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Версия от 11:58, 25 февраля 2008; Alina (обсуждение | вклад) (Новая: 2.1 > > > > The Slums (AR 0400) ------------------------------------------------------------------------------- Exposition: ----------- When you first enter the Slums a thief...)
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2.1 > > > > The Slums (AR 0400)


 Exposition:
 -----------
   When you first enter the Slums a thief by the name of Gaelan Bayle
   approaches you.  Hear him out and follow him to his home.  He represents
   an organization that may help you out, for a price.  20,000 gold.  That's
   a tidy sum of money.  He offers some advice as to how to make some money,
   and depending on your class will direct you to your appropriate stronghold
   (i.e. a Bard to the Five Flagons).  This also begins chapter 2, and you
   can watch as Imoen and Irenicus are sent to Spellhold by the Cowled
   Wizards.
 Companions:
 -----------
   Anomen    18/52  10  16  10  12  13   Human  Fighter/Cleric  Lawful Neutral
     Anomen may not be a Paladin but he is deeply involved with the Order of
     the Radiant Heart.  He believes in Law over all other concerns, making
     him neither good nor evil.
     Found at:  Copper Coronet (Slums)
     Grade:  C+  At the point in the game when you run across this guy is just
                 won't fit into your party.  As you can see by his wisdom
                 score he doesn't make for a good Cleric, and with his DEX
                 score, he doesn't make that great a Fighter either.
     Upgraded:  B  (see Anomen's Quests below)
   Korgan    18/77  15  19  12  9   7     Dwarf    Battlerager   Chaotic Evil
     Although his alignment is listed as Chaotic Evil, Korgan is more Neutral
     Evil than anything (mercenary type that he is).  Korgan is always on the
     lookout to make a buck, no matter the cost (of lives).
     Found at:  Copper Coronet (Slums)
     If kicked out:  Will be at the Copper Coronet, but requires a Bribe to
                     rejoin you.
     Grade:  A-  The best fighter-type in the game.  Good Strength, good
                 Constitution and adequate Dexterity.  And unlike Minsc (the
                 other "strong" character), Korgan can be a Grand Master in
                 a weapon making him very lethal indeed.  Would be an "A"
                 except that he is Evil, which makes it hard to keep him in a
                 Good aligned party.
   Nalia       14   18  16  17  9   13    Human    Thief/Mage    Chaotic Good
     Raised as a Noble, Nalia fancies herself as a "compassionate" noble, out
     there working for the good of the common man.  She is incredibly naive
     about the world to the point of almost being stupid. (not quite, though)
     Event:  A week after clearing the De'Arnise hold, if you are in a city,
             a messenger will arrive telling her to go to the Graveyard.
             (more information can be found on this in section 2.3 De'Arnise
             Hold)
     If she leaves:  If you accept her quest, but don't do it right away, she
                     will leave on her own.  You will then find her near the
                     De'Arnise Hold in a wooden palisade (SW of the Hold).
     Grade:  C+  Nalia has very puny thief skills (she dualled over to Mage at
                 level 4), making her primarily a Mage with SOME thief skills
                 thrown in for good measure.  However, as a Mage she doesn't
                 have 18 INT (which helps) and doesn't gain Edwin's spell
                 bonuses.
 Walkthrough:
 ------------
 - RAISE MONEY FOR GAELAN
   Now we have a purpose to our lives, gather enough money to get Gaelan's
   friends to help us.  The set amount is 20,000 gold.  Getting this gold is
   a matter of following the various Quests throughout the city, which also
   conveniently get you Experience and Items at the same time.
   Once you reach 15,000 gold you will be immediately confronted by two
   different people, a woman and a boy.  This represents a slight split in the
   game as you must choose which side to play.  The major walkthrough ends
   here for the moment, and picks up again in section 3. The Guild War
   (Chapter Three).  From here until there is almost exclusively devoted to
   Quests.
   Go outside and talk to Brus and he'll direct you to your Stronghold Quest.
