Sword Coast Stratagems for Baldur's Gate 2 Walkthrough by David Milward


INTRODUCTION & ABOUT  |  CHARACTERS  | 
CHAPTER 1  |  CHAPTER 2  |  CHAPTER 3  |  CHAPTER 4  |  CHAPTER 5  |  CHAPTER 6  |  CHAPTER 7  |  CHAPTER 8  |  CHAPTER 9  |  CHAPTER 10  | 
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Chapter 6  
Return to Athkatla  |  Jaheira's Quests  |  De'Arnise Keep  |  Planar Sphere  |  Bridge District Murders  |  Temple of Helm Quests  |  Order of the Radiant Heart  |  Copper Coronet  |  Trademeet  |  Sigil Troupe  |  Astral Prison  |  Umar Hills  |  Temple Ruins  |  Windspear Hills  |  Windspear Hills Dungeon  |  Liches  |  Mae'Var's Guildhall  |  Limited Wish  |  Waukeen's Promenade  |  North Forest  |  Forest of Tethyr  |  Bodhi  |  Graveyard District  | 

DE'ARNISE KEEP

Nalia De'Arnise

Now I head back to the Copper Coronet. Nalia De'Arnise then talks me into rendezvousing with her at her noble family's keep. I don't want her along as a party member though.

I then head over to the City Gates, except that I'm stopped by Dopplegangers posing as my party members along the way (a set encounter after Chapter 6 starts). These guys were pretty easy in vanilla BG2, but are much more difficult in BG2. All of them can cast spells like Melf's Acid Arrow, and Skull Trap. Their leader will have a Minor Spell Sequencer of Web plus Stinking Cloud ready. They start off with a few Cloudkill spells, so I have everybody besides Avastrian and Keldorn retreat. Keldorn uses his True Seeing. Now that Jaheira is at a distance, she can cast Zone of Free Air. The leader uses his Minor Spell Sequencer, but Keldorn, with his high saving throws and his Free Action from his armor, is able to keep attacking while in the Web and Stinking Cloud. Imoen casts Greater Malison. This acts as a primer not just for her spells and Hold Person spells from Anomen, but it also primes up the Dopplegangers for death blows from Minsc's Silver Sword. I eventually manage to wear them down.

I then make my way to the City Gates. At this point, I need to point out that SCS adds frequent random monster encounters when you travel on the overland map. So, I rest up beforehand. The monster encounter I get is a bunch of Githyanki who are determined to reclaim the Silver Sword. Jaheira retreats for a bit, and uses Insect Plague. Keldorn dispenses with their illusions with his True Seeing ability. And Imoen seals the deal with Chaos. I still need to be careful though. Some of them can still use Minor Spell Sequencers despite being caught by the Insect Plague. And some of them can use a potion that removes magic effects on them. Nonetheless I am able to weather whatever they have left and bring them down one by one.

I afterwards make my way to the Keep. *Note* Whenever you're travelling, and you notice a slight pause, this means that a monster spawning script has activated. It thus well behooves you to look for the monsters and benefit from the xp. In this case, it's a LOT of Trolls. I am able to make this an easy fight though, with Imoen carefully placing her Skull Traps Spell Sequencer to force most of them to the ground. Avastrian immediately follows up with a Fireball that seals their fate. There will still be a few Trolls left standing, but now that they're fewer in number, they're much easier to deal with through standard methods.

I then travel westwards and speak again with Nalia. She points the way to a secret entrance into the Keep itself, along the southern face of the Keep. I open it, rest up, and then prepare to enter.

Daleson

I go in through the front door, and then open both the secret door leading back out, and unlock another door to the west. I continue west, and then loot the barrels, which hold among other things some potions, some magical ammunition, a spell scroll for Aganazzer's Scorcher, and a Light Crossbow +1.

I continue north past a gangway and a pair of doorways. I happen upon a Troll who kills a Servant (nothing can be done about that). I easily kill the Troll. Imoen loots the table and chests, with the booty including magical ammunition, and spell scrolls for Protection from Normal Weapons and Conjure Fire Elemental.

I could go north into the central area of this level, but I prefer to round out the perimeter. So I go west through the secret door. I then run into one of the Keep's servants, Daleson, and get some info from him.

I then loot the two containers. The booty will include more magical ammunition, a Quarterstaff +1, and a Spear +1.

