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IntroductionReforming the PartyTips and StrategiesItemsWalk-ThroughsGuide Contents


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The Sewers

You want to get to the north end of the sewers, but barring your way are orc archers and orogs as well as a large group of shadows and a couple high-level mages. Scout around the sewers with an invisible character or use a spell to get some foresight into where your enemies. The Yaga-Shura mages will be triggered by invisible characters, but that's alright, as long as you quickly flee because they'll just end up wasting some of their powerful spells. An invisible mage or two with some sequenced magic missiles can take out the mages without letting them ever raise their defenses, which is definitely a worthwhile goal.

There are orc archers that are equipped with magic arrows and have good position, so either take them out quickly with spells or lure them into melee range. They're usually the first enemies you encounter, and they often can be lured away from their more formidable melee fighting companions.

Eventually, the area will start to be overrun by a large group of shadows, which will arrive from various directions, surrounding you, so ensure that you maintain a formation that doesn't leave your spellcasters vulnerable to attack from behind. Devil shades are capable of level draining, so have a fighter immune to level draining or protected by negative plane protection take them out. Don't forget to use your undead turning, since it can make short work of the shadows. Holy smite works well, too.

screenshot
Hidden entrance. The way to Gromnir's fortress is through a hidden entrance in the one of the northern walls. You'll know you've found the way when you encounter these pathetic wretches.
NPCs in this sector:

  • None

Enemies in this sector:

  • Devil shades
  • Duergar sappers
  • Elite orogs
  • Gibberlings (regular and mutated)
  • Orc archers
  • Shadows
  • Shadow fiends
  • Umber hulks
  • Yaga-Shura mages

Magic items in this sector:

  • On the enemies:
    Studded leather +2
    Battle axes +2
    Quarter staff +1
    Short swords +2
    Composite longbows +1
    War hammers +2
    Arrows +1
    Arrows of ice
    Potions of extra healing
    Mage scroll of protection from the elements

Gromnir's Tower

This area is well trapped, and some of the traps are difficult to uncover, so use a find traps spell if necessary and increase the abilities of your thief by buying potions of perception in town. The locations of all of the traps are summarized under a separate heading below.

The route to Gromnir's tower is fairly direct. If you came through the sewers, you'll arrive in a room that opens into a larger room, and the entrance to the tower is directly north. If you came through the jail, you'll immediately be faced with a group of fighters and thieves, which won't initially be aware of your presence, which you can use to your advantage to launch a pre-emptive assault. Use your big spells against the fighters and thieves guarding the sewer because they are dangerous opponents. Potions of giant strength and haste or slow spells will make the battle considerably easier.

Release Vinke and the other nameless prisoners for +1 reputation points each.

Ensure that you have missile weapons loaded for each character and climb up the tower. Pause immediately and have all your characters target the Il-Khan battle mage with missile weapons, magic missiles, or other offensive spells that can be quickly cast (sequencing several magic missiles works great for this purpose). You can take him out before he can move, netting yourself a quick 21,500 experience points. Once the mage is gone, the three Il-Khan fighters on the floor won't pose much of a fight (and are worth 12,000, 12,000, and 12,300 experience points, respectively).

Climb up the stairs and witness a confrontation between Melissan and Gromnir. You won't have a choice but to fight Gromnir, and your first targets should be his two battle mages (including Karun the Black), who are each worth 21, 500 experience points. Once again, use missile weapons and magic missiles to ensure you take them out before they can raise their defenses. His other guards include Berena Elkan (12,500 experience points), Elder Had (thief, 12,500 experience points) and an Il-khan soldier (12,300 experience points) equipped with magic arrows. Gromnir himself is worth 22,500 experience points and 30,000 experience points per party member as quest experience points. Gromnir is a berserker and an excellent melee fighter, so ensure that whoever engages him is stocked with healing potions and ideally has been strengthened by a potion of giant strength. Elder Had will take potions of invisibility to attempt backstabs.

screenshot
Wizard Woes. Gromnir's mage guards are more dangerous than he is, so ensure you take them out with ranged attacks and sequenced magic missiles before they can raise defenses.
Traps in this Area:

  • Outside the first gate when you enter from the jail
  • By the corner directly south of that location (two traps)
  • Outside the cell north of the first gate (Vinke's cell)
  • On the other side of the corridor across from the nameless prisoner's cell to the south
  • In the floor just north of that cell, in between the cells
  • On the chest in the first room in which you encounter the elite orcs

NPCs in this sector:

  • Gromnir
  • Vinke
  • Prisoners

Enemies in this sector:

  • Berena Elkan
  • Eler Had
  • Fighters
  • Il-Khan Battle Mages and Fighters
  • Karun the Black
  • Orc (Elite)
  • Orog (Elite)
  • Thieves

Magic items in this sector:

  • In the basement:
    The thieves are equipped with leather armor +1, daggers +2, and short swords +2
    The fighters use long swords +1, potions of invulnerability and storm giant strength, and oil of speed
    Bullets +3 in an alcove across from one of the cells
    The elite orcs and orogs use battleaxes +1
    In chests in the room where you first encounter the elite orcs, there's a wand of lightning, Fflar's scabbard, and arrows of acid and ice
    In a barrel near the exit to the sewers, there's bullets +1 and +2
    In a trapped chest near the exit, there's bolts of lightning and bolts +2
  • The Il-Khan on the first floor are equipped with:
    Studded leather +2
    Adventure's robe
    Composite longbow +1
    Quarter staff +2
    Arrows +1
    Potions of extra healing
  • Gromnir and his guards are equipped with:
    Full plate mail +2
    Grandmaster's armor +6
    Studded leather
    Studded leather +2
    Adventurer's robes
    Ice star +4 (morning star)
    Morning star +3
    Spear +3
    Quarter staffs +2
    Dagger +1
    Composite longbow +1
    Arrows +1
    Roranach's horn
    Lavender Ioun stone
    Potions of superior and extra healing
    Potions of invisibility

 
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