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General StrategiesPreludeChapter Walk-throughsCheat CodesTable of Contents

The Docks
  A- To Luskan
B- To Harbor Sewers
C- Kurth
D- Kurth's Lair
E- Ruins of Illusk

There are two entrances to the docks--through a crack in the wall in the southwest of Luskan and through the harbor sewers accessed through a ruined tower just to the northeast of the crack. If you take the crack entrance, Kurth will appear and offer a reward for Baram's head.

screenshot
The crack in the wall leads to Kurth's compound.
Kurth will offer you 1,000 gold for Baram's head, though you can talk him up if Baram has already made you a similar offer. He will also agree to release Elynwyd's sister if you bring him Baram's head, but when the time comes he will refuse to do so. Once you go through the gate behind him, his guards will attack.

If you decide to infiltrate his lair, be careful: The door is guarded by an ogre deathward (10th-level giant/10th-level sorcerer).

Kurth's Lair
  A- To Docks
B- Burke's Room
C- Fountain
D- Tolan Losen
E- Planar Portal
F- Evaine

In the prisons to the east, in the northernmost cell, you'll meet Tolan Losen, one of Kurth's former soldiers who was being held as a potential sacrifice. He'll give you some information about Burke and his demonic allies.

In the center of Kurth's Lair, you'll find Burke's bedroom. Inside, Burke has lain down for a permanent nap. Search his body for a smooth token and Burke's Manual, which describes how to close the portal in the next room. To do so, you'll also need the glowing sphere from the fountain in the northeastern room of the lair.

To close the planar portal, place the token and the sphere within it. This will make the fight with Kurth much easier, because you won't have to fight the 8th-level vrock and the 7th-level rakshasa guards.

You will still need to kill Kurth (10th-level fighter/8th-level barbarian), and his armor gives him a fair amount of spell resistance and +2 regeneration. His sword does 1d6 cold damage as well. His attendant Priestess of Auril is a 6th-level cleric.

Once Kurth is dead, search his body for the prison key and free Evaine. Then search the room in the northwestern corner for the high captain's seal. Take his head if you want the reward from Baram.

Return to Aarin with either of the high captain's seals, and he'll give you documents to enter the Host Tower. Before you enter, though, you may want to finish up your secondary quests and take some time to explore the strange house in the southwestern corner of the docks.

« Previous Page Next: The Ruins of Illusk »

 


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