Baldur's Gate II: Shadows of Amn

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Baldur's Gate 2: Shadows of Amn is the next chapter in the Baldur's Gate series. The game is made by Bioware and uses the Infinity Engine. This page is a work in progress.


Irenicus's Dungeon

A Small Delay

After character creation, there is a slight pause before the initial starting cutscene. The game can be paused here. The most obvious use would be to drop all items if importing a character (either new game + or a full series run with a single character). A single spell could be cast before the cutscene plays, if desired. This brings up issues about when the timing will officially begin, as currently the first cutscene is not counted against a player's time.

Dungeon Level 1

The portal key in the mistress's room is required to proceed, so any route must be centered on getting the key. One strategy is to use at least 7 mobs (NPCs + summons) and the PC to wall jump into the mistress's room.

  • This requires the character to be a single class mage (unless imported) to have access to a polymorph self spell.

Alternately, the PC can wall jump over the locked door to the sewer room with a more accessible Find Familiar spell. The PC then runs to the Mistress's room by conventional means.

  • This route is slightly slower.
  • This route does not include inviting Jaheria and Minsc.
  • This route only requires the PC to cast a level 1 spell, so any class with arcane spells can be used.


Note: The mistress's room is full of traps, including a long duration poison. Mirror images will absorb a trap if they are hit. Note: Any character can use the portal to the second floor at any time, as long as someone in the party is in possession of a portal key.

Dungeon Level 2

Yoshimo will quickly initiate dialog with the party. He may be invited to join, which is recommended (more party members will almost always save time).

In the next room are Mephits and Mephit Portals. The exit door can be unlocked by destroying all Mephit Portals, or wall jumped. It is also possible to wall jump from the Mephit room to the sewer hallway near the exit. It it unknown exactly how many mobs are required to jump the wall, but it's somewhere between "a lot" and "a whole lot."

  • Mephit portals are 100% immune to magic, and cannot be hit with bare fists (attack range is too short). They have 27 hit points each.

After that room there is a Mephit that can cast a stun or blindness. There is a hidden floor trigger that will sometimes spawn goblins near this Mephit. There is a trap on the bridge after the very next door that does a large amount of physical damage.

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