|
|
Строка 1: |
Строка 1: |
− | X1. > > > > Stronghold Walkthroughs
| + | #redirect[[:Category:Стронгхолды]] |
− | -------------------------------------------------------------------------------
| |
− | | |
− | These do not tell you how to get the Hold, (though they do tell you where to
| |
− | start) these are intended to tell you what to do with the Hold when you get
| |
− | it. Only the main character gets a stronghold. That means if your main
| |
− | character is a Fighter, Monk or Barbarian, you get the Warrior Stronghold.
| |
− | Sorcerers get the Mage Stronghold.
| |
− | | |
− | Warrior --> De'Arnise Hold
| |
− | | |
− | Talk to Nalia in the Copper Coronet in the Slums to get this
| |
− | quest started. Then at the successful completion of the quest,
| |
− | Nalia gives you the fortress as thanks. You MUST accept the
| |
− | Stronghold when she first offers it! If you do not, it will
| |
− | be seized by her enemies.
| |
− | | |
− | This stronghold's primary ability is to raise money, which it
| |
− | does at a rate of 500 gp per week. This gold is collected in
| |
− | the library on the second floor. You can also sleep anywhere in
| |
− | the Keep. Also you can "raise the tax rate," which results in
| |
− | an instant 1000 gp gain, but makes the people less happy. You
| |
− | want to keep your people happy since when they get too unhappy
| |
− | they will revolt. And if they revolt you lose control of the
| |
− | Keep.
| |
− | | |
− | Plus about once a week someone will come to visit you at the
| |
− | hold. These are "mini-quests" and usually involve a choice on
| |
− | your part. Most of these are worth only experience. The best
| |
− | time to know when to return to your keep is when you get the
| |
− | message saying that "Gold has been placed in your Keep".
| |
− | | |
− | Event 1: Angry Merchant. Tolmas Bendelia is here and he is
| |
− | quite upset. His caravan was waylaid by bandits in
| |
− | your land and he wants restitution. From you. If you
| |
− | do NOT pay him, he threatens to make life miserable
| |
− | for your people. The caravan was worth 1000 gold.
| |
− | You can either pay him the money, buy the debts of the
| |
− | farmers, or laugh him out of your sight. Once that
| |
− | is done you must decide what to do about the bandits.
| |
− | You can hire mercenaries for 500 gold, 250 gold or
| |
− | ignore them. Depending on your answers you get exp:
| |
− | | |
− | Buy debts for 1000 and 500 for mercenaries: 15,000
| |
− | Pay him 1000 and 500 for mercenaries: 15,000
| |
− | Pay him 1000 and 250 for mercenaries: 0
| |
− | Pay him 500 (CHA of 15+) and 500 for mercs: 15,000
| |
− | | |
− | Event 2: The Guard Thief. Captain Cernick has caught one of
| |
− | your guards stealing. Cernick, if asked, would have
| |
− | the man executed immediately, but that won't gain you
| |
− | anything. Talk to the thief and learn his side of the
| |
− | story. Turns out he has a very good excuse (medicine
| |
− | for wife). You can execute him, expel him from the
| |
− | guard or help him out. The medicine costs 500 gold.
| |
− | | |
− | Forgive him: 15,500 exp
| |
− | Expel him: 11,500 exp
| |
− | Execute: nothing
| |
− | | |
− | Buying the medicine makes the people like you more,
| |
− | and less likely to revolt.
| |
− | | |
− | Event 3: The Cleric of Tempus (Tempos). A priest of Tempus
| |
− | wants to set up shop in your Keep. He's a very odd
| |
− | character, and not someone that you will like.
| |
− | Keldorn will recommend him, while Anomen doesn't like
| |
− | him.
| |
− | | |
− | Let him stay: 15,500 exp
| |
− | Don't take stranger into keep: 11,500 exp
| |
− | Tell him to beat it: nothing
| |
− | | |
− | If you do keep him, you can find him upstairs in the
| |
− | Golem area. It requires going through some secret
| |
− | doors but it is your own temple.
| |
− | | |
− | Also letting him stay makes the people like you more.
| |
− | | |
− | Event 4: Somewhere around 2 weeks later (for me it was 16 days)
| |
− | a messenger appears and tells you to get back to the
| |
− | Hold within the next week OR ELSE.
| |
− | | |
− | Once you are there you meet with Lord Farthington
| |
− | Roenall who wants you to give up the Keep. I suggest
| |
− | you NOT do that.
| |
− | | |
− | Event 5: Chanelle the Maid. She has two men who wish to marry
| |
− | her and only you can decide which she is to marry.
| |
− | The first, Jessup, is poor but she loves him. The
| |
− | second, Malvolio, is rich but she doesn't love him.
| |
− | | |
− | Marry Jessup: 15,500 exp
| |
− | Marry Malvolio: 11,500 exp
| |
− | | |
− | If you let her marry Jessup then you have the option
| |
− | of providing a dowry. A 500 gold dowry makes the
| |
− | people like you more.
| |
− | | |
− | If you let her marry Malvolio, the people like you
| |
− | less. However, if you refuse his 500 gp, then they
| |
− | like you more (however, the two cancel each other out
| |
− | so you end out where you started).
| |
− | | |
− | Event 6: The two moneylenders. They claim that the previous
| |
− | Lord De'Arnise borrowed money from them and that you
| |
− | are responsible for paying it. The Major Domo says
| |
− | that there was no such debt, and that they could have
| |
− | forged the documents themselves. You can pay them
| |
− | their money if you wish, but you get no experience
| |
− | from it. Either threaten them with executions or have
| |
− | them executed.
| |
− | | |
− | Turns out they are blackmailers, but they might have
| |
− | a hold over your people. If you didn't buy off the
| |
− | blackmailers, you have to pay your people.
| |
− | | |
− | 500 gold: 11,500 exp
| |
− | 1000 gold: 15,500 exp (and people like you more)
| |
− | | |
− | And not paying makes the people angry with you.
