Спеллхолд, BGII
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Версия от 21:42, 26 апреля 2009; 5-Sb WereWolf83 (обсуждение | вклад) (добавил примечание про раздевание Яшимо и баг с пропаданием вещей)
4.1 > > > > Spellhold
Exposition: -----------
As there are two ways into Spellhold, there are two places you can end up. If you simply walked to the Asylum using Perth's Wardstone, you must enter the Asylum on your own. In that case you enter through the front doors. (x 625 y 1050)
If you asked the Pirate King to have you committed you will find yourself already inside one of the cell's in the Asylum. However, you won't stay there long, as soon enough Irenicus teleports in. You can talk to each of the inmates several times, and some give you items (gems and worthless scrolls).
If Yoshimo is in your party, he turns traitor. Turns out that he was working for Irenicus the entire time. Not that he was actually doing anything to hamper your efforts, but still. Whether he was in your party or not, the results are the same.
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.
You are drugged and put to sleep, when you awaken you are in the tube...
Walkthrough: ------------
- THE (ALMOST) FINAL DREAM
Remember the three dreams that you had in chapters 2 and 3? Well now is
the time for the (near) Final Dream, and this time you are given control.
After listening to Imoen we're on our way. First thing first, go through
the gate to enter the castle (this is the Dream Candlekeep, and if you
didn't play the first Baldur's Gate, Candlekeep is where that game
started).
If you don't want to lose a stat, see the Alternatively below.
You will find a Demon barring your way. He wants you to make a sacrifice
to enter. What will you sacrifice?
Your mind -1 INT
Your Health -1 CON
Your agility -1 DEX
Your wits -1 WIS
Give up whatever you can afford to give up (fighters should drop Wisdom
or Intelligence, mages Constitution, etc. Try not to give up Dexterity
whatever class you are). You lose whatever you chose to lose, and can
then enter the castle (x 2000 y 1500). Go to the back of this room to
find the dream Imoen. She tells you to "lead the beast here." Sounds
easy enough. Leave the castle.
Go left to find Bhaal (about x 1000 y 1800). Talk to him and get him to
chase you. Now return to the castle, go in and go to Imoen. Don't worry
Bhaal will follow you. Imoen then says she will make it vulnerable.
Attack. Once defeated Bhaal gets irritated.
Alternatively: (from K.C.)
The demon has to take it away from you; you don't simply lose it.
Therefore if the demon never has time to take away your stat you'll
never lose it. Fight Bhaal outside and weaken him to near death
status. Lure him over to the door and talk to the demon just as he's
about to catch up. Choose any stat to sacrifice (it doesn't matter
which). Quickly do a fake-talk as soon as the conversation ends and
use the time to run inside. If you're quick enough you won't lose the
stat. Now when you talk to Imoen the dream will come to an abrupt end
and you'll be transported out of the area without losing anything.
SPOILER: The Imoen in your dream is actually your own soul taken form
to help you out. This is why the dream ends with "Imoen"
screaming... your soul has just been sucked out of you.
4.2 > > > > Maze Beneath Spellhold (AR 1512)
Exposition: -----------
Bodhi was given the task of killing you, and instead she dumped you in a maze to play with you some more. She says that she will give you time to escape and stop Irenicus from his evil plans...
Also you can pick up Imoen again (and you really should, she IS your sister). I assume that Yoshimo turned traitor to make room for Imoen to return to your party. If you talk to Imoen, but don't take her with you, she simply heads back to the surface, where you could get her later.
Due to the nature of this maze, all the optional items (the riddles and the portal) have been integrated into the walkthrough. This is just for convenience sake.
Walkthrough: ------------
- EXPLORE THE MAZE
Ok, we are in a big evil maze, and need to find the way out. Don't be
afraid to rest. Sure, Bodhi said you are on a clock but she is an evil
vampire who can't be trusted. Go down the southwest passage, kill
whatever is there (for me it was Umber Hulks and Minotaurs) to find the
big statue head (x 750 y 2100). He asks you to find the Builder's Hand.
Also you can search a pot near him for some spells. Back to the
beginning.
