Крепость Де'Арнис, BGII

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Крепость Де'Арнис


Код локации: AR 1300


Вводная

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Возможные соратники

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Прохождение

Освободить крепость Де'Арнис

Если вы уже пришли сюда, вам ничего не остается делать, кроме как попытаться освободить крепость. Неважно, является ли ваш персонаж воином или варваром (они потом получают крепость в свое распоряжение в качестве стронгхолда). Чтобы попасть сюда, вы должны были поговорить с Налией. Если она к вам не присоединилась, или присоединилась, но потом ушла, то вы найдете ее за частоколом (x 770 y 3225).

Налия говорит, наконец, с кем вам придется сражаться - это тролли и юань-ти (хотя названия последних она и не знает). А это значит, что вам понадобится оружие, наносящее повреждение кислотой и огнем. Поговорите с капитаном Аратом, и когда вы будете с ним прощаться, он даст вам немного огненных стрел (см. раздел Квесты, чтобы узнать, как получать от него стрелы бесконечно). После этого можете входить в крепость.

Идите от огороженного частоколом участка на северо-восток, пока не найдете секретный вход (x 1300 y 2750). Дверь скрыта, поэтому, чтобы найти ее, можете использовать воровское умение Обнаружить ловушки. Заходите внутрь.


Достижения

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Дополнительные квесты

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Прочее

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     If you're here, then there's only one thing to do, and that is to attempt
     to clear out the De'Arnise Hold.  This can be done whether you are a
     Fighter/Barbarian or not, although only they gain possession of it later
     as their Stronghold.  In order to even be here, you must have talked to
     Nalia.  If you didn't join up with her, or if she left, you can find her
     in the Palisade (x 770 y 3225).
     Nalia tells you that you are fighting Trolls and Yuan-ti (although she
     doesn't know those by name).  Which means that you will want Flame/Acid
     based weaponry.  Talk to Captain Arat, and as you are about to say
     goodbye to him he gives you some Flame Arrows (see Quests below for a way
     to get infinite Arrows off of him).  Once you are done there, it is time
     to enter the De'Arnise Hold.
     Leave the palisade, and go northeast a little until you find the Secret
     Entrance (x 1300 y 2750).  It is a secret door, so having a Thief do
     Find Traps could help you find it.  Open it and go inside.
   - THE SECRET PASSAGE (AR 1302)
     There's nothing in this first room.  Nalia simply reminds you of your
     goals in here, find Daleson and open the Drawbridge.  Unlock then open
     the only door.
     This room has 2 containers with treasure (neither are trapped nor
     locked):
       Spells - Agannazar's Scorcher (Mage, to kill trolls of course)
       Potions
       Bullets
       Light Crossbow of Speed
       Heavy Crossbow
       Arrows +2
       Bolts +2
     Open the next door.  This leads to another secret door (x 600 y 1400),
     which is actually inside of the De'Arnise Hold (we were in the secret
     passage before that).  Open the secret door.
   - DALESON
     A Troll is in this room and he kills the servant here.  You don't really
     have a shot at saving him.  Kill the troll (being sure to hit it with
     Fire or Acid when it falls down).  Search the table (x 850 y 1265):
       Spells - Protection from Normal Weapons (Mage)
       Bullets +2
     There is a secret door on the northwest wall (x 700 y 1230), open it to
     find Daleson.  This guy provides all sorts of information about what you
     are facing, who you must save, the relic of the Keep (the Flail of the
     Ages) and where you need to end out (in the "cellar").  If Nalia is with
     you then she does most of the talking.
   - THE SECRET FORGE & THE FLAIL OF THE AGES
     Go into the room that Daleson was in.  There are 2 containers in here
     with mostly minor weaponry, although you will want to take the magic
     arrows here (and possibly the magic long bow).
     There is another secret door in the northwest wall (x 410 y 933).  At the
     end of this passage is another secret door which leads to the Secret
     Forge of the Flail of Ages.  There are three pieces to the Flail of Ages.
     Whenever you get one, bring it to this forge to add it to the whole.
     It can exist just fine with one, two or all three parts.  There is a
     chest here with some minor treasures. (x 560 y 400)
     Search the northeast wall for another secret door (x 630 y 380).  Just
     past that is another secret door.  Search the lion statue (x 950 y 175)
     to find:
       Flail Head (Cold, 1 of 3)
       Ring of Earth Control (AC +1, Summon Earth Elemental, Control E.E.)
       810 gold
   - LOOTING THE MAIN FLOOR
     Go back to Daleson's Room and open the (normal) door.  Directly in front
     of your party is the main Eating Hall, but it isn't important.
     Drop south and east.  There is a chest here (x 1430 y 1370): (TRAPPED)
       Dagger +2
       450 gold
     The room at (x 1325 y 520) has some very minor treasures in it.  The only
     worthwhile treasure is found on the bed near the bathroom, which has a
     couple of spells (Protection from Normal Weapons and Breach).  However,
     if you go from there and open up the door to the bathroom, you can find a
     Star Sapphire in the toilet (x 1765 y 500).
     The next room southwards (x 1835 y 885) has some minor treasures to be
     found on a fish (x 1790 y 675) and it has a stove.  If only you had
     something to cook.  Hmmm... seems that Daleson mentioned feeding some
     great beasts.  Now, what did he feed them...
   - MAKING DOGMEAT STEW