| |
− | | |
− | Event 7: Flooding. The old dikes have broken flooding the
| |
− | land. Several angry farmers demand satisfaction from
| |
− | you. You need to spend money to repair the farms:
| |
− | | |
− | 5000 gold: 15,500 exp
| |
− | partial: 4500 exp
| |
− | none: nothing (and this makes a revolt more likely)
| |
− | | |
− | If you do a partial amount, you get experience based
| |
− | on how much you shell out:
| |
− | | |
− | 4000 gold: 6500 exp
| |
− | 3000 gold: 4500 exp
| |
− | 2000 gold: 2500 exp
| |
− | 1000 gold: nothing
| |
− | | |
− | And the less you pay, the more angry at you they
| |
− | become.
| |
− | | |
− | Then you need to spend money to repair the dike:
| |
− | | |
− | 2000 gold: the people like you more
| |
− | none: nothing (possible bad effects with Roenall)
| |
− | | |
− | Listen to what the farmers say when they leave. If
| |
− | they compliment you, then the people like you, if
| |
− | they say... not so nice things, beware.
| |
− | | |
− | Event 8: Invasion. Lord Roenall now intends to take this Keep
| |
− | by force and has invaded your lands. Your forces will
| |
− | not hold up long. What you are asked to do is go out
| |
− | to the battle and kill Lord Roenall, thus ending the
| |
− | invasion. Captain Cernick asks that you go out to
| |
− | help with the battle.
| |
− | | |
− | Just past the drawbridge you'll find the two opposing
| |
− | forces. After Roenall taunts you, attack him with
| |
− | everything you have. All you have to do is kill him
| |
− | and the battle ends.
| |
− | | |
− | Roenall - 12,000 exp
| |
− | Full Plate Mail +1
| |
− | Bastard Sword +1
| |
− | | |
− | Back inside you are told the Keep is yours forever
| |
− | more (assuming you don't tax yourself into a revolt)
| |
− | and you get 50,000 exp. Be sure to search Roenall
| |
− | afterwards.
| |
− | | |
− | The Keep is now yours forever, to generate an income, and be
| |
− | a base of operations.
| |
− | | |
− | | |
− | Priest --> Cult at the Temple District
| |
− | | |
− | Normally when you go to the Temple District you see a cult form,
| |
− | and a Priest of Helm talks to you. Well when you go here as a
| |
− | Priest, a representative from your Temple (ie Lathander) tells
| |
− | you to come with him.
| |
− | | |
− | Return to whomever gave you the quest to accept your reward
| |
− | (I got 8000 gold from Lathander as well as a Reputation +1).
| |
− | They then give you a room in the temple and you are part of the
| |
− | temple now. Then talk to their Acolyte to learn what you need
| |
− | to be doing now.
| |
− | | |
− | Lathander - Acolyte Lara
| |
− | Helm - Acolyte Byron
| |
− | Talos - Acolyte Vilon
| |
− | | |
− | You then have to meet with some people and help them out. Talk
| |
− | to the person, decide on a course of action. Then wait until
| |
− | they return to tell you the results. After 24 hours or so, the
| |
− | Acolyte will return to grade your performance. (The people are
| |
− | the same in all temples, however the reward for what you have
| |
− | them do changes)
| |
− | | |
− | Note: If you do something that the church you are a member of
| |
− | doesn't like (such as a Priest of Lathander telling
| |
− | someone to "kill all the witnesses") then you will be
| |
− | stripped of your title.
| |
− | | |
− | Lathander: (best choices)
| |
− | | |
− | Glinden - Wife is unfaithful. Tell him to forgive her and let
| |
− | her do as she will. Later the Acolyte comes and
| |
− | evaluates your performance. (20,000 exp)
| |
− | Ti'Vael - Killed a man. Have him pay restitution to the man's
| |
− | family. 48 hours he returns. (20,000 exp)
| |
− | Rania - Lost her faith. Give her time to think about
| |
− | things. 48 hours later Acolyte Lara reappears and
| |
− | gives you 20,000 exp.
| |
− | Cortirso - You were instantly promoted over this gentleman in
| |
− | the church, and he demands satisfaction (a duel).
| |
− | Don't fight him and Lara will give you 20,000 exp.
| |
− | | |
− | Lara then gives you the task to assassinate the
| |
− | Weathermistress Ada, chief of the Talos Temple. Every
| |
− | follower of Talos is now your enemy. Head over to the Temple
| |
− | and kill Ada. Return to Lara for your reward: 1000 gold and
| |
− | 35,000 experience.
| |
− | | |
− | Helm: (best choices)
| |
− | | |
− | Glinden - Wife is unfaithful. Tell him to remind his wife of
| |
− | their vows. Byron will return later and give you
| |
− | 20,000 exp.
| |
− | Ti'Vael - Killed a man. Tell him to turn himself in to the
| |
− | authorities. Byron gives you 20,000 exp.
| |
− | Rania - Lost her faith. Stress the importance of duty and
| |
− | following. She doesn't like it that much, but
| |
− | Helm does. Byron returns later to give you 20,000
| |
− | experience.
| |
− | Cortirso - You were instantly promoted over this gentleman in
| |
− | the church, and he demands satisfaction (a duel).
| |
− | Accept his challenge and kill him. Byron then gives
| |
− | you 20,000 experience for following Helm.
| |
− | | |
− | You are then given the task of protecting the Temple of
| |
− | Lathander from an attack of Talos. Also you must prevent the
| |
− | Lathandites from gaining revenge on Talos after the attack.
| |
− | Head over to the Temple of Lathander and prevent the assault
| |
− | from going through. Then talk to Lara and talk her out of
| |
− | assassinating Ada. (2,1) Return to Byron to get 1000 gold and
| |
− | 35,000 experience.
| |
− | | |
− | Talos: (best choices)
| |
− | | |
− | Glinden - Wife is unfaithful. Tell him to murder his wife AND
| |
− | her lover, then when the Inspector shows up turn
| |
− | Glinden in for a reward. You get 200 gold and
| |
− | 20,000 experience when Vilon returns.
