------------------------------------->
4) Well, that was a fun diversion, but now it's time to find a way into
Spellhold. Let's just say it's going to take more than good walking
shoes to get there. Head over to Lady Galvena's Festhall
(x=1050, y=1450). You can just barge in and massacre everybody, but
there are more... subtle ways to get in as well. Talk to the courtesan
outside of Lady Galvena's Festhall (x=1180, y=1530). Of course, to
complicate things there are several ways to gain access to the Festhall.
First, you can pay the courtesan 100 gold (he or she can be bargained
down to 50 gold) to get into her room (AR1609) under the pretenses of
perusing her services. Secondly you can press her to reveal a way to get
in. She'll capitulate for 200 gold (don't threaten her or she'll walk
off), or for your promise that you won't tell anybody what she says.
She'll inform you that you can gain admission to the brothel if you
obtain a medallion from one of Galvena's courtesan masters. She'll
suggest that you look for somebody named Chremy for your medallion.
Another way to start this medallion quest is to ask about Claire and say
that you're planning on killing Galvena. If you're going to barge on in
skip to step #6, if you're going to pay the courtesan to take you to
her room, skip to step #7, and finally, if you want to obtain the
medallion continue with step #5.
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tell you her sob story. Apparently she's suffering in the 'employ' of a
man named Chremy, a lieutenant of the pirate who runs this town-one
Desharik. Apparently the Ason we ran afoul of earlier is Ginia's
insurance, Ginia can't flee or disobey without Ason suffering for it.
If you're a nice guy you can offer to help her and Ason escape. You'll
have to pay the smuggler, Calahan (x=1600, y=1750) and deal with Chremy
(x=1820, y=1460). Go to Calahan and pay him 200 gold so he'll smuggle
away both Ginia and Ason for a small experience reward. Now go pay
Chremy a visit. He'll turn hostile if pressed on the Ginia/Ason issue.
Kill him and loot his body for a suit of Studded Leather Armor,
Galvena's Medallion, a Bloodstone Ring, a Bastard Sword, and 112 gold.
Now go report the good news to Ginia to complete the quest and get
another experience reward. Return to the courtesan with the medallion in
your possession and she'll offer to take you to her room (skip to
step #7), or you could just go on your own (continue with step #6).
***REWARD***
(For paying for Calahan's smuggling services)
EXP 2000
***REWARD***
(For saving Ginia and Ason)
EXP 9000
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the guards you're a customer, or a new recruit. Still, you need to get
Galvena's Key (see below) from the guard captain, which provokes them,
so it's not really a superior solution to just fighting your way in.
Kill them and loot them, as one carries a Halberd +2. After they're dead
go into the room at (x=350, y=200) (AR1613)-which is pretty swanky, by
the way. Loot the dresser (x=150, y=300) to obtain Galvena's Key, then
go back to (AR1608) and open the door at (x=100, y=100). If you
conspired with the courtesan and obtained the Sleeping Draught enter
the room at (x=550, y=330) (AR1612) and convince the cook, Ellie to
poison the guards. Follow the courtesan out and she'll deliver the
guards their poison, which will promptly render them unconscious. You
can now kill the guards without resistance. By killing them via the
poison, you'll get less experience from the guard captain, all the
guards will have the poisoned ale on them, and instead of a Halberd +2
you'll get a pair of Halberds +1.
***REWARD***
(For convincing Ellie to poison the guards)
EXP 1000
***REWARD***
(For poisoning the guards)
EXP 4000
***REWARD***
(For closing Lady Galvena's Festhall-permanently)
EXP 10000
***REWARD***
(For bringing Claire to Captain Golin)
EXP 2000
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When he dies he'll reward you with 20000 experience points, and he'll
drop the 'Wardstone for Asylum', as well as the Book of Infinite Spells.
This book can be used to cast one spell, once per day, and unlimited
number of times, and anybody can use it. The catch, however, is that if
you turn the pages of the book so as to (hopefully) access a better
spell, you're stuck with that spell until you turn the pages again.
That means no flipsies-backsies, and as the description warns once you
reach the last page of the book you're stuck with whatever spell was on
that page. The book starts out with the 'Fireball' spell active, which
is a pretty decent spell to be able to cast. Of course, it can be
turned to Spell Turning and True Sight... which are arguably better. For
more information about this book, refer to its entry in [ITM004].
***ITEMS***
(x=650, y=400) Potions of Extra Healing x4
(x=400, y=300) Horn Coral Gem, History of the Drow
(x=170, y=150) Gold Ring, 7 gold
***TRAPS***
(x=170, y=150)
***ITEMS***
(x=630, y=200) Potion of Extra Healing
(x=390, y=300) Potion of Extra Healing, 109 gold
(x=180, y=330) Potion of Extra Healing x2, Light Crossbow +1,
Bolts +2 x5, 50 gold
(x=1200, y=400) Potion of Extra Healing, Long Bow +2, Arrows +2, 70 gold
***TRAPS***
(x=170, y=320)
(x=1200, y=400)
***REWARD***
(For convincing Desharik to incarcerate you)
EXP 38500 (each character)
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12) Of the two ways to enter Spellhold, getting incarcerated earns you
an experience reward. You can just walk on in by exiting Brynnlaw at
(x=3500, y=20). Sime awaits near the area transition (x=3480, y=130),
and if you got the Wardstone from Perth the Adept you can update her
on your progress, at which she'll rush off to see if she can obtain
some aid. Once outside of Spellhold cross a bridge to the north. This
bridge would be rather fatal if you didn't have Perth's Wardstone, but
with it you'll cross unmolested. At the far end of the bridge you'll
face a random group of monsters (I've encountered Lizardmen and a
Aphril: A girl who can see all things, across the planes and time.
You'd be freaked out too. Talk to her again and she'll allow you to
see what she sees, if just for a moment. She's interesting for two
reasons. First, because of the little rant Edwin will go on if him and
Viconia are in the party, and second, because of the blatant Planescape
references she makes. A walking corpse talking to a pile of skulls?
The Nameless One and Morte.
Dili: Another little girl, this one can 'change faces'. By this she
means polymorph, and as a young natural shape-changer, she seems to
have identity issues. Must be hard to define yourself if you can
simply become someone-or something-else at will... but I won't waste
time musing over how our physical traits influence our mental
development. Talk to Dili repeatedly and she'll change faces as her
whims dictate-randomly a chicken, a wolf, a kitty, a doggy... and you.
Dradeel: Our friend from the Baldur's Gate 1 expansion Tales of the
Sword Coast. He was the companion of Balduran stranded on the island
populated with Werewolves and Wolfweres. It seems like the centuries
of seclusion and Werewolf attacks got to him. He'll rail against
doggies, give you another useless recipe, and try and teleport out.
He's amusing, if not useful.
Naljier Skal: Talks about his 'pretties' a lot, supposedly lost his
sanity when he tried to look too deeply at the nature of existence.
Talk to him a few times and he'll conjure some very real gems for
you, I was even gifted with a Rogue Stone. What a nice fellow!
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If you have Yoshimo in your party, remove ALL items from him now; he'll
be "leaving" soon, and you don't want to lose any of the items he's
carrying.
<---------------------------------------------------------------------->
14) Eventually the coordinator will reveal himself to be Irenicus.
Yoshimo will be revealed as a traitor within your midst if he's with
you and Bodhi as Irenicus' sibling. Watch a cutscene, rant futilely at
Irenicus, and you'll end up falling unconscious. You'll wake up in a
position you saw Imoen in earlier, trapped in a container with captive
Shadow Thieves lining the room around you. Irenicus will taunt you and
explain how Saemon poisoned you and allowed for him to overcome you so
easily, and how he orchestrated and predicted your arrival here.
Irenicus will explain that Imoen-like you-is a child of Bhaal, and that
he plans to steal your divine soul for himself. As he already stole
Imoen's for Bodhi-his sister-he's somewhat optimistic that you'll
survive the experiment, at least for a while. He also mentions
understanding your anger, as he has experienced the same. I guess it's
a partial explanation for why he needs your soul, and it explains the
descriptions of him early in the game as 'empty' by the Dryads he
captured and by Imoen. It also explains the torture inflicted on Imoen
during her two periods of captivity under Irenicus. Her 'innocent
charm and humor suppressed the darkness', and Irenicus 'had to show
her some very dark shadows indeed' to make her ready for his purposes.
Poor girl. The guild war Bodhi started wasn't for power, or at least not
just for power, but for Shadow Thieves. Why he needed Shadow Thieves
specifically instead of random peasants is curious, but perhaps that can
be explained by the nature of your divine soul. He needed the souls of
killers and thieves to force out of the soul of a child of Bhaal, the
God of Murder? As always with Irenicus, he leaves us with more questions
than answers.
o======================================================================o
| |
| Spellhold |
| |
o======================================================================o
Sequence of Events: {WLK027}
1) To Know Yourself
2) Master the Taint
3) The Hunt Begins
4) Reunited With Imoen
5) The Bag of Holding
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***REWARD***
(For mastering your taint)
EXP 48500 (protagonist)
EXP 28500 (each character)
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indicate otherwise.) You can take as much time, explore as many places,
and complete as many quests as you wish before finally going after
Irenicus again. I give Imoen Tansheron's Bow, the Belt of Inertial
Barrier, Worn Whispers, Bracers of Archery, the Ring of Danger Sense,
and any other gear I've accumulated for her. Most importantly, I have
Imoen Scribe the scrolls I've gained. She's got 400,000 experience by
now, which, depending on how much you did before coming to Spellhold
could make her ahead of you, or far behind. Either way, she's going to
need spells to be of much use. Of course, her Intelligence can be a
limiting factor, but for this intensive scribing session the investment
of a Potion of Genius comes highly suggested for the dual purpose of
increasing the number of spells she can know per spell level, and for
making her more likely to succeed at scribing (although turning down
the difficulty temporarily works better for the latter.) After I was
done scribing Imoen had 500,783 experience, showing that it can be a
profitable-if time consuming-chore. If you want to want to extend your
experience gains as far as possible, be sure to kick out non-necessary,
non-romantic party members. For me, this means Keldorn, Anomen, and
Minsc. When you're done scribing, have them join back up. If you have
Throne of Bhaal installed, and you have extra scrolls sitting around,
don't be afraid to erase spells and rescribe them for even more
experience.
<---------------------------------------------------------------------->
5) Venture to the north-east and go through the doors at
(x=2500, y=1000), beyond which a Clay Golem awaits. By now we know how
to kill them, lead with characters wielding magical bludgeoning weapons
as they're the only ones who can hurt it. Loot the room for a Bag of
Holding, among other things. This is a wonderful item that
indiscriminately stores loot and renders the weight of stored loot
negligible. It is easily the single most useful inventory management
item in the game. Of course, it holds a finite number of items, but
still, until now you've had no good way to store arms and armor you
wanted to keep nearby, if not in your inventory... unless of course you
scored Dragomir's Respite during Hexxat's initial quest. Make sure you
grab the Opal Stone, and return to the room where you confronted Bodhi.
Don't bother traveling up the passage to the north-west, as it contains
a crushing wall-trap that I've never had a character capable of
disarming. It's instant death, and it's beyond our abilities. Just go
around it.
***ITEMS***
(x=2660, y=800) Opal Stone, Rogue Stone, Arrows of Piercing x40,
Arrows +2 x40, Scroll of Prismatic Spray,
Arrows x240, Bolts of Biting x40, Bolts +2 x40,
Bolts x160
(x=2470, y=770) Bag of Holding, Dart of Wounding x40,
Dart of Stunning x40, Darts x80
***TRAPS***
(x=2470, y=770)
<---------------------------------------------------------------------->
6) Head up the stairs to the north-west and go through the door at
(x=1350, y=950), where you'll find a group of Goblins (or randomly
Gibberlings) that need to be exterminated. And here we thought we were
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beyond such things. Loot the room and especially make sure to grab the
Ruby Stone before leaving. Go through the door at (x=770, y=1050) to
find... a puzzle room! Loot the chest at (x=580, y=1200) to find a whole
bunch of useless junk. The statues that line the room each have a bowl
into which an object can be placed, with the obvious goal being to match
the right object to the riddle each statue gives. Either use your
massive logic to figure the puzzle out, or consult the table below. Or
do the latter and pretend it was the former, nobody will know anyways,
except you, and you're a liar anyhow. Nah, you're alright. The order
listed is clockwise from the door. When the riddle is solved and all the
pieces placed you'll be informed that something is within the chest that
wasn't before. Loot it to claim your prize. The Dusty Rose Ioun Stone
is of limited usefulness, as it gives a bonus to Armor Class, but it
won't protect against critical hits, so it shouldn't grace the head of
a front-line Fighter. It works fine on Edwin or Imoen, however, or
perhaps a secondary fighter like Minsc, or support character like
Haer'Dalis.
o===============o======================================o===============o
|Statue Location| Riddle |Object Required|
o===============o======================================o===============o
|(x=810, y=1100)|Try to defeat me but try in vain. When|Grinning Skull |
| |I win I end your pain. | |
|---------------|--------------------------------------|---------------|
|(x=850, y=1150)|I have two heads but one body. The | Hourglass |
| |more I stand still, the faster I run. | |
|---------------|--------------------------------------|---------------|
|(x=740, y=1220)|Always do I tell the truth, yet cannot| Mirror |
| |speak. Look at me and see what really | |
| |is. | |
|---------------|--------------------------------------|---------------|
|(x=650, y=1280)|Name me and you shall break me. |The Gagged Man |
|---------------|--------------------------------------|---------------|
|(x=600, y=1260)|I will save your life but yet can you |Sword Medallion|
| |die by me. I will settle disputes yet | |
| |not with words. | |
|---------------|--------------------------------------|---------------|
|(x=520, y=1200)|To those within the dungeon I am joy. | Sun Medallion |
| |To those fully beneath my gaze, I can | |
| |be Hell. | |
|---------------|--------------------------------------|---------------|
|(x=440, y=1150)|I have seen the mountains rise. I have| Sundial |
| |seen the fall of Netheril. You shall | |
| |die but still I march on. | |
|---------------|--------------------------------------|---------------|
|(x=400, y=1110)|Here, in this place, you swallow me. | Jar of Water |
| |Yet, were I more, I could swallow you.| |
|---------------|--------------------------------------|---------------|
|(x=480, y=1040)|Brothers we are, great burdens we |Worn Out Boots |
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***ITEMS***
(x=1520, y=900) Ruby Stone, Bullets x200, Bullets +1 x40,
Bullets +2 x40, Spear +3, 548 gold
(x=1500, y=820) Composite Longbow, Arrows x40, Arrows +1 x40,
Throwing Axe x60, Throwing Knife x90, 210 gold
***REWARD***
(For solving the statue placement puzzle)
EXP 20000
Item Dusty Rose Ioun Stone
Item Sapphire Stone
<---------------------------------------------------------------------->
7) Now leave the placement puzzle room and go through the doors to the
north-west (x=750, y=800), beyond which lies a Raksasha named Ruhk and
some Mephits. Kill them by focusing on Ruhk first, as the Mephits are
really nothing more than distractions by now... or if they're annoying
you too much, a single Death Spell will rid yourself of them. Once they
are all dead, note the portal at (x=200, y=450) which, if you activate
it with the various stones in your possession will summon forth various
critters. Two of them are simply hostile, but are worth some experience,
and one will earn you some... mediocre loot. If you don't want to summon
a particular critter, just drop the corresponding stone on the ground,
but who can turn down free experience? It's also worth preparing for
your foes by putting your best Armor Class in front of the portal, or
a spell-buffed protagonist... just sayin'... My evil protagonist also
gets the drop on each foe by hiding before summoning them, hopefully
scoring a backstab to start each fight out.
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found a Spear +3, and you should have Celestial Fury +3 and perhaps the
Flail of the Ages +3 (if you recruited Nalia). You should prepare ahead
of time with Remove Fear, since the Pit Fiend has an innate 'Demon Fear'
effect. Other than that, it can unleash a potent Fireball, as well as
attempt to maul you in melee. At this... well, it kinda sucks. It was
really incapable of hitting any of my front-liners regularly (it needed
an attack roll of 17 to hit Korgan, who had an Armor Class of -10).
It also innately has True Sight, so my evil protagonist won't have any
chance to backstab it. If it's giving you trouble, just engage it with
one spell-buffed character, using Resist Fire and Remove Fear to
weather its initial attacks, then bring in the rest of your party.
<---------------------------------------------------------------------->
10) Once the Pit Fiend is dead, click on the portal a final time with
the Sapphire Stone in your inventory and you'll summon a Genie, who will
reward you with Doomplate +3. It's not any better than Full Plate
Mail +1, but it's lighter, and red, and that's got to count for
something.
<---------------------------------------------------------------------->
11) Now go through the doors at (x=1050, y=700) to reach an octagonal
room with numerous stone faces leering about. Again, clockwise from the
door, click on them and they'll tell you to "Put your hand in my mouth."
Click on them a second time and you'll be teleported in the middle of
the room and you'll be asked a riddle. Consult the following table for
the solutions to this puzzle, although they're pretty easy. After
answering all the riddles you'll get an experience reward and a second
Ring of Regeneration, which floats around the party as needed just as
the first one does. If you continue to the north-east you'll come
across a group of Yuan-Ti led by a Yuan-Ti Mage. Do not bother trying to
loop around to the south, however, as there is a trap in the hallway
that can't be disarmed and instantly kills you. You'll just have to
walk back to the central room, unless you like getting crushed by wall
mechanisms.
o===============o======================================o===============o
|Mouth Location | Riddle | Answer |
o===============o======================================o===============o
|(x=1030, y=400)|Lighter than what I am made of, more | Ice |
| |of me is hidden than is seen, I am the| |
| |bane of the mariner, a tooth within | |
| |the sea. Speak my name. | |
|---------------|--------------------------------------|---------------|
|(x=1100, y=350)|A spirited jig it dances bright, | Fire |
| |banishing all but darkest night. Give | |
| |it food and it will live; give it | |
| |water and it will die. | |
|---------------|--------------------------------------|---------------|
|(x=1170, y=300)|The man who invented it, doesn't want | A Coffin |
| |it for himself. The man who bought it,| |
| |doesn't need it for himself. The man | |
| |who needs it, doesn't know it when he | |
| |needs it. | |
|---------------|--------------------------------------|---------------|
|(x=1300, y=250)|The life I lead is mere hours or less,| A Candle |
| |I serve all my time by being consumed.| |
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***REWARD***
(For solving the stone face riddle puzzle)
EXP 5000 (each character)
Item Ring of Regeneration
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***REWARD***
(For completing the Tome of Monsters)
Item Ring of Free Action
Item Scroll of Simulacrum
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***ITEMS***
(x=2920, y=900) Scroll of Spirit Armor, Bullets +1 x40, Bullets x80,
215 gold
(x=3000, y=1000) Bullets +2 x80, Scroll of Simulacrum,
Dart of Wounding x40
(x=3120, y=1070) Scroll of Monster Summoning III, Bolt of Lightning x40,
Bolt x80, 12 gold
<---------------------------------------------------------------------->
17) At the end of this hallway is a door opposite the Gibberling room,
as well as a hallway that branches off to the north-west. Undead lie
down either route. At my level my enemies consisted of a pair of Ghasts
to the north-west accompanied by three Mummies, and beyond the door were
two Skeleton Warriors, a Bone Golem, and a Greater Mummy, which can only
be hurt by +3 or better weapons. I decided to lure both groups down the
hallway to the Gibberling room, where I bottle-necked them in the
hallway. I then proceeded to decimate them with Holy Smites and superior
force. One of the Skeleton Warriors (who insisted on using a bow and
Arrows of Ice despite the fact that it was clearly a sword-wielding
armored behemoth) was kind enough to drop me a Laeral's Tear Necklace.
After they're dead loot the room beyond the door.
***ITEMS***
(x=1950, y=2000) Jasper Gem, Scroll of Resist Fear, Bullets x40,
152 gold
(x=2050, y=2070) Emerald, Cleric's Staff +3, Darts of Wounding x40,
Dart x80, 39 gold
(x=2080, y=2100) Arrow of Biting x30, Bolt of Biting x30, 51 gold
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***ITEMS***
(x=1450, y=1850) Scroll of Finger of Death, Scroll of Power Word Stun,
Dart of Stunning x40, 1 gold
(x=1500, y=1820) Scroll of Ray of Enfeeblement, Arrows of Piercing x40,
Arrows +2 x40, 232 gold
(x=1700, y=1750) Bolt +2 x40, 70 gold
(x=1770, y=1800) Moonbar Gem, Bullet +2 x40, Bullets x80, 1 gold
(x=1800, y=1800) Arrows x40, Arrows +1 x40, Bolts x80, 564 gold
<---------------------------------------------------------------------->
19) Head to the south-west, then turn north-west to come to a door
(x=1050, y=2100). Beyond this door you'll find the creator of this
maze, Dace Sontan, whom Bodhi mentioned. He's quite bonkers, like most
people here are, and has delusions that he possesses some measure of
control over his maze still. He'll mention the crystal he left with the
Kobolds before he attacks. I simply fight him one on one with my
protagonist, who is protected from his level drain. After he's fled to
his sarcophagus (x=700, y=1850) I stake it with the Wooden Stake I
found earlier. After he's truly dead and gone his spirit shows up and
thanks you. More importantly, with his hand you now can progress further
through this dungeon.
***REWARD***
(For killing Dace Sontan)
EXP 9000
Item The Hand of Dace
<---------------------------------------------------------------------->
20) Now return to the hallway that leads to the Gibberling room and take
the hallway to the north-west which was formerly abundant in undead.
When you reach a room at the end of the tunnel stop and spell buff. You
want to spread around as many Chaotic Commands as you can and be fully
prepared before continuing into an identical room to the north-west.
After you enter a gate will separate the two rooms and three Umber Hulks
will appear in each room, so be sure to get all your party members on
one side or the other. One way to do this is to simply leave most of
your party in the southern room with the Chaotic Commands recipients
standing in front of the unprotected characters. Then take a sneaking or
invisible character into the northern room to trigger the Umber Hulks.
Mop up one trio of Umber Hulks then move on to the second. My evil party
again makes use of Edwin's spell power to win this fight easy-like. I
sneak up through the two Umber Hulk rooms with my Fighter/Mage/Thief
protagonist and pick the locked door leading to the north. Opening one
door opens the other, to the south. With the way now cleared, I summon
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up a critter (the Flesh Golem from the Golem Manual being my favorite,
being immune to the confusion-effects of the Umber Hulks) and have them
lure all the Umber Hulks into one area. Thus lured, Edwin walks up and
casts a Death Spell at the edge of their line of sight, and with one
shot dispatches all six of them. Awesome. Once they're all dead you can
exit the level at (x=600, y=620).
<---------------------------------------------------------------------->
21) You're now back in the room where you were taunted by Bodhi. From
from here head to the south-west. This leads us to a room with several
Umber Hulks and a Minotaur, the former of which can be annoying. Send in
a character protected by Chaotic Commands to draw their confusion gazes,
then follow with the rest of the party. My evil party just summons
every critter they can bring forth with their items, and while the
Umber Hulks are temporarily distracted, Edwin tries to nail as many of
them as possible with Death Spell. It's a tactic my evil party can
employ that my good party just couldn't, and so I'll abuse it roundly.
After they're dead loot the urn and interact with the giant stone head
(x=700, y=2100). With the Hand of Dace and Kurtulmak's Crystal Shard in
your possession the mouth of the statue will open, granting you access,
as well as a quest reward. Continue through the mouth to the next part
of the Dungeon (x=450, y=1900).
***ITEMS***
(x=900, y=2000) Scroll of Project Image, Dart x10,
Scroll of Delayed Blast Fireball, 3 gold
***REWARD***
(For accessing the deeper depths of the dungeon)
EXP 29500 (each character)
***ITEMS***
(x=170, y=1020) Mythril Tokens x2, Scroll of Breach, Arrows +2 x40,
432 gold
<---------------------------------------------------------------------->
23) Head back out into the hallway and follow it south until you find
another door at (x=660, y=1500). Enter the room beyond to find a quartet
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of Minotaurs. Loot the brazier (x=620, y=1570) for two more Mythril
Tokens, then go through the door to the north-east (x=1000, y=1450).
The pool in the middle of the room (x=1150, y=1350) contains two more
Mythril Tokens, a Minotaur Horn, and a Mind Flayer Painting, all of
which should be collected. Also in the room are three statues from which
you can obtain more paintings, which will come in handy. The only
catch is that the statues are all trapped and cannot be disarmed. The
statue at (x=1050, y=1250) will yield the Troll Painting, but will
result in triggering a Disintegrate spell. Use Death Ward or Spell
Immunity: Alteration to avoid its effects... or just make your saving
throw. The second statue at (x=1150, y=1200) holds the Umber Hulk
Painting, but will unleash a Acid Fog spell. The final statue is at
(x=1250, y=1250) and will bestow a Djinni Painting upon you, as well as
a Fireball.
***ITEMS***
(x=620, y=1570) Mythril Tokens x2, Scroll of Sunfire, Bolts +2 x40,
78 gold
(x=1150, y=1350) Mythril Tokens x2, Minotaur Horn, Mind Flayer Painting,
Bolts +1 x40, Bolt of Lightning x40
<---------------------------------------------------------------------->
24) Return to the Minotaur room and go through the southern-eastern door
(x=950, y=1650). Dispose of some Trolls along the way and head into a
room with statues adorning the walls. If you get a character to stand
on the black circle in the middle of the room you can activate the orbs
near the statues, which cast different spells, as follows:
If you want free healing or buffs, activate the correct orbs. When you
are done playing with them send your protagonist to the north-east...
alone.
<---------------------------------------------------------------------->
25) In the next room you'll encounter Bodhi, who obviously had no real
intention of allowing you any chance of escape. She has decided that
the game is over and it's time for you to die. After a short fight
you will lose control and undergo a transformation into the Slayer, or
as Bodhi puts it "A creature of death and darkest shadow!" And this
coming from a Vampire! Bodhi will take off to tell Irenicus of the
unexpected transformation. Wait until your character returns to normal,
as you will attack anything-friend, foe, or otherwise, while the Slayer.
When you rest again you'll get an explanation of what happened, of how
you became a Slayer, and what lies in store for you unless you get your
soul back. Imoen will tell you that the Slayer is an avatar form of
Bhaal. Coolies.
<---------------------------------------------------------------------->
26) Go through the door to the north-west (x=1950, y=1150) to find a
room with Minotaurs and a pool (x=1900, y=1000) that contains four more
Mythril Tokens. To the north-east, in a natural cavern you'll find a
Gauth and more Minotaurs. If you have the Shield of Balduran, the Gauth
is no threat at all, otherwise lead with the character possessing
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Edventar's Gift, which will protect you from three of the Gauth's
attacks, including Paralyze, Slow, and Hold Person. Trust me, you don't
want to be paralyzed or held in front of a group of Minotaurs.
***ITEMS***
(x=1900, y=1000) Mythril Tokens x4, Scroll of Chain Lightning,
Bullets +1 x40, Bullets +2 x40, 365 gold
<---------------------------------------------------------------------->
27) From the room where you encountered Bodhi head south-east down a
winding passage until you come to a door (x=2250, y=1750), beyond which
is a pack of Minotaurs. Eliminate them and loot the urn (x=2150, y=1770)
for two more Mythril Tokens and another Minotaur Horn. Now that we have
both, return to the room where you fought Bodhi and activate the
Minotaur statue (x=2100, y=1300) to open the door to the north-east.
You'll get an experience reward for opening the way into the next-and
last-area of the Spellhold Dungeons, but before you move on it's time
to cash in those Mythril Tokens we've been finding and use those
monster paintings.
***ITEMS***
(x=2150, y=1770) Mythril Tokens x2, Minotaur Horn,
Scroll of Limited Wish, Arrows +1 x40, Acid Arrows x40,
119 gold
***REWARD***
(For accessing the deepest depths of the dungeon)
EXP 29500 (each character)
<---------------------------------------------------------------------->
28) Return to the room just south of where you entered the level and go
through the unmolested doors at (x=900, y=600). Go through another set
of doors beyond the first to discover a room occupied by another group
of Yuan-Ti led by a Yuan-Ti Mage. Slay them and note the four doors
along the north-eastern wall, each of which has a painting of a
creature on it. Now that you've obtained the paintings you can open
these doors and battle the beasts beyond. At (x=1400, y=250) is the
Mind Flayer door, beyond which is a Mind Flayer. At my level it was an
Ulitharid, which is just an upgraded version of a Mind Flayer. Kill it
and it'll drop the Flame of the North +2, a Two Handed Sword with 10%
Magic Resistance and bonus damage against Chaotic Evil enemies. Still,
it's a marginal upgrade over Keldorn's Hallowed Redeemer, at best. At
(x=1500, y=300) is the Troll door, behind which waits a Spirit Troll.
Kill it and claim the Katana Malakar +2 that it drops. It's only a +2
weapon, but its +2 Armor Class bonus against Slashing Weapons makes it
an interesting off-hand weapon. The door at (x=1600, y=400) is the
Umber Hulk door and beyond which is an upgraded Umber Hulk. Finally
there's the Djinni door (x=1700, y=500), beyond which is a Noble Djinni
who possesses a Scroll of Cacofiend. (At a lower level, the Noble Djinni
was merely a Djinni, and it dropped a Potion of Invisibility-scaling
encounters and random loot...)
<---------------------------------------------------------------------->
29) Beyond the Umber Hulk door is a tunnel to the south-east. Follow it
and turn north-east until you come to a room with three Clay Golems
inside. What do you suppose the odds are that they'll attack if you loot
around? Pretty good, I'd say, and three Clay Golems can be trouble,
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what with their Haste and immunity to anything but magical blunt
weapons. I spell-buff as much as possible and leave my Fighter/Mage in
front as a decoy for the Golems Hopefully they'll waste a lot of their
time attacking him while his defenses hold, and while my characters with
bludgeoning weapons whittle them down. Open the chest at (x=2600, y=340)
and sure enough, it provokes the Clay Golems. Grab the four Mythril
Tokens, the Gesen Bow String, and the Star Sapphire within, then fend
off the Clay Golems. Fortunately they're not as strong as normal Clay
Golems, and my strategy works well to kill them off quickly.
***ITEMS***
(x=2600, y=340) Mythril Tokens x4, Gesen Bow String, Star Sapphire
(x=2280, y=180) Bullet +1 x45, Diamond, Dart +1 x40,
Scroll of Phantom Blade, Arrow of Biting,
Bolt of Biting
<---------------------------------------------------------------------->
30) Now return to the south-west and go through a door at
(x=2020, y=500). Kill a Stone Golem and loot this room for five more
Mythril Tokens (bringing our total up to 21). The Scroll of Maze
functions like Otiluke's Resilient Sphere in the fact that it takes an
enemy out of the fight for a while (as determined by their Intelligence)
but is superior because it doesn't allow a saving throw. Ultimately...
I never use it, but that doesn't mean you won't see it once in a while.
The computer is crazy for this spell. It thinks it's a grand tactic...
and it might be, if we fought fairly. But I digress... Continue through
another door at (x=1620, y=800) to reach a room with an odd machine in
the middle (x=1450, y=1000), which is nothing more than a glorified shoe
dispenser. Activate it and you'll get the following options to dispose
of your burdensome tokens:
The Jester's Chain +4 isn't great armor, even if you're a Bard. Its
Armor Class is one, which is only one point better than the Melodic
Chain +3, and with Bracers of Armor Class 3 and The Guard's Ring +2
we get the same thing. For everybody else it's not even considerable,
as they're already wearing better. Fighters have better armor and it
doesn't allow Thief skills or Mage spells. Talos' Gift (aka: Boots of
Grounding are fairly useful, since Lightning Bolt and Chain Lightning
attacks do happen. The Frost's Embrace (aka: Boots of the North) aren't
a better alternative, as cold attacks are pretty rare, but since they
only cost 5 tokens you can purchase them and The Paws of the Cheetah,
which are the real deal. Having two characters who can move from spot to
spot quickly is a good thing. Certainly better than resistances that are
only useful once in a while and armor that's already obsolete. Once
you've claimed your items return to the room where you fought Bodhi and
exit at (x=2300, y=1150).
***ITEMS***
(x=2070, y=600) Mythril Tokens x3, Throwing Dagger x80,
Throwing Axe x60
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"'Twas in the wood that I got it, so I sat me down to seek it. I could
not find it no matter how hard I looked, and so I took it home with me.
What is it?"
Answer: A splinter?
***ITEMS***
(x=600, y=250) Andar Gem
<---------------------------------------------------------------------->
32) After answering correctly you'll be whisked away to a rather cozy
looking banquet where four Apparitions sit. Before talking to anything,
loot the table in the middle of the room. The Cloak of Reflection will
go nicely on characters that are frequently targeted by electrical
attacks, usually your front-line Fighters. After you're done looting
talk to one of the Apparitions, who will mumble amongst themselves for
a bit before one poses you yet another riddle.
"It is better than the best of things and worse than the worst of
things. You love it more than life. You fear it more than death. The
rich have need of it, and the poor have it in endless supply."
Answer: Nothing
The Apparition is giddy, but opens the floor for other Apparitions to
ask you a question, an opportunity one will gladly accept.
"It runs as it will, but never does it walk. There is a mouth to see,
but never does it talk. A bed it surely owns, but never does it sleep.
Possesses it a head, but not a one that weeps."
Answer: A river
"I make you weak at the worst of all times, but in the end I keep you
safe. You'll sweat in my presence even as you grow cold. I dwell with
the weak, rarely the brave, but without me, who could tell the
difference?"
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Answer: Fear
"It brings back the lost as though never gone, shines laughter or
tears, with light long since shone. A moment to make, a lifetime to
shed, valued when, but lost when you're dead."
Answer: Memory
Note: If you answer any of the riddles incorrectly you'll have to fight
a Sahuagin Baron and a pair of Sahuagin Baronial Guards, which are
hardly even a fight at this point. You won't get teleported to the
'Momentary Relapse' area (AR1506) and thus will not be able to obtain
the Bone Club +2, +3 vs. Undead.
***ITEMS***
(x=500, y=400) Cloak of Reflection, Scroll of Friends
(x=150, y=458) 29 gold
Judgment (AR1508)
o======================================================================o
34) The Apparition will admit that you probably weren't intended to
survive the tests. Since you survived, however, you'll get a huge
experience reward. If you were fiesty at the beginning of the test of
sanity (and hence had to fight the Greater Otyugh) you'll have to fight
a Mind Flayer before the Apparition decides you've passed the test-and
you'll receive less experience for doing so. Either way, loot and exit
the level at (x=700, y=200).
***ITEMS***
(x=980, y=380) Waterstar Gem
***REWARD***
(For satisfying the Apparition and passing its tests)
EXP 51250 (each character)
***REWARD***
(For disappointing the Apparition and passing its tests)
EXP 41250 (each character)
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***ITEMS***
(x=2150, y=950) Flamedance Ring, Bolts +1 x40, Bolts x160, 334 gold
(x=1720, y=550) Arrows x160, Darts x80, Arrows +1 x40,
Arrows of Dispelling x5, Darts of Wounding x60, 90 gold
(x=1770, y=480) First Journal of Jon Irenicus, Bullets x120, Bolts x120
<---------------------------------------------------------------------->
36) Head downstairs and you'll be confronted by Lonk the Sane. You can
convince him to let the inmates go (if you don't threaten him) by
promising to destroy Irenicus. You can also bribe him to give you the
keys (2000 gold will do, 200 is too low, and 10000 just convinces Lonk
that you're crazy.) Or you could just kill him, he's worth 20000
experience points, after all.
<---------------------------------------------------------------------->
37) Once you're past Lonk you'll find yourself in a room with the
inmates. You really can't screw this up, just talk them into fighting
Irenicus and Wanev will eventually teleport the lot of you into his
experimentation chamber. Irenicus will admit surprise at your
resourcefulness, before dismissing you as a non-threat just as quickly.
Do not follow your knee-jerk reaction to rush Irenicus, as he's up near
an experimentation chamber and can only be attacked by a handful of
party members. Don't bother spell-buffing either, you'll need to use
enough debuffs on Irenicus that spell-buffing is pretty much a waste of
time. Irenicus will start out by casting 'Spawn Clones', which will
unleash some copies of your party. They're unarmed, however, so just
ignore them. After summoning them, Irenicus will come down the stairs
if you haven't blocked him in. Once he's more open, surround him with
your party and do your best to tear him down quickly. Keep your eye on
Irenicus. He'll put up spell-buffs (Fireshield, Stoneskin, etc.) after
which he'll start going on the offensive with spells like Horrid
Wilting, and Power Word: Kill, the former of which can deal wicked
damage to your entire party, and the latter of which can (and after a
Horrid Wilting, probably will) kill a character outright... kind of
similar to the tactic Tolgerias used in the Planar Sphere, eh? As soon
as he starts spell-buffing, hit him with Dispel Magic, Breach, and True
Sight and keep on him. Your pack of crazies will help out (especially
Wanev) with Symbol spells and even a Wail of the Banshee, which will
probably disable some of the clones, but you shouldn't trust them to
lend much of a hand with Irenicus. If you're lucky you can take him out
before he can really hurt you with his spells. After you've nearly
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killed him, Irenicus will curse himself for fighting a pointless battle.
Pointless to Irenicus, anyways. He'll admit defeat and demean you in the
same line before leaving you with some assassins and teleporting away.
Yoshimo will be part of this group if he turned on you earlier. Kill the
murderers and exit the level at (x=1450, y=200). Make sure to grab
Yoshimo's Heart before you go-really, a rather gruesome task if you
think about it... but it's worth a lot of experience later on, so we
might as well.
***REWARD***
(For defeating Irenicus)
EXP 68500 (each character)
***ITEMS***
(x=700, y=700) 212 gold
(x=750, y=1150) Rogue Stone, 1 gold
(x=1750, y=900) First Journal of Jon Irenicus,
Second Journal of Jon Irenicus
(x=1770, y=850) Staff of Thunder and Lightning
(x=1350, y=700) Rogue Stone, Jon's Key
(x=1470, y=590) Horn of Silence
***REWARD***
(For pursuing Irenicus into the Underdark)
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o======================================================================o
| |
| To the Underdark |
| |
o======================================================================o
Sequence of Events: {WLK028}
1) Saemon's Plan
2) Stealing the Pirate Horn
3) Free Labor
4) Saemon's New Ship
5) Boarded by Githyanki!
6) Down to the Sahuagin City
7) Proving Your Worth
8) The Heart of the Problem
9) Saving the Sahuagin
10) Sahuagin Spell-Shopping
11) The Drow Quarter
12) The Imps' Game
13) The Spectator's Technicality
14) Slaying Sahuagin
15) Cloak of Mirroring
16) The Sea Zombie Lord
17) The Sealed Door
18) Picking Sides
19) Down to the Underdark
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***ENHANCED EDITION***
In the Enhanced Edition I was unable to avoid being caught by Cayia,
who seems to detect you instantly after her conversation with Algor if
you're not sneaking. She must be a light sleeper or something.
<---------------------------------------------------------------------->
3) Leave Cayia's house and head to the docks. On the way you might
come across some Pirates looking for some cheap (read: free) labor.
Disappoint them and they'll attack you. Focus on the Pirate Mage and
chop the rest down. They'll drop a bit of gold, and the Pirate Leader
and Pirate Mage will both drop some weak magical gear. Once that minor
diversion is over, you can find Saemon at (x=2950, y=2500). Make sure
you're fully healed and have all your spells, abilities, and items
available before talking to Saemon, as you'll have to fight a few more
times before you get to rest again.
<---------------------------------------------------------------------->
4) Saemon will be dodgy, but once he has the horn you'll find yourself
on Desharik's ship. As can be expected, a rather angry Desharik shows up
to stop you, entirely regardless of whether you were caught stealing the
horn or not. After Desharik relieves us of Cayia's company forever,
Saemon encourages you to do all the work fighting Desharik and his
goons. Now, Desharik isn't hostile, but that doesn't mean you shouldn't
kill him anyways, and grab the magical gear he has on him. Once
everybody is dead Saemon will insist that you take a blade as a token of
his goodwill before setting off. Hey, maybe he's not such a bad guy
after all.
<---------------------------------------------------------------------->
5) You'll be treated to another narrated bit of text before your mid-
sea encounter. A band of Githyanki will board your ship and make short
work of much of the crew. They're apparently looking for some 'relic of
holies' that they're certain Saemon stole... which of course is none
other than the blade he gave to you. Unfortunately for Saemon, however,
his attempts to frame you are quite wasted, as the Githyanki intend to
kill everyone on board. Since this would naturally prevent you from
stopping Irenicus, a fight ensues. Don't bother beating on the Githyanki
Captain, as he's immortal. If you want to gain some experience from this
debacle, target his subordinates, instead. Before long the ship will be
boarded again, this time by Sahuagin. It appears all this excitement
is just a bit too much for the vessel. As the ship begins to sink,
Saemon uses magic to save his own hide. You, however, are not quite as
fortunate. I just knew there would be a shipwreck somewhere in this
game! We just have no luck with boats.
City-of-Caverns (AR2300)
o======================================================================o
6) Another narration ensues before the game reveals your new location,
a Sahuagin city of some sorts. How nice of them to build a city that's
so hospitable to surface folk! Royal High Priestess Senityili and
Captain Feerlattiys will speak gibberish at you before the former
decides to cast a spell that allows you to understand their stupid
language. Long story short, Senityili thinks you're part of some stupid
shark-prophecy, and wants you to meet with their king, Ixilthetocal.
Naturally, it's more worthwhile to hear them out than it is to be
defiant. After all, you can't get quest rewards if you don't accept-and
therefore don't complete-any quests.
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<---------------------------------------------------------------------->
7) After you accept to meet their king, you'll be transported before
him. He doesn't seem impressed by your awesomeness, and a meddlesome
'Baron Thelokassyil' and 'High Priestess Tlyysixxous' both advocate for
your destruction. The king is obviously deranged (any shark-man king who
goes 'tee hee hee' obviously isn't right in the head) and decides to
test your power by making you fight an Ettin. You can get the king to
allow you some healing before the fight, but that's as much help as
you're going to get. Just as well, as an Ettin is hardly a fearsome foe
anymore. Kill it, and the king will decide that you are the one the
prophecy spoke of, and Tlyysixxous will be led off to be sacrificed
instead.
<---------------------------------------------------------------------->
8) Now the king gets down to business... sort of. He wants you to
destroy some rebels. Senityili argues on the basis that there just
aren't enough Sahuagin left to survive without the rebels. The Baron
wants the rebels killed, and the king agrees, promising you wealth
in return for the heart of the rebel leader, Prince Villynaty. Agree to
do this, and Senityili will ask you to speak to her before going off.
You now have free reign of the city. Save, sleep, whatever, then go back
to Senityili (x=1350, y=180). Also note that any gear that dropped while
on the boat will be near the Sahuagin King. It's also a good idea to
Pick Pocket the Sahuagin King for some early rewards-he'll give up
three 'Magical Ropes', which we'll need to get out of this area, a
Sahuagin Treasury Key (which allows you to loot the treasury at
(x=450, y=650) and score some quest loot early) a Scroll of Protection
From Cold, a Scroll of Chain Lightning and a Scroll of Death Fog. You
don't have to-and if you're using Potions of Master Thievery, probably
shouldn't-steal from the Sahuagin King yet, but you should do so before
you resolve the dispute between him and rebel.
<---------------------------------------------------------------------->
9) Senityili will sacrifice her rival to Sekolah before turning to
speak to you. Apparently we, being the stupid land-dweller we are,
need to get a tooth that can open the way to the Prince. More than
that, however, she wants us to side with the Prince instead of siding
with the king, on the grounds that the king is quite obviously nuts.
Why can't the Prince come to us? Well, that would ruin a perfectly good
fetch quest. It's also worth noting that if you refuse to play nice with
the Sahuagin and they all go hostile, that you don't need the stupid
tooth to reach the Prince anyways. Agree to at least meet with the
Prince for now and she'll give you the Rebel's Orb, which will mark you
as a friend of the rebels and allow you to meet with the Prince. You
can, of course, always change your mind later. Still, in the interest
of loot and experience, it's worth dragging this quest out a little
longer, regardless of who you ultimately decide to side with. If you
expose Senityili's plot to the king, he'll kill her, you'll lose the
Rebel's Orb, and get nothing in return.
<---------------------------------------------------------------------->
10) There's also a Priestess nearby (x=870, y=300) who will sell you a
variety of potions, ammo, and scrolls. Unfortunately for me, I already
knew all the spells she had to sell save Invisibility 10' Radius... An
unfortunate side-effect of doing so many quests before coming here. This
is, in all honesty, more likely to benefit Imoen more than anybody else,
as Edwin and Nalia should already have a respectable collection of
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spells-not to mention your protagonist, if they are Mages. Note that she
sells two versions of Stoneskin, one which costs less than half as much
as the other. Fun.
o============o
|Mage Scrolls| Priestess of Sekolah
o============o--------------------------------------------------------->
1st-Armor
1st-Blindness
1st-Burning Hands
1st-Charm Person
1st-Chill Touch
1st-Chromatic Orb
1st-Color Spray
1st-Friends
1st-Grease
1st-Identify
1st-Infravision
1st-Larloch's Minor Drain
1st-Magic Missile
1st-Reflected Image
1st-Shield
1st-Shocking Grasp
1st-Sleep
1st-Protection From Evil
1st-Protection From Petrification
---
2nd-Agannazar's Scorcher
2nd-Blur
2nd-Detect Evil
2nd-Detect Invisibility
2nd-Ghoul Touch
2nd-Horror
2nd-Invisibility
2nd-Knock
2nd-Know Alignment
2nd-Luck
2nd-Melf's Acid Arrow
2nd-Mirror Image
2nd-Resist Fear
2nd-Stinking Cloud
2nd-Strength
2nd-Vocalize
2nd-Web
---
3rd-Clairvoyance
3rd-Dire Charm
3rd-Dispel Magic
3rd-Fireball
3rd-Flame Arrow
3rd-Ghost Armor
3rd-Haste
3rd-Hold Person
3rd-Invisibility 10' Radius
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3rd-Lightning Bolt
3rd-Monster Summoning I
3rd-Non-Detection
3rd-Protection From Normal Missiles
3rd-Skull Trap
3rd-Slow
3rd-Vampiric Touch
---
4th-Confusion
4th-Emotion
4th-Fireshield (Blue)
4th-Greater Malison
4th-Ice Storm
4th-Improved Invisibility
4th-Minor Globe of Invulnerability
4th-Monster Summoning II
4th-Otiluke's Resilient Sphere
4th-Polymorph Other
4th-Polymorph Self
4th-Spirit Armor
4th-Stoneskin
---
5th-Animate Dead
5th-Breach
5th-Cloudkill
5th-Cone of Cold
5th-Domination
5th-Feeblemind
5th-Hold Monster
5th-Monster Summoning III
5th-Protection From Electricity
5th-Shadow Door
---
6th-Pierce Magic
<---------------------------------------------------------------------->
11) Head south-west past the court of the king and turn south-east, past
the arena where you fought the Ettin until you come across two Royal
Guards. One of the Sahuagin will speak and inform you that this is
indeed the old home of the 'blackened elves', and that traps abound
beyond. Continue east, then go down some stairs and disarm the first of
the traps you were warned about. Beyond the trap are a pair of Sword
Spiders and Ettercaps, and little further down you'll find a Bone Golem.
Continue south-west past the Bone Golem and turn north-west, disarming
a trap at the entrance of the path to the north-west. Continue
north-west then north-east to find some Imps.
***TRAPS***
(x=1650, y=2750)
(x=750, y=3400)
<---------------------------------------------------------------------->
12) The Imps are delighted that you've arrived to play their game,
promising Drow treasure as a reward for completing the game. why do you
need to play their game to get the treasure? Because guarding the
treasure is a 'nasty-nasty' that'll steal your soul if the imps don't
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protect you (and they're not lying!) Agree to play the game and the imps
will explain the rules. It's essentially a celebrities of Faerun
accessory matching game, where you have to talk to each of the five
famous folks, get an accessory from them, and put the accessory into
the chest behind the person to whom the accessory belongs. First disarm
the traps lurking around the room, then talk to all the famous people
standing around to get all the items. If you've read any Forgotten
Realms books, or have a passing familiarity with the game world, this
will be much easier for you. Still, it's pathetically easy to guess
what people need-this was certainly one of Bioware's less impressive
riddles. I'll comment needlessly below, and provide you with a table,
should you not care to guess or strain your brain any.
Yes, we all know Elminster, one of the earliest and most visible
characters of the Forgotten Realms. While I'll bet he's nowhere near as
iconic as Drizzt, he did regularly serve as the 'face' character of the
Forgotten Realms of old. Everybody knows Elminster fits the typical
elder wizard role, robed, big white beard, pointy hat, and of course, a
pipe. Alustriel refers to the owner of the pipe as 'a man, instead,
one older even than I.' Perhaps she specifically mentions age because
it's an obvious quality one of the famous people?
---
Khelben: I am Khelben, a wizard of great power... one of the rulers of
the finest city of the north. I need the item that supplies my fondest
name... and an extra leg as I walk forth.
I give you this pipe of root and magic... it's power is strong, I will
not lie. Bequeath it to a man, instead, one older even than I.
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R.A. Salvatore, I wasn't very familiar with her before them. Characters
like Storm and the Simbul received more attention in the books I
read, I suppose. Still, she's one of the strongest of the Seven sisters,
and hence, one of the strongest Mages in the 'Realms. Her hair is
silver, she's the ruler of Silverymoon... you have to be able to guess
what her item is. Even if you can't, somehow, Khelben tells you to
give it to 'one who is Sister, but not Mother'. Any other females here?
No? Well, that was simple.
---
Piergeiron: I am Piergeiron, a paladin of Tyr's faith and the Open Lord
of my northern land. If you will, place a symbol of my rule within my
hand.
I give to you this staff of darkest hue, which has faced many an evil
foe. It is not mine, I tell you now, it belongs to one I know.
The darkest hue? As in black? He's the 'Open Lord', meaning he's the
one admitted 'Lord of Waterdeep', his northern city. The 'one he knows'
is, of course, Khelben, a fellow Lord of Waterdeep. Drizzt gives you a
helmet, which of course belongs to somebody. Perhaps somebody wearing
armor?
---
Drizzt: I am Drizzt, a Drow who left my hated home below to become a
hero true. I require something with which I have vanquished many, one
of two.
Drizzt might be the most famous character in the Forgotten Realms, and
perhaps in all of Dungeons and Dragons. Dragonlance fans, your vote
doesn't count. His item is, of course, the Scimitar, of which he wields
two. If you didn't know that little bit of information, then Elminster's
'one whose skin is black as night' comment should be a dead giveaway.
o=======================o===============o=======================o
| Famous Person | Item Given | Item Required |
o=======================o===============o=======================o
| Elminster | Scimitar | Pipe |
| (x=450, y=2920) | | (x=400, y=2950) |
|-----------------------|---------------|-----------------------|
| Khelben | Pendant | Staff |
| (x=470, y=2790) | | (x=400, y=2750) |
|-----------------------|---------------|-----------------------|
| Alustriel | Pipe | Pendant |
| (x=650, y=2720) | | (x=650, y=2650) |
|-----------------------|---------------|-----------------------|
| Piergeiron | Staff | Helmet |
| (x=850, y=2820) | | (x=950, y=2800) |
|-----------------------|---------------|-----------------------|
| Drizzt | Helmet | Scimitar |
| (x=820, y=2950) | | (x=900, y=3000) |
o=======================o===============o=======================O
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After you've put the right objects in the right chests, the imps will be
upset that the game is over, but they'll keep their end of the bargain.
They'll let loose a Spectre from the chest, who will whine that it can't
reach your life force. The imps laugh at the 'nasty nasty', which dies.
Done with their game, the imps take off, leaving you to loot the chest
(x=600, y=3050), which contains Boots of Etherealness and the Spirit's
Shield +2 (aka: Cloak of Protection +2). In the case of the latter...
I'm sure you can find a home for such a potent defensive item. Wearing
them along with a suit of non-magical Full Plate Mail armor provides
defense equal to the best armors we've found so far... plus a bonus to
Saving Throws. The Boots of Etherealness just take up space in my
inventory, or keep one of my characters' feet warm, temporarily. By now,
most enemies have magical weapons, and we always have Conjure Fire
Elemental for when we want to take advantage of enemies without magic.
***TRAPS***
(x=450, y=2850)
(x=650, y=2850)
(x=700, y=2720)
(x=750, y=2950)
(x=850, y=2800)
(x=850, y=2700)
***REWARD***
(For winning the Imps' game)
EXP 18500 (each character)
<---------------------------------------------------------------------->
13) Beyond the imps to the north-east is a Spectator, a Beholder
summoned to guard over the chest belonging to the dead Drow who invaded
the city long ago. The Spectator is a pleasant enough fellow, who
doesn't seem to mind chatting to you in the slightest, although he warns
you not to touch the chest. Pressure him about the chest and you'll win
him over. He's there to guard the chest, not anything inside of it.
Convince him to open the chest for you and then loot it for Sekolah's
Tooth. The Spectator will be upset that he spent 60 years guarding a
tooth, and decide that, since the chest is now empty (and not very
pretty, in any case) he doesn't need to bother sticking around for the
remaining 40 years of his contract. Everybody wins, you get Sekolah's
Tooth and the Spectator gets to go home. To reflect this win-win
situation, the deal is further sweetened by a quest reward, which is
much greater than the reward you'd get from killing the Spectator, by
the way.
***REWARD***
(For obtaining Sekolah's Tooth and freeing the Spectator)
EXP 15000
<---------------------------------------------------------------------->
14) Now that we have the tooth, we can go find the prince at our
leisure. North-east of where Senityili is you'll find some hostile
Rebels, and south-east of them near the top of the map you'll find a
group of Sahuagins fighting more Sahuagin Rebels. Some of the Sahuagin
on either side are spell-casters, but they are capable of only minor
spells. south-west of this group of combatants is another, each side
is again led by a Mage. They will summon some friends if the fight
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persists too long, but they otherwise busy themselves with Mirror Image,
Chromatic Orb, Flame Arrow, and other lower-level spells. Other
encounters can be found along the eastern side of the map, mostly with
groups of several archers. It's a good way to stock up on Bolts and
crappy trinkets, if nothing else.
***ENHANCED EDITION***
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Oh, glorious day! The folks at Overhaul Games didn't change much about
the Enhanced Edition outside of the four new characters and their
quests, but at least they changed the hideous aesthetic effect that
comes with the Cloak of Mirroring. It used to loot like a huge orb of
swirling white energy-you could barely see the character under the
effect! Simply put, it was an eye-sore. Now the Cloak of Mirroring
bestows a constant visual effect onto the character identical to the
Spell Deflection spell. It's obnoxious in its own way, but nowhere near
as bad as it was. For the record, in the original game I played with
mods, one of which made cloak give the same visual effect of the Spell
Turning spell, which was even better, but you can't have everything.
<---------------------------------------------------------------------->
16) From the path running through the maw-altar, head south-east until
you cannot proceed in that direction further, then turn south-west.
Shortly you'll find some stairs leading down into a bloody pit, which
is the home to a Sea Zombie Lord, some Sea Zombies, and some
Lacedons/Greater Lacedons, which are essentially aquatic Ghouls. The
Sea Zombie Lord is the real pain, as he has a low THAC0 and can deal
some pretty mean damage, as well as level drain. It's still nothing a
spell-buffed Fighter/Mage with some support can't handle. When the Sea
Zombie Lord dies he'll let out a Cloudkill, to further harass you. He'll
also drop some potions and gold when he dies. Not a very epic reward,
but it's something. A fun way of dealing with this encounter is to
cast a spell like Death Fog or Fire Storm (if you have it) near the
enemies, then cast an invisibility spell to protect the caster from
prosecution. Most of the enemies will sit around in the area of effect
and die, or at least get very injured, while you wait safely above. You
can also use a conjured Fire Elemental as a decoy, since they can't
harm enemies that require magical weapons to hurt, although if you leave
your poor little Fire Elemental alone, the Sea Zombie Lord will likely
level drain it to death eventually.
<---------------------------------------------------------------------->
17) From the bloody pit, head north-east until you're at the top of the
level, then go as far south-east as you can-killing Sahuagin Rebels
as you go-before going down some stairs at (x=4600, y=1200). In this
lower section of the city you'll find a pair of smug bastard Sahuagin
who are out of melee range. Have your characters switch to ranged
weapons and shoot them down before continuing to the south-west, where
four more Sahuagin await on the land, and two more stand out of reach.
Kill them and head through a door at (x=3700, y=2300), beyond which a
Sahuagin Chieftain awaits, willing to take you to the prince. You know,
if they had just put this guy one room earlier, they'd have saved us a
lot of trouble... and ammunition, and saved them some Sahuagin. Survival
of the fittest, I suppose.
<---------------------------------------------------------------------->
18) Agree to go meet this prince. If you refuse now, they'll assume
you're up to no good and you'll lose your chance. The prince is rather
pragmatic... almost Machiavellian, even. He doesn't care about this
prophecy and saving the Sahuagin nonsense, he just wants the throne,
and to accomplish this, you need to take a fake heart to the king. When
their guard is lowered, the rebels will attack, and together
you'll... something, something... to victory! You get the idea. Do all
the work, put another guy in power, and get some trinkets. That's
politics, above and below the sea.
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No more putting it off, now you need to decide whether to side with the
prince, or the king. If you kill the prince and bring his heart to the
king, the king will reward you, not to mention you can loot the prince
for the Wave Blade, the second and final part of the Wave Halberd, and
the Impaler +3.
If you side with the prince you'll be given a 'Fake Rebel's Heart' to
give to the king. The king is initially quite pleased with the fake
trophy, and has a feast prepared to celebrate. Unfortunately, the
Rebels are soon detected, and the king realizes you betrayed him and
attacks. Kill them all and the prince shows up just in time to miss the
action. You'll be thanked, however, and given access to the king's
treasury, as well as rewarded for the quest. The King will also drop the
Impaler +3 and a Magical Rope, and in addition you can rob his treasury
(x=450, y=650), which contains another Magical Rope, a Rod of Lordly
Might, some Sahuagin Scribe's Notes, and a Scroll of Protection from
Elements.
Siding with the prince gets you more experience (2000 more per
character, or 12,000 for a full party), but 2000 less gold, and you
don't get the Gauntlets of Crushing. Frankly, in this case I prefer to
go meet the prince, but side with the king. The Sahuagin rebels around
the prince more than make up for the difference in experience, and the
king gives a better reward. Of course, if you side with the Prince,
you can then kill him afterwards and claim most of the loot you would
have gained from the king, save the Gloves of Crushing. So, the question
becomes whether you'd rather have the Gloves of Crushing and 2000 gold,
or 2000 experience per character and a note and scroll from the
treasury. Since the king runs off after you bring him the Rebel's Heart,
you can't just kill the king and access his treasury... but if you
picked his pockets earlier, you get the best of all possible outcomes.
In any event, the Impaler +3 is pretty damn nice, I just don't have any
character who uses spears to give it to. Minsc could technically use it,
but the Two Handed Swords we have yet to discover will vastly outclass
this spear. The Rod of Lordly Might may be a very small upgrade if
Anomen is still using a Mace +2 (mine was).
Note: If you wait to steal from the king until just before you turn in
the prince's heart, you'll have enough time to use the Potions of
Master Thievery on a upcoming merchant, too. Waste not, want not, right?
A measly Pick Pockets score of 100% was enough to steal from him at
will, which was about three potions for Imoen. Also, if you rob the
king and loot his treasury before you talk to him, it not only saves
you the bother of walking back to his court, but you also get another
Rod of Lordly Might. If the king gives you the Rod of Lordly Might as a
reward before you loot the treasury, it won't be there later.
***ITEMS***
(x=450, y=650) Magical Rope, Rod of Lordly Might,
Sahuagin Scribe's Notes,
Scroll of Protection from the Elements
***REWARD***
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***REWARD***
(For siding with the prince and killing the tyrant)
EXP 60500 (each character)
<---------------------------------------------------------------------->
19) The political problems of these Sahuagin are now resolved... for
now. In any event, it's time to head back to the Prince's Stronghold and
use our new-found Magical Rope to descend into the Underdark. This is
the area where the folks who took the portal in Spellhold were
teleported to, past the Cloak of Mirroring, The Spirit's Shield +2, and
the Silver Blade, not to mention the 60,000+ experience per character
we've gained by going the long way. It's a costly detour to snub Saemon
Havarian, to be sure. Exit the Sahuagin city-and chapter four-by
clicking the hole at (x=4600, y=2700). Watch a cutscene of Irenicus
dealing with some Drow, and a small movie showing you around.
***REWARD***
(For reaching the Underdark)
EXP 20000 (each character)
o======================================================================o
| Chapter 5 |
o======================================================================o
| |
| Exploring the Underdark |
| |
o======================================================================o
Sequence of Events: {WLK029}
1) Denizens of the Underdark
2) Carlig and Company
3) Elemental Extermination
4) Freeing Vithal
5) Drow Patrol
6) Freeing Bedlen Daglefodd
7) Murdering Madman Aganalo
8) Uh..?
9) Riti's Misguided Revenge
10) Gont of Riatavin
11) Destroying Alchra Diagott
12) Myconid Massacre
13) Therndle's Reward
14) The Book of Rituals
15) Portal Guardians
16) Stingy Vithal
17) Tolkien Trouble
18) Balor Battle
19) Blackenrock's Bounty
20) Kuo-Toa Killing
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Underdark (AR2100)
o======================================================================o
1) The Underdark can be rather dangerous, as the game leads you to
believe. Groups of Kuo-Toa can harass you by shooting you with Kuo-Toa
Bolts, which can stun you. Drow and Mind Flayers, however, are more
severe threats. Mind Flayers almost necessitate the use of Chaotic
Commands, as their psionics can disable several characters sickeningly
quickly. Even after their pisonics are neutralized, they drain points of
Intelligence every time they hit. Once your Intelligence hits 0, it's
an auto-kill. This means that your Warriors are actually very vulnerable
against Mind Flayers in close combat. One solution is to spell-buff a
Fighter/Mage and hope that, through a combination of low Armor Class
and spells like Mirror Image, Improved Invisibility, and Blur, that
the character can hold off long enough, while the rest of the party
stays back and uses ranged weapons. Drow typically come in groups, and
although they're fairly dangerous in melee, the fact that they have to
play by the rules and whittle your Hit Points down like normal makes
fighting them more conventional. That said, they tend to come loaded
with spellcasters, and are resistant to magic themselves. This means
that dispelling their buffs (and keeping them from debuffing you)
becomes easier than the old tactics of Silence 15' Radius, Greater
Command, Insect Swarm, Chaos, and Slow. They aren't immune to these
spells, but when you encounter a group of hostile Drow, just expect
each spell to affect half the number of enemies it used to affect.
If you're going to spell-assault them, spell assault them heavily. Also,
most of them come equipped with heavily enchanted Drow armor, which
makes them very well protected against your attacks. Of course, once
you kill a couple of them you can nab this armor for yourself, which
will greatly improve the Armor Class of your party for the duration of
your stay in the Underdark. You just gotta love Drow Full Plate +5.
<---------------------------------------------------------------------->
2) Head east, then south-east to find a trio of Duergar, Carlig, a
trader (x=1600, y=3700), Finderlig, who is just superstitious
(x=1660, y=3820), and Uder Mordin (x=1770, y=3800), who has a story to
tell you about an imprisoned Mage to the north. Hmm... Imprisoned you
say? Check out Carlig's stock and sure enough, you'll find a Scroll of
Freedom, along with many, many other very nice... very expensive spells.
I've got plenty of gold, but we can still go for a five-finger discount,
which we'll do later, when we have access to more of the Underdark.
We need to stretch those Potions of Master Thievery out, after all.
For now, just buy one Scroll of Freedom.
Note: If you used your Potions of Master Thievery and stole from the
Sahuagin king right before you presented him with the Rebel's Heart,
you will still have plenty of duration left to steal as many scrolls
from Carlig as your heart desires. The 100% Pick Pockets is enough to
get the job done if you're patient, but chugging another potion might
be necessary if Carlig is detecting you too often. I plan to steal
all his scrolls, but the best new spells he sells are listed below.
It's also worth noting that Carlig's inventory changes after you talk
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to him the first time-this is just an odd glitch. The gear he shows
you the first time you talk to him is the same gear you'll have access
to during [WLK032], while the gear he'll show you the second (and
subsequent) time you talk to him (up until [WLK032]) is what he's
supposed to be currently offering... so it'll be what is covered, and
we'll ignore the rest of the loot until [WLK032].
Freedom
-------
This spell really only exists to counter Imprisonment, and, to a lesser
degree, Maze. While there are enemies out there who will use those
spells on you, it's often easier to just cast a Spell Immunity:
Abjuration to avoid the effect altogether. More practically, it's
useful as a scroll for freeing the imprisoned Mage nearby. Still, if
nothing else it's worth 9000 experience to scribe it.
Spell Sequencer
---------------
Allows you to chain up to three spells of fourth level or lower. Sort of
like Contingency, except you can use it whenever, and you can link up
multiple offensive spells. For example, my Fighter/Mage could use this
spell like Contingency, to pop on Stoneskin, Improved Invisibility, and
Fireshield all at once. More useful, however, you could also string
together three Flame Arrows to deal ridiculous damage to one enemy, or
three Greater Malisons to decimate their defenses.
True Sight
----------
I have had this spell with Keldorn and on my Clerics for a while now,
but this is the first chance I've had to steal one for my Mages. By
now we know how essential this spell is.
o===========o
|Mage Spells| Carlig
o===========o---------------------------------------------------------->
4th-Stoneskin
--
5th-Animate Dead
5th-Breach
5th-Chaos
5th-Cloudkill
5th-Cone of Cold
5th-Domination
5th-Hold Monster
5th-Protection From Electricity
5th-Spell Shield
5th-Sunfire
---
6th-Improved Haste
6th-Power Word, Silence
6th-Stone to Flesh
6th-True Sight
---
7th-Mass Invisibility
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7th-Prismatic Spray
7th-Project Image
7th-Spell Sequencer
---
9th-Freedom
***ITEMS***
(x=1660, y=3600) 1 gold
(x=1600, y=3820) 1 gold
(x=1830, y=3800) 8 gold
<---------------------------------------------------------------------->
3) Before we use our scroll, however, let's make this area safe for
humanity... or at for least us... and pick up some experience along the
way. At (x=900, y=2800) you'll find a portal, near the portal is a
symbol upon which an Air Elemental constantly spawns. Move your party up
and kill about ten of them, until no more appear. Over to the east is
another portal (x=2450, y=3200), near which Earth Elementals spawn.
Again, kill about ten and they'll stop appearing. Repeat the process one
more time near a third portal (x=2800, y=2900) just above the Earth
Elemental portal, this time killing off Fire Elementals. Why do this
now? Because if you free the imprisoned Mage the Elementals seem to stop
spawning, and that's a good 60,000 experience for the Fire Elemental
portal, 60,000 experience for the Earth Elemental portal, and 70,000
experience for the Air Elemental Portal, or a grand total of 190,000
experience (or 31,666~ experience per character.) My Fighter/Mage/Thief
protagonist has a good time with these critters, testing out her new
Paws of the Cheetah to do hit-and-run backstab tactics.
<---------------------------------------------------------------------->
4) Once the elementals have been exterminated use the Freedom Scroll in
the area between the Air Elemental portal and the Earth Elemental portal
(you don't have to be terribly precise) and a Mage named Vithal will
appear at about (x=1950, y=2900). You'll get a small experience reward,
and Vithal will offer to cut you in on a plan he was working on before
he ran afoul of a local. He's pretty vague, but he promises you a share
of magical loot if you help him out. First, however, you need to
retrieve his book of rituals, which he believes was discovered by some
Svirfneblins (Deep Gnomes) to the north. He will, in the mean time,
mess around near the Earth Elemental portal.
***REWARD***
(For freeing Vithal from his imprisonment)
EXP 10000
<---------------------------------------------------------------------->
5) Head north and west and you'll run afoul of a group of Drow,
including several Priestesses. This fight can be a pain, as they've got
plenty of spell power on their side. You can approach from the east, if
you're careful not to provoke the Kuo-Toa over there, which is probably
easier as you've got more space to maneuver. Hit them with as many
debilitating spells as you can-I got off two rounds of spells (Chaos
and Slow from the Mages, Silence 15' Radius and Greater Command from
the Clerics, and of course Insect Plague) before I engaged in melee
and mopped up. The Drow seem more content to put up Blade Barriers,
Mirror Image, and cast weak summoning spells. Once they're all dead,
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loot them for what armor they have. I was able to recover two suits of
Drow Elven Chain +3 and a suit of Drow Full Plate +5.
Note: Drow gear is one of the great perks of adventuring around the
Underdark. It's highly enchanted, powerful stuff that largely out-
classes everything you've found up until now. Drow typically carry
+3 weapons and either Elven Chain +3, Drow Chain Mail +5, Drow
Full Plate Mail +5, and Drow Shields +3. This will probably drop the
average Armor Class of your party by several points, which is a very
good thing. Unfortunately, you only get to keep this stuff while you're
in the Underdark. Once you get back into sunlight, all this beautiful
loot is ruined.
...or, you can just cast a Heal spell on him, which might be a little
tricky due to his initial Fireball and ensuing Imprisonment. Casting
Spell Immunity: Abjuration and making my protagonist the target of his
affections worked out well enough. Once he's been healed he'll come to
his senses, and if you're nice, he'll reward you before departing.
Killing him and healing him are, all in all, worth about the same,
all things considered. Credit goes to Almateria for pointing out this
incredibly obscure detail.
Note: Just making a note of this for the hell of it-on my Enhanced
Edition playthrough with my evil party my protagonist back-stabbed
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***REWARD***
(For healing Raevilin Strathi)
EXP 15000
Item Albruin +1
<---------------------------------------------------------------------->
9) At (x=1920, y=1920) you can release the soul of a Githyanki named
Riti, who apparently thinks it's a good idea to try and remove the
disgrace of his capture by attacking his savior. Stupid Githyanki. Kill
him and take the Backbiter +3. A fitting weapon for him. It was
originally a Baldur's Gate 2-only weapon, but later made its way to the
first game via the Enhanced Edition. It sucked in both games. Who needs
an enchanted spear, much less one that harms the weilder ever hit?
<---------------------------------------------------------------------->
10) Next, manipulate the chamber at (x=2035, y=1845) to release one
'Gont of Riatavin. He seems to not have noticed the time-lapse since
his imprisonment, whatever that might have been, having been abruptly
imprisoned while fighting some Drow. He'll react poorly to Viconia,
if she's with you, but if you're nice he won't be outright hostile.
He's also not very useful, either, only giving you some advice if you
let him go. He also claims to be too poor to offer some reward. If you
kill him, you'll find out he-sadly-wasn't lying. He'll leave behind a
suit of Leather Armor, a Short Sword and 7 gold. At least he's worth
7000 experience.
<---------------------------------------------------------------------->
11) Now there's one last chamber left (x=2000, y=1900), and for this
one, it's time to put our new-found defensive strategy to the test.
I cast Death Ward, Chaotic Commands, Spell Immunity: Conjuration,
Abjuration, and Alteration on my main character and move the rest of the
party away. Then I release the last soul, which belongs to the Lich
Alchra Diagott. He'll naturally decide to take his aggression out on us
before finding the Drow that imprisoned him. He's fond of using Symbol
spells (which Spell Immunity: Conjuration protects against) as well as
various death spells (Death Ward). His damaging spells are negated by
the Cloak of Mirroring (and he'll almost certainly use a Sunfire and a
Horrid Wilting). And lastly, if he tries to cast Imprisonment, I'm
protected from it by Spell Immunity: Abjuration. Best of all, he can't
get rid of my life-saving buffs because Spell Immunity: Abjuration
counters Remove Magic. My main character also casts Improved Haste
to allow him to rip through the Lich every time he lets his guard down.
From a distance, Keldorn uses True Sight when Alchra tries to hide, and
Imoen uses Breach when Alchra puts up a Stoneskin or Protection from
Magical Weapons. In this way my main character can safely rip the Lich
to pieces, while a few party members debuff. He'll drop a Scroll of
Delayed Blast Fireball, a Scroll of Spell Turning, and a Scroll of
Summon Nishruu when he falls.
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but what the hell - waste not, want not, right?). I got thru this and
suffered no damage at all.
<---------------------------------------------------------------------->
12) Now that we're done with the soul cage, cast Chaotic Commands on a
strong Fighter, Haste them up, and send them to the west. You'll find
several Spore Colonies which spawn Myconids... which in turn try to
Confuse you. Kill them, kill their king, and kill their little spores,
too.
<---------------------------------------------------------------------->
13) Continue to the north and you'll find a trio of Swirfneblins
guarding a bridge. Talk to the one named Odendal (x=630, y=1180), who
will let you in if you're nice, even though he doesn't like Viconia one
bit. Head through the town (which doesn't have much to see) and loop
around until you find the entrance to the building marked as the
'Swirfneblin Settlement'. Inside you'll find Therndle Dagelfodd
(x=1770, y=600). Mention that you saved his son, and he'll reward you.
He also sells some gear-mostly +1 armor and weapons, but he also has
some Potions of Master Thievery and scrolls. If you were really quick
earlier, you might still be under the affects of the potions you chugged
earlier. If that's the case, don't hesitate to steal Therndle's Potions
of Master Thievery and whatever spell-scrolls you desire, as he does
sell some uncommon spells, even if they're not the most useful (like
Invisible Stalker). If not, just buy the Potions to replenish your
stock. Note that Therndle won't get pissy if he catches you stealing.
Also, if you loot around the city you can find various random trinkets
and a Discipliner (aka: Ring of Folly). The marginal loot just isn't
worthy my time to record-or yours to read. You might score a low
quality gem and a few gold coins, but that's about the extent of it.
o===========o
|Mage Spells| Therndle Daglefodd
o===========o---------------------------------------------------------->
1st-Find Familiar
---
2nd-Power Word, Sleep
2nd-Ray of Enfeeblement
---
3rd-Minor Spell Deflection
3rd-Protection From Fire
---
4th-Minor Sequencer
4th-Secret Word
4th-Spider Spawn
4th-Teleport Field
---
5th-Spell Immunity
---
6th-Death Spell
6th-Flesh to Stone
6th-Globe of Invulnerability
6th-Invisible Stalker
6th-Tenser's Transformation
***REWARD***
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***REWARD***
(For helping Vithal retrieve the extra-planar treasure)
EXP 20000 (each character)
<---------------------------------------------------------------------->
17) Over at (x=2030, y=850) you'll find Goldander Blackenrock, who has
an usually deep voice for a gnome. Maybe that's why they're called Deep
Gnomes? Anyways, the Gnomes have unearthed some evil by digging too
deeply, and since Gandalf is nowhere to be found, they need your help
to keep it at bay. Naturally the gnomes can't offer much of a reward,
but they can help you get into the Drow city, which, if you were
following the dialogues, we need to do to find Irenicus and Bodhi. This
they can do by referring you to one 'Adalon'. Go kill the evil they
awakened and they'll give you a gem, which will illuminate your way to
this Adalon and let you deal with her. Before you go he'll give you a
'Stoneshape scroll', which will seal the creature in after you've
defeated it. It's always fun fighting things that lie buried deep in
the earth, that might survive a cave-in, and even after being defeated
in combat are so terrifying that they need to be buried.
<---------------------------------------------------------------------->
18) Head over to the Svirfneblin at (x=3620, y=700), who will let you
pass now that you've been granted permission by Blackenrock. Now go
near the ladder at (x=3250, y=400) and spell-buff up. In addition to
your normal preparations, be sure to have cast a Remove Fear or Resist
Fear, Free Action, and equip any and all +3 weapons you have in
preference to any other weapons. If you're a low level party (i.e. you
didn't go around recruiting everybody) you may only have a few weapons
of +3 quality or better. By now even the least adventurous gamers should
at least have the Imapler +3, Celestial Fury +3, and a Cleric's
Staff +3. I really don't have too much sympathy for you at this point in
the game if you haven't accumulated a few usable +3 weapons by now...
I've certainly done my best to remind you to do so. Even I don't have
enough +3 weapons to arm everybody, but I can at least ensure that half
of my party is ready to go, and that'll have to do. Really, if you just
have a Fighter/Mage with Celestial Fury, you've got a chance, but we've
passed by numerous Spears +3 by now, at the very least. Anyways, that's
all for my guilty/consolatory speech, now it's time to get to business.
Now that we're spell-buffed, activate the pit and a Balor will show up.
The main danger this foe presents (besides requiring a +3 weapon to
hit) is its fondness for paralyzing effects. It'll start the fight out
with Symbol, Stun, and it'll constantly use an innate Paralyze ability,
so keep a Remove Paralysis handy. If Edventar's Gift is on your Cleric,
as I suggested when we found it, you should be able to counter the
Balor's Paralysis handily. You can contribute with spells (having
Imoen/Edwin pop out some Magic Missiles or Anomen/Viconia use Bolt of
Glory at least allows them to contribute.) Otherwise, it's not overly
dangerous, and a spell-buffed Fighter/Mage of any quality should be able
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to destroy it before they run out of spell-buffs. When it's dead use the
Stoneshape scroll to seal the pit.
Note: If it's just not working for you, there's one more good chance at
getting the resources you need to kill the Balor. In step #16, you will
obtain numerous +3 weapons and some armor that'll make killing the Balor
easier-provided you can, of course, liberate them from their owners.
<---------------------------------------------------------------------->
19) Return to Blackenrock and he'll grant you a decent experience
reward, the Light Gem you need to reach Adalon, and Skullcrusher +3,
a mace that's almost certainly better than what Anomen is using. We
could have used this before we fought that Balor, you know. Ah well.
It's time to pay this Adalon a visit.
***REWARD***
EXP 25000 (each character)
Item Light Gem
Item Skullcrusher +3
<---------------------------------------------------------------------->
20) Head east of where you found the device containing the trapped souls
and you'll eventually come to a bridge guarded by Kuo-Toa. This time,
a break down in communication (and the general violence of Kuo-Toa)
results in a fight. While they might be individually insignificant, in
numbers they can be a pain. Some have Kuo-Toa Bolts, which have a
chance to stun their targets, and others happen to be spell-casters
who attempt to cast Hold Person on the party. Sprinkled amidst the
archers and spellcasters you have the odd warrior who likes to take
advantage of defenseless characters. Of course, they're not too strong
if they can't wreak havoc with their Hold spells. I just enter into
combat with them, and if they hold some of my characters, I eliminate
the threat with a timely Dispel Magic. In the end, they're just not
worth spell-buffing for, and once they've wasted their Hold Person
spells, they die quick enough in a straight melee.
<---------------------------------------------------------------------->
21) Now that the Kuo-Toan distraction is out of the way, there's a path
to the north just before the Kuo-Toa bridge that leads to an odd
platform. Once you step on it, a mini-cutscene occurs and a Drow raiding
party appears, which can suck if your party gets scattered crossing the
bridge to the platform. There's one spell-caster amongst them, but
otherwise this group is not the equal of the one we demolished earlier.
A simple Haste is enough power to allow me to destroy them fairly
easily, but if you're caught in a bad way, it can't hurt to throw out a
Slow or Chaos, too. When they're all dead, you can harvest their
ridiculously powerful equipment-if you were having trouble with the
Balor, but took out these Drow, you should find yourself plenty of new
magical arms and armor, which includes numerous +3 melee weapons.
You'll also find some Drow Bolts, whose number depends on how many shots
the Drow get off. Suffice it to say, you'll have armor for all your
front-line Fighters and enough +3 weapons to handle anything. The best
thing about Drow armor is the fact that everything except the Full Plate
allows you to use your Mage spells and Thief skills, which is really
good news for those dual-and-multi-classed Mages and Thieves out there.
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I started the fight as I would start a fight with any Dragon, and this
is pretty much going to be our Dragon strategy... with alterations for
when we obtain better spells and gear. First and foremost you must
absolutely cast Remove Fear, as Dragon Fear can cause you to lose a
fight before it ever even begins. Then the typical spell-buffs begin,
Mirror Image, Stoneskin, Improved Invisibility, Haste, Defensive
Harmony, etc. Against Dragons I make the following preparations: I
load up my spellbook with Lower Resistance, a Greater Malison, and for
my protagonist-a lot of Stoneskins. He'll be the one who needs to endure
the Dragon's offense if anybody needs to heal, or while I debuff the
Dragon/rebuff the rest of the party. Protection from Evil 10' Radius is
typically another spell buff I use, but it won't do much good against
Adalon. Also specific to Adalon is the need for some Remove Paralysis
spells, as she likes to paralyze. Dragons also have a breath weapon, and
the individual preparations for these vary depending on the Dragon in
question. Many simply have elemental attacks, and for this Protection
from Energy is typically the go-to spell, as it reduces the damage you
take from elemental and magical attacks by 75%-just enough to keep
Edwin and Imoen alive, if not well. Adalon, however, has a cold-based
breath weapon, and we probably don't have the ability to cast Protection
from Energy. In this case, Protection from Cold and Resist Fire/Resist
Cold will have to do, which will block 50% of the damage dealt by
Adalon's breath weapon... which is less than ideal, but it's better than
nothing. As far as execution is concerned, summon as many allies as you
can and surround the Dragon-if they feel too much pressure in melee,
they'll wing buffet, which knocks everybody back. If you attack from one
direction, your entire party will be knocked back. Surrounding the
Dragon limits the number of attackers affected. It also spreads out your
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party, making them less susceptible to their breath weapon and Remove
Magic, which most Dragons tend to employ. I'll be honest, my strategy
for Adalon was not very inspiring.
With Edwin in your party, it's not inconceivable that Edwin might have
enough experience to cast 8th-level spells, and even if he's not, using
a Scroll of Horrid Wilting to hit Adalon can really do some damage. Also
using Spell Sequencer to chain up some Magic Missiles and Flame Arrow
spells can likewise deal some pretty impressive damage. With my THAC0,
weapons, and Adalon's Armor Class, the best chance I have is to start up
the fight with at least a pair of Lower Resistances and try and go for
the quick take-down by hitting her with direct-damage dealing spells. Of
course, without Edwin neither the great damage of Horrid Wilting or the
cumulative damage we can deal with Spell Sequencer is possible... Minor
Sequencer is a poor substitute. When she falls she'll leave behind the
'Blood of a Silver Dragon', a Note with which you can escape from the
Underdark, and 3000 gold. Not really such an epic reward for such a
difficult fight...
o======================================================================o
| |
| Illithid City |
| |
o======================================================================o
Sequence of Events: {WLK030}
1) Captured!
2) Bad Guy Mistake #1: Failure to Disarm
3) Umber Hulk Battle
4) Simyaz's Scheme
5) It's Harder When They Talk...
6) Mercy Killing
7) Illithid Serum
8) Control Circlets
9) Turnabout is Fair Play
10) Mind Flayer Rout
11) Brine Potions
12) Mind Flayer Cannae
13) Killing More Captives
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two of their number missing) Simyaz will propose a plan. Despite your
troubles, they can use their psionics to weaken the Illithids around the
arena, giving you enough time to escape through one of the doors. With
the help of the Githyanki, you may just have a chance of fighting your
way out of here. No matter what you say, they'll obstinately declare
that they're going to try and escape whether you like it or not, and
really, why wouldn't you make the attempt?
<---------------------------------------------------------------------->
5) Your Ogre jailer will return so as to gather you for your imminent
fight with the Githyanki. He even prefers you over them, what with their
sour faces and all. With a cheerleader of this quality, how can we have
anything less than utter success? Once you're in the arena, you'll find
that it's a three way battle, with Simyaz and the Githyanki to the
north, some Kuo-Toans to the wast, and yourself to the east. Kill the
fish-men and exit through the door at (x=2520, y=1900), which may
require a Knock spell or a good bash. Kill your unfortunate jailer... he
was right... it is harder when you talk!... and grab the Hilt of the
Equalizer from the table at (x=2800, y=1600).
***ITEMS***
(x=2630, y=1805) 525 gold
(x=2800, y=1600) Hilt of the Equalizer
<---------------------------------------------------------------------->
6) Now that you have run of the place, you can go free some of your
fellow inmates behind the doors at (x=3380, y=1780) and
(x=3250, y=1500). And by free them, I mean 'from life'. The first door
contains a pair of Kuo-Toa Warriors, and the second contains a Sahuagin
Prince and a Sahuagin Baronial Guard. They're better off dead than in
the custody of Illithids, and all the more-so because we gained some
experience from it.
<---------------------------------------------------------------------->
7) Now for my Mind Flayer strategy. Its brilliance will be matched only
by its simplicity... or perhaps it's not so brilliant, but it is simple,
indeed. Everybody save my protagonist equips ranged weapons, and my
main character is protected by Chaotic Commands. He then spell-buffs
with whatever defenses he has-Mirror Image, Blur, and Improved
Invisibility being the top choices. Everybody gets Hasted. My
Fighter/Mage then leads the way, acting as bait for the Mind Flayers.
Hopefully he'll engage as little as he can, leading Mind Flayers on a
merry chase while the rest of my party shoots them dead. If they target
anybody else, my protagonist will step in and earn their attention.
Since we have access to remarkable Drow armor here in the Underdark, we
can spell-buff our Fighter/Mage, then strap of Drow Full Plate Armor +5
to lower our Armor Class to -12... and with all the other buffs active,
my Fighter/Mage can cut a bloody swath through anything we'll run into;
Mind Flayers, Ulitharids, and Umber Hulks alike.
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failure for the win. Keep in mind that if you've gone through the
trouble to obtain Firetooth +4, the Quiver of Plenty, and the Crimson
Dart +3 from Watcher's Keep it'll be much easier to shoot down Mind
Flayers.
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to Simyaz (x=3030, y=1100), who will explain that they are free.
Unfortunately, this doesn't include you, since you can't teleport around
and whatnot. Only by killing the 'elder brain' can you dispel the power
of the Illithids that keeps you prisoner. He wish you well... as well as
he can bring himself to wish you, anyways, and leave. At least you'll
get enough experience to make this worthwhile.
Note: Only Mind Flayers can open the doors in this area. Ulitharids
apparently do not count, even though they are superior. So don't waste
your Command Circlets on anything other than a Mind Flayer.
***REWARD***
(For helping the Githyanki escape from the Illithid City)
EXP 25000 (each character)
***ITEMS***
(x=3000, y=900) Methild's Harp
<---------------------------------------------------------------------->
10) Since there's only one way left to go, head west through a pair of
doors at (x=2850, y=950) and (x=2100, y=1000). I now dispense with the
notion that I'm too proud to use any spells, as through the next door
a pair of Umber Hulks, a Mind Flayer, and three Ulitharids await me. I
use the spell-preparations mentioned above and sneak up on the enemies
and cast a Death Spell just outside of their sight radius. With any
luck the Mind Flayer and Umber Hulks will be affected. The remaining
enemies-now provoked, set upon my Fighter/Mage. I run back to the party,
Haste, and wait for them to reach the room where I last met the
Githyanki. Once there, I hit them with everything I have. My
Fighter/Mage runs around, trying to distract the Ulitharids while
avoiding combat as much as possible. Even fully spell-buffed, a few bad
hits can reduce his super-human Intelligence, and that's a crappy way to
die. My evil party is all too ready to bombard the Mind Flayers and
Umber Hulks with Death Spells, after which I resort to my hit-and-run
solo protagonist sneak-attack tactic mentioned above. It's alot safer
than what my Fighter/Mage has to endure.
Note: I said it in the guide prior to the walkthrough, but since I know
people don't read that formative crap that tells them how to play the
game, how the guide is structured, and other trivial information, I'll
say it again here, now that it's about to bludgeon you in the face: as
you level up, some enemies do, too. While this isn't the wholesale
direct scaling like in Dragon Age and Final Fantasy VIII that I despise
so much, it does mean that the higher your level, the stronger some
enemies will be. Instead of Mind Flayers, for example, you might run
into Ulitharids, instead of Beholders, you might find Elder Orbs, and
instead of Mummies, you might find Greater Mummies, or Liches, to name
a few, important, examples. Also, the number of enemies may increase in
a given encounter. I mentioned this before during the Unseeing Eye
quest, and I'll probably mention it again when we clear out the Umar
Hills Dungeon. Fortunately, stronger enemies mean more experience, and
it keeps us from becoming too complacent while playing. At our higher
levels, we have the luxury of popping out Death Spells to negate Mind
Flayers and Umber Hulks, so we deserve a few Ulitharids to keep us in
check, and we have Sunray, so if we have to fight an extra Lich or ten,
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***ITEMS***
(x=1460, y=1300) Laeral's Tear Necklace
<---------------------------------------------------------------------->
13) From the room occupied by the half-dozen Illithids we just slew,
head through the door to the south (x=1050, y=1650) and continue south
until you reach a room with three capsules. The one at (x=1000, y=2000)
hides an Umber Hulk. The middle one (x=1250, y=2100) houses an Insane
Dwarf Warrior, who will drop a suit of Leather Armor, a Medium Shield,
Bullets x20, a Battle Axe, a Sling, a Ring of Fire Control, and 87 gold,
and finally the capsule at (x=1300, y=2320) contains a Kuo-Toa Priest.
The Ring of Fire Control gives you 50% of Fire Resistance, which is nice
for front-line characters who will-unfortunately-often be subjected to
fire spells... sometimes the enemy is mean, and sometimes I need bait.
Keldorn/Viconia will both get great magic resistance, so I see no need
to further burden them with this ring. Jaheira and Anomen, on the other
hand are both good candidates, as either one would be well-served by
having some fire resistance. Anomen in particular makes a good case,
since he has to rely on Slings for missile damage, having the ability
to pop out another Flame Strike will help his ranged attack out a bit.
<---------------------------------------------------------------------->
14) Return to the room where we decimated that last smug bunch of
Illithids and go through the secret door at (x=1150, y=1300) and through
another not-quite-so-secret door at (x=1300, y=100). Inside this room
are a pair of Mind Flayers, an Ulitharid, and an Umber Hulk. We probably
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don't even need a Death Spell this time, just lure them into the room to
the south and shoot them down. If you can, use a Control Circlet on one
of the Mind Flayers-we'll need another one very soon. Loot the room and
return to the site of our crushing victory over the foolish Illithid-our
Mind Flayer Cannae.
***ITEMS***
(x=1200, y=700) Staff of Command
<---------------------------------------------------------------------->
15) Look at the map, we have to be getting near the end now, there's
almost no more room left for anything else! Send your captive Mind
Flayer up to the door to the north at (x=950, y=1250). If you killed all
of them in the last fight, you can find another one in the room where we
found the Ilithid Serum... and our last victim/friend. The door opens,
as we expected it would, and the Mind Flayer turns hostile and needs to
be put down. It's a shame, too. I named mine Irving. Another door waits
beyond the first (x=770, y=950), and although this door is also locked,
it's open to more traditional means of bypass.
<---------------------------------------------------------------------->
16) Inside this last room is 'The Master Brain' (x=550, y=800), which is
big, ugly, and stinky; just like a Master Brain should be. It is
accompanied by a Mind Flayer, an Ulitharid, and an Umber Hulk. Lure them
out into the southern room and dispose of them in the traditional
manner. Once they're dead, equip melee weapons on your party (back to
the good old gear) and rush The Master Brain. Once it takes a bit of
damage it'll close (and lock) the door to the room and summon some
'Brain Golems' to defend it, which will just keep re-spawning until it's
dead. Focus your undivided attention on The Master Brain until it dies,
then mop up the Brain Golems. Note that the Brain Golems are immune to
non-bludgeoning weapons, so adjust your equipment accordingly. Despite
that, they're nowhere near as strong as Clay Golems, since they don't
have the ability to Haste themselves (or maybe it's just my new Drow
armor?) Either way, they're still worth lots of experience. You'll
automatically receive 'Elder Brain Blood' when The Master Brain is
destroyed. Keep it on you for now, as it's part of a later quest in Uth
Natha. The Master Brain will also leave behind an impressive assortment
of gems, including 53 Shandon Gems, a King's Tears, three Diamonds, two
Emeralds, and 540 gold. You'll also get a huge experience reward-we'll
take both as payment for doing a service for the world by eradicating
these creatures.
***REWARD***
(For eradicating The Master Brain, and making the world a better place)
EXP 40000 (each character)
<---------------------------------------------------------------------->
17) Return to where you entered (x=3900, y=800) and you'll find that the
Slaves you've freed have made their way to the entrance. Their leader
will thank you, promising to repay you if you ever reach the surface
before departing. It might not be loot, but you'll still get a nice
quest reward for this act of nicitude. It's a word now. When you're done
exit the Illithid City at (x=3900, y=800). Unlike Hannibal, we not only
crushed the Mind Flayers on their home turf, but we actually managed to
get a gate open, too. Eat it, Carthage!
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***REWARD***
(For freeing the Illithid's Slaves)
EXP 45000
Reputation +1
<---------------------------------------------------------------------->
18) Now there's only one thing left to do before we head to Ust Natha..
or wherever you're going. Head over to (x=2750, y=2470) to find Simyaz.
It doesn't matter what you say, you can't avoid a fight with Simyaz,
which is a shame. I really felt a bond, you know? His scruples demand
that he reclaim the Silver Sword... and if you kindly give it up, his
racism dictates your demise anyways. So, he has his scruples, and we
have ours-not getting killed by treacherous Githyanki, for example.
They have plenty of spells at their disposal, so respond in kind. A
double-shot of Chaos and Insect Plague (just for fun, really) pretty
much ends the fight. Each of the Githyanki will drop some gold and a
Bastard Sword.
o======================================================================o
| |
| Beholder Den |
| |
o======================================================================o
Sequence of Events: {WLK031}
1) Between an Elder Orb and a Beholder
2) Menage a trois: Drow, Beholders, and You
3) Preparation is 9/10ths the Battle
4) Menage a trois: Illithids, Beholders, and You
5) More Cheap Kills
6) Ways Around Imprisonment
7) Some Money For Our Trouble?
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can focus solely on the Elder Orb, and the Elder Orb can kindly return
the favor. When the Elder Orb dies, it'll leave behind an Amulet of
Spell Warding, the Blade of the Equalizer (we now have the entire
thing!), and an Eyestalk of an Elder Orb, an object which will come in
handy when we're in Ust Natha. I give the amulet to Jaheira, since she
has the worst save vs. spells amongst all my spell-casters.
<---------------------------------------------------------------------->
2) Head up to the north, then east, with your Beholder-proof character
(for me this is, of course, Jaheira) and you'll find a Beholder being
plagued by five Drow. For the most experience, attack the Beholder,
kill it, and then run back to the beginning with the surviving Drow in
tow, then kill them, too. If you did the Unseeing Eye quest earlier,
you'll remember the various pockets of random loot stashed in various
niches within the organic walls of the tunnels. They're here, too, so
keep an eye out for them (or just keep an eye on this FAQ!) Make sure
to pick up the Sling of Arvoreen +4 (x=1210, y=770). You won't find a
better sling in Shadows of Amn. If Jaheira already has the Fire Tooth +3
dagger, this weapon goes to either Viconia or Anomen, whichever one you
have. What if you deviously have both? Give it to Viconia, as Anomen is
the better melee combatant. If you're doing this quest before venturing
to Ust Natha, however, give the weapon to Jaheira for now.
***ITEMS***
(x=790, y=600) Scroll of Flesh to Stone, 6 gold
(x=1210, y=770) Sling of Arvoreen +4, 47 gold
<---------------------------------------------------------------------->
3) Continue to the south. If you trend towards the south-east you'll
encounter a random grouping of Beholders, depending on your level. For
me, this was three Gauth and three Beholders. Merely having Jaheira
present herself was enough to defeat them, but she also stabbed them a
bit for good measure. To speed things up, it's advisable to have the
rest of your party fire at the Beholders from a distance. It's not
quite as safe, as there's always a chance a Beholder will decide to be
a jerk and target an unprotected character (if you can shoot them, they
can shoot you) but they should focus on Jaheira, for the most part.
<---------------------------------------------------------------------->
4) Keep going south and you'll run across a group of Mind Flayers
fighting some Gauth. This takes a little more effort than just
Beholders, as all my equipment can do nothing against Illithid psionics.
Jaheira casts Chaotic Commands on herself and uses Flame Tooth +3/Sling
of Arvoreen +4 to attack the Mind Flayers from a distance. The Gauth
typically gang up on Jaheira and try and kill her in melee (a tactic
that would be most successful if Jaheira had the poor sense to get
stunned). As it stands, however, they just uselessly gnash away at her
-10 Armor Class while she daggers or slings the Mind Flayers to death.
Once the Illithids are all dead, she merrily switches to Belm +2 and
finishes off the Gauth.
<---------------------------------------------------------------------->
5) I now head east until I reach some forks in the road occupied by a
pair of Beholders. As I fight, more Gauths and Beholders will come from
the adjoining tunnels, but it's really just more experience for me.
Whatever you do, avoid the tunnel to the south-east, as that takes some
additional preparation, which we'll get to in a moment. When the dust
settles, five more Beholders lie dead, along with two Gauth.
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<---------------------------------------------------------------------->
6) Now for the tunnel to the south-east. There's an Elder Orb down there
who, in addition to his eye rays enjoys employing spells. The real
problem here is the fact that he's fond of using Imprisonment, against
which Jaheira has no effective defense. One way of dealing with this is
to hand the Shield of Balduran and the Cloak of Mirroring to my
protagonist, who casts Spell Immunity: Abjuration on himself. Then the
worst the Elder Orb can do is Maze him, which will give it a handful of
rounds of reprieve, but will only delay the inevitable. Another option
is to spell-buff to the max, send the whole party down (Jaheira leading
the way) and shoot it down before it gets off an Imprisonment, using
Imoen or Edwin to rip down its Stoneskins and other defense as the need
arises. An even sneakier option is to let Jaheira use the Vhailor's Helm
to create a Simulacrum. Both the gals head down to fight the Elder Orb,
but the real Jaheira pulls pack once contact has been made and leaves her
Simulacrum to do the fighting and suffer the Imprisonment. Either way,
what should be made abundantly clear is the fact that we have options.
<---------------------------------------------------------------------->
7) Once that battle is effectively over, we've really stamped out all
the meaningful opposition in the Beholder Den. Now it's just time to
loot our way up north along the eastern edge of the map. Along the way
we'll find our old friend, the Greenstone Amulet, and two packs of
Gauth, one pack has two Gauth, and the other has three, and neither one
is more than a bother for Jaheira. I really don't have a use for the
Greenstone Amulet in this game, to tell you the truth. I can always just
use Chaotic Commands and Resist/Remove Fear to get the same effects,
with no charges and for a much longer duration. The massive stash of
gold and gems, however, is a much less dubious prize. There are no
spells that create wealth! Return and exit via where you entered
(x=300, y=1300).
