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Baldur's Gate Siege of Dragonspear - Walkthrough - PC - by Grogerson - GameFAQs
Baldur's Gate Siege of Dragonspear - Walkthrough - PC - by Grogerson - GameFAQs
<https://gamefaqs.gamespot.com/community/grogerson>
NOTES
WALKTHROUGH
Chapter Seven Conclusion: Baldur's Gate
- Tomb Safehouse
- Ducal Palace
- Baldur's Gate
- Ducal Palace Exterior
- Three Old Kegs
- Elfsong and Sorcerous Sundries
- Iron Throne
- Flaming Fist Headquarters
Chapter Eight: Coast Way Crossing
- Coast Way Crossing
- The Dig
- Lich Outpost
- Coast Way Forest
- Waylaid by Enemies
- #1: Orcs and Trolls
- #2: Dragon and Giants
- #3: The Pit
- #4: Dead Magic Pass
Chapter Nine: Boareskyr Bridge
- Troll Claw Woods
- Forest of Wyrms
- Spider Cave
- Dragon Cave/Temple of Bhaal
- Boareskyr Bridge/Bridgefort
Chapter Ten: Siege of Dragonspear
- Coalition Siege Camp
- Bloodbark Grove
- Dead Man's Pass
- Underground River Exterior
- Underground River
- Kanaglym
- The Warrens
- Dragonspear Castle Basement
- Dragonspear Castle
- Siege Camp Under Siege
Chapter Eleven: Dragonspear Assault
- Dragonspear Castle Assault
- Dragonspear Castle First Floor
- Dragonspear Castle Basement
Chapter Twelve: Avernus
- Avernus
- Abysal Tower Bridge
- Basalt Tower
- Dragonspear Basement
Chapter Thirteen: Endgame
- Flaming Fist City Exterior
- Flaming Fist Headquarters
- Abandoned Sewers and Caverns
- Sewer Exit
- The Ambush
Stores
Revision History
====================
NOTES:
Seige of Dragonspear (SoD for short) is an expansion to Baldur's Gate Enhanced
Edition (BGEE for short) in the same manner that Tales of the Sword Coast is.
If you purchase SoD you get BGEE as well. This expansion simply continues the
story after Sarevok's defeat, filling in what leads to your arrival in Amn in
Baldur's Gate II. As such, all the game play rules still apply from BGEE. This
walkthrough deals with the game only. If you want to know about character
building, spell use, tactics or other game mechanics, others do it better than
I. Dan Simpson's BGII FAQ/walkthrough is a good example. ** WARNING: If you
don't like spoilers, then don't read this walkthrough! **
This is the first release and far from complete. There are still things I've
yet to learn about (some strange items, other NPC reactions and what the
Spectacle of Spectacles do to name a few) which will be added to later versions.
If you're playing the full game beginning from Candlekeep, the party will
automatically be imported into the expansion upon Sarevok's death (after the
final movie and credits run, of course). Imoen won't be in the party, since
she's now apprentice to Duke Liia Jannath. She'll be replaced by Safana instead.
If you want to import your party from the Black Pits, move or copy the final
save game (one without the slave rings) to the Baldur's Gate save game
directory, then start a new game by using the "Import Game" button. Note that
if you import *any* game, just like importing a character, you'll lose *all*
containers you may have, along with their contents.
I played through SoD with the game NPCs Viconia, Minsc, Dynaheir and Safana. I
also used a bard I created since no SoD game NPCs appear to be bards, and
Garrick, who I used in BG and the start of SoD, leaves and will not rejoin. The
NPCs you choose give variety to the game since at various times, either in
locations or in dialogs, they may have something to say or be able to do
something for someone.
One more item of note, once you move into the next chapter all areas previous
become inaccessible. Some quests will follow you, each chapter having something
to move it toward completion, but they are very few so make sure all your
quests are finished before moving on to the next chapter.
====================
WALKTHROUGH
Level 2 (BD0130)
- Follow the passage south to a chamber full of undead, including a shattered
soul (arrows [3 ice]).
- The passage directly right is trapped and leads to a library (scrolls [free
action, protection from poison]).
- Follow the wider passage across the bridge to more undead (4 random jewelry)
and three braziers burning with three different colors. Search the chamber
(potion [cursed healing]; splint mail +1; spell [RANDOM], arrows [20 +1];
jewelry [RANDOM]; potion [defense], ring [RANDOM], wand [fire (5/5)]).
