Throne of bhaal manual
She does not intend to resurrect the god, however; instead, she is preparing to become goddess of Murder herself. With all quests finished and all Bhaalspawn killed, the player must journey to the planar Throne of Bhaal for the great final battle against Amelyssan.
Ultimately, the player is presented with the choice of ascending the throne of Bhaal and becoming a deity, or destroying it and continuing life as a mortal. The path the Gorion's Ward life takes after this decision is based choices the character made up that point such as who the Main Character romanced and whether the Main Character was good or evil.
Baldur's Gate Wiki Explore. Creatures Companions Creatures by alignment Creatures by class Creatures by genus Creatures by lore Creatures by organization Creatures by race Creatures by type Creatures by game.
A character with three classes will not have access to the mage pool. High-level ability pools: Paladins, regardless of kit, have access to the Summon Deva ability. Each time they select that ability, they gain the innate ability to summon one deva, as per the spell, once per day.
Thieves with the Swashbuckler kit do not gain access to the Assassination ability. Instead they gain access to the Whirlwind Attack ability, though none of the other warrior abilities. Rangers gain access to the Tracking ability. This is stated at one part of the manual but contradicted in another. The Critical Strike ability can be taken any number of times, once the character has the Power Attack prerequisite once.
Bear in mind that most items designed for a specific NPC are only usable by a character who equals or exceeds several of that NPC 's stats. However, if using an item imposes a restriction on a certain class, that restriction will remain in place even with Use Any Item. The Elemental Transformation abilities from the druid pool are innate abilities, not spells. The druid can change into an elemental once per day for each time the ability is selected. Fighter and thief high-level abilities are considered innate spells, and thus any number of them can be used with Improved Alacrity.
I'll also add some errata from the SoA manual: You cannot have a druid-thief multiclass, and thieves cannot climb walls. Finally, the WIS stat does not affect saving throws. I'd like to amend the Critical Strike a bit. There is a limit on how many times you can select it, but I don't remember right off hand how many.
Needed to wake the sleeping Slaves at 10 in the Mind Flayer Dungeon. Location: Created by clicking the vats at 8 in the Mind Flayer Dungeon. Isaea's Financial Statements. Needed if you want to enter House Jae'llat in Ust Natha. A note from Jaheira explaining that she has returned to the Harper Hold to face their justice. Location: Given to you by Terminsel in connection with the Harper Hold quests after Jaheira leaves the party.
This is the key of Jon Irenicus that allows you to open the door at 3 in Irenicus' Laboratory in the Asylum. Location: Found in the room at 6 on Level 1 of the Asylum.
This is the journal of Sir Kalthorine, an adventurer who apparently has tried to infiltrate Watcher's Keep before you. He doesn't seem too friendly towards the Knights of the Vigil. This is the heart of the Baatezu Ka'rashur which evil protagonists can bring back to Tahazzar on the Maze level of Watcher's Keep.
Used to open the door at 4 on Level 2 of the De'Arnise Keep. Allows you to enter the old prison at 7 in Saradush. Allows you to open the covers at 1 , 10 , and 12 in Saradush and enter the Saradush Sewers. Location: Found in a chest at 2 in the Barracks in Saradush. Allows you to enter the Priest's room at 15 on Level 1 of Watcher's Keep. Together with the Hand of Dace , this crystal shard allows you to open the gate to Level 3 of the Asylum Dungeon.
Location: You get this at 4 on Level 2 of the Asylum Dungeon after you have killed all enemies in this room.
Needed to enter the second floor of Deirex's Tower. Location: Found at 5 in the cellar of the Tanner Shop if you told Aegisfield of your suspicions and he went to investigate the tanner. Needed to enter Adalon's Lair in the Underdark. This is the teddy bear you need to give Wellyn in order to put his spirit to rest in connection with the Wellyn's Teddy Bear quest.
Location: Given to you, or looted from, Llynis at 13 in the Copper Coronet. This note explains that Lord Tombelthen, after years of searching, found only enough Mithril for a single amulet. You only find the note if you are doing the Ranger Stronghold quests.
Location: Found at 9 in the Temple Ruins. Location: At 4 in the Slums Sewers. This is the journal of the deranged Elf Yakman aka. Tamorlin whom you meet on the Maze level of Watcher's Keep. It describes how to get through the maze.
