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		<id>https://wiki.aerie.ru/index.php?title=%D0%A1%D0%BF%D0%B5%D0%BB%D0%BB%D1%85%D0%BE%D0%BB%D0%B4,_BGII&amp;diff=10703</id>
		<title>Спеллхолд, BGII</title>
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		<updated>2009-12-29T19:10:16Z</updated>

		<summary type="html">&lt;p&gt;Tristis Oris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;4.1  &amp;gt; &amp;gt; &amp;gt; &amp;gt;  Spellhold&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Exposition:&lt;br /&gt;
  -----------&lt;br /&gt;
&lt;br /&gt;
    As there are two ways into Spellhold, there are two places you can end up.&lt;br /&gt;
    If you simply walked to the Asylum using Perth's Wardstone, you must enter&lt;br /&gt;
    the Asylum on your own.  In that case you enter through the front doors.&lt;br /&gt;
    (x 625 y 1050)&lt;br /&gt;
&lt;br /&gt;
    If you asked the Pirate King to have you committed you will find yourself&lt;br /&gt;
    already inside one of the cell's in the Asylum.  However, you won't stay&lt;br /&gt;
    there long, as soon enough Irenicus teleports in.  You can talk to each&lt;br /&gt;
    of the inmates several times, and some give you items (gems and worthless&lt;br /&gt;
    scrolls).&lt;br /&gt;
&lt;br /&gt;
    If Yoshimo is in your party, he turns traitor.  Turns out that he was&lt;br /&gt;
    working for Irenicus the entire time.  Not that he was actually doing&lt;br /&gt;
    anything to hamper your efforts, but still.  Whether he was in your party&lt;br /&gt;
    or not, the results are the same.&lt;br /&gt;
&lt;br /&gt;
Примечание: Если Яшимо в вашей партии, то разденьте его, не зависимо от ваших действий он уйдёт из партии, при чём со всеми вещами, так же возможен баг с пропаданием вещей из инвенторя, обязательно сделайте сейв внутри СпеллХолда.&lt;br /&gt;
&lt;br /&gt;
    You are drugged and put to sleep, when you awaken you are in the tube...&lt;br /&gt;
&lt;br /&gt;
  Walkthrough:&lt;br /&gt;
  ------------&lt;br /&gt;
&lt;br /&gt;
    - THE (ALMOST) FINAL DREAM&lt;br /&gt;
&lt;br /&gt;
      Remember the three dreams that you had in chapters 2 and 3?  Well now is&lt;br /&gt;
      the time for the (near) Final Dream, and this time you are given control.&lt;br /&gt;
      After listening to Imoen we're on our way.  First thing first, go through&lt;br /&gt;
      the gate to enter the castle (this is the Dream Candlekeep, and if you&lt;br /&gt;
      didn't play the first Baldur's Gate, Candlekeep is where that game&lt;br /&gt;
      started).&lt;br /&gt;
&lt;br /&gt;
      If you don't want to lose a stat, see the Alternatively below.&lt;br /&gt;
&lt;br /&gt;
      You will find a Demon barring your way.  He wants you to make a sacrifice&lt;br /&gt;
      to enter.  What will you sacrifice?&lt;br /&gt;
&lt;br /&gt;
        Your mind      -1 INT&lt;br /&gt;
        Your Health    -1 CON&lt;br /&gt;
        Your agility  -1 DEX&lt;br /&gt;
        Your wits      -1 WIS&lt;br /&gt;
&lt;br /&gt;
      Give up whatever you can afford to give up (fighters should drop Wisdom&lt;br /&gt;
      or Intelligence, mages Constitution, etc.  Try not to give up Dexterity&lt;br /&gt;
      whatever class you are).  You lose whatever you chose to lose, and can&lt;br /&gt;
      then enter the castle (x 2000 y 1500).  Go to the back of this room to&lt;br /&gt;
      find the dream Imoen.  She tells you to &amp;quot;lead the beast here.&amp;quot;  Sounds&lt;br /&gt;
      easy enough.  Leave the castle.&lt;br /&gt;
&lt;br /&gt;
      Go left to find Bhaal (about x 1000 y 1800).  Talk to him and get him to&lt;br /&gt;
      chase you.  Now return to the castle, go in and go to Imoen.  Don't worry&lt;br /&gt;
      Bhaal will follow you.  Imoen then says she will make it vulnerable.&lt;br /&gt;
      Attack.  Once defeated Bhaal gets irritated.&lt;br /&gt;
&lt;br /&gt;
      Альтернативный вариант: (from K.C.)&lt;br /&gt;
&lt;br /&gt;
Если у демона не будет времени, чтобы забрать характеристику, то вы не потеряете ее.&lt;br /&gt;
Деритесь с Баалом снаружи, пока он не получит статус &amp;quot;присмерти&amp;quot;.&lt;br /&gt;
Идите вместе с ним к двери и говорите с демоном.&lt;br /&gt;
Выбирите любой параметр для пожертвования.&lt;br /&gt;
Быстро начните ложный диалог с демоном (он будет занят и не ответит), и используйте эту задержку чтобы забежать внутрь.&lt;br /&gt;
Если сделаете все быстро то не потеряете характеристику.&lt;br /&gt;
Теперь, говорите с Имоен, сон быстро завершится, а вы не потеряете ничего.&lt;br /&gt;
&lt;br /&gt;
      SPOILER:  Имоен в этом сне - фактически ваша душа, принявшая физическую форму, чтобы помочь вам.&lt;br /&gt;
                Вот почему сон с &amp;quot;Имоен&amp;quot; заканчивается криком, ваша душа была только что высосана из вас.&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