     Fighters -- >  Nalia in the Copper Coronet
     Priests  -- >  New Cult in the Temple District
     Mages    -- >  Cowled Wizard with a Quest in the Government District
     Rangers  -- >  Boy complaining of monsters at the Government District
     Paladins -- >  Lord Jierdan in the Copper Coronet
     Thieves  -- >  Shadow Thieves at the Docks
     Bards    -- >  Playhouse beneath the Five Flagons at the Bridge
     Druids   -- >  Man at the City Gates has a problem at Trademeet
   Finally, throughout this chapter there are three dream sequences that
   occur randomly when you sleep.
 Quests:
 -------
   OTHER:  Fight some Brigands near Copper Coronet
           Brigands - Slums (AR 0400, x 3100 y 2130)
           Just to the right of the entrance to the Copper Coronet are a duo
           of not so bright brigands, Cohrvale and Bregg.  They attack you
           before realizing you are fully armed and dangerous.  Take them out.
           They are worth 6000 and 4000 exp each.
   QUEST:  The Mystery of the Copper Coronet
           Entrance to Coronet - Slums (AR 0400, x 2470 y 2250)
           Lehtinan            - Coronet (AR 0406, x 410 y 1215)
           Hendak              - Coronet (AR 0406, x 2685 y 500)
           Beastmaster         - Coronet (AR 0406, x 3550 y 2000)
           Enter the Copper Coronet, and talk to the owner and proprietor of
           the place, Lehtinan. (If you need to rest, talk to his associate,
           Bernard)  Ask him about ways to "spend a coin", and about his
           other types of entertainment.  This will allow you to visit the
           back rooms.  Open the door near Anomen at (x 1400 y 1480).  A guard
           in here will welcome you to the "exclusive" entertainments offered
           here.  Turn right and open that door.  A man here talks to you
           about the Pit.  He tells you all about the slavery, fighting, and
           so forth that goes on here.  Go further down the passage to see a
           fight.
             Note:  It may be weird, but if you just go up and kill Lehtinan,
                    not only are there no negative consequences, but Bernard
                    starts acting like Hendak took over, and begins selling
                    the new stock of items!
           Go back to the guard, and go up the north (x 1600 y 1370) passage.
           Be prepared for a fight.  There will be two secret doors on the
           left.  One leads to a pillowed room, the other to a set of stairs
           to the sewers.  Ignore it for now and continue to the end of the
           passage.  There's no way to avoid conflict with the 5 guards here
           (2 mages), so kill them quickly.
           Go near the center cell to talk to Hendak, the gladiator.  Agree
           to free him and he'll tell you that the Beastmaster has the key.
           Go to the southeast end of this room, and open the southern door
           (x 2720 y 875).  This leads you past the gladiator pits (complete
           with a violent winter wolf to kill) to the area where the monsters
           are kept.  There you will find the Beastmaster with his pet tiger,
           Tabitha.  He opens up all the monster pens to let them at you.
           Kill the Beastmaster: (2000 exp)
             Beastmaster Key
             Spells - Stone to Flesh (Mage)
             Plate Mail
             Tuigan Bow +1 (3 Shots per round)
           Kill the other monsters if you wish.  Return to the cells, open the
           non-Hendak cells first for some (5000) experience.  Then go to 
           Hendak's cell with the key and free him, this gets you 7500 exp.
           Hendak is rightly pissed off about his recent situation and runs
           off to kill Lehtinan.  Follow and help out (clearing out the guards
           and whatnot).  Don't worry, Hendak won't kill Lehtinan until you
           get there. (on an interesting side note, Nalia will join the fight
           against the guards even if she isn't in your party)  When Lehtinan
           is dead you get 48,750 experience.
             Tim Lou has an alternate way to free Hendak:
               After you talked with Hendak, you can head back to Lehtinan and
               tell him that Hendak is a slave in prison.  Lehtinan will give
               you the key of the cell and asks you to kill Hendak for him.
