The Infinity Engine Games Walkthrough Addenda, Bugs and Stuff Repository ------------------------------------------------------------------------ By Per Jorner Last up- or downdated 070429 060927: All new! 061213: Added lots of Icewind Dale, HoW and TotL stuff. 070429: Added lots of BG and TotSC stuff. This file contains unofficial addenda and errata to Dan Simpson's excellent walkthroughs for various Infinity Engine games. Moreover, it lists bugs for a couple of those games that, to my knowledge, never went into any official or unofficial patch. Contents include an opening rant and misc. stuff on Baldur's Gate (notes and deities), Tales of the Sword Coast (notes), Baldur's Gate II & Throne of Bhaal (notes and typos and bugs), Icewind Dale (notes), Heart of Winter (notes), Trials of the Luremaster (notes), and Planescape: Torment (notes and bugs). Why no Icewind Dale II stuff? Because Dan Simpson never did a walkthrough for it. ---------------------------------------------------------------------- Opening Rant ---------------------------------------------------------------------- What is this all about? Well, to begin further back than is strictly necessary, after I had played Baldur's Gate (which was awesome) for the first time, I compiled a small list of bugs that remained in the game despite patching, and mailed it to Interplay. They replied politely that they weren't ever making any more BG patches, the game having been out for some time. Oh well, one can understand that. A year or two later, having played Torment in the meantime, I picked up the sequel to BG (which was pretty mind-blowing), and this time submitted a bug report in a timely fashion. The conversation between me and Interplay's customer reps went something like this: Them: "Uh, so with this you want us to do... what?" Me: "Well, you should be able to pass it on to the programmers so they can fix the bugs for the next patch, if they weren't already." Them: "Er, sure, whatever." Not surprisingly, the vast majority of the issues I had submitted were never addressed in any official patch. Very shortly after that I discovered Dan Simpson's excellent walkthrough, and pestered him with a long list of questions, notes and features I deemed worthy of investigation or inclusion. Now, if that walkthrough hadn't already been so good, I wouldn't have bothered to contribute; precisely because it already met my harsh standards of approval I wanted to help straighten out some small wrinkles and fill in some minor blanks. (Look to my own guides for an idea of how I try to balance cleanness and completeness. Yes, walkthrough writing is a subject worthy of SERIOUS CONSIDERATION.) When next I checked up on his walkthrough he had put me in the credits list thanking me for "a million little tips and corrections", only he'd neglected to actually include a lot of them in the document. Unfortunately my goal was not to be credited, but to flesh out the walkthrough. I was going to ask what was up with that, but since I planned to replay BG2 in due time and would then no doubt be able to improve and expand my list of stuff, I let go of that for the moment and instead submitted a few BG/TotSC notes and corrections, to no effect. A couple of things unrelated to Infinity Engine games, but not at all unrelated to things not being updated, also happened. Firstly, I sent Steve Metzler additions for his excellent Fallout 2 walkthrough - I had done so before - only to be told in no uncertain terms that he wasn't updating again. I felt strongly enough about that game to think it needed a complete walkthrough, so I undertook the project on my own. I also mailed Steven W. Carter to ask if he was by any chance going to update his excellent Arcanum walkthrough. He had no such plans. I tricked him, though - I hadn't actually written any comments yet. I am wise to your ways, non-updater! Anyway, eventually I discovered the excellent Baldurdash BG2: ToB Fixpack. Finally some use for that old bug report still lying around in my outbox! I sent it to Kevin Dorner, keeper of the fixpack, who was enthusiastic and told me he'd made several fixes based on my report, with other items on the list already due for fixage in the upcoming update. Smashing! Except... there never *was* an update, as far as I could tell. As time went on and that update was not happening, I played Icewind Dale, again consulting Dan Simpson's excellent walkthrough, by now making notes out of habit and compulsion. (At least I had stopped catching the typos.) Lastly, I replayed Torment, making a respectable list of walkthrough corrections, and also noting down several bugs. The latter I shared with Platter, keeper of the excellent Planescape: Torment Fix Pack. Much like everyone else, he didn't really plan on updating, although he filed my report away just in case. There was still this sizeable list of Infinity Engine stuff scattered across mails and files... most of it perfectly useful information I wasn't just going to delete before I knew it'd been of any good. Now it just so happens that I've got my own walkthroughs, hosted on my very own page where I can also put this very assemblage. Surely there are others who share my idea of what makes a comprehensive walkthrough, who share my appreciation of Dan Simpson's excellent walkthroughs, and who'd be interested in a collection of factual corrections and extra stuff relating to them, if only to throw it in a folder and leave it there until the cows come home. It even seems likely that some day, someone looking for my guides will come by and, seeing this, nab it with that forthcoming perfectionist Infinity Engine replay marathon in mind, ultimately ending up going, "Whew! This stuff pretty much belongs in Dan Simpson's excellent walkthroughs!" And then, to quote Morte, my revenge will be complete. ---------------------------------------------------------------------- Baldur's Gate ---------------------------------------------------------------------- * There's a soundless movie showing the Elfsong Tavern that can be viewed if you enter "TAVERN=1" under the Movies heading in your baldur.ini file. * Bug/Oddity: If you have a dual-classed ranger/cleric and lose your ranger class due to low Reputation, you turn into a human multiclassed fallen ranger/cleric, with each class having more experience than your previous total. Fallen rangers can still cast druid spells, and fallen paladins retain their paladin abilities like Detect Evil and Lay On Hands. * Apparently Eldoth and Shar-Teel may eventually fight, as may Kagain and Yeslick, Kivan and Viconia, Quayle and Tiax, and Edwin and Minsc/Dynaheir. * You don't get to do the Candlekeep Gatewarden's combat simulator if you have more than one character when you talk to him the first time. * Imoen will have the Wand of Magic Missiles at level 1, which I suppose is in all games where you don't import a main character of higher level. * You must recruit Khalid/Jaheira and/or Xzar/Montaron before chapter 3, or they'll disappear. * The mansion in Beregost has a Wand of Lightning. * There are many "reputation traps" in the game where, if you have a low Reputation, there's a 60% chance of a group of Flaming Fist enforcers and wizards spawning to attack you. You will find them in the streets and establishments of Baldur's Gate and Beregost, as well as in the Friendly Arm Inn and in Nashkel (where you get bounty hunters instead of soldiers, and the chance of them appearing is 100%). The traps don't disappear when triggered, and can make the game very tiresome. There are even several in the Flaming Fist headquarters, even though you must work for Duke Eltan to finish the game! * You don't have to choose the right dialogue options when talking to Perdue. Bringing him the sword will solve the quest anyway. * Taerom's 10-day timer only starts if you pick the "I'm not interested in selling it just now" option, not if you sell right away or try to haggle. You must start the timer in order to make the armour, but before then you can sell shells whenever you want. * The mansion in Nashkel has three mage scrolls including Magic Missile. You can also flatter Samantha on the first floor and fight her lover Jamie with no loss of reputation - though this turns the Noblewoman on the same floor hostile, so turn off party AI if you have it on. Amusingly, she will call the guards while hostile if you loot the locked containers, even though she didn't when you killed someone. * Bug: Go to Nashkel, enter the house to the west of the southern bridge and open the chest at the top. It will look empty, but if you hover the mouse over the first item slot and press Tab, the tool tip will read "Mirror". You can take it and even sell it for a few coins, but if you right-click it the game will crash. * Oddity: If you have Tales of the Sword Coast installed, several people from the original areas change names to match characters from the expansion, perhaps due to some horrible search and replace accident. There are no less than six different farmers named Lahl in Nashkel and the fair (they should be called just "Farmer"). Similarly, the "Narrator" creature that addresses you after you flood the Cloakwood Mines is now called "Dradeel", and the hunter in Peldvale apparently changes name from Ted to Palin. * Zeke can be pickpocketed for his scroll. Gazib can also be pickpocketed for two scrolls of which one is Agannazar's Scorcher. (Both from Duncan Clay's area guide.) * In the tent where you buy the coloured potions, the right chest can be looted with impunity for a Potion of Fire Giant Strength. * Several shops in the game share the same inventory. For instance, the shop in the Nashkel fair that sells a Necklace of Missiles is the same as the one on the top floor of the Elfsong Tavern. This goes for the many potion shops in BG as well, and I suppose some general stores. So you could shorten your shops section somewhat. * I didn't need any special strategy to kill Vitiare the thief with level 2-3 characters. Just click attack as soon as you enter the tent and he should go down. * You can win at gambling at the carnival, but the odds are (unsurprisingly) against you. Depending on which game you choose, you either have 1 chance in 38 of getting 36 times the bet back, 1 chance in 24 of getting 20 times the bet back, or 1 chance in 3 of getting twice the bet back. * It's a nice detail that Prism is carving the portrait of Ellesime from BG2. * When you give Oublek the Emeralds he ends up with four of them whether you give him both at the same time or one at a time (and if you give him one, he gets two). * Oddity: You can kill Samuel before talking to Lena and still complete the quest as usual. * You only have to kill one ankheg to get Gerde's reward. The ones in the nest don't count, nor do randomly spawning ones. * If you have a very low Reputation when you walk on the road by Brun's house for the first time, an elf ranger will appear and attack with his animal companion unless you deny being you, in which case he walks off. If you fight him, Gerde will turn hostile if she is nearby. There is a similar "trap" as you walk onto the bridge at Wyrm's Crossing, yielding the curious message "You have failed!" and spawning a Harper fighter/mage nearby who wants to take you out. You can talk him out of it as well if you want. * The dream note in the Beregost Revisited section is superfluous since it doesn't have anything to do with where you sleep. * Oddly, the petrified Tamah turns hostile if you fight Mutamin near her. * You cannot dispel Melicamp's chicken form on your own (the current wording implies that you might). You don't even need a spellcaster to get this dialogue option! * The half-ogres of Bjornin's quest are kinda tricky, because they start out just above the lake, then they get to walking around the map on their own, making it easy to miss one of them. There are four in all. * When you meet the gnolls in the Cloudpeaks who want 50 gp, you can agree to fight one on one; if you win, you get 500 xp. If you happen to kill their champion (or even massacre him with all of your people) the rest will turn and walk off and you get no xp. * The "Aura cleansed" message mentioned in the Dryad & Oak quest can be seen randomly several times throughout the game. It is actually related to the game's turn structure, not to quests at all, and is not supposed to show up. * The Nashkel merchant doesn't ask if you want to sell Winter Wolf Pelts, you sell them automatically. * The Gnollish Stronghold section says "there's nothing really down there" and then goes on to say that there is. * When you find Dynaheir, unless you have Edwin in your party you must choose the first dialogue option if you want the 800 xp ("You are welcome in my company..." if you have Minsc or "How do you come to be trapped..." otherwise). * Giving the Idol of Kozah to Gallor nets you 900 gold and Reputation -2, in addition to the Reputation loss for killing Charleston Nib. Crime doesn't pay a lot in CRPGs. * Laryssa is south rather than west of Brage. An alternative way of making sure you get the shield is to approach from below, then simply let her cast all her offensive spells and come to you. * Pallonia the Seeress will make reference to both BG2 and Neverwinter Nights, much like Lord Foreshadow. * What the heck is that lightning that strikes characters when it's raining? * You get more xp - 5000 instead of 750 - if you kill Shoal the Nereid along with Droth rather than set her free (but remember you only get a tenth of the xp if she doesn't turn hostile before dying). Note that if you choose the "It is your fate..." line she won't revive your dead party member even if you demanded it of her. * There's a Sling +1 and a Wand of Magic Missiles to be picked up in the houses in Gullykin. Also, you can loot everything in Gullykin with no repercussions. * Icharyd on the Ulcaster map is always there (i.e. not triggered). * Bentan in the Firewine Bridge area can be pickpocketed for a Protection from Magic scroll. One of the spectral knights can be pickpocketed for a Long Bow of Marksmanship. (Both from Duncan Clay's area guide.) * There's no mention of the many traps in the Firewine ruins. (Damn annoying area.) * Raiken will offer to take you to the bandit camp just like Teven. * There are groups of bandits that spawn in Larswood, Peldvale and the N of Friendly Arm Inn areas in chapter 3, just as in the S of Friendly Arm Inn area. * When you meet the four Red Wizards E of Larswood and have Edwin with you, they will take off after a dialogue and you may have a hard time killing them in time and taking their loot. Therefore it's a good idea to kill off the three that don't initiate dialogue from afar (Fireballs work), then let the last one say his piece, and *then* kill him before he can disappear. Reason for doing so? They're Red Wizards and they have decent loot. * Aldeth Sashenstar can be pickpocketed for his Bastard Sword +1, +3 vs Shapeshifters and some other stuff when you meet him the first time, and also when you meet him in Baldur's Gate outside the Merchant League building. You could steal it a third time inside, but he'll give it to you anyway after the quest. (From Duncan Clay's area guide.) * Bug: On level 1 of the Cloakwood Mines there's a guard you can surrender to, causing three more guards to spawn. The first one doesn't turn hostile, though, and you can talk to him again for infinite guards. Moreover, if you say you're going to kill him, dialogue ends and again he doesn't turn hostile. * There aren't two lightning traps on level 2 of the Cloakwood Mines - one shoots magic missiles, so there. * The two battle horrors in Davaeorn's corridor are worth 4000 xp each, which isn't too bad. You can trigger them one at a time without affecting your encounter with Davaeorn, then disarm the two "real" traps further ahead. * I don't know if I did anything special, but I found the battle with Davaeorn very easy the last time. I walked ahead with a single fighter; Davaeorn teleported around a bit, then cast Dire Charm. While I waited for the charm to wear off, Davaeorn wandered around some and cast Hold Person on the rest of my party (which I moved away), but nothing else after that. When the charm wore off, Davaeorn futilely tried to defend himself with his staff. By the way, the walkthrough identifies Davaeorn's bracers as AC 8 and AC 6. AC 6 is the correct one. * The reward for flooding the mine with the slaves still in it is 800 xp and Reputation -2. * Some stuff relating to Brevlik: Firstly, you can get infinite gold (very slowly) by requesting gold to listen to him, then refusing his quest. Secondly, you get the wand whether or not you ask for extra money. Thirdly, if you turn him down with one of the options that mention prison ("famous from a jail cell" or "land you in prison"), it turns out his purse has been stolen. If you then accept the quest and talk to him again without having the Telescope, he wants to sell you his Ring of Folly for 200 gold (more than it's worth), though you can just laugh at him instead (if you offer a mere 50 he'll leave). * Since Arkion's and Nemphre's jewellery are generic items, you can complete Nemphre's and Ordulinian's quests with any Bloodstone Amulet and/or Onyx Ring. Also, Ordulinian was supposed to give you a Cloak of Non-Detection, but he doesn't have one (bug). * Having Montaron in your party is enough for Niemain to leave instead of attack. * There are lots of misc. magical treasures to pick up in Baldur's Gate stores and houses, although sometimes even looking at the contents of non-locked containers is enough to call the guards (whenever this happens, I always kill the guards with Ctrl-Y rather than reload or suffer Reputation drops). The shop in the NE section south of the wall has several containers with a Mace +1, potions and arrows. In Arkion's house there's a Medium Shield +1 you can grab. There's a Long Bow +1 in Quinn's house. At Degrodel's place you can pick up a Splint Mail +1 (if anyone wanted one). There's a house in the NE BG section where you can pick up a free Cloak of Protection +1 from a towel rack. * When you return from Narlen's second mission, he checks only if you have a Rogue Stone. If you don't he'll complain about "wakin' Gantolandon" even if you did