Si je me rappelle bien... Vous apportez une épée à un méchant et votre récompense c'est d'être attaqué (L'épée lui permettant de ressusciter ou un truc dans le genre).
. Quelque chose dans le genre devrait convenir.
~(Comment en est-on arrivé là ! / Mais qui suis-je), un aventurier sans envergure (arpentant la forêt / farfouillant dans les buissons) en quête de la flèche porte bonheur d'un parfait inconnu. Je veux dire, Llindellyn est plutôt sympa mais... (Ne devrais-je pas / Ne suis-je pas censé) être ailleurs, à occire des tarrasque ou (je ne sais quoi d'autre ? / je ne sais quel autre monstre digne de ce nom ?)~ ~(Comment en est-on arrivé là ! / Mais qui suis-je), une aventurière sans envergure (arpentant la forêt / farfouillant dans les buissons) en quête de la flèche porte bonheur d'un parfait inconnu. Je veux dire, Llindellyn est plutôt sympa mais... (Ne devrais-je pas / Ne suis-je pas censée) être ailleurs, à occire des tarrasque ou (je ne sais quoi d'autre ? / je ne sais quel autre monstre digne de ce nom ?)~
.
Je pense que c'est dans le sens de son frère de foi, pas de sang....
... Le livre de l'ignorance correspond bien je crois. Il y a toute une quête à propos de ce livre et de ceux ou celles qui l'on lu / ou pas et oublié / ou pas.
Il faudrait que tu te fasse une idée du contenu du mod en jouant un peu, sinon tu va galérer sans le contexte.
Edit : Dans le dossier docs, il y a un vieux walkthrough qui date de l'époque ou les deux mods ne faisaient qu'un, bon c'est en anglais mais cela peut surement t'aider. (Il faut l'ouvrir avec LibreOffice ou autre)
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NTotSC - Walkthrough Introduction
Note**** the keys for Ghotal’s Tomb and the Stone Circle are reversed in the walkthrough****
NTotSC is the work of Aurelinus and includes DSotSC, a mod made by Team BG. There is a total of 13 new locations (some older ones are bigger too), 8 new NPCs and 30 new quests, some of which are very large and complicated. The enemies happen to be stronger and better-equipped. You can also find equipment that you couldn't find in the previous version of the game.
New NPCs:
(Portraits from NTotSC 2.0)
Bub Snikt - Male, Human, Fighter, and Neutral Good:
You will meet him in the first location under Beregost (on the way to Nashkel). He is standing in the central part of the area, to the west of the lake with a sunken house. We meet him in the 1st episode.
Keiria Silverstring - Female, Half-Elf, Bard, and Neutral Good:
She can be found at the Marketplace east of Nashkel, in front of the triangular tents (the ones that make semicircle) in the east part of the marketplace. She will be there after the end of 2nd episode.
Skeezer Lumpkin VI - Male, Gnome, Thief/Illusionist, and Chaotic Good:
He is found at the Marketplace east of Nashkel. He is in one of the big, oval tents. You can join him to the party after you visit in the Nashkel Mines.
Jet'Laya - Female, Half-Elf, Cleric, and Chaotic Good:
Jet'Laya is the key character of the expansion (connected with the storyline). You will find her just south of the drawbridge leading to the Friendly Arm Inn, just after flooding the Cloakwood Mine. When you talk to her she will give you a quest to find her sister. She will uncover new locations.
"Scarlet" Will - Male, Human, Bard, and Lawful Neutral:
"Scarlet" Will, last name O'Hara, formerly known as Will Tell Helm, but he doesn't like that name.
You will meet him at the northwest edge of Beregost. You will meet him just after you enter the city for the first time.
Conhobchair Strongblade - Male, Human, Paladin, and Lawful Good:
You will meet him inside the inn at Nashkel, but getting him to join the party is not easy. Our future companion is tired and needs to rest. Only after talking with Jeremy, the vice-mayor of Nashkel (during which we are informed about a dragon ravaging the neighborhood of the town) does Conhobchair proposes cooperation.