| |
− | Ti'Vael - Killed a man. Tell him to kill all the witnesses to
| |
− | his crime. Then when he returns to you, kill him.
| |
− | Then take his head to the government district and
| |
− | give it to the inspector. Return to the temple.
| |
− | When Vilon returns you get 500 gold and 20,000 exp.
| |
− | Rania - Crisis of faith. Kill her for her lack of faith
| |
− | (oh, and keep her head around).
| |
− | Cortirso - You were instantly promoted over this gentleman in
| |
− | the church, and he demands satisfaction (a duel).
| |
− | Now take Rania's head to the Inspector and frame
| |
− | Cortirso for the murder. Vilon will give you 30,000
| |
− | experience for this clever action.
| |
− | | |
− | Now you are told to go assassinate Dawnmaster Kreel of the
| |
− | Lathander temple. Go do so, and you have to attack every
| |
− | follower of Lathander on your way there. Return to get your
| |
− | reward of 35,000 experience and 2000 gold.
| |
− | | |
− | | |
− | Paladin --> Order of the Radiant Heart
| |
− | | |
− | Talk to Lord Jierdan in the Copper Coronet (Slums) to get this
| |
− | ball rolling. Finish the quest and return to Garren, who now
| |
− | offers to help you enter the Order of the Radiant Heart. Your
| |
− | Paladin special abilities will also be increased. Do NOT kill
| |
− | Firkraag until you are asked to.
| |
− | | |
− | Note: Although it says that your abilities are increased,
| |
− | nothing appears to happen.
| |
− | | |
− | Go to the Radiant Heart and talk to Prelate Wesselan in the top
| |
− | left side room. Agree to what he says, then go talk to William
| |
− | Reirrac. You are given a small room in the Order and started
| |
− | out doing quests:
| |
− | | |
− | Event 1: Go to Umar Hills and rescue Knights from an attack.
| |
− | When you arrive at the Umar Hills, a runner
| |
− | immediately takes you to the site of the battle.
| |
− | There are Orgs, Ogre Mages and Ettins around. Kill
| |
− | them and try to keep the other Knights alive. Return
| |
− | to Reirrac to get your reward: 10,000 exp.
| |
− | | |
− | Event 2: Reirrac now wants you to go back to Umar Hills to meet
| |
− | a Baron in the Inn. This Baron wants you to remove
| |
− | some Squatters from his land. Talk to Brunson, Pardo
| |
− | and Moreno outside of the Inn before going inside and
| |
− | speaking with the Baron. When speaking with the Baron
| |
− | tell him everything you have learned from outside, and
| |
− | Lanka will turn against him. A fight breaks out, kill
| |
− | the Baron. Him and his goons range in experience from
| |
− | 3400 to 8000 and have some very minor treasures. Go
| |
− | outside and the farmers will thank you. Return to the
| |
− | Radiant Heart. Tell Reirrac what occurred to get
| |
− | 25,500 experience. (If you didn't talk to the farmers
| |
− | and help the Baron remove them then you get a mere
| |
− | 10,000 experience, if you DID talk to the farmers but
| |
− | removed them anyway you get 15,000 exp)
| |
− | | |
− | Event 3: The Morningales are being slaughtered for opposing the
| |
− | slave trade. Only one member of this family has
| |
− | survived, Tyrianna. Head out to the Docks district.
| |
− | Enter the house just to the right of the Temple of
| |
− | Oghma. Once inside you get to meet the "pleasant"
| |
− | Tyrianna. Soon you will be attacked by assassins,
| |
− | which can be easily dispatched. Then Tyrianna's
| |
− | godfather, Hurgis arrives. There are two possibilities
| |
− | here, 1) he may be an evil assassin, or 2) he has
| |
− | no proof of his identity, but doesn't detect as evil.
| |
− | So, cast Detect Evil to see which he is. If he
| |
− | detects as evil he is an assassin that must be killed,
| |
− | otherwise hand her over to him and return to the
| |
− | Order. Talk to Reirrac to get a reward: Pride of the
| |
− | Legion +2 (Plate Mail with AC of -1) and a Large
| |
− | Shield +2. If you had "Fallen" then your Paladin
| |
− | abilities will be regained.
| |
− | | |
− | Event 4: The final event is to retrieve the Avenger from the
| |
− | Red Dragon Firkraag. Return to the dragon's lair and
| |
− | go up to the dragon. Make your battle preparations.
| |
− | Now pause it, click on the dragon as though you were
| |
− | going to talk to it, then switch over and have
| |
− | everyone attack it instead. If it works right, he'll
| |
− | wait for you to talk to it, while you are busy
| |
− | pummeling him!
| |
− | | |
− | Firkraag - 64,000 exp
| |
− | Red Dragon Scales
| |
− | Holy Avenger +5
| |
− | Cloak of the Shield
| |
− | 1500 gold
| |
− | Spells - Invisible Stalker (Mage)
| |
− | | |
− | Return to Reirrac to get some experience (35,000).
| |
− | Take the Scales to the Docks area and have Cromwell
| |
− | make it into the Red Scale Armor. (AC of -1)
| |
− | | |
− | | |
− | Thief --> Shadow Thieves Guild (at the Docks)
| |
− | | |
− | Go over to the Shadow Thieves Guild at the Docks (they'll let
| |
− | you in since you know Gaelan). Go to the back of the Guild, and
| |
− | up the stairs. (or you could just go in the side door) Talk to
| |
− | Renal Bloodscalp and finish up his quests. At the end of which,
| |
− | Renal gives you control of Mae'Var's former guild as well as
| |
− | 10,500 gold to get it up and running. When he says he wants a
| |
− | profit out of you, he means it! Everyone in your party also
| |
− | gets 45,500 experience.