Needed in connection with the Mae'Var quest to loot Mae'Var's strongbox. Allows you to use the exit to the Underdark at 22 in the City of Caverns. The property of the family that founded Trademeet, this item is needed in connection with the Feuding Families in Trademeet quest. Location: Looted from a Skeleton Warrior inside the tomb at 23 in Trademeet.
You need to take this from the Master of Thralls and destroy it in order to set all the Thralls in the Planar Prison free. This is the mirror you need to find for Mekrath in connection with the Free Haer'Dalis quest.
Location: Dropped by an Imp at 10 in the Sewers. You need this for the Mimic's Blood quest. Bring the blood back to Jermien in his house at 6 in the Umar Hills. Location Watcher's Keep : You get this at 7 on the Final Seal level once you have dropped four globes into cylinders of the corresponding colors. Location: Found in the rooms at 5 and 11 on Level 3 of the Asylum Dungeon. Location: Found at the following locations on Level 3 of the Asylum Dungeon : 3, 4, 5, 9, 11, 15, One of the items Cespenar needs to create Montolio's Cloak.
Location: Given to you by Mairyn the Forest Spirit after you have completed the third and final Ranger Stronghold quest. Location: Found in the House of the Moon at 14 in Suldanessellar. This is the head of Neb the Child Killer. If your party's reputation is 10 or better, you need to steal this in connection with the Mae'Var quest.
Location: Found at 10 on Level 1 of the Asylum Dungeon. Location: Taken from the six guardians at 11 , 13 , 14 , 15 , 16 , and 17 on Level 2 of the Windspear Hills Dungeon.
Needed in connection with the Egg Switching quest in Chapter 5. This key is needed to open the door at 2 on the main level of the Planar Sphere. Location: Dropped by the Warden at 7 in the Planar Prison.
This is the gem you need in connection with the Free Haer'Dalis quest. Location: Found in the altar at 5 in Mekrath's Lair after you have killed Mekrath or fetched his mirror for him. Allows you to use the two portals at 4 and 20 on Level 1 of Irenicus' Dungeon to progress to Level 2 of Irenicus' Dungeon. Needed in connection with the Aboleth's quest to Fetch Qilue's Brain. Location: Dropped by Qilue at 2 in Qilue's Home. Explains how to get the ransom for Lady Elgea if you choose to hold her for ransom in connection with the Buried Alive quest.
Location: In a closet in the house at 17 in the Bridge District. The heart of Prince Villynaty which you need to bring to King Ixilthetocal in the City of Caverns if you decide to side with the king. Enter the portal to the north to return to the first room.
Take the east portal and then the east portal again to find one of the demon leaders Tahazzar. Defeat him to get one of the Scepter Gems. From Tahazzar's lair, take the south portal three times to reach Ka'rashur's lair. Defeat him to get the second Scepter Gem.
From Ka'rashur's lair, take the south portal, then the west portal, then the north portal three times to get to the cavern that leads to the exit. In the large cavern you will meet Aesgareth, an extra-planar being who loves to gamble. He will offer a wager to you.
He will offer you the last Scepter Gem if you put up the rune that lets you leave the dungeon. You will each draw a card from the Deck of Many Things and whoever survives and has the highest card wins. However, if he wins, he will still give you the last Scepter Gem and will return the rune as well He won every time I played. With all three Scepter Gems , the Scepter of Radiance will become whole again and you will be able to enter the portal to the 4th level.
He is trapped inside a machine which allows him to summon any creature he wants, yet he is invulnerable to its attacks. Go to the northeast corner of the area and defeat the two Magic Golems. You need to use non-magical weapons against them to cause them harm.
Take the Blue Oil from the pool. From the center chamber, go north to the Illithid Encampment. Take the two Illithid Rod pieces from this area and they will merge into a single key. The first part is in the southern chamber and the second is in the northwest chamber. Use the key to enter the west chamber and take the Red Oil from the pool.
Two Vampiric Illithids will jump out of the their coffins and attack you. Return to the center chamber of the 4th level and go south to the Githyanki Encampment. Take the Flint and Tinder from one of the chests in the first room. Defeat the Captain in the room with the Dragon's Head and take the Purple Oil from the pool in the center of the room.
To the southeast is Saladrex's cavern. He is a Red Dragon who can give you some useful information about the level if you listen to him.
Return again to the main area of the 4th level and go to the south room with the six torches. Light the torches as is shown in this diagram to open the big doors: Defeat Rock and Garock in the next room and take the Crystal Mallet from one of the safes.
Click on the glass case surrounding Carston in the Machine of Lum the Mad. Hit it with the Crystal Mallet six times to break it.
