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Version 1.0
I. Introduction................................................................................................................................................. 3
II. Travelling to Liam’s Hold ......................................................................................................................... 3
III. Holdfast Inn (First Visit with Hevesar) .................................................................................................... 3
IV. A Meeting with Mayor Wilsey ................................................................................................................. 4
V. Holdfast Inn (Second Visit with Hevesar) ................................................................................................. 4
VI. Wild Pastures (Vanishing Cattle) ............................................................................................................. 4
VII. Goblin Kitchens ...................................................................................................................................... 5
VIII. Holdfast Inn (After Goblin Kitchens).................................................................................................... 5
IX. Wild Pastures (Shadowy Figures) ............................................................................................................ 5
X. Holdfast Inn (After Shadowy Figures) ...................................................................................................... 6
XI. The Crab’s Claw Coast (Kidnapped Shepherds)...................................................................................... 6
XII. Holdfast Inn (After Rescuing the Shepherds) ......................................................................................... 6
XIII. Stronghold ............................................................................................................................................. 6
XIV. The Trollbark Forest .............................................................................................................................. 7
XV. A Meeting with Teygan........................................................................................................................... 7
XVI. Teygan’s Cave (Initial Visit) ................................................................................................................. 7
XVII. Bandit Camp ........................................................................................................................................ 8
XVIII. Teygan’s Cave (After Bandit Camp) .................................................................................................. 8
XIX. Iron Throne Caravan ............................................................................................................................. 8
XX. Teygan’s Cave (After Iron Throne Caravan).......................................................................................... 8
XXI. The Zhentarim Assassins....................................................................................................................... 9
XXII. Stronghold (Astriel Leaves) ................................................................................................................. 9
XXIII. Daggerford (After Liam’s Hold)......................................................................................................... 9
XXIV. Laughing Hollow .............................................................................................................................. 10
XXV. Illefarn (Entrance Hall) ...................................................................................................................... 10
XXVI. Illefarn (Upper Halls) ....................................................................................................................... 11
XXVII. The Mines ....................................................................................................................................... 11
XXVIII. Duke Greatshout and Lady Bronwyn............................................................................................. 12
XXIX. Daggerford Castle............................................................................................................................. 12
XXX. Daggerford (Orc Infiltrators) ............................................................................................................. 12
XXXI. Daggerford (End Game) ................................................................................................................... 12
So, you’ve managed to escape the confines of Daggerford’s well-guarded walls. The
following walkthrough focuses on what is required to beat the game and save Daggerford
from an unpleasant fate.
As with the Critical Path Walkthrough, Part 1, events are described in a linear fashion,
providing a step-by-step blueprint for completing the main plot line. However, if you
only desire a hint, so you know where next to proceed or who to talk to, ignore the
sections labelled *SPOILERS*, as these provide complete solutions for each task and will
give too much away.
A great thanks to Alan Tarrant (aka Lord Alex) and Luspr, who took the time to write this
walkthrough.
*SPOILERS*
Your fastest route involves leaving Daggerford by its west gate in order to enter the
Western Farmlands, then moving on to Gillian’s Hill, and finally through to Liam’s Hold.
Once you enter the village, make a beeline for the local watering hole, the Holdfast Inn,
and check in with Hevesar in the common room.
It is possible that you have already met Hevesar at the Happy Cow Tavern in Daggerford,
but regardless, he will brief you on the situation in Liam’s Hold and the troubles that the
local farmers are having. Helping Hevesar with these problems will unfold further layers
of information regarding the Zhent plot, and lead you to discover the whereabouts of your
friend Talarenne.
Things are not quite that simple, however, as Hevesar has both a proposition and a task
for you. Standing just outside of Liam’s Hold is an abandoned temple structure that the
*SPOILERS*
The Munroe family is camped out by the northern exit from the area and you can deal
with them by either using standard charisma-based skills, paying them to leave, or if you
must, by fighting them. The rest of the family will flee if their leader falls in combat, but
Mayor Wilsey will be wary of you.
*SPOILERS*
Those with the Tracking skill will receive a message when inspecting the tracks that all
but proves the identity of the cattle rustlers. Jerick the Shepherd is found in the northeast
part of the area next to a stone hut.
*SPOILERS*
You have no choice but to battle it out with these three fearsome creatures after entering
the kitchen proper where the cows are butchered. Once they are slain, check the tanarukk
corpse for a note from the “Master,” which serves as evidence in proving the identity of
the cattle rustlers, as well as additional information on other interesting happenings in the
region. Report back to Hevesar with all that you have learned.