- The passage north leads to several fire and boring beetles (morning star +1,
*wooden staff*, 267gp). Three magma mephits appear when you approach the small
magma stream at the end of the passage, where there is a small crack (gems [10
zircon]).
- Down the west passage are two glass containers. Breaking them releases two
ochre jellies (amulet of protection +1).
- The passage ends in a chamber with several wights and an undead guardian.
There is a trap at the entrance to the chamber and a desk at the far end (gem
[emerald], scroll [chaotic commands], 171 gp; bolts [20 +1], buckler +1, gem
[RANDOM]; scroll [RANDOM]; ring [RANDOM], potion [cursed antidote]; ring [fire
opal], 37gp, scroll [cursed weakness]).
- There are two sets of three torches along the south wall, with one torch
apparently burned out. Take the torch and return to the previous room. Go to
the brazier with the purple flame and use it to light the torch. Return the now
lit torch to its holder and a secret door will open. There are two bookcases, a
table and two chests (books [the nine hells; Kanaglym: the abandoned city]; a
page from Sarevok's notes; helmet of unwavering purpose; two-handed sword of
ruin +2, potions [fire giant strength, invulnerability). Opening the chest with
the sword summons several undead (arrows [2 ice]).
- Go north to another chamber, filled with followers of Korlasz and Sarevok
(potions [2 healing, speed, fortitude], scroll [color spray]; (arrows [10
biting], potions [3 RANDOM, 2 invisibility], RANDOM). Check the sarcophagus
(scroll [hold undead], wand [heavens (5)]). Ignore the rope for now.
- The left passage leads to a large mechanism guarded to by two mercenaries
whom you can convince to leave or you can fight them (darts [8 wounding, 40
+1], potions [healing, invisibility]). Check the table (potions [3 healing,
elixir of health]).
- The entrance to the right passage is trapped and contains several burning
skeletons and a skeletal mage (arrows [10 +1, 5 fire +2], scroll [chromatic
orb]). Check the weapon racks (axe +1).
- Cross the wood bridge to a body (potion [clarity, defense], 112gp). Opening
the crypt summons a restless spirit who has some more information on Korlasz,
and wants his staff returned.
- Return to the large mechanism and activate it to open the doors to the north,
where Korlasz and her last henchmen are.
- Cast protection spells and enter the chamber. After a short dialog she
attacks with the last of her forces. Once they are dead (arrows [5 +1, 10
biting, 20 fire +2], potions [healing, speed]) and she is injured enough, she
surrenders (robe [knaves], cloak [protection], scroll [vocalize], bracers
[AC6], quarterstaff +1, darts [80 +1], Korlasz key). Check the tables and chest
(all trapped) (arrows [20 +2, 20 biting, 20 fire +2], bolts [20 +2, 20 biting,
20 lightning]; potions [extra healing, hill giant strength, speed]; ornate
headpiece, 9gp).
- With Korlasz's key in your posession you may now enter her bedroom (Korlasz's
journal, Bhaal research; scrolls [minor sequencer, secret word, animate dead],
necklace [laeral's tear], 3000gp).
- When you meet Imoen, give her the documents (5000xp quest).
- Return to the restless spirit and place the wooden staff and the headpiece in
the crypt. The spirit departs (3000xp, gems [10 waterstar, 8 shandon, 5 water
opal]).
- Now take the rope to return to the upper level.
Level 1 (BD0120)
- The rope leads to the sealed room on the first level. There is a broken
coffin (206gp, cobalt moss, gems [2 RANDOM]) which summons a tattered skeleton
when raided, and a locked coffin (scroll [cursed clumsiness], potion [fire
resistance]) which summons several undead when raided. The door opens easily
from this side.
- Talk to the spirit of Fanegonorom and let him know Korlasz has been dealt
with (3000xp, large shield of Egons +2). He vanishes and you can now examine
his crypt (gem [emerald], necklace [pearl], 221gp).
- Give Ammon the cobalt moss. She plans on using her potion on a tome in
Candlekeep. If you tell her you're from there she'll ask you for your signature
to get in. Advise her the guards are unmoving on entry requirements and won't
accept it (50gp).