There are now three directions we can travel: Northeast, Northwest and
Southeast. (we've been southwest) Go up the northeast passage first,
(x 2170 y 1200). There is a door dead ahead, open it. Kill the Clay
Golem within. Then you can search for treasure (trapped!):
Bag of Holding (container that holds a lot)
Opal Stone (keep this, it's a key, not a gem)
Rogue Stone (useful if you want to go in that one Bridge door)
Spells - Prismatic Spray (Mage)
Arrows (etc.)
If you go left from this room, it goes up to a corridor with a big nasty
trap that squishes anyone who enters it. So avoid that.
Go back to the start, then go up the northwest passage (x 1300 y 1210)
and open the door to the right (x 1350 y 960). Kill whatever is in here
(Gibberlings). Search the 2 containers in here:
Ruby Stone (keep it)
Spear +3
Magical Arrows (etc.)
- RIDDLES
Head west to the next room (x 760 y 1075) and go in. Welcome to the
riddle room! In the center is a chest full of bizarre riddly objects.
These objects are then placed in the arms of the statue that they solve
the riddle for. Starting from just left of the door and going around,
the riddles are:
Riddle: Answering Object:
-----------------------------------------------------------------------
At night I come without being fetched, at Star Medallion
day I am gone without being stolen.
No beginning. No end. I am a symbol of the Golden Circlet
world's cycles.
Two brothers we are, great burdens we bear, Worn Out Boots
all day we are bitterly pressed; Yet this I will
say - we are full all the day, and empty when
we go to rest.
Here, in this place, you swallow me. Yet, were I Jar of Water
more, I could swallow you.
I have seen the mountains rise. I have seen the Sundial
fall of Netheril. You shall die but still shall I
march on.
To those within the dungeon I am joy. To those Sun Medallion
fully beneath my gaze, I can be Hell.
I will save your life but yet can you die by me. I Sword Medallion
will settle disputes yet not with words.
Name me and so shall you break me. Gagged Man
Always do I tell the truth, yet cannot speak. Look Mirror
to me and see what really is.
I have two heads but one body. The more I stand Hourglass
still, the faster I run.
Try to defeat me but try in vain. When I win I Grinning Skull
end your pain.
Complete all the riddles to get 20,000 experience. Then search the
center chest again to find:
Sapphire Stone (keep it)
Dusty Rose Ioun Stone
Open the next door (x 875 y 915), and then open the next door to the
right (x 1033 y 700). This is the second riddle room. Go up and click
each of the faces twice to be teleported into the center. There you will
be asked a riddle. Get it right and you are rewarded, get it wrong and
you are punished. There are 12 faces and 12 corresponding riddles:
Riddle: Answer:
-----------------------------------------------------------------------
Lighter than what I am made of, more of me is Ice
hidden than is seen, I am the bane of the mariner,
a tooth within the sea. Speak my name.
A spirited jig it dances bright, banishing all Fire
but darkest night. Give it food and it will live;
give it water and it will die.
The man who invented it, doesn't want it for himself. A Coffin
The man who bought it, doesn't need it for himself. The
man who needs it, doesn't know it when he needs it.
The life I lead is mere hours or less, I serve all my A Candle
time by being consumed. I am quickest when thin, slowest
when fat, and wind is the bane of the gift that I bring.
The more that there is, the less that you see. Squint Darkness
all you wish when surrounded by me.
They come to witness the night without being called, Stars
a sailor's guide and a poet's tears. They are lost to
sight each day without the hand of a thief.
They follow and lead, but only as you pass. Dress Shadows
yourself in darkest black, and they are darker still.
Always they flee the light, though without the sun
there would be none.
I have holes throughout, from back to front and top A Sponge
to bottom to core. More nothing than something within,
and yet I still hold water.
I am free for the taking through all of your life, Breath
though given but once at birth. I am less than nothing
in weight, but will fell the strongest of you if held.
Alive as you but without breath, as cold in my life as Fish
in my death; never a thirst though I always drink,
dressed in a mail but never a clink.