4.2  &amp;gt; &amp;gt; &amp;gt; &amp;gt;  Maze Beneath Spellhold (AR 1512)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Exposition:&lt;br /&gt;
  -----------&lt;br /&gt;
&lt;br /&gt;
    Bodhi was given the task of killing you, and instead she dumped you in a&lt;br /&gt;
    maze to play with you some more.  She says that she will give you time to&lt;br /&gt;
    escape and stop Irenicus from his evil plans...&lt;br /&gt;
&lt;br /&gt;
    Also you can pick up Imoen again (and you really should, she IS your&lt;br /&gt;
    sister).  I assume that Yoshimo turned traitor to make room for Imoen to&lt;br /&gt;
    return to your party.  If you talk to Imoen, but don't take her with you,&lt;br /&gt;
    she simply heads back to the surface, where you could get her later.&lt;br /&gt;
&lt;br /&gt;
    Due to the nature of this maze, all the optional items (the riddles and&lt;br /&gt;
    the portal) have been integrated into the walkthrough.  This is just for&lt;br /&gt;
    convenience sake.&lt;br /&gt;
&lt;br /&gt;
  Walkthrough:&lt;br /&gt;
  ------------&lt;br /&gt;
&lt;br /&gt;
    - EXPLORE THE MAZE&lt;br /&gt;
&lt;br /&gt;
      Ok, we are in a big evil maze, and need to find the way out.  Don't be&lt;br /&gt;
      afraid to rest.  Sure, Bodhi said you are on a clock but she is an evil&lt;br /&gt;
      vampire who can't be trusted.  Go down the southwest passage, kill&lt;br /&gt;
      whatever is there (for me it was Umber Hulks and Minotaurs) to find the&lt;br /&gt;
      big statue head (x 750 y 2100).  He asks you to find the Builder's Hand.&lt;br /&gt;
      Also you can search a pot near him for some spells.  Back to the&lt;br /&gt;
      beginning.&lt;br /&gt;
&lt;br /&gt;
      There are now three directions we can travel:  Northeast, Northwest and&lt;br /&gt;
      Southeast. (we've been southwest)  Go up the northeast passage first,&lt;br /&gt;
      (x 2170 y 1200).  There is a door dead ahead, open it.  Kill the Clay&lt;br /&gt;
      Golem within.  Then you can search for treasure (trapped!):&lt;br /&gt;
&lt;br /&gt;
        Bag of Holding (container that holds a lot)&lt;br /&gt;
        Opal Stone (keep this, it's a key, not a gem)&lt;br /&gt;
        Rogue Stone (useful if you want to go in that one Bridge door)&lt;br /&gt;
        Spells - Prismatic Spray (Mage)&lt;br /&gt;
        Arrows (etc.)&lt;br /&gt;
&lt;br /&gt;
      If you go left from this room, it goes up to a corridor with a big nasty&lt;br /&gt;
      trap that squishes anyone who enters it.  So avoid that.&lt;br /&gt;
&lt;br /&gt;
      Go back to the start, then go up the northwest passage (x 1300 y 1210)&lt;br /&gt;
      and open the door to the right (x 1350 y 960).  Kill whatever is in here&lt;br /&gt;
      (Gibberlings).  Search the 2 containers in here:&lt;br /&gt;
&lt;br /&gt;
        Ruby Stone (keep it)&lt;br /&gt;
        Spear +3&lt;br /&gt;
        Magical Arrows (etc.)&lt;br /&gt;
&lt;br /&gt;
    - RIDDLES&lt;br /&gt;
&lt;br /&gt;
      Head west to the next room (x 760 y 1075) and go in.  Welcome to the&lt;br /&gt;
      riddle room!  In the center is a chest full of bizarre riddly objects.&lt;br /&gt;
      These objects are then placed in the arms of the statue that they solve&lt;br /&gt;
      the riddle for.  Starting from just left of the door and going around,&lt;br /&gt;
      the riddles are:&lt;br /&gt;
&lt;br /&gt;
        Riddle:                                              Answering Object:&lt;br /&gt;
        -----------------------------------------------------------------------&lt;br /&gt;
        At night I come without being fetched, at            Star Medallion&lt;br /&gt;
        day I am gone without being stolen.&lt;br /&gt;
&lt;br /&gt;
        No beginning. No end. I am a symbol of the           Golden Circlet&lt;br /&gt;
        world's cycles.&lt;br /&gt;
&lt;br /&gt;
        Two brothers we are, great burdens we bear,          Worn Out Boots&lt;br /&gt;
        all day we are bitterly pressed; Yet this I will&lt;br /&gt;
        say - we are full all the day, and empty when&lt;br /&gt;
        we go to rest.&lt;br /&gt;
&lt;br /&gt;
        Here, in this place, you swallow me. Yet, were I     Jar of Water&lt;br /&gt;
        more, I could swallow you.&lt;br /&gt;
&lt;br /&gt;
        I have seen the mountains rise. I have seen the      Sundial&lt;br /&gt;
        fall of Netheril. You shall die but still shall I&lt;br /&gt;
        march on.&lt;br /&gt;
&lt;br /&gt;
        To those within the dungeon I am joy. To those       Sun Medallion&lt;br /&gt;
        fully beneath my gaze, I can be Hell.&lt;br /&gt;
&lt;br /&gt;
        I will save your life but yet can you die by me. I   Sword Medallion&lt;br /&gt;
        will settle disputes yet not with words.&lt;br /&gt;
