Elhan uses
the Lanthorn to open a hole in the tree to the Elven City of
Suldanessellar (everyone in the party gets another 74,500
experience). The elves then re-enter their city and bid you to
follow them... In case you
are wondering, you are in the Forest of Tethir to start with
(see the above section 'Three New Areas' if you haven't been
here already). Enter the city. The elves move out to look for
survivors, and Elhan tells you to be careful and look for Ellesime.
We are
currently in the bottom right portion of the map. Go north to
find the first building (x 4640 y 2500). Enter. Kill the three
Golems in here to save the two elves. They reveal that you
will find Priestess Demin in a house in the Southwestern part
of the city, then leave. Search the large bookcase on the
right (x 680 y 270) to find the:
Stone Horn
(needed) Darts
The container
just north of that bookcase holds a:
Cloak of
Elvenkind (Hide in Shadows +50%)
The rest of
the containers hold merely minor treasures. Exit the building.
Head up the
northwestern path (x 4515 y 2450). Beware Golems that may lurk
around here. There was a group of Rakshasa's (x 4060 y 1950)
just outside the next building. Be ready for a large battle,
and enter the building. If you cast Protection from Evil 10'
on your party, then the Glabrezu will not attack you. Once
inside take out the mage first and the rest will be easy.
There is nothing else to be done here for the moment, but
remember this place (Temple of Rillifane), we will be back.
Exit.
Note: If you
have the artifacts of Rillifane before coming here the first
time, and quickly placed them in the Altar, you could let the
Avatar of Rillifane fight this battle for you. (Rolander)
Head down the
southwest path to the unmarked building (x 3160 y 2730). There
will probably be more Golems here to fight. Go up the stairs
on the building to rescue some elves. Tell them to get to the
gates. South of this building is a platform where some elves
and trolls are fighting. Once the trolls are defeated the
elves "move out" to help out other sections of the
city.
THE SYMBOL
OF RILLIFANE
Go down the
next southwest passage to the next building (x 2080 y 3240).
Enter the TOP room first, and search it until you find the
Wardstone. Then leave that room and enter the lower room. You
can find the Meteor Swarm spell on the fireplace mantle. To
the right you will see three dead elves around an odd piece of
furniture. The answers to this thing's questions can be found
on the wardstone. Go up and use the thing:
First: Press
the Rune of Corellan Lotharian 2nd: Press the Symbol of
Rillifane 3rd: Press the elven Symbol of Water 4th: Press the
Rune that denotes the Tree of Life, do that
correctly to get the Symbol of Rillifane. Leave this room.
THE
PRIESTESS DEMIN
Go west
(where you will see Elves battling skeletal warriors), then
northwest to get to Demin's House (x 780 y 2140), which is
guarded by a Drow and a Demon. Go up the stairs and enter the
building. Inside you will find Demin fighting three
Rakshasa's:
Girdle of
Stone Giant Strength (20 STR)
On the shelf
behind her you will find:
Spell
scroll -
Absolute Immunity
Afterwards
talk to Demin to learn all about Irenicus' past and why he has
invaded the elven city. She also has an idea to help clear the
city of its current pest problem, to restore the Guardians of
the forest. What you need is to find the three artifacts of
Rillifane: The Cup, the Symbol and the Moonblade. We already
got the Symbol, all we need is the Cup, which is on the Dragon
to the northwest and the Moonblade, which is in the Temple of
the Moon to the east, then leave her
house.
THE
ARTIFACTS OF RILLIFANE
Go up the
northern path to the Harpist's House (x 1060 y 625). Outside
the house a group of elves are fighting some golems. If you
manage to save the elves they give you 13,000 experience.
Enter the building. Search the desk in the top left to find:
Stone Harp
(companion to the Stone Horn) now, leave the
building.
Go up to the
northwest passage (x 500 y 725). This path leads to a new area
with the Black Dragon that we must defeat to get the Golden
Cup of Rillifane. Take the passage. Once at the new area, cast
whatever protective spells you wish (I used Haste, Protection
from Evil and Mazzy's Protection from Fear), then go southwest
and fight the dragon.
You can try
to reason with him, but he won't fall for it, and a battle is
inevitable. Just keep his spell defenses down and attack. By
this point in the game you should be mighty enough to easily
whack this pest.