***ITEMS***
(x=2500, y=1100) Garnet, 1 gold
(x=2510, y=570) Greenstone Amulet, Silver Necklace
(x=2150, y=150) Emerald x5, King's Tears x3, Gold Ring, 5610 gold
(x=1820, y=200) Scroll of Shocking Grasp, Scroll of Cacofiend
o======================================================================o
| |
| Ust Natha |
| |
o======================================================================o
Sequence of Events: {WLK032}
1) Infiltrating Ust Natha
2) Money is for Chumps
3) Carlig, Restocked and Re-stolen
4) Time is Not on Our Side
5) Freedom, at No Too Great a Price
6) Buying Experience
7) The Terrible Trouble of Telling Tall Tales
8) The Fighting Pit
9) Dueling Lasaonar
10) Crushing Chalinthra
11) Mage Duel #1
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1) If you haven't already, visit Adalon and get yourself some nice new
illusory bodies. Leave Adalon's lair and return to the main section of
the Underdark and at the split head east into the unexplored. When you
get near the door of Ust Natha a Drow will run ahead of you and into
the city. In your sparkly new Drow disguise, when you approach the gate
the door will open and a Drow will confront you. If you have Viconia in
your party, she knows the correct thing to say to gain entrance. On your
own, you'll get four options. Pick option #4, as any other action is
either too strong, too weak, or simply obviously stupid and results in
a fight. Once you're accepted he'll tell you to seek somebody named
Solaufein, who is part of the Male Fighter's Society. when you're done
chatting with the gate guard, enter the city at (x=4900, y=100).
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bad news. But they've got good stuff to sell! There are three merchants
standing around, one at (x=1050, y=3350) sells scrolls, another Drow
at (x=1020, y=3100) sells some interesting weapons, armor, and some
scrolls, and the last one (x=1020, y=3000) sells a few interesting
trinkets and potions. All can be robbed, and all should be. This is the
first task I set about completing in Ust Natha. If you have morality
problems, just think, you're stealing from bad Dark Elves. This is a
super justified round of stealing! I go ahead and chug four potions of
Master Thievery to ensure the ease of this bout of stealing. Here are
the goodies I set my eyes on (although, being a habitual pick-pocket
and hoarder of useless game items, I'll probably steal everything that's
somewhat useful):
Finger of Death
---------------
I already had one to scribe, but now both my Mages can cast it. There
aren't any better 7th-level spells for a Mage to keep on them
constantly. Instant death and the enemy has to save at -2? Good stuff.
Incendiary Cloud
----------------
We found one scroll earlier when we dealt with Vithal, but now both
Mages have access to it. It's not my go-to 8th level spell, as it's
not as versatile as Horrid Wilting, but sometimes it just pays to cast
a lingering cloud-effect spell.
Spell Sequencer
---------------
We just got one of these earlier from Carlig, and now, both Mages have
one.
o===========o
|Mage Spells| Merchant (x=1050, y=3350)
o===========o---------------------------------------------------------->
1st-Find Familiar
---
2nd-Power Word, Sleep
2nd-Ray of Enfeeblement
---
3rd-Detect Illusion
3rd-Hold Undead
3rd-Minor Spell Deflection
3rd-Protection From Cold
3rd-Protection From Fire
3rd-Spell Thrust
---
4th-Enchanted Weapon
4th-Fireshield (Red)
4th-Minor Sequencer
4th-Secret Word
4th-Spider Spawn
4th-Teleport Field
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---
5th-Spell Immunity
5th-Conjure Lesser Air Elemental
5th-Conjure Lesser Earth Elemental
5th-Minor Spell Turning
---
6th-Carrion Summons
6th-Chain Lightning
6th-Death Fog
---
7th-Finger of Death
7th-Mass Invisibility
7th-Mantle
7th-Prismatic Spray
7th-Ruby Ray of Reversal
7th-Summon Djinni
7th-Spell Sequencer
7th-Spell Turning
7th-Summon Efreeti
---
8th-Cacofiend
8th-Incendiary Cloud
8th-Simulacrum
8th-Summon Fiend
Harbinger +3
------------
A Two Handed Sword +3? Is it a dream come true? Not quite. Although its
enchantment is up to snuff, it has the annoying property of unleashing a
10d6 fireball 5% of the time. This makes this a decidedly unfriendly
weapon to your party and any allies or innocent bystanders nearby. Its
property of killing Ogres is also fairly dubious. How many Ogres have
we fought so far? And how many of them are even really a threat anymore?
It might be worth picking up if you just want to collect as many unique
weapons as possible and you have the inventory space, but it has some
serious drawbacks that prevents Dorn/Keldorn/Minsc from using it
regularly.
Fire Tooth +3
-------------
This weapon is excellent for Jaheira (if you allowed her to become
proficient in Daggers), or failing that, Edwin. In both cases, it
fulfills their need for a +3 weapon AND for a ranged weapon. As for a
primary melee weapon, Fire Tooth's 2d4+3 damage is blatantly superior
to Blackblood's 1d6 +3, and for some reason Fire Tooth seems to get more
attacks per round than it should-rivaling Belm. At the end of the day,
everybody but Jaheira will find a better weapon to use at some point in
the game. Imoen gets the Gesen Bow and Edwin can just use the Crimson
Dart +3, but there are no +3 Scimitars in Shadows of Amn. I make this
weapon Jaheira's ranged and melee weapon for the rest of the game. And
note... do not confuse this dagger, Fire Tooth +3, with the Crossbow
Firetooth +4. I guess the developers liked the name so much they had to
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use it twice? Sure, fire is cool, and so are teeth... but it just seems
like a missed opportunity to name one of them 'Fire Fang', instead.
Sure, it means the same thing, but then at least one of them would have
a different name, and alliteration is always cool. Ah well.
Sentinel +4
-----------
This shield is just brute Armor Class, giving a whopping +5 bonus. It
might not have the missile resistance of the Fortress Shield +3 or the
immunities of the Shield of Harmony +2, but it sure outclasses Saving
Grace +3.
Spear of Withering +4
---------------------
The best that can be said about this weapon is that it's got a +4
enchantment. Otherwise, I'd take the Impaler's ten piercing damage over
this weapon's four poison damage.
Staff of Earth +2
-----------------
Well, there's a staff for every other element, why not earth? You
probably won't end up using it, but it can come in handy in select
situations where Earth Elementals are involved.
Maze
----
While it's nowhere near as useful in general as Horrid Wilting, on
occasion you might find yourself bothered by a heavy-hitter who uses
his head to hold a helmet more than anything else. In these cases,
popping off a Maze to take it out of the fight for several rounds may
be better than just dealing some damage. The fact that the enemy
doesn't get to save is a bonus, too.
o===========o
|Mage Spells| Merchant (x=1020, y=3100)
o===========o---------------------------------------------------------->
4th-Fireshield (Red)
---
5th-Animate Dead
5th-Breath
5th-Cloudkill
5th-Cone of Cold
5th-Monster Summoning III
5th-Shadow Door
---
6th-Conjure Earth Elemental
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Rod of Smiting
--------------
This rod acts as a +3 Quarterstaff that deals ten bonus damage against
Golems and forces them to save vs. death or be destroyed each hit. If
you remember how we struggled against the Iron Golem in the de'Arnise
Keep, you'll realize that Golems can, indeed, be a pain... And we've yet
to find any Adamantine Golems! Previously our Mages just had to sit
back and hope the rest of the party could handle things-Golems being
immune to spells and all. Now, they can actually take an active hand in
dealing with Golems, provided they're well-protected. Since this rod can
only be used by Clerics and Mages, it's not a general substitute for
your front-liners.
<---------------------------------------------------------------------->
3) Steal anything (and everything) you want. At 165% Pick Pockets I was
able to fleece just about at will... although there's always a chance
you'll get caught. Once you're done, we have a bit more stealing to do.
Head back out into the Underdark and visit Carlig, who treats you
noticeably different now. He'll also 'sell' you some new items,
including new scrolls and four more Potions of Master Thievery. Steal
whatever you wish and replenish your stock of Potions of Master
Thievery. Carlig is more on guard this time, and won't be as easy to
steal from as he was earlier. Still, I make sure to obtain his potions
to ensure that I end with a net gain in stealing supplies from this
venture.
o===========o
|Mage Spells| Carlig
o===========o---------------------------------------------------------->
1st-Find Familiar
---
2nd-Power Word, Sleep
2nd-Ray of Enfeeblement
---
3rd-Minor Spell Deflection
3rd-Protection From Fire
---
4th-Minor Sequencer
4th-Secret Word
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4th-Spider Spawn
4th-Teleport Field
---
5th-Spell Immunity
---
6th-Death Spell
6th-Disintegrate
6th-Flesh to Stone
6th-Globe of Invulnerability
6th-Invisible Stalker
6th-Tenser's Transformation
---
7th-Cacofiend
7th-Finger of Death
7th-Limited Wish
7th-Mordenkainen's Sword
7th-Warding Whip
---
8th-Improved Mantle
---
9th-Freedom
<---------------------------------------------------------------------->
4) Return to Ust Natha. We're done stealing for a while, it's time to
get down to business. But before we bother doing anything in the city,
a word about the following missions. The Drow are fairly pissy about
having their tasks done in a timely manner. If you screw around too
long, you will draw the matron mothers upon you, and that is not a good
thing, to say the least, as it'll blow your cover and turn the Drow
hostile against you. For this first task, we've got about four days-
that's twelve rest sessions, or 96 hours. This is why I felt fairly
comfortable with stealing from those merchants, which wouldn't take up
more than one of our rest periods, at the most. There's still plenty of
time to go clear out the Illithid City (AR2400) or Beholder Den (AR2101)
should we desire. The former will be made easier with the acquisition of
Fire Tooth +3. If you already cleared these areas, or plan to do them
later, we've still got some time, so let's do a few things around Ust
Natha, just to get our feet wet.
<---------------------------------------------------------------------->
5) Over at (x=1930, y=3190) you'll find a Djinni named Dola Fadoon, who
is being maliciously tortured-and then healed-by Drow, who are careful
to keep him alive, if not well. If you do what the Djinni wants and kill
him, you'll get the proper experience for killing one of his kind, but
the Overseer Handmaiden will not be pleased, and you'll be left with
two options-provoke her into a fight, which blows your cover, or pay her
4000 gold. If you do this quest much, much later (after Step #28) you
can play the 'House Despana' card to argue her down to 2000 gold.
Still, 2000 gold for 5000 experience? No thanks. Sorry Dola Fadoon,
next time try not to suck so much.
<---------------------------------------------------------------------->
6) At (x=900, y=2860) you'll find a Drow who is selling the services of
some beasts, which will follow you around for a while and presumably
helping in combat... but you can't take them out of the city or into
buildings, which makes them fairly useless. Of course, you can always
buy them and kill them for their experience value, which is probably
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the best use you can put them to. You can purchase a Gnoll (500 gold,
34 EXP), a Troll (750 gold, 1400 EXP), a Spirit Troll (1000 gold,
8000 EXP), and an Umber Hulk (1500 gold, 4000 EXP). Obviously the most
cost effective monster is the Spirit Troll, which gives an 8-to-1
EXP-to-gold payoff. Still, EXP is more plentiful than gold, so why
bother?
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***REWARD***
(For defeating Lasaonar)
EXP 30000
Item Blade of Searing +3
<---------------------------------------------------------------------->
10) Immediately after defeating Lasaonar his benefactor, Chalinthra,
will show up and challenge you to a duel. You can dismiss her and fight
other duelists, instead, but why not pummel this impudent female? She's
a fairly potent priestess, but she focuses her initial efforts in spell-
buffing, as much as a Cleric can spell-buff. If you're lucky you'll
stun her with Celestial Fury and chop her down in short order, if not,
she'll get of a Sanctuary and cast Heal when she's hurt. Still, after
her sanctuary runs out you can continue attacking her. Since her spells
can't hurt you, and since I'm more powerful than her in melee combat,
she doesn't really stand a chance.
<---------------------------------------------------------------------->
11) Next up we have some Mages to fight, who will only accept the
challenge of other Mages. Since my protagonist technically counts, I can
always send him in, or there's always Edwin and Imoen. Either way, I
make sure whomever is sent is wearing the Cloak of Mirroring, as it will
vastly improve their odds. In a straight spell-battle, I'm at a
disadvantage against Drow, as they have Magic Resistance where my Mages
do not. The Cloak of Mirroring overcomes this handicap and more. Once
protected against their offensive spells (but note, not their status-
affecting spells) I have several methods in mind for exiting victorious.
The most obvious is simply going after them with my Fighter/Mage, who
should be able to ignore most of their spells and cut them to pieces.
Edwin and Imoen use Summon Nishruu to deplete the enemy of their spells,
while tearing down their spell defenses with Breach. Using Lower
Resistance opens them up to spell assaults, and summoning monsters (with
spells or with items) can distract them. It's especially pleasing to use
the Black Spider Figurine we found earlier. What better to kill a Drow
than a spider? Of course, Edwin can use the Fire Tooth +3 we 'bought'
earlier as well, and Imoen always has her bow. Give them a Ring of Free
Action and cast Chaotic Commands on them and they should be able to
shrug off anything the Mages can throw at them. The first Mage begins
with Protection from Normal Missiles and Mirror Image on, but he is
otherwise laughably weak.
<---------------------------------------------------------------------->
12) The second Mage begins with Shadow Door, which will prevent you from
targeting them with spells unless you use a True Sight or Detect
Invisibility to bring it down. He then summons some monsters and
attempts to spell-buff them with Haste before resorting to offensive
spells that are incapable of harming us, thanks to the Cloak of
Mirroring. Just remember that a single Death Spell will eradicate his
summons, and that beyond that, he can't really touch anybody wearing the
Cloak of Mirroring. I don't even bother using any other spells, I let
him Shadow Door, then I kill his summons with a Death Spell, and pick
him apart with whatever weapons I have equipped.
<---------------------------------------------------------------------->
13) The third Mage also begins with Shadow Door, which they'll use to
safely cast Spell Turning and Summon Nishruu. How dare they turn our
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tactics against us! My main character can smite the Nishruu in melee
combat easily enough, but Imoen and Edwin will have to use another Death
Spell to achieve the same end. While we deal with the Nishruu, the Mage
will attempt to remove our spell protections with Khelben's Warding Whip
(of course, this does nothing against our Cloak of Mirroring) before
finally resorting to offensive spells. Once the Nishruu is gone, there
isn't much this Mage can do to us. Once her Hit Points get low she'll
get off a Spell Sequencer that'll put up a Fire Shield, Stoneskin, and
give her some Melf's Minute Meteors to attack with. Unfortunately we
aren't immune to her Fireshield, but at this point it's the most
dangerous thing she can put up against us. When she inevitably dies
we'll be done with the dueling pit.
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Once done, only the Skeleton, N'ashtar, Damien, and Pitch remained in
fighting condition. Imoen casts Haste and Keldorn runs off on his own to
attack N'ashtar, or whatever other spell-caster might be roaming about
(his Drow Full Plate +5 reduced his Armor Class to an obscene -10, which
allows me to play him bolder than I otherwise might.) My party gangs up
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on Damien and works their way down through any enemies that are still
conscious, finally smiting any hapless, and helpless, foes that remain.
It is with only a small amount of boasting that I admit that they didn't
manage to even scratch me, and all you need worry about is Damien. If
he's not affected by your initial spell barrage, he'll be keen on
chugging Potions of Invisibility and targeting your Mage... still, a
simple Stoneskin spell renders him impotent:
Boz: Full Plate Mail, Helmet, Dragon's Breath +4 (Minsc or Keldorn will
gladly use this Halberd if a +4 weapon is required) and 32 gold.
Chandrilla: Plate Mail Armor, Medium Shield, Bullets x40, Mace and a
Sling.
***REWARD***
(For rescuing Phaere)
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EXP 20000
<---------------------------------------------------------------------->
19) Return to Ust Natha, where you'll find Imrae and Solaufein in the
bazaar, in the same place they were standing before you went off to
rescue Phaere. Talk to Solaufein, and you'll be rewarded... kind of...
with text... so not really. Phaere demands your presence in the tavern
in a day's time, and she also demands that Solaufein and your party rest
and relax in the tavern as a reward. If you have to be demanded to
partake in something, does it still count as a reward?... Apparently it
does...
<---------------------------------------------------------------------->
20) A Duergar (x=1050, y=3150) will intercept you and tell you that his
'master', apparently the creature in the tank next to him, wants to
talk to you. If you refuse to speak with the creature, which is an
Aboleth, a fish-creature that is highly intelligent and capable of
telepathy, it'll broadcast your thoughts to the entire city, tipping the
Drow off. It's not bluffing, so head over to the tank and talk to it
(x=800, y=3000). It wants to know more about the religion of the Drow,
and the power that it brings them, and instead of cracking open a book
like a good fish, it wants you to kill a priestess named Qilue and bring
her brain to the Aboleth, from which it can add her memories to its own.
Lazy, gross fish! You can hardball it by refusing to do its task and
threatening to reveal its plans to the Drow if it reveals your identity,
but it's more fun to kill Qilue.
***REWARD***
(For countering the Aboleth's threat)
EXP 12000
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other party members will take down their spell defenses with Breach,
and soften them with missile fire. When Qilue is the only one left, I
finally bother to focus my attention on her. She goes down surprisingly
quickly. Once the fighting is done loot Qilue's corpse and lay your
hands on another suit of Drow Adamantine Chain +5, a Drow Shield +3, a
Drow Flail +3, Boneblade +4 (a great weapon for Jaheira if she's
proficient in Daggers, it'll allow her to damage creatures otherwise
immune to lesser weapons), Qilue's Brain, a Scroll of Conjure Fire
Elemental, and one gold. Her house has some very minor loot inside of
it, and the Drow Servants will drop a paltry amount of gold. Return the
brain to the Aboleth, which will be ungrateful, as is typical of
denizens of the Underdark. You'll get a small experience reward and the
critter will leave you be. Note that even though the experience reward
is only 10,000 EXP, we earned 57,000 EXP from killing Qilue and her
bodyguards, as well as obtaining the Boneblade +4. All in all, it's a
net gain of 55,000 EXP and one +4 weapon. Not bad.
***REWARD***
(For bringing Qilue's brain to the Aboleth)
EXP 10000
<---------------------------------------------------------------------->
22) Return to the tavern where we vanquished our enemies, both Drow and
beast, and find Phaere at (x=1000, y=750). Phaere is decidedly nicer to
you, and it becomes painfully evident that she and Solaufein have a
distinctly antagonistic relationship. Love-hate seems to miss the mark
by a four-letter word starting with 'L'. In any case, this works out
well for you, as Phaere is content to be somewhat less of a complete
bitch during this conversation. She'll tell you that since you and
Solaufein (emphasis on the 'you' is presumed) kick so much ass, you're
going to be rewarded with more dangerous work. Climbing the ladder is
fun! If you're flirty with her, you'll certainly get a negative response
from your romantic interest, if you have one. In any event, you have
several days to start this next quest... starting after Phaere leaves
the tavern. Talk to Phaere and she'll boast grandiose about the future
of her house, and herself in particular, promising that if you stick
with her, you'll invariably be caught in the updraft. Apparently House
Despana is planning something that will bring them to a position of
absolute power within Ust Natha. You can talk to Solaufein, too, who is
decidedly less interesting this time around. Rest up and head to Phaere
when you're ready... she'll be in the bazaar near the entrance to the
city, where Solaufein and Imrae were before-she substitutes for Imrae.
You have nearly three days to play with, if you wish. You could tackle
the Illithid City (AR2400) or the Beholder Den (AR2101) in this time, if
you didn't do so already and are now so inclined.
<---------------------------------------------------------------------->
23) When you're ready to continue with the Ust Natha quests talk to
Phaere, who will tell you that a Beholder has infiltrated the city and
is smuggling precious Adamantine on its Spelljammer ship. Phaere says
it's located on one of the platforms along the south-eastern part of
Ust Natha. Head to the large circular platform south-east of Deirex's
Tower to rendezvous with Phaere and Solaufein. Before I talk to Phaere
(x=4020, y=3390) I cast Chaotic Commands and Remove Fear on my
Fighter/Mage, and move the rest of my party away from the stairs leading
from the platform to the city, as that's where the Beholder will appear.
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***REWARD***
(For killing the adamantine-smuggling Beholder)
EXP 20000
<---------------------------------------------------------------------->
24) Return to the tavern and talk to Phaere, who is in her usual spot.
She'll tell you that both you and Solaufein have been tasked with
teaching the Svirfneblins a lesson. Apparently they're just not quite
afraid enough of the Drow (and indeed, our time in the Gnome village
showed that they were just a bit too cheery, all things considered.)
Solaufein complains about having to degrade himself by such menial
labor. Keldorn will complain if he's part of your group, but it
doesn't strike Phaere as odd enough to look into. Solaufein wants this
job over with quickly, so don't mess around. Exit Ust Natha and travel
to (x=900, y=2200) where Solaufein awaits. Of course, you have some
options, you can do this the 'good' way, or the 'evil' way. This is
easy for you, since you really just need to choose whatever strikes your
fancy, but for your poor, beleaguered FAQ-writer, I have to play
through all options so you can be well informed. Just letting you know
how much more difficult and time-consuming this-and the next few steps-
are going to be for me... damned options! Anyways, despite my whining,
this step isn't too consequential. Talk to Solaufein and if you want to
save the Gnomes, tell Solaufein to take a hike and he will gladly
depart, to spite Phaere, if for no better reason. If Solaufein is still
around when the Svirfneblin arrive, they will be hostile and there will
be no room for diplomacy, but if he's gone, you can talk to their
leader and save the Gnomes while satisfying the Drow. Ask for the
leader's helmet to prove that you completed the deed and the Gnomes
will head off. The Gnomes will give decent experience, but the only
loot worth mentioning are the Darts of Stunning some of them drop.
Still, you don't lose reputation for killing them, and you don't gain
more experience for saving them, so it's really up to you. Like I said,
pretty inconsequential. Return to Phaere for your reward, which seems
inordinately large for the trouble of wandering outside and asking a
Gnome for his helmet. Phaere is extra testy today, and it even spills
out on you-but just a bit. She demands your presence at the Female
Fighter's Society within the hour, so make haste and head over there.
***REWARD***
(For returning the Patrol Leader's Helmet to Phaere)
EXP 28000 (each character)
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proof, and she gives you three days to complete the task. If Jaheira is
in your party, she points out that sparing Solaufein might have some
merit-after all, we faked the murder of a Gnome patrol and got away with
it. It doesn't seem outside the realm of possibility that we could also
fake Solaufein's demise. I hope you enjoyed the novel sense of choice
and consequence we had when dealing with the Gnomes-from now on, our
choices have real consequences. You have three days to deal with
Solaufein, and if you haven't cleared either the Beholder Den or
Illithid City, now would be a very good time to do so. When you're
back and ready to continue on with your Ust Natha quests, rest up and
prepare some Sunray spells if you have them, and some Spell Immunity
spells.
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someone you don't know..." and she'll assume you mean a Handmaiden from
Ched Nasad has 'collared' you, which is enough to deter her, for now.
You can also pick dialogue options #1, then #2 to reiterate that you
'can't', which Phaere assumes to mean you have some kind of physical
disability. Afterwards, you'll be able to furnish Phaere with a
variety of stat-based lies which will throw her off if your attributes
are high enough. If you have a 13 Charisma and a 17 Intelligence, you
can convince Phaere that you made an oath of celibacy to Lloth. If
you've got a Charisma and an Intelligence of 15, you can convince her
that you were cursed. Finally, if you have a 17 Charisma or higher, you
can claim to be a eunuch. If you're not in a relationship, or you just
don't care, then it doesn't really matter, does it? Jaheira or Viconia
will certainly have a talk with you afterwards. Jaheira is understanding
if you use the 'maintaining our disguise' ruse. Viconia is more
violent... towards Phaere, not you. She seems rather amused in your
apparent inability to turn down some dark elven lovin'. In any event,
You're to head to the Temple of Lloth and meet with Mother Ardulace.
Apparently Phaere isn't the only one you've impressed.
***REWARD***
(For delivering Solaufein's Piwawfi Cloak to Phaere)
EXP 30000 (each character)
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short, this rope is supposed to protect one from the powers of Deirex, a
Drow Lich living in Ust Natha. Perhaps in the area marked on your map as
'Deirex's Tower'? He wants 1000 gold for it, but can be talked down to
500... or you can just threaten him and he'll give it up for free.
I like free.
<---------------------------------------------------------------------->
30) Now, before we rush in and do anything foolish, it's time for a
primer on Lich fights. They're like most other fights with Mages, and
now that we have the Cloak of Mirroring, we stand a good chance of
winning.. so long as we can force the Lich to focus on the character
with the Cloak of Mirroring. For me, that's my protagonist, who can
become absolutely spell-proof with a few good Spell Immunities.
Remember when we beat up that chump Lich, Alchra Diagott? Same rules
apply. For higher-leveled parties, we can take a more offensive
approach. While our spell-immune character soaks up magic, our Clerics
can sit back and try their luck with Sunray (so long as we keep True
Sight on so we can target the Lich). It should at least do some damage,
and with a little luck, kill it outright... hence why I told you to
prepare back in Step #25.
Note: There is a bit of a bug with the Deirex encounter... one that
works in our favor. If you have the game set to auto-pause when you see
an enemy (I do, it's good stuff to prevent the enemy from getting the
drop on you) or if you just pause manually as soon as you enter, you can
direct your party to attack him. No big deal, right? Sure, except for
one problem-Deirex is scripted to walk towards you and cast his
Imprisonment spell once he reaches a set destination. If you rush him as
soon as you enter, some of your party members might impede his progress.
Granted, they are scripted to stop attacking once Deirex is done
talking, and you will lose control over your party, but this does not
seem to affect your protagonist, who will continue to attack while
Deirex moves (slowly, and perhaps futiley) towards his scripted casting
spot. It's entirely possible to kill Deirex without him ever casting
his Imprisonment spell, without him even being able to lift a finger to
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***REWARD***
(For helping Jarlaxle even the score)
EXP 10000
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***ITEMS***
(x=850, y=850) Bloodstone Gem, Scroll of Wizard Eye, Scroll of Deafness,
Scroll of Glitterdust
(x=1600, y=870) Scroll of Grease, Scroll of Remove Magic,
Scroll of Contagion
(x=1100, y=700) Armor of the Viper +5
(x=1550, y=550) Deirex's Gems, Scroll of Limited Wish,
Scroll of Melf's Minute Meteors, Scroll of Spook
***TRAPS***
(x=1100, y=700)
(x=1550, y=550)
***ITEMS***
(x=500, y=800) The Jester's Folly, Crossbow of Affliction +4,
Rogue Stone, King's Tear x2, Moonbar Gem x3, Pearl x5,
Wand of Magic Missiles, Wand of Frost, Short Sword +2,
Two Handed Sword +2, Spear +3, scroll of Cacofiend,
Scroll of Ruby Ray of Reversal, 1128 gold
<---------------------------------------------------------------------->
34) While wandering around you'll again be bothered by a Drow, this time
a female named Taso Kala (x=2480, y=2100), who waits outside of the
Female Fighter's Society. When you walk pass she'll harass you, and tell
you that Lloth requires your services. By this, I suspect she means the
mortal servants of Lloth, and not actually Lloth herself, what about
you? A sect of Ghaunadaur worshipers have been found in the city, and
you need to eradicate the remnants hiding in the city. Head back down
to the south-east, past Deirex's Tower to the large platform where you
smote the Beholder with Phaere and Solaufein. Here you'll find a
Ghaunadaur Priest, a Ghaunadaur Priest Leader, a Mage named Relonar,
two Otyughs, two Green Slimes, two Mustard Jellies, two Ochre Jellies,
and two Gray Oozes. Fun. These folks suffer for their lack of counter-
scouting techniques, and I lay into them with three Fireballs to start
things off (one from my protagonist, one from Imoen or Edwin, and one
from whomever has the Book of Infinite Spells.) I then retreat back to
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near Deirex's Tower, where I left half of my party, and bottleneck them
on the stairs. I hit the spell-casters with an Insect Plague, and then
just kill what opposition remains in melee. The Drow drop typical Drow
gear... none of which we really need anymore. Return to Taso Kala, who
will decide that your continued existence is reward enough. Typical...
Head over to House Jae'llat like we originally intended.
***ITEMS*** (AR2200)
(x=3350, y=1400) Bracers of Binding
***ITEMS*** (AR2209)
(x=620, y=600) 12 gold
(x=350, y=800) Water's Edge +3
(x=300, y=750) 1 gold
(x=220, y=750) Emerald x4, Pearl x45
(x=170, y=800) 2500 gold
<---------------------------------------------------------------------->
36) Now there's only one thing left to do before returning to Phaere
and Ardulace, it's time to rescue some slaves. Over at (x=1100, y=1800)
you'll find a Drow Slave Trader. Ask to buy some slaves and, now with
the favor of House Despana secured, he'll agree. If you want them
unarmed you can get them for 1000 gold, but if you want them armed,
you'll need to pony up 2000 gold. You can argue him down to 500/1500,
but that's as low as it goes. But what to do with them? If you buy
them you can hunt them down for some experience... for whatever reason,
you won't lose any reputation. You can free them unarmed, but as the
Slave Leader points out, they've got little hope of making it back to
the surface alive. No kidding, this crap is hard! On the other hand
if you arm them and then free them, you've significantly improved
their odds for survival. You'll get a heftier experience reward and a
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point of reputation. Of course, if you just hunt and kill them you'll
get roughly 4946 experience if you catch them all. Do whatever your
alignment dictates.
Okay, so there's one more thing to do: sell off the armor and other
crap you've accumulated during your stay here. You don't need it, and
it's better to sell it off now than let it disintegrate on the
surface...
***REWARD***
(For freeing the slaves-without weapons)
EXP 5000
***REWARD***
(For freeing and arming the slaves)
EXP 7500
Reputation +1
<---------------------------------------------------------------------->
37) Now that we've cleared the Beholder Den, the Illithid City, and
done all the side quests in Ust Natha that can be done, it's time to
bring the Matron Mother her component. Talk to Phaere (who is, of course
in the Temple of Lloth (AR2201) and they'll collect whatever components
you have (no sense carrying them around anyways). Ardulace will then
decide to seal the city during the ritual, to prevent the potential
interference from a certain testy dragon. Phaere, of course, demands
that you meet her in her personal quarters quick-like.
***REWARD***
(For delivering the blood of a noble race to Matron Mother Ardulace)
EXP 22000 (each character)
<---------------------------------------------------------------------->
38) Return to the Female Fighter's Society and talk to Phaere, who tells
you that she has a plan to take over House Despana-an arrangement that
would also be very beneficial to you, were you actually a Drow. After
all, why not be the favored male of a Matron, rather than just the
favored male of a Matron's eldest daughter? Before she'll tell you her
plan you have to say that you're willing to betray the Matron Mother.
And why wouldn't you be? The Drow seek to summon a powerful demon to
aid them in their attack on the surface elves-which is not merely just
a raid, but a full-out war. To get the demon's attention the blood of
a noble beast was needed, but giving it Adalon's eggs would entice it
to aid them fully. Taking the eggs hostage also prevented Adalon from
attacking the Drow soldiers as they mustered their forces. Once they
have the services of a greater demon, they wouldn't need to fear Adalon,
either. Whatever Jon wants with those surface elves, he's willing to
release Drow and all of their schemes upon them, so we can assume it's
really nothing good. Since Irenicus wants the elves dead, it would make
sense to view them as friendly-the enemy of our enemy, and all that.
Phaere has no problem with any of that; in fact, that's what is going
to escalate her house into a position of pre-eminence. She wants you
to sneak into the House Despana treasury and switch out the real eggs
with her fake eggs. When Matron Ardulace offers the phony eggs, the
demon will naturally be offended and kill the Matron Mother, at which
point Phaere will present the real eggs and gain all the glory. She'll
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give you the 'Fake Dragon Eggs (Phaere's)', and the 'Despana Treasury
Key'.
<---------------------------------------------------------------------->
39) Head over to the Temple of Lloth and Solaufein will appear if you
spared him. To repay you for your mercy he'll give you a second set of
fake eggs-these ones will fool Phaere. Solaufein claims not to care
about the Drow and their war against the surface, he just wants to
screw Phaere and her house... and not the way he used to! The operative
idea is that you take the real eggs, replace them with Phaere's, and
then give Phaere Solaufein's fake eggs, resulting in the death of both
Phaere and Matron Ardulace... and leaving you with the real eggs. With
the 'Fake Dragon Eggs (Solaufein)' in hand, head into the Temple of
Lloth.
Note: If you have any thoughts about siding with Phaere or Matron
Ardulace, you need to make some pretty serious adjustments to your
prepared spells. Get as many Bolt of Glory spells prepared as you can,
and for your Mages, focus on Magic Missile, Melf's Acid Arrow, Flame
Arrow, Greater Malison, and especially Lower Resistance. That is, unless
you have some +5 weapons stashed away that I don't know about.
<---------------------------------------------------------------------->
40) Head to the central main chamber, and head south down a ramp, which
curves around back to the north and terminates at a guarded treasury
door (x=2100, y=800). If you open the door, the guards will attack-this
is inevitable, so just open the door and head into the treasury and kill
the Egg Guards inside, where it's less likely other Drow will see them.
Inside this room you can see an obvious problem. Five of them, in fact.
Besides the Egg Guards, who were just about the weakest Drow ever, are
five Golems: two Clay Golems, and three Stone Golems. Gather a strong
bunch of melee Fighters and arm them with bludgeoning weapons... Imoen
or Edwin can equip the Rod of Smiting and use the range of the weapon to
attack from the back. Once your defenses are up, run into the treasury
and loot the eggs (x=2100, y=350) and grab the 'Dragon Eggs'. If you
leave the room, the Golems won't follow you out, but what fun is that?
Dispose of the Golems (which should be pretty easy if you can knock even
one out with the Rod of Smiting) and leave. Now, if we have both sets of
fake eggs (Solaufein's and Phaere's) and the real eggs, we can take one
of several paths, depending on whose eggs you keep and whose eggs you
give to whom. To prevent any mistakes and to understand the options
before you, be sure to read Steps #41 and #42 before doing anything.
<---------------------------------------------------------------------->
41) If you take the eggs to Matron Ardulace (x=520, y=1150) and show her
both the real eggs Phaere made you steal, and the fake eggs Phaere
planned to replace them with, she'll believe you and bring Phaere in,
who is promptly killed. Note that you can give Ardulace Solaufein's fake
eggs instead of the real ones. If you don't want to betray Phaere to
Ardulace, you can net some extra experience by returning to Phaere at
the Female Fighter's Society and giving her the real eggs. And again,
you can, of course, give Phaere Solaufein's eggs, as well. If you end up
without the real eggs, an Imp will show up and warn you that Adalon can
see what's going on, and you had better get those eggs back or else
Adalon will be very... unhappy (Lee says I should comment on the Imp
talking like Yoda, but I will NOT be pressured when it comes to
pointless jokes!) If you have the eggs, the Imp (and presumably Adalon)
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are pleased, but you're told that Matron Ardulace must be killed before
you can get out of the city... since it's sealed and all. If you gave
Phaere either the real eggs, or Solaufein's eggs, return to the Temple
of Lloth and meet with her there. If you betrayed Phaere, after Adalon's
Imp leaves, a Ritual Guard will show up. Either way, you'll be whisked
to the ritual room.
***REWARD***
(For giving Phaere the real eggs)
EXP 10000
***REWARD***
(For giving Phaere Solaufein's fake eggs)
EXP 20000
<---------------------------------------------------------------------->
42) Ardulace will begin the rite to summon the demon, and sure enough a
Lesser Demon Lord shows up. Don't let the 'lesser' fool you, focus more
on the 'Demon Lord' part. If you played a switcheroo on Matron Ardulace,
however, she'll be smote by the demon. If Phaere is still alive, she
will interject and attempt to placate the demon by offering it the real
eggs... or what she thinks are the real eggs. Again, if she has fake
eggs she'll be smote by the demon, too. If Ardulace has the real eggs,
she offers them up to the demon without a hitch, and the demon will
reveal your disguise, and they'll all attack (Phaere is worth 12000
experience, Ardulace is worth 16000, and the Lesser Demon Lord is worth
26000, or 54000 total). If Ardulace was killed and Phaere attempts to
give the demon the eggs, you'll get a chance to interject. Both of them
will turn hostile anyways, but you'll be able to loot the real eggs off
Phaere's corpse this way. If Phaere succeeds in giving up the real eggs,
the demon will reveal your disguise and both Phaere and the demon will
attack you. If you gave them both fake eggs, or if you had Phaere killed
and gave Ardulace fake eggs the demon will leave without a fight.
Finally... if you're evil, you can bargain with the demon yourself after
the two Drow are dead. You can ask the demon for a vast amount of
wealth, or power beyond belief... but the demon will just kill you
instead. He'll also kill you if you try and change your mind. If you ask
for escape, he'll escort you out of the city, killing every Drow
you encounter along the way. If you ask for a 'powerful magic item'
the demon will give you Blackmist +4, a Halberd that can cast darkness
three times per day. Unfortunately, Adalon has a better deal for us. So
what to do? If you want to kill as much as possible, you could give
Phaere the real eggs, then interrupt her ritual and kill her and the
demon (12000 experience, and 26000 experience, respectively, plus the
10000 experience for giving Phaere the eggs.) The demon is invulnerable
to anything less than a +5 weapon... which we don't have. His Hit
Points, however, aren't insurmountable. If you can hit him with several
Bolt of Glory spells he'll go down. If you're lower level, hit him with
at least two Lower Resistance spells, which will open him up to other
offensive spells (magic missile, etc.) He might be strong, but he is
far from unbeatable if you take his magic resistance down. On the other
hand, if you do a double-switcheroo by replacing the real eggs with
Phaere's fake eggs, and then give Phaere Solaufein's fake eggs, you'll
get a hefty quest experience reward which far outstrips what you'd get
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***REWARD***
(For tricking Phaere and Matron Ardulace to their demise)
EXP 25000 (each character)
<---------------------------------------------------------------------->
43) Now we only have a few minutes to escape the city before our cover
is blown (provided it wasn't blown by the demon earlier). But the
obvious question remains... why do we care? Most Drow are worth several
thousand experience apiece, and we can fight them in relatively small
groups. If you want to get as much experience as you can, just go
through Ust Natha killing the Drow. You won't be coming back here, so
there's really no point in sparing anybody or anything. You can expect
to earn tens of thousands of experience.. even if you won't find any
good loot. You can also cast Haste on your party and try to make a
break for it... perhaps aided by Invisibility 10' Radius? As an Elf,
however, I just can't resist the chance to turn the tables on the Drow.
Note: After you leave Ust Natha, it's a good time to visit Carlig and
sell some junk. You can also visit the Gnomes for more shopping. You
might want to consider buying some +2 ammunition, if you don't have any
lying around. This will come in handy during an encounter later.
<---------------------------------------------------------------------->
44) Leave Ust Natha and enter Adalon's cave... you do still have that
Light Gem, right? Let's hope so. Go up to Adalon with her eggs in hand
and give them to her. She'll be delighted and rewards you as promised-
not only with the largest experience reward so far, but with Necaradan's
Crossbow +3 as well. It's a decent Crossbow, but its +3 THAC0 and
damage isn't worth trading the +5 THAC0 and +2 damage of The Guide +2.
Adalon will reveal that she lied-you could have fought your way out, but
it doesn't really matter anymore. This was far more rewarding. She now
fulfills the last part of her bargain-taking you to the surface...
Farewell Underdark!
***REWARD***
EXP 78500 (each character)
Item Necaradan's Crossbow +3
o======================================================================o
| |
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Note: You can loot the pool (x=1200, y=950) in the southern chamber to
obtain some 'Corrupted Tadpoles'. You can then put them in the pool in
the room with the Kuo-Toan Prince (x=3100, y=500) to spike their healthy
youngin's with these diseased, inferior ones. This is supposed to make
the Kuo-Toans weaker, but since it involves going through the area in
a different way then I care to, as well as sneaking the tadpoles past
Kuo-Toans, I never bother.
<---------------------------------------------------------------------->
4) Travel east as far as you can-there's a trap along the narrow
walkway between the water, just beyond the rune-although my Imoen was
apparently not up to the task of disarming it-and go through a door at
(x=2800, y=1650) to reach a shrine of Demogorgon. Now that's a demon!
Click on the statue at (x=2900, y=1000), which will tell you "Place
an animal sacrifice before great Demogorgon and awaken his children
from their long sleep." Any 'children' of Demogorgon's can't be good
news. Rest up and spell-buff to the max just outside the door. Equip
ranged weapons with +2 ammunition (this is why you were told to buy
some earlier!) and, when ready, summon a monster (from a spell or item)
at the feet of the statue of Demogorgon. Five Demon Knights will appear
and attack the party, and this time they're fond of using level drain.
They also won't refrain from throwing out spells like Symbol: Fear,
Power Word: Stun, and Power Word: Kill on your party, so you might need
to buff up your brave summoning character before you provoke the
Demonknights. After their initial spell assault, however, they'll tend
to stick to melee attacks, which are bad enough in their own right.
I run my protagonist into the doorway to be the first line of defense
for my party, while they shoot at the Demon Knights who engage my
protagonist. Taking refuge near the door serves two purposes-first,
many of the Demon Knights may not engage immediately, and secondly only
one or two will be able to assault my protagonist at the same time,
third, when they use Remove Magic, it might only hit my protagonist, and
with any luck most of his defenses will remain intact... or at least
Stoneskin. With this tactic I don't suffer even a single point of damage
(having numerous Stoneskins to raise once they chop through them is the
large reason why), and more importantly-no level drain.
Four of the Demon Knights will drop a Two Handed Sword +1, but the
north-most one near the statue has some special loot for you-Soul
Reaver +4, a Two Handed Sword +4 that can't be used by good characters.
It also drops the THAC0 of an enemy hit by it by two points every time
it hits. Seems like a pretty damn awesome weapon for Dorn, no? It's just
a shame that Keldorn and Minsc can't use it. It also drops the Girdle of
Frost Giant Strength, which raises the wearer's Strength to 21. It's a
fantastic item, although we won't keep it forever-it'll do Keldorn or
Korgan a great service for a while. The last premium item the Demon
Knight drops is Armor of the Hart +3, which gives an base Armor Class
bonus of -2. I put this on Keldorn/Korgan, since they need the Armor
Class more (since they don't use shields... or in Korgan's case, because
he won't be using a shield forever.) Besides... it just seems like the
kind of armor that Keldorn should wear, what with the bravery and all.
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***ITEMS***
(x=3280, y=1150) 15 gold
(x=3200, y=1070) Scroll of Protection from Evil
***ITEMS***
(x=620, y=570) Iol Gem
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Paralyze/Poison/Death: 1
Rod/Staff/Wand: 3
Petrify/Polymorph: 2
Breath Weapon: 2
Spells: 4
Weapon Proficiencies
Bastard Sword ++
Two Handed Sword ++
Halberd ++
Cross Bow ++
Two-Handed Weapon Style ++
Paralyze/Poison/Death: -2 (-2)
Rod/Staff/Wand: -2 (-2)
Petrify/Polymorph: 2 (-2)
Breath Weapon: 2 (-2)
Spells: -1 (-2)
Weapon Proficiencies
Axe +++++
War Hammer ++
Two-Weapon Style +++
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Paralyze/Poison/Death: 5
Rod/Staff/Wand: 7
Petrify/Polymorph: 6
Breath Weapon: 5
Spells: 3 (-5)
Weapon Proficiencies
Scimitar +
Dagger ++
Club ++
Quarter Staff +
Sling +
Sword and Shield Style +
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Paralyze/Poison/Death: -1 (-3)
Rod/Staff/Wand: 3 (-3)
Petrify/Polymorph: 2 (-3)
Breath Weapon: 5 (-3)
Spells: 4 (-3)
Weapon Proficiencies
War Hammer +
Club +
Flail +
Mace +
Quarterstaff +
Sling +
Sword and Shield Style +
Paralyze/Poison/Death: 5 (-2)
Rod/Staff/Wand: 5 (-2)
Petrify/Polymorph: 6 (-2)
Breath Weapon: 6 (-2)
Spells: 5 (-2)
Weapon Proficiencies
Long Sword ++
Katana ++
Two Weapon Style +++
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Paralyze/Poison/Death: 6 (-4)
Rod/Staff/Wand: 1 (-4)
Petrify/Polymorph: 5 (-2)
Breath Weapon: 0 (-9)
Spells: 4 (-2)
Weapon Proficiencies
Dagger +
Quarter Staff +
Dart +
Sling +
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Paralyze/Poison/Death: 1 (-1)
Rod/Staff/Wand: 3 (-1)
Petrify/Polymorph: 2 (-1)
Breath Weapon: 1 (-1)
Spells: 4 (-1)
Weapon Proficiencies
Long Sword ++
Two Handed Sword ++
War Hammer +
Cross Bow ++
Two Handed Weapon Style ++
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Fighter 14/Druid 14
Experience: 1552524/1552524
Armor Class: -9
Paralyze/Poison/Death: 2 (-3)
Rod/Staff/Wand: 4 (-3)
Petrify/Polymorph: 5 (-1)
Breath Weapon: 2 (-3)
Spells: 7 (-1)
Weapon Proficiencies
Scimitar +
Dagger ++
Club ++
Quarter Staff +
Sling +
Sword and Shield Style +
Paralyze/Poison/Death: 3 (-1)
Rod/Staff/Wand: 7 (-1)
Petrify/Polymorph: 6 (-1)
Breath Weapon: 9 (-1)
Spells: 8 (-1)
Weapon Proficiencies
War Hammer ++
Mace ++
Sling ++
Sword and Shield Style ++
Armor: Doomplate +3
Gloves: Gauntlets of Ogre Power
Helmet: Helm of Balduran
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Weapon Proficiencies
Katana ++
Flail ++
Two Weapon Style +++
Paralyze/Poison/Death: 3 (-2)
Rod/Staff/Wand: 5 (-2)
Petrify/Polymorph: 4 (-3)
Breath Weapon: 3 (-2)
Spells: 6 (-2)
<---------------------------------------------------------------------->
Minsc
Ranger 16
Experience: 2406238
Armor Class: 0
Weapon Proficiencies
Two Handed Sword ++
Halberd ++
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Mace ++
Long Bow ++
Two Handed Weapon Style +
Two Weapon Style ++
Paralyze/Poison/Death: 5 (+1)
Rod/Staff/Wand: 5 (-1)
Petrify/Polymorph: 4 (-1)
Breath Weapon: 3 (-1)
Spells: 6 (-1)
Paralyze/Poison/Death: 9 (-2)
Rod/Staff/Wand: 5 (-2)
Petrify/Polymorph: 7 (-2)
Breath Weapon: 4 (-7)
Spells: 6 (-2)
Weapon Proficiencies
Dagger +
Quarter Staff +
Short Bow +
Dart +
Two Handed Weapon Style +
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o======================================================================o
| Chapter 6 |
o======================================================================o
| |
| Settling into Surface Life |
| (Baron Ployer's Curse and the Harper Hold Quests) |
o======================================================================o
Sequence of Events: {WLK034}
1) Elhan's Interrogation
2) Our Immediate Goals
3) Drow and Dreams
4) Jaheira's Hostage Situation
5) Companions of the Pink Hammer
6) Last Gasp of the Githyanki
7) Have a Heart...
8) Ribald's Updated Stock
9) Returning to Deidre
10) More Braggart Adventurers
11) Crafting with Cromwell
12) Discussing Future Goals
13) Jahaboam's Romantic Sale
14) Baron Ployer's Curse
15) The Pirate Cave
16) Baron Ployer's Companions
17) Baron Ployer's Collapse
18) Rylock's Monster Bash
19) Entering the Harper Hold
20) Rescues are for the Birds
21) The Double Play
22) Summoned to the Harper Hold
23) Galvarey Condemnation
24) Revaine's Revenge
25) Dermin's Warning
26) Rescuing Jaheira
27) Dermin Revealed
28) Jaheira's Redemption
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Note: You remember when I told you that killing the Elves in Step #7
wouldn't cause any problems? As far as I know, I was right, but wantonly
killing your Elf buddies is still not a good idea. A fellow reader of
this FAQ encountered a problem where he would be questioned by Elhan,
and everything would go down just fine... until the conversation ended,
when he would be called a traitor and promptly executed. Since turning
your Elf-buddies hostile is a game-breaker, the developers just made it
a death-worthy offense. If Elhan reaches your protagonist and enters
dialogue, it'll result in an auto-kill. If you're going around camp
killing the Elves of Suldanessellar, you deserve this. You pick a game-
breaking fight, you deserve a game over... or a broken game. But as far
as my reader knew, he did no such thing-and obviously, the surface Elves
didn't initially think so, as they weren't hostile at the outset. Long
story short, he either had a messed up variable, or (more likely) had
accidently killed a goodly Elf at some point without knowing. Since it
happened once (and therefore might happen again to any of my readers)
and since I spent time trying to help troubleshoot this problem, I might
as well relate the solution here-after all, it's not intially apparent
when this has occured... until you end up dead after talking to Elhan.
If this is happening to you, make an alternate save before surfacing
(and hence being forced to talk to Elhan) and open this save with
Shadowkeeper. Go to the 'Global Variables' section and look for a
variable called 'GOODELFKILL'. If it's there at all, you killed somebody
you shouldn't have... the value shouldn't matter. Simply delete the
variable line entirely and reload. With any luck, you won't be killed
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by Elhan. It worked for my reader, so hopefully it'll work for you, too.
Again, Shadowkeeper proves to be an invaluable tool... but a better
moral of the story is that tiresome RPG refrain-save your game often,
and keep multiple saves.
<---------------------------------------------------------------------->
2) Anyways, we have our next main quest... but we won't pursue Bodhi
until we've done everything there is to do in Shadows of Amn. There's
still a few high-level dungeons left, and some general exploration that
just wasn't worth doing earlier. We've got great gear, good enough to
start gathering the best weapons and armor in the game. My next goal?
It's time to return to Athkatla, have Cromwell forge us some of the
weapons we've collected, and complete all the areas in detail. We shall
leave no stone unturned! At least... this FAQ won't, you turn whatever
stones you wish. There's also new stuff at the Adventurer's Mart, and we
still didn't get everything from Deidre that we could have.. now that
I have 100,000+ gold (and plenty of junk to sell!) we would be well-
served by buying anything that caught our fancy. We spent the first
half of the game (Chapter 2) recruiting characters, and we'll spend most
of this chapter unearthing epic loot and generally finishing up areas
for our peace of mind.
<---------------------------------------------------------------------->
3) Before we go off exploring, rest near the entrance to the Underdark.
Eventually a Drow squad will show up, including two Drow Mages and a
Fire Elemental, along with three normal Drow. Kill them and loot them,
each of the normal Drow have suits of Elven Chain +1 and a Long
Sword +2. At the very least it'll sell good. If you sleep long enough,
you might get another dream, where a 'Dream Vision' talks to you on a
giant tree and tells you that you must reclaim your missing soul.
Yeah.. we kinda figured that part out already.
<---------------------------------------------------------------------->
4) Did I also mention that now that we're free from the Underdark, our
romances will resume again? That imminent fear of death all around
doesn't do good things for the spirit, you know. Once you get far enough
along in the Jaheira romance, you'll be ambushed by a thug named Ertof
Dand while you rest, who will take Jaheira captive. The correct and
manly thing to do is to offer yourself up instead of Jaheira.
Afterwards you'll get shot by someone named Kracer, which will take
about half of your Hit Points away. A fight will then ensue. Despite
their armor, they're not much of a threat against, say, Insect Plague.
Focus on Wurn first, as he's the one who'll cast spells and make life
hard for you. Once he's down it's a straight melee, which a Haste and
Slow will make a laugh. They'll drop nothing of real value or interest.
After the fight Jaheira will check on you, mixing concern and anger as
she typically does.
<---------------------------------------------------------------------->
5) Now we're ready to move back to civilization... mostly to purchase
things. If you still have anything to buy at Trademeet, head there
(provided you already completed Trademeet). If not, there's new stuff
at the Adventurer's Mart, and there are still things to buy from
Deidre. Both tasks require us to return to Athkatla, so head to
Waukeen's Promenade. On your way, you'll probably encounter Drizzt and
his friends. This isn't really a fight worth getting into, as Keldorn
and Jaheira will abandon you if you pick a fight.. and they're a pain in
the ass to defeat, being largely magic immune and all. I couldn't even
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take down one of them at this point in the game. If you helped him
in the last game you can convince Drizzt and his buddies to join your
fight against Bodhi and her Vampires. If you attacked him in the last
game, he'll question your motives. If you tell him that you've changed
since then, or that you attacked him because you were afraid he'd turn
on you after the Gnolls were dead, he'll accept your apology. If you say
that you fight for what's right, he'll still join you against Bodhi,
even though you've shown him such a poor reception in the past. This
might be alignment or reputation conditional, but I'm just too lazy to
find out for sure. Especially since I consider a forced cameo by Drizzt
and company to be incredibly silly and forced, but taking them along
with you to fight Bodhi? It just seems cheap, and stupid. And did I
mention forced?
Note: You can be accosted by Kruin and his fellow Githyanki in many
different places around Athkatla, not just in Waukeen's Promenade. You
will not, however, be bothered if you do not have the Silver Blade in
your possession.
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***REWARD***
(For taking to Yoshimo's Heart to the Temple of Ilmater)
EXP 200000
Helm of Brilliance
------------------
It doesn't increase your Armor Class, but it does allow you to cast
a variety of spells, including Fireball, Sunray, and Prismatic Spray.
It could, conceivably, come in handy, but by now we can just cast
these spells on our own.
T'rachcie's Plate +5
--------------------
With an Armor Class of -2, it's one of the more defensive armors in
Shadows of Amn... however, the decrease of five points of Charisma could
be a problem... and the -2 Constitution penalty is definitely trouble.
If you had a character with neutral Constitution, it might be useful
without harming the character too much-Viconia, for example, but there
is better armor out there. We don't need to pay for the pleasure of
strapping on cursed armor.
Crimson Chain +5
----------------
With an Armor Class of 0, this is pretty much as good as it gets
without being Plate Mail. Of course, you can't cast spells or sneak in
it, so you might as well just wear whatever Plate Mail you can find.
Warblade +4
-----------
Here's the +4 Two Handed Sword we've been looking for... and it has an
improved damage ranged of 1d12. Unfortunately, we just got the second
piece of the Vorpal Silver Sword, and we're imminently going to obtain
another, greater weapon.
Heartseeker +3
--------------
This bow, with its' +4 THAC0 and +2 Damage is a clear improvement over
the Elven Court Bow +3. You might actually consider getting this for
Minsc or Valygar... or you could just wait until we find one later, or
another, better bow.
There are also plenty of 8th and 9th level spells worth purchasing
(especially Time Stop), but they are rather pricey... Get what you want,
so long as that includes Time Stop.
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o===========o
|Mage Spells| Ribald Barterman (Special Stock)
o===========o---------------------------------------------------------->
8th-Incendiary Cloud
8th-Maze
8th-Pierce Shield
8th-Power Word, Blind
8th-Protection From Energy
---
9th-Black Blade of Disaster
9th-Chain Contingency
9th-Energy Drain
9th-Freedom
9th-Power Word, Kill
9th-Shapechange
9th-Spellstrike
9th-Spell Trap
9th-Time Stop
9th-Wail of the Banshee
<---------------------------------------------------------------------->
9) As I mentioned in Step #2, it's also time to purchase all those
wonderful things from Deidre we couldn't afford before-she doesn't
have any new loot on her, so you don't need to worry about that. I
purchase the Sensate Amulet and the long-awaited Robe of Vecna. I now
have some much happier Clerics and Mages.
Mencar: Full Plate Mail, two Potions of Extra Healing, a Potion of Fire
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Giant Strength, an Iol Gem, a War Hammer +1, a Helmet and 80 gold.
Smaeluv: Hide Armor (probably where the name 'Smelly' came from), an
Angel Skin Ring, our old friend, the Cursed Berserking Sword +3 and
42 gold.
Like in the first game, I still have no use for the Whispers of Silence,
and since you can purchase the Ring of Air Control from Ribald for a
few thousand gold the Sandthief's Ring is also useless. Why settle for
a ring that bestows Invisibility once per day when you can get one that
casts Improved Invisibility? None of the gear is worth wearing, but
it'll still sell well. Loot the room for whatever goodies the chests are
hiding, then leave.
***ITEMS***
(x=400, y=500) Arrows +1 x4
(x=270, y=320) Scroll of Protection from Petrification, 212 gold
(x=170, y=400) Garnet, 1 gold
***TRAPS***
(x=400, y=500)
The Equalizer
-------------
(7500 gold)
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Shortbow of Gesen
------------------
(7500 gold)
(Gesen Bow Shaft)
(Gesen Bow String)
A +4 Short Bow that adds two additional piercing damage and 1-8
electrical damage to make up for its seeming lack of a brute damage
bonus. The 20% electrical resistance is a nice perk, too. It's the
best Short Bow in the game, Nalia or Imoen need not worry about their
ranged weapon again... and if they do worry, it's too damn bad, they're
not getting anything better.
Wave +4
-------
(7500 gold)
(Wave Blade)
(Wave Shaft)
The big draw of this weapon is the fact that it instantly slays Fire
Elementals, Efreet, and Salamanders. Just switch over to it when you
encounter such foes and laugh with glee as they die in one hit. Against
more conventional enemies, it will deal an extra 15 damage 15% of the
time. Good stuff.
Silver Sword
------------
(7500 gold)
(Silver Blade)
(Silver Hilt)
Aka the Vorpal Silver Sword. It's a +3 Two-Handed Sword that has a
25% chance to force enemies to save vs. death (at a -2 penalty) or die
instantly. If you mix this with Greater Malison, you can cut down even
the strongest enemies instantly... Or devastate groups of lesser
enemies. Even though its enhancement bonus is only passable, its vorpal
quality makes it a winner for Shadows of Amn.
<---------------------------------------------------------------------->
12) You may ask yourself, "why did this moron FAQ-writer wait until now
to do these quests?" It's a valid enough question, and here's my excuse:
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until her Intelligence reaches 0 and she dies. Let's try and avoid this
unfortunate consequence of wasting time, and make the resolution of this
quest our first priority...
***ITEMS***
(x=900, y=400) Pearl Necklace, Pearl x2, 1100 gold
<---------------------------------------------------------------------->
16) Head over to the Government District, enter the Council of Six
building (x=3170, y=900) and talk to Corneil (x=580, y=800). He is,
of course, extremely unhelpful, and I don't know why we thought he'd
be any different now. Once you leave Terrece-one of the Mages who cursed
Jaheira-will come speak to you and will make an offer. It appears that
even freelance Mages who curse people for coin find Baron Ployer
despicable, and are willing to abandon him. For one thousand gold
they'll promise that when you find Baron Ployer (and they seem pretty
certain you will) they'll leave him to you. For 2000 gold, they'll go
kill him themselves. You can argue him down to 500 gold to abandon
Ployer, and considering the quest experience you get for it, it's not
a bad deal... but killing them is worth slightly more, and it's gold-
positive. No matter what you want to do, go complete the next step.
***REWARD***
(For paying Ployer's mercenary Mages to abandon him)
EXP 10250
***REWARD***
(For paying Ployer's mercenary Mages to kill him)
EXP 19750
<---------------------------------------------------------------------->
17) Now return to our favorite watering-hole, the Copper Coronet. You
can find Bernard wandering around to the north-west. Talk to him and he
will-at length-reveal that Belgrade died just like Jaheira will, and
that his body was found in the eastern part of the Slums. Head outside
and enter the Derelict Home (x=2420, y=700) near the Slaver Stockade.
Wow, dead Harpers on the street and a Slaver Stockade next door? Ployer
can't possibly be stupid enough to live here... unless he wants to be
found, that is. Head inside and indeed, you'll find your man, who
admits that he wanted Jaheira to find him, too weak to fight back, and
he nurtures some insane hope that Jaheira will beg for her life. He
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clearly doesn't know Jaheira. If you didn't deal with Terrece earlier,
he'll gate in, along with Malacazar and Gracien and attack. If you
bribed the Mages to abandon Baron Ployer, they won't show up when he
calls for them, and you'll be free to put him down on your own. If you
paid them to kill him, when he calls them they'll show up, and he'll
die. If you have to fight the Mages (and you should, because you get
12000 experience for killing them, 6000 for Baron Ployer, and the
quest reward, not to mention the money you'll save) just get on them
early, hit them with Breach and Keldorn's Dispel Magic ability and take
them down. An Insect Plague works well, too. Ployer is, on his own, not
a threat at all, just deal with his Mages and cut him down. Terrece will
drop Bracers of Defense A.C. 6, a Quarter Staff +1, a Golden Necklace, a
Silver Necklace, 20 Darts, and 20 gold. Gracien will part with a Cloak
of Protection +1, a Quarter Staff, 20 Darts, and 67 gold. Malacazar
forfeits a Potion of Healing, a Quarter Staff, 20 Darts, and 30 gold.
Finally, loot Baron Ployer for a suit of Leather Armor, a Lock of
Jaheira's Hair, a Greenstone Ring, a Two Handed sword, and 20 gold. Take
the lock of hair and Jaheira's curse will be lifted, and just like she
says, she'll get better in time.
***REWARD***
(For lifting Baron Ployer's Curse)
EXP 21250
***ITEMS***
(x=360, y=210) Note, 20 gold
(x=650, y=240) 1 gold
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***ITEMS***
(x=370, y=210) 1 gold
(x=550, y=150) Scroll of Detect Invisibility,
Scroll of Invisible Stalker, 52 gold
(x=660, y=240) War Hammer +1, Scroll of Resist Fear,
Scroll of Conjure Fire Elemental, Scroll of Horror,
70 gold
***TRAPS***
(x=550, y=150)
(x=660, y=240)
***ITEMS***
(x=1400, y=570) Potion of Extra Healing x2, 110 gold
(x=1220, y=500) History of the Dragon Coast, Potion of Mind Focusing,
Scroll of Conjure Lesser Air Elemental
(x=1400, y=440) Helmet of Charm Protection
(x=1100, y=400) Potion of Insight, History of Durpar and Var
(x=1000, y=300) Harper Amulet
***TRAPS***
(x=1400, y=570)
(x=1400, y=440)
***REWARD***
(For gaining access into the Harper Hold)
EXP 14500
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***ITEMS***
(x=250, y=650) History of the Unicorn Run, Bolt of Biting x40
(x=200, y=700) Scroll of Phantom Blade
(x=400, y=700) History of Waterdeep, Potion of Extra Healing x5
(x=450, y=750) History of Waterdeep, 1 gold
(x=700, y=1200) Note, Iol Gem
(x=1030, y=1100) 1 gold
(x=1100, y=1000) 40 gold
(x=1500, y=700) 1 gold
(x=1440, y=650) Bloodstone Ring, Bullets +1 x40, 107 gold
(x=1350, y=600) Bloodstone Ring, Arrows of Acid x40
(x=1500, y=500) Dart +1 x40, 3 gold
(x=1570, y=550) Scroll of Detect Evil, Scroll of Knock
(x=1660, y=620) Bloodstone Ring
(x=1100, y=250) 1 gold
***TRAPS**
(x=1350, y=600)
***REWARD***
(For rescuing Montaron from the Harper Hold)
EXP 20000
<---------------------------------------------------------------------->
21) Now return to Xzar, who is wherever you left him earlier. You'll
get a nice experience reward for giving over Montaron (which is one of
the main reasons why we bother to do these quests in the first place.)
Our rescue is extra timely, since apparently we slew Xzar's creations.
Honestly, was there any doubt that Sanasha and Prebek's master was
Xzar? Before you get your monetary reward, however, Xzar decides to
turn Montaron back into... well, Montaron, to make sure you're not
finching him. Err... filching him. Unfortunately for Xzar, it's not
Montaron that appears, but a Harper named Lucette (quite probably the
'-L' from the note we found regarding the thief in the Harper Hold),
who promptly smites Xzar before pestering you. It seems you were just a
pawn in an elaborate ruse. The Harpers used you to get close to Xzar,
who was creating monsters and hence, needed to be exterminated. Jaheira
is decidedly annoyed that her own organization decided to manipulate
her, but at least this quest is over with. Loot Xzar as fair
compensation for a job well-done. He sure won't be needing the Bracers
of Defense A.C. 6, the Pearl, the Black Opal, the Water Opal, the Scroll
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***REWARD***
(For returning 'Montaron' to Xzar)
EXP 35500 (each character)
<---------------------------------------------------------------------->
22) Shortly thereafter, a Harper named Meronia will appear and bother
Jaheira, telling her that her presence is required at the Harper Hold.
Jaheira will leave and promise to return soon, so go find somewhere to
rest for a while (the Sea's Bounty, perhaps, or your Thieves' Guild, if
applicable). After a rest session, Jaheira will show up again and be
somewhat excited to see you (uncharacteristically so). She informs you
that we need to go to the Harper Hold in Athkatla, so accept Jaheira
back into your party and head on over there. It might not be a bad idea
to spell-buff before you enter... not that anything could ever go wrong
with the Harpers.
Note: You can postpone this meeting indefinitely, as far as I have been
able to tell. Jaheira will whine at you, and the third time she does
so you'll get a chance to respond, but she will not simply quit the
group the way many pissy allies will.
<---------------------------------------------------------------------->
23) Once inside a Harper named Galvarey will begin chatting with
Jaheira, who is upset that they were summoned here with a Herald's
authority-yet with no Herald present. Galvarey is obviously too big for
his britches, and they are something just shy of hostile with one
another (at one point, depending on how you respond, Galvarey mentions
Khalid, at which Jaheira threatens to remove Galvarey's tongue. A well-
oiled machine, these Harpers..) In any event, Galvarey's questions are
vague, and his interpretations of them are perhaps even more unfair
than the judgment that Elhan passed down on Viconia earlier. It's
obvious that Galvarey is here to subdue you by means of an Imprisonment
spell to bolster his own political standing in the Harpers by
neutralizing an agent of chaos. Whatever the fact of the matter is,
every Lich in the game has been gunning to do the same thing, and none
of them have yet succeeded. If Jaheira likes you, she'll defend you at
every turn (to no avail, of course).
Eventually a fight breaks out, and when one does, don't send Jaheira
away or she'll decide to volit the field. Anyways, this battle isn't
too difficult by now. They've got plenty of spell-power, but then again,
so do you. I start out with an Insect Swarm (aimed at Nadinal), two
Chaos spells, and a Greater Command (aimed at Kail). When the first
round is over, there's not a single enemy that isn't unconscious or
confused, and the Insect Swarm just seals the fate of their Mages. When
they're all dead, loot the corpses:
Galvarey: Plate Mail +1, Arrows +1 x10, Arrows x20, two Potions of Extra
Healing, Oil of Speed, Composite Longbow, Two-Handed Sword +1 and 105
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gold.
Iko: Studded Leather Armor, Bolts +1 x10, Bolts x20, two Potions of
Invisibility, Potion of Extra Healing, Light Crossbow, Short Sword +1
and 55 gold.
Clearly the prize from this fight is the Reaching Ring, which goes on
my full Mage (either Imoen or Edwin) without delay. With Edwin I might
be more disposed towards letting my protagonist have it, as he already
has tons of spells to choose from, but it's really up to you.
Revaine: Plate Mail, Ring of the Princes +1, Potion of Extra Healing x2,
Potion of Invulnerability, Angel Skin Ring, Halberd +2 'Suryris Blade'
and 67 gold.
Harper (Cleric): Plate Mail, Helmet, Small Shield +1, Bullets +1 x10,
Bloodstone Ring, Flail +1 and a Sling.
Harper (Harper): Full Plate Mail, Helmet, Ring of the Princes +1, Large
Shield, Potion of Extra Healing x2, War Hammer +1 and 105 gold.
Harper (Thief): Studded Leather Armor +1, Arrow of Biting x2, Arrow of
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Fire x5, Arrow of Slaying x2, Arrows +1 x10, Oil of Speed, Potion of
Invisibility, Short Bow +1, Poisoned Throwing Daggers x3, Short Sword
and 29 gold.
We've fought off our second group of Harpers, but for poor Jaheira it
looks like things are going to get worse before they get better.
<---------------------------------------------------------------------->
25) After more time passes Jaheira will have a happy run-in with her
mentor Dermin Courtierdale-the very guy who introduced her to the
Harpers. Okay, so it's not such a happy coincidence, since Dermin was
sent to kill her... which is really quite cruel to both of them, if you
think about it. Pick options #1 or #4 the first time you're given a
chance to speak. Picking the other two options will make Jaheira doubt
herself and decide to take a middle course-removing herself from both
the Harpers and your party. I guess that whole revenge for Khalid
thing isn't that important in the long run, eh? Being nice to Jaheira
here again pays off, as she'll just renounce her Harper status.
<---------------------------------------------------------------------->
26) Another long series of banters will follow before Dermin will show
up again and inform Jaheira that she's been deemed a traitor and
murderer of Harpers. Harper attacks will now become more severe and
numerous, unless of course, Jaheira submits to Harper justice. It seems
the Harpers can understand the fact that I killed a bunch of them, but
for Jaheira, that's apparently another story. Jaheira will determine to
think on it, and sure enough the next time you rest Jaheira will leave.
Some weirdo named Terminsel (by now we've faced name-related word
jumbles plenty of times, so see if you can guess who this is) will show
up and give you a note he found, and give a big hint-hint about not
losing important things. Yeah, he's about as subtle as a maul. Return
to the Harper Hold, wherein you'll find a group of Mercenaries. Dispose
of them and loot them (you'll get a few Potions of Extra Healing, some
gems/jewelry, and a suit of Studded Leather Armor +1) before heading
upstairs. Jaheira is there, waiting for you. She has determined that
since the Spectral Harpists are gone, that no true Harpers inhabit this
place anymore, and the ones we killed earlier (as well as those we may
yet have to kill) were justifiable as self-defense. Jaheira warns you
that this may have been a trap. Accept her back into your party and
head back downstairs, come what may. A few more Mercenaries await you,
and although they have some spell-power this time, they're not even as
dangerous as the two Harper groups we encountered earlier. Again, you'll
score some Potions of Extra Healing (and perhaps a Potion of
Invisibility), some Bullets +1, Arrows of Acid, a Flail +1, a Sling +1,
a suit of Leather Armor +1, some Bracers of Defense A.C. 6, some Bracers
of Defense A.C. 7, the Heart of the Golem +2, as well as the odd
assortment of random jewelry, gems, scrolls, gold, and whatnot.
<---------------------------------------------------------------------->
27) More time will pass, and another banter or two, before Dermin will
show up a third-and final-time. Dermin exchanges some venomous words
with Jaheira, who sticks to her belief that she is in the right. Dermin
will incriminate himself before attacking. He's joined by the Dwarf
Thenry, the Mage Jeremon, a Cleric named Chrost, and Lennah. All things
considered, they're about as strong as Galvarey and his goons, which
means a Chaos or two and an Insect Plague will do them in:
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Thenry: Full Plate Mail, Helmet, Ring of the Princes +1, Potion of
Heroism, Large Shield, Potion of Extra Healing x2, Scroll of Death
Spell, War Hammer +1 and 67 gold.
Chrost: Plate Mail, Helmet, Small Shield +1, Bullets +1 x10, Flail +1,
Sling and 47 gold.
***REWARD***
(For completing the Harper Quests unburdened by doubt)
EXP 100000 (protagonist)
Item Harper Pin
***REWARD***
(For completing the Harper Quests plagued by doubt)
o======================================================================o
| |
| Kangaxx the Demi-Lich and the Twisted Rune |
| |
o======================================================================o
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Loot the chest at (x=350, y=300) to obtain the Long Sword, Daystar +2,
which is a +2 Longsword (+4 vs. Evil) that does double damage against
undead and can cast Sunray once per day. It's an invaluable weapon
against all sorts of undead, but we'll be putting it to good use shortly
against more Liches. It's just one more weapon in our arsenal-one more
way to bring another Sunray out quickly. And of course, it's great for
slicing up undead should our Sunray fail. The Lich itself will leave
behind a Ring of Invisibility, a Wand of Cloudkill, a wand of Lightning,
a Wand of Fire, and the Rod of Terror. Frankly, I want to keep my Mage
out of fighting, where they can typically do better things (like cast
spells). Plus, we already have the Rod of Smiting, so we don't need
another +3 Quarterstaff. Especially not one that has a chance of
dropping our Charisma.
***ITEMS***
(x=350, y=300) Zircon Gem, Daystar +2
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o======================================================================o
2) Now return to the Docks District. Near Mae'Var's Guildhall is an
unmarked house (x=2700, y=2250). Head through the locked and trapped
doorway into the house (AR0330). Inside, smite the trio of pathetic
Minotaurs and loot the level. When you're ready, head down the stairs
at (x=250, y=350). In the middle of the room is a sarcophagus. If you're
having deja'vu, it's because we passed through a room identical to this
one in the sewers during the Unseeing Eye quest (bonus points for you
if you gathered that we're heading there next.) Interact with the
sarcophagus at (x=700, y=450) to talk to a golden skull named Kangaxx.
It claims to have been cursed by its enemies, and promises you rewards
if you reclaim its body-and a rain of death and a thousand years of
suffering for every one it spent imprisoned if you don't. The usual...
It is certain of one thing, however, its enemies are within the city,
lying within tombs like Kangaxx's own. See why we went and got the
Daystar, first? Honestly this is an unnecessary step in the quest, but
for the sake of good questing, talk to Kangaxx first to activate the
quest.
***ITEMS***
(x=550, y=150) Andar Gem, 19 gold
(x=660, y=150) Shandon Gem, Potion of Regeneration
***TRAPS*** (AR0300)
(x=2700, y=2250)
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***ITEMS***
(x=550, y=150) Andar Gem, 19 gold
(x=660, y=150) Shandon Gem, Potion of Regeneration
***TRAPS*** (AR0500)
(x=1800, y=3350)
(x=1600, y=3350)
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Loot Layene for the Staff of the Magi and 25 gold, Vaxall leaves behind
a Beholder Eye, and Shangalar drops 3890 gold-fair compensation for
wasting one of our Rogue Stones. Seriously though, the Staff of the Magi
is the real winning item here. It counts as a +5 weapon for determining
what it can hit, gives its wielder Invisibility, Immunity to Charm, a
+2 bonus to Armor Class and Saving Throws and Protection from Evil while
it's equipped, can cast a Fireball-Lightning spell three times per day,
Spell Trap (absorbing 30 spell levels) once per day, and inflicts Dispel
Magic on every hit. Honestly, can you think of a better weapon for a
Mage? Well, I'm sure you can, but this is still pretty damn good. The
best thing about it is its ability to allow the wielder to go invisible
at will-just select a different weapon and reselect the Staff of the
Magi and boom-you're invisible. Now to escape. Activate the cauldron at
(x=1350, y=400) to dispose of the Beholder Eye and activate the machine
at (x=750, y=300). You'll find yourself mercifully teleported back to
the Bridge District, one Staff of the Magi richer.
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attacking his summoner. The Pit Fiend takes out Layene handily while the
party moves up to kill Shyressa. I must have had my timing exactly
right, as well as getting the party positioned perfectly (just out of
the fog of war), because the Fiend didn't come after me when he was done
playing with Layene. With all the toughest combatants gone, it was then
fairly easy to destroy the Pit Fiend and Revanek. If you time this all
right, and get a bit of luck on your side, you can avoid the Meteor
Swarm - or at least be able to minimize the damage from it.
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Twisted Rune {VID003}
https://www.youtube.com/watch?v=_O12CS4xf6k
<---------------------------------------------------------------------->
6) Our next goal is to return Kangaxx's body parts to him. I'm sure
it'll be a simple and friendly transaction-we'll waltz in, restore
Kangaxx, he'll thank us warmly and perhaps pass on a bit of good-will
in the form of a reward and everybody will be happy... But just in case,
somehow, everything doesn't go so smoothly, gather all the +4 weapons
you have-namely I make sure Jaheira has Boneblade +4, Minsc/Dorn has the
Wave +4/Soul Reaver +4, and my protagonists have Daystar +2. Also stop
over at the Adventurer's Mart and buy two Scrolls of Protection From
Magic.
Now return to the Docks District and revisit Kangaxx. How many of you
are still expecting a peaceful resolution to this quest? Nobody? Good... I
I spell-buff with our usual Lich-fighting spells, making my protagonist
immune to everything and all that. I also bring Anomen/Viconia along
to stand near the sarcophagus, ready to cast Sunray. Jaheira and
Minsc/Dorn, equipped with the Boneblade +4 and the Wave +4/Soul
Reaver +4 (respectively) stand at the base of the stairs to the north
and south, each with a Scroll of Protection From Magic ready in their
a quick item slot. Give Kangaxx his body back and he will show up near
the sarcophagus. He'll promise you sweet painful death and begin to
attack. I'm shocked. During this phase of the battle Kangaxx fights like
most any other Lich. I hit him with Sunrays courtesy of Daystar +2 and
my Cleric and hope that puts him down, just like the Elemental Lich.
Anyways, there are two things to watch out for with Kangaxx. First, he
can only be harmed by +4 or greater weapons, of which we have a
variety. I covered it above, but i'll reiterate... we should have the
Bone Dagger +4, the Staff of the Magi, Soul Reaver +4, the Wave +4, and
best of all-Daystar +2. Yes, Daystar +2-it counts as +4 versus evil
creatures remember? Kangaxx certainly counts as evil, and it does double
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damage against undead, making it the single most potent item we have in
this fight. Our protagonist need not do this alone, however-we've got
several choices for attackers in addition. Jaheira, Imoen/Edwin, or
Dorn/Keldorn/Minsc. Second, Kangaxx attacks with only two spells-
Imprisonment, and Demilich Howl (which is like wail of the Banshee),
both of which he can infinitely cast. Needless to say, an unprepared
party won't last long against it... Hence the Scrolls of Protection
From Magic. Scrolls of Protection from Magic will effectively make you
immune to Kangaxx for a while, while on the other hand my protagonist
is protected by a combation of Death Ward and Spell Immunity:
Abjuration.
Once Kangaxx dies you'll get a hefty experience reward, and you can loot
his body for the Ring of Gaxx, 23 gold, and a Silver Necklace. The Ring
of Gaxx is probably the best ring in the game, as it bestows a +2 bonus
to Armor Class, a +2 bonus to Saving Throws, 10% magic resistance,
immunity to disease and poison, regeneration at twice the rate of a Ring
of Regeneration, and allows the wearer to cast Invisibility once per
day, and more importantly, Improved Haste three times per day. There's
no debate here-it goes on my protagonist. Why give it to my main
character? Favoritism, plain and simple. In the first game it was better
to spread gear around, but in Baldur's Gate 2, it can be quite
beneficial to have one character who can tank for the party-as we have
clearly seen. More importantly, my main character would often switch out
his Ring of Protection +2 and a Ring of Regeneration, as needed. Now he
need not bother. Also, since he performs tanking and shock-assault
attacks, making him immune to poison and disease makes him that much
harder to take down, and Improved Haste allows him to make more of an
impact when he goes after an enemy. With the Cloak of Mirroring, The
Paws of the Cheetah, and the Ring of Gaxx (not to mention his impressive
spell-casting powers) he has become a dynamic offensive character
who can pulverize opposing Mages and Fighters alike, as well as a
character capable of frustrating well-protected spell-casters by
spell-buffing himself to near invulnerability.
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Kangaxx the Demilich {VID004}
https://www.youtube.com/watch?v=a0LEYJsgoAY
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go around the Docks, and a few people to talk to. There's a 'Lost Girl'
near Mae'Vars Guildhall (x=3280, y=2700). If you treat her poorly, it
will provoke a little argument between Viconia and Jaheira. Or you can
give her a gold coin and she'll wander off. How epic. North of the
Shadow Thief Guildhall is an abandoned house (x=1700, y=500) wherein you
can find some cheap loot lying around, including a sparse collection of
magical ammunition.
***ITEMS***
(x=620, y=200) Arrows x40, Arrows +1 x8, Bullets x30, Bullets +1 x10
(x=570, y=170) Bolts x60, Bolts +1 x9
(x=400, y=350) Dart +1 x7, 1 gold
(x=170, y=370) Dart x30
***ITEMS***
(x=470, y=300) Potion of Invisibility, 30 gold
o======================================================================o
| |
| Slavers in the Slums |
| (Copper Coronet Quest and the Slaver Stockade Quest) |
o======================================================================o
Sequence of Events: {WLK036}
1) Lecherous Lehtinan
2) People in the Pub
3) Purchased Employees
4) Restricted Area
5) Hendak's Plea
6) Tattling on Hendak
7) Double-Crossing Lehtinan
8) Killing the Beastmaster
9) Bernard's New Toys
10) Lend Me a Hand
11) Hobgoblins?
12) The Lover's Ring
13) The Myconid Lair
14) The Shaman's Staff
15) The Glowing Pool
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***ITEMS***
(x=600, y=500) Emerald, Greenstone Ring, Silver Ring, Scroll of Luck,
Scroll of Resist Fear
(x=750, y=600) Gloves of Pick Pocketing, Potion of Extra Healing,
Scroll of Melf's Acid Arrow, History of Shadowdale
***TRAPS***
(x=750, y=600)
<---------------------------------------------------------------------->
3) Now go through the door at (x=1700, y=1550) to reach the audience
portion of the indoor arena. You'll be greeted by a well-dressed guy
named Frankie, who will tell you that the fights in the arena beyond are
man versus beast. Purchased employees, indeed. Continue to the arena,
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***REWARD***
(For killing Hendak and putting down the slave revolt)
EXP 7500
Item Plate Mail Armor
Item Kondar +1
Reputation -1
<---------------------------------------------------------------------->
7) Of course, you can always double-cross Lehtinan once you have the
Beastmaster Key and use it to free Hendak. You'll get an identical
experience reward (the real deal must be using the key to open the
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***REWARD***
(For double-crossing Lehtinan and freeing Hendak)
EXP 7500
Item Plate Mail Armor
***REWARD***
(For freeing Hendak and overthrowing Lehtinan)
EXP 48750
<---------------------------------------------------------------------->
8) Now, if you want to do this the conventional way go through the door
at (x=2720, y=880) to reach the arena floor. Cross the arena to the
south-east to find the beast cells. If you want to spare yourself some
trouble, kill the beasts along the way before you meet the Beastmaster.
They're cheese, but why fight them all at once? Along the way are some
Mutated Gibberlings, a Panther, a Grizzly Bear, a Black Bear, a Leopard,
and a Minotaur. Kill as many as you can, at the end of the hallway the
Beastmaster and his pet 'Tabitha' await. You can delay a fight by
claiming to be one of Lehtinan's guests, then promising to leave. Put
down the Beastmaster and his pets, and loot his body for a suit of
Plate Mail Armor, a Helmet, Arrows x20, the Beastmaster Key, a Scroll of
Stone to Flesh, the Tuigan Bow +1, a Spear, and 144 gold. The Tuigan
Bow +1 might have been moderately useful at low levels, what with its
fast attack speed, but we've long since had better Short Bows. Go and
free Hendak and the other slaves and the quest proceeds the same way it
did in Step #7. The Copper Coronet Guards turn hostile, Hendak kills
Lehtinan and sets himself up as owner, and asks you to clear out the
slavers.
***REWARD***
(For killing the Beastmaster and freeing Hendak)
EXP 7500
***REWARD***
(For freeing the child-slave)
EXP 2500 x2
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***REWARD***
(For freeing Hendak and overthrowing Lehtinan)
EXP 48750
Note: If you're low-leveled, you can always wait with your party in the
arena and lure out the animals so they can be destroyed piecemeal.
<---------------------------------------------------------------------->
9) The best part about completing the Copper Coronet quest is that
Bernard will now sell you new gear-regardless of whom you sided with.
The standouts include the Blade of Roses +3, which is mostly good just
because it's a +3 Long Sword you can get for 5000~ gold. Next is the
Mauler's Arm, a +2 Mace that raises the wielder's Strength to 18. I've
used this on Viconia in early-game situations before, so she'd have the
Strength necessary to equip heavier armor and shields and whatnot. The
Sling of Seeking +2 is a decent low-level Sling, and even at this
point in the game, the fact that it gives a Strength bonus to damage
makes it considerable as a weapon. Stonefire +3 is another good +3
weapon that can be purchased for less than 4000~ gold, and apart from
Frostreaver +3, it's one of the best Axes in all of Shadows of Amn.
He'll also sell you some nice Mage scrolls, like Chain Lightning,
Spell Sequencer, Prismatic Spray, and Incendiary Cloud. Best of all,
this loot can be stolen if you've got the patience and the Potions.
Just suck down enough potions to raise your Pick Pockets score to
180+ and you'll be able to steal on a whim. The new spells Bernard
sells are listed below:
o===========o
|Mage Spells| Bernard, post-quest
o===========o---------------------------------------------------------->
6th-Chain Lightning
---
7th-Prismatic Spray
7th-Spell Sequencer
7th-Spell Turning
7th-Summon Efreeti
---
8th-Cacofiend
8th-Incendiary Cloud
8th-Simulacrum
8th-Summon Fiend
Sewers (AR0404)
o======================================================================o
10) Now that we're done with the Copper Coronet, head off to the
entrance to the sewers (x=2070, y=670). First go to the south-west to
find a large circular room inhabited by an Otyugh, an Ochre Jelly, and
a Mustard Jelly. Smite them and inspect the grate in the center of the
room (x=500, y=950). For your trouble you'll take some damage, and
be rewarded with a desicated hand. Wonderful.
<---------------------------------------------------------------------->
11) From where you entered the sewers head south-east to find a group of
Hobgoblins, of all things. They include some tougher versions than we
used to face in Baldur's Gate 1, including a Hobgoblin Captain and some
Hobgoblin Shaman. Still, this is Baldur's Gate 2, not Baldur's Gate 1,
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what are Hobgoblins anymore? You just need to watch out for the Shaman,
lest they hold anybody. Kill them and continue south-east.
<---------------------------------------------------------------------->
12) Just behind the Hobgoblins you'll find some skeletons stuck on the
wall (x=1650, y=850). Activate the skeletons to obtain 'The Lover's
Ring'. Nice. Now continue into another hallway to the north-east until
you reach some stairs guarded by a Mustard Jelly. Smite it and continue
up the stairs (x=2200, y=600).
***TRAPS***
(x=1660, y=1850)
<---------------------------------------------------------------------->
15) Head back south and smite a Carrion Crawler for no good reason, then
head down the tunnel to the south-east opposite the doorway by which you
first entered the Sewers. Head north-east to find another group of
Kobolds in these tunnels, but they're not what we're here for. Go
through the door at (x=2670, y=1900) and a 'Glowing Pool' will talk to
you and give you a riddle:
It'll mumble some things about scratching rhymes on the wall, and will
tell you to go talk to Quallo. Who's Quallo, you ask? Head back to the
south-west (disarming a trap along the way).
***TRAPS***
(x=1900, y=2400)
<---------------------------------------------------------------------->
16) Find Quallo at (x=2250, y=2750). He'll talk about a lot of
nonsense, including a hidden sword, his crazy Carrion Crawler
companion, and some clues left by 'The One'. Kill his Carrion Crawler
companion and loot it for the 'Blood of Quallo's Friend'. Now talk to
him again and tell him you've found his clues. Ask him about the
various objects you've found to glean some clues about the order in
which you have to place them. Where they go shouldn't need any
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questioning, by interacting with the pipes in the room where you met
the 'Glowing Pool' you'll get some riddles, which are moronic in their
simplicity.
Lover's Ring: It is not first, nor does it belong in the third pipe.
Shaman's Staff: The staff shall seal the bargain and prove your worth.
Hand: It was Vallah's hand that cast the One into the depths.
His suffering is of prime importance.
So we know that the Shaman's Staff goes last, (4th) since it 'seals the
deal', and we know that the Hand goes first (1st) being of 'prime
importance'. If the Lover's Ring doesn't belong in the first or third
pipes, it either belongs in the second or fourth. Since the Shaman's
Staff is fourth, the Lover's Ring must be second (2nd). This leaves
only the Blood of Quallo's friend, which Quallo neglects to mention. It
obviously goes third (3rd). All we need now is a handy table to sum
everything up and... oh, there's one!
o=======================o===============================o==============o
| Pipe | |Item Required |
| Location | Childish Riddle | (Order) |
o=======================o===============================o==============o
| (x=2900, y=1770) |Vallah is no more | Hand |
| |But he has left a thing behind | |
| |Give me a hand | |
| |And I shall help you in return | (1st) |
|-----------------------|-------------------------------|--------------|
| (x2770, y=1670) |They wailed and sighed | Lover's |
| |Then they died | Ring |
| |From the grave I've had my kiss| |
| |Bring me now the lover's gift | (2nd) |
|-----------------------|-------------------------------|--------------|
| (x=2850, y=1720) |No sacrifice will do | Blood of |
| |But the blood of a friend, | Quallo's |
| |true. | Friend |
| |But guilt will leave its stain | |
| |If you wish to have the blade | (3rd) |
|-----------------------|-------------------------------|--------------|
| (x=3000, y=1820) |Smell of dog | Shaman's |
| |Skin of lizard | Staff |
| |To find the staff | |
| |Kill the wizard | (4th) |
o=======================o===============================o==============o
<---------------------------------------------------------------------->
17) Go put the right items in the right pipes in the right order,
according to the chart above and you'll get an experience reward, as
well as an ominous bit of text concerning your new-found sword. Behold,
the mighty Lilarcor! And by mighty, I mean mighty annoying. It's a good
sword, bearing a +3 enchantment and granting immunity to charm and
confusion, but... well, just use it for a while and see how long you can
put up with it. You can spend some time conversing with the sword, for
what good that's worth. Honestly though, it'll bother you more often
than you'll bother it, it'll even act as another party member if you
have it equipped... or rather, it'll whine about being bored. Keep it
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around as long as you can stand it. It's a pretty decent weapon for
Dorn, Minsc, or Keldorn... but in the first case, I find the pairing
especially fun. If you return to Quallo, he'll be released by whatever
spell was keeping him down here, although Jaheira rightfully cannot
guess how this idiotic sword was able to dominate anybody. When you're
ready to leave, head up the stairs at (x=2900, y=2500).
***REWARD***
(For solving the sewer riddle and claiming Lilarcor)
EXP 18000 (each character)
Item Lilarcor
***ITEMS***
(x=1800, y=1330) Jasper Gem, Andar Gem, Turquoise Gem, Iol Gem,
Chyrsoberyl Gem, Splint Mail, Helm, Flail, 14 gold
(x=1490, y=1350) Arrows x20, Short Bow, Arrows of Fire x20
***TRAPS***
(x=1700, y=1270)
<---------------------------------------------------------------------->
19) Now head through the door at (x=2120, y=1200) to find a room with
two Trolls and a helpless girl (x=2420, y=900). Kill the Trolls (use the
Arrows of Fire we got from the Kobolds in the sewers if you must) and
talk to the girl. She'll tell you that her and the other slave-kids
(I don't see any others, do you?) were of no use to the slavers anymore,
so they were more or less being fed to Trolls for sport. Free the slaves
and you'll get some experience and a point of reputation. If you give
the girl 100 gold... you'll get the same reward, although abstaining
will make Anomen and Jaheira argue with each other-even threaten each
other with violence! Jaheira is apparently touchy over this whole slave
thing.
***REWARD***
(For freeing the child-slaves)
EXP 3500
Reputation +1
<---------------------------------------------------------------------->
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20) Head up stairs and into a hallway that is lined with cells. Go into
both cells and talk to the children inside to free them and claim more
experience. Continue through the tunnel to the north-west and disarm
a trap on the other side of the doorway (a particularly nasty, rearming
Prismatic Spray trap, at that). Go into the room to the north-east and
dispatch a pair of Yuan-ti before looting and leaving.
***REWARD***
(For freeing more child-slaves)
EXP 2500
EXP 2500
***ITEMS***
(x=1660, y=260) Scroll of Protection from Evil, 14 gold
(x=1700, y=300) Arrows +1 x2, Potion of Extra Healing,
Scroll of Shocking Grasp, 312 gold
(x=1300, y=530) Potion of Healing, Arrows x20, Bolt x1, Scroll of Shield
(x=1250, y=500) Flail, Flail, Light Crossbow, Bolt x20, Spear
(x=1020, y=650) Club, Oil of Speed
***TRAPS***
(x=1300, y=770)
(x=1660, y=260)
<---------------------------------------------------------------------->
21) Now go through the doorway to the south-west to find a more
formidable group of slavers, including two Slaver Wizards. One will
whine about the guards pestering them before realizing that you're not
any form of legal authority and attacking. Hit them with Dispel Magic
and/or Breach (the Dwarf will certainly start out with Stoneskin and
Mirror Image) and cut them down before they can hit you with Hold Person
and other such bothers. One Slaver Wizard will drop a Cloak of
Protection +1, a Quarter Staff, Darts x20, and 15 gold. The other will
drop three Potions of Icedust, a Quarter Staff, Darts x20, and 14 gold.
There are also two more archers with Composite Long Bows +1 and
Arrows +1. Loot and head down the (trapped) stairs. There's a little
looting to be done to the south, exit at (x=800, y=1950) when you're
ready to leave.
***ITEMS***
(x=950, y=720) Wand of Fear, Dart +1 x4
(x=850, y=720) Arrow of Acid x1, Gold Ring, Silver Ring, Bloodstone Gem,
Scroll of Dire Charm, Scroll of Sleep,
Scroll of Chill Touch
(x=1200, y=1700) Sling, Bullets x20
(x=840, y=1800) Scroll of Lightning Bolt, 101 gold
***TRAPS***
(x=950, y=720)
(x=550, y=1200)
(x=1200, y=1700)
<---------------------------------------------------------------------->
22) Now return to Hendak, who will be thrilled that you killed the
slavers. Everybody will get a hefty experience reward, as well as some
other choice loot and money. We end up getting all the loot Lehtinan
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would have given us, plus 3900 gold, and a great deal of experience.
What's not to like? Anyways, we're now done in the Slums District.
***REWARD***
(For ending slavery in the slums of Athkatla... for now)
EXP 38000 (each character)
Item Plate Mail Armor
Item Kondar +1
Gold 3900
Reputation +1
o======================================================================o
| |
| Clerical Competition |
| (Sir Sarles' Quest, the Dawn Ring Quest, Fallen Paladins Quest) |
o======================================================================o
Sequence of Events: {WLK037}
1) Art and Religion
2) Sir Sarles' Demand
3) Murderous Masquerading Merchants
4) Jerlia the Ore Merchant
5) Tempermental Artists...
6) Art is Interpretation
7) The Source
8) Unger's Excuse
9) Reunited with Neb
10) Mace of Disruption +2
11) Satisfying Sir Sarles
12) Neb's Bounty
13) For the Glory of Helm
14) More Meddling
15) Talassan Thievery
16) Travin the Con
17) Reclaiming the Dawn Ring
18) High Hall of Pretentiously Long Names
19) Posing Paladins
20) Turf War
21) Anarg's Cup
22) Order Restored
23) A Note on Epic Feats
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***ITEMS***
(x=220, y=550) 120 gold
(x=350, y=450) Potion of Extra Healing
(x=450, y=400) 29 gold
(x=600, y=220) Dart +1 x2, 3 gold
(x=800, y=200) History of Sembia, Waterstar Gem
***TRAPS***
(x=350, y=450)
***ENHANCED EDITION***
The chest at (x=350, y=450) can now be unlocked. It was permanently
sealed in the vanilla verison of the game-although you could disarm the
trap protecting it.
<---------------------------------------------------------------------->
3) On my way to Waukeen's Promenade I was attacked by a group of
brigands who posed as my party members. I assume this had something to
do with my heightened reputation. They had a considerable amount of
low-level spell-power, but they typically just used it to hit me with
Melf's Acid Arrow, Fireball, and Magic Missile. Some had Heavy Crossbows
with which they attacked at range (and carried Bolts +1), others just
had Long Swords, and one had a Scroll of Mislead, a Scroll of True
Sight, and a Scroll of Death Spell.
<---------------------------------------------------------------------->
4) Anyways, continue on to Waukeen's Promenade and find Jerlia the Ore
Merchant at (x=730, y=2200). She'll complain about the outrageous
demands of Sir Sarles (tell us about it) saying that her source only
gives her 50 pounds a season. Since we really don't have a year, we've
got two options: go haggle with her source, or give Sir Sarles a cheaper
substitute. Of course, what have we learned about doing things the lazy
way? We usually get a significantly worse outcome, as far as quest
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rewards go. This isn't really the case this time around, but there are
two approaches, and I will cover them both. Step #5 will cover the fake
illithium approach, while the subsequent steps will cover the more
complicated approach.
<---------------------------------------------------------------------->
5) If you want to give Sir Sarles some crap metal, agree to pay Jerlia
200 gold and go wait a day. when you return she'll inform you that
other churches have been sniffing around this deal, and that since the
demand has risen, so too, have the prices. Being an 'honest' business
woman, however, she offers to sell the alloy to you first... for 500
gold. Accept and head back to Sir Sarles. Unfortunately, he's not
nearly as clueless as Jerlia assumed he was, and he'll detect that the
supposedly unblemishable illithium is not quite right-or, if you have
Keldorn in your party, the stupid Paladin will outright admit that it's
fake. Either way, the prissy artist will become incorrigible and decide
to leave the city immediately in the face of this apparent insult. Well,
at least this way no other temples will be able to one-up them, right?
<---------------------------------------------------------------------->
6) Head back to the temple, where the quest takes an unexpected turn...
apparently a lump of shapeless illithium can carry symbolic meaning to
these guys. You'll get some experience and the choice between a Ring of
Holiness, the Armor of Faith, or a Staff Spear... if your protagonist
is a Cleric. Otherwise you'll get the Helm of the Noble +1 from the
Temple of Helm (which is by far the best reward), a Periapt of Life
Protection from the Temple of Lathander, or a crappy Mace-Ardulia's
Fall +1-from the Temple of Talos. The Honorary Ring of Sune (aka: Ring
of Holiness) is decent, but we've got better spells than 1st-4th level
in this game, and if there's one thing your Clerics aren't going to need
in Throne of Bhaal it's more low-level spells. The Armor of Faith is
decent Splint Mail, with an Armor Class of 1 and a bonus to all Saving
Throws, but any suit of Full Plate +1 will exceed its Armor Class bonus,
and we're set to obtain some of the best suits of armor in the game-at
this point in the game there's just nothing all that special about this
armor. And of course, there's the Staff Spear +2... of which we've found
several already. If we're not using those, why would we take this one?
Anyways, pick one and it'll be brought to you eventually. You'll also be
informed that there's another task you can perform, which is covered in
Step #14.
***REWARD***
(For giving the fake illithium to a temple with a Cleric protagonist)
EXP 10000
Item Honorary Ring of Sune
--or--
Item Armor of Faith
--or--
Item Staff Spear +2
***REWARD***
(For giving the fake illithium to the Temple of Helm)
EXP 10000
Item Helm of the Noble +1
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***REWARD***
(For giving the fake illithium to the Temple of Lathander)
EXP 10000
Gold 1500
Item Periapt of Life Protection
***REWARD***
(For giving the fake illithium to the Temple of Talos)
EXP 10000
Gold 1000
Item Ardulia's Fall +1
<---------------------------------------------------------------------->
7) On the other hand, if you want to do the quest the right way, ask to
meet Jerlia's source. She'll demand compensation for revealing her
source (it'll take 1000 gold), so pay up. She'll tell you that her
source is a Duergar named Unger Hilldark who hangs around at the
Copper Coronet.
Note: There's absolutely no reason you can't get both the alloy and
pursue the pure illithium. If you want the Mace of Disruption +2, you'll
have no option but to turn in the alloy... which actually isn't a bad
idea.
<---------------------------------------------------------------------->
8) Head over to the Copper Coronet, where you can find Unger Hilldark
at (x=300, y=1400). Despite Jerlia's warnings, he really can't be
provoked. Talk to him and he'll tell you that there's no illithium to
be had-his entire stock was stolen by some Hill Dwarf who has holed up
in the Bridge District. The only way you're getting some illithium is
if you head over there yourself and take it back. Sounds simple enough,
for a change. The name of this Dwarf we're seeking is Neb, who is on
the run from Baldur's Gate. Why does that sound familiar...?