Bardo Furfoot - Male, Halfling, Thief, and Neutral Good:
He will be met in the location with the dragon (AR4600). He is standing almost in the middle of the area. He asks to join the party to fight against the dragon. He will only be there if you have received the quest
about killing the dragon.
CúChoinneach - Male, Elf, Cleric/Ranger, and Chaotic Good:
He will be found in the area to the north of Nashkel, just after entering it from the direction of the town; and only after killing the dragon and accepting the quest of finding the child of Mayor of Nashkel. The dialog with him reveals the Citadel of Lord Daerthmac on the Worldmap. If we don't allow him to join the party, he will leave us forever (he will reveal the position of the Citadel anyway). If we kick him out of the party for a while before completing the mission of rescuing the Mayor of Nashkel's child, he will leave us forever too. After the rescue, we can kick him out, and have him rejoin the party without any limits.
Ferthgill, the Troll Slayer - Male, Dwarf, Fighter, and Neutral Good:
You will meet him in the drow cave after accepting the mission of finding the blacksmith Otho's nephew (after dealing with Daerthmac's Citadel). The cave is situated between Beregost and Nashkel, where hobgoblins have their camp - entrance is hidden to the left of the camp-fire.
New locations:
1. North Coast
2. North Forest
3. Fields of the Dead
4. Forest of the Dead
5. Northern Citadel
6. Temple of Black Hand
7. Forest of the Lost Souls
8. Forest of Sharp Fangs (1)
9. Forest of Sharp Fangs (2)
10. Daerthmac's Citadel
11. Solitary Valley
12. Salamander's Island
13. Sirene's Island
NTotSC - Walkthrough Part I
LIST OF NEW QUESTS:
Quest - NPC who gives you the Quest (and their location):
1. Main Quest:
a. Find Jet'Laya's Sister - Jet'Laya (Friendly Arm Inn)
b. Release the Phantoms - Phantom (Forest of Sharp Fangs - 2)
c. Mace from Otho - JetLaya's Uncle (Beregost, Jovial Juggler)
d. Killing the Dragon - Priest of Lathander Jarent (Burning Wizard) or
Jeremy (Nashkel Inn)
e. Blessing the Mace - Priest of Lathander Jarent (Temple of the Morning Song)
f. Save Nashkel Mayor's Son - Mayor's Wife (Mayor's House in Nashkel)
g. Finding Otho's Nephew - Otho (Taerom's Forge, Beregost)
2. Other Important Quests & Mysteries:
a. Book of Ignorance - Shaella (outside Sorcerous Sundries)
b. Riddle of North Citadel - Prince Eltan (Seat of Flaming Fist)
c. Druid's Circle Entry - (Forest of the Dead)
d. Orc Chieftain's Tomb - (Fields of the Dead)
3. Sub-quests strictly connected with the Other Important Quests & Mysteries:
a. Monsters on the N Coast - Nadalin (Docks - Leaning Lamppost)
b. Free the Monk Reedrig - (Fields of the Dead)
c. Destroy Black Hand Cult - Salamander's Lord (Salamander's Island)
d. Killing the Enemy - Salamander's Lord (Salamander's Island)
4. Various sized "Stand-Alone" Quests:
a. New Firewine Bridge - Charleston Nib (Archeological Digs)
b. Captured Children - Magnad (near fountain, near Sorcerous Sundries)
c. Lost Husband - Yness (Ulgoth's Beard)
d. Defeating Ogre Mage - Shilo Chen (Baldur's Gate - gate to the city)
e. Potion Needed - Eddie (buildings behind the Merchant League)
f. Rats!! - Welt (Docks)
g. Retrieve Candle - Ordolath (Cloudpeak Mountains)
h. Vampiric Sword - Torquion (cave in area with Temple of the Morning Song)
i. Rescuing the Dogs - Elf (Temple of Black Hand)
j. Beloved Arrow - Elf (North Forest)
k. Wounded Dwarf - (Forest of the Dead)
l. Shopping List for Hubby - Woman you've met (Nashkel)
m. Lost Necklace - Jules (Nashkel)
n. Magic Elven Bow - Haeball (Larswood) or Nameless Demons (Solitary Valley)
o. Send Back the Demons - Nameless Demons (Solitary Valley)
p. Wine for the Queen - Sirene's Queen (Sirene's Island)
q. Pilar - Pilar (Friendly Arm Inn)
r. Gheldehar - Gheldehar (Baldur's Gate)
s. Daddy and Mummy - Little Boy (Beregost)
t. Sister a Little - Sister a Little (Beregost, upstairs in Jovial Juggler)
LOCATIONS (TERRAINS) AND "THEIR" QUESTS:
1. North Coast
Troubles with monsters... On the Docks in Baldur's Gate you will find Nadalin (one of the guys next to the Sloping Lamppost/Lighthouse) who will send you to the North Sword Coast. (Even though this location is accessible from the beginning, you shouldn't go there before talking to Nadalin). Nadalin's help is very appreciated in the latter parts of the game... In the north part, there is a woman, who tells you something about seagulls...