Nizidramanii'yt - 52,000 experience Golden Goblet of Life (fancier name)
Bladesinger Chain +4 (elven Chainmail, AC 1) Minor Treasures
Once the
Dragon is dead, head back the way you came.
Go southeast,
past the Harpist's House, southeast down the next passage to
get to the House of the Moon (x 1830 y 1450) and site of the
final artifact of Rillifane. Enter.
Within the
house you get to watch as an elf kills a Balor, but is
destroyed himself in the process. Search the elf's remains to
find the Moonblade. Then search the rest of the room to find:
Boots of
Elvenkind Spells - Gate
Return to the
Temple of Rillifane and place the three sacred objects (Cup,
Moonblade and Amulet) in the Altar in the center. This will
create the Avatar of Rillifane who is irritated that his
temple has been defiled by Irenicus. (everyone gets 65,000
experience) After talking with you he summons forth the
Guardians of the Forest, who clear out the city and unseal the
Palace for you to enter. You also get: Staff of the
Woodlands +4 (+3 AC, best weapon for Druids)
Leave the
temple. Just outside the temple will be a new elf, Reirra, who
offers to sell you things. When you are ready head up to the
Palace (x 3450 y 600). Near the House of the Moon you will
find some elves in conflict with some monsters. Help out
(although the elves seem to get dominated).
THE PALACE
Go up to the
tree and keep using it until you get all the nuts (the screen
will fade to black). There is now only one door to go through,
so go through it. This leads to a pleasant garden with a
waterfall in the center. To the left are two statues, use the
statues to put the Stone Horn and Stone Harp on them. (3000
exp each) This removes the waterfall and replaces it with a
staircase. Go down the stairs. (after first talking to your
party members about the upcoming battle)
THE TREE OF
LIFE
When you
first enter this area, Ellesime talks to you. She tells you
that you need to slay 3 parasites on the tree in order to
weaken Irenicus to the point where he can be defeated.
From where
you start, go all the way left (x 1970 y 450) and one of your
Seeds will grow into a new branch that continues left. Go left
to find the first parasite (x 1430 y 140). Click on it to try
to kill it, however it has a defender that leaps out to attack
you. (for me it was 2 Earth Elementals) Once they are dead,
click on the parasite to kill it. One down, two to go.
Go a little
left and down from the first parasite and a new branch will
grow in. Cross it and go down. (x 877 y 1070) Follow this path
down to find the second parasite (x 1180 y 1480). Click on it
until its guardians attack you (air elementals). Once they are
dead, kill the second Parasite and Ellesime will contact you
again. She is very excited now and thinks there is a good
chance that you could kill Irenicus. (or as she calls him,
Joneleth) One more Parasite to go.
Go down. You
will pass right by Irenicus (x 1800 y 2035), go past him on
the path that leads eastwards. (x 2340 y 2400) Another branch
will grow in, cross it. Keep going right until you find the
final parasite (x 2875 2025). Do the same thing to kill it.
When the last parasite dies you are automatically teleported
over to Irenicus.
BATTLE WITH
IRENICUS
There are
many ways to fight Irenicus. Some might suggest summoning a Nibshruu
or Hakashar to deal with him. Others would recommend using
Protection from Magic scrolls. An easy strategy that often
works is to let him cast some spells, then just wander off for
awhile. Most mages don't follow you, and it can easily allow
you to do what you will (protective magics, healing, etc.).
I would
recommend summoning a Hakashar if you have one and sending it
to deal with Irenicus, then I would pull back your party and
wait. Let the Hakashar (or Nibshruu) do its thing (namely
getting rid of Irenicus' spells) and when it gets unsummoned
send everyone in to finish him off. Don't worry about the Hakashar's
tendency to destroy items as you won't have time to get any
items anyway. Also, if anyone in your party dies, BE SURE TO
GET THEIR ITEMS! Quickly! Once Irenicus is dead you won't be
able to pick them up. (although they will be on the ground
when you arrive in your next destination)
When Irenicus
is dead, everyone is sucked into hell with him.
The Nine Hells (AR 2900)
When Irenicus
died, your stolen soul did not return to you and as a result
you followed Irenicus into hell. Imoen has a theory as to why
the same didn't happen with her, that Bodhi's vampirism made
the soul transfer easier. In any case, you must find Irenicus
and finish things, once and for all.
