Канализация Аткатлы, BGII
Материал из AERIE Wiki
Версия от 12:09, 25 февраля 2008; Alina (обсуждение | вклад) (Новая: 2.13 > > > > The Sewers (AR 0701) ------------------------------------------------------------------------------- Companions: ----------- Haer'Dalis 17 17 9 15 13 16 ...)
2.13 > > > > The Sewers (AR 0701)
Companions: -----------
Haer'Dalis 17 17 9 15 13 16 Tiefling Blade Chaotic Neutral
Haer'Dalis is not from around here. In fact he isn't even from this plane of existence! He is a Tiefling, born with part demon blood. It gives him an odd appearance and an even stranger attitude about life.
Found at: Sewers (follow the Raelis Quest from the Five Flagons) If kicked out: Haer'Dalis will go to the main floor of the Five Flagons.
Grade: D+ The ONLY Bard in the game, and he happens to be lacking the one thing that makes Bards extra special, their Lore ability. That said, he makes a great warrior, for a Bard. But if I wanted a warrior, I'd take a warrior
Keldorn 17 9 17 12 16 18 Human Paladin Lawful Good
Keldorn is a dedicated man. So dedicated that he goes months without seeing his family. This will lead to conflict, and may cause Keldorn to leave your party forever.
Found at: Temple District Sewers (MUST start the Unseeing Eye quest first), near the Old Tunnels
Grade: B+ The only Paladin in the game. If you want a Paladin this is the way to go. He starts out with decent armor and an interesting sword (if he is hit, it deals 5 damage to what hit him). As an Inquisitor gets immunity to Charm and Hold, which is very useful, and his Dispel Magic is very powerful.
Quests: -------
QUEST: The Cult of the Unseeing Eye
Entrance to Old Tunnels - Sewers (AR 0701, x 150 y 450) Gaal - Old Tunnels (AR 0202, x 2500 y 2150) Door - Old Tunnels (AR 0202, x 2780 y 500)
The Cult is hiding in the Old Tunnels, which are in the top left of this area. You will also find Keldorn near this place. Enter the Old Tunnels.
Go down the side passage (x 3400 y 300) and follow that into a room. There are Shadows here. When you get to the end of this room Ettercaps will appear in it. Past this room is another large room, with wooden planks as flooring. More Shadows in here. There is also a trap at the entrance. After that is another long and dark passage that leads to the Gas Chamber. When you reach the center of the room, the doors slam shut and it fills with Gas (roughly a Cloudkill). Turn the wheel in the center to get the Gas to stop and the doors to open. You also have to fight off some Vampiric Mists.
Go into the next room and talk to Gaal the Prophet. Ask about how one might join up with the Unseeing Eye, and mention that putting your own eyes out makes you uncomfortable. He agrees to let you try a different quest, to go get them an item from the sealed off sections of the old tunnels. He gives you a key to accomplish this action.
Go back to the main tunnel, and then down this to the door. Open it and go through. Be very careful to check for traps on the floor. Very soon you will come up to a Sarcophagus room and meet a man named Sassar. He was a member of the cult until he realized just how evil the Unseeing Eye Beholder really was. Now he wants to retrieve the Rod himself to destroy the beholder. Agree to his ideas. This is the sarcophagus of the Shade Lich, part of the Kangaxx quest (which you can read about in the Docks section).
Head down the southern passage (careful to look for Lightning Traps). This passage leads to a set of stairs that go down.
(AR 0204) This area looks rather impressive, with giant blue arches. You can search the nose of the statue (trapped) for a spell scroll. Go forward, then right. This leads to a Yuan-ti gathering and a strange building. De-trap the stairs and go up the building. When you are on it, click on its roof and you will have to answer its set of questions. If you fail any of its questions, it sends a monster to kill you.
Question 1: 7) Life Question 2: 9) Time Question 3: 4) The Current One
Solve that to get 42,250 experience. Across the bridge are quite a large number of enemies, such as the mini-beholders (Gauth) and Shadow Fiends. There is a nook (x 3715 y 2485) with some treasure:
War Hammer +2 (+1 Electrical Damage) minor treasure
Take the north passage. Just before it opens up into a large watery room there is a TRAP.