Of all your possessions, I am the hardest to guard. If A Secret
you have me, you will want to share me. If you share me,
you no longer have me.
I can have no color, though there may be darkness A Hole
within. I have no weight and hold nothing, and if placed
in a container it becomes all the lighter.
When all 12 riddles are answered, then everyone gets 5000 experience
points and you receive:
Ring of Regeneration (regenerate 1 HP every 6 seconds)
- THE PORTAL
Go back to the previous passage, and open the other door (x 750 y 800).
Fight the monsters in here (Rakshasa and Mephits). Past them is a big
portal. Remember those gems that we gathered that I told you not to
put in your gem bag? (Opal Stone, Sapphire Stone and Ruby Stone) They
are the key to this portal. Click the portal once and a Greater Wolfwere
appears, twice and a Demon appears, three times and a Djinni appears and
gives you:
Doomplate +3 (Plate Mail AC 0)
We are done here, so go back to the start, then take the southeast
passage to the next level (x 2100 y 1800).
- LEVEL TWO (AR 1513)
We start in a room. That is ordinary enough. Just ahead, the room
narrows quite suspiciously. When someone goes through that narrow, a
gate shuts and lots of Umber Hulks appear in this room and the next.
Which means that your party will probably be split in two for this
battle. To avoid this fate, I sent out a Wizard Eye to scout out the
area, it triggered the gate and left my entire party on one side. You
can also have a thief pick the lock on the gate to open it. One "Death
Spell" will clear this room out.
Prepare yourself for a big battle with a Lich. Wander down the passage
to the first door (x 2100 y 1800) and go in it. Here you will find the
aforementioned Lich and his undead buddies (Greater Mummies and Skeletal
Warriors). With Protective Spells active, you shouldn't lose any people
(or if you do, you shouldn't lose too many). Keep the Liches defenses
down by Breaching, Piercing Magic, etc. Also make sure you have good
undead fighting weapons equipped (Daystar, Mace of Disruption, etc.)
Liches are worth 22,000 experience. After the battle you can search the
pots here for some minor treasures (Cleric's Staff +3, etc.).
Enter the room right here, and search it for treasure. (spells and gold
mostly, as well as some arrows)
Head further down the passage, it turns to the west. Follow it to the
door (x 1050 y 2070). Open it to find Dace, a vampire. This ends in a
battle. Kill him and he retreats to his coffin. Then you stake him to
get his Hand (the object we need to escape this place). If you don't
have stakes, then when you go by the library again, he reappears inside
and tells you that your job is half finished. You can find a Stake
later on in this level when you get to the Kobold Shamans. (the SECOND
group of kobolds that appears... the one with the staff has the Stake)
- KOBOLDS
Back to the main passage, then continue north to the next room. (x 3000
y 1100) I found a Wandering Horror here to fight. There are also 3
containers in here with spells (Simulacrum, etc.) and other minor
treasures. Open the next door.
In the middle of this room (x 2340 y 515) you will find a book on a
pedestal. Click it twice to turn the page. Each time you do this it
summons forth a "bloodthirsty" monster:
Kobold Captain
Sword Spider
Umber Hulk
Mind Flayer
Beholder
Treasures: Ring of Free Action
Spells - Simulacrum
Summon Fiend
Search the wall (x 2030 y 520) for a secret door, open it and go through.
This is the Kobold/Imp room. Past this is the Crystal Room, which also
has the Kobold Witch Doctor. More Kobolds will appear around the
Crystal, and summon forth its "defenders" (more kobolds... and one xvart
looking guy). When they are dead, you get a Piece of the Crystal. You
may need to click the crystal to get the second group to appear.
Go back to the book room, open the door and go up the stairs.
- THE GIANT STATUE HEAD
Go now to the southwest passage again to the big giant statue head. Talk
to it with both the Crystal from the Kobolds and the Hand from Dace to
get it to open the passage. For this everyone gets 29,500 experience.
The head opens its mouth, and you can now enter the door behind it.
(x 470 y 1890)
Trick: You may be able to talk to it again and again to get more
experience. Cornelius Chesterfield did it 6 times.