Not too far in from the cave entrance, you will find a crate filled with an odd brew called
Goblin’s Grog, with an instructional note intended for the “slower” of the goblins
(although this could end up meaning all of them). It turns out that the Goblin’s Grog is a
very bad-tasting invisibility potion made by the tribe’s shaman. So that’s how those
goblins were able to get away with nabbing cows from under the shepherds’ noses!
*SPOILERS*
The group is apparently trying to join up with the “Master’s” larger orc army that is
secretly camped out somewhere in the region. Once you slay the war party, take the note
explaining their plans off of the tanarukk, which is the evidence you need to bring back to
Hevesar.
The cave you are looking for is located in the southwest part of the area. As you arrive at
the cave entrance, you will see a ship moored just offshore – the Barracuda, Captain
Herab’s ship from Daggerford! A few of the crew are outside the cave and you must
either fight them or slip past invisibly to enter the cave itself.
Once inside, you will find a sizeable party of orcs who are well organized in defending
their territory, a large shipment of weapons and armour, and the missing shepherds. They
have been rounded up and imprisoned as slaves, but the key to the slave pen is held by a
tanarukk, this time a senior officer of the orc army. Accompanying it is a second
tanarukk, a pet hellhound, and the formidable Captain Herab.
*SPOILERS*
Once you have defeated them, search the tanarukk’s body for more evidence and a key
that will allow you to free the slaves. Not only that, but you will find a magical globe
containing the essence of your friend Talarenne! It seems the tanarukk’s “Master,” now
revealed to be a devil named Gorgomorz, had cut a deal with the evil Zhentarim and was
to receive a soul as an offering to strengthen their new alliance. If you also search
Captain Herab, you will find that she has some pretty nice magical treasure that is well
worth collecting, especially for the less angelic of players.
XIII. Stronghold
Your dilapidated stronghold definitely falls into the category of a “fixer-upper.” From the
holes in the walls, to the debris scattered about, it is obvious the place needs a lot of
work. It is also obvious that you need to find a better padlock, as you already have a
visitor. You are delighted to find out it is Astriel, the Waterdhavian agent whom you
worked with in Daggerford. Astriel has a lot to say about all of the goings-on around
*SPOILERS*
Since it is apparent to people around Liam’s Hold that your stronghold could use a little
redecorating work, word has reached the ears of the famous Yani Pavani, interior
decorator extraordinaire! When returning to the Liam’s Hold area for the first time after
entering your stronghold, she and her wagon of furnishings shall be waiting for you. Be
sure to talk with her and get a whole new look for your stronghold.
*SPOILERS*
Head to the Trollbark Forest via either the south exit in the Wild Pastures or the east exit
in the Crab’s Claw Coast, and make your way to the cave entrance on the eastern side of
the forest. Make sure to defeat the trolls that you encounter along the way before entering
the cave, so as to prevent them from following you inside, which would make the
forthcoming battle much harder. Once inside, defeat the orcs and head deeper into the
caves where you will meet for the first time the mighty devil Gorgomorz, leader of the
orc army. During the cutscene, Gorgomorz departs, leaving his tanarukk generals to deal
with you. Once you have defeated these tough opponents, search for the mysterious and
rather toadying note from Fzoul to Gorgomorz, and learn about the Zhentarim alliance
with the fiend before returning to Astriel.
*SPOILERS*
The bandit camp is located in the northwest corner of the Lonely Barrens area, hidden in
a grove of trees. You will discover that there aren’t only bandits there, but interestingly
enough, Griffons mercenaries.
*SPOILERS*
Although you could simply attack and fight the guards around the tent, it is also possible
to sneak past them using invisibility items, spells, or stealth. Entering the tent, you will
spot an attaché case by the table that contains the Zhent secret documents. You may
either defeat the occupants or continue sneaking in order to steal the papers, and then
return with them to Teygan.
*SPOILERS*
You can either knock on the assassins’ door or kick it in. Kicking it in will result in
instant combat with three powerful adventurers. After killing them, however, you
discover Harper pins on the bodies, and it rapidly dawns on you that you have been
duped by Teygan.
If instead you attempt to talk to them through the door, their leader Drelia will explain to
you that she and her two companions are Harpers investigating the Zhentarim plot in
Daggerford…just like Teygan! No, Drelia has never heard of this Teygan person.
Suspicious, she asks that they accompany you to Teygan’s cave in order to question him,
and you may choose to bring them along or not.