There are many "diseased" people around here, but only the one in the center says anything valuable. Enter the temple behind him. Here you will find the dastardly Empathic Manifestation. No matter how many times you hit it, you cannot kill it. Cast "Cure Light Wounds" on it and it will die. (He feeds on Hate, so give him a little "lovin'") After that the Avatar appears. (25,750 exp)
Talk with him and soon a plan will be developed between him and you. You will take his piece of the Rod up to the beholder to destroy the beholder with, then you bring the two assembled pieces back to the Avatar so that he can destroy it. He gives you his piece and tells you to talk to his people outside the temple.
Return to Sassar (the former high priest of the Unseeing Eye) and he has a plan to get the other half of the device. Talk to Tad within the cult and he will help you get it. Do not talk to Gaal or your plan is doomed! Go to the Unseeing Eye. Past the guards, turn left to find Tad, who will automatically talk to you. Tell him the code phrase ('the eye is blind'). Go down into the pit.
(AR 201) Ever wonder what a lone Beholder's lair looked like? Well now you know. There will be monsters down here (I fought Mummies and Ghasts). Follow this passage. Go up the stairs and a zombie will say "must go tell the mayor" and wander off. Odd. There will also be more undead here to fight. Go inside the large building just ahead of you.
There are lots and lots of undead here. They have a city of sorts. Kill them all, then search them for treasure:
Skin of the Ghoul (Leather Armor, AC 4)
Search the bone pile (x 575 y 475) in the next room to find:
Gauntlets of Dexterity Spells - Dire Charm (Mage)
Leave this building, and continue right on the bridge. There will be more monsters, of course. Continue right and enter the Lair.
(AR 205) Searching in the first room, you will find some minor treasures, but no piece of a Rod. Continue upwards. There will be a Gauth when you round the bend. The Beholder Lair is shaped like a Beholder. It has a large central body, and 4 eye shoots. You came in through one "eye shoot", and at each of the three others there is another thing of treasure guarded by a Gauth or a Beholder. In the center of this area are a group of cultists.
The top eye shoot (x 2000 y 300) has:
Dragons Bane +3 (Halberd, +6 vs. Dragons) Spells - Protection from Acid (Mage) Gems, etc.
The far right eye shoot (x 3050 y 1500) has:
Rift Device Part (the final Rod piece) Gold
* From this point, there is an ALTERNATIVE path you can take, see Lucas's note below.
The other eye shoot has but gems and such in it. When you get the Rift Device Part it becomes a wand with one charge. The game recommends that you equip this in your Quick Item slot. (26,250 exp) As soon as you move from this spot, you will be attacked by the Unseeing Eye. Use the Rift Device to remove his protections, then hit him once to kill him. Unseeing Eye - 30,000 experience Amulet of 5% Magic Resistance
Just to the left (x 1860 y 2120) you will find the exit. This puts us right near the stairs down to the Avatar's area. (so that we can return the Rift Device to him) Go back to the Temple and let things unfold there. Once inside you have to convince the people to accept their god and he will appear. They all vanish and you get your reward:
47,250 experience Saving Grace +3 (Medium Shield)
Return to the Cult. There you will see Gaal trying to keep everyone within the cult. He naturally blames you and his forces attack. Kill them, then search them for treasure:
Heavy Crossbow of Accuracy Bracers AC 7 Girdle of Fortitude
With him out of the picture, the other Cultists leave. You can then loot the entire place. It mostly has Gems, Arrows and Spells.