| |
− | | |
− | Go to your new Thieves Guild. You now have a new guard outside,
| |
− | Brannel (whom you can chastise if you feel like it). Go inside,
| |
− | and then open the top door to talk to Jariel. Jariel explains
| |
− | the workings of your guild, that you direct your thieves
| |
− | activities (high risk or low risk), bail them out of jail, etc.
| |
− | | |
− | At the beginning the thieves are at the Low Risk level, just
| |
− | covering the quota. You are also offered the chance to change
| |
− | your 5 thieving groups level of risks (one option at a time).
| |
− | The more risk involved, the more money you can collect. Once
| |
− | that is done, come back in 5 days. Collect your money from
| |
− | Jariel, and possibly bail someone out of a jam. Then wait for
| |
− | Joster to arrive and pay him your dues. (You will receive a
| |
− | message above your head saying that he has arrived. When you
| |
− | get that he appears next to Jariel)
| |
− | | |
− | Thieving Probabilities: (based on what you assign them in
| |
− | conversation with Jariel)
| |
− | | |
− | Gold Gained
| |
− | % success % jailed Hz: Gh: Kr: Ma: Va:
| |
− | | |
− | Thread: (2,1,2): 90% 10% 200 200 250 100 150
| |
− | Thread: (2,1,1): 80% 20% 400 300 500 250 300
| |
− | Thread: (2,2,2): 80% 20% 400 300 500 250 300
| |
− | Thread: (1,1,2): 80% 20% 400 300 500 250 300
| |
− | Thread: (1,1,1): 65% 35% 600 500 750 500 500
| |
− | Thread: (1,2,2): 65% 35% 600 500 750 500 500
| |
− | Thread: (2,2,1): 65% 35% 600 500 750 500 500
| |
− | Thread: (1,2,1): 50% 50% 900 750 1000 750 800
| |
− | | |
− | Cost to bail out: ................ 100 200 50 250 300
| |
− | | |
− | Quotas: 1: 500 gold
| |
− | 2: 500 gold
| |
− | 3: 1000 gold
| |
− | 4: 1000 gold
| |
− | 5: 350 gold
| |
− | | |
− | Every time after is random:
| |
− | | |
− | 50% - 500 gold
| |
− | 20% - 900
| |
− | 20% - 300
| |
− | 10% - 1000
| |
− | | |
− | If you fail to pay your Quota, then you lose your Thieves Guild.
| |
− | To max out your returns, have all your first three thieves go
| |
− | for the highest risk (1,2,1). If you want to see some more
| |
− | Money Charts to support this, check out the Appendix.
| |
− | | |
− | Beyond that there are also events to deal with:
| |
− | | |
− | Event 1 - Talk to Lathan (the other thief by Jariel) and he
| |
− | mentions that he is your "eyes and ears". He has
| |
− | nothing to report, but soon another thief, named Ama,
| |
− | appears. She wants you to help take out a government
| |
− | official. Simply meet her any night after this in
| |
− | Waukeen's Promenade. If you saved Kamuzu from the
| |
− | cells that Mae'Var kept, then he will warn you NOT to
| |
− | trust her. Gee, someone betraying you? Haven't seen
| |
− | THAT before!
| |
− | | |
− | Anyway, at night, wander over to Waukeen's Promenade.
| |
− | She'll appear and ask that you put your weapons away,
| |
− | supposedly to not scare someone. Yeah, her. Soon,
| |
− | you will be attacked by 6 assassins. They have some
| |
− | minor treasures.
| |
− | | |
− | Event 2 - Talk to Lathan again, and tell him to never let such
| |
− | things happen again. Then he has a bit of a problem,
| |
− | a pickpocket is keeping profits from you. The
| |
− | pickpockets know who is stealing but won't tell you.
| |
− | You have four options here: Kill them all, kill one
| |
− | of them (your choice), dock their pay or let their
| |
− | supervisor, Kretor, fix it. It takes 5 days to get
| |
− | results. (The thief is Darronal Gwin II)
| |
− | | |
− | If you dock their pay, the thieves will "fix" this
| |
− | problem on their own, by killing the thief.
| |
− | | |
− | If you choose to do nothing or kill all the thieves,
| |
− | Kretor will quit and you lose one of your thieving
| |
− | divisions. This will make getting your quota that
| |
− | much harder.
| |
− | | |
− | If you kill the wrong thief, then Kretor will quit.
| |
− | | |
− | If you choose to kill Darronal Gwin then the profit
| |
− | skimming ends.
| |
− | | |
− | And that is that for the Thieves Guild.
| |
− | | |
− | | |
− | Ranger --> Umar Hills Quest (start at Government District)
| |
− | | |
− | Talk to Delon in the Government District (near the statue) to
| |
− | get the ball rolling on this one, then go to Umar Hills and
| |
− | complete the quests there to gain control of the Ranger Cabin.
| |
− | When you beat the Shade Lord talk to Minister Lloid and he'll
| |
− | give you the cabin.
| |
− | | |
− | Note: Do NOT give the kids in Imnesvale beer or swords, or
| |
− | you could get kicked out of your stronghold!
| |
− | | |
− | Search the cabin again to find new magical items, some gold and
| |
− | a scroll from the townspeople. If you fail to make it back
| |
− | after you are told of an event here, they will board up your
| |
− | cabin and you won't be the Ranger Protector anymore.
| |
− | | |
− | Event 1: After three days you can find Mairyn in your cabin.
| |
− | Mairyn is a spirit of the forest and needs your help.
| |
− | Humans are tearing down her forest in the Temple Ruins
| |
− | area. I found the "humans" in the south center of the
| |
− | area. Talk to Lord Igen Tomblethen. Then search to
| |
− | the east of him (x 3875 y 2315) to find a mithril
| |
− | medallion and a note from his ancestor. Give him the
| |
− | medallion and don't accept a reward of gold to get
| |
− | 10,000 exp. Return to your cabin, talk to Mairyn
| |
− | again to get another 21,500 experience.
| |
− | | |
− | Event 2: Three days later Delon comes up to you again and asks
| |
− | you to come back to Imnesvale to deal with some Orcs.