               You can agree for the time being.  Then you go back to free
               Hendak and you decide let him go (Tell him that you get the key
               from Lehtinan and pretend to kill him) or kill him for
               Lehtinan.  By this way, you don't need to deal with the
               beastmaster and get the cell key (Although the beastmaster is
               not a tough guy).
             Editor's Note:
               If you wanted to do both methods, you could kill the
               Beastmaster first, then skip Hendak and talk to Lehtinan.  You
               can get a reward of a Plate Mail from Lehtinan when you tell
               him about the escape attempt.  Then he'll give you a key to
               deal with Hendak.
             Evil Note:
               If you do what Lehtinan suggests and kill Hendak, then you get
               420 experience for killing Hendak and a reward of Bastard
               Sword +1, +3 vs. Shapeshifters from Lehtinan. (Oh and your
               Reputation drops 1 point)  By the way, you would get that item
               later anyway when you freed the slaves.
           Hendak asks you to help free more slaves (see "Free the Slaves"
           below), agree to do so.  Search Lehtinan's body:
             Spells - Summon Nishruu (Mage)
                      Death Fog (Mage)
             Gems
             1287 Gold
           Also, Bernard now gives you a discount on his items.
   QUEST:  Free the Slaves
           Entrance to Sewers - Coronet (AR 0406, x 2070 y 660)
           Entrance to the Slavers - Sewers (AR 0404, x 2900 y 2500)
           Exit to the Slums - Slave Galley (AR 0405, x 750 y 1900)
           Remember that set of stairs we skipped by earlier?  Go down them.
           While you are down here, you might want to do the Sentient Sword
           Quest (described below).  Go through the sewers until you reach
           the exit (x 2900 y 2500).  This is the back entrance to the Slavers
           Compound (the beached ship in the Slums).
           You appear in the middle of a good deal of enemies.  Don't wander
           too much around this area during your fight, as there are TRAPS
           that can kill you.  Also new guards can come in from other areas.
           Once this fight is over, search the Captain's remains for:
             Haegan's Key
             Studded Leather Armor +2
             Potions
             Minor Treasures
           There is also a box of gems here (x 1815 y 1330).  Open the door to
           the northeast (x 2136 y 1205), kill the two trolls in here and talk
           to the slave girl.  If you give her 100 gold you get 3500 exp and a
           Reputation +1.  Go back.
           Now go up the little steps to the northwest (x 1720 y 1066) and
           into the hallway.  On each side of the passage are cells with
           slaves in them.  Free them for 2500 exp.  Go into the room to the
           northwest (being ever mindful to check for TRAPS, of course).
           There are 3 containers with minor treasures here.  The next room to
           the north has several Yuan-ti in it, as well as some minor
           treasures (Arrows, Gold, Spells, etc.).
           The next room to the south has the Slaver Mage in it, and provides
           a bit tougher battle.  The slaver wizard has a Cloak of
           Protection +1 on him.  The rest have mostly minor treasures.  There
           are two containers in the north of this room with some good
           treasures (Spells, Rings and such).  Careful, the chest is trapped.
           Then just go southwest (careful of traps), then southeast.  Ignore
           the side room.  There will be three shelves here, the trapped one
           in the middle has a sling.  Also there is a barrel left of that.
           (It has a spell and some gold)  Just past that is the exit to the
           Slums. (x 750 y 1900)
           Return to Hendak to get your reward:  38,000 quest experience per
           character, Plate Mail, Bastard Sword +1 +3 vs. Shapeshifters,
           Reputation +1 and 3900 gold.
   QUEST:  The Sentient Sword (Lilarcor)
           Hand   - (AR 0404, x 515 y 950)
           Ring   - (AR 0404, x 1640 y 850)
           Staff  - (AR 0404, x 2360 y 1300)
           Blood  - (AR 0404, x 2330 y 2722)
           Quallo - (AR 0404, x 2240 y 2760)
           Sword  - (AR 0404, x 2790 y 1790)
           From the Coronet entrance, head south.  Clear out the Hobgoblins
           here, then go west (x 900 y 650).  There will be an Otyugh here,
           kill it. (5000 exp)  In the center of this little room is a grate,
           (x 515 y 950) click the grate twice to get the first object, the
           Hand.