- You need to talk to Imoen or one of the Flaming Fist to leave the area. But
before you do, make sure all quests are done, then put everything you want to
keep that the party has into any containers you're carrying. Once you leave,
the party splits up (if you're using game NPCs), and some won't rejoin you.
(Narration before returning to the game.)
DUCAL PALACE
Third Floor (BD0103)
- Imoen wakes you. Something isn't right, she warns, telling you she hears
sounds of footsteps and voices, then goes to investigate in the next room. Open
the chest near the bed and get your equipment and any containers your party had
before following her. The chest also contains anything the party had in their
inventory, if not worn or readied.
- When you enter the next room Imoen comes from the next room and is followed
immediately by three assassins. She kills one before another strikes her from
the shadows. Then they turn on you, stating you're their true target. Take them
out, then take the parchment one of your attackers had. It's a passable
likeness of you.
- Captain Corwin arrives, followed shortly by Duke Jannath. The Duke begins to
work on Imoen and suggests you follow Corwin to check for any other assassins
within the Palace. Take the stairs down to the next floor.
Basement (BD0116)
- To the east is the way to the treasury. Talk to Ophyllis and find all your
money is gone, spent on dog races. He asks you to wait and he'll get it back
for you. Let him.
- The chest in the locked treasury is both trapped and locked (1647gp, necklace
[laerals's tear], gems [diamond, emerald, king's tear]).
- At some point the cell holding Korlasz bursts open and she comes out. She
condemns you, blaming you for being tortured, before attacking. Once she's
dead, check the wall of her cell. She wasn't lying.
- Talk to the guards. Ask if she had help, and they mention a doppelganger in
the locked cell next to hers.
- A table by the north wall in the main chamber has a key to the northeast
cell. Open the door, and if you suggest he's a doppelganger, he changes and
attacks.
- Once reduced to near death the doppelganger will bargain for its life. It
mentions it has a treasure hoard in the Flaming Fist basement. He will give it
if you release him. You can agree, kill him, or turn him down (and he returns
to the cell).
====================
CHAPTER EIGHT: Coast Way Crossing
(Narration and cutscene before returning to the game.)
Coast Way Crossing (BD1000)
- Camp: There are several persons around you can talk to, of note are Mizhena
(a healer), Thaird (sleeping quarters), Captain Corwin (who can join you),
Glint (a cleric who can join you), and there's Belegarm, of course. If you
leave the area to the south you will see another area to the west, Coast Way
Forest, which you should do before engaging the Crusade forces at the bridge in
the north of the area.
- Bard: Just east of the camp is Prin, who's singing to a stone Menhir. Talk to
her about the Menhir, and singing to them.
- Around the area you'll find six stone Menhirs. Sing to each to activate them.
Upon activating the sixth, you release a ghostly figure, a bard named Crommus.
He tells you his tale and calls for his love Carline.
- Carline is confused and ready to attack Crommus. Calm her and she
recognized him. Send them on their way in peace (6000xp) and Crommus tells you
where his body is buried (in the east area of the map), giving you everything
there.
- Return to Prin and let her know what you found out about the Menhirs.
- In the center of the area is a burned out inn. On the west side you will see
a red mage walking south, muttering to himself. You can talk to Edwin (though
he'll join you, Minsc and Dynaheir will leave the party, you can't have both)
or let him go by. You can find him later at the camp.
- There is a hidden chest in the center of the ruin which has a mirror*.
- On the east side of the inn is a chest that must be forced open with a
cloak*.
- On the north side of the inn you can find Herod, a storekeeper. He informs
you that an elf named Teleria may be responsible for five people who've gone
missing recently. Talk to him a second time to see his store.
- Talk to Teleria east of Herod. Ask what she might know about the missing
persons and she tells you to meet her in a forest clearing to the west.
- West of Herod is Takos, the innkeeper. There are three heirlooms he'd like
returned, a mirror, a cloak and a shield. You have two, the third is in an area
to the east, the Coast Way Forest. Talk to him when you have all three and
return them (3,000xp, dart [+2 biter]). He then leaves to find his wife.
- In the northwest corner of the area are five petrified refugees.
- If you talked to her earlier, Teleria is here with a lesser stone golem.
She's responsible for this and intends to add you to her collection (800xp,
Knave's Robe, Stone Ally, scrolls [6 stone to flesh]).