Flail Head (Cold)

I continue north through a secret door, along the west perimeter. In a chest will be some gold and a scroll of Find Familiar.

I continue north through a couple more secret doors. A statue holds a Flail Head (Cold), and a Ring of Earth Control (+1 armor class, Stone to Flesh once a day, Charm Earth Elemental unless the Elemental saves vs. spells at a +2 bonus). The former item will be part of the Flail of Ages, which will be an alternative weapon for Avastrian. The latter item will be worn by Minsc for the time being, although ultimately it will become part of a different ring as part of the Items Upgrade mod.

Now I backtrack, and then head for the large central room of the level. Along the hallway to the west of the central room will be a few Trolls, as well as a Spirit Troll. I kill them easily enough with standard methods.

I then run along the hallway leading east. I get the 'monster spawn pause', which means that some Trolls are now to be found in the large central room. There's quite a few of them, including about four Spirit Trolls. The danger factor is increased here because the Spirit Trolls can also cast Clerical spells, including Greater Command and Unholy Blight. My saving throws are higher now so Greater Command ends up taking only Minsc out of the battle. Anomen can also bring the party's health back up when they've taken enough damage from the Unholy Blight spells. This allows me to eventually overwhelm the Trolls with standard methods. Note that Jaheira can also use the fire damage from her Firetooth Dagger to deliver the coup-de-grace on any prone Trolls.

Dog Stew

Now I explore the rooms on the north side of the level. The room to the northwest will have a few Trolls, including a couple of Spectral Trolls and a Spirit Troll, that I dispense with through standard methods. The loot here will include a Star Sapphire, and spell scrolls for Breach and Protection from Normal Weapons.

The room next to the east is a kitchen with a stove in it. More on this later. I continue to the room at the northeast corner, where I kill another Troll attacking a Servant.

Now I go south a bit. There will be two doors leading east and out to the courtyard. A chest by the more southerly door has some gold and a Dagger +2.

I then go through the more northerly door. I easily kill the Otyugh that's waiting outside. On the south side of the courtyard will be four dogs that I kill for their Dog Meat. I then head back to the kitchen and place all of the Dog Meat in the Cauldron for a Dog Stew. I get about 10,000+xp for this.

Lowering the Drawbridge

Now I go back out to the courtyard. I then go up the stairs immediately in view, and continue east along the walkway.

The thing is, there will be a LOT of Trolls towards the northeast corner. This can present an undesirable situation in that many Trolls will be able to take their shots at the one or two foremost characters along the narrow walkway with the rest of the party unable to assist. I have a simple and effective strategy for this. Avastrian, protected by his Cloak of Mirroring and his spells, goes on ahead, with Imoen tagging along at a discreet distance. The rest of the party stays back as well. Avastrian then charges the Trolls. Imoen unleashes her triple shot of Skull Traps at the Trolls, which brings most of them down but doesn't harm Avastrian, protected as he is by his Cloak. Avastrian then has the perfect follow up, a Sunfire spell that finishes off those Trolls who were brought to ground. The rest of the party can then charge in, and finish off the three remaining Trolls with standard methods.

Avastrian then continues south along the Keep wall and switches the dial to lower the drawbridge, and earn about 30,000xp. The party then heads back to the courtyard, and helps the Soldiers kill off a few Trolls and Yuan-ti. The party then heads back in through the courtyard door, and helps the Soldiers kill off a few more Trolls.

Keep Key

Now I go back out to the Courtyard, and then up the stairs again. This time I go through the door on the north side. This leads me to the top of the Keep. I casually kill off a pair of Yuan-ti, and then a trio of Trolls.

Along the way I make my way towards the west side of the top of the Keep. I then descend a few stairs to find another door. This brings me into a room with a couple of Trolls and a Yuan-ti Mage. Avastrian is able to neutralize the Yaun-ti Mage right away with his Celestial Fury. This is why I prefer this particular route. This way I start off right next to the Mage and can grab the initiative, in contrast to coming in through another door where the Mage may have a head start. The Trolls are easy enough to kill, although one of them will split apart into two smaller Trolls.

Imoen loots the containers, finding a few spell scrolls as well as the Keep Key.

Glacias

Now I explore the east perimeter of this level. I begin with the southeast corner, where I kill a single Spirit Troll. A chest has a scroll of Detect Illusion and some Arrows of Piercing.

