You exit and are confronted by Elves who at first think you
are Drow, but even when they realize their error, still don't
like you. You are taken to see the Elven leaders, first a
General, then Elhan...
Elhan now will grill you on your various adventures. He has
a sage behind him who will verify the veracity of your
statements (sort of like a polygraph test). Just answer
truthfully and things will go better. For example, on the
first question I told him that I left the Drow "bloodied
and battered... I did not flee." The conversation at
first is an exchange of information... mostly from you to
them. Then once they know that you know more than they, they
want you to help them. They need the Lanthorn to re-enter the
city, but it was stolen by Bodhi. You must find her and
retrieve the item. Ask for their help in this matter and get
Holy Water and Stakes off of them. If Viconia is in the party they force her to swear a Geas
to serve you.
some allies to assault Bodhi. Meet Drizz't!
Naturally the first thing you will want to do upon
exiting the Underdark is to head over to Cromwell to make the Crom
Faeyr, Long Sword of the Equalizer and Gesen Bow. (all of
which we have now found all the pieces for)
However, on your way anywhere, you will bump into Drizzt
Do'Urden and his friends: Bruenor, Wulfgar, Regis and
Catti-Brie (from the Salvatore novels). If you happen to have
killed Drizzt in the previous game (and imported a save-game)
then Drizzt is fairly hostile to you. If your imported
character had any of Drizzt's items, then he starts out fairly
hostile to you. Otherwise he is fairly friendly to you. He is,
after all, a force for GOOD in the world.
The point of Drizzt is to ask him to help you fight down
the evil Vampire Bodhi, which he promises to do. If you do
that, then you can simply meet him in her crypt in the
I'm betting, however, that many of you are
going to fight Drizz't to try to steal his nifty items. First
off, this makes you EVIL, as Drizz't is good. Secondly, several
party members will leave your party (or attack you) if you do
Jaheira (leaves, goes to Athkatla) Keldorn (leaves your
party and attacks you) Others aren't happy about it, but don't complain.
When the fight begins, Drizzt immediately summons forth his
spectral panther, Guenhwyvar to help him. I'd take out Drizzt
first, followed quickly by Catti-Brie. They are the two
fiercest here. Then concentrate on Wulfgar, Guenhwyvar and
Bruenor. Save Regis for last. This battle shouldn't be too
hard for you.
Catti-Brie - 12,000 experience.
Tansheron's Bow +3
Regis - 1500 experience.
Leather Armor +1
Pendant (Dire Charm 1x/day)
Bruenor - 3500 experience
Battle Axe +3
Mithril Field Plate
Wulfgar - 3000 experience
Aegis Fang (War Hammer +3)
- 1400 experience
Drizzt - 12,000 experience
Defender Scimitar +3 Frostbrand
Mithril Chainmail +4
If you DO kill them and steal their things, later Malchor
Harpell will appear and attempt to retrieve these items. (This
often leads to strange bugs, where he doesn't actually do
anything, but keeps hanging around).
GATHER MORE ALLIES
If you didn't want Drizz't as an Ally, there are other
places to look for friends. (You don't actually need any
allies if you are confident enough in your battle abilities)
The Shadow Thieves: Talk to Aran Linvail (basement of the
Shadow Thieves Guild) and ask him to back you up when you
invade Bodhi's place and he will send his "best"
assassins out to help you.
Order of the Radiant Heart: Head over to the Order and a
Squire will meet with you. Then talk to Prelate Wesselan in
the side room and ask for his help in defeating Bodhi and he
will send a contingent of Paladins out to the Tomb to help
out. (Interestingly, one of the Paladins sent has the Two
Handed Sword +3: Harbinger, that when it hits may hit with a
Fireball as well)
You may also be able to convince a Temple to help you IF
that Temple is your Stronghold.
Head over to the Graveyard to listen to Bodhi. If you are
currently in a Romance with someone, that person will be
turned Cyan (such that you cannot talk to them) and a battle
between your party and Bodhi's vampires breaks out. Your
romantic interest will then be spirited away.
