Финал Трона Баала

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Битва с Мелиссан


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  8.        [THFBHL]  Throne of Bhaal  (AR 6200)
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  Walkthrough:
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    - MELISSAN

      Melissan talks to you here, but nothing important is said.  The result
      is a battle.  You need to knock off about 200 HP to get her to talk to
      you again.  She'll say that she can't waste time with you.  She goes into
      the center to gather more Essence of Bhaal.  This is your chance.  Go
      over to the Mana Pool to the left (x 600 y 1400).  Here you must defeat
      the guardians (Air Elementals).  Once they're dead, click the Pool.
      This cuts Melissan from her source of Essence, causing her to attack you
      once more.

      Concentrate all attacks on Melissan and she won't last too long.  When
      she is defeated, all her monsters go with her.  She needs more essence
      so goes back to the center.  Heal everyone, cast more summons/protections
      then head over to the right pool (x 2000 y 1400) to take on Cryonax the
      Prince of Ice Elementals.

      Again when her pool is cut off, she reappears and attacks you yet again.
      This time she summons up some Slayer Shadows, which are pretty neat.
      She'll even teleport away leaving you with this mess.  Defeat her again
      and she'll do the same thing with the pools.  Again, restore your party,
      then head up to the last pool (x 1950 y 450) to fight its guardians.
      This battle is the hardest in this level so far, having the awesomely
      powerful Fallen Solar as well as Mariliths, Succubus and Alu Fiends.
      Try to draw just a few of the monsters out and defeat them separately.
      You'll probably want to concentrate your fire on the Fallen Solar as he
      is the most powerful.  Cut off the pool to get to the Final Battle.

      After the nastiness of the previous pool battle, whacking Melissan here
      is practically easy.  When you get her down enough, the Solar reappears
      and tells her that it's all over.  You've won...

      You get to make the choice of whether to become a God or whether to give
      up the power and become a mortal.  This is where all that Good and Evil
      comes into play as it affects what type of ending you get.

        Ending 1:  Become a Good god.
        Ending 2:  Become an Evil god.
        Ending 3:  Don't become a god at all.

      Sit back and enjoy the end of the Baldur's Gate Saga.

Финал

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Good "Godly" Ending:
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  Your mortal essence fades away as you embrace your divinity.

  Through friends and enemies, you have conquered your heritage, turning shadow
  to light, and now the infernal power of Bhaal no longer holds sway

  You will take your place among the powers, as a force of balance and good.

  It is the close of many things, but a new destiny stretches endlessly before 
  you.

  There are greater evils to fight than you might have dared imagine and sights 
  among the planes that you had never thought possible.

  In the years to come, your name shall be a beacon in times of darkness.

  Tales of your life shall inspire and guide, while servants of darkness will 
  flee your wrath.

  It is a legacy that will forever change the face of the Realms.


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Evil "Godly" Ending:
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  Your mortal essence crumbles as you embrace your fate, and take the legacy of 
  Bhaal as your own.

  You welcome the divine power, and feel your dark influence flow over all that 
  you know.

  The Abyss welcomes you, and you know you can shape it to your darkest 
  desires.

  All your enemies have been crushed, but there will be more to come.

  You are one of many in the crowded planes, but you are certain to destroy any 
  challenge.

  You have stolen the destiny of a god, and none shall stand in your way.

  In time, all will know your terrible name.

  Your tyranny shall be renowned, your strength and guile legendary.

  You are the Bhaal-spawn, Lord of Murder, and the mark you have carved upon 
  the Realms shall never fade.


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Non-"Godly" Ending:
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  Your divine essence slowly fades, and for a moment you feel empty, 
  incomplete.

  It is frightening, but soon yields to a new sensation, one of hope.

  With your closest companions at your side, you are free to live out your 
  mortal life, no longer a pawn of Bhaal's Prophecy.

  The adventure draws to a close, but there will be more to come.

  Even as a mortal you are to be looked upon in awe, and your power commands 
  attention, both friendly and otherwise.

  Your life is yours, as are the trials to come.

  As years pass, tales of your exploits shall spread far and wide, and bards 
  will sing your name along with heroes and villains of legend.

  Your life may be mortal, your time now finite, but the mark you have left 
  upon the Realms will endure.

Концовки для NPC

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Aerie:
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  Aerie continued adventuring after leaving <CHARNAME>'s company, driven in her 
  travels to oppose slavery in any form. Her compassion grew tainted by 
  revenge, however; revenge for what had been taken when she was in chains. She 
  might have lost herself entirely had she not stumbled across a group of 
  Avariel winged elves enslaved in Cormyr. They compelled her to come to 
  Faenya-Dail, the home she was originally stolen from, and she learned much 
  while there. Most importantly, she learned she was no longer one of them, and 
  stopped pining for wings she wouldn't use anyway. Aerie eventually became a
  high priestess in Understone, a gnomish village her mentor Quayle had 
  sometimes spoken of. He had been her true family, and it was among his people 
  that she finally found peace.