&lt;br /&gt;
        Name me and so shall you break me.                   Gagged Man&lt;br /&gt;
&lt;br /&gt;
        Always do I tell the truth, yet cannot speak. Look   Mirror&lt;br /&gt;
        to me and see what really is.&lt;br /&gt;
&lt;br /&gt;
        I have two heads but one body. The more I stand      Hourglass&lt;br /&gt;
        still, the faster I run.&lt;br /&gt;
&lt;br /&gt;
        Try to defeat me but try in vain. When I win I       Grinning Skull&lt;br /&gt;
        end your pain.&lt;br /&gt;
&lt;br /&gt;
      Complete all the riddles to get 20,000 experience.  Then search the&lt;br /&gt;
      center chest again to find:&lt;br /&gt;
&lt;br /&gt;
        Sapphire Stone (keep it)&lt;br /&gt;
        Dusty Rose Ioun Stone&lt;br /&gt;
&lt;br /&gt;
      Open the next door (x 875 y 915), and then open the next door to the&lt;br /&gt;
      right (x 1033 y 700).  This is the second riddle room.  Go up and click&lt;br /&gt;
      each of the faces twice to be teleported into the center.  There you will&lt;br /&gt;
      be asked a riddle.  Get it right and you are rewarded, get it wrong and&lt;br /&gt;
      you are punished.  There are 12 faces and 12 corresponding riddles:&lt;br /&gt;
&lt;br /&gt;
        Riddle:                                                   Answer:&lt;br /&gt;
        -----------------------------------------------------------------------&lt;br /&gt;
        Lighter than what I am made of, more of me is             Ice&lt;br /&gt;
        hidden than is seen, I am the bane of the mariner,&lt;br /&gt;
        a tooth within the sea. Speak my name.&lt;br /&gt;
&lt;br /&gt;
        A spirited jig it dances bright, banishing all            Fire&lt;br /&gt;
        but darkest night. Give it food and it will live;&lt;br /&gt;
        give it water and it will die.&lt;br /&gt;
&lt;br /&gt;
        The man who invented it, doesn't want it for himself.     A Coffin&lt;br /&gt;
        The man who bought it, doesn't need it for himself. The&lt;br /&gt;
        man who needs it, doesn't know it when he needs it.&lt;br /&gt;
&lt;br /&gt;
        The life I lead is mere hours or less, I serve all my     A Candle&lt;br /&gt;
        time by being consumed. I am quickest when thin, slowest&lt;br /&gt;
        when fat, and wind is the bane of the gift that I bring.&lt;br /&gt;
&lt;br /&gt;
        The more that there is, the less that you see. Squint     Darkness&lt;br /&gt;
        all you wish when surrounded by me.&lt;br /&gt;
&lt;br /&gt;
        They come to witness the night without being called,      Stars&lt;br /&gt;
        a sailor's guide and a poet's tears. They are lost to&lt;br /&gt;
        sight each day without the hand of a thief.&lt;br /&gt;
&lt;br /&gt;
        They follow and lead, but only as you pass. Dress         Shadows&lt;br /&gt;
        yourself in darkest black, and they are darker still.&lt;br /&gt;
        Always they flee the light, though without the sun&lt;br /&gt;
        there would be none.&lt;br /&gt;
&lt;br /&gt;
        I have holes throughout, from back to front and top       A Sponge&lt;br /&gt;
        to bottom to core. More nothing than something within,&lt;br /&gt;
        and yet I still hold water.&lt;br /&gt;
&lt;br /&gt;
        I am free for the taking through all of your life,        Breath&lt;br /&gt;
        though given but once at birth. I am less than nothing&lt;br /&gt;
        in weight, but will fell the strongest of you if held.&lt;br /&gt;
&lt;br /&gt;
        Alive as you but without breath, as cold in my life as    Fish&lt;br /&gt;
        in my death; never a thirst though I always drink,&lt;br /&gt;
        dressed in a mail but never a clink.&lt;br /&gt;
&lt;br /&gt;
        Of all your possessions, I am the hardest to guard. If    A Secret&lt;br /&gt;
        you have me, you will want to share me. If you share me,&lt;br /&gt;
        you no longer have me.&lt;br /&gt;
&lt;br /&gt;
        I can have no color, though there may be darkness         A Hole&lt;br /&gt;
        within. I have no weight and hold nothing, and if placed&lt;br /&gt;
        in a container it becomes all the lighter.&lt;br /&gt;
&lt;br /&gt;
      When all 12 riddles are answered, then everyone gets 5000 experience&lt;br /&gt;
      points and you receive:&lt;br /&gt;
&lt;br /&gt;
        Ring of Regeneration (regenerate 1 HP every 6 seconds)&lt;br /&gt;
&lt;br /&gt;
    - THE PORTAL&lt;br /&gt;
&lt;br /&gt;
      Go back to the previous passage, and open the other door (x 750 y 800).&lt;br /&gt;
      Fight the monsters in here (Rakshasa and Mephits).  Past them is a big&lt;br /&gt;
      portal.  Remember those gems that we gathered that I told you not to&lt;br /&gt;
      put in your gem bag? (Opal Stone, Sapphire Stone and Ruby Stone)  They&lt;br /&gt;