           Back into the main passage, and head southeast.  This leads to a
           small room.  On the north wall are two skeletons pressed together.
           Click them twice to get the Ring. (The stairs to the NE lead to a
           Myconid area, but there is no real reason to go that way) 0418
           Go down the southwest passage, and follow it to the little bit of
           water.  The little bridge is trapped.  Go north up the water until
           you reach the kobolds (x 2360 y 1600).  Kill them to get the Staff.
           That leaves just one object left.
             ShirouKyoji has a different way to get the staff:
               Talk to the Kobold Shaman after reading the clues, and choose
               option number 3.  Then, choose option number 1.  Then, choose
               option number 4. I *KNOW* It says to offer 2000 gold pieces,
               just do it.  Then, choose option number 1.  The other Kobolds
               will get mad and kill him. Then, you can loot the 2000 gold.
               Tada! Plus, you get to hear some funny Dialogue.
           Go back south, cross the bridge and go southeast (x 1835 y 2000).
           At the fork, take the southern path until you find the odd little
           man, Quallo (x 2240 y 2760).  Talk to him to try to learn
           everything you can.  Then kill the Carrion Crawler there to get
           its blood, the final object.  We now have everything we need.
           Go up the northern passage (x 2275 y 2790), through the enemies
           until you reach the Pipe room (x 2666 y 1915).  The Glowing Pool
           has a few things to say, but if you're reading this then you don't
           need to care.
           There are four pipes in this room, corresponding to each of the
           items.  We will number the pipes from top to bottom, with the top
           pipe being pipe number 1.  Double click each pipe in this order:
             Pipe 3 (Hand)
             Pipe 1 (Ring)
             Pipe 2 (Blood)
             Pipe 4 (Staff)
           Do that and the Sentient Sword will appear and everyone gets 18,000
           quest experience points.  Lilarcor (its name) is a Two Handed
           Sword +3, with immunities to Charm and Confusion.  If you talk to
           Quallo after this, it turns out that he was charmed himself, and he
           will leave.
   QUEST:  Nalia's Quest (Fighter/Barbarian Stronghold)
           Nalia - Coronet (AR 0406, x 900 y 1500)
           Nalia is one of two people who walk right up to you and ask for
           help (the other being Anomen, who doesn't really want help).
           Anyway she wants your assistance in helping clear out her ancestral
           castle of monsters.  Agree to help her.  Let her join if you
           wish it. (It's usually better to have the person whose quest you
           are working on with you)  You will then have to leave the city.
           So, first go to the City Gates and from there exit to De'Arnise
           Hold.
           This Quest is continued in section 2.3 De'Arnise Hold.
   QUEST:  Korgan's Quest
           Korgan - Coronet (AR 0406, x 1850 y 960)
           Crypt  - Graveyard (AR 0800, x 640 y 1830)
           Pimlico Estate - Temple District (AR 0900, x 4315 y 1015)
           Talk with the dwarf near Surly and listen to his tale.  He wants to
           break into a crypt and steal a book found within.  This book will
           then be sold to a book dealer for a great profit.  Agree to his
           proposal and let him join you.  To the graveyard!
           There are many entrances to this crypt, but the one listed above
           works best, I think.  Open it and descend into darkness.
           One of the pots to your right has a Mislead spell.  Enter the
           passage (being doubly sure to check for traps, of course).  There
           is a trapped chest in the passage here, and another one just before
           the passage ends.  These chests have spells and other minor
           treasures.  The second one also has some Wooden Stakes.  Makes you
           wonder what is done here.  You don't need the stakes right now, but
           feel free to take them.