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Aerie Romantic:
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  Aerie and <CHARNAME> would prove inseparable, their adventuring careers 
  becoming secondary to the raising of their son, and eventually a daughter as 
  well. Their later years would hold one last great trek, however, as Aerie 
  still suffered a sadness from her time enslaved and the loss of her wings. 
  Together she and <CHARNAME> sought the Avariel of Faenya-Dail, the winged 
  elves she was stolen from so long ago. They discovered not only her people, 
  but loving parents that had spent years searching for their lost child. With 
  no more mystery or confusion to cloud their lives, it was there, among the 
  clouds, that Aerie and <CHARNAME> would finally be married. Their union, it 
  is said, was blessed by visions of Aerdrie Faenya and Baervan Wildwanderer 
  both.


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Anomen:
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  Anomen was troubled after his time in <CHARNAME>'s company. He had closely
  witnessed the dark power inherent in the Bhaal child, and no matter 
  <CHARNAME>'s intent, it caused a crisis of faith. His confidence in Helm 
  shaken, Anomen traveled without aim until arriving in the frontiers of 
  Maztica. This was during the revolt of Yamash, an evil cleric that raised a
  demonic conquering horde. Anomen was drawn into the conflict, helping to 
  organize the besieged Maztican soldiers, but he found he could not 
  effectively train them without speaking of duty and the role a guardian must 
  play; he was teaching the doctrine of Helm, and understanding it more as he 
  did. In the end, his words rang true, and Yamash fell to the Disciples of 
  Anomen, a new Order for a new land.


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Anomen Romantic:
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  Anomen and <CHARNAME> continued adventuring until they were known as heroes 
  almost everywhere they went. So prolific were their careers that the proposed 
  date of their wedding kept getting moved back, either due to impending crisis 
  or some lucrative adventure that one or the other would insist on 
  investigating. Finally a date approached that both <CHARNAME> and her beloved 
  were determined to keep, and the much heralded event drew heroes and 
  dignitaries from across Faerun. The couple had touched the lives of many, and 
  those people arrived in droves to watch Elminster himself unite the two in 
  one of the grandest ceremonies the city of Baldur's Gate had ever seen. 
  Anomen and <CHARNAME> retired from public life shortly thereafter, although, 
  if tales be true, their adventures never truly ended.


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Cernd:
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  With his guidance no longer needed, Cernd left <CHARNAME>'s company and 
  reunited with his son, Ahsdale. His duty to nature constantly called him 
  away, however, and the boy grew bitter. Years later Cernd attained the title 
  of Grand Druid, but stopped the ascension when he learned that his
  long-estranged child now wielded twisted magics, and commanded an army 
  threatening the Sword Coast. Cernd abdicated, citing that he could not hold 
  such responsibility when he had been so grossly deficient in his personal 
  obligations. Neither Cernd nor Ahsdale would survive when they finally met in 
  battle. They were strangers to each other, and the only common ground they 
  found was where they fell, a spot that gave rise to a wondrous oak that turns 
  the gravest of reds at season's change.


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Edwin:
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  Edwin gained great renown in his travels with <CHARNAME>, and in the years 
  following their association he would exploit that infamy. In time he achieved 
  enough influence to subjugate even the Red Wizards themselves, becoming the 
  greatest leader they had known in recent memory. Very recent memory, it turns 
  out, as he was deposed scant days later. Such is the brief nature of 
  conquerors in Thay, practically lining up for their turn in power. His only 
  notable appearance following this embarrassment was in battle with Elminster 
  of Shadowdale himself, a short affair that saw the end of Edwin's existence 
  in the Realms. Edwina, however, tends bar in a Waterdeep tavern. She is a 
  bitter, bitter woman.


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Haer'Dalis:
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  Haer'Dalis found traveling with <CHARNAME> a fine introduction to the Realms, 
  and once they parted company he was eager to see more. He visited such varied 
  locales as Waterdeep, Neverwinter, and Thay, eventually fleeing each one 
  after innocently immersing himself in local troubles. Later he would befriend 
  a female Cambion and return with her to the Abyss, only to unintentionally 
  end up leading a revolt on several layers of the hells. For a time, 
  Haer'Dalis was the most-hunted man among the planes, but the ire of his 
  enemies could not match his wanderlust, and he eventually found his way back
  to the city of Sigil unharmed in any permanent fashion. There he rejoined 
  Raelis's acting troupe and was pleased to finally settle down - until the 
  next misunderstanding, of course.