Return to the Temple of Helm (or Lathander ...) to get your reward for clearing this out:
45,750 Experience (everyone gets that amount) Mace +1: Ardulia's Fall 7000 gold Reputation +1
And, of course, if you are a Priest this will then lead you to your Stronghold. (see the Strongholds section at the end of the walkthrough)
Lucas has an alternative method to handle the above quest:
After you talk to the Avatar and get the first half of the rift device, go and talk to Tad. You'll give him the pass phrase 'the eye is blind' and he'll open up the entrance to the pit. Now, go and talk to Gaal. You'll get the XP for bringing him the rod, and then you can waste him, and get his goods. Now go back to where Tad was and go down into the undead city, complete that area and onto the beholder's lair. Do everything normally and go pick up the other half of the rod. You'll get 26,250 for assembling the rod, and the Unseeing Eye will appear. Grease that sucker with the rift device and head back to the Avatar's temple via Sassar's area. Get down to the Avatar and present him with the rod. Now, go back to the cultist's living quarters. Every enemy will go off running and disappear, but the unseeing eye will be there. This is where you summon up what you can (fire elementals if possible) and take out the Unseeing Eye all over again. Get 30,000 more XP and another amulet. Life is good!
Editor's Note: This Alternative doesn't seem to work with Throne of Bhaal, that is, the second Unseeing Eye doesn't appear.
QUEST: The Windspear Key (AR 0711)
Secret Door - Sewers (AR 0701, x 1865 y 440)
That key you got off Tazok in Firkraag's dungeon opens a secret door down in the sewers. Enter the sewers and go to the most northern point. The right secret door is the one we want. As you move down this passage, several of your party members will be paralyzed by psychic vibrations. There are also many dead adventurers littering the passage. Looks bad, eh? Go up the stairs here.
This leads to a circular chamber. There is a door to the far left. Open it and you will find another circle room with a Mind Flayer, Umber Hulk and lots of dire charmed enemies. (with such generic names as "Fighter" or "Cleric") The best strategy is to sneak up to the room until 2 or 3 enemies see you, draw them back to the previous room and kill them. Then save it and rush the Mind Flayer and hope that it doesn't instant kill you. (9000 exp) I find that using some protective spells works great. (Protection from Evil, Haste, Chaotic Commands, Improved Invisibility and Death Ward)
Open the door, go through the passage, and open the next door. Here is a far worse battle with 5 mind flayers (some are Ulitharids which is a tougher type of Flayer) and an Umber Hulk. Take them out (rest and save), then open the north door, go through the passage to find the rest of the Flayers (about 8, and 2 or 3 Umber Hulks). There is a Mind Flayer Lich here (called an Alhoon) who was forming an army.
Search the center cauldron for some treasure:
Wand of Wonder (random effects) Hammer of Thunderbolts +3 (part of the Crom Faeyr) Spells - Shocking Grasp (Mage)
QUEST: Rescue Haer'Dalis from the Mage
(see the Bridge district for details on this quest)
QUEST: Roger the Fence and the Troll
Roger - Sewers (AR 0701, x 1680 y 2300) Troll - Sewers (AR 0701, x 160 y 2550)
In the southern tunnels you will find an odd fellow named Roger the Fence. He is there mainly to sell goods (as well as to buy the crap you get). But he also has a problem. (3,1,1,1) He came down here to avoid the guard, but he has been having trouble with "the beasties." Agree to take care of his problem, for a little gold, of course. Then head left along the southern tunnels. Follow the first tunnel you find to get to the Sea Troll. Kill it (it has more HP than its experience value would let on) and return to Roger for a reward: 500 gold and 9500 exp. (don't try to trick him)
OTHER: Tarnor the Hatchetman's Mercenaries
Mercenaries - Sewers (AR 0701, x 1700 y 460)
At the top of the sewers you will confront Tarnor and his merry band of bandits. They'll let you go for 1000 gold, or you get yourself into a big old fight. The "fake talk" works great here, but any strategy is fine. I'd put an insect swarm on their mage to prevent him from casting spells. Then search them afterwards for treasure:
Plate Mail +1 Full Plate +1 Full Plate Mail Helmet of Charm Protection Wyvern's Tail +2 (Morningstar) Small Shield +2 Hangard's Throwing Axe +2 Gems, Potions and Gold
OTHER: Rakshasa
Rakshasa - Sewers (AR 0701, x 1600 y 1600)
In the very center of this area you will find a horde of kobolds and their Rakshasa master. This isn't a tough fight, especially when compared to the mercenary battle, but it does yield a pretty good item:
Cloak of the Sewers (AC +1, can be worn with other magic items)