no such thing (and whether you do or not has no bearing on the outcome). * It doesn't seem that being a "full member" of the thieves' guild actually does anything, so if you want to kill Resar yourself (4000 xp, as much as the quest itself), do the skyship quest before Narlen's quests. * If you don't have TotSC installed, or if you go to the Counting House before getting the quest from Mendas, you get to fight Jacil and his blink dogs. If you get the quest first, he disappears when Ulf and the guards are spawned. By the way, you can fight Ulf downstairs and still talk peacefully to Captain Kieres. * Dabron appears if you killed Aldeth anywhere, including Baldur's Gate (but he still says it happened in Cloakwood). Incidentally, he has the only Heavy Crossbow of Accuracy in the game. * In the Central BG section there's a house northeast of the market that crashes the game if you have TotSC installed. This is because the game tries to load a nonexistent creature definition, so you can prevent the crash by supplying it - for instance, by making a copy of the xan6.cre file that should reside in the Override folder and renaming it girlba1.cre. Now you can enter the house and ignore the Xan copy that stands there whining. * Note that if you don't go through with Lothander's quest, you really will die from the poison in ten days! This is counting from the moment he talks to you in the central section - if he never gets to initiate dialogue, you retroactively were never poisoned. Interestingly, when the poison takes effect it kills off your entire current party, even any members who were never in Baldur's Gate. * Marek's potion of antidote is technically speaking not better than normal Antidote; in fact it's slightly worse since there's a short delay before it takes effect. * If you kill Petrine's cat you get 400 xp and -1 Reputation when you talk to Bheren, then another -1 Reputation if you talk to Petrine. * Bug: When talking to Glanmarie, being turned down because of weaponry has the same effect as being hired as a servant. All other dialogue paths (such as being turned down because of the wrong credentials) lead her to call in five Flaming Fist Enforcers. * If you have the Golden Pantaloons, talk to Mr Shade and take the conversation all the way to where you talk about having played along, he takes the pantaloons and leaves! * Coran does leave the party forever if you turn down Brielbara with him in your party. * There should probably be some mention of Shaella in the Blade and Stars, if only to clarify that her "quest" doesn't go anywhere. * If you have a low Reputation, Entillis Fulsom will attack you. * You get a bigger reward from Cordyr if you have Reputation lower than 8: a Flame Arrow scroll (instead of the Haste one), 1000 xp and Reputation +1. * The walkthrough makes several references (six in fact) to "The Splurging Surgeon", which sounds very interesting but is a typo nonetheless. * You can steal an extra Large Shield +1, +4 vs. Missiles from Varci when he accosts you. Similarly you can steal a Dagger +2 and some potions from Marek when he talks to you the first time; furthermore you can steal Ramazith's Amulet of Metaspell Influence and Ring of Protection +2 when you first meet him *and* on the ground floor of his tower and *still* get them at the top of the tower. (All from Duncan Clay's area guide.) * If you talk to Varci in Tremain's house, he'll give you his original dialogue, and if you tell him to lead on, he'll disappear. This is bad because you can't get your reward later. To remedy this, use CreateCreature("varci") then when he talks to you, tell him to scram. He'll remain in place and give you the reward after the quest is done. * You need WIS 8 to talk Ragefast into releasing Abela. Of course, you gain nothing from *not* fighting him. * The note by Jesse LaCroix on Ramazith is partially incorrect. You can talk to Abela right after you deliver her to Ramazith, get the reward, and Ramazith won't even notice. However, if you wait until after killing Ramazith, she does have an amusing comment but you get no reward for releasing her (and trying to keep her around only nets you -5 Reputation). The difference in xp from Ramazith is simply due to the fact that killing a monster with a blue circle gives a tenth of the usual experience. (Which is why, when force-attacking people like Arkion, Nemphre and Degrodel, you should always give them time to turn hostile before striking the killing blow.) * Just for clarity, you buy the Nymph's Cloak for 100 gp and the hair, not 600 gp. * When talking with Forthel August the bard, the tales of beasties and gold will earn you 200 gp. * You must choose the first option in dialogue with Sunin if you want to kill his cronies as well. * The info on rewards from Scar seems a little off/incomplete. When returning from the Seven Suns, you can tell him only that it was infiltrated and that you don't want to go back (4000 gp, 5000 xp) but then you don't get the sewer quest, or you can say it was infiltrated and you'll go back and kill the dopplegangers (2000 gp, 5000 xp), or that you killed the dopplegangers (2000 gp, 5000 xp). If you said you were going back to kill the dopplegangers there are again three possibilities: you say you can't do it (2000 gp), you kill them and Jhasso lives (2000 gp, 4000 xp, Reputation +2), or you kill them but Jhasso dies somehow (no reward). The best dialogue options therefore are 2, 2 then talk to Scar immediately again and go another 2. When returning from the sewer quest there are *again* three options: mentioning valuables and coughing up the ring (3000 gp, 3000 xp), mentioning valuables but no ring (1000 gp, 2000 xp), or not mentioning valuables (500 gp, 2500 xp). You also get a 300 gp advance for the sewer quest that isn't mentioned in the walkthrough. * There's a pretty bad bug with Scar: If you go up and speak to Duke Eltan before completing all of Scar's quests, Scar will disappear! To fix this you must enter the following console commands: SetGlobal("ShitNuts","GLOBAL",0), CreateCreature("scar"), and (after he talks to you, disappears and reappears in the Flaming Fist HQ) SetGlobal("ScarMission","GLOBAL",X) where X depends on where in the quest chain you were: 1 before reporting back about the Seven Suns, 2 if you were going back to the Seven Suns to kill dopplegangers, 3 when doing the sewer job, 4 after taking the sewer job but having talked to him without completing it (there's a ten-day timer, but it's not checked if you don't speak to him before you kill the ogre mage), 5 after turning down or completing the sewer job or telling him you couldn't handle the Seven Suns job, 6 if he went outside and offered to take you to Duke Eltan but you turned him down, and finally 8 if you never even accepted the Seven Suns job to begin with (which amounts to skipping the other jobs). If you had already visited the Seven Suns but not reported back, you may also need to enter SetGlobal("CheckedSevenSuns","GLOBAL",2) if you want to get the best reward. * There seems to be a bug that crops up in different places for different people: that of eternally resetting areas. For Duncan Clay it was a house in central BG, but that worked normally for me. In the walkthrough, it's Kirinhale's room. In my game it was the Helm and Cloak ground floor with Gorpel Hind (it's just one guy who's called that - not the adventuring party). After the messy battle, where Hind died causing the survivors of his party to take off, I went to sell some stuff. When I returned to pick up the rest, everything was spick and span and Gorpel Hind's party was boozing away in its entirety at the bar! Talking to Hind again didn't trigger yet another battle, though. * You can theoretically create any amount of Mauler doubles, but only as long as at least one of them hasn't been killed at all. An amusing detail is that once when I fought the Maulers, they didn't all turn red at the same time - and those who had started murdering those who were still blue! (They're scripted to attack neutrals such as Gorpel Hind and the waiters.) * It doesn't really matter if you kill Voltine or Gervasse in that quest (the girls will say the monster is gone and give you the scroll in either case), but killing Gervasse yields a better reward (plus he's evil if you use Detect Evil on him). * You need a thief in your party to get the quest from Pheirkas to steal Algernon's Cloak. Also Pheirkas doesn't really care if you kill Algernon. * When in Entar Silvershield's estate or in the Iron Throne tower your bluffing ability depends on reaction, so if most of your characters have CHA as a dump stat and you don't want any trouble, make sure you send your leader in first. * You don't have to describe Vail to Quenash; choose the last option and she will give you the cloak. (Well, yes, you *can* also just steal if from her.) You can ask her about the cloak as long as you either got Vail's scroll from him or had him tell you about her directly. * You get 2000 gp from Duke Eltan when you start chapter 6. * You don't actually need to give the book to the Keeper of the Portal to re-enter Candlekeep in chapter 6. However, a little strangely, even though it's supposed to be worth at least 10,000 gold it's worth only 1 gp in a shop, and you can't use it to go back in in chapter 7. * When you return to Candlekeep you can ask Hull for help and get an Antidote. Wooo! * When you return to Candlekeep, there isn't a Star Sapphire in the inn, but a Diamond, and you can pick it up whether or not you took the Star Sapphire. (All the Candlekeep maps are different from the prologue.) * If you go to the sixth floor of Candlekeep without talking to Koveras or Reiltar, the Gatewarden won't arrest you. You can then explore and take some stuff (let Tethtoril walk down a bit to talk to you to facilitate emptying his chests at the top). * Bug: There's a script for Tethtoril killing off anyone who attacks him (because of him being watched over by three gods and all that), but it isn't used. It will take some time to wear down his 981 hit points - you will only hit him with criticals, since he has an AC of -20 - but he *can* be killed, and he doesn't cast any spells at you like you'd think a level 18 cleric might. He still shows up later to let you out of jail. Ulraunt is just as hard to kill, and will unlike Tethtoril alert the Watchers and cast some spells. * Bug: In chapter 7 a character named Hersch is supposed to spawn in BG East and talk about recent happenings, but the script tries to create "Bersch" instead. Also, on the Wyrm's Crossing map there's a smuggler who offers to take you into the city; pay him 100 gold and you can follow him across the bridge. Only thing is, the Flaming Fist guard he's supposed to keep from arresting you isn't there, and you don't have to pass this map to enter the city anyway. * When talking to Angelo, he kills the second character in the group if you mention Duke Eltan. Also if you have Shar-Teel in your party he supposedly remains in the Flaming Fist HQ so you can kill him for a whooping 10,000 xp. Doing so will not stop him from appearing in the Temple of Bhaal later. * The bit on Tamoko says not to mention killing the Iron Throne leaders. There is no such option, so the warning is unnecessary. (There is such an option when talking to Delthyr nearby, but although he's concerned he ultimately doesn't care either.) It doesn't really matter what you say to her at any point, including whether you promise to spare Sarevok, as long as you meet her in each location. If you only want the Full Plate Mail +1 and other stuff, you can kill her the first time you see her. * There is a little more to Husam the thief than the note you have on him. If you ever talked to him before, then in chapter 7 he'll appear in BG East and ask you to meet him outside the Blushing Mermaid. Once there, he shows up with lots of Shadow Thieves. Turns out he's only pretending to be a drunk, and wants your help to kill Krystin and Slythe. You can either fight the bunch, or let them lead you to the shrine of Ilmater nearby; enter and talk to the newly spawned priest about "unholy flesh" and Sune to be transported to the Undercellar. Meanwhile the thieves "run interference", which means they do nothing. There will also be one Harper and one Zhentarim agent in town; Delthyr will show up in BG East and give you some pointers on Duke Eltan's situation (though due to a bug he'll only answer one question), while Kolvar outside the Iron Throne building will only talk to you if you have Xzar and/or Montaron in your party. * If you tell Belt "We've seen enough killing" or Liia Jannath "No way lady" when they urge you to go after Sarevok, they'll divine Sarevok's location but not teleport you away. You can then loot the palace if you want. There's a stairway down to a basement where there's about 10,000 gp and a Large Shield +1 to be had. You even get to watch a movie when you enter the basement. When accosted by the guards, you can tell two of them that you're inspectors and they won't turn hostile. The third will turn hostile whatever you say, try to charm him or ignore him and don't kill him. (A minor bug: there's supposed to be a slave in the basement, but he uses a slave script from the Cloakwood Mine. If you freed the slaves there he'll disappear; if not, he'll complain about the "hot forge".) There's also some loot on the top two floors. * With one exception, all the traps in the Thief Warrens are found either close to the green symbols or in dead ends marked by red symbols. The exception is located in a western corner just above a red symbol. * A few things to think about in the final battle: There are traps in the centre you can't disarm, two traps along the left side you can disarm, several traps on Sarevok's podium, and battle horrors spawning along the right side (plus one in the upper left corner) if you go there. If you go forward with a thief in stealth mode, Sarevok will talk to you and send forth Semaj, but stay put himself. You can then beat Semaj in front of the symbol, draw out Angelo and Tazok in turn, and finally kick Sarevok's lonesome ass. If you find you can't save, go up again with your thief to allow Semaj's teleportation effect to disappear (for some reason it persists when hidden by the fog of war). * These are the items that do not to my knowledge appear anywhere in the game (TotSC 1.3.5512), disregarding "broken" or monster only items: a few "plain" items: Necklace, Bracers and Ring; Club +1, +3 vs. unnatural creatures; one of the Waterdeep books ("Age III") and two of the Dusty Books; Hentold's Dagger; helmets of Charm Protection and Opposite Alignment; Studded Leather Armor +2: Missle Attraction (sic); three Broken items: Shield, Armor and Miscellaneous; The Dream Potion (cures poison), Female Body, Wardstone Forgery (there are two, one is used), Doppelganger Wardstone; mage scrolls of Animate Dead, Cone of Cold, Polymorph Other*, Shadow Door and Wraith Form*; priest scrolls of Cure Critical Wounds, Cure Serious Wounds*, Flame Strike, Free Action*, Neutralize Poison* and Raise Dead; Spear +3: Backbiter, Scimitar +1*, Heavy Crossbow +1. Items marked by an asterisk were seemingly excluded due to issues with the random treasure tables. Note that the Bolt of Polymorphing and a Letter with a pointless riddle are available, but only as very rare random treasures. Sakul (in Prat's party) has a Wraith Form scroll in his creature definition but he doesn't drop it when killed. The Heavy Crossbow +1 (as well as the Bolt of Polymorphing) appears in unused shop definitions. Here is some stuff about the list of deities: * Bhaal misspelled ("Bhall"). * Ajantis misspelled in the Helm entry ("Ajantix"). * Moradin missing. He's the dwarven god of "Creation, Smithing, Craftsmanship, War". One recurring dwarven sound clip goes "By Moradin's hammer!" * Ilmater is spelled correctly. He is also the god of Bentan in the Firewine Bridge area and has a shrine in Baldur's Gate. * Selūne misspelled (if only slightly). She's mentioned in the Sisters of Light and Darkness book. She is among other things goddess of good lycanthropes and enemy of evil ones, which may explain why Dradeel turned to her. * Chauntea is the goddess of "Agriculture, Plants Cultivated by Humans, Farmers, Gardeners, Summer". Mentioned in the Sisters of Light and Darkness and the Unicorn Run books. She is also the Great Mother referred to by Brun (and by Faldorn, though I'm inclined to think that's a mistake). * Silvanus is the "proper" name of the Oak Father. * Lloth is more universally known as Lolth, which is actually the name used throughout BG and BG2. ("Lloth" was originally a spelling error made in certain novels, which was integrated with canon but has since been discarded.) * Beshaba (not Besheba) is the goddess of bad luck and is mentioned in the Fateful Coin book as well as in the Cloakwood Mines chapel. The Fateful Coin story also mentions Tyche, the previous goddess of luck. * Mystryl is a former magic deity mentioned in the Sisters of Light and Darkness book. * Azuth is another magic deity mentioned in the Chosen of Mystra book and the Sisters of Light and Darkness book. * Talos *is* a god of storms. He's also Umberlee's superior/rival and is mentioned by Tenya and Sonner. * Yondalla is the chief halfling deity. She is referred to by the halfling priest in Gullykin as the Provider and by other halflings as Dallillia. * Brandobaris is the halfling god of "Stealth, Thievery, Adventuring", mentioned in Gullykin. * Leira missing. She's the goddess of illusion, worshipped by Shaella. * Mask missing. He's the god of thieves, mentioned by Shaella. ---------------------------------------------------------------------- Tales of the Sword Coast ---------------------------------------------------------------------- * You can steal some stuff in Ulgoth's Beard: a Leather Armor +1 from Delsvirftanyon; a Ring of Free Action and a scroll from Dushai; and several high-level spells from Shandalar (it's worth using up a Potion of Perception or Master Thievery if you haven't maxed out Pick pockets). There's also a Bastard Sword +1, +3 vs Shapeshifters in one of the houses, but you might get into trouble with the law if you take it. * Jorin on Werewolves Island doesn't do