- Neroha, Qelbelther, Untbril, Manny and Soulla will be thankful for their
release (random treasures). You can find them later at the burned out inn.
- Talk to Herod after rescuing the five missing persons. Take the money
(200gp per person) or turn it down (+1 reputation).
- East of the adventurers is an area with a small arena. Baeloth Barrityl has
set up another Black Pit. Watch for a bit and he talks to you. Tell him you
travelled together for a time and he starts another match in the arena, this
time with a goblin named M'Khiin.
- M'Khiin is more than she appears. She resists Baeloth, so demand he release
her. She can defend herself, and does so be summoning some ghostly defenders to
attack him. He releases her once he's injured.
- If you are harsh in your criticism of Baeloth's entertainment, M'Khiin will
tell you her story. Both can join you, you can leave them here or send them to
the Camp. You get 3,000xp for sending M'Khiin to the camp.
- Travel east to the edge of the area to find a dwarf, Darin Highhammer, with
two zombies attacking him. He tells you he's a guard for a dwarven dig, but
things went bad when they openned a chamber with lots of undead. The entrance
to the dig is right here, so enter it. See The Dig below.
- Crusade Guardpost: Clear the Coast North of the inn, and further up the road,
is the river, a bridge and a Crusader guard post. Wait until everything else in
the chapter is done before going here, since once they see you, you will have a
very tough battle to deal with.
- As soon as they see you, a cut-scene starts. The guards panic and fall back
to the bridge. One calls to another on the other size, who in turn panics and
causes an explosion that destroys the bridge. The Crusaders on your side then
attack you.
- At some point during the battle another cut-scene starts as Caelar appears
on the other side of the bridge to find out what happened. She then calls out
to you to parley. Agree and you can get some insight into her intentions, from
which she cannot be dissuaded. The cut-scene ends when the parley ends.
- When you leave the guard post a Flaming Fist scout will direct you to
Corporal Duncan to find out your next move.
- Returning to the camp, if Corwin is not in your party she will ask what
happened. Duncan will criticize your action, but Corwin will still direct
everyone to prepare to move on to the Boareskyre Bridge. Rest, then leave the
area for the Troll Claw Woods. Hopefully you've already done the Coast Way
Forest, since once you leave you can't come back.
Waylaid by Enemies
NOTE: These four events happen randomly as you move between areas and after you
get to the Coast Way Bridge. The "Orcs and Trolls" appears to always be first,
but the rest may happen at any time and in any order between Coast Way Bridge
and before the attack on Dragonspear Castle.
====================
CHAPTER NINE: Boareskyr Bridge
(Narration and cut-scene before returning to the game)
Troll Claw Woods (BD7100)
- Camp: The regular three, Mizhena (a healer), Thaird (sleeping quarters), and
Belegarm are here, as are those that can join you whom you sent to the
encampment: Glint, Corwin, Edwin, M'Khiin, Baeloth and Rasaad. Lieutenant
Otilda mentions some "irregulars" that have joined the expedition, half-orcs
she distrusts and would see gone. Bence Duncan will inform you on the current
situation with the Crusaders and Boarskyre Bridge.
- When you arrive at the new encampment you get 10,000xp quest.
- Cave (BD7110): North of the camp is a cave guarded by several trolls. Inside
are several more, with two hidden stashes. Make sure to take the tinderbox.
There is a secret door to the right with a spectral troll inside.
- If you have the tinderbox and someone with infravision, they will note an
unlit torch on the wall. Light it and you'll find a body (medium shield +1,
necklace [locket of embracing]) and a chest (spell [enchanted weapon], wand
[fear, 5], gem [2 star sapphire]).
- East of the Camp are three adventurers, the "Irregulars": Kava, Rend and
Farrl. Farrl will tell you to talk to the others, Kava will talk if she gets a
beer from the Crusader camp, and Rend will talk if you can best him in
(non-lethal) combat. Of course they will be fighting lethal. Agree to Kava's
request.
- Further east are a war party of orcs, one of whom carries a mace (+2 Glimmer
of Hope).
- Northwest of the orcs is a group of ogres, including an ogre mage. Its on the
top of a bluff, so you have to go back.
- Northeast of the orcs is a group of bandits. One recognizes you and flees,
with the others following.
- If you follow them to where they disappear, west of there are more trolls.