           Going right you'll have to contend with some spiders.  Take them
           out and go right.  There's another group of spiders here along with
           some Ettercaps.  North of here is the Spider Queen (no, not Lolth,
           see Quests in the Graveyard section), and to the south is the crypt
           we want. (x 2750 y 3250)
           This is a large Egyptian looking chamber, with a figure of a woman
           on the floor (who is trapped).  Also, when you step on a certain
           spot, all the doors fling open and release many nasty undead.
           These guys will drain your levels, stats, or disease you.  There
           are four traps on the figure, 2 on the eyes, one on the necklace
           and another on the hand.
           Search for the secret door in the bottom corner (x 900 y 800).
           There are more traps within this passage, as well as more undead,
           mummies and the like.  This passage then forks, with a passage
           going right and another continuing south.  At the fork, there is a
           pot with some treasure (x 533 y 1290).  Go right (checking for
           traps, of course) and click on the coffin at (x 815 y 1325).  This
           releases its occupant who doesn't like you.  Kill it.  It has a
           spiffy spear on it.  Further right are a group of mummies and
           ghasts and past them is a small room with treasure.  Nothing great,
           but it's better than nothing.
           Back at the fork, this time go south.  Be careful to search for
           traps, there are three between you and the next room.  Within this
           room are mummies and a big already looted coffin.  Korgan notes
           that the tomb is looted (11,250 exp).  Kill the mummy there and
           Korgan comes up with a plan of action to get the people who looted
           this tomb ahead of you.  He wants to hurry to the Temple District
           to the home of the Book Dealer (whose book was in the tomb).  There
           are two pots in here with very minor treasures.
           Leave the crypt and go over to the Temple District.  Go to the
           Pimlico Family Estate (just past the Temple of Lathander).  As you
           approach, Korgan tells you that the place has been looted (you took
           too long, even if you came right here that was too long!).  Go
           inside anyway.  Despite what Korgan said there are a few gold
           pieces laying about.  Take Korgan into the bedroom and he'll
           mention that this looks like the work of Shagbag, who can probably
           be found on the roof of the Copper Coronet. (8750 exp)
           To the Slums!  The stairs that lead to the roof are at (x 1530
           y 2815).  Go up the stairs until you find Shagbag and his party.
           (5000 exp) Korgan has some words with them and a fight breaks out.
           Search Shagbag's corpse to find the Book of Kaza.  The only thing
           that remains is to sell it (to any retailer).
   QUEST:  Anomen's Murdered Sister
           House Delryn - Government District (AR 1000, x 4300 y 2175)
           About a week after you gain Anomen in your party, a messenger
           approaches him and tells him to return home as his sister has been
           murdered.  This quest may influence whether Anomen can become a
           Knight later, which increases his abilities.
           Go to the Government District, Anomen's home.  The Delryn Family
           Estate is the large orange building south of the Council building
           (by quite a bit).  At the door the guard tells you of how tense
           things are between Anomen and his father.  Enter.  You will find
           Cor Delryn, Anomen's father, in the kitchen.  He accuses Anomen of
           letting Moira -- his sister -- get killed.  He then says that the
           only way for Anomen to make this up to them is to avenge her by
           killing those responsible.
           You must advise Anomen on what to do:  1) Kill Saerk out of
           vengeance, 2) seek a legal resolution to things, or 3) Kill Saerk
           for the money.  Convince Anomen not to kill Saerk, and then tell
           him that perhaps his father's quest for revenge has tainted his
           judgment (10,500 exp).
           Go to the Government Building and talk to Bylanna there.  She says
           that there is insufficient evidence on Saerk to convict him of
           much of anything.  Again Anomen looks to you for advice.  Convince
           him to let bygones be bygones for (7500 exp).
           From the time you talked to Cor, you have 10 days before Anomen's
           next quest begins.
   QUEST:  Anomen and the Knights of the Radiant Heart
           Radiant Heart - Temple District (AR 0900, x 3300 y 3400)
             Note:  This quest can be delayed if you are in a romance with
                    Anomen.
           10 days after the completion of Anomen's first quest (dealing with
           his sister's death), if you are in the city, Sir Ryan Trawl will
           approach Anomen.  He tells him that it is now time for Anomen to
           take the tests of knighthood.