anything special. * When you encounter the sirine queen you can take the body from her peacefully, in which case you get 2000 xp and can then take her out easily for 6000 xp more. Provoking a battle is worth more xp in all, though. * If you attack Dradeel before he regains his spellbook, he will repeatedly unleash a spell effect called "Selune's Curse" similar to a powerful fireball. When you kill him he drops a Robe of the Neutral Archmage and *two* Wolfsbane Charms. * I was able to take the Holy Cloak from Dradeel's hut before he disappeared. Probably he just happened to block the container in your game. Walking forward after entering the house should ensure he doesn't come near the chest. * You get 1400 xp for returning Farthing's Dolly and 900 xp for returning Evan's Body. * The outcome of your dialogue with Kaishas when you become infected with lycanthropy is always the same. * The summary of Dradeel's plot exposition after you expose the werewolves is a bit off. Firstly, this is not a conflict between werewolves and true wolfweres - whatever the game calls them, the two groups are actually of the same origin. Secondly, "dark ones" refers to those you already killed in the wreck. * Most +2 weapons can actually damage the loup garou - Spider's Bane was the only one I had that couldn't. * Selaad isn't kidding about the lycanthropy thing! A two-day timer starts when Kaishas informs you of the infection. (It's a good thing the long sea voyage doesn't take any time as far as the game engine is concerned.) If you haven't killed Selaad by the time it runs out, disaster strikes. Unlike Marek's poison it's not a game-stopper, though, as it doesn't affect your main character. Any other party members - even if they were never on the island - will turn into greater wolfweres, dropping their gear and attacking the main character. As an additional oddity, this is checked continually for as long as Selaad remains alive, meaning that any replacement PCs you recruit will instantly turn into wolfweres as well! Some infection! * The item list includes most of the quest items from Durlag's Tower yet lacks most of those from Werewolves Island. Also missing are the Chainmail +3, Bala's Ax (misnamed twice as "Kala's" in the walkthrough), Kiel's Morningstar, Cursed Scrolls of Petrification and Ailment, scrolls of Vocalize and Protection From Evil (mage), and a bunch of letters. * There is no use in the game for the wardstones from Ulgoth's Beard (Galken's and Delsvirftanyon's). By the way, the wardstone Ike has is identical to the "real" one you buy from Delsvirftanyon. * A couple of minor oddities: Even if you trigger the fire trap on the ground floor of Durlag's Tower ahead of time so that the other tourist lives, Ike will still say he was killed. And if you approach Kirinhale only with a female character, she'll address her as a male if your main character is male. * Riggilo's stuff are +1 items. * Kirinhale is actually a succubus, not a nymph. (Which is why she's imprisoned.) * On level 2 of Durlag's Tower underground, there's a container at x 1482 y 1223 that's rather easy to miss. (The barrel at x 1690 y 1070 is a little sneaky as well.) * Durlag's Goblet heals 100 hit points, not 5 as the description says, which makes it a little more useful. It's still not advisable to drink it unless you absolutely must, since the morale failure can't be reversed with spells. * If you disarm the trap in the false staircase there is no penalty for trying to go down it. * One set of coordinates given for a floor treasure on level 4 of Durlag's Tower underground actually refers to the fountain in the hedge maze. There are only three floor treasures in the fireball room. Apparently there was supposed to be a fourth, but there's an error in the area definition. * Ashirukurus aren't "invisible sirines" - I don't know exactly what they are, but what little I've found suggests they are some kind of nature spirit. In the game they use human rogue sprites and tactics. * In the phoenix guard room, one of the two is an archer and fires an arrow which does not only explode in a fireball, but also spawns new phoenix guards. This is what the face outside refers to as the one that "must be killed before her bow is drawn". A funny thing happened in my game after I fled from the room having killed the archer but with quite a lot of ordinary PGs running around. When I re-entered, they had all been confined to one of the two "islands", so I could easily pick them off from a distance. Apparently this is something phoenix guards always do: I had a couple run off in Nashkel and much later found them at the top left corner of the map. * Kaldran the Bear is no ordinary polar bear; he repeatedly fires paralyzing cold and should be picked off first of all. * The air aspect room shouldn't be done last either if you're fanatical about looting stuff; you're teleported away as soon as the air aspect dies, even if the invisible stalkers and/or their gold are still around. * The chess game rules are nothing to scoff at since lightning hurts. I tried to move around as little as possible and found the following helped: Emotion to make parts of the opposition lie down (to prevent the pawn rush when they first spot you with risk of queenings), then multiple fireballs from potions and a wand aimed at a single point, first to one side then to the other, and finally ranged weapons to mop up. The rooks are deadly if you let them stand sniping at you. The king is harmless, so let him be until you've killed off everyone else (when he dies, all the others die too). If you must move and are not sure which squares are safe for a particular character, try moving on the line between squares (the traps don't cover the entire squares, to allow the "bishops" diagonal movement). * On level 5, the Bone Wardstone is in the smithy with the helmed horrors. * In the demonknight fight, only the demonknight's mirror counterpart will attack the demonknight; the rest of them will go for you. Still, one benefit of cracking the mirror is that you get an additional Large Shield +1. It's a toss-up which of the demons wins, so just reload until the demonknight clone dies and the real one lives, weakened. Send in a fighter with the Boots of Speed to crack the mirror and run back, then try to finish off all the other mirror fiends before letting the demonknight spot you again. * When fighting Aec'Letec I found that Free Action was an invaluable spell; Haste, Remove Fear and Vocalize all help a lot. The demon will still kill anyone who fails a save against his "death gaze" permanently so this battle is down to luck more than most. Neither Protection From Evil nor Protection from Magic helps against the gaze, and if there's anything else that does I don't know what it is. * You only get a reward from Hurgan if you ask for compensation right at the start of his quest. If your Reputation is low he offers you 2000 gp instead of the hammer. ---------------------------------------------------------------------- Baldur's Gate II & Throne of Bhaal ---------------------------------------------------------------------- First the old buglist, minus things that were addressed in the Baldurdash fixpack and some inessentials: * After solving the Umar Hills quest, Delon refuses to acknowledge this but instead puts a new quest entry in your journal if you talk to him. * After releasing Viconia from the stake where she was to be burned, I went up and talked to the fanatic before I talked to her. As a result Viconia's "fiery death" was triggered although she had been released. (On my next attempt she initiated dialogue upon release.) * After talking to Gaelan Bayle, if you ask Brus to take you to an inn before taking you to the council chambers, if I recall correctly he says he'll be waiting outside for a while, but he doesn't (even if you enter and exit immediately). * Dermin referred to my female main character as "him" in the second and third encounter with him. * After you free the slaves at the Coronet, there's a sleeping dwarf who turns hostile for no apparent reason. The problem is that if any character with a ranged weapon walks by, he'll stop to shoot the dwarf, which will lead to a reputation drop. * I had a dialogue cutoff problem in the city gate area, arriving at night and finding two encounters waiting, namely a thug trying to get protection money from a shopkeeper, and 3 vampires running around. I had to step carefully in order to trigger one but not the other. * The mimic in the Umar cave is subject to its own mimic glue, so the only effect of the glue is that everyone including the mimic has to stand and do nothing for a little while. * The game will unpause if you access a Gem Bag or Scroll Case. (This was fixed in ToB, but not in the BG2 patch.) * The Trademeet militia captain is referred to as "him" by the mayor although she's a woman. (Reportedly fixed in the Baldurdash Text Updates.) * The nymph summoned with the Call Woodland Beings spell occasionally uses a male spellcasting voice. * When you enter the first basement level in the tanner shop, there's a trap at the foot of the stairs. If you try to disarm it from where your characters enter the area, the thief will walk right over the trap in order to do this. (This didn't happen in my second game, so maybe I was just unlucky the first time.) * A spellcaster who is killed and resurrected should probably lose any memorized spells under the AD&D rules, where you lose them simply by being knocked unconscious. * If you end the tutorial section in a polymorphed state, you'll still be polymorphed when the Irenicus prison sequence starts. It looks pretty funny, actually. I've heard this can happen with many dream sequences as well. * If you're polymorphed into a troll, monsters don't need fire or acid damage to kill you. (Confirmed as a deliberate balance issue, but still an oddity.) * Talking to one of the Solamnic knights in the planar sphere creates a new golem journal entry even if you've already activated the golem. * There's a sir Donalus representing Helm in the Order of the Radiant Heart, but also a sir Donalus running the "shop" in the temple of Helm. * After the planar sphere quest is complete, Valygar says he'll be in his house in the docks, though it seems he never goes there but is transported to the cabin instead. * Disbanding party members in hard-to-reach places (like the Underdark or the planar sphere adrift in the planes) can produce funny effects, when they walk off saying they'll meet you in the Copper Coronet or some other place, presumably taking some cosmic shortcut to get there. * Disbanding Jaheira at any stage in the game caused her to say something about having promised to go to the Harper Hold, although that whole quest was thoroughly finished. This was a bit annoying because it meant you never got the option to leave her standing somewhere specific. (This was after I was all done with the Harper subplot, and I was not in a romance with her.) * In the Shadow Thief basement there's a traitorous thief scheming against Aran, and then being attacked by another, who tells the party to join in the fight. However, if you do attack the traitor, this will turn all Shadow Thieves hostile. * If you kill a wizard with a Mislead spell active, the illusionary wizard will fight on. Sometimes you get additional xp for killing it. * In the Brynnlaw weapon shop there's a weapons rack where the blue container polygon doesn't fit with the shape of the actual rack graphics. * After casting Farsight, all buttons on the map screen will grey out. Even if you leave the map screen by double clicking the map, this condition will persist until you right-click on the map to place a marker (and then press cancel). * When the screen was "shaking" (e.g. when releasing a captive soul on the main Underdark map), the viewscreen would often zoom away to a corner of the map. It might have been a lag effect mainly, but it seemed to happen even when the mouse pointer was nowhere near the edge of the screen. * In acts 1-3, it seemed that all journal quest entries remained until you'd actually closed the whole quest. In acts 4-5, quest entries would often seem to replace each other or disappear haphazardly. For instance, there is a gap between killing the Master Brain and meeting with the Githyanki outside when there's no log entry for the Mind Flayer city quest, neither in the quest log nor in the done quest log. * Vithal's voice is barely audible. Is that an audio glitch or did he just lose his voice being imprisoned? Reportedly the Sahuagin Prince also suffers from this. * Meeting with Solaufein for the first time, his first two lines are both accompanied by the same audio sample. * After Tethlyn killed Meridin in the drow inn, it was impossible to initiate dialogue with her; however, it worked after saving the game and reloading. * During the game I encountered a few scrolls which had the wrong spell symbol on them, notably a Remove Magic scroll with the Dispel Magic image, and a Summon Lesser Fire Elemental scroll with the image of the equivalent Earth spell. (The Remove/Dispel one has been fixed in the Fixpack.) * While buying slaves in the drow city, if you initiate dialogue with the slave trader immediately after buying a slave, the slave you just bought won't be teleported out of its cage. * When you bring back the Rhynn Lanthorn and Elhan uses it to open a door, you get 74500 quest xp twice. Now some typos, mostly limited to those that might mess up word searches: * Graveyard: "If you come here at night, you will find several thieves attempting to break into one of the crypts. Since that is YOUR job, kindly tell them to stop it. They attack you. They aren't too tough to dispatch. (non-violent solution? Stein)" It appears something was supposed to be inserted here, then forgotten about. * Docks: "Once you have delivered Rylcok". Should be "Renfeld" instead of Rylock. Also you have written "Renfield" twice which should also be "Renfeld". * Bridge: "Ajatha the Drinker (Long Sword +2, immune to charm)". Should be "Adjatha". * Bridge: "you also are given a gift, the Aslaer's Harp." Should be "Azlaer's". * Watcher's Keep: "blow poison from the Slime Room into the Air room to kill weaken the creatures there." Should probably be either "kill" or "weaken" or "kill or weaken". * Watcher's Keep: "Talk to Orden to get 20,000 quest experience." Should be "Odren". This typo also appears twice above this one. * Abazigal: "Go left, then up to find Lycanth the Mad." Should be "Iycanth". Next, for additions, general comments, strange occurrences, and stuff (some of which is uncertain and/or would be easy to check in Infinity Explorer, which I'll do when the opportunity arises): * The spoiler note for Imoen at the beginning of the game should probably read "scribe" instead of "memorize". * Info from board: when importing a character from BG, your hit points are rerolled. If the Normal difficulty level max HD effect kicks in here, you might actually get a big HP boost if you didn't max your HP in BG. * Your starting Bhaalspawn special abilities are determined either by alignment, if you start a new character, or those you had in BG, if you import a character. In BG the powers depended on reputation and not alignment, which is what causes any apparent discrepancies. * From Sander: At several points in Dan Simpson's walkthrough it is noted that you can get experience multiple times by talking to a quest-completing person over and over until he disappears. However, this can be done with *any* quest-completer that will either disappear or turn hostile afterwards (e.g. Gaal in the Unseeing Eye quest). * From Sander: On a related note, Dan Simpson notes that you cannot talk to Gaal after you have the first part of the rod but before going down into the beholder lair or your plan is doomed. This is not true. However, you must have spoken to Tad to open up the transition down. If you talk to Gaal after you speak to Tad, he'll tell you that he'll take the rod down to the Unseeing Eye, and that he'll have to get rid of you. You get 75,000 xp for this and the Unseeing Eye guards/cultists all turn hostile (I didn't check whether or not Tad turned hostile, though). Afterwards, you can go down and finish the quest normally. * Why stash any equipment in your stronghold, as you recommend? It just means you'll have to walk longer if you should suddenly need anything. I used the empty stalls outside the Copper Coronet, which I figured were readily accessible. It's not like passers-by will stop to grab your gear. * I found a way to work around the Keldorn-Viconia conflict. I had saved just before Keldorn decided it was time to fight, so immediately after he had said his bit, but before Viconia turned blue, I removed her from my party and told her to take off to the Graveyard. She disappeared, and I could then re-recruit Keldorn, go to the Graveyard and pick up Viconia and from that point on they were OK with each other. * Keldorn and Edwin can also fight each other after a dialogue, but apparently there's a much smaller chance of this happening than the Keldorn/Viconia conflict. Mazzy and Valygar on the other hand get on very well which could even lead to an annoying bug (which is of coursed fixed by the Baldurdash Fixpack). * General vampire info: sometimes they will escape by turning into bats or smoke when things aren't going too well for them (according to info from the Baldurdash Fixpack readme, it happens when they end up between 1 or 9 hit points). Annoying too, because you miss out on the xp - I'm not talking about the mist effect when they die and you already got the kill xp. I had to reload several times to get those 8k xp from the first vampire in Irenicus' place. Usually you don't actually see them turning into anything, they just disappear in a swirl of smoke as if going invisible; only they're not, they're gone. (You can see this effect when you enter the forest area with the graves; there's a vampire nearby who disappears right away.) At one time when I was fighting the Twisted Rune though, the vampire Shyressa actually turned into a bat with a cyan ring and started flitting around the room. I didn't have much time to ponder this at the time as my party was probably busy dying like