Baldur's Gate: Throne of Bhaal Throne of Baal Walkthrough Throne of Bhaal Cheat Codes

Throne of Bhaal Spoiler Solutions For Confusing/Unsatisfying Quests


A handful of Throne of Bhaal Quests just do not resolve very well. They can leave you unsure if you've really finished them at all, or if you've done something wrong somehow, or missed part of it. There are also a few quests with more than one ending, and you may want to know what the other alternatives were.

So here are partial spoilers for those quests that may leave you wondering.





Watcher's Keep: This quest is completely linear right up to the end, and there it suddenly branches out. You have three ways to potentially complete this quest (as well as the option of just leaving and never finishing it, of course). First of all, you can betray Demogorgon--let him help you escape from the dungeon, and then just leave him there. Kind of underhanded, but if you thought Demogorgon wasn't going to betray *you* I've got a bridge in Nashkel to sell you. You get the most grovelling out of Odren this way (as well as Jaheira and Anomen chastising him, if you're past chapter 7), but less experience than the other two. Second, you could send the knights in after Demogorgon, and then, when the apparition arrives, do as it asks and seal Demogorgon and the treacherous knights all in there together. There's a certain poetic justice to this, since it was what the knights were supposed to do in the first place but tried to get out of by betraying you. Hah. The ghost gives you gobs of XP for this, and even Keldorn approves. Third, you could slay Demogorgon yourself (either before reading the ritual or, for more XP, after escaping and sending the knights in). This is worse for the world, since it sets Demmy free by returning his soul to the Abyss to wreak more havoc, but it's better than him getting loose on the Prime Material, which was what was going to happen if those slacker knights hung around there without you much longer, and it gets you a really cool fight. If you've already finished this quest with one ending, I recommend you try one of the others. They're all pretty good.

Treachery At The Gate: This quest has several potential endings. If you nose around Kiser's house, you will find the kidnapped soldier yourself, at which point you'll have no choice but to kill Kiser and his henchmen. Doing this makes you feel like you've done something wrong somehow, but in fact if you take the long route, you'll end up with the same outcome. The long route is to talk to Kiser and leave to confront Errard without bothering to search the house for the kidnap victim (even though Kiser readily admits to the kidnapping). If you do this and you've already talked to the countess, Errard will helpfully reveal Kiser's hidey hole for you--useful if you have no one in your party who knows how to disarm a trap, one supposes, but otherwise you're right back to rescuing Ardic from the basement and slaying Kiser when he tries to interfere. The alternative path is to kill Errard as Kiser asks you to. This isn't totally outside the realm of reason--Errard does show up as evil to alignment-detecting spells, even though killing him will reveal him to be wearing a robe of the good archmage. (The moral here being that first-level divination spells should be taken with a grain of salt. Which gives you so much faith in the spell's declaration that Melissan is good, but that's another story. ) Anyway, if you kill Errard, when you report back to Kiser you will learn of his deceit; you'll still get to rescue Ardic, but he and his mother will both be distraught about Errard's death, and the narrator will tell you you have doomed the citizens of Saradush. Oops. There is actually a fourth resolution if you are evil or a good liar: Kiser may ask you to kill the countess. Jaheira and most of the good NPCs will pitch fits over this idea, and leave the group or attack you if you actually go through with it. Regardless of which path you take, you will never see the captain of the guard again once he gives you the assignment, so you can neither bring him any of the damning evidence you collect mid-plot nor report back to him once you've finished it. You will also never see Mateo or Ardic again once you free Ardic. You can go back and see the countess afterwards for her thanks and a modest reward, but everyone else involved with this plot fades back into the woodwork and is gone. The award you get upon freeing Ardic is all you're going to get this time.

Romance With Aerie: This is the stupidest plot I've ever seen in a CRPG, bar none. "If I wear loose-fitting robes, no one will ever be able to tell I'm pregnant until the day I give birth," explains Aerie. What??? Has anyone at Bioware ever SEEN a pregnant woman? The excuses for why the baby was invincible were lame ("if I put him in a cradleboard, a fireball won't hurt him!"), the two-week gestation period was insulting to my intelligence, and the birth scene was the most painfully ludicrous thing I've seen since grade school nativity plays. (We're talking "Wait! Stop! I think the baby's coming! Look! Here he is! Isn't he cute?") This plot looked like it was written by a ten-year-old. The game designers should be ashamed of themselves. Completely ashamed.