      are the key to this portal.  Click the portal once and a Greater Wolfwere&lt;br /&gt;
      appears, twice and a Demon appears, three times and a Djinni appears and&lt;br /&gt;
      gives you:&lt;br /&gt;
&lt;br /&gt;
        Doomplate +3 (Plate Mail AC 0)&lt;br /&gt;
&lt;br /&gt;
      We are done here, so go back to the start, then take the southeast&lt;br /&gt;
      passage to the next level (x 2100 y 1800).&lt;br /&gt;
&lt;br /&gt;
    - LEVEL TWO (AR 1513)&lt;br /&gt;
&lt;br /&gt;
      We start in a room.  That is ordinary enough.  Just ahead, the room&lt;br /&gt;
      narrows quite suspiciously.  When someone goes through that narrow, a&lt;br /&gt;
      gate shuts and lots of Umber Hulks appear in this room and the next.&lt;br /&gt;
      Which means that your party will probably be split in two for this&lt;br /&gt;
      battle.  To avoid this fate, I sent out a Wizard Eye to scout out the&lt;br /&gt;
      area, it triggered the gate and left my entire party on one side.  You&lt;br /&gt;
      can also have a thief pick the lock on the gate to open it.  One &amp;quot;Death&lt;br /&gt;
      Spell&amp;quot; will clear this room out.&lt;br /&gt;
&lt;br /&gt;
      Prepare yourself for a big battle with a Lich.  Wander down the passage&lt;br /&gt;
      to the first door (x 2100 y 1800) and go in it.  Here you will find the&lt;br /&gt;
      aforementioned Lich and his undead buddies (Greater Mummies and Skeletal&lt;br /&gt;
      Warriors).  With Protective Spells active, you shouldn't lose any people&lt;br /&gt;
      (or if you do, you shouldn't lose too many).  Keep the Liches defenses&lt;br /&gt;
      down by Breaching, Piercing Magic, etc.  Also make sure you have good&lt;br /&gt;
      undead fighting weapons equipped (Daystar, Mace of Disruption, etc.)&lt;br /&gt;
      Liches are worth 22,000 experience.  After the battle you can search the&lt;br /&gt;
      pots here for some minor treasures (Cleric's Staff +3, etc.).&lt;br /&gt;
&lt;br /&gt;
      Enter the room right here, and search it for treasure. (spells and gold&lt;br /&gt;
      mostly, as well as some arrows)&lt;br /&gt;
&lt;br /&gt;
      Head further down the passage, it turns to the west.  Follow it to the&lt;br /&gt;
      door (x 1050 y 2070).  Open it to find Dace, a vampire.  This ends in a&lt;br /&gt;
      battle.  Kill him and he retreats to his coffin.  Then you stake him to&lt;br /&gt;
      get his Hand (the object we need to escape this place).  If you don't&lt;br /&gt;
      have stakes, then when you go by the library again, he reappears inside&lt;br /&gt;
      and tells you that your job is half finished.  You can find a Stake&lt;br /&gt;
      later on in this level when you get to the Kobold Shamans.  (the SECOND&lt;br /&gt;
      group of kobolds that appears... the one with the staff has the Stake)&lt;br /&gt;
&lt;br /&gt;
    - KOBOLDS&lt;br /&gt;
&lt;br /&gt;
      Back to the main passage, then continue north to the next room. (x 3000&lt;br /&gt;
      y 1100)  I found a Wandering Horror here to fight.  There are also 3&lt;br /&gt;
      containers in here with spells (Simulacrum, etc.) and other minor&lt;br /&gt;
      treasures.  Open the next door.&lt;br /&gt;
&lt;br /&gt;
      In the middle of this room (x 2340 y 515) you will find a book on a&lt;br /&gt;
      pedestal.  Click it twice to turn the page.  Each time you do this it&lt;br /&gt;
      summons forth a &amp;quot;bloodthirsty&amp;quot; monster:&lt;br /&gt;
&lt;br /&gt;
        Kobold Captain&lt;br /&gt;
        Sword Spider&lt;br /&gt;
        Umber Hulk&lt;br /&gt;
        Mind Flayer&lt;br /&gt;
        Beholder&lt;br /&gt;
&lt;br /&gt;
        Treasures:  Ring of Free Action&lt;br /&gt;
                    Spells - Simulacrum&lt;br /&gt;
                             Summon Fiend&lt;br /&gt;
&lt;br /&gt;
      Search the wall (x 2030 y 520) for a secret door, open it and go through.&lt;br /&gt;
      This is the Kobold/Imp room.  Past this is the Crystal Room, which also&lt;br /&gt;
      has the Kobold Witch Doctor.  More Kobolds will appear around the&lt;br /&gt;
      Crystal, and summon forth its &amp;quot;defenders&amp;quot; (more kobolds... and one xvart&lt;br /&gt;
      looking guy).  When they are dead, you get a Piece of the Crystal.  You&lt;br /&gt;
      may need to click the crystal to get the second group to appear.&lt;br /&gt;
&lt;br /&gt;
      Go back to the book room, open the door and go up the stairs.&lt;br /&gt;
&lt;br /&gt;
    - THE GIANT STATUE HEAD&lt;br /&gt;
&lt;br /&gt;
      Go now to the southwest passage again to the big giant statue head.  Talk&lt;br /&gt;
      to it with both the Crystal from the Kobolds and the Hand from Dace to&lt;br /&gt;