From there I continue north along the east perimeter. A chest in one of the side rooms has some gold. The room at the northeast corner has stairs leading back down to the first level, and a couple of containers with minor treasure.

From there I go west along the north perimeter. I then kill another group of Trolls with standard methods.

A door leading south from the north hallway opens the way to another room. A trapped fireplace holds a Wand of Frost.

I then follow a couple of secret doors that lead east and then south. I then come into a room with a trapped and locked door, and a couple of chests. The chests will have magical ammunition, as well as spell scrolls for Minor Spell Turning and True Seeing.

On the other side of the trapped door will be the traitorous guard named Glacias. Keldorn goes ahead, and uses a carefully aimed Dispel Magic to get rid of Glacias' Haste effect from an Oil of Speed. Glacias is still a pretty tough fighter who can still inflict plenty of damage, so Jaheira takes the first step by hitting him with a Doom spell. This serves two purposes. First, it reduces his THAC0 by 2. Second, it imposes a -2 penalty to saving throws, enabling Avastrian and Anomen to disable Glacias with Blindness and Command Word: Die respectively.

After that he's easily cut down. He leaves behind the Flail Head (Acid), which will become part of the Flail of Ages.

Lady Delcia Caan

Now the party backtracks to the hallway along the north perimeter. They continue west, and briefly go up some stairs to kill a pair of Yuan-ti atop the Keep.

They then continue south along the hallway running the west perimeter. They then kill another pack of Trolls with standard methods.

I continue in a southeast direction, and eventually rescue a guard named Hendron and an obnoxiously arrogant Noblewoman named Lady Delcia Cann.

Golem Armory

North of Lady Delcia's room is the armory of De'Arnise Keep. There will be six Golems of various sorts standing along the north wall. There will be three containers along the west wall. Each of the containers are guarded in the sense that if you take the items from them, two of the Golems will activate and go hostile.

I buff up beforehand, Mirror Images, Armors of Faith, and Haste. I then loot the south container for the Flail Head (Fire) and the Warhammer +1, +4 vs. Giant-kin. This activates a Stone Golem and a Flesh Golem.

I keep going while my Haste is still in duration. I loot the north container for the Frostreaver (+3 Battle Axe, +1 cold damage, +1 acid damage). This activates the other Stone Golem and Flesh Golem.

I then rest up, and put the same buffs back up. I loot the central container for the Elven Court Bow (+4 THAC0). This activates a Clay Golem and an Iron Golem. Jaheira and Anomen take out the Clay Golem. The other warriors go to work on the Iron Golem. Jaheira and Anomen join in on a concerted effort against the Iron Golem after they've finished off the Clay Golem.

Flail of Ages

Now I head back to the forge, at the west side of the main level of the Keep. I click on it and get 22,500xp plus the Flail of Ages +3 (33% chance of Slowing the target without saving throw or magic resistance, +1 acid damage, +1 cold damage, +1 fire damage). This will be another weapon for Avastrian, and it opens up certain possibilities. The Celestial Fury can still be used for most battles, while the Flail can be used for foes that are vulnerable against blunt weapons (e.g. Skeleton Warriors, Clay Golems) or for boss monsters. In the latter instance the Slow power of the Flail cannot be stopped either by a saving throw or by magic resistance, meaning a straight one third chance of succeeding.

I then begin to make my way back, and indeed Avastrian demonstrates the power of the Flail against another pack of Trolls. I then make my way back towards the armory. A series of secret doors reveals stairs leading downwards.

De'Arnise Dungeon

On the other side of the stairs are the dungeons of the keep. There won't be any monsters in this room. The containers (some of them trapped) will have magical ammunition and a Shield Amulet (limited charges for the Shield spell).

The next room has a few Trolls that are easily killed off. The closets on either side of the door won't have anything of note.

The next room has quite a few Umber Hulks in it. This can be a dangerous fight, even for higher-level parties, especially if multiple party members get confused. If you can cast the Death Spell it makes things so much easier. This is because Umber Hulks are considered 10 hit dice or less creatures for purposes of the spell. So, I have Avastrian protect himself from physical attacks by adding Mirror Image on top of his Stoneskin. His Equalizer sword will protect him from the confusing gazes. Imoen positions herself close behind, but with a clear view through the door. Avastrian charges ahead and draws the Hulks to himself. This allows Imoen to safely unleash the Death Spell, killing the Umber Hulks instantly.