| |
− | You have three days from the time you get the message
| |
− | to get back, else they strip you of your cabin. Talk
| |
− | to Minister Lloid who will apprise you on the
| |
− | situation. Head out to the cave (x 1600 y 1300). At
| |
− | the outside of the cave you will find Orogs. Go
| |
− | into the cave. Talk to Madulf inside to get 21,750
| |
− | experience. Talk to Minister Lloid again to get
| |
− | another 25,000 exp. (this works out a little
| |
− | differently if you killed Madulf before, of course,
| |
− | you only get 20,000 exp when talking to Lloid)
| |
− | | |
− | Event 3: About 5 days later Delon comes to you and asks you to
| |
− | return. It seems that the Umar Witch has returned.
| |
− | Go talk to Minister Lloid again. Now go to the Temple
| |
− | Ruins again. Before you enter the ruins, Mairyn
| |
− | appears and asks the same thing. Enter. There are
| |
− | many undead in here, as well as a Glabrezu (demon).
| |
− | You will find Umar at the Crystal (x 760 y 1250).
| |
− | Talk to her, but be ready for a fight. Turns out she
| |
− | is just some minor mageling. Kill her and return to
| |
− | the surface. Mairyn will then reward you with a
| |
− | Moon Dog figurine, Reputation +1 and 26,750 exp. If
| |
− | you were a Fallen Ranger this will also restore your
| |
− | Rangerhood. Minister Lloid offers no reward this
| |
− | time.
| |
− | | |
− | Moon Dog -- Cerebus
| |
− | | |
− | STR DEX CON INT WIS CHA
| |
− | 17 17 9 9 9 9
| |
− | THAC0 HP AC Attacks Weapon
| |
− | 11 74 0 1 3d4 (strikes as +1)
| |
− | Saves: Death - 6, Wand - 8, Polymorph - 7,
| |
− | Breath - 7, Spells - 9
| |
− | Resistances: All Physical Damage - 25%
| |
− | Magic - 25%
| |
− | Immunities: Charm, Fear, Poison,
| |
− | Normal Weapons
| |
− | Special Abilities: Healing Lick 3
| |
− | Moon Dog Howl 1
| |
− | Moon Dog Sight (True Sight) 1
| |
− | Improved Invisibility 1
| |
− | Mirror Image 1
| |
− | | |
− | | |
− | And that is that.
| |
− | | |
− | | |
− | Wizard --> The Planar Sphere
| |
− | | |
− | Talk to the Cowled Wizard in the main government building and
| |
− | agree to track Valygar. Complete this quest as normal (oh, and
| |
− | keep the Solamnic Knights alive). Once the Sphere quest is
| |
− | completely finished, go back inside and talk to the Knights.
| |
− | They want you to find them their way home (naturally), although
| |
− | the Planar Sphere is no longer capable of such an action. Then
| |
− | the wizard Teos appears with an offer. He proposes an alliance
| |
− | between you and the Cowled Wizards. Accept. Then ask for his
| |
− | help in returning the Knights to their home and he refers you to
| |
− | Ribald at the Adventurer's Mart.
| |
− | | |
− | Event 1: Return the Solamnic Knights to their home. Go to the
| |
− | adventurer's mart and talk to Ribald there. For the
| |
− | price of 9000 gold he will send a mage out to your
| |
− | Sphere tomorrow. Exactly 24 hours later, the mage
| |
− | teleports herself directly into the room where the
| |
− | Knights are. Talk with her and send the Knights home.
| |
− | You get 45,000 exp and a Golden Girdle as reward.
| |
− | | |
− | Trick: There is a way to get experience for this one
| |
− | twice. After talking to her once, before she
| |
− | is completely teleported away, simply talk to
| |
− | her again. As many times as you can talk to
| |
− | her you get experience and a Girdle. (I
| |
− | managed three times before she vanished)
| |
− | | |
− | Alternatively you can talk to Prelate Wessalan at the
| |
− | Radiant Heart and ask him to let the Knights live
| |
− | there. Tell the knights and you get 45,000 exp.
| |
− | (Therefore the Mage is better, not only do you get a
| |
− | Girdle, but there's a chance for multiple experience!)
| |
− | | |
− | Training Apprentices:
| |
− | | |
− | 16 hours after getting the Sphere (give or take), Teos
| |
− | will appear in the Sphere with three apprentices for
| |
− | you to train, Morul, Larz and Nara. Teos leaves but
| |
− | promises to return several times over the next few
| |
− | weeks.
| |
− | | |
− | You now have to decide what to have your Apprentices
| |
− | make:
| |
− | cost time to complete
| |
− | | |
− | Wand of the Apprenti -- 1000 gold -- 4 days
| |
− | Dagger of <yourname> -- 250 gold -- 4 days
| |
− | Ring of Protection -- 2000 gold -- 4 to 5 days
| |
− | | |
− | There is a random chance that they will fail to make
| |
− | whatever they are working on, no matter how easy.
| |
− | When they make the Ring of Protection, Larz gets
| |
− | vaporized (whether they succeed in making the ring or
| |
− | not).
| |
− | | |
− | Note: You can tell if they are going to succeed in
| |
− | their tasks, if when they tell you how long it
| |
− | will take they say it will take a "few days".
| |
− | If they say "few days" then they will succeed,
| |
− | if they say "4 days" then they will fail. (this
| |
− | works for the final choice as well)
| |
− | | |
− | Next they want to know which spell to transcribe:
| |
− | | |
− | Mislead -- 250 gold -- 4 days
| |
− | Abi Dalzim's ... -- 1000 gold -- 4 to 5 days
| |
− | Meteor Swarm -- 2500 gold -- 4 to 5 days
| |
− | | |
− | They will then give you a scroll of whichever spell
| |
− | you assigned. If learning Meteor Swarm, Nara will be
| |
− | exploded.