2. North Forest
In the North Forest an elf is looking for his beloved arrow. It's very easy to find it. In the same forest you will find the bow for Haeball.
3. Fields of the Dead
Next to the fountain (by the Sorcerous Sundries) there should be a couple - orcs captured their children. After talking with them, a new area will appear on your Worldmap. The quest of Yness (she is standing in Ulgoth's Beard - rescuing husband) is connected with this one. In one of the chests you can find the "guardian stone". You should rescue monk Reedring from the cave. In the west part of the area there is general Ghotal's tomb.
4. Forest of the Dead
To enter the forest you have to talk with farmer on the terrain with zombie (north-east from Baldur's Gate). After killing the zombies the Forest of the Dead will appear on your Worldmap. Go to the NE part of the area map to get the icon to appear on your Worldmap. A wounded dwarf needs help. At the bottom left-hand corner of the area is - Druid's Circle.
5. North Citadel
Prince Eltan tells you about the Northern Citadel. When you go to him for the first time, he will tell you about turmoil in the Northern Citadel and will ask you to investigate the case (What would they do without us?). Then appropriate location will activate on your Worldmap. The Citadel can be reached from the west. This quest has different endings! Behind the painting there is a destroyed armor. You will need it to make Vampiric Sword. There are interesting inscriptions on the tombstones. One of them is especially worth reading.
6. Temple of Black Hand
This location gets revealed on your Worldmap very late in the mod - after talking with monk Reedrig in Ulgoth's Beard after rescuing him from the Orcs in the Fields of the Dead. In the area with Black Hand Cultists, apart from the main battle, there is also a couple who want to chat with you for awhile. We also learn about the cultists on the Salamander's Island.
7. Forest of the Lost Souls
When you go to the Friendly Arm Inn after flooding the Cloakwood Mines, Jet'Laya is there in front of the drawbridge. After accepting her quest, new locations will appear on your Worldmap. Her sister is in the Forest of Lost Souls (to go there you must go through both Forests of Sharp Fangs). In different parts of the area our enemies are: shadows, horrors, wraiths. In the cave (entrance difficult to see) - shadows and some equipment in the chest.
8. Forest of Sharp Teeth (1)
Location uncovers after talking with Jet'Laya. The access is difficult to find. You may only travel there from the northeast part of Peldvale. There are a few small fights (Kobolds, Skeletons) and very interesting opponent - skeleton-warrior.
9. Forest of Sharp Teeth (2)
We reach it going through Forest of Sharp Fangs (1). We'll be attacked by Skeleton Lords. On the way back, we'll meet a phantom, who will ask us about 6 vials - they are to release the phantoms. To release them, the Dark One must be defeated.
10. Daerthmac's Citadel
This area is revealed after receiving the quest to rescue the Nashkel Mayor's Son and you talk with NPC CúChoinneach north from Nashkel. Child must be saved - without it, there will be no quests with Otho's nephew.
11. Solitary Valley
This location is connected with the Book of Ignorance. Reaching this area (except by accident) needs a few dialogs to be done. This area will not be revealed on your Worldmap. (Need to verify this. Later in walkthrough states it does show up). You need to know where to find it. ***SPOILER*** Go to the south-central part of the Cloudpeak Mountains area. Find a strip of dry land that runs N-S in between 2 streams and draw your cursor along near the bottom of your screen. The travel wheel should appear, and you are on your way to the Solitary Valley. In the Valley (apart from the Book) there are also nameless demons that should be sent back to their own world.