      get it to open the passage.  For this everyone gets 29,500 experience.&lt;br /&gt;
      The head opens its mouth, and you can now enter the door behind it.&lt;br /&gt;
      (x 470 y 1890)&lt;br /&gt;
&lt;br /&gt;
        Trick:  You may be able to talk to it again and again to get more&lt;br /&gt;
                experience.  Cornelius Chesterfield did it 6 times.&lt;br /&gt;
&lt;br /&gt;
    - FINAL LEVEL (AR 1514)&lt;br /&gt;
&lt;br /&gt;
      There are two doors to the right, we want to take the bottom one (x 630&lt;br /&gt;
      y 820).  Open the secret door to the right (x 820 y 1020).  Inside is a&lt;br /&gt;
      switch, click twice to open the secret door to the left (x 560 y 1020).&lt;br /&gt;
      Within here are a group of trolls (including one 12,000 exp troll).&lt;br /&gt;
      Search the nearby pot to find:&lt;br /&gt;
&lt;br /&gt;
        2 Mithril Tokens (used later to gain an item)&lt;br /&gt;
        Spell - Breach&lt;br /&gt;
        Arrows +2&lt;br /&gt;
&lt;br /&gt;
      Back to the passage, and take it down to the next door (x 650 y 1500).&lt;br /&gt;
      There are Minotaurs (3000 exp) in here.  Near the door we came in is a&lt;br /&gt;
      pot:&lt;br /&gt;
&lt;br /&gt;
        2 Mithril Tokens (so we have 4 total now)&lt;br /&gt;
        Spell - Sunfire&lt;br /&gt;
        Bolts +2&lt;br /&gt;
        Gold&lt;br /&gt;
&lt;br /&gt;
      Open the door at the top of the room (x 1000 y 1450) and go in.  Search&lt;br /&gt;
      the pool in the center of the room to find:&lt;br /&gt;
&lt;br /&gt;
        Minotaur's Horn (used much later)&lt;br /&gt;
        2 Mithril Tokens (6 total)&lt;br /&gt;
        Mind Flayer Painting&lt;br /&gt;
&lt;br /&gt;
      There are 3 statues in this room, each of which has another &amp;quot;monster&amp;quot;&lt;br /&gt;
      painting.  So click on each statue twice to get their painting.  They&lt;br /&gt;
      WILL shoot spells at you, no matter what you do.  Once you have the 4&lt;br /&gt;
      paintings, head back to the beginning room.  Then open the top door&lt;br /&gt;
      (x 900 y 650), go through the passage and open that door too.&lt;br /&gt;
&lt;br /&gt;
    - THE PAINTED DOORS&lt;br /&gt;
&lt;br /&gt;
      This leads to a room full of monsters (for me it was Yuan-ti) that must&lt;br /&gt;
      be dispatched before anything can be done.  There are then four doors in&lt;br /&gt;
      here, each with a picture of a monster on it that corresponds with one&lt;br /&gt;
      of the paintings we got.  From left to right:&lt;br /&gt;
&lt;br /&gt;
        Mind Flayer  - 11,000 experience&lt;br /&gt;
                       Flame of the North (2Hnd +2, 10% magic res., +4 vs Evil)&lt;br /&gt;
        Spirit Troll - 8000 experience&lt;br /&gt;
                       Katana +2: Malakar (+2 AC vs. Slashing weapons)&lt;br /&gt;
        Umber Hulk   - 10,000 experience&lt;br /&gt;
        Djinni       - 10,000 experience&lt;br /&gt;
                       Bloodstone Amulet&lt;br /&gt;
&lt;br /&gt;
      The Umber Hulk door leads to the next passage to go in.  There were a&lt;br /&gt;
      number of Wolfwere's in this passage.  Go up and search the pot&lt;br /&gt;
      (x 2280 y 185):&lt;br /&gt;
&lt;br /&gt;
        Gems&lt;br /&gt;
        Arrows (Bolts and Bullets)&lt;br /&gt;
        Spell - Phantom Blade&lt;br /&gt;
&lt;br /&gt;
      Then enter the room to the right.  In this room you will find 3 Clay&lt;br /&gt;
      Golems guarding the one treasure chest there.  Funky.  When you take the&lt;br /&gt;
      items from the chest, the door slams shut and the Clay Golems attack.&lt;br /&gt;
      Make sure you have Blunt weapons.  Then I would kill the Clay Golems&lt;br /&gt;
      first (Fake Talk works fine) and then unlock and take the treasures:&lt;br /&gt;
&lt;br /&gt;
        4 Mithril Tokens (10 total)&lt;br /&gt;
        Gesen Bow String (final part of the powerful Gesen Bow)&lt;br /&gt;
        Gem&lt;br /&gt;
&lt;br /&gt;
      Back into the passage, now take the southern door (x 2025 y 515).  I&lt;br /&gt;
      found a Stone Golem in here.  Search the table:&lt;br /&gt;
&lt;br /&gt;
        3 Mithril Tokens (13 total)&lt;br /&gt;
        Gold&lt;br /&gt;
        Lots and lots of throwing darts and axes&lt;br /&gt;
&lt;br /&gt;
      And also search the pot to the left:&lt;br /&gt;
&lt;br /&gt;
        2 Mithril Tokens (15 total)&lt;br /&gt;
        Gems&lt;br /&gt;
        Throwing Items&lt;br /&gt;
        Spell - Maze&lt;br /&gt;
&lt;br /&gt;
      Open the next door to the south to find the Vending Machine.  This is the&lt;br /&gt;
      reason we are collecting Mithril Tokens.  Depending on how many tokens&lt;br /&gt;
      are put in, you get a treasure:&lt;br /&gt;
&lt;br /&gt;
         5 Tokens - Boots of the North (50% cold resistance)&lt;br /&gt;