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Imoen:
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  And what of Imoen, the eternal child? She had long stood in the shadow of 
  <CHARNAME>, but she was her own person, and would find her fate where she 
  pleased. She returned to Candlekeep for a time, her formidable skill in magic 
  granting a greater appreciation for its tomes. It was smaller than she 
  remembered, however, and she did not stay long. Later she was seen in such 
  vaunted company as Khelben "Blackstaff" and Elminster, by all accounts 
  encouraging them to not be such stick-in-the-muds. Her influence grew over 
  time, and she may have founded a thieves' guild that now operates all the way 
  to Neverwinter. When asked of this she always answered with a smile of purest 
  innocence. "Heya," she would say, "it's just me, Imoen."


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Jaheira:
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  The events of the Bhaalspawn saga affected Jaheira deeply. It was her duty to 
  protect the greater balance of things, but in the years to come she found an 
  increased portion of that fight occurring within her own mind. Witness to 
  great change while in <CHARNAME>'s company, she had become acutely aware of 
  how fleeting life was, and how the loss of those she held dear ate away at 
  her thoughts. In time she would be known as a tireless champion of balance, 
  one that sometimes acted in concert with the Harpers and sometimes did not. 
  Always, however, she remained distant and guarded, never staying long in any 
  one place. Jaheira would cross the Realms thrice over, but she never did 
  return to Tethyr or the Sword Coast.


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Jaheira Romantic:
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  The years following the Bhaalspawn saga were kind to Jaheira. They couldn't
  be called peaceful, by any means, but her relationship with <CHARNAME>
  weathered it all. Theirs was an unshakable union, and while duty or adventure
  might separate them for even years a time, they always returned to one
  another. Her friends would marvel at how secure in this Jaheira seemed to be,
  especially considering her initial reluctance, but she would chuckle when
  thinking back on those first cautious days. After all, she and <CHARNAME> had
  literally been to the hells and back, and when the gods themselves couldn't
  separate the two, what were simple months and miles going to do? She lived
  long and well. Not always with <CHARNAME>, but never truly apart from him.


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Jan:
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  Jan Jansen's life following his association with <CHARNAME> was typically 
  convoluted, the barest of details hidden amidst his half-truths and whole 
  lies. According to his published memoirs, "A Jansen in Every Port", after a 
  short prison term for monkey smuggling, he returned to his first love... 
  monkey smuggling. This led to the now infamous Gibbon Riot of '72, a 
  tumultuous and altogether unclean event that seemed to center on the estate 
  of the Shadow Thief Vaelag. Jan would deny that he had planned the downfall 
  of the rogue, but he was unable to explain what practical application he had 
  intended for a horde of knife-wielding simians. Nevertheless, the death of 
  the admittedly disliked and generally suspect Vaelag could not be attributed 
  to the young gnome. Strangely enough, Jan had alibis for each and every 
  second of the day in question, and what a day it must have been! Relatives 
  from across the Realms came forward to say that he had stopped in for tea and 
  turnips. At his later wedding to Lissa, Jan was asked how he managed to be in 
  so many places at once, and yet still so far from the scene of the crime. 
  "Well," Jan would say, "when you have that many monkeys, anything is 
  possible."


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Keldorn:
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  Keldorn Firecam thought his travels with <CHARNAME> marked the end of his 
  active career, both as an adventurer and in service to the Order. He retired 
  to Athkatla, hoping to live in as much peace as an old warrior can expect, 
  but the call to serve came one last time. It was years later, and Amn was 
  besieged by giants. In his 60th winter, Keldorn and five knights held a 
  strategic pass until the main Amnish force could arrive. He won the day, but 
  his wounds were severe and the old paladin fell on the battlefield. As his 
  knights watched, the hand of Torm descended upon the scene, and when it 
  departed, Keldorn was gone. From that day, visions of the True God were 
  accompanied by the stalwart ghostly form of Keldorn at his right hand.


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Korgan:
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  After leaving <CHARNAME>'s company, Korgan Bloodaxe lived in as bloody a 
  fashion as he could manage. He took control of an entire dwarven clan, 
  killing their leader in secret and guiding their revenge to a target of his 
  choosing. He could have lived in luxury, but his thirst for carnage was 
  immeasurable, and he stunned the Realms by pushing deep into the Underdark. 
  The blind fury of the clan took even the dark elves by surprise, but holding 
  territory in the home of the drow is a hopeless proposition. Korgan was last 
  seen burying his axe in the gullet of a high priest of Lolth, laughing as he 
  struck. Dwarven legend immortalized the image, and his bloodlust is now 
  called a crusade. History, it seems, finds more heroes than madmen.