Travelling with the real Harpers, you find that Teygan has already fled, leaving a note for
you explaining his duplicity. Teygan is in fact a very high-ranking Zhentarim leader
called Sememmon! With this fact discovered, Drelia and the others set off in hot pursuit
of Sememmon, telling you that the opportunity to capture him is too great relative to their
investigations in Daggerford.
If you travel there alone, you will find Teygan all too ready to confess himself and reveal
his true identity. He will scoff at your unknowing assistance before teleporting you away
and making good his escape. Return to Drelia to tell her the news and once again her
Harper party will immediately set off to hunt down Sememmon.
*SPOILERS*
Captain Frederick does not actually know much of Illefarn himself, but suggests that you
seek out Derval, the dwarven smith in Daggerford, to question him about it. Although
previously tight-lipped about the place, Derval is now willing to volunteer what he
knows, as the urgency of the situation demands swift action to counter the Zhentarim.
During your talk with him, he reveals that his brother Korin is a frequent visitor to
Illefarn. Derval, however, has not heard from his brother in quite some time, and given
your distressing news, he is now worried something might have happened. He asks that
you take Veiti, his own daughter, with you on your journey to Illefarn (actually, he insists
and you have no choice in the matter). Derval then tells you that he shall arrange for a
bargewoman called Magdaren to meet you in the Daggerford docks and ferry you up the
Delimbiyr to Laughing Hollow. There you will find an entrance to Illefarn.
*SPOILERS*
Make your way up a rocky trail that leads to the cliff tops. On the upper plateau you
notice a strange marker stone. A successful Lore check enables you to read a dire
warning to turn back. Down the steps from the marker stone lies the entrance to Illefarn.
When you try to pass through the entranceway though, you find it is magically sealed.
Veiti explains that only a dwarf of her bloodline knows the secret words that open the
doors. She opens them for you and you finally enter the great halls of Illefarn.
Peering about in the darkness, you spot numerous dwarven corpses lying on the floor, the
unfortunate victims of a battle. Since it is now obvious that the place has been infiltrated
by foreign invaders, she asks that you aid her in finding her uncle and enacting revenge
on whomever has brought harm to her dwarven kin. You make your way north and across
the thin bridge that spans a huge, subterranean crevasse. On the other side of the bridge
you encounter some Zhentarim.
*SPOILERS*
Each statue provides a trip mechanism for a separate trap: fire, spikes, bolts, and falling
stones. However, a trap is not armed unless its statue is equipped with a stone axe, all of
which are currently missing. The four axes are in the possession of others on this level,
such as the Zhentarim guards that you slew at the crevasse. Veiti can spring however
many traps that you have found axes for, so you don’t necessarily have to find all four.
Giving Veiti the word, she will set off the traps in the feast hall, which should thin the
Zhentarim ranks on the other side of the door (by how much depends on how many traps
were used). Once weakened, you should be able to make short work of the Zhents and
reach the northern door to head down into the mines.
If you come across the small group of Zhents in the forge hall, you will uncover how the
Zhents managed to enter Illefarn at all. It was at the hands of a betrayer – a former
member of the Ironeater clan called Brattal, who was cast out after she conducted
clandestine business selling Ironeater-forged goods to certain evil organizations. Veiti is
none too pleased to see her aunt, and the two are at each other’s throats from the start.
*SPOILERS*
After you slay Dratharion, be sure to take the key and the Orb of Devil Containment off
his body. If you speak with Korin in the slave pen nearby, he will reveal to you that Duke
Greatshout and Lady Bronwyn are in fact alive and being kept in a nearby torture
chamber to the east! Dratharion’s key will open the door to it.
Lady Bronwyn also tells you of a magical way into the cellar beneath Daggerford Castle.
You must approach the Zhent altar, just outside their room, and speak the password
“black bones.” This will summon a portal that will lead you back to Daggerford. When
you are preparing to enter the portal, Veiti tells you that she must remain behind to look
after the duke and lady, as well as the surviving members of her clan.
*SPOILERS*
The orc infiltrators are roaming in the sewers beneath the town. To catch them, enter the
west sewers via the sewer grate along the west town wall next to the marketplace. They
will instantly attack you when you discover them. After you slay the infiltrators, you will
find a note on the tanarukk chieftain’s corpse that informs you of the upcoming orc
attack. This is important news that you will need to share with Captain Frederick.
*SPOILERS*
Mages, rogues, and bards – don’t forget to use the Orb of Devil Containment when
Gorgomorz reaches half health, in order to trap him within it. After Gorgomorz has been
defeated, the magic imprisoning your companion Talarenne will be broken, thereby
releasing her from her globe prison. She will be more than happy to see you!