flies. * Your mage stronghold section says you need all three apprentices in order to make the Staff of Power, but for me it worked with two (they completed the darn thing, too). * When I did the "Cernd's baby" quest, the lich didn't join Deril in battle. It probably depends on which conversation path you choose. After he handed over the child he made some typical Powerful Evil Guy Routine about letting my party live for the time being. Cool dude. * Bernard gets a lot of new items in his shop after Lehtinan is killed, e.g. the Blade of Roses and several new mage scrolls. (This is now implied in the "kill Lehtinan right off" note, but at the "proper" end of the quest it still just mentions a discount.) * In the Unseeing Eye quest when you find a giant face with treasure in its nose, examining the face with the question mark cursor will cause several kinds of spiders and a Wandering Horror (monsters may depend on your level) to spawn. This can be repeated, perhaps endlessly. * It says that the "Terminsel" stage of the Harpers quest occurs "A long, long time" after the previous one, but for me it wasn't that long (9 days of game time) - at any rate, more like "long" than "long, long". It seems to be determined not only by real time, but by real time spent with Jaheira in the party (i.e. the timer resets when you recruit her), so that if she's not one of your regular NPCs then you can pretty much forget about the Harper Pin. I can't be sure it works that way, though. * William Reirrac is referred to as "Reirric" several times, in the journal as well. * Oddity: As a part of the mage stronghold quest, you use a devilish rune of imprisonment to remove the noble Ketlar Argrim from existence. But he's still standing around in the government building, same as ever; only this one is called Ketlaar with two A's. Theoretically you could even kill him before the stronghold quest. * "Waylane near the Sphere tries to sell you the sphere. (it's even more amusing when he tries to sell it to Yoshimo or Viconia)" Viconia isn't actually one of the NPCs with special dialogue here. The complete list is Minsc, Jaheira, Jan, Valygar, Yoshimo and Nalia. The landlord is pretty funny if he only appears when you're playing a mage and have completed the stronghold quest (so that *you* actually own the sphere). The guy who tries to sell the sphere to you apparently disappears once you own the sphere, and I never saw the landlord prior to that. * Oddity: How come enemy thieves get to hide in shadows and backstab repeatedly during combat, when your own thieves have to leave enemy LOS in order to hide? :P * The bit in the Bugs section that reads "There is only ONE container of each type" is very misleading because it is only true if you spawn multiple instances of the same item (e.g. by using the cheat console), whereas the game uses several different items for each container type. There has been at least one bug where a container (a Gem Bag) was duplicated, but it's nowhere near generally true. * In the Strange Things section there's a note on Edwin's Nether Scroll quest and the elf in the Copper Coronet. What it doesn't say is that if you select Edwin and talk to the elf (whose name isn't Silvanus, by the way), you do get the very amusing dialogue but it ends with Edwin killing the elf and everyone around you turning hostile, which is not good. An instruction to save first is in order. * I found that I could go to Trademeet even though I hadn't been to the City Gates district yet. I don't know if this is always true. * In the planar sphere there are floor traps in the hot and cold rooms, three in each. * You can take the Corthala Tax Notice to a named clerk in the Government building and for 100 gp he'll put Umar Hills on your world map. I don't know if merely reading the note or talking to Valygar's servant does this (of course, you could simply talk to Delon instead). * A funny bug: after I completed a quest someone put an item in my full inventory so that I had to drop an item to make room. That item happened to be my undroppable familiar. I put it back again rather quickly so I'm afraid I don't know what it would have looked like on the floor. * When you complete the De'Arnise keep quest Nalia will give you 650 gp, not 10,650 (at least if you're not a warrior). I also suspect that if you refuse to let her join/stay in your party at this time, she'll disappear from the game (if you let her join but immediately drop her again, she goes to the Coronet). From Sander: This is not true, she will stay at the keep. However, she says that she'll be in her room while she'll just stand around in the main area instead. Note that I never had her in my party, and got to own the De'Arnise keep. * Qadeel and his unruly ogre workers: In the Bridge district, go down to the quayside using the stairs by the entrance to the Five Flagons and turn north. You'll encounter two ogre dockworkers attacking their employer, who they feel isn't treating them well. If you kill the ogres you gain 6,500 xp and 200 gold; if you stand by, the ogres will kill Qadeel and take off, and you're left to loot the 200 gold. * When you are in Mekrath's lair, you can actually take the stairs up (you will notice there are two thinly separated areas to click). This takes you inside the city wall in the Docks district, and while there is nothing special to do there, it's possible to click on the district exit and thus leave Mekrath's lair faster than going back through the sewers to the Temple district. * In the Bridge district, in the house beside the "Valeria & goons" house (it's one of those three or so houses in the game except for weapon shops where you'll be attacked by guards for looting), there's an Ankheg Shell to be found. In case you don't want to go to Windspear Hills to get that slightly pointless Ankheg Armor. * It's perhaps worth noting that even if you don't finish Anomen's knighthood quest in the "evil" manner, Saerk's residence can still be looted. Enter by the roof entrance, kill the guards and get minor treasure from all over the place. Beware that there are two "civilians" on the ground floor who will turn red and lower your reputation if you kill them, so turning off party AI may be prudent here. * Festule the Alchemist's Potion can be found somewhere in the game (either Irenicus' dungeon or some house in Athkatla). However, unless you buy another one from Festule you won't get the dialogue option to give it to Bunkin. * When I cast the Limited Wish spell and asked for treasure I didn't get any gold (WIS 21). * In your pickpocketing bit you mention Lord Feveran can be pickpocketed for a spell scroll; however, this is just a random treasure and is more likely to be a gem or some cash. Possibly the same is true for Delcia de'Arnise. * I have read that "Terminsel" can be pickpocket for a Ring of Protection +2 one or more times each time he appears, but I haven't verified it. * One way of dealing with Belmin Gergas the elf hater with Viconia in your party is to turn off party AI then talk to him. Once he turns red the city guard will walk up to him and whack him. Problem solved. * In the Ruined Temple area (Shade Lord quest), there's a trapped container in the eye of the "talking head" on the dungeon level, containing a Diamond. If you are in that room you can't click on the container because this would only bring up the dialogue pointer. The solution is to move everyone away and have your thief target the eye from where the talking head isn't visible. * When returning to Mayor Lloyd after killing the Shade Lord, if you ask him for money you get 100 gp and 28,000 xp, if you don't ask for money you get 25,000 xp. There is no other difference. It's remarkable and refreshing since in CRPGs you often get better xp rewards - and even better material rewards - if you decline or don't ask for a reward. * In Trademeet, outside the north gate, there's a Shadow Thief who will inform you of the location of Ihtafeer. * Mazzy's family quest can be triggered by resting repeatedly (i.e. game time and not real time as the walkthrough says). * When I had Jaheira fight Faldorn in the druid HQ, she never turned into a panther before dying. She left a very human corpse anyway. (I found that the battle was a lot easier if the first thing I did was cast Insect Plague, then summon a nymph and a fire elemental.) * Might be worth noting that attacking Faldorn without doing the druid challenge thing makes it impossible to kill her (she'll go down to Near Death and never die). Also I wonder about that panther thing. I've never seen it, my brother has never seen it, Sander has never seen it, and judging by that note from Duncan Clay in the walkthrough he's never seen it either. Perhaps it's not triggered by beating her down to a certain HP level, but happens at a certain point in her scripted combat routine. * When returning to Logan in Trademeet after killing Faldorn AND lifting the genie embargo, you get only 2,000 gp, while the walkthrough seems to say you get 2,000 gp for each if done separately. Is this correct, or are those the same 2,000 gp? * Slightly inconsequential script type note: I set a lot of traps in front of Ihtafeer the rakshasa before talking to her (then saved), and when she turned hostile she died immediately before she could bring in the other two. So I didn't get to kill them or loot their corpses. Boo hoo. From Sander: You can just force-attack Ihtafeer/the potion seller if you don't yet know she's a rakshasa. Nets you the 15,000 XP and the loot, but she doesn't get to bring in the other rakshasas either. * Re: Gypsy fortune teller: "Also you can have other party members talk to her and she will tell their fortunes as well." I couldn't do this, she refused to tell their fortunes as well. This was perhaps because I talked to her with my main character first. * Probably pointless dialogue: If you talk to the eldest Rom son later in the game, it turns out he's thinking of going to see the city and asks you how things are over there. If you tell him it's great or so-so he leaves to go there. Nothing much seems to happen afterwards, although it would be neat if you could actually find him somewhere in Athkatla. * Probably pointless dialogue II: In the Docks district, there's a crazy gnome called Crazy Celvan who stands around giggling. If you talk to him late in the game (not sure what triggers this, possibly having killed Bodhi), he has a cryptic limerick for each of your party members, making all of them wonder how he can know so much about them. You can threaten him for information, but that only makes him run away and stay gone. * The "prevent more thieves from leaving the guild" quest in act 3: when you talk to the two defectors there are several dialogue paths which produce the desired results (them revealing the name of their contact and attacking). Also, the contact attacked me although I used the correct name. The journal entry still said I'd got him to reveal the location of the rival guild, and I could go back and tell Aran about it. * Your "fake talk" strategy seems to have its flaws when used for stealing. I used it on Aran Linvail a lot of times to see if I could get something from him (which I couldn't - apparently it's difficult to steal from a hi-level thief). Failed numerous times, but thanks to the fake talk, no one in the room or in the corridor outside turned hostile. BUT when I walked off to leave the area, everyone in the room with tables and stuff were hostile, and after that my main mage was instantly killed (same thing that happens if you attack Linvail). * If you go to the asylum map north of Brynnlaw and use Perth's Wardstone to open the door, then anyone trying to return across the bridge to Brynnlaw will be instantly petrified. (What if you left someone on the other side?) * If you're going to swap Yoshimo for Imoen in Spellhold, one obvious strategy is to relieve him of any equipment before entering the asylum. You can then give it to Imoen, and Yoshimo will be completely harmless when he returns to fight later. I can't imagine how useless he'll be if you combine this with the dual class trick. * There's a band of Yuan-Ti (or nearest equivalent) near the Corridor of Instant Death in the first Bodhi maze area. * "Remember those gems that we gathered that I told you not to put in your gem bag?" This refers to unnecessary instructions that were already removed. * "The next time you rest after this, you turn in the Slayer again, and chase someone in your party around (possibly the person you are in a romance with)." I didn't get this at all, which may have been because I had no romance. I did get the Slayer dream though, and assumed you always get that (while your current wording could lead one to believe that the Slayer dream might not happen at all if you don't get it at once). * You get healed before fighting the Ettin in the Sahuagin city. * If you side with the Sahuagin Prince, the priestess/shopkeeper will turn hostile after you kill the King (which is a bit odd since she was the one who asked you to bring back the Prince). * When entering the Underdark (from the portal or from the underwater city), everyone in the party gets 20,000 xp. The three mind flayers north of the Underdark starting position were never there in my last game; instead a single Kuo-toa came to attack. * The Dagglefodd quest in the Underdark can be messed up if you acquire or lose the drow disguise in between freeing the son and talking to the father (i.e. you don't get any reward because you don't match the son's description). If you freed the son while normal you should be able to get the reward after you lose the disguise, but if you free him while disguised and then become normal you could be in trouble (I didn't check this). * If you sympathize with Solaufein after rescuing Phaere, he'll react well; I assume that would correspond to "he likes you more". (Of course, it only matters whether it affects some variable.) * It says in Gabriel's trick that if you kick Jaheira out of the party after you get the Harper Pin, she'll disappear for good. It wasn't so for me, though this may have been only because of a bug I had (mentioned above). Or else it only happens if you're in a romance with her. * When you kick out party members in hard-to-reach places (like the planar sphere when it's in the Abyss, or when you're captives in the Mind Flayer city), some of them will still walk off to the Copper Coronet or whatever. At least you get the normal reform party dialogues and I always assumed they end up where they normally wait for you. What options you get depends on the character and the place; sometimes you'll only get the "return home" option, sometimes only the "stay here" option, sometimes both. * There's another easy way to win the mage duels in the drow tavern. Cast animate dead (Imoen or a mage main character should both get Skeleton Warriors by this time) and/or monster summoning spells in the duel pit and have them attack the opposing mage. When you win the duel, these monsters remain in the pit when you're teleported out. Talk to Sondal immediately for the next duel and swarm your opponent with the previously summoned creatures while you remove their defences. * Your walkthrough is missing the "lust chambers" in the Ust Natha tavern, although admittedly nothing special goes on there. Basically there are three things: you can watch the sad remains of house DeVir (Viconia has no reaction to this, oddly enough); you can pay 100 gp to explode a slave (lowers your reputation by 1 each time, fun); and if you have any female in your party you can rest and be healed by a masseur (free of charge, it seems). Also there's a female standing about looking for company, but no male in my party seemed to suit her tastes. * You write that the Demon Lord involved in the drow ritual leaves if the party remains silent. However, I spoke to him, he spoke back and left and everyone in the party got 25,000 quest xp. I assumed that you would get this in any case, but it's not noted in the walkthrough. * I loaded an old save and did some general drow slaying in Ust Natha. In my opinion you meet with surprisingly little resistance, considering that drow are supposed to be warlike and fearsome and you've been told several times that a direct assault on the drow city is likely to result in horrible death. I also found a couple of things which might be of interest. If you start killing people in the drow tavern when Solaufein and Phaere are about, Solaufein remains cyan and attacks Phaere. But once she's dead, he turns on the party. Apparently he's so disgruntled he'll take any old brawl as an excuse to turn on his mistress. Also, after you trigger the alarm, you don't need the key from Phaere to get into the egg chamber. Although this makes sense from a "need to be able to get on with the storyline" perspective, it doesn't make much sense that the egg chamber would only be locked when the drow didn't have any special reason to believe anyone was coming there to get the eggs. * Some additional info on the special doors in the mind flayer lair (that you need a charmed mind flayer or the Slayer to open): First of all, it doesn't matter which one you open in the first room, since both will open automatically. Secondly, whenever you use a charmed mind flayer to open a door, it immediately turns hostile again. Thirdly, the walkthrough says you need a mind flayer to open the doors from the room south of the Brine Potion room, but this isn't correct. There's only one "super door" apart from the first room, and that's the one going to the corridor leading to the big brain room. * In the illithid lair you write that the Staff of Command "casts Domination once". This is perhaps a misunderstanding of the description - "one charge" just means that each use drains one charge. It had 21 charges for me. * When you kill the illithid big brain you get 10k "kill xp" and 40k "quest xp" (for everyone in the party). * When you meet the Githyanki outside the Mind Flayer city, they'll attack you whether you give them the sword or not. * The obvious thing when passing the flame strike spot in the Exit from Underdark area is to send forth only one character, since the "trap" only triggers once. * Leaving the Underdark: "However, if