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the Mace of Disruption +2 (at the cost of the 21750 experience and
the 1000 gold we would get by turning in the pure ore to Sir Sarles.)
***ITEMS***
(x=200, y=380) Potion of Invisibility, Potion of Extra Healing
(x=300, y=300) Moonstone Gem, Silver Necklace, Angel Skin Ring, 452 gold
(x=450, y=250) 11 gold
(x=750, y=270) 1 gold
***TRAPS***
(x=300, y=300)
***ENHANCED EDITION***
The trap at (x=300, y=300) can now be disarmed. I was unable to best
this trap with a Find Traps score of 170 in the vanilla version of the
game-it's no match for 100 in the Enhanced Edition.
<---------------------------------------------------------------------->
10) Now you can take the Mace of Disruption +1 we got a lifetime ago and
the illithium ore over to Cromwell and he'll offer to upgrade the
former. It'll cost you the traditional 7,500 gold and a day of labor,
and you'll get the Mace of Disruption +2. The real perk of this weapon
is the fact that its wielder is immune to level drain, and its +2
enchantment means it's just strong enough to harm lesser Vampires. How
this takes up all 200 pounds of illithium, I have no idea, and why the
alloy can't be used further baffles me. Oh well, you'll have to choose-
Mace of Disruption +2, or the full quest reward. Read on and compare
the results before you make your decision.
<---------------------------------------------------------------------->
11) Return to Sir Sarles and give him his damn ore. You'll get a
sizable experience reward, and the stupid artist is finally happy with
the commission.
***REWARD***
(For giving Sir Sarles the Illithium Ore)
EXP 21750
<---------------------------------------------------------------------->
12) Since we're already in the Government District, let's head over to
the Council of Six building (x=3200, y=950). Talk to Chief Inspector
Brega (x=1120, y=500) and give him Neb's Head. For bringing this
murderer to justice you'll gain some gold and a reputation increase.
***REWARD***
(For turning in Neb's Head)
Gold 2500
Reputation +1
<---------------------------------------------------------------------->
13) Finally, return to the Temple of Helm and tell Guardian Telwyn of
your success. You'll get another experience reward and more gold, as
well as a variety of rewards-one of three items if you protagonist is a
Cleric, as described in Step #5, or a specific item that differs from
each temple if your protagonist is not a Cleric. Again, the items-the
things that really matter-are the same as the alloy approach. The only
real difference? You get more gold and experience by doing this the
right way. Honestly, the Mace of Disruption +2 is probably the better
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***REWARD***
(For securing the services of Ser Sarles with a Cleric protagonist)
EXP 20000
Gold 1000
Item Honorary Ring of Sune
--or--
Item Armor of Faith
--or--
Item Staff Spear +2
***REWARD***
(For securing the services of Sir Sarles for the Temple of Helm)
EXP 20000
Gold 1000
Item Helm of the Noble +1
***REWARD***
(For securing the services of Sir Sarles for the Temple of Lathander)
EXP 20000
Gold 2500
Item Periapt of Life Protection
***REWARD***
(For securing the services of Sir Sarles for the Temple of Talos)
EXP 20000
Gold 1000
Item Ardulia's Fall +1
<---------------------------------------------------------------------->
14) Whatever you do, talk to Guardian Telwyn, and he'll tell you that
the priests of Lathander and the priests of Talos are bickering again,
and will refer you to Dawnbringer Sain for more information. Your job
is, of course, to maintain balance in the situation by helping the side
that has currently gained the upper hand. The quickest way to get rid
of the Temple of Helm? Get rid of all the other temples, then they
wouldn't have any meddling to do.
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thieves to steal the Dawn Ring. They were successful, and our job is to
intercept the thieves in the Slums District before they can deliver the
artifact to the Talassans. We're looking for a Thief named Travin.
If it's night time, head over to the Slums District, if not, rest up,
waste some time.
<---------------------------------------------------------------------->
16) You'll find Travin near the northern District Exit, standing at
(x=520, y=770). It doesn't matter what you say to him, you really can't
mess this up-just don't pay him 400 gold, it's a scam. Eventually he'll
tell you to go to the red brick house on top of the Copper Coronet,
where you're supposed to meet a man named Borinall.
Borinall's House
o======================================================================o
17) Enter Borinall's House at (x=2250, y=1600), where you'll find, of
all people, Borinall. Go figure. He'll give you the ring if you do a
simple thing: swear your devotion to Talos. The reasoning is simple: if
you were a worshiper of Talos, you'd have no qualms about saying it.
On the other hand, if you weren't, you'd probably be smart enough to
realize the crossing the god of storms and destruction isn't a good
idea. If you swear to Talos, you'll be struck by lightning. Indoors,
even! If you refuse and insist he hands the ring over, he will attack,
along with some goons. Of course, if you get struck by lightning he'll
realize you're full of it, and attack anyways, so you might as well
avoid blaspheming the gods. Borinall and his crew are laughable, smite
them and take the Dawn Ring off Borinall's corpse. Loot the house and
leave, return triumphantly to Dawnbringer Sain, who'll reward you
appropriately. Of course, if you're here on behalf of the temple of
Talos you can make that oath without consequence. Doing so will allow
you to claim the ring without a fight, and take it to Talon Yarryl for
a nice reward.
***ITEMS***
(x=660, y=400) 9 gold
(x=400, y=300) War Hammer +1, 70 gold
(x=600, y=140) 3 gold
(x=170, y=150) 52 gold
***REWARD***
(For returning the Dawn Ring to Dawnbringer Sain)
EXP 16250
Gold 1000
***REWARD***
(For returning the Dawn Ring to Talon Yarryl)
EXP 16250
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Note: If you started Dorn's questline and crashed the wedding at the
High Hall of the Radiant Heart (OH5000), you'll have to continue with
Dorn's questline before the area will revert to the original-Paladin-
filled version (AR0903) we're looking for.
***ITEMS***
(x=440, y=1480) Potion of Fortitude, 7 gold
(x=620, y=1480) Potion of Healing x8
(x=280, y=1370) Dart +1 x4, Dagger, Small Shield
<---------------------------------------------------------------------->
19) Over at (x=820, y=1220) you'll find Sir Ryan Trawl, who will ask you
to help the High Hall of the Radiant Heart. Apparently a former Paladin
named Anarg was implicated in slave smuggling and was expelled from the
order. Unfortunately he took other Paladins with him and has gone back
to his evil ways, masquerading as a Paladin all the while. Since a
bunch of armored Paladins approaching might tip them off, they need
outside help to deal with Anarg. Edwin is particularly giddy about the
opportunity to fling spells at these former Paladins. Before you go,
why not rob the place? Paladins don't need wealth. We're, ah, helping
them fulfill their vows of poverty and avoid temptation.
***ITEMS***
(x=1890, y=1250) Bolt +1 x10, Bolt x20
(x=1800, y=1170) Bullet +1 x5, Buckler, Angel Skin Ring
(x=1760, y=1200) Arrows +1 x10, Arrows x40
(x=350, y=520) Potion of Heroism x2, Garnet
<---------------------------------------------------------------------->
20) Head over to the Bridge District and go east from the gate to find
a group of Paladins led by Reynald de Chatillon, who will strike down a
group of smugglers led by a character named Rindus. After the smugglers
are slain, Reynald will turn his attentions onto you and ask what your
business is, which leads to him asking-at length-if you want to join up.
Well... we are here to infiltrate their order, and since Anarg isn't in
sight yet, we'd best do their job so we can meet number one. You can
loot the bodies of the dead Smugglers, for what little wealth they have.
<---------------------------------------------------------------------->
21) You'll be told to retrieve Anarg's cup from the High Hall of the
Radiant Heart. A cup? Really? Oh well, head back to the HHRH and talk to
Sir Ryan Trawl to get the cup. He'll make you promise to return it when
you're done with it... which shouldn't be too hard to promise, since
it's just a freaking cup!
<---------------------------------------------------------------------->
22) With Anarg's cup in hand, return to the Bridge District and present
it to Reynald. Anarg will show up and sniff out Keldorn-or at least
your cause-and attack. Taken together, they're strong melee Fighters,
but they've got no spell-power whatsoever. Haste yourself, and hit them
with a Slow or Chaos and this fight is over. After the fight, loot them,
as they all have moderately valuable suits of Plate Mail. In addition,
Reynald has some Worn Out Boots (why he and one of the Smugglers had
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***REWARD***
(For bringing Anarg's cup to Reynald)
EXP 10250
***REWARD***
(For disposing of the Anarg and his Fallen Paladins)
EXP 17500 (each character)
Item Gloves of Healing
Reputation +1
<---------------------------------------------------------------------->
23) Now, we've done most of the quests in the game by now, certainly if
you've completed everything previously mentioned. If so, then you, like
me, have just started to obtain Epic Feats. Sure, I mentioned them in
their own section, but now it might be worth talking about which ones
to actually get. Obviously Whirlwind and Greater Whirlwind are great
for your warriors, and in the case of Korgan the decision is pretty
simple. On the other hand, there are defensive considerations to be
made for some characters, and your multi-classed characters will
certainly have plenty of options. I generally consider summons to be
better choices in the short-term, since some of the Epic Feats allow
you to obtain truly potent allies, even if it's for a short amount of
time. We probably won't be getting too many more levels in Shadows of
Amn, so being able to cast Summon Deva for 20 rounds is probably better
than using a Whirlwind Attack once. Keldorn is a case in point, as he
can grab the Summon Deva ability and use it as an innate ability,
whereas other characters must prepare it as a 7th level Clerical spell.
Of course, keep in mind that you can only have one such creature
summoned at a time, so don't stock up on Summon Deva or Summon Planetar
spells. If you don't have Keldorn in your party, you'll just have to
bite the bullet and get the ability with your strongest Cleric (ideally
Anomen or Viconia). Jaheira's Greater Elemental Summoning is another
good choice, as being able to whip out a Summon Deva and Greater
Elemental Summoning really adds some tanking power to your party.
Another consideration are defensive spells, like Aura of Flaming Death.
Being able to become 90% immune to fire for a while can really make an
upcoming fight easier.
o======================================================================o
| |
| Umar Hills (Part II) |
| |
o======================================================================o
Sequence of Events: {WLK038}
1) Bones of the Prophet
2) Morn Ritual Note and Sun Gem
3) The Fire Pit Room
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***ITEMS***
(x=1850, y=950) Amauna's Bones
(x=1360, y=380) Bolts x40, Bullets x80, 1 Gold,
Tombelthan's journal (2nd half)
<---------------------------------------------------------------------->
2) Head into the room south-west of the prisons and loot the pillar at
(x=1050, y=850) to obtain the Morn Ritual note. Continue to the
south-west and grab the Sun Gem from its pedestal at (x=750, y=1300).
You'll be rushed by some Shadows, but they weren't too bothered by the
light anyways.
<---------------------------------------------------------------------->
3) With the Sun Gem in your possession return to the hallway that leads
to the exit and continue west down the hallway through the shadow door
at (x=1500, y=1100), which now opens before you. Go through the doorway
to the east and cross a wooden bridge that defies the laws of physics
and kill some more shadow beasties along the way. You'll enter into a
room with a large fire-filled pit in the middle. Of course, there are
goodies to loot within. Just remember that fire = hot, so don't be
surprised if you take a bit of damage crossing the pit.
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***ITEMS***
(x=2050, y=1360) Pearly White Ioun Stone, Bolt of Lightning x40
(x=2170, y=1520) Arrows of Ice x40, 1 gold
(x=2250, y=1330) Wand of Lightning, Darts of Stunning x80
***TRAPS***
(x=2250, y=1330)
<---------------------------------------------------------------------->
4) Across the pool of fire-through a doorway to the north-east-you'll
find a group of undead. At my level this included a Skeleton Warrior
(another one of the retarded arrow-shooting types) a more conventional
Skeleton Warrior, a Bone Golem, and a Greater Mummy. Instead of walking
your party over the fire and bottle-necking them at the door I prefer
to run in with one character (perhaps my regenerating protagonist with
The Paws of the Cheetah?) and lure them out into the fire-pool room,
where I safely kill them near the bridge. After all, why should we have
to stand on fire to fight them when we can coerce them to come to us?
When they are dead, loot the trapped pillar (x=2500, y=1250) in the
room to obtain the Tome of Amaunator and the Noontide Ritual note.
***ITEMS***
(x=2500, y=1250) Scroll of Wyvern Call, Tome of Amaunator, Noontide
Ritual Note, Bullets +1 x40
***TRAPS***
(x=2500, y=1250)
<---------------------------------------------------------------------->
5) Now go into the room south-west of the fire-pool room to find two
spirits, Dettseh (x=1850, y=1600), and Badon (x=1770, y=1670). They'll
talk to you and ask you for Amauna's Bones, and will tell you a bit
about the fallen child-prophetess if you ask. After taking the bones
they'll die, and Amauna will show up and thank you, and tell you how to
avoid the Shadow Dragon-as if we'd want to do that! Loot Dettseh for
250 gold, and be sure to loot Amauna's sarcophagus for some more loot,
too.
***ITEMS***
(x=2000, y=1550) Scroll of Pierce Magic, Sunstone Bullet +1 x20
***REWARD***
(For returning Amauna's Bones to their proper resting place)
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EXP 17750
Item Shadow Dragon Wardstone
Item Dawn's Light Symbol
<---------------------------------------------------------------------->
6) Continue south-west over a stone bridge overpassing a natural rock
chamber at the far side of which you'll find a continuation of the main
winding tunnel that connects to the entrance. Since we can't get through
the second shadow door to the north-west, we might as well go south-east
and head north-east the first opportunity we get. In the narrow hallway
we'll run into another group of undead. This time I had to fight two
Greater Mummies, two Skeleton Warriors, and a Lich. We should by now
have Sunray, it's no longer a luxury, it's pretty much necessary now
that Liches are going to show up as random enemies. Failing that, we
need to Haste up and hit the Lich with Breach and/or Keldorn's Dispel
Magic to take down its Stoneskin and try to kill it as fast as possible.
Your odds of killing it will be much greater if you at least cast Spell
Immunity: Conjuration to absorb its Time Stop assault with the defended
character.
<---------------------------------------------------------------------->
7) Continue into the room past the random undead and you'll get the
following message:
"As you approach the letter-tiled floor, a voice intones: Only the
Name of the Master shall keep thee from the Power of the Darkness!"
Well, there's no way to spell 'Shade Lord', and the puzzle promises to
protect us from the 'Power of Darkness', so we should just assume that
the puzzle refers to the original master of this place-Amaunator. So
cross the letters stepping on the letters that spell the name, starting
with the 'A' to the east and ending on the 'R' in the middle.
<---------------------------------------------------------------------->
8) Go through the doorway at (x=2660, y=1750) to find an imprisoned
Shadow. It'll offer to tell you some secrets that'll help you take the
Shade Lord down if you take the critter across the traps in the room
we just crossed. Pick dialogue option #1 to outright agree, and you'll
get the chance to make it tell you its secrets before you let it tag
along (option #3). If you do so, it'll tell you that it stole a key from
the nearby chapel and hid it in this cell. Sure enough, at
(x=2720, y=1670) you'll find the Lightstone Symbol. Loot the altar in
the next room (possibly killing a Bone Golem in the process) for more
loot, including the Sun Gem, Arla's Dragonbane +3, and the Dusk Ritual
note. The first and last are items we need to navigate this place, and
the Sling is an old friend from Baldur's Gate 1. It just seems to bounce
from dungeon to dungeon, doesn't it? Cross the tiles in reverse order to
reach the other side safely. Your ungrateful Shadow will appear again
and attack you. No big loss.
***ITEMS***
(x=2720, y=1670) Lightstone Symbol
(x=2620, y=1620) Scroll of Protection from Magic Weapons,
Scroll of Disintegrate, Sun Gem, Sunstone Bullets x10,
Arla's Dragonbane +3, Dusk Ritual note
<---------------------------------------------------------------------->
9) Return to the room north-west of where Mazzy was kept captive and
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Morn Ritual
1) ???
2) Hold the Holy Tome up to the Sun and my Power shall bless it.
3) Reflect as thou perceive the victory of Light over the Dark.
Noontide Ritual
1) Let thy voices sound the glorious songs of thy Lord.
2) ???
3) Rejoice on the Glory of the Light as it reigns over the Dark.
Dusk Ritual
1) Recite the Tenets of the Faith. They shall give you Strength until
I come again.
2) Hold high your children that they may longer see the Sun before it
slips beyond the realm. The Sun shall give them courage against the
fears of the Night.
3) ???
The Statue will ask us three questions for each ritual, and we know two
of the answers for each ritual. Each question will consist of three
possible answers. You job is to provide the answers in the correct
order. Each answer is only correct once, so if the Statue asks us a
question and two of the answers are part of another ritual, we know
they're wrong. For example, the possible answers to the first question
are as follows:
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"I shall mourn as I watch the Sun give way to the onslaught of night."
For completing the three rituals you'll get a nifty experience reward
and the 'Sun Ray Symbol', which is the last part of the fragmented
'Symbol of Amaunator'. If all three are in your inventory at once
they'll fuse and you'll get the full symbol, which we need to proceed.
***REWARD***
(For solving the Statue's riddles)
EXP 45500
Item Sun Ray Symbol
***REWARD***
(For reassembling the Symbol of Amaunator)
EXP 21250
It'll boast about feasting on your innards and such garbage before
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turning hostile and will immediately start out with a Stoneskin, and
later with Protection from Magical Weapons, (both of which can be taken
down with a simple Breach spell), but at this point in the game, with a
protagonist who has Whirlwind, and a simulacrum with Whirlwind, a Deva,
and an Elemental Prince, this Dragon just doesn't stand a chance. It
then typically uses Wing Buffet and its breath weapon before bothering
with melee. If it focuses on a character that's not protected by
Stoneskin, it can do some damage very quickly, but it should be too
preoccupied to give injured characters more than a half-hearted chase
when they retreat to heal. It also may get out a Chaos spell, if it
lives long enough. Besides some extensive spell-buffing and a Breach,
I don't even have to use any offensive spells to bring it down, and it
only deals incidental Wing Buffet damage to me.
Loot the dead Dragon for some Shadow Dragon Scales, two Moonbar Gems, a
water Opal, a Black Opal, a Sphene Gem, a Pearl, the Crom Faeyr Scroll,
and 3299 gold. Hold onto the scales and the scroll-both can be used to
create some pretty good items. Victorious, I take my triumphant party
through the doorway at (x=3150, y=1450). I should be able to still
confront the Shade Lord with some spellbuffs, and after killing its
Dragon, how tough can it be?
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Plague, Anomen hits him with a blast from his Wand of the Heavens, my
Protagonist and Edwin each cast Lower Resistance, while Yoshimo hits
him with an Arrow of Detonation. Round 1 complete, and he hasn't even
initiated dialogue yet (or just barely)... Next, Jaheira does another
Insect Plague (more is better, right?), Anomen casts Flame Strike,
Edwin and Protagonist hit him with Breach, and Yoshimo switches to
Arrows of Biting, while everyone else attacks. At this point he's at
Badly Injured status, and we can just rush him in melee. He actually
dies quite easily after having all his defenses removed or lowered,
although it took several attempts to actually kill him and win the
fight.
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Shadow Dragon {VID005}
https://www.youtube.com/watch?v=J3-2Il7CkFI
***REWARD***
(For defeating the Shade Lord and smashing the Shadow Altar)
EXP 44250 (each character)
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and we know what that means.. next up are the Ranger Stronghold Quests.
Well, after we deal with some armor, kindly donated by some Dragons we
may have slain.
***REWARD***
(For stopping the evil and saving Imnesvale)
Item The Night's Gift +5
Reputation +1 (or 100 gold)
o======================================================================o
| |
| Ranger Stronghold Quests |
| |
o======================================================================o
Sequence of Events: {WLK039}
1) Best Wishes from Imnesvale (Please Stay!)
2) Mairyn's Mission
3) Tombelthen's Family Treasure
4) The Violent Option
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***ITEMS***
(x=950, y=380) Bullets x40, Bullets +1 x10, Bullets x2 x10
(x=650, y=350) Long Sword +1, Flail, Composite Long Bow +1, Short Bow,
Sling +2, Battle Axe, Throwing Axe x10
(x=620, y=400) Arrows x60, Arrows +1 x20, Arrows of Biting x5,
Arrows of Fire x10
(x=450, y=550) Potion of Hill Giant Strength, Potion of Healing x5,
Antidote x2, Potion of Extra Healing x3
(x=550, y=600) Note from Imnesvale, 300 gold
<---------------------------------------------------------------------->
2) Rest for a while and a green lady-a spirit of the forest, no less-
named Mairyn will show up and beg for your help. As the local Ranger, it
looks like it's up to you to deal with the problems of creepy animist
spirits. Now that we've made the woods safe and brought light back to
the former temple of Amaunator, some Humans have moved in and are
tearing up the place, causing considerable damage to the forest-and its
spirits-in the meantime. They are apparently looking for something, and
if they're all the way out there it's probably something valuable... we
can expect a warm reception, surely. She'll then teleport outside and
wait there for the good news. Can't blame her, this house is creepy.
Unlike most quests in this game you really have the option to fail this
one-you can just go talk to Mairyn (x=650, y=3000) and tell her that
you don't feel like doing the quest. She decides you're not much of a
Ranger and leaves to go try to deal with the problem herself. I don't
know about you, but I can't tell a pretty green chick that she's on her
own. Maybe I'm too gallant and chivalrous, and stuff?
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o======================================================================o
3) Return to the Ruined Temple area (AR1400) and head over to
(x=2520, y=2000) to find one Lord Igen Tombelthen. If experience has
taught us anything, it's that people named 'Lord' something-or-other are
going to be haughty pains in the ass. Sure enough, he's entirely rigid
about the class thing, as if his 'nobility' mattered a bit in the
middle of the forest. Still, he's not entirely inflexible. He does
outright refuse to leave, but you can persuade him to let you look for
some mithril one of his ancestors hid away here. He'll even give you
Tombelthen's Journal (first half) to aid you in your search.
Unfortunately for Igen, this is the ass half of the note, giving only
the general description 'far to the north-west of Imnesvale village, in
a forest --'. The second half is much more precise.
<---------------------------------------------------------------------->
4) Of course, it's much easier to resort to violence, and the game seems
to try and entice you down this path by making it an option at nearly
every step of the conversation with Igen. If you provoke them, the only
one really worth watching is Tamorlin, who is a Mage, and hence, has
the power to at least be annoying, which is more than can be said for
the rest of them. Lord Tombelthen will leave behind a suit of Full Plate
Mail, a Helmet, Bolts x20, a Two Handed Sword +1, a Heavy Cross Bow, and
26 gold. Tamorlin drops some Traveler's Robes, Bracers of Defense
A.C. 6, a Quarter Staff, and 6 gold. The soldiers merely carry Large
Shields, Chain Mail Armor, and Bastard Swords.
<---------------------------------------------------------------------->
5) If you're being merciful and helpful, and not succumbing to the whole
'murder' thing in your blood, head to the east, where you'll find some
Skeletons led by a Skeleton Warrior. They're laughably weak by this
point in the game, so smite them and loot the stone columns at
(x=3900, y=2300) to obtain 'Lord Tombelthen's Note' and a Mithril
Medallion. If this is what Igen is looking for... it had best hold some
sentimental value, or mithril must be worth a fortune.
<---------------------------------------------------------------------->
6) Return to Igen, where his reaction lets you know that mithril is,
in fact, not quite so valuable that a simple medallion is worth this
expedition. He'll offer you 1000 gold for finding it for him. If you
try and hardball he'll drop down to 500 gold, and if you don't give it
to him at all he'll attack. If you decline any monetary reward, you'll
get 10000 experience, instead.
***REWARD***
(For giving the Mythril Medallion to Igen)
EXP 10000
--or--
Gold 1000
<---------------------------------------------------------------------->
7) Now that you've gotten rid of the defilers (one way or another)
return to Imnesvale and talk to Mairyn. You'll get an experience reward
for helping her out, if nothing else, although she'll lament that you
killed Igen, if you did. If not, everybody's happy. Either way, it's
the same experience reward.
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***REWARD***
(For getting rid of Tombelthen and saving the forest)
EXP 21500
<---------------------------------------------------------------------->
8) Your next mission will happen about a week later. Delon will be sent
to find you, and tell you that some Orcs are threatening Imnesvale,
and that they'll be there in three to four days at the most. Sooo...
return to Imnesvale and find Minister Lloyd, who'll tell you that Ogron
are attacking... Ogrons/Orcs, close enough. Our buddy Madulf has been
fighting the good fight, but he seems to be getting the bad end of
things, and has retreated into a cave with a shepherd named Atta. Looks
like a rescue mission is in order. Note that Minister Lloyd says we must
save Atta, and make sure Madulf doesn't die in vain... how would he know
that Madulf is dead, and that Atta wasn't? Or is he just being hopeful?
***REWARD***
(For driving off the Orogs and saving Madulf)
EXP 21750
***REWARD***
(For saving Imnesvale from the Orogs)
EXP 25000
<---------------------------------------------------------------------->
11) Another week will pass, and another danger will threaten Imnesvale.
Delon finds you again and asks you to return and talk to Minister Lloyd,
apparently Umar herself has decided to plague the town. Minister Lloyd
tells you that Umar-or at least a very convincing impersonator-showed up
and told the townsfolk to leave 'her lands'. The black balls of fire and
the demons she summoned were enough to convince shaky old Imnesvale,
but we... we... have seen some things, and if a city full of Drow
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***REWARD***
(For dispatching 'Umar' and saving the forest)
EXP 26750
Item Moon Dog Figurine
Reputation +1
o======================================================================o
| |
| Firkraag |
| |
o======================================================================o
Sequence of Events: {WLK040}
1) Firkraag's Offer
2) Monster Murder
3) Sanctuary
4) Iltha Abducted
5) Firkraag's Challenge
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think that YOU are the monsters... it doesn't matter what you do,
they'll attack and you'll be forced to put them down. Further evidence
that this is an unusual event will surface as you kill them and receive
an inordinately large experience reward, and the fact that they wear
metal armor. Once they're all dead a man named Garren Windspear will
show up and inquire as to who you are, and how you can change your form
from man to beast at will. Then the truth will become apparent-you've
killed some knights by accident! Garren suggests that you follow him to
his home until you can make sense of this-the Knights of Helm won't be
so forgiving.
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where he is, and has the gall to express his boredom with this little
'game' of his. Note the exaggeration on the word 'person' in his own
letter.
<---------------------------------------------------------------------->
6) Garren and Firkraag's letter both suggested the ruins to the
north-east, but as is typical, I prefer to explore the area before
committing to a dungeon. Just north-west of the cabin you'll find a
crack in some rocks worth looting. If you want to loot the bodies of the
dead knights, they sure haven't gone anywhere. Head over to the
north-western corner of the map where you entered the level to score a
few suits of Plate Mail Armor to sell. Murder and robbing the dead?
Well, in for a penny, in for a pound. You can also loot some nearby
bushes, for what it's worth..
***ITEMS***
(x=200, y=2075) Star Sapphire
(x=300, y=540) 63 gold
<---------------------------------------------------------------------->
7) Just north of the center of the map you'll find a group of unarmored
Fighters killing some Gnolls. After all the Gnolls are dead they'll end
up chatting amongst themselves for a while, and the canine puns are
numerous and obvious enough that it should be no surprise when they tire
of their meaningless musing and turn into Werewolves. Unfortunately for
them, we fought through an entire island of Werewolves when we were
half the level we are now, these mangy critters don't stand a chance.
<---------------------------------------------------------------------->
8) East of Windspear Cabin I encountered an Ankheg, one of our long lost
friends from Baldur's Gate 1. Those things were everywhere before, but
now they're rare, and no real threat. If Taerom Fuiruim could make you a
suit of Ankheg Full Plate in the first game, it should be no surprise
that Cromwell can do the same in this one. Of course, we've long since
outgrown the need for such weak armor. In addition to the random Ankhegs
that'll pop up, you also might run across groups of Goblins,
Gibberlings, and other pointless encounters.
***ITEMS***
(x=2260, y=2690) 11 gold
<---------------------------------------------------------------------->
9) In the south-eastern corner of the map you'll find Vaelasa, the Fairy
Queen (x=4040, y=3050), who'll talk to you. You're supposed to give her
the Dryad acorns we found in Irenicus' Dungeon, all the way back near
the beginning of the game. If you do, you'll get a nice experience
reward for the trouble.
***REWARD***
(For giving Vaelasa the Acorns of her Dryad sisters)
EXP 32500
***REWARD***
(For freeing Elyme, Ulene, and Cania from Irenicus' clutches)
EXP 9750
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10) After returning the Acorns, killing some Werewolves, and grabbing
an Ankheg Shell head to the north-eastern corner of the map and enter
the dungeon at (x=4400, y=500). When you get inside you'll be greeted
by an Orog named Chieftain DigDag, who orders his minions to attack,
then leaves. Dispatch his sorry collection of Hobgoblins in his absence,
which consist of a Hobgoblin Captain, a Hobgoblin Archer, two Hobgoblin
Elites, a Hobgoblin Wizard, and a Hobgoblin shaman. The Shaman will
drop some Potions of Healing and a Scroll of Cure Serious Wounds. The
Archer will drop some Arrows +1, and the rest of the Hobgoblins will
drop useless gear and random loot. Continue to the north-east and
exterminate another group of Hobgoblins, which are just as unimpressive
as the last group was. I was also molested by some Vampiric Mists
between the two groups, which I dispatched by engaging them with my
main character in melee, and shooting at them with the rest of the
party. True Sight also helps for when they inevitably turn invisible and
attack less well protected party members.
<---------------------------------------------------------------------->
11) Head to the north-west, where you'll find a group of weak humanoids-
either Orcs or Hobgoblins. If it's Orcs, you'll find Orcs and Orc
Archers. If it's Hobgoblins, it'll be an even more diverse group,
including spell-casters. They're pathetic opposition by now, dispatch
them however you wish. In a cavern to the south-west you'll find more
annoying enemies-Vampiric Mists. I tend to just send my Protagonist
down there alone, let them swarm around me, and use Daystar to cast
Sunray and hopefully dispatch as many of them as possible. If you go
fight them normally, they're fond of turning themselves invisible if
they're heavily injured.. and while invisible, they will-more often
than not-target party members that are not protected from their level
drain. Once they're all gone, search the cave the mists came from for
some minor loot.
***ITEMS***
(x=800, y=1600) The Protector +1, Aquamarine Gem, Horn Coral Gem x2
(x=770, y=1430) Waterstar Gem
<---------------------------------------------------------------------->
12) Head to the north-west (opposite the Vampiric Mist cave). Off to the
side will be a large chasm. Investigating it gives you the clue that a
large creature burned and dug its way down, forming the pit. If you
interact with the pit you'll knock a pebble down into the depths and
hear an indignant snort. Subtle, huh? You might also find more petty
humanoid foes over here.
<---------------------------------------------------------------------->
13) Continue on until you find a Ruhk Transmuter, who is surrounded by
several Kamikaze Kobolds. He'll sic them on you, then retreat. Be sure
to kill them with ranged weapons, as they explode into Fireballs when
slain. After that little threat has been neutralized, rush the Ruhk
Transmuter and cut him down. He'll be kind enough to leave behind a
Ring of Fire Resistance.. which will come in handy soon enough. Put it
on a character who doesn't yet have fire resistance, or easy access to
spells that grant fire resistance. Head through the door at
(x=2350, y=900) to reach the lower level of the dungeon.
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***ITEMS***
(x=2700, y=2330) Orcish Cookbook, Jade Ring, Bolts +2 x40, Arrows +2 x40
<---------------------------------------------------------------------->
18) Return to the hallway where the Golems were and go through the door
at (x=2350, y=1800). Engage and exterminate another group of Orcs and
go through the door at (x=2700, y=1600). To the south-east I ran afoul
of a veritable horde of undead, including six Vampires, three Mummies,
and two Ghasts. I send in my spell-buffed protagonist-alone in the good
party, accompanied by Dorn in the evil party. If you've got the Mace of
Disruption +2, you can also safely send in Anomen/Viconia. and use
Daystar's Sunray power to thin the herd. The rest of the party can
(and probably should) assist with missile fire... or at least Imoen
with the Gesen Bow, Jaheira with Fire Tooth +3, and Keldorn with The
Guide +2. Before your buffs run out, head to the south-east and go
through a door (x=3450, y=2450) to reach a room full of Shadows, Shadow
Fiends, Wraiths, Greater Wraiths, and the like. They're not as numerous
or dangerous as the undead we just faced, but with the Wraiths some
caution is still called for. Make sure to grab the Chapel Key in the
Wraith room, if nothing else.
***ITEMS***
(x=3270, y=1750) Polymorph Other, Gold Ring, Dart of Wounding x20,
Arrows x120, Bolts x120
(x=3130, y=2620) Chapel Key, Bullets +2 x40, Dart of Stunning x20
***TRAPS***
(x=3270, y=1750)
<---------------------------------------------------------------------->
19) Head back north-west and go through the door at (x=2600, y=1400),
beyond which you'll find Samia. She's here looking for information about
the long-dead King Strohm III of Tethyr. The only problem is, she seems
to be unable to forge forward, which she blames on magic that prevents
her entry due to her heritage. Her plan? Make you do all the work and
compensate you for whatever you dig out. It's not like we have anywhere
else to go, so we might as well accept. You'll need to defeat seven
guardians, the last of which is invisible and protected from even the
strongest magics.
<---------------------------------------------------------------------->
20) First, go find the traps on the doors in the hallway where you met
Samia. Go through the one untrapped door at (x=2600, y=1300), then go
through another at (x=2700, y=1130), and finally through a door at
(x=2550, y=950) to find the first Guardian (x=2470, y=900), all of which
are Efreeti. This is a great opportunity to get some use out of the
Halberd +4: Wave, if you have anybody proficient in its use. Also, since
most of their attacks are fire-based, doubling up the Ring of Fire
Resistance and the Ring of Fire Control pretty much makes you immune to
everything they've got to throw at you. When it dies, loot its body for
a 'Piece of Burial Mask'. Also note that in the room with the lootable
stack of books, you may run across a Fell Ghast. I suppose it's the
Baldur's Gate 2 version of the suped-up Greater Ghouls from Durlag's
Tower in the first game... only a Ghast. Remember back then, when
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***ITEMS***
(x=2650, y=920) Book of King Strohm III, Scroll of Wizard Eye,
Scroll of Stone to Flesh
***TRAPS***
(x=2150, y=1100)
(x=2350, y=1100)
(x=2450, y=1200)
(x=2880, y=1100)
(x=2400, y=850)
<---------------------------------------------------------------------->
21) Now have whichever character is protected by the Cloak of Mirroring
head through the door at door (x=2750, y=900) to reach another hallway
full of doors. Behind the locked door at (x=2880, y=800) you'll find the
Director, a Beholder who only seems to use the spell Slow as an eye ray
attack. Otherwise, it prefers to attack with Magic Missile, Burning
Hands, and Ice Storm, which are all deflected by the Cloak of Mirroring.
My protagonist easily smites the creature.
<---------------------------------------------------------------------->
22) Let's get rid of the remaining Guardians now. Their locations are
listed below, as well as the locations of the doors beyond which they
lie. They're weak enough that we need not discuss any sort of strategy
about them, just smack them with the Halberd +4: Wave. Make sure to pick
up the 'Piece of Burial Mask' they drop, listen to their vague clues
when they talk, and keep an eye out for the trapped doors that lead to
nowhere. Avoid the door at (x=3250, y=550), as beyond it you'll find
the lead Guardian, which cannot be seen (and therefore, attacked) until
you have the rest of the mask assembled.
***TRAPS***
(x=2900, y=700)
(x=3070, y=950)
***REWARD***
(For reassembling the Mask of King Strohm III)
EXP 24550
<---------------------------------------------------------------------->
23) When you obtain the 6th and final piece of the mask, it'll
automatically reassemble itself in your inventory. If you didn't gather
from the babbling Guardians, Strohm died fighting off Drow and their
pet Red Dragon. Now head through the door at (x=3250, y=550) and engage
the final Guardian with whatever character is most suited for the task.
Since it's got the form of a Fire Elemental, you might as well put the
Halberd +4: wave to more good use. Just be sure that whomever is
engaging the beast is wearing the Mask of King Strohm III, or they won't
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***ITEMS***
(x=3400, y=100)
<---------------------------------------------------------------------->
24) Of course, shortly after claiming the loot Samia will show up with
a band of ne'er-do-wells. Her plan all along was to get you to do all
the work, then kill you and take all the treasure. Of course... dear
Samia... if we were competent enough to make it here, what makes you
think we're not up to the task of killing you, too? Samia is joined by
Akae, Chak, Legdoril, Ferric Ironblade, and a Mage named Kaol. Jaheira
shows off her Insect Plague spell, and Imoen/Edwin let loose a Chaos,
which by and large wins the fight by itself. Despite my rather
dismissive description of this group, they can be somewhat dangerous.
Just be sure to keep an eye on Kaol, as any Mage can cause trouble, and
Legdoril, who can harass you with spells of the Clerical variety. Still,
our party buster spells work fine, and Haste will speed up the
inevitable:
Samia: Plate Mail +1, Medium Shield +1, Potion of Extra Healing x2, Iol
Gem and a Scimitar.
Ferric Ironblade: Studded Leather Armor +2, Arrows x20, Potion of Extra
Healing x2, Potion of Frost Giant Strength, Long Sword, Shorbow and
50 gold.
Chak: Large Shield +2, Battle Axe +2, Bluestone Necklace and 40 gold.
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***ITEMS***
(x=800, y=1630) Scroll of Chaos, Dart of Wounding x20, 44 gold
(x=700, y=1700) Bloodstone Gem, Bolt of Lightning x20, Arrows of Ice x40
(x=900, y=2100) Scroll of Domination, Scroll of Hold Monster,
Bolt of Biting x40
(x=800, y=2000) Scroll of Hold Undead, Horn of Blasting, Bullet +2 x40,
Arrows of Piercing x40, Dart of Wounding x20, 2120 gold
<---------------------------------------------------------------------->
28) Return to the small room before you met Grancor and head north-west
through the hole in the wall to reach a cavern. Inside you'll spot a
'Captain' berating some critters for failing to clean 'the master's'
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favorite Golems. The Captain will turn into a Wolfwere and attack the
servants-a Hobgoblin named Gerg and a Troll. If you kill the Captain,
the other two will leave, but helping out the Captain only earns you
his hostility, afterwards. The Captain drops a Silver Ring and a Silver
Necklace.
<---------------------------------------------------------------------->
29) Anyways, continue past them until you find a secret door
(x=500, y=1000) beyond which lies 'the master's' Golems, what else? This
is just another typical grouping of an Adamantite Golem and two Stone
Golems, the former of which can't squeeze out of the secret door, so
smite it at a distance like we did the first one and cut the Stone
Golems up in melee... or just shoot them all to death, if they crowd
around the secret door and the Adamantite Golem blocks the other Golems.
Why do more work than we have to? When they're all dead, head safely
into their cavern and loot the wall at (x=800, y=450) to claim the
Heartseeker +3, a Beljuril Gem, and a pair of Moonbar Gems.
***ITEMS***
(x=800, y=450) Heartseeker +3, Beljuril Gem, Moonbar Gem x2
<---------------------------------------------------------------------->
30) Return to the stone bridge where we found the Dragon Helm and head
across the crude wooden bridge-the bridge upon a bridge, as it were-to
the north and up a corridor, where you'll find more Orogs to sate your
killing urges to the east. Sometimes a group of Golems (an Adamantite
Golem and two Stone Golems) showed up in the corridor leading to the
Orog room, other times, they did not. If you run afoul of some Golems,
just run back across the bridge, cut down the Stone Golems, and shoot
the Adamantite Golem (who can't cross the bridge) to death. If they
didn't show up the first time through, they'll certainly show up the
second.
<---------------------------------------------------------------------->
31) Go through the locked door (x=1600, y=750), and then through another
door (x=1950, y=850) to reach a prison. Inside is a very special friend
of ours-the Ogre Tazok-now in the employ of Firkraag. Apparently this
Firkraag sought out Tazok for his special relationship with us. Firkraag
resurrected him for the sole purpose of meeting us here, so for Kivan's
sake, let's give Tazok the warm welcome he deserves. Chieftain DigDag is
also there, but he seems rather... who cares, to me. I bottleneck them
at the doorway and cut them down. Not because of their fearsome might,
but just because it's good tactics. In fact, I have my protagonist
bottleneck them at the door and cut them all down himself. Tazok
deserves no less. Tazok might be a bit stronger in this game than he
was in the first, but I am much, much, stronger still. Chieftain DigDag
will leave behind Delver's Plate +2, a Helmet, a Large Shield, and a
Bastard Sword. Delver's Plate, despite being slightly lighter than Full
Plate Mail +1, it's not nearly as protective, so it serves us no purpose
at this point in the game. Tazok leaves behind a suit of Full Plate
Mail +1, two Potions of Extra Healing, a Sewer Key (with which we'll
finish off Athkatla), a Zircon Gem, a Flamedance Ring, a Two Handed
Sword +2, and 430 gold.
***ITEMS***
(x=2100, y=650) Fireshield (Red), Star Sapphire x2, Arrows x80,
Bolts x80, Bullets x80, Darts x80, 240 gold
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***REWARD***
(For bringing the Deed of the Windspear Hills to Firkraag)
EXP 40500 (each character)
Item Cloak of the Shield
<---------------------------------------------------------------------->
35) Return to the previous level in your attempt to beat Conster to
Iltha/Taar. Conster will challenge you when you reach the prison. He
might be fanatically servile to Firkraag, but he's not terribly strong.
Hit him with a Dispel Magic or Breach to take down his obligatory
Stoneskin, then rush him and cut him down. Loot his body for the
Firkraag Prison Key, a Scroll of Magic Missile, a Quarter Staff, and
25 gold. Key in hand, open the door at (x=2350, y=700) to free
Iltha/Taar. She/He will tell you to meet her/him back at her/his
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father's house and leave. Do as she/he suggests and you'll get another
experience reward. If you're a Paladin, Garren Windspear will suggest
that you return to the Most Noble order of the Radiant Heart. That's
right, it's another series of Stronghold quests coming up-but first,
let's see Firkraag off in fitting manner. Of course, if you're a Paladin
you should really do the Paladin Stronghold quests first, since dealing
with Firkraag is part of that string of quests. On the other hand, if
your protagonist isn't a Paladin, you have no reason to bother, just go
fight Firkraag now.
***REWARD***
(For freeing Iltha/Taar)
EXP 23750
***REWARD***
(For returning back to the Windspear Cabin after rescuing Iltha/Taar)
EXP 44500 (each character)
<---------------------------------------------------------------------->
36) Standard Dragon fight rules apply: spell buff to the max, and
include spells like Protection from Fire to your normal preparations.
Firkraag's breath is no laughing matter. Fireshield (Red) and Aura of
Flaming Death are also good defenses against this scourge. Other than
that.. summon whatever critters you have, the more targets, the better.
Edwin/Imoen equips the Ring of Fire Resistance or Ring of Fire Control
so there's at least a chance that they'll survive Firkraag's breath-but
they should be kept back, in any case. Surround Firkraag liberally, for
several reasons. First, he'll almost certainly use Remove Magic, and the
fewer characters this hits, the better off you'll be. Second, when
pressed he'll wing buffet, and the fewer characters knocked back, the
better off you'll be. Third, it'll keep him from hitting everybody with
his breath weapon, and the fewer... well, you know. Imoen/Edwin and my
main character start out with Lower Resistance, followed by Greater
Malison, hopefully making him more vulnerable to the Silver Sword,
Celestial Fury, Flail of the Ages, or Finger of Death. Unfortunately,
with such powerful summons, good start-up defenses, and Whirlwind
Attacks, Firkraag does little more than roll over and die.
When he falls, loot his carcass for some truly epic loot. He'll leave
behind some Red Dragon Scales, Carsomyr +5, a Holy Avenger that will
serve Keldorn for the rest of the game, a Cloak of the Shield, a Scroll
of Simulacrum, a Gold ring, and 1500 gold. Keldorn gleefully equips
Carsomyr +5 and gains a +50% bonus to his magic resistance. Re-equip his
amulet and it raises to its rightful 60%. Three more Dispel Magic spells
and the ability to Dispel a target every hit further enhances Keldorn's
innate Mage-killing powers, and the +5 damage against chaotic evil foes
helps him punish the baddest of baddies. As an added bonus, selling off
all the magical (but not useful) loot I found in this Sequence I earned
another 8000 gold.
***ENHANCED EDITION***
Firkraag, like most Enhanced Edition Dragons, is now much more fond of
Remove Magic and Dispel Magic than they were in the vanilla game. You
can also expect Enhanced Edition Dragons to buff themselves with Haste.
These tactics were employed in the vanilla game, but now pretty much
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every Dragon will use them, and often. You can try to counter their
Haste, but your options are limited. If you try to use Remove Magic,
you'll have to contend with their caster level, which almost certainly
out-matches yours by enough to make the spell useless. Of all the
characters you have, Haer'Dalis might be the most likely to succeed at
it, considering how quickly a Bard levels. Edwin, Imoen, and my
protagonists, however, need to look towards other spells. Slow should
come to mind, but even at a -4 save, they're likely to make the save...
and that's if you get past their Magic Resistance. If you brought the
latter down with Lower Resistance, it might be worth the time, but
ultimately, this is better served for when you have plenty of prepared
Spell Triggers (two Lower Resistances and a Greater Malison) and
Spell Sequencers (three Slow spells), or you can cast Time Stop to cast
three spells in sequence. This takes time, however, and considering
that Dragons will constantly bring up Stoneskin and Protection From
Magic Weapon spells, you'll probably need to reserve your Mage's
precious time for repeated castings of Breach.
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Firkraag {VID006}
https://www.youtube.com/watch?v=245FC0J5C84
<---------------------------------------------------------------------->
37) Before we run off and fight the good fight with the Paladins of the
Most Noble Order of the Radiant Heart.. or do whatever else there is to
do if you're not a Paladin... let's pay Cromwell another visit. With the
Red Dragon Scales and 5000 gold, Cromwell will forge for you the Red
Dragon Scale Armor. With it's Armor Class of -1, and inherent 50%
resistance to fire, it's some of the better armor in the game. In
Shadows of Amn, it allowed you to wear another magical item with it-like
a Ring or Protection. However, in Throne of Bhaal the developers fixed
the oversight (after all, if the Shadow Dragon Scale Armor didn't allow
it, why should the Red Dragon Scale Armor?) I give this armor to
Korgan in the evil party, or Anomen in the good party. In the good
party, Keldorn doesn't need the fire resistance (due to his high
magic resistance) but he does need the armor class from the Armor of
the Hart +3. In the evil party, Viconia likewise doesn't need the fire
resistance, and in either case, I'm comfortable just leaving the
Gorgon Plate +4 on Jaheira. You can also turn your Ankheg Husk into
Ankheg Plate Mail for 5000 gold, although compared to the best armor in
Shadows of Amn, it's really lacking.
o======================================================================o
| |
| Paladin Stronghold Quests |
| |
o======================================================================o
Sequence of Events: {WLK041}
1) Joining the Order
2) The Odd Couple
3) Saving the Knights
4) Publicity Stunt
5) Inconvenient Truth
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***REWARD***
(For saving the garrison)
EXP 8000
<---------------------------------------------------------------------->
4) Return to the High Hall of the Most Radiant Heart and report to Sir
William Reirrac. He'll be quite pleased with how things turned out
(provided you didn't let people die, that is) and will give you your
second mission. Some Baron Metrich wants some squatters removed from
his land, and it's our job to restore order. This is, of course, little
more than an over-glorified public relations stunt, but hey, a job's a
job.
***REWARD***
(For reporting your success to Sir William Reirrac)
EXP 10000
<---------------------------------------------------------------------->
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5) Now head back to the Umar Hills area again, where you'll find a man
named Crolus, who'll escort you to your meeting with Baron Metrich. He
points out that the Baron would rather you not talk to any of the
squatters along the way... which means that we probably should. Over at
(x=4150, y=2620) you'll find Moreno, who says that they did indeed
attack Metrich's men... after he burned their crops. He'll accuse
Metrich of being a newcomer, more interested with setting up private
hunting grounds than respecting the farmers of the land, and taxing,
burning, and raiding to get what he wants. Next talk to Brunson over at
(x=3950, y=2720) and Pardo over at (x=3900, y=2920). You'll get all
the points of view of the resistance, from the aggressive Moreno, the
moderate Brunson, and repentant Pardo.
<---------------------------------------------------------------------->
6) When you enter the bar, a lady named Lanka will speak to you, mostly
serving as a catalyst for the conversation with Metrich. Metrich will
demand that you remove the squatters, and if you decide to side with
him, they'll leave without a fight. This is one instance where there is
no moral ambiguity, however. Baron Metrich is evil, as a simple Detect
Evil will reveal, and siding with him will give you a sub-optimal
response from Sir William Reirrac. Confront him with the knowledge of
Metrich's antics, and Lanka will waver in her support of the Baron. As
you continue to press him, Metrich becomes more belligerent, and it's
obvious that he just wants to use the moral and military authority of
the order to effect the egress of the 'squatters' from lands he wants
to claim. When a fight breaks out, attack Sorcerous Amin, first. Being
the sole spellcaster in the enemy ranks, he's the obvious threat that
must be dealt with. I wonder if Sorcerous Amin is related to Sorcerous
Amon? Ah well, after he dies it becomes a straight melee, which is
just an unwinable situation for our foes. Sorcerous Amin will leave
behind a Scroll of Friends, Darts x20, a Quarter Staff, and 12 gold.
The Metrich Yeoman will leave behind some Arrows of Fire among other
junk, and Baron Metrich will leave behind a suit of Plate Mail Armor,
a Long Sword, and 7 gold. Yeah, yeah, our cup runneth over, right?
Return to Sir William Reirrac for the reward that you deserve.
***REWARD***
(For supporting Baron Metrich and running off the 'squatters')
EXP 15000
***REWARD***
(For supporting the 'squatters' and killing Baron Metrich)
EXP 25500
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Safehouse (AR0415)/(AR0416)
o======================================================================o
8) When you reach the Docks District, head into the house beside the
Temple of Oghma (x=3350, y=1050), where you'll be accosted by Franco,
the guy you're relieving. He'll hint at some problems with the job that
made him so edgy, but leave you to discover the particulars. When
Tyrianna shows up, she'll make the source of Franco's discomfort all too
clear. To put it simply, Tyrianna is a spoiled brat who has no business
being the symbol of morality she clearly doesn't embrace. After she bugs
you a second time, some Assassins will show up and attack, although
they're not very dangerous. After they're dead, Tyrianna has nothing
better to do but whine about the blood on the carpeting... and your lack
of cleanliness. She'll then try and leave, certain that her godparent is
outside. Send her upstairs and her godparent will show up, and you'll
find where she gets her brattiness from. Surely such an upstanding
figure wouldn't be so rude and confrontational? Of course, we have a way
to check if somebody is evil or not, don't we? Use Detect Evil and find
out if Hurgis Baltezan is, in fact, evil or not. If he is evil, don't
hand Tyrianna over to him, if he's not evil, hand her over, despite your
misgivings. You'll have to talk to Tyrianna, tell her either to stay
***ITEMS*** (AR0416)
(x=400, y=200) Mace, Potion of Heroism, Jasper Gem
***REWARD***
(For being paranoid and killing Hurgis Baltezan)
EXP 5000
***REWARD***
(For delivering Tyrianna into Hurgis' care)
Item Pride of the Leigon +2
Item Large Shield +2
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***REWARD***
(For exposing the Hurgis impersonator and protecting Tyrianna)
EXP 25000
Item Pride of the Leigon +2
Item Large Shield +2
<---------------------------------------------------------------------->
9) Now that you're such a well-respected and obviously potent Paladin,
Sir William Reirrac gives you one last task-the Red Dragon of the
Windspear Hills is an abomination that must be destroyed. Being evil is
bad enough, but the overgrown iguana also has a Holy Avenger as part of
his horde-and it's up to you to retrieve this priceless holy weapon.
For information on how to stomp Firkraag, see Step #36 in the previous
Sequence. when you return to Sir William Reirrac, he'll reward you by...
well, praising you and letting you keep the Holy Avenger, Carsomyr +5.
You'll also get some experience to sweeten the deal.
***REWARD***
(For recovering the Holy Avenger from Firkraag)
EXP 35000
o======================================================================o
| |
| Illithids Under Athkatla |
| (Obtaining Crom Faeyr) |
o======================================================================o
Sequence of Events: {WLK042}
1) Who Dares Wins
2) Illithids Under Athkatla
3) Murdering Mind Flayers
4) Claiming the Prize
5) Crom Faeyr
Sewers (AR0701)
o======================================================================o
1) Now that we have the Sewer Key (which we obtained from Tazok) there
is another quest we can do in Athkatla. Head to the Temple District and
make your way down to the sewers. Way back in the FAQ we defeated a
group of adventurers down here. Near where they were you'll find a
secret door (x=1900, y=450) which can only be opened with this key.
It's kind of cryptic, and the game only tells you that the key opens
something in the sewers, so it's got to lead to good stuff, right?
Enter and head down a tunnel. The bodies along the way are a hopeful
sign, as is the 'psychic force' that blasts you. This is the game
warning you to tread lightly. After the Twisted Rune and Firkraag,
however, what do we really have to fear in Shadows of Amn? Head up the
stairs at (x=2600, y=200)
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a Mage, and a Cleric), an Umber Hulk, and a Mind Flayer. I run up with
my protagonist, let them see me, and run back to the entrance. Protected
by Chaotic Commands, Stoneskin, and the Cloak of Mirroring, he really
doesn't have to worry about reprisal. My party waits for the enemies in
the first room and the enemies typically bottleneck themselves in the
hallway leading to it. An Insect Swarm largely settle matters, although
I'm not above using Chaos, as well, to ensure complete victory. When the
Illithid and Umber Hulk show themselves I hit them with a Death Spell
and hope for the best. If the Mind Flayer is still kicking, I have most
of my party shoot at it, while my protagonist casts Mirror Image and
engages in melee. When they're all dead, loot for some minor trinkets-
the Assassin has a Short Sword +1, and the Cleric will drop a suit of
Plate Mail Armor.
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choice gear. The note pretty much just says you've foiled whatever
plans the Illithids had, it doesn't lead us on another quest or
anything, so let's look at the loot. The Wand of Wonder is... well, the
game warns you that it's unpredictable in its description. I've tried
to determine what it does as best as my interest and patience would
allow, but the bottom line is, if you ever feel that you might need to
use the Wand of Wonder in a fight, all is not well, you may as well
just reload and try again. More information on it is in the Item
section of the FAQ [ITM006]. The best that can be said about it is the
fact that it sells for the absurd price of 15000 gold, making it one of
the more valuable items in the game. Of course, the price will drop
afterwards, making it a poor choice for the sell/steal exploit, but for
a one-time sell, it doesn't get much better than this. The Hammer of
Thunderbolts +3 is a +3 Warhammer that was meant to be used in tandem
with the Hands of Takkok and a girdle of giant Strength. With it in
hand, let's pay Cromwell another visit...
***ITEMS***
(x=400, y=350) Hammer of Thunderbolts +3, Wand of Wonder,
Illithid Correspondence, 8 gold
<---------------------------------------------------------------------->
5) With the Hammer of Thunderbolts, the Hands of Takkok, the Girdle of
Frost Giant Strength, and the Crom Faeyr Scroll, Cromwell can forge the
best hammer in the entire game-Crom Faeyr. Of course, you're sacrificing
two Strength-boosting items for a Hammer, but we'll find replacements in
time. This weapon instantly kills Stone Golems, Clay Golems, Ettins, and
Trolls in a single hit, and raises the wielder's Strength to 25-the
highest value in the game. For either Anomen or Korgan, it doesn't get
any better than this. Korgan now may as well switch to a two weapon
fighting style, if you've been making him proficient like I suggested-
the Strength boost far outweighs the Armor Class bonus he'd gain from a
shield... and Jaheira will have to wait a little before she gets another
Strength-boosting item. Anomen simply slips Crom Faeyr on and is set for
the rest of the game, and Keldorn is left without a Strength-boosting
item... although Keldorn in the good party, with his 17 Strength,
weathers it better than Jaheira in the evil party does, with her 15
Strength. Now that we're done with that, there are more quests we can
do-quests of a magical nature. Prepare Limited Wish and get ready to
have some more fun.
o======================================================================o
| |
| Limited Wish Quests |
| |
o======================================================================o
Sequence of Events: {WLK043}
1) I Wish to be Rich
2) I Wish to be Anything I Desire
3) I Wish to be Prepared for Anything
4) I Wish to be More Experienced
5) I Wish for a Powerful Magical Item
6) I Wish that All My Enemies Will Die
7) I Wish to See All as it Really is
8) I Wish for Control Over Time
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Note: Some wish options require the caster to possess a certain Wisdom
score in order to select them... I assume because a less-wise caster
wouldn't have the common sense to ask for control over time? In any
event, of the Mages you have available for you, Nalia has the worst
Wisdom (with a score of 9), so I won't bother looking for Wisdom
requirements below that number... even this laughably low Wisdom score
allows you to make the first four wishes (steps 1-4), as well as the
quest-related wish (steps 9-14). If you find your Wisdom to be lacking,
quaff a Potion of Insight before casting Limited Wish... it'll give you
all the Wisdom you need, and then some.
Wisdom Requirement: 9+
<---------------------------------------------------------------------->
2) If you wish to be 'anything you desire', you'll get the ability to
shapechange into a Mind Flayer, an Iron Golem, a Giant Troll, a Greater
Wolfwere, a Fire Elemental, and an Earth Elemental. This will last
until the next time you rest... or at least for a span of several hours.
If anything, it's interesting to see the attributes and resistances of
various enemies, for what good it does you. This is just a replication
of the 9th-level spell, Shapechange. Using one-time wishes to duplicate
9th level spells will, unfortunately, be a common feature of this spell.
Wisdom Requirement: 9+
<---------------------------------------------------------------------->
3) If you wish to be prepared for anything, the Dao will just allow you
to cast another 9th-level spell, Chain Contingency. Excited? I didn't
think so. This must have been more interesting to players back before
Throne of Bhaal came out-when the only way you could cast 9th-level
spells was off a scroll, or via Limited Wish.
Wisdom Requirement: 9+
<---------------------------------------------------------------------->
4) Before you wish to be more experienced, go somewhere with narrow
hallways, passages, or something similar. I prefer the roofs over
Mae'Var's Guildhall, personally. I separate Imoen/Edwin from the rest
of the party, use this wish while standing on the narrow walk-ways and
bridges on the roof of Mae'Var's Guildhall, then when the Dao summons
some Golems-a Sand Golem, an Adamantite Golem, and a Juggernaut Golem
at my level-I re-equip the Staff of the Magi to quickly become
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invisible and rejoin the rest of the party. I then lure the two smaller
Golems to the party, where they are dispatched without much trouble.
Once the little ones are dead, I return with all my characters who have
a decent ranged weapon and easily dispatch the helpless Adamantite
Golem. Fight well and experience you will earn, indeed.
Wisdom Requirement: 9+
<---------------------------------------------------------------------->
5) Continue to be greedy and wish for a powerful magical item with your
next wish. This time you'll gain a suit of Full Plate Mail +2, which is
nice, if not terribly useful anymore. Why didn't I tell you to do this
earlier? Even with a lot of questing prior to heading off to rescue
Imoen, I barely had more than 1,000,000 experience before heading off
to Spellhold. At that point in the game, we're imminently ready to
obtain the Drow arms and armor that will see us through most of the
Underdark. By the time we reached the surface, we had Gorgon Plate and
Armor of the Hart. By the time you have enough experience for this wish,
you're largely past needing it... unless, of course, you're an over-
achieving evil party.
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9) Now wish for 'an adventure like none I've ever experience before.'
Shortly after casting the spell, a glass bottle will roll into your
foot, and the note inside will give us our wished-for quest. Read the
note, from one Captain Dennis, which politely asks someone named
Vittorio to return some gong. Since the note names Delosar's Inn, we
might as well start our search there.
Wisdom Requirement: 9+
***ITEMS***
(AR0513)
(x=100, y=650) Iol Gem
(AR0515)
(x=400, y=550) Scroll of Fireshield (Red)
(x=400, y=420) 9 gold
Sewers (AR0701)
o======================================================================o
11) Return to the Temple District and crawl back into the sewers
(x=2550, y=2620). Wait, weren't we just here? Ah well.. short-sighted
stupid FAQ-writer... anyways, go find our old pal Roger at his usual
spot (x=1690, y=2300). Since we already helped him with his Sea Troll,
Roger will readily tell us where the gong is-he sold it to a Troll
Shaman named Grae, who lives in the Troll Mound outside of Trademeet.
How...? Why...? Ah hell, nevermind. To the Druid Grove!
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***REWARD***
(For trading a Wand of Frost to Drush for Dennis' Mother's Gong)
EXP 12250
Item Dennis' Mother's Gong
<---------------------------------------------------------------------->
14) Return to Delosar's Inn and give Captain Dennis back his... gently
used... gong. He'll be appreciative enough to drop his trouble with
Vittario, and pay off half of the drunkard's tab. Actually, that's
pretty nice of him, considering. You'll also get a decent reward,
including the Boomerang Dagger +2, which is a weaker substitute for the
Fire Tooth +3. If I have both Jaheira and Edwin in a party, I'm rather
disposed towards having him use this weapon, while Jaheira uses Fire
Tooth +3, which I consider to be the best weapon for her in Shadows of
Amn. If you don't have Edwin, or have already obtained the Crimson
Dart +3, then this weapon is completely useless. In any event, you can
now loot this level of Delosar's Inn.
***ITEMS**
(x=170, y=400) Scroll of Identify
(x=270, y=330) 8 gold
(x=400, y=500) War Hammer, Arrows x20, 91 gold
***REWARD***
(For reuniting Captain Dennis and his... gong)
EXP 16500 (each character)
Gold 1500
Item Boomerang Dagger +2
o======================================================================o
| |
| Exploring Outside of Athkatla |
| (North Forest, Small Teeth Pass, Forest of Tethir) |
o======================================================================o
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***ITEMS***
(x=1550, y=520) Skydrop Gem x2, Gold Necklace,
Scroll of Spell Sequencer, Scroll of Stone to Flesh,
Scroll of Protection from Undead, 73 gold
<---------------------------------------------------------------------->
3) Just a short walk to the south-west you'll find an unsavory group of
adventurers including a Mage, a Priest of Cyric, an Orog Mercenary, an
Archer, a Duergar, a Thief (who starts out invisible, and is using the
'Detect Illusion' Thief skill to keep you honest), a Mist Mephit, and a
Skeleton Warrior. Even though they can technically see through
illusions, this doesn't stop us from getting a telling first-strike, as
we can safely target the ground near them, without bringing them into
view. We need to be careful of one thing with this fight-the Mage has
in his possession a Scroll of Time Stop, which he will use if given the
chance. While this probably won't lead to your defeat, it's bad enough
that this moron will waste such a valuable scroll. A simple solution?
By now, you should be able to cast Incendiary Cloud. Prepare one, and
equip the Staff of the Magi to turn your Mage invisible. Cast
Incendiary Cloud at the edge of your sight-radius, just without having
any of the enemies on the screen. Re-equip the Staff of the Magi to
go invisible again, and wait for the Incediary Cloud to do its work.
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With any luck, none of the enemies will be able to detect you, and
they will all stand around stupidly in the middle of the spell and
die... save for the Skeleton Warrior, who will probably just be immune
to the spell. Their gear is as follows (allowing for discrepancies,
depending on how much ammunition they used and how many potions they
drank):
Archer: Hide Armor, Acid Arrows x6, Arrows +2 x20, Arrows of Ice x10,
Potion of Insight, Dagger, Shortbow and 1 gold.
Mercenary: Full Plate Mail, Lynx Eye Gem, Two Handed Sword +2 and 20
gold.
Priest of Cyric: Plate Mail +1, Mace +1, Bullet x40, Mace and a Sling.
The big gain of this fight is the Scroll of Time Stop. You have now
obtained two-one for Edwin/Imoen, and one for your protagonist, if
applicable.
<---------------------------------------------------------------------->
4) On other playthroughs, I've found a Greater Wyvern to the south.
Also, east of that I've encountered a group of Trolls (two Trolls and
two Ice Trolls) or a pack of mists (including Vampiric Mists, Poison
Mists, and Crimson Deaths). Hooray for random encounters! Stupid
mists...
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this western tree, however, by walk up another, smaller tree. When all
else fails, just find accessible areas by moving your cursor around.
With any luck, just click on accessible areas and let pathfinding do
the work for you. (The tree-bridge you're looking for to get on top of
the larger tree to the west is at roughly (x=2400, y=1620). On top of
this tree you'll encounter more mists, and some local wildlife-for me
this was a Panther and some Spiders.)
Cave (AR2602)
o======================================================================o
8) If you go south along the trunk-then use a smaller fallen tree as a
bridge to the east-you'll reach the mysterious land beyond the large
fallen tree that blocked our passage to the east. Another pair of Mists
block my way, and a group of Orcs were milling around outside of a
shelter built into a hill (x=4500, y=2200). Head inside and loot the
pool (x=400, y=800) to obtain some loot including the Mana Bow +4, the
best Long Bow in Shadows of Amn.
***ITEMS***
(x=400, y=800) Bullets +2 x10, Darts of Wounding x10, Mana Bow +4
Cabin (AR2603)
o======================================================================o
11) First, however, let's loot the Cabin he was near (x=600, y=900).
After all, I'm sure those Wolfweres are the patient sort of
lycanthropes. I only send my protagonist in (along with Dorn if you
have him, and perhaps Anomen/Viconia, if we got the Mace of
Disruption +2 earlier), because the Cabin is filled with Mists. Two Mist
Horrors, two Vampiric Mists, a Wandering Horror, and three Crimson
Deaths will greet you. My protagonist promptly uses Daystar to smite
them... or to smite some of them, and put many on the brink of smitten.
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You could cast Limited Wish and get Negative Plane Protection for your
whole party before going in, but since some of the critters use Chaos
(not to mention fear, stun, and all the other effects that make us love
Mists), I find it less of a headache to just head in with my
protagonist, who-with a dose of Chaotic Commands-is immune to everything
they can throw at me... save physical damage, and there's always
Stoneskin. Loot the profitable Cabin, then leave. Note that you can
enter the Cabin individually, but to leave you have the bring the party
in. Weird.
***ITEMS*** (AR2600)
(x=370, y=1000) Jade Ring
(AR2601)
(x=150, y=350) Potion of Healing x3
(x=100, y=370) Bullet +1 x10, Bullet +2 x20
(x=500, y=150) Potion of Extra Healing x3, Potion of Healing x2
(x=200, y=170) Chain Mail +2, Wand of Lightning, Potion of Healing x2
Potion of Extra Healing x3, 75 gold
(x=250, y=150) Large Shield +1, Bolt +1 x10, Bolt +2 x20
(x=350, y=100) Long Bow +1, Arrows +2 x10, Arrow of Biting x3,
Arrow of Piercing x2, Arrows x20
***TRAPS***
(x=200, y=170)
(x=250, y=150)
(x=350, y=100)
<---------------------------------------------------------------------->
12) Now we're ready to go rescue Safana. Head over to the area marked on
your map as the Wolfwere Camp... you know, where you entered the level.
You'll find the Wolfweres, who are lead by one Lanfear, and Safana is
indeed there, apparently their captive. Of course, Safana is only too
eager to see you... and not in a good way. Apparently she has made some
deal with a 'wizard' who will pay the pack dearly for our demise. At
this point in the game, I can only think of one wizard that would be
quite so eager for our demise... it seems Safana has thrown her hand
against us in a manner which historically leads to a swift and bloody
death. Coran, on the other hand, shows up and seems quite opposed to
the idea. Unfortunately for Safana, Lanfear has his own goals-he doesn't
care about us, only that Safana said that *Coran* would bring us. Things
proceed the only natural way: with the death of everything and everyone
opposed to us. Lanfear kills Safana, then makes a proposition to Coran
which is ultimately refused. Lanfear goes hostile and attacks Coran,
and if you're quick you can kill Lanfear and her Wolfweres before Coran
falls. This feat is much easier if you take the time between the
conversations (during Safana's death) to move up between Lanfear and
Coran. I also cast Improved Invisibility on Coran between the
conversations (or at least got the spell started), reducing his
likelihood to become a target. After the fight Coran will thank you,
and decide to drown his sorrows with wine and women. He'll be fine.
o======================================================================o
| |
| Dorn's Bloody Path, Part I |
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| (Secure Dorn) |
o======================================================================o
Sequence of Events: {WLK045}
1) Wedding Crashers
2) Butchering Bollard
3) Interrogating Guardian Telwyn
4) Sacking the Helmite Camp
5) Retribution
6) Summerhigh's Woes
7) Wildlife Eradication
8) Bridges Over the Gorge
9) Treadsoft and Yarrow
10) Sundered Summoning Circle
11) Winterbrook's Summoning Stone
12) Winterbrook's Cave
13) Magnificent Fil's Crystal Request
14) Killing Corrupted Ankhegs
15) Fil and Xachrimos' Summoning Stones
16) The Sacrifice
17) Power or Freedom?
After completing this quest, you should have bought yourself a good
deal of time as far as Dorn is concerned. For the sake of continuity
we'll continue with his quests in the next Step, but you should really
go complete other quests in the meantime. You'll need the experience and
gear. I had about three weeks in between Dorn's first murder and his
second, during which time I was able to complete everything up until
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[WLK020].
Note: The High Hall of the Radiant Heart (OH5000) used in Dorn's first
quest is a different version than the normal area (AR0903) wherein
you'll be able to start some quests, not to mention where you'll be
able to find Keldorn if you don't take him along with you during the
Unseeing Eye quest. After crashing the wedding, the original area will
not be available until you start the next phase of Dorn's quest.
Note: You might want to avoid doing this quest until after The Unseeing
Eye [WLK009] and Clerical Competition [WLK037], as Guardian Telwyn will
be giving us a few tasks complete (if you're neutral-aligned)...
Something he obviously can't do if he's dead. If Dorn's questline has
progressed to this point, you can prevent him from confronting Telwyn by
simply not bringing him into the temple with you. After you've dealt
with the Dawn Ring quest, you should have no further use for Telwyn. If
you're not neutral-aligned, Telwyn won't be giving you these quests,
hence you need not worry about him.
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into the camp, where you and Dorn will get to talk to the Helmite
Sentry, Hokkney of Tyr, and Guardian Terpfen. Seems Dorn's reputation
preceeded him, and Hokkney wants him dead. Terpfen, however, is the
voice of reason, or rather, obedience. Fortunately for Hokkney, however,
Dorn is dead-set on picking a fight, and so one ensues.
And what a fight it is-being fully buffed is not enough to win this
one, although it's a necessary step. You're surrounded by sixteen foes,
including Shield Knights, which are just melee brutes, Helmite Sentries
and a Priest of Helm, which cast Clerical spells, Squire Haldi, who...
well, he's just a squire and isn't much of a threat, Hokkney of Tyr,
who is another melee threat, and Guardian Terpfen, who can cast higher
level Clerical spells. Not only must you deal with heavily armed and
potent melee foes-and alot of them, at that-but you've got several
spell-casters who'll hit you with Flame Strikes and Hold Person spells.
The way to win? Massive magical retaliation. Have Jaheira drop an
Insect Plague while Edwin and my protagonist cast Chaos (Edwin casts
more, as he has more, and my protagonist is needed in combat). In
addition, consider throwing out a few Slow spells, as it'll have great
effect on the outcome, as they're primarily melee. Chuck out enough
debilitators, be ready with Heal and Remove Paralysis and you should
win.
Once you're done smiting, get to the looting. The Shield Knights all
have Plate Mail, Helmets, Large Shields, Bastard Swords, and two bits
of random loot-either coins, potions, scrolls, or jewelry. Squire Haldi
will leave behind a suit of Chain Mail and a Short Sword. Hokkney of
Tyr drops a suit of Full Plate Mail, a Cloak of Protection +1, a Two
Handed Sword +1, and 67 gold. Finally, there's Guardian Terpfen, who
will gift us with a suit of Full Plate Mail, a Medium Shield +1, a Helm
of the Noble +1, a Flail +2 and 1 gold. I won't insult you by pointing
out the Helm of the Noble +1 is the prize here... actually, I just did,
but that's why you're reading along, right? I put this little toy on
the party leader (if you didn't already get one from doing the cleric
quests in [WLK037]. If you did, give it to number two-Korgan or Anomen.
They don't need the Charisma, but the Armor Class is great for a
front-liner. As for Viconia/Jahiera, I prefer the save bonuses on the
Gift of Peace or the Helm of Balduran. Anyways, once everything is
dead Dorn will talk to you and voice his dislike of his current role.
Seems like something might need to be done about his master some day...
loot the area and leave-and try not to kill the Cook wandering around.
You already lost a point of reputation here, no need to lose more.
***ITEMS***
(x=880, y=900) 26 gold
(x=700, y=850) Mace, Mace, Large Shield, 9 gold
(x=900, y=1350) 16 gold
(x=1550, y=1270) Scroll of Color Spray, Jasper Gem
***REWARD***
(For killing Terpfen)
EXP 12000
Reputation -1
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Wilderness (AR0024)
o======================================================================o
5) Head back to Athkatla... or rather, attempt to. Unfortunately you'll
be harassed by some goodly types before you get back to town. Led by
Traggor the Hammer, they include Wagner, Big Mordin, Simon, and
Garfunkle. Don't let their numbers fool you-they're each more potent
than the foes we just fought. Simon will start out the fight with some
buffs-which they really don't need-while Garfunkle will sit back and
blast the party with Clerical spells. Buff up quickly (if you're lucky
some buffs from the last fight should be in place, but at least recast
Haste) and throw out a Chaos or two, an Insect Plague, and later on,
a Slow spell or two. Dorn moves west to engage Big Mordin, while Korgan
moves south to occupy Traggor the Hammer. My protagonist attacks
Garfunkle, and hopefully disrupts his casting. After getting their
spells off, Jaheira and Viconia go help out Dorn and Korgan, while
Edwin keeps up the spell assault. It can be a rough fight, given their
high Hit Points, low Armor Class, and potency in melee combat... even
worse if you stumble into the fight early on in the game, but enough
spells can win it.
Once the fighting is done a witch named Azothet will show up and bother
you-promising vengeance and freedom for Dorn if he takes advantage of an
oh-so-convenient trap for Ur-Gothoz in 'Resurrection Gorge'. After she
leaves Ur-Gothoz will show up and complain about losing contact with
Dorn. If the name Azothet sounds familiar for some reason, you'll
remember that in the first game that Simmeon claimed to be a Blackguard,
and was joined by a pair of 'Thralls of Azothet' once hostilities
ensued. This Azothet, it seems, has crossed us before, at least by being
the infernal benefactor of Simmeon, and she can't be happy about losing
her Blackguard. Anyways, once they're gone, feel free to loot:
Traggor the Hammer: Full Plate Mail, Helm of Charm Protection, Potion
of Extra Healing x2, Potion of Fire Giant
Strength x1, Two Handed Sword +2 and 67 gold.
Big Mordin: Full Plate Mail, Helm of the Noble +1, Potion of Extra
Healing x1, Two Handed Sword +1 and 67 gold.
Simon: Full Plate Mail, Helm, Potion of Extra Healing x2, Mace +2 and
60 gold.
Garfunkle: Full Plate Mail, Helmet, Potion of Extra Healing x2, Mace +1
and 10 gold.
More helmets than one could ever need! Honestly, however, it's getting
hard to place these Helms of the Noble on people. I suppose it rather
depends on whether you'd rather have the save bonus from the Gift of
Peace (which you'll find later in the guide-but we're not following
chronologically here, so I suspect most readers will have them already)
or the Armor Class bonus from the Helm of the Noble. Either way, Dorn's
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***REWARD***
(For defeating the ambushers)
EXP 24000
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***ITEMS***
(x=1020, y=550) Winterbrook's Summoning Stone, Potion of Clairvoyance,
Pearl
<---------------------------------------------------------------------->
13) Leave the cave and return to the shore. From where Winterbrook
is/was, turn south and continue along the shore, stopping only long
enough to loot a camp for a Rogue Stone. Where you run out of south,
turn east and walk amidst the tree roots and giant mushrooms, this time
ignoring the summoning circle and continuing east. At (x=2300, y=1530)
you'll find a Faerie Dragon who insists on calling himself 'The
Magnificent Fil'. His buddies are rather shy and will vanish at your
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approach, but Fil is most talkative. Dorn'll complain when you get
near, and his annoyance with Faerie Dragons seems to be well-founded,
in this case. Fil has one of the Summoning Stone we're after, and as
with Winterbrook, there are two ways to get it. First, you can just
smack him around until he hands it over. Simple enough. Second, you can
trade for it. He wants a crystal that can be found in the north-eastern
corner of the gorge. Crystals are apparently aphrodisiacs for Faerie
Dragons. Human women, too, as it turns out.
***ITEMS***
(x=770, y=950) Rogue Stone
***TRAPS***
(x=770, y=950)
<---------------------------------------------------------------------->
14) Anywho, let's go get this stupid dragon its stupid crystal so it
can get stupid laid. Continue north and you'll encounter a nest of
'Corrupted Ankhegs' near an odd crystal formation (x=2200, y=620).
Corrupted they may be, but they're hardly any threat to us anymore.
Cut them down and loot the crystals for a Wand of Glitterdust and a
Purple Crystal. We'll be making use of both of these, shortly.
***REWARD***
(x=2200, y=620) Purple Crystal, Wand of Glitterdust
<---------------------------------------------------------------------->
15) Return to Fil and give him his Purple Crystal, and he'll hand over
'Fil's Summoning Stone'. Two down, one to go. Equip the new-found Wand
of Glitterdust and wander around the area. We're looking for Xachrimos
now. The bad news? He's invisible. The good news? He can't keep his
mouth shut. Find his floating text and cast the Wand of Glitterdust in
the area of the floating text, which should make Xachrimos appear. He's
none too happy about being spotted, and will attack. Fortunately, he's
a wuss. Somewhat strong in melee, he'll start out with Remove Magic
and Power Word: Stun. It took no great strategy for me to kill him, I
just jumped on him in melee and there was little he could do. After he
takes enough of a beating, he'll surrender-in that reluctant, demony
sort of way. He'll offer you treasure if you leave him alone, handing
over both the Abyssal Blade and Xachrimos' Summoning Stone. The Abyssal
Blade is a +3 Two-Handed Sword that give a bonus to Dexterity, a penalty
to Intelligence, +5 damage versus good-alinged foes and a bonus +1d4
fire damage. It's quite possibly a better weapon than whatever Dorn is
using, unless you're advanced enough to possess the Silver Sword. If you
are merciful to Xachrimos, you're only delaying the inevitable, as
Xachrimos will show up and attack the next time you rest. So... put the
demon down (twice, if need be) rest up, and get ready to enter the
summoning circle again, this time with purpose!
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there are other, less strategically disruptive options. First, you can
just summon any old creature, even from some rechargeable summoning
device. Second, if you cast Raise Dead on Vernus (x=580, y=580) he'll
become a candidate, as well. Just move your victim onto the solid
circle in the middle of the summoning circle to get the prompt from
Dorn. Before you do this, however, be sure to spell-buff up. Summon
whatever beasts you can, use Remove Fear, Protection From Evil 10'
Radius, Haste, and whatever personal buffs are necessary. Include in
these Free Action (a 4th-level Cleric spell) on Dorn.
<---------------------------------------------------------------------->
17) After the sacrifice is made, you'll get a dialogue option, which
actually determines quite a bit about the upcoming events. Whichever
hellion's name you inscribe isn't going to be happy about being
summoned-whether it's Ur-Gothoz (dialogue option #2) or Azothet
(dialogue option #3).
Fortunately, our work isn't done yet. After slaying the first hellion,
the second will show up. Note that if you had the Abyssal Blade
equipped on Dorn, the game is fond of unequipping it (presumably because
of its upgrade?), so be sure to re-equip the weapon, unless you fancy
Dorn's pugilistic prowess. Ur-Gothoz will be suspicious of Dorn's
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So... for all that, the most rewarding course of action is to kill
Azothet (who should be summoned initially), then play nice with
Ur-Gothoz. Seems like a lot of bother just to have Dorn remain
Ur-Gothoz's thrall, but that's evil for you. It's really all about The
Visage, which gives a +1 bonus to THAC0, a +1 bonus to Saving Throws,
immunity to feeblemind, confusion, fear, and charm... and two charge
abilities that nobody really cares about anyways. It can't be worn by
goodly folks, but in my evil party, that still allows... everybody who
can wear a helmet. Although obstensibly a prize for Dorn, it'll serve
Viconia or Jaheira better, what with its immunities and Saving Throw
bonus and all. It's a bit of a hard choice for me, considering that
Jaheira will make better use of the THAC0 (what with multiple attacks
per round and all), but she's a far less capable debuffer than
Viconia. If you go through the trouble to get this helmet with the
good party, I'd suggest putting it on Jaheira. For the evil party,
however, Viconia will put it to the best use. This allows her to hand
the Helm of Balduran to Jaheira, which isn't a bad deal-it's superior
to the Helm of the Noble +1, anyways.
***REWARD***
(For defeating Ur-Gothoz)
EXP 24000 (each character)
Misc Abyssal Blade upgrade: +5 slashing damage vs. devils
***REWARD***
(For defeating Azothet)
EXP 24000 (each character)
Misc Abyssal Blade Upgrade: +5 slashing damage vs. demons
Item The Visage
***REWARD***
(For defeating both Ur-Gothoz and Azothet)
EXP 24000 (each character)
Misc Abyssal Blade Upgrade: +5 slashing damage vs. demons
Misc Abyssal Blade upgrade: +5 slashing damage vs. devils
***VIDEO***
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https://www.youtube.com/watch?v=_e06ekK6pBw
o======================================================================o
| |
| Hexxat's Request, Part I |
| (Secure Hexxat) |
o======================================================================o
Sequence of Events: {WLK046}
1) Hexxabot
2) Shade Thief Slaughter
3) Slots and Scaling Shades
4) Tomb-Climbing
5) Butchering Burich
6) Insertion For Exploration
7) Dragomir the Red
8) Breaching the Barrier
9) Hexxat Snack
10) Inventory Win
11) First Mission for 'L'
12) The Lesser of Two Evils
13) Beating Brain-Eaters
14) Key of Scholars
15) The Direct Approach
16) Sarcophagi Looting
17) Greater Mummy Guardians
18) Ki Chin Sang's Challenge
19) Killing the Lieutenants
20) The Claw of the Black Leopard
21) Second Mission for 'L'
22) Potent Prophets
23) Bloated Spiders
24) Scimitar Statues
25) Furious Genie
26) Antagonistic Mages
27) Clear and Pristine
28) Hand-Hungry Face
29) The Shroud of the Unproved
30) 'L' Appeased
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***ITEMS***
(x=450, y=400) Lynx Eye Gem*, Staff of Curing
***TRAPS***
(x=1700, y=700)
<---------------------------------------------------------------------->
4) Ignore the east and continue west, disarming another trap as you go,
then head north when you run out of west. Disarm yet another trap to the
north, then find Dragomir's sarcophagus (x=1000, y=800). Hexxat will
implore you to climb in. Before you do so, however, loot another
sarcophagus to the north-east, then explore down the tunnel to the
south-west beyond Dragomir's sarcophagus. Disarm a trap just beyond
Dragomir's sarcophagus, kill three Shadow Fiends, and loot another
sarcophagus.
***ITEMS***
(x=1300, y=600) Zios Gem Studded Necklace, Silver Ring,
Incomplete Skeleton
(x=700, y=1000) Scroll of Protection From Undead, Incomplete Skeleton,
9 gold
***TRAPS***
(x=1600, y=800)
(x=1200, y=900)
(x=900, y=850)
<---------------------------------------------------------------------->
5) When you're ready, climb into Dragomir's sarcophagus. Only one
character can enter at a time, so choose your champion well. The foe
beyond can drain levels, if that helps with preparations any. I send
in Dorn, who-while lacking in Armor Class, is at least immune to level
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drain. Beyond you'll find a shade warrior named Burich, who'll blather
on before attacking. He's not too hot in melee, and Dorn has no trouble
killing him. When he dies, loot his body for an 'Iron Rod', which Hexxat
implores you to use on the slot near the entrance to this tomb.
***TRAPS***
(x=1000, y=1250)
<---------------------------------------------------------------------->
6) Climb back out of the sarcophagus, head back to the entrance and
insert your rod into the... slot. Jeeze, what am, a two year old?
Whatever. It's still funny. Once inserted you'll find that you're
locked in. Never fear, though, you can pull the rod back out anytime.
which seems kind of silly. Whatever, close the way back to open the way
forward. Return to the south and when you reach the east-west tunnel,
venture to the unexplored east. Loot two sarcophagi, and when you run
out of east, head south.
***ITEMS***
(x=2000, y=600) Incomplete Skeleton, 12 gold
(x=2200, y=600) Dagger +2, Incomplete Skeleton
<---------------------------------------------------------------------->
7) Make a long run to the south-west, looting a sarcophagus as you go
and disarming a trap at (x=2000, y=1020). Open a door at
(x=1550, y=1400) and go through to find Dragomir the Red. He'll talk to
you, but this is going to end in a fight whatever you say. The most
you can get out of him is the fact that Hexxat is apparently trying to
escape this tomb. Hmmm... Anyways, Dragomir is actually a pretty rough
foe, being mostly a melee bruiser. He can, however, cast Dire Charm, so
be wary for that. I prefer to lead with my spell-buffed protagonist, as
it's unlikely he'll live long enough to cut through a Mirror Image and
a Stoneskin. Once he falls, Hexxat will speak to you, commenting on the
obvious, and imploring you to keep moving. Such a charming, girl, no?
Loot Dragomir for the Cloak of Dragomir, which 'allows a vampire to
travel outside during the day and in full view of the sun. Hmm...
***ITEMS***
(x=1800, y=1000) Incomplete Skeleton, Angel Skin Ring, Antidote x2,
Scroll of Protection From Cold
***TRAPS***
(x=2000, y=1020)
<---------------------------------------------------------------------->
8) Whew. Almost done now. Head south, then turn down a hallway to the
west to find a gaudy purple light barrier. If you try to go through
with any character save Hexxat they'll be replused with the following
text:
"A wave of foul necrotic energy hits you-you withdraw immediately and
involuntarily. Only someone of single-minded purpose could overcome
this barrier."
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Hexxat.
<---------------------------------------------------------------------->
9) Hexxat eats Hexxat and speaks to you. She is, obviously, a Vampire,
and the Hexxat we've been traveling around with was just a drone, a
charmed creature who served the purpose of getting past Dragomir and
reviving the real Hexxat. You can pick a fight with Hexxat, by why
bother going through all that work just to fisticuffs? Play nice-or at
least nice enough-and Hexxat will tell you to meet her in the Copper
Coronet in two hours. Follow her back east and she'll stop, asking for
the Cloak of Dragomir, a tool any enterprising Vampire would need.
She's not playing around-if you don't give it to her, she'll take it
by force. And no, she won't say the magic word for it, either. Evil
people are no damn fun, just like my girlfriend. After you hand it
over, you need only ask Hexxat to travel with you and she will. She'll
take care of that Copper coronet business on her own.
***REWARD***
(For recruiting Hexxat)
EXP 10000
<---------------------------------------------------------------------->
10) Hexxat is as good of a single-class Thief as you can get... at
least while indoors or during the night, when she can go without the
Cloak of Dragomir. Otherwise, she's pretty unexceptional. Her Hit Points
are laughable, but this problem will be alleviated somewhat the next
time you rest. When you wake up, Hexxat will ask you to hold something
for her-Dragomir's Respite. This is a Bag of Holding that contains a
coffin for Hexxat to use. Yeah, 2nd Edition Dungeon and Dragons stuck
to that stupid cliche. Why would a Vampire need to sleep? I can see
getting out of the sun, but sleep? Wouldn't it just be enough to find
a dark cave? Whatever, point is, with this device handy, Hexxat can
return to it when she is slain and heal. Essentially, this makes her
completely expendable in combat, which is a useful consideration for a
character with so few Hit Points. Best part about it, however, it
functions like a normal Bag of Holding, letting you store goodies
inside of it! You don't even have to keep Hexxat around to use it, just
boot her if you don't want her, and she'll return to her customary spot
in the Copper Coronet. Sadly, she'll also give you the Casque of
Dragomir, which is perma-locked into your inventory until you finish
Hexxat's questline. Overall, however, it's an inventory win. She'll
mention some job in the future, but you have a bit of free time before
it becomes a serious issue, so run off, tackle other quests, waste time.
<---------------------------------------------------------------------->
11) Eventually Hexxat will initiate dialogue and tell you that during
some mysterious down-time she made contact with her old employer. Must
have been when we were eating, or pooping, or sleeping... you know,
things the game doesn't cover? Anyways, her old boss-'L'-will be sending
a contact eventually to provide Hexxat with more work. Yay. After more
time passes, a lady named Cabrina will come pay you a vist... but only
at night. She'll exchange friendly (flirty) banter with Hexxat. The
take-aways? It's been some time since Hexxat and Cabrina have seen each
other, Hexxat's master, 'L', isn't a fan of her undeath, and he sent her
into Dragomir's Tomb. Considering the relics within, this 'L' must have
more than a passing interest in the undead. Anyways, 'L' now has a new
job for Hexxat-and by extension, us. He wants a scepter once possessed
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by one 'Nan Kung Chi', first high priest to the Cult of the Black
Leopard, aka 'the Claw'. This over-hyped stick now resides in the crypts
of Durkon, in a far away place called Shou Lung. The good news?
Apparently there's a magical tomb railway system throughout Faerun. The
ticket required is the Casque of Dragomir, which will allow us to
'Tombwalk' to our destination. How uncannily convenient. The bad news?
Our ticket is a one-way ticket. Until we get what 'L' wants, we won't
be able to return once we've departed, which, as dialogue option #2
succinctly suggests, is retarded from a tactical point of view... but,
hey, considering the predicament we found Hexxat in, we shouldn't be
surprised that 'L' needlessly endangers the lives of his minions.
***ITEMS***
(x=150, y=500) Skill, 1 gold
(x=450, y=450) Skull, Pearl
(x=200, y=700) Skull, Incomplete Skeleton
(x=650, y=900) Incomplete Skeleton, Broken Weapon, 9 gold
***TRAPS***
(x=400, y=600)
(x=650, y=900)
<---------------------------------------------------------------------->
13) When you agree to be helpful the ghosts will open the door at
(x=900, y=1100). Before going through, spell-buff up and cast Chaotic
Commands on whatever character you use for tanking. My protagonist is,
as usual, my prime candidate here. When ready, go through the door to
find a curving tunnel running to the north. In this tunnel you'll find
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several Umber Hulks loitering around. Umber Hulks are often-but not
always-accompanied by Mind Flayers in Shadows of Amn, and unfortunately,
this is one of the instances in which they are. Umber Hulks are bad
enough, being pretty potent in melee combat and starting out fights with
a 'confusion gaze' that can confuse characters. Mind Flayers are even
worse, having psionic attacks that can stun several party members at
once. In addition they perform 'brain devouring' attacks in leiu of
normal melee attacks. Instead of dealing Hit Point damage, they drain
Intelligence-five points per hit. This is pretty nasty, considering that
most of your otherwise sturdy, front-line warriors only tend to have
around 10~ Intelligence, making them incredibly vulnerable to Mind
Flayers. Your Wizards won't fare much better, considering that their low
Armor Class will negate their high Intelligence. This is just another
situation where my chosen multi-class protagonists shine. Possessing
a high Intelligence (19), their spell-buffs can balance their poor
Armor Class and give them some semblance of survivability against
these foes... the best of a bad situation, to be sure, but better than
nothing.
In this instance, the Umber Hulks preceed the Mind Flayers by a bit.
There are four of the former, and three of the latter, including Goxxa
the Alhoon. I lead with my spell-buff protagonist, protected by
Chaotic Commands. The Umber Hulks will engage erratically, so keep an
eye on them to see who they're going after, in case they choose to pick
on Hexxat or Edwin. It's worth noting that one well-placed Death Spell
should kill off the Umber Hulks. Once they're dealt with, focus on
the Mind Flayers. An Alhoon, in case you're wondering, is an undead
Mind Flayer, sort of a lich/Illithid. Tactically, this just means that
the critter will protect itself with some spells before attacking, so
be sure to have a Breach ready if the wily Alhoon brings up a Stoneskin.
The one saving grace of this encounter that makes it manageable is the
fact that the ghostly guardians will aid you in this fight, usually
rushing past the Umber Hulks and engaging the Mind Flayers. They tend to
promptly get stunned, then brain-yummed... two things incoporeal undead
should, you know, be immune to.
***ITEMS***
(x=750, y=650) Pearl Necklace, Incomplete Skeleton, Iol Gem
(x=650, y=450) Bluestone Necklace, Scroll of Protection From Fire
***TRAPS***
(x=750, y=650)
<---------------------------------------------------------------------->
14) Depending on how the battle went, our circumstances will vary a
bit. If Keno lived, he'll give you the 'Key of Scholars' we need to
progress, as promised. His buddies will object, but Keno is an honorable
enough dude and keeps his underlings in line. If Keno died, but any of
his ghosts survived, they're not quite as generous, and you'll have to
put them down. Good thing you're spell-buffed, right? Just be wary of
their Quivering Palm, which is a death attack (it can be blocked by
a simple Death Ward spell) and their general prowess in melee. Be sure
to grab the 'Key of Scholars' off of Keno's ghost-corpse. Once done,
head into a small room to the east with Hexxat and she'll comment on a
mural, prompting her to muse about her mother. She won't let you dig too
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deep into her past before deciding you need to get back to work,
however.
<---------------------------------------------------------------------->
15) If, on the other hand, you decide you don't take kindly to the
ghosts at all, well... be sure to have spell-buffed before provoking
them. The biggest thing to fear when fighting the Ghost Monks is their
Quivering Palm, which will kill a character outright if they fail to
Save vs. Death. Ideally you'll send a character ahead (protected by
Death Ward and either a high Armor Class or Stoneskin) to absord these
attacks, followed shortly by the rest of your party. Of less concern
is the 'Ghostly Priest' nearby. He'll cast Iron Skins and Hold Person,
as well as attack ineffectually in melee (ableit, with a chance to
paralyze each hit). I've even had one cast Finger of Death... on
himself. No joke. Anyways, they drop paltry loot-usually a crappy scroll
or a few coins. Keno, however, has the 'Key of Scholars' on him, which
you'll need to advance.
<---------------------------------------------------------------------->
16) After you've fought your way through ghosts, Mind Flayers, or both,
return to the western-most tunnel and follow it south, looting
sarcophagi and disarming traps as you go. Along the way you should score
the Periapt of Life Protection, which increases the wearer's Save vs.
Death by three. It's decent protection for characters who suffer in this
area, particularly Mages and Rogues. Stupidly enough, however, both
Hexxat and Edwin have amulets they refuse to take off. Oh well.
***ITEMS***
(x=1050, y=1300) Periapt of Life Protection, Incomplete Skeleton,
Silver Ring
(x=1300, y=1450) Incomplete Skeleton, 8 gold
***TRAPS***
(x=1050, y=1300)
(x=1300, y=1450)
(x=1400, y=1600)
<---------------------------------------------------------------------->
17) At (x=1900, y=1600) you'll find the door that fits your key... or
is it the other way around? Either way, it's gaurded by a Ghostly Monk
and a Ghostly Priest. They'll tell you not to trek mud all over the
place, or some such. You can provoke a fight, of promise to behave, as
it suits you. If you disobey and fondle the sarcophagi nearby, you'll
have to deal with five angry Greater Mummies. They're potent enough in
melee that they warrant a spell-buffing for a lower-level party,
otherwise, just watch out for the dieases they spread. Ultimately it's
worth picking a fight with these undead order to loot their sarcophagi,
as one contains the Jade Fang, a +3 dagger that heals its users one
Hit Point per hit and has a 5% chance to stun the target for three
seconds. A great weapon for Jaheira or Hexxat.
***ITEMS***
(x=2250, y=1450) Garnet Gem
(x=2100, y=1420) The Jade Fang, Jade Ring
(x=1800, y=1350) Bloodstone Ring
(x=1650, y=1300) Sphene Gem
<---------------------------------------------------------------------->
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Jiang Dai: Leather Armor +2, Katana +1, Wakizashi +1, 9 gold
Yi Kwon: 3 gold
Yi Niu: Splint Mail +1, Helmet, Acid Arrows x10, Arrows x20, Potion of
Superior Healing, Potion of Extra Healing, Composite Longbow +1,
Bastard Sword, 52 gold
Borok Tosst: Leather Armor +2, Katana +1, Wakizashi +1, Jasper Gem
<---------------------------------------------------------------------->
20) However you manage it, once you have the 'Key of the Master's
Crypt' use it to open the doors at (x=1350, y=550) to gain access to
the burial chamber of Nan Kung Chi. Disarm some traps and continue to
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the east to find your mummy (x=2170, y=550). Sadly he's in no mood to
just hand over one of his toys, and insists on fighting. He'll cast
some Clerical spells, starting off with Blade Barrier, but if you just
rush him, he should die before he causes too much trouble. When he
falls, loot his tomb at (x=2100, y=400). Once you possess the Claw of
the Black Leopard, Hexxat will chat at you again. You can try to pry
(unsuccessfully) into her motivations for stupidly serving 'L', and you
can also opt to go back to Athkatla. If you decide to stay and loot
around, just rest to get her to prompt you to go back again.
***ITEMS***
(x=2100, y=400) The Claw of the Black Leopard, Gold Necklace
***TRAPS***
(x=1500, y=500)
(x=1570, y=570)
***REWARD***
(For obtaining the Claw of the Black Leopard)
EXP 15000
<---------------------------------------------------------------------->
21) The waiting game begins again-after about a week you'll again be
pestered by Cabrina. She'll banter with Hexxat again, and ultimately
give Hexxat yet another job. This time 'L' wants 'The Shroud of the
Unproved', which lurks in another tomb, this one buried in the sands of
the Zakhara desert. All these exotic places look the same once they've
been buried for centuries. Anyways, listen to Cabrina's story, and
when she's done babbling, return to the Graveyard District, chat with
Hexxat, and teleport to this next tomb.
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Spell Turning, amongst other defenses. Down the line they're not afraid
of putting up a Stoneskin or Protection From Magic Weapons, either.
Their first move in combat will be to cast Time Stop and Horrid Wilting.
If the fight drags on they'll resort to Finger of Death, Flesh to Stone,
and a few summoning spells, including Gate and Summon Efreeti. Needless
to say, they can be a handful. Not only that, but Rabi'ah seems to have
superlative Magic Resistance that makes a Time Stop/Horrid Wilting
combo or Insect Plague your own unlikely to succeed... at least in
killing them outright. The only way I've beaten them without loss is by
equipping my protagonist with the Reflection Shield (which neutralizes
Bilquis) and using my Lich strategy against Sukayna and Rabi'ah...
namely protecting myself with Remove Fear, Death Ward, Chaotic Commands,
and three instances of Spell Immunity (Conjuration, Alteration and
Abjuration), which makes me immune to everything save summons, and their
melee attacks, which are stupidly good for Mages... but they look and
attack like Monks, so who knows?