Head out to the entrance to the lower levels (x 590 y 980).
The other entrances are mostly barred to prevent entry. Go
down into the crypt. If you have allies down here, you will
find them fighting away. I will assume that you have no
allies, so any allies you have will merely help you. (although
you get no experience for anything the "allies"
Search the two nearby containers to find some spells (and
some Stakes if you need them):
Spells - Finger of Death Symbol of Death
We're on the same battle plan as the first time we came
here, namely kill Vampires with names, and Stake them when
they retreat to their coffins. Go up the passage to find Valen
and Del. Kill them, then enter the room to the left to Stake
the two of them.
Go up the the northern passage (x 360 y 1080) to the blood
bath room. Here you will find more vampires (Salia, Meredath)
and a pool of blood. Kill the vampires. Neither of them
deserve staking. Then go up to the Pool and click it twice to
use the Holy Water on it. This cleanses the pool and weakens
Go through the passage to the right. There you will find a
HORDE of vampires (hence why you wanted the allies, I would
think). Simply go forward until a couple vampires come your
way, kill them, go a little further forward, do some more, and
so on. When the last of this room's many vampires are dead, go
back to the Coffin room and Stake it.
Head into the next passage to the right to get to the
Spikey Room. Here you find a Guard Vampire, who casts spells
on himself. Nothing a good Breach spell can't remove. (x 2150
y 675) Enter the spikey room. There are many Vampiric Mists
and Traps in here. Search the center blood pool to find:
Gauntlets of Weapon Expertise (+1 THAC0, +2 Damage) Stakes
Back to the main room, and take the stairs to the lower
(x 1575 y 550)
If any of the three allies came with you (Drizzt, Eric the
Paladin or Arkanis the Shadow Thief) then they will
automatically appear with you (even if it didn't look like
they understood what stairs are). This first passage has 2
traps in it before you reach the door.
Open the door to find Bodhi. She gives her final Evil Rant
and attacks. If your lover was turned, you will find them here
and they will attack you forcing you to kill them. Go up to
the Pool (any of them) and use a Holy Water on it to weaken
the vampires further. Kill Bodhi (91,000 experience) and she
will flee to her coffin in the top right room. Go up there and
Stake her. (x 1700 y 100) This gets you:
55,000 experience for each character Rhynn Lanthorn (needed
to enter the elven city)
Before leaving be sure to get:
Bodhi's Black Heart
Body of your Lover (if applicable)
Vapiricus Omnibus: Unabridged (from the top left room)
RESTORE YOUR LOVER
Well, before we go to Chapter Seven we have to undo the
rest of what Bodhi did, namely we have to reverse the
vampirism. The Vapiricus Omnibus mentions the god Amaunator,
whose temple we restored when we defeated the Shade Lord (or,
if you didn't do that, check out the Umar Hills section). Go
to the Temple Ruins area.
Enter the temple ruins. Make your way to the lettered-floor
room (where you can only cross safely by stepping on the
letters AMAUNATOR) cross and enter the left room with the
giant statue. Place the Body and Bodhi's Heart in the arms of
the statue (x 2615 y 1620). Your lover will be restored back
to life and will be very thankful.
RETURN THE LANTHORN
Go back to the 'exit from the
Underdark' area and talk to
Elhan again. Everything he says just reveals more and more
that the elves knew Irenicus and Bodhi from before. However,
he does not wish to tell you the entire story, and says that
if you can rescue the Priestess Demin from the city,
Suldanessellar, then she will reveal all to you. (everyone
gets 74,500 experience) This is continued in the section
QUEST: Restore Yoshimo's Soul
If you still have Yoshimo's (black) heart, you can try to
remove the Geas that holds his soul. Take it to any Priest of
Illmater (for example, the Temple that is on the Roof of the
Copper Coronet) and ask that they help him. For this you gain
And no, Yoshimo cannot be resurrected after this. But hey,
you did save his soul!