12. Salamander's Island
Avery talks about the island. On the island we get one or two missions (it depends on what we've already done).
13. Sirene's Island
We get there on the way back from Werewolves' Island. Men could spend an entrancing night with the queen or one of the sirenes. Just for female players there is an elf on the island. He could be picked up...
NEW QUESTS, WHO GIVES THEM TO YOU, AND HOW TO DEAL WITH THEM:
JetLaya's Sister
Quest Giver: Jet'Laya (Friendly Arm Inn); you must go through both Forests of Sharp Fangs; on the north there is Forest of the Lost Souls; the sister should be looked for during the night, about midnight (west, or south-west from the cave, in some kind of a gorge). Experts claim that it must happen during the first visit on the location ("If we don't catch her the first time, we cannot do much later...") - so, we cannot leave the location without dealing with the sister. If you find her and fall in love with her (Private advice - don't even try). To be honest - she must be killed, and her necklace needs to be carried to Beregost, where her uncle is (Jovial Juggler).
Attention: if we don't complete this quest, we'll have to omit some other content too (for example phantom quest and mace for Otho)
*If we have JetLaya in the company, sisters have a talk and there is a fight, we don't have the opportunity to change the situation.
Releasing/Freeing the Phantoms
Quest begins after the story with Jet'Laya's sister. On the way back (Forest of Sharp Teeth 2) we meet a phantom. He asks for vials (to release the phantoms). To free them, you have to fight with the Dark One and almost defeat him (he'll escape). Talk with the phantom again - he says that the Dark One's phylactery from an abandoned house is needed (you must enter the house with some cool spiders), then the final battle with the Dark One - he'll summon skeletons.
Mace from Otho
After the talk with Jet'Laya's uncle, we receive a letter - Otho, a dwarf in Taerom's forge in Beregost will produce a mace for us (he'll need a few days until the job will be finished).
Blessing the Mace
After we get the mace, we should go to the "Morning Temple" (east of Beregost), where priest Jarent will bless it.
Killing a Dragon
When you leave the forge after commissioning Otho's Mace, you will be approached and requested to visit the Burning Wizard where there is a priest of Lathander named Jarent - he sends us to fight with the dragon (after the fight, we must the Holy Symbol to the priest at the inn). The aforementioned dragon sits in the location (more or less north-east part), where you found Samuel, who you needed to take to the Temple in Friendly Arm Inn for healing. In the same area there is also a NPC - halfing Bardo with "arrows of killing
dragons". The dragon is quite tough opponent and it's better NOT to use spells while fighting with him.
Nashkel Mayor's Son
After killing the dragon we travel to Nashkel where a maid invites our party to the mayor's home (N-E Nashkel). North from Nashkel there is an NPC - CúChoinneach - Cleric/Ranger with a dog-killer (can be joined to the team). After talking with him, a Worldmap icon will activate - Daerthmac's Citadel; on higher levels - no special opponents; in dungeons - vampires, wights, shades, skeletons and other monsters. After entering the dungeons we come to a great hall. In the northern part of this hall with columns there is a corridor with lots of chambers. At the end of it there is a passage to the next level. Identically as in Candlekeep dungeons - that's where the layout of the map comes from. The boss is on the lowest level - lord Daerthmac - with a child (and guards). The most important comment... After recapturing Gastkill's child and leaving last level we enter the Ulcaster School. To finish the quest, we must go back to the citadel and parade with the child in the main hall (this copy of Durlag's tower) of the citadel. "The switch" for this task is simply put on this location.
Shopping for Husband
A woman met in Nashkel asks us to take the shopping list for her husband to Beregost (that's where the husband is).
Lost Necklace
Jules (Nashkel) asks us to find her lost necklace. You can find it (looks like Laeral's Tear) on the road in neighboring area (on the way to Beregost), or is in ownership of one of the monsters living there. After finding the necklace, you must simply return it to the owner in Nashkel.