Bilqis: Fire Opal Ring, Acid Arrow x10, Arrow +2 x20, Arrow of
Biting x20, Potion of Superior Healing x2, Oil of Speed, Potion
of Invulnerability
Arainah: Ruby Ring, Acid Arrow x10, Arrow +2 x20, Arrow of Biting x20,
Potion of Superior Healing x5, Oil of Speed x5, Potion of
Invulnerability, Shortbow +3
***ITEMS***
(x=900, y=350) Scimitar +1, Piece of Silk, Gold Statue, Lamp of Oil
<---------------------------------------------------------------------->
23) So, ignore the stupidly over-powered prophets and go through the
door at (x=440, y=770). Send your Thief forward just enough to detect
two over-lapping traps at (x=450, y=1000). Disarm them and ignore the
two butthole Bloated Spiders that'll be spitting at you from a distance.
Once the traps are disarmed, charge the bugs and whup them. When they
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die, they'll release several Small Spiders, which you'll have to mop up.
As with all spiders in these games, keep a Slow Poison or four handy.
Continue south and repeat the process with another pair of traps and
another two Bloated Spiders.
***TRAPS***
(x=450, y=1000)
(x=450, y=1000)
(x=450, y=1450)
(x=450, y=1500)
<---------------------------------------------------------------------->
24) Turn the corner and head east, going through the door at
(x=1070, y=1700). Beyond a statue-lined hallway curls north-east. If
you brought the Scimitar +1 from the prophet's chest the warrior statues
will animate and attack. They're not very tough, nor are they worth
much experience, but they do carry some decent loot, including a piece
of random loot (a scroll, some gold, a gem, some jewelry etc.) a suit of
Full Plate Mail and a Scimitar +1. There are six of these statues in
total, four to the west, and two further east. Their arms and armor
might not be worth wearing, but it'll sure sell for a pretty penny.
<---------------------------------------------------------------------->
25) Continue past a dummy chest to the north-east to find a series of
spike traps across the hallway. You can't dodge them, you can't disarm
them, and they'll constantly trigger as long as you're on them. The
only thing to do is man up and cross. If you took the Gold Statue, it
will suddenly gain a new property halfway across the spikes-it'll
suddenly weight 1000 pounds. That's not a typo. The purpose of this?
To force you to stop moving and take extra damage from the spikes. Drop
it, or chuck it into Dragomir's Respite, and carry on. Past the spike
pit you'll have to fight two more statue-warriors if you brought the
Scimitar +1 around. A new foe also awaits-if you have the Lamp of Oil
in your possession a 'Furious Genie' will show up and attack, starting
out with (or rather, as) a Fireball. He's moderately dangerous in melee
combat, but his spells are worse-nothing nearly as deadly as the
prophets, but his Flesh to Stone is pretty obnoxious. When he falls
he'll leave behind Rashad's Talon +2-a Scimitar +2 with a name.
<---------------------------------------------------------------------->
26) Go through the door at (x=2100, y=1100) to find a library, occupied
by three dingus Mages-Iqbal al-Din, Diya al-Hafiz, and Quir Ra'ul. These
pompous, deranged, and hostile guardians will talk to you for a bit,
and it doesn't really matter what you say, you're bound to provoke them.
Talk to Diya al-Hafiz (x=2320, y=850) to get things started-if you
mention the prophet at all, you'll be attacked as the tomb-robber and
defiler you are. You can also attempt to play them off each other, and
it'll become clear that their relationship is... antagonistic, to say
the least. Anyways, when the inevitable fight breaks out they'll start
out with Mirror Image and Spell Turning, followed by Power Word,
Silence, against you and each other, which they'll promptly counter
with Vocalize. They'll then proceed to cast Greater Malison, followed
by Chaos, then Power Word, Stun. Finally they'll begin with the brunt of
their offense-each will toss out several Lightning Bolts
indiscriminately. Once out of those, they'll finish up with Magic
Missiles, then resign to attacking in melee. A spell-buffed party of
any decent potency should be able simply rush in and cut them down,
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***ITEMS***
(x=2500, y=500) Scroll of Carrion Summons, Scroll of Summon Efreeti
(x=2270, y=670) Dusty Book, Dusty Book, Scroll of Summon Hakeashar
(x=2200, y=500) Dusty Book, Scroll of Summon Djinni
(x=2100, y=500) Dusty Book, Dusty Book
(x=2000, y=500) Tale of the Prophet Unproved, Dusty Book, Dusty Book
(x=1850, y=700) Scroll of Stone to Flesh
<---------------------------------------------------------------------->
27) When you're done killing deranged Mages and reading books, bring the
whole party into the library (if you haven't already) then open the door
at (x=1800, y=950). When you head through the door, Hexxat will make her
way to your protagonist to initiate dialogue. Pick option #1 and Hexxat
will explain the area before you-avoid the webs and cracked stone tiles
and walk only on the pristine or clear ones. If you fail to do this,
the trespassing character will be teleported back to the north-eastern
end of the room and a spider (either a Small Spider, Giant Spider,
Sword Spider, or Phase Spider) will be summoned to deal with you. The
correct route is painfully obvious, so it's not much of a trap... I
suppose confounding only players who were short with Hexxat. It's a
straight shot down the center, save for one clear tile with a web over
it (x=1300, y=1300), which you'll have to go around. I even made a
little text image... not because one is needed here. I mean, I could go
on about how a good FAQ writer shouldn't make assumptions about his
readers and include as much information as possible, professionalism,
blah, blah, blah... but the truth is I was bored, and perhaps I was also
hoping that there was a 'most useless text map' award out there, and
that this would at least get me a nomination...
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|_____|_____|_____|_____|_____|_____|
| | | | | | |
| | | X | | X | X |
|_____|_____|_____|_____|_____|_____|
<---------------------------------------------------------------------->
28) After you've navigated the painfully simple tile 'puzzle', go
through the door at (x=700, y=1350). In the room beyond is a chevron-
shaped trap at (x=750, y=1220), behind which lurks a Bloated Spider.
Yes, that old game again. Dispose of it, and its baby spiders, and
note the chatty, hand-hungry face over at (x=650, y=800). Get near it
and activate it to initiate dialogue. Lie about your identity or tell
the truth and it'll riddle you. If you read the 'Tale of the Prophet
Unproved' in the library, you should have no trouble answering its
questions correctly (dialogue options #1, #2, #1, #1, then any of the
three options for the final question). If you fail, it'll tell you to
'place your hand within my mouth', whereupon it'll administer some
punishment-several points of damage and you'll be teleported back to
the library, kind of as a hint-hint? You could always just refuse to
put your hand in its mouth (other riddle-statues in the game were at
least wise enough to force you to put your hand on the line before
asking the question, but this one's clearly not so bright) to avoid
punishment. Answer the questions correctly and the door at
(x=970, y=970) will open.
***TRAPS***
(x=750, y=12200
<---------------------------------------------------------------------->
29) Head into the room you opened to encounter Raffiyah, who is
borrowing Centeol's situation, character sprite, and choices of pets and
habitat. Way to 'enhance' the sequel by wholesale borrowing elements
from the first game, Overhaul Games. I guess one cursed, bloated
spider-chick wasn't good enough. Anyways, she'll babble at you, Viconia
will whine about the situation, and Raffiyah will seem open to flattery,
but ultimately a fight ensues. Raffiyah is joined by two 'Spiders',
who somehow have the ability to speak. They're just fodder, though.
Raffiyah herself is more sturdy and somewhat more dangerous, being
capable of casting Clerical spells and all. She can cast Protection From
Good 10' Radius, Bolt of Glory, Finger of Death, Flame Strike, Doom,
Slay Living, Confusion, and Spider Spawn, seemingly at random. She has
Magic Resistance, too, so attempting to hit her with Silence or Insect
Plague might take a few tries. Ultimately, the best way to deal with
her is probably just brute force-buff up, rush her, ignore her minions,
and cut her down before she can cause too much mischief. Her spell
arsenal, although impressive, is finite, save the 'Spider Spawn' spell,
which she'll cast until she's got three Giant Spiders at his disposal.
When she dies she'll leave behind a Potion of Stone Form. Yay... the
cloak you're looking for is over in a huge sarcophagus (x=1500, y=400).
Seems a little extreme for a fetus, but hey. Grab the 'Shroud of the
Unproved' and Hexxat will prompt you to leave. With pleasure.
***ITEMS***
(x=1500, y=400) Shroud of the Unproved
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***REWARD***
(For claiming the Shroud of the Unproved)
EXP 22000 (each character)
<---------------------------------------------------------------------->
30) When you return to Athkatla, Hexxat will inform you that she's going
to take the Shroud to Cabrina, over at the Copper Coronet. If you follow
her, you'll find out that this last mission concluded Hexxat's business
with 'L'. Cabrina will banter a bit before leaving, and Hexxat is now
finally free to focus solely on your own business. Her banters will
continue, as will her romance (if your protagonist is female), but
o======================================================================o
| |
| Neera's Hidden Refuge |
| (Recruit and Secure Neera) |
o======================================================================o
Sequence of Events: {WLK047}
1) Through the Wild Forest
2) Neera's Initial Equips
3) Illusionary Quaid
4) Uninteresting East
5) Speaking Snake
6) Unreliable Ettin
7) Crossing the Broken Bridge
8) The Hidden Refuge
9) The Useless People
10) Mironda's Beverage
11) Barad Ding's Missing Pests
12) Anger Management
13) Where's Wilson?
14) Mereth's Misplaced Hairband
15) Kirik's Missing!
16) Talisman of Hearthfire
17) Delivering Daxus
18) Red Wizards > Wild Mages
19) Blasting the Bouncer
20) Enclave Shopping!
21) Merchant Mage Murder
22) Unrest in the Enclave
23) Alcohol or Assault
24) Liberating Ghallus
25) Confronting Lanneth
26) Killing Lanneth
27) Looting Lanneth's Lair
28) Freeing the Wild Mages
29) Wild Mage Rewards
30) Hunting Hayes
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just waiting for us out here for the sake of civility. Apparently her
Wild Mage friends warded their camp, and she, due to her own unending
incompetence, needs your help to get to the camp safely. You don't need
to bring her along necessarily, but since you're doing her questline,
I'll just assume that you do. Two things to note, however-Edwin will
not, under any circumstances, remain in the same party as Neera. Also,
due to the presence of the stupid Wild Mages, this entire area is now a
Wild Magic zone, meaning every spell cast in this area will trigger a
Wild Surge, with the attendant random effects. Simply put, magic is
extremely unreliable here, so using it sparingly, if at all. At least
the Wild Magic here makes the loss of Edwin inconsequential, since he'd
be dead weight here, anyways.
<---------------------------------------------------------------------->
2) Our goal is to make it to the north-eastern corner of the map, but
there's no reason we shouldn't explore this place while we're at it.
I mean, we paid good money for this game, why skip one of the few new
areas in the 'Enhanced' Edition of Baldur's Gate 2? Besides, there's
all kinds of crazy stuff that's bound to happen here, what with wild
magic and all. First things first, Neera is equipped with a few items
from the first game. Neera's Staff +1 is just a +1 Quarter Staff that
has a 10% chance of harming either the weilder or the target for an
additional point of fire damage. We were selling better stuff right out
of Irenicus' Dungeon. Adoy's Belt is a little better-a nifty little
accessory that gives a +5 bonus to Saves vs. Petrification/Polymorph.
It's not something you'll wear forever, but it's better than having an
empty belt slot.
<---------------------------------------------------------------------->
3) Start out by following the road to the north-east until you find a
Gnome named Quaid (x=1620, y=2840). If you talk to him, you'll realize
something's not right when he babbles 'a fortnight' repeatedly. If you
press him too much, he'll explode into a Fireball... being part of this
area's defenses and all. You can dispel him by using True Sight, if you
can get it to work, or you can simply attack him. The cart behind the
illusion is more interesting however, containing some goodies for us to
loot.
***TRAPS***
(x=1650, y=2750)
***ITEMS***
(x=1650, y=2750) Diamond, Scroll of Blindness, Scroll of Mislead,
Potion of Mind Focusing, 233 gold
<---------------------------------------------------------------------->
4) Now continue east. This area-the entire eastern half of the level
south of the river, is actually pretty uninteresting. There are a few
traps to disarm (these tend to rearm, so will provide a constant menace
until they're removed), creepy swirling magical corruption, and a few
obsolete foes-I encountered a Wolf, a Giant Spider, and a Sword Spider.
Explore as you will, then turn your attentions to the west, starting at
the south and working up to the north.
***TRAPS***
(x=2060, y=2600)
(x=2100, y=3000)
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(x=3400, y=3070)
(x=4700, y=2090)
(x=3270, y=1400)
<---------------------------------------------------------------------->
5) Explore north along the western end of the map, keeping an eye out
for traps as you go. North of where Quaid's cart is you'll find a
Speaking Snake (x=2150, y=1780), who is in many ways much like Quaid.
Both are verbal deterrants; the snake will babble about death and doom,
trying to scare off overly curious trespassers, whereas Quaid tried to
convice folks that there wasn't anything ahead worth seeing. Unlike
Quaid, however, the Speaking Snake isn't and illusion, and won't explode
if you talk to it too much-you can provoke it into fighting, for what
it's worth. It's certainly what Neera seems to desire.
***TRAPS***
(x=620, y=2600)
(x=1800, y=2100)
<---------------------------------------------------------------------->
6) Continue north to find an Ettin chasing a group of Gnolls. Neera will
point out that the Ettin is an illusion doing its job-scaring off the
wussy Gnolls. Unfortunately, Wild Mage incompetence shows itself again,
and the Ettin vanishes. The Gnolls, annoyed by the trick, turn on you
and get themselves massacred. The Gnoll Captain will drop some random
goodies and a Morning Star +1, which, apart from Neera's gear is the
best loot we'll find in this area.
***TRAPS***
(x=360, y=1360)
<---------------------------------------------------------------------->
7) Now head over to the bridge (x=4370, y=720), where you'll get the
following floating text:
"This bridge appears rotted and uncrossable. The water flowing beneath
is polluted with magic. It has an unwholesome, eerie look that is
distinctly unwelcoming.
***REWARD***
(For discovering the Hidden Refuge)
EXP 2000 (each character)
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fending them off, she's be defending other, less capable Wild Mages
against the Thayan task force which has been abducting Wild Mages-the
Order of Eight Staves. Get some background information about Neera's
resistance movement, if you wish, before getting down to business.
Lanneth seems to be the leader of the Thayan Neera's opposed to, some
Elven Wild Mage named Daxus refused to join the other Wild Mages, and
their artificer, Knocktor, needs more materials to make their 'Talismans
of Hearthfire'-teleportation amulets.
<---------------------------------------------------------------------->
9) Before we follow up on any of these tasks, let's explore the Wild
Mage camp. This exploration might seem extraneous, but getting to know
these Mages actually is worth doing... even if it doesn't seem like it
at the time. There are quite a few stupid little quests for us to do
here, but first, the useless people. First up is Hayes (x=950, y=1300),
who is kind of a dick with very little to say. At (x=1290, y=600) is
"King" Gramm, who is just a bit crazier than the rest of the Wild Mages,
who aren't a terribly well-adjusted bunch as it is. He'll babble
nonesense before Neera interrupts and explains his condition. At
(x=1630, y=1030) you'll find Kirik, the son of nearby Amanis Khal
(x=1700, y=1000). He's more of a quest objective than a quest-giver, and
if you talk to him he'll quibble about your name being stupid. Now it's
time to deal with the quest-givers, and their quests.
<---------------------------------------------------------------------->
10) A female Dwarven Wild Mage named Mironda waits over at
(x=1200, y=930). She's a dedicated alcoholic who wants you to get some
special exotic booze from Vyatri in Trademeet. I'll assume you're doing
this after formally exploring Trademeet [WLK022] so as to avoid
complicating matters with over-lapping quests. Once in Trademeet
(AR2000) head over to Vitari's Pub (x=2200, y=2350) and talk to Vytari
(x=770, y=400). Pick dialogue option #3 and pay 50 gold for the cask of
'Halfling's Help'-the beer we're after. Bring it back to Mironda and
you'll get a surprisingly decent reward-some meager experience and a
magical tankard named after your protagonist which heals the user for
2d8 Hit Points up to three times per day. 6-24 free Hit Points of
healing isn't game-breaking, but it's still a decent enough item to toss
in a quick item slot.
***REWARD***
EXP 3500
Item [Protagonist]'s Tankard
<---------------------------------------------------------------------->
11) Over at (x=890, y=660) you'll find Barad Ding. Barad Ding's problem
seems more like a solution to me-his cats are missing, scattered in fear
after a wild surge. Offer to help and he'll give you ten servings of
'Cat Food' with which to lure the beasts back. This quest, as all things
involving cats, is pretty annoying. To complete it you'll need to go
back to the Wild Forest and equip the Cat Food, then wander around like
an idiot looking for Ding's eight cats wandering around. When you see
one, use the Cat Food as a quick item on the cat and it'll approach you
and enter your inventory. Good news-unlike real cats, these ones are
stackable. Bad news-like real cats, these ones are assholes and will
randomly escape your inventory (5% chance each two rounds). You'll have
to catch a few and return to the Hidden Refuge to make good on your
gains. If you run out of Cat Food, just talk to Ding for more. Since
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they roam about, I can't give exact coordinates for them, so sadly,
you'll have to do a bit of walking around, returning as you must to
secure your felines and gather more food. Once you've captured eight of
the wretched animals return to Ding, who'll reward you with a 'Collar
Belt' that can wake up sleeping characters... an item that might have
been decent in the first game, where Sleep was an actually threatening
spell. He'll also offer to give you one of his cats, named 'Dings', a
gift you can try to opt out of, but hey... you might get hungry later.
Might as well keep the cat.
***ITEMS***
(x=1400, y=1070) Arrows +1 x5
(x=1220, y=880) Scroll of Identify, 1 gold
(x=1200, y=720) 19 gold
***REWARD***
(For returning Barad Ding's cats)
Item Collar Belt
Item Dings
<---------------------------------------------------------------------->
12) Now to deal with an interesting character with a bit of height-
Reginald (x=1900, y=1000), is a banished Half-Orc who is none too
friendly. If you pester him too much, he'll fisticuffs with you. Being
a Mage, he's not too good at it, and therein lies the problem-you want
him to hit you. So remove your armor and make sure your AI is off.
Provoke him, let him attack (and hopefully hit) you without responding.
Once he's let out three attacks he'll stop fighting. Turn the proverbial
cheek and rest a distance away from him (just outside the palisade,
perhaps?) Return and talk to him, and he'll comment on your show of
restraint, and promise to learn from your example. We're good role
models!
<---------------------------------------------------------------------->
13) Next up is Zaviak, who waits at (x=1550, y=480). He's an annoying
hippy burn-out veteran of the Black Pits and resident alchemist. He's
also missing his bear-buddy, Wilson. At least it's not cats. This quest
overlaps with Rasaad's questline [WLK048], and cannot be completed until
you've made progress in said questline. See Steps #10 and #11 in
[WLK048] for the encounter with Wilson... otherwise, put this quest on
the ol' back-burner for now.
How to get Wilson, in brief? Grab Rasaad from Trademeet, take him to the
City Gates District in Athkatla to meet a character who'll point us
towards the Abandoned Amphitheater (OH4000). Make your way through to
the north-eastern corner of the level to find Hammerhelm-stick to
dialogue option #1 to get the location of the Heretic Temple. On the
way there, you'll be ambushed by some Sun Soul Monks. Again stick to
dialogue option #1 to get past without violence (or fight, as you will).
In the Heretic Temple area (OH4100) make your way to to temple, where
you'll find a caged Grizzly Bear (x=3480, y=2920). Talk to the bear
and when you're interrupted by the beastmaster Jolstead (x=3580, y=3050)
deal with him by buying Wilson's freedom (1000 gold) or by just killing
the guy. After the fight, find Wilson at (x=440, y=400), who will now
join your party. Walk him back to the Hidden Refuge and talk to Zaviak
to get your... reward.
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***REWARD***
(For reuniting Zaviak and Wilson)
Item Green Dragon Potion x5
***ITEMS***
(x=1350, y=480) Scroll of Spell Shield, 8 gold
<---------------------------------------------------------------------->
13) Now make your way to the afore-mentioned Amanis Khal
(x=1700, y=1000) and ask about her past (dialogue options #1 and #2),
before finally asking about Kirik's dad. Seems like a dead-end, so move
on to the little girl nearby. Mereth (x=1700, y=1050) is the girl we
saw Neera rescue back in the Bridge District. Unfortunately, she seems
to have misplaced her hairband-a gift from her late mother. You know
how orphans get about sentimental crap like that, so offer to help her
find it. She seems to have misplaced it around when the Thayan 'witch'
chased her around the Bridge District. So... return to the Bridge
District and explore near the northern end. Here you'll find a crate at
(x=3830, y=270) that contains the 'Hairband' we're after. Return it to
Mereth back at the Hidden Refuge for your reward-the Wooden Horse
Necklace. It functions like an Amulet of Protection +2 in that it gives
a +2 bonus to Armor Class or a +2 bonus to Saving Throws, which is cool
and all... if you can find somebody who can wear it, what with magical
armor and other protections.
***ENHANCED EDITION***
In the original release of the game, this item only had a +1 bonus to
Armor Class and Saves, but stacked with other magical protections,
making it vastly more useful than it is now. There are plenty of +2
protection items in the game that don't stack with other protections
that we'll discard as we get superior suits of armor... and now this is
one of them.
***REWARD***
(For recovering Mereth's Hairband)
Item Wooden Horse Necklace
<---------------------------------------------------------------------->
14) If you talked to Amanis Khal and her son previously, the boy Kirik
should be missing now. Talk to Amanis Khal, who is understandably
upset, as well a bad mother should be. She'll fear the worst and tell
you that Hayes saw him near the edge of the camp. Interestingly enough,
nobody other than Amanis herself has any comment on this... buncha
irresponsible adults. Head back to the Wild Forest to find Kirik over
at (x=1580, y=330). Talk to him and he'll immediately beg to go home.
Agree to take him and you'll be whisked back to camp and into dialogue
with Amanis, who roundly scolds the boy and thanks you. You'll get an
experience reward for your trouble. When you get a chance to respond,
pick dialogue option #1 to convince her to allow Kirik to keep
practicing magic, then talk to Kirik, who'll give you the Wild Sling +1
as a reward for standing up for him. It's not really a game-changing
weapon, with its sorry enchantment bonus and its forgetable ability,
but it's better to have than not, I suppose.
***REWARD***
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***REWARD***
(For convincing Amanis into allowing Kirik to continue using Wild Magic)
Item Wild Sling +1
<---------------------------------------------------------------------->
15) Okay, now we've obtained a healing cup, a collar and perhaps a cat
to accessorize it with, mention of some bear, a cruddy sling, and a
definitely not-cruddy amulet. we've also talked to a "King" and taught
a Half Orc that hitting is bad. How tedious. We are, however, now ready
to talk to some of the more important quest-givers here, ones who will
actually advance the story and all. Knocktor the Fizzled is over at
(x=1470, y=740), and he'll babble about his backstory if you let him.
What's important is that he needs some key components to make more of
those teleportation amulets-two Diamonds, a Silver Necklace, and 3000
gold. Ouch. Diamonds are fairly uncommon-after going through all of
Shadows of Amn up to this point, I only had eighteen. The gold and the
Silver Necklace are comparatively simple to get your hands on... but
it's not imperative that you create one of these amulets. If you do,
you'll get a small experience reward, and of course, the amulet.
***REWARD***
(For creating a Talisman of the Hearthfire)
EXP 3500
<---------------------------------------------------------------------->
16) Finally, talk to Telana (x=1380, y=1080), who wants you to go to
the Bridge District in Athkatla and visit Delosar's Inn, wherein the
Wild Mage Daxus lurks. Telana is sure Daxus will attract the attention
of the Thayans soon, if he hasn't already, and we are to convince him
that he'd be better off at the Hidden Refuge. Apparently this Daxus
shouldn't be very hard to recognize, due to his healthy 'independent
streak'. Also, Hayes is heading to town for supplies at the same time,
and will take Daxus back with him if you don't have a Talisman of the
Hearthstone to provide. Almost seems like we should have went after
Mereth's Hairband at the same time to simplify things... never fear,
though, I have my reasons.
Talk to him a bit and, despite his assumption that fame will protect
him, a group of bad ol' Red Wizards show up to apprehend him. The chief
threat here is the Red Wizard, who, as a spell-caster, should be your
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primary target. I find a single Insect Plague wins this fight outright,
but it can't hurt to throw out a Chaos or two, if you feel it's
necessary. Once the Red Wizard dies, you just need to mop up his melee
cronies. Daxus will offer to help out before hostilities start, but for
my money, the fewer Wild Mages casting spells around, the better. If
you give him the Talisman of Hearthfire, he'll be able to just teleport
directly to camp, with no risk to himself at all... which is actually a
good thing, since bringing him back in one piece is more or less the
point of this whole quest. Once all the Thayans are dead, head outside
to confront a second, identical group. This bunch is far more likely to
actively target Daxus, but the same tactic prevails-Chaos and Insect
Plague are just more than they can handle. In both groups the melee
warriors will drop a suit of Plate Mail, a Helmet, a Two-Handed Sword,
and a Potion of Extra Healing. The archers will leave behind a suit of
Splint Mail, 20 Arrows +1, 80 Arrows, a Potion of Extra Healing, a
Composite Longbow, and a Spear. The Red Wizards will drop a Dagger +1
and 20 Darts +1. Not really an epic haul, but they weren't exactly that
strong, either. After the second group is dead Hayes will take Daxus
back (if he's still around) and Neera will suggest that we return to
the Hidden Refuge and inform Telana.
Note: If you gave Daxos a Talisman of the Hearthfire, you'll only have
to fight one group of Red Wizards.
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the Golem +2, The Grave Binder +2, and the Dagger of Venom +2... alot of
old Baldur's Gate daggers that are obsolete now. The merchant at
(x=820, y=1580) sells a variety of wands, including the useful and
uncommon Wand of Spell Striking, which simultaneously casts Breach and
Pierce Magic on a target. Very nice. Also considering that his other
wands have an absurd 50 charges, they're worth grabbing. Another
merchant at (x=660, y=1620) sells potions, including Giant Strength and
Master Thievery ones. Finally, the merchant at (x=750, y=1670) sells a
small library's worth of spell scrolls. The best part is, the last three
merchants (the ones simply named 'merchant') can all be robbed, although
a Pick Pockets score of around 180% is suggested.
o===========o
|Mage Spells| Merchant
o===========o---------------------------------------------------------->
1st-Reflected Image
1st-Spook
---
2nd-Deafness
---
3rd-Detect Illusion
3rd-Hold Undead
3rd-Invisibility, 10' Radius
3rd-Non-Detection
3rd-Protection From Cold
3rd-Protection From Fire
3rd-Remove Magic
---
4th-Contagion
4th-Minor Sequencer
4th-Teleport Field
---
5th-Protection From Acid
5th-Protection From Electricity
5th-Spell Immunity
---
6th-Contingency
6th-Globe of Invulnerability
6th-Mislead
6th-Pierce Magic
6th-Protection From Magic Energy
6th-Spell Deflection
6th-Summon Nishruu
6th-True Sight
---
7th-Mantle
7th-Mordenkainen's Sword
7th-Ruby Ray of Reversal
7th-Summon Hakeashar
<---------------------------------------------------------------------->
21) Now for the inevitable fight. If you talked Gul Dukeem into showing
you his wares, you can talk him into letting you into the back rooms if
you gave him an excuse-namely of wanting to purchase a Wild Mage slave.
Do this with dialogue options #2, #2, #1, #1, #1, and #1. He'll go to
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let you through the door, and your plans will be thwarted by a Red
Wizard, whom you'll then have to fight, along with the Merchants and
the Guards, but not, importantly, Gul Dukeem, who'll surrender after
the fight is over and offer to stick around as a merchant. Then again,
you can just start a fight by talking to Gul Dukeem again and picking
dialogue options #2 and #4. Either way, it's a good idea to spell-buff
before talking to Gul Dukeem, and in the latter route, trying to score
a backstab against him will go far towards simplifying the fight.
Otherwise my tactics for this battle are... pretty much the same as
every other Mage fights-start out with Insect Plague and Chaos, then mop
up. Just be sure you wait long enough for the other Red Wizard to enter
the room via the northern door before casting Insect Plague. One of the
Merchants will leave behind a Quarter Staff, ten Darts of Stunning and
two gold, while another will drop a Wand of Monster Summoning (provided
he didn't use it) a Scroll of Infravision, a Scroll of Protection From
Cold, a Dagger +1, and ten Darts +1. The last merchant forfeits a Potion
of Insight, a Potion of Strength, a Potion of Invisibility, a Quarter
Staff, and twenty Darts of Wounding. The Red Wizard who joins the fight
via the door at (x=750, y=1450) will drop a Quarter Staff and twenty
Darts of Wounding. Both the Guards drop Plate Mail, a Helmet and a
Halberd, while Gul Dukeem will bestow upon us an Adventurer's Robe, a
Quarter Staff +2, twenty Darts of Stunning, and the Slave Pen Key. Once
the murder frenzy is done, turn your attention to the door at
(x=750, y=1450).
***ITEMS***
(x=650, y=1550) Potion of Insulation, Potion of Extra Healing,
Potion of Fire Breath, Potion of Hill Giant Strength
<---------------------------------------------------------------------->
22) Beyond the door you'll find a tavern, which is obviously going to
be the most populated area in here. At the present there are no fewer
than seven Thayan Mercenaries, not including their leader Fadell
Ironeye, and three Red Wizards. There are more lurking in the
surrounding rooms, however, who'll join in if there's a ruckus. To the
north-west are three more Thayan Mercenaries and another Red Wizard,
while to the south-east are two more Red Wizards and a Thayan Knight.
That's a half-dozen Mages and a dozen warriors of vastly varying
quality to back them up-not exactly something you want to rush into.
Once you enter you'll be pestered by Fadell Ironeye. Play nice and
pick dialogue options #1, #1, and #2 to go about your business. In the
room to the north-west you'll see a Red Wizard hitting on a Mercenary,
offering to garnish her wages for a bit of extra service. To the
south-east are some slave pens, where two Red Wizards gloat over a
dumb Mercenary who agreed to fight a trained Minotaur gladiator named
Ghallus for some coin. Talk to Fadell and she'll complete the picture-
the mercenaries here are underpaid and poorly handled by the Red
Wizards, and it probably wouldn't take much to cause trouble between the
two. Ah, the classic battle of labor versus capital... The spark we can
use to ignite this powderkeg is equally reknown for its antiquity; good
old fashioned inebriation. First, however, I suggest you loot around
while it's still quiet.
***ITEMS***
(x=570, y=950) Composite Longbow, Arrows +1 x20
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If, on the other hand, you want to fight it out, we still have options.
First is the run in and fight everybody all at once 'tactic', easier
done if you played nice at first so you could spell-buff and position
your party as you saw fit-perhaps all within the tavern room, so you
don't get bottle-necked at the door? Also, paying special attention to
Fedell early on is a very good idea, since she's probably the most
dangerous character there. Insect Plague, True Sight and Chaos are
mandatory for this fight, and slow won't hurt, either. There's also a
sneaky way we can handle things. For all their power here, there's not
a single Mage capable of casting True Sight in this fight. This allows
you to provoke the enemy, then either use an item or cast invisibility
on a character and use them to block the door, the idea being to catch
all the baddies in one room, while the party hides in another. This will
allow you to-with careful aim-cast some area-of-effect debilitative
spells into the room before commiting to melee, or perhaps to forgo
melee altogether in favor of ranged attacks, which you're certain to
out-class the enemy in. The Mages still can, and will, cast spells at
any characters they can see, so it's not a completely safe tactic. You
can, however, try to use summons to waste the spells of the Mages. Just
try to avoid casting any damaging spells if you don't want to hurt
Mironda. When everything hostile is dead, get to looting. Three of the
Red Wizards carry Potions of Extra Healing, a Quarter Staff, a random
scroll, and ten Darts of Stunning. Two others (the one in the room to
the north-west and one of the two Mages in the room to the south-east)
carries a Potion of Extra Healing and a Quarter Staff. The other Mage
from the room to the south-east will leave behind a Mage Robe of Fire
Resistance, a Potion of Extra Healing, a Quarter Staff, and a Slave Pen
Key. The Thayan Knight drops a suit of Full Plate Mail, a Helmet, a
Large Shield +1, a Potion of Extra Healing, and a Long Sword +1. Fadell
Ironeye gives up Plate of the Dark +1 (just Full Plate +1 with a name),
a Bastard Sword +2, a Large Shield +2, two Potions of Extra Healing, a
Potion of Fire Giant Strength, an Oil of Speed, a Helmet, and 478 gold.
The mercenaries vary quite a bit in quality and equipment, but aside
from a few suits of Plate Mail, it's nothing worth mentioning.
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***REWARD***
(For freeing Mironda)
EXP 10000
<---------------------------------------------------------------------->
24) One more thing to do before we continue deeper into this area. Head
to the dungeon where we witnessed Ghallus at play. You have had two
chances to obtain a a Slave Pen Key-Gul Dukeem had one, as did one of
the Red Wizards in this prison. With the key, open the cage containing
Ghallus at (x=1300, y=1650) and the Minotaur will take his slave
buddies and leave. It's worth some experience, at least, and it might
just pay off shortly... before you continue on, make sure you're
rested and prepared. If at all possible, have a Death Spell ready, as
it'll be invaluable in the upcoming fight.
***REWARD***
(For freeing the slaves)
EXP 1500 (x5)
<---------------------------------------------------------------------->
25) Go through the door at (x=1220, y=1330), up a tunnel to the north-
west, then through another door at (x=1100, y=1000). In the room beyond
you'll find Lanneth (x=1480, y=800), along with a pair of Thayan
Fighters. More Fighters and Red Wizards lurk in the side rooms, where
it can be awfully cramped fighting. If you got Fadell drunk, she'll show
up and rant a bit before wandering out again. If you freed Ghallus,
he'll return along with several Amnian Legionaries to provide a bit of
muscle. In the latter case, you might be better off just walking out of
the room and letting them all sort it out. This will be condeming your
allies to death, sure, but it'll waste some of the enemy's spells and
potions. Lanneth, for her part, isn't really seeking a direct engagement
in this round of the fight-her tactics are to go invisible (using one of
her multiple Potions of Invisibility), walk into one of the side rooms,
and summon a pair of Mordekainen's Swords. A Death Spell will remove
them from the fight handily. Lanneth can be killed here, but you will
need to keep on top of her with Breach and True Sight. After she's
pressed a bit, she'll dimension door away, leaving you to clean up and
loot before chasing her.
***ITEMS***
(x=1450, y=1100) Scroll of Power Word, Sleep, Scroll of Deafness
(x=1550, y=1000) Cloak of Protection +1
(x=930, y=770) Moonbar Gem, Black Opal, Potion of Healing,
Greenstone Ring
(x=1080, y=680) Scroll of Ice Storm, Scroll of Color Spray, 3 gold
***TRAPS***
(x=1550, y=1000)
(x=930, y=770)
<---------------------------------------------------------------------->
26) Once you're ready to move on, go through the door at (x=1500, y=750)
to find Lanneth again. She'll try to buy herself some life by
threatening the life of "King" Gramm-it doesn't matter what you say,
however, a fight breaks out, either with you trying to save Gramm from
himself, or from Lanneth. She'll be joined by two more Thayan Fighters
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and another Red Wizard. This fight shouldn't be too much trouble-just
use Breach on Lanneth when she uses Protection from Magical Weapons or
Stoneskin and pay her and her fellow Red Wizard special attention,
since the Fighters are far less dangerous. When she's dead, loot her
for The Protector +1, a Robe of Invocation, Bracers of Defense A.C. 6,
a Wand of Paralyzation, a Quarter Staff +2, Darts of Wounding x40,
three Potions of Extra Healing, three Potions of Invisibility, a Slave
Pen Key, a Laboratory Key, and 243 gold. Finally, talk to "King" Gramm
for an experience reward.
***REWARD***
(For freeing "King' Gramm)
EXP 5000
<---------------------------------------------------------------------->
27) You now have two doors beckoning you-go through the one to the
north-west at (x=1600, y=450). It's trapped, but you that shouldn't
bother you, right? Beyond is Lanneth's room, so you and rightfully
expect a good bit of loot in here. So it is. Not really enough of a
reward to make all this Wild Mage nonsense worthwhile, but at least
a bit of coin is involved. Be sure to grab Lanneth's Journal, as it
provides some information we'll need shortly.
***ITEMS***
(x=1620, y=250) Potion of Invisibility, Elixir of Health,
Pearl Necklace, Garnet Gem
(x=1380, y=300) Rogue Stone, Traveler's Robe, Wand of Frost, 750 gold
(x=1380, y=200) Scroll of Mordenkainen's Sword,
Scroll of Chain Lightning, 57 gold
(x=1500, y=150) Contract, Letter, Lanneth's Journal
***TRAPS***
(x=1600, y=450)
(x=1380, y=300)
<---------------------------------------------------------------------->
28) And by shortly I mean now. Go through the door at (x=1980, y=700) to
find all of Neera's misfit Mage friends... or at least the ones who are
still alive. Simply put, if you did their quests, they'll be alive, if
not, they'll be dead, with the exceptions of Knocktor, Zaviak, Barad
Ding, and a random Wild Mage, although Barad Ding will kill himself if
you didn't rescue his cats. If you let Daxus walk away with Hayes, he'll
be dead, too. If you gave him a Talisman of the Hearthfire, he'll be
alive. Talk to Knocktor (x=2300, y=750) and he'll tell you that Lanneth
always opened the cages in a specific sequence. You'll have to do the
same, or else the Wild Mages will be electrocuted. Get them zapped too
much and they'll die. Kinda defeats the purpose of rescuing them.
Fortunately, Lanneth's Journal provides the information we need to free
these Mages-subjects 55, 13, 11, and 42, in order. You'll only see these
number mentioned when you activate a cage, but they correspond to Amanis
Khal's cage (x=2500, y=800), a random female Wild Mage's cage
(x=2200, y=900), Barad Ding's cage (x=2350, y=950) and finally Zaviak's
cage (x=2250, y=900). Once you've opened the last cage, you'll be able
to open the rest at will. Talk to the Wild Mage in an opened cage and
they'll depart, giving you an experience reward. Knocktor will inform
you that Hayes sold his fellows out, and that he's leading to Vyatri's
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***REWARD***
(For rescuing Amanis Khal)
EXP 5000
***REWARD***
(For rescuing Barad Ding)
EXP 5000
***REWARD***
(For rescuing Daxus)
EXP 5000
***REWARD***
(For rescuing Knocktor)
EXP 5000
***REWARD***
(For rescuing the female Wild Mage)
EXP 5000
***REWARD***
(For rescuing Reginald)
EXP 5000
***REWARD***
(For resucing Zaviak)
EXP 5000
<---------------------------------------------------------------------->
29) Return to the Hidden Refuge, as per Neera's whining, and when you
near the gates to the camp a conversation will strike up, and you'll
get another quest reward, as well as a... Mechanical Bird. It might look
like garbage, but hold onto it-you'll get pretty hefty reward if you
keep it with you into (and through much of) Throne of Bhaal. Telana will
also promise you a gift, and if you talk to her (x=1230, y=900) she'll
deliver, handing over the Robe of Goodman Hayes, which puts its wearer
under the permanent effects of the Chaos Shield spell, making Wild
Surges more likely to be less harmful. Since it can only be worn by Wild
Mages (who else would need it) it's probably something only Neera would
wear, and if she's your primary Mage, the Robe of Vecna is going to be
much more useful. Reginal (x=1900, y=800) also has a gift for you-the
Brick +2, a returning throwing War Hammer that has a chance to inflict
1d12 extra magical damage and cause 100% spell failure for a round. The
latter effect doesn't last long enough, and both are subject to a Save
vs. Spells, so, neither are great. It also has a 10% to cause anybody
within ten feet of the wielder to suffer a Wild Surge. Again, not too
desirable, but if you're chucking hammers at people, you probably aren't
slinging spells. It makes a decent ranged weapon for Anomen or Korgan.
Now, there's just one more thing to do before we wrap this quest up-
let's go find a certain traitor in Trademeet.
***REWARD***
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o======================================================================o
| |
| Rasaad's Journey, Part I |
| (Secure Rasaad) |
o======================================================================o
Sequence of Events: {WLK048}
1) Chasing the Cult
2) Bear Loot
3) Geld's Scam
4) Dangerous Moose
5) Locating the Heretic Temple
6) Conflict Resolution
7) Sun Soul Ambush
8) Herath and the Bridge Guard
9) Rescuing Wilson
10) Recruiting Wilson
11) Fun in the Sun
12) Dark Moon Espionage
13) Collus Appears
14) Looting the Temple
15) Test of the Bright Moon
16) Test of Penance
17) Test of Pain
18) Test of the Blinding Sun
19) Master of Combat
20) Dark Moon Assault
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2) From where you appear, continue along a path to the north-east until
you find a fork to the east. If you follow the eastern fork you'll find
a ruined structure occupied by several bears-a Brown, Grizzly, and
Mountain Bear, in fact. They guard some meager loot.
***ITEMS***
(x=2000, y=3440) Bloodstone Amulet
<---------------------------------------------------------------------->
3) Back on the main path, continue north from the fork to find a Ranger
named 'Geld Quickblade' (x=1260, y=2330). He describes himself as a
merchant of sorts, and for today his sale includes safety. No, he's no
simple bandit-he's cleared a safe way through the woods, and it's yours
for 5000 gold. For this price you pretty much get the advice to 'turn
right past him'. If it seems like a rip-off, it'll seem even more of
a scam when you realize only a few traps await you to the left, while
the only danger to the right is Geld himself, if you don't pay him.
He'll be waiting for you at (x=2240, y=1970) along with a pack of a
dozen Dire Wolves (six near him, and six further north along the path,
likely behind your party). At the very least, through, he'll drop his
price to 4500 gold if you balk. What? Still not biting? Good. Geld is
a wuss, and should be killed. His little dogs, too. When he's dead,
loot his body for a pair of Short Swords +1, Studded Leather Armor +1,
a Worn Pamphlet and whatever potions he didn't drink yet (Potions of
Extra Healing and Potions of Invisibility).
***TRAPS***
(x=800, y=1100)
(x=900, y=1050)
(x=1000, y=1000)
(x=1000, y=900)
<---------------------------------------------------------------------->
4) From where Geld fell, continue south-east until you find another fork
in the path. From here if you continue south-east you'll find a
Dangerous Moose along a dead-end path. Once you kill it, another,
equally Dangerous Moose will arrive from the north. Kill the Moose and
return to the fork, following it to the east, then north-east.
<---------------------------------------------------------------------->
5) At (x=3470, y=1430) you'll find an Amphitheater Guard, who'll put
you to the question as soon as you come in sight. If you pick a fight
you'll have to dust off a few relatively weak Monks. If, on the other
hand, you're more peacefully inclined, you can find Fenuku
(x=3780, y=1080), who is kind of a dick, Kelner (x=3880, y=1100) who
is much more polite, and Hammerhelm (x=4070, y=750), the leader of the
bunch. I would write this encounter off as pointless, and bound to end
in violence... but it's actually not. If you stick to dialogue
option #1, as silly as the responses are, you'll get through without
a fight and learn the location of the Heretic Temple. Violent folks
merely need to pick up a 'Note' from Hammerhelm's corpse to gain the
same information.
***REWARD***
(For discovering the location of the Heretic Temple)
EXP 3000 (each character)
<---------------------------------------------------------------------->
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6) Now that we know the location of the Heretic Temple, we're all ready
to go, right? Well... not quite. From the amphitheater, head south along
the eastern edge of the map, killing a pair of Wolves along the way.
Eventually you'll reach a small camp where a group of adventurers stand
bickering over the loot from a recent tomb heist. The group is led by
one 'Cless Ironeye'... any relation to Fadell Ironeye, from Neera's
questline? Who knows. They call themselve the 'Vagrant Blades'. Oooh.
You know they're dangerous, with a name like that! Anyways, when you get
a chance to interrupt, you'll get three options-arbitrate their dispute,
try to claim the disputed article for yourself, or let them go on their
merry way. In the former case, if you give the belt to one character,
another will turn hostile and the rest of the group will flee-allowing
you to put down the belligerent. Giving the belt to Jaden will provoke
Aldun (and vice-versa), while Dalton and Hojar Bootcut oppose the choice
of each other. Of course, they've got a bit of interesting loot, so
simply trying to claim the cloak for yourself-and putting the whole
lot of them down when they resist-is easily the most rewarding course
to take. Aldun Forgecaster is a relatively weak Mage, while Cless is a
Shadowdancer, but none of them are particularly dangerous. Their loot
is as follows:
Cless Ironeye: Brooch of the Vagrant Blades, Studded Leather Armor +1,
Scimitar, Potion of Extra Healing x2, Oil of Speed,
Belt of Minor Invulnerability, Scimitar +1, 76 gold.
Hojar Bootcut: Chain Mail Armor +1, Helmet, Medium Shield, Potion of
Invulnerability, Potions of Extra Healing, Hojar's
Fame +1, 34 gold.
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***REWARD***
(For deciding ownership of the cloak)
EXP 16000
Wilderness (OH4010)
o======================================================================o
7) Once you're done looting the Vagrant Blades (or your chosen victim
of the bunch) leave the Abandoned Amphitheater area and head north to
the 'Heretic Temple'. Along the way you'll be stopped by several Sun
Soul Monks, who've come to put Rasaad down in retaliation for some
murder he supposedly committed. Stick to dialogue option #1 and you'll
talk your way out of a fight, and Rasaad'll be given the gift of the
Cowl of the Stars (discussed below), but we want better treasure, right?
Murder them and put up with more of Rasaad's doubts, then loot them for
some interesting gear. Aside from Potions of Extra Healing, Ghell Rando
will drop the Cowl of the Stars-a cloak that allows the user to cast
Melf's Minute Meteors once per day. Certainly you can find something
better to do with your time than replicate a mediocre 3rd-level spell,
right? Treya forfeits the Cloak of Unerring Strikes, which gives a
+2 THAC0 bonus with off-hand attacks. This item is pretty appealing for
any two-weapon fighter, but my protagonists will be better served by the
Cloak of Mirroring, and Korgan... well, does he really need the THAC0?
Really? It's a decent item, I just don't have enough two-fisted fighters
to make use of it... or enough cloak slots, however you want to view it.
Finally, there's Sixscar's own weapon, Hawksight +2. It's a +2 Scimitar
that gives its wielder a +1 bonus to Dexterity. Decent for Jaheira, but
there are several superior Daggers, not to mention Belm +2.
***REWARD***
(For surviving the Sun Soul ambush)
EXP 2000 (each character)
you'll prove successful. Watch another spooky movie-you know the drill,
rotating camera, doors opening of their own volition, the usual. Once
you're in control, Rasaad will ask for a game plan. Give him one. How
you play things, however, is another story. Continue south and you'll
find a Monk named Herath, who failed her initiation into the cult, and
now flees to avoid the ultimate expression of this cult's displeasure.
Let her leave or pick a fight-it doesn't really matter. Continue down
some stairs and smite some Wolves and a Spotted Lion. Over at
(x=1920, y=3100) you'll find the bridge that leads to the Heretic
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o======================================================================o
13) We're finally ready to head inside. Approach the door guard over at
(x=2900, y=1980) and pick dialogue options #2 and #1 to get Rasaad to
babble theology, which is apparently good enough to gain entrance. Head
inside (x=2900, y=1900) and continue north to trigger the arrival of
Collus Darathon. If you want to remain low-key, you'll have to restrain
Rasaad and resolve to play the role of the eager initiate. If not, a
fight will break out. The direct, violent route is quicker, but it's
much more profitable to play along and take the initiation tests for
this cult. If you must fight, however, your struggles will be
interrupted the Master of Combat, and the quest will continue as normal
(skip ahead to Step #19).
<---------------------------------------------------------------------->
14) Four tests-pain, penance, the blinding sun, and the bright moon.
Okay, let's get them over with. On the elevated ring around the centeral
depression you'll find a variety of doors. Four lead to testing
chambers, two lead to barracks, and another, to the north, presumably
hides Collus Darathon's quarters. Loot the two barracks, one to the
west (x=700, y=1000) and another to the east (x=1870, y=1000) for some
Monk goodies, then deal with the locked and trapped door to the north
(x=1280, y=560). Beyond you'll find a room with a locked and trapped
chest that hides some more goodies for you. Once you're done looting,
move onto the trials.
***ITEMS***
(x=550, y=800) Diamond, Andar Gem, 157 gold
(x=1980, y=810) Potion of Magic Shielding, Potion of Insight
(x=1450, y=380) Star Sapphire, Scroll of Protection From Electricity,
Scroll of Protection From Poison,
Scroll of Protection From Normal Weapons, 143 gold
(x=1050, y=400) Sisters of Light and Darkness, History of Amn,
History of Tethyr
***TRAPS***
(x=1280, y=560)
(x=1450, y=380)
<---------------------------------------------------------------------->
15) Go through the door at (x=820, y=1250) to find a 'Bright Moon Monk'
(x=730, y=1330) and talk to her. Note that you'll pretty much always be
given the option to start a fight with these trial-givers. If you start
a fight, the quest will continue along the violent route as discussed
in Step #19. Since you avoided attacking Collus Darathon directly,
however, I'll assume you're here to do the trials. Tell her you're
ready (dialogue option #2) and you-as in, your protagonist-will be sent
inside the testing chamber alone. Fortunately this one is pretty simple.
Just rush to the light in the center of the room (x=330, y=1570) and
a disembodied voice called 'The Truth' will bother you. Pick dialogue
option #1 four times to get to the secret-telling part it wants, then
either tell it about your heritage, or a much less important secret
(dialogue options #1 or #3, respectively) to satisfy it. Be cheeky,
and it'll summon some Shadows (which continuously spawn in this chamber
anyways) to harass you. In the latter case, victory in the fight will
still fail the quest. Tell your dirty little secret and you'll get to
leave, being furnished with an experience reward, and some swanky Monk
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***REWARD***
(For passing the test of the Bright Moon)
EXP 10000
Item Gauntlets of Aln Zekk
<---------------------------------------------------------------------->
16) One down, three to go. Now go through the door at (x=880, y=680)
and talk to the 'Pennance Host Monk' beyond at (x=660, y=620). She'll
tell you the nature of the test ahead, and Rasaad will interject from
time to time, pointing out the well-rehearsed pit-falls in cult
indoctrination. Once inside the room, a Heretic Monk will confess a
triviality to a Confessor. Seems like we've been telling these guys
'secrets' since we got here, are they a cult, or an intelligence agency?
Whatever, talk to the confessor and give him somebody else's secret
by picking dialogue options #2, #1, then either #1, #2, #4, or #5. Once
done you'll get another reward, some more chatter from the Penance Host
Monk, and the freedom to move onto the next trial.
***REWARD***
(For passing the test of penance)
EXP 10000
Item Cloak of Atonement
<---------------------------------------------------------------------->
17) Next up is the door at (x=1700, y=700) beyond which waits the Room
of Pain Monk (x=1900, y=620) who'll set you upon the path of pain. All
you need to do is talk to him and agree to drop your gear and submit to
trials in the Room of Pain. Inside the Room of Pain, a 'Room of Pain
Monk' will test your loyalty-with beatings. He'll ask you to confirm
your loyalty to the Twofold Goddess repeatedly, and after each bit of
dialogue his four Monk thugs will beat on you a bit. Just keep selecting
dialogue option #1 to remain defiant and you'll eventually pass the
test. This set me back a total of 38 Hit Points, which should be
survivable for any character. Once you're done you'll get a quest
reward, including the Eyes of the Beholder helmet. A reference to the
old Eye of the Beholder video game series? Whatever, it's a pretty
decent helmet that gives an Armor Class bonus, protects against critical
hits, and it allows the wearer to cast dominate a foe, hold them, or
cause fear three times per day. None of the effects have a save penalty,
but that's still nine debilitations per day granted by this helmet.
***ITEMS***
(x=1730, y=480) Dart of Stunning x20, Dart of Wounding x20,
Asp's Nest x10
(x=1880, y=540) Arrows of Ice x40
(x=1920, y=550) Bastard Sword
(x=2020, y=660) Ninja-To, Ninja-To +1, Wakizashi, Katana
***REWARD***
(For passing the test of pain)
EXP 10000
Item Eyes of the Beholder
<---------------------------------------------------------------------->
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18) Only one more trial left. Go through the door at (x=1750, y=1250)
and talk to the 'Blinding Sun Monk' beyond (x=1880, y=1350). In the next
test-a crucial one for those coming from the worship of Selune-you'll
learn the 'dark truth' of the Twofold Goddess. Be brave and take the
challenge. Inside the overly-bright room you'll encounter a trio of odd
Invisible Stalkers. They do relatively little damage, but will inflict
Blindness upon you. Cut them down and collect your quest reward when
you leave, perhaps the best reward from this entire questline-a Gem of
Seeing. This is... actually a pretty funny reward. In the first game a
Halfling by the name of Furret tried to sell you such a gem outside of
Ulcaster. His was, of course, bogus. Now you can finally get your hands
on one. It allows you to cast True Sight once per day, so be sure to
keep it handy-surely you can find a free quick item slot for such an
item.
***REWARD***
(For passing the test of the Blinding Sun)
EXP 10000
Item Gem of Seeing
<---------------------------------------------------------------------->
19) Over at (x=1280, y=920) you'll find the Master of Combat. He'll
appear under two conditions-you pass all the trials, or you start a
fight with the Monks here. Starting a fight bypasses whatever trials
you haven't done, making it the 'quick and messy' approach. It's also
faster, but considering the loot and experience you give up... it was
a good idea to do Steps #14-18. Anywho, however you got to this point,
your banter with the Master of Combat will be interrupted when a Twofold
Sentry shows up and brings dire news-a host of Dark Moon Monks is
approaching, and you need to make a decision-stand and fight against
the Dark Moon Monks, or... well, that's really your only choice.
<---------------------------------------------------------------------->
20) Make your 'choice' and head outside, watch a slaughter, then you and
a few Twofold Monks will move to confront the Sharrans at the bridge.
Seems like there are a whole lot more of your party members on your side
than heretic Monks... Anyways, Collus Darathon will be leading the
Sharrans, and after a bit of chatter, his scheme will become clear.
He created the false heresy to lure in both wavering Sun Soul Monks
(what with all their secrets and all, which he was certainly mining,
if our own initiation gives any indication) as well as disloyal, soft,
Dark Moon Monks. Simple, yet effective plan... I mean, except for the
fact that he had to sell a heresy and create a temple complex to do it.
That couldn't have been cheap... Oh, also Rasaad was right-Collus
Darathon is just Alorgoth in disguise. Perceptive. If Viconia is with
you, she might defect... you know, because of Shar and all? Picking
dialogue option #3 to compliment Alorgoth's scheme seems to prevent
this defection, as Alorgoth simply leaves before such an opportunity
arises for Viconia. Fair enough, now to deal with Alorogoth's minions.
his Monks are more or less melee brutes with few tricks up their
sleeves-they're not high enough level to use Quivering Palm, which is
a good thing. Their non-Monk backup is more diverse, however, including
Assassins (who can poison foes and will gladly chug Potions of
Invisibility to score backstabs), Warriors (archers), Crusaders
(plate-armored melee brutes), Priests and Sorcerers (spell-casters can
always be a pain). I'm not above tossing out debilitative spells to
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Sharran Crusader: Full Plate Mail, Helmet, Large Shield +1, Potion of
Extra Healing x3, Red Potion, Bastard Sword +1
Yeah... it's a bunch of junk, but what are you going to do? Anyways,
that's all for Rasaad's quest for now. You can return to the temple and
talk to the surviving Monks. Despite the fact that their prophet turned
out to be a Dark Moon Monk trying to lure them all to their doom, they
don't seem to be willing to drop the cult thing. And that's how
religions are born.
***REWARD***
(For defeating the Sharran assault)
EXP 10000 (each character)
o======================================================================o
| |
| Showdown with Bodhi |
| |
o======================================================================o
Sequence of Events: {WLK049}
1) Calling All Allies
2) Abducted by Bodhi
3) Stealin' Stein
4) Aided by the Order
5) Purifying the Pool
6) Supported by the Shadow Thieves
7) Another Half-Dozen Vampires
8) Spikes and Mist
9) Re-exploring the Lower Tombs
10) Clearing the Way
11) Battle With Bodhi
12) 'Tis Better to Have Loved and Regained...
13) The Road to Irenicus
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It's time to go find Bodhi, who needs to be taught a lesson in why it's
foolish to put herself up as a barrier between an angry god-child and
Irenicus. First, however, let's appeal for help around Athkatla. After
all, why do all the work if we have chumps who will share the load with
us? First visit whatever temple you helped, if possible. In my game
High Watcher Oisig was fairly unhelpful, and only referred us to the
Most Noble Order of the Radiant Heart. On that note, Prelate Wessalen is
much more helpful, and promises us the aid of a group led by Sir
William Reirric... err... Reirrac, rather. If you sided with the Shadow
Thieves earlier, they'll be more than happy to help you exterminate
Bodhi for good, so you might as well go pay Aran Linvail a visit, if
he's still alive. He'll commit Arkanis and Yachikio, and other of the
guilds' best assassins to the cause.
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encountering the spikes (and thereby suffer no damage from them). The
mists will come to you, and you can simply move around the outer
perimeter to clear the room.
***ITEMS***
(x=2800, y=500) Legacy of the Masters
<---------------------------------------------------------------------->
9) Before we continue our assault on Bodhi and her henchmen, loot those
chests near the beginning of the level... and everywhere else. This is,
after all, being considered a new area. Head south from the central room
with the large table, past the dead Vampires and Shadow Thieves, over
the web bridges in the huge cavern dominating the level, and to the
east. You'll find some weak Skeleton Warriors to smite, more traps to
disarm, and chests to loot. Now return to the Vampire's den and stake
any Vampires that may have fled into their sarcophagi (x=600, y=1300),
(x=600, y=1500), and (x=300, y=1300). Now it's time to go down to the
Vampire Sanctuary (x=1600, y=550), where Bodhi is doubtlessly skulking
in abject terror... if she's got any sense in that festering head of
hers.
***ITEMS***
(x=700, y=1700) Scroll of Symbol, Death
(x=840, y=1840) Scroll of Finger of Death, Wooden Stake x2, 15 gold
(x=1100, y=3000) Scroll of Enfeeblement, Wooden Stake,
Scroll of Minor Spell Deflection
(x=900, y=3550) Scroll of Ruby Ray of Reversal, Bloodstone Gem,
Wooden Stake x2, Scroll of Protection from Fire, 47 gold
(x=630, y=5230) Scroll of Symbol, Stun
***TRAPS***
(x=1120, y=3100)
(x=900, y=3550)
(x=750, y=3700)
(x=3550, y=1900)
***REWARD***
(For staking some Vampires)
EXP 9000 (for each Vampire staked)
***TRAPS***
(x=550, y=700)
(x=900, y=800)
<---------------------------------------------------------------------->
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11) At the far end of the room you'll find Bodhi. She has used the time
you spent carving your way through her minions to turn your romantic
partner into a Vampire. She will also get indignant when you mention
Elhan, or the elven city in general. It seems we'll need to have a few
words with Elhan when we get back, but despite Bodhi's vague, useless,
and bitter cursing of the elves, it doesn't change the fact that we've
got to kill her to obtain both the Rhynn Lanthorn and Imoen's Soul.
Another instance of Limited Wish to grant us resistance to level drain
might be necessary, but I send Anomen toward the 'bat' that will appear
to the east of the door, while my protagonist charges Bodhi. Protected
as he is, and with a Greater Whirlwind at his disposal, Bodhi can only
do moderate damage to him before she falls. Still, using more of the
Elven Holy Water on any of the five pools in the room should help things
out a bit. Once everything is dead be sure to loot your dead companion
for their body. I give Imoen a Wooden Stake and have her do the honors
of staking Bodhi (x=1700, y=100). It is, after all, her soul that Bodhi
stole. We'll get not one, but two large experience rewards, it's just a
shame that our romantic interest isn't around to gain these rewards.
Make to to keep both Bodhi's Heart and the Rhynn Lanthorn. Imoen will
express relief at her restoration. Well, good for her. Loot the place,
Cutthroat is a Short Sword +4, which is the best we can expect from
Shadows of Amn. If you went to Watcher's Keep you can get the Short
Sword of Mask +4, which is all Mazzy has to look forward to, as far as
Short Swords are concerned. Anyways, who cares about Mazzy, we have a
lover to revive! The books in the trapped chest hint at how this is
done, but you don't need hints, you have a FAQ! (Because you're awesome
like that.)
***ITEMS***
(x=1700, y=150) Cutthroat +4, Scroll of Symbol, Fear,
Scroll of Horrid Wilting
(x=1050, y=200) Dea Vampir Becomos, Conjur Ota Servanta,
The Vampiricus Omnibus: Unabridged
**TRAPS***
(x=1050, y=200)
***REWARD***
(For killing Bodhi)
EXP 55000 (each character)
Item Bodhi's Black Heart
***REWARD***
(For recovering the Rhynn Lanthorn)
EXP 48500 (each character)
Item Rhynn Lanthorn
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Bodhi's Black Heart, and the altar will light up, and your companion
will be revived. That's it for most of Shadows of Amn. Finish up what-
ever quests you've left undone, as you won't get another chance to do
anything once you go after Irenicus. That's right, it's endgame time,
folks. Sell everything off you don't need, buy whatever else is left
that you want. You won't be coming back to Athkatla or its environs
after you speak to Elhan. We could tackle Watcher's Keep now, in part
or in full, but I'd rather wait until Throne of Bhaal starts... We'll
pull a good bit of loot out of there, but we won't be able to upgrade
most of it into a useful form until we get access to Cespenar. Sorry
Cromwell, you're just not up to snuff. I must, however, advocate that
if you didn't visit and purchase Firetooth +4 for Keldorn yet, that you
do so before finishing up Shadows of Amn. Ideally you purchased this
awesome crossbow before tackling the de'Arnise Keep. Also, if you want
to upgrade some gear when you hit Throne of Bhaal, purchase a Scroll of
Invisibility, a Scroll of Improved Haste, and a Scroll of Protection
from Normal Weapons. Anyways, when you're ready to move on...
***REWARD***
(For giving the Rhynn Lanthorn to Elhan)
EXP 74500 (each character)
***REWARD***
(For using the Rhynn Lanthorn and opening the way to Suldanessellar)
EXP 74500 (each character)
o======================================================================o
| Chapter 7 |
o======================================================================o
| |
| Suldanessellar |
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| |
o======================================================================o
Sequence of Events: {WLK050}
1) Suldanessellar Under Siege
2) A Good Golem is a Dead Golem
3) House of the Horn
4) More Golem Fun
5) The Priest's House
6) The House of the Talisman
7) Reaving Raamilat
8) Demin's House
9) The Harpist's House
10) Showdown with Nizidramanii'yt
11) House of the Moon
12) Reirra the Healer
13) Beating the Balor
14) Routing Rakshasa
15) Temple of Rillifane
16) Lazy Avatars!
17) The Palace
18) Ellesime's Plea
19) Parasites Lost
20) The Reckoning with Irenicus
Suldanessellar (AR2800)
o======================================================================o
1) You'll be treated to a movie, a narrated Chapter break, and then be
forced to endure some of Elhan's whining. Apparently Irenicus is working
with Rakshasa. Why he's surprised after Bodhi turned into a Vampire and
the two of them sided with Drow is beyond me. He'll tell us to seek out
somebody named Ellesime-another god-child, but related to a benevolent
deity. Rub it in why dontcha? Failing that, we need to look for the
high priestess Demin, who is supposed to tell us about Irenicus and
Bodhi-you know, give us the answers that Elhan could give us, but won't.
Hmm... which should we view as less honest, a religious person, or a
military person? Now that's a tough one. Oh well, at this point I'll
settle for anything.
<---------------------------------------------------------------------->
2) To the north-east is the 'House of the Horn' (x=4650, y=2500). North
of this is an Iron Golem (as is typical, if you're a high level, this
Iron Golem could be an Adamantine Golem) who is just too bulky to make
its way around the building... aww... too bad. Shoot it down to secure
your northern flank. Now get a character with The Paws of the Cheetah
and send them to the small platform north-west of Elhan, then to a
larger dead-end platform to the north. Lure the Adamantite Golem and the
two Stone Golems back to the House of the Horn. Hide your party away
north of the 'House of the Horn', and dispatch the Stone Golems. Sadly,
the Adamantite Golem can't make it past the supports for the stairs, or
the base of the staircase itself. Aww... Still too bad. Shoot it down
too. Sure, my party is well beyond strong enough to smite these Golems
in a fair fight, but why take the damage if you don't have to? Anyways,
now enter the 'House of the Horn'.
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o======================================================================o
3) Inside we'll find more... Golems! Have Anomen/Korgan bravely step
forward and smite the Clay Golem with one righteous smack of Crom Faeyr,
then just cut down the two Stone Golems. My over-eager protagonist
does get a little mauled here, but it's nothing the Ring of Gaxx won't
fix. After the constructs are dead, some elves will talk to you and
tell you that they last saw Demin in the south-western part of the city.
***ITEMS***
(x=240, y=250) Arrows of Ice x40, 1 gold
(x=630, y=250) Cloak of Elvenkind
(x=700, y=300) Stone Horn, Dart of Wounding x20, Dart +1 x20
(x=700, y=350) Bolt of Lightning x40, Throwing Dagger x60,
Throwing Axe x30, 23 gold
<---------------------------------------------------------------------->
4) We might as well go there now, as we don't have any other leads.
First, head to the large platform north-west of where Elhan is, where
you'll find another group of Golems that need to be dispatched... a task
which I'll leave to your imagination. The platform containing 'The
Priest's House' and 'The House of the Talisman' is south-west of here,
but before you go that way, some extraneous exploration. On a smaller
platform south-east you'll find a group of Elves fighting some Trolls.
On top of the construct in the center of this platform you'll find two
Elven children. Direct them to head back to Elhan before continuing to
the south-west.
***ITEMS***
(x=200, y=250) Elven Priest Stone, Scroll of Time Stop
(x=630, y=250) Sunstone Gem
(x=700, y=300) 2 gold
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After pressing the first four, the game doesn't jerk you around, and
you automatically press the fifth rune, representing Suldanessellar.
For raiding this container you'll obtain the Talisman of Rillifane.
Score.
***ITEMS***
(x=300, y=250) 8 gold
(x=400, y=200) Scroll of Meteor Swarm
<---------------------------------------------------------------------->
7) Now head across the bridge to the west, where you'll find some more
Elves fighting a losing battle against some Skeleton Warriors. Continue
north-west to the platform housing Demin's House and you'll find a
Nabassu waiting for you, along with a Drow named Raamilat, who tries
to be official about killing you. Ramilaat will begin the fight by spell
buffing, putting up a Fire Shield (Red), a Globe of Invulnerability,
Improved Mantle, Stoneskin, and Mirror Image. Imoen and Keldorn
conspire to rip his defenses down with Dispel Magic and Breach, while
my protagonist goes to work. Note that you can lure away his Nabassu
and take them out piecemeal, but that's sissy fighting. (As sissy as
my Golem strategy? Shut up.) Loot his corpse for a Quarter Staff +1 and
9 gold.
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protagonist has a natural 19 Strength, Minsc uses a bow most of the time
and has exceptional Strength, in any case... this just leaves Keldorn.
Of course, considering that Keldorn has a better weapon, you can give
him Jaheira's Girdle of Hill Giant Strength, and have her use the Girdle
of Stone Giant Strength. whichever you prefer. For my evil party,
matters are even more simple. Korgan has Crom Faeyr, my protagonist has
19 Strength, which leaves two girdles to split between Jaheira and
Viconia... seeing as how Viconia only gets one attack per round,
however, I'm fine with leaving the Girdle of Hill Giant Strength on her
and giving the Girdle of Stone Giant Strength to Jaheira.
Note: If you're trying to be evil, you CAN pick a fight with Demin and
take a note off her body detailing how to summon the Avatar, although
Jaheira will turn on you if you attack Demin. Therefore, I honestly
haven't taken this path to its conclusion.
***ITEMS***
(x=300, y=250) Arrows +1 x80, Arrows of Biting x40, Bullets +2 x40,
Darts of Stunning x40
(x=400, y=200) Scroll of Absolute Immunity, Bolt +1 x40, Bolt +2 x40,
3 gold
***ITEMS***
(x=200, y=250) Stone Harp
(x=500, y=180) 1 gold
(x=630, y=250) 1 gold
(x=700, y=350) Greenstone Ring
Spell-buff as usual, but save your summoning spells for when you arrive
at the next area (x=50, y=500). When I arrive, I'll summon my critters
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Nizidramanii'yt starts out with Stoneskin, and will probably use Haste
soon thereafter, which will prevent my summons from doing any real
damage... but that's not their job, anyways. I keep up the assault until
it casts Plant Growth (an Entangle-like effect) and Summon Insects, at
which point my protagonist withdraws. The Dragon should be along
shortly, but the point was to avoid fighting it on the ground it
Entangles, and to mitigate the potency of Summon Insects. Also, in the
Enhanced Edition Nizidramanii'yt is much more fond of using Remove Magic
and Dispel Magic-hence my protagonist's Spell Immunity: Abjuration.
When it dies it'll leave behind a Star Sapphire, the Golden Goblet of
Life we need, a Diamond, a Pearl Necklace, a Laeral's Tear Necklace, a
Bloodstone Amulet, Bladesinger Chain +4, and 345 gold. With this armor,
my Fighter/Mage no longer has to rely on Bracers of Defense. Of course,
Bards, Thief/Mages, and other characters also benefit from this, too,
but it's hard to get excited about that...
***ENHANCED EDITION***
Like Firkraag, Nizidramanii'yt is now more aggressive in the Enhanced
Edition, reserving its Druidic magic for the beginning of the fight,
rather than towards the end, like usual. Using summons as disposable
spell-absorbers is now a good idea, and as is the norm for the Enhanced
Edition, keep your Mages casting Breach repeatedly and exclusively to
keep it open to melee attacks. Timing a round of Greater Whirlwind
Attacks immediately after a Breach is also a good idea. Of all the
Dragons in the game, Nizidramanii'yt has probably benefited the most
from the Enhanced Edition, in terms of the threat it now presents.
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Nizidramanii'yt {VID008}
https://www.youtube.com/watch?v=BIsFaGzCs8M
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***ITEMS***
(x=400, y=200) Boots of Elvenkind
(x=480, y=200) Scroll of Gate, 1 gold
<---------------------------------------------------------------------->
12) If you head to the north-east from the 'House of the Moon' you'll
encounter an Elven Warrior guarding a gate. Talk to him and gain access
and continue to find another platform (I've typed platform more in the
last hour...) upon which is a statue and a loitering band of Elves,
including Captain Aduo'on, two 'Wounded Elves' (one conscious, one not),
and Reirra. The Captain and the standing Wounded Elf will chat with you,
and Reirra will offer to heal you, as well as tell you about summoning
the Avatar and gaining access to the palace.
<---------------------------------------------------------------------->
13) If you continue north-east and explore outside of the palace, you
may encounter a group of Elves desperately trying to fend off a Balor.
They'll implore you for aid, and really, without you they have no chance
of beating this demon... and it's distracted and worth a fair amount of
experience, so it's worth killing.
<---------------------------------------------------------------------->
14) Now travel south along a bridge running down the eastern end of the
level to reach the platform upon which lies 'The House of the Horn'.
From here, head north-west to reach a platform housing the 'Temple of
Rillifane', outside of which you'll find five Rakshasa, (three Maharajah
and two Rajah). I send my protagonist forward, who will ignore their
spells thanks to the Cloak of Mirroring, and will be able to survive
them in combat. Keldorn, Jaheira, and Imoen move up and attack at a
range to help him out. They're fond of Chain Lightning, but as I said
earlier, I'm immune, and they just don't do enough damage in melee
combat to cause me concern. When they let loose with Cloudkill, I simply
retreat back to the bridge.
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***REWARD***
(For summoning the Avatar of Rillifane)
EXP 65000 (each character)
<---------------------------------------------------------------------->
16) Well, now that we have an avatar of a god here, we can just sit
back and... nah, you guessed it, the stupid thing can't touch Irenicus
due to his stupid magic. Apparently it's using Ellesime as a conduit
through which to draw from the Tree of Life. Once drained completely,
Irenicus hopes to join the elven pantheon as a deity. Not with our
soul, he won't! The Avatar will open up the gates to the palace, and
you'll get to watch a cutscene of the Elven Spirits we helped summon
going to work. Pat yourself on the back once-but only once-for a job
well done. We've still got to kill Irenicus, and musn't waste too much
time with idle patting. Outside of the temple Reirra will show up and
sell you junk we don't need anymore. Distractions, all! To the Palace.
You might be harassed by the odd minion or two along the way, but Elven
Spirits meander about, disintegrating every baddy they touch. If you
talk to Demin again, she'll tell you that you need a Stone Horn and a
Stone Harp to pass through the palace, which we have already collected.
Along the way you'll be thanked by weakling Elves, who are glad you were
able to do what they, themselves, could not. Whatever. Enter the Palace
at (x=3400, y=600).
Palace (AR2804)/(AR2805)
o======================================================================o
17) An Elven palace, and what's the in the first room? A tree, of
course. Investigate the tree (x=1350, y=850) several times to
obtain some Tree of Life Nuts and the Staff of the Woodlands +4. The
edible nuts heal a fair amount of Hit Points, but are otherwise
unexceptional. Go through the door at (x=1220, y=700) and continue until
you reach a room with a fountain. Activate the statue at (x=300, y=550)
to replace the Stone Harp, and the statue at (x=170, y=570) to replace
the Stone Horn. With their powers combined... the waters will stop and
you can now proceed down the stairs to reach whatever is beneath the
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palace (x=500, y=500). Before you do, however, you'll get to have a
final chat with your party members. Note, again, that the palace is now
(AR2805).
***REWARD***
(For returning the Stone Harp to its statue)
EXP 3000
***REWARD***
(For returning the Stone Horn to its statue)
EXP 3000
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show off why he's the baddest Mage in the game by unleashing a torrent
of spells at you. Horrid Wilting, followed by numerous Power Word: Kill
spells, Power Word: Stuns, Mazes, all the while being protected by a
variety of defensive spells that make him nearly impossible to harm...
and all for naught, since he can't touch our spell-immune Mage. You'll
know he's running out of answers when he strings together six Cones
of Cold, followed by seven Flame Arrows, terminated by seven Melf's
Acid Arrows. Finally, when he's out of spells he'll start firing off
Magic Missile spells rapid-fire. For all that, Jon doesn't have a
great number of Hit Points.
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Irenicus in Suldanessellar {VID009}
https://www.youtube.com/watch?v=523OnyQaNcM
o======================================================================o
| |
| Hell |
| |
o======================================================================o
Sequence of Events: {WLK051}
1) Into the Abyss
2) Challenge #1: Test of Pride
3) Humility (Good)
4) Pride (Evil)
5) Challenge #2: Test of Fear
6) Courage (Good)
7) Bolstered Bravery (Evil)
8) Challenge #3: Test of Selfishness
9) Selfless (Good)
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***ITEMS***
(x=400, y=350) Potion of Invulnerability x2, Potion of Extra Healing x2
<---------------------------------------------------------------------->
3) For this challenge, you are told by Pride that you must vanquish a
powerful foe to obtain your tear, although it's rather elusive when you
ask what kind of creature it is, and why it deserves death. If you
continue to be a pacifist, Pride will note that there's no pride in you,
and depart. Talk to the Dragon at (x=1000, y=600) to obtain your Tear of
Bhaal. When you activate the five-eyed gate you'll receive a +20%
resistance to fire, cold, and electricity. For a character wearing the
Cloak of Mirroring, this is kind of a waste. Ah well. Note that you
can talk your way out of a fight, and then kill the Dragon anyways.
You won't get the Scrolls, the Ring, the Robe, or any of that, but
you'll get the good reward, and the 22,000 experience the Dragon itself is
worth. It's better than nothing, right?
***REWARD***
(For sparing the beast and proving you live without pride)
Upgrade-+20% resistance to fire, cold, and electricity.
<---------------------------------------------------------------------->
4) If you want to be evil, readily agree to smite the creature, and
Pride will gleefully leave you to your bloody business. Ahead is a Green
Dragon, easily the weakest Dragon in the game. Still, be safe, spell-
buff, and rush it. No flashy tactics are required, it'll die easily
enough under a direct melee onslaught. Once it's dead, loot it for a
Tear of Bhaal, a Scroll of Time Stop, a Scroll of Wail of the Banshee,
a Scroll of Sphere of Chaos, Bolts of Lightning x20, Arrows of
Dispelling x20, The Guard's Ring +2, a Robe of the Evil Archmagi,
and 100 gold. The scrolls are nice, but honestly, I could care less
about the experience here. We can always level up other ways... although
the 200,000 experience for the protagonist is equal to roughly
1,200,000 party experience.
***REWARD***
(For indulging your pride and slaying the beast)
EXP 200000 (protagonist)
***ITEMS***
(x=560, y=660) Potion of Invulnerability x5, Potion of Extra Healing x4,
Potion of Fire Giant Strength x5
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***TRAPS***
(x=560, y=660)
<---------------------------------------------------------------------->
6) The good path is really quite easy. Refuse the Cloak of Bravery and
cast Remove Fear on a character, then send them past the fear field and
claim your tear. Or better yet, take up the Shield of Balduran and
smite the Beholders in the room to the east for the juicy experience
they'll give. The reward, however, is painful this time around. That
Bladesinger Chain +4 will upgrade to make you immune to non-magical
weapons in Throne of Bhaal, and in any case, it's not like being
immune to +1 weapons or weaker is any big deal anymore. Most enemies
from here on will have weapons with which to hurt you... and it's not
like we couldn't just summon a Fire Elemental to gain the same power.
On the other hand, evil characters gain +2 Constitution. This would have
moved my Constitution from 18 to 20, and increased my Hit Points by
nine. It's not a huge boost, but it's still better than the good reward.
***REWARD***
(For relying on your courage, and not giving in to fear)
Upgrade-You have become immune to +1 weapons and less.
<---------------------------------------------------------------------->
7) The evil path is easier still, and more rewarding to boot. Take the
cloak, put it on, walk over and grab your tear. You might as well
kill the Beholders for the experience, too. Then cash your Tear of
Bhaal in for a hefty two-point bonus to your Constitution.
***REWARD***
(For allowing your courage to be bolstered through evil means)
Upgrade-+2 Constitution
***ITEMS***
(x=600, y=1200) Potion of Extra Healing x3, 914 gold
<---------------------------------------------------------------------->
9) The good path here can be painful. You'll need to go through three
doors to the west, and like the demon promised, you'll lose something
at each door. The first door takes away two Hit Points from your
maximum-permanently. The second reduces your Dexterity by one, and the
third lowers your experience points by 75,000. But your companion
remains unharmed, and you will gain your Tear of Bhaal. There used to
be an exploit for this test by which you could avoid suffering any loss
while following the good course, but alas, they've prevented that in the
Enhanced Edition. Goodly folks, you'll just have to suffer. Your reward
for being good is +10% Magic Resistance, which, all things considered,
isn't a bad trade for Dexterity, Hit Points, and Experience...
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***REWARD***
(For being selfless and sacrificing yourself for your companion)
Upgrade-+10% magic resistance.
***ENHANCED EDITION***
In the vanilla version of the game, all you had to do was equip some
Paws of the Cheetah on the target of Selfish's 'test' and run them
towards the door. They'd be able to open it before being paralyzed by
Selfish and incur only the last of the three penalties-the experience
loss. This exploit was fixed in the Enhanced Edition-now you lose
control of Selfish's target as soon as they are whisked away.
<---------------------------------------------------------------------->
10) If you go down the evil path, you will be unharmed, but your
companion who was taken away will reappear at the end of the path-Held
and helpless. When you reach the demon, it'll destroy your companion and
give you the Tear of Bhaal. You can then simply raise your companion
and continue on your way. Your reward for misbehaving? A +2 bonus to
Armor Class. This reward might seem decent, but it sucks for one big
reason-this Armor Class bonus doesn't stack with armor. I suppose it
counts as some sort of natural bonus? Whatever the case, if you wear
any sort of armor (even Bracers of Defense) you won't really ever
enjoy this bonus.
***REWARD***
(For being selfish and sacrificing your companion to spare yourself)
Upgrade--2 Armor Class
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Keep questioning it and it'll tell you that if you give it the sword,
it'll be free. Also, merely by obtaining the sword you can kill the
Genie and release it, with or without the sword. You'll get some extra
experience for giving the Genie Blackrazor, which is a good action. The
reward for the good action this time outweighs the evil-a +2 bonus to
all saving throws is roughly a +10% chance to make any save. In Throne
of Bhaal, spell assaults don't relent, so having good saving throws is
paramount to survival.
***REWARD***
(For showing charity and giving the Genie the sword Blackrazor)
EXP 20000
Upgrade-+2 to all of your saving throws.
<---------------------------------------------------------------------->
13) The evil path is simple, just kill the Enslaved Genie
(x=370, y=920). Just be wary, the critter is stronger than it looks,
as it'll start out by using a Spell Trigger to pop on some defenses-
most of which can be knocked out by Breach. It also has access to spells
like Meteor Swarm, Gate, Horrid Wilting, and all that fun stuff, so you
may want to treat it more as an enemy Mage, rather than a simple Genie.
Since you only get to keep a sword which will soon be obsolete, and a
measly 11,000 experience for killing the Enslaved Genie, the real
deciding factor here for the evil character should be the reward. In
this case, 15 Hit Points is a little more than 10% of my protagonist's
total. On the other hand, my saves could use a bit of work. I'll gain
more Hit Points, but my saves probably aren't getting any lower...
besides, having 15 extra Hit Points isn't as good as having an extra 10%
chance to save against... everything. Hit Points won't do you much good
if you're confused, afraid, held, or stunned. I can't really see a
situation in which I'd be tempted to take the Hit Points over the
saves.
***REWARD***
(For using the sword Blackrazor to kill the Enslaved Genie)
Upgrade-+15 Hit Points.
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***REWARD***
(For feeling pity for Sarevok)
Upgrade-+1 Wisdom and +1 Charisma
<---------------------------------------------------------------------->
16) The evil path is very lucrative, but Sarevok is no push-over. He's
been beefed up for this fight, but nothing that some spell-buffs
can't handle. If you treat him like a Dragon (sans the fear and
breath weapon) you'll be fine. Just buff up, summon some beasties, and
withdraw injured characters. Of course... if you got the immunity to
weapons of +1 quality or less for your protagonist, Sarevok can't touch
you. That'll teach you to bring a poorly enchanted weapon to a late-game
fight in Shadows of Amn! Turn in the tear you get off of Sarevok for a
+2 bonus to Strength. It's an awesome bonus, indeed.
***REWARD***
(For taking your wrath and anger out on Sarevok)
Upgrade-+2 Strength
***ENHANCED EDITION***
In the original game, this bonus to Strength was calculated AFTER
whatever gear you had on-in effect counting as an item enhancement
bonus rather than as a natural +2 bonus to Strength. This meant that
with Strength boosting items like Girdles of Giant Strength or
Angurvadal +5, the +2 bonus would be added after the Strength increase.
Hence, a character weilding Angurvadal +5 with this bonus would end up
with 24 Strength, instead of 22. In the Enhanced Edition, this bonus
works properly, as a brute +2 bonus to your base Strength score. For a
high-Strength protagonist like my evil Fighter/Mage/Thief, this
essentially renders the Strength bonus of Angurvadal +5 useless, since
she'll reach a natural 22 Strength before Angurvadal +5 can be obtained.
<---------------------------------------------------------------------->
17) Return to the door and save your game, rest, and spell-buff before
activating it again and blinding the fifth and final eye. General spell-
buffs will suffice, but include Chaotic Commands and Remove Fear
wherever possible. The door opens and you're all knocked back to
witness Irenicus' grand entrance. He's unrepentant, and says what really
doesn't need to be said. This fight is for more than just life and
death, its for our very soul. The winner lives and is freed, while the
loser faces an eternity of torment in the abyss.
Irenicus will turn into the Slayer and summon two Balors and two
Glabrezu-and don't be fooled by our past encounters with these
critters, their experience rewards should let us know that they are
much stronger than we're used to them being. I immediately have
Keldorn/Dorn summon a Deva to the left where Jaheira is. She can
withstand the Balor for a bit, thanks to her Iron Skins, but I don't
want to leave her exposed. On the other side, my protagonist summons
his simulacrum, then it, my protagonist, Imoen/Edwin, Minsc/Dorn, and
Anomen/Korgan attack the Glabrezu, while Dorn, Jaheira and the Deva
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After Irenicus' pet demons are destroyed, Keldorn uses True Sight and
dispels Irenicus' Mislead. The next step is simple-my party rushes
Irenicus, and Imoen/Edwin hits him with Breach every time he tries to
throw up a Stoneskin or Protection from Magical Weapons, or other such
mischief. Eventually he'll turn back into Irenicus so he can die in his
true form. One Elven Warrior back in Suldanessellar is going to be
awfully happy about Jon's fate, indeed.
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Irenicus in Hell {VID010}
https://www.youtube.com/watch?v=sKyUikvIikA
<---------------------------------------------------------------------->
18) After defeating Irenicus, you'll wake up in Suldanessellar, in the
care of Ellesime, who reports you've been 'dead' for several days. Some
time passes and your character will partake in a ceremony celebrating
your triumph, although Ellesime can't help but apologize for Jon, and
make a separation between Jonaleth and Irenicus when there probably
really wasn't so much of one. Ah, coping mechanisms. Despite her
promises, the Amulet of Seldarine isn't so great of a reward as to count
as reparations for what Irenicus put you through. Ah well. Next you'll
get to watch a satisfying movie showing Jon fitting in to his new home,
and playing with his neighbors, followed by an overly spooky and
uninformative movie introducing the next chapter in the saga. The Five
are approaching, and the time of the prophecy is at hand. See you in
Throne of Bhaal.
Paralyze/Poison/Death: 1
Rod/Staff/Wand: 3
Petrify/Polymorph: 2
Breath Weapon: 2
Spells: 4
Weapon Proficiencies
Bastard Sword ++
Two Handed Sword ++
Spear +
Halberd ++
Cross Bow ++
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Paralyze/Poison/Death: 0
Rod/Staff/Wand: 0
Petrify/Polymorph: 4
Breath Weapon: 4
Spells: 1
Weapon Proficiencies
Axe +++++
War Hammer ++
Two-Weapon Style +++
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Experience: 1978899/1978899
Hit Points: 98
Armor Class: -10
Paralyze/Poison/Death: 3 (-1)
Rod/Staff/Wand: 5 (-1)
Petrify/Polymorph: 4 (-1)
Breath Weapon: 3 (-1)
Spells: 1 (-6)
Weapon Proficiencies
Scimitar ++
Dagger ++
Club ++
Quarter Staff +
Sling +
Sword and Shield Style +
Paralyze/Poison/Death: -1 (-3)
Rod/Staff/Wand: 3 (-3)
Petrify/Polymorph: 2 (-3)
Breath Weapon: 5 (-3)
Spells: 4 (-3)
Weapon Proficiencies
War Hammer +
Club +
Flail +
Mace +
Quarterstaff +
Sling +
Sword and Shield Style +
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Paralyze/Poison/Death: 1 (-4)
Rod/Staff/Wand: 3 (-4)
Petrify/Polymorph: 2 (-4)
Breath Weapon: 1 (-4)
Spells: 4 (-4)
Weapon Proficiencies
Long Sword ++
Katana ++
Dagger +
Two Weapon Style +++
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Experience: 3884624
Hit Points: 68
Armor Class: -1
Paralyze/Poison/Death: 3 (-7)
Rod/Staff/Wand: -2 (-7)
Petrify/Polymorph: 2 (-5)
Breath Weapon: -3 (-12)
Spells: 1 (-5)
Weapon Proficiencies
Dagger +
Quarter Staff +
Dart +
Sling +
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Paralyze/Poison/Death: 0 (-2)
Rod/Staff/Wand: 2 (-2)
Petrify/Polymorph: 1 (-2)
Breath Weapon: 1 (-2)
Spells: 3 (-2)
Weapon Proficiencies
Long Sword ++
Two Handed Sword ++
War Hammer ++
Cross Bow ++
Two Handed Weapon Style ++
Paralyze/Poison/Death: 1 (-3)
Rod/Staff/Wand: 3 (-3)
Petrify/Polymorph: 4 (-1)
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Weapon Proficiencies
Scimitar ++
Dagger ++
Club ++
Quarter Staff +
Sling +
Sword and Shield Style +
Paralyze/Poison/Death: 1 (-1)
Rod/Staff/Wand: 5 (-1)
Petrify/Polymorph: 4 (-1)
Breath Weapon: 7 (-1)
Spells: 6 (-1)
Weapon Proficiencies
War Hammer ++
Mace ++
Sling ++
Sword and Shield Style ++
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Weapon Proficiencies
Axe ++
Katana ++
Flail ++
Two Weapon Style +++
Paralyze/Poison/Death: -1 (-4)
Rod/Staff/Wand: 1 (-4)
Petrify/Polymorph: 0 (-4)
Breath Weapon: 0 (-4)
Spells: 2 (-4)
Weapon Proficiencies
Two Handed Sword ++
Halberd ++
Mace ++
Quarter Staff +
Long Bow ++
Two Handed Weapon Style ++
Two Weapon Style ++
Paralyze/Poison/Death: 2 (-1)
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Rod/Staff/Wand: 4 (-1)
Petrify/Polymorph: 3 (-1)
Breath Weapon: 3 (-1)
Spells: 5 (-1)
Paralyze/Poison/Death: 8 (-2)
Rod/Staff/Wand: 3 (-2)
Petrify/Polymorph: 5 (-2)
Breath Weapon: 2 (-7)
Spells: 4 (-2)
Weapon Proficiencies
Dagger +
Quarter Staff +
Short Bow +
Dart +
Sling +
Two Handed Weapon Style +
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Misc 2: ...
Misc 3: Efreeti Bottle
<---------------------------------------------------------------------->
o======================================================================o
| Chapter 8 |
o======================================================================o
| |
| Throne of Bhaal |
| |
o======================================================================o
It's not an easy life, being a child of Bhaal. First, we had our
simple notions of security shattered when Sarevok, our half-brother,
began a crusade of murder along the Sword Coast and drove us from
the security of Candlekeep. After our foster father, Gorion, was
murdered by Sarevok, we became embroiled in the politics of Baldur's
Gate, where the Iron Throne was manipulating the iron trade in order
to set themselves up as a regional power. Sarevok was, in turn,
manipulating the Iron Throne, pursuing a scheme that wouldn't put him
in a good financial position-but instead made himself an Arch Duke of
Baldur's Gate. He used this position to blame Amn for all of Baldur's
Gate's woes, and was on the brink of initiating a full scale war-a
war of sacrifice and murder that would have made him the new God of
Murder... or so Sarevok thought. However, in provoking us Sarevok bit
off more than he could chew.
We ruined his operation in the Nashkel Mine and killed the mine's
overseer, Mulahey. Then we tracked down the bandits that were stalking
the sword coast, led by Tazok, and smote the crude collection of
mercenaries and ne'er-do-wells. Following the paper trails, we uncovered
the Iron Throne's mines in the Cloakwood Forest, which they mined using
slave labor in order to provide a cheap alternative to the iron they
were sabotaging and stealing in the area. We stormed the mines, slew the
overseer, Davaeorn, flooded the mines, and put an end to the Iron
Throne's operations. We then made our way to mighty Baldur's Gate and
began a bout of mercenary work for Scar, where we discovered that the
Iron Throne was sabotaging their merchant competition by killing off
their leadership and replacing them with Dopplegangers. Finally, we
stormed the Iron Throne compound and smote Sarevok's acolytes. With the
information gleaned from the Iron Throne headquarters, we were referred
to Duke Eltan, who sent us to intercept the Iron Throne leaders in-of
all places-Candlekeep.
Back home, we discovered all was not right. We met Sarevok, posing as
'Koveras' and were framed for murdering the leaders of the Iron Throne.
Whatever our actual guilt, we were condemned, and only some charity on
the part of Tethtoril saved us from a messy execution. Only after
fighting our way our of the catacombs underneath Candlekeep and
returning to Baldur's Gate did we discover that Sarevok had screwed us
and the Iron Throne over together. He had Eltan poisoned and had his
puppet, Angelo, named the interim leader of the Flaming Fist mercenaries
who all but controlled Baldur's Gate. He also used the Iron Throne's
stores of iron stockpiled from the Cloakwood Mines to fund his candidacy
for Grand Duke, rescue Baldur's Gate from the iron shortage, and spread
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his message of war. We decided to lay low in Ulgoth's Beard, and while
there we discovered the truth of Balduran's demise, escaped an island
of Werewolves, an island of wild magic that acted as a natural trap for
Mages, and plundered Durlag's Tower. Finally we returned to Baldur's
Gate, saved Duke Eltan, foiled an assassination attempt on the other
Grand Dukes at Sarevok's coronation ceremony, and chased Sarevok into
a buried city under Baldur's Gate. Sarevok made his stand in a Shrine
to Bhaal, joined by his cohorts Tazok, Angelo, and Semaj. In the end,
we overcame Sarevok and prevented a war between Amn and Baldur's Gate.
For all of our fame and prestige, we were driven from Baldur's Gate
as suspicions arose about our paternity and our relation to Sarevok
came to light. Retreating to Amn, we were ambushed by the outcast
Elven Mage, Jon Irenicus, who sought a way to restore himself by
stealing our divine soul. Fortunately, one of the components-lots of
living test subjects-and Bodhi's own belligerence drew the attention and
ire of the Shadow Thieves (the source of many of the unfortunate
victims to be used by Irenicus later). They attacked his underground
dungeon and in the confusion, we made good our escape. Shortly after
fighting our way to the surface we witnessed a fight between Irenicus
and the Cowled Wizards, a coven of Mages whose primary public service
for Amn was to police other, unaffiliated Mages. The fight showed us
that we were severely outclassed, despite all our heroics in the north.
For using magic during the fight, Imoen was whisked away to the same
asylum as Irenicus, who was content to let the Cowled Wizards take him
away and used vague promises and Imoen as bait.
With all that done, we had increased our power and wealth exponentially,
and became embroiled in another political struggle, this time between
the Shadow Thieves and a mysterious new guild of Vampire upstarts. One
way or the other, we secured the aid of a group of murderers and boarded
Saemon Havarian's ship bound for Brynnlaw. Once there, we immediately
began causing a stir in our quest to gain access to Spellhold, and gain
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access we did, only to discover that Irenicus had taken over the asylum.
He took us prisoner, performed a nefarious ritual upon us that stripped
us of our divine soul, and left us in the dungeons beneath the asylum
for Bodhi to hunt and kill at her leisure. Down but not out, we made our
way through the dungeon, chased Bodhi away by transforming into the
Slayer-an avatar of Bhaal-and united the insane Mages of the asylum in
an attack on Irenicus, who was driven off in disarray. We then made our
way back to Brynnlaw and obtained the aid of Saemon Havarian, who proved
to be of dubious trustworthiness again when his ship was attacked and
sunk by Githyanki, searching for a Silver Blade he conveniently gave to
us prior to the attack.
We went down with the ship, something the good captain failed to do, and
found ourselves in a Sahuagin city. Again, we got involved in the
politics into which we've been thrust and aided either the insane king,
or the rebel prince who wished to overthrow the corrupt regime. By
supporting one side or the other, we got a magical rope that allowed us
to descend into the underdark, where we freed a trapped Mage and killed
a Balor plaguing some Swirfneblin. We then sacked an Illithid City and a
Beholder Den before we encountered Adalon, a Silver Dragon who disguised
us as Dark Elves so we could infiltrate the Drow city of Ust Natha and
rescue her eggs, which were being held hostage in exchange for Adalon's
good behavior. While the Drow held Adalon at bay and pillaged the
surface, we worked for Solaufein and Phaere in an attempt to earn the
trust of the Drow and gain access to Adalon's eggs. Eventually we
discovered that the Drow planned to sacrifice the eggs to obtain the
favor of a Demon Lord. With the help of Solaufein we used the common
treachery of the Drow against them and disrupted their plans to summon
the Demon Lord, and made off with Adalon's Eggs. In exchange, Adalon
helped us escape, and we fought our way to the surface.
Back under open skies, we discovered that Irenicus has made his way to
Suldanessellar to take his revenge on his people, and that the only way
to follow him and regain our soul was to take the Rhynn Lanthorn from
Bodhi's undead clutches. In the meantime, we smote Firkraag, a Red
Dragon masquerading as a human in the Copper Coronet who decided to take
his revenge on Gorion the only way he still could-by causing trouble for
his child. We entered the Twisted Rune and killed the members therein,
obtaining the Staff of the Magi, crushed an Illithid enclave under
Athkatla, and destroyed Kangaxx the Demi-Lich. After all that, we
gathered what allies we could and destroyed Bodhi, but not until she
abducted our lover and turned them into a Vampire. After reviving them
at the Temple of Amaunator, we returned to Elhan, the elven commander of
Suldanessellar and with the Rhynn Lanthorn we finally were able to
resume our chase of Irenicus.
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Irenicus' link from the Tree of Life, leaving him vulnerable to attack.
We killed him, and then were dragged down to the Hells to do battle for
our soul. First, however, we were forced to take some tests conjured by
our own perceptions of ourselves to better understand ourselves, and
bring us closer to our soul. Afterwards, we confronted Irenicus in hell
and defeated him again, reclaimed our soul, and banished him to an
eternity of torment in the abyss.
1) Get ready for a fight and click on any one of the numerous stone
faces lying about to receive a prophecy. If anything the prophecy seems
more ominous to 'The Five' than it does to you. Ah well, I guess we
should be wary of traitors and all that. The game is overly helpful
with floating text and clues, and this is for a reason. Back in the days
before the Enhanced Edition, Shadows and Amn and Throne of Bhaal were
two seperate games. See, back then we had things called 'expansions'
for games-they're kind of like DLC, but actually good. Throne of Bhaal
could be played without Shadows of Amn, being seperate games an all,
and because of this the beginning of Throne of Bhaal had to cater to
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If you didn't guess, he's the ??????? character listed above in the
FAQ, and I refused to spill the beans earlier on in the guide and hence
reveal a major spoiler. Of course, nothing stops you from reading ahead
and finding out who the mystery character is, but I refuse to be held
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accountable for that. Don't dig if you don't want to find dirt. Anyways,
give Sarevok the spark he needs and he'll revive in a very epic
exclamation of resurrection. After that, he keeps his promise and tells
you how to leave the Pocket Plane, and why the Pocket Plane exists at
all. He'll continue to be helpful by opening one of the sealed barriers,
which contains another challenge we'll need to overcome before we can
continue. Also, he points out a 'spirit' that can summon companions we
left behind in Shadows of Amn, and may want again. As if that wasn't
enough, he'll tell us about the struggle between the Bhaalspawn that is
set to culminate in the Tethyrian city of Saradush. Finally, Sarevok
will ask to travel with you-he knows more about the prophecies of
Alaundo than anybody else we have access to, that's for sure.