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Mazzy:
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  The perils that Mazzy Fentan faced at the side of <CHARNAME> did nothing to 
  dissuade her thirst for adventure. In fact, it was not long after the events 
  in Tethyr that she formed the Fentan Knights, a stalwart band of heroes that 
  spawned tales across the Realms. They battled trolls to save endangered 
  towns, turned back tides of orcs to preserve ancient forests, and faced a 
  rogue dragon in its own lair just to make the world a better place. Their 
  legend was larger than life, especially so for Mazzy, and it was said on 
  occasion that if valor were inches, she'd be twenty feet tall. For all her 
  risks, Mazzy eventually passed peacefully at a ripe old age, knowing she 
  could take pride in everything she had done.


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Minsc:
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  With the saga of the Bhaalspawn closed, Minsc fulfilled a long promised oath.
  He returned to Rashemen, hoping to regale the Icedragon Berserker Lodge with
  the tales of his deeds, and earn a place within its hallowed halls. His words
  were not needed. Every tavern in Faerun had a bard singing of the valiant
  ranger, and he was welcomed as a hero. Eventually he formed his own
  adventuring company, the Justice Fist, striking fear in the hearts and faces
  of evil until, in his advancing age, he again set out across the Realms...
  and disappeared. And what of Boo? Well, what is Minsc without Boo? The two
  would never be separated, and some say they are together still, up amongst
  the stars where hamsters are giants and men become legends.


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Nalia:
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  Nalia grew quite powerful after her association with <CHARNAME>. Initially 
  she traveled, learning magical lore and making influential friends, but after 
  a year she returned to Amn and her family home of de'Arnise Hold. She found 
  it in the control of none other than Isaea Roenal, but she was no longer the
  wayward child that he expected, and single-handedly brought him to justice 
  for his indiscretions. She declared herself the inheritor of her father's 
  ducal title, becoming a beloved ruler, respected archmage, and eventually 
  earning a seat on the Amnish Council of Six itself. She would become a 
  prominent figure in Amn for many years, constantly fighting for the good of 
  the common folk and making many frustrated enemies among the nobility and 
  Cowled Wizards both.


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Sarevok:
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  In the years following his resurrection by <CHARNAME>, Sarevok never settled 
  in any one place for long. In Berdusk he is said to have routed an army of 
  invading orcs, displaying such fearsome power and rage that terrified locals 
  weren't sure whom to fear more. In Westgate he arrived as conqueror, brutally 
  enforcing his will only to mysteriously vanish months later. He acted like a 
  man that did not know himself, and all the stories agreed that Sarevok was a 
  tortured soul, balancing between life and death, never to achieve either. 
  Eventually he disappeared, said to have assaulted the Abyss itself, or even 
  taken his own life. In truth, he journeyed to Kara-Tur to bury his one true 
  love, the warrior Tamoko. He never returned, though the stories endure.


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Valygar:
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  Valygar continued adventuring for several years after the Bhaalspawn saga, 
  traveling among the wilds and becoming a common sight near Waterdeep. In time 
  he would retire to Athkatla, content to assume a contemplative life on his 
  family estate, but admirers among the nobility would not let him rest. He was 
  pressured into assuming the title of Chief Inspector, a responsibility he 
  didn't want, but corruption within the city soon gained his ire. Surprising 
  even himself, Valygar became an effective leader, and it was this term in 
  office that truly restored the Corthala family name. Valygar eventually
  married and his only son, the pride of his life, took the lessons of the 
  father to heart. He would go on to lead the Cowled Wizards, becoming its 
  greatest agent of reform.


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Viconia:
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  No longer with <CHARNAME>, Viconia went on to found a cult dedicated to Shar 
  in the city of Waterdeep. One of her followers betrayed her, however, 
  prompting the slaughter of the whole tainted lot. Shar admonished Viconia 
  strongly for this, but she was unrepentant and again wandered the Realms. 
  Viconia was still formidable, and went on to prevent an attempt by the 
  Knights of the Shield to take over Calimport, and even worked with Drizzt 
  Do'Urden to save the elven city of Suldanessalar from a Zhentarim plot. For 
  this last act, the elves accepted her, and Queen Ellesime bestowed the 
  highest honors of the Seldarine, an accolade never before given to one of her 
  dark kind. Viconia reportedly bowed once without emotion, and then left. Her 
  fate remains unknown.


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Viconia Romantic:
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  <CHARNAME> and Viconia continued adventuring long after leaving Tethyr. He 
  became an important political figure, and she was his trusted counsel. 
  Eventually Viconia bore <CHARNAME>'s child, which first served to strain 
  their relationship. The birth, however, changed her, and she dedicated 
  herself to raising the boy, teaching him both the ways of the drow and of 
  <CHARNAME>'s people. She marveled at the understanding in his eyes, but,
  unfortunately, didn't live to see him grow. Viconia was poisoned by a servant 
  of Lolth, her last words whispered to her loving mate in private. <CHARNAME> 
  raised his son in secret, and tales vary on the result. Some say they waged a 
  crusade against the drow, but all agree that the former child of Bhaal never 
  forgot the love of his dark maiden.