Otho's Nephew
Second quest of Otho - he will leave Taerom's forge and will wait outside (quest with the child described above must be finished). On the location before Nashkel, next to the camp-fire, there is a cave (entrance difficult to see). Very deep dungeons - it takes a while going down! This is an interesting fight and some nice equipment is found. In one of the rooms you can meet a NPC Ferthgill, who has a hammer of Otho's nephew. To finish the task, the hammer must be returned to Otho. Unfortunately, Ferthgill does not want to give you the hammer (there's no such option during the talk) and you must either join him to the company or steal the hammer. (Or kill Ferthgill?)
Defeating Ogre Mage
Shilo Chen will appear in the area with the bridge to the Baldur's Gate (before the bridge) looking for volunteers, who want to kill an ogre mage. The Ogre Mage is in Peldvale. For finishing the quest we'll get interesting equipment for a thief. (mm75 note: you find him even if you've just defeated the Orc mages).
The Book of Ignorance
This quest begins during the talk with a priestess standing next to Sorcerous Sundries.
The sequence of dialogs is very important here:
1. Crazy priestess (Shaella) in front of the Magic Varieties tent.
2. Talk to Shaella again (after returning from Candlekeep).
3. Monk next to her (friar Hasdar); activates only after we return from Candlekeep and after second talk with Shaella. Then everything will occur in its order... but it doesn't mean it will be easy.
4. Owner of Lower Lantern (Lobar) - sends us to Ouepast - mm75: don't know how to translate it Siren).
5. Ouepast talks about Book of Ignorance only when you talk to him for the first time (you must have already talked with Lobar). If you talked to him before, you won't find the book. Quepast must be charmed during the FIRST talk. After that you can charm him any number of times - it won't help. I've charmed Quepast and talked with him using a character with very high charisma (20). After a correct talk, new location will activate - Solitary Valley. There is an entrance to the cave (again very difficult to spot). Inside, there are non-aggressive demons (they want to be sent back to their worlds). And here we find Book of Ignorance - it should be returned to Baldur's Gate.
And the case of friar Hasdar, if we give him the book, he'll escape with our book (not paying the money), leaving us with his guards. Alternatively, if we choose to kill Hasdar, we can talk about the book with a mage from Larswood (Haeball). The best way is not to tell that we have it. Haeball will give us also a new quest to do.
Here is information for those who do not want to go to Candlekeep... Quest can be done differently: after talking with Shaella you just need to kill friar Hasdar. Then, we need to talk with Haeball - he'll tell us
about Lobar. The rest of the story line is the same as above.
Monsters on the North Coast
Nadalin gives you this quest (Docks - Lower Lantern). After coming to the North Coast area, we must talk with fisherman's chieftain (in the village) and then kill sirenes and fire salamanders (along with their lords). After that we must go back to the village. (fisherman's chieftain) and Nadalin (Docks).
The woman wanting to fly with seagulls
She can be found on the north west of North Coast. What can be done for her? The only piece of advice granted on forums is to "free" her - the answer of Aurelinus. To do so, you'll need a special potion of freedom. What's next - you'll see on your own.
Northern Citadel
As I said before, prince Eltan tells us about the citadel. Then appropriate location will activate. You can reach it from the west. So I have just been walking through the citadel wherever I could and talking to everyone (a woman wants to find her lover, two people suspect Eldoth - new guardians' chieftain), and suddenly I became a witness of murder of a crazy old man. Then I talked to everyone once again (especially to Eldoth - he gets his nose out of joint and goes to his room), then again with Eldoth (in his room - first floor, next to the room of Avery)... and then I encountered another murder...
Santos had been killed. You must go to the graveyard (read the inscriptions on the tombs). In the tomb there is a body of one of the victims (it must be returned to the citadel) and legendary katana "Fury of Heavens" (Celestial Fury?). After returning from graveyard, talk to Avery about a mysterious altar. He'll send us to the island (Salamander's Island). Now, the help of Nadalin is needed, he's the only person who can carry us there. Attention: This quest has different endings - depending on what we do with the traitor.