Personally, I almost always take him with me, as I prefer his combat
abilities to Minsc, Valygar, Haer'Dalis, or anybody else that may be
taking up space in the party. Also, the fact that he's a Baldur's Gate 1
character gives him clout-granted, he was our enemy in that game, but
what's cooler than traveling around with the prequel's end boss?
Nothing, that's what. If you're evil, let his continuous prodding and
glory-seeking inspire you to greater ambitions and Sarevok will be only
too happy to follow in your wake. Be suspicious, greedy, and mean and
keep Sarevok the heartless bastard we know and love. On the other hand,
show him kindness, trust, and set a good example for him and over the
course of the game, his alignment will change to reflect your influence.
There will be some friction at first, but ultimately Sarevok can be
enticed to fit into any party, good, evil, or otherwise.
Note: The gear possessed by Illasera and her Black Reavers can be found
on the ground in the Pocket Plane at (x=1850, y=1240).
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Note: You can get Hexxat to wait for you in the Pocket Plane, but if
you let her into your party and dismiss her later, she'll wander off,
never to be seen again. If you don't recruit her here, she'll show up
later in Throne of Bhaal.
<---------------------------------------------------------------------->
6) Finally, go find the imp flying around to the south-west of where
you talked to Sarevok. Meet Cespenar, Bhaal's former butler, now lured
by the formation of this new Pocket Plane into your service. He'll be
for you what Cromwell was in Shadows of Amn, and the lack of his
services was the main reason we postponed the majority of Watcher's
Keep. After all, what's the point if we gather all those wonderful new
items if we couldn't upgrade them to surpass the gear we already have?
We'll be making more use of Cespenar's services than we did of
Cromwell's, since most of the best loot in Throne of Bhaal is made by
combining items. Fortunately to aid us in storing the many components
we'll need to hold onto, there are several containers around the Pocket
Plane where you can store your loot... because everybody likes storing
loot.
<---------------------------------------------------------------------->
7) Now that we're in Throne of Bhaal and have access to Cespenar, there
are a few things we can make. Namely, with a whopping 40,000 gold and a
Scroll of Protection from Normal Weapons we can upgrade the Bladesinger
Chain +4 into Aslyferund Elven Chain +5. This is as good as it gets for
my Fighter/Mage... or my Fighter/Mage/Thief.. or Haer'Dalis. You can
also make the Improved Cloak of Protection +2 for 20,000 gold, a Scroll
of Improved Haste, and a Scroll of Invisibility, but I don't really have
anyone besides Imoen who could wear it, and she doesn't need the
upgrades... not for that price, anyways. Also, if you went through the
first level of Watcher's Keep back in Shadows of Amn, you may also be
able to upgrade the Quiver of Plenty +1 and the Case of Plenty +1 into
their +2 versions-a costly, but much-needed improvement for any
characters still using ranged weapons (something Minsc will do less and
less as he becomes more well-armed and armored). Last and least, you can
upgrade the Paladin's Bracers and make Blessed Bracers... if you just
have money to throw away at useless loot. A full list of upgradable
items can be found at [ITM007].
<---------------------------------------------------------------------->
8) Once you're sufficiently comfortable with your new Pocket Plane, head
over to the challenge Sarevok helped you unlock. Once you head up the
stairs, you'll be bothered by Gavid, a typical example of what the
Bhaalspawn taint manifests as. Bhaalspawn vary greatly in power, like
any other mortal, and Gavid was a petty commoner who murdered for
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sport. After he's done exposing his crimes, he'll die and leave you to
fight off hordes of enemies, apparently your 'retribution'. If you're
good (you chose the good path all five times when acting against
Irenicus in Hell) you'll fight Kobold Commandos and Dopplegangers first.
The second wave will consist of Sahuagin, Gnoll Captains, and Ogre
Mages. So long as you focus on the Ogre Mages here, you'll be fine. The
third wave will pit you against Drow, and here you need to watch out for
the occasional Drow Priestess who will show up and cast spells. The
last figure who will show up is an incredibly weak Jon Irenicus. For
the evil party (or anybody who chose any evil actions in hell), the
first round of foes will be weakling Commoners of every race. The second
round will be goodly surface elves in Elven Chain, including melee and
ranged varieties (but unlike the Drow, no spell-casters). For the third
wave you'll have to fight Knights of the Order which are strictly sword-
and-shield weaklings. The final fight will be against Ellesime, who is
every bit as pathetic as Irenicus for the good party-she might get off
a silence spell before she dies. Overall, the evil party has a better
time with this trial, as they face easier foes, and their enemies drop
Long Swords +1 (I collected twenty of them). Smite your foes and Gavid
will show up again and be cryptic. For completing the first challenge
you'll get a nice bit of experience, but more importantly your
protagonist will gain the ability to enter and leave the Pocket Plane at
their whim. Rest up and head through the doorway at (x=2000, y=1000) to
get on with the game.
***REWARD***
(For overcoming the trial of retribution)
EXP 25000 (each character)
Special Ability: Pocket Plane (protagonist)
o======================================================================o
| |
| Saradush |
| |
o======================================================================o
Sequence of Events: {WLK053}
1) 'Spies' in Saradush
2) Meeting Melissan
3) Dead Dad
4) The Harlot's Plea
5) Bhaalspawn Clout
6) Searching for Sanctuary
7) Temple of Waukeen
8) Arcana Archives
9) The Tankard Tree Tavern
10) Womanizers
11) Petje's Paranoia
12) Miscellaneous Minutiae
13) Crime Doesn't Pay
14) Crime Pays!
15) Mateo's Trial
16) Framed for Treason
17) Countess Santele's Cause
18) Kiser's Tall Tale
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Saradush (AR5000)
o======================================================================o
1) After leaving the Pocket Plane you'll be treated to a movie showing
us an army besieging the town of Saradush. Fire Giants? That's just not
fair. Anyways, some peasants led by a woman named Mellisan will create
drama outside of the gates leading to the stronghold of one Gromnir
Il-Khan. The dispute is about to turn bloody just as we arrive, and
the soldiers, already riled up, decide that we're spies and attack.
Despite the fact that this is a straight melee, keep in mind that this
IS Throne of Bhaal. The fights where you won't have to use some spells
to escape relatively unscathed are few and far between. Even with a
nice new -7 Armor Class, my protagonist will get chewed up if he gets
involved in a melee-but that's what Stoneskin is for, right?
<---------------------------------------------------------------------->
2) After the fight, you'll get to talk to Melissan, who seems to know a
bit too much about you. As everybody does, these days... Anyways, she
describes herself as a 'guardian' of the Bhaalspawn who seeks to prevent
Bhaal's resurrection. Translation: she's a self-righteous moralist who
thinks she knows what you-and others like you-should be doing with your
lives. She will, however, tell you something useful: the city of
Saradush, ourselves included, are being besieged by the army of one
Yaga Shura, who seeks to exterminate all the Bhaalspawn in the city.
Gromnir was brought here by Melissan to guard over the other Bhaalspawn
(a title Gromnir himself shares), but Melissan has lost control over
the general, to say the least. Long story short, if Saradush is to have
any chance of fending off Yaga Shura, we need to deal with Gromnir. Be
sure to loot the bodies of the dead Il-Khan Soldiers before you go,
many of them have Plate Mail Armor, Potions of Extra Healing, and two
of them carried a Halberd +2. If our first upgrades from Cespenar let
us know anything, it's that upgrading items in Throne of Bhaal is going
to be expensive... Anyways, like most cities, Saradush has people to
talk to, conflicts to resolve, and all that other typical kind of
nonsense. So let's get those encounters out of the way, and perhaps
earn a wee bit of experience and maybe even gain some useful
information. As you explore, beware of the random catapult shots that
will plague you. They can do some pretty bothersome damage (up to
40 points!) and can knock a character unconscious for a short while,
which is more annoying than anything else. If you're taking too much
of a beating, flee to the Pocket Plane and rest up.
***ITEMS***
(x=1970, y=1850) Scroll of Magic Missile, Scroll of Armor
(x=1800, y=1950) 1 gold
(x=1750, y=1950) 16 gold
(x=1220, y=1050) Lynx Eye Gem, 13 gold
(x=720, y=1650) Scroll of Protection from Petrification, 4 gold
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***REWARD***
(For resurrecting Tazit's dad)
EXP 1000 (each character)
Reputation +1
<---------------------------------------------------------------------->
4) At (x=1400, y=1480) you'll find a Harlot who doesn't really seem so
comfortable in her role. If you point out her apparent nervousness or
inexperience, she'll admit she was just trying to get your attention so
she could implore you to kill Gromnir, who apparently had her family
murdered. Of course, if you shoot right for a price, she'll actually
go through with the act before she tries to get you to kill Gromnir. Now
that's some commitment! This is, of course, a great way to screw up your
romances (except for Viconia, she seems to think that you scoring with
other girls will only make you realize how much better she is), but
beyond that it mostly just serves to point out the prison as a possible
means of reaching Gromnir.
Note: The global variable that is set if you sleep with the Harlot is
called 'ProScore'. Heh. Oh old Bioware, you always knew how to make
me chuckle...
<---------------------------------------------------------------------->
5) Near the Temple of Waukeen you'll find Oris Nimblefinger whining
about his plight as a Bhaalspawn. More interestingly you'll find a group
of Dwarves and Humans standing between the temple and the docks
exchanging words. You can side with one group or another, and kill the
opposing race for paltry experience, or if you threaten them they'll
recognize you as a Bhaalspawn, and decide that this isn't worth dying
over. Finally, we get the respect we deserve!
***REWARD***
(For breaking up the Human-Dwarven racists)
EXP 1000 (each character)
<---------------------------------------------------------------------->
6) West of the tavern at (x=620, y=1420) you'll find Alexander Ralisar,
a fellow Bhaalspawn of the more timid variety who will tell you about
several topics, including Gromnir and Melissan. North of the tavern
you'll find some more Il-Khan Soldiers harassing some Elves, apparently
trying to secure for themselves some Elven women. If you decide to sit
back and watch the fun, you'll lose a point of reputation, and all the
hard-line do-gooders in your party (Keldorn, Anomen, Jaheira) will
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leave and turn hostile. That seems... a little severe.. anyways, if you
throw around the word 'Bhaalspawn' they'll run off and you can talk to
the Elves to discover that they need somewhere to stay. Or of course,
you can just kill the guards by picking a fight. They're nowhere near
as strong as the ones outside of Castle Saradush.
***REWARD***
(For convincing Sister Farielle to give you the key to the prison)
EXP 1000 (each character)
Item Key
***REWARD***
(For finding sanctuary for the Elves)
EXP 3000 (each character)
Reputation +1
***ITEMS***
(x=950, y=550) Ziose Gem x2, Scroll of Protection from The Elements
(x=700, y=350) Laeral's Tear Necklace
(x=350, y=350) Water Opal
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12) Over at (x=1080, y=820) you'll find your old pal Viekang. Remember
him? We briefly met him in Trademeet before he vanished in a spectacular
manner. We can continue more useless dialogue with Pyrgam Aleson
(x=800, y=650), the proprietor of this establishment. Just west of
Pyrgam, some Elves and Dwarves will be at odds with one another, but
it's nothing you can bother with. Along the northern end of the tavern
a cat named Tepid will occasionally harass some rats. Wee.
<---------------------------------------------------------------------->
13) We'll find our man Hectan at (x=1070, y=530). His alibi is solid...
too solid, and when somebody knows enough to make sure to have an alibi
that excludes them from a specific crime, we know that they are, in
fact, complicit. Like my reasoning? It's impossible to be innocent!
Besides, he's got a Thief character model, and we all know by now that
means he is up to no good. Head outside and talk to a kid named Squip
(x=950, y=1120), who will do a poor job of hiding his guilt. He wants
you to pay him 1000 gold for the information, but he's more than happy
with five... and if you threaten him, you won't have to pay him a dime.
Return to Hectan, who admits to getting Squip to steal the book after
confronted with the latter's confession. He'll say that he stole the
book only to get the teleportation scroll he believes is within. Despite
what he says about you never getting the book back if you kill him,
that's not the case at all. I find it more fitting to do as he wishes,
however. Return to Lazarus, who will gladly trade the scroll for his
spellbook, but he warns you of Yaga Shura's imprisoning wards and of
the grisly fate that awaits anybody trying to teleport out of the city.
He leaves it up to you whether or not you wish to tell Hectan about it,
however. If you give the scroll to him and warn him, you'll get Lazarus'
book, and Hectan will reason that if teleportation would work, Lazarus
would have saved himself already. If you don't tell him, Hectan tries
to use the scroll to leave the city, and promptly explodes into bits
and pieces. If you don't tell him, you'll lose a point of reputation.
My evil party is perfectly happy watching Hectan splatter... besides,
my reputation is a bit too high anyways.
<---------------------------------------------------------------------->
14) Return the Spellbook to Lazarus, who'll thank you with a quest
reward, and allow you to peruse his wares. Now it's time for our last,
great, stealing spree. Lazarus has every spell in the game in his
inventory, and a few interesting items to boot. Rather than wishing I
had some spell or item later, I decide to steal everything I can to
ensure that Imoen/Edwin, Haer'Dalis, and my protagonistS have all the
spells that can be scribed. I am not going to bother to tell you what
spells are good, which ones to look out for, or any of that spell
information I usually share. I'll reiterate: You should have EVERY
spell Lazarus sells before you leave. If I tell you to string together
a Pierce Magic, a Lower Resistance, and a Greater Malison into a Spell
Trigger, I'm going to just assume you have it, and every other spell
that might need to be cast. Since purchasing all these scrolls is
prohibitively expensive, the only good way to get all the spells you'll
want is to steal them. He's another difficult merchant and requires well
over 160% pick pockets to regularly steal from, but around 200% you can
steal at will. Gamers jumping into Throne of Bhaal without finishing
Shadows of Amn will just have to buy the Potions of Master Thievery from
Lazarus, and use them to relieve him of his stock. Besides the scrolls,
he has a few other items which are worth noting:
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o===========o
|Mage Spells| Lazarus Librarus
o===========o---------------------------------------------------------->
1st-Armor
1st-Burning Hands
1st-Blindness
1st-Charm Person
1st-Chill Touch
1st-Chromatic Orb
1st-Color Spray
1st-Detect Evil
1st-Find Familiar
1st-Friends
1st-Grease
1st-Identify
1st-Infravision
1st-Larloch's Minor Drain
1st-Magic Missile
1st-Protection From Evil
1st-Reflected Image
1st-Shield
1st-Shocking Grasp
1st-Spook
---
2nd-Agannazar's Scorcher
2nd-Blur
2nd-Deafness
2nd-Detect Invisibility
2nd-Ghoul Touch
2nd-Glitterdust
2nd-Horror
2nd-Invisibility
2nd-Knock
2nd-Know Alignment
2nd-Luck
2nd-Melf's Acid Arrow
2nd-Mirror Image
2nd-Power Word: Sleep
2nd-Ray of Enfeeblement
2nd-Resist Fear
2nd-Stinking Cloud
2nd-Strength
2nd-Vocalize
2nd-Web
---
3rd-Clairvoyance
3rd-Detect Illusion
3rd-Dire Charm
3rd-Dispel Magic
3rd-Fireball
3rd-Flame Arrow
3rd-Ghost Armor
3rd-Haste
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3rd-Hold Person
3rd-Hold Undead
3rd-Invisibility 10' Radius
3rd-Lightning Bolt
3rd-Melf's Minute Meteors
3rd-Minor Spell Deflection
3rd-Monster Summoning I
3rd-Non-Detection
3rd-Protection From Cold
3rd-Protection From Fire
3rd-Protection From Normal Missiles
3rd-Remove Curse
3rd-Remove Magic
3rd-Skull Trap
3rd-Slow
3rd-Spell Thrust
3rd-Vampiric Touch
---
4th-Confusion
4th-Contagion
4th-Emotion: Hopelessness
4th-Enchanted Weapon
4th-Farsight
4th-Fireshield (Blue)
4th-Fireshield (Red)
4th-Greater Malison
4th-Ice Storm
4th-Improved Invisibility
4th-Minor Globe of Invulnerability
4th-Minor Sequencer
4th-Monster Summoning II
4th-Otiluke's Resilient Sphere
4th-Polymorph Other
4th-Polymorph Self
4th-Secret Word
4th-Spider Spawn
4th-Spirit Armor
4th-Stoneskin
4th-Teleport Field
4th-Wizard Eye
---
5th-Animate Dead
5th-Breach
5th-Chaos
5th-Cloudkill
5th-Cone of Cold
5th-Conjure Lesser Air Elemental
5th-Conjure Lesser Fire Elemental
5th-Conjure Lesser Earth Elemental
5th-Domination
5th-Feeblemind
5th-Hold Monster
5th-Lower Resistance
5th-Minor Spell Turning
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7th-Summon Efreeti
7th-Summon Hakeashar
---
8th-Abi-Dalzim's Horrid Wilting
8th-Bibgy's Clenched Fist
8th-Improved Mantle
8th-Incendiary Cloud
8th-Maze
8th-Pierce Shield
8th-Power Word: Blind
8th-Protection From Energy
8th-Simulacrum
8th-Spell Trigger
8th-Summon Fiend
8th-Symbol: Death
8th-Symbol: Fear
8th-Symbol: Stun
---
9th-Absolute Immunity
9th-Bigby's Crushing Hand
9th-Black Blade of Disaster
9th-Chain Contingency
9th-Energy Drain
9th-Freedom
9th-Gate
9th-Imprisonment
9th-Meteor Swarm
9th-Power Word: Kill
9th-Shapechange
9th-Spell Trap
9th-Spellstrike
9th-Time Stop
9th-Wail of the Banshee
9th-Wish
Bag of Holding
--------------
Another Bag of Holding? Yes please. The ultimate item in inventory
management... twice over! Just more pampering for that lazy ToB-only
crowd, but while it's an essential item for them, us SoA players can
still benefit.
Potion Case
-----------
In the original game we could have walked over to Watcher's Keep at
any time and picked one of these up, and enjoyed easier potion storage
throughout all of Shadows of Amn. In the Enhanced Edition, this is the
first Potion Case we've seen. Since it does for Potions what Scroll
Cases and Gem Bags do for scrolls and jewelry, you should certainly pick
one up.
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Batalista's Passport
--------------------
Another item I grab, even though I don't intend to keep it equipped on
anybody. There will be a few cases where having more Fire Resistance
might be useful. In those cases, this ring is equipped. It spends most
of its time taking up space in my inventory, however.
I also make sure to steal the Yamato +4 and The Paws of the Cheetah from
the Bartender at the Tankard Tree Tavern... just so I have them.
Note: It costs about 540,000 gold to buy every scroll from Lazarus,
plus the Bag of Holding, Golden Ioun Stone, The Paws of the Cheetah and
Batalista's Passport-you know, the good stuff. This amount should, if
anything, help justify my stealing suggestion, as it's just not
practical to raise that much money. Of course, if you played through
Shadows of Amn, you won't really need every scroll to bring all your
Mages up to snuff. Still, to complete the spellbooks of any two Mages
expect to spend at least 100,000 gold... unless you steal. Note also
that the figure given at the begining was for a party with 20
reputation being led by a 21 Charisma Keldorn. Evil parties will pay
more.
***REWARD***
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***ITEMS***
(x=700, y=150) Potion of Superior Healing x2
***ITEMS***
(x=350, y=400) Scroll of Identify, Bluestone Necklace
(x=570, y=100) Potion of Superior Healing x5, 47 gold
***ITEMS***
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***ITEMS***
(x=700, y=200) Bullet +1 x5, 10 gold
(x=620, y=120) Scroll of Mislead, Bloodstone Ring, Arrows +1 x5
(x=1100, y=650) 8 gold
(x=1150, y=550) Angel Skin Ring, Skydrop Gem, 35 gold
***TRAPS***
(x=620, y=120)
(x=1150, y=550)
<---------------------------------------------------------------------->
19) If you want to kill Countess Sentele, just be warned that numerous
guards will show up to defend her, and some of your party members
(Jaheira and Keldorn, at least) will turn hostile. Return to Kiser for
an experience reward, a good bit of gold, and the key with which you can
rescue Ardic for a reduced experience reward. On the plus side, the
guards summoned by the Countess all drop suit of Splint Mail +1 and
Two Handed Swords +1 for your selling pleasure. If you're not evil or
you just don't want to kill the Countess, see the following steps,
instead.
***REWARD***
(For disposing of Countess Sentele)
EXP 5000 (each character)
Gold 10000
Item Secret Jail Door Key
<---------------------------------------------------------------------->
20) If you talk to Countess Sentele, she'll tell you that killing
Errard is a distinctly bad idea-far from being a traitor, it seems that
Errard is a good man, and perhaps the only thing keeping Yaga Shura out
of Saradush. Kiser apparently expects us to do his dirty work for him.
Head to the walls over Castle Saradush to find Errard (x=2370, y=700).
If you want to kill him for Kiser, note that he's a fairly strong Mage,
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but nothing a Breach and a True Sight can't fix. If you provoke Errard,
all the militia will turn hostile, which can in turn provoke townsfolk,
which... simply put, results in a huge mess. On the other hand if you
talk to Errard about Kiser, the betrayal of Saradush, and all that other
fun stuff, he'll ultimately decide to use his divination magic to find
where Ardic is hidden. We're all surprised when his magic reveals that
Ardic is somewhere in Kiser's house, and that we will have to go rescue
him ourselves.
***REWARD***
(For disposing of Errard)
EXP 5000 (each character)
Gold 2000
Item Secret Jail Door Key
<---------------------------------------------------------------------->
21) This is an aside, but since I noticed this during this point in the
quest with my evil party, I figured I'd point it out here. Along the
battlements north of Errard you'll see the common sight of Militia
Guards merrily firing away at Fire Giants (presumably too far away or
below the walls to be seen). What might not be immediately apparent is
the fact that your characters can-if AI controlled-fire at the Fire
Giants, too. These giants aren't quite as strong as later varieties
you'll be facing, but they don't seem capable of fighting back, and
they give you 8000 experience points per kill. The Fire Giants
infinitely respawn (even though they are never visible), hence providing
your characters with an endless shooting gallery-and source of
experience. Set all your characters with a ranged weapon to have the
'Standard Attack' script, turn AI on, and let your characters grind
while you... do whatever you wish. Take your vulnerable characters
(like Mages) and characters without good ranged options and put them
indoors somewhere, as this will protect them from the odd catapult
shots that might still bother you from time to time. As for the other
characters... give them Rings of Regeneration (you should have two of
them), the Ring of Gaxx, and perhaps the White Ioun Stone, if you need
more than three regeneration items. This should make good any damage
that your ranged attackers might suffer from the odd hostile catapult,
even though they shouldn't pester you too much on top of the wall. This
will go considerably faster if you've set the frame rate to 60 in the
configuration settings (hence, the game runs at double speed. Handy
stuff if you're playing through the game for the millionth time and
you're trying to speed things up.) Doing this I had gained about
1,200,000 experience in a mere fifteen minutes (200,000 per character),
and this would probably go even faster with more/better archers. I can
only imagine the gains that could be made if you let your characters
grind over night or while at work or school. Just be warned that your
characters will occassionally have banters that pause the action.
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***ITEMS***
(x=1100, y=420) 2 gold
(x=790, y=260) Potion of Master Thievery, Potion of Perception
(x=650, y=350) King's Tears, Starfall Ore
(x=550, y=600) 17 gold
***TRAPS***
(x=1120, y=500)
<---------------------------------------------------------------------->
23) Continue north-west through the doorway that Kiser was guarding
to encounter a rather high-level Mage. This is just a case of bad
scripting here, as the Mage is loathe to leave the hallways that she's
in. We know from experience that it's a bad idea to bottleneck ourselves
in front of a Mage, so don't. Just run around the corner until she
starts casting something, then run back around the corner. You can
waste a lot of her spells like this, and if you use a character like
Keldorn or Viconia, chances are they won't be affected by the few area
effect spells she'll throw at you. You can-at the very least-waste
her Time Stop sequence this way. When she is obliged to chase you,
lead her into the larger room where you entered and attack her with
your entire party.
<---------------------------------------------------------------------->
24) From where the Mage was, continue to the north-east to find Ardic
Sentele (x=880, y=250), who thanks you briefly and departs... but not
before you get an experience reward for your trouble. Return to
Countess Sentele, and she'll provide another reward. If you killed
Countess Sentele earlier, you can still rescue Ardic without having
to fight anybody in Kiser's basement (or gaining any of the loot or
experience associated with fighting them.) If you tell him you killed
his mom, he'll attack you. If you just tell him she's dead, he'll
rush off to see and you'll get an experience reward. If you just
killed Errard to effect Ardic's release, you'll get an experience
reward, although Ardic isn't too happy about it.
***REWARD***
(For rescuing Ardic Sentele)
EXP 7000 (each character)
***REWARD***
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***REWARD***
(For rescuing Ardic Sentele-after killing his mother or Errard)
EXP 5000 (each character)
***ITEMS***
(x=400, y=550) 2 gold
o======================================================================o
| |
| Gromnir Il-Khan |
| |
o======================================================================o
Sequence of Events: {WLK054}
1) Into the Prison
2) Vampires and Ghosts
3) Putting the Prison Spirit to Rest
4) Phlydian's Last Stand
5) Sneaking Through Castle Saradush
6) Freeing Vinke
7) Freeing More Prisoners
8) Strike First or be First Struck
9) Not so Elite...
10) Shadow Smite
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Prison (AR5006)
o======================================================================o
1) We're done messing around in Saradush, now and forever, and we have
several ways to proceed. Of them, I prefer to go through the Prison via
the Vampires. My protagonist can easily smite them for their juicy,
juicy experience, and it's really the only way into the Prison/Sewers
that entails anything more interesting than simply walking in. After
the four Vampires that attack are dead I bring the rest of my party
into the Prison.
***ITEMS***
(x=800, y=520) Arrow +3 x5, Bolt +3 x5, 3 gold
(x=750, y=400) Bullets +3 x10
<---------------------------------------------------------------------->
2) Go north-east through a door (x=950, y=450) to find... more doors to
the north-east. Through the southernmost door (x=1170, y=470) you'll
find another Fledgling Vampire, which my protagonist promptly destroys
in a straight fight. Through the middle door (x=1050, y=400) you'll find
a locked secret door (x=1050, y=300). Beyond you'll be bothered by a
'Prison Spirit', who pantomimes his request to you. Acquiesce and loot
the barrel at (x=1330, y=330) and grab the skull.
***ITEMS***
(x=1330, y=330) Angel Skin Ring, Skull
<---------------------------------------------------------------------->
3) My protagonist continues alone through the door at (x=850, y=250)
and smites some more Vampires. I go through another door (x=450, y=450)
and kill some more Vampires and am greeted by the Prison Spirit again,
this time his gestures indicates that some necklace is nearby. Appease
it by looting the bed at (x=500, y=720) and grabbing the Rusted Amulet.
Now go through the door at (x=470, y=600) and you'll get a message
informing you that a defiled grave in the corner contains a skeleton
bereft of its skull. Search the bed at (x=330, y=680) and place the
Skull and the Rusted Necklace on it and the Prison Spirit will show up
again, obviously requesting that you sanctify the grave with Elven Holy
Water, which we purchased earlier at the Temple of Waukeen. If you have
it in your inventory, it will automatically be used and the spirit
will lead you to a locked door (x=920, y=300) which we couldn't open
earlier. It'll open the door for us. Inside we'll find a Vampire and
a cot which contains a Bronze Ioun Stone. I don't have a use for it
just yet, but it'll come in handy, soon enough.
***ITEMS***
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***REWARD***
(For penetrating Gromnir's castle)
EXP 3000 (each character)
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standing near the door) you'll get a reputation boost. Why is this guy
named, but none of the other prisoners? I don't know. Don't bother going
through the door at (x=1000, y=950), as the guards will always go
hostile if you do. No taking shortcuts if you want to remain hidden.
***REWARD***
(For freeing Vinke)
Reputation +1
***TRAPS***
(x=1600, y=1330)
(x=1250, y=1050)
<---------------------------------------------------------------------->
7) Now head south-east and turn the corner to the south-west and disarm
or avoid the traps at (x=1520, y=1390) and (x=1460, y=1480). Why avoid
them? My Imoen was apparently not up to the challenge of disarming these
traps. Go through the door at (x=1170, y=1570) and talk to a Prisoner
(x=1050, y=1630) to get another point of reputation. Continue to the
north-west and disarm/avoid more traps (x=1140, y=1420), (x=970, y=1400)
and enter the door at (x=1830, y=1330). Avoid the trap inside the cell
at (x=770, y=1460) and talk to the final prisoner (x=750, y=1400) to
gain your final point of reputation.
***REWARD***
(For freeing a Prisoner)
Reputation +1
***REWARD***
(For freeing another Prisoner)
Reputation +1
***TRAPS***
(x=1520, y=1390)
(x=1460, y=1480)
(x=1140, y=1420)
(x=970, y=1400)
(x=770, y=1460)
<---------------------------------------------------------------------->
8) Now that all the prisoners have been freed, this is when I'd head
back, cast my Invisibility 10' Radius, and sneak through the traps to
freedom... if that's what I wanted to do. Which it isn't. Instead I
sneak my invisible party over to the door at (x=700, y=1150) and
surround the Mage. I begin with a prompt, and thoroughly fatal attack
on the Mage, after which it's just a straight melee with the surviving
guards. Most of the Fighters will use Oils of Speed to Haste themselves,
and Thieves will use Potions of Invisibility to score backstabs, but
I've more muscle than they can imagine. As long as I keep True Sight
up and make sure nobody is getting ganged up on, I'm fine, even if
these are some of Gromnir's stronger lackeys. My Fighter/Mage/Thief
protagonist starts things out with a resounding backstab on the Mage,
dealing 80 points of damage and killing her outright. I now loot the
dead guards for their potions, magical arms, and Plate Mail Armor.
***ITEMS***
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***ITEMS***
(x=520, y=1000) Bolts x160
(x=350, y=900) Fflar's Scabbard, 1 gold
(x=550, y=720) Wand of Lightning
(x=600, y=700) Arrows x160
(x=700, y=700) Acid Arrows x20, Arrows of Ice x20
(x=280, y=610) Bullets +1 x40, Bullets +2 x20
(x=470, y=600) Bullets x160, Darts x120
(x=1250, y=350) 14 gold
(x=1560, y=260) Bolt +2 x20, Bolt of Lightning x40
***TRAPS***
(x=550, y=720)
(x=1560, y=260)
Sewers (AR5013)
o======================================================================o
10) From the stairs leading to Castle Saradush, go through a secret door
at (x=2100, y=500). Immediately beyond the door awaits some Devil
Shades, pesky undead that can level drain, and when they die they turn
into two Shadow Fiends. My protagonist and Anomen (with his Mace of
Disruption +2) step forward to deal with the problem directly while
everybody else switches to a ranged weapon. If the situation is getting
out of hand, I just use Daystar to hit the enemies with a Sunray.
<---------------------------------------------------------------------->
11) To the north-west you'll find a group of Yaga Shura soldiers,
including a Duergar Sapper, an Orc Archer, and an Umber Hulk. The
Orc Archer can use the 'Called Shot' ability from the Archer Kit of
the Ranger Class. The Duergar will drop a War Hammer +2, and the Orc
Archer will drop a Composite Long Bow +1, a multitude of Arrows +1, and
Studded Leather Armor +2. Continue to the south-west and you'll find a
similar group, this time joined by two Elite Orogs. They actually bear
the description 'elite' at least a little better, as they'll drop Plate
Mail Armor, a Battle Axe +2 and some gems and/or jewelry, as well as
some Potions of Extra Healing. To the south is a Yaga-Shura Mage, who
despite his spell-buffs isn't really capable of surviving a Breach
followed by a direct melee assault (or an 84-damage backstab from my
evil protagonist, for that matter). Continue south and exterminate
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another Elite Orog, two more Orc Archers, and a Duergar Sapper. If you
hadn't guessed already, this area is another great backstab playground
for my evil Fighter/Mage/Thief protagonist... lots of corners to run
around to facilitate her hit-and-run tactics. In fact, it's so
successful here, that aside from the undead in Step #10, my evil
protagonist clears this entire level by herself... you know, for fun.
<---------------------------------------------------------------------->
12) If you keep going south you'll find another exit back to Saradush,
so go east along the southern edge of the map. When you reach a tunnel
running north-south, kill the Elite Orog, Duergar Sapper, and their
pet Umber Hulk and head south, then east, kill another Umber Hulk, and
then travel north-west to reach the middle of the map. An Orog will
worry about the return of some shadows, and his subservient Duergar will
remind him of the delicate nature of sapping. When they notice you,
they'll attack, but some Shadow Fiends will show up to distract them.
More Shadows and Shadow Fiends will show up the longer the fight runs,
but you shouldn't let that get in the way of the experience you'll get
for killing the Yaga-Shura troops, yourself. If things get too out of
hand, there's always Sunray.
<---------------------------------------------------------------------->
13) We're now exactly north of where we killed our last group of Yaga
Shura troops. To the north-west we'll find an exit from the sewers,
beyond familiar territory. Head to the north-east and dispatch another
group of Yaga-Shura troops, including a Duergar Sapper, an Elite Orog,
and a Yaga-Shura Mage, who again succumbs readily to Breach. If you
continue to the north-east, you'll find another exit to Saradush. We're
done with the Sewers, and while we may not have found anything unique,
we did get some good experience, and loot to sell.
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to speak. Just as well, branching dialogue just means more work for me.
You can take down the opposition with good old-fashioned Shadows of
Amn tactics-charge Gromnir with your warriors and have Jaheira target
him with an Insect Plague, which should spread to the Mages. This is
Throne of Bhaal, however, and I'm more inclined to flex my magical
muscle. I send my protagonist to engage Gromnir Il-Khan, while the
rest of my party (sans Edwin/Imoen) head to the stairs to hold off
Berena Elkan and Eler Had. Edwin/Imoen, for their part, start casting
a Time Stop, and With the Robe of Vecna, I should get off Time Stop
before the enemy Mages get off any offensive spells of their own. Even
though they'll certainly get off some contingencies, they've got one
fatal hole in their defenses-they will not put up any high-end spell
protections which block Horrid Wilting. Imoen casts a Greater Malison
and two Horrid Wiltings, while Edwin just casts three Horrid Wiltings.
This should outright kill the two Mages, and hurt Gromnir a good bit.
If you can catch more enemies in the area, by all means, but remember
the goal is to kill the Mages. After that, it becomes a straight melee.
Keldorn activates True Sight to neutralize Eler Had, who is overly fond
of backstabbing, but really, the fight is over for a well-prepared party
once the two Mages bite the dust.
Note: The characters in this fight have all kinds odd stat anomalies.
Gromnir himself boasts a 19 Strength, Constitution and Dexterity.
I suppose he scored some Tomes during the first game, as well? The
Mages, on the other hand, have surprisingly low stats-they both have an
Intelligence score of 15, I'm not quite sure how they can cast some of
the spells they know... but whatever. Finally, Eler Had and Berena Elkan
both have identical stats-Hit Points, base THAC0, Saving Throws, and
attributes (including an 18/50 Strength and a 19 Constitution). How
this is possible is beyond me.
***REWARD***
(For ending Gromnir Il-Khan's reign of terror in Saradush)
EXP 30000 (each character)
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
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https://www.youtube.com/watch?v=KaAYc__RtH4
<---------------------------------------------------------------------->
16) Once Gromnir and his Bhaalspawn servants are dead, Melissan shows
up, predictably too late to stop the slaughter, but well enough in
time to send you on a mission to kill more Bhaalspawn. It seems
perfectly reasonable that we could evacuate all the Bhaalspawn and
Melissan via our Pocket Plane, but Melissan insists that we save the
city of Saradush. To do that, we're going to need to take out Yaga
Shura, a powerful Fire Giant Bhaalspawn who is apparently immune to
all the harm we could bring to him. Perhaps if we visited his
birthplace, the Forest of Mir, we could discover where he developed
this power-and disrupt it. And if that fails, we'll need to go to the
Marching Mountains to find some of his fanatics, who may know the
secret behind Yaga Shura's invulnerability. Melissan leaves you to
your business now, which means, of course, looting. Here's what we'll
find:
Berena Elkan: Plate Mail Armor, Spear +3, Potions of Extra Healing x2
and 10 gold.
Gromnir Il-Khan: Full Plate Mail +2, Morning Star +3, Roranach's Horn,
Lavender Ioun Stone, Ice Star +4, Rogue Stone, Potion of Extra
Healing x2, Potion of Superior Healing x5 and 1200 gold.
Il-Khan Soldier: Studded Leather Armor +2, Composite Long Bow +1 and
Arrows +1 (varies).
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you haven't noticed, and I'd rather lighten my load than store stuff in
the Pocket Plane. All in all, everything I accumulated sells for about
90,000 gold. Hey, it pays to sell in bulk. While I'm in the tavern I
talk to Viekang again, and tell him I've discovered a way to spark his
power. He teleports off when he gets scared, so the natural solution
would be to cast a Horror spell on him! Prepare one up and give it a
go, and wouldn't you know, Viekang vanishes as explosively as he did in
Trademeet. And best of all, I get some experience for doing it. If you
talk to the Harlot near Countess Sentele's House you'll get another
small experience reward for avenging her parents.
***REWARD***
(For avenging the Harlot's parents)
EXP 1000 (each character)
***REWARD***
(For helping Viekang overcome his bravery)
EXP 2000 (each character)
***REWARD***
(For saving Karthis al-Hezzar and demanding payment)
Gold 4240
***REWARD***
(For saving Karthis al-Hezzar... just because you're nice like that)
Gold 1000
Reputation +1
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<---------------------------------------------------------------------->
19) Once you're done playing with merchants, head south and cross the
lake to the east. On the eastern shore we'll find our first Fire
Giants of the game... provided you didn't venture too far into Watcher's
Keep. Anyhow, just because this is our first fight doesn't mean it has
to be a fair one. Instead, keep your group on the rocks leading
across the water, where the Fire Giants are too big to cross. It's the
same strategy as with the Adamantite Golems, go somewhere too small for
them to follow and shoot them to death. After you're done, pick up their
juicy Fire Giant loot.
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Yaga Shura into the fight. At this point in the game I had just over
4,000,000 experience, and I saw no real need to bother leveling up.
If I lose a fight, it'll be because I under-prepared, or because of
poor execution, not because I was under-leveled.
o======================================================================o
| |
| Watcher's Keep, Level 1 |
| |
o======================================================================o
Sequence of Events: {WLK055}
1) The Knights of the Vigil
2) Sister Garlena Shopping
3) Into the Keep
4) The Western Library
5) A Sign of Things to Come
6) Main Chamber
7) The Eastern Library
8) The Priest's Room
9) Lighting the Fires
10) The Archivist's Gratitude
11) Grumpy Old Priest
12) Golem Bashing
13) Performing the Ritual
14) Subduing the Statues
15) Crafting with Cespenar I
You'll find the Knights of the Vigil, and more particularly their leader
Odren at (x=1800, y=2200). He'll kindly tell you that they're servants
of Helm sent here to guard against some great evil imprisoned within.
The great evil, he'll say, cannot forever be held by this prison, and
has corrupted the keep to the point that they can no longer make their
way to the ritual chamber to renew the seals on the evil within. Enter a
brave group of heroes willing to clear the way for them-hey, that's us!
Agree to help them and you'll be whisked away to the top of Watcher's
Keep, to work your way down. Before you get busy, talk to Brother Pol
(x=1150, y=500) and he'll give you the Vigil Stone and the Ritual
Scroll, as well as talk your ear off. There are five levels, and each is
sealed, requiring you to perform a specific task before you're able to
open the seal to the next level and continue on. As you breach the lower
levels of the keep, you'll get access to some of the side-doors, which
prevent you from having to wander down through earlier levels to reach
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o===========o
|Mage Spells| Sister Garlena
o===========o---------------------------------------------------------->
1st-Armor
1st-Blindness
1st-Burning Hands
1st-Charm Person
1st-Chill Touch
1st-Chromatic Orb
1st-Color Spray
1st-Detect Evil
1st-Friends
1st-Grease
1st-Identify
1st-Infravision
1st-Larloch's Minor Drain
1st-Magic Missile
1st-Protection From Evil
1st-Protection From Petrification
1st-Reflected Image
1st-Shield
1st-Shocking Grasp
1st-Sleep
---
2nd-Agannazar's Scorcher
2nd-Blur
2nd-Detect Invisibility
2nd-Ghoul Touch
2nd-Horror
2nd-Invisibility
2nd-Knock
2nd-Know Alignment
2nd-Melf's Acid Arrow
2nd-Mirror Image
2nd-Resist Fear
2nd-Stinking Cloud
2nd-Strength
2nd-Vocalize
2nd-Web
---
3rd-Clairvoyance
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3rd-Dire Charm
3rd-Dispel Magic
3rd-Fireball
3rd-Flame Arrow
3rd-Ghost Armor
3rd-Haste
3rd-Hold Person
3rd-Invisibility 10' Radius
3rd-Lightning Bolt
3rd-Monster Summoning I
3rd-Non-Detection
3rd-Protection From Normal Missiles
3rd-Skull Trap
3rd-Slow
3rd-Vampiric Touch
---
4th-Confusion
4th-Fireshield (Blue)
4th-Greater Malison
4th-Ice Storm
4th-Improved Invulnerability
4th-Minor Globe of Invulnerability
4th-Monster Summoning II
4th-Otiluke's Resilient Sphere
4th-Polymorph Other
4th-Polymorph Self
4th-Spirit Armor
4th-Stoneskin
---
5th-Animate Dead
5th-Breach
5th-Chaos
5th-Cloudkill
5th-Cone of Cold
5th-Domination
5th-Emotion: Hopelessness
5th-Feeblemind
5th-Hold Monster
5th-Monster Summoning III
5th-Protection From Electricity
5th-Shadow Door
---
6th-Pierce Magic
Firetooth +4
------------
Easily the best Crossbow in the game, and quite possibly the best
ranged weapon, overall. This Crossbow is a +4 specimen that creates
its own +2 Fire Bolts. Used in conjunction with a Case of Plenty it'll
lower the user's THAC0 even further, and ut can also be upgraded to +5
later. There's not a better ranged weapon in the game for Dorn, Keldorn,
or Sarevok.
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----------------------
Well, it's the best Short Sword we've found thus far, but that's not
really saying much, is it? As a +4 weapon, it's got the same enchantment
bonus as Cutthroat +4, but it also has a 15% chance to entangle targets
for four rounds. It can also be upgraded later, and all in all, it's
not a bad weapon... for a Short Sword.
***ITEMS***
(x=2050, y=1900) Paladin's Bracers, Bullet +1 x40, Bolt +1 x40,
Bolt x80, Arrow x80, Bullet x80, Dart x80, Antidote x6
(x=1900, y=1800) Potion of Extra Healing x4, Wand of Sleep,
Bloodstone Amulet, 250 gold
(x=1880, y=1800) Books, Throwing Dagger x60, Throwing Axe x60
(x=1850, y=1850) Books, 371 gold
***TRAPS***
(x=2050, y=1900)
(x=1900, y=1800)
<---------------------------------------------------------------------->
4) Continue through another door to the south-west (x=1770, y=2000) and
kill a Stone Golem before continuing through yet another door to the
north-west (x=1550, y=2000) and smiting a group of Orogs. After the
fight you'll find yourself in a library. Search the shelves for a
variety of books, the four interesting ones are as follows: Tattered
Parchments, more ritual notes which will describe a procedure we'll
perform shortly; Elminster's Ecologies, a book which details rare
enemies we'll find later in the keep; and a Handwritten Note,
essentially a series of codes we'll use later on in the keep. The Golem
manual is a nifty book which summons a Flesh Golem for 10 rounds. Flesh
Golems are pretty weak by now, but we can upgrade the book into
strategic relevance, later.
***ITEMS***
(x=1600, y=1800) Tattered Parchment,
Elminster's Ecologies: Appendix IIIa
(x=1500, y=1700) Handwritten Note
(x=1300, y=1600) Golem Manual, 8 gold
(x=1200, y=1550) Tattered Parchment, Darts of Wounding x20, 2000 gold
<---------------------------------------------------------------------->
5) Continue through another door at (x=900, y=1550) to enter a room
with a rather ominous statue. Any Dungeons and Dragons veteran worth
their salt knows just by looking what particular critter that is, but
I won't ruin the surprise for you if you don't. Anyways, this room
contains some decent loot, the Crimson Dart +3 is a nice ranged weapon
for Edwin. It sure beats giving him Fire Tooth +3, which should always
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stay on Jaheira as her ranged option. Also you'll find your first
infinite ammo case, just too late to be of any use. After all,
Firetooth +4 shoots off its own unlimited supply of '+2 Fire Arrows'.
Make sure to grab the Bell, which just screams 'quest related', and note
that there's another copy of Elminster's Ecologies-they really expect
you to know how to kill those critters listed therein.
***ITEMS***
(x=770, y=1200) Bullet +3 x10, Crimson Dart +3, Iol Gem,
Potion of Superior Healing, Chain Mail Armor +2,
History of the Imprisoned one
(x=600, y=1150) Case of Plenty +1, Elminster's Ecologies: Appendix IIIa
(x=500, y=1220) Bell
***TRAPS***
(x=770, y=1200)
(x=600, y=1150)
<---------------------------------------------------------------------->
6) Go through the door at (x=850, y=1200) and explore the main chamber
of this level, which is lined by statues. Who's guessing they won't
remain inactive forever? You may run into a few Mephits here, smite
them and note the two prominent features in this room. In the middle of
the level at (x=1450, y=1150) you'll find the inactive gate to the
next level. Its inactivity probably has something to do with the statue
at (x=700, y=700) depicting a figure with a book, a bell, and a candle.
One down, two to go, eh? Don't grab the Holy Book just yet, as the two
statues nearby will animate and attack. We'll deal with them shortly,
and there's no harm in leaving the Holy Book alone until we have the
bell and the candle.
***ITEMS***
(x=800, y=800) Holy Book
<---------------------------------------------------------------------->
7) Return to the main chamber and head across to the the first door
after the entrance (x=2000, y=1100). It's time to hit the eastern side
of the map. Through the door you'll face a collection of Shadow Fiends
and Shadows, and if they didn't trouble you in the Sewers under
Saradush, they won't trouble you now. Grab the Wardstone and head
through the door to the south-east (x=2770, y=1200) and loot the room
in the south-eastern corner to score a second Wardstone and another
Tattered Parchment. Go through yet another door to the south-west
(x=2600, y=1400) and destroy a Spellhaunt. More looting awaits you,
including another Handwritten Note and a Key.
***ITEMS***
(x=2250, y=900) Wardstone
(x=2450, y=1050) Potion of Superior Healing
(x=2550, y=1300) Tattered Parchment
(x=2800, y=1220) Wardstone, Potion of Superior Healing,
Scroll of Sphere of Chaos, Small Shield +2
(x=2400, y=1520) Handwritten Note
(x=2600, y=1500) Key, Potion of Extra Healing x4, King's Tears
<---------------------------------------------------------------------->
8) Now return to the room where you killed the Shadows, disarm the trap
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***ITEMS***
(x=2000, y=600) Tinderbox, Ammo Belt
(x=1900, y=600) Scribbled Note, Potion of Superior Healing x2
(x=1850, y=600) Quiver of Plenty +1, Handwritten Note
(x=1650, y=750) Gold Ring, Old Slippers
***TRAPS***
(x=2000, y=900)
(x=1800, y=750)
(x=2000, y=600)
(x=1850, y=600)
<---------------------------------------------------------------------->
9) If you haven't gathered from the multitude of hints the game has
given, it's time to go to the kitchen. Go back into the main chamber and
go through the door at (x=660, y=900) to reach the room in the
north-western corner of the level. In this room you'll find an Ooze
Mephit, three Green Slimes, and an Ochre Jelly. All you really have to
watch out for is the Ooze Mephit's Stinking Cloud, but this shouldn't be
of too much concern. Reduce them and go into the room, where you can
claim the Candle. Two down. Light the fireplace at (x=300, y=1100) for
some yummy quest experience.
***ITEMS***
(x=700, y=950) Bullets +2 x20, 1 gold
(x=600, y=900) Wand of the Heavens
(x=350, y=1050) Candle, Arrows +3 x20, Bolts +3 x20, Bullets +2 x20,
9 gold
***REWARD***
(For lighting the fires in the kitchen)
EXP 4000 (each character)
<---------------------------------------------------------------------->
10) After lighting the fires, the Archivist will appear and thank you.
He'll tell you about another ghost here, that of an old Priest who has
become forgetful in his old age. He warns you that the Priest has
developed quite a temper, and can be placated with his Old Slippers
(which we already have). He will also tell you that to gain access to
the lower level, we have to complete a ritual, first. Return to the
main chamber and head over to the large double doors at
(x=1400, y=700). These doors can be opened with the key we found in
Step #7.
<---------------------------------------------------------------------->
11) Head inside and ignore the imposing pair of Guardian Golems on
either side of the room. Activate the tomb at (x=1400, y=400) to summon
the Priest. He'll be very cranky, and will attack when you summon
him... unless, of course, you brought his slippers. He's an undead
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Cleric, but far from being a bother like a Lich, he doesn't have the
spell defenses to make him truly threatening. He'll summon some
Skeleton Warriors to help him, but the Golems apparently decided they
had better things to do than bother me. Still, it's more rewarding
to give him his slippers. He'll even let you look through his
sarcophagus! Nobody likes having cold feet. Don't dwell on the fact
that, in terms of overall experience, you just gained about twice as
much experience for handing over a pair of Old Slippers as you did for
killing any Dragon thus far encountered.
***REWARD***
(For placating the Priest by giving him his Old Slippers)
EXP 20000 (each character)
<---------------------------------------------------------------------->
12) Once the Priest is dealt with, one way or another, search his
sarcophagus again to take a peek at his ceremonial robe, which will
allow you to see the Holy Ritual - Chapter XII, Verse XIV, as well as
earn you some experience. Well, there is only one thing left to do.
There's a statue that can be looted... some Golems that still haven't
gone hostile yet... we all know what's going to happen. Loot the statue
at (x=1050, y=400) and the Golems... do nothing. Huh. Umm... Oh right,
the Wardstones. Put them on the ground and the Golems will finally turn
hostile. Run to any smaller doorway and shoot them to death. Or if
they're extra dumb, they'll get caught on one another. Either way,
dispose of them for some experience. They're not nearly as strong as
Adamantite Golems, since they lack the damage resistance, but they're
still worth the kill. Stupid, obedient, wardstone-controlled Golems...
***REWARD***
(For searching the sarcophagus and learning the last part of the ritual)
EXP 8000 (each character)
<---------------------------------------------------------------------->
13) Now it's time to perform that ritual. Head up to the large statue
at the end of the main chamber (x=700, y=700) and search the altar
(x=900, y=800). It already contains the Holy Book we need, so place
the other two components (the Bell and the Candle) on the altar. The
two Statues nearby will animate and attack, but they're just melee
enemies... Smite them and loot one for the sword Foebane +3. The
'Guardian' will ask you to complete the ritual. The answers you need to
give are listed below, in order:
***REWARD***
(For completing the ritual)
EXP 25000 (each character)
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potent this spell really is. I split the party into three groups, the
strongest of which goes after those statues immediately to prevent them
from casting their spells.
Note: During my first playthrough with the good party (the one around
which I based the original version of this guide) Foebane +3 did not
drop. I had remembered this weapon (useless, though it may be) from
previous playthroughs. Of course, since I didn't receive it, I couldn't
comment on it, and as a rule I refuse to look things up in wikis and
other resources for omissions my guides might have. Fortunately, it
dropped with my evil party. Long story short, sorry for the omission
of this weapon previously, for those of you who followed v1.00 of this
FAQ. I was aware of it, and I did get around to correcting
it-eventually.
<---------------------------------------------------------------------->
14) Once the ritual is complete, the remaining four statues will react
and attack. This includes the Gnoll Statue, the Golem Statue, and
the two Thief Statues, one of which is an archer, and the other of which
attacks in melee. I saw no real need for a special strategy, I let them
come to me and when they did, I had my protagonist cast Stoneskin. He
went to engage the archer, while the rest of my party ganged up on the
others and cut them all down one at at time. The melee Thief Statue will
drop Usuno's Blade +4, which really wants to be Celestial Fury, but
alas, it is not. The Archer Thief will drop an assortment of Arrows +3,
Arrows of Fire, Arrows, a Long Bow +3, and another Suryris' Blade +2.
You can now go through the portal to the next level at (x=1450, y=1150).
<---------------------------------------------------------------------->
15) Before you go, however, there are a few new items Cespenar can
create for us:
Blessed Bracers
---------------
(10000 gold)
(Paladin's Bracers)
First, if we're willing to spend 10000 gold we can upgrade the Paladin's
Bracers into Blessed Bracers. For that price, the bracers gain the
ability to cast Cure Critical Wounds once/day, and cast Resurrection
once/day. First, Cure Critical Wounds a day is nice, but not nearly as
nice as the Armor Class The Brawling Hands give Keldorn, and second...
we all know how I feel about Resurrection. If you don't die, you won't
need it.
Case of Plenty +2
-----------------
(5000 gold)
(Case of Plenty +1)
If you have Firetooth +4, you don't need this... except, however, that
the THAC0 bonuses from the bow stack with the ammunition. That's right,
at the point at which my Keldorn had this upgrade available, his
THAC0 was -9 for Firetooth, and -11 if he was using these arrows.
What's 5000 gold in exchange for a reduced THAC0? Note that this also
applies to the Quiver of Plenty +2. Imoen's THAC0 with the Gesen Bow
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was a base of 6, but with the Quiver of Plenty +2, it went down to 4.
Win.
Foebane +5
----------
(5000 gold)
(Foebane +3)
(Fflar's Scabbard)
Finally, I'm able to record this weapon for version 1.01, after it
didn't drop the first time around in my version 1.00 playthrough. This
Bastard Sword is actually pretty damn good... its ability to cast
Larloch's Minor Drain each hit is tantamount to regeneration, stealing
four Hit Points per hit from the target and giving it to the attacker.
Good stuff. Also, this weapon deals extra damage against undead,
shapeshifters, and extra-planar beings... a huge host of creatures that
we'll be fighting a lot of... at least the undead and extra-planar
critters. The +1 bonus to saving throws is just icing on the cake.
Note that while the Larloch's Minor Drain isn't subject to a saving
throw, it is subject to magic resistance. I wouldn't consider this
weapon competition for other great one-handed weapons we'll get later
like the upgraded Flail of the Ages, Crom Faeyr, or the Axe of the
Unyielding... I wouldn't even say it's as good as Angurvadal, Spectral
Brand, or Hindo's Doom, but it's a decent brute-damage weapon, in any
event.
Quiver of Plenty +2
-------------------
(10000 gold)
(Quiver of Plenty +1)
(Rogue Stone)
o======================================================================o
| |
| Watcher's Keep, Level 2 |
| |
o======================================================================o
Sequence of Events: {WLK056}
1) The Elemental Level
2) Information Imp
3) Activating the Air Lab
4) Air Library
5) Smashing Spiders
6) Slime Library
7) Sacking the Slime Lab
8) Infecting the Ice Lab
9) Mist Murder
10) Ice Library
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has been waiting around for a very, very, long time. Since you told it
that the masters are dead, it'll tell you a bit about the level-first,
the Chromatic Demon apparently caused the conflict that killed the Mages
who imprisoned it. Second, the four elements used by the oft-competing
Mages are Air, Slime, Cold, and Fire. Slime? Whatever. Each Mage's
creations, pets, and guardians were segregated to their own labs, and
thanks to the Chromatic Demon's insinuations and lies, the Mages
conspired against each other. You'll need to use one Mage's elemental
powers against the creatures of another to kill them. First, however,
we need to get the fans started to power up the level. The Fire
Library Note will let you know that the Chromatic Demon is weak
against fire when it's in its ice incarnation. The Wand of Cursing
might seem like a nifty item, but since all of its effects can be
negated by one save (with no penalty) it's rather obsolete by now. I've
said it before, but why not just use Chaos, instead? Multiple targets,
and they must save at -4.
***ITEMS***
(x=1400, y=1050) Potions of Superior Healing x6, Throwing Axes x50,
8 gold
(x=1200, y=1200) Silver Necklace, 1 gold
(x=1000, y=1050) Silver Necklace, Dart of Wounding x20,
Arrows of Fire x40, Arrows of Ice x40, Acid Arrows x40,
Bolt of Lightning x40
(x=1000, y=950) Throwing Dagger x40
(x=1100, y=880) Antidote x4, Elminster's Ecologies: Appendix IIIa,
Handwritten Note
(x=1260, y=760) Potion of Cloud Giant Strength, Arrows +3 x40,
Potions of Superior Healing x5, Bolts +3 x40,
Bullets +4 x20, Wand of Cursing
(x=1360, y=860) Fire Library Note, Dart of Stunning x20, Dart +1 x20,
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***TRAPS***
(x=1350, y=1000)
(x=1150, y=950)
(x=1260, y=760)
(x=1360, y=860)
(x=800, y=1400)
<---------------------------------------------------------------------->
3) Go through the door to the north-east at (x=1800, y=650) to reach the
air lab and activate the wheel in the center of the room
(x=2050, y=500). Once the fan starts up, Greater and Lesser Air
Elementals and the Guardian of Air will show up and lightning will shoot
all over the place. If you send Jaheira in to do this alone, she'll be
protected from damage due to her Harper Pin... at least from the
electricity. Run back to the fire library and gang up on the Elementals
and the Guardian with your full party. Kill them and grab the Air
Scepter from the remains of the Guardian of Air. Return to the air lab
with Jaheira and have her activate the wheel again to turn the fan
setting up to high-which should also get rid of the annoying lightning.
<---------------------------------------------------------------------->
4) Now close the door separating the fire library and the air lab,
leave the fire library and head back to the central room. Go through
the door to the north-east (x=2400, y=1300) to enter the air library.
Kill the Golems guarding the Air Library (for me it was two Clay Golems,
a Stone Golem, and an Iron Golem-most of which Anomen/Korgan merrily
smote with a single swipe of Crom Faeyr), then open the dorr to the
north-west. The whole point of this is to get the air flowing from the
air lab, through the air library, and down into the slime lab. Grab the
Air Library Note and it'll mention two things worth noting-first, that
the Chromatic Demon's slime incarnation is vulnerable to lightning.
Second, that we need to open the south-western door to the slime lab to
blow the poison mist out of the room and leave the creatures in the
slime lab vulnerable. So open the door connecting the air library and
the slime lab (x=3400, y=1400) and retreat-feel free to kill whatever
Poison Mists and Green Slimes venture out of the lab after you, but do
not head into the lab yourself. If you insist on heading into the slime
lab, you'll find that the enemies have very high damage resistance, and
Green Slimes constantly respawn. Head back to the central room.
Note: You may also encounter two Ice Golems, two Iron Golems, and a
Sand Golem-a pretty rough fight.
***ITEMS***
(x=2600, y=1000) Silver Ring, Bullets +3 x20, Bullets +2 x40,
Bolts of Lightning x40
(x=3000, y=900) Air Library Note
(x=3100, y=950) Dart +1 x40, Bullets +1 x40, Sunstone Bullets x20,
Antidote x3, Bolts of Lightning x40, 1 gold
(x=3100, y=1000) Elminster's Ecologies: Appendix IIIa, Handwritten Note
***TRAPS***
(x=2650, y=1150)
(x=2800, y=1050)
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<---------------------------------------------------------------------->
5) From the central room, head through the door to the south-east
(x=2400, y=1800) to reach the slime library. Don't go in too far, as
traps abound, instead creep forward to see what greets you. In this case
it's a handful of Mutated Spiders, a pair of Vortex Spiders, and a pair
of Sword Spiders. Don't let their size fool you, the Mutated Spider's
poison is lethal, and they hold up fairly well in melee combat, too. My
protagonist, however, is immune to poison thanks to the Ring of Gaxx,
and is once again my response. Any damage he might sustain can be
negated by Stoneskin, or more lazily, regenerated after the fight due
to the Ring of Gaxx. Vortex Spiders can create a 'Vortex Web' that
inflicts Slow upon a character, but overall, they're not that
threatening. Is there anything that can kill my protagonist? Yes. But
I've made it very hard for most things to kill him. Since we know where
the enemies are ahead of time, Edwin simply tosses out a Horrid Wilting
to speed things up.
Note: The creatures in this lab do not appear until you approach one of
the doors leading to the slime lab. Since we did this in Step #5, you
should have friends waiting for you in the slime library. In fact, most
of the library encounters seem to work like this-so if the library is
apparently empty when you first visit, check back after visiting
adjacent labs. Also note that instead of the encounter listed above, you
could instead have to face six Mutated Spiders.
<---------------------------------------------------------------------->
6) Once the spiders are dead, I begin slowly searching the room for
traps, as is mandatory in dungeons like this. After we've disarmed the
traps, loot and read your pilfered Slime Library Note. It'll tell us
that the Chromatic Demon is weak against acid and poison in its air
incarnation, and that we can kill whatever lurks in the ice lab by
blowing the poison mist from the slime lab through the slime library
and into the ice lab.
***ITEMS***
(x=2550, y=2100) Elminster's Ecologies: Appendix IIIa,
Arrows of Piercing x40
(x=2900, y=1900) Key, Antidote, 73 gold
(x=3000, y=2200) Bolt of Biting x40, Acid Arrows x80, Antidote x2,
38 gold
(x=3200, y=2100) Slime Library Note, Potion of Extra Healing x5
***TRAPS***
(x=2650, y=2100)
(x=2800, y=2100)
(x=2900, y=2100)
(x=2700, y=2300)
<---------------------------------------------------------------------->
7) I keep everybody but my protagonist in the central room and open
the door to the slime lab at (x=3400, y=1700), which can be opened with
the key we found in the slime library. The poisonous gases in the slime
lab should blow harmlessly past my protagonist and begin to foul up the
slime library, leaving the slime lab free of toxins and safe for my
party to plunder. They head up to attack the slime lab through the air
library, and once they begin fighting in the slime lab, my protagonist
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joins them from the south. The Giant Snake is the 'boss' of the lab, and
will drop the Slime Scepter when it dies. It can also stun if it hits,
so make it your priority in combat. Be sure to loot the central slime
pit (x=3600, y=1600) for the Flail Head (Poison) yet another part of
the wondrous Flail of the Ages, which has long needed-and now received-
an upgrade. Note that this pit in the middle of the room can deal damage
to you if you stand too close (you'll know this is happening if the
Melf's Acid Arrow symbol is on a character and they are... you know,
dying.) My protagonist, wearing the Cloak of Mirroring, is immune to
this effect and can safely approach-and loot-the acid pool.
***ITEMS***
(x=3600, y=1600) Flail Head (Poison), Antidote x5
<---------------------------------------------------------------------->
8) My protagonist heads back into the slime library, which is now
filled with the poison mist from the slime lab. I head through quickly
so I don't suffer much damage and open the door to the ice lab at
(x=2350, y=2500). Once the door is open and the mist is in the lab,
I bring forth any character with a highly-enchanted ranged weapon.
Since the Ice Mists and the Ice Golem won't leave their lab, I just
shoot them to death. If you don't send in the poison mist, the Ice
Golem and Ice Mists are just outright immune to damage. Note that even
with the poison mist, the Ice Golem is still immune to anything less
than a +3 weapon. Also note that despite the benefits granted by the
various unlimited ammo items, they do make otherwise powerful weapons,
like the Gesen Bow, count as +2 when they normally count as +4. Adjust
as necessary. Grab the Ice Scepter from the remains of the Ice Golem,
as well as a Horn. If you choose to do battle inside the ice lab
(not recommended) you'll take damage from the poison mist, and you'll be
slowed-apparently from the cold.
<---------------------------------------------------------------------->
9) To reach the ice library, I close the door separating the slime
lab from the slime library so I can safely walk through the ice lab.
I send my protagonist through the door (x=1800, y=2500) alone, as he'll
encounter some mists in the ice library. A pair of Vampiric Wraiths,
a Wandering Horror, and a Poison Mist are my greeting party, and since
the Vampiric Wraiths like to go invisible when they're hurt and chase
after Imoen/Edwin, I close the door behind me and cast True Sight. THEY
can't open doors, those lazy incorporeal bastards.
<---------------------------------------------------------------------->
10) Once they're dead, I disarm the traps in the room and loot as
normal. The Wand of Spell Striking is a handy Mage-killer, since it
blasts the enemy with Breach and Pierce Magic at the same time. Sure,
we can Spell Trigger better defense-breaching spell assaults, but it's
handy in a pinch. Also grab the second horn. I wonder if it goes on
something, something unadorned, that could use two horns on it. A
helmet, perhaps? Finally, the Ice Library Note gives us the obvious
advice that the Chromatic Demon in its natural, or 'fire incarnation'
can be harmed by cold. It'll also tell you that to kill the Fire Giant
in the fire lab, you need to lure the Fire Elementals in the lab into
the ice lab, and kill them there.
***ITEMS***
(x=1300, y=2350) Arrows of Ice x40, Arrows of Fire x40, 6 gold
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***TRAPS***
(x=1400, y=2250)
(x=1350, y=1950)
(x=1100, y=2100)
<---------------------------------------------------------------------->
11) Well, let's put that plan into motion. Open the door at
(x=700, y=1800) and wait for a Greater Fire Elemental to spawn. Avoid
the Fire Giant and lure the Elemental into the ice lab. This isn't
difficult, because the Fire Giant won't wander too far form the lab.
Once they enter the ice lab they'll freeze, you'll gain 22,000
experience, and you can then shatter them with a single blow. Once
four Elementals have bit the dust you'll be able to tackle the Fire
Giant. Since he won't leave the fire lab for long, you can kill it with
ranged weapons (or do hit-and-run backstabs). When it dies, loot its
body for the Fire Scepter, the Helm of the Rock-hey, that's where the
Horns go!-and 100 gold.
***ITEMS***
(x=500, y=1600) Potion of Fire Resistance x3
<---------------------------------------------------------------------->
12) Now it's time to free the Chromatic Demon. But first, let's prepare,
just in case it decides to-against all odds-turn hostile on us. I know,
why would a trapped demon ever turn on its rescuers? But still, better
safe than sorry. The Chromatic Demon randomly shifts its form, which
opens it up to various types of damage, and makes it immune to
everything else. Instead of preparing spells for every form, I instead
focus on one form. I prepare as many fire spells as I can and wait for
it to turn into its ice incarnation. Why fire? Fire has some of the
best, direct damage, single target spells, like Flame Arrow and Flame
Strike. Also, Keldorn and Jaheira readily do damage with Fire Tooth +3
and Firetooth +4, and Aura of Flaming Death and Fire Shield (Red) allow
us to deal damage defensively! Naturally, I'll have to focus all the
magic I can on the Chromatic Demon in order to take it down quickly, as
if it shifts form... well, trouble may ensue. Before I free the critter,
I prepare multiple cases of fire-damage spells, then chain up the
spells via Spell Trigger and Spell Sequencer (which can each instantly
shoot off three Flame Arrows). I wait until the Chromatic Demon turns
into the ice incarnation and quickly activate the cage (x=2100, y=1400).
When he comes out, he'll decide to take his anger out on us. Truly, I
am astonished. Anyways, as soon as the fight starts Imoen/Edwin begins
casting Time Stop, while my protagonist lets loose his Spell Trigger.
During the Time Stop sequence, Imoen/Edwin fires off a Spell Trigger,
Spell Sequencer, and Minor Spell Sequencer all in one go (alternatively,
Edwin has the luxury of simply casting three Incendiary Clouds in one
Time Stop sequence-a very effective technique, especially if he's got
somebody to serve as bait. Korgan in Red Dragon Scale armor with a
Ring of Fire Resistance, for example, or Viconia with such a ring and
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Aura of Flaming Death active). This should be more than enough to kill
the Chromatic Demon. Loot the dead demon for the Circlet of Netheril,
the Portal Key, and Ixil's Spike, a rather weak 'Dagger' that is part
of a very powerful weapon. We can now access the portal at
(x=2400, y=1400).
***REWARD***
(For unleashing the Chromatic Demon from its prison)
EXP 20000 (each character)
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Chromatic Demon {VID012}
https://www.youtube.com/watch?v=av1XuwBOr68
<---------------------------------------------------------------------->
13) First, however, I need to pay Cespenar a visit. He can create a
few new toys for us, including:
Circlet of Netheril
-------------------
(5000 gold)
(Circlet of Netheril)
(Bronze Ioun Stone)
What Mage wouldn't be better off with ten more Hit Points and a bonus
7th and 8th level spell? Well, I'll keep Vhailor's Helm, but
Imoen/Edwin, or any other helmet-shy Mage will surely benefit from
the Circlet of Netheril.
Not the greatest upgrade in the world-the Flail of the Ages was already
an awesome weapon with a +3 modifier, though, and having an extra bonus
to hit, two extra points of damage, and a lower speed factor is
certainly worth the 5000 gold. Besides, you need to upgrade this step
to make the next-and final-upgrade to the weapon.
Eh... so it gets the ability to cast Aura of Command three times per
day. It still doesn't say that it protects my skull from critical
hits. Frankly, I want to kill enemies, not scare them, and a -2 save
still doesn't beat Chaos.
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o======================================================================o
| |
| Watcher's Keep, Level 3 |
| |
o======================================================================o
Sequence of Events: {WLK057}
1) Yakman
2) Yakman's Abode
3) Unraveling the Maze
4) Making the Best of a Baatezu Situation
5) Tiefling Attack
6) Goodnight Ladies, Ladies Goodnight
7) More Demonknights
8) The Purifier
9) Quasits Gone Wild
10) Glabrezu, Red and Blue
11) Terrorizing Tahazzar
12) Ka'rushing Ka'rushur
13) Destroying the Demon Wraith
14) Aesgareth's Game
15) The Half-Demon in the Details
16) Sigil Smackdown!
17) Crafting with Cespenar, III
18) The Deck of Many Things
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portals nearby. If you head through the portal to the north, you'll be
returned back to the beginning of the area. On the other hand, if you go
through the portal to the south (x=900, y=700) you'll be transported
outside of Watcher's Keep. That's right, Yakman was camping right near
the exit portal the whole time... if only he had the Vigil Stone with
which he could have effected his egress...
***ITEMS***
(x=850, y=350) Madman's Journal, Diamond, Dart of Stunning x5,
Studded Leather Armor +1, Long sword,
Scepter of Radiance, 42 gold
***TRAPS***
(x=850, y=350)
***REWARD***
(For restoring Tamorlin's sanity)
EXP 5000 (each character)
<---------------------------------------------------------------------->
3) Now, one of the great things about writing a FAQ (from the FAQ
writer's perspective) is how much more you learn about the game.
Something about writing things down, trying to make it legible and
easy to understand, and to test every possibility just seems to add to
one's knowledge. Funny thing, that. Difficult battles, complex-seeming
character relationships, and in-game mazes and puzzles are of particular
interest to me. The more detail a writer can provide, the more confident
you can be that said writer actually understands the game (and this
makes following the writer's advice easier to stomach). So, instead of
just providing you with a step-by-step walkthrough of this dungeon, I
feel compelled to provide a map, to show you how it works. And yeah,
you guessed it, creating this unwieldy beast did much to improve my
understanding of this part of the game.
o===============================================o
| Key |
o===============================================o
(AR3000) Outside Watcher's Keep
(AR3003) Compass Room
(AR3004) Baatezu Room
(AR3005) Tieflings
(AR3006) Succubus and Alu-Fiends
(AR3007) Cambion and Demonknights
(AR3008) Cornuguns vs. Balor
(AR3009) Quasits Playing with Wild Magic
(AR3010) Glabrezu Summoners
(AR3011) Yakman's Abode
(AR3012) Tahazzar and Company
(AR3013) Ka'rashur and Company
(AR3014) Demon Wraith and Slave Wraiths
(AR3015) Aesgareth's Enclave
[DEAD] Dead Magic Zone-All Spell Fail
[NORM] Magic Functions Normally
[WILD] Wild Magic Zone
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|| | |
|| |(AR3014)|
|| | |
|| o========o
|| ^|
|| ||
|| ||
|v |V
o========o o========o o========o o========o
| | | | | | | |
|(AR3013)| |(AR3007)|<---|AR(3007)| |(AR3003)|
| [NORM] | | [NORM] |--->| [NORM] | | [NORM] |
o========o o========o o========o o========o
| ^| ^
| || |
| || |
v || |
o========o o========o || o========o
| | | | || | |
|(AR3010)| |(AR3013)| || |(AR3010)|
| [NORM] |--->| [NORM] | || | [NORM] |
o========o o========o || o========o
|| |
|| |
|| |
|v V
o========o o========o o========o o========o o========o
| | | | | | | | | |
|(AR3009)| |(AR3005)| |(AR3003)|<---|(AR3005)|<---|(AR3010)|
| [WILD] |--->| [WILD] | | [NORM] | | [WILD] |--->| [NORM] |
o========o o========o o========o o========o o========o
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magic. Some areas are magic dead zones (the blue rooms), where you'll
suffer a 100% spell casting failure rate. Others are wild magic zones
(red rooms), where magic becomes... unpredictable. For either one, you
should consider the area a no-magic zone, since wild magic is at least
as harmful as just not casting anything at all, and potentially much
worse. What route you want to take will depend on your alignment. This
maze houses two powerful groups of hellions, a group of Tanar'ri led by
Tahazzar (AR3012), and a group of Baatezu led by Ka'rashur (AR3013).
If you are evil or neutral, and you pick dialogue option #3 when dealing
with either one of them, they'll go ask you to kill the other one. Once
you've spoken to one, the other will 'smell' the other on you and
attack. There's a decent reward for neutral or evil parties if you bring
the heart of one back to the other, and note, it's your protagonist's
alignment which matters, not anyone else's. The reward is the same
either way, so what's your motivation for picking one over the other?
Baatezu are lawful, and Tanar'ri are chaotic. That's about it. The best
thing to do is to side with one or the other, get the reward, and then
exterminate the group you sided with, too. They are, after all, evil
creatures, regardless of whether they're chaotic or lawful. If you have
a good protagonist, you'll just have to fight them when you meet them.
It doesn't always pay to be good, it seems. Which you want to side
with, if either, will affect your route through this place, as listed
above. Since, however, this is your game and I don't feel like writing
three different routes, I will detail each area in order by its
(AR####), and let you pick your own route through the maze. With my
suggestions and map, above, this shouldn't be too much trouble for you.
***TRAPS***
(x=500, y=450)
(x=1100, y=470)
(x=1100, y=850)
(x=500, y=850)
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stay away from the enemies with my protagonist and provoke them into
using-and wasting-their abilities. If push comes to shove, however, I
respond with overwhelming Greater Whirlwind attacks of my own, and by
now my protagonist, Keldorn, Korgan, Minsc/Sarevok, and Jaheira can
all contribute. They'll also have a dog, Aranthis, with them, but I'll
be damned if I could see what it did other than bark and get in the way.
It sure didn't put up much of a fight. Both of the Tiefling Fighters
dropped a pair of Battle Axes +2, a Potion of Fire Giant Strength, some
Potions of Superior Healing, a suit of Plate Mail Armor, and 48 gold.
The Tiefling Thief dropped a suit of Leather Armor +3, a Dagger +2, a
Short Sword +2, two Potions of Superior Healing, and 242 gold. Aranthis
dropped a Dagger +1... makes me wonder where he kept it... and the Mage
left behind a Bloodstone Amulet, a Wand of Spell Striking, a Cleric's
Staff +3, and 110 gold.
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***ENHANCED EDITION***
I really don't remember the Glabrezu using their area-of-effect spells
in the vanilla edition, but maybe my memory is going?
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***ITEMS***
(x=650, y=300) Arrows +3 x10, Potion of Superior Healing x2,
Throwing Dagger x2, 1920 gold
***TRAPS***
(x=650, y=300)
***REWARD***
(For bringing Ka'rushur's Heart to Tahazzar)
EXP 20000 (each character)
Item Specter Gem
Item Thieves' Hood
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Tahazzar {VID013}
https://www.youtube.com/watch?v=THhlLhKVkK0
***ITEMS***
(x=970, y=370) Potion of Superior Healing, Laeral's Tear Necklace,
Star Sapphire, Arrows +3 x10, Throwing Axes x5,
Studded Leather Armor +2, 450 gold
***TRAPS***
(x=970, y=370)
***REWARD***
(For bringing Tahazzar's Heart to Ka'rashur)
EXP 20000 (each character)
Item Specter Gem
Item Thieves' Hood
***VIDEO***
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https://www.youtube.com/watch?v=VFi6bRjOr3Y
***ITEMS***
(x=500, y=400) Plate Mail +1, Scroll of Mantle
(x=570, y=480) Bolt +2 x20, Potion of Superior Healing x2,
Wand of Spell Striking, Bloodstone Ring
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***TRAPS***
(x=500, y=530)
(x=600, y=500)
(x=600, y=630)
(x=620, y=800)
(x=900, y=630)
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Demon Wraith {VID015}
https://www.youtube.com/watch?v=4ciO4UPPseQ&noredirect=1
o===============o=======================================o
| Our Wager | Effect |
o===============o=======================================o
| |If you lose, Aesgareth will ask for the|
| |Scepter of Radiance. You can refuse to |
| |pay up and provoke a fight, or give it |
| The Way Out |to him. He and his companions will |
| |leave, and he will (true to his word) |
| |leave the Scepter of Radiance with you |
| |when you're done, as well as the |
| |Scepter Gem you need. What a nice guy! |
|---------------|---------------------------------------|
| |If you lose, Aesgareth will cast |
| |'Energy Drain', which will take away |
| Experience |10000 experience from the character who|
| |played him. This effect will be blocked|
| |by the Cloak of Mirroring. |
|---------------|---------------------------------------|
| |If you lose, Aesgareth will cast |
| |'Vitality Drain', which will |
| Vitality |permanently drop the player's Hit |
| |Points by 10% (rounded up). This effect|
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Now, to make things simpler for us. Aesgareth will only play three
games against us (win or lose), and on the third play he will insist we
play for the way out. There are two items we want, and we have two games
in which to win them. The Scroll of Wish is nice, but not necessary, but
you should absolutely try to win the Spectral Brand. Of course, there's
no reason we can't win both. If you lose, reload. Because of an inquiry
by the magnificent Lee Kadel, I looked into how this little game works
using the wonderful Infinity Explorer program. Since I bothered to
discover how it works, I feel compelled to explain it, for you curious
people out there-and to show off that I do, indeed, strive to understand
this game. For you impatient folks... here's the quick version:
1st Draw: Bet your vitality or experience against the Scroll of Wish.
You have a 25% chance to win this round-you must draw the 'STRIFE' card,
and he must draw 'TRIUMPH'.
3rd Draw: You must bet the way out against Aesgareth's Scepter Gem.
You have no chance of winning this round. Seriously, he will always
draw the 'WHEEL' card and beat you. Either gracefully conceed defeat,
or fight him over it. The latter is the better option, because you
then gain the Deck of Many things for yourself.
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<---------------------------------------------------------------------->
15) This game is actually pretty simple when you get a good peek at it.
There are only eleven different cards that can be drawn during the
game-you can draw six, Aesgareth can draw five. You will always get one
of two cards (randomly determined) each draw, save the third draw,
where Aesgareth only has one possible draw. Therefore, the number of
games you've played is the greatest (read: only) factor in determining
what cards you and Aesgareth can draw, and hence, your odds of success.
All cards are rated by a simple global variable on a scale of one to
six, to determine whether your card wins, or Aesgareth's card wins, as
follows: 'SetGlobal("CambionDraw","GLOBAL",1)'. This variable means,
simply, that Aesgareth's card has a value of one. On the other hand,
the player uses: 'SetGlobal("PlayerDraw","GLOBAL",1)'. Again, this just
means the player has a card with a value of one. In the case of a tie,
the game always rewards the draw to Aesgareth. On the tables below are
all the possible outcomes per round.
o======================================================o
| 1st Round |
o===============o=======o===============o=======o======o
| Your Draw | Value | His Draw | Value |Result|
o===============o=======o===============o=======o======o
| Plague | 1 | Triumph | 1 | LOSS |
|---------------|-------|---------------|-------|------|
| Plague | 1 | Construct | 4 | LOSS |
|---------------|-------|---------------|-------|------|
| Strife | 3 | Triumph | 1 | WIN |
|---------------|-------|---------------|-------|------|
| Strife | 3 | Construct | 4 | LOSS |
o===============o=======o===============o=======o======o
As you can see, on the first round we only have a 25% chance to win
against Aesgareth. Only the 'STRIFE' > 'TRIUMPH' combo will win.
o======================================================o
| 2nd Round |
o===============o=======o===============o=======o======o
| Your Draw | Value | His Draw | Value |Result|
o===============o=======o===============o=======o======o
| Guile | 2 | Defiance | 2 | LOSS |
|---------------|-------|---------------|-------|------|
| Guile | 2 | Empress | 3 | LOSS |
|---------------|-------|---------------|-------|------|
| Strength | 6 | Defiance | 2 | WIN |
|---------------|-------|---------------|-------|------|
| Strength | 6 | Empress | 3 | WIN |
o===============o=======o===============o=======o======o
o======================================================o
| 3rd Round |
o===============o=======o===============o=======o======o
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On the third and final draw, Aesgareth will always draw 'WHEEL'. In the
global variables, you tend to see lines like the following...:
Global("CambionDraw","GLOBAL",1)
GlobalLT("PlayerDraw","GLOBAL",2)
...Which determines who wins and who loses. In other words, the example
given above triggers a line of dialogue when your draw (value > 2) is
compared to Aesgareth's draw (value = 1). This is the
'PLAGUE' < 'TRIUMPH' hand, and it results in a loss (and the
consequences thereof.) However, on the third draw, when Aesgareth
invariably draws 'WHEEL', the global variable is as follows:
Global("CambionDraw","GLOBAL",5)
Doesn't even need to check what you have. If he gets a card with a
value of 5, the 'WHEEL' card, he wins. Period.
So, the roundup is simple. You have two items you want, and two
chances to play for them. Aesgareth always insists on playing for the
way out on the third hand, and he always draws 'WHEEL' on the third
hand, and wins. You can bet the way out for his gem on draw one or
two, and win, but he will be a poor sport and attack. So, the solution
is simple; bet for the Scroll of Wish and the Spectral Brand on the
first two draws. You have a 25% chance to win the first draw, and a
50% chance to win the second. Save/load until you've emptied his
pockets, then play him, lose, and refuse to pay up. This starts a
fight, of course, but getting his two goodies and killing him is the
most rewarding way to go through this encounter, since it not only
nets you the Scroll of Wish and the Spectral Brand, but you can also
claim the Deck of Many Things for yourself, which will yield further
rewards. If, during the game you suffer a negative effect from a card
you drew, use Remove Curse to get rid of it.
<---------------------------------------------------------------------->
16) After playing him twice (and winning!), prepare for a fight after
the third game, which again, you will always lose. Surround the Tiefling
at (x=770, y=620) with Fighters (Korgan, Keldorn, Anomen, Viconia,
Jaheira, Sarevok, Minsc, etc), as Mages always tend to be the greatest
threats. I spell-buff my protagonist with Stoneskin, Mirror Image,
Blur, and of course, hit the whole party with Haste and Protection from
Evil 10' Radius. I then confidently play Aesgareth again, lose, and
refuse to pay up. When the fighting starts, the surrounded Tiefling Mage
dies almost immeidately, after which I focused on the Cleric Tiefling,
(the one in armor with a shield), then I indiscriminantly all of
Aesgareth's minions. Save Aesgereth for last, as his minions will flee
if Aesgareth dies. The Tiefling Mage will drop a Cleric's Staff +3, a
Jade Ring, a Potion of Healing, and a Robe of the Good Archmagi. The
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Fighter Tieflings will drop Long Swords +1, the Thief Tiefling coughs
up a Dagger +2, Studded Leather Armor +2, a Long Sword +3, some Potions
of Extra Healing, some Potions of Invisibility, and 47 gold. The archer
Tiefling will leave behind a suit of Chain Mail +3, Arrows +3 x20~,
Arrows +2 x20~, a Helmet, two Potions of Superior Healing, two Potions
of Extra Healing, a Potion of Fire Giant Strength, an Oil of Speed, a
Composite Long Bow +2, a Scroll of Mordenkainen's Sword, and 80 gold.
The Cleric Tiefling bequeaths a suit of Full Plate Mail +1, a Helmet,
Pellan's Shield +2 (a Large Shield +2 with lower weight and Strength
requirements), a Flail +2, Bullets +3 x20~, a Sling +1, some Potions of
Superior Healing, and 94 gold. Finally, Aesgareth himself will drop us a
suit of Chain Mail +3, a Two Handed Sword +2, a Scepter Gem, a Scroll of
Pierce Shield, 9 gold, and the Deck of Many Things, which is what we
were after all along. Feel bad about killing him? Well, if it makes you
feel better, he would have attacked you if you had won his Scepter Gem
from him, so don't feel too bad about it. Now all that's left to do is
head through the portal at (x=1950, y=600).
***REWARD***
(For escaping the maze)
EXP 10000 (each character)
***REWARD***
(For winning the Scroll of Wish from Aesgareth)
EXP 25000 (each character)
***REWARD***
(For winning the Spectral Brand from Aesgareth)
EXP 25000 (each character)
***REWARD***
(For playing for the way out)
EXP 20000 (each character)
***REWARD**
(For reassembling the Scepter of Radiance)
EXP 25000 (each character)
<---------------------------------------------------------------------->
17) But first, let's see what Cespenar can make for us after this
last level:
Thieves' Hood
-------------
(10000 gold)
(Thieves' Hood)
(Ring of Invisibility)
(Antidote)
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Easily the best armor in the game that allows its wearer to sneak, with
that Armor Class, it's practically Fighter armor! Thieves and Rangers
can't ask for better, and they can safely retire that Shadow Dragon
Scale. Why did the Scales from the weakest Dragon type make the
strongest armor? Your guess is as good as mine. Whenever I take Sarevok
with me, I put him in this armor so as not to shake up any established
equipment load-outs... and since him and Minsc compete for the same
spot in my party, it also makes sense that they both end up with this
armor. Simplicity itself.
Wondrous Gloves
---------------
(5000 gold)
(Bard's Gloves)
(Diamond)
(Emerald)
(Rogue Stone)
(Star Sapphire)
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First Draw:
First I have a Mage cast Spell Immunity: Abjuration and draw from the
deck until they get the 'DONJON' card. This wastes the first draw, but
we need to sacrifice the crappy cards of the first draw to get better
cards in the second and third draw.
Second Draw:
Now we have two options, we can upgrade one attribute of a character by
having them draw from the Deck until they get the 'STAR' card.
Unfortunately, you can't choose what attribute gets upgraded, and it's
not random, so you can't fish for it, either. It's based upon your
class, Fighters will get Strength, Mages will get Intelligence, and
so forth. The only useful thing I can imagine doing with this is to
get a character with 18 Strength and use the deck to raise them up to
19, and hence negate any need they might have for Giant Strength. If
you're not sold on that, you can try and get the 'KEY' card, instead,
which will give you the Warder's Signet +3 (aka Ring of Protection +3).
This is useful for any Mage, who won't be wearing armor and hence will
be the only characters that really need to wear this. The bonus to Armor
Class and saving throws sure beats The Spirit's Shield +2, in any case.
An interesting move to make is to have Haer'Dalis wear Robes of the
Archmagi (I say Robes of the Neutral Archmagi, but any will do. You can
steal them from Lazarus in Saradush, and they are wearable by Haer'Dalis
thanks to the 'Use Any Item' high level ability) along with The Warder's
Signet +3. The ultimate Armor Class bonus will be the same as if he were
wearing his Melodic Chain, but his saves will be much better (four
points better per save, in fact), not to mention the 5% magic
resistance. If you have a Fighter/Mage/Thief and therefore are wearing
the Aslyferund Elven Chain +5, it's the best Haer'Dalis can hope for.
Third Draw:
There are two real choices here, too. We can try to get the 'THRONE'
card, which will score us 1,000,000 experience points. It's a pretty
hefty slice of experience, but we can get experience anywhere. On
the other hand, if we get the 'MOON' card, the character who drew will
get +10 Hit Points. Can you think of any downside? I can't either.
There's no character who has enough Hit Points that they can't
benefit from more.
o======================================================================o
| |
| Watcher's Keep, Level 4 |
| |
o======================================================================o
Sequence of Events: {WLK058}
1) Carston, Lord of the Level!
2) First Illithid Rod
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3) Moribund Apprentice
4) Second Illithid Rod
5) Red Oil and Vampiric Illithids
6) Flint and Tinder
7) Killing Githyanki
8) Purple Oil and Angurvadal
9) The Demi-Lich
10) Saladrex
11) Blue Oil and Magic Golems
12) More Mimics
13) Lighting the Braziers
14) Rock and Garock
15) "Freeing" Carston
16) The Machine of Lum the Mad
17) Crafting With Cespenar, IV
***ITEMS***
(x=3400, y=1600) Potion of Fire Giant Strength, Potion of Insight,
Elminster's Ecologies: Appendix IIIa,
Arrows of Piercing x40
(x=3350, y=1550) Bolt +1 x40, Arrows +1 x80, Full Plate Mail +1,
Bastard Sword, Long Sword, Short Sword, Scimitar,
Katana, Ninja-To, Wakizashi, Two Handed Sword, Dagger,
Battle Axe, Spear, Halberd, Quarter Staff, Club,
Flail, Mace, Morning Star, War Hammer, Arrows x80,
Bolts x80, Sling, Darts x40
(x=3250, y=1500) Zircon Gem, Bolt +1 x40, Bolt +2 x40, Antidote x10
(x=3200, y=1500) Elminster's Ecologies: Appendix IIIa,
Rainbow Obsidian Necklace, Bolts of Lightning x40
***TRAPS***
(x=3400, y=1600)
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***ITEMS***
(x=800, y=660) Iol Gem, Illithid Rod, Wand of Cursing
<---------------------------------------------------------------------->
3) Go through the door to the south at (x=1700, y=700) and you'll
encounter another group similar to the one we just dispatched. My
protagonist blocks the door, the rest of the party shoots everything
down. Loot around and head through two doors (x=2020, y=1050),
(x=2150, y=900) to reach a room wherein you'll find an Apprentice
(x=2020, y=730) who has seen better days. He was, of course, an
apprentice of Carston, before Carston decided to fiddle with that
Machine of Lum the Mad. Subsequently Carston was trapped, and his
panic meddling led him to blindly mess with the machine, the effects of
which killed most of his apprentices and populated the dungeon with the
Illithids we now face, and their Githyanki foes to the south. The
apprentice will also give two relevant bits of information-that machine
opens the way to the next level, and he knows how to breach it. He won't
talk, however, due to his hatred for Carston, and dies before telling us
anything overly useful. We'll gain some experience for being witnesses.
***ITEMS***
(x=1950, y=1000) Potions of Extra Healing x5, Gold Ring, 23 gold
(x=1600, y=900) Potions of Extra Healing x5, Andar Gem, Gold Necklace,
Handwritten Note
(x=1400, y=800) Potions of Superior Healing x5, Bloodstone Amulet,
Arrows +3 x40
(x=2050, y=700) Wand of Magic Missiles, Potions of Superior Healing x2,
73 gold
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***TRAPS***
(x=1400, y=800)
***REWARD***
(For talking to the apprentice)
EXP 1000 (each character)
<---------------------------------------------------------------------->
4) From the operating room there are two paths to take, down a tunnel to
the south, or to the west. I go south first, disarming a trap just past
the doorway leading from the operating room (x=1700, y=1450). Go through
a door at the end of the tunnel (x=1550, y=1700) to provoke three Mind
Flayers, an Ulitharid, and two Umber Hulks. I provoke them with my
protagonist and run back up to the doorway leading to the operating
room, where my protagonist blocks the enemies off, and the rest of my
party shoots them down. Pick up the Illithid Rod that the Ulitharid
will drop, and the two pieces of the rod will fuse together. We can
now explore the western side of the area.
***ITEMS***
(x=1400, y=1880) Potion of Insight, Bullet +4 x10, Bullet +3 x40,
Arrows +3 x40
***TRAPS***
(x=1400, y=1880)
<---------------------------------------------------------------------->
5) Now repeat the process down the western tunnel. You'll find the
trap in this tunnel just beyond the halfway point (x=1000, y=1000). Now
that we have the complete Illithid Rod we can open the door at
(x=850, y=1050). Loot the blood pool at (x=500, y=1000) to obtain the
Red Oil. Once you grab it, the two sarcophagi in the room will open and
a pair of Vampiric Illithids will appear and attack. My protagonist,
moderately spell-buffed, smites them with a Greater Whirlwind.
***ITEMS***
(x=500, y=1000)
***TRAPS***
(x=1000, y=1000)
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grants its user immunity to charm. As good as Carsomyr? Not unless you
throw 50% Magic Resistance on it. Better than what Dorn is currently
using? If you're following the guide-certainly. Grab the Flint and
Tinder, which is what we need to continue quest-wise. We had the special
colored oil, but we still needed flint and tinder to light a bunch of
braziers. Sure, we can cast Incendiary Cloud, Fire Storm, Meteor Warm,
and all other sorts of fiery death, we can even summon the Elemental
Prince of fire, but we still need flint and tinder to light some damned
braziers.
Note: If you killed both Ur-Gothoz and Azothet back in Shadows of Amn,
Dorn will not be able to use Ir'revrykal +5. It's kind of a shame to
waste a weapon that was clearly placed in the game for Dorn, but on the
other hand, it's not like it bestows massive Magic Resistance like
Carsomyr, nor is it anywhere near as potent as the Ravager +6. That
being the case, it's a temporary weapon at best.
***ITEMS***
(x=1150, y=330) Wand of the Heavens, Adventurer's Robe, 47 gold
(x=900, y=530) Potion of Invisibility, Dart +1 x20,
Dart of Stunning x20, Potions of Superior Healing x2
(x=900, y=550) Flint and Tinder
***TRAPS***
(x=900, y=530)
<---------------------------------------------------------------------->
7) Head through the door to the-south-east (x=1500, y=800) and smite an
outmatched group of Githyanki comprised of three Warriors, two Knights,
and an Anti-Paladin. Loot, leave, and continue through the door to the
south-west (x=900, y=800) and exterminate another group of Githyanki,
this time consisting of two Warriors, a Gish (spellcaster), and an
Anti-Paladin.
***ITEMS***
(x=1500, y=990) Potions of Extra Healing x5, Arrows +3 x40
(x=1850, y=800) Sunstone Gem, Fire Agate Gem, 57 gold
(x=400, y=850) Bullet +3 x40, Tchazar Gem, 6 gold
(x=400, y=950) Bolt +3 x40, Wand of Spell Striking, Bloodstone Gem,
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Handwritten Note
<---------------------------------------------------------------------->
8) Go through the door to the south-east (x=900, y=1200) where another
group of Githyanki await. Four Warriors, a Knight, two Gish, and two
Anti-Paladins await their demise. Some spell-buffs might be called for
here, and pay special attention to the Gish, lest they get off some
debuffs and make this troublesome. Once they're dead, go kill their
Captain to the south. He'll make as if he wants to talk, but dismisses
your answer, whatever it is. Looks like they were making some kind of
ship, out of some... very large Dragon bones. The Githyanki have all
been dropping us rather ordinary Githyanki loot-Plate Mail Armor,
Two Handed Swords, Potions of Extra Healing and Potions of Invisibility
(when they haven't drank them all fighting us), but the Captain has
something special for us. Loot him for a suit of Plate Mail Armor,
some Potions of Extra Healing, the Diary of Carton's Apprentice (which
tells us how to break the glass around Carston, even if it doesn't tell
us where to procure the Crystal Mallet we'll need to do it), and the
Long Sword Angurvadal +4. It's a +4 weapon that deals some fire damage
and increases the users Strength to 22 for 60 seconds. It's not ready
to be used yet, but it's nice just having it. Be sure to grab the
Purple Oil (x=1550, y=1700), as we'll need it for questy-times. It's
not like we could have mixed the Red Oil and the Blue Oil to make
Purple Oil, is it? Make sure to grab Montolio's Clasp, as it's another
component we'll use later... and yet another Drizzt reference.
***ITEMS***
(x=1550, y=1700) Purple Oil
(x=1400, y=1550) Bullet x5, Montolio's Clasp
***ITEMS***
(x=440, y=400) Ziose Gem x2, Skydrop Gem, Laeral's Tear Necklace,
Scroll of Stone to Flesh, Potion of Fortitude
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o======================================================================o
10) Head back into the Githyanki Encampment and go through the door at
(x=1850, y=1950). Exit the area at (x=1900, y=2000) to reach an area
that looks exactly like Adalon's Lair. Instead of Adalon, however, it's
the home of a Red Dragon named Saladrex. Unlike Firkraag, this Dragon
isn't so bad. He's arrogant, sure, but if you were a giant, fire-
breathing, flying agent of destruction, you'd be arrogant, too. He'll
tell you his story, why he doesn't care to leave, and even bothers
answering some questions, provided you play the suck-up. Of course,
we didn't come here to suck up to a Dragon, did we? No, if it's a
Dragon, and it's got a horde, no matter how talkative, we kill it.
***ENHANCED EDITION***
Saladrex might be more potent due to the Enhanced Edition, but simply
having Edwin/Imoen sit back and pelt him with Breach spells constantly
is enough to secure victory. The new potency of Dragons has finally
been countered by the greatly superior Throne of Bhaal gear we have...
not to mention the fact that all my fighters can now pop out several
Greater Whirlwind Attacks at will.
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Saladrex {VID016}
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https://www.youtube.com/watch?v=Acl1BUlkL9s
<---------------------------------------------------------------------->
11) Return to the level with the Machine of Lum the Mad. Go through the
large doors over at (x=3600, y=1600). To the north you'll find Mutated
Spiders (or alternatively, some Yuan-Ti and a Troll), and to the south
you'll find some Shadows and Shadow Fiends. Dispatch them, loot, and
continue through the door at (x=4100, y=1300). Beyond these doors await
a pair of Magic Golems, who can only be harmed by mundane weapons, as we
read in Elminster's Ecologies, Appendix IIIa. They attack at a range,
and deal a pretty hefty amount of damage when they hit. My protagonist
equips a Katana and a Long Sword to deal with this problem... he hasn't
been so equipped since we started poking around Irenicus' Dungeon. Grab
the Blue Oil from the pool in the middle of the room (x=4500, y=1100).
***ITEMS***
(x=4200, y=1570) Elminster's Ecologies: Appendix IIIa, Bullets +1 x80,
Bullets +2 x40
(x=3500, y=1200) Sunstone Bullets +1 x20, Bullets +4 x20, Zircon Gem
(x=3550, y=1150) Arrows of Biting x30, Skydrop Gem, 1 gold
(x=4500, y=1100) Blue Oil
(x=3850, y=950) Arrows of Ice x40, Gold Ring
(x=4000, y=800) Wand of Magic Missiles, Bullets +4 x10, 17 gold
(x=4050, y=800) Silver Ring, Flamedance Ring, Bolts of Biting x40
***TRAPS***
(x=3500, y=1200)
(x=4000, y=800)
<---------------------------------------------------------------------->
12) Return to where the Machine of Lum the Mad is and go west through
the doors at (x=2600, y=2300). To the south will be a half dozen Mustard
Jellies, and to the north will be some Killer Mimics. As long as you
take the latter foes seriously enough to attack with your entire party,
you'll be fine. If you want to be absolutely safe, attack them at range
so you can avoid getting close enough to be paralyzed. Through the door
at (x=2100, y=2700) are some Shadows and some braziers. We've got three
types of oil and some Flint and Tinder, how about we give this a go?