| |
− | | |
− | Finally there is one last artifact they want to try:
| |
− | | |
− | Robe of the Apprenti -- 250 gold -- 4 days
| |
− | Ring of Wizardry -- 3000 gold -- 4 days
| |
− | Staff of Power -- 10000 gold -- 4 days
| |
− | Nothing (the only way they'll all live to graduate)
| |
− | | |
− | Whether these objects are completed depends on how
| |
− | many Apprenti have survived: the more, the better the
| |
− | odds. But still whether the objects are completed is
| |
− | random. The Robe of the Apprenti kills Larz.
| |
− | The Ring of Wizardry requires that all Apprenti be
| |
− | alive, and it will kill Nara and Larz to make it.
| |
− | The Staff of Power requires all Apprenti to be alive
| |
− | to make. (else it results in a bug while creating)
| |
− | Then it kills all three Apprenti, but you MAY get the
| |
− | Staff! (random chance and all) A day after killing
| |
− | them all, Teos returns to chide you (though he doesn't
| |
− | seem to care).
| |
− | | |
− | If any of your Apprenti survived your training, then
| |
− | Teos will hold the Graduation Ceremony in the Sphere,
| |
− | about 5 minutes after appearing.
| |
− | | |
− | If all survived, then Graduation happens, but is quite
| |
− | a bit more heartwarming. Funny too. For your trouble
| |
− | you get 50,000 exp. (you only get Exp if you kept them
| |
− | all alive, if only 2 survive you get nothing, if 1
| |
− | survive you get nothing)
| |
− | | |
− | If Morul survives, he will return again after you
| |
− | complete the rest of the Stronghold as an Apprentice
| |
− | and every week he will make you potions. I hear that
| |
− | he won't appear if you have fought Cowled Wizards (the
| |
− | ones who appear in the streets when you cast a spell).
| |
− | | |
− | Event 3 - Two days later a messenger tells you to return to the
| |
− | Sphere (therefore if you are IN the sphere after two
| |
− | days, you'll need to leave it). Return to the
| |
− | Sphere. Teos appears, but he seems to be as confused
| |
− | about this as you are.
| |
− | | |
− | Soon it becomes clear that you have both been set up
| |
− | for an ambush as the messenger reappears with a lot
| |
− | of backup. Teos manages to hide during the battle,
| |
− | and reappears when you have won. This attack was
| |
− | precipitated by an anti-magic fanatic, Lord Argrim.
| |
− | Teos wants you to take him out, not kill, but remove
| |
− | him from existence with a Rune that he gives you. You
| |
− | can find Argrim in the Inn at the City Gates,
| |
− | upstairs. Have someone use the Rune on him (put it in
| |
− | the Quick Item slot), then kill his guards.
| |
− | | |
− | Return to the Sphere and talk to Teos. Whether you
| |
− | killed Argrim or Mazed him makes no difference, you
| |
− | get 7500 experience either way. Then he tells you
| |
− | what happened to Imoen.
| |
− | | |
− | After that, Morul reappears and offers to join you
| |
− | as an apprentice again. He makes potions every week.
| |
− | There are four random sets of potions that he can give
| |
− | you, each has 5 potions in it:
| |
− | | |
− | Set One: Set Two:
| |
− | 2 Potions of Genius Empty Potion Bottle
| |
− | Oil of Speed Potion of Firebreath
| |
− | Elixir of Health Potion of Agility
| |
− | Potion of Fire Resistance Potion of Defense
| |
− | Potion of Cold Resist
| |
− | | |
− | Set Three: Set Four:
| |
− | Potion of Extra Healing Potion of Genius
| |
− | *Potion of Invulnerability Potion of Regeneration
| |
− | Potion of Insight Potion of Stone Form
| |
− | Potion of Perception Potion/Frost Giant STR
| |
− | Potion of Master Thievery Potion/Invulnerability
| |
− | | |
− | * Set Three's Potion of Invulnerability is Cursed
| |
− | | |
− | Note: If you killed Agrim in the final Event, instead
| |
− | of imprisoning him, then Morul will NOT appear.
| |
− | (Henning Roes)
| |
− | | |
− | And that is that for the Mage Stronghold.
| |
− | | |
− | | |
− | Bard --> Theatre beneath Five Flagons
| |
− | | |
− | Go to the Bridge District and into the Five Flagons. There you
| |
− | will find a Theatre in the basement. Watch the horrible show
| |
− | and listen to Raelis Shai's plea for help. Complete this quest
| |
− | and you will get control of the theatre.
| |
− | | |
− | Once you are back in the theatre, the owner of the Five Flagons,
| |
− | Samuel Thunderburp asks what is going on. You can tell him that
| |
− | you were given the Deed to the Theatre by Raelis before she left
| |
− | for Sigil. He also sends Higgold the famous director to talk to
| |
− | you. He tells you to bring money in half a week.
| |
− | | |
− | Whenever you are needed, Higgold sends a boy out to bring you
| |
− | back in. Each event is about 4 to 6 days apart. Do NOT delay
| |
− | in getting there once the messenger talks to you, else the play
| |
− | quality will suffer. You get THREE DAYS from the time you are
| |
− | given the message until the play suffers from your absence. The
| |
− | Play Quality determines how well the play does in the end, and
| |
− | how much money you will earn from it later.
| |
− | | |
− | To determine your Play Quality, talk to the actors in the back.
| |
− | The more confidant they sound, the better the play. They have
| |
− | three separate comments: one is really depressed, the other is
| |
− | unsure of themselves and the last they are super happy about
| |
− | life.
| |
− | | |
− | Here are the events:
| |
− | | |
− | Event 1: Choose who to star: Naive Jenna or Actress Iltheia.
| |
− | Sure, Jenna might be the sympathetic favorite, but
| |
− | Iltheia will net you a better play in the end.
| |
− | How much money to invest: the minimum is 1000gp, but
| |
− | you can spend up to 10,000 gp. Naturally the more
| |
− | you spend the better.