        10 Tokens - Boots of Grounding (50% electrical resistance)&lt;br /&gt;
        15 Tokens - Boots of Speed (Haste permanently on user)&lt;br /&gt;
        20 Tokens - Jester's Chain +4 (AC 1)&lt;br /&gt;
&lt;br /&gt;
      Right now you should have 15 tokens.  There are more than can be found&lt;br /&gt;
      throughout the level.  I found the Jester's Chain to be quite useless,&lt;br /&gt;
      so I would get the Boots of Speed.  Then later come back and spend&lt;br /&gt;
      whatever tokens you have on the Boots of the North. (If you plan to come&lt;br /&gt;
      back, you should probably mark it on your map)&lt;br /&gt;
&lt;br /&gt;
    - THE ORB ROOM&lt;br /&gt;
&lt;br /&gt;
      Go back to the beginning, then back down the bottom passage to the&lt;br /&gt;
      Minotaur room. (x 933 y 1667)  Open the door on the southeast wall.&lt;br /&gt;
      This passage leads to another door, which opens up to the Orb Room.&lt;br /&gt;
      There are 4 orbs in here that will cast a spell on whoever is standing&lt;br /&gt;
      on the mosaic in the center of the room.  From left to right the Orbs&lt;br /&gt;
      cast:&lt;br /&gt;
&lt;br /&gt;
        Slow           (x 1400 y 1575)&lt;br /&gt;
        Heal           (x 1500 y 1500)&lt;br /&gt;
        Haste          (x 1750 y 1525)&lt;br /&gt;
        Lightning Bolt (x 1850 y 1600)&lt;br /&gt;
&lt;br /&gt;
      A great place to Heal people, but the Haste Orb is probably more useful.&lt;br /&gt;
&lt;br /&gt;
      Head up the next passage.&lt;br /&gt;
&lt;br /&gt;
    - BODHI AND THE (VAMPIRE) SLAYER&lt;br /&gt;
&lt;br /&gt;
      Within the next room is a giant minotaur statue, some vampires, and, oh,&lt;br /&gt;
      Bodhi.  She has decided to kill you once and for all, well before you&lt;br /&gt;
      were supposed to meet (at least that is what I got out of that&lt;br /&gt;
      conversation).  A battle breaks out, but quickly, the main character&lt;br /&gt;
      changes into the Slayer.  This rightly freaks Bodhi out and she flees&lt;br /&gt;
      taking her vampire cronies with her.&lt;br /&gt;
&lt;br /&gt;
      Which leaves you as the Slayer, and you aren't entirely in control of&lt;br /&gt;
      your power.  Keep everyone else in the party away from the Slayer else&lt;br /&gt;
      they might get killed by it.  Your party members will rightly comment&lt;br /&gt;
      on this when you revert to normal.  The Slayer is the Avatar form (mortal&lt;br /&gt;
      form) of Bhaal and if you are turning into Bhaal...&lt;br /&gt;
&lt;br /&gt;
      The next time you rest after this, you turn in the Slayer again, and&lt;br /&gt;
      chase someone in your party around (possibly the person you are in a&lt;br /&gt;
      romance with).  You may even end out killing them.&lt;br /&gt;
&lt;br /&gt;
      The next time you sleep after that, you MAY get the Slayer Dream, where&lt;br /&gt;
      you gain the ability to change into the Slayer.  The cost of turning into&lt;br /&gt;
      the Slayer is a reputation loss of 2 points.  Also you cannot stay the&lt;br /&gt;
      Slayer for too long else you will die. (It says &amp;quot;you feel yourself losing&lt;br /&gt;
      control&amp;quot; when it gets close)&lt;br /&gt;
&lt;br /&gt;
    - ESCAPE THE DUNGEON&lt;br /&gt;
&lt;br /&gt;
      Open the door to your left (x 1965 y 1150).  There will probably be a&lt;br /&gt;
      Minotaur here to kill.  Then search the pool near the door:&lt;br /&gt;
&lt;br /&gt;
        4 Mithril Tokens (19 total)&lt;br /&gt;
        Gold&lt;br /&gt;
        Spell - Chain Lightning&lt;br /&gt;
&lt;br /&gt;
      If you go further up this passage you will find a Gauth (small green&lt;br /&gt;
      Beholder like creature, worth 9000 exp) and more Minotaurs.  No&lt;br /&gt;
      treasure.  Back to the Statue room.&lt;br /&gt;
&lt;br /&gt;
      Now take the lower right passage. (x 2330 y 1425)  This leads to a small&lt;br /&gt;
      room with yet more Minotaurs.  When they are dead, search the pot to&lt;br /&gt;
      find:&lt;br /&gt;
&lt;br /&gt;
        Minotaur Horn (used on the statue)&lt;br /&gt;
        2 Mithril Tokens (21 total)&lt;br /&gt;
        Spell - Limited Wish&lt;br /&gt;
        Gold&lt;br /&gt;
        Arrows&lt;br /&gt;
&lt;br /&gt;
      You now have all the Mithril Tokens in the game, so you can go back to&lt;br /&gt;
      the Vending Machine and get whatever you want from it.&lt;br /&gt;
&lt;br /&gt;
      Put the Horns on the Minotaur Statue (everyone gets 29,500 experience)&lt;br /&gt;
      to open the exit.  Go out.&lt;br /&gt;
&lt;br /&gt;
    - THE CHALLENGES&lt;br /&gt;
&lt;br /&gt;
      Oh, but we aren't free yet!  You will be in a small circular room with&lt;br /&gt;
      6 enemies, goblins and hobgoblins for you to kill.  Once they are dead,&lt;br /&gt;