you need to, you can leave the Underdark completely to the left." I was unable to open these doors without the help of Adalon. You might want to list any other conditions which will open them, as the game made it clear that Open Locks wasn't going to cut it. (This now seems to be addressed somewhat in the FAQ, but not in the main walkthrough.) * If you return to the "Underdark Entrance" area at night, you'll find a drow party and a fire elemental battling elven guards outside the hole. They have some decent stuff. * Killing any of the "good" elves in the same area brings about the appearance of an Elven War Sage or something similar who deals out instant death to the main character. This also happens if you end up killing an elf who has been charmed by the drow in the battle mentioned above, or a drow fire elemental charmed by the good elves. (I know 'cause it happened to me.) * I think Kruin and his giths in chapter 6 can appear in any of a number of locations. In my first game he appeared exactly where you say he did (Waukeen's Promenade), but he can also appear in Tethir Forest, south of the cave. * "Go through the passage to the right. There you will find a HORDE of vampires (hence why you wanted the allies, I would think)." I simply stood in the blood bath room and cast multiple Incendiary Clouds into the room with the long table, which killed off the vampires. Interestingly enough it also killed some of the Shadow Thieves who you are supposed to meet up with in this room, but those who survived were quite unperturbed by that fact. * If you go south into the big hall with the giant egg sac during the vampire fight in chapter 6, any allies you have will disappear from the vampire lair map, or at least they did for me. Actually they can disappear just by being out of your immediate vicinity, e.g. if you go from one room to the next and they're a bit slow to follow. They always show up when you go downstairs though (but will not follow you upstairs again). * "Arkanis will detrap these if he is with you." Actually he will brag about this for both traps even if your own thief beats him to it. * Simple Bodhi/vampire strategy in act 6: let Drizzt do everything. He's immune to level drain, and they usually don't hit him anyway. The knight, though, always manages to get himself killed right away, but that just means you can sell his stuff. I actually tried to get the two others killed as well, but the vampires simply couldn't do it. Here's a simple way to win the Bodhi battle without using a single bottle of holy water: walk into the room, invisible (having the Staff of the Magi equipped is enough). Bodhi will make her final speech. After that, apparently none in the room, not even Bodhi, can see invisible creatures. And then Drizzt and Arkanis will simply butcher Bodhi, vampires, horrors and the lot while you stand around doing nothing with your entire party. Or if you feel generous you can use the water on the pools (20 damage to Bodhi) or throw it at her (20 damage each). * A Throne of Bhaal oddity: I was in a romance with Viconia, who had earned her Holy Symbol (very nifty item) for being of high level. Then Bodhi came along and turned her into a vampire. Once resurrected in the Temple Ruins Viconia immediately was granted another Holy Symbol, so she could then walk around with two (even niftier). * Also note that if you're having Viconia switch alignment in ToB, she cannot equip these Holy Symbols of Talos any more, and eventually they will unequip automatically (when you load a saved game, or something). * Because the map with the entrance to the vampires' lair changes in chapter 6, one can explore to the south and find three glowing skeleton warriors (who talk to you briefly), as well as several spells in the chests there. The traps are back as well. * Michael Schneider's note in chapter 6 seems to hinge on the assumption that level drained characters don't gain xp. This is incorrect, which you can easily tell from the fact that they sometimes level up when you cast a Restoration spell on them, or just by comparing the xp of various drained and non-drained party members. * The North Forest genies are actually there during the day too (or at least they can be). * "If your main character was Female then Lanfear simply kills Coran before the battle." I had a female main character and this didn't happen. * In Suldanesselar you write that one gets 13k xp for saving some elves from golems. I saved them and got nothing special, but I noted that each iron golem is worth exactly 13k. * "By this point in the game you should be mighty enough to easily whack this pest." Actually I found the black dragon to be one of the most frustrating battles in the game, simply due to his Summon-Insects-On-Steroids spell. It killed off Mazzy (120 hp) in a few seconds. I don't know if it was the dragon's Haste which made it so effective. Anyway, I managed to counter that by letting the dragon cast the spell, the leaving the area while the swarm was still in mid-air. * The final-save is made at the point when you first click on the Abyssal Door, no matter if you've done the tests yet or not. More from Sander: There's nothing special about the final-save, you can choose any other random save and it would work as well. The game saves every time you click the abyssal gate for the first time. After that it either tells you you need a Tear of Bhaal, or consumes a Tear of Bhaal. This means that you can only get a final-save once every "session", but reloading and clicking on the abyssal gate again for the "first time" will overwrite the old final-save. * The trapped chest in the Fear test has lots of potions in it. * Which are the things you get from the "pride dragon" in Hell? * The note from Henning Roes on the Tears of Bhaal may be partially incorrect. According to the Baldurdash Fixpack readme, the two bugs related to this are: 1) Your actual result of the Fear test is supplanted by your result for the Greed test, and 2) You always get the Good result from the Selfish test. This exactly matches my own experience. * Funny thing about the Cloak of Stars: I created some darts and sold them to a shop. Much later I returned and found the shop was selling some unidentified darts. Having forgotten about selling them in the first place, I bought the darts, only to have them disappear; but the shop was now selling Darts +5 instead. Which also disappeared when bought. I later discovered I had *one* dart +5 in my inventory, so the whole shop process resulted in one dart out of six actually becoming permanent. That's one pretty unimportant glitch. * I might as well share my lich/mage/Irenicus-fighting strategy, which is a lot like the "umm, bye" strategy. Let them fire off their spell triggers and hit them once to trigger their first contingency, if they have one. Leave the area or just run away. Usually they'll waste a Time Stop right away because once they finish casting you're out of sight and they can't target you with anything else. Wait a few minutes while Spell Trap, Fire Shield, Protection from Magical Weapons and the like expire. Go in and swarm them. Cast Dispel Magic to remove Stoneskin. Cast Breach to remove general spell protections if they have another Contingency. If necessary, leave and wait again. Some fights against spellcasters become ridiculously easy, like the fight with Irenicus just after you kill the last parasite. Probably even more effective if you're not too lazy to cast spells like Chant and Haste. (The reason I don't use Haste is psychological; in the "real" game a character will age one year every time they're Hasted, and the early AD&D CRPG:s like Pool of Radiance implemented this little feature...) * The Items Listing companion document doesn't list some special gear like the Ruby Pendant and Aegis Fang. Also you note there that the manuals (stat raising ones) are unusable, but they do work (as noted in the walkthrough). * In Watcher's Keep you get 4,000 xp for every party member when you light the hearth with the Tinderbox. * Also in Watcher's Keep level 1 it might be worth noting that carrying the two Golem Wardstones will keep the golems from attacking when you open the sarcophagus. Of course, they're rather easy to kill so everyone will probably do that anyway, but it would serve to point out what the wardstones are for. * In the elemental level of Watcher's Keep you make several references to turning on and off the air fan. I don't know why you'd want to do that, except if you want to be zapped by lightning; I've never had to touch it once I've turned it on with the Air Scepter. Sometimes you have to wait a few seconds for the poison gas to blow into the lab below or into the ice chamber, which could lead one to think it's not working. Incidentally, the easiest way to clear the ice room of poison is definitely not by turning off the fan, but to simply close the door to the lab to the north. (Incidentally again, you write "5 scepters" here, should be four of course.) * I got the Heal dialogue option with Yakman when talking to him with Keldorn (i.e. a non-priest). Presumably you just need someone with a healing ability. * More Watcher's Keep level 3: You write there's a cambion you don't have to fight; for me he's always red when I enter his room, and I don't think it depends on alignment. * When fighting the Demon Wraith, if you manage to kill him then all the Slave Wraiths will die (being freed) and you get 5,000 xp for each. It should also be noted that there are several traps on all sides from where the party emerges into this room. I would set the mages to cast Warding Whip or something on the Demon Wraith, while a thief quickly disarms the traps and the fighters then storm the Demon Wraith, ignoring the slaves. * The extra 20k quest xp gained from the gambling cambion at the end of the level is gained only by agreeing to play a third round, not just by talking to him. * I think your walkthrough needs some additional info on how the Deck of Many Things works as an item. As it is now one could come to believe that you can draw the cards in any order, which isn't true. There are written FAQs on the subject which can be adapted to the walkthrough, or if you want to I could write a note describing the "optimal" Cambion/DoMT sequence. * From Sander: Dan Simpson notes that on level four in the Watcher's Keep you will get beasties thrown at you by the crazed wizard. This is untrue: you can avoid this with the right dialogue options. Ask him about his apprentices and he hits you with a minor lightning bolt, and then leaves you alone. * On Watcher's Keep level 5, you get 10k quest xp (for everyone) when you have completed the three tests to the south and gain the Heart Key. * On the same level you describe the rilmani as "Spirits of Priests (and one mage)". If I'm not mistaken, the rilmani is a race of extraplanar origin. Ferrumach is simply their warrior caste (not priests) and Aurumach is their mage caste. * It is possible to enter the lowest Watcher's Keep level (with Demogorgon) without going through the other levels, by clicking just to the lower left of the door (the "stairs" mouse pointer will show up). This can be done even when using the Baldurdash bugfix which is supposed to prevent this. * You get 2,000 xp for summoning each NPC to the pocket plane using the fate spirit. * If you summon Anomen to the pocket plane (instead of having him in your party during the transition to ToB), he will have his original WIS and alignment, even if you raised his WIS during SoA. This is fixed in the Fixpack. * To avoid triggering the alarm when you loot the Countess' chests in Saradush, simply do it before or after the quest (because she won't be there). * The traps in Kiser's basement in Saradush *can* be detrapped. I did it with Imoen. However, I was unable to disarm the corridor traps in the "Upper Sewers" even when using multiple Potions of Perception that I'd been carrying around just for that purpose. * If you don't ask Karthis al-Hezzar for a reward, you get 1,000 gold and Reputation +1. * After talking to the solar after killing Yaga-Shura, you get 10k quest xp and then 40k quest xp (the walkthrough only mentions the 40k). * The Dark Version of Yourself could probably better be described as a "(s)he". * You gain 2,000 xp when Imoen gains her minor Bhaal powers. You also gain 2,000 xp when her STR and DEX increase by 1 later on. * The Dave Loveland note on the smuggler shop in Amkethran seems to be partially incorrect. The "special" items in that shop will always be there (that is, until you buy them or the smugglers leave). The effect where they pay more the first time you access a shop is one I have noticed elsewhere, but not here (maybe there is some hidden factor). Also, it is correct that the smugglers will disappear as soon as you leave the cave, not "within a day". * In the Vongoethe quest in Amkethran, I don't see why you shouldn't get the soul, then kill Vongoethe without letting him kill Marlowe first, then giving the soul to Marlowe for the final reward. * No mention of Arcana Archives II in Amkethran (the scroll shop from Saradush, same inventory). It would be easy to give this a mention in the Complete Pantaloons quest section. * I didn't see any mention of the table turning in the Amkethran cave of the dead. Manipulating each of the four tables will disarm some of the traps on the platform (i.e. the doors that don't lead anywhere) while at the same time conjuring up monsters like fission slimes and ice golems. The obvious thing to do is to disarm all the traps for the xp before turning the tables. * There's a trap just outside the entrance to Sendai's enclave. * You have the two corridors in Sendai's lair mixed up; the upper left one is the slave corridor, the right one is the spider corridor (even though the directions are reversed when you get to the drow city). * Also I think the spider corridor deserves more than a cursory mention; I mean, there are traps and a blurred named spider whose poison does 24 damage each round. * There's a trap in Ogremoch's room. * Captain Egeissag is actually easily beatable with a mage as well. Just summon up a Mordenkainen's Sword and walk around the room, healing when necessary. Sometimes there will also be a bug where your frozen party members fire at Egeissag if they have ranged weapons readied. For complete overkill, cast Time Stop, summon up a few creatures like devas and swords, and then cast Shapechange. * Inside the pool where you send Bondari and his crew, there are 3 elder orbs and 2 gauths. If you wait to go there until Bondari has been there, the two gauths will be gone. * Once you get the key from Faheed in Amkethran, he and his wife leaves leaving you to loot a wall compartment containing gems and magical armour. Perhaps not too important at this stage of the saga, but looting is fun. * The statement in the FAQ that there's no patch for Throne of Bhaal is VERY out of date. * In the Back to Amkethran section you write: "Any mercenaries you find here will be hostile." That's something of an understatement. Mercenaries (and monks, if you venture near the gates) will constantly spawn around and inside your party, making it frustrating to get anywhere at all. They even keep on respawning endlessly after Balthazar has been killed. * Also you forgot to point out the Ring of Anti-venom as loot... I think Vongoethe the lich has it. * Oddity: In a Viconia-Imoen party dialogue in ToB, Viconia states: "Your common parent is a god. This hardly counts towards any kind of common genetic bond." Just how far advanced is the drow science of genetics, anyway? (One of the History of Shadowdale books also makes reference to genetics, though I guess Elminster would know if anyone.) Here are some things I wondered about after playing the game which were not addressed in the walkthrough (probably nothing here of real interest, but might be worth bringing up one or two anyway, if only to answer them in the negative): * Does anything happen if you bring the oil paintings from Spellhold to the painter in the Promenade? Does he have anything to say about the Illithium alloy "sculpture"? Does he do *anything*? (Reportedly: no.) * Does the final-save differ in any way from the other saves? If not, could you rename any save "final-save" and use that in the expansion? Can you get a new final-save by deleting/renaming the old one and then walking up to the Abyssal Gate again, or does the game remember you already got one for that timeline? * Is it possible to close the "Meeting with Valen's mistress" quest entry even if you pick the "good" path? I was never able to meet with anyone again in the graveyard in act 2, after I went there the first time and was told to return with enough gold. Is there a way to go there and then refuse the offer, closing the quest (and possibly resulting in a fight)? (Dan S. said this happened to him even though he *intended* to choose the evil path, so there's probably a bug in there.) From Sander: You *can* go to the graveyard to meet with Bodhi if you have enough gold, and then refuse to side with her. In fact, you are forced to choose a side at that point. It doesn't result in a fight, though. However, I don't know whether this closes the quest or not. It does result in a 'Done Quests' entry in my journal, although I do get a note that says I refused Bodhi's offer. Not sure whether this was what you were talking about, though. * Is it possible to develop and/or close the "Tracking Irenicus" quest entry in act 5? I never got any other entry than the first one you get (from the Duergar, I guess) and it sits there still. * Do romances have to start in act 2/3 if they are to start at all? When I've had Anomen in my party (briefly in act 2 in order to do the sister quest, then again for a while in act 6) I've gotten no romance dialogue. It might be because he's now Lawful Good and I'm Lawful Evil, I guess. * Is it possible that there are more NPC-specific quests than are listed in the walkthrough? Or would those have been found already, if they existed? The number of quests and events for each character seem to vary from Quite a Lot (for Jaheira) to None at All (for Minsc), so it would seem to be difficult to predict which characters should or shouldn't have