| |
− | | |
− | Event 2: Solve the jealousy between Jenna and Iltheia. If
| |
− | Iltheia is playing the small role and you put her in
| |
− | the larger one you improve the quality of the play and
| |
− | get 6750 exp. Force Iltheia to accept her small role
| |
− | for 15,750 exp and improve the Play Quality. Expand
| |
− | her role for a mere 6750 exp, however the Play Quality
| |
− | will suffer. If Jenna is in the small role and you
| |
− | put her in the larger one, you get 6750 experience
| |
− | but hurt the quality of the play. Letting them solve
| |
− | things on their own cuts the quality and nets you no
| |
− | experience. If Iltheia is in the lead, don't threaten
| |
− | her or the play quality will dip. Compliment her for
| |
− | 11,500 experience. Then you have to give her 500 gp,
| |
− | but it further improves the Play.
| |
− | | |
− | Event 3: Zeran is improvising. Allow him to rewrite the play
| |
− | for 15,750 exp and improve the Quality of the Play a
| |
− | lot. Allow him to keep improvising for 11,500 exp and
| |
− | improve the quality of the play slightly. Stop his
| |
− | improvisation and you get NO experience and the Play
| |
− | Quality slips a little.
| |
− | | |
− | Event 4: Everyone is rewriting their characters. Have faith in
| |
− | Zeran's changes, with a charisma of 17 or better and
| |
− | the quality of the play improves. Stop all
| |
− | changes for 11,500 exp. Stop the changes and pay them
| |
− | 500 gp as a bonus gets you 11,500 exp as well, this
| |
− | also improves the quality of the Play. Threaten to
| |
− | "let them walk out" and you get no exp and the Quality
| |
− | of the Play drops. You can also take control of the
| |
− | rewrites yourself, and if your Charisma is 17 or
| |
− | better then you will also improve the quality of the
| |
− | play and get 11,500 exp.
| |
− | | |
− | Event 5: The curse? Lots of weird things are going on, and a
| |
− | Priest offers to cleanse the theatre for 1000 gp.
| |
− | Give him the gold and get 11,500 exp and improve the
| |
− | play quality. If you have a high charisma you can get
| |
− | away with giving her 500 gp for 11,500 exp, but no
| |
− | change in Play Quality. If you can't afford to pay
| |
− | and have a high charisma you can give her nothing and
| |
− | still improve the Play Quality. If you send her
| |
− | packing, or have a low charisma you will hurt the play
| |
− | quality quite a bit.
| |
− | | |
− | Event 6: Problems with the music. Your musician has vanished.
| |
− | Hiring Balmitance (the famous musician) has a great
| |
− | effect on the Play Quality and nets you 15,500 exp at
| |
− | a cost of only 500 gold. Making Marcus write the
| |
− | score hurts the Play Quality quite a bit. If your
| |
− | Intelligence is 15 or less then letting Marcus play
| |
− | while you write really hurts the play and gets you no
| |
− | experience. If your INT is 16 or 17 you get 6750 exp
| |
− | and a slight improvement to Quality. At 18 INT
| |
− | letting Marcus play the Harp while you rewrite the
| |
− | music for 11,500 exp. 19 or better INT gets you the
| |
− | best experience 15,500 and a better improvement to
| |
− | play quality (thought not so good as hiring the famous
| |
− | musician!).
| |
− | | |
− | 30 or so days later...
| |
− | | |
− | Event 7: Barbarians have invaded the Theatre. You meet Higgold
| |
− | on the main level of the Five Flagons this time and
| |
− | he begs for you to get rid of the barbarians who have
| |
− | taken control. Go downstairs, clean out the five
| |
− | goons here (including one mage) and get 15,500 exp.
| |
− | | |
− | Event 8: A day later you can watch the dress rehearsal. (You
| |
− | could take notes on what is being said... it's kinda
| |
− | important! Or you could just continue using this FAQ)
| |
− | | |
− | Event 9: Within three days (rather than the week you were
| |
− | promised) you are summoned again. And again he is on
| |
− | the main floor. Seems a major player at the City
| |
− | Council is going to attend and Zeran is ill. You
| |
− | must take up the role of the wizard (whether you are
| |
− | male or female it doesn't matter).
| |
− | | |
− | The Play: Since you are now in the role of the wizard, that
| |
− | means you have LINES to perform. Weren't paying
| |
− | attention in the dress rehearsal? Your lines are:
| |
− | | |
− | 2, 1, 1, 1, 2, 1, 2, 1, 2, 1
| |
− | | |
− | The City Council person speaks, and depending on how
| |
− | YOU personally did you get experience:
| |
− | | |
− | 49,500 experience (near flawless)
| |
− | 35,500 exp (several mistakes)
| |
− | 19,500 exp (many mistakes)
| |
− | | |
− | If you get the "near flawless", you also are given
| |
− | a gift, the Aslaer's Harp.
| |
− | | |
− | Next the overall quality of the play is judged:
| |
− | | |
− | 50,000 experience (near perfection)
| |
− | 29,500 experience (not quite perfect)
| |
− | 19,500 experience (not even close to perfect)
| |
− | | |
− | Finally Higgold offers to buy the theatre off of you
| |
− | for 10,000 gold. (If you got the "near perfection"
| |
− | score, anyway) This is totally up to you.
| |
− | | |
− | How much money the Theatre generates during a week
| |
− | depends entirely upon how much you invested at the
| |
− | start and the quality of the play. The more you
| |
− | invest, the better the return. If you invested the
| |
− | maximum of 10,000 and had a phenomenal play, the max
| |
− | amount per week is 1800 gp/week. Every week past the
| |
− | first, the gold/week drops by 100 gold until it hits
| |
− | 500 gold/week where it will remain.
| |
− | | |
− | And that is that for the Bard's Theatre.
| |
− | | |
− | | |
− | Druid --> Druid Grove (start at City Gate)
| |
− | | |
− | Talk to the man at the city gate to learn of the problems at
| |
− | Trademeet. Complete that quest to gain access to the Druid
| |
− | Grove. Your Druid MUST be at least level 14 to take control of
| |
− | the Grove (but it isn't necessary to clear the Trademeet quest).