      the Tester Apparition appears to administer the test to you.  These&lt;br /&gt;
      tests have right and wrong answers, a right answer makes your life&lt;br /&gt;
      easier (sends you to an easier area) and a wrong answer makes your life&lt;br /&gt;
      a little harder.  I will document only the easy path (although the hard&lt;br /&gt;
      path has nothing special in it):&lt;br /&gt;
&lt;br /&gt;
        Agree to take the test and you will be teleported to a small room with&lt;br /&gt;
        a Spore Colony.  Kill it.&lt;br /&gt;
&lt;br /&gt;
        Answer the next question with 'Splinter,' and be teleported to a room&lt;br /&gt;
        with a table:&lt;br /&gt;
&lt;br /&gt;
          Cloak of Reflection (reflects electrical damage back to source)&lt;br /&gt;
&lt;br /&gt;
        Then talk to the Apparitions around the table and answer their riddles:&lt;br /&gt;
&lt;br /&gt;
          Rich have need of it, poor have it:  Nothing&lt;br /&gt;
          Runs as it wills:                    A River&lt;br /&gt;
          Dwell with weak, rarely brave:       Fear&lt;br /&gt;
          Shines laughter or tears:            Memory&lt;br /&gt;
&lt;br /&gt;
          Note:  If you messed up the 'table riddlers' last question (memory)&lt;br /&gt;
                 you will be teleported to a room with a machine.  The correct&lt;br /&gt;
                 order of the machine is:&lt;br /&gt;
&lt;br /&gt;
                   1. Mithril 2. Ruby 3. Emerald 4. Sandalwood 5. Jade 6. Onyx&lt;br /&gt;
&lt;br /&gt;
                 This will get you a Bracers AC 5. (from Redd Barren)&lt;br /&gt;
&lt;br /&gt;
        This takes us to the Troll room.  Kill the three trolls you find and&lt;br /&gt;
        take from one of them a Head.  Go up and the Apparition will appear and&lt;br /&gt;
        mention that this room isn't part of the test.  Tell him you'd like to&lt;br /&gt;
        stay.  Then put the Head in the Troll Altar.  This gets you the:&lt;br /&gt;
&lt;br /&gt;
          Bone Club +2, +3 vs. Undead&lt;br /&gt;
&lt;br /&gt;
        Talk to the Apparition to get out.&lt;br /&gt;
&lt;br /&gt;
      You will then be judged.  If you took the Easy Path (the one I just&lt;br /&gt;
      described) then everyone in your party gets 51,250 experience points.  If&lt;br /&gt;
      you took a harder path, then he teleports in a Mind Flayer for you to&lt;br /&gt;
      fight.  (Everyone then gets 41,250 experience on the harder path)&lt;br /&gt;
&lt;br /&gt;
      There is one thing of Minor Treasure (x 970 y 380), but nothing&lt;br /&gt;
      important.  Leave this area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
4.3  &amp;gt; &amp;gt; &amp;gt; &amp;gt;  Escape from Spellhold&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Exposition:&lt;br /&gt;
  -----------&lt;br /&gt;
&lt;br /&gt;
    Once you return to the Asylum, you will be met by Saemon (the captain who&lt;br /&gt;
    brought you to Brynnlaw, if you forgot).  He offers you one sage bit of&lt;br /&gt;
    advice, get the deviant mages to help you defeat Irenicus.&lt;br /&gt;
&lt;br /&gt;
  Walkthrough:&lt;br /&gt;
  ------------&lt;br /&gt;
&lt;br /&gt;
    - GAIN ALLIES TO FIGHT IRENICUS&lt;br /&gt;
&lt;br /&gt;
      Avoid the big room in the middle of this area for the moment, if you go&lt;br /&gt;
      in there you WILL be destroyed by Irenicus (it's not even a fight! He&lt;br /&gt;
      just kills you!).  There are some minor treasures in a northern room&lt;br /&gt;
      (x 1720 y 550).  Open the door at (x 1400 y 400) and go up the stairs.&lt;br /&gt;
&lt;br /&gt;
      You will immediately meet up with Lonk the Sane.  Convince him to free&lt;br /&gt;
      the inmates (one way or another).  Then convince the Inmates that&lt;br /&gt;
      Irenicus should be killed and they will teleport you into his room&lt;br /&gt;
      downstairs.  Quickly a fight between you and him breaks out.  This battle&lt;br /&gt;
      is one of the larger battles in the game, as not only do you have&lt;br /&gt;
      Irenicus to face, but soon he summons forth a small army (of clones that&lt;br /&gt;
      look like your party) to help him.  Plus you have allies in the Deviants&lt;br /&gt;
      (so, if it says &amp;quot;Wanev casts Death Spell on Mazzy&amp;quot;, it means that he&lt;br /&gt;
      is casting that on your evil clone).  Defeat Irenicus and everyone in&lt;br /&gt;
      your party gets 68,500 experience.&lt;br /&gt;
&lt;br /&gt;
      Irenicus flees, leaving you to face another group of &amp;quot;murderers&amp;quot;.&lt;br /&gt;
      (thieves mostly)&lt;br /&gt;
&lt;br /&gt;
        Tip: At this point, you could close the door, preventing the thieves&lt;br /&gt;
             from entering. Then you could rest and prepare to face them.  You&lt;br /&gt;
