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Версия 12:22, 25 февраля 2008
X1. > > > > Stronghold Walkthroughs
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)