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 1  
Irenicus Dungeon - Level 1  |  Irenicus Dungeon - Level 2  |  Athkatla  | 

IRENICUS' DUNGEON - LEVEL 2

Yoshimo

Now I go through the portal to arrive at the next level. I allow Yoshimo to join me. A nearby barrel has a scroll of Hold Person.

Mephit Portals

Now we go through the door. On the other side will be several portals that spawn Mephits at regular intervals. Don't worry about the Mephits themselves. Destroy the Portals, and the Mephits will go with them.

A nearby table has a Wand of Summoning Key.

Khalid

I step forward a little and commence the dialogue of Jaheira being in shock over Khalid being dead. Chests on the west side of the room holds various treasure, a few Potions of Extra Healing that Jaheira and Minsc gulp down, as well as a Wand of Fire Key and a Wand of Cloudkill Key.

Escaped Clone

Now the party goes into the room to the west. They find an escaped clone of Ellesime attacking an Assassin. The party rushes in to get the 14xp for landing the killing blow on the Assassin.

Now the Escape Clone will attack me as well, no matter what dialogue options I choose. In vanilla BG2 she would start off with a Minor Spell Sequence of Shield + Mirror Image and then go with physical attacks. In SCS she'll try to start off with Slow and then follow up with Confusion, before using other attacks. She can be a good deal more dangerous if she gets both off. It's a matter of staying on top of her with physical attacks and killing her as quickly as I can. She did get Slow off, but fortunately Minsc landed a critical hit on her soon after. She leaves behind a Wand of Missiles Key.

A barrel in the room holds a Pearl Necklace.

Wand Keys

The party comes back to the large room. They then go north a bit and through a hallway leading west. They kill a Mephit and Assassin who were fighting each other. The party edges a little more west. There will be a Steam Mephit. I let the Steam Mephit shoot at me once or twice, and then come after me.

The reason being there's a few Duergar ahead. Fighting the Mephit at the same time as the Duergar would have meant the Duergar getting in more blows on me. I continue on to the north and disarm a trap along the way.

At the end of the hallway is a rather strange room with colorful mosaics on the floor. A pair of Duergar shoot down an Assassin. Whatever you do, don't rush the Duergar. This room is layered with magical traps. Instead, Imoen, Minsc, and Yoshimo fire their missile weapons at one Duergar at a time. This forces each one to come forward and risk damage from the traps. One Duergar came into the waiting arms of Avastrian and Minsc. The other got killed outright by a frost trap.

Now Yoshimo runs along the wall on the left hand side, each time clicking on the pedestals with the Wand Keys he has collected. This disarms the magical traps while at the same time yielding several wands of various sorts, each one with a single charge.

A statue at the north end of the room has a Ring of Protection +1, which Avastrian equips.

Girdle of Bluntness

There will be one hallway to the west, and the three to the east. I start with the one most east and north. At the end of this hallway will be several Duergar. I let the two axe-wielding foot soldiers come to me first. Imoen waits until several Duergar archers and a Duergar Mage have bunched together before she hits all of them with a Fireball. This makes the subsequent mop up that much easier.

The party searches this and an adjacent room for various bits of loot, including healing potions that party members gulp to recoup their hit points. A chest in the north end has a Girdle of Bluntness (+3 armor class vs. blunt weapons) that Avastrian will save for another party member.

Frennedan

Now I backtrack and then go down the hallway center and east. At the other end is a Doppleganger named Frennedan who first pretends to be an old man, and then a little boy. I search the containers on the near side for spell scrolls, ammunition, etc., as well as a key opening the nearby door.

I open the door and Frennedan offers to join me. Frennedan will turn on me at some point even if I agree to bring him along, so I may as well just get it over with. He's a little tougher than in vanilla BG2, and is now worth 3,000xp. I search the room for various loot, including more spell scrolls, potions, gems, ammunition, etc. Note that there's also a seeming scroll of protection here. Avastrian's lore skill is such that he can identify a true scroll of protection without having to cast the Identify spell. If the lore check doesn't succeed on a given scroll, like here, then that means it's a cursed scroll so I can just discard it.

Ulvaryl

Now I track back, and stop at the door on the west side of the magical trap room. Avastrian then casts Stoneskin and Haste. There's a reason for this.

The room on the other side of the door will have a Vampire named Ulvaryl and a few Shadow Thieves locked in combat with each other. My objective is to get the prize 8,000xp for killing Ulvaryl, but without getting hit by level drains from her, which I don't have the spells to undo. So, enhanced by Haste, I grab the chance to attack and then kill Ulvaryl while she's occupied with attacking the Shadow Thieves.

The Shadow Thieves then attack me. Here Jaheira uses Insect Plague to take the Shadow Thief Battlemage out of the battle. The fight is soon won.

Escape from Irenicus Dungeon

Now the party back tracks, and then goes down the hall east and south. On the other side will be a few Shadow Thief Assassins. This can be a little tougher than in vanilla SCS because their leader starts off with Mirror Image, and the others have a few Potions of Invisibility that they will use to go for backstabs. Nonetheless, a reasonably prudent party can survive by chugging down Potions of Healing if the need arises.

The party soon makes it's way to the exit from the dungeon, emerging on the surface of the city of Athkatla.


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