Salamander's Island
If you finish quests on North Coast (salamanders) and in North Citadel (Avery told you about the island), you'll need to talk with Nadalin. We go to the North Coast, talk to the fishermen's chieftain. He sends us to Nadalin (he returned from Baldur's Gate and waits next to his boat) who carries us to the Salamander's Island.
Destroying the Cult of Black Hand
The Salamander's Lord gives you this quest (Salamander's Island). After finishing this quest you must return to the island (again Nadalin) to get next task to do.
Captured Children
This quest is given by a married couple (near a fountain next to Sorcerous Sundries); to rescue the kids you must go the area named "Fields of the Dead" (orcs camp in the southeastern part). After freeing the children, you should go back for the reward.
Lost Husband
This quest is given by Yness (she stands in the square in Ulgoth's Beard), solution - same as "Captured Children" (husband gives us a letter which must be returned to Yness).
Freeing a Monk
Reedrig is kept in a cave (Fields of the Dead - south-east). He should not be killed under any circumstances (the monk is very helpful while looking for the Temple of Black Hand).
Temple of Black Hand
ToBH is situated north from The Forest of Lost Souls. It will appear only after you finish with the Durlag's Tower, and then deal with a demon in Ulgoth's Beard. Just after exiting the warehouse, in which you fight with tanar`ri, someone (Reedrig, monk set free in a cave on Fields of the Dead) will inform you about the place where cultists used to meet. As for the fight with the cultist in the temple, indeed it's hard. At the area with cultists, apart from the main fight, there is also a couple who wants to talk with you. *We are also told about the cultists on the Salamander Island. (Will check to see if this makes Worldmap icon appear)
Elf's Dogs
In the area with "Temple of the Black Hand" there is an elf (on the south west of the location) - he asks you to rescue his dogs. You must kill wolfs-vampires, which are attacking the dogs.
Killing the Enemy of Salamander Lord
After destroying the Cult of Black Hand, we sail to the Salamander Island. The Salamander Lord has a quest for us - defeating his competitor (he lives on the same island). When we finish this quest, we'll receive a key to the altar in the Northern Citadel. From the altar, we take Helm's Glove.
Druid's Circle
To be honest, no one orders this quest, because we enter the circle on our own. How do we get entry there (or to be more precise, to the cave hidden there)? You must insert the "Guardian Stone" (Fields of the Dead) and Helm's Glove (Northern Citadel) into the altar. The Guardian Stone is quite easy to find (its inside in one of the chests). To get the Helm's Glove, you must firstly solve the quest of the Northern Citadel (described above). About the mysterious altar, you will be informed by Avery (after exiting the graveyard). Avery will send you to the Salamander's Island (you will need the help of Nadalin). Salamander's Lord will have two wishes - destroying the Cult of Black Hand (it could have been done already) and killing his rival. After finishing the second task, you'll get the key to the altar. In this altar, there is a glove we look for. Then, you
just need to return to the circle, insert the objects into the tomb, go inside, and after killing the opponents, grab the loot (among them there is a sword of general Ghotal)
Wounded Dwarf
In the Forest of the Dead there is a wounded dwarf. If you heal him - two, three healing spells - he'll give you the address of his sister-healer. I don't know (you can check on your own), what would we get, for bigger help.
Tomb of Orc Chieftain
We get there while being on Fields of the Dead. How to get into the tomb? To open the entrance we need a ring and a dagger. The ring can be found in the Temple of Black Hand. This part of the quest is easy - just kill all of the cultists. Getting the dagger is a bit more complicated. Firstly, we must defeat the mage Haeball (Larswood). My advice - wait with this until after doing Haeball's quests. Haeball has very interesting articles and gives you a quest, or two. So, you must wait until he decides to attack you. It happens, because:
a. You finish with the Durlag's tower and set the demon in Ulgoth's Beard free;
b. You get the Book of Ignorance (and admit it);
c) You get the bow (and admit that we have it);
Haeball is not an easy prey. On his corpse we find a key to the chest in a basement. In this chest, there is a mage's body (we'll need it later) and a scroll informing us about the place, where we can find a key to the desk. Key to the desk... Swamps are mentioned in the letter... think! There was a location, where between a few ponds, was a house (between Beregost and Nashkel, location 3800 - there were ogres and letter to Marianne). With the ring on a finger and dagger in hand we'll get in with no problems. Ok, only joking... we only must have them in our bag. In the tomb there is general Ghotal, who wants a sword. If we do not have it, an interesting fight begins. The sword is in the druid's circle. What will happen if we return the sword to its owner? See it on your own.