| |
− | At the normal completion of clearing the grove you get the
| |
− | Staff of Thunder and Lighting.
| |
− | | |
− | Note: If you complete the Druid Grove Quest, but are lower
| |
− | than level 14 you can't take control of the Grove.
| |
− | However, once you hit level 14 a Druid will arrive to
| |
− | tell you to go to the Grove.
| |
− | | |
− | Challenge the Druid to a duel to assume control of the Grove.
| |
− | For beating the Druid you get 10,000 exp. For becoming the
| |
− | Great Druid you get another 20,000 exp and 10,000 gold as well
| |
− | as a Cleric's Staff +3 and a Ring of Protection +2.
| |
− | | |
− | Event 1: Within 8 hours the Spirit of the Grove will come to
| |
− | you and ask if you accept your responsibilities. By
| |
− | all means, accept! She then challenges you to take
| |
− | out the new leader of the Trolls, Nilthiri. To help
| |
− | you with this task she gives you a club, The Root of
| |
− | the Problem, which has special powers vs. unnatural
| |
− | creatures (like trolls). If you didn't go by there
| |
− | earlier, the Troll Mound is almost exactly south of
| |
− | the Druid Grove. (though you have to go around to get
| |
− | there)
| |
− | | |
− | Don't bother with going inside the Mound. Make sure
| |
− | you have some method of killing Trolls, Fire or Acid.
| |
− | (arrows, spells, weapons that do fire or acid
| |
− | damage) From the Mound go right until you find
| |
− | Nilthiri, the Troll Shaman. Kill Nilthiri and her
| |
− | trolls (10,000 exp for Nil.) and the Spirit will
| |
− | return and say "good job." (she also gives everyone
| |
− | in your party 18,500 Quest Experience points) That's
| |
− | it for now. (oddly, after this I went back to the
| |
− | Grove and talked to the Challenge Master again, and he
| |
− | gave me the reward for becoming the Great Druid again!
| |
− | Very odd, but nice!)
| |
− | | |
− | Event 2: About 9 days later (maybe 10) sleep within the Grove
| |
− | again and the Spirit will ask you to do another task.
| |
− | This time the descendent of a great druid is in
| |
− | danger, the child Loren. You must go to Trademeet to
| |
− | protect this child. Loren is found outside of the
| |
− | city walls, just to the right of the Yellow Tent.
| |
− | Ask the child about the voices he hears, and then tell
| |
− | him to fight the voices so that you can face them.
| |
− | (3,1,1,1,1) Loren falls unconscious and Chaos
| |
− | appears. Chaos turns into an odd phased-Beholder like
| |
− | creature and attacks. (12,000 exp) When it is dead,
| |
− | the Spirit returns and rewards you with a Golden Lion
| |
− | Figurine (summons a Lion for 5 min, just like the Moon
| |
− | Dog figurine). Also every character is given 20,500
| |
− | Quest Experience points.
| |
− | | |
− | Golden Lion Figurine -- Joolon
| |
− | | |
− | STR DEX CON INT WIS CHA
| |
− | 18 9 9 9 9 9
| |
− | THAC0 HP AC Attacks Weapon
| |
− | 15 45 6 3 1d12 (strikes as +1)
| |
− | Saves: Death - 13, Wand - 15, Polymorph - 14,
| |
− | Breath - 16, Spells - 16
| |
− | Resistances: --
| |
− | Immunities: Charm, Fear, Poison,
| |
− | Normal Weapons
| |
− | Special Abilities: Cloak of Fear - 1
| |
− | Blur - 1
| |
− | | |
− | Although the Spirit mentions a ceremony of Ascendancy (for
| |
− | Archdruids), that appears to be all you can do in the Druid
| |
− | Grove.
| |
− | | |
− | | |
− | Vash (on the GameFAQs Message Board) found a way to get two Strongholds:
| |
− | | |
− | I took a break from my main game to experiment with the much heralded
| |
− | dualled Kensai/Mage. Very powerful, and I can only imagine how powerful
| |
− | he'd be with his defenses after Tenser's Transformation kicks in.
| |
− | | |
− | Anyway, part of the experimenting was to see if he can get a stronghold for
| |
− | each class and I found he can. He cleared out the de'Arnise keep first with
| |
− | Nalia in the group, but initially refused to take over (I believe the
| |
− | response used was something along the lines of ''I don't think I'm the
| |
− | right person for this'').
| |
− | | |
− | Note: You could also simply not talk to her after clearing out the
| |
− | Stronghold. (Robert Pay)
| |
− | | |
− | Then he went and cleared the Planar Sphere immediately after. At the end,
| |
− | he was granted the Sphere by Lavok and it became the character's
| |
− | stronghold. I found that if I accepted the keep from Nalia first, Lavok did
| |
− | not grant the Sphere.
| |
− | | |
− | Then, I went back to the de'Arnise keep and told Nalia I would agree to her
| |
− | proposition to lend his name to the keep and the keep became his stronghold
| |
− | as well.
| |
− | | |
− | So in the end, I ended up with two strongholds.
| |
− | | |
− | Rabbit on the Shadowkeeper Message board has a cheating way to get all
| |
− | Strongholds:
| |
− | | |
− | To get all 8 strongholds you must do the following:
| |
− | 1. When talking to the person who gives the stronghold quest, and when
| |
− | talking to the person who ends the quest, use Shadow Keeper to give
| |
− | yourself the appropriate class.
| |
− | 2. After getting each stronghold, you must set the stronghold flag back
| |
− | to zero by typing the following into the debug console:
| |
− | | |
− | CLUAConsole:SetGlobal("PlayerHasStronghold","GLOBAL",0)
| |
− | | |
− | | |
− | [[Категория:Прохождение (BGII)]]
| |
− | [[Категория:Статьи, требующие перевода]] | |
− | [[Категория:Статьи, требующие форматирования]]
| |