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Baldur's Gate II: Shadows of Amn
Chapter 4

OK, so we still haven't found dear little Imoen. We're getting close now. We promise.

Brynnlaw

Once you arrive, try to save. You'll be told that monsters are about. Uh-oh; it looks like Saemon was in league with Bodhi and managed to ambush you with a few vampires. Take them out, and Sime will tell you to head to the tavern. Check your map and do so.

You're to speak to a man named Sanik, who might have some information for you regarding Spellhold. Unfortunately, he'll be killed just before he can tell you what he knows. Kill the assassin, and the innkeeper will send you on a mini-quest to solve Sanik's murder.

Head down to the guildhall and talk to the male or female courtesan, depending on the sex of your main character. You can pay to get into the guildhall; it's 100 gold (or 50, if you haggle a bit). Pay the fee, and your entire party will be whisked inside (apparently the courtesans are really ready for action). Head up the stairs, and you'll find yourself in a hall. Head northwest and kill the guards nearby. One will come out of an adjacent room to the left of the locked door; go in there and search the cabinet for Galvena's key. Head through the locked door, and you'll encounter Galvena and her wizard friend Vadek. Galvena will fall easily, but Vadek might cast one of those lovely spells that confuses almost everyone in your party, so you might want to concentrate on her first. Once you've killed them both, talk to Claire. You will eventually find the information you need, either from her or from a captain she'll take you to. After you find out what you want to know, you can either walk around the city, performing random acts of kindness and doing some of the mini-quests or head straight for Spellhold.

screenshot
You can check out the pirate ship now if you wish. You'll be coming on board again later.
The easiest way to do this is to head for Perth's house. He's a somewhat unstable mage that lives in a house in the northeastern corner of Brynnlaw. Once you encounter him, he'll probably insist on a "test" and go immediately hostile. He might set off a fireball-type spell centered on himself once you get close to him, so be careful. Once he dies, pick up the wardstone.

Now, head to the far northern end of Brynnlaw. You'll encounter Sime near the edge of the map. Tell her you can now get into Spellhold and walk off the edge of the map. A neat little movie will play, and you'll be on your way to the asylum. It's a long walk up the path, and there are mists about, so be ready. Follow the path through the graveyard until you reach the door that leads into the structure.

You'll be approached right away by the "coordinator." It doesn't take a genius to recognize the voice. Irenicus will take you on a guided tour of the asylum. (You can take a couple hundred gold from the table in the elf's room.) Eventually, he'll reveal his identity, and Yoshimo, if he's accompanying you, will be revealed as a traitor.

Once you're forced into the dream sequence, you'll appear outside the castle walls in some ethereal otherworld. Walk toward the castle, and you'll be forced to permanently give up one of your stat points to gain entry. Choose one of your non-critical skills, obviously. Changing a skill in the mid-teens rarely has a huge effect; reducing your dexterity one point will have no effect on battle, as long as it starts out anywhere from seven to 14. Check the ability tables on page 225 of your manual if you want to peruse the stats before making your decision.

Explore the castle and find Imoen. You must find "the beast" outside, southwest of the castle proper. Bhaal will appear; tell him to chase you, then run back inside to Imoen. Once you battle for a bit, the dream sequence will end.

 
« Previous Page Walk-through (cont.) »

 
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