Baldur's Gate II Solution by Sylvus Moonbow

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Getting Here:  You must receive the following quest:

NALIA'S QUEST TO DE'ARNISE HOLD

Nalia, who you need to speak to before getting De'Arnise Hold placed on your world map, can be found in the Slums District within The Copper Coronet trying her best to find a group of men or women who can return with her and help save De'Arnise Hold from the fate that has befallen it. Speaking with Nalia and accepting her quest will allow you to travel to this Troll infested Hold, which you may have Nalia accompany you for the journey, or not, it is up to you. She is a valuable member of the party to have while you are moving about in De'Arnise Hold as she knows it well and the rooms found within, plus she knows those people who can be found in and around the Hold itself. If you decide not to take her along, once you have completed clearing out De'Arnise Hold, you will come across her again when she comes to thank you.

Once you receive this quest, it will place De'Arnise Hold on your map.


     "De'Arnise Hold, aye, I know of it well and that is because the young man named Glacius is my brother. He's been living there for sometime, helping build a name for himself and the nobles that stay inside the walls. A beautiful place too, and away from civilization, the kind that can turn your living space into poor, slum infested areas. Green grass, song birds and high rock ledges make it a beautiful place to go and visit for a few days. If you're going there, say hello to Glacius for me and let him know our father is doing well."

De'Arnise Hold  |  Map | All Quests | All Items | All Monsters
Outside
The Palisade  The Secret Door  Draw Bridge Crank  The Courtyard
Level 1
Level 2
Level 3
The People


De'Arnise Hold  -  Outside  -  The Palisade

The Palisade
The Palisade

     The wooden Palisade is not very large and would give no real protection if the wandering Trolls united and charged this place, for even the two De'Arnise Guards and Captain Arat would be unable to stop the rush. Captain Arat can be found here and if you speak with him, he has some good information to pass to you as well as to Nalia if you so happen to have her in your party.

     Speak with Captain Arat for a total of seven times and each time, he will continue to give you a set of 40 fire arrows, which will come in very handy while you are moving about inside clearing it of Trolls.

I'd like to send shouts out to Darcy Braun for this added information!

     North of here, one can find a secret passage that will take you inside of De'Arnise Hold.

De'Arnise Hold   -  The Palisade  |  Area Statistics...

  • Captain Arat
  • De'Arnise Guards
  • Notable Information Learned
  • Quest from Captain Arat to lower draw bridge
  • 140 Fire Arrows

Thanks to Mark for the heads up on the Fire Arrows Captain Arat gives you!


De'Arnise Hold  -  Outside  -  The Secret Door

The Secret Door
The Secret Door

     Found behind a thick layer of bushes and leaves, lays the secret entrance into De'Arnise Hold that will get you on the inside and get you on your way to solving this quest. Easily found by having someone walk around its location or even detecting traps, you will spot the outline which you simply push inwards to allow the party to enter.

     Once your eyes have adjusted to the darkness beyond, move in and begin to explore De'Arnise Hold!

Umar Hills - Imnesvale  -  The Secret Door  |  Area Statistics...

  • No creatures moving about
  • No items found
  • 1 exit


De'Arnise Hold  -  Outside  -  Draw Bridge Crank

Draw Bridge Crank
Draw Bridge Crank

     High above the draw bridge rests the crank needed to turn so you can get the draw bridge down and Captain Arat's men inside The Courtyard, who will assist you in reclaiming De'Arnise Hold against the foul beasts that have come to defend its invasion! Get to the battle as soon as possible and give those beasts something to cry about!

     Getting here is done by leaving from De'Arnise Hold Level 1 or by De'Arnise Hold Level 2 via the Reading Room. Take the stairs up to the platform above and follow it until you come to the Draw Bridge Crank.

De'Arnise Hold  -  Draw Bridge Crank  |  Area Statistics...

  • No creatures moving about