West of them is a patrol of hobgoblin scouts.
- North of the patrol are a refugee family. Give them 10gp and have them go to
the camp.
- North of the refugees are another group of trolls.
- East of these trolls, at the north end of the road, are a group of Bridgefort
refugees, including Jaheira and Voghiln, both joinable. Jaheira tells you about
a teleport circle east of the fort, but the wardstone needed to use it is
missing. Send them to the camp.
- Exit the area to the north. There are two areas you can go to, Boarskyre
Bridge and Bridgefort, and the Forest of Wyrms.
- Hess is in an argument with Raylar. The dialog soon focuses on the catapult
stone in the room, with magic runes that drain the energy of everyone here.
Agree to find the original spellcasters' scroll.
- Leave the fort by the teleport circle.
- Return to the seige camp and find Vichand. Ask if he has a planetar's
feather, and offer to buy it (500gp), then ask about the spell on the catapult
stone. Threaten him to get the scroll, then you can either kill him or leave
him with or without a threat. No threat and he sounds the alarm, he remains
silent if you do, so threaten away.
- Alternatively, if Vichand is at the meditation ceremony with everyone else,
go to where he normally would be. There's a guard next to a chest you can't get
into while he's here. Surround him so no one else sees and kill him, then check
the chest (planetar feather, scroll ofimpactful doom).
- Return to the teleport circle and enter the fort.
- Bridgefort (BD2100): Go west to Hess and give him the scroll. He casts the
counterspell (3,000xp quest), but releases a dark wraith (2,000xp). Check the
remains of the stone and gather the fragments.
- Go outside through the west exit and talk to Khalid. Tell him you'll get
the Flaming Fist to attack the main gate, and he should attack from the fort's
gate when he hears the sounds of battle. Back to the teleport circle and down
to the main gate.
- Choose where you want to start the battle, inside near the mages or at the
gate using it as a choke point, and station your party. Prepare defensive and
protective spells, including Improved Haste on your fighters if possible,
because it's going to be a tough battle ahead.
- Once the battle starts, it may take a bit but the Flaming Fist will arrive
to help. Once the last Crusade defender falls the gate to the bridge opens. A
Flaming Fist mage appears and tells you the last defenders are planning on
blowing the bridge.
- Quickly prepare and go onto the bridge. Take out the mage first, then her
guards.
- With the last of the Crusaders gone, loot the battlefield, then talk to
Khalid. Get him to tell you about his desire to make an anniversary gift for
Jaheira, from spider silk. You should have some, so talk to him again and give
it to him, then tell him he really should make the necklace he intends.
- Enter the fort and talk to Junia. She asks you to place the three dead
refugees on the altar. Do so. Talk to her again, and she'll ask you to tell
Tharantis of his sister's death. Agree. Note the Friar Tajik is not here.
- Tharantis is outside, just outside the main gate. Tell him his sister is
dead, then to honor her memory. He then asks for a chain she wore. Since you
didn't see one, tell him you'll ask Junia about it.
- Return to the fort and tell Junia you told Tharantis about his sister, and
that he wants a chain she wore. The conversation leads to robbing the dead and
a possible suspect, Ymori a Chauntea priest, who may be in the forest east of
the fort. Agree to find him. Use the teleport circle.
- North of the goblin cave you'll find a body. Pick it up and six zombies and a
wight appear. Once dispatched, you'll find Kendra's chain, Herdrin's short
sword +2, a gold ring and Ymori's head. Examine the head for clues. Dynaheir
also has something to say about the head. Return to Junia.
- Talking to Junia, confront her about sending you into an ambush. Push for the
truth and she attacks, summoning three wights. When you kill her, she also
becomes a wight.
- Talk to Tharantis and let him know what happened, and give him his sister's
necklace (3,000xp, +1 reputation).
- If any party members were level-drained, return to the Flaming Fist camp for
healing from Mizhena.
- With everything done, cross the Boareskyr Bridge. As you near the north end
you collapse (movie showing the death of Bhaal on the bridge, cut-scene as you
awaken on a still smoking symbol of Bhaal to talk once again with the hooded
man).
- On the north side of the river is a hidden cache east of a well (1gp, gem
[moonstone]). Drop some gold into the well for Bless on the party (25gp), Heal
on the party (100gp), or put an item in the well. If you put an weapon in the
well, a water elemental appears, asks if you're challenging him, then attacks.