***ITEMS***
(x=2850, y=2600) Potion of Healing x10, Potion of Extra Healing x5,
Potion of Superior Healing x5
(x=2400, y=2250) 987 gold
(x=2250, y=2150) Arrows +3 x30, Bullets +3 x30
(x=2150, y=2100) Wand of Spell Striking, Globe of Invulnerability,
Potions of Superior Healing x4
(x=1950, y=2300) Chain Mail +1, Bolts +3 x30, 1 gold
<---------------------------------------------------------------------->
13) Now, how to go about solving this massively complicated puzzle?
In the first rooms on either side of the level (the room north-east of
the brazier room and south-west of the room where we fought the Magic
Golems) you'll find three triangular objects. In the north-east,
they're blue, purple, and red, and in the south-west they're red, red,
and purple. Light the braziers to match this arrangement Once the
braziers are all lit you'll get an experience reward and the door to
the north-east will open, allowing you to continue through another door
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(x=1200, y=2400).
***REWARD***
(For lighting all the braziers correctly)
EXP 10000 (each character)
<---------------------------------------------------------------------->
14) In this large room you'll find two Minotaurs named Rock and Garock.
Their speaking roles in Throne of Bhaal are short and to the point, and
a fight ensues. They're both fairly strong melee combatants. Garock will
use Power Attack and Dimension Door if he gets into too much trouble,
while Rock will use Greater Whirlwind Attack. I respond in kind, and
present an Iron Skinned Jaheira as a target. Imoen casts Greater
Malison and my protagonist casts Slow to greatly diminish their combat
effectiveness. They'll be joined by some Ice Salamanders, but these
are just sideshows. Ignore them and focus on taking out the brothers,
one at a time. Despite their abilities, melee competence, allies, and
reliance on potions, these two Minotaurs are heavily out-matched. When
they die, loot Garock for a Potion of Superior Healing and a Battle
Axe +3. Rock leaves behind another Potion of Superior Healing, a
Battle Axe +3, and the Axe of the Unyielding +3. While it's still a
decent axe even in this form, it hasn't really come into its own yet.
Korgan replaces his old friend, the Frostreaver +3, with the Axe of the
Unyielding +3. My good party puts the Axe of the Unyielding in storage
until it can be upgraded.
***ITEMS***
(x=800, y=2000) Crystal Mallet, Bullets +3 x20, Bolts +3 x20,
Arrows +3 x20
(x=900, y=1900) Tchazar Gem, Gold Necklace, Silver Ring,
Scroll of Summon Efreet, Clay Golem Page, 1000 gold
***TRAPS***
(x=800, y=2000)
<---------------------------------------------------------------------->
15) With the Crystal Mallet in hand, head over to Carston and activate
the glass (x=3300, y=2000). Strike the glass with the Crystal Mallet
six times and it'll dissolve, leaving a whining, sniveling Carston
groveling at your feet. You can kill him and take his journal, or let
him go and he'll give it to you. Since you get slightly more experience
for letting him go, I decide to to that. Carston's Journal merely tells
us how to use the machine to open the portal, but there's so much more
we can do with this machine...
***REWARD***
(For sparing Carston)
EXP 10000
Item Carston's Journal
<---------------------------------------------------------------------->
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16) Now it's time to play with the Machine of Lum the Mad. As this level
has made abundantly clear, randomly messing around with the machine can
be rather dangerous. However, those tattered notes we've been finding
all over the place are, in fact, recipes for this machine. The character
inputting a particular recipe will be the one who benefits from the
upgrades (or suffers the consequences of an incorrect input.) There are
various upgrades you can get here, so check your party stats and
compare the bonuses your party members will gain. Having a character go
from 18 Strength to 19 is obviously the best way to upgrade that
particular stat, while going from 17 to 18 Dexterity is more useful
than going from 18 to 19. Non-warriors don't need a Constitution higher
than 16, non-Mages don't need Intelligence, party leaders should get
Charisma (although it's rather moot at this point in the game) and
Clerics, Druids, and Wish-using Mages are good choices for Wisdom. Or
just be lazy and give everything to your protagonist. It's not the
most efficient way of doing things, but we all know they're the most
important. Given my standard protagonists (Fighter/Mage for the good
party and Fighter/Mage/Thief for the evil party) and my standard party
composition, here's what I suggest for each party:
Good Party: I gave all the upgrades save Dexterity and Wisdom to my
protagonist. Charisma doesn't really matter anymore, and neither does
Intelligence. When Imoen needed more Intelligence, I just used Potions
of Genius and the Golden Ioun Stone. Those days, however, are past. On
the other hand, raising my Strength to 20 makes me feel better about
using the Axe of the Unyielding and the Flail of Ages instead of
Angurvadal. His Dexterity-raised to 19 in the first game, and dropped
back down to 18 in Hell, isn't going to give any more Armor Class by
raising it back to 19, so I give the point to either Sarevok or Minsc,
whomever is still around. My protagonist's Constitution, sitting at 19,
takes a boost here to 20. This does nothing on its own, but paired with
the extra boost from the Axe of the Unyielding scores him another ten
Hit Points.
Evil Party: Korgan has 25 Strength from Crom Faeyr, and when we obtain
the Girdle of Fire Giant Strength we'll be able to set up our other
characters to have 23 Strength, 21 Strength, and 19 Strength... Strength
scores that will make whatever upgrade you take here inconsequential.
So, even though my protagonist has 21 Strength already I give her this
upgrade, too. It won't do me any good if I'm using Angurvadal, but if
I go with Hindo's Doom instead, it'll be worthwhile. Also, since the
Charisma and Intelligence upgrades don't matter anymore, they go to my
protagonist as well, in a bout of selfish favoritism. As for Dexterity,
we have options. We'll obtain very good armor that will increase
Dexterity by one-if you put it on Jaheira as-is, she'll get an Armor
Class bonus of two (and hence won't need this upgrade). If you raise
Viconia's Dexterity here, she'll also gain a two-point bonus to Armor
Class from the Dexterity-boosting armor... but I prefer to consolidate
her magic resistance by giving her another suit of armor. This leaves
Sarevok or Dorn as the next best options. Jaheira gets the Constitution
upgrade, since it'll actually improve her Hit Points (and she needs the
Hit Points more than Dorn/Sarevok, in any event). Viconia gets the
Wisdom upgrade, as it'll give her a bonus 1st-and-4th level spell, which
is better than giving Jaheira another 2nd level spell.
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o===============================o======================================o
| Code | Effect |
o===============================o======================================o
|Blue, Green, Long | +5% Magic Resistance. |
|-------------------------------|--------------------------------------|
|Circle, Blue, Long | Intelligence increased by one. |
|-------------------------------|--------------------------------------|
|Circle, Red, Long | Constitution increased by one. |
|-------------------------------|--------------------------------------|
|Circle, Square, Triangle | Wisdom increased by one. |
|-------------------------------|--------------------------------------|
|Red, Green, Short | Charisma increased by one. |
|-------------------------------|--------------------------------------|
|Square, Blue, Short | Dexterity increased by one. |
|-------------------------------|--------------------------------------|
|Square, Short, Medium | Strength increased by one. |
|-------------------------------|--------------------------------------|
|Triangle, Green, Medium |Party obtains the Mace, Storm Star +3.|
|-------------------------------|--------------------------------------|
|Triangle, Red, Medium | Opens portal to next level. |
o===============================o======================================o
Note: You can only activate these sequences once, afterwards the input
will count as an incorrect sequence.
Note: You can get these penalties/rewards multiple times. If you want
to be incredibly cheap, this is a way to grind for experience. Just
continuously activate the machine, input random codes, and if you get
the experience, save. If not, reload.
***REWARD***
(For activating the portal leading deeper into Watcher's Keep)
EXP 25000 (each character)
<---------------------------------------------------------------------->
17) When you're done toying around with the machine, input 'Triangle,
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Red, Medium' to activate the portal to the next level (x=2900, y=1400),
and earn yourself some experience. Now we can continue on, but first,
let's see what Cespenar has for us:
The Clay Golem is in every way preferable to the Flesh Golem, being
immune to everything but bludgeoning weapons. It's a little late in the
game now to be taking advantage of enemies this way, and a Clay Golem
isn't a fearsome enough combatant that'll last long enough to do any
serious damage, but it's a fairly hardy summon nonetheless. At least
there's a chance in some fights, against enemies who are ill-equipped to
harm a Clay Golem, that the Golem won't be destroyed in short order.
You've probably noticed that your Flesh Golem just wasn't up to snuff.
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Storm Star +5
-------------
(5000 gold)
(Starfall Ore)
(Storm Star +3)
Storm Star +3 was kind of meh, but Storm Star +5 is a genuinely decent
weapon in Throne of Bhaal. Still, I find it far out-classed by the Flail
of the Ages, as the Storm Star is pretty much just a brute damage
weapon. On that note, I still find Crom Faeyr's Strength-boost more
appealing as far as brute damage goes. I really don't have a use for
this weapon. If, however, for some reason you find both the Flail of the
Ages and Crom Faeyr tied up and you have a sad Cleric, Storm Star might
be the answer.
o======================================================================o
| |
| Watcher's Keep, Level 5 |
| |
o======================================================================o
Sequence of Events: {WLK059}
1) Seals, Keys, and Wheels
2) Messing With More Machines
3) Guardians of the Mind
4) Test of the Heart
5) Test of Perseverance
6) Test of Courage
7) Test of Wisdom
8) A Game of Coins
9) Guardians of the Heart
10) Spirit Warrior's Maze
11) Through the Maze
12) Guardians of the Spirit
13) Crafting With Cespenar, V
14) The Imprisoned One
15) Defeating Demogorgon
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Most of the monsters aren't too troubling. To claim the blue globe
you'll need to smite a Mage. Keldorn hits her with Dispel Magic and
Imoen uses Breach and she dies without much further effort. If you set
your party around where she appears, the chances are good you can just
cut her down before she gets off any bothersome spells. For the Mutated
Spiders, I just send my party north of the machine (between the red and
purple tubes) and have my protagonist stand to the side (between the red
and green tubes) and summon the critters. My protagonist checks them in
melee and my party fires away. This tactic also works to safely dispose
of the Umber Hulks, Devil Shades, and the Vampires. For the Beholders,
another strategy is called for. I move all my party into the large
triangular room where we entered save Keldorn/Viconia, Jaheira, and my
protagonist. With their magic resistance, the Shield of Balduran, and
the Cloak of Mirroring they stand a chance of doing what needs to be
done. As soon as the Beholders are summoned, I send all three to attack
the Elder Orb, as it will cast Imprisonment after a while. Once it goes
down, everybody save Jaheira flees the room, and Jaheira methodically
cuts down the Hive Mother and Death Tyrant. She can still take some
damage from the spells of the Hive Mother, but it should be nothing
more than a Ring of Regeneration and/or some healing spells can't fix.
For the Liches, I again send everybody out into the triangular room
save my protagonist. He applies the typical anti-Lich strategy,
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o===============o=======================o=======================o
| Globe | Enemies Summoned | Potion Effect |
o===============o=======================o=======================o
|Red Globe #1 |Hobgoblin Elite, | Fireball, centered on |
| |Hobgoblin Shaman, | target. |
| |Hobgoblin Warrior, | |
| |Hobgoblin Wizard | |
| |(196 EXP) | |
|---------------|-----------------------|-----------------------|
|Red Globe #2 |Kuo-Toa Captain x2 | Heals user. |
| |Kuo-Toa Priest | |
| |Kuo-Toa Wizard | |
| |(12000 EXP) | |
|---------------|-----------------------|-----------------------|
|Red Globe #3 |Giant Troll x2 | Temporarily increases |
| |Spectral Troll | party's saving throws |
| |Spirit Troll | by one. |
| |(18300 EXP) | |
|---------------|-----------------------|-----------------------|
|Red Globe #4 |Greater Wolfwere x4 | N/A |
| |(60000 EXP) | |
|---------------|-----------------------|-----------------------|
|Blue Globe #1 |Mage |Cone of Cold, centered |
| |(11000 EXP) | on target. |
|---------------|-----------------------|-----------------------|
|Blue Globe #2 |Mage | Fatigues user. |
| |(14000 EXP) | |
|---------------|-----------------------|-----------------------|
|Blue Globe #3 |Mage | N/A |
| |(20000 EXP) | |
|---------------|-----------------------|-----------------------|
|Blue Globe #4 |Mage |Protection from Normal |
| |(6000 EXP) | Missiles on user. |
|---------------|-----------------------|-----------------------|
|Green Globe #1 |Mutated Spiders x4 | N/A |
| |(36000 EXP) | |
|---------------|-----------------------|-----------------------|
|Green Globe #2 |Umber Hulks x3 | Melf's Acid Arrows on |
| |(12000 EXP) | target. |
|---------------|-----------------------|-----------------------|
|Green Globe #3 |Greater Earth | ????? |
| |Elementals x3 | |
| |(30000 EXP) | |
|---------------|-----------------------|-----------------------|
|Green Globe #4 |Death Tyrant, | Summons a Shambling |
| |Hive Mother, | Mound to serve the |
| |Elder Orb | party. |
| |(78000 EXP) | |
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|---------------|-----------------------|-----------------------|
|Purple Globe #1|Skeleton Warriors x4 | Strength increased |
| |(16000 EXP) | temporarily. |
|---------------|-----------------------|-----------------------|
|Purple Globe #2|Devil Shade x4 |Invisibility on target.|
| |(48000 EXP) | |
|---------------|-----------------------|-----------------------|
|Purple Globe #3|Vampire x4 | N/A |
| |(50000 EXP) | |
|---------------|-----------------------|-----------------------|
|Purple Globe #4|Lich, Elemental Lich | Mass Cure on target. |
| |(44000 EXP) | |
o===============o=======================o=======================o
***REWARD***
(For obtaining a globe)
EXP 1000 (each character)
***REWARD***
(For obtaining the Mind Key)
EXP 10000 (each character)
<---------------------------------------------------------------------->
3) Now go use the Mind Key on the pedestal at (x=2400, y=1750) to gain
some experience. The game ominously warns you about some guardians, so
be sure to spell-buff before you activate the pedestal a second time.
Five 'Ferrumach Rilmani' will appear, along with one 'Aurumach Rilmani'.
I situate my party north-west of the seals (near the portal), and summon
a Deva, an Elemental Prince, a Simulacrum (via the Helm of Vhailor) and
two Golems (via the Golem Manual-which both my protagonist and their
Simulacrum can use). Then I hit us all with Protection from Evil 10'
Radius and Haste (having cast other, not quite so time-sensitive
personal spell-buffs like Stoneskin, Iron Skins, Blur, Armor of Faith,
etc., before summoning anything). When we hit the seal, our foes will
appear, and our first order of business is to quickly and decisively
kill the Aurumach Rilmani, as he's a powerful Mage. If he gets off his
Time Stop sequence, he can easily cause trouble with repeated bouts of
Cone of Cold, Prismatic Spray, and Symbol spells... Or he might just
beat you to death with his staff (which, after peeking with Infinity
Explorer turns out is a Staff of the Ram +4, which he doesn't drop. With
this, and his base Strength score of 20, he can be quite a bruiser in
melee). After he falls-and with my party and their summons in an
advantageous position to pounce on him, he'll fall quite quickly-the
Ferrumach Rilmani can cast some annoying spells, like Dispel Magic,
Remove Magic, Silence 15' Radius, Ice Storm, and Blur, but they are
otherwise not nearly as worrisome as the Aurumach Rilmani. Loot the dead
Aurumach Rilmani for the Club of Detonation +3. For the same reason I
didn't use Harbinger earlier, I won't use this. Who needs Fireballs
going off in the middle of melee combat? I don't.
***REWARD***
(For using the Mind Key on the pedestal)
EXP 20000
***VIDEO***
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https://www.youtube.com/watch?v=aP-eH3CAFlk
<---------------------------------------------------------------------->
4) One seal down, two to go. Now you must head south through the door
at (x=2500, y=2500). Beyond you'll find a Helmite Ghost, which will
tell you that you need to be worthy in heart, spirit, and mind before
you can obtain the key. Apparently this ghost is tasked to test your
perseverance, courage, and Wisdom. And our patience, doubtlessly.
Since we've been doing this level from west to east, let's give this
particular trial the same order. Go through the door at (x=2300, y=3000)
and exit the area at (x=2300, y=3100).
***ITEMS***
(x=900, y=400) Potions of Extra Healing x5, Arrows +3 x40, Bolts +3 x40,
Bullets +3 x40, Bluestone Necklace, Ixil's Nail +4,
1 gold.
***REWARD***
(For passing the test of perseverance)
EXP 21000 (each character)
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***REWARD***
(For passing the test of courage)
EXP 21000 (each character)
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Test of Courage {VID018}
https://www.youtube.com/watch?v=cXJ9nKqSCCY
"I have as many brothers as sisters, but my brothers have twice the
number of sisters as brothers. How many children do my parents have?"
Answer: Seven
***REWARD***
(For answering the Imp's riddle)
EXP 10000 (each character)
<---------------------------------------------------------------------->
8) The Imp now wants to play a game of coins. There are 11 coins, and
you and the Imp will alternate taking one, two, or three coins at a
time. Whoever takes the last coin loses. The way to win this is to
avoid leaving the Imp with four coins or less to pick from, as it can
then pick three or lower, and leave you with one. Therefore endeavor to
get the Imp down to five coins, without getting down to five yourself.
If you pick three at the beginning, it will pick three, and you'll
be screwed. If you pick one, however, the Imp will pick one, leaving
nine coins. Whatever you pick next, the Imp will pick the correct
amount to leave you with five. You must pick two coins on the first
round, then whatever the Imp picks will put it in the situation of
leaving you within striking distance of five. Left with five coins left,
the Imp will have to pick one, two, or three, which leaves you to take
the remaining coins save one, and thus win the game. After being
defeated the Imp will leave to avoid your gloating, and you'll get an
experience reward from both the Imp and the Helmite Ghost. Loot the
place and leave.
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***ITEMS***
(x=500, y=250) Sunstone Bullet +1 x20, Acid Arrows x20,
Bolt of Lightning x20, Potion of Superior Healing x4
(x=440, y=150) 81 gold
(x=600, y=200) Scroll of Identify, Ziose Gem, Bullets +4 x10
***TRAPS***
(x=600, y=200)
***REWARD***
(For beating the Imp at a game of coins)
EXP 10000 (each character)
***REWARD***
(For passing the test of Wisdom)
EXP 21000 (each character)
<---------------------------------------------------------------------->
9) Return to the previous area the Helmite Ghost will reward you yet
again and pass off the Heart Key. Insert the key into the pedestal
(x=2150, y=1800) in the main room for even more experience. The
guardians for this seal are no joke, they include a Succubus named
Nalmissra, a Marilith named Y'tossi, a Hive Mother, Xei Win Toh, a
Drow Cleric named Ameralis Zauviir, and an archer named The Huntress.
The key to this fight, as every large fight, is preparation. Spell-buffs
are mandatory, but good positioning will go a long way, as well. Jaheira
stands just to the west of the lowest pedestal and equips the Shield of
Balduran-she'll go toe-to-toe with the Hive Mother. Keldorn, my
protagonist, and Imoen all go north of the symbol of Helm in the middle
of the room so they can pounce upon Nalmissra, then tackle Y'tossi.
Anomen/Viconia and Minsc wait a little ways east of Jaheira, along with
whatever summons (Deva, Clay Golems, and an Elemental Prince) we can
bring up to hold off the other three. When the seal is activated, the
Hive Mother, Nalmissra, and Y'Tossi will all throw up defenses,
including Stoneskin, Protection from Magical Weapons, and Improved
Mantle. Y'tossi uses True Sight, which makes illusions useless as
spell defense. Imoen responds by hitting Nalmissra with Breach, and
Keldorn and my protagonist hack away. Imoen could use a Time Stop, but
most of these monsters have very high spell resistance, and it's just
not practical for her to bother trying to rip the defenses of one of
them down to open them up to spell assault, nor is it particularly
fruitful to hit them with multiple Horrid Wiltings and Comet and hope
for the best. My Mages will serve best by tearing down enemy defenses.
By the time Nalmissra falls, Y'tossi's protections should have worn off,
or or at least be nearing the end of their duration. If not, Imoen
always has another Breach. My summons, Anomen, and Minsc all focus on
Xei Win Toh, and when she falls they move on to Ameralis Zauviir.
Y'tossi and the Drow die at nearly the same time, and my party moves
on to the survivors-the Hive Mother in the west, and The Huntress in the
east.
After they fall, it's time to loot. Nalrissa will drop a Scroll of Wish
and a Diamond, Y'tossi coughs up Gauntlets of Extraordinary
Specialization, a Rogue Stone, and 73 gold, Xei Win Toh gives us a
Star Sapphire and a King's Tear, Ameralis Zauviir relinquishes a
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Ziose Gem, a Scroll of Stone to Flesh, and 1230 gold, while the Huntress
leaves behind Taralash +4, a Skydrop Gem, a Diamond, and a Black Opal.
***REWARD***
(For obtaining the Heart Key)
EXP 10000 (each character)
***REWARD***
(For using the Heart Key on the pedestal)
EXP 20000
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Heart Key {VID019}
https://www.youtube.com/watch?v=kGLFLuDgK_k
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| | | | | |
o=======7=======o o=======8=======o o=======9=======o
| |
| |
| |
o===============o o===============o o===============o
| Poisoned | | | | war Dog |
| Fountain |-------| Gibberling |-------| Blue Potion |
| | | Scroll | | Iron Key |
o=======4=======o o=======5=======o o=======6=======o
| |
| |
| |
o===============o o===============o o===============o
| | | | | Skeleton |
| Maze Start |-------| Goblin |-------| Wand of Magic |
| | | | | Missiles |
o=======1=======o o=======2=======o o=======3=======o
Note: The only way to find the area number (AR####) for this place is
via Infinity Explorer... or similar programs. Anyways, as a fun side
note, the Mini-map for this location is a staff photograph of the Throne
of Bhaal team. Ah, those silly kids...
<---------------------------------------------------------------------->
11) From room #1 go east and kill a Goblin in room #2. Then continue
east to find room #3, which contains a chest. When you mess with the
chest a Skeleton will animate. Kill it and loot the chest for a Wand
of Magic Missiles. Head north to room #6 and kill a War Dog, then
search the room to obtain a Blue Potion (Cure Medium Wounds, 14 Hit
Points), which you'll use immediately, and an Iron Key. Go west to
reach room #5 and search it to obtain the Gibberling Scroll before
continuing to the west and into room #6. This room contains a fountain,
but if you use it you'll take 5 damage. Go north into room #7 to
encounter a Ghost, which is by far the strongest monster you've fought
with the Spirit Warrior. Kill it, and loot the room for a Magical
Helmet. Continue east into room #8, which is empty, and into room #9.
Search the room and loot the desk for a pair of Bracers that improve
your combat skills. You'll take a bit of damage from some poison on the
desk, but never fear, we'll make good on it before we get to the end.
Now go north to room #12, where you'll find a Gibberling, which is
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stronger than you might think. Use the Gibberling Scroll on it to scare
it off without a fight. Now continue west to reach room #11, which
contains a chest which can be opened with the Iron Key we found earlier.
Inside is another Blue Potion (Cure Serious Wounds, 17 Hit Points) which
will be used automatically-a good thing, since the final room is up
next, through the 'ominous archway' to the west. Finally you've reached
room #10, the last room, which contains the exit to the maze and a
Mummy. Use up that Wand of Magic Missile and kill the Mummy to complete
the maze. After completing this microcosm of an adventure you'll be
return to your body, gain the Spirit Key, and another quest reward. That
was an easy 47,000 experience points per character.
***REWARD***
(For obtaining the Wand of Magic Missiles)
EXP 4000 (each character)
***REWARD***
(For obtaining the Blue Potion and the Iron Key)
EXP 4000 (each character)
***REWARD***
(For obtaining the Gibberling Scroll)
EXP 4000 (each character)
***REWARD***
(For obtaining the Magical Helmet)
EXP 4000 (each character)
***REWARD***
(For obtaining the Bracers)
EXP 4000 (each character)
***REWARD***
(For using the Gibberling Scroll to scare off the Gibberling)
EXP 3000 (each character)
***REWARD***
(For obtaining the second Blue Potion)
EXP 3000 (each character)
***REWARD***
(For obtaining the Spirit Key)
EXP 21000 (each character)
<---------------------------------------------------------------------->
12) Use the final key in the final pedestal (x=2300, y=1950) for the
predictable experience reward. This time your guardian will be a Lich
named Azamantes and some Flaming Skulls. The Flaming Skulls, as their
name implies, like using fire attacks, including Fireball, Burning
Hands, Aganazzar's Scorcher, and Incendiary Cloud. They're also
protected by Fire Shield (Red) and explode into a Skull Trap when they
die. The Lich is typical save for the fact that he has a fear effect
that necessitates the use of Remove Fear. He's otherwise fond of Maze,
Finger of Death and fire-spells like Meteor Swarm and Summon Efreeti. I
meet them only with my protagonist, who beefs himself up with Spell
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Immunities and has Remove Fear and Death Ward cast upon him. He's now
safely protected from Azamantes, and the Flaming Skulls can do nothing
to penetrate his Cloak of Mirroring. I cut down the Flaming Skulls,
since they're more mobile and would just love to hit my party with
Incendiary Cloud and other fire-based attacks. After that, I pummel
Azamantes until he drops. When he dies he'll leave behind the Erinne
Sling +4, and the Serpent Staff. The Erinne Sling isn't really any
better than the Sling of Arvoreen... at least not until Cespenar
upgrades it, but it does produce 5 Bullets +4 a day, which allows Slings
to effectively be used in Throne of Bhaal. As long as you're willing to
rest a lot, use the Sling, and build up your stash of Bullets +4. The
Serpent Staff, on the other hand is useless as a weapon. A +2 weapon
with only a 5% chance to poison an enemy with no save penalty? Wasn't
the Dagger of Venom in Baldur's Gate 1 about as powerful? Still, hang
on to it, it's part of another, much more powerful weapon. Now we're
ready to confront the 'Imprisoned One'. Activate the wheel at
(x=2300, y=1700) and a portal will open (x=2300, y=1800).
***REWARD***
(For using the Spirit Key on the pedestal)
EXP 20000 (each character)
<---------------------------------------------------------------------->
13) Cespenar should again be consulted to upgrade the gear we've found
in the last level. Every little bit will help in the upcoming fight:
Club of Detonation +5
---------------------
(5000 gold)
(Club of Detonation +3)
(Ring of Fire Resistance)
Well, if you really like Clubs... then you're just out of luck. The 30%
chance to deal 15 extra fire damage is nice, but it's not enough to
cancel out the 5% chance to unleash a dangerous Fireball. Not by a long
shot. The good news is, if you're a Druid, you already have the Staff of
the Ram +6 or Ixil's Spike +6, and if you're a Fighter/Druid, you can
just use Spectral Brand and a shield, which is much better.
Erinne Sling +5
---------------
(5000 gold)
(Erinne Sling +4)
For 5000 gold you'll upgrade a +4 weapon into a +5. It's now the best
Sling in the game by a point. If only all upgrades were this easy...
Viconia/Anomen gladly accept an... upgraded sling they'll probably never
use.
Ixil's Spike +6
---------------
(5000 gold)
(Ixil's Nail +4)
(Ixil's Spike +2)
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Ixil's Spike is the best spear in the game, which makes it one of the
best weapons a single-classed Druid can get their hands on. It gives you
Free Action while equipped, and has a chance to pin an enemy for three
rounds (and inflict an additional 1d6 +5 damage each round they are
pinned). Of course, the Staff of the Ram can stun enemies with no save,
and it deals its damage whether the enemy saves or not. It's close, but
I'd go with Staff of the Ram +6.
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***REWARD***
(For using the Ritual Scroll)
EXP 80000
***REWARD***
(For accepting Helm's Scroll from the Ghostly Apparition)
EXP 25000 (each character)
***REWARD***
(For using Helm's Scroll and sealing Demogorgon in Watcher' Keep)
EXP 80000 (each character)
***REWARD***
(For escaping Demogorgon and sparing the Knights of the Vigil)
EXP 10000 (each character)
Reputation +1
***REWARD***
(For demanding a reward from the Knights of the Vigil)
EXP 7000 (each character)
Gold 10000
Reputation +1 (If you spare the Knights of the Vigil after the reward)
***REWARD***
(For defeating Demogorgon)
EXP 100000 (each character)
***REWARD***
(For killing Demogorgon and sparing the Knights of the Vigil)
EXP 50000 (each character)
Reputation +1
<---------------------------------------------------------------------->
15) Now for the actual fight with Demogorgon. One of the perks of doing
things my way is after you use the Ritual Scroll, Demogorgon will wait
for you to talk to him again. This allows you to spell buff to the
max before talking to him. Do so, and include as many instances of
Chaotic Commands to protect as many of your characters as possible from
Demogorgon's Insanity Gaze, which can inflict a character with
Confusion and Feeblemind. Demogorgon is also fond of using Implosion,
which can do some serious damage to a single character. Another thing
you're almost certain to encounter is the rotting effect you'll suffer
(in the form of a disease) that Demogorgon inflicts by striking you.
This can be cured with a Heal spell, and it can be most fatal in the
heat of battle with Demogorgon and his demons continuing to deal extra
damage as the disease also adds up. Demogorgon's also immune to Time
Stop, so don't bother casting it. He'll summon a pair of Mariliths to
start the fight, and if they go down, he'll gate in several Glabrezu
at a time, which use Remove Magic, Dispel Magic, Confusion, and can
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cast Power Word: Stun on you-which is in every way worse than the
Mariliths, who are content to use Stoneskin and Protection from Magical
Weapons before attacking. Focus on Demogorgon, you'll have the freedom
to summon all the allies possible-namely a Deva, Elemental Prince, a
Simulacrum, and two Clay Golems and place them near Demogorgon.
Hopefully they'll draw some of Demogorgon's attacks and the attention of
his demons. Once the fight starts, Imoen/Edwin immediately uses Breach
on Demogorgon, and my Fighters start up with Greater Whirlwinds. If he
gets up any more buffs, tear them down with Breach or Wands of Spell
Striking and continue to keep up the pressure. Demogorgon is tough, so
keep an eye on everybody's Hit Points. If he and some of his demons
decide to focus on a character, you can see 80-100 Hit Points vanish in
a single round. Watch out for the disease symbol, and if somebody is
afflicted, take them to the side and heal them with another character.
Two or three rounds of constant Greater Whirlwind pressure should
defeat Demogorgon, after which the mop-up of his minions begins.
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Demogorgon {VID020}
https://www.youtube.com/watch?v=pfXgBPQs2Do
Once every demon is dead, I head through the portal at (x=500, y=300)
and confront the Knights of the Vigil. I then demand a reward, claim
the experience and gold from them, then I let them go for additional
experience and a reputation increase. If you just can't spare the
Knights of the Vigil, they'll drop three suits of Plate Mail +1, a
Quarter Staff +2, three Maces +2, a Bastard Sword +2, a Flail +2, and
two Potions of Extra Healing. They might seem somewhat tough, but like
Gromnir's minions, they have a severe weakness. Imoen/Edwin can dispatch
most-if not all of them-with a Time Stop sequence consisting of a pair
of Horrid Wiltings and a Comet. Still, the loot and experience they give
isn't worth the 7,000 experience for each character, the 10,000 gold,
and the boost to reputation-not to mention the 50,000 experience for
each character that follows.
We're now done with Watcher's Keep and are now ready to return to deal
with Yaga Shura. We've gained well over a million experience as well as
some great items, particularly Angurvadal, the Axe of the Unyielding,
the Dagger of the Star, the Flail of Ages +4, Hindo's Doom, the
Spectral Brand, and the White Dragon Scale Armor. Most of these weapons
will reach their ultimate forms while we're dealing with Yaga Shura and
beyond. If you've been playing with Dorn, his Throne of Bhaal questline
might begin now, since we've spent so much time in Watcher's Keep and
are about to begin wandering across the World Map, and all. After the
initial encounter of his questline you can delay it indefinitely, and
in all honesty, it will be easier to deal with after Yaga Shura. For
that reason, and because all the other Enhanced Edition character quests
start post-Yaga Shura, they'll be located there. Still, if you get
attacked by a squad of Crusaders and an angry Planetar, skip ahead to
[WLK062] to see what's going on.
o======================================================================o
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| |
| Yaga Shura |
| |
o======================================================================o
Sequence of Events: {WLK060}
1) The Master Wraith
2) Skeleton Defenders
3) Heartless Nyalee
4) Fire Giant Grinding
5) Chinchilla and Company
6) Door Guards
7) Hammer Wardstone
8) Skull Wardstone
9) Activating the Spheres
10) Blood Wardstone
11) Flame Wardstone
12) Yaga-Shura's Heart
13) Yaga-Shura's Concubine
14) Imix, Prince of Fire
15) Nyalee's Change of Heart
16) Crafting With Cespenar, VI
17) Showdown With Yaga-Shura
18) Meeting Mother
19) Melissan's Next Mission
20) Putting Down a Possible Past
21) The Tethyrian Affair
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***REWARD***
(For resisting the Master Wraith)
EXP 5000 (each character)
<---------------------------------------------------------------------->
2) In the chamber beyond the Master Wraith you'll find a collection of
over-powered Skeletons, including some stronger-than-normal Skeleton
Warriors, a Skeleton Priest, a Skeleton Mage, and a Skeleton Assassin.
I don't bother charging in at them, instead I turn around and let them
come to me, just outside the building. The biggest problems in this
fight are the Skeleton Warriors, which can do significant damage even
to a character with a -8 Armor Class. The faster I take them down, the
freer I'll be to take on the Cleric and Mage. The Assassin will be a
pain in the ass in the typical ways-using potions, going invisible,
backstabbing for x4 damage, and using poison. Once they're dead, loot
the Skeleton Warriors for Two Handed Swords +2, and the Skeleton
Assassin for a Dagger +2, a Short Sword +2, and Leather Armor +1. Grab
the Nymph's Tear before you head up the stairs.
***ITEMS***
(x=750, y=1250) Bullets +3 x40
(x=1450, y=500) Nymph's Tear, Scroll of Protection from Poison,
Scroll of Flesh to Stone
<---------------------------------------------------------------------->
3) Upstairs you'll find Nyalee (x=550, y=620), the Witch of the Glade.
She identifies you-as did others before her-as the spawn of the dead
master. Too bad Bhaal's cult didn't die with him. Nyalee will reveal
that she stole Yaga Shura as a babe, realizing what he was. After
raising him and teaching him, however, he left her here 'to rot'. She
taught him how to remove his heart, and so long as he keeps it afire he
is immortal. We need to quench Yaga Shura's heart to remove his
invulnerability-an act Nyalee knows how to perform, if we bring her Yaga
Shura's Heart. To use the powers that will allow her to do this,
however, we need to also get Nyalee's heart back, which Yaga Shura
apparently stole to prevent her from removing his invulnerability. So,
off to the Marching Mountains we go, to search for a pair of hearts.
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***TRAPS***
(x=1270, y=2800)
(x=1260, y=2200)
(x=1600, y=1520)
<---------------------------------------------------------------------->
7) Continue up the stairs to the north-east, searching for traps as you
go, until you find a 'strange device' at (x=1950, y=1150). Ignore it for
now, and instead go up the stairs to the north-west. Disarm the traps
and loot a container at (x=1200, y=700) to obtain the Hammer Wardstone,
Bolts +2 x40, the Girdle of Fire Giant Strength, and another Elminster's
Ecologies: Appendix IIIa, in case you didn't get enough in Watcher's
Keep or otherwise forgot how to kill Fire Trolls. The Girdle of Fire
Giant Strength is the greatest Strength-boosting girdle in the game.
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Who gets it? The Fighter who has the lowest THAC0, all things
considered. For my good party, this was Keldorn, who had a -10 THAC0
with Carsomyr after the Girdle boosted his Strength to 22. Jaheira also
had a -10 THAC0 with Spectral Brand with the Girdle of Stone Giant
Strength. Fair's fair. On my evil party this had to go somewhere, so
Jaheira gets it pretty much by default. It could benefit Dorn, as their
THAC0s are getting awfully close, but with his Constitution (and natural
19 Strength) I think Dorn's more potent with the Girdle of Fortitude
equipped-which has been giving him an extra 40 Hit Points when used
before big fights, which will certainly benefit him more than one point
of THAC0 and three points of damage. The Girdle of Stone Giant Strength
goes to Sarevok (if you have him) or Viconia (if you don't). Finally, if
you have Haer'Dalis, he now obtains Viconia's Girdle of Hill Giant
Strength. Otherwise, it finally gets retired.
***ITEMS***
(x=1200, y=700) Hammer Wardstone, Girdle of Fire Giant Strength,
Bolt +2 x40, Elminster's Ecologies: Appendix IIIa
***TRAPS***
(x=1200, y=850)
(x=1350, y=750)
<---------------------------------------------------------------------->
8) Now go across the room and up the stairs to the south-east. Another
large group of Fire Giants guard this container, so prepare accordingly.
Once they're dead you'll get to loot the next container, which contains
the necessary Skull Wardstone. Make sure you have a character wielding
mundane weapons before you loot, however, as the guardians that show up
this time are an Adamatine Golem, a Magic Golem, and a Clay Golem.
My protagonist goes after the Magic Golem with mundane weapons, while
the Clay Golem is quickly smote by Anomen/Korgan, courtesy of Crom
Faeyr. The rest of the party tackles the Adamantine Golem.
***REWARD***
(For activating the sphere by using the Hammer Wardstone)
EXP 5000 (each character)
***REWARD***
(For activating the sphere by using the Skull Wardstone)
EXP 5000 (each character)
<---------------------------------------------------------------------->
10) Head upstairs and explore the room to the south-east, which is now
devoid of its barrier. Inside you'll find a Flaming Skull, a Burning
Man, two Fell Cats, and three Fire Salamanders. The only new foes here
are the Fell Cats, which are nothing more than melee fodder. They do
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***ITEMS***
(x=2150, y=2300) Blood Wardstone, Potion of Insight, Psion's Blade +5
<---------------------------------------------------------------------->
11) Now head across the hallway to confront a similar collection of
fire-based guardians in the other room. Once they're dead loot the
container (x=600, y=1550) for the Flame Wardstone. The Guardians you'll
have to face this time are two Burning Men and a Greater Fire Elemental.
Go upstairs again the fiddle around with the 'strange device' at
(x=1950, y=1150). Now that we have the wardstones we can activate it
and gain access to the next level (x=2400, y=600).
***ITEMS***
(x=600, y=1550) Flame Wardstone, Potions of Superior Healing x2,
Arrows of Fire x20
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***ITEMS***
(x=2500, y=1800) Diamond, Star Sapphire, Horn Coral Gem,
Greenstone Ring, Bloodstone Ring
(x=1750, y=1450) Scroll of Summon Fiend, Potion of Insight,
Silver Necklace
(x=1000, y=1050) Tiger Cowrie Shell Necklace, King's Tears,
Scroll of Mantle, 1 gold
***TRAPS***
(x=1300, y=1900)
(x=1700, y=1570)
(x=1550, y=1200)
(x=2900, y=1500)
(x=2200, y=1220)
(x=1900, y=1100)
***REWARD***
(For obtaining Yaga-Shura's Heart)
EXP 20000 (each character)
<---------------------------------------------------------------------->
13) Go through the huge doors to the north-east at (x=2900, y=1300) to
find a 'Slave Woman' (x=3170, y=2000), who demands that you free her.
Do so and she'll decide to even the score by telling you what she knows.
She's Yaga Shura's concubine and she came here to join Yaga Shura's
looting and pillaging (despite her less-than-ideal reasons for coming
to work for Yaga-Shura, she's apparently doesn't have an evil
alignment). Unfortunately for her, Yaga Shura had something else in
mind. I don't even want to think about the logistics of that... maybe
she's really tall? She'll also mention Nyalee, as well as talk about a
golden box Yaga Shura keeps under his bed. Yaga-Shura's heart apparently
has something in common with my old sneakers!
***REWARD***
(For freeing Ehlastra, Yaga Shura's concubine)
EXP 15000 (each character)
<---------------------------------------------------------------------->
14) Continue to the north-west and loot the wall for the Stone Golem
Page, which will... well, downgrade our Golem Manual. Loot Yaga-Shura's
Bed for a Beating Heart (Nyalee's wayward organ), his journal, and a Bag
of Plenty, which is by now thoroughly obsolete considering we can make
our own supply of Bullets +4. I continue past Yaga-Shura's bed
tentatively to the north-west, where some Burning Men and Imix, the
Prince of Fire awaits. I prefer to lure them to me using my protagonist,
as the ground they occupy is trapped. With Remove Fear and the Cloak of
Mirroring, my protagonist is immune to their first strikes. Once they
engage, I lead them back to my party, where they can safely be smote.
Imix will be kind enough to drop us the Amulet of the Master Harper
which finally replaces Imoen's laughably outdated Amulet of Metaspell
Influence. Her deficient Find/Remove Traps score is now a slightly less
pathetic 135, and her Armor Class drops down to a -4 (-5 if you obtained
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The Warder's Signet +3 earlier, which can replace the Ring of Danger
Sense for most situations.) It's also worth considering as a replacement
for the Amulet of Power for a Fighter/Mage/Thief protagonist, what with
Angurvadal's protection from level drain. This would then allow you to
replace Viconia's Sensate Amulet with the Amulet of Power, and Kaligun's
Amulet of Magic Resistance with the Amulet of the Seldarine. Let's face
it, the Charisma, Hit Points, and Protection from Evil on the Sensate
Amulet isn't really all that impressive anymore. Thus, Viconia gets
faster casting speed and immunity to level drain, while my evil
protagonist's Armor Class drops to an enviable -11. Imix will also drop
the Ravager +4, which we'll be able to upgrade shortly into the best
two-handed weapon in the game.
Note: Once you take the hearts back to Nyalee, you will not be able to
travel to Saradush again. Make sure you've concluded all your business
there before continuing with the next Step.
***ITEMS***
(x=3050, y=850) Scroll of Protection from Fire, Ruby Ring,
Two Handed Sword +2, Stone Golem Page, 3047 gold
(x=2500, y=700) Beating Heart, Yaga-Shura's Journal, Bag of Plenty +1
***TRAPS***
(x=3050, y=850)
(x=2500, y=700)
(x=2000, y=520)
(x=1750, y=350)
(x=1650, y=550)
(x=1550, y=400)
<---------------------------------------------------------------------->
15) Now it's time to return to the Forest of Mir, where we can get
Nyalee to remove Yaga-Shura's invulnerability. Talk to her with both
hearts in your possession and she'll extinguish Yaga-Shura's heart.
Afterwards, however, she'll find herself stricken by pangs of
sentimentality by the reunion of her heart. Realizing the obvious, that
you intend to hurt her son, she'll change her tune and attack,
summoning up a pair of Shambling Mounds, a pair of Nymphs, and a Vortex
Spider to help her out. Shambling Mounds can be rough, as they're
immune to non-slashing weapons, can Entangle foes, and do pretty mean
damage in combat. Nymphs will, of course, harass you with Charm spells.
Imoen/Edwin make this fight a laugh by launch a Time Stop sequence
loaded with Horrid Wilting spells. After the spell assault I mop up and
loot Nyalee for a Druid's Ring, a Cleric's Staff +3, a Ziose Gem, and a
Tchazar Gem.
<---------------------------------------------------------------------->
16) We can finally go after Yaga-Shura himself, and few beings have
deserved a good smite more than him. First, however, it would be in our
best interests to return to the Pocket Plane and have Cespenar craft a
few things for us:
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(Baalor's Claw)
The best axe in the game, and candidate for the best one-handed weapon
in the game. It gives a one-point bonus to Armor Class, regenerates
one Hit Point per round (down from three HP/round in the vanilla game),
and increases the wielder's Constitution by one. Best of all, it's a +5
vorpal weapon, which forces an enemy to Save vs. Death at a -4 or die
(by decapitation) 10% of the time. If this sounds pretty great... well,
it is, but in the vanilla game it was even better, as there was no save
against this effect. For some reason the Ravager +6 was spared the
addition of a Saving Throw against its vorpal property, making it the
king of vorpal weapons in Baldur's Gate 2. Still, a -4 save penalty
ensures that this weapon's vorpal property will kill often enough to
make it a great main weapon, and my protagonist will get three attacks
a round with it... three chances to force such a save each round. This
is of course, all the more lethal with Greater Whirlwind Attack. On the
other hand, it's hard to argue with Flail of Ages' slow power and sheer
damage. In my mind, however, going for the kill is better than going for
slow. Of course, my Fighter/Mage protagonist sees no reason not to just
use both. In the evil party, Korgan pairs the Axe of the Unyielding with
Crom Faeyr and becomes the baddest Dwarf that ever existed on any video
game ever... except for a Korgan wielding the Axe of the Unyielding in
the vanilla version of Baldur's Gate 2, that is...
Bag of Plenty +2
----------------
(10000 gold)
(Bag of Plenty +1)
(King's Tears)
It's a little late in the game for this, and really, we've had access
to Everard's Sling for so long that this was never really necessary,
especially not now that we have access to unlimited Bullets +4 via the
Erinne Sling.
Ravager +6
----------
(5000 gold)
(Ravager +4)
(Serpent Staff)
What better to accompany one of the best one-handed weapons in the game
than one of the best two-handed weapons in the game? And the only other
new vorpal weapon, to boot. It's a vorpal holiday! Ignore the poison
damage, the Cloak of Fear, and all that other crap, this is a +6 weapon
that kills the target instantly 10% of the time. For Dorn, Minsc,
Sarevok, or any other character using a two-handed weapon save Carsomyr,
it doesn't get better than this. Dorn, Minsc and Sarevok are now set for
the rest of the game.
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Honestly, I liked my Clay Golem Manual, and I consider Clay Golems with
their Haste ability and their immunity to non-blunt non-magical weapons
superior to the Stone Golem. I don't bother upgrading this yet, instead
I wait until another page comes along so that I'm actually getting an
upgrade.
***ENHANCED EDITION***
As noted in the description of the Axe of the Unyielding, the Enhanced
Edition has not been kind to it. In the vanilla game, it allowed no
Saving Throw to avoid its vorpal effect, and regenerated three Hit
Points per round once fully upgraded. Perhaps considering its great
defensive properties, Overhaul Games considered the Axe of the
Unyielding didn't deserve such great offensive power? Personally, I
think Bioware had a better grasp of game balance than Overhaul Games
does, and they should have left well enough alone.
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Fortunately for us, Gorion's Harper meddling inspired him to attack the
temple and intervene. He killed our mother and saved us, but others
were not so lucky. Sarevok was there too, and used the chaos to flee.
Had fortune smiled on him and Gorion grabbed Sarevok instead of us,
our fates could well have been reversed. Food for thought, to be sure.
Another chamber will be unlocked in our Pocket Plane, which we'll
explore later.
***REWARD***
(For enduring the Solar's revelations)
EXP 10000 (each character)
<---------------------------------------------------------------------->
19) Once the Solar is done telling you useless information you'll
reappear back on the field, where Melissan just so happens to show up.
She's got just the best timing, doesn't she? She'll talk about how
Yaga-Shura slew all the Bhaalspawn in Saradush, 'right where we want
them' according to Yaga-Shura's journal. Anyways, with her uncanny
prescience she just so happens to know that a Tethyran army is on its
way to deal with the Bhaalspawn menace, making you a wanted person.
Your only hope, she says, is to deal with Yaga-Shura's surviving allies,
Sendai and Abazigal, who together might be a match for you, but singly
are defeatable. wait... Illasera, Yaga-Shura, Sendai, and Abazigal...
that's only four out of five. Oh well, I'm sure we'll find the missing
fifth member sooner or later. She'll suggest that you head to
Amkethran, a city in Tethyr that is within striking distance of both
Sendai and Abazigal, and where one of her allies, a monk named
Balthazar can be found.
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no-brainer. Viconia has worse saves than Jaheira, so Viconia gets the
Shield of the Order. Finally, we have the Runehammer +4. Although it's
not fully upgraded yet, it's still worth using, as it adequately
replaces the Mace of Disruption +2. I put it on Korgan in the evil
party, so he can finally contribute to fights involving level draining
enemies. In the good party, Anomen keeps it on hand when the need
arises.
***ITEMS***
(x=2350, y=1550) Arrows of Fire x40, Sunstone Bullets +1 x40,
Bolts of Lightning x40, Arrows x80, Bolts x80,
Darts +1 x40, Bullets x40
(x=640, y=1640) Scroll of Burning Hands, Scroll of Agannazar's Scorcher,
Scroll of Flame Arrow, Scroll of Fireball
***REWARD***
(For crushing Yaga-Shura)
EXP 40000 (each character)
<---------------------------------------------------------------------->
20) Now seems like a good time to head back to the Pocket Plane and
finish off that new area we just unlocked. In a desert oasis you'll
encounter yourself as you might have been had you and Sarevok shared
different fates. It's a repeat of the final battle of Baldur's Gate 1,
except your evil clone takes the place of Sarevok. Joining him are
Tamoko, Angelo, and Semaj, all of which have been beefed up for this
encounter. Especially Tamoko, despite what her experience says. Anybody
who can hit an Armor Class of -10 with a roll of seven and deal 20+
damage per hit is not a push-over. She single-handedly out-fought
Jaheira, but my protagonist scored vorpal hits on his alter-ego, Angelo,
and Tamoko to seal the easy victory. When they're defeated the oasis
will turn into a more fitting abyssal landscape and the entire party
will gain some experience.
Note: If you're evil (you picked any of the evil paths in hell at the
end of Shadows of Amn) the natural state of this room will be... well,
hellish. Dark stone, lava pits, that old thing (and remember, fire is
hot, so don't stand in it). If you're good (you picked all of the good
paths in hell at the end of Shadows of Amn) the natural state of this
room will be of an oasis. Whatever the case, it'll appear as its
opposite during your fight with your Sarevok-self.
***REWARD***
(For defeating what might have been)
EXP 30000 (protagonist)
EXP 25000 (each character, save the protagonist)
Oasis (AR6300)
o======================================================================o
21) Once that's done, rest up, level up, prepare spells, and whatever
else you need to do before heading off to the Oasis. Once there you'll
be confronted by Jamis Tombelthen. Tombelthen... Tombelthen...? The
surname of the noble that bothered us during the Ranger quests? If
you're a Ranger, anyways. This one is apparently more successful, as he
is the general of the Tethyrian army in front of you. Whatever you say
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Anyways, When you're done killing and looting, exit the map at
(x=3000, y=400). Bid farewell to Chapter 8 and make your way to
Amkethran.
***ITEMS***
(x=750, y=820) Horn Coral Gem, 75 gold
(x=1200, y=700) Bounty Notice, Scroll of Summon Djinni, 44 gold
(x=1600, y=350) Bounty Notice, Kings Tears, Tiger Cowrie Shell Necklace,
2032 gold
***ENHANCED EDITION***
Either the Answerer +4 was nerfed for the Enhanced Edition or, more
likely, we're just privy to more information now. The reduced Armor
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Class and Magic Resistance this weapon imposes on enemies only lasts
four rounds. That might seem like too little time to bother with, but
in Throne of Bhaal, four rounds can be a long time, indeed. Plus, it's
really only to be used as a boss-buster weapon, as anything that can
be backstabbed should draw the Dagger of the Star +5. Four rounds is
enough time to get off twelve attacks (if used as a main-hand weapon,
ignoring possible Greater Whirlwind Attacks), and if even three of those
strike, that's a worthy bit of debilitation.
o======================================================================o
| Chapter 9 |
o======================================================================o
| |
| Amkethran |
| |
o======================================================================o
Sequence of Events: {WLK061}
1) Meeting With Balthazar
2) Mercenary Firing Range
3) Saemon Strikes Again!
4) When Tempers Flare...
5) Steal From the Rich, Payback's a...
6) Zekee's Tavern
7) Mechanical Bird Pay-Off
8) Hexxat's Final Request
9) Carras' Stock
10) Kerrick's Smithy
11) Marlowe's Plea
12) Vongoethe's Revelation
13) Sealing the Deal
14) Turning the Tables
15) Crafting With Cespenar, VII
Amkethran (AR5500)
o======================================================================o
1) Head north and and eventually you'll come across a Monk, who will
take you to meet Balthazar, Melissan's contact here and the leader of
the monastic order-and the city of Amkethran itself. He'll give you the
locations of the enclaves and tell you not to step on his toes. Melissan
has already come and gone, it seems. It's not the friendliest welcome
we've had, but it's sure not the most hostile, either.
<---------------------------------------------------------------------->
2) south-east of the gates to the monastery you'll find a Mercenary
Captain overseeing a duel between two Mercenaries. Further south-east
still you'll find one Captain Erelon (x=1880, y=2230) summoning an
infinite supply of monsters (randomly, a Minotaur or an Umber Hulk, both
worth a paltry 1000 EXP) for a group of Mercenaries to shoot down. If
you wish, you could grind these things as long as you wish, just let the
AI do all the work and go find something else to do. If you pester
Captain Erelon too much, he'll declare you the new targets for the
session. Kill him and his buddies-the other mercenaries don't seem to
mind. All of these mercenaries we just killed will drop Chain Mail +3,
Arrows +2, a Long Sword +1, and a Long Bow +1. Captain Erelon himself
will drop a suit of Elven Chain +1, a Two Handed Sword +2, and the
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***ITEMS***
(x=220, y=150) Waterstar Gem x5
(x=360, y=150) Water Opal x2
(x=520, y=260) Pearl
***REWARD***
(For saving the Priest)
EXP 2000 (each character)
Item Oaken Ring
***REWARD***
(For saving the Priest and giving 1000 gold to help the starving people)
EXP 3000 (each character)
Item Oaken Ring
Reputation +1
<---------------------------------------------------------------------->
5) Now head north past where you met Saemon to find a girl named Asana
Hasaad (x=2330, y=1250), daughter of Omar Haraad, the mayor. She was
caught stealing money from the mercenaries to buy food for the poor
folk of Amkethran. Yeah, yeah, we get it, lots of people starving.
Here's an idea-don't live in the damned desert! Anyways, if you turn
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down the pleas of her father and let Asana get executed you'll lose a
point of reputation, and unless you're an evil party at the brink, this
is never a good idea. If you want to avoid a fight, you can pay off the
girl's debt-originally 2000 gold, but the blood price to buy them off
is increased to 4000 by the greedy mercenaries, plus 1000 gold for the
'inconvenience', however you can talk them down to 3000. Or you can
just kill them, which is cash-flow positive. Saving the girl is
definitely more rewarding than letting her die, in any case.
***REWARD***
(For saving Asana)
EXP 5000 (each character)
Gold 100
Item Montolio's Cloak
Reputation +1
***ITEMS***
(x=500, y=220) Scroll of True Sight
<---------------------------------------------------------------------->
7) Speaking of making money... if you have the Mechanical Bird
Neera gave you at the end of her Shadows of Amn questline (and Neera
is in your party) you'll see a 'Strange Collector' standing at
(x=550, y=330). If you approach, he'll initiate dialogue, marvelling
at your wonderful bird. He's a collector, see, and you know how
collectors are about stuff... anyways, he's willing to pay you a
whopping 100,000 gold for your bird. If you sell it, Neera will
express regret-that you sold the gift she gave you, for one, and that
she didn't make more of those birds. No kidding. If you refuse to
sell, you'll make Neera happy and your protagonist will gain 100,000
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experience points. Either way, if you held onto that Mechanical Bird,
you stand to gain big-time.
***REWARD***
(For selling Neera's Mechanical Bird)
Gold 100,000
---or---
***REWARD***
(For refusing to sell Neera's Mechanical Bird)
EXP 100,000 (protagonist only)
<---------------------------------------------------------------------->
8) By far the most interesting character in this tavern is Hexxat
(x=270, y=270), who will be here provided you didn't summon her earlier
in the Pocket Plane. If you talk to her, the end result of the
conversation will be either her joining your party, or leaving the game
forever... and if she joins your party, it's likely her quest will start
up again, so be ready to get busy if you talk to Hexxat. Her Throne of
Bhaal questline is covered in [WLK063].
o===========O
|Mage Spells| Carras
o===========o---------------------------------------------------------->
3rd-Non-Detection
---
4th-Improved Invisibility
Gargoyle Boots
--------------
Useless except for their protection from backstabs. We'll be dealing
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Glasses of Identification
-------------------------
It never hurts to have another pair, right?
K'lorgarath +4
--------------
A returning +4 axe that has a chance to knock an enemy down and deal
2d6 extra damage each hit? Yes please. It's the best ranged weapon for
Korgan or any other axe-wielding characters in the game. Of course,
he can't use it while dual-wielding, but he can keep it in his inventory
for when the need arises. Which will probably be never, but still...
What else are you going to spend your money on?
Note that you cannot steal from this merchant, so don't get hopeful.
If you've got a great reputation and a character with a high Charisma,
you might only need about 25,000 gold to get what you want. Carras also
sells gems of various quality, which are required to upgrade some items.
If you needed five Star Sapphires for the Dagger of the Star +5, Carras
sells them.
***ITEMS***
(x=770, y=370) Rainbow Obsidian Necklace
(x=880, y=350) Rainbow Obsidian Necklace, Greenstone Ring, 1 gold
(x=970, y=350) Scroll of Mantle, Potions of Extra Healing x3
(x=1100, y=400) Potions of Superior Healing x3
***TRAPS***
(x=770, y=370)
(x=1100, y=400)
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If for some reason you decide to pick a fight with Marlowe, his daughter
will die for no reason and he'll turn hostile. I can't imagine why you
would do this, however. I guess Bioware was just appealing to the
mindlessly violent crowd? Anyways, hear out his tale and he'll tell you
that a Lich named Vongoethe took his daughter's soul, being a pure,
young, virgin and all that. Is it just me, or in fantasy settings is a
lady's soul interchangeable with the status of her hymen? Oh wait, it's
like that in the real world, too. Anyways, he bribed the guard down by
the cavern to let Marlowe-or anybody Marlowe wishes-in, so off we go.
***ITEMS***
(x=200, y=200) Silver Necklace, Bluestone Necklace
(x=450, y=200) Potion of Superior Healing
Graveyard (AR5509)
o======================================================================o
12) Go talk to the Monk over at (x=1700, y=950) and head inside the
cavern (x=1900, y=700). Head north a bit and you'll find Vongoethe, who
will appear in typical creepy Lich fashion. If you're obstinate in
pursuing a fight you'll succeed, although Vongoethe will consume
Malla's soul and no reward will be forthcoming. Play a more neutral
tone, however, and he'll tell you that Marlowe promised to give the Lich
his soul in return for twenty years of good fortune, and now that the
time to pay up has come, Marlowe refuses to pay. The Lich isn't a saint
by a long-shot either, dealing in souls and willing to kill first
Marlowe's wife and now his daughter to force Marlowe to live up to his
end of the bargain. Since the Lich promises to give up Malla's soul if
we bring Marlowe to him, and since Marlowe did lie to us, we should go
pay him another visit before we make any decisions.
<---------------------------------------------------------------------->
13) Return to Marlowe and he'll readily admit to all of Vongoethe's
accusations, and agree to go with you to pay his end of the bargain.
You'll be given Malla's Soul Stone, to do with as you please, since
you are after all, the neutral party. Malla's Soul Stone is in effect
an Ioun Stone that gives a one point bonus to Dexterity, Constitution,
and can cast Neutralize Poison once per day. Still, I have trouble
finding any use for it since there's almost nobody would would benefit
from both the boost to Dexterity and Constitution, much less the fact
that it doesn't protect against critical hits... hence, I don't bother
keeping it. If you restore Malla's soul you'll get 10,000 experience per
character, and a point of reputation if you give her 5,000 gold to help
her get started with her new life. Since all I gain is some experience
by letting Vongoethe take Marlowe's soul, I choose to interfere after
obtaining Malla's Soul.
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After the fight Marlowe will thank you for saving him (if he's still
alive). If you decide to keep his daughter's soul stone, however, you'll
get a small experience reward and lose two points of reputation. If you
fork it over, you'll get the biggest reward possible (15,000 experience
points per character) and a reputation increase. Sure, you can get a
total of 16,000 for letting Vongoethe kill Marlowe and then restoring
Malla yourself, but then the reputation boost will cost you 5,000 gold.
The best part about the last route is you get to kill Vongoethe and
claim the Ring of Anti-Venom. Yeah, it's nothing to go crazy over, but
I still prefer it to Malla's Soul Stone. You can go up the ladders to
reach the platforms most of the Skeleton Archers were on, but most of
the doors up there just wrap around to more doors along the platforms.
Most of them are trapped, however, and can be disarmed for some
experience. I put this ring on Keldorn/Korgan, Korgan wears it
full-time, whereas Keldorn (who doesn't have the Axe of the Unyielding
and hence, needs his Ring of Regeneration) only uses it when necessary.
Since the dialog will interrupt the ability to position the party,
I move everyone back by the entrance and cast Breach, Pierce Shield,
Pierce Magic, and other buff removal spells on Vongoethe immediately.
By the time the spells get off the Banshees are moving in, so kill them
first, then rush Vongoethe before he has a chance to re-buff. The
archers above can be a pain in the ass, but there's really no way to
avoid them so I simply ignored them until Vongoethe was dead, then
switched two characters to ranged weapons and took them out while the
rest of the party mopped up the remaining combatants on the platform.
DO NOT give Vongoethe an opportunity to re-buff, or to start casting
attack spells, as this will make the fight WAY more difficult. Timing
is everything.
***TRAPS***
(x=330, y=300)
(x=450, y=250)
(x=550, y=200)
(x=700, y=200)
(x=970, y=200)
(x=1100, y=250)
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***REWARD***
(For forcing Marlowe to live up to his end of the bargain)
EXP 6000 (each character)
Item Malla's Soul Stone
***REWARD***
(For saving Marlowe from Vangoethe and giving him Malla's Soul Stone)
EXP 15000 (each character)
Reputation +1
***REWARD***
(For keeping Malla's Soul Stone after saving Marlowe)
EXP 6000 (each character)
Reputation -2
***REWARD***
(For restoring Malla)
EXP 10000 (each character)
***REWARD***
(For giving Malla 5000 gold to help her start a new life)
EXP 10000 (each character)
Reputation +1
<---------------------------------------------------------------------->
14) Before we leave we can be a little experience hungry by messing with
the 'tables' in the area. The practical application of these is to
disarm the traps on the upper levels, but since everybody should have a
Thief, this isn't a problem. Still, experience is experience. The table
at (x=720, y=720) will summon a pair of Ice Golems, the table at
(x=950, y=550) summons three Fission Slimes, which can be destroyed
with fire (Comet works just fine.) The table at (x=750, y=400) summons
four Greater Air Elementals, and the fourth and final table at
(x=500, y=550) summons four Greater Fire Elementals. Ignoring the
Fission Slimes, which give negligible experience, we stand to gain
110,000~ experience.
<---------------------------------------------------------------------->
15) Now we're done with Amkethran for now, it's time to head to either
Abazigal's Lair or to Sendai's Enclave... but which one? Fortunately,
there's an easy enough way to resolve this. Sendai's Enclave drops
components that will upgrade weapons that three of my character use,
or would use if the weapon were upgraded. Since we'll become
significantly stronger by going after Sendai first, we'll be that much
better off when we go after Abazigal. First, however, another session
with Cespenar:
Heartwood Ring
--------------
(5000 gold)
(Nymph's Tear)
(Oaken Ring)
It's a ring that can only be used by Druids, and it gives them a bonus
6th and 7th-level spell. This is just a no-brainer-Jaheira's got
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Montolio's Cloak
----------------
(5000 gold)
(Montolio's Clasp)
(Montolio's Cloak)
o======================================================================o
| |
| Dorn's Bloody Path, Part II |
| |
o======================================================================o
Sequence of Events: {WLK062}
1) The Naughty List
2) Slaughter for a Sigil
3) The Holy Tree
4) Bollard Firejaw, Dead Again
5) Non-compliant Naiman
6) The Scroll of Retribution
7) Double Dragon!
8) Leaving Lunia
9) The Silver Pair
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Lunia (OH5500)
o======================================================================o
2) When you're ready to challenge heaven, enter the portal at the ambush
site. Once inside, bypass some chatter, then continue up some stairs to
the north-east. Here you'll find a Planetar (x=2100, y=2180) handing out
sigils that grant entrance into the White Pavilion. Pick dialogue option
#1 to hear the creature out and wait as some followers of Tyr obtain
their sigils. Once they're done, walk up and talk to the creature... and
kill it, as it'll inevitably see through whatever lie you concoct. It
might be joined by some nearby followers of Tyr or Crusaders, but they,
and the Planetar, are just meat for the grinder. As with the Crusaders
we fought at the ambush site, the follower of Tyr and Crusaders in Lunia
will drop valuable gear-nothing worth wearing, but certainly worth
chucking into a Bag of Holding until we can sell it. I won't waste your
time pointing it out from here on out, however. Loot the Planetar's
corpse for the 'Sigil of Tyr'. It's also worth noting that if you find
any stragglers around Lunia, you might want to force-attack them and
kill them, as it'll remove them as possible complications, later. Don't
go around killing everybody, of course, but after you're done talking
to them... well, you're not here to make friends, and you're not coming
back once you leave.
Note: If you cause too much ruckus up here, you might encounter a hit
squad consisting of a Planetar, a Fighter, Priest, and Paladin of Tyr,
who will appear near said ruckus and attempt to smite you.
<---------------------------------------------------------------------->
3) Head west, then go up some stairs to the north to find the Holy Tree
(x=2150, y=800). Nearby stand Rikkon (x=1950, y=1220) and Zara
(x=1950, y=1180). The former will invite you to partake in 'the flesh of
the divine' which turn out to be some Silver Apples provided by the Holy
Tree. If you loot said tree, you'll obtain three such apples, which heal
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those who ingest it for 25% of their Hit Points, and increases all their
attributes by two points for six rounds... if your alignment is good. If
you're evil, it'll harm you for a number of Hit Points equal to 25% of
your maximum, and impose a two-point penalty on your attributes for one
day. Ouch. Since you're here with Dorn, chances are you're not a goodly
party... but Jaheira can safely gobble them down, so you might as well
grab them.
<---------------------------------------------------------------------->
4) Return south to the pavilion where we killed the Planetar, and from
there head east until you find some stairs leading south-east. Head down
and spot some 'Petitioners' to the east, who might cause some of your
party members to complain. Ignore them and continue to the south-west
to find Bollard Firejaw (x=3650, y=2900)-the priest Dorn was sent out
to kill a lifetime ago back in Athkatla. You remember, we crashed a
wedding and all that? The priest remembers Dorn as well, and if you
approach he'll become wroth and indignant that Dorn is here. Kill him,
and whatever nearby Crusaders might be about. Kind of a pointless
encounter, really.
<---------------------------------------------------------------------->
5) Head back up the stairs to the north, then up another flight of
stairs. From there, continue north-east until you find Naiman Alore
(x=4060, y=1040) and his minions. When you approach you'll be asked to
identify yourself before gaining access to Naiman. It doesn't matter
what you say here-whether you got the Sigil or not-Naiman refuses to
erase your name from the Scroll of Retribution. What was the point of
it, then? Who knows. Given Dorn's disposition, a fight ensues once it
becomes clear that Naiman won't comply with your wishes. He's joined by
some Paladins and Priests of Tyr, and during the fight a Planetar will
bring in some reinforcements. Naiman himself is a pretty potent Mage,
but all in all, this fight is as difficult as you allow it to be. If
you use another Time Stop/Horrid Wilting combo, the fight will probably
end without much extra work (and unnecessary damage) on your part. Once
all your foes are smote, pick up whatever loot you want to sell, but
more importantly grab Naiman's 'Ink and Sand'. Time to edit the Scroll
of Retribution a bit.
<---------------------------------------------------------------------->
6) Activate the Scroll of Retribution (x=4070, y=1000) to start defying
the will of the gods. The first thing that comes up, of course, is
what names to erase-you have three options; erase your name, erase
Dorn's name, or erase both of your names. If you fail to remove Dorn's
name from the Book of Retribution, another Planetar will show up after
enough over-world travel and accost Dorn. Dorn will fault you either for
conspiring against him, or for incompetence, depending on how you
respond to his question. Either way, he'll leave the party and turn
hostile. Might as well erase both of your names-that's what we're here
for, after all. Next, well... there are two blank spaces on the Scroll,
and they need filled, right? You have a choice of names you can add to
the Scroll-Yaga Shura, Sendai and Abazigal, being the most sensible
choices. If you add their names, when you encounter these rival
Bhaalspawn, a Planetar will show up to help you in combat. It's meager
aid, but still fun. You can also write in Noober or Saemon Havarian, if
you want some revenge on people who annoyed you in the past, but I
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really don't see the point. You can also elect to leave the scroll
alone, but what fun is that?
<---------------------------------------------------------------------->
7) Edit what you will, then you'll be warned that bad things are
coming-it would be wise to leave. Contrary to the pop-up text, wait
around a bit and a hit-squad identical to the one that joined Naiman
and company will arrive-a Planetar, and a priest, paladin, and fighter
of Tyr. Smite them, then heal up, using the least of your healing spells
to do so. It's time for the great escape. Return south-east to the
pavilion where we fought the first Planetar for the useless Sigil to
see a cutscene. Two Silver Dragons-Dolrassa and Ixthezzys will talk to
a dingus named Baldwin, conspiring to thwart your escape and bring down
some holy retribution upon your heads. Escape is simple enough-just
remove Edventar's Gift from your Cleric, cast Haste and Mass
Invisibility and make a run to the exit (x=1100, y=3330). Unless you
did something bonerific like keep your party AI on, you should make it
without a hitch. But again, what fun is that? Two Dragons block our
path, and Dragons have a tendency to drop great loot, not to mention
the experience they're bound to be worth.
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***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Escape from Lunia {VID021}
https://www.youtube.com/watch?v=s000Z4tJaDY
<---------------------------------------------------------------------->
8) We're not out yet. Turn south-west and head down the stairs to reach
the shore upon which our exit portal lies, only to be stopped by Baldwin
and a trio of Crusaders. They're a bunch of wussies-especially after
dealing with a pair of Dragons. Smite them, and loot Baldwin if you care
to grab a Martial Staff +3. Nearby three Petitioners make pretty
particle effects, presumably trying to seal our portal. They can't do
much to stop us from simply walking past and entering the portal, and
they take forever to actually accomplish their task, however...
especially if you inflict a little murder on them. They're worth 22000
experience each, and don't seem to fight back, save by throwing up a
Stoneskin to delay your murdering. If that's not quite enough for you,
return to the Holy Tree and kill another group of Tyr-worshippers led
by a Planetar. Once done, leave Lunia for good.
<---------------------------------------------------------------------->
9) That's all for Dorn's questline in Throne of Bhaal, it's time to
talk about the spoils. Named gear includes junk such as the Holy Long
Swords of Tyr +3, a few Cleric's Staves +3, a Martial Staff +3, and a
pair of Helmets of Infravision... not to mention an armory of other
magical arms and armor. For their part, the Holy Long Swords of Tyr +3
sold for nearly 100,000 gold, altogether. The real prizes, however, are
the Silver Dragon Scales, which Cespenar can turn into Silver Dragon
Scale armor. This armor wrecks havoc on my old builds, as it's easily
superior to anything in the vanilla game. It reaches the unofficial
Armor Class cap of -2, but it also increases the wearer's movement
speed and give +15% Magic Resistance (out-competing Enkindu's Full
Plate +3 by a full +10%). Lastly, it heals the wearer by two points
every time they take a hit, which... well, it's paltry enough to be
ignorable. The best thing about this armor is that it can be worn with
other protection items-probably an oversight, I would expect it to be
patched sooner or later-but for now, it can out-compete other armor
by two or three points of Armor Class (and saves) if you also wear The
Guard's Ring +2, the Spirit's Shield +2, or The Warder's Signet +3. On
the good party, I put it on Keldorn (to futher boost his Magic
Resistance) and Anomen, as it is patently superior to Red Dragon Scale.
For the evil party, I likewise boost Viconia (whose Magic Resistance
will now end up at a whopping 90%) and Korgan, who discards the Red
Dragon Scale and also takes The Guard's Ring +2 out of storage to drop
his Armor Class down to an amazing -12. I could have put this armor on
Dorn and Jaheira just as easily, but one of them would make good use of
the Dexterity bonus provided by Shurrupak's Plate. I reserved this armor
for Dorn, since Jaheira already has an Armor Class of -11. Jaheira's
saves are also superior to Viconia's, and her caster level and spell
selection make her much less adept as a healer/debuffer than Viconia,
hence, I keep true to the rule of protecting my Cleric. Jaheira will
just have to make do with Enkindu's Full Plate +3.
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I seemed to find it more often now than when I needed it. Pretty much
every time you move between areas on the world map you'll hit the
Ambush Site mid-way. This gets annoying real quick-like. Overhaul Games,
if it's not too much to ask, can you... I don't know, make this area
static, or at least lower (or eliminate) the encounter rate after
Dorn's quest is done? Thanks.
o======================================================================o
| |
| Hexxat's Request, Part II |
| |
o======================================================================o
Sequence of Events: {WLK063}
1) The Final Request
2) First Encounter with Phreya
3) Sarcophagi and Secrets
4) Mummy Massacre
5) Second Encounter with Phreya
6) Murdering More Mummies
7) Umolex
8) Third Encounter with Phreya
9) Sand Golem Smiting
10) Fourth Encounter with Phreya
11) Arachnophile Culak
12) Doors and Necrotic Barriers
13) Bringing Down the Barrier
14) Phreya and the Fake Lich
15) Tomes and Scrolls
16) Korkorran
17) Hexxat's Reward
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***TRAPS***
(x=3220, y=500)
<---------------------------------------------------------------------->
3) Head east, then north to find a chamber full of sarcophagi and
occupied by a lone Greater Mummy, who is no threat to anybody anymore.
Cut it down, disarm a trap to the south-east, and loot the sarcophagi
in this room (one of which is trapped) for some meager loot. The way
forward, however, is west of where we fought Phreya. Loot two more
sarcophagi and search for a secret door to the south at (x=2750, y=750).
***ITEMS***
(x=4100, y=650) 38 gold
(x=4400, y=1000) Emerald, Jade Ring, Skull
(x=3200, y=650) Silver Necklace, Incomplete Skeleton
(x=2900, y=600) Scroll of Mass Invisibility, Skull
***TRAPS***
(x=4200, y=900)
(x=4400, y=1000)
<---------------------------------------------------------------------->
4) Continue south through the secret door and smite another Greater
Mummy. Follow the passage to the south-east until it ends, where you'll
find two doors, one to the east (x=4000, y=1350) and one to the west
(x=3570, y=1400). The eastern door leads to a dead-end, so go through
the western door, instead. In the room beyond you'll encounter three
Greater Mummies, one of which is a more powerful version that can cast
Clerical spells. They're all still push-overs, however, just give the
Cleric special attention, then mop-up the rest.
***ITEMS***
(x=3200, y=1300) Potion of Superior Healing, Potion of Invulnerability
<---------------------------------------------------------------------->
5) Traverse to the southern side of the room, walk under some tapestries
hung on a rope, and follow a lengthy hallway to the east, at the end of
which we'll encounter Phreya again, who taunt Hexxat some more, whine
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about her fate, and attack. Put her down again and Hexxat will reveal
that Phreya made off with the Cloak of Dragomir sometime during the
encounter. Wonderful. Loot a table to the north, then turn south.
***ITEMS***
(x=4850, y=1450) Protection From Cold, Potion of Master Thievery
<---------------------------------------------------------------------->
6) A long, curving tunnel awaits you, running clock-wise, lined with
lootable (and sometimes trapped) sarcophagi. The only guardians of this
hallway are a pair of Bone Fiends, which should be easily smote by any
party of substance. Kill, loot, then note two pairs of doors, one at
(x=4200, y=2900) and another at (x=3900, y=3150). The former leads to a
long corridor of nothing that leads nowhere, so hit the latter, instead.
Beyond these doors lurk a pair of Greater Mummies. Loot two sarcophagi
and note two doors-one to the north-west (x=3600, y=2900) and one to
the south-west (x=3300, y=3200). Go through the door to the south-west
if you want to bully another pair of Greater Mummies, then through the
door to the north-west to continue deeper into the crypt.
***ITEMS***
(x=4700, y=2250) Rainbow Obsidian Necklace, Scroll of Carrion Summons,
Skull
(x=4500, y=2700) Incomplete Skeleton
(x=3700, y=3300) Skull
(x=3200, y=3450) Scroll of Blindness, Skull
(x=2900, y=3500) Potion of Superior Healing, Incomplete Skeleton
(x=3900, y=3000) Skull
(x=3400, y=3100) Scroll of Power Word: Stun, Waterstar Gem,
Incomplete Skeleton
***TRAPS***
(x=4700, y=2250)
<---------------------------------------------------------------------->
7) Once through the door you'll find yourself in another curving tunnel.
If you head to the south-west you'll find a room occupied by a Mage
named Umolex (x=3120, y=2650), who confuses you for corpses. When she
notes you're alive, she'll seek to remedy that. I deal with her the way
I deal with most Mages-buffing my protagonist and cutting her down,
but a Time Stop/Horrid Wilting combo would work too... although it seems
a little wasteful for just one Mage. Either way, once she's dead loot
her and the room she's in. She'll drop a Robe of the Evil Archmagi,
an Oil of Speed, two Potions of Regeneration, two Potions of Superior
Healing, and the 'Journal of Umolex the Far-Eyed'. The journal just
points out that Umolex was working with the renegade Lich Korkorran,
providing information about simulacrum creation. The fruits of their
collaboration apparently 'resulted in a masterful duplicate'. The
journal also reveals that Umolex was somewhat silly.
***ITEMS***
(x=3050, y=2600) Gold Ring, Silver Necklace, Scroll of Stone to Flesh
(x=3300, y=2600) 8 gold
***TRAPS***
(x=3050, y=2600)
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<---------------------------------------------------------------------->
8) Return to the previous, curling corridor and follow it counter-
clockwise to find a door to the north-west at (x=3750, y=2350). Beyond
you'll find a laboratory occupied by some containment tubes, two Bone
Fiends, and another Greater Mummy who can cast Clerical spells. Beyond
them stands Phreya (x=3190, y=2130), who forces us to smack her around
again. Once she's done wasting your time and vanishes again, continue
to the south-west. Ignore the bookshelves, by the way-they're filled
with junk books.
<---------------------------------------------------------------------->
9) Venture through an ominous-but harmless-bone-strewn narrow hallway to
the west, beyond which lurks a new foe... a pair of Sand Golems. They're
new to the dungeon, anyways, not the game, and they're a bit more potent
that the wussies we've been dealing with thus far, but they still
require no special tactics to defeat, I just walk up and crush them with
my warriors. When you're done killing golems and looting, go through a
door to the south at (x=2350, y=2550).
***ITEMS***
(x=2200, y=2200) Scroll of Improved Mantle, History of the North VI,
History of the Zhentarim
<---------------------------------------------------------------------->
10) Head south and kill another Sand Golem. When you run out of south,
turn west and kill another pair of Sand Golems near a door
(x=1730, y=3530). After they're dismantled, go through said door and
follow a curling passage clock-wise until you find another door guarded
by another pair of Sand Golems. Crush them and continue through the
door the guarded (x=700, y=2900) to find a library. Doesn't all this
look familiar? Looks like Overhaul Games caught onto the trick of
recycling areas quickly enough. Anywho, in this library room you'll find
a pair of Death Tyrants. You could waste time buffing, but I had no
trouble killing them by simply walking up and attacking them. One they
are dead, you'll find Phreya (x=370, y=2450), who just can't get enough
beatings, it seems. Give her one more, after she tries to turn you
against Hexxat, then loot the room. The book 'Of Simulacrum and Sanity'
is another *hint-hint* for you.
***ITEMS***
(x=200, y=2300) Scroll of Summon Hakeashar, Horn Coral Gem
(x=550, y=2500) Scroll of Improved Mantle, Scroll of Spell Sequencer
(x=500, y=2650) Of Simulacrum and Sanity
(x=970, y=2470) Rainbow Obsidian Necklace
<---------------------------------------------------------------------->
11) There are two ways to proceed from here-continue deeper into the
dungeon by going through the secret door at (x=700, y=2300), or hit a
few bonus rooms by going through the more conventional door over at
(x=1000, y=2750). Let's do the latter, first. Go through the door and
cross over a wood-and-rope bridge to the east. At the far side of the
bridge you'll find another door (x=2150, y=3150) beyond which you'll
find a small room occupied by another pair of Sand Golems. Go through
the door to the west at (x=1850, y=2750) to find a chamber occupied by
Culak (x=1440, y=2420) and his Spider pets. When you approach, he'll
talk to you, but the conversation is pointless-you're not going to be
friends. My solution for dealing with this fight? The good old Horrid
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***ITEMS***
(x=1200, y=650) Scroll of Minor Spell Turning
(x=1400, y=830) 23 gold
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<---------------------------------------------------------------------->
14) I now move my party up to door #6, where I rest to replenish my
spells. I used up my anti-Mage buffs on Umolex, and I'll have need of
them, shortly. After I'm all freshy and rested, I recast my anti-Mage
buffs, then I close door #4 to open doors #5 and #6, then I head through
with only my protagonist and Hexxat. In the room beyond we'll find
Phreya (x=2000, y=530) for a fifth and final time. She's joined by a
Lich named... Lich (x=2000, y=500). Approach and Phreya will start up
dialogue, which of course, ends in violence. Once the fight starts,
Hexxat runs back to the rest of the party, while my protagonist attacks
the Lich, who is surprisingly reluctant to put up defensive buffs. Once
the Lich falls, I turn on Phreya, who isn't any more dangerous this time
around than she was before. After the fight, Hexxat will inform us that
the Casque of Imprisonment isn't working-it seems that although we
killed *A* Lich, we didn't kill the Lich we're after. Remember all those
hints about Simulacrums and duplications? Yeah, seems crafty Korkorran
is still at large. After the chatter is done, Hexxat will run up and
grab the Cloak of Dragomir, which Phreya dropped, along with Worn
Whispers, Topsider's Crutch, three Potion of Superior Healing, two
Potions of Master Theivery and a Potion of Freedom. The Topsider's
Crutch (aka: Ring of Infravision) is beyond useless by now, and the
Worn Whispers (aka: Boots of Stealth) are hardly any better. Oh well...
***ITEMS***
(x=1600, y=400) Scroll of Sphere of Chaos
(x=1800, y=300) Bloodstone Ring
(x=2200, y=550) Scroll of Mass Invisibility
<---------------------------------------------------------------------->
15) Well, the last Lich was a bust, but on the plus side, there's not
much level left for the real Korkorran to hide in. Go south through an
already-opened door and into a small chamber with a pair of cabinets you
can loot. Loot, then go through another, not-so-open door at
(x=2150, y=1100). Beyond is a larger room with more lootables to
distract you. The books 'Conjur Ota Servanta' and 'Dea Vampir Becomos'
just talk about Vampires, perhaps to legitimize Phreya's condition,
while the second copy of 'Of Simulacrum and Sanity' is just here to
remind you about, you know, the possibility of Simulacrums. We're also
at the end of the dungeon now, so I rest one more time, reapply my
anti-Mage buffs, and continue on with my protagonist.
***ITEMS***
(x=2200, y=850) Scroll of Mass Invisibility, Potion of Superior Healing
(x=2300, y=800) Angel Skin Ring, Potion of Superior Healing
(x=2050, y=1150) Conjur Ota Servanta, Scroll of Tenser's Transformation,
Scroll of Summon Djinni, Scroll of Cacofiend,
Laeral's Tear Necklace
(x=1900, y=1200) Dea Vampir Becomos, Scroll of Spell Trigger,
Scroll of Protection From Magic Energy,
Scroll of Symbol: Fear
(x=2350, y=1450) Of Simulacrum and Sanity, Rogue Stone x2,
Scroll of Spell Trap
<---------------------------------------------------------------------->
16) Continue south to find the real Korkorran at (x=2570, y=2000). He'll
initiate dialogue when you approach. There are many pit-falls to this
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conversation that lead to combat, but you can talk it into restoring
Hexxat's mortality (dialogue options #1, #2, #1, #1, #1, #3) will set
you on the right path. This is apparently the reward Hexxat worked out
with 'L', but there's a catch-it will restore her mortality, but she
will keep her age. As an over 200-year old Human, this will reduce her
life expectancy to... zero. Afterwards you can keep your word and leave
the Lich in peace, or you can pick a fight. Given those options, you
might as well just pick a fight with it from the outset. My protagonist,
weilding Daystar and protected by Death Ward, Chaotic Commands, the
Cloak of Mirroring and three instances of Spell Immunity (Conjuration,
Alteration, and Abjuration) is immune to anything the Lich can throw
at me. He's fond of using Protection From Magical Weapons, Stoneskin,
and various illusions to go invisible, and offensively he's noteworthy
for casting Dragon's Breath, but it doesn't matter-I just use a Gem
of Seeing and chop him down. Once he falls, he'll rise again-possessed
by 'L', who promises to contact Hexxat shortly. We'll be whisked out of
Korkorran's lair and back whence we came.
<---------------------------------------------------------------------->
17) Only one thing left to do for Hexxat in Throne of Bhaal-await 'L's'
reward. To do this, just rest... anywhere. You'll be whisked elsewhere
and bothered by Cabrina, who flirts with Hexxat before 'L' finally
shows up-in Korkorran's shell. 'L' turns out to be none other than
Larloch-presumably the guy behind Larloch's Minor Drain, and he's ready
to grant Hexxat's request. She wants to be turned mortal, and the cost
is the same as with Korkorran-Hexxat will lose the Vampirism and keep
the age, resulting in death. Apparently Hexxat despises her Vampirism
and is quite willing to die to be rid of it, but you can talk her out
of such a hasty decision with the following dialogue options: #1, #1,
#2, #2, #2, #1, and #1. Either way, once your business with 'L' is done,
so is Hexxat's questline.
o======================================================================o
| |
| Destroying the Order of Eight Staves |
| |
o======================================================================o
Sequence of Events: {WLK064}
1) Dark Wings, Dark Words
2) Thayan Ambush
3) Dennaton's Coliseum
4) Szass Tam's Task
5) The Shorties
6) Thayan Shopping
7) Thallis' Advice
8) The Front Rooms
9) The Side Rooms
10) The Rear Rooms
11) Vicross in the Courtyard
12) Ringing Szass Tam's Bell
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Watcher's Keep both hosted this event, but the Oasis, Amkethran, and
a few other places did not, so... if you're having trouble starting
this quest, head back to one of those two areas. Anywho, Jerome will
bring Neera news from Telana; Vicross, the leader of the Order of the
Eight Staves is in the area, and apparently the Red Wizards are not only
still hunting Wild Mages, but they've improved their ability to detect-
and hence ambush-Wild Mages. Neera, still not a fan of the Red Wizards,
comes up with the idea to purposefully lure them to us so we can
dispatch them. Well... at least we'll get to ambush somebody, for a
change. The 'Clearing' where Neera will perform her Wild Surge to lure
the Red Wizards is now marked on your map, so... head over there when
you're ready to wrassle some Red Wizards. Oh, and make sure you have
Nahal's Reckless Dweomer memorized.
Clearing (OH6400)
o======================================================================o
2) When you arrive, head to the east a bit and Neera will announce her
plans-she needs to cast Nahal's Reckless Dweomer to lure the Red
Wizards. Good thing we prepared it, right? Give it a go and Neera will
suggest resting up. Before you do so, make sure you have plenty of
debilitatives spells prepared-especially old Clerical ones such as
Greater Command, Insect Plague and Silence 15' Radius. My protagonist
also prepares a Spell Sequencer linking three Slow spells and a Spell
Trigger with three Chaos spells. After that, I cast Stoneskin on
everybody who has it-this is the only buff worth casting, since it's
the only one that'll survive the rest. Speaking of which, rest up when
you're prepared and a cutscene will play-a large group of Red Wizards
led by Vicross will teleport to your location and confront your party,
who wakes hastily to confront the threat. Neera, your protagonist, and
Vicross exchange words before hostilities inevitably begin. Neera's
magic fizzles, much to her chagrin (you'd think she'd be used to it by
now?) and Vicross chugs a Potion of Invisibility, leaving you to fight
four Red Wizards and eight Thayan Knights. The Thayan Knights are pretty
rough, capable of chopping down even well-protected high-level melee
fighters if they attack in groups, and since they out-number you, things
can get rough. Also, four Mages casting mid-level spells can be a pain
in the ass... and of course, Neera is useless, as usual, so the go-to-
tactic of Time Stop/Horrid Wilting is out, unless your protagonist can
do it. Mine can't but dropping three Chaos spells, three Slows, two
Insect Plagues and a Greater Command in a two-round window really starts
things out right. I have Neera use a Gem of Seeing (just to keep them
honest) while Dorn/Keldorn summons a Dark Planetar/Planetar to draw
some fire... I really don't mess around with this fight, and there are
good reasons-not only is it rough enough on its own, but it's not the
only fight we'll have to win before we can rest again.
***REWARD***
(For thwarting Vicross' ambush)
EXP 15000 (each character)
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groups of Yuan-ti (normal, Elite, and Mages) warring with some humanoids
named Lea Gosh'Aar, Feldrak Feldrak'i, and Voghiln the Vast. Vicross
talks when she notices our arrival-apparently we ended up in Priador,
more specifically, in Dennaton's Coliseum. Neera will identify Vicross
as a Wild Mage and throw a tantrum before we're interrupted by an
overly-enthusiastic Dennaton, who realizes implicitly the value of
having a high-ranking Thayan make an appearace. We're then left to win
the arena fight by diposing of the Yuan-Ti and whatever bipeds survive
them to challenge us. Now Neera can cast spells, and she uses the
Time Stop/Horrid Wilting Combo we needed so much in the last fight. As
for the foes here... Yuan-Ti Mages can cast Chaos, which can still be
troublesome (especially if you have a 25 Strength, -12 THAC0 Korgan
going on a rampage!) and Feldrak Feldrak'i is another potion-chugging
backstabbing Thief bastard. Also beware the Yuan-Ti Elite-they're much
stronger than the wussy Yuan-Ti we tossed around back in Shadows of
Amn. Once you're the only living things left in the arena, Dennaton
will tell you to report to the staging area. Before you do, however,
you might as well rest to recover the spells you cast and heal up.
When you're ready to move on, exit this area at (x=700, y=1150).
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Kazrah's Shield +4
------------------
It gives a top-of-the-line +5 Armor Class bonus, but otherwise only
allows you to cast Chain Lightning once per day. Still, that's more than
Sentinel +4 does, so if you've got the cash, you might as well buy it.
o===========o
|Mage Spells| Book Merchant
o===========o---------------------------------------------------------->
1st-Armor
1st-Blindness
1st-Burning Hands
1st-Charm Person
1st-Chill Touch
1st-Chromatic Orb
1st-Color Spray
1st-Detect Evil
1st-Find Familiar
1st-Friends
1st-Grease
1st-Identify
1st-Infravision
1st-Larloch's Minor Drain
1st-Magic Missile
1st-Protection From Evil
1st-Protection From Petrification
1st-Reflected Image
1st-Shield
1st-Shocking Grasp
1st-Sleep
1st-Spook
---
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2nd-Aganazzar's Scorcher
2nd-Blur
2nd-Deafness
2nd-Detect Invisibility
2nd-Ghoul Touch
2nd-Glitterdust
2nd-Horror
2nd-Invisibility
2nd-Knock
2nd-Knock Alignment
2nd-Luck
2nd-Melf's Acid Arrow
2nd-Mirror Image
2nd-Power Word: Sleep
2nd-Ray of Enfeeblement
2nd-Resist Fear
2nd-Stinking Cloud
2nd-Strength
2nd-Web
2nd-Vocalize
---
3rd-Clairvoyance
3rd-Detect Illusion
3rd-Dire Charm
3rd-Dispel Magic
3rd-Fireball
3rd-Flame Arrow
3rd-Ghost
3rd-Haste
3rd-Hold Person
3rd-Hold Undead
3rd-Invisibility, 10' Radius
3rd-Lightning Bolt
3rd-Melf's Minute Meteors
3rd-Minor Spell Deflection
3rd-Monster Summoning I
3rd-Non-Detection
3rd-Protection From Cold
3rd-Protection From Fire
3rd-Protection From Normal Missiles
3rd-Remove Curse
3rd-Remove Magic
3rd-Skull Trap
3rd-Slow
3rd-Spell Thrust
3rd-Vampiric Touch
---
4th-Confusion
4th-Contagion
4th-Emotion: Hopelessness
4th-Enchanted Weapon
4th-Farsight
4th-Fireshield (Blue)
4th-Fireshield (Red)
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4th-Greater Malison
4th-Ice Storm
4th-Improved Invisibility
4th-Minor Globe of Invulnerability
4th-Minor Sequencer
4th-Monster Summoning II
4th-Otiluke's Resilient Sphere
4th-Polymorph Other
4th-Polymorph Self
4th-Secret Word
4th-Spider Spawn
4th-Spirit Armor
4th-Stoneskin
4th-Teleport Field
4th-Wizard Eye
---
5th-Animate Dead
5th-Breach
5th-Chaos
5th-Cloudkill
5th-Cone of cold
5th-Conjure Lesser Air Elemental
5th-Conjure Lesser Earth Elemental
5th-Conjure Lesser Fire Elemental
5th-Domination
5th-Feeblemind
5th-Hold Monster
5th-Lower Resistance
5th-Minor Spell Turning
5th-Monster Summoning III
5th-Oracle
5th-Phantom Blade
5th-Protection From Acid
5th-Protection From Electricity
5th-Protection From Normal Weapons
5th-Shadow Door
5th-Spell Immunity
5th-Spell Shield
5th-Sunfire
---
6th-Carrion Summons
6th-Chain Lightning
6th-Conjure Air Elemental
6th-Conjure Earth Elemental
6th-Conjure Fire Elemental
6th-Contingency
6th-Death Fog
6th-Death Spell
6th-Disintegrate
6th-Flesh to Stone
6th-Globe of Invulnerability
6th-Improved Haste
6th-Invisibility Stalker
6th-Mislead
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6th-Pierce Magic
6th-Power Word: Silence
6th-Protection From Magic Energy
6th-Protection From Magical Weapons
6th-Spell Deflection
6th-Stone to Flesh
6th-Summon Nishruu
6th-Tenser's Transformation
6th-True Sight
6th-Wyvern Call
---
7th-Cacofiend
7th-Control Undead
7th-Delayed Blast Fireball
7th-Finger of Death
7th-Limited Wish
7th-Mantle
7th-Mass Invisibility
7th-Mordenkainen's Sword
7th-Power Word: Stun
7th-Prismatic Spray
7th-Project Image
7th-Protection From The Elements
7th-Ruby Ray of Reversal
7th-Spell Sequencer
7th-Spell Turning
7th-Sphere of Chaos
7th-Summon Djinni
7th-Summon Efreeti
7th-Summon Hakeashar
7th-Khelben's Warding Whip
---
8th-Abi-Dalzim's Horrid Wilting
8th-Bigby's Clenched Fist
8th-Improved Mantle
8th-Incendiary Cloud
8th-Maze
8th-Pierce Shield
8th-Power Word: Blind
8th-Protection From Energy
8th-Simulacrum
8th-Spell Trigger
8th-Summon Fiend
8th-Symbol: Death
8th-Symbol: Fear
8th-Symbol: Stun
---
9th-Absolute Immunity
9th-Bigby's Crushing Hand
9th-Black Blade of Disaster
9th-Chain Contingency
9th-Energy Draing
9th-Freedom
9th-Imprisonment
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9th-Meteor Swarm
9th-Power Word: Kill
9th-Shapechange
9th-Spell Trap
9th-Spellstrike
9th-Time Stop
9th-Wail of the Banshee
9th-Wish
***ITEMS***
(x=950, y=1700) Acid Arrows x20, Arrows of Ice x20, Bolt of Biting x20,
Bolt of Lightning x20
(x=1250, y=1700) Potion of Frost Giant Strength, Potion of Defense,
Potion of Fire Resistance, Bloodstone Ring,
Greenstone Ring
***TRAPS***
(x=950, y=1600)
(x=1250, y=1700)
(x=520, y=1200)
<---------------------------------------------------------------------->
9) That was all pretty simple, right? Now, there are two more doors
that beg for our attention, the one in the south-eastern room
(x=1300, y=1580) and the one in the north-western room (x=520, y=920).
It really doesn't matter which one you go through-the former leads to
a library and the latter to a dining area. Both have long traps just
outside the doors that trigger alarms. If you trigger these alarms,
every Guard and Red Wizard not attending Vicross will come at you. It's
a winnable fight, especially if you spell-buff up, summon allies, and
wait in one of the rooms, but why not keep playing stealthy? In both
rooms you'll find a Red Wizard and a few Guards-my good party runs on in
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and smites them, raising a True Sight before hand so I can pepper the
Red Wizard with Breach and melee attacks. For my evil party, I send in
my protagonist, who gets behind the Red Wizard, activates Greater
Whirlwind, and goes for the backstab. The Guards are then easy prey. The
Red Wizards will drop an Adventurer's Robe, a Quarter Staff +1, three
Potions of Invisibility (hence the True Sight) and a pair of Potions of
Extra Healing. The Guards drop the same junk. Once the Thayans are dead,
get to looting.
***ITEMS***
(x=1300, y=1400) Scroll of Knock, Scroll of Spell Trigger,
Scroll of Protection From Magic Energy
(x=1850, y=1150) Scroll of Minor Spell Turning, Scroll of Identify
(x=1970, y=1270) Scroll of True Sight, Cursed Scroll of Clumsiness,
Scroll of Protection From Electricity
***TRAPS***
(x=1400, y=1550)
(x=650, y=880)
<---------------------------------------------------------------------->
10) More doors await us. You can now reach the courtyard by going
through the side doors at (x=1050, y=850) or (x=1480, y=1200)... but
since we haven't killed all the guards yet, I wait. Instead, turn your
attention to the doors at (x=1220, y=500) and (x=2000, y=1150). Beyond
the former door lurk two Guards, while the latter hides five Guards and
a Red Wizard. The obvious move is to go after the two guards in the
northern-most room, but this will attract the attention of the foes in
the larger room to the south-east. On the other hand, a pair of alarm
traps lurk in the south-eastern room at (x=2100, y=1020) and
(x=1750, y=620). By now, however, we've noticed that these Red Wizards
aren't too great at sniffing out invisible characters. My evil
protagonist uses the Ring of Gaxx to make herself Invisible, then
sneaks in and disarms the traps. Imoen can do the same with the Staff
of the Magi, a Potion of Invisibility, an Invisibility spell, and so
on. Once done, I Whirlwind/backstab the Mage and massacre the Guards.
Easy as making ice cream soup. You know what your foes drop by now, so
all that remains is the looting.