     Yeah, that's right.  Go out the door (x 1950 y 1140) to the exterior of
     the Keep.  Kill the Otyugh (5000 exp).  Then track down and kill the four
     family dogs and take their "dog meat".  Pleasant.  Go back inside and
     operate the stove to create a thick, meaty stew.  (The main character
     must have all 4 meats on him in order to make the stew)  For this you get
     11,500 experience.
   - OPENING THE DRAWBRIDGE
     Go back outside.  Then find the stairs (x 2175 y 1640) and go up that
     until you are on the Keep's walls.  Ignore the door for the moment.
     There will be an ice troll on the wall.  Kill it and keep going.  You
     will find the switch to open the Drawbridge at (x 2833 y 1840).  Click it
     once to open.  For this you get 29,750 experience.
     Go back to the main level (keep on ignoring that side door).  There you
     will see Humans battling it out with Giant Trolls and Greater Yuan-ti.
     Join the battle if you like (good experience).  Then go back into the
     main door to the keep.  The battle continues inside, but once these
     trolls are beaten, the guards leave.
   - LOOTING THE SECOND FLOOR OF THE KEEP (AR 1303)
     Open the door at (x 2000 y 1050) to get to the stairs.  Another servant
     gets whacked in here.  Go up the stairs.
     Nalia provides some more information on what needs to be done here.  She
     recommends finding her auntie's bedroom and finding the secret passage
     that leads to the cellar. (Why would the cellar be connected only to the
     second floor anyway?)  In this room are 2 containers with treasure,
     although the only good thing is the Spell Turning spell.
     Open the southeastern door (x 2100 y 1000) and enter that passage.  The
     side room here has some minor treasure.  Open the southwest door
     (x 2075 y 1425) to enter the Library.  In here you will find one
     mini-troll, a big troll that becomes two smaller ones when killed, and a
     Yuan-ti mage.  Take out the mage first.  The stairs here lead up to the
     roof (which is where that door we ignored goes as well, there's nothing
     up there worth looking at).  Search the 3 bookcases here:
       Keep Key
       Spells - Conjure Lesser Earth Elemental (Mage)
                Minor Spell Turning (Mage)
       Bolts +1
     Since the western door cannot be opened, that leaves only the southern
     door (x 1730 y 1650).  The first room along this passage has 1 container
     with minor treasures (Detect Illusions, 20 Arrows, etc.).  Go along down
     to the second door to find the Lady of the Keep.  She isn't too impressed
     with you.  Eventually she'll go away.  Remember this room, as we'll be
     coming back here in a moment (we have more looting to do first).
     Continue to the end of the passage and open the door (x 375 y 1035).
     Continue through this room into the next passage.  Kill the Ice Troll.
     This passage eventually goes all the way back to the library.  Ignore the
     northern door for the moment, and open the southern door (x 1550 y 630).
     Search the Fireplace: (TRAPPED)
       Wand of Frost
     There is a Secret Door on the southeast wall (x 1480 y 830).  Follow this
     passage all the way to what looks like a dead end.  It isn't.  Open this
     secret door and enter a small room.  There are 2 chests in here with
     mostly minor treasures (although the spell Spell Thrust is nice).  Detrap
     the next door and go in.
     Within this room is a former guardsman by the name of Glaicas.  There is
     a non-violent way to end this, (see below) but only if you have Nalia in
     your party.
       Glaicas - 9500 exp
                 Flail Head (Acid, 2 of 3)
                 Full Plate Mail
                 Potions
                 Gold
       Non-violent Solution: (from Sergio Le Roux)
         In the de'Arnise Hold, in the secret room where Glaicas is located, 
         you have to charm him to "normalcy". But there's a bug with the game: 
         a couple of seconds after you charm him, he turns blue for about 1 
         second, then turns green again. So, basically, your own charm spell 
         is interfering with the script that would lead to him talking to 
         you.
         If you want to save him (and earn 22,550 xp), you have to time it 
         right so that when you charm him (he turns green) one of your attacks 
         will hit him (this must happen BEFORE he turns blue). He will turn 
         red again... pause the game and make sure you stop all your 
         characters! He will continue being hostile, but then the script will 
         kick in. He'll talk to you and give you the last part of the flail.
     There is absolutely nothing in the next room, so go back out.
   - THE GOLEMS
     Go back to the Lady's room and search for traps until the secret door
     (x 833 y 1033) shows up.  This leads to a very small room with nothing in
     it.  There are two secret doors from this place, one to the west and one
     to the north.  Open the west one and go in.
     This is what I like to call the "Golem Chapel."  Depending on what level
     you are on you face different Golems.  If you are a high level then you
     are facing the tough Adamantite Golem.  I, however, faced an Iron Golem.
     At the end of this chamber are three Statues that can be searched for
     some pretty good magical items.  However, when you take those items, you
     WILL be attacked by some of the golems.  So, naturally, the best strategy
     is to kill the golems BEFORE taking the treasure.  If you don't have any
     +2 or better weaponry, you might want to go take the treasure first so 
     that you have weapons that can harm them.  
     One odd way to kill the golems in this room is to drop Cloudkills on
     them and shut the door. Wait. Repeat as needed.
     