The room itself will have magical ammunition, as well as the Orc Leather +3 (+10% resistance to damage from missile weapons, -1 Charisma).

Avastrian explores the dungeon cells to the southeast. One in particular leads to the tunnel by which the Umber Hulks gained entry. Partway through this tunnel will be a container that has dog bones in it. If you're not feeling up to the challenge, you can place the Dog Stew in here to draw off the Umber Hulks and get a 10,000+xp bonus for it.

Torgal

Now comes the final battle in the Keep against the leader of the Trolls, Torgal. This can be a pretty tough fight. He's also got several other Giant Trolls, a few Spirit Trolls, and a couple of Yuan-ti Mages to help him. It's pretty easy for even a full party of six to get overwhelmed.

I have a strategy in mind for this. Anomen buffs Jaheira with Chaotic Commands. Jaheira buffs herself with Protection from Fire and Death Ward. Avastrian puts up his usual buffs, as well as Spell Shield and Spell Immunity: Abjuration. I throw in Remove Fear and Haste as well.

Now for the execution of the plan. Anomen begins casting Fire Storm over the north end of the room. Just as the casting is about to finish, Avastrian rushes ahead by himself and starts the fight. All of the Trolls converge on him.

Keldorn casts Dispel Magic so as to tear down the Yuan-ti Mages' buffs. This was the point behind Avastrian casting Spell Immunity: Abjuration on himself.

The Fire Storm soon starts to take effect. Anomen adds another one on top for good measure. Imoen also aims her triple shot of Skull Traps at the Trolls, while Avastrian also throws in a Sunfire. Between all of that, most of the Trolls, Torgal included, don't last very long.

All that are left are a single Troll and the Mages, who have had their pre-set buffs taken away. It becomes a mop up at that point.

Lord De'Arnise lies dead. His cache holds quite a bit of gold and gems.

*Evil* Torgal

The evil party comes here much earlier, as early acquisition of the Flail of Ages is a priority for Asteroth. This makes the Torgal fight a lot tougher, since I don't have the same options as the good party.

I have Jan set up as many traps as he can at the doorway leading to Torgal. I keep Korgan and Viconia behind the doorway, and to the side. I also keep Jan and Edwin(a) behind the doorway, but with a clear view through. I also buff up Asteroth to the max, including Chaotic Commands.

Asteroth starts forward, and starts the fight. I get in some early shots as Jan and Edwin launch offensive spells through the door and then retreat to the side. The monsters are forced to walk into the traps at the doorway.

Edwin casts Haste on the party after the retreat. The party begins chopping down the Umber Hulk Elder and the Giant Trolls. Once the Yuan-ti Mages show up, Asteroth hits a Giant Troll with an Insect Plague that spreads out. Edwin and Jan then do the Chaos and Slow combo.

Once the Trolls and Hulk are down, the Mages become the next priority before the Insect Plague expires. Asteroth and Korgan are able to chop down the first one. The second one still has a Fire Shield: Blue in effect. Viconia, Jan, and Edwin shoot that one down. While this is going on, Asteroth and Korgan assume a guard position against Torgal and kill him. The remaining Mage becomes a mop up.

Reviane

This is part of Jaheira's romance quest. A few Harpers led by Reviane show up. My reputation isn't 16 or higher, so Reviane chooses to fight me. Standard spell casting methods work here. Keldorn uses True Seeing to keep the enemies honest. The Cleric and Mage are right next to each other, which provides Jaheira with the perfect opportunity to aim Insect Plague at the Cleric and keep both him and the Mage out of it. Avastrian casts Slow to minimize their fighting ability, while Imoen uses her Improved Kitthix Figurine to bring in a potent helper.

The loot is considerable, including two Rings of Protection +2, a Halberd +2, two Full Plate Armors, a Small Shield +1, a Flail +1, a Studded Leather +1, and a Warhammer +1. Avastrian stows away the Rings, as they'll be useful for upgrades under the Item Upgrade mod.

Lord of the Keep

Here is the video of me accepting Nalia's offer to become Lord of the Keep, and having it as one of my strongholds. Everyone in the party gets 45,500xp.

My next quest is the Planar Sphere.


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