***ITEMS***
(x=2280, y=1080) Potion of Fire Resistance, Potion of Invisibility x2,
Potion of Superior Healing, Gold Necklace,
Arrow of Detonation x1, 231 gold
(x=1850, y=500) Scroll of Stone to Flesh
(x=1700, y=520) Scroll of Mordenkainen's Sword, Scroll of Breach,
Scroll of Pierce Shield
(x=1350, y=250) Scroll of Fireshield (Red), 1 gold
(x=1320, y=370) Potion of Fire Giant Strength, Arrow of Detonation x1,
Potion of Invulnerability, 473 gold
***TRAPS***
(x=2100, y=1020)
(x=2280, y=1080)
(x=1750, y=620)
(x=1600, y=600)
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(x=1850, y=500)
(x=1350, y=250)
(x=1320, y=370)
<---------------------------------------------------------------------->
11) Now it's time to confront Vicross and her cohorts. You can use any
of three doors-(x=1050, y=850), (x=1480, y=1200), or (x=1600, y=800).
I prefer the southern-most (middle option). If you need to rest up or
prepare spells, hit the Pocket Plane. My buffs are simple-personal
illusions like Mirror Image and Blur, Stoneskin, True Sight and Haste
should do the trick. If you want to be extra certain of victory,
prepare Spell Triggers chaining a pair of Pierce Magic spells with
Breach, and make sure you have plenty of both handy. You also might
want to protect yourself from fire and cold however you can... like
with the Cleric spell Resist Fire and Cold. Once that's all done, I
finish up with a Mass Invisibility. I then go through the door and...
well, walk straight up to Vicross (x=1150, y=1130). She's guarded by a
pair of Elite Guards and her Guard Captain, who is capable of using
Greater Whirlwind Attack. If fought conventionally... well, you know
how Mages fight by now-you'd need ample True Sight coverage to keep her
honest, as she's got several Potions of Invisibility. She's also got
Scroll of Death Spell to keep your summons at bay. She'll use Time Stop
combos and summon endless streams of guards-resorting to summoning
Elite Orcs if things carry on long enough. They're not devastatingly
strong minions, but hits add up as buffs wear off. If you can keep her
visible and catch her in a Time Stop of your own, you should be able to
knock her off with Horrid Wilting spells (perhaps preceeded by a Pierce
Magic to take down some buffs). All this is unneccessary, however, as
she's got one major weakness-she won't use True Sight to spot you, even
though she possesses several Scrolls of True Sight. At the very least
using Mass Invisibility would have allowed us to close ground while
she casted the spell-which she doesn't-but since she neglects to do so,
you can just walk up to her and force-attack her. She'll die before she
can so much as blink. If you want to hear her speak to Neera, just
leave a character (preferably Neera, who can wait for the warriors to
get into position) out of the Mass Invisibility and approach when you're
ready to make Vicross dead. Vicross is unrepetant, and now that she's
been uncovered, she's going to throw caution to the wind and let her
wild magic loose. Hurray. Kill her.
When her and her guards are dead-the looting begins. Vicross will drop
a Robe of the Evil Archmagi, the Thayan Circlet, a Ring of the
Princes +1, a Wand of Spell Striking, five Potions of Superior Healing,
five Potions of Invisibility, four Potions of Extra Healing, three
Elixirs of Health, two Scrolls of Death Spell, three Scrolls of True
Sight, a Scroll of Spell Strike and Quarter Staff +2. Her Guard Captain
drops a suit of Full Plate Mail, a Helmet, a pair of Scimitars +3,
three Potions of Superior Healing, five Potions of Extra Healing, two
Antidotes and 271 gold. The lightly-armed Elite Guard leaves behind
a Katana +2, a Wakizashi +1, two Potions of Superior Healing, three
Potions of Extra Healing, a Potion of Invulnerability, and Oil of Speed
and a Potion of Clarity. The heavily-armed Elite Guard wraps up the
lootage with a suit of Full Plate Mail, a Helmet, a Rod of Reversal, a
Two-Handed Sword +2, three Potions of Extra Healing, a Potion of
Superior Healing, an Oil of Speed and a Potion of Magic Protection.
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It's all kind of garbage, even the Thayan Circlet isn't very good. It
certainly can't compare to the Circlet of Netheril.
<---------------------------------------------------------------------->
12) All that's left to do is ring the Bell of Summoning (x=1300, y=1070)
and get Szass Tam to take us home, all flowers and roses and sunshine.
Of course, just in case the necromantic Thayan overlord isn't
trustworthy, I gather my warriors just north-east of the bell before I
ring it. Ding. Szass Tam appears. He'll thank us for killing Vicross,
only to tell us that we're next. He's aware of what we are, and our
exploits concern him, so, now that we're (presumably) weakened from
fighting Vicross, he's going to snuff us. He's one hell of a Mage-he'll
cast spells in such a way that'd make Irenicus blush. He immediately
starts out the fight with Protection From Energy, Protection From Magic
Weapons, Spell Turning, Stoneskin, True Sight, Fireshield (Red), and
Fireshield (Blue), and will seek to do a lengthy and brutal Time Stop
sequence immediately afterwards. Using that Spell Trigger loaded with
Pierce Magics and Breach will help take down some of his defenses,
afterwards you just need to keep hitting with him Breach, having your
warriors attack, and hope you create a hole and harm him enough before
his spells or his Fireshield kill you (hence the Resist Fire and Cold
spells earlier). Time Stops sessions where you tear down defenses and
debuff should be the focus of your Mages. Of course, if you moved your
warriors into position before he appeared (he shows up at around
(x=1440, y=1050)) and immediately use Greater Whirlwinds on each
***REWARD***
(For defeating Szass Tam)
EXP 20000 (each character)
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Vicross and Szass Tam {VID022}
https://www.youtube.com/watch?v=V4yZV39d4eg
o======================================================================o
| |
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***ITEMS***
(x=900, y=2350) Battle Axe +1, Throwing Axe x40
(x=750, y=2510) 47 gold
(x=750, y=2530) Arrows x40, Arrow of Piercing x20
(x=710, y=2500) Potion of Extra Healing x2, Elixir of Health x2,
Potion of Clarity, Potion of Invulnerability,
Potion of Magic Shielding
<---------------------------------------------------------------------->
3) First, head east from Meems' camp to find a road running to the
north-east. Follow it a short distance until you find a stone circle
surrounded by four obelisks. Don't approach too close, however, as Dwarf
named Rolf Hammersparks (x=2980, y=2080) awaits you. If you approach
him, he'll either warn you about an ambush or-if you get too close-the
ambush will succeed. Instead, circle around the obelisks to the north
(you should find a path running south-west to the stonework) and leave
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most of your party east of the tree at (x=3050, y=1620). Approach with
only one warrior, moving to the edge of the stonework to trigger Rolf's
warning. Annoyed that Rolf spilled the beans, the leader of the
ambuscade-one 'Sharran Guard Ovidiu' will show up and approach the
stonework and curse the Dwarf. Attack him with the warrior who
approached Rolf, while the rest of your party attacks the rest of the
ambushers, up north. The Sharran Guards are all armed with bows, which
they prefer to use-sadly, you're already within melee reach. Ovidiu is
even more of a bastard, however, being armed with a Composite Longbow +3
and ten Arrows of Detonation, which he would have lovingly pelted you
with, if he had the chance. Aside from that, Ovidiu will drop twenty
Arrows +2, Plate Mail +1, a Bastard Sword +2, two Potions of Superior
Healing, two Oils of Speed, a Helmet, and an Intricate Key, which will
open the way to the Deepstone Clanhold. All his guards came equipped
with Splint Mail, a Helmet, twenty Arrows +1, a Potion of Superior
Healing, two Potions of Extra Healing, an Oil of Speed, a Composite
Longbow +1 and a Bastard Sword +1. If Rolf survived the attack he'll
wander back to Meems' camp without so much as a 'thank you'. Jerk.
<---------------------------------------------------------------------->
4) From the stonework, follow a path to the north-west a short distance
to reach the bridge leading across the river. On it are a pair of wussy
Sharran Bridge Guards who make the mistake of challenging you. Dispatch
them, then loot them each for a suit of Chain Mail +3, a Helmet, two
Scimitars +1, and three Potions of Superior Healing before continuing
across the bridge. You might want to pop on a Haste a few personal buffs
before crossing, but if you're willing to use a Time Stop/Horrid Wilting
combo, you shouldn't need any buffs. Across the bridge and through some
war-worn barricades you'll find five Sharran Gate Guards, a warrior
named Tallus, a Sharran Overseer, and a Sharran Sorcerer. Upon spotting
the party, one of the guards will raise the alarm, while the Sorcerer
orders the gate to be sealed. Too bad we already have the key, eh?
Anywho, pick on the Sorcerer first, as Mages are almost always the
most dangerous enemies on the field. Tallus seems capable of causing
some green explosion which does moderate damage and can knock foes
unconsious, but aside from his possession of 'Meems's Special Grog'
there's nothing special about him to indicate he should have any such
powers... Anyways, when your foes are all dead, get to looting. Tallus
will drom the aforementioned grog-another ingredient for Meems' bomb-a
suit of Hide Armor, a pair of Battle Axes, two Potions of Superior
Healing and two Potions of Extra Healing. The Sorcerer leaves behind a
a Mage Robe of Fire Resistance, a Ring of the Princes +1, five Potions
of Superior Healing and a Quarter Staff. Finally, each of the Gate
Guards drop a suit of Plate Mail, a Helmet, a Large Shield, a Potion of
Superior Healing, a Potion of Extra Healing and a Long Sword +1. We
could open the gates and walk right on in to the Dwarven Clanhold, but
we've still got some Dwarves to save, so... head back across the
bridge.
<---------------------------------------------------------------------->
5) North of the bridge you'll find the 'Lumber Camp'. When you approach
the Sharran in charge-Sharran Overseer Razvan (x=2550, y=800)-will waste
some time talking before hostilities inevitably break out. She's joined
by a Sharran Priest, who'll cast some mid-level buffs before summoning
an Aerial Servant, then trying to cast Hold Person, some Sharran
Overseers, who are wussies, and some Sharran Mercenaries, who... are
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actually quite brutal in melee combat. This fight-as are most fights in
Rasaad's questline-can be easily won with a Time Stop/Horrid Wilting
combo. It's a tactic I'll use often during this quest, because of the
number of foes involved in many fights, and because... well, it's just
really effective. This fight isn't too bad even without spells, however.
Just keep an eye on your warriors in case those Sharran Mercenaries
score some cheap hits. They can hit very lower Armor Classes with only
moderate attack rolls, and they deal some mean damage. The Sharran
Mercenaries each drop a suit of Full Plate Mail, a Helmet, a Large
Shield +2, a Battle Axe +3, three Potions of Superior Healing, and a
tainted Oil of Speed. Sharran Overseer Razvan will leave behind a Potion
of Superior Healing, a Potion of Extra Healing and a Potion of
Explosions-the latter is one of the ingredients for Meems' bomb. The
Sharran Overseers each carried a suit of Leather Armor, a Potion of
Extra Healing, and a Club, while the Sharran Priest forfeits a suit of
Splint Mail, a Medium Shield, a Potion of Extra Healing and a Mace +1.
<---------------------------------------------------------------------->
6) After the fight (before you even get around to looting, in fact)
you'll be bothered by the leader of the lumberjack Dwarves-Cuddy
Dugdeep. Exchange pleasantries and state you're in the process of
liberating the Dwarves (dialogue option #1) and he'll question your
means of infiltration. If you pick dialogue option #3, he'll take his
survivors back to camp, considering the frontal approach too dangerous.
Pick dialogue options #1 or #2 and he will-if you play along and
question him (dialogue option #1 repeatedly)-suggest riding some logs
downstream, bypassing the guards and slipping into a secret entrance...
one the rest of the Dwarves apparently don't know about, or they
wouldn't be trying to blast their way into the mines. If you go along
with this, you'll sneak into the Kitchen of the Clanhold (OH4210), where
you'll meet two more Dwarves-Fillis and Killis. Those names sounds awful
J.R.R Tolkein... whatever, talk them into manning up and fighting the
Sharrans and you'll be presented with two more options-just go bust some
heads, or ask for their advice and they'll suggest using the dumbwaiter
to get down into the mines, where many more Dwarves await liberation-and
vengeance. Doing this will take you down into the mines (OH4220), where
you'll be immediately confronted by a Sharran Overseer and three Dark
Moon Monks, who are all wussies... except for the Monk's Quivering
Palm ability, which can kill characters outright. From here you can
keep assaulting the mines, or use the dumbwaiter to return to the
surface. From the kitchen, find a secret door at (x=1070, y=1800) which
will lead you back outside (x=1200, y=1900), should you need egress.
Then again, if you decline Cuddy's offer to ride down the river, he'll
head over to Meems' camp, and you'll lose the opportunity to sneak in
this way. You can always leave and then come back in via an alternate
route, if you feel so inclined. In any event, Step #7 will assume you
turned down Cuddy, or you left after snaeking inside. As I said before,
I prefer the front door, even though riding the river is the only
route that gives an experience reward... paltry as it is.
***REWARD***
(For sneaking into the Dwarven Clanhold with Cuddy)
EXP 1000 (each character)
<---------------------------------------------------------------------->
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7) Turn down Cuddy, or return to the camp after breaching the Clanhold
and loot the Sharrans. Search around camp and you'll find the third and
final ingredient Meems needs-some Rock Salt. Now that you have all
three ingredients, return to Meems (x=1120, y=2500). Pick dialogue
option #1 twice to get blasting. You-and a rather large contingent of
Dwarves-will find yourselves in the south-eastern corner of the mines
(OH4220), in a tunnel marked 'Tunnel Under River'. From here you can
start murdering Sharrans, or sneak back outside and use the front door,
if you wish. Step #8 and on will cover this unimaginative approach,
regardless of what you did beforehand.
***ITEMS***
(x=2470, y=630) Rock Salt
(x=2500, y=620) Arrows +1 x40
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***ITEMS***
(x=1920, y=600) Scroll of Protection From Poison, Battle Axe +1,
Scroll of Protection From Acid
(x=2180, y=640) Bastard Sword +1, Arrows +2 x20, Arrows of Piercing x20,
Bullet +1 x5
(x=2320, y=730) Plate Mail +1, Large Shield +1, Iol Gem,
Scroll of Color Spray, Potion of Extra Healing,
Potion of Frost Giant Strength, 217 gold
***TRAPS***
(x=1920, y=600)
<---------------------------------------------------------------------->
10) Continue north-west the reach the end of the hall, then turn
north-east to find Jassar (x=1770, y=500) and Sephos (x=1820, y=520)
guarding a door (x=1850, y=450). These two are a pair of buttholes in
a straight fight... or at least Sephos is. He's a high-level
Fighter/Mage who uses some of our own tricks-namely buffing up and
making a nuisance of himself in melee combat. You'll need to use True
Sight and Breach to get through his defenses. Other than that, he also
has a Wand of Paralyzation, which he'll use to cause more mischief.
There are a number of ways to make this fight less annoying-like
starting with a backstab, or just using a Time Stop/Horrid Wilting
combo. Just start the casting out of their sight and you'll be fine.
Aside from the Wand of Paralyzation (which only has three charges),
they drop nothing interesting.
<---------------------------------------------------------------------->
11) Unlock the door they were guarding-no special key is required,
just... pick the lock. In the room beyond you'll find Shani, who'll
chatter a bit before attacking. If you try to bluff your way through
the conversation, she'll call to non-existant guards before vanishing...
but what fun is that? If you pick a fight, she'll start out with a
Spell Trigger and a Chain Contingency, putting up a bunch of buffs
including Globe of Invulnerability, Protection From Energy, Spell
Turning, Stoneskin, True Sight, and Protection From Magical Weapons.
Then she'll cast Time Stop, during which time she'll used Improved
Alacrity, Dragon's Breath, Web, then a series of Magic Missiles. After
that, she'll summon a Mordenkainen's Sword, then she'll cast a pair of
Horrid Wiltings. Ouch. Of course, my fully-buffed protagonist can be
made immune to everything she can throw at me. A True Sight, a few
Breaches, and she's gone. Loot her for a Potion of Extra Healing, a
Scroll of Spell Strike, two Potions of Invisiblity, and a Dagger +1.
Hrm. Not much of a reward for killing three high-level foes, is it?
Never fear-loot the room for the real goodies. The two journals here
don't really provide any useful information, so onto the real stuff.
The Night Walkers increase the wearer's speed a bit, and also make
the wearer immune to Web, Entangle, and Grease... effects that we
will encounter... oh... once more in the entire game? They also allow
the wearer to cast Shadow Door three times per day, but considering
how often enemies will use True Sight, it's not much of a defense
anymore. The Headband of the Devout is actually pretty nifty-it
bestows a constant Bless effect on the wearer, giving them a +1 bonus
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***ITEMS***
(x=1820, y=130) Alorgoth's Journal, Scroll of Protection From Undead,
Scroll of Protection From Acid
(x=1635, y=130) Journal of Boldcam Deepstone
(x=1650, y=150) Night Walkers, Headband of the Devout,
Cloak of the Dark Moon, Sisters of Light and Darkness
<---------------------------------------------------------------------->
12) Leave Alorgoth's Quarters and return to the hall. Enter a hallway to
the south-west, which quickly forks. Turn north-west and open a door at
(x=1200, y=1150) to find a room occupied by Taddaus (x=800, y=980),
a Sharran Priestling, and a pair of anonymous Dwarves led by one named
Fiddich (x=880, y=910). Kill Taddaus and Fiddich will speak to you.
Pick dialogue option #1 to gain some new allies in the fight against
the Sharrans-mostly useless now that this level is all but cleared-or
pick dialogue option #2 to send them back to Meems' camp. The real
deal is dialogue options #3 followed by #1, which will get Fiddich to
run down the entire level for you... which again is kind of wasted by
this approach, but it does get you a nice experience reward. In the
dining room to the south-west you'll find Phyllidus, a weakling Monk
who serves only to try to call non-existant guards on you. Also, if
you're curious, this is where Danys Ten-Teeth and her Sharran Assassins
started out. Finall for the east, the Kitchen lies through the door at
(x=1050, y=1650). If you didn't sneak in with Cuddy, Killis and Fillis
will be quite a bit less helpful. Also, you won't be able to use the
dumbwaiter. You can, however, find and use the secret door
(x=1100, y=1800) to sneak back out, should you need to... but if you
didn't sneak in with Cuddy, you won't able able to use this route to
sneak back in. Makes no sense...
***ITEMS***
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***REWARD***
(For getting directions from Fiddich)
EXP 3000 (each character)
<---------------------------------------------------------------------->
13) Return north-east to the hall again. Now it's time to head to the
north-western end of the hall and explore up there. Go through the
north-eastern-most door to find Inquisitor Murundhi (x=1180, y=400).
Murder him and loot the room, then head into the room to the south-west
for more lootage. Finally, head down the stairs to the north-west
(x=300, y=700) to reach the mines.
***ITEMS***
(x=1150, y=300) Scroll of Identify, Cursed Scroll of Clumsiness,
Scroll of Protection From Acid,
Scroll of Power Word: Stun
(x=1200, y=250) Throwing Axe x10, 7 gold
(x=800, y=450) Scroll of Charm Person, 9 gold
***TRAPS***
(x=1150, y=300)
***ITEMS***
(x=880, y=550) Shadow Gem
<---------------------------------------------------------------------->
15) Continue south and you'll be attacked by a trio of Dark Moon Monks
and a Sharran Overseer... provided you didnt sneak in Cuddy and use the
dumbwaiter to get down to the mines. Also, some Sharran Guards might
come join the fun from the south-west if you didn't blast your way in
with Meems. One of said guards will drop a 'Holding Pen Key', which
isn't actually necessary. Now, for some things to do. Over at
(x=2500, y=1250) which you can ride up to the Kitchen, if you wish...
but again, without sneaking in with Cuddy, you won't be able to ride
it back down. Lame. Continue to the south-west and you'll find a trio
of Deepstone Dwarves along with their leader, Haralt Deepstone
(x=1770, y=1200). Talk to him and you'll end up freeing him, whether
you have the 'Holding Pen Key' or not. South of their cage you'll find
the 'Tunnel Under River', which, if you helped Meems make her bomb you
can use to escape the mines. For obvious reasons you can't do so if
you didn't help out.
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<---------------------------------------------------------------------->
16) Well, all that was fun. Continue south-west until you reach a bridge
crossing a chasm. Cross it to the north-west to find a large host of
Sharrans including nine Sharran Overseers, a Sharran Monk, a Sharran
Sorceress, and their leader, Overseer Akuda (x=530, y=1180). When you
approach she'll harass a group of Dwarves led by Bentaxe Foekiller
(x=620, y=1050). Don't let their numbers fool you-these guys are
weaklings, as their experience values will show after Akuda talks to you
and the fighting starts. Go after the Sorceress first-Mage and all-then
wipe out the rest. Akuda can cast some Clerical spells, but she's still
not much of a threat. After the fight, Bentaxe will talk to you. He
wants revenge on the Sharrans, and won't settle for being sidelined.
Pick dialogue option #3 repeatedly to do so and he'll turn violent.
After he's dead, his more reasonable kinsman, Halnur Farcutter will
talk to you and accept your decision to send the Dwarves away... Or you
could just let them tag along, but they do get in the way... not to
mention they prevent you from saving and resting. In the end, it's
more rewarding to let the Dwarves tag along, however.
<---------------------------------------------------------------------->
17) Dwarves or no, continue into another chamber to the north-east,
which has little of interest inside. The chamber to the west, however,
has a bit more going on. Alorgoth awaits us at (x=440, y=720), guarded
by a Sharran Sorcerer, a Sharran Crusader, six Shadow Guards, and
Yxtrazzal. Approach and Alorgoth will speak to you-feigning ignorance
of Rasaad in an attempt to provoke him. Naturally, a fight ensues, but
Alorgoth and Yxtrazzal don't stick around. This fight is one of a
series of fights we'll have to survive, so I try to avoid taking too
much damage-something the Shadow Guards can certainly inflict,
especially with a Sorcerer behind them. I have Edwin/Imoen hit them
with a Time Stop/Horrid Wilting Combo, which should kill a few of them,
and weaken the rest. After a short while, several Shadow Creatures
will come through the portal to the Shadow Plane that Alorgoth created
(x=400, y=600). Your goal is to make your way through this portal-the
enemies don't matter, as the Shadow Creatures will continue to spawn.
They're not too rough in a fight, but they can drain levels, cause
fear, and blind characters... the perfect nuisance monsters. Clear the
way as much as possible-a single Sunray will take out many Shadow
Creatures-and when you've got an opening, bolt for the portal.
***ITEMS***
(x=1220, y=700) Shadow Gem x2
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buffs-all that good stuff. When you're ready to go, follow Alorgoth
to the south-west.
<---------------------------------------------------------------------->
19) You'll find Alorgoth (x=540, y=1280) and Yxtrazzal (x=480, y=1150)
waiting for you. Alorgoth and Rasaad will exchange words before Alorgoth
tells Yxtrazzal to reveal her true form-that of a Shadow Dragon. The
portal back to the prime will vanish, trapping us here. Since we can't
retreat, we might as well fight, right? Ignore Alorgoth for this fight,
since he can't be killed. He's not all that dangerous, anyways. Neither
is Yxtrazzal, for that matter. In fact, she might be the weakest Dragon
we've fought since... the last Shadow Dragon, back in Umar Hills. Being
fully buffed, all I had to do is pop up some Greater Whirlwind Attacks
and pummel her to death. When Yxtrazzal falls (don't blink) the Shadow
Plane-or at least the part of it you're in-will start to collapse.
Endure more chatter and convince Rasaad not to be a retard and throw
his life away, then loot Yxtrazzal for some Shadow Dragon Scales, a
Black Opal, a Scroll of Shadow Door, the Wheel of Obliteration and
3272 gold. Grab the Wheel of Obliteration and equip it in a quick item
slot. Alorgoth will throw a tantrum, letting you know that the Wheel is
important. Return to where the portal to the Prime used to be (south
of the crystal cluster in the Crystal Chamber) and use it to reopen the
portal. Don't go through, however-I know the damage, screen-shaking,
and Meteor Swarm effects tell you to get out of here quick-like, but
you need to witness Alorgoth's demise-and talk Rasaad out of another
bout of stupidity-before you'll be whisked back automatically.
<---------------------------------------------------------------------->
20) Back in the prime, dispatch whatever baddies you left behind, and
Bentaxe will talk to you again (if you let him fight with you). He'll
offer you a reward for all you've done, and won't take no for an
answer. His reward-7500 gold-is... well, generous, but unnecessary now.
Certainly the gear we pulled off the Sharrans will sell for several
times more. Ah well. Rasaad will also speak to you, putting some
resolution on his vendetta and triggering another quest reward. Loot
the dead around where the portal stood for junk you might wish to sell
or drink-the only bit of intersting loot is another Pellan's Shield +2
dropped by the Sharran Crusader. Aside from that, you can have Cespenar
turn the Shadow Dragon Scales you found into... Shadow Dragon Scale
armor. You know, the same armor that was obsolete at the end of Shadows
of Amn? Anyways, Rasaad's journey is finally over.
***REWARD***
(For allowing Bentaxe to seek vengeance against the Sharrans)
Gold 7500
***REWARD***
(For defeating Alorgoth)
EXP 20000
o======================================================================o
| |
| Sendai |
| |
o======================================================================o
Sequence of Events: {WLK066}
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1) Woodcutter's Welcome
2) Ambushed Outside of the Enclave
3) Ambushed Again
4) Woodcutter's Ruse
5) Forcing Your Way Through
6) Sacking the Guard Room
7) North Tunnels
8) South Tunnels
9) Staging Our Own Ambushes
10) Odamaron's Lair
11) Diaytha's Challenge
12) Diaytha's Demise
13) Dueling Captain Egeissag
14) Murdering Mithykyl the Mind Flayer
15) Crafting With Cespenar, VIII
16) Showdown With Sendai
17) Talking to Ourselves
18) Doubting Doubt
Note: Try to avoid pissing off the Woodcutter or... well, those evil
little animals and the humble woodcutter will reveal that all is not as
it seems. I know, surprise, surprise, but if you provoke him now, you
won't be able to trigger the encounter in Step #4.
***ITEMS***
(x=600, y=400) 3 gold
(x=500, y=330) Arrows +3 x20, Bolts +3 x20, Bullets +3 x20,
Long Sword +3, Medium Shield +2, Rune of Clangeddin
(x=550, y=250) Potions of Superior Healing x5
(x=500, y=200) 1 gold
(x=150, y=200) 102 gold
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heads back south and kills the Hive Mother by herself. I loot the Drow
for their Elven Chain +1, their Katanas +2, and some Potions before I
head back to the Woodcutter.
Note: Since most of the Drow will drop Elven Chain +1, I will no longer
record individual instances of it in the Items Section of the guide. It
might have been rare enough to note in Shadows of Amn, but it has now
largely become mandatory armor for the rank-and-file of Throne of Bhaal.
<---------------------------------------------------------------------->
3) This time he tells us that he heard some voices over by the graves
to the north. Alright, so head back up there. Again I lead with Jaheira
bearing the Shield of Balduran by a short distance. A pair of Gauth will
show up along with five Drow. I attack the Drow in the front-middle
first, to prevent him from casting spells while the Gauth pointlessly
attack Jaheira. They should prove no trouble, and two of them will
drop the same gear as the other two did earlier, while two of them
will drop some Bolts +1, Bolts +3, Elven Chain +1, and Heavy Cross
Bows +3, along with Antidotes, which the game is trying to give you
plenty of (hint!).
<---------------------------------------------------------------------->
4) Before I talk to the Woodcutter again I do some light spell-buffing
(Stoneskin, and Haste). Once you survive another ambush he'll get tired
of the disguise and attack you, and the various animals nearby will turn
into Drow as well. My protagonist immediately starts casting Time Stop,
while the rest of the party charges the Drow Wizard to the east to
quickly kill him. The Drow Warriors need to be respected here, as they
can use a variety of abilities, some can backstab (if we can dual-and-
multi-class, why can't they?) and/or use attacks like Kai, Called Shot,
Smite, and worst of all, Greater Whirlwind Attack. Once the Drow Wizard
to the east meets his messy demise the rest of my part surges west to
meet the Drow Warriors advancing. My protagonist finishes his Time Stop
and begins a series of Greater Whirlwind attacks which outright kill
three Drow Warriors, leaving only mop-up to be done once the sequence
ends. I don't have the 9th level spell slots to do that often, but since
I can move on Sendai after this fight at my leisure, I decide to smite
these Drow with excessive force. Once they're all dead the entrance to
Sendai's Enclave will reveal itself. Go up there and dispose of the
three Drow Warriors outside. I just want you to note that the Drow
Warrior captain took almost 150 damage to kill, and with high magic
resistance and access to the same feats that we've been using all along,
we need to take these upcoming fights more seriously. Fire Giants were
bad news, sure, but Fire Giants didn't use Greater Whirlwind Attacks.
I place Edwin in the cabin doorway, which acts as a natural shield for
all attacks from the north and west. Jaheira and Anomen take positions
near the "deer" at (x=2000, y=1600), and my protagonist, Keldorn, and
Sarevok surround the Woodcutter. Once the Woodcutter and his "animals"
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turn hostile, Edwin, Jaheira and Anomen kill the Drow Wizard (nee deer),
while the others take out the Woodcutter. After that (1-2 rounds), I can
slay the rest easily, keeping Edwin back out of harms way. I didn't even
need to spell-buff for this fight, although I can see how using some
simple buffs couldn't hurt...
***REWARD***
(For killing the Drow Captain and opening the way to Sendai's Enclave)
EXP 10000 (each character)
***TRAPS***
(x=1400, y=150)
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kill the other creatures, too. Unless you're too good to bother getting
all that experience and exploring.
***REWARD***
(For obtaining the Drow Guard's Key and forcing Sendai to respond)
EXP 5000 (each character)
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stress your endurance too much, but other threats abound. What else
would a Drow keep as pets but Spiders, and Spiders mean poison. I lead
with my protagonist, who is immune to poison via the Ring of Gaxx,
Keldorn/Korgan, who are sporting the Ring of Anti-Venom, and Jaheira,
who is innately immune to poison, being a high-level Druid and all. If
you still have the Periapt of Proof Against Poiston, you can always
throw that on antoher character, as well. In classic Baldur's Gate
style, where there's a spider lair, there are web traps. As long as you
stay on the path, however, you'll be safe. The one unique creature in
this place is the spider Lashar'ra, whose poison can kill instantly.
However unlikely this is, her poison still does something along the
lines of 16 damage per second on a successful save, so only engage with
characters who are immune to poison. Lashar'ra can also use a variety of
clerical abilities: I've seen it use Heal on itself several times in one
fight, and it can also cast Summon Spiders. Lastly, it has a Vortex Web
ability similar to what Vortex spiders have, which can slow characters.
All in all, this route is a little easier than the northern tunnels if
you have the right equipment. Exit to the next area at (x=2800, y=100).
***TRAPS***
(x=700, y=550)
(x=850, y=500)
(x=900, y=640)
(x=900, y=900)
(x=1100, y=500)
(x=1300, y=700)
(x=1480, y=600)
(x=1800, y=1300)
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playing and loot his body for the Eye of Tyr, a Drow Wardstone, and
the Heart of the Damned. Two upgrade components from one critter? Not
bad. Loot the pipe near the stairs where you entered to score the
Skull of the Lich. Make that three upgrade components. As you leave,
you'll get another cutscene involving Sendai, who is informed of just
who, exactly, is assaulting her. That makes her react a little more
respectfully, and she sends her priestess, Diaytha to stop you after
she... uh... relieves her Guard Captain of command.
***ITEMS***
(x=800, y=100) Potions of Superior Healing x2, Skull of the Lich,
Potions of Extra Healing x3, Potion of Master Thievery
(x=250, y=200) Arrows +3 x20, Bolts +3 x40, Bullets +4 x40
(x=220, y=600) Sphene Gem, Tchazar Gem
***TRAPS***
(x=750, y=280)
(x=800, y=280)
(x=800, y=100)
***REWARD***
(For forcing Sendai to send Diaytha to halt your advance)
EXP 5000 (each character)
underestimate you, since you're not Drow. And hey, why not, it's not
like we've killed scores of Drow and all but obliterated an entire Drow
city. Anyways, she challenges you to meet her in Ogremach's chamber, and
if you defeat him, she'll deign to confront you. We might as well,
since it's the only way we can go. Go through the door to the south-east
to find Ogremach, Prince of Earth. I prefer to lure him and his Greater
Earth Elementals out, since the room is trapped. Also, we can bottleneck
them at the door and impose a severe disadvantage upon them. Ogremach
is nothing special, he'll use Stoneskin and Earthquake, has a lot of
Hit Points, and is immune to crushing weapons, but he's just a melee
enemy that the party can gang up on and kill. I engage him with my
protagonist first, who is protected by Stoneskin and hence should come
out of the fight fairly unscathed. Just be sure to withdraw characters
as he injures them, as he can deal an awful lot of damage very quickly.
Still, it's nothing that can't be blocked by Stoneskin, and a few
Greater Whirlwind Attacks should suffice to put him down.
***ITEMS***
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(x=1200, y=1000)
<---------------------------------------------------------------------->
12) With Ogremach dead, the door to the north-west opens. After
spell-buffing, I send my protagonist (and his simulacrum) up first to
meet Diaytha, who is joined by a Vampire, a Demon Knight, an Abishai,
and a Hive Mother. I lead with the simulacrum, and I don't bring
Diaytha into sight. She has some things to say, but won't address a
summon. The rest of her group, however, will respond, and my simulacrum
uses Greater Whirlwind(s) to quickly cut down the Vampire, Demonknight,
and Abishai. If he dies, so be it, it's just a simulacrum. Now my
protagonist withdraws, who was just there to spot for the simulacrum
anyways. Jaheira puts on the Shield of Balduran and leads the second
charge into the room. Diaytha speaks, and Jaheira heads straight for
the Hive Mother to occupy it, while the rest of the party falls upon
Diaytha, who would have taken great delight in hitting us with a
Creeping Doom if we gave her the chance. My party then cuts down the
Hive Mother. Another variant of this, which is more proactive, involves
my protagonist bringing Diaytha into sight while spotting for his
simulacrum. She talks, my protagonist retreats into the hallway before
the room and casts Time Stop, while my expendable simulacrum cuts down
the rabble. Diaytha should hit the simulacrum with her Insect Plague,
which is too far away to spread to the rest of the party. My protagonist
completes his Time Stop and proceeds to cut down both Diaytha and the
Hive Mother with Greater Whirlwinds. The Demonknight drops a Two Handed
Sword +1, and Diaytha leaves us a suit of useless Drow Full Plate +5,
and the Darksteel Shield +4, which goes on Jaheira since Anomen/Viconia
both have worse saves, and hence are using the Shield of the Order +4.
Big surprise, another tough-talking mortal who was no match for us.
Head through the door at (x=900, y=500).
Arena (AR6106)
o======================================================================o
13) In this area you'll be confronted by another foolish mortal,
Captain Egeissag, who hasn't learned from Diaytha's mistake. Nearby is
your friendly Spectator buddy that we met in the Sahuagin city. The
Spectator seems somewhat certain that we'll squash Egeissag into 'so
much mush', and will suggest to Egeissag that he challenge the
protagonist to a one-on-one fight so he can claim credit for defeating
the infamous Bhaalspawn all by himself. Egeissag-suffering from a lapse
of sanity-seems to think this is a good idea. If we refuse, we can just
smash Egeissag the old fashioned way, but we'll have to deal with his
archers, which are in unreachable locations. I'd rather not bother
getting into a shooting match with a bunch of Drow I can't reach, so
I accept. Whoever loses dies, along with all of their allies in the
room. The Spectator's True Sight will decidedly work against us, and
Captain Egeissag is a high enough level Fighter that he can use some
abilities. Still, with Stoneskin on he can't touch me, and with
Greater Whirlwind, I can certainly touch him. By the way, did you know
that Egeissag backwards is Gassiege? I don't get it, but what a crappy
name. He dies in one round, Hardiness didn't help him much. After he
dies, his Drow archers follow suit, and the Spectator complains about
Drow summoning him for their moronic tasks. He'll thank you again for
freeing him from the Sahuagin city and kindly ask that you wait for it
to leave before you collapse the roof to this place. Another Sendai-
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cutscene ensues. She sends out her only standing ally left, Mithykyl
the Mind Flayer. Loot Captain Egeissag for some Drow crap that will just
turn to dust shortly, two Potions of Superior Healing, and the Bowstring
of Gond, with which we can upgrade a variety of weapons
***ITEMS***
(x=600, y=600) Garnet, Bloodstone Amulet, Potion of Insight,
Bolt +2 x40, Arrows of Ice x40, Bullets +3 x30,
Liquid Mercury
<---------------------------------------------------------------------->
15) The fight with Sendai is imminent, but before we go confront her,
there are some items we should make. We've obtained the Eye of Tyr,
the Skull of the Lich, the Heart of the Damned, the Bowstring of Gond,
and Liquid Mercury. With those items in hand I will upgrade three
items I've been using for a while now, and with the Liquid Mercury I'll
finally create a worthy off-hand weapon for my protagonist:
Angurvadal +5
-------------
(10000 gold)
(Angurvadal +4)
(Liquid Mercury)
Now this is more like it. It raises your Strength to 22 and protects
you from level drain when equipped. For Fighter/Thieves and other
two-weapon Fighters, this is the protection from level drain you've
been waiting for. Late, sure, but here, nonetheless. Angurvadal +5
functions as a weaker Crom Faeyr, its bonuses make it appealing as an
off-hand weapon more than anything else. My evil protagonist doesn't
need the Strength boost, having a natural 22 Strength, but I'll still
keep the weapon handy for when level-draining foes show up. Besides,
until I obtain and upgraded Hindo's Doom, there's really not anything
better to put in my off-hand.
Carsomyr +6
-----------
(5000 gold)
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(Carsomyr +5)
(Eye of Tyr)
There's no real brain-work to be done here, this upgrade takes the best
Paladin weapon in the game and makes it just a little bit better. One
might say, it doesn't seem fair, Carsomyr was already godly before. And
they're right. It's not fair. But it's not fair in a way that benefits
us. Keldorn cries tears of righteous fury for all evil critters in his
path, I'm sure.
Darkfire Bow +5
---------------
(5000 gold)
(Bowstring of Gond)
(Darkfire Bow +4)
Supposedly the best Short Bow in the game... I prefer the Short Bow of
Gesen, myself. Less THAC0, more damage, and it doesn't use up the
Bowstring of Gond, which is the most competed-over component in the
game.
Firetooth +5
------------
(5000 gold)
(Bowstring of Gond)
(Firetooth +4)
Now this is better. The Bowstring of Gond doesn't make Firetooth much
better, but unlike its competitors-Darkfire and Taralash-Firetooth is
already a weapon that's good enough to be used. I don't think that
Darkfire or Taralash beat the competition even with the Bowstring of
Gond, so why bother using it on weapons that aren't up to snuff when
I can use it on a great weapon like Firetooth and make it greater?
Purifier +5
-----------
(5000 gold)
(Eye of Tyr)
(Purifier +4)
Runehammer +5
-------------
(5000 gold)
(Runehammer +4)
(Rune of Clangeddin)
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Spectral Brand +5
-----------------
(5000 gold)
(Skull of the Lich)
(Spectral Brand +4)
An instrument of unholy death it may well be, but I put it in the hands
of my Druid, nonetheless. Jaheira can't really ask for a better weapon,
which is good, because there's not one out there for her. It now gives
her Negative Plane Protection while equipped and can boost her THAC0
by ten for three rounds. The +5 enchantment and extra cold damage
helps, too.
Sword of Mask +5
----------------
(5000 gold)
(Heart of the Damned)
(Sword of Mask +4)
Well, this is the best Short Sword in the game, and big surprise, it's
not too impressive. Sure the the Entanglement for four rounds is nice,
but compared to other common debilitating weapons, it just doesn't stack
up. Also the 15% chance to level drain seems decent at first, but think
of the level most enemies are now. Think of how many hits that would
take to significantly weaken them, much less kill them? I mean, Axe of
the Unyielding and the Ravager have a 10% chance to KILL, and Flail of
the Ages has a 33% chance to Slow an enemy. Entangled enemies can still
fight back. Dead ones cannot, and slowed ones are at a severe
disadvantage. If you're not sold on this, there's another weapon we'll
find that can be upgraded with the Heart of the Damned.
Taralash +5
-----------
(5000 gold)
(Bowstring of Gond)
(Taralash +4)
Another bow upgrade which fails to impress me. I still prefer the
Mana Bow's magic resistance to Taralash's increased movement rate.
I prefer it so much, that like the Gesen Bow, I'm willing to accept a
+4 weapon over a +5 weapon. There's better uses for the Bowstring of
Gond.
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***REWARD***
(For defeating Sendai)
EXP 40000 (each character)
<---------------------------------------------------------------------->
17) Once you stand victorious you'll be whisked away to deal with the
Solar again. Now you'll deal with your present, not your past. Gee,
I wonder what our next topic will be? The Solar will continue with its
vagueries, you'll counsel yourself, and when you're done learning
nothing you'll get some experience and another part of the Pocket Plane
will open up. Finally you'll be returned to Sendai's Enclave to do the
best part of any battle-the looting! You'll get more Katanas +2 and
Potions of Superior Healing than you can shake a stick at, along with
Drow crap, Onyx Rings, Gold Rings, and other various potions as they
suited Sendai's statues. Sendai herself drops a lot of Drow crap, but
of interest she'll leave behind a Wand of Cursing, Wong Feis' Ioun
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Stone, and Studded Leather of Thorns +6. The Ioun Stone actually seems
like it might be worth using, as its Armor Class bonus, +15 Hit Points,
and regeneration are awfully enticing, even though it doesn't protect
against critical hits. Still... one untimely critical hit can affect a
negatively battle more than its bonuses witll benefit us. The Armor of
Thorns is quite obsolete compared to the White Dragon Scale, however.
Go through the portal at (x=650, y=600) to teleport to the forest
outside of Sendai's Enclave. The Bhaalspawn left to hunt are getting
thinner by the day. Before we pick on Abazigal, however, let's head back
to the Pocket Plane to finish the next challenge.
***REWARD***
(For enduring more revelations)
EXP 10000 (each character)
<---------------------------------------------------------------------->
18) Head south into the new challenge area, where you'll confront
yourself again. This time, the aspect of you that needs to be overcome
is doubt. Doubt kept you humble, innocent, and away from the taint. Of
course, it also kept you weak, naive, and vulnerable. To have doubt
now is to sacrifice everything we've gained, and jeopardize our future
ambitions, be they greedy or benevolent Once you deny doubt, one way
or the other, it'll turn into a Slayer and attack. Put it down and
this challenge is over.
***REWARD***
(For overcoming your doubt)
EXP 30000 (protagonist)
EXP 25000 (each character, save the protagonist)
o======================================================================o
| |
| Abazigal |
| |
o======================================================================o
Sequence of Events: {WLK067}
1) Draconis
2) Abazigal's Lair
3) Breath Potion
4) Olhydra, Prince of Water
5) Moribund Monk's Mission
6) Eyeball Extermination
7) Iycanth's Request
8) Retrieving the Eyestalk
9) Violence Always Solves Everything
10) Role Reversal
11) Earning Experience
12) Fll'Yissetat's Lair
13) Showdown With Abazigal
14) There Can Be Only One
15) Crafting With Cespenar IX
16) Fending Off the Favored
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After defeating his humanoid form, he'll taunt us and transform into a
Dragon. Edwin/Imoen immediately cast a Time Stop and hit Draconis with
two Pierce Magics and a Breach, which should remove his defenses
(necessary, because he's one of the few foes in the game who uses Spell
Immunity: Abjuration). Then my melee Fighters run up and try and hit him
with as many Greater Whirlwinds as possible. Draconis is an odd sort of
Dragon, as he uses Wing Buffet fairly often, along with Remove Magic.
He's also fond of going invisible, so he needs to be kept honest with
constant True Sight spells. Hit him when and where you can. When he
becomes 'Badly Injured' my protagonist ideally tries to get off his Time
Stop/Greater Whirlwind sequence to put Draconis down. The evil party has
a much harder time with this fight than the good party, thanks to
Keldorn's ability to quickly use True Sight whenever needed, whereas the
evil party has to spend a good bit of time casting (fortunately in the
Enhanced Edition, the Gems of Seeing really help)... Also, there's no
hope of a Time Stop/Greater Whirlwind sequence near the end to seal the
deal-you'll just have to stay on him, expend a whole lot of True Sights,
and hope for the best. When he falls, loot his body for Tzu-Zan's
Bracers, which can only be used by Monks. Of course, my
Fighter/Mage/Thief could also use them with the 'Use Any Item'
ability... but I prefer the Wondrous Gloves... Also grab Draconis' Head,
which we'll need to get into Abazigal's Lair. Pretty gruesome key, don't
you think? Thank Michael Bell for his voice work with Draconis and enter
Abazigal's Lair (x=500, y=700).
***ENHANCED EDITION***
Due to my troubles with Draconis in the original version of the game,
and the increased tenacity of Dragons in the Enhanced Edition in
general, I worried about the fight with Draconis the whole time I worked
on the guide. When I got to him, however, my evil party flattened him in
a laughably short amount of time. The differences that might explain
this, besides luck? I had Dorn instead of Haer'Dalis, which meant a
much greater melee presence. Also, my Gems of Seeing kept him from
being able to run away and cause mischief. I know it wasn't a vorpal
hit, however, as my protagonist landed the last hit. Later trials went
well, too, so I doubt it was a fluke-my evil party is just stronger in
the Enhanced Edition.
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o======================================================================o
2) As soon as you enter the area, have your Thief detect traps, as you
are literally standing on one, and any movement forward with any
character save the unfortunate front-character (party position slot #4)
will result in it triggering. This problem is intensified by the fact
that you'll be attacked by a Greater Werewyvern and some Lesser Earth
Elementals, the former of which can cause trouble for a single,
unsupported Fighter. When the Greater Werewyvern dies, loot its body
for a Scroll of Stone to Flesh and an 'Empty Breath Potion Flask'.
Given the unusual drops, we should assume they're meant for something.
***TRAPS***
(x=1070, y=900)
(x=660, y=280)
***ITEMS***
(x=420, y=150) Arrows +3 x40, Bolts +3 x40, Bullets +3 x40
(x=500, y=250) Scroll of Stone to Flesh
(x=600, y=200) Arrows x120, Bolts x120, Bullets x120, Darts x120
***TRAPS***
(x=420, y=150)
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***ITEMS***
(x=500, y=300) Andar Gem, Potion of Superior Healing
(x=600, y=250) Scroll of Stone to Flesh, Juggernaut Golem Page
***REWARD***
(For giving Iycanth the Gauth's Eyestalk)
EXP 30000 (each character)
Item Scroll of Reversal
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out for Plant Growth (which acts like Entangle) and Creeping Doom. Also,
she uses a rather potent acid breath weapon with the area-of-effect of
Saladrex's fiery breath. Prepare some Protection from the Elements
spells to protect your weaker party members and prevent her from one-
shotting them with her breath weapon. Keep up the pressure and use a
few Greater Whirlwind attacks and she'll fall easily enough. She'll
leave behind Abazigal's Wardstone and The Specter's Ring (aka: Ring of
Improved Invisibility).
***REWARD***
(For using the Scroll of Reversal to free Fll'Yissetat)
EXP 10000 (each character)
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***REWARD***
(For defeating Abazigal)
EXP 40000 (each character)
***REWARD***
(For... watching Balthazar imprison Melissan?)
EXP 4000 (each character)
<---------------------------------------------------------------------->
14) This time the Solar speaks to you about the remaining part of the
prophecy, but fortunately it summons Yaga-Shura to tell us about the
Five. The Five, Sarevok, and ourselves presumably controlled the most
of Bhaal's essence, and the more of our siblings that died and 'returned
to the source' as it were, the closer Bhaal's resurrection came. Now
there are just two of us left-ourselves and Balthazar, and a reckoning
is inevitable. We get more experience for just listening to the speech,
and when its done, we're returned to Abazigal's Lair, to loot as we
will. Abazigal will leave behind Gram the Sword of Grief +5, the
Flail Head (Electric), and Blue Dragon Scales. Once you've gathered
these items, head through the portal at (x=800, y=400) to exit
Abazigal's Lair. Elminster will show up and tell us-at length-that we
need to get inside Balthazar's monastery and bring the fight to him,
before he brings the fight to us, and that Saemon Havarian, our old
friend, might just be our key.
***REWARD***
(For enduring even more revelations)
EXP 10000 (each character)
<---------------------------------------------------------------------->
15) Of course, before we return to Amkethran, however, let's pay
Cespenar another visit:
There's not much to say about this armor, it's essentially the same
thing as Red Dragon Scale, with the same Armor Class bonus, and the
same restrictions (no sneaking, no spells.) There's only two
differences, instead of 50% fire resistance you get 90% lightning
resistance. Fire is arguably more common than lightning, but even more
prevalent in Throne of Bhaal are death spells, Horrid Wilting, and
status-effecting spells, so the difference is rather moot. The other
difference? It's blue, not red. Let your aesthetics be your guide. By
the way, is it just me, or is making armor out of your brother's hide-
dragon or not-just a little creepy?
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The awesome get awesomer... more awesome? Either way, this last head
exceeds all our expectations by not just adding another head and
boosting the Flail of the Ages to a +5 weapon, it also increases all
the elemental damage by a point as well. 1d6 +5, +4 elemental damage
(10-16 damage) becomes 1d6 +6, +10 elemental damage (17-22 damage).
Not only that, but the Flail of the Ages +5 now adds a cherished +5%
to Magic Resistance and gives the user Free Action, freeing up the
need for Edventar's Gift. Truly, it's hard to imagine a better weapon
for a Cleric... or a Fighter, or anybody, for that matter. This might
just be the best one-handed weapon in the game, but if you refuse to
choose between the Flail of the Ages and Axe of the Unyielding, just
use both.
Now this is more like it. It gives a chance to drain a level every hit
(not the 15% chance like the Short Sword of Mask +5) with a save of
-5. In effect, that's about a 25% chance to drain a level, which is
blatantly superior to the Short Sword of Mask. Call me crazy, too, but
I prefer the 2d12 poison damage over the Entanglement any day. Lastly,
Magic Resistance is always nice, and something to keep an eye out for,
especially in big magic battles that characterize Throne of Bhaal.
Unfortunately, the Ravager +6 is by far the best two-handed weapon in
the game, and Gram, as much as it tries, just can't compete. Against
enemies immune to vorpal effects, (think bosses) it might be better to
try and weaken them with this weapon, then fish for the one-hit kill
that will never come. Still, it's a better weapon than the Short Sword
of Mask, and hence a better use for the Heart of the Damned.
Hindo's Doom +4
---------------
(5000 gold)
(Hindo's Doom)
(Hindo's Hand)
You really can't argue that Hindo's Doom is a fine weapon, although its
merits lie mostly with its defensive properties, as a +4 Katana with
no bonus damage doesn't impress anybody anymore. On the other hand, its
10% magic resistance and immunity to death magic is worth looking at.
Since it's a defensive weapon, this means one thing-it's worth looking
at in the off-hand, as our main-hand weapon (which receives most of our
attacks per round) is dominated by great offensive weapons like Axe of
the Unyielding and Flail of the Ages. I compare this weapon to
Angurvadal, the leading competitor for my off-hand... if your Strength
score is already 22, like my evil protagonist, it's hard to argue
against Hindo's Doom.
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(15000 gold)
(Juggernaut Golem Page)
(Stone Golem Manual*)
The final upgrade for the Golem Manual, and this time it actually is an
upgrade, although it's still a mixed blessing. First, since I ignored
the Stone Golem 'upgrade' earlier, I saved myself 10,000 gold, since
the manual can skip upgrades. The Juggernaut Golem itself is a fair bit
more potent than the Clay Golem, as a look at its stats will clearly
indicate. It also absorbs hits for the summoner, like Stoneskin does,
and this is the contentious point for this summon. For a Mage like
Edwin or Imoen, it works fine-they won't be getting hit much anyways.
But I had been using the manual with my Fighter/Mage, who was able to
use Vhailor's Helm to create a simulacrum which could in turn summon
another Golem. Cheap, but effective. But after absorbing five hits the
Golem will vanish, and its long been my strategy to absorb punishment
with my protagonist. This effectively reduces the Golem's lifespan,
since my protagonist is likely to sustain five hits rather quickly in
most fights. Of course, I can still do the double-summon and send my
Golems up first and let them go out the good old-fashioned way; by
taking damage or after 10 rounds. It's a change of strategy, sure, and
it's not an entirely helpful one, but the combat stats on the upgraded
Golem should more than make up for this potential defect. On the plus
side, Iron Golems take up a huge amount of space and can block enemy
advances, they're resistant to damage, deal a tremendous 8d8, +2d6
damage (10-60 damage) and can stun enemies, and with a THAC0 of -1,
they might even land a hit or two.
<---------------------------------------------------------------------->
16) Now, as is normal for our post-Cespenar session, it's time to
complete the test that was opened up for us. I send my party down into
the new south-eastern chamber, where Cyric will meet us. The current
Lord of Murder wants to check up on the potential competition, and at
length he decides that a 'test' isn't out of bounds for this place.
He'll tell you to prepare, and prepare I shall. I give my protagonist
the Gargoyle Boots for this fight and spell-buffs himself as much as he
can, while the rest of the party hides on the stairs to the north-west.
Three 'Favored of Cyric' will appear and attack, and they're high level
assassins who can go invisible constantly and cut down strong Fighters
with astonishing speed. They should, however, attack my protagonist.
He's compelled to attack when he can and keep up Stoneskin constantly.
The rest of the party attacks and should be able to slay them, now
that they're focused on my protagonist. When the last one dies, you'll
get the typical experience reward.
***REWARD***
(For overcoming your father's successor)
EXP 30000 (protagonist)
EXP 25000 (each character, save the protagonist)
o======================================================================o
| |
| Balthazar |
| |
o======================================================================o
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There are three ways to enter the Monastery, which I'll detail below.
The only way to do all three is to follow Saemon's route first,
then leave the Monastery grounds and kill all the Mercenaries and
Monks that spawn, then go get the key to the Graveyard from Jaheed and
Majira. Of course, there's no need to do this unless you're in
desperate need of experience, but still.
<---------------------------------------------------------------------->
2) Perhaps the least appealing way to reach Balthazar is via Saemon
Havarian. Enter the Smuggler's Cave at (x=2800, y=700) and talk to
Saemon. If you decide to work with him you'll find that his master
plan is to use some outfits he found to disguise yourselves. With the
disguises and Saemon's knowledge of what to say, you should be able to
convince the guards to let you in. His other route is to refer you to
Faheed and Majira (see Step #4, below.) Agree to follow Saemon's plan
and he will indeed get you inside the gate. Once inside the Monastery
grounds, however, it'll be revealed that Saemon was collaborating with
Balthazar. Like earlier in the game we were to be drugged by Saemon and
delivered to our enemies. Unfortunately for Balthazar, however, he
earned the ire of Saemon, who chose to not drug us this time. This time
Saemon's shifty nature works in our favor, and he leaves us-quite in
command of our senses and dangerous-to fight two Fighters, a Monk, and
two Mages. It sounds like it could be rough, but a single Time Stop
Sequence ends all effective resistance, as Imoen/Edwin blasts the Mages
to death with Comets and/or Horrid Wilting, and the survivors are mopped
up by our melee Fighters. Enter the Monastery at (x=1450, y=400) or
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***ITEMS***
(x=200, y=200) 120 gold
(x=520, y=220) Rogue Stone, Emerald, Diamond x2, Pearl x3,
Plate Mail +1
***REWARD***
(For defeating Balthazar)
EXP 40000 (each character)
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<---------------------------------------------------------------------->
6) Again you'll be returned to the Pocket Plane for another session with
your Solar. This time it will summon up Melissan and expose the plans of
the puppet master herself. She'll reveal herself to be Amelyssan the
Blackhearted, High Matriarch and Deathstalker of Bhaal. During the Time
of Troubles Bhaal came to her, his greatest mortal servant, and
entrusted her with the rites that would resurrect Bhaal when the time
came. Of course, the downside of being an evil deity is that your
servants work for the cause itself, out of fear, and most of all-for
power. Melissan has decided to take that power for herself, the more
Bhaalspawn that died, the more power she had at her disposal. She led
the Bhaalspawn to Saradush, where they were destroyed by Yaga-Shura,
then she set us upon the Five, whom we killed one by one. All that
remains for us to do is dismiss our Pocket Plane and confront Melissan
at the Throne of Blood.
***REWARD***
(For enduring the Solar one final time)
EXP 10000 (each character)
<---------------------------------------------------------------------->
7) You'll find yourself back in Balthazar's Monastery. You can loot his
body for a Garnet, two King's Tears, an Emerald, three Diamonds, and
204 gold. Wee. Return to the Pocket Plane and head to the east, where
the last test begins. You'll encounter the Ravager, the representation
of your powers. It can summon Bone Blades, which can-in their numbers-
be more damaging than The Ravager itself. Use Hardiness, Stoneskins,
Iron Skin, Armor of Faith and anything else that'll protect you, as
this is a straight melee fight. Comet and Horrid Wilting might get rid
of some of the Bone Blades, but they'll just return. Use Greater
Whirlwind Attacks and keep on top of The Ravager and it'll fall,
eventually. Your last love-talk will occur, and all that's left is
to rest up and prepare for the final fight. There's no finesse involved,
it's going to be a pure endurance struggle against multiple rounds of
foes. Buffs should be your primary focus-prepare plenty of Stoneskins,
Iron Skins, and other defensive and debuffing spells. When you're
ready, exit the Pocket Plane at (x=2000, y=1000). If you want to go
level some more, by all means, go somewhere hostile and rest. Other
than reaching the experience cap, however, there's nothing left to do.
***REWARD***
(For realizing your potential)
EXP 30000 (protagonist)
EXP 25000 (each character, save the protagonist)
o======================================================================o
| Chapter 10 |
o======================================================================o
| |
| Throne of Bhaal |
| |
o======================================================================o
Sequence of Events: {WLK069}
1) Melissan I
2) Yan-C-Bin
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3) Melissan II
4) Cyronax
5) Melissan III
6) Infernal Females
7) To the Victor go the Spoils
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north behind the beam of energy-and try to hit her as much as possible.
Her goal is to cast a Time Stop and wreak havoc on the party by
summoning demons, casting Storm of Vengeance, or just attacking (perhaps
mixed with a Power Word: Kill). In my experience, if she gets off this
Time Stop, you might as well reload. After I'm sure she's been
interrupted (I'm alive after a few moments) I use Greater Whirlwind
Attacks with all my Fighters and quickly pummel her until she flees.
<---------------------------------------------------------------------->
6) Now head to the north-east to encounter a powerful group of enemies,
including an Alu-Fiend, a Succubus, a pair of Mariliths, and a Fallen
Solar. I summon a Juggernaut Golem near them to draw their attention
while the rest of my party quickly crosses and attacks the Solar with
the sole intention of killing her before she gets off Creeping Doom.
Then I focus on the Alu-Fiend and Succubus, who will try and Charm our
party members ceaselessly. I ignore the Mariliths and endure their
abuse for now, as they're just the lesser of the evils. Once everything
else is dead they get my attention. I spell-buff to the max, summon
some monsters to the south near where Melissan will spawn and hit the
final pool (x=2000, y=450).
<---------------------------------------------------------------------->
7) Melissan shows up for the last time and grudgingly acknowledges that
you've exceeded even her expectations. This is the last round, and
I found this fight to be much easier than the last-perhaps because I
poured resources into it this time. As soon as she appears Imoen/Edwin
hits her with Breach, and all my Fighters (including my simulacrum)
use Greater Whirlwind Attack. Under such pressure there's little she
can do but die. After she falls the Solar will show up and tell her that
the gods have decreed this contest is over. Melissan will ultimately
fail to control the stolen Bhaalspawn essences within her and will
collapse. Imoen now must make a choice-and she willingly gives up her
Bhaalspawn taint, leaving us with the entire share of Bhaal's power. Now
we must choose our destiny-we can either give up the taint which will be
destroyed along with Melissan and live out our lives as a mortal being,
or we can keep the power, and ascend to godhood.
Watch the end movie we've earned and read the character bios for the
party members we finished the game with. The Baldur's Gate saga is over.
Paralyze/Poison/Death: 0 (-1)
Rod/Staff/Wand: 2 (-1)
Petrify/Polymorph: 1 (-1)
Breath Weapon: 1 (-1)
Spells: 3 (-1)
Weapon Proficiencies
Bastard Sword ++
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Long Sword +
Two Handed Sword ++
Spear ++
Halberd ++
Cross Bow ++
Two-Handed Weapon Style ++
Sword and Shield Style ++
Paralyze/Poison/Death: -2 (-2)
Rod/Staff/Wand: -2 (-2)
Petrify/Polymorph: 0 (-2)
Breath Weapon: 0 (-2)
Spells: -1 (-2)
Weapon Proficiencies
Axe +++++
War Hammer +++++
Mace +++
Two-Weapon Style +++
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Paralyze/Poison/Death: 1 (-1)
Rod/Staff/Wand: 4 (-1)
Petrify/Polymorph: 3 (-1)
Breath Weapon: 3 (-1)
Spells: 0 (-6)
Weapon Proficiencies
Scimitar ++
Dagger ++
Club ++
Quarter Staff ++
Sling +
Sword and Shield Style ++
Paralyze/Poison/Death: -2 (-4)
Rod/Staff/Wand: 2 (-4)
Petrify/Polymorph: 1 (-4)
Breath Weapon: 4 (-4)
Spells: 3 (-4)
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Weapon Proficiencies
War Hammer +
Club +
Flail +
Mace +
Quarterstaff +
Sling +
Two-Handed Weapon Style +
Sword and Shield Style +
Single Weapon Style +
Two Weapon Style +
Paralyze/Poison/Death: -1 (-4)
Rod/Staff/Wand: 0 (-4)
Petrify/Polymorph: 0 (-4)
Breath Weapon: 0 (-4)
Spells: 1 (-4)
Weapon Proficiencies
Bastard Sword +
Long Sword ++
Katana ++
Dagger ++
Two Weapon Style +++
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Paralyze/Poison/Death: 0 (-8)
Rod/Staff/Wand: -5 (-8)
Petrify/Polymorph: -1 (-6)
Breath Weapon: -6 (-13)
Spells: 2 (-6)
Weapon Proficiencies
Dagger +
Quarter Staff +
Dart +
Sling +
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Paralyze/Poison/Death: -1 (-2)
Rod/Staff/Wand: 1 (-2)
Petrify/Polymorph: 0 (-2)
Breath Weapon: 0 (-2)
Spells: 2 (-2)
Weapon Proficiencies
Bastard Sword ++
Long Sword ++
Two Handed Sword ++
War Hammer ++
Halberd ++
Cross Bow ++
Two Handed Weapon Style ++
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Experience: 3724742/3724742
Armor Class: -11
Paralyze/Poison/Death: -1 (-3)
Rod/Staff/Wand: 2 (-3)
Petrify/Polymorph: 3 (-1)
Breath Weapon: 1 (-3)
Spells: 0 (-6)
Weapon Proficiencies
Scimitar ++
Dagger ++
Club ++
Quarter Staff ++
Sling +
Sword and Shield Style ++
Paralyze/Poison/Death: 0 (-1)
Rod/Staff/Wand: 4 (-1)
Petrify/Polymorph: 3 (-1)
Breath Weapon: 6 (-1)
Spells: 5 (-1)
Weapon Proficiencies
War Hammer ++
Mace ++
Flail ++
Club ++
Quarter Staff +
Sling ++
Sword and Shield Style ++
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Weapon Proficiencies
Long Sword ++
Axe ++
Katana ++
Flail ++
Two Weapon Style +++
Paralyze/Poison/Death: -1 (-4)
Rod/Staff/Wand: 1 (-4)
Petrify/Polymorph: 0 (-4)
Breath Weapon: 0 (-4)
Spells: 2 (-4)
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Weapon Proficiencies
Two Handed Sword ++
Spear ++
Halberd ++
Mace ++
Quarter Staff ++
Long Bow ++
Two Handed Weapon Style ++
Two Weapon Style ++
Paralyze/Poison/Death: 1 (-2)
Rod/Staff/Wand: 3 (-2)
Petrify/Polymorph: 2 (-2)
Breath Weapon: 2 (-2)
Spells: 4 (-2)
Paralyze/Poison/Death: 7 (-3)
Rod/Staff/Wand: 2 (-3)
Petrify/Polymorph: 4 (-3)
Breath Weapon: 1 (-8)
Spells: 3 (-3)
Weapon Proficiencies
Long Sword +
Dagger +
Quarter Staff +
Short Bow +
Dart +
Sling +
Two Handed Weapon Style +
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o======================================================================o
| |
| Items {ITM000} |
| |
o======================================================================o
Below is a list of the various rare or unique items you can find in the
game. If the item has a name or is otherwise unusual you'll find it in
the section below, regardless of its quality. Therefore I'll record
named items of dubious quality (Halberd +2: 'Suryris' Blade') , but
magical items of the same quality may not be recorded (Halberd +2).
Perhaps I just like to think that the developers had a reason for
naming the item?
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dedicated to the items is better than nothing at all, even with all its
flaws. Of course if you actually read the Walkthrough you'll get
everything worth getting, so you really have no *real* reason to gripe,
do you?
In the 'Found' section, items marked with -------- indicate that these
items are not found, they are crafted, reforged, or upgraded. In this
case, their components are listed below them in parentheses (excluding
mundane components such as gems, scrolls, etc.) Finding all the
components of an item should be sufficient enough information for the
purposes of this FAQ. Items with (varies) in the 'Found' section
typically refer to items obtained from random encounters. Since these
encounters can occur in a variety of locations, I just leave them open-
ended, rather than putting the location where I personally found them.
This way, you'll at least know at a glance that they aren't in a
specific area. Other, traditional objects with genuine locations will
be listed in alphabetical order, and multiple items of the same sort
will be listed by lowest to highest area number, for organizational
purposes.
o===o
|(*)|
o===o
o===o
|(A)|
o===o
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o===o
|(B)|
o===o
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*More information on this item can be found under its entry in the
below, [ITM004].
o===o
|(C)|
o===o
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o===o
|(D)|
o===o
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*More information on this item can be found under its entry in the
below, [ITM005].
o===o
|(E)|
o===o
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o===o
|(F)|
o===o
o===o
|(G)|
o===o
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o===o
|(H)|
o===o
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o===o
|(I)|
o===o
o===o
|(J)|
o===o
o===o
|(K)|
o===o
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o===o
|(L)|
o===o
o===o
|(M)|
o===o
o===o
|(N)|
o===o
o===o
|(O)|
o===o
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o===o
|(P)|
o===o
o===o
|(Q)|
o===o
o===o
|(R)|
o===o
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o===o
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|(S)|
o===o
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o===o
|(T)|
o===o
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*Both of these rings can be obtained from Aran Linvail under very
different circumstances, depending on whether you side with BOdhi or
with Gaelan Bayle. In the former case you'll enter (AR0329), in the
latter, (AR0307). Both are the same area insomuch as they use the same
map-the former is just the 'hostile' version, while the latter is the
'peaceful' version. The Lower Tombs (Bodhi's lair) does the same thing
between Chapters 3 and 6, being (AR8001) in the former, and (AR8008) in
the latter.
o===o
|(U)|
o===o
o===o
|(V)|
o===o
o===o
|(W)|
o===o
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*More information on this item can be found under its entry in the
below, [ITM006].
o===o
|(X)|
o===o
o===o
|(Y)|
o===o
o===o
|(*)|
o===o
[Protagonist]'s Tankard
<---------------------------------------------------------------------->
Charge Abilities:
--> Restore 2d8 Hit Points three times per day
Weight: 3
o===o
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|(A)|
o===o
Abyssal Blade
<---------------------------------------------------------------------->
Equipped Abilities:
--> Dexterity: +1
Intelligence: -1
Combat Abilities:
--> +5 slashing damage vs. good-aligned opponents
THAC0: +3
Damage: 1d10+3, +1d4 fire damage
Damage Type: Slashing
Speed Factor: 7
Proficiency Type: Two-Handed Sword
Type: Two-handed
Requires: 14 Strength
Weight: 9
Abyssal Blade
<---------------------------------------------------------------------->
Equipped Abilities:
--> Dexterity: +1
Intelligence: -1
Combat Abilities:
--> +5 slashing damage vs. good-aligned opponents
--> +5 slashing damage vs. devils
THAC0: +3
Damage: 1d10+3, +1d4 fire damage
Damage Type: Slashing
Speed Factor: 7
Proficiency Type: Two-Handed Sword
Type: Two-handed
Requires: 14 Strength
Weight: 9
Abyssal Blade
<---------------------------------------------------------------------->
Equipped Abilities:
--> Dexterity: +1
--> Intelligence: -1
Combat Abilities:
--> +5 slashing damage vs. good-aligned opponents
--> +5 slashing damage vs. devils
--> +5 slashing damage vs. demons
THAC0: +3
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Weight: 9
Adoy's Belt
<---------------------------------------------------------------------->
Equipped Abilities:
--> Save vs. Petrification/Polymorph: +5
Weight: 2
Combat Abilities:
--> Each hit heals the wielder 1 Hit Point
THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires: 6 Strength
Weight: 3
Aeger's Hide +3
<---------------------------------------------------------------------->
Equipped Abilities:
--> Cold Resistance +15%
--> Fire Resistance +15%
--> Acid Resistance +15%
--> Immunity to confusion
Weight: 35
Albruin +1
<---------------------------------------------------------------------->
Equipped Abilities:
--> Immunity to poison
Charge Abilities:
--> Detect Invsibility once per day
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THAC0: +1
Damage: 2d4+3 (slashing)
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: One-handed
Requires: 11 Strength
Weight: 8
Weight: 3
Charge Abilities:
--> Improved Haste once per day
Duration: 23 rounds
Area of Effect: The user
Weight: 2
Amulet of Power
<---------------------------------------------------------------------->
Equipped Abilities:
--> Vocalize
--> Magic Resistance: +5%
--> Immunity to level drain
--> Decrease spellcasting time by 1
Weight: 3
Amulet of Seldarine
<---------------------------------------------------------------------->
Equipped Abilities:
--> Saving Throws: +1
--> Magic Resistance: +10%
Weight: 3
Weight: 3
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<---------------------------------------------------------------------->
Equipped Abilites:
--> Armor Class: +3
--> Open Locks: +20%
--> Find Traps: +20%
--> Immunity to silence
Weight: 3
Angurvadal +4
<---------------------------------------------------------------------->
Charge Abilities:
--> Set Strength to 22 once per day
Duration: 1 turn
Area of Effect: The user
THAC0: +4
Damage: 1d8+4, +1 fire damage
Damage Type: Slashing
Speed Factor: 1
Proficiency Type: Long Sword
Type: One-Handed
Requires: 6 Strength
Weight: 2
Angurvadal +5
<---------------------------------------------------------------------->
Charge Abilities:
--> Strength: 22
--> Immunity to level drain
THAC0: +5
Damage: 1d8+5, 1d4+1 fire damage
Damage Type: Slashing
Speed Factor: 0
Proficiency Type: Long Sword
Type: One-Handed
Requires: 6 Strength
Weight: 2
Weight: 25
Arbane's Sword +2
<---------------------------------------------------------------------->
Equipped Abilities:
--> Immunity to hold and paralysis
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Charge Abilities:
--> Haste once per day
Duration: 2 round
THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-handed
Requires: 5 Strength
Weight: 2
Ardulia's Fall +1
<---------------------------------------------------------------------->
Combat Ability:
--> Hit target must save vs. Spell at +3 or be slowed for 2 rounds
THAC0: +1
Damage: 1d6+2 (crushing)
Speed Factor: 6
Proficiency Type: Mace
Type: One-handed
Requires: 10 Strength
Weight: 8
Arla's Dragonbane +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: +3 (missile)
Speed Factor: 3
Proficiency Type: Sling
Type: One-handed
Requires: 3 Strength
Weight: 0
Armor of Faith +3
<---------------------------------------------------------------------->
Equipped Abilities:
--> Saving Throws: +1
Weight: 15
Weight: 7
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Weight: 45
Weight: 6
Ashen Scales +2
<---------------------------------------------------------------------->
Armor Class: 2 (0 vs. crushing, 1 vs. piercing and missile)
Requires: 9 Strength
Weight: 18
Ashideena +2
<---------------------------------------------------------------------->
THAC0: +2
Damage: 1d4+3, +1 electrical damage
Damage Type: Crushing
Speed Factor: 2
Proficiency Type: War Hammer
Type: One-handed
Requires: 9 Strength
Weight: 5
Weight: 15
Axe of Hrothgar +3
<---------------------------------------------------------------------->
Equipped Abilities:
--> Charisma: +1
--> Wisdom: +1
THAC0: +3
Damage: 1d8+3 (slashing)
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Speed Factor: 4
Proficiency Type: Axe
Type: One-handed
Requires: 10 Strength
Weight: 5
THAC0: +3 bonus
Damage: 1d8+3 (slashing)
Speed Factor: 4
Proficiency Type: Axe
Type: One-handed
Requires: 10 Strength
Weight: 7
Combat Abilities:
--> 10% change of decapitating foe with each successful attack
(Save vs. Death at -4 negates)
THAC0: +5
Damage: 1d8+5 (slashing)
Speed Factor: 2
Proficiency Type: Axe
Type: One-handed
Requires: 10 Strength
Weight: 5
Azlaer's Harp
<---------------------------------------------------------------------->
Charge Abilities:
--> Dispel Fear
Range: 25 ft.
Area of Effect: 30-ft. radius
Weight: 6
Azuredge +3
<---------------------------------------------------------------------->
Combat Ability:
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Weight: 2
o===o
|(B)|
o===o
Backbiter +3
<---------------------------------------------------------------------->
Equipped Abilities:
--> May only be removed with a Remove Curse spell
Combat Abilities:
--> 3 points of damage (piercing) inflicted to the wielder upon
every successful hit
THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 6
Proficiency Type: Spear
Type: Two-handed
Requires: 5 Strength
Weight: 5
Bag of Plenty +1
<---------------------------------------------------------------------->
Equipped Abilities:
--> Unlimited +1 sling bullets
Weight: 0
Bag of Plenty +2
<---------------------------------------------------------------------->
Equipped Abilities:
--> Unlimited +2 sling bullets
Weight: 0
Batalista's Passport
<---------------------------------------------------------------------->
Equipped Abilities:
--> Fire Resistance: +40%
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Weight: 0
Weight: 7
Belm +2
<---------------------------------------------------------------------->
Combat Abilities:
--> 1 extra attack per round
THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 0
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: One-handed
Requires: 10 Strength
Weight: 3
Weight: 2
Charge Abilities:
--> Minor Globe of Invulnerability once per day
Special: User is immune to 1st-, 2nd-, and 3rd-level spells
Duration: 2 turns
Weight: 2
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Armor Class: -10 (-14 vs. slashing, -13 vs. piercing and missile)
Requires: 15 Strength
Weight: 45
Weight: 0
Blackblood +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 1d6+3, +3 acid damage
Damage Type: Crushing
Speed Factor: 4
Proficiency Type: Club
Type: One-handed
Requires: 5 Strength
Weight: 3
Blackmist +4
<---------------------------------------------------------------------->
Charge Abilities:
--> Blindness three times per day (Save vs. Spell negates)
Duration: 2 hours
Area of Effect: 10-ft. radius
THAC0: +4
Damage: 1d10+4 (piercing)
Speed Factor: 5
Proficiency Type: Halberd
Type: Two-handed
Requires: 13 Strength
Weight: 10
Blackrazor
<---------------------------------------------------------------------->
Equipped Abilities:
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Combat Abilities:
--> With every hit, it has a 15% chance of draining 4 levels from
the target and healing the wielder by 20 Hit Points as well as
Hasting her for 20 seconds as well as increasing her Strength by
3 points for 20 seconds.
THAC0: +3
Damage: 1d8+3 (Slashing)
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-handed
Requires: 6 Strength
Weight: 4
Blade of Roses +3
<---------------------------------------------------------------------->
Equipped Abilities:
--> Charisma: +2
THAC0: +3
Damage: 2d4+3 (slashing)
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-handed
Requires: 6 Strength
Weight: 3
Blade of Searing +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 2d4+3, +1 fire damage
Damage Type: Slashing
Speed Factor: 5
Proficiency Type: Bastard Sword
Type: One-handed
Requires: 11 Strength
Weight: 5
Bladesinger Chain +4
<---------------------------------------------------------------------->
Armor Class: 1 (-1 vs. slashing, 3 vs. crushing)
Requires: 5 Strength
Weight: 15
Blessed Bracers
<---------------------------------------------------------------------->
Equipped Abilities:
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Charge Abilities:
--> Cure Critical Wounds once perday
Special: Heals 27 Hit Points
Area of Effect: 1 creature
Weight: 1
Weight: 20
Weight: 3
Boneblade +4
<---------------------------------------------------------------------->
THAC0: +4
Damage: 1d4+4 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires: 3 Strength
Weight: 1
Borok's Fist +2
<---------------------------------------------------------------------->
THAC0: +2
Damage: 1d4+3, +1 electrical damage
Damage Type: Crushing
Speed Factor: 2
Proficiency Type: War Hammer
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Type: One-handed
Requires: 9 Strength
Weight: 5
Boomerang Dagger +2
<---------------------------------------------------------------------->
Combat Abilities:
--> Returns to the wielder's hand when thrown.
THAC0: +3
Damage: 2d4+2 (missile)
Speed Factor: 1
Proficiency Type: Dagger
Type: One-handed
Requires: 3 Strength
Weight: 1
Boots of Elvenkind
<---------------------------------------------------------------------->
Equipped Abilities:
--> Move Silently: +30%
Weight: 3
Boots of Etherealness
<---------------------------------------------------------------------->
Charge Abilities:
--> Etherealness once per day
Special: Wearer is immune to normal weapons. Spells may still be
cast, and weapons may still be used.
Duration: 5 rounds
Weight: 3
Bow of Arvoreen +2
<---------------------------------------------------------------------->
THAC0: +2
Speed Factor: 6
Proficiency Type: Shortbow
Type: Two-handed
Requires: 6 Strength
Weight: 2
Bracers of Binding
<---------------------------------------------------------------------->
Equipped Abilities:
--> Casting failure: 75%
--> May only be removed with a Remove Curse spell
THAC0: -5
Damage: -5
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Weight: 1
Weight: 2
Bracers of Defense AC 3
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: 3
Weight: 2
Bracers of Defense AC 4
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: 4
Weight: 2
Weight: 1
Weight: 2
Weight: 0
o===o
|(C)|
o===o
Carsomyr +5
<---------------------------------------------------------------------->
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Equipped Abilities:
--> Magic Resistance: 50%
Combat Abilities:
--> Dispel Magic at level 30 on each hit
Charge Abilities:
--> Dispel Magic at level 15 three times per day
Range: 40 ft.
Area of Effect: 30-ft. radius
THAC0: +5
Damage: 1d12+5, +5 extra vs. chaotic evil
Damage Type: Slashing
Speed Factor: 5
Proficiency Type: Two-Handed Sword
Type: Two-handed
Requires: 14 Strength
Weight: 7
Carsomyr +6
<---------------------------------------------------------------------->
Equipped Abilities:
--> Magic Resistance: 50%
Combat Abilities:
--> Dispel Magic at level 30 whenever the sword strikes an opponent
Charge Abilities:
--> Dispel Magic at level 15 three times per day
Range: 40 ft.
Area of Effect: 30-ft. radius
THAC0: +6
Damage: 1d12+6, +6 extra vs. chaotic evil
Damage Type: Slashing
Speed Factor: 4
Proficiency Type: Two-Handed Sword
Type: Two-handed
Requires: 14 Strength
Weight: 6
Case of Plenty +1
<---------------------------------------------------------------------->
Equipped Abilities:
--> Unlimited +1 bolts
Weight: 0
Case of Plenty +2
<---------------------------------------------------------------------->
Equipped Abilities:
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Weight: 0
Celestial Fury +3
<---------------------------------------------------------------------->
Combat Abilities:
--> Booming Thunder: Hit target must save vs. Spell or be stunned
for 1 round
--> Shocking Blow: 5% chance of an extra 20 electrical damage to
hit target.
Charge Abilities:
--> Lightning Strike Once per day
Damage: 10d6 electrical (Save vs. Spell for half)
Range: 50 ft.
Area of Effect: 1 creature
THAC0: +3
Damage: 1d10 +3 (slashing)
Speed Factor: 1
Proficiency Type: Katana
Type: One-handed
Requires: 6 Strength
Weight: 3
Chaos Blade
<---------------------------------------------------------------------->
Combat Abilities:
--> Hit target loses 2 points of Dexterity per hit for 5 rounds
THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-handed
Requires: 4 Strength
Weight: 2
Circlet of Netheril
<---------------------------------------------------------------------->
Equipped Abilities:
--> Hit Points: +10
--> Can memorize one extra 7th- and 8th-level wizard spell
Weight: 1
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Requires: 16 Intelligence
Weight: 5
Cleric's Staff +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 1d6+3 (crushing)
Speed Factor: 1
Proficiency Type: Quarter Staff
Type: Two-handed
Requires: 5 Strength
Weight: 3
Cloak of Atonement
<---------------------------------------------------------------------->
Charge Abilities (50 charges):
--> On use, this cloak can reduce the wearer's Constitution score by
one point for the next 8 hours in order to perform one of the
following functions:
30% chance to cast Armor of Faith
25% chance to cast Chant
20% chance to cast Chaotic Commands
15% chance to cast Death Ward
10% chance to cast Shield of the Archons
Weight: 3
Cloak of Bravery
<---------------------------------------------------------------------->
Equipped Abilities:
--> Immunity to fear and panic.
Weight: 3
Cloak of Displacement
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +4 vs. missile attacks
--> Save vs. Death: +2
--> Save vs. Breath: +2
--> Save vs. Wand: +2
Weight: 3
Cloak of Dragomir
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<---------------------------------------------------------------------->
Equipped Abilities:
--> Allows a vampire to travel outside during the day and in full
view of the sun, albeit with the following penalties:
Strengh: -6
Dexterity: -4
Intelligence: -2
Wisdom: -2
Charisma: -4
Weight: 4
Cloak of Elvenkind
<---------------------------------------------------------------------->
Equipped Abilities:
--> Hide in Shadows: +50%
Weight: 3
Cloak of Mirroring
<---------------------------------------------------------------------->
Equipped Abilities:
--> Deflects all spell damage. This includes offensive spells like
Magic Missile, but not disabling (non-damage) spells such as
Hold Person.
Weight: 3
Cloak of Reflection
<---------------------------------------------------------------------->
Equipped Abilities:
--> Electrical Resistance: 100%
--> Reflects all electrical damage back to the source
Weight: 3
Charge Abilities:
--> Protection from Magical Energy 3 times per day
Area of Effect: The wearer
Duration: 4 hours
Weight: 3
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<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +1
--> Saving Throw: +1
Weight: 3
Weight: 3
Charge Abilities:
--> Polymorph Self once per day
--> Tthe wearer can change into a rat, a troll, or a mustard jelly.
Weight: 3
Weight: 4
Weight: 3
Weight: 3
Club of Detonation +3
<---------------------------------------------------------------------->
Combat Abilities:
--> 20% chance target will take an additional 10 points of fire
damage with each successful attack
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THAC0: +3
Damage: 1d6+3, +3 fire damage
Damage Type: Crushing
Speed Factor: 4
Proficiency Type: Club
Type: One-handed
Requires: 5 Strength
Weight: 3
Club of Detonation +5
<---------------------------------------------------------------------->
Combat Abilities:
--> 30% chance target will take an additional 15 points of fire
damage with each successful attack
--> 5% chance a 30-ft. radius fireball will automatically detonate
with each successful attack (10d6 fire damage, Save vs. Spell
for half)
THAC0: +5
Damage: 1d6+5, +5 fire damage
Damage Type: Crushing
Speed Factor: 4
Proficiency Type: Club
Type: One-handed
Requires: 5 Strength
Weight: 1
Collar Bell
<---------------------------------------------------------------------->
Charge Abilities:
--> Three times a day, the bell can wake everyone from sleep in a
30-ft. radius. Anyone who fails a Saving Throw vs. Spell becomes
deaf for one turn.
Weight: 1
Weight: 9
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Combat Abilities:
--> Hit target suffers 2 points of additional bleeding damage per
round for 2 rounds
THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 2
Proficiency Type: Katana
Type: One-handed
Weight: 4
Weight: 3
Crimson Chain +5
<---------------------------------------------------------------------->
Armor Class: 0 (-2 vs. slashing, 2 vs. crushing)
Requires: 8 Strength
Weight: 7
Crimson Dart +3
<---------------------------------------------------------------------->
Combat Abilities:
--> Returns to the wielder's hand when thrown
THAC0: +3
Damage: 1d3+3 (missile)
Speed Factor: 0
Proficiency Type: Dart
Type: One-handed
Weight: 0
Crossbow of Affliction +4
<---------------------------------------------------------------------->
Equipped Abilities:
--> Strength: -2
THAC0: +4
Damage: +4 (missile)
Speed Factor: 6
Proficiency Type: Crossbow
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Type: Two-handed
Weight: 9
THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 10
Proficiency Type: Two Handed Sword
Type: Two-handed
Requires: 14 Strength
Weight: 15
Cutthroat +4
<---------------------------------------------------------------------->
THAC0: +4
Damage: 1d6+4 (piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-handed
Requires: 5 Strength
Weight: 2
o===o
|(D)|
o===o
THAC0: +4
Damage: 1d4+4 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires: 3 Strength
Weight: 1
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THAC0: +5
Damage: 1d4+5 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires: 3 Strength
Weight: 1
Dagger of Venom +2
<---------------------------------------------------------------------->
Combat Abilities:
--> Hit target suffers 1 point of poison damage per second for 15
seconds (Save vs. Poison negates)
THAC0: +2
Damage: 1d4+2 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires: 3 Strength
Weight: 2
THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 2
Proficiency Type: Katana
Type: One-handed
Requires: 6 Strength
Weight: 4
Weight: 8
Darkfire Bow +4
<---------------------------------------------------------------------->
Equipped Abilities:
--> Cold Resistance: +5%
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Charge Abilities:
--> Improved Haste once per day
Duration: 23 rounds
Area of Effect: The user
THAC0: +4
Speed Factor: 2
Proficiency Type: Shortbow
Requires: 3 Strength
Weight: 1
Darkfire Bow +5
<---------------------------------------------------------------------->
Equipped Abilities:
--> Cold Resistance: +5%
--> Fire Resistance: +5%
Charge Abilities:
--> Improved Haste once per day
Duration: 23 rounds
Area of Effect: The user
THAC0: +5
Speed Factor: 1
Proficiency Type: Shortbow
Requires: 3 Strength
Weight: 1
Darkmail +3
<---------------------------------------------------------------------->
Equipped Abilities:
--> Fire Resistance: +20%
Weight: 9
Darksteel Shield +4
<---------------------------------------------------------------------->
Equipped Abilities:
--> Cold Resistance: +10%
--> Fire Resistance: +10%
--> Acid Resistance: +10%
--> Poison Resistance: +10%
Armor Class: +5
Requires: 15 Strength
Weight: 8
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Daystar
<---------------------------------------------------------------------->
Charge Abilities:
--> Sunray once per day
Damage: 3d6 (Save vs. Spell or be blinded for 1 turn)
Undead: An additional 1d6 points of damage per level of caster
(Save vs. Spell or be destroyed)
Range: 20 ft.
Area of Effect: 20-ft. radius
Weight: 2
Defender of Easthaven +3
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +1
--> +20% resistance to slashing, piercing, and crushing damage
THAC0: +2
Damage: 1d6+4 (crushing)
Speed Factor: 5
Proficiency Type: Flail/Morningstar
Type: One-Handed
Requires: 13 Strength
Weight: 12
Charge Abilities:
--> Protection From Normal Missiles three times per day
Duration: 1 hour
Area of Effect: The wearer
Weight: 7
Delver's Plate +2
<---------------------------------------------------------------------->
Armor Class: 1 (-2 vs. slashing)
Requires: 12 Strength
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Weight: 25
Weight: 2
Discipliner
<---------------------------------------------------------------------->
Equipped Abilities:
--> Intelligence and Wisdom scores are set to 3
--> May only be removed with a Remove Curse spell
Weight: 0
Doomplate +3
<---------------------------------------------------------------------->
Armor Class: 0 (-3 vs. slashing)
Requires: 12 Strength
Weight: 27
Dragon Helm
<---------------------------------------------------------------------->
Equipped Abilities:
--> Cold Resistance: 25%
--> Fire Resistance: 25%
--> Electrical Resistance: 25%
Weight: 2
Requires: 12 Strength
Weight: 5
Dragon's Breath +4
<---------------------------------------------------------------------->
THAC0: +4
Damage: 1d10, +1 cold damage, +1 fire damage, +1 electrical damage,
+1 acid damage, +1 poison damage
Damage Type: Piercing
Speed Factor: 5
Proficiency Type: Halberd
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Type: Two-handed
Requires: 13 Strength
Weight: 12
Dragon's Bane +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 1d10+3, +6 vs. dragons
Damage Type: Piercing
Speed Factor: 9
Proficiency Type: Halberd
Type: Two-handed
Requires: 13 Strength
Weight: 12
Weight: 12
THAC0: +3
Damage: +3 (missile)
Speed Factor: 1
Proficiency Type: Type Crossbow
Type: Two-Handed
Requires: 8 Strength
Weight: 5
Weight: 12
Drow Flail +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 1d6 +4 (crushing)
Speed Factor: 4
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Weight: 15
Weight: 70
Drow Halberd +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 1d10+3 (piercing)
Speed Factor: 6
Proficiency Type: Halberd
Type: Two-Handed
Requires: 13 Strength
Weight: 15
Drow Lance +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 3
Proficiency Type: Spear
Type: Two-Handed
Requires: 5 Strength
Weight: 5
Drow Longsword +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 1d8+3 (Slashing)
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-Handed
Requires: 6 Strength
Weight: 4
Weight: 3
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Drow Scimitar +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: One-handed
Requires: 10 Strength
Weight: 3
Drow Shield +3
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +4
Requires: 12 Strength
Weight: 7
Druid's Ring
<---------------------------------------------------------------------->
Charge Abilities:
--> Charm animal (Save vs. Wands negates)
Range: 30 ft.
Duration: 2 hours
Area of Effect: 1 animal
Weight: 0
Duskblade +2
<---------------------------------------------------------------------->
THAC0: +2
Damage: 1d10+2, +2 points of cold damage
Damage Type: Piercing
Speed Factor: 7
Proficiency Type: Halberd
Type: Two-Handed
Requires: 13 Strength
Weight: 12
Weight: 2
Dwarven Thrower +3
<---------------------------------------------------------------------->
Combat Abilities:
--> Returns to the wielder's hand when thrown
THAC0: +3
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Weight: 4
o===o
|(E)|
o===o
Edventar's Gift
<---------------------------------------------------------------------->
Equipped Abilities:
--> The wearer is immune to everything, magical and otherwise, that
affects mobility in any way. This includes Haste and Slow
spells.
Weight: 0
Efreeti Bottle
<---------------------------------------------------------------------->
Charge Abilities:
--> Summon Efreeti once per day
Range: 20 ft.
Duration: 1 turn
Weight: 0
Weight: 7
Weight: 8
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Weight: 2
Elves' Bane
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +3 vs. missile and piercing attacks
Weight: 2
Weight: 45
Entropy +2
<---------------------------------------------------------------------->
Combat Abilities:
--> Hit target must save vs. Poison or suffer 3 points of poison
damage.
THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-handed
Requires: 4 Strength
Weight: 2
Erinne Sling +4
<---------------------------------------------------------------------->
Equipped Abilities: Can create 5 +4 bullets once/day
THAC0: +4
Damage: +4 (missile)
Speed Factor: 0
Proficiency Type: Sling
Type: One-handed
Requires: 3 Strength
Weight: 0
Erinne Sling +5
<---------------------------------------------------------------------->
Equipped Abilities: Can create 5 +4 bullets once/day
THAC0: +5
Damage: +5 (missile)
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Speed Factor: 0
Proficiency Type: Sling
Type: One-handed
Requires: 3 Strength
Weight: 0
THAC0: +2
Damage: 2d4+2 (crushing)
Speed Factor: 5
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires: 11 Strength
Weight: 9
o===o
|(F)|
o===o
Weight: 70
Fire Tooth +3
<---------------------------------------------------------------------->
Combat Abilities:
--> Returns to the wielder's hand when thrown
THAC0: +3
Damage: 2d4+3, +1d2 fire damage
Speed Factor: 1
Proficiency Type: Dagger
Type: One-handed
Requires: 3 Strength
Weight: 1
Firetooth +4
<---------------------------------------------------------------------->
Combat Abilities:
--> When no bolts are eqiupped, the crossbow fires +2 Fire Bolts
that do 1d8+4 (missile), +2 fire damage
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Weight: 5
Firetooth +5
<---------------------------------------------------------------------->
Combat Abilities:
--> When no bolts are eqiupped, the crossbow fires +2 Fire Bolts
that receive +7 to hit and deal 1d8+5 missile +2 fire damage
Weight: 5
Weight: 10
Weight: 10
THAC0: +3
Damage: 1d6+4, +1 Acid Damage, +1 Cold Damage, +1 Fire Damage
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Speed Factor: 4
Proficiency Type: Flail/Morningstar
Type: One-handed
Requires: 13 Strength
Weight: 10
THAC0: +4
Damage: 1d6+5, +1 Fire Damage, +1 Cold Damage, +1 Acid Damage,
+1 Poison Damage
Speed Factor: 3
Proficiency Type: Flail/Morningstar
Type: One-handed
Requires: 13 Strength
Weight: 9
Combat Abilities:
--> 33% chance with each hit that the target will be slowed for 20
seconds
THAC0: +5
Damage: 1d6+6, +2 Fire Damage, +2 Cold Damage, +2 Acid Damage,
+2 Poison Damage, +2 electrical damage
Speed Factor: 2
Proficiency Type: Flail/Morningstar
Type: One-handed
Requires: 13 Strength
Weight: 8
THAC0: +2
Damage: 1d10+2, +4 extra vs. chaotic evil
Damage Type: Slashing
Speed Factor: 8
Proficiency Type: Two-Handed Sword
Type: Two-handed
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Requires: 14 Strength
Weight: 10
Flasher Launcher
<---------------------------------------------------------------------->
THAC0: +1
Speed Factor: 3
Proficiency Type: Crossbow
Type: Two-handed
Requires: 8 Strength
Weight: 10
Foebane +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 2d4+3, +6 damage vs. undead, shapeshifters, and all extra-planar
beings (demons, planetars, etc.)
Damage Type: Slashing
Speed Factor: 5
Proficiency Type: Bastard Sword
Type: One-handed
Requires: 11 Strength
Weight: 7
Foebane +5
<---------------------------------------------------------------------->
Equipped Abilities:
--> Saving Throws: +1
Combat Abilities:
--> Each successful hit casts Larloch's Minor Drain on the target
(no save)
THAC0: +5
Damage: 2d4+5, +6 damage vs. undead, shapeshifters, and all extra-planar
beings (demons, planetars, etc.)
Damage Type: Slashing
Speed Factor: 3
Proficiency Type: Bastard Sword
Type: One-handed
Requires: 11 Strength
Weight: 5
Fortress Shield +3
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class +4, an additional +8 vs. missile attacks
Requires: 15 Strength
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Weight: 3
Frostreaver +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 1d8+3, +1 cold damage, +1 acid damage
Damage Type: Slashing
Speed Factor: 4
Proficiency Type: Axe
Type: One-handed
Requires: 10 Strength
Weight: 7
o===o
|(G)|
o===o
Gargoyle Boots
<---------------------------------------------------------------------->
Equipped Abilities:
--> Immunity to backstab
Charge Abilities:
--> Stoneskin twice per day (2 skins per use)
Duration: 12 hours
Area of Effect: The user
Weight: 1
Weight: 2
Gauntlets of Crushing
<---------------------------------------------------------------------->
Equipped Abilities:
--> THAC0: +4 bonus when attacking with fists
--> Damage: +4 bonus when attacking with fists
Weight: 2
THAC0: +1
Damage: +2
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Weight: 1
Weight: 11
Gift of Peace
<---------------------------------------------------------------------->
Equipped Abilities:
--> Saving Throws: +1
--> Cold Resistance: +20%
--> Fire Resistance: +20%
--> Electrical Resistance: +20%
--> Protects against critical hits
Weight: 3
Girdle of Fortitude
<---------------------------------------------------------------------->
Charge Abilities:
--> Constitution: 18
Duration: 8 hours
Weight: 2
Weight: 2
Weight: 2
Weight: 2
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--> Strength: 20
Weight: 2
Glasses of Identification
<---------------------------------------------------------------------->
--> Identify three times per day
Weight: 0
Glimmering Bands
<---------------------------------------------------------------------->
Equipped Abilities:
--> THAC0: +2
Weight: 1
Gloves of Healing
<---------------------------------------------------------------------->
Charge Abilities:
--> Heal up to 10 Hit Points of damage and any poison effects, once
per day
Weight: 2
Gloves of Pickpocketing
<---------------------------------------------------------------------->
Equipped Abilities:
--> Pick Pockets: +20%
Weight: 2
Gnasher +2
<---------------------------------------------------------------------->
THAC0: +2
Damage: 1d6+2, slivers add 2 points of piercing damage each round for
4 rounds
Damage Type: Crushing
Speed Factor: 4
Proficiency Type: Club
Type: One-handed
Requires: 5 Strength
Weight: 3
Golem Manual
<---------------------------------------------------------------------->
Charge Abilities:
--> Summon Flesh Golem once per day
Range: 30 ft.
Duration: 1 turn
Requires: 16 Intelligence
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Weight: 5
Weight: 2
Weight: 2
Weight: 0
Gorgon Plate +4
<---------------------------------------------------------------------->
Equipped Abilities:
--> Fire Resistance: +15%
--> Acid Resistance: +15%
Weight: 30
THAC0: +5
Damage: 1d10+5 (slashing)
Speed Factor: 5
Proficiency Type: Two-Handed Sword
Type: Two-handed
Requires: 14 Strength
Weight: 9
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--> 10% Chance of inflicting 2d12 poison damage with each hit
--> Each hit target must save vs. Death (with a -5 penalty) or lose
1 level
THAC0: +5
Damage: 1d10+5 (slashing)
Speed Factor: 5
Proficiency Type: Two-Handed Sword
Type: Two-handed
Requires: 14 Strength
Weight: 9
Grandmaster's Armor +6
<---------------------------------------------------------------------->
Equipped Abilities:
--> Doubles movement rate
Weight: 5
Greenstone Amulet
<---------------------------------------------------------------------->
Charge Abilities:
--> Immunity to charm, confusion, fear, domination, ESP, Detect
Alignment, hold, stun, psionics, sleep, and feeblemind.
Duration: 1 turn
Weight: 1
o===o
|(H)|
o===o
Halycon +1
<---------------------------------------------------------------------->
THAC0: +1
Damage: 1d6+1, +1 electrical damage
Damage Type: Piercing
Speed Factor: 5
Proficiency Type: Spear
Type: Two-handed
Requires: 5 Strength
Weight: 3
Hallowed Redeemer +2
<---------------------------------------------------------------------->
Equipped Abilities: 5 points of magic damage to any who deal out any
damage to the wielder.