- FINAL LEVEL (AR 1514)
There are two doors to the right, we want to take the bottom one (x 630
y 820). Open the secret door to the right (x 820 y 1020). Inside is a
switch, click twice to open the secret door to the left (x 560 y 1020).
Within here are a group of trolls (including one 12,000 exp troll).
Search the nearby pot to find:
2 Mithril Tokens (used later to gain an item)
Spell - Breach
Arrows +2
Back to the passage, and take it down to the next door (x 650 y 1500).
There are Minotaurs (3000 exp) in here. Near the door we came in is a
pot:
2 Mithril Tokens (so we have 4 total now)
Spell - Sunfire
Bolts +2
Gold
Open the door at the top of the room (x 1000 y 1450) and go in. Search
the pool in the center of the room to find:
Minotaur's Horn (used much later)
2 Mithril Tokens (6 total)
Mind Flayer Painting
There are 3 statues in this room, each of which has another "monster"
painting. So click on each statue twice to get their painting. They
WILL shoot spells at you, no matter what you do. Once you have the 4
paintings, head back to the beginning room. Then open the top door
(x 900 y 650), go through the passage and open that door too.
- THE PAINTED DOORS
This leads to a room full of monsters (for me it was Yuan-ti) that must
be dispatched before anything can be done. There are then four doors in
here, each with a picture of a monster on it that corresponds with one
of the paintings we got. From left to right:
Mind Flayer - 11,000 experience
Flame of the North (2Hnd +2, 10% magic res., +4 vs Evil)
Spirit Troll - 8000 experience
Katana +2: Malakar (+2 AC vs. Slashing weapons)
Umber Hulk - 10,000 experience
Djinni - 10,000 experience
Bloodstone Amulet
The Umber Hulk door leads to the next passage to go in. There were a
number of Wolfwere's in this passage. Go up and search the pot
(x 2280 y 185):
Gems
Arrows (Bolts and Bullets)
Spell - Phantom Blade
Then enter the room to the right. In this room you will find 3 Clay
Golems guarding the one treasure chest there. Funky. When you take the
items from the chest, the door slams shut and the Clay Golems attack.
Make sure you have Blunt weapons. Then I would kill the Clay Golems
first (Fake Talk works fine) and then unlock and take the treasures:
4 Mithril Tokens (10 total)
Gesen Bow String (final part of the powerful Gesen Bow)
Gem
Back into the passage, now take the southern door (x 2025 y 515). I
found a Stone Golem in here. Search the table:
3 Mithril Tokens (13 total)
Gold
Lots and lots of throwing darts and axes
And also search the pot to the left:
2 Mithril Tokens (15 total)
Gems
Throwing Items
Spell - Maze
Open the next door to the south to find the Vending Machine. This is the
reason we are collecting Mithril Tokens. Depending on how many tokens
are put in, you get a treasure:
5 Tokens - Boots of the North (50% cold resistance)
10 Tokens - Boots of Grounding (50% electrical resistance)
15 Tokens - Boots of Speed (Haste permanently on user)
20 Tokens - Jester's Chain +4 (AC 1)
Right now you should have 15 tokens. There are more than can be found
throughout the level. I found the Jester's Chain to be quite useless,
so I would get the Boots of Speed. Then later come back and spend
whatever tokens you have on the Boots of the North. (If you plan to come
back, you should probably mark it on your map)
- THE ORB ROOM
Go back to the beginning, then back down the bottom passage to the
Minotaur room. (x 933 y 1667) Open the door on the southeast wall.
This passage leads to another door, which opens up to the Orb Room.
There are 4 orbs in here that will cast a spell on whoever is standing
on the mosaic in the center of the room. From left to right the Orbs
cast:
Slow (x 1400 y 1575)
Heal (x 1500 y 1500)
Haste (x 1750 y 1525)
Lightning Bolt (x 1850 y 1600)
A great place to Heal people, but the Haste Orb is probably more useful.
Head up the next passage.