BHAAL'S
TEARS: SAREVOK
Well that big
giant door to the north seems like a likely place to have to
end out eventually, if only you could open it. Go over to the
left (x 575 y 840) and down the stairs.
Note: Each of
these "tests" has a GOOD and an EVIL way to
accomplish them. Which you do has some fairly drastic effects
when you get around to opening the final doors.
Walk forward
a little to find Wraith Sarevok (he was the final bad-guy in
the first Baldur's Gate, if you didn't play it). Talk to him.
He tells you just about everything you will need to know about
this hell you are in. How you need to collect the Tears of
Bhaal to open that door, and to confront Irenicus for your
soul. If you get really mad at Sarevok and yell at him and so
forth, then your stats will be increased. (It's along the
lines of you deserving the power of the Slayer) My Barbarian
gained +1 STR. That, however, is the EVIL path.
Go back up.
Then go down, and left to the next staircase (x 830 y 1830).
BHAAL'S
TEARS: GREED
You will
immediately confront a demon by the name of Greed. He greets
you and gives you the Blackrazor Longsword (a +3 weapon with
many good effects).
Walk forward
to find the trapped Genie. He gives you a little riddle. The
gist of which is that to free him and gain the Tear of Bhaal
that you need requires the use of the Blackrazor. You can
either give him the sword (20,000 exp) or you can kill him
with it. (11,000 exp) In any case once you have the tear go
back up. Giving him the sword is the GOOD path, killing him
the EVIL path.
Go right,
then down the center stairs (x 2100 y 2200).
BHAAL'S
TEARS: SELFISH
Walk forward
to find the demon Selfish. It tells you that it has a Tear but
that you have to prove yourself worthy. It then steals one of
your companions (and if you happen to HAVE no companions, then
it steals a mortal from some random place). Then the choice
becomes thus, if you go on the left path you must sacrifice to
save this person, if you go right you sacrifice nothing (but
the person being held is killed).
If you take
the Left path, you will lose:
First Door: 2
HP from maximum Second Door: 1 point of Dexterity Third Door:
Experience
If you take
the right path, YOU lose nothing, but the person held dies.
Also if you are a Paladin or a Ranger you will become Fallen.
This is a permanent death (unless you have the Rules set to
the easier levels). Naturally making the sacrifice is GOOD,
and getting them killed is EVIL.
There is also
some minor treasure by where your companion is held. Time to
leave this area, go back and get to the next set of stairs to
the right.
BHAAL'S
TEARS: FEAR
You will
immediately encounter the Fear Demon. He tells you that there
are horrible fiends beyond him that will devour you alive.
Your only hope is a magical Nymph-skin cloak that he has.
Don't take the cloak as you don't need it. Taking the cloak is
the EVIL path, not taking it is the GOOD path.
Past this
demon there are two paths, a northern one that leads to
Beholders and a southern one that has a Fear aura on it. Take
the southern passage to the right, skip by the treasure chest.
At the end of the path is a bright red crystal. Click it to
get the Tear of Bhaal.
Go back out,
and there is only one last set of stairs to hit. (x 3385 y
1000)
BHAAL'S
TEARS: PRIDE
Here you will
meet with the final demon, Pride. He has a big long speech
since he is the last demon (actually any of them will give you
this speech if you do them last). Then he tells you that to
get the last tear you must defeat a big evil monster. Ask him
what KIND of monster it is. Then keep bugging him about the
creature. Why does it deserve death? Keep bugging him until he
admits that the creature might just give you the tear anyway.
Go forward to
find the Dragon and it will give you the tear. That was easy,
wasn't it. Doing it that way is the GOOD path, fighting the
dragon anyway is the EVIL path.
If you chose
to fight whatever was in there, it will be a Red Dragon and it
will have some interesting treasures, but at this point in the
game, it isn't really worthwhile.
Go back out.
IRENICUS
FINALE
I bet you're
just saying to yourself, just how many times must I kill
Irenicus before he finally dies!? Well just this one more
time, honest.