more quests attached to them. On the other hand, both Jan's and Nalia's final quests end with strong hints that there's something more to come. (Certainly: no.) * How extensive is Haer'Dalis' and Aerie's "fling"? Will I know when it's over? I've been playing it out by picking him up every now and then with a few days' interval and dropping him again, and for the first 4-5 times he immediately played out a dialogue with Aerie, but now it seems it stopped, although they've only talked about acting and some compliments from Haer'Dalis are the closest thing to a "romance" so far. * What's up with the couple named Feveran and Diana standing around waiting for someone in the Bridge area and looking Very Much like they're part of a quest? * Is there a way to meet with the Hidden after you read the Illithid correspondence scroll? It's hinted that Jan's uncle would know something about that. Do you know if you get extra dialogue options if you do the Hidden quest after reading the scroll? (Reportedly: no.) * Do you get to choose two kits for dual-classed characters imported from BG? As a final note, the Baldurdash BG2: ToB Fixpack readme contains lots of information that reveals bugs and exploits, some of which belong in the walkthrough on account of being analogous to stuff that's already there and/or being of practical interest to players. Only one comment on these fixes: * The Fixpack removes vestigial Poison attacks from imp and quasit familiars. These have significant poison attacks in AD&D - so significant that no doubt the developers deliberately nerfed them for balance reasons. Arguably, however, the presence of the "empty" poison attack implies they may have been meant to have minor poison effects, so that adding even a few points of damage from poison would be as reasonable a fix as removing the effect entirely. Or maybe the "upgraded" familiars in ToB could be given that. ---------------------------------------------------------------------- Icewind Dale ---------------------------------------------------------------------- * A few party making observations: Firstly, having a pure mage is almost a waste in IwD. The reason is that they don't play a necessary role as in BG2, and there's a dearth of effective fire-and-forget damage spells, unless you don't mind frying your own people. Most of the time a mage will be entirely overshadowed by a fighter in terms of damage output. If you want a mage, I'd suggest a fighter/mage who can specialize in ranged weapons, use elven chain, fill a broad support role and not die all the time. Secondly, the new sneak attack option doesn't only make thieves much more effective in combat, but also *much* more fun. It gives you something to do, weaving around the battlefield using the Boots of Speed while your regular tanks hack away mindlessly. Evasion is golden as well. But again, a fighter/thief is probably a better option than a pure thief. A good party of four would be: fighter, fighter/cleric, fighter/thief, fighter/mage. Add two more pure fighters and you'll probably go through enemies so fast you won't miss having a dedicated healer. * Maybe it's just me who's dense, but it may be worth pointing out (in the FAQ for instance, and in the BG guides as well if applicable) that weapon proficiencies "blend" instead of "stack" when a dual-classed character reactivates their former class. The first time I dualled a bunch of characters I wasn't expecting I'd get to pick new proficiencies, so I just re-picked the ones I expected to use for those characters, effectively wasting a couple of slots for each character. It's also worth knowing that fighters dualled to other classes retain slots beyond the first, but cannot buy new ones beyond the first, while multiclassed fighters can put two points in each proficiency. As an aside, I recommend the excellent Dale Keeper utility to swap your dualled avatars to match their new classes. They revert to their default look if they get killed and resurrected, though. * The extended list of cheats from your Baldur's Gate walkthrough seem to work exactly the same in IwD (and IwD2). * I was a bit mystified about the way difficulty levels work; apparently you get more xp on any level except normal, even non-combat xp (not less on lower difficulty as you say). * The easiest way to ensure that spells will be scribed is probably to lower the difficulty temporarily. (Or use the Gibberlings Three tweak pack.) * If you have a dwarf, gnome or halfling in your party you can gain a Knucklehead Trout by getting upset with Easthaven townspeople in various ways. (You can give this to Damien to get xp for his quest without killing the goblins, or sell it.) Dwarves can get an Andar Gem to sponsor an expedition to Dorn's Deep. If you do this, then after you return to Kuldahar you can say you're mounting another expedition to get a Potion of Cold Resistance, a Potion of Invulnerability and 20 Arrows of Piercing. * You note in a few places that if you want a certain random item, you can load an earlier save and reenter the area. But if you're going to do that, which seems like an awful lot of work in most cases, why not just use the console to create the wanted item and discard the one you got? * There are two containers in Kuldahar Pass with Healing Potions. * Only clerics can get infinite Garnet Gems in Kuldahar by talking to townspeople (note that they are interchangeable, it's not just "a townsperson in orange"). A fighter, ranger or paladin can get one such gem only. The druid gets an Aquamarine Gem for bestowing a blessing, and you can't get the Ilmater bonus for a cleric *and* a paladin in the same game. * Sister Calliana in Kuldahar buys nearly all types of items. * The Remove Fear scroll in the second crypt isn't a mage scroll. * A cleric or druid can also get extra xp from Mytos. * Temple guardians sometimes drop +1 weapons randomly. One of the random treasures listed for Therik is just an ordinary skeleton random weapon. * Myrkul's Sending doesn't have a random treasure, at least in HoW. (I note that the listed item selection is identical to the one in the main hall of the next level. Editing mistake?) * The Wand of Sleep said to be in Kresselack's tomb is actually a Wand of Magic Missiles, at least in HoW. * The Massive War Hammer has an AC -1 penalty (consistent with other objects of its type, e.g. the Huge Long Bow) that's not mentioned in the item decription. * On level 2 of the Temple of the Forgotten God none of the chests is trapped, although the lower left one has a floor trap. * Inside the entrance to Dragon's Eye you'll want to go to the room directly above *before* heading down, to get the Antidotes for the Phase Spiders. * The "disloyal lizard men" bug has been fixed, as mentioned in the patch notes. * You state that the Dragon's Eye cold wights are worth 2000 xp (in the walkthrough) and 1400/1500 xp (in the "strange things" section). In v1.42 they are all worth 1400 on normal difficulty whether resting or not. * In games played on normal difficulty there aren't multiple "mages" in Presio's chamber, just Presio herself who is a cleric/mage. The apprentice (who is outside) and backup fighter only appear if you play on hard difficulty or already killed Icasaracht in the current game. * The random treasure with the Giant Killer Sling can also contain Bren Muller's Crossbow in HoW. * You get the same number of xp (24,000 on normal difficulty) no matter which way you expose the Eldathyn, including the paladin method. You need INT 16 for the smart way and INT 13 to trick Geelo (and you can't be Lawful or something). * Amusingly, Sharra the Healer likes to heal your party even after she turns hostile. I have also seen shadowed orc shamans do this. * Reise Coppersky always drops a Mage Dagger +2, which is pretty good if you didn't find anything of the like before. However, one downside to killing the adventurers is having to go up one level to rest, as you can't ever rest here or on the level below (using Ctrl-J to zoom across the level to the stairs is convenient). * The group of four random daggers with Old Withery in it forms one random treasure, the rest of the items another. The random missiles at the same location can also be non-magical arrows. * In the random treasure with Intercession it's possible to get nothing at all (you'd have got Bonecleaver, but didn't because of a bug). * The Messenger of Sseth bow does gives you an extra attack, though it's not entirely clear from the item description. * The bit on the torture chamber on level 5 of Dragon's Eye has been inserted in the wrong place. The sacrificial chamber should be mentioned where it is now. Also, the High Torturer has a Ring of Pain Amplification! Wooo. * Yxunomei can be hit with *any* +2 weapon, including Erevain's Broad Sword (in my first game my fighter single-handedly beat her with this weapon; there was no other source of damage involved, so I'm pretty sure the sword did it). This needs to be fixed both in the FAQ and in the walkthrough. * The shadowed elves, orcs and so forth in the Severed Hand count as undead, which is useful knowledge if you have the Three White Doves mace. It saves a heap of time in HoF mode. * In the "Machinery Piece Interlude", the treasure with a Short Sword of Action +2 is actually a random treasure: it can also be Some God's Lesser Promise. * A strange thing: in the Severed Hand library while talking to the librarian, I pressed 1 repeatedly to get all the books, resulting in a big stack of them on the floor once I had run out of dialogue options. However, the book on mythals was *not* among them. In later games this did not happen. * You get 54,000 xp for handing the Heartstone Gem to Larrel. * The first FAQ entry on Bandoth needs updating: he does have a quest, and also you *can* solve it if you have the Container of Razorvine Extract when you first talk to him. On an amusing note, if you show Dver's Note to him he'll get scared of the lich and take off. * Orrick changes his inventory again in chapter 4. * The "random missiles" entries in the dwarven crypts are incomplete: they should all be the same, and list all the items under the current entries plus Inferno Arrows +2. * It might be helpful to point out that you can exit to the world map almost directly after arriving at Wyrm's Tooth, to unload items from Dorn's Deep before taking on the Aquarium. * You get 80,000 xp for reporting Vera's death to Kerish and 60,000 xp for killing the rest of the slaves (actually Gareth). Kerish's dialogue won't reflect the fact that they're all dead, though. * If Vera is dead you also get 80,000 xp for telling Gareth. (You can't get xp both for telling him she's alive and that she's dead.) * Erskine's xp loop for Kerish does work in v1.42, but the description is somewhat incorrect. After you get the xp for reporting Vera's death (whether you killed her or simply heard she's dead), you must ask Kerish about the dead bodies again; this will reset the Vera quest. Reporting Vera's death will also reset the quest to kill Gareth, so if you already killed him you can immediately get those xp again as well. Talking to Vera does not stop you from telling Kerish you heard she's dead; however, informing Gareth of her fate - whether she's dead or not - removes that option, in which case you must actually kill her before you can resume the loop. * After you give the key to the slaves, some trolls and salamanders spawn in the round room (somewhat oddly, since supposedly that's the route the slaves take). * If you would get Long Cleaver from Kerish, you get nothing instead because of a bug. * Kontik is female. * The part on dealings with Joril is overcomplicated and misleading. There is no "extra experience for not blowing your cover" when freeing the slaves. You will always get the xp for preventing the sacrifices, freeing the slaves, and getting the badge. The xp you get from talking to Joril can always be had providing you don't turn him hostile first, and freeing the slaves doesn't. The three "alternatives" can therefore easily be boiled down to one. * You get 180,000 xp if, when talking about Joril's badge, you select the "a fight you shall have" option. If you don't have a paladin, this will net you more xp than tricking him out of the badge. * There's a typo in the frost giant cave section: 420,000 xp should be 120,000. * You need no special INT, WIS or CHA for tricking Joril. * About the watchtower in Lower Dorn's Deep: before you kill the archers you'll take damage continuously while you're near it, except if you approach from the east. There are also lots of svirfneblin running around outside for some reason (three in each compartment, they may or may not be hostile), but once you kill the archers they vanish. * Seth is a halfling. * Because of a bug, you don't need high INT or CHA to bluff Seth about the Kraken Society. Also, halflings can simply ask for work, and Seth will tell you to go see Marketh. * Another LDD oddity: I found that my game lagged a lot, even when I turned off ambient sounds. Later I found a gaggle of thieves standing near the top left of the map, outside the boarded-up doors, stacked on top of each other and doing strange jerking movements. It was impossible to target them with spells or attacks, but I could kill them off with area of effect spells. Doing so stopped the lag. It turns out that these thieves always spawn (initially hidden in shadows) when Seth sicks his people on you; they can't move while more than one occupy the same space, but if you kill only one of a pair then the other is free to move towards you. * Even if you play with the sneak attack option introduced in HoW, NPC thieves still use the old backstab system for determining when they get sneak attacks, though they inflict damage and penalties according to the new one. * There have never been any salamanders or minotaurs in the shrieker garden in my games, even when I just stood around waiting for the shriekers to do something. * You need INT 14 to talk Marketh out of his items. If you ask him to part with the ring, he'll steal 500 gp from you. * Seth is always found in his room; if you trigger the fight outside he won't be in it himself, and he later shows up in his room after you speak to Marketh. In HoW, A Kraken Society mage spawns at the same time by the stairs, carrying a Robe of Enfusing, AC 6 Bracers and a Static Dagger +1. If you play on hard difficulty or already killed Icasaracht in the current game, there are four of them instead! * Even if you're not making a Rhino Beetle Shield, the shells can still be sold for hundreds of gold. * Dirty Llew will give a discount to females and a greater discount to females with Cha 16; this goes for his regular wares as well as for making the shield, which costs 10k, 9k or 5k, respectively. Note that there are actually three different shop inventories, so you may be able to buy up to three Umber Hulk Plates (for those all-druid parties). Making the shield always takes 3 days, which is also what he tells you. * Nym always enchants the shield in 3 days, even though he says either three or ten depending on which price option you go for. * Malavon doesn't actually cast Cloudkill on the gnome slaves, he has the golems breathe on them. If you play on hard difficulty or already killed Icasaracht in the current game, he will have a second mage and some invisible stalkers to help him out. * Valestis the arboretum elf did disappear after I gave him the water, seeds, birds and squirrels, so I suppose he was happy with them and moved on to Arvandor or something. * You only get the 80,000 xp from Guello after you go to the gnome city and meet him there. * Perdiem offers free healing after you destroy the idol (except for Resurrection - he wants lots of gold for that). * In Easthaven 2, if you talk to an unnamed townsperson they will give you a batch of potions if you say you need all the blessings you can get: 3 Elixir of Health, 1 Potion of Storm Giant Strength and 1 Potion of Regeneration. * If you play on hard difficulty or already killed Icasaracht in the current game, there will be two cornugons around in the final battle with Belhifet in addition to the golems. Also there are unremovable traps in the central circle that effectively fire Arrows of Dispelling to remove your Haste and stuff, so you should always stay around the perimeter and stop your characters from running across the circle when Belhifet teleports to the other side. For anyone who's interested, here's a list I compiled of items that do not to my knowledge appear anywhere in the game, disregarding "broken" or monster only items. Items marked by an asterisk appear on predefined importable Heart of Winter characters. Items marked by a circumflex were excluded due to mistakes regarding random treasures (because they were never placed, or because another random treasure was duplicated in their place, or because of a faulty reference). Items marked by a tilde were in the random items table of the original Icewind Dale, but removed in HoW and not reinserted elsewhere. * Items that were in the original Baldur's Gate, though not necessarily used there either (not including those which are exclusive to that game by nature or description): amulets of Bluestone, Rainbow Obsidian, Laeral's Tear, Shield; arrows of Detonation and Dispelling; Girdle of Piercing*; all stat-raising tomes except for the Tome of Leadership and Influence; most history books; Flail +1^, Bolt of Polymorphing, Worn Out Boots, Eagle Bow, Bracers of Defense A.C. 7, Gauntlets of Fumbling; cloaks of Nymph, Electrical Resistance, Knave's, Adventurer's, Good Archmagi; Halberd +1, Halberd +2; helmets of Opposite Alignment, Glory, Defense, Infravision, Charm Protection^; Shadow Armor, Star Sapphire, The Dream Potion; rings of Clumsiness, Invisibility, Wizardry*, Onyx, Greenstone, Bloodstone, Angel Skin, Ruby, Energy, Folly; protection scrolls from Electricity, Magic, Poison, Undead, Petrification; all cursed protection scrolls; mage scrolls of Vocalize and Know Alignment (the Clairvoyance spell doesn't exist in IwD, but these others do and are even listed in the manual); priest scrolls of Free Action and Dispel Magic; Two Handed Sword +3: "Berserker"; wands of Frost, Sleep and Monster Summoning. * Items new in Icewind