If you didn't get to see the birth scene, though, and want to (worth it if you have Korgan in the party, anyway, for his funny commentary-- Valygar, Keldorn, Imoen, and Jaheira also have worthwhile comments), try going to Watcher's Keep in between taking your final challenge and going to the Throne of Bhaal. Aerie doesn't give birth in combat (thank goodness), so you'll need to have her do it before you go into the endgame, and the plot doesn't have anything for you to do in between the final challenge and the endgame, so you'll either need to wander around for a little while or go do the optional Watcher's Keep quest. You don't have to accept the ridiculous name "Quayle" for the baby, by the way, nor do you have to marry Aerie when she tells you she is pregnant, for your romance to continue.

The Mad General: It is so easy to get into Gromnir's hideout that it's almost ridiculous no one's been able to yet. You have three choices: obtain the key from the priestess (she'll give it to you if you're not evil, or you can blackmail her into giving it to you if you are--the owner of the bar will give you the information you need either way), break in through the sewers with the sewer key you can get from the guard barracks, or go into the tavern and get one of the courtesans to let you in. People all over town seem to know about at least one of these three routes. They all go slightly differently, though, so if you went one way last time you may want to try one of the others this time around.

The Book Thief: Once you have traded the scroll for the spellbook, you have two choices to end the quest with-- warn Hectan that the scroll is deadly, at which point he'll think twice about using it and wander off, or don't warn him, and watch his gruesome demise. You lose some reputation if you take the latter path.

Devil His Due: There are several different ways to resolve this quest. First, of course, you can kill the lich. This will doom Malla, and Marlowe will be distraught (either killing himself or fleeing, depending how you play it). Alternatively, you can bring Marlowe to face the lich, either willingly or by tricking him, thus getting possession of Malla's soul gem. Once you have it you can either betray the lich and kill him, thus saving Marlowe, or allow Marlowe to fulfill his bargain, thus destroying him. Whichever of these choices you make, you can either use Malla's soul gem to restore the girl, or keep it for yourself; it makes a powerful (if unscrupulous) magic item. If you have permitted Marlowe to be killed, you can take the additional step of giving Malla some money to help her get started on her own. None of these choices have any bearing on the main plot, but they all have slightly different resolutions and slightly different rewards.

Eye Of The Beholder: You have two choices here: go after the beholder eye yourself, or subcontract out to the low-level adventurers you de-petrify. If you send the adventurers the eye will, as Iycanth says, be guarded by kobolds. If you go yourself, it'll be elder orbs. You didn't really want to fight more kobolds anyway, did you? Sending the adventurers will take a week (!), during which your party will not do anything even including resting (they will all be fatigued at the end of this wait), but it is pretty damn funny, so you really should do yourself a favor and see it at least once. (-: You'll also get the Bronze Underwear, if you're trying to build the Big Metal Unit out of pants.

Monkey Business: There are two different ways into the monastery. You can get a key to the underground passage in from some people in town. Talk to the bartender for a lead on that. Or you can go enlist Saemon Havarian's help. Several of the townsfolk mention that he knows a way in, and Elminster also tells you so. Saemon will either tell you where to get the aforementioned key or try to sneak you in the front door. If you can't stand Saemon, you never have to deal with him at all; just don't go into Smuggler's Cave, and take the underground passage instead. If you don't completely detest Saemon, though, his is the more interesting route.

My Final Thoughts: It was a pretty good conclusion to the epic, really. I must play too many pen and paper games, because Melissan did not have me fooled for five seconds. I really wish there had been more rude and suspicious conversational choices while addressing her--you could insult most of the genuine good guys in this game, so why not Melissan? I also really wish the writers had spent perhaps two more days with the final "where are they now" wrap-ups. It was such a great idea, and these characters had gotten so close to many players' hearts; it was really depressing to see the same generic-violence tale for Sarevok regardless of whether you had coached him to goodness or not, the same disgruntled-cleric tale for Anomen regardless of whether he had become a happy knight or not, the same vaguely worded story for Keldorn regardless of whether he had thrown his wife in jail or not. Surely it wouldn't have been too hard to write one extra paragraph for the single major plot choice of each character. Worst of all was Jan's half-cocked wrap-up, in which he kills his ex-girlfriend's husband and marries her. For Pete's sake! The only plot Jan ever got was all about his ex-girlfriend choosing to go back to her husband instead of stay with Jan. It was a poorly written plot, but at least it was poignant. This shitty ending made Jan look like even more of an abusive gangster than the poor girl's first husband--and no acknowledgment of her plight is at hand, either. The writers apparently thought this was funny. Maybe Nalia can sneak Lissa and her kids into House of Ruth between good deeds one day while Jan is out tending turnips or something.



North American Indian tribes * Native American spirituality * Native American dog names * Tribal tattoo picture

Go back to the Baldur's Gate 2 homepage
Visit Lora's computer game hint and Computer RPG pages
Language of the day: Algonkian

Divider

Sitemap
Send me email