Carston will beg you to spare his life and will give you his journal. Click on the Machine of Lum the Mad to operate it. Push the triangular button, turn the red wheel, and pull the medium lever to activate the portal to the next level.
Throughout Watcher's Keep, you can find notes written by Lum the Mad that will give you clues to other useful combinations. Around the seal are three pedestals each requiring a key. In the northwest part of the level you will find the Globe Machine. Push any of the coloured buttons and you will receive a globe of the same colour. However, enemies will also appear each time you press one of the buttons. Place one globe of each colour in the container of the same colour surrounding the Globe Machine and you will receive the Mind Key.
At the south end of the area you will meet a Helmite Ghost who will give you a key to the final gate, only after you have completed the three challenges in the guantlet. In the first room going counter-clockwise, you will have to fight a horde of orcs. New ones will continually appear to replace those that you kill so you need patience to defeat them all. When the last orc is dead, the Helmite Ghost will appear and congratulate you on your success.
In the second room, you will have to face a fearsome dragon. Make sure you take the Warrior's Skull from its body after you have killed it. In the last challenge room, you will meet an imp who will ask you a riddle.
Give the correct answer 'seven' to proceed. Next, you will play a game of 11 coins with him and the person who takes the last coin loses. Begin by taking 2 coins. If the imp takes 1 coin, take 3, if 2 coins, then take 2, and if he takes 1 coin, take 3, so that there are five coins left over, and you will be the winner.
Return to the Helmite Ghost after you have completed the three challenges and he will give you the Heart Key. Place the Warrior's Skull on the Spirit Altar in the northeast side of the area. You will find yourself in an old-style, text-based, adventure game.
First go east and attack the goblin. Go east again and when you approach the chest, a skeleton will attack you. Defeat the skeleton and take the Wand of Missiles from the chest. Go north and attack the war dog. Search the room to find a key and a potion which will restore some of your HPs.
Go west and search the room to find a scroll with a picture of a gibberling on it. Go west again. Ignore the fountain and go north. Defeat the ghost and then take the magical helm from the chest.
Now go east twice and approach the desk. The deadly toxins will have no affect on your warrior. Inside the desk, you will find a pair of bracers. Go north and use the scroll with the picture of a gibberling on it to scare away the gibberling. Go west and use the key to open the chest. Inside you will find a potion which will heal you greatly. Pass through the arch and enter the crypt. Use the Wand of Missiles on the mummy and then attack it.
Once you have defeated the mummy, your spirit will return to its body and you will find the Spirit Key in your possession. Click on each of the pedestals surrounding the final seal in the center of the area to insert each of the three keys. Click on each pedestal again to turn the key and you will be attacked by enemies. Once you have turned all the keys, turn the wheel next to the seal to open the portal to the crypt of the Imprisoned One. He will tell you that you have been tricked by false Helmites and that when you read the Ritual Scroll , you will trapped inside along with the him.
You now have three options. First, you can believe the Imprisoned One and agree to help him get revenge on Odren. Second, you could tell the Imprisoned on to reveal himself so that you can destroy him. He will reveal himself as the Demogorgon, prince of demons and will attack you. The third choise is to read the scroll anyway. After you have read it, you will find that the Imprisoned One was telling the truth and that you are trapped.
Speak to it again and agree to help it get its revenge and it will open a portal out. Enter the portal on the right in the north end of the area to exit Watcher's Keep. Speak to Odren at the top of Watcher's Keep by the entrance. If you had killed the Demogorgon, he will tell you that you only freed it to the Abyss, though it won't be able to cause havoc on the Material Realm. If you didn't kill it, you can choose to tell Odren the truth, or you can lie to him, so that he and the other Helmites enter Watcher's Keep.
If you had read the Ritual Scroll inside and tell Odren the truth, he will ask for your forgiveness and he and the other Helmites will go on a pilgrimage to atone for their mistake. You again have three options. First, you can just walk away from the situation.
However, that is a cowards way out. You could read the scroll she gives you and Odren and the Demogorgon will both be trapped inside. Your final option is to go back into Watcher's Keep and destroy the Demogorgon. Odren will not survive however, and will ask for your forgiveness with his dying breath.
Subquests Betrayal at the Gates Saradush ; ex. Speak to Captain Samand and he will be able to tell you more about the situation including his suspicions. He will allow you to investigate the matter yourself and will open the door to the prison for you. Enter the prison and speak to Mateo.
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