Dale: Voice of Durdel Anatha stuff: Studded Leather Armor, Cloak of Burdened Spirits, The Glory of Suffering, Robe of Agony, The Voice's Bones; Belt of Stones, Boots of the Forgotten Ones, Briath's Journal; Elven Sewn Boots*, Cloak* and Gloves*; Genek's Journal, Ilian's Hunting Helm*, Holy Chaos! Deck; High Quality equipment: Arrows, Bolts, Composite Long Bow, Heavy Crossbow, Long Bow, Light Crossbow, Short Bow; Silver Bracers of Kedl, Long Cleaver^, War Hammer (alternate picture), Orrick's Rhino Beetle Shield, The Dire Old Lute of Pellon Kay, Potion of Clear Purpose, Copy of Marketh's Ring, Short Sword of the Hand^; priest scrolls of Static Charge, Fire Seeds, Sol's Searing Orb, Creeping Doom, Fire Storm and Sunray; The Summoner's Staff; "random" items: Sanctified War Hammer +1^, Benorg's Truth, War Hammer of Phasing +2~, Demon's Breath~, Two Handed Fire Axe +1^, Infected Two Handed Axe +2^, Two Handed Axe of Resistance +3~, Foe's Fate~, Hammer Arrow +1, Fang^, Inferno Darts +4, Halberd +1: Defender^, Darig's Rest^, Great Halberd +4, Long Bow +3: Repeater^, Long Bow +3: Defender*^, Spiked Long Sword +1~, Bhaal's Fire~, Morning Star of Confusion +1^, Morning Star +2: Hammer~, Morning Star of Action +4*~, Lesser Static Star +1^, Greater Ring of the Warrior~, Ring of the Warrior Thief*~, Large Shield +1 of Missile Detection^, Studded Leather +2: Shadowed*~, Potion of Resistance, Potion of Greater Resistance, Potion of Constitution~, Potion of Arcane Absorption~, Potion of Aura Enhancement~, Potion of Dissipation~, Sloth~, Short Sword +4: Hammer~, Two Handed Sword +1: Hammering~, Two Handed Sword of Resistance +1~, Static Two Handed Sword +4~, Two Handed Sword +4: Life Giver~; Wand of Corrosion, Bonecleaver^. * Items new in Heart of Winter and/or Trials of the Luremaster: Belt of Bones^, Gauntlet of Valor, Helm of Shouting^, Quost's Staff of the Elements^; all new priest scrolls except for Holy Smite and Blade barrier; Staff of Besieging^, Stomper's Boots^. ---------------------------------------------------------------------- Heart of Winter ---------------------------------------------------------------------- * You write that HoW was balanced for level 9 characters and should more properly have been balanced for level 11 characters. Well, you *can* go there as long as you have one character at level 9 (just temporarily export those who aren't), but personally I found Burial Isle way too hard when I ventured there with four characters at level 10, and no cakewalk with three multiclassed characters at level 12-13. The pre-made HoW characters are all around level 11, averaging some 700,000 xp. As an aside, some of these have items that aren't otherwise available in IwD, for instance the Ring of Wizardry from Baldur's Gate. * You can get Hailee to go home at any time after you hear her secret. * If you ask Murdaugh for general information after he introduces himself but before you hear his tale, you will never get to hear it. SetGlobal("Know_Murdaugh", "GLOBAL", 0) will restore this option. * Angaar never dies in the battle after you see Wylfdene for the first time, since he's not in it; he's just standing on the other side of the gate. His dialogue is the same, so if you use Ctrl-J to hop over the gate and talk to him, you can still get the extra xp for talking about Wylfdene and the assassin. I don't know exactly at which point he comes back out, but just leaving and returning is not enough. However, once you return from the Gloomfrost, you should be able to get these options by dropping the Mirror of Black Ice before talking to him. * The Burial Isle undead aren't exactly "the first new enemies of the expansion" after you fight the barbarians. * The Three White Doves mace is a must have for Burial Isle (and Castle Maluradek); in HoF mode it's simply what will keep you alive. If you take a pure fighter to the level limit, make sure they specialize in long swords (for the Long Sword of Action +4) and maces (for this one). * Only the Polar Bear Spirit on Burial Isle is worth 15k xp, the rest are 4.5-5k. * The mage on Burial Isle pays significantly more for items (weapons and armour) than any other shopkeeper in the game. Then again this is another of those depressing games where almost all the good stuff is found (if you're lucky), not bought, so stocking up on cash is somewhat useless (I had more than 800,000 at the end). * You can get a wearable Vexed Armor without the Contact Other Plane spell by devoting the murder of an innocent soul to the demon (you don't have to do anything, just talk). The difference is that you can't use this suit to summon the glabrezu (without dying), and you can't use it to cast Fire Storm. * As mentioned in Michael Walsh's HoW walkthrough, you can get the xp for locating Hjollder by Dimension Dooring to his little island (but you still need to retrieve the tribal insignia). * Might be worth noting at which points you can choose to return to Kuldahar and the main game (after Burial Isle and before Sea of Moving Ice). Also you can only return once to Kuldahar in between Burial Isle and exposing Wylfdene, and you cannot return to Lonelywood after leaving for the Sea of Moving Ice. (This would seem to contradict the official version in Icewind Dale II, where the party went away with Hobart after defeating both Belhifet and Icasaracht.) * If you manage to kill the werewolf in Lonelywood, Emmerich will still be in his cabin but you won't be able to ask Kieran for the amulet, since the game thinks Emmerich is sort of dead. To fix this, enter SetGlobal("EMMERICH_DEAD","GLOBAL",0) in the cheat console and pretend it was the original werewolf who got killed instead. * Note that the Long Bow +4: Hammer is by *far* the best bow in the game and cannot be had anywhere else in HoW. When you attack Emmerich it'll seem like he vanishes forever, but he'll be outside in a Purvis-like fashion (except if you killed the werewolf, because the "outside" Emmerich is then properly removed). You can get him while he's still in the cabin by turning him hostile, then casting Disintegrate; if he fails his save he'll die while walking invisibly towards the door. * The bonus from the Bracers of Archery is not cumulative with that from the Symbol of Solonor Thelandira. * If you kill the Seer she still shows up in the barbarian camp later. Not that there's anything to gain from it. * When you return to Tiernon from the Seer, if you have INT 15 or WIS 15 you can ask about how he could use the mirror when he's blind and get him to make it into a Mirror of Black Ice Amulet with some nifty powers. It's still lost when you face Wylfdene directly afterwards, though, so I don't know what they were thinking there. * If you haven't dealt with the werewolf quest when you visit the Gloomfrost and talk to Tiernon, the last brother gets killed. You can then pickpocket Purvis for a fourth Ring of Free Action as well as an Oil of Speed. * It's apparently possible to kill the Tribe of the Elk instead of the Tribe of the Great Wyrm and get the same 300,000 xp. I'm guessing little good would come of it. * Jorn offers healing (somewhat pointlessly) in the upper middle of the barbarian camp as well as in the Sea of Moving Ice. * You don't need to rest to trigger the appearance of Vaarglan/Varglann, just going into the inn then leaving will do. * You can lead enemies to the barbarian camp on the Sea of Moving Ice map, and the barbarians will fight for you. If slain, they drop +1 weapons and Flaming Oils. Jorn will cast cure spells on any hurt barbarians or PCs. * Xactile is female. * Abi-Dalzim's Horrid Wilting is especially potent in the Sahuagin battle since it can instantly slay "water-dwelling creatures"... but how come that doesn't include the Water Kin Elementals? * The Plain Key dropped by the Sahuagin Prince is actually the same as the one from Kresselack's tomb. * In the last battle, when Icasaracht is in the soul gem she'll continually gate in groups of three vodyanoi while offscreen. (When onscreen, she casts offensive spells instead.) When the gem is destroyed the vodyanoi die as well. ---------------------------------------------------------------------- Trials of the Luremaster ---------------------------------------------------------------------- * Criek's Bag of Holding has items in it: a Wand of Fear, a Potion of Holy Transference, scrolls of Neutralize Poison, Raise Dead and Symbol of Pain, plus potions. * Harald also has pretty good stuff: a Morning Star +4: Defender, Boots of Grounding, Mithral Field Plate Armor +1, Gauntlets of Weapon Expertise, a Ring of Free Action and a Golden Girdle. The morningstar is among the best maces in the game, even better than the Fist of the Gloomfrost. You can pickpocket the ring. * In the riddle tower, you get some good xp if you give all the wrong answers. Only the iron golems are really any bother. * The correct chest in the north tower is determined randomly. * Notable crypt treasures include a Wand of Trap Detection (on the greater mummy), Long Sword of Action +4 (awesome), Shocking Flail +4 (also awesome), Studded Leather of Resistance +3, Girdle of Bluntness (only one in the game), Bastard Sword +3: Incinerator (troll and revenant finisher), Boots of Avoidance, Ring of Holiness, Sphene Gem (also only one in the game, woo). * Revenants must be killed with fire. They can also in rare cases bug out and become immune to all damage after being knocked down and getting up again, in which case Ctrl-Y helps get rid of them. Moreover, revenants and crypt things do not count as undead, so no point in using Three White Doves on them. * After you return from the crypt you can talk to Hobart and get some background info (same info you get from Rikasha later, but in greater detail). You need to threaten him, but nothing bad comes of it. * In the castle interior you can harass the cook (irate cooks seem to crop up in all Infinity Engine games) and fight some more guards. * Two things on the upper chambers: the guards in the Power Word: Stun room attack no matter what, and when you encounter the second beholder, another one will come from behind. * The point of flipping the levers in the dungeons is that the monsters will fight each other if you wait to open the door. Myself, I want the xp. * Stone nuisances too annoying? Send forth someone wearing the Shield Ring - unfortunately it's not for fighter/mages, who'll have to memorize Shield instead. * If you put any item in a portal container except for the appropriate flawless gem, it will be ejected and five highly dangerous cornugons are summoned. Stuffing your whole inventory in is likely to crash the game, or else get you killed. * I found the final fight with the spectral heroes virtually impossible in HoF mode unless I played somewhat dirty (unlike the spectral guards they don't count as undead). At the moment you appear in the throne room, you can pause the game and instruct your characters to move over to the right. The Luremaster will engage you in dialogue, but when he's done, if you manage to move away quickly enough he won't go hostile and gate in the spectral heroes. You can now save the game and summon a small army before the fight even starts, which helps considerably, not least because you can keep your party from being constantly debuffed. * It's perhaps worth noting that items sold to the halfling will ultimately be unrecoverable, and that once you use the Tarnished Ring, you cannot get back again for stashed items (unless you use the cheat console I suppose). You should definitely note that once you follow the halfling in the first place there's no going back until you finish all of TotL, and insert a warning about that in the HoW section on Lonelywood; it may not be obvious that Hobart is taking you on a one-way trip that some parties might find it hard to survive. ---------------------------------------------------------------------- Planescape: Torment ---------------------------------------------------------------------- * Hit Point progression for the Nameless One *does* depend on class. * If you already have a Bone Charm when you talk to Vaxis about the portal, you still get the 250 xp. * You can't actually let Morte spend time with a harlot; instead you must insult the harlot (no effect on alignment, and improves Morte's morale), making her curse you back and provide insults for Morte. You only get one shot at doing this. * Norochj's lowest rewards are missing 100 cp for both quests. * Platter's Fix Pack only: If you become a Chaosman, Barking-Wilder can turn a Cranium Rat Tail into a Rat Charm bracelet which is quite powerful for Warriors. That may not be incredibly relevant for the walkthrough; however, the fixpack readme contains info on some experience loops and similar bugs and exploits that aren't in the walkthrough. * You get a one-of-a-kind (but useless) earring if you grab the thieving drunken harlot in the Hive, threaten her, tell her to give you everything she's got, then threaten her some more. You also become more EVIL and/or CHAOTIC. Yay! * Bug/oddity: If you're a murderer and talk to any of the Mercykillers in the Burning Corpse, that Mercykiller will attack, but the others remain neutral. Similarly, if you attacked someone in the Clerk's Ward and talk to Diligence, she'll turn red and move away, but Matter-of-Course remains blue. * Ash-Mantle will pick your pocket even if you talked to Norochj. * Aside from yourself you only need two NPCs believing in Mourns-for-Trees' trees to make them live. * Opening Moridor's Box ahead of time gives you the gem and creates a fiend with a Fiend's Blood Dagger. * Porphiron will train you to proficiency level 2. Qui-Sai will train you to level 3. Korur can train you to level 5. Marquez can train you to level 4. * Oddity: Directions are tricky in Sigil. Reekwind says the Alley of Dangerous Angles, to the northwest, is spireward. But Mebbeth in Ragpicker's Square uses the word referring to a location "easterly and southerly from here". Spireward should reasonably translate to south irrespective of your current location, assuming you equate south = down = where the spire stretches towards the Outlands. * It should be possible to side with the Darkalley Shivs rather than the Razor Angels for basically the same xp. If you kill Krystall and Blackrose, Rotten William will then try to kill you. * You can be attacked by Shadows in the Player's Maze. You can also rest there, however. * Reading the fake journal from the Player's Maze while IN the Player's Maze (which can be done pretty early in the game by becoming a disciple of Aoskar) removes the options to ask people about the real journal. Otherwise, these options don't go away until you either visit the tomb or find the dodecahedron (although there are very few such options after you find Pharod anyway). * Oddity: Mebbeth is defined as a fighter, not a mage. * You can trade with Quint before doing his quest. * You don't need INT 15 to have Marta search your intestines if you don't ask her directly after she explains why she's searching the bodies. * If you learn about Pharod's body source from Quint, you don't have to promise Pharod you won't tell. This means you can't get the CHA option xp though. * You can tell Hargrimm about Soego's journal before confronting Soego, and Hargrimm will then kill Soego for you. Whee! * You can't get permission from Stale Mary to see the Silent King after you've been given permission from Hargrimm to leave. * Bug: After making a deal with Many-As-One, there were still a few hostile rats around. * You can enter the Mortuary by the main entrance before becoming a Dustman, by mentioning Deionarra or Dhall or having CHA 15. * You can't steal Dhall's pen. * Using an Abyssal Pipe is a pretty handy way of killing off the entire Chaosman army in the Tenement of Shadows. * You get 15,000 xp for trapping the dabus in the Alley of Lingering Sighs if you've already done it the first time you talk to the stone face. * Bug: When talking to Kii'na in the Lower Ward with Morte and Dak'kon in your party, entering the "shadow of a pariah" dialogue tree and then telling Dak'kon to "let it go" causes the conversation to revert to the beginning. * Without Platter's Fix Pack you can't get the Tattoo of Grosuk's Demise (according to its readme). * You get 500 xp for a memory while talking to Lazlo about Sigil and the Lady of Pain. * Jonathan Chang's Store List has info on what special items are available from Coaxmetal depending on the Nameless One's current specialization. * You can get The Justifier, a talking club, if you steal a receipt from Nadilin at the Foundry and hand it to him. A bug: The Justifier will talk about having been with you on your recent visit to Baator even if you didn't bring it. * You get 1000 xp for talking to Fall-From-Grace about her name and asking if she's really come to terms with her separation from her people. * The thing you can tell Morte with WIS 14 when talking about the Pillar of Skulls is not that you got him out of there, but that your death put him there in the first place. * A little strangely, you get 3000 extra xp if you ask Grace to reveal the tenth student before saying it's you. When looking at the sensory stones in the basement, it only matters whether you look at the "blank" stone or not. * After Lothar demands a skull of you, you can go to Stale Mary and with CHA 16 get her to rip off her own head for you - or become more GOOD by turning down the offer. * There's no minimum DEX to stop Lenny from running. * You get 1000 xp when telling Lenny you don't work for Pikit. * You can give the evidence on Pikit to Corvus before hooking him up with Karina. * If you ask Corvus about Lenny, you get the same journal entry whether he actually tells you anything or not. * After telling Corvus to talk to Karina, talk to her to gain another 500 xp. After you do this you can't get the Tattoo of the Joining any more, though. * If you do something that would get you mazed a second time - for instance, becoming a disciple of Aoskar, then worshipping the Rag Doll - you get permanently slain instead (in a different movie). Meeting the Lady of Pain always happens during map transitions. * If you anger anyone in the Clerk's Ward, alerting the Harmonium, you can talk to Diligence to call them off. It