Head up to
the Big Door (x 2050 y 400) and click it. Click it again to
remove the seals. (and again...) Depending on whether you did
the tests as "Good" or "Evil" you
get these bonuses:
FEAR TEAR
(the Nymph cloak)
Good: Immunity to +1 weapons or less Evil:
+2 CON
SELFISHNESS
TEAR (sacrifice for companion)
Good: +10 resistance to magic
Evil: +2 to your AC
GREED TEAR
(the Blackrazor sword)
Good: +2 to all saving throws Evil: +15
to HP
PRIDE TEAR
(the dragon)
Good: +20% resistances to fire, cold and
electricity Evil: Gain 200,000 experience
WRATH TEAR
(Sarevok)
Good: +1 to WIS and CHA Evil: +2 to STR
IMPORTANT
NOTE: If in any of the above tests you choose the Evil Path,
you lose one reputation point and also have the alignment
changed over to evil (if you were good or neutral).
When the door
opens, Irenicus blasts out to face you one last time. This
time, it's personal.
This time
Irenicus summons forth 4 demons and then becomes the Slayer. I
ignored Irenicus and killed the demons first, then I
concentrated all firepower on Irenicus. I found this battle to
be easier than the earlier battle with him, but that is just
me. He also will teleport around the area. When he dies, he
dies rather spectacularly.
And so the
game ends...
Below are secondary Quests you can complete:
The Limited Wish Adventure
This quest
can be done whenever you feel like it, in either chapters 2, 3
or 6. You must have the Mercenaries of Riatavin still alive in
Delosar's Inn. Then cast Limited Wish, ask for a One-Time wish
and select the Adventure like you've never had before (it does
require 10 or better WIS to cast). A scroll appears at your
feet.
THE SCROLL
Reading the
scroll reveals several things about this quest: One, it is
about a gong, two, you should talk to the mercenaries of
Riatavin at the Delosar's Inn (Bridge) and three, there is
someone named Captain Dennis who should have the Gong.
Head out to
the Bridge District and go near the Delosar's Inn. (x 1830 y
2880) Just outside you will meet with a man named Vittorio who
asks for your help in collecting money off of Dennis, who is
inside. Agree to help him and follow him inside.
DENNIS
Captain
Dennis and Vittorio are having a shouting match when you
enter. Listen to what they say. Seems that Vittorio stole and
sold Dennis' mother's gong in order to buy ale. That sounds
bad. Agree to help Vittorio find the gong. He says that he
sold it to one Roger the Fence, who you will find in the
sewers beneath the Temple District.
ROGER THE
FENCE
Go to the
Temple District and enter the sewers. You will find Roger in
the southern part of the sewers (x 1680 y 2300). Ask for a
Gong and say that you want Vittorio's gong. He doesn't have
it, and won't tell you where it is until you take care of a
small problem he has. He wants you to kill a local Sea Troll
before he'll tell you anything. This troll can be found by
going left from Roger (x 400 y 2366). When it is good and
dead, return to Roger. Aside from whatever rewards you get for
killing the Troll (see the Sewers section above) he will also
tell you that he sold the gong to a Troll Shaman in the Troll
Mound out by Trademeet (you will probably have to talk to him
again to get him to reveal that).
Head out of
the city and over to the Druid Grove (which may require going
through Trademeet).
THE TROLL
SHAMAN
At the Druid
Grove, head left to find the Troll Mound (x 1330 y 2210).
Grae, the shaman, will be just outside of the mound. When
asked about the Gong she attacks you instead of giving it to
you. When it gets close to being defeated it tells you where
the Gong is in exchange for its life. (you can always kill it
anyway) She says that she sold it to an Ogre Mage in a tower
to the northeast of here.
OGRE MAGE
Wander north,
then east, across the bridge to find the big house. We don't
want to enter the house, we want the tower that is south of
it. (x 4840 y 1270) (There is a little path leading southwards
just past the bridge) Enter the tower. This Ogre Mage is quite
the peaceable sort and is quite willing to trade the Gong for
a Wand of Frost. If you have a Wand of Frost, then you can
trade for the gong. (12,250 exp) Oh and don't mind the smell.
Also in here you can find:
Scimitar +2:
Belm (+1 attack per round)
Return to the
Bridge District and give the gong back to Vittorio. Everyone
is happy and you get your reward:
1500 gold
16,500 experience for each character Boomerang Dagger +2
|