THAC0: +2
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Weight: 8
Hammer of Thunderbolts +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 2d4+3 (crushing)
Speed Factor: 1
Proficiency Type: Warhammer
Type: One-Handed
Requires: 18 Strength
Weight: 4
Handmaiden's Mace
<---------------------------------------------------------------------->
Combat Abilities:
--> Hit target must save vs. Poison or suffer 2 points of damage per
round for 1 turn
THAC0: +2 bonus
Damage: 1d6+3 (crushing)
Speed Factor: 6
Proficiency Type: Mace
Type: One-handed
Weight: 8
Hands of Takkok
<---------------------------------------------------------------------->
Equipped Abilities:
--> Strength: 18/00
Weight: 2
Hangard's Axe +2
<---------------------------------------------------------------------->
Combat Abilities:
--> Returns to the wielder's hand when thrown
THAC0: +2
Damage: 1d6 +2
Damage Type (melee): Slashing
Damage Type (thrown): Missile
Speed Factor: 2
Proficiency Type: Axe
Type: One-handed
Requires: 4 Strength
Weight: 3
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Harbinger +3
<---------------------------------------------------------------------->
Combat Abilities:
--> Fireball: 5% chance per hit that a 10d6 fireball explodes,
centered on the target
--> Flesh to Stone: All struck ogres must save vs. Spell or be
turned to stone
THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 7
Proficiency Type: Two Handed Sword
Type: Two-handed
Weight: 10
Harmonium Halberd +3
<---------------------------------------------------------------------->
Equipped Abilities:
--> Strength: +1
--> Intelligence: -1
--> Wisdom: -1
THAC0: +3
Damage: 1d10+3 (piercing)
Speed Factor: 9
Proficiency Type: Halberd
Type: Two-handed
Requires: 11 Strength
Weight: 12
Harp of Discord
<---------------------------------------------------------------------->
Charge Abilities:
--> Confusion three times per day (Save vs. Spell negates)
Duration: 1 turn
Area of Effect: All within listening range save the bard and
fellow party members
Weight: 6
Harp of Pandemonium
<---------------------------------------------------------------------->
Charge Abilities:
--> Pandemonium three times per day
Special: Enemies must save vs. Spell or be tossed away from the
Bard as well as confused for 3 rounds
Weight: 6
Harper Pin
<---------------------------------------------------------------------->
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Equipped Abilities:
--> Save vs. Spell: +5
--> Electrical Resistance: 100%
--> Non-Detection
--> Immune to Magic Missile
Weight: 0
Hawksight +2
<---------------------------------------------------------------------->
Equipped Abilities:
--> Dexterity: +1
THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninjato
Type: One-handed
Requires: 10 Strength
Weight: 3
Charge Abilities:
--> Righteous Magic once per day
--> User receives +10 Hit Points and +3 Strength (up to 25), and
inflicts maximum damage for each successful hit
Duration: 1 turn
Weight: 1
Weight: 1
Heartseeker +3
<---------------------------------------------------------------------->
Charge Abilities:
--> Aim: +7 to hit once per day
Duration: 9 seconds
THAC0: +4
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Damage: +2
Speed Factor: 4
Proficiency Type: Longbow
Type: Two-handed
Requires: 18 Strength
Weight: 7
Heartwood Ring
<---------------------------------------------------------------------->
--> Can memorize one additional 6th- and 7th- level Druid Spell.
Weight: 1
Weight: 10
Helm of Balduran
<---------------------------------------------------------------------->
Equipped Abilities:
--> THAC0: +1
--> Armor Class: +1
--> Saving Throws: +1
--> Hit Points: +5
--> Protects against critical hits
Weight: 1
Helm of Brilliance
<---------------------------------------------------------------------->
Equipped Abilities:
--> Fire Resistance: +40%
--> Protects against critical Hits
Charge Abilities:
--> Fireball once per day
Damage: 6d6 fire (Save vs. Wand for half)
Range: 90 ft.
Area: 30-ft. radius
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Weight: 2
Weight: 4
Weight: 2
Weight: 2
Charge Abilities:
--> Aura of Command three times per day (Save vs. Spell at -2
negates)
Special: Target flees in terror
Range: 40 ft.
Duration: 5 rounds
Area of Effect: 1 creature
Weight: 2
Helmet of Infravision
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<---------------------------------------------------------------------->
Equipped Abilities:
--> Infravision up to 120 ft.
--> Protects against critical hits
Weight: 3
Hindo's Doom +3
<---------------------------------------------------------------------->
Charge Abilities:
--> Lesser Restoration once per day
Special: Reverses any previous level drain
Range: Touch
Area of Effect: 1 creature
THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 1
Proficiency Type: Katana
Type: One-handed
Requires: 6 Strength
Weight: 3
Hindo's Doom +4
<---------------------------------------------------------------------->
Equipped Abilities:
--> Magic Resistance: +10%
--> Immunity to all forms of death magic
Charge Abilities:
--> Greater Restoration once per day
Special: Reverses any previous level drain; cures feeblemind,
confusion, berserk, disease, and poison; and fully heals the
target
Range: Touch
Area of Effect: 1 creature
THAC0: +4
Damage: 1d10+4 (slashing)
Speed Factor: 0
Proficiency Type: Katana
Type: One-handed
Requires: 6 Strength
Weight: 2
Hojar's Fame +1
<---------------------------------------------------------------------->
Combat Abilities:
--> 25% chance of each hit inflicting an additional 1d8 points of
fire damage
THAC0: +1
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Weight: 7
Weight: 2
Weight: 0
Weight: 0
Weight: 0
Weight: 0
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Horn of Blasting
<---------------------------------------------------------------------->
Charge Abilities:
--> Sonic Wave once per day
Damage: 2d10 crushing (Save vs. Death for half)
Special: Stun for 2 rounds (Save vs. Paralyzation negates)
Area of Effect: All in area
Weight: 3
Horn of Silence
<---------------------------------------------------------------------->
Charge Abilities:
--> Silence once per day (Save vs. Breath negates)
Duration: 1 turn
Area of Effect: All in area
Weight: 3
Human Flesh +5
<---------------------------------------------------------------------->
Equipped Abilities:
--> Magic Resistance: 20%
--> Saving Throws: +4
Weight: 5
o===o
|(I)|
o===o
Ice Star +4
<---------------------------------------------------------------------->
Equipped Abilities:
--> Fire Resistance: +20%
THAC0: +4
Damage: 2d4+4, +1d4 cold damage
Damage Type: Crushing
Speed Factor: 3
Proficiency Type: Flail/Morningstar
Type: One-handed
Requires: 11 Strength
Weight: 8
Ilbratha +1
<---------------------------------------------------------------------->
Charge Abilities:
--> Mirror Image once per day
Duration: 1 turn
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THAC0: +1
Damage: 1d6+1 (piercing)
Speed Factor: 2
Proficiency Type: Short Sword
Type: One-handed
Requires: 5 Strength
Weight: 2
Impaler +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 1d6+13 (piercing)
Speed Factor: 3
Proficiency Type: Spear
Type: Two-handed
Requires: 5 Strength
Weight: 3
Charge Abilities:
--> Improved Haste once per day
Duration: 23 rounds
Area of Effect: The user
Weight: 3
Ir'revrykal +5
<---------------------------------------------------------------------->
Equipped Abilities:
--> Immunity to Charm
Combat Abilities:
--> 50% chance to Dispel Magic on each hit
THAC0: +5
Damage: 1d10+5, +5 extra vs. good creatures
Damage Type: Slashing
Speed Factor: 5
Proficiency Type: Two-Handed Sword
Type: Two-handed
Requires: 14 Strength
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Weight: 10
Weight: 1
Ixil's Nail +4
<---------------------------------------------------------------------->
THAC0: +4
Damage: 1d6+4
Speed Factor: 6
Proficiency Type: Spear
Type: Two-handed
Requires: 5 Strength
Weight: 5
Ixil's Spike
<---------------------------------------------------------------------->
THAC0: +2
Damage: 1d4+2 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires: 3 Strength
Weight: 1
Ixil's Spike +6
<---------------------------------------------------------------------->
Equipped Abilities:
--> Free Action
Combat Abilities:
--> Hit target must save vs. Paralyzation or be pinned for 3 rounds,
taking an additional 1d6+5 damage each round
THAC0: +6
Damage: 1d6+6 (piercing)
Speed Factor: 2
Proficiency Type: Spear
Type: Two-handed
Requires: 5 Strength
Weight: 5
o===o
|(J)|
o===o
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Jansen AdventureWear
<---------------------------------------------------------------------->
Equipped Abilities:
--> Physical Damage Resistance: +25%
Weight: 3
Jansen Spectroscopes
<---------------------------------------------------------------------->
Equipped Abilities:
--> Find Traps: +25%
--> Detect Illusions: +20%
--> Immunity to Blindness
Charge Abilities:
--> Detect Invisibility once per day
Area of Effect: 30-ft. radius
Weight: 0
Jansen Techno-Gloves
<---------------------------------------------------------------------->
Equipped Abilities:
--> Open Locks: +20%
--> Pick Pockets: +20%
Weight: 0
Jerrod's Mace +2
<---------------------------------------------------------------------->
THAC0: +2, +5 vs. demons
Damage: 1d6+3, +5 vs. demons
Damage Type: Crushing
Speed Factor: 5
Proficiency Type: Mace
Type: One-handed
Weight: 7
Jester's Chain +4
<---------------------------------------------------------------------->
Armor Class: 1 (-1 vs. slashing, -3 vs. crushing)
Requires: 8 Strength
Weight: 8
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THAC0: +2
Damage: 2d4+2 (slashing)
Speed Factor: 6
Proficiency Type: Bastard Sword
Type: One-handed
Requires: 11 Strength
Weight: 7
Joril's Dagger +3
<---------------------------------------------------------------------->
Combat Abilities:
--> 25% chance of each hit confusing an opponent for 3 rounds (Save
vs. Spell to negate)
THAC0: +3
Damage: 1d10+3, +1 cold damage
Damage Type: Slashing
Speed Factor: 7
Proficiency Type: Two-Handed Sword
Type: Two-handed
Requires: 13 Strength
Weight: 10
Juggernaut Golem:
--> Hit Points: 99
--> Armor Class: -2, requires +2 or better weapons to hit
--> THAC0: -1, fists act as +2 weapons
--> Damage: 8d8 crushing, +2d6 crushing and stunned for 2 rounds
if target fails save vs. Spell
--> Attacks twice per round
Requires: 16 Intelligence
Weight: 5
o===o
|(K)|
o===o
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K'logarath +4
<---------------------------------------------------------------------->
Combat Abilities:
--> Return's to the wielder's hand when thrown
--> Hit target must save vs. Death or be knocked down and take 2d6
extra damage
THAC0: +4
Damage: 1d6+4
Damage Type (melee): Slashing
Damage Type (thrown): Missile
Speed Factor: 0
Proficiency Type: Axe
Type: One-handed
Requires: 4 Strength
Weight: 1
Kachiko's Wakizashi +3
<---------------------------------------------------------------------->
Combat Abilities:
--> Drains 2 points of target's Wisdom for 2 rounds on each hit.
(Save vs. Death to negate)
THAC0: +3
Damage: 1d8+3 (piercing)
Speed Factor: 0
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: One-handed
Requires: 5 Strength
Weight: 2
Weight: 3
Weight: 4
Kazrah's Shield +4
<---------------------------------------------------------------------->
Combat Abilities (once per day):
--> Chain Lightning
Equipped Abilities:
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Requires: 12 Strength
Weight: 5
Kondar +1
<---------------------------------------------------------------------->
THAC0: +1, +3 vs. shapeshifters
Damage: 2d4 +1, +3 vs. shapeshifters
Damage Type: Slashing
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: One-handed
Requires: 11 Strength
Weight: 8
Kundane +2
<---------------------------------------------------------------------->
THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires: 5 Strength
Weight: 2
o===o
|(L)|
o===o
Weight: 2
Weight: 1
Lilarcor
<---------------------------------------------------------------------->
Equipped Abilities:
--> Immunity to charm
--> Immunity to confusion
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THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 8
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires: 14 Strength
Weight: 10
Lupine Sling +2
<---------------------------------------------------------------------->
Combat Abilities:
--> 15% chance of inflicting disease on hit target
THAC0: +2
Damage: +2 (missile)
Speed Factor: 4
Proficiency Type: Sling
Type: One-handed
Requires: 3 Strength
Weight: 0
o===o
|(M)|
o===o
Mace of Disruption +1
<---------------------------------------------------------------------->
Combat Abilities:
--> Undead must save vs. Death at -4 or be utterly destroyed
THAC0: +1
Damage: 1d6+2, 2d6+4 vs. undead
Damage Type: Crushing
Speed Factor: 6
Proficiency Type: Mace
Type: One-Handed
Requires: 10 Strength
Weight: 8
Mace of Disruption +2
<---------------------------------------------------------------------->
Equipped Abilities:
--> Immunity to level drain
Combat Abilities:
--> Undead must save vs. Death at -4 or be utterly destroyed
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Speed Factor: 6
Proficiency Type: Mace
Type: One-Handed
Requires: 10 Strength
Weight: 8
Weight: 10
Malakar +2
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +2 vs. slashing weapons
THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 2
Proficiency Type: Katana
Type: One-handed
Requires: 6 Strength
Weight: 4
Charge Abilities:
--> Neutralize Poison once per day
Special: Heals 10 Hit Points and cures poison, disease,
deafness, and blindness
Range: 10 ft.
Area of Effect: 1 creature
Weight: 2
Mana Bow +4
<---------------------------------------------------------------------->
Equipped Abilities:
--> Magic Damage Resistance: +20%
THAC0: +4
Speed Factor: 3
Proficiency Type: Longbow
Type: Two-handed
Requires: 6 Strength
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Weight: 2
Martial Staff +3
<---------------------------------------------------------------------->
THAC0: +3 bonus
Damage: 1d6+3 (crushing)
Speed Factor: 1
Proficiency Type: Quarter Staff
Type: Two-handed
Requires: 5 Strength
Weight: 4
Mauler's Arm +2
<---------------------------------------------------------------------->
Equipped Ability:
--> Strength: 18
THAC0: +2
Damage: 1d6+3 (crushing)
Speed Factor: 5
Proficiency Type: Mace
Type: One-Handed
Weight: 7
Melodic Chain +3
<---------------------------------------------------------------------->
Armor Class: 2 (0 vs. slashing, 4 vs. crushing)
Requires: 5 Strength
Weight: 12
Mercykiller Ring
<---------------------------------------------------------------------->
Equipped Abilities:
--> Move Silently: +20%
--> Hide in Shadows: +20%
--> Set Traps: +20%
Weight: 0
Weight: 1
Methild's Harp
<---------------------------------------------------------------------->
Charge Abilities:
--> Dispel hold-like effects three times per day
Range: 25 ft.
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Weight: 6
Montolio's Cloak
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +1
--> Saving Throws: +1
--> THAC0: +2 bonus with off hand
Weight: 3
Weight: 0
Moonlight Walkers
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +2
Weight: 1
o===o
|(N)|
o===o
Namarra +2
<---------------------------------------------------------------------->
Special Abilities:
--> Silence 15' Radius three times per day (Save vs. Spell at -5
to negate)
Duration: 1 turn
THAC0: +2
Damage: 1d8+4 (slashing)
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Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires: 6 Strength
Weight: 3
THAC0: +2
Damage: 1d4+2 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Weight: 1
Necaradan's Crossbow +3
<---------------------------------------------------------------------->
THAC0: +3 bonus
Damage: +3 (missile)
Speed Factor: 2
Proficiency Type: Crossbow
Type: Two-handed
Requires: 8 Strength
Weight: 5
Weight: 3
Necklace of Missiles
<---------------------------------------------------------------------->
Missile Blast:
Range: 50 ft
Area of effect: 30 ft. radius
Damage: 6d6 (save vs. spell for half)
Neera's Staff +1
<---------------------------------------------------------------------->
Combat Abilities:
--> When the staff strikes a target, there is a 10% chance that
either the target or the wielder will take 1 point of fire
damage.
THAC0: +1
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Weight: 4
Night Walkers
<---------------------------------------------------------------------->
Equipped Abilities:
--> Movement rate increased by 2 (base it 100
--> Immunity to Web, Grease, and Entangle
Charge Abilities:
--> Shadow Door three times per day
Duration: 9 rounds
Weight: 3
Nymph Cloak
<---------------------------------------------------------------------->
Equipped Abilities:
--> Charisma: +2
Charge Abilities:
--> Charm Creature (Save vs. Breath negates)
Range: Touch
Duration: 12 hours
Area of Effect: 1 creature
Weight: 3
o===o
|(O)|
o===o
Weight: 2
Orc Leather +3
<---------------------------------------------------------------------->
Equipped Abilities:
--> Charisma: -1
--> +10% resistance to missile damage
Weight: 7
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Ox-Tail Belt
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +4 vs. missile attacks
--> Charisma: -2
Weight: 2
o===o
|(P)|
o===o
Paladin's Bracers
<---------------------------------------------------------------------->
Equipped Abilities:
--> Hit Points: +10
Weight: 1
Weight: 2
Weight: 2
Pellan's Shield +2
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +3, an extra +1 vs. missile attacks
Requires: 10 Strength
Weight: 4
Weight: 3
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Charge Abilities:
--> Cure Poison once per day
Range: Touch
Area of Effect: 1 creature
Weight: 1
Peridan +2
<---------------------------------------------------------------------->
Equipped Abilities:
--> Immunity to Fear
--> Regenerate 1 Hit Point every 1 turn
Charge Abilities:
--> Detect Invisibility once per day
THAC0: +2
Damage: 1d10+2, double damage against dragons
Damage Type: Slashing
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires: 6 Strength
Weight: 3
Pixie Prick +3
<---------------------------------------------------------------------->
Combat Abilities:
--> Hit target must save vs. Poison or fall asleep for 2 rounds
THAC0: +3
Damage: 1d4+3 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires: 3 Strength
Weight: 1
Plate of Balduran
<---------------------------------------------------------------------->
Equipped Abilities:
--> Hit Points: +4
--> Charisma: +1
Weight: 50
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<---------------------------------------------------------------------->
Armor Class: 0 (-4 vs. slashing, -3 vs. piercing and missile)
Requires: 15 Strength
Weight: 35
Weight: 45
Weight: 5
Psion's Blade +5
<---------------------------------------------------------------------->
Equipped Abilities:
--> Immunity to confusion and all psionic attacks
THAC0: +5
Damage: 1d10+5 (slashing)
Speed Factor: 5
Proficiency Type: Two-Handed Sword
Type: Two-handed
Requires: 14 Strength
Weight: 9
Purifier +4
<---------------------------------------------------------------------->
Equipped Abilities:
--> Magic Resistance: +20%
THAC0: +4
Damage: 2d4+4, +4 extra vs. chaotic evil
Damage Type: Slashing
Speed Factor: 4
Proficiency Type: Bastard Sword
Type: One-handed
Requires: 11 Strength
Weight: 6
Purifier +5
<---------------------------------------------------------------------->
Equipped Abilities:
--> Magic Resistance: +30%
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Charge Abilities:
--> Dispel Magic at level 20 twice per day
Range: 40 ft.
Area of Effet: 30-ft. radius
THAC0: +5
Damage: 2d4+5, +5 extra vs. chaotic evil
Damage Type: Slashing
Speed Factor: 3
Proficiency Type: Bastard Sword
Type: One-handed
Requires: 11 Strength
Weight: 5
o===o
|(Q)|
o===o
Quiver of Plenty +1
<---------------------------------------------------------------------->
Equipped Abilies:
--> Unlimited +1 arrows
Weight: 0
Quiver of Plenty +2
<---------------------------------------------------------------------->
--> Unlimited +2 arrows
Weight: 0
o===o
|(R)|
o===o
Rancor +1
<---------------------------------------------------------------------->
Combat Abilities:
--> When Dorn holds this blade, any death that it causes has a
chance to grant Dorn an increase of +1 to his to-hit rolls for
24 hours.
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Weight: 12
Ras +2
<---------------------------------------------------------------------->
Special Abilities:
--> Dancing sword can attack on its own for 4 rounds
THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires: 6 Strength
Weight: 3
Rashad's Talon +2
<---------------------------------------------------------------------->
THAC0: +2 bonus
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: One-handed
Requires: 10 Strength
Weight: 4
Ravager +4
<---------------------------------------------------------------------->
Charge Abilities:
--> Cloak of Fear twice per day
Special: Affected enemies flee in terror for 4 round (Save vs.
Spell negates)
Range: 0
Duration: Instant
Area of Effect: 30-ft. radius
THAC0: +4
Damage: 1d10+4 (piercing)
Speed Factor: 5
Proficiency Type: Halberd
Type: Two-handed
Requires: 13 Strength
Weight: 12
Ravager +6
<---------------------------------------------------------------------->
Charge Abilities:
--> Cloak of Fear three times per day
Special: Affected enemies flee in terror for 4 round (Save vs.
Spell negates)
Range: 0
Duration: Instant
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Combat Abilities:
--> Hit target must save vs. Poison or suffer 3d6 points of poison
damage
--> 10% chance of decapitating opponent with each successful attack
THAC0: +6
Damage: 1d10+6 (piercing)
Speed Factor: 3
Proficiency Type: Halberd
Type: Two-handed
Requires: 13 Strength
Weight: 10
Reaching Ring
<---------------------------------------------------------------------->
Equipped Abilities:
--> Can memorize one extra 5th-level spell, one extra 6th-level
spell, and one extra 7th-level spell
Weight: 0
Weight: 30
Reflection Shield +1
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +2
--> Reflects missiles back at their user
Requires: 4 Strength
Weight: 3
Rifthome Axe +3
<---------------------------------------------------------------------->
Combat Abilities:
--> Returns to the wielder's hand when thrown
THAC0: +3
Damage: 1d6+3
Damage Type (melee): Slashing
Damage Type (thrown): Missile
Speed Factor: 1
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Weight: 2
Ring of Acuity
<---------------------------------------------------------------------->
Equipped Abilities:
--> The wearer can memorize 2 extra 2nd-level spells, 1 extra
3rd-level spell and 1 extra 4th-level spell.
Weight: 0
Weight: 0
Ring of Anti-Venom
<---------------------------------------------------------------------->
Wearer is immune to all poison.
Weight: 0
Weight: 0
Ring of Duplication
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +1 vs. missile attacks
--> Hide In Shadows: +10%
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Charge Abilities:
--> Mirror Image three times per day
Duration: 18 rounds
Weight: 0
Charge Abilities:
--> Charm Earth Elemental once per day (Save vs. Spell at
+2 negates)
Range: Touch
Duration: 45 seconds
Area of Effect: 1 earth elemental
Weight: 0
Charge Abilities:
--> Charm Fire Elemental once per day (Save vs. Spell at +2 negates)
Range: Touch
Duration: 45 seconds
Area of Effect: 1 fire elemental
Weight: 0
Ring of Gaxx
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +2
--> Saving Throws: +2
--> Magic Resistance: +10%
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Charge Abilities:
--> Invisibility once per day
Duration: 12 hours
Area of Effect: The wearer
Weight: 0
Charge Abilities:
--> Charm Person once per day (Save vs. Spell at +3 negates)
Range: 60 ft.
Duration: 100 seconds
Area of Effect: 1 creature
Weight: 0
Weight: 0
Ring of Regeneration
<---------------------------------------------------------------------->
Equipped Abilities
--> Regenerate 1 Hit Point per round
Weight: 0
Weight: 0
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Weight: 0
Ripper +2
<---------------------------------------------------------------------->
THAC0: +2
Damage: +2 (missile)
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-handed
Requires: 18 Strength
Weight: 8
Weight: 3
Robe of Invocation
<---------------------------------------------------------------------->
Equipped Abilities:
--> Fire Resistance: +20%
--> Cold Resistance: +20%
--> Acid Resistance: +20%
--> Electrical Resistance: +20%
Weight: 6
Weight: 6
Weight: 6
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Weight: 6
Robe of Vecna
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: 5
--> Magic Resistance: +10%
--> Improves casting speed by 4
Weight: 3
Rod of Absorption
<---------------------------------------------------------------------->
Charge Abilities:
--> Spell Absorption
Duration: 4 rounds
Area of Effect: The user
Weight: 3
Mace +2
Special: Target must Save vs. Spell at +5 or panic for 4 rounds
THAC0: +2
Damage: 1d6+2 (crushing)
Spear +3
Special: Target must Save vs. Spell at +6 or take 2d4 points of magical
damage
THAC0: +3
Damage: 1d6+3 (piercing)
Weight: 5
Rod of Resurrection
<---------------------------------------------------------------------->
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Charge Abilities:
--> Resurrection
Special: Raised target is fully healed
Range: Unlimited
Area of Effect: 1 creature
Weight: 3
Rod of Reversal
<---------------------------------------------------------------------->
Charge Abilities:
--> Ruby Ray of Reversal
Special: Removes one spell protection from the target
Area of Effect: 1 creature
Weight: 5
Rod of Smiting
<---------------------------------------------------------------------->
Combat Abilities:
--> Struck golems must save vs. Death or be destroyed
THAC0: +3
Damage: 1d8+3, +10 vs. golems
Damage Type: Crushing
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Weight: 3
Rod of Terror
<---------------------------------------------------------------------->
Combat Abilities:
--> Target must save vs. Spell at +4 or flee in terror for 4 rounds
--> 20% chance per use of the wielder losing 1 point of Charisma
permanently
THAC0: +3
Damage: 1d6+3 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Weight: 3
Roranach's Horn
<---------------------------------------------------------------------->
Equipped Abilities:
--> Crushing Resistance: +50%
Weight: 1
Runehammer +4
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<---------------------------------------------------------------------->
Equipped Abilities:
--> Negative Plane Protection
Combat Abilities:
--> Undead take an extra 2d4+4 crushing damage and must save vs.
Death at -4 or be utterly destroyed
THAC0: +4
Damage: 2d4+4 (crushing)
Speed Factor: 0
Proficiency Type: War Hammer
Type: One-handed
Requires: 16 Strength
Weight: 3
Runehammer +5
<---------------------------------------------------------------------->
Equipped Abilities:
--> Negative Plane Protection
--> Immunity to Fear
Charge Abilities:
--> Fire Giant Strength once per day
Strength: 22
Duration: 1 turn
Area of Effect: The user
Combat Abilities:
--> Undead take an extra 2d4+5 crushing damage and must save vs.
Death at -4 or be utterly destroyed
THAC0: +5
Damage: 2d4+5 (crushing)
Speed Factor: 0
Proficiency Type: War Hammer
Type: One-handed
Requires: 16 Strength
Weight: 2
o===o
|(S)|
o===o
Sandthief's Ring
<---------------------------------------------------------------------->
Charge Abilities:
--> Invisibility once per day
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Duration: 12 hours
Area of Effect: The wearer
Weight: 0
Saving Grace +3
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class Bonus: +4
Requires: 12 Strength
Weight: 5
Scarlet Ninja-To +3
<---------------------------------------------------------------------->
Combat Abilities:
--> One extra attack per round
--> Target must save vs. Death or take 6 points of poison damage per
round for 2 rounds
THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 1
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: One-handed
Requires: 6 Strength
Weight: 2
Sensate Amulet
<---------------------------------------------------------------------->
Equipped Abilities:
--> Charisma: +2
--> Hit Points: +5
--> Protection from Evil
Weight: 3
Weight: 4
Sentinel +4
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +5
Requires: 12 Strength
Weight: 3
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Serpent Staff
<---------------------------------------------------------------------->
Combat Abilities:
--> 50% chance of poisoning opponents with every successful attack.
The poison lasts for 1 round and does 2 HP of damage/second
unless the target makes a save vs death.
THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: One-handed
Requires: 5 Strength
Weight: 3
Shadow Armor
<---------------------------------------------------------------------->
Equipped Abilities:
--> Hide In Shadows: +15%
Weight: 8
Weight: 10
Shakti Figurine
<---------------------------------------------------------------------->
Charge Abilities:
--> Transform once per day
Armor Class: Set to -5
Special: User is hasted and can attack twice per round with a
+4 short sword as if possessing 2 proficiency slots in short
sword
Duration: 4 round
Weight: 1
Shield Amulet
<---------------------------------------------------------------------->
Charge Abilities:
--> Shield
Armor Class: 4, +2 bonus vs. missile
Area of Effect: The wearer
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Duration: 1 hour
Weight: 1
Shield of Balduran
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +4
--> Strength: -1
Combat Abilities:
--> Reflects beholder rays
Requires: 12 Strength
Weight: 4
Shield of Harmony +2
<---------------------------------------------------------------------->
--> Armor Class: +3
--> Immunity to charm, confusion, domination, and hold
Requires: 4 Strength
Weight: 2
Requires: 15 Strength
Weight: 12
Requires: 12 Strength
Weight: 5
Requires: 9 Strength
Weight: 8
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Combat Abilities:
--> When no arrows are equipped, the bow fires +4 missiles that deal
2 piercing and 1d8 electrical damage
THAC0: +4
Damage: +22 piercing, )1d8 electrical
Speed Factor: 4
Proficiency Type: Short Bow
Type: Two-handed
Requires: 3 Strength
Weight: 2
THAC0: +4
Damage: 1d6+4 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires: 5 Strength
Weight: 2
THAC0: +5
Damage: 1d6+5 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires: 5 Strength
Weight: 2
Shuruppak's Plate
<---------------------------------------------------------------------->
Equipped Abilities:
--> Dexterity: +1
--> Fire Resistance: +20%
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Weight: 15
Combat Abilities:
--> Heals wearer 2 Hit Points each time damage is taken
Weight: 15
Weight: 1
Silver Sword
<---------------------------------------------------------------------->
Combat Abilities:
--> 25% chance per hit that target must save vs. Death at -2 or die
THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 10
Proficiency Type: Two-Handed Sword
Type: Two-handed
Requires: 14 Strength
Weight: 15
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Weight: 4
Skullcrusher +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 1d6+4, +2 extra vs. humanoids
Damage Type: Crushing
Speed Factor: 4
Proficiency Type: Mace
Type: One-handed
Requires: 10 Strength
Weight: 6
Skull of Death
<---------------------------------------------------------------------->
Charge Abilities:
--> Death Spell
Slays creatures with fewer than 8 Hit Dice
Range: 50 ft.
Area of Effect: 30-ft. radius
Weight: 2
Sling of Arvoreen +4
<---------------------------------------------------------------------->
Charge Abilities:
--> Sonic Boom once per day (Save vs. Spell or be stunned for
3 rounds)
Area of Effect: 30-ft. radius
THAC0: +4
Damage: +4 (missile)
Speed Factor: 2
Proficiency Type: Sling
Type: One-handed
Requires: 3 Strength
Weight: 0
Sling of Everard +5
<---------------------------------------------------------------------->
Combat Abilities:
--> When no bullets are equipped, the sling fires +5 bullets that
receive +5 to hit and deal 1d4+2 missile damage
THAC0: +5 bonus
Damage: +2 (missile)
Speed Factor: 0
Proficiency Type: Sling
Type: One-handed
Requires: 3 Strength
Weight: 0
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Sling of Seeking +1
<---------------------------------------------------------------------->
Combat Abilities:
--> When no bullets are equipped, the sling fires +1 bullets that
receive +2 to hit and deal 1d4+2 missile damage.
THAC0: +2
Damage: +2 (missile damage)
Speed Factor: 4
Proficiency Type: Sling
Type: One-handed
Requires: 3 Strength
Weight: 0
Soul Reaver +4
<---------------------------------------------------------------------->
Combat Abilities:
--> Each hit makes the target receive a cumulative 2 point penalty
to their THAC0 for 2 turns
THAC0: +4
Damage: 1d10+4 (slashing)
Speed Factor: 6
Proficiency Type: Two-Handed Sword
Type: Two-handed
Requires: 14 Strength
Weight: 10
Spear of Kuldahar +3
<---------------------------------------------------------------------->
Equipped Abilities:
--> Hit Points: +8
THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 3
Proficiency Type: Spear
Type: Two-handed
Requires: 5 Strength
Weight: 3
THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 4
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Weight: 3
Spear of Withering +4
<---------------------------------------------------------------------->
THAC0: +4
Damage: 1d6+4, +4 poison damage
Damage Type: Piercing
Speed Factor: 6
Proficiency Type: Spear
Type: Two-handed
Requires: 5 Strength
Weight: 5
Spectral Brand +4
<---------------------------------------------------------------------->
Charge Abilities:
--> Summon Spectral Blade once per day
This dancing sword fights on behalf of the one who wields
Spectral Brand for 4 rounds, attacking once per round and doing
1d8+3 slashing damage with each hit
THAC0: +4
Damage: 1d8+4, +1d4 cold damage
Damage Type: Slashing
Speed Factor: 1
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: One-handed
Requires: 8 Strength
Weight: 2
Spectral Brand +5
<---------------------------------------------------------------------->
Equipped Abilities:
--> Negative Plane Protection
Charge Abilities:
--> Armor Piercing Strike once per day
Special: +10 THAC0 bonus
Duration: 3 rounds
THAC0: +5
Damage: 1d8+5, +1d6 cold damage
Damage Type: Slashing
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Speed Factor: 1
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: One-handed
Requires: 8 Strength
Weight: 2
Staff Mace +2
<---------------------------------------------------------------------->
THAC0: +2
Damage: 2d4+2 (crushing)
Speed Factor: 2
Proficiency Type: Quarter Staff
Type: One-handed
Requires: 5 Strength
Weight: 4
Staff of Air +2
<---------------------------------------------------------------------->
Combat Abilities:
--> Struck air elementals save vs. Spell or be destroyed
Charge Abilities:
--> Summon 8-HD Lesser Air Elemental once per day
Range: 20 ft.
Duration: 1 hour
THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 1
Proficiency Type: Quarter Staff
Type: Two-handed
Requires: 5 Strength
Weight: 3
Staff of Arundel
<---------------------------------------------------------------------->
Equipped Abilities:
--> Cold Resistance: +10%
--> Fire Resistance: +10%
--> Can memorize one extra 5th- and one extra 6th-level spell
THAC0: +3
Damage: 1d6+3 (crushing)
Speed Factor: 0
Type: 2-handed
Requires: 9 Dexterity
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Weight: 3
Staff of Command
<---------------------------------------------------------------------->
Charge Abilities:
--> Domination (no save)
Range: 40 ft.
Duration: 12 hours
Area of Effect: 1 creature
THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 1
Proficiency Type: Quarter Staff
Type: Two-handed
Requires: 5 Strength
Weight: 3
Staff of Curing
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +2
Charge Abilities:
--> Cure
Special: Heals 3d6+3 Hit Points and cures disease and poison.
Range: Touch
Area of Effect: 1 creature
THAC0: +1
Damage: 1d6+1 (crushing)
Speed Factor: 4
Proficiency Type: Quarter Staff
Type: Two-handed
Requires: 5 Strength
Weight: 4
Staff of Earth +2
<---------------------------------------------------------------------->
Combat Abilities:
--> Struck earth elementals save vs. Spells or be destroyed
Charge Abilities:
--> Summons 8-HD Lesser Earth Elemental
Range: 20 ft.
Duration: 1 hour
THAC0: +2
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Weight: 3
Staff of Fire +2
<---------------------------------------------------------------------->
Combat Abilities:
--> Struck fire elementals must save vs. Spell or be destroyed
Charge Abilities:
--> Summon 8-HD Lesser Fire Elemental
Range: 20 ft.
Duration: 1 hour
THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 1
Proficiency Type: Quarter Staff
Type: Two-handed
Requires: 5 Strength
Weight: 3
Staff of Rynn +4
<---------------------------------------------------------------------->
THAC0: +4
Damage: 1d6+4 (crushing)
Speed Factor: 1
Proficiency Type: Quarter Staff
Type: Two-handed
Requires: 5 Strength
Weight: 3
Staff of Striking +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 1d6+9 (crushing)
Speed Factor: 1
Proficiency Type: Quarter Staff
Type: Two-handed
Requires: 5 Strength
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Weight: 4
THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: Two-handed
Weight: 3
Combat Abilities:
--> Dispel Magic at level 30 on each hit
Charge Abilities:
--> Fireball-Lightning Bolt three times per day
Fireball: 10d6 fire damage to all in a 30-ft. radius (Save vs.
Spell for half)
Lightning: 10d6 electrical damage to all in its path (Save vs.
Spell for half)
Range: 150 ft.
Weight: 4
THAC0: +4
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Weight: 3
THAC0: +6
Damage: 1d6+12, +1d4 piercing
Damage Type: Crushing
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires: 5 Strength
Weight: 2
Charge Abilities:
--> Summon 8-HD Shambling Mound
Range: 40 ft.
Duration: 100 Seconds
THAC0: +4
Damage: 1d6+4 (crushing)
Speed Factor: 1
Type: Two-handed
Requires: 5 Strength
Weight: 2
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Charge Abilities:
--> Lightning Bolt
Damage: 10d6 electrical (Save vs. Spells for half)
Area of Effect: Path of bolt
Range: 25 ft.
THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 4
Proficiency Type: Quarter Staff
Type: Two-handed
Requires: 5 Strength
Weight: 4
Staff Spear +2
<---------------------------------------------------------------------->
THAC0: +2
Damage: 1d8+3 (piercing)
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: Two-handed
Requires: 5 Strength
Weight: 4
Stiletto of Demarchess +3
<---------------------------------------------------------------------->
Combat Abilities:
--> 20% chance per hit that the target must save vs. Death or be
held for 2 rounds
THAC0: +2
Damage: 1d4+2 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires: 3 Strength
Weight: 1
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Requires: 16 Intelligence
Weight: 5
Stonefire +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 1d8+3, +2 fire damage
Damage Type: Slashing
Speed Factor: 4
Proficiency Type: Axe
Type: One-handed
Requires: 10 Strength
Weight: 7
Storm Star +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 1d6+4, +1d6 electrical damage
Damage Type: Crushing
Speed Factor: 4
Proficiency Type: Mace
Type: One-handed
Requires: 10 Strength
Weight: 6
Storm Star +5
<---------------------------------------------------------------------->
Equipped Abilities:
--> Electrical Resistance: +20%
Combat Abilities:
--> 5% chance of casting Chain Lightning on target with each
successful attack (10d6 electrical damage to all in path; Save
vs. Spell for half)
THAC0: +5
Damage: 1d6+6, +1d6 electrical damage
Damage Type: Crushing
Speed Factor: 2
Proficiency Type: Mace
Type: One-handed
Requires: 10 Strength
Weight: 4
Strong Arm +2
<---------------------------------------------------------------------->
THAC0: +3
Damage: +3 (missile)
Speed Factor: 4
Proficiency Type: Longbow
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Type: Two-handed
Requires: 19 Strength
Weight: 7
Weight: 5
Suryris' Blade +2
<---------------------------------------------------------------------->
THAC0: +2
Damage: 1d10+2 (slashing or piercing, whichever is better)
Speed Factor: 7
Proficiency Type: Halberd
Type: Two-Handed
Requires: 13 Strength
Weight: 12
Sword of Arvoreen +2
<---------------------------------------------------------------------->
Equipped Abilities:
--> Immune to slow and stun
Combat Abilities:
--> Target must save vs. Wand or have movement rate slowed by 2 for
45 seconds
THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-handed
Weight: 3
Sword of Balduran
<---------------------------------------------------------------------->
Equipped Abilities:
--> Magic Resisance: +10%
--> Lore: +10%
THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Long Sword
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Type: One-handed
Requires: 5 Strength
Weight: 3
Sword of Chaos +2
<---------------------------------------------------------------------->
Combat Abilities:
--> Each hit drains 1 Hit Point from the target and transfers it to
the wielder. This will not heal beyond the wielder's maximum.
THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 8
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires: 14 Strength
Weight: 10
Sword of Flame +1
<---------------------------------------------------------------------->
THAC0: +1
Damage: 1d8+1, +1 fire damage
Damage Type: Slashing
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-handed
Requires: 6 Strength
Weight: 4
Sylvan Chain +2
<---------------------------------------------------------------------->
Armor Class: 3 (1 vs. slashing, 5 vs. crushing)
Requires: 5 Strength
Weight: 10
o===o
|(T)|
o===o
T'rahcie's Plate +5
<---------------------------------------------------------------------->
Equipped Abilities:
--> Constitution: -2
--> Charisma: -5
--> May only be removed with a Remove Curse spell
Weight: 35
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Talos' Gift
<---------------------------------------------------------------------->
Equipped Abilties:
--> Electricity Resistance: +50%
Weight: 4
Tansheron's Bow +3
<---------------------------------------------------------------------->
Combat Abilities:
--> When no arrows are equipped, the bow fires +3 arrows that
recieve +3 to hit and deal 1d6 missile damage
THAC0: +3
Speed Factor: 3
Proficiency Type: Short Bow
Type: Two-handed
Requires: 6 Strength
Weight: 2
Taralash +4
<---------------------------------------------------------------------->
Equipped Ability:
--> Movement rate increased by 2 (base is 10)
THAC0: +4
Speed Factor: 3
Proficiency Type: Longbow
Type: Two-handed
Requires: 6 Strength
Weight: 2
Taralash +5
<---------------------------------------------------------------------->
Equipped Ability:
--> Movement rate increased by 2 (base is 10)
THAC0: +6
Speed Factor: 2
Proficiency Type: Longbow
Type: Two-handed
Requires: 6 Strength
Weight: 1
Thayan Circlet
<---------------------------------------------------------------------->
Equipped Abilities:
--> +15% probability that a wild surge will have a positive effect
Weight: 1
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The Answerer +4
<---------------------------------------------------------------------->
Combat Abilities:
--> Each hit lowers the target's Magic Resistance by 15% for 4
rounds
--> Each hit penalizes the target's Armor Class by 2 for 4 rounds
THAC0: +4
Damage: 1d8+4 (slashing)
Speed Factor: 9
Proficiency Type: Long Sword
Type: One-Handed
Requires: 6 Strength
Weight: 2
THAC0: +1
Damage: +1
Speed Factor: 3
Proficiency Type: Crossbow
Type: Two-handed
Requires: 8 Strength
Weight: 5
Weight: 2
The Brick +2
<---------------------------------------------------------------------->
Equipped Abilities:
--> Aura of Wild Magic: 10% chance that a spell cast within 10 ft.
of the wielder (by friend or foe alike) will be affected by a
wild surge
Combat Abilities:
--> Returns to the wielder's hand when thrown
--> Target must save vs. Spells or take 1d12 magical damage and
suffer 100% spellcasting failure for the round
THAC0: +2
Damage: 1d4+3
Damage Type (melee): Crushing
Damage Type (thrown): Missile
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Speed Factor: 2
Proficiency Type: War Hammer
Type: One-handed
Requires: 9 Strength
Weight: 4
Weight: 4
Weight: 2
The Equalizer
<---------------------------------------------------------------------->
Equipped Abilities:
--> Immunity to charm and confusion
Combat Abilities:
--> Strikes as a +3 weapon
Weight: 3
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Weight: 4
Weight: 2
Weight: 0
The Guide +2
<---------------------------------------------------------------------->
THAC0: +5
Damage: +2
Speed Factor: 7
Proficiency Type: Crossbow
Type: Two-handed
Requires: 12 Strength
Weight: 10
THAC0: +3
Damage: 1d4+3 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires: 3 Strength
Weight: 1
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Weight: 0
The Kneecapper +1
<---------------------------------------------------------------------->
THAC0: +1, +4 vs. giant humanoids
Damage: 1d4+2, +5 vs. giant humanoids
Damage Type: Crushing
Speed Factor: 2
Proficiency Type: War Hammer
Type: One-handed
Requires: 10 Strength
Weight: 8
Weight: 5
Weight: 4
Weight: 3
Weight: 3
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The Sleeper +2
<---------------------------------------------------------------------->
Combat Ability:
--> Any human or demi-human, excluding elves, hit by the Sleeper
must save vs. poison with a +4 bonus or fall asleep for 3
rounds.
THAC0: +2
Damage: 2d4+2 (crushing)
Speed Factor: 5
Proficiency Type: Flail/Morningstar
Type: One-Handed
Requires: 11 Strength
Weight: 9
Weight: 0
Weight: 3
The Victor
<---------------------------------------------------------------------->
Charge Abilities:
--> Damage: 2d6
Range: 100 ft.
Area of Effect: 1 creature
Weight: 0
The Visage
<---------------------------------------------------------------------->
Equipped Abilities:
--> THAC0: +1
--> Saving Throws: +1
--> Immunity to feeblemind, confusion, fear, and charm
--> Protects against critical hits
Charge Abilities:
--> Domination once per day (Save vs. Spell at -2 negates)
Duration: 8 rounds
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Weight: 1
Weight: 0
Weight: 2
Thieves' Hood
<---------------------------------------------------------------------->
Equipped Abilities:
--> Immunity to backstab and poison
Charge Abilities;
--> True Sight three times per day
Duration: 1 turn
Weight: 2
Topsider's Crutch
<---------------------------------------------------------------------->
Equipped Abilities:
--> Infravision up to 120 ft.
Weight: 0
Tuigan Bow +1
<---------------------------------------------------------------------->
Combat Abilities:
--> 3 shots per round
THAC0: +1
Damage: +1 (missile)
Speed Factor: 5
Proficiency Type: Short Bow
Type: Two-handed
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Requires: 6 Strength
Weight: 2
Tunic of Blindeye
<---------------------------------------------------------------------->
Charge Abilities:
--> Wildzone once per day
All spells cast within a 30-ft. radius are treated as Wild
Surges for 1 turn (Save vs. Spell negates)
Equipped Abilities:
--> Movement rate increased by 2 (base is 10)
Magic Damage Resistance: -25%
Weight: 3
Tzu-Zan's Bracers
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +1
--> Hit Points: +15
Weight: 1
o===o
|(U)|
o===o
Usuno's Blade +4
<---------------------------------------------------------------------->
Combat Abilities:
--> 10% chance of inflicting 2d10 electrical damage with each hit
(Save vs. Spell for half)
THAC0: +4
Damage: 1d8+4 (slashing)
Speed Factor: 0
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: One-handed
Requires: 5 Strength
Weight: 1
o===o
|(V)|
o===o
Vhailor's Helm
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +1
Charge Abilities:
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Weight: 2
o===o
|(W)|
o===o
Wand of Cursing
<---------------------------------------------------------------------->
Charge Abilities:
--> Cast Blindness, Deafness, and Silence (Save vs. Spell negates
all effects)
Duration: 1 turn
Area of Effect: 1 creature
Weight: 1
Weight: 1
Warblade +4
<---------------------------------------------------------------------->
THAC0: +4
Damage: 1d12+4 (slashing)
Speed Factor: 6
Proficiency Type: Two-Handed Sword
Type: Two-handed
Requires: 14 Strength
Weight: 11
Water's Edge +3
<---------------------------------------------------------------------->
THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 4
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: One-handed
Requires: 8 Strength
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Weight: 3
Wave +4
<---------------------------------------------------------------------->
Combat Abilities:
--> 15% chance of draining victim of water (+15 cold damage)
--> Slays fire elementals, efreet, and salamanders
THAC0: +4
Damage: 1d10+4 (piercing)
Speed Factor: 5
Proficiency Type: Halberd
Type: Two-handed
Requires: 13 Strength
Weight: 12
Whispers of Silence
<---------------------------------------------------------------------->
Equipped Abilities:
--> While hidden or invisible, the wearer is non-detectable by
magical means such as Detect Invisibility and scrying
Weight: 3
Charge Abilities:
--> Cone of Cold three times per day
Damage: 10d4 cold (Save vs. Spell for half)
Weight: 15
Wild Sling
<---------------------------------------------------------------------->
Combat Abilities:
--> Target must save vs. Spell or suffer 100% chance of wild surge
for 1 round
THAC0: +1
Damage: +1 (missile)
Speed Factor: 4
Proficiency Type: Sling
Type: One-handed
Requires: 3 Strength
Weight: 1
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Wondrous Gloves
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +1
--> THAC0: +1
--> Can memorize one 2nd-, 3rd-, and 4th-level wizard spell
Weight: 1
Weight: 1
Weight: 1
Worn Whispers
<---------------------------------------------------------------------->
Equipped Abilities:
--> Move Silently: +20%
--> Hide in Shadows: +15%
Weight: 4
Wyvern's Tail +2
<---------------------------------------------------------------------->
Combat Abilities:
--> Hit target must save vs. Poison or take 5 Hit Points of poison
damage
THAC0: +2
Damage: 2d4+2 (crushing)
Speed Factor: 5
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires: 11 Strength
Weight: 9
o===o
|(X)|
o===o
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Weight: 2
o===o
|(Y)|
o===o
Yamato +4
<---------------------------------------------------------------------->
Equipped Abilities:
--> Armor Class: +1
THAC0: +4
Damage: 1d8+4 (piercing)
Speed Factor: 0
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: One-handed
Requires: 5 Strength
Weight: 1
Yoshimo's Katana +1
<---------------------------------------------------------------------->
THAC0: +1
Damage: 1d10+1 (slashing)
Speed Factor: 3
Proficiency Type: Katana
Type: One-handed
Requires: 6 Strength
Weight: 5
So to sum it up, you can infinitely cast one spell, once per day and you
can change the spell that you can cast a finite number of times. The
spells are chosen at random from a list of the following:
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Fireball
Invisibility
Fireball ------> Lightning Bolt ------> Burning Hands
Protection from Evil
Spell Turning
Stinking Cloud
True Seeing
Wyvern Call
The number of times you can change the page are random as well as the
spell it changes to. However, the spell 'Burning Hands' seems to always
be the last spell in the book, unless it just happened to turn to that
spell in all my tests by chance.
As far as I'm concerned, there are several good ways to use this book.
First, using it as-is with Fireball provides a ranged option to a
character that might not already have one. Popping out a Fireball is
always useful, even though its potency declines as enemies become
stronger. Turning to Spell Turning and using the book as a defensive
item is also a consideration. Then there's the obvious benefit of having
another character with the ability to cast True Sight once per day. This
is probably the best use of the book, especially if you don't have
Keldorn in your party. By later levels, Invisibility is a parlor trick-
and few characters will get any real benefit out of having such an
ability at their finger tips, especially when the Ring of Air Control
allows you to do the same thing with Improved Invisibility. Finally
there's Wyvern Call. I'm generally favorably disposed towards summoning
items, but it's really unnecessary considering that there are other,
better items that summon creatures to your side. Wyverns will cease
being a threat to your enemies sooner than you'd like, and it's just
a poorly matched reusable ability compared to Fireball, Spell Turning,
and True Sight.
o======================================================================o
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o======================================================================o
| Deck of Many Things: Second Draw |
| (No Previous Bad Draws) |
o===============o======================================================o
|Draw |Effect |
o===============o======================================================o
|Knight |Four Demonknights show up and attack the party. |
| |64,000 Experience Points. |
|---------------|------------------------------------------------------|
|Magician* |User is Polymorphed into a rabbit (can be dispelled). |
|---------------|------------------------------------------------------|
|Rogue |Charms user to turn hostile, can't be dispelled. |
|---------------|------------------------------------------------------|
|Sun |Party gains 300,000 Experience Points. |
|---------------|------------------------------------------------------|
|Vizer |User is protected by a Mantle spell for 24 hours. |
|---------------|------------------------------------------------------|
|Void* |User must save versus death or be disintegrated. |
o===============o======================================================o
*Indicates that this is considered a 'bad' draw by the game.
o======================================================================o
| Deck of Many Things: Second Draw |
| (Previous Bad Draw) |
o===============o======================================================o
|Draw |Effect |
o===============o======================================================o
|Key |User gains The Warder's Signet +3. |
|---------------|------------------------------------------------------|
|Rogue |Charms user to turn hostile, can't be dispelled. |
|---------------|------------------------------------------------------|
|Star |User gains a bonus to one attribute, depending on |
| |their class. |
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|---------------|------------------------------------------------------|
|Sun |Party gains 300,000 Experience Points. |
|---------------|------------------------------------------------------|
|Vizer |User is protected by a Mantle spell for 24 hours. |
|---------------|------------------------------------------------------|
|Void* |User must save versus death or be disintegrated. |
o===============o======================================================o
*Indicates that this is considered a 'bad' draw by the game.
o======================================================================o
| Deck of Many Things: Third Draw |
| (No Previous Bad Draws) |
o===============o======================================================o
|Draw |Effect |
o===============o======================================================o
|Comet |User permanently gains +5% Fire Resistance. |
|---------------|------------------------------------------------------|
|Erinyes |User gains +1 bonus to all attributes for 24 hours. |
|---------------|------------------------------------------------------|
|Fool |User is Confused and their Wisdom drops to 3. The |
| |Confusion can be dispelled, and the Wisdom can be |
| |restored with Remove Curse. |
|---------------|------------------------------------------------------|
|Moon |User gains +10 Hit Points permanently. |
|---------------|------------------------------------------------------|
|Skull |A 'Death Shade' shows up and attacks the user. The |
| |rest of the party cannot harm the Death Shade. |
| |20,000 Experience Points. |
|---------------|------------------------------------------------------|
|Talon |User and all party members within 10 feet of user are |
| |blinded. Can be cured with Remove Curse. |
o======================================================================o
o======================================================================o
| Deck of Many Things: Third Draw |
| (Previous Bad Draw) |
o===============o======================================================o
|Draw |Effect |
o===============o======================================================o
|Comet |User permanently gains +5% Fire Resistance. |
|---------------|------------------------------------------------------|
|Erinyes |User gains +1 bonus to all attributes for 24 hours. |
|---------------|------------------------------------------------------|
|Fool |User is Confused and their Wisdom drops to 3. The |
| |Confusion can be dispelled, and the Wisdom can be |
| |restored with Remove Curse. |
|---------------|------------------------------------------------------|
|Moon |User gains +10 Hit Points permanently. |
|---------------|------------------------------------------------------|
|Skull |A 'Death Shade' shows up and attacks the user. The |
| |rest of the party cannot harm the Death Shade. |
| |20,000 Experience Points. |
|---------------|------------------------------------------------------|
|Throne |Party gains 1,000,000 Experience Points. |
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o======================================================================o
As you can see, getting a bad draw early allows you to get the 'KEY'
card or the 'STAR' card on the second Draw, and/or the 'THRONE' card on
the third draw. As far as I'm concerned, there are two good options:
First have a Mage cast Spell Immunity: Abjuration, and then draw the
'DONJON' card on the first draw.
Give the deck to a character who needs an attribute boost and have them
draw until they get the 'STAR' card. This is a good idea for a
character like Minsc, ???????, and Korgan-characters with 18/xx
Strength, who will benefit from having their Strength raised to 19.
This will free up a Strength-boosting item. Of course, you can't
micromanage this bonus-it's assigned based on the character's class. For
dual-or-multi-classed characters, their spell-casting class, if any,
seems to take precedence (my Fighter/Mage gains a bonus to Intelligence,
not Strength, for example.) Also, there are quite a few Strength
boosting items in the game, enough that wasting the attribute point on
a character probably isn't the best way to go.
If you don't need or want the stat-boost, go for the 'KEY' card,
instead. The Warder's Signet +3 can't be used by too many characters, as
even the Fighter/Mages, Thieves, Bards, Druids, and other armor-light
classes now have magical armor of some sort. Mages, however, are wearing
the Robes of Vecna, and for Edwin, he has nothing better to put on his
finger. Honestly though, every Mage can benefit from the Armor Class,
but particularly the saves. Imoen/Nalia can switch out this ring and
the Ring of Danger Sense when the need arises.
On the third draw, either draw until you get the 'MOON' card or the
'THRONE' card. Let's be honest, 1,000,000 experience is nice, really
nice, but there are plenty of ways to gain experience. The +10
Hit Points, however, you can't really duplicate. Down the line you'll
probably wish you had the Hit Points, rather than the experience points.
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So, by looking at the effects you have a 1-in-3 chance of actually doing
something beneficial for the character targeted, a 1-in-9 chance to
petrify them, a 2-in-9 chance of damaging them, a 2-in-9 chance of
hitting them with a debilitating spells like Web or Stinking Cloud,
and a 1-in-9 chance of doing nothing. Of course, if you do something
other than use the Wand of Wonder, you'll probably fare much better,
but if you must use it, the odds are clear: point it at somebody you
don't like.
Angurvadal +5
<---------------------------------------------------------------------->
(10000 gold)
(Angurvadal +4) (AR3022)
(Liquid Mercury) (AR6107)
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Bag of Plenty +2
<---------------------------------------------------------------------->
(10000 gold)
(Bag of Plenty +1) (AR5204)
(Kings Tears)
Blessed Bracers
<---------------------------------------------------------------------->
(10000 gold)
(Paladin's Bracers) (AR3001)
Carsomyr +6
<---------------------------------------------------------------------->
(5000 gold)
(Carsomyr +5) (AR1203)
(Eye of Tyr) (AR6110)
Case of Plenty +2
<---------------------------------------------------------------------->
(5000 gold)
(Case of Plenty +1) (AR3001)
Circlet of Netheril
<---------------------------------------------------------------------->
(5000 gold)
(Circlet of Netheril) (AR3016)
(Bronze Ioun Stone) (AR5006)
Crom Faeyr
<---------------------------------------------------------------------->
(10000 gold)
(Hammer of Thunderbolts) (AR0711)
(Hands of Takkok) (AR0411)
(Girdle of Frost Giant Strength) (AR2402)
(Crom Faeyr Scroll) (AR1402)
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Club of Detonation +5
<---------------------------------------------------------------------->
(5000 gold)
(Club of Detonation +3) (AR3019)
(Ring of Fire Resistance) (AR1201) or (AR5011)
Darkfire Bow +5
<---------------------------------------------------------------------->
(5000 gold)
(Bowstring of Gond) (AR6106)
(Darkfire Bow +4) (AR5500)
Erinne Sling +5
<---------------------------------------------------------------------->
(5000 gold)
(Erinne Sling +4) (AR3019)
Firetooth +5
<---------------------------------------------------------------------->
(5000 gold)
(Bowstring of Gond) (AR6106)
(Firetooth +4) (AR3000)
Foebane +5
<---------------------------------------------------------------------->
(5000 gold)
(Fflar's Scabbard) (AR5007)
(Foebane +3) (AR3001)
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<---------------------------------------------------------------------->
(5000 gold)
(Gram the Sword of Grief +5) (AR6005)
(Heart of the Damned) (AR6110)
Heartwood Ring
<---------------------------------------------------------------------->
(5000 gold)
(Nymph's Tear) (AR5202)
(Oaken Ring) (AR5500)
Hindo's Doom +4
<---------------------------------------------------------------------->
(5000 gold)
(Hindo's Doom +3) (AR3024)
(Hindo's Hand) (AR6002)
Human Flesh +5
<---------------------------------------------------------------------->
(Blood of a Silver Dragon) (AR2102)
(Shirt Made of Human Flesh) (AR1100)
Ixil's Spike +6
<---------------------------------------------------------------------->
(5000 gold)
(Ixil's Nail +4) (AR3025)
(Ixil's Spike +2) (AR3016)
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Mace of Disruption +2
<---------------------------------------------------------------------->
(7500 gold)
(Illithium Ore) (AR0529)
(Mace of Disruption +1) (AR0801)
Montolio's Cloak
<---------------------------------------------------------------------->
(5000 gold)
(Montolio's Clasp) (AR3022)
(Montolio's Cloak) (AR5500)
Purifier +5
<---------------------------------------------------------------------->
(5000 gold)
(Eye of Tyr) (AR6110)
(Purifier +4) (AR3008)
Quiver of Plenty +2
<---------------------------------------------------------------------->
(10000 gold)
(Quiver of Plenty +1) (AR3001)
(Rogue Stone)
Ravager +6
<---------------------------------------------------------------------->
(5000 gold)
(Ravager +4) (AR5204)
(Serpent Staff) (AR3019)
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(5000 gold)
(Silver Dragon Scales) (OH5500)/(OH5500)
Silver Sword
<---------------------------------------------------------------------->
(7500 gold)
(Silver Blade) (AR1600)
(Silver Hilt) (AR0700)
Spectral Brand +5
<---------------------------------------------------------------------->
(5000 gold)
(Skull of the Lich) (AR6110)
(Spectral Brand +4) (AR3015)
Storm Star +5
<---------------------------------------------------------------------->
(5000 gold)
(Starfall Ore) (AR5014)
(Storm Star +3) (AR3017)
Taralash +5
<---------------------------------------------------------------------->
(5000 gold)
(Bowstring of Gond) (AR6106)
(Taralash +4) (AR3019)
The Equalizer
<---------------------------------------------------------------------->
(7500 gold)
(Blade of the Equalizer) (AR2101)
(Hilt of the Equalizer) (AR2400)
(Pommel Jewel of the Equalizer) (AR0602)
Thieves' Hood
<---------------------------------------------------------------------->
(10000 gold)
(Thieves' Hood) (AR3012)/(AR3013)
(Ring of Invisibility) (AR0087) or (AR0712)
(Antidote)
Wave +4
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<---------------------------------------------------------------------->
(7500 gold)
(Wave Blade) (AR2300)
(Wave Shaft) (AR0516)
Wondrous Gloves
<---------------------------------------------------------------------->
(5000 gold)
(Bard's Gloves) (AR3011)
(Diamond)
(Emerald)
(Rogue Stone)
(Star Sapphire)
o======================================================================o
| |
| List of Mage Spells {SPL000} |
| |
o======================================================================o
Below is a list of all the Mage spells in the game... or at least all of
the spells I was able to find. This is for referential purposes, and
since divine spells are all automatically learned (or obtained through
purchasing select feats) I feel no real need to include them. You want
a full list of Cleric/Druid spells? Look at a Cleric/Druid,
respectively. Spells gained via epic feats won't be included, since
they can't be missed. I've also provided a handy-dandy checklist, if
you care to use it. Haer'Dalis has been excused from this list because
he can only go up to 6th level spells, scrolls of which you should find
in abundance. Characters who have their checklist marked with a -----
indicates that this spell is prohibited by their Mage specialization.
You ever notice how almost all the recruitable Mages in this game have
five-letter names? Oh, and by the way, PRTGN stands for 'Protagonist',
in case you have an arcane spell-caster of your own.
o===================================o
|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|
o===================================o
Armor | | | | | | |
|-----------------------------------|
Blindness | | | | | | |
|-----------------------------------|
Burning Hands | | | | | | |
|-----------------------------------|
Charm Person | | | | | | |
|-----------------------------------|
Chill Touch | | | |-----| | |
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|-----------------------------------|
Chromatic Orb | | | | | | |
|-----------------------------------|
Color Spray | | | | | | |
|-----------------------------------|
Find Familiar | | | | | | |
|-----------------------------------|
Friends | | | | | | |
|-----------------------------------|
Grease | | | | | | |
|-----------------------------------|
Identify | |-----| | | | |
|-----------------------------------|
Infravision | |-----| | | | |
|-----------------------------------|
Larloch's Minor Drain | | | |-----| | |
|-----------------------------------|
Magic Missile | | | | | | |
|-----------------------------------|
Protection from Evil | | | | | | |
|-----------------------------------|
Protection from Petrification | | | | | | |
|-----------------------------------|
Reflected Image | | | | | | |
|-----------------------------------|
Shield | | | | | | |
|-----------------------------------|
Shocking Grasp | | | | | | |
|-----------------------------------|
Sleep | | | | | | |
|-----------------------------------|
Spook | | | | | | |
o===================================o
o===================================o
|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|
o===================================o
Aganazzar's Scorcher | | | | | | |
|-----------------------------------|
Blur | | | | | | |
|-----------------------------------|
Deafness | | | | | | |
|-----------------------------------|
Detect Evil | |-----| | | | |
|-----------------------------------|
Detect Invisibility | |-----| | | | |
|-----------------------------------|
Ghoul Touch | | | |-----| | |
|-----------------------------------|
Glitterdust | | | | | | |
|-----------------------------------|
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Horror | | | |-----| | |
|-----------------------------------|
Invisibility | | | | | | |
|-----------------------------------|
Knock | | | | | | |
|-----------------------------------|
Know Alignment | |-----| | | | |
|-----------------------------------|
Luck | | | | | | |
|-----------------------------------|
Melf's Acid Arrow | | | | | | |
|-----------------------------------|
Mirror Image | | | | | | |
|-----------------------------------|
Power Word Sleep | | | | | | |
|-----------------------------------|
Ray of Enfeeblement | | | | | | |
|-----------------------------------|
Resist Fear | | | | | | |
|-----------------------------------|
Stinking Cloud | | | | | | |
|-----------------------------------|
Strength | | | | | | |
|-----------------------------------|
Vocalize | | | | | | |
|-----------------------------------|
Web | | | | | | |
o===================================o
o===================================o
|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|
o===================================o
Clairvoyance | |-----| | | | |
|-----------------------------------|
Detect Illusion | |-----| | | | |
|-----------------------------------|
Dire Charm | | | | | | |
|-----------------------------------|
Dispel Magic | | | | | | |
|-----------------------------------|
Fireball | | | | | | |
|-----------------------------------|
Flame Arrow | | | | | | |
|-----------------------------------|
Ghost Armor | | | | | | |
|-----------------------------------|
Haste | | | | | | |
|-----------------------------------|
Hold Person | | | | | | |
|-----------------------------------|
Hold Undead | | | |-----| | |
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|-----------------------------------|
Invisibility 10' Radius | | | | | | |
|-----------------------------------|
Lightning Bolt | | | | | | |
|-----------------------------------|
Melf's Minute Meteors | | | | | | |
|-----------------------------------|
Minor Spell Deflection | | | | | | |
|-----------------------------------|
Monster Summoning I | | | | | | |
|-----------------------------------|
Non Detection | | | | | | |
|-----------------------------------|
Protection from Cold | | | | | | |
|-----------------------------------|
Protection from Fire | | | | | | |
|-----------------------------------|
Protection from Normal Missiles | | | | | | |
|-----------------------------------|
Remove Curse | | | | | | |
|-----------------------------------|
Remove Magic | | | | | | |
|-----------------------------------|
Skull Trap | | | |-----| | |
|-----------------------------------|
Slow | | | | | | |
|-----------------------------------|
Spell Thrust | | | | | | |
|-----------------------------------|
Vampiric Touch | | | |-----| | |
o===================================o
o===================================o
|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|
o===================================o
Confusion | | | | | | |
|-----------------------------------|
Contagion | | | |-----| | |
|-----------------------------------|
Emotion | | | | | | |
|-----------------------------------|
Enchanted Weapon | | | | | | |
|-----------------------------------|
Farsight | |-----| | | | |
|-----------------------------------|
Fireshield (Blue) | | | | | | |
|-----------------------------------|
Fireshield (Red) | | | | | | |
|-----------------------------------|
Greater Malison | | | | | | |
|-----------------------------------|
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Ice Storm | | | | | | |
|-----------------------------------|
Improved Invisibility | | | | | | |
|-----------------------------------|
Minor Globe of Invulnerability | | | | | | |
|-----------------------------------|
Minor Sequencer | | | | | | |
|-----------------------------------|
Monster Summoning II | | | | | | |
|-----------------------------------|
Otiluke's Resilient Sphere | | | | | | |
|-----------------------------------|
Polymorph Other | | | | | | |
|-----------------------------------|
Polymorph Self | | | | | | |
|-----------------------------------|
Secret Word | | | | | | |
|-----------------------------------|
Spider Spawn | | | | | | |
|-----------------------------------|
Spirit Armor | | | | | | |
|-----------------------------------|
Stoneskin | | | | | | |
|-----------------------------------|
Teleport Field | | | | | | |
|-----------------------------------|
Wizard Eye | |-----| | | | |
o===================================o
o===================================o
|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|
o===================================o
Animate Dead | | | |-----| | |
|-----------------------------------|
Breach | | | | | | |
|-----------------------------------|
Chaos | | | | | | |
|-----------------------------------|
Cloudkill | | | | | | |
|-----------------------------------|
Cone of Cold | | | | | | |
|-----------------------------------|
Conjure Lesser Air Elemental | | | | | | |
|-----------------------------------|
Conjure Lesser Earth Elemental | | | | | | |
|-----------------------------------|
Conjure Lesser Fire Elemental | | | | | | |
|-----------------------------------|
Domination | | | | | | |
|-----------------------------------|
Feeblemind | | | | | | |
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|-----------------------------------|
Hold Monster | | | | | | |
|-----------------------------------|
Lower Resistance | | | | | | |
|-----------------------------------|
Minor Spell Turning | | | | | | |
|-----------------------------------|
Monster Summoning III | | | | | | |
|-----------------------------------|
Oracle | |-----| | | | |
|-----------------------------------|
Phantom Blade | | | | | | |
|-----------------------------------|
Protection from Acid | | | | | | |
|-----------------------------------|
Protection from Electricity | | | | | | |
|-----------------------------------|
Protection from Normal Weapons | | | | | | |
|-----------------------------------|
Shadow Door | | | | | | |
|-----------------------------------|
Spell Immunity | | | | | | |
|-----------------------------------|
Spell Shield | | | | | | |
|-----------------------------------|
Sunfire | | | | | | |
o===================================o
o===================================o
|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|
o===================================o
Carrion Summons | | | | | | |
|-----------------------------------|
Chain Lightning | | | | | | |
|-----------------------------------|
Conjure Air Elemental | | | | | | |
|-----------------------------------|
Conjure Earth Elemental | | | | | | |
|-----------------------------------|
Conjure Fire Elemental | | | | | | |
|-----------------------------------|
Contingency | | | | | | |
|-----------------------------------|
Death Fog | | | | | | |
|-----------------------------------|
Death Spell | | | |-----| | |
|-----------------------------------|
Disintegrate | | | | | | |
|-----------------------------------|
Flesh to Stone | | | | | | |
|-----------------------------------|
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Globe of Invulnerability | | | | | | |
|-----------------------------------|
Improved Haste | | | | | | |
|-----------------------------------|
Invisible Stalker | | | | | | |
|-----------------------------------|
Mislead | | | | | | |
|-----------------------------------|
Pierce Magic | | | | | | |
|-----------------------------------|
Power Word Silence | | | | | | |
|-----------------------------------|
Protection from Magic Energy | | | | | | |
|-----------------------------------|
Protection from Magical Weapons | | | | | | |
|-----------------------------------|
Spell Deflection | | | | | | |
|-----------------------------------|
Stone to Flesh | | | | | | |
|-----------------------------------|
Summon Nishruu | | | | | | |
|-----------------------------------|
Tenser's Transformation | | | | | | |
|-----------------------------------|
True Sight | |-----| | | | |
|-----------------------------------|
Wyvern Call | | | | | | |
o===================================o
o===================================o
|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|
o===================================o
Cacofiend | | | | | | |
|-----------------------------------|
Control Undead | | | |-----| | |
|-----------------------------------|
Delayed Blast Fireball | | | | | | |
|-----------------------------------|
Finger of Death | | | |-----| | |
|-----------------------------------|
Khelben's Warding Whip | | | | | | |
|-----------------------------------|
Limited Wish | | | | | | |
|-----------------------------------|
Mantle | | | | | | |
|-----------------------------------|
Mass Invisibility | | | | | | |
|-----------------------------------|
Mordenkainen's Sword | | | | | | |
|-----------------------------------|
Power Word Stun | | | | | | |
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|-----------------------------------|
Prismatic Spray | | | | | | |
|-----------------------------------|
Projected Image | | | | | | |
|-----------------------------------|
Protection From The Elements | | | | | | |
|-----------------------------------|
Ruby Ray of Reversal | | | | | | |
|-----------------------------------|
Spell Sequencer | | | | | | |
|-----------------------------------|
Spell Turning | | | | | | |
|-----------------------------------|
Sphere of Chaos | | | | | | |
|-----------------------------------|
Summon Djinni | | | | | | |
|-----------------------------------|
Summon Efreeti | | | | | | |
|-----------------------------------|
Summon Hakeashar | | | | | | |
o===================================o
o===================================o
|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|
o===================================o
Abi-Dalzim's Horrid Wilting | | | |-----| | |
|-----------------------------------|
Bigby's Clenched Fist | | | | | | |
|-----------------------------------|
Improved Mantle | | | | | | |
|-----------------------------------|
Incendiary Cloud | | | | | | |
|-----------------------------------|
Maze | | | | | | |
|-----------------------------------|
Pierce Shield | | | | | | |
|-----------------------------------|
Power Word Blind | | | | | | |
|-----------------------------------|
Protection from Energy | | | | | | |
|-----------------------------------|
Simulacrum | | | | | | |
|-----------------------------------|
Spell Trigger | | | | | | |
|-----------------------------------|
Summon Fiend | | | | | | |
|-----------------------------------|
Symbol: Death | | | | | | |
|-----------------------------------|
Symbol: Fear | | | | | | |
|-----------------------------------|
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Symbol: Stun | | | | | | |
o===================================o
o===================================o
|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|
o===================================o
Absolute Immunity | | | | | | |
|-----------------------------------|
Bigby's Crushing Hand | | | | | | |
|-----------------------------------|
Black Blade of Disaster | | | | | | |
|-----------------------------------|
Chain Contingency | | | | | | |
|-----------------------------------|
Energy Drain | | | |-----| | |
|-----------------------------------|
Freedom | | | | | | |
|-----------------------------------|
Gate | | | | | | |
|-----------------------------------|
Imprisonment | | | | | | |
|-----------------------------------|
Meteor Swarm | | | | | | |
|-----------------------------------|
Power Word Kill | | | | | | |
|-----------------------------------|
Shapechange | | | | | | |
|-----------------------------------|
Spell Trap | | | | | | |
|-----------------------------------|
Spellstrike | | | | | | |
|-----------------------------------|
Time Stop | | | | | | |
|-----------------------------------|
Wail of the Banshee | | | |-----| | |
|-----------------------------------|
Wish | | | | | | |
o===================================o
o======================================================================o
| |
| Experience List {EXP000} |
| |
o======================================================================o
This is a list of the experience rewards given by different characters
and creatures when slain. It is not a complete list, I didn't go around
killing every NPC to record how much experience they give. However, if
you killed somebody while following the instructions of this guide, they
should be listed... unless I forgot to add them. In any case, it's not
a big deal.
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o===o
|(A)|
o===o
Aawill 7000
Abishai 12000
Adalon 54000
Adamantite Golem 25000
Adherent 6000
Adsaan 15000
Adventurer 270, 350, 400
Aerial Servant 9000
Aesgareth 21000
Air Mephit 420
Air Elemental 7000
Akae 8000
Alcha Diagott 22000
Aldun Forgecaster 5000
Alhoon 10000
Alibakkar Guard 174
Alnarow 4000
Alu-Fiend 9000
Ama 2000
Amalas 1800
Ameralis Zauviir 23000
Aminah 10000
Amnish Bodyguard 700
Amphitheater Guard 4000
Anarg 9000
Anath 2200
Ankheg 974
Anguiliian 3000
Ancan 2000
Angelo 12000
Anishai 2000
Anti-Paladin 7000
Aran Linvail 17000
Aranthis 9000
Archer 2000, 5000
Ardic Sentele 550
Arkanis Gath 1400
Arledrian 800
Assassin 14, 270, 750, 900, 1000, 2000,
4000, 6000, 7000
Aurumach Rilmani 27000
Azamantes 25000
o===o
|(B)|
o===o
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Balthazar 40000
Bandit 650, 974, 1400, 2500
Banshee 4000
Baragh 974
Barl 5000
Baron Metrich 3650
Baron Ployer 6000
Baron Thelokassyil 974
Beastmaster 2000
Beholder 9000, 14000
Bentaxe Foekiller 4000
Berena Elkan 12500
Berenn 40500
Bessen 2500
Big Mordin 1400
Bilqis 10000
Black Bear 174, 200
Black Reaver 5000
Blizzard Troll 5000
Bloated Spider 1200
Bodhi 91000
Bollard Firejaw 1400
Bone Blade 2500
Bone Fiend 12000, 22000
Bone Golem 18000
Booter 1400
Borinall 100
Borok Tosst 7000
Bouncer 14, 3500
Bounty Hunter 1400, 4000, 6000, 11000
Boz 6000
Brain Golem 10000
Braitenbach 18000
Bregg 4000
Brennan Risling 4000
Bride 15
Bride's Brother 15
Brother Pol 18000
Brown Bear 420
Burich 2000
o===o
|(C)|
o===o
Caehan 1400
Cambion 6000, 12000
Captain 1800, 5000, 7500
Captain Alyittyl 3000
Captain Egeissag 20000
Captain Erelon 10000
Captain Haegan 580
Carras 500
Carrion Crawler 420, 974
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Carston 6000
Catimis 3000
Celestial Hound 1500
Chak 6000
Chalinthra 12000
Chandrilla 4000
Chaos 12000
Chieftain DigDag 2000
Child Spirit 1500
Chinchilla 18000
Chremy 1100
Chromatic Demon 55000
Chrost 3000
Clay Golem 5000, 8000
Cleric 120, 2000
Cleric of Lathander 5400
Cleric of Talos 1400
Cless Ironeye 3000
Cohrvale 6000
Commoner 24, 150
Conster 6000
Copper Coronet Guard 14, 1000, 2000
Cornugon 10000, 20000
Corrupted Ankheg 1500
Cotirso 2000
Crimson Death 9000
Crusader 8000, 10000
Culak 22000
Cyronax 56000
o===o
|(D)|
o===o
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Deril 26000
Dermin Courtierdale 5000
Derro 12000
Derro Berserker 12000
Desharik 11000
Devil Shade 9000
Diaytha 14000
Dire Wolf 124, 175
Director 10000
Diseased Gibberling 50
Doa 5000
Dola Fadoon 5000
Dolrassa 58000
Doorman 15
Doppleganger 420
Dracandros 8000
Draconis 61000
Dragomir the Red 11000
Dragon 22000, 62000
Draug Fea 7000
Dread Wolf 650
Drow 650, 750, 974, 1274, 3000, 4000,
4500, 5000, 6000, 7000, 8000,
9000, 10000, 11000, 12000
Drow Bartender 650
Drow Patron 150
Drow Priestess 2000, 4000, 5000, 6000
Drow Servant 10000, 11000
Drow Torturer 6000, 7000, 9000
Drow Warrior 4000, 6000, 7500
Drow Wizard 1400, 6000
Druid 2000, 10000
Drush 650
Duergar 370, 420
Duergar Sapper 6000
Dunbar 650
Dunbar the Fifth 100
Durst 14500
Dust Mephits 420
Dwarf 1400
o===o
|(E)|
o===o
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o===o
|(F)|
o===o
Faafirah 5000
Fadell Ironeye 12000
Fael 200
Faheed 12000
Falahar 12000
Faldorn 14000
Fallen Paladin 2000
Fallen Solar 32000
Fanatic 1000, 1700, 2000
Favored of Cyric 25000
Feldrak Feldrak'i 12000
Fell Ghast 850
Female Thrall 2000
Fenuku 2000
Ferric Ironblade 8000
Ferrumach Rilmani 8000
Fighter 2000, 6000, 6500, 8000, 10000,
15000
Fighter of Tyr 9000
Fire Elemental 6000, 12000
Fire Giant 8000, 16000
Fire Mephit 420
Fire Salamander 3500
Fire Troll 3000
Firkraag 64000
Fisherman 150
Fission Slime 64
Flaming Skull 9000, 11000
Flayan the Orc 14
Fledgling Vampire 8500
Flesh Golem 2000
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Fll'Yissetat 60000
Frennedan 3000
Front 500
Frost Salamander 9000
o===o
|(G)|
o===o
Gaal 14000
Gaelan Bayle 1300
Gallchobhair 7200
Galvarey 4000
Galvena 4000
Garfunkle 24000
Garock 10000
Gauth 9000
Gerg 34
Geld Quickblade 3000
Gellal 14500
Genie 5000
Ghast 650
Ghaunadaur Priest Leader 10000
Ghaunadaur Priest 7000
Ghell Rando 8000
Ghostly Monk 10000
Ghostly Priest 22000
Ghoul Lord 3000
Giant Lynx 174
Giant Spider 450
Giant Troll 1400
Giaus 4000
Gibberling 14, 34
Gish 2000
Githyanki 2000, 3000, 5000
Glabrezu 12000, 12500, 20000, 24000
Gladiator 14
Gnoll 34, 400
Gnoll Captain 120, 350
Gnoll Elite 65, 5000
Goblin 20, 60
Goblin Commando 34
Golin 1650
Gont of Riatavin 7000
Goon 164
Gorch 14
Gorgon Eye 12000
Gorvin 444
Goxxa the Alhoon 10000
Gracien 3500
Grae 1400
Graican 9500
Gray Ooze 274
Greater Air Elemental 11000
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o===o
|(H)|
o===o
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Hobgoblin Wizard 34
Hojar Bootcut 2000
Hokkney of Tyr 2000
Huge Spider 270
Human 650, 1400
Huntley 480
Hurgis Baltezan 3500
o===o
|(I)|
o===o
o===o
|(J)|
o===o
Jaden 4000
Jae'llat Guard 6000
Jamis Tombelthen 10000
Jalaal 3000
Jalin Tax 6000
Jarden 2500
Jassar 20000
Jaylos 1400
Jiang Dai 7000
Jolstead 2000
Jon Irenicus 12000
Juggernaut Golem 16000
o===o
|(K)|
o===o
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Ka'rashur 46000
Kail 3000
Kalah 2000
Kangaxx the Demi-Lich 55000
Kaol 8000
Karthis al-Hezzar 1000
Karun the Black 21500
Kayardi 6000
Kelner 2000
Keno 13000
Ketta 8500
Khan Zahraa 5000
Ki Chin Sang 13000
Killer Mimic 3000, 5000
King Ixilthetocal 4000
Kiser Jhaeri 6500
Knight 2000
Knight of the Order 4000
Kobold 6, 400
Kobold Captain 14
Kobold Commando 14, 34, 124
Kobold Shaman 64, 270
Kobold Witch Doctor 14, 64
Korkorran 25000
Koshi 9000
Kruin 8000
Kuo-Toa Archer 5000
Kuo-Toa Captain 4000, 6000
Kuo-Toa Lieutenant 1400
Kuo-Toa Monitor 1400
Kuo-Toa Priest 2000, 4000
Kuo-Toa Prince 4000
Kuo-Toa Warrior 174, 1000, 5000
Kuo-Toa Whip 420, 2500
Kuo-Toa Wizard 2000
Kyland Lind 4000
o===o
|(L)|
o===o
Lacedon 1000
Lady Lilith Lurraxol 4000
Laen Torg 4000
Lagole Gon 26000
Lanfear 8000
Lashar'ra 18700
Lassal 11500
Lavok 28750
Layene 4000
Lea'liyl 16000
Legdoril 6000
Lemp Coldhearth 9000
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Lennah 3000
Leopard 270
Lesser Air Elemental 3000
Lesser Clay Golem 2000
Lesser Demon Lord 26000
Lesser Earth Elemental 2000
Lesser Fire Elemental 2000
Lich 22000
Lightning Mephit 420
Lieutenant Cleric 25000
Lieutenant Fighter 25000
Lieutenant Mage 25000
Lieutenant Thief 25000
Lizard Man 270
Llynis 650
Lonk the Sane 20000
Lord Igen Tombelthen 6000
Lord Keltaar Argrim 1974
Lord Roenal 12000
Lord Skarmaen Alibakkar 2000
Lurraxol Guard 174
o===o
|(M)|
o===o
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o===o
|(N)|
o===o
N'ashtar 4000
Naiman Alore 22000
Nalmissra 25000
Nabassu 16000
Nan Kung Chi 16000
Neb 3500
Necre 11000
Nevaziah 8000
Nilthiri 10000
Nishruu 1000
Nizidramanii'yt 52000
Noble Djinni 10000
Noble Efreeti 11000
Nyalee 2700
Nym Khalazza 1800
Nymph 650, 2400
o===o
|(O)|
o===o
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o===o
|(P)|
o===o
Pai'Na 4000
Paladin of Tyr 10000
Panther 420
Parisa 8500
Party Member/Protagonist Clone 650
Peasant 974
Perth the Adept 20000
Phaere 12000
Phase Spider 1400
Phlydian 19500
Phreya 20000
Pirate 500, 650, 974, 4000, 6000
Pirate Captain 6000
Pirate Leader 3400
Pirate Mage 3000
Pit Fiend 9000, 28000
Pitch 420
Pitre 6000
Planetar 20000, 30000
Plath Rededge 3500
Poison Mist 3500
Pooky 4000
Prebek 2500
Priest 22000
Priest of Cyric 1400, 2000, 12000
Priest of Helm 680
Priest of Mask 2000
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o===o
|(Q)|
o===o
Qilue 4000
Quasit 2000, 3000, 6000
o===o
|(R)|
o===o
Raamilat 16000
Rabi'ah 10000
Rabid Dog 34
Radiant Mephit 420
Raevilin Strathi 20000
Raevilin Strathi Chunk 974
Raffiyah 18000
Rajah 7000
Raksasha 3000
Raissa 14
Ranger 3200, 5000
Rayic Gethras 9000
Rebel 174, 2000, 3000
Red Wizard 3500, 4000, 5000, 8000, 9000
Rejiek Hidesman 14
Relonar 4000
Rengaard 6000
Reti 1250
Revanek 6000
Reviane 3500
Rex 34
Reyna 2000
Reynald de Chatillon 5000
Rikkon 175
Rilloa Jae'llat 8000
Riti 8000
Ritual Guard 5000
Rock 15000
Roenal Guard 1250, 2000, 8000
Rover 34
Royal High Priestess Senityili 5000
Ruffian 25
Ruffian Captain 1000
Ruhk 7000
Ruhk Transmuter 7000
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o===o
|(S)|
o===o
Saadat 3000
Saerk Farrahd 9000
Sahana 4000
Sahuagin 174, 2000, 3000
Sahuagin Baron 974
Sahuagin Baronial Guard 270
Sahuagin Chieftain 420
Sahuagin Priestess 650
Sahuagin Prince 2000
Sahuagin Royal Guard 3000
Saladrex 64000
Salamander 2000
Salia 8500
Samia 9000
Sanasha 2500
Sand Golem 14000
Scrooloose 1950
Sea Troll 1400
Sea Zombie 420
Sea Zombie Lord 6000
Seeker 6000
Semaj 12000
Sendai 6000, 12000, 14000, 15000,
16000, 18000
Senior Armagaran Vulova 14
Sentinel 6000
Sephos 19000
Sergeant Natula 8000
Shade Lich 22000
Shade Lord 25000
Shade Wolf 500
Shadow 420, 450, 620
Shadow Creature 3000
Shadow Druid 974, 2000, 4000
Shadow Fiend 2000
Shadow Guard 7000
Shadow Jailor 620
Shadow Patrick 7000
Shadow Thief 14, 140, 250, 750, 1200, 1400,
1700, 2400, 3000, 8000
Shagbag 4000
Shambling Mound 16000
Shangalar 50000
Shani 20000
Shapeshifters (Posing as Party Members) 3000
Sharran Assassin 6000, 18000
Sharran Bridge Guard 6000
Sharran Crusader 6000, 14500
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o===o
|(T)|
o===o
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Thenry 3500
Theshal 1050
Theyeredahl 15000
Thief 2000, 4000, 10000
Thrall 2000, 3000
Thrall Fighter 650
Thrall Leader 1400
Thug 200, 324, 444
Ti'Vael 1400
Tibbit 6000
Tiefling 14000, 16000, 18000
Togan 5000
Tolgerias 18000
Tombelthen Soldiers 650
Toop the Brave 6000
Torchadahl 15000
TorGal 15000
Traggor the Hammer 2500
Treadsoft 1500
Treya 4000
Troll 700, 1400, 2400
Troll Cook 1400
Turg 2500
Turmish Leader 4000
Turmish Sorceress 4000
Turmish Thief 4000
Turmish Thug 650
Tyrian 4000
o===o
|(U)|
o===o
o===o
|(V)|
o===o
Vadek 8000
Valen 8500
Valeria 12000
Vampire 8500, 9000, 10500, 12500, 14500
Vampiric Illithid 14000
Vampiric Mist 1000
Vampiric Wraith 9000
Vampyre 2000
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Vaxall 14000
Velithuu 28000
Vicross 20000
Vigil Knight 10000, 15000
Vigilant 7500
Vilhelm 6000
Vithal 20000
Vongoethe 25000
Vortex Spider 2700
Vulova Wizard 2600
o===o
|(W)|
o===o
o===o
|(X)|
o===o
Xachrimos 8500
Xei Win Toh 28000
o===o
|(Y)|
o===o
Y-Tossi 23000
Yaga-Shura 30000
Yaga-Shura Elite 6000
Yaga-Shura Mage 2000, 14000
Yaga-Shura Officer 1400
Yaga-Shura Soldier 650, 2000
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Yan-C-Bin 56000
Yarrow 650
Yi Kwon 10000
Yi Niu 2000
Yochlol 11000, 19000
Yuan-Ti 1500, 3000
Yuan-Ti Elite 13000
Yuan-Ti Mage 7000, 9000
Yxtrazzal 22000
o===o
|(Z)|
o===o
Zara 175
Zombie 974
Zorl 2000
Zyntris 1200
o======================================================================o
| |
| Updates/Thanks {UPD001} |
| |
o======================================================================o
Version 1.00 Information: Completed 6/18/2011, (1,710,047 bytes)
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First, I only played through the game with the evil party, as of v1.01.
I don't really think much of Neera or Rasaad, so I decided to keep the
good party intact. That being the case, I figured I'd get more out of an
evil party playthrough, as it would include Dorn and allow me to change
evil party strategies, which previously made us of Haer'Dalis. That
being the case, the good party stat benchmarks are a little out of
date. For v1.02 I'll do a good party playthrough (which should go much
faster, since I won't have to change as much) and chance the stat
benchmarks with the new Enhanced Edition gear.
Given my history with the Enhanced Edition for the first game, however,
I won't be working on v1.02 immediately. Given the massive number of
bugs in the BG2EE, I'll be waiting for a patch to come out, then I can
make changes based on the patch as well as update the good party stats
and tactics.
On that note, a few bugs to mention. Watcher's Keep was inaccessible for
me during my evil party playthrough. I assumed there was now a level
or story progression requirement in the Enhanced Edition, since my good
protagonist (imported from the vanilla version of BG2) was able to
access Watcher's Keep in Shadows of Amn, whereas my evil protagonist
had to wait until Throne of Bhaal. It now seems that this is, in fact,
a bug. I could apply a hotfix for it but... well, I figured I'd wait
for Overhaul Games to get things patched, rather than refer a fix to all
my readers and still tell them to head to Watcher's Keep in Shadows of
Amn. Instead, I have now omitted mention of going to Watcher's Keep in
Shadows of Amn. If they allow access to it again, I'll restore mentions.
Also, bugs I personally experienced was Neera's Throne of Bhaal quest not
triggering after completing Hexxat's Throne of Bhaal quest. I had
multiple saves, so it was no real issue for me to reload an older save
to record Neera's quest before I had completed Hexxats. If you plan to
do both quests, however, do Neera's first, to avoid this bother. Silly
me, trying to do character quests in alphabetical order.
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Other bugs I encountered was Dorn repeatedly say the same thing
repeatedly during the assassination of Bollard Firejaw, Hexxat
permanently turning into mist form, True Sight not revealing Xachrimos
(hence my suggestion to just use the Wand of Glitterdust, which actually
does work), spell effects remaining after Rasaad's quest,
o======================================================================o
Version 1.00 to 1.01 changes: (7/23/2012) (1,985,102 bytes)
o=o Fixed more typos, merged or split Steps when necessary, made
some of my charts look more pretty, and in general just made a
bunch of grammatical, cosmetic, and compositional changes that
nobody really cares about.
o=o Finally fixed the incorrect usage of the term 'NPC' throughout
the guide. The words 'allies', 'characters', and 'recruitable'
have spread in its place. In any event, the term NPC now
rightfully only refers to Non-Player Characters, whereas the
term PC now refers to characters that go places and attack
things when you click some buttons... although to be fair, the
game's own 2DA files refers to recruitable characters as NPCs...
o=o Carried over my evil character from v1.02 of the Baldur's Gate
FAQ, adding more in-depth evil-party strategies.
o=o Added various party stat benchmarks throughout the guide, so you
could see my party strength and equipment loadouts at various
points throughout the game. These occur at the end of Chapters
3, 5, 7, and 10... generally after a significant amount of loot
and experience has been accumulated.
o=o Added the weapon 'Foebane +3' and its upgraded version to
numerous sections of the FAQ. Sorry for its omission earlier,
it didn't drop for me during the v1.00 playthrough, and it took
another playthrough to find it, and hence, comment on it.
o=o Expanded the Bardic Playhouse section... it's easily the most
complicated of all the class-specific quests in the game, and
this time, I just used Infinity Explorer to look into the
dialogue files, which allowed me to see all the rewards,
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o======================================================================o
Version 1.01 to 1.02 changes: (11/22/2012) (2,049,566 bytes)
o=o Fixed more typos throughout the guide. It's a never-ending task,
but I'm only human. Except on Tuesdays.
o=o Split the former [WLK003] (now [WLK004]) into three sequences-
[WLK003] 'Random Encounters in Athkatla' now segregates various
random encounters into its own section, for easier perusal, and
[WLK005] 'Jammin' with Jan' segregates Jan's quests into their
own section. [WLK004] now deals solely with recruiting Korgan,
Viconia, and Jan.
o=o Split the former [WLK007] (now [WLK008]) into two Sequences, the
new [WLK010] 'Honor and Family' now details Keldorn and Anomen's
family troubles seperately from the Unseeing Eye quest.
o=o Added the 'Spell Buff Order' section (and subsections) to help
people apply the right buffs, at the right time, against the
right foes. No lefties allowed.
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o=o Explained in much greater detail how the Deck of Many Things
encounter with Aesgareth works (hint: the odds do NOT favor
you!)
o=o Updated the Abilities tables, to make them more presentable and
factual.
o======================================================================o
Version 1.02 to 1.03 changes: (2/17/2013) (2,263,039 bytes)
o=o Numerous changes made by Lee Kadel, whose notes now litter
this document, providing alternate strategies, notes on
variable encounters and loot, or just the odd comment. He also
went through the guide and spell-checked it, something I can
just not be bothered to do. Finally, he added his own party
stats (though not in as great of detail) at my regular
benchmarks. Quite a bit of work, really, this update is
analogous to v1.04 of my Baldur's Gate 1 FAQ, both of which
should be considered Lee updates.
o=o Took another addition from my Enhanced Edition guide and copied
it here-the Class Kits in the 'Classes' section of the guide now
have search keys, as do Thief skills, Epic Feats, and Starting
Spell Suggestions.
o=o Added the Wild Mage class and the Wild Surge table.
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o=o Expanded the 'Spell Tactics' section. Now every spell in the
game has it merits (or lack thereof) discussed.
o=o Edited all the boring crap at the top of the guide that nobody
reads anyways.
o======================================================================o
Enhanced Edition Version 1.01 Changes (1/20/2014) (2,596,938 bytes)
o=o Made more changes to the '2nd Edition Dungeons and Dragons
Mechanics' section, again shamelessly copy/pasting from the
BGEE onto this guide... and making changes to remove obvious
BGEE statements, like 'in the sequel'. This also included
some changes to various mechanics that have changed for the
BG2EE (differences in spell-selection during character
creation, for example).
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o=o Removed Hit Point records from the party stats, as it's just
too much of a pain in the ass to try and make sense of what
the game does to Hit Points during the import process-you
always seem to end up with too many, or too few, and I was
wasting too much time trying to figure it out.
o=o Added a list of Mage Spells sold at every vendor, a change made
in the original BGEE guide that made its way into the BG2EE
guide.
o=o Added a note about how strongholds work at the end of [WLK006].
o=o Finally went and delved into how the Thieve's Guild generates
profits, and added an in-depth table showing rate of return as
risk increases. Nobody will probably read it, but the guide
looks more professional because it's there.
o=o Changed the area number (AR####) of the Shadow Thief Guild.
If you side with Bodhi, the area is (AR0329). If not, it's
(AR0307). You can obtain The Guard's Ring +2 in either location,
but since you can't side with both Bodhi and Gaelan Bayle,
you'll only encounter one of the two areas.
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o=o Split the tome monster encounters in [WLK027] into three Steps,
instead of the previous one.
o=o Added notes about stealing from the Sahuagin King [WLK028] in a
more timely manner.
o=o Split up the Soul Cage encounter in [WLK029] into five Steps,
instead of the previous one.
o=o Improved the description of the fight with Kangaxx the Demilich
[WLK035].
o=o Changed the quest rewards for the Ser Sarles quest [WLK037].
They are now actually factual.
o=o Cut the explanations after the 'Good Party Stat' benchmarks.
As of v1.01 I did not do a good party playthrough, hence the
equipment loadouts are all from the vanilla game. Since the
good party roster doesn't change for the Enhanced Edition, I
left the benchmarks, since out-dated information is better
than nothing. Still, I've omitted the explanations for now.
They'll be back for v1.02, when I can give more detailed,
up-to-date Enhanced Edition information.
o======================================================================o
Enhanced Edition Version 1.02 Changes (3/9/2014) (2,622,086 bytes)
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o=o Added a note explaining what happens when Imoen suffers mortal
damage in Irenicus' dungeon.
o=o Improved the tactics for the battle with the bandits in the
Temple District sewers. Also, added exact NPC levels to the
encounter's description.
o=o Changed the stats and description of the Wooden Horse Necklace.
Also, since it no longer stacks with other magical protection,
it has been discarded from Korgan's stats in the party stat
benchmarks.
o=o Added NPC levels to a few of the NPCs in the Twisted Rune.
o=o Broke up the final fight with Irenicus into more paragraphs,
for easier reading.
o=o Added NPC levels, improved strategy, and a note concerning some
odd NPC stats for the Gromnir Il-Khan fight.
o=o Added another encounter for the soul trapping device in the
Underdark-Gont of Riatavin. Thanks to Cloud20987 for this
one.
Special Thanks
o======================================================================o
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o=o My girlfriend, for putting up with me for all these years and
allowing me to waste so much time working on these games. Even
better, since she's played through many of these games herself,
she's often been able to proof-read my guides and offer advice
based on her own gameplay experience. Could a guy ask for a
better girlfriend? No. For all you guys out there who have
settled for some snippy bitch who hates your gaming-dump her
and find someone better. You can find a girl who loves you AND
loves to game, if you bother to look.
o=o Lee Kadel, for putting more work into this guide than any sane
person would. What started with him bugging me about a...
bug... in Baldur's Gate 2 has, over time, led to scores of
E-mails. These E-mails have prompted several version updates,
based upon his astute suggestions and resulted in these guides
becoming truly gold-standard works. Every FAQ-writer should be
so lucky to have a contributor like Lee.
o=o Aaron O'Neil, the creator of Shadow Keeper. His mods have been
a blessing for the Infinity Engine games, including Gate Keeper
(Baldur's Gate) and Dale Keeper (Icewind Dale). I used Shadow
Keeper more extensively than his other mods-again for
cosmetic reasons, but also to check global variables, which
helped me troubleshoot a couple of bugs.
o=o Misty Mouse, for pointing out the fact that the Cleric/Ranger
has access to Druidic spells, making them vastly superior to
Fighter/Clerics.
o=o All the folks on the HaeravonFAQs Facebook page, who kept me
up to date on this game's troubled development cycle and
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o=o Peter Maasz, for pointing out an alternative way to deal with
Glaicus in the de'Arnise Keep, as well as for letting me know
my dialogue suggestions for Phaere were bogus.
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