           Go inside the Order of the Radiant Heart and the Judging will
           begin.  Whether Anomen is accepted as a Knight depends on how
           you solved his Sister's Quest.  If you sought out the non-violent
           solution, then Anomen is a Knight, otherwise he is not.
           Anomen's Wisdom is increased to 16 and his name changed to Sir
           Anomen.  The party gains 10,000 experience and Anomen gains another
           50,000 experience on top of that.  With the increased Wisdom he
           also gains +2 1st and 2nd level Priest spells.  Have Anomen speak
           with Sir Ryan Trawl. (nothing much is said)
   QUEST:  Jierdan's Quest (Paladin Stronghold)
           Lord Jierdan - Copper Coronet (AR 0406, x 725 y 1400)
           Within the Copper Coronet, you will find a man in fiery red who
           offers you an outrageous sum of money to do a minor monster
           fighting quest.  He wants some ogres cleared out from his holds
           near the Windspear Hills.  He marks it on your map.  Leave the city
           and head out to the Windspear Hills. (on a side note, the voice of
           Jierdan is provided by the same person who did Minsc)
           This quest is continued in the Windspear Hills section below.
   OTHER:  Amalas' Duel in the Coronet
           Entrance to Coronet - Slums (AR 0400, x 2470 y 2250)
           Amalas (70 hp)      - Coronet (AR 0406, x 1090 y 1870)
           In the southern end of the Coronet is a group of three idiots led
           by Amalas. (near Korgan)  Talk to Amalas and insult his honor.
           Beat him one-on-one to get 1800 and 9500 exp.  Then you can tell
           his lackeys to take a hike.  Only the main character can duel with
           Amalas, so if your main character is a Sorcerer (or whatever) you
           will have a more difficult time with it.
           If you free Hendak and the slaves before dueling, Amalas will
           vanish.
   OTHER:  Mazzy and Gorf (from Vladislav Brkic, and a number of others)
           Copper Coronet      - Slums (AR0406, x 200 y 1400)
           I was selling some goods to Bernard in the Copper Coronet, after
           which I left through second door.  Outside an Ogre pit fighter
           called Gorf the Squisher started talking to Mazzy and said how
           halflings don't know how to hit.  Then he started hitting some
           commoner and talked to Mazzy again and challenged her to a duel in
           the Copper Coronet pit.  When I entered the Copper Coronet Mazzy
           talked to pit manager Surly and he sent us to talk to Gorf's
           girlfriend Bunkin.  After that I then talked to Festule the
           Alchemist (same area x 915 y 1240) and bought a potion to disable
           Gorf for 400gp.  He also said to try giving it to Bunkin.  Then I
           talked to Bunkin (x 1200 y 1820), complimented her and she
           complained that Gorf never does that, so I gave her Festule's
           "love" potion and said that it will solve her problem (for this
           the party gained 11,500 exp).
           Then Gorf arrived and said that his ale tasted funny but still
           entered the pit.  Mazzy killed him easily (2500 xp).  Then she said
           something like "Virtue has won again" and party received another
           5000 exp.
   OTHER:  Dog Fighting
           Surly - Coronet (AR 0406, x 980 y 1800)
           Talk to Surly and for 10 gp you can set up a Dogfight.  You get
           20 gp if you win, although Good party members seem to be upset by
           this.
           You can kill Surly with no penalty (250 experience).
   OTHER:  Gloves of Pickpocketing                                (from Snark)
           Gloves - Coronet (AR 0406, x 750 y 610)
           In one of the rooms at the top of the stairs, the room with the
           retired pickpocket, you will find a trapped table with the Gloves
           of Pickpocketing.
   OTHER:  People around the Sphere
           Waylane near the Sphere tries to sell you the sphere. (it's even
           more amusing when he tries to sell it to Yoshimo or Viconia)
           Another fella wants to worship the sphere, a woman lost her home to
           the sphere and a landowner thinks he owns the sphere.