- BODHI AND THE (VAMPIRE) SLAYER
Within the next room is a giant minotaur statue, some vampires, and, oh,
Bodhi. She has decided to kill you once and for all, well before you
were supposed to meet (at least that is what I got out of that
conversation). A battle breaks out, but quickly, the main character
changes into the Slayer. This rightly freaks Bodhi out and she flees
taking her vampire cronies with her.
Which leaves you as the Slayer, and you aren't entirely in control of
your power. Keep everyone else in the party away from the Slayer else
they might get killed by it. Your party members will rightly comment
on this when you revert to normal. The Slayer is the Avatar form (mortal
form) of Bhaal and if you are turning into Bhaal...
The next time you rest after this, you turn in the Slayer again, and
chase someone in your party around (possibly the person you are in a
romance with). You may even end out killing them.
The next time you sleep after that, you MAY get the Slayer Dream, where
you gain the ability to change into the Slayer. The cost of turning into
the Slayer is a reputation loss of 2 points. Also you cannot stay the
Slayer for too long else you will die. (It says "you feel yourself losing
control" when it gets close)
- ESCAPE THE DUNGEON
Open the door to your left (x 1965 y 1150). There will probably be a
Minotaur here to kill. Then search the pool near the door:
4 Mithril Tokens (19 total)
Gold
Spell - Chain Lightning
If you go further up this passage you will find a Gauth (small green
Beholder like creature, worth 9000 exp) and more Minotaurs. No
treasure. Back to the Statue room.
Now take the lower right passage. (x 2330 y 1425) This leads to a small
room with yet more Minotaurs. When they are dead, search the pot to
find:
Minotaur Horn (used on the statue)
2 Mithril Tokens (21 total)
Spell - Limited Wish
Gold
Arrows
You now have all the Mithril Tokens in the game, so you can go back to
the Vending Machine and get whatever you want from it.
Put the Horns on the Minotaur Statue (everyone gets 29,500 experience)
to open the exit. Go out.
- THE CHALLENGES
Oh, but we aren't free yet! You will be in a small circular room with
6 enemies, goblins and hobgoblins for you to kill. Once they are dead,
the Tester Apparition appears to administer the test to you. These
tests have right and wrong answers, a right answer makes your life
easier (sends you to an easier area) and a wrong answer makes your life
a little harder. I will document only the easy path (although the hard
path has nothing special in it):
Agree to take the test and you will be teleported to a small room with
a Spore Colony. Kill it.
Answer the next question with 'Splinter,' and be teleported to a room
with a table:
Cloak of Reflection (reflects electrical damage back to source)
Then talk to the Apparitions around the table and answer their riddles:
Rich have need of it, poor have it: Nothing
Runs as it wills: A River
Dwell with weak, rarely brave: Fear
Shines laughter or tears: Memory
Note: If you messed up the 'table riddlers' last question (memory)
you will be teleported to a room with a machine. The correct
order of the machine is:
1. Mithril 2. Ruby 3. Emerald 4. Sandalwood 5. Jade 6. Onyx
This will get you a Bracers AC 5. (from Redd Barren)
This takes us to the Troll room. Kill the three trolls you find and
take from one of them a Head. Go up and the Apparition will appear and
mention that this room isn't part of the test. Tell him you'd like to
stay. Then put the Head in the Troll Altar. This gets you the:
Bone Club +2, +3 vs. Undead
Talk to the Apparition to get out.
You will then be judged. If you took the Easy Path (the one I just
described) then everyone in your party gets 51,250 experience points. If
you took a harder path, then he teleports in a Mind Flayer for you to
fight. (Everyone then gets 41,250 experience on the harder path)
There is one thing of Minor Treasure (x 970 y 380), but nothing
important. Leave this area.
4.3 > > > > Escape from Spellhold
Exposition: -----------
Once you return to the Asylum, you will be met by Saemon (the captain who brought you to Brynnlaw, if you forgot). He offers you one sage bit of advice, get the deviant mages to help you defeat Irenicus.