Eddie
A girl preparing to an exam can be found in one of the buildings behind the Merchants League. You must give her a potion of genius. We'll get some exp, but it's not the best deal from an economical point of view.
Welt
A charming guy from docks needs a few rats (you find them in the sewers).
Arrow for an Elf
An elf in the North Forest is looking for his beloved arrow (the arrow is in the stomach? of a bear who walks in the neighborhood).
Candle for a Mage
Mage Ordolath in the Cloudpeak Mountains wants a candle. In Baldur's Gate, behind the blue tower of
mage Ramazith there are two houses - the house of Ordolath is on the right. The quest has a little bug - in Ordolath's house, there is a mage, who (if we go there early) ignores us, and in the further parts of the game, attacks us, because he wants to know where Ordolath is.
Vampiric Sword
Torquion in a cave in the location with the Temple of Morning Song (entrance again difficult to spot) wants a sword, who can free him. To get the sword, you must carry a statue of Kozah and an ancient armor to Ulcaster (Archeological Digs and a location within the Northern Citadel). Ulcaster doesn't speak something extraordinary, takes the objects (they cannot be stolen), gives us "Vampire's Vengeance". We also need sacred water from the location with the Temple of Black Hand or from Morning's Song Temple. If you don't want to fight with a Doomsayer to get the statue (or if you don't want to pay for the sacred water),
you can simply kill the vampire.
New Dungeons of Firewine Bridge
New dungeons are on the south side of the bridge, near the entrance to the "old"' dungeons. To go inside, you'll need a scroll from Charleston Nib (archeologist - the one connected with the quest with statue of Kozah). Be prepared!! To enter the third level, you'll need a source of light - bottle with oil (it's in one of the wardrobes). To exit the third level you must leave it with one person and go far away (preferably two levels higher), then take another person, do the same etc.
Magic Bow of the Elves
This quest is given by Haeball (Larswood) or the Nameless Demons (Solitary Valley).
You must go to the North Forest and rob the owner of the bow. Killing the good elves doesn't give you any points...
Releasing (sending back) the Demons
This quest is given by the demons. To send them back (Solitary Valley) we can do one of the two things: peaceful way - we must talk with the demons in an intelligent way and then bring them corpse of a mage (the one from Larswood) and the Magic Bow of the Elves. The other way to solve the problem is rather obvious. (A demon is a demon, after all)
Wine for the Queen
We get to the Sirene's Island while returning from the Werewolves' Island. Sirene's queen wants a bottle of wine in return for an entrancing night (the bottle is on a ship). One of the other sirenes proposes an entrancing night without any demands. Women can use a belt of changing sexes, or spend a night with an elf that resides there. One of the sirenes wants grapes, not wine. Aurelinus said it sometime. Perhaps to Earin and said that "grapes grow on trees" * ** "I checked all the trees on the island and found nothing" (quote from forum). With the help of friendly mariner we can go to the Sirin's Island whenever we want to. We just need a map and some money.
Pilar and a Gnome
Pilar (court/yard/pen of Friendly Arm's Inn) wants a beer. When we give it to her, she gives us a quest - find her ring (the ring is possessed by a gnome in Baldur's Gate). The gnome asks us of returning him his shoes, which were taken by Pilar. Aurelinus said that we can get exp from both sides if we do things right.
Daddy and Mummy
The parents are called by a boy, who doesn't like our unexpected visit in his house. The talk is interesting, but not easy for a beginning company.
Sister A Littles
The sisters are in a room in one of the inns in Beregost. A real witches Sabbath... The problem is, that no one (apart from - of course - master Aurelinus) knows how to deal with the sisters. (mm75 note: very hard fight but i was able to defeat them ;-)