             could also trap the outside of the room first, so that they get&lt;br /&gt;
             killed before attacking you.&lt;br /&gt;
&lt;br /&gt;
      If Yoshimo betrayed you, then he enters the scene after this and will&lt;br /&gt;
      attack you.  Kill him and take his heart.  This heart will allow you to&lt;br /&gt;
      undo the Geas on Yoshimo and give him peace in death.  To do that you&lt;br /&gt;
      have to take the heart to a temple of Ilmater (there's one on top of&lt;br /&gt;
      the Copper Coronet, and another in Waukeen's Promenade).&lt;br /&gt;
&lt;br /&gt;
    - ESCAPE FROM SPELLHOLD&lt;br /&gt;
&lt;br /&gt;
      Go back upstairs.  Follow the passage up and left to find Saemon again.&lt;br /&gt;
      He says that he wants to help you and that he knows a way out.  You have&lt;br /&gt;
      three options here:  one, trust him and go with him; two, kill him; and&lt;br /&gt;
      three don't kill him and enter the portal downstairs.  Do the first one,&lt;br /&gt;
      trust him and he will teleport you outside.  He goes to town and tells&lt;br /&gt;
      you to follow.  Don't, re-enter the Asylum.&lt;br /&gt;
&lt;br /&gt;
        Note:  If you take the Portal you will skip the Sahuagin City (and its&lt;br /&gt;
               wonderful treasures).  No matter which you choose, you will end&lt;br /&gt;
               out in the Underdark eventually.&lt;br /&gt;
&lt;br /&gt;
      Enter Irenicus' Office (x 1550 y 1000).  There was a Stone Golem here.&lt;br /&gt;
      Search the dresser for:&lt;br /&gt;
&lt;br /&gt;
        Staff of Thunder and Lightning&lt;br /&gt;
&lt;br /&gt;
      Search the desk for:&lt;br /&gt;
&lt;br /&gt;
        The Complete Journal of Jon Irenicus (parts 1 and 2)&lt;br /&gt;
&lt;br /&gt;
      Go into the next room.  Search the cabinet on the wall:&lt;br /&gt;
&lt;br /&gt;
        Horn of Silence&lt;br /&gt;
&lt;br /&gt;
      Then search the drawers south of the bed for:&lt;br /&gt;
&lt;br /&gt;
        Rogue Stone&lt;br /&gt;
        Jon's Key (if you took the portal in the basement, this would open the&lt;br /&gt;
                   secret door, but don't do that)&lt;br /&gt;
&lt;br /&gt;
      Leave the Asylum and head back to Brynnlaw.&lt;br /&gt;
&lt;br /&gt;
    - ESCAPE FROM BRYNNLAW&lt;br /&gt;
&lt;br /&gt;
      Go to the Vulgar Monkey Tavern and talk to Saemon again.  His ship was&lt;br /&gt;
      destroyed by the pirate lord (who probably had good reasons for doing&lt;br /&gt;
      that).  What he needs is for you to steal the Pirate Horn for him so&lt;br /&gt;
      that you can steal one of the Pirate Lord's ships.  Without the horn you&lt;br /&gt;
      will not make it out of the harbor.  He offers you the Vorpal Blade in&lt;br /&gt;
      exchange for doing this.  You will find the Horn on the lord's mistress&lt;br /&gt;
      Cayia at night.&lt;br /&gt;
&lt;br /&gt;
      Go to Cayia's house (x 615 y 1475) at night, enter.  After listening to&lt;br /&gt;
      Cayia and her current lover's pillow talk, they call the guards and flee.&lt;br /&gt;
      Kill the pirates, then search her Table to find the Pirate Horn (and&lt;br /&gt;
      another Rogue Stone).  Leave her house.&lt;br /&gt;
&lt;br /&gt;
      Head over to the Pirate Ship (x 1700 y 1900) where a group of pirates&lt;br /&gt;
      will attempt to enslave you as a rower.  Disabuse them of that notion.&lt;br /&gt;
&lt;br /&gt;
      Continue east to find Saemon (x 2950 y 2500), and talk to him.  This gets&lt;br /&gt;
      you aboard the ship, but soon the Pirate Lord tracks you down.  There is&lt;br /&gt;
      a bit of a scene, and Desharik, the Pirate Lord, even kills his own&lt;br /&gt;
      mistress, Cayia.  Saemon, ever courageous asks you to kill Desharik for&lt;br /&gt;
      him.  Kill the pirates and Saemon rewards you with:&lt;br /&gt;
&lt;br /&gt;
        Silver Blade (part of the Vorpal Sword)&lt;br /&gt;
&lt;br /&gt;
      The ship casts off...&lt;br /&gt;
&lt;br /&gt;
    - THE GITHYANKI INCURSION&lt;br /&gt;
&lt;br /&gt;
      Soon the ship is overrun by Giths looking for their sacred Blade.&lt;br /&gt;
      Although Saemon tries to get a non-violent solution to this, it isn't&lt;br /&gt;
      meant to be and a battle soon breaks out.  You have a very brief window&lt;br /&gt;
      to kill Saemon, if you want (18,000 experience).  Soon this battle is&lt;br /&gt;
      forced to a conclusion when the Sahuagin capsize the ship sending&lt;br /&gt;
      everyone overboard...&lt;br /&gt;
&lt;br /&gt;
[[Категория:Прохождение (BGII)]]&lt;br /&gt;
[[Категория:Статьи, требующие перевода]]&lt;br /&gt;
[[Категория:Статьи, требующие форматирования]]&lt;/div&gt;</summary>
		<author><name>Tristis Oris</name></author>
		
	</entry>
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