Walkthrough: ------------
- GAIN ALLIES TO FIGHT IRENICUS
Avoid the big room in the middle of this area for the moment, if you go
in there you WILL be destroyed by Irenicus (it's not even a fight! He
just kills you!). There are some minor treasures in a northern room
(x 1720 y 550). Open the door at (x 1400 y 400) and go up the stairs.
You will immediately meet up with Lonk the Sane. Convince him to free
the inmates (one way or another). Then convince the Inmates that
Irenicus should be killed and they will teleport you into his room
downstairs. Quickly a fight between you and him breaks out. This battle
is one of the larger battles in the game, as not only do you have
Irenicus to face, but soon he summons forth a small army (of clones that
look like your party) to help him. Plus you have allies in the Deviants
(so, if it says "Wanev casts Death Spell on Mazzy", it means that he
is casting that on your evil clone). Defeat Irenicus and everyone in
your party gets 68,500 experience.
Irenicus flees, leaving you to face another group of "murderers".
(thieves mostly)
Tip: At this point, you could close the door, preventing the thieves
from entering. Then you could rest and prepare to face them. You
could also trap the outside of the room first, so that they get
killed before attacking you.
If Yoshimo betrayed you, then he enters the scene after this and will
attack you. Kill him and take his heart. This heart will allow you to
undo the Geas on Yoshimo and give him peace in death. To do that you
have to take the heart to a temple of Ilmater (there's one on top of
the Copper Coronet, and another in Waukeen's Promenade).
- ESCAPE FROM SPELLHOLD
Go back upstairs. Follow the passage up and left to find Saemon again.
He says that he wants to help you and that he knows a way out. You have
three options here: one, trust him and go with him; two, kill him; and
three don't kill him and enter the portal downstairs. Do the first one,
trust him and he will teleport you outside. He goes to town and tells
you to follow. Don't, re-enter the Asylum.
Note: If you take the Portal you will skip the Sahuagin City (and its
wonderful treasures). No matter which you choose, you will end
out in the Underdark eventually.
Enter Irenicus' Office (x 1550 y 1000). There was a Stone Golem here.
Search the dresser for:
Staff of Thunder and Lightning
Search the desk for:
The Complete Journal of Jon Irenicus (parts 1 and 2)
Go into the next room. Search the cabinet on the wall:
Horn of Silence
Then search the drawers south of the bed for:
Rogue Stone
Jon's Key (if you took the portal in the basement, this would open the
secret door, but don't do that)
Leave the Asylum and head back to Brynnlaw.
- ESCAPE FROM BRYNNLAW
Go to the Vulgar Monkey Tavern and talk to Saemon again. His ship was
destroyed by the pirate lord (who probably had good reasons for doing
that). What he needs is for you to steal the Pirate Horn for him so
that you can steal one of the Pirate Lord's ships. Without the horn you
will not make it out of the harbor. He offers you the Vorpal Blade in
exchange for doing this. You will find the Horn on the lord's mistress
Cayia at night.
Go to Cayia's house (x 615 y 1475) at night, enter. After listening to
Cayia and her current lover's pillow talk, they call the guards and flee.
Kill the pirates, then search her Table to find the Pirate Horn (and
another Rogue Stone). Leave her house.
Head over to the Pirate Ship (x 1700 y 1900) where a group of pirates
will attempt to enslave you as a rower. Disabuse them of that notion.
Continue east to find Saemon (x 2950 y 2500), and talk to him. This gets
you aboard the ship, but soon the Pirate Lord tracks you down. There is
a bit of a scene, and Desharik, the Pirate Lord, even kills his own
mistress, Cayia. Saemon, ever courageous asks you to kill Desharik for
him. Kill the pirates and Saemon rewards you with:
Silver Blade (part of the Vorpal Sword)
The ship casts off...
- THE GITHYANKI INCURSION
Soon the ship is overrun by Giths looking for their sacred Blade.
Although Saemon tries to get a non-violent solution to this, it isn't
meant to be and a battle soon breaks out. You have a very brief window
to kill Saemon, if you want (18,000 experience). Soon this battle is
forced to a conclusion when the Sahuagin capsize the ship sending
everyone overboard...