- As you approach the west exit of the map, Kava appears (if you got her some
ale) to thank you (300gp).
- Leave the area.
====================
CHAPTER TEN: Siege Camp
(Narration and cut-scene before returning to the game)
- Coalition Siege Camp (BD3000): Marshall Nederlok approaches and informs you
of the current state of affairs, including the Flaming Fist contingent's
attitude toward you after the Boareskyr Bridge event. Glint is also roaming
around the camp entrance.
- Helvdar, by the main gate, has lost a lucky charm. Since it's part of the
symbol of his patron god, he'd like some new boots, made of bear skin given to
Belegarm. A bear was seen in Dead Man's Pass.
- Go down the east road. Waizahb, a merchant on the east, sells some
interesting items, as well as fences stolen items. He'd also like you to
"acquire" certain items, five to be precise. A ring (2,000xp, 250gp), battle
standard (2,000xp, 500gp), holy symbol (2,000xp, ioun stone [pearly white]),
token of faith (2,000xp, 1,000gp) and a map (2,000xp, spear [+2 shadowed]), all
found in the Crusade areas. Let him know you got everything he wanted and he
gives you a little extra something (potions [storm giant strength, magic
shielding, power]).
- At the south end of this road is where the Flaming Fist contingent is based,
including any joinable NPC's you sent to the camp. The healer Mizhena is also
here.
- There is nothing down the center road, but down the west side is Belegarm,
and Thaird if you need to rest. Just west and south of him are some Daggerford
troops being trained by Vigilant Halasan. Ask if she will have them ready in
time, then suggest you take over while she attends to some of his other duties.
- Talk to each of the six individually and have them attack one of the other
recruits. After a bit you can help them improve their combat skills. Garrold,
if Dynaheir is in the party, can give her opinion, which is he should study the
magic arts instead of combat. Viconia can help Hester gain better composure for
combat if she's allowed to speak.
- Talk to Vigilant Halasan again and she inspects the group. If you did well,
she rewards you (6,000xp, Commander's Chain Mail +3).
- Simonetta Twoedge is just south and east. A retired Waterdavian guard, she's
helping with the combat stratagies. She'll also suggest you talk to the various
soldiers to learn what they're fighting for. Return to her when you're done.
You need to talk to Belegarm, Halasan and Dosia (amulet [medal of valor],
6,000xp). Dosia won't answer you until you find the cure she needs.
- Just south and west of Simonetta is Jegg, in case you need something special
made, like armor for M'Khiin or from some of the other items you might find.
- Dosia is a healer south of Simonetta, and is currently dealing with an
outbreak of something. Ask to examine the infected person. Talk to them all.
- Xerra is burning with fever, but Viconia can make a salve to help bring it
down. Yestimell is feverish and agitated (let Minsc have his say) and will
attack. Zidrand is in the middle of everyone and her symptoms are more advanced.
- Return to Dosia and tell her what you've learned. You can try talking to a
rat (with Minsc) but you'll be interrupted by a wererat. Talk to the rat again
and learn of a tree mold that cures the rats. Viconia knows of a bark needed
for a salve. Either way Dosia asks you to find some and return to her.
- Hyreth, an Ilmaterian zealot, is sick. Convince him that healing isn't wrong,
and heal him, either with a healing potion or healing spell. He then regrets
his action and leaves you some items (gems [tchazar, kings tear], wand [magic
missiles, x], potions [health, 3 healing]).
- Talk to Marshal Nederlok to get the counsel started. You are to find the
secret entrance beneath Dragonspear Castle and get information, or kill,
Hephernnan and Caelar. Talk to Phossey Dugdeep, a dwarf near the camp entrance,
for an item that should help in the caverns beneath Dragonspear. When the
counsel ends, your map is updated showing Dead Man's Pass, Bloodbark Grove and
Underground River. You can go to the first two, the third can only be reached
through the first two.
- Find Phossey west of the main gate, but you'll have to wait until Torsin De
Lancie arrives. He wants you to take a barrel from the Boareskyr Bridge into
the tunnels under the castle to create an opening in the walls above. After he
sends Phossey away he also asks you to poison the water supply to the castle.
- If you refuse he'll tell you the poison is non-lethal. The moral high road
is to still refuse, or you can step into the grey areas and agree to plant it.