doesn't do anything about already spawned hostile guards, however, and you can happily kill those off. * It's better to buy the Deva's Tears *before* giving the Fiend's Tongue to Ecco. She'll give you 1000 cp anyway, meaning you're actually *up* 900 cp, and you can even be more GOOD by declining compensation but getting it anyway. * The only NPCs you can sell into slavery for the evil book are Morte, Dak'kon and Nordom. You can also try to sell Annah or Fall-From-Grace, but Annah will attack and Vrischika won't take Grace. * Telling Yves about the Silent King makes you much more CHAOTIC and more EVIL if you promised Hargrimm not to. * Nordom also has a "story" to tell to Yves, netting you 500 xp and a story in return as usual. * You don't need the Love Letters at all when dealing with Juliette, the xp is the same if you pretend to be a suitor. (The letters found in the Brothel were actually added in patch 1.1.) * Pickpocketing Eli Havelock for a skill increase can only be done before he returns to the Festhall. * The data in the section on Dak'kon's sword doesn't match that in the game, especially when it comes to bonus spells. * Thorncombe can introduce you to the Wizard class if you didn't already go through that back in the Hive. You gain 5000 xp and scrolls of Identify, Magic Missile and Pain Mirror. * If you attack Aelwyn or Nemelle, you die, and die again should you ever talk to her again. Fun! * Bug: Talking to Able Ponder-Thought repeatedly about factions creates multiple identical journal entries. * If you're a thief, you can repeatedly pick Able's pockets while he talks on various subjects, getting 4 cp each time. * When asking Ignus about his teacher, you get 10,000 xp if you ask immediately after the conversation begins, only 6000 if you ask something else first. Also, there's no particular reason to be a mage when you do this unless you usually are. * If you talk to Ignus, immediately try to end conversation, then indulge him, you gain 1500 xp. * You don't have to do Ignus' eyeball thing to do the intestines thing. * Ignus' teachings cost you a total of 6 HP, not 7. If you're playing as a fighter you probably go up two or three levels as a mage, too, each giving you an extra HP. * When trapped in the paranoid sensory stone, willing yourself into the other sensation (WIS 16) also gives 500 xp. * Oddity: How come good and evil characters have the exact same emotional response to the experience in Deionarra's sensory stone? * You get 2 Heart Charms in Deionarra's legacy. * You only get 8000 xp, not 16,000, for getting Deionarra's legacy if you already talked to Iannis about Deionarra and got to the point where you promise to find out what happened to her. The double xp appears to be a bug. * The Easy modron maze is 4x4 rooms, the Medium is 6x6. You can rest in the antechamber, in Nordom's room, and in the Wizard's room. * You can find multiple Portal Lenses. Along with Rods of Modron Might and valuable bolts and scopes, you can easily earn tens of thousands of coppers going through the maze and not have to worry about stealing from Vrischika any more. Since these drops are seemingly independent of maze difficulty, you can do it on easy and not have to worry about resting up. * The level 2 spells Horror and Ignus' Terror are quite overpowered for their level. They can affect several targets, frequently get enemies like High Threat Constructs and Curst Guards, and often amount to a multiple insta-kill, since frightened creatures do *nothing*. You could cast it at a squad of five approaching Curst Guards, freeze three of them, whack the remaining two, kill off two more with no resistance, then mob up on the last one just as he turns red again. A Confusion or Cone of Cold will seldom if ever be as effective. * The Wizard Construct has a guaranteed Portal Lens as well as a Scroll of Mechanus Cannon. You can get more such scrolls by resetting the maze. * Bug: Many items in the game don't have weights matching their descriptions, for instance the Rods of Modron Might which weigh nothing. * Nordom's room is entered from the right, not from the left. The Wizard's room is entered through the bottom, not the top. * Bug: When talking to the Wizard Construct about the fate of the Director, the values for Know_Director_Truth should be the other way around depending on whether Nordom is present. * Platter's Fix Pack only: With Nordom's motivational speech bug fixed, the upgrade depends on your CHA like this: STR +1, CON +1, 36,000 xp (17-18); AC -1, STR +2, CON +1, 48,000 xp (19-24); AC -2, STR +2, CON +1, Luck +1, 60,000 xp (25). * The info on upgrading Nordom in the NPC section contradicts that in the walkthrough, where it says the "source separation" upgrade can only be had before the "new Director" upgrade. The former is correct; you can do them in any order. * You need INT or WIS 17 to ask Nordom about the Director's responsibilities if you pick the topic at the beginning of the dialogue tree. You need INT 17 to get the extra lens. There's no INT requirement for Wincing Bolts, but you have to be pretty EVIL. And finally there's no INT requirement for telling Nordom to make Winged Bolts either, but you need to have installed Platter's Fix Pack. * When joining the Godsmen and renouncing the Dustmen *after* performing all the tests, you keep the Dead Truce (as if it matters). * When lying to Sarossa, you only get the stat penalties - *all* of them - if you threaten her; if you only upset her there are no consequences (this is a bug, the first STR penalty is incorrectly placed). * It should be possible to get Sarossa's stat boost even if you jailed Saros; it definitely is if you caused her father's death. * Alissa Tield will also give you a token for the secret project after you become a Godsman. * The only time you can tell Yves about the dreambuilder is when you're sent to get the scraping from Pestle. If you forget about this, you can kiss the Tattoo of the Tale-Weaver goodbye. To get this tattoo NPC tales are not necessary, but you need all eight of your own. * You get 2000 xp for showing the pillow to Hamrys. * Bug: Talking to Nihl Xander can get you the option to tell Kesai-Serris about your dreams before using the dreambuilder. * Kesai-Serris' name is misspelled almost consistently in the walkthrough. * Anarchist quest 1: After you destroy the Godsmen's secret weapon, talk to Bedai-Lihn for the Anarchist password. Go to Scofflaw Penn who tells you to kill Qui-Sai at the Festhall. Attacking Qui-Sai turns Jumble Murdersense hostile, but no one else at the Festhall, and you should have done their quests already. Once you leave the Festhall you're also attacked by a group of Harmonium guards; I'd fight these at the Festhall entrance to avoid other groups of Harmonium turning hostile. After you return to Penn you earn 16,000 xp and the password to the Anarchist shop in the warehouse. * Anarchist quest 2: After you have the "eclipse" password (from Penn after killing Qui-Sai, or Giltspur after giving him a stone Lim-Lim), go to the warehouse. Talk to Leena and tell her the password - if you tell Conall the password first, you can't get the quest. She'll ask you to prove yourself, ask how and she'll tell you to kill Vorten, the Harmonium guy at the entrance to the Lower Ward. Do so (no repercussions) and return for 8000 xp. After this you can turn the Anarchists in to Corvus for 2000 xp, although nothing seems to happen to them and they remain friendly to you - and beware that if you didn't join him up with Karina, *or* if you got the extra 500 xp from Karina, he'll attack. Interestingly, none of these Anarchist dealings make you very CHAOTIC or EVIL. * When you join the Anarchists, you keep your old faction memberships but lose the Dead Truce or Sensory Touch if you have them. You could keep using the Godsman hammer, for instance. However, you can't get your old faction's tattoo. * Without Platter's Fix Pack you can't recruit Sere for the Anarchists (according to its readme). * There are five available tattoos not in the list: the Tattoo of the Cutpurse, the Tattoo of the Shadows, the Tattoo of the Shattered Lock, the Tattoo of the Sensates and the Tattoo of Devouring Vermin. To get the first three you need 100% in the corresponding thief skills (Dirty Rat Charms and Mark of the Savant are helpful). The "once per day" in-game descriptions of the Cutpurse and Lock tattoos are incorrect. The Tattoo of the Sensates has the same condition as the Tattoo of Sensation. To get the Vermin tattoo, you must buy and eat 100 of Creeden's rats (info courtesy of Platter). It's basically absolutely worthless. * Conversely, you cannot get the Tattoo of the Unbroken Circle (confirmed by Platter). * When learning the Art from Ravel, you get 3 Black-Barbed Seeds with INT 12-13, 6 with 14-16. Also, if you are already a mage and choose the "I really couldn't say" option, you get no xp and a single Seed. * You can buy the Tattoos of the Black-Barbed Call/Maze even if you go through with learning due to high CHA. You get both if you were a mage or had INT 17+, only Maze otherwise. * Bug: The three twig plots in Ravel's secret garden were only supposed to create one Black-Barbed Branch Wand each, but they're bugged so only the first one is flagged as taken no matter which one you use. * In one of the minor houses in outer Curst, crazy completists can find a Silver-Headed Hammer in a locked container. It sucks, but it's one of a kind! Another house has the mostly worthless Ax of the Jester. * You need to talk to Roberta and Kiri once more each to settle the arrangement and get the xp. You cannot turn yourself in over this, nor over the political feud thing. * If you've never been a thief when training with Nabat, you get xp depending on DEX: 3000 (12 or less), 3500 (13-17) or 3750 (18 or more). The initial skill bonuses are the same as for Ratbone. * Here's how you can resolve the legacy thing in Curst other than just giving the legacies to Kitla. Saying Crumplepunch gets it is worth 131,250 xp at Crumplepunch or 2000/131,250 xp at Kester. Saying Kester gets it is worth 131,250 xp at Crumplepunch or 2000 xp and 1000 cp at Kester. Saying they should split it is worth 150,000 xp at Crumplepunch or 2000 xp and 500 cp at Kester. Saying none of them gets the money is EVIL and worth 150,000 xp at Crumplepunch or 2000 xp at Kester. Either way you do it, you can get the 150,000 xp from Kitla as well. Kester won't trade with you unless you give him the money, while Crumplepunch will just mark his prices up or down accordingly unless you withhold both legacies and/or give them to Kitla. * If you've never been a mage when training with Kitla, you get 5000 xp and scrolls of Identify, Ice Knife and Cone of Cold. * Dona Quisho gives you 1500 cp unless you tell her you killed the fiend. * You can have Annah steal the things from Cassius. * Killing Vhailor with "Law is meaningless" takes WIS 15 just as the other option takes INT 15. * You can't get the lowest STR bonus from Vhailor. If you don't qualify for the STR +2 option, you don't qualify for any bonus in the first place. * If you raise STR on level up (as a fighter at least), you go from 18 to 18/30, whereas if you get a +1 STR boost in dialogue, you go from 18 to 19. Increasing STR with character points while at 18 is therefore the same as wasting them, unless you weren't ever getting any more increases through other means. * Taking Fhjull's things only makes you a little EVIL, and you don't become more EVIL the more stuff you take, so it's well worth it. * Trying to give Fall-From-Grace or Annah to the Pillar of Skulls does NOT buy you an answer. Grace just takes off and Annah attacks you. * If you give up Fhjull to the Pillar, you will fight a force of fiends after you talk to Fhjull, who turns hostile in the process. The gate back to Curst will open even if you didn't ask about it. * If you talk to the Pillar with Morte in your party and leave without giving him up, you'll fight some additional fiends when you re-enter the main Baator map. Bringing Grace or Annah to the Pillar will give some additional dialogue snippets. * Oddity: Vhailor is supposed to be one of the people who can kill you permanently. Yet if you get him to turn against you in his full glory in front of the Pillar of Skulls, he actually can't. You just reappear at the entrance to the area, and if you then go back to the Pillar, Vhailor is red but doesn't attack again unless you go through the same dialogue with the Pillar that turned him hostile in the first place. * Bug: When you have talked to Fhjull after being in Baator and go to leave again, a cutscene may trigger at the top of the stairs which however doesn't seem to do anything and ends after a few seconds. * Saving the Burgher in Carceri earns you 225,000 xp and the scroll and makes you more GOOD, if Berrog is already dead. Why would Berrog be dead? Maybe if someone accidentally killed him with an axe. * You need INT 18 to use the Ancient Scroll, but a dedicated mage would probably have that at this stage. * Bug: I found that the Hermit wouldn't heal Annah in Carceri, even though her name appeared in his dialogue. Not sure why, since the script seems to work the same for everyone. Same thing happened when I tried it in a different game, and also for the Nameless One if wounded. * Once when I fought Trias after doing all the good deeds he had no allies at all. Another time they were there, but another strange bug happened instead. The Sohmien attacked (and were quickly killed), but Trias, instead of triggering his dialogue, started casting spells, still with a blue circle. The area of effect spells did no damage, and pretty soon he got up an Antimagic Shell which ended the casting and dispelled his first protection spell. I then talked to him and, once he turned hostile, cut him down in virtually no time at all. * You can redeem Trias without CHA 14 if you have WIS 17. * Bug/oddity: You can't cast Remove Curse on Vhailor (from spell, scroll nor shop) because of his magic resistance. This means if you put Hatred's Gift in his hands, you can never remove it. Ditto with Mempa's Biting Ring. If he's so resistant to magic, why do the curses stick? (To get around this, take another weapon file and place it in the override folder under the name "hategift.itm", load your game and unequip the weapon, save, quit, and delete the file.) * You get the Tattoos of the Redeemer *and* the Betrayer if Vhailor kills Trias after you do the nice thing. * Once you return to Sigil after meeting Ravel, Ei-vene, Mebbeth and Marta will be gone. * The Entropic Blade *can* be changed multiple times. * Telling the Dustman mourners that you are responsible for many deaths is a very GOOD thing to do - and doesn't upset Vhailor at all. * It's pretty difficult to trigger the appearance of Adahn if you don't go about it from the start of the game. Saying it to one of the Dustman mourners raises the "Adahn count" by four, and Death-of-Names can raise it by one, but apart from that, there isn't really anyone you can say "Adahn" to once you've already talked to them. The generic Dustmen in the Mortuary won't raise the counter unless you use the name the very first time you talk to them. Also, to raise the counter by telling them you seek Adahn, you must have INT less than 12; however, with INT 12 or more you can tell them you're there for Adahn's "internment" (sic) instead. * The random item drops in Undersigil are only left by Greater Glabrezu, not the Larval Worms and such. These items are Bell's Shield, Umei Kaihen, Aegis of Torment, Ring Zero, and Heaven and Earth. You have to be *very* patient or *very* lucky to get even one of the unique items, though (unless you fiddle with override files to spawn more Greater Glabrezu). Also, there's not much game left in which to make use of them. * Bug: Removing any item from Grace that provides bonus spells causes her spell selection to be erased entirely for spell levels where she has more than 12 slots due to level, Wisdom and other items. * Bug: Monsters go "beserk". This typo also appears in Icewind Dale; presumably the same person is responsible. * Bug: The Mechanus Cannon spell description states both that there is a saving throw and that there isn't. Probably there shouldn't be one, but there is, which makes the Meteor Storm Bombardment spell at the same level strictly better. * It's not just Dak'kon who regenerates if his CON goes high enough; any NPC with CON 20 or higher will do it - that is, potentially everyone but Morte (and Ignus even does it without items). * Fortress showdown info, as told by Platter: "If you are Chaotic you fight Vhailor, if you are Neutral or Lawful you fight Ignus. It makes no difference if either/both are dead or what your Good/Bad alignment is." * There *is* a cache in the room with the Sounding Stone, in the base of the leftmost statue. Not that a handful of charms are likely to make or break the game at this stage. * The Transcendent One doesn't actually resurrect party members, you always do it yourself. * Bug: If you threaten the Transcendent One with your true name, then choose the line "No, I will unmake *you*", it leads into the cutscene that precedes a fight even though the game ends instantly afterwards. * You cannot get to the "mortality" thread the way mentioned in the "Blade of the Immortal" ending route if you haven't been in the appropriate dialogue parts with Ignus/Vhailor before, so that you know they can kill you. However, you can still get there through the "flawed ritual" thread. * Bug: Once after Grace died, Annah's sample "She should have been more careful" kept repeating until Annah was clicked to produce a selection sound. * Unused stuff: There's a bit of dialogue with Iannis about confessing to killing Deionarra, with different xp and alignment outcomes and possibly fighting Vhailor over it. But the only place in the game where you can learn about her death is in the Fortress of Regrets. There's also dialogue for reporting Deionarra's and Xachariah's deaths to the Dustman mourners and becoming more GOOD, but you can't do either, even though you pretty much know you led them to their deaths. * Bug: No beast entry appears in your journal for the "midwife" creature model, although such a picture exists.