OTHER: Find the Silver Hilt for the Vorpal Sword
You've had the Silver Blade forever now (assuming you went
with Saemon) and are probably wondering just when you are
going to get that pesky hilt for it. Well, when wandering near
the Adventurer's Mart in Waukeen's Promenade I encountered
Kruin, a mean Gith who needs the Sword to re-enter Limbo.
Refuse to hand over the sword and he starts casting spells
like crazy. Did I mention that he has several Gith buddies
around? Kill them to get the Silver Hilt, used to finish the
Vorpal Sword. (Rhetorical question, why didn't the Cowled
Wizards show up when the Gith started casting spells?)
The Doppelganger Brigands
While traveling between areas you will be
"waylaid" by a group of what appears to be peasants.
They ask if you are the famous adventurer, renowned throughout
the Sword Coast. Say yes and they suddenly turn themselves
into cloned versions of your party! Who knows what diabolical
scheme they have concocted to use with a cloned version of
your party. Kill them. I didn't really find anything else
remarkable about them.
ONE: SMALL TEETH PASS
You probably couldn't help but notice that when you emerged
from the Underdark there were 3 new areas on your map. From
left to right these are: Small Teeth Pass, North Forest and
the Forest of Tethir. We'll hit them in that order starting
with the Small Teeth Pass. There is nothing in the Small Teeth
Pass. Sure, you can fight some Wolfwere's, or Vampiric Mists
or even Gnolls, but other than that you won't find a single
thing of significance here. On to the next area.
AREA TWO: NORTH FOREST
This area is very small, but actually does have more significant
things in it. There is a grave (x 1550 y 525) near the top of
the map that has some random treasures in it. Yes, you heard
me, random. Nothing great, possibly some spells, potions or
gems. At night this grave is guarded by some Genies (a Djinn
and an Efreeti).
Further down from that you will find another set of graves,
this one defended by a Mage, a Priest and their goons. I would
take out the mage first to prevent him from casting his Time
Stop and other spells. You can search them, but they don't
have any great treasures.
AREA THREE: FOREST OF TETHIR (AR 2600)
Unlike the previous two areas, this one actually has
something in it! A Quest even! With murder and intrigue! You
will likely start out at the top of the map. Immediately to
your right you will see a cage hanging from a tree (x 2320 y
225). This is the Wolfwere camp and becomes significant later.
From there go south to the branch (x 2430 y 1630) go left onto
the branch and from there onto the really big fallen tree. Go
north up this tree to the next branch (x 1600 y 1180). Go left
on this branch to reach the Cabin.
Here you will meet up with Coran (x 580 y 1130) who tells
you that he wandered out here with Safana but now she has been
kidnapped by Wolfweres. Agree to help him out. (Also you can
search the left side of the cabin to find a minor treasure,
it's on the wall) If you enter his cabin you will find it
overrun by Vampiric Mists and similar creatures. There are
also some +1 and +2 items in here, but by this point in the
game that isn't very noteworthy!
Leave the cabin and return to the Wolfwere camp to find
Coran. Lanfear has been "holding" Safana captive,
but it turns out that they are in cahoots and are out to get
you for some bounty or another. Treachery! And you thought
Yoshimo hurt! (Safana and Coran were with you in Baldur's
Gate) However, Lanfear has her own plot to steal Coran away,
and kills Safana once he is there. A battle soon breaks out.
Try to keep Coran alive if you want (isn't important). If your
main character was Female then Lanfear simply kills Coran
before the battle. (such is life, I suppose) And that is that
Back onto the left log (x 2020 y 1620). This time take it
south to where it intersects with another log (x 3040 y 3800).
Now there is a branch just to the south (and a little east)
that leads south off of this log (x 3240 y 2960). This leads
to another branch that goes east.
Go north once you are off the branch until you reach the
Door (x 4500 y 2220). Enter. Search the lake:
Mana Bow +4 (20% magic resistance)
There's nothing else worth looking at in here, so leave.
(If you did go into the back room, be sure to check for traps
first) We're also done with this area, so you can leave.