If you refuse he leaves you in a bad mood.
- At some point after arriving in camp, Safana mentions she "found" a book
(among other things) with compromising notes, as in spy. Get all the
information from her you can.
- Belegarm can identify the bottle as belonging to Helvdar. He says he lost
it to someone named Col.
- Mizhena wants to know how you got the candle. Try not to get in a fight
with her. Also ask her about how to get a cleric of the Red Knight to give up
his holy symbol. Her answer: beat him in a game of Coroniir, and she provides
her board.
- Halasan suggests you talk to Warden Twoedge regarding the page. After a bit
of debate, she tells you she lent the book it came from to one Malden Col.
- Malden Col can be found west of the tent near Belegarm. He confesses when
confronted and is arrested.
- Inform Marshal Nederlok of the spy. You can decline his gift (+1
reputation, 6,000xp) or acccept it (6,000xp, short bow [+2 fleshripper]).
- General Stonehand has issues with Torsin DeLancie, but also has a problem
with the start of a thieves guild in the camp.
- Talk to Waizahb and set up a meeting with the guild representative. Go to
the northern portion of the camp.
- Talk to Rhynwis. You can get her and the guild to help the coalition
against the Crusade, disband the guild or kill them. The first choice is best.
- Talk to General Stonehand again, informing him of the agreement, then
accept the 300gp offered (+1 reputation, 6,000xp).
- Near the gate is a gnome named Wilhelmina trying to get in. Buy a potion of
turnip extract from her and let her into the camp. Also you'll find Duncan,
agitated since Skie has taken off again in the direction of Dragonspear.
Kanaglym (BD5300)
- There is a trap near where you enter the area. Ignore the doors. They can't
be openned. To the west is a wall and rubble blocking your way east is a group
of undead and another trap before reaching the wall where there's a hidden
stash (spells [conjure lesser air elemental, minor spell turning]). This leaves
only south.
- Across the bridge you'll see two dark mages preparing to sacrifice some
beggers. However to the east are four more dark mages led by Kherriun, who will
attack if you interfer with the sacrifices. This is a very difficult battle
with enemies on two fronts.
- During the battle Halatathlaer appears, forced to fight but does so weakly.
Ignore her until the mages are dead. Focus on Kherriun (5,000xp, necklace
[amulet of protection +1], robe [evil archmagi], ring [wizardry], potion [2
extra healing], spells [animate dead, chaos, greater malison], wand [fire,
5/5], staff mace +2, darts [40 asp's nest +1]) who holds the ghost jar that
controls her. It will be broken in the fight and she will be freed.
- Talk to her. If you read the journal from the cave with the blind albino
wyrmlings, you can tell her what happened to here eggs. Ask who the mages were,
who they worked for and if Caelar might be aware of what happened here. Before
she leaves she asks you to deliver a message to her old friend Daeros
(32,000xp).
- Check the bodies (bracers AC 8, potion [2 healing], wand [frost, 2], dart
[20 wounding]; robe [fire resistance], bullets [20 electricity +1], wand
[paralyzation, 2], potion [2 extra healing]; robe [cold resistance], bullets
[20 +1], potion [healing], wand [paralyazation, 2], dagger +1; robe [fire
resistance], potion [2 healing], wand [fear, 1], dart [20 stunning]; robe [fire
resistance], bullets [20 sunstone +1], wand [frost, 2], sling +1; robe
[adventurer's], bracers AC 7, potions [healing, 2 explosion], darts [20
stunning]). Also check the chest (gem [bloodstone], Hephernaan's ritual notes).
- Approach the chasm in the floor and click on it to note it's a portal to the
Fugue Plane. Click on it again and throw the remains of the five spectral
adventurers in. They all appear and Woris thanks you before they all disappear
(6,000xp).
- Now talk to Julanne and Rigah just outside the cavern. Show her Hephernaan's
notes to convince her not to join the Crusade (6,000xp, two handed sword +3
dragon's blade).
- Go to Dragonspear Castle.
====================
CHAPTER ELEVEN: Dragonspear Assualt
(Narration and cutscene before returning to game)
Dragonspear Castle (BD4000)
- After a cutscene of a failing assault on the gate, Torsin De Lancie asks if
you accomplished the tasks in the Underground River. If you planted the barrel
of bwoosh, he gives a command word and the gates explode, he casts haste on the
forces nearest him, and the charge into the castle begins.