     Remember, if you're frustrated you could always use my patented "fake 
     talk" strategy.  Move your fighters into position (only the ones with +2 
     weaponry, or weapons that have extra damage).  Adamantite Golems require
     +3 weapons or better to damage (Lilarcor, the Hammer in this very room,
     Melf's Minute Meteors, etc). Then PAUSE and "talk" to all the golems.  
     Then press F2 and have your fighters attack one golem.  Unpause.  Wait 5 
     seconds, pause again and repeat. Doing this you can avoid getting 
     attacked at all.
       Note:  Remember Clay Golems need to be hit with Blunt Weaponry.  The
              Flail of the Ages works well.  Stone Golems need piercing
              weaponry.  And the only weapon I had that affected an Iron Golem
              was Lilarcor, the Sentient Sword.
       Trick:  It's also possible to get the treasure without fighting the
               golems at all. I just had Aerie cast "Sanctuary" on herself
               before filching the weapons (all the other characters were in
               another room). As stealing the items isn't counted as a hostile
               action, the spell prevents the golems from acknowledging her
               existence. I think they're still activated, though, leaving the
               option to fight them available if you so wish (they just won't
               chase after Aerie).  Swift 'n' sweet. (from SpookyScarecrow)
               Also, you can take the Flail part without the golems attacking
               you.  You can even look in each of the statues to see what is
               there, as long as you don't take anything you won't be
               attacked.
     Once the golems are gone you can search the three statues at your
     leisure:
       Flail Head (Fire, 3 of 3)
       Axe +3: Frostreaver (extra Ice damage)
       Elven Court Long Bow +3
       War Hammer +1, +4 vs. Giants
     Then you can open the other secret door and descend to the Cellar, I
     would, however, finish the Flail of the Ages first.
   - FINISHING THE FLAIL OF THE AGES
     Go back to the Secret Forge and use it with all 3 heads to create the
     completed Flail of the Ages.  Oh, and you get 22,350 experience as well.
       Note:  If you wait to finish the Flail until AFTER you take control of
              the Stronghold (if you are a Fighter type character) then you
              get NO Exp for finishing the Flail.
   - THE CELLAR (AR 1301)
     Back upstairs, open the other secret door and descend into the Cellar.
     There are three containers in here, most of which have merely minor
     treasures in them (magic arrows are fun).  The TRAPPED chest at
     (x 875 y 265) has a:
       Shield Amulet
     Open the door and go into the next Troll-ridden room.  There's a new type
     of troll here, called the Spectral Troll.  Search two of the Iron Maidens
     at the top of the room to get an Identify Scroll.
     The next room is crawling with Umber Hulks.  To prevent your entire party
     from being Confused and Slaughtered, send only one person in and have
     that person protected from Confusion (Mind Blank, Chaotic Commands, or
     have the Sentient Sword equipped, the Barbarian Rage command also works).
     Then draw the Umber Hulks into the previous room where they can be cut
     down.  There are 4 containers in here, with mostly minor treasures, but
     some things stick out:
       Orc Leather +3 (-1 CHA)
       Bullets +2 and Bullets +1
     Now I bet you're wondering what we're doing with that Dog Food.  I know
     you are.  Enter the southwestern passage (the one that is already open)
     and open the second cell door (x 850 y 1280).  There is a tunnel here
     that searches like a container.  It has some dog bones.  Put the Dog Food
     here to get 18,750 experience.
       Note:  If you want to avoid the Umber Hulk battle all you have to do
              is have someone sneak past them (invisible or hiding in shadows)
              and place the Dog Stew in its place.  The Umber Hulks will then
              run out of the room to feed.  But you can place the Dog Food
              there whether you have already killed the Umber Hulks or not.
     Through the northeastern door (x 2000 y 770) is the BOSS of this area,
     TorGal.  TorGal seems to indicate that he was hired by someone to kill
     the Arnise family here.  But who would do such a thing?  Before you can
     find out you have to fight.  You have to fight TorGal and his Giant Troll
     cronies.  Many people like the spell "Cloudkill" here.
       TorGal - 15,000 exp
                Minor Treasures
     Then search the pedestal under the statue:
       Spells - Feeblemind (Mage)
       2126 Gold
       Gems & Necklaces
     Leave the Keep and Nalia will give you your reward: 10,650 gold and
     45,500 experience.  Anything past this point is part of the Fighter's
     Stronghold Quests (and covered in the Strongholds section at the end of
     the walkthrough), and so if you are not a Fighter, you won't get it.  In
     fact, if you aren't a fighter, Nalia can't stay here and the Keep will be
     seized by the Roenalls.
 Quests:
 -------
   QUEST:  Nalia's Father's Funeral
           This Quest can only happen AFTER you have cleared out the De'Arnise
           Hold AND Nalia is in your party.  A week must pass after the reward
           for clearing the Keep is given.  Then if you are in a city, a
           messenger will arrive and tell you to go to the Graveyard for her
           father's funeral.  This is time based, you must go to the Graveyard
           or Nalia will go without you.
           Once at the Graveyard you will be met by the messenger who shows
           you to the Funeral site.  Go up the stairs.  There you will meet
           Isaea Roenall, her former fiance.  Talking with him reveals the
           sort of person that he is, and why Nalia was in no rush to marry
           him.  He ends his tirade with a threat and leaves.
           Nalia has an amusing little rant about him and you can go.
   QUEST:  The Return of the Fiance & the Abduction of Nalia
           Barg - Docks (AR 0300, x 2380 y 2500)
           Roenall Estate - Government District (AR 1000, x 2810 y 140)
           24 hours after the Funeral, Isaea tracks you and Nalia down and
           demands that she honor her commitments.  He then places her under
           arrest using his authority as an Amnish official.  She is taken
           into custody and he laughs at you.  It is suggested (for me it was
           from Yoshimo) that I attempt to find some evidence of his wrong-
           doing and present it to his superiors.
             Note:  On my latest journey through the game, I managed to
                    trigger this event before it was time (in the middle of
                    the funeral, in fact), such that he didn't kidnap her at
                    all, merely repeated what he had said during the funeral.
                    Why?  Bodhi grabbed me and made her offer before Nalia
                    could make her rant about Isaea being a bastard.  So, to
                    get Nalia kidnapped, I did a quick cheat with a
                    CLUAConsole:CreateCreature("isaea") to get this quest.
           Then Khellor Ahmson comes up to you with a plan to get back at
           wicked Isaea.  You are told to watch a man named Barg at the docks,
           to search Isaea's home in the Government district (which he will
           unlock) and to present any evidence you find to Corgeig Axehand,
           Isaea's superior.
           Go to the Docks and find Barg (he's near the Sea's Bounty).  Talk
           to him and get him to reveal information on Isaea.  He mentions one
           Officer Dirth, who happens to be in the Sea's Bounty right now.
           Enter the tavern and talk to him.  This will end in violence.
             Dirth - 3200 exp
                     Full Plate Mail
                     Spells - Simulacrum (Mage)
                     Slavery Documents
           We have evidence, but not enough yet.  Go to the government
           district and go to the very top of the map.  The building there is
           the Roenall building.  Open it and go inside.  Inside the bedroom,
           search the drawers there to get Isaea's financial records.  Leave
           the house.
           Enter the Government Council Building and talk to Corgeig Axehand.
           Present him with all of your evidence (especially the financial
           records) and he will summon Isaea forth.  Corgeig launches a major
           investigation towards Isaea, which frees up Nalia to rejoin you.
           Isaea promises that this isn't over yet. (yet that appears to be
           it for him)
   OTHER:  Infinite Flame Arrows
           Captain Arat - De'Arnise Area (AR 1300, x 675 y 3320)
           This can only be done BEFORE the keep is liberated.  Talk to
           Captain Arat and when you say farewell he gives you some Flame
           Arrows.  Now simply talk to him again (3,3) and you will get
           another set of Flame Arrows.  You can repeat this as often as you
           wish to get as many arrows as you wish.  I would replace all of
           your regular arrows with Flame Arrows here.  Once the Keep is
           liberated Arat leaves forever.