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Baldur's Gate II: Shadows of Amn
Follow the southern path from the library to reach the sewers. You'll be facing off against an otyugh. He's big, but will fall fairly easily when you attack him. Be sure to pick up the wand of frost key from his body (it can be hard to see). From there, head to the east and into the small living room. Have Imoen search for traps before moving about, as there are a few of them around. Disable the traps and start looking around for items. Head south from there and talk to the dryads. Tell them you have the acorns, and you'll complete the quest that they ask of you. Once you receive the experience bonus, head further to the southwest into the bedroom. Again, have Imoen search for traps. There are seven in all, including a few on the floor, so be careful. Pick up all the items and don't miss the cabinet on the western wall.

screenshot
This room and the nearby bedroom are full of traps.
Now, head all the way back to the locked door near the camion. Click on the door with the character that has the air elemental statue from the living room near the dryads. It will open, and you can go through the door to enter a new area.

Head to the north first, but take the first left to travel along the wooden walkway. You'll encounter a few mephits and a chest containing a conjure air elemental scroll at the end. Head back to the original walkway and go north. You'll come across a group of five mephits of various types here, so be careful. An area attack spell might come in handy in the beginning. Once they're all dead, head to the west. You'll come across a lantern. Click on it to communicate with the genie that's trapped inside. He'll instruct you to find his true flask, which he needs to free himself. Unfortunately, you must travel all the way back to the dryads to get it. Don't forget that you can hold down the Shift key to assign waypoints for your characters, so that they will travel the entire path while you watch or get a drink or something like that. When you get the flask from the dryads, walk back to the genie and release him. You'll get 15,000 experience points and an extremely powerful sword. Head back to the real portal near the living room and go through.

You'll immediately meet up with Yoshimo, a true neutral NPC that is stuck in the dungeon with you. You can accept him into your party if you wish and want another hand in battle. He's a bounty hunter, so he can act as backup thief to Imoen. Bounty hunters are specialists in trap laying, a skill of dubious usefulness, but Yoshimo will be a welcome addition in battle. Since Imoen will be your primary source of thieving skills, you can let Yoshimo use any studded leather armor you find to decrease his chances of getting hit in battle.

screenshot
The second level of the dungeon is a bit easier to navigate than the first.
From the entrance, the only passage leads east. You'll come into a room with numerous mephit generators. Destroy the generators before attacking the mephits. The generators don't take much damage to destroy, so proceed quickly and destroy all four. Search the rest of the room for a couple wand keys and other items. Go through the western door first. Jaheira will have a conniption fit, so click through while remaining respectful of her husband. Once that extended conversation is done, kill the assassin and the escaped clone to get more experience. Once you've searched the room, head back to the room with the mephit generators and take the western passage. You'll run into a couple more mephits and some goblins, so chop through them until you reach another large room. The wooden plank is trapped, so let Imoen detect and disable it before moving on. The next room contains the various wands that will send off a variety of nasty magical effects if you walk by. You'll need all the keys; you should have picked them up from the Otyugh's corpse, the living room, and in the second portal room and chamber with the mephit generators. Give them all to one of your characters and let him manipulate each of the wands, which will make the passage safe. You can match up the wands with their effects by glancing at the ground in front of them, but it's not necessary to know this, as the character will use the correct key automatically.

When all the wands are deactivated, you'll have free rein over the rest of the level. The first hallway to the southwest leads to the exit, so skip it for now. To the northwest, there is a room containing a woman named Ulvaryl. She's facing off with three assassins that will die fairly quickly, then teleport to safety. You probably can't take her out, but you can try. There's not much to see in this room once she's gone.

Head into the passageway opposite the entrance to Ulvaryl's room to meet Frennedan. Stepping into the room, he'll call out to you and ask you to free him from his "glass bottle". Use Imoen to detect the traps in here, then open the chests to find the key you need. Free Frennedan from his cell and walk in. Imoen will detect another trap in here. Search the room for a few more scrolls and other items.

Frennedan is actually a monster in disguise. He'll follow you around for a bit if you let him, but eventually he'll reveal himself as a metallic monster of the same shape. You can force-attack him immediately after he is freed from his cell if you wish; it's not a big deal either way. He's not very powerful when he attacks you, and he only possesses melee attacks. Kill him and be on your way.

The northernmost passage in the wand hall leads to a foundry. There are a few evil dwarves about, with a pack of mages in the back room that might be trouble if you're not healthy. You don't have to fight them if you don't wish; simply don't come down this corridor. You'll find a girdle of bluntness in one of the chests in this area; it bestows a -4 bonus to armor class against blunt weapons on whomever wears it.

Once you're done exploring this area, head back to the southeastern passage that leads to the exit. You'll have a minor skirmish with some assassins on the way, but nothing that should slow you down much. Proceed through the sewers until you reach the exit (follow the trail of corpses).

 
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