- Inside the gates is a tough battle. Work toward the inner gates, then go up
instead of through them. Adras Ashatiel appears with several others and
commands her forces to stand down. She challenges you to single combat with no
help or the battle continues. Win and the Crusaders will surrender. She's a
skilled fighter/mage (5,000xp, adventurer's robe, golden girdle, cloak +1,
bracers AC5, ring [free action], small shield +2, potions [2 extra healing],
wand [frost, 5], mace +2).
- Now go to the inner gates and Caelar appears on the wall, once more stating
her intent. Nothing you say will stop her from opening the door in the basement
and leading an assault on Avernus. She then teleports away. A cutscene then
starts as Phossey Dugdeep approaches the inner doors and blows them open.
Anyone nearby takes damage.
- Enter the inner keep. You can talk to De Lancie if you want, though it's
unnecessary. He can tell you the Flaming Fist, led by Duncan, have entered the
castle to hunt down Caelar, that the Underground River is warded so she can't
escape that way, and the only way into the castle appears to be through the
roof.
- It's just as easy to go south and east to steps leading up to the roof.
Another set of steps take you to a room near the entrance to the castle. Dosia
is here if you need healing. Enter the castle.
====================
CHAPTER TWELVE: Avernus
(Narration before game continues)
Avernus (BD4400)
- Move north and across a stone arch to see Darnus, a Crusader Sargeant and a
Crusader Elite being attacked by abishai, lemures, imps and hellcats, and led
by Illaruel. Rescue them, then talk to Darnus and find out where Caelar went.
Get Illaruel's scroll and read it. There are references to two persons for
those unfamiliar with Icewind Dale and Shadows of Amn.
- Spectacles note: You'll see the spectral figure of Idyletia, a deva, so
don't bring her here. You'll gain nothing but an unnecessary battle.
- Go east and up some stairs to the entrance to the tower Darnus refered to.
====================
CHAPTER 13: Endgame
(Dialog and cutscene before returning to the game)
Flaming Fist City Exterior (BD0030)
- Cutscene: You are marched past the Sorcerous Sundries to the Flaming Fist
Compound where Belt hold a brief public trial.
- Bence Duncan recounts the events at Boareskyr Bridge and the mark of Bhaal.
Belt gives you a chance to defend yourself but in the end you'll have to wait
the Counsel's decision.
- At this time Entar Silvershield arrives. It seems Skie was killed by a
dagger and she can't be raised. When Entar leaves you have a chance to ask Belt
about the dagger and Skie's soul. Her soul is within the Soultaker dagger
(remember Durlag's Tower and the cult in Ulgoth's Beard?).
- You are then taken into the Flaming Fist Compound and placed in a cell,
your items all taken. (End cutscene)
most of your gear is on the table in the main hall. Follow him and get your
gear. Then follow him to the basement where he opens a secret door to a section
of sewer. *Or..*
- Duke Belt appears and releases you on the idea you leave the city quietly,
lest a civil war breaks out. Your gear is on the table in the main hall, and a
guard will escort you into the basement and into the sewers.
====================
STORES
Store prices listed are for a lawful good character with an 18 charisma, and a
reputation of 20. Higher charisma will lower the prices, lower charisma or
reputation will increase them.
Armor (bdbeleg2.sto)
Leather Armor (6) 3
Leather Armor +1 (3) 680
Studded Leather Armor (6) 13
Studded Leather Armor +1 (3) 1020
Hide Armor (6) 4
Chain Mail (5) 51
Chain Mail +1 (3) 1088
Splint Mail (5) 54
Splint Mail +1 (3) 1360
Plate Mail (5) 408
Plate Mail +1 (3) 3400
Full Plate Armor (1) 4080
Buckler (5) 1
Buckler +1 (3) 170
Buckler of the Fist +2 (1) 1700
Small Shield (5) 2
Small Shield +1 (3) 680
Medium Shield (5) 4
Medium Shield +1 (3) 1020
Large Shield (5) 6
Large Shield +1 (3) 1360
Helmet, Plumed (6) 3
Helmet, Winged (6) 3
Helmet, Plumed w/ Horns (6) 3
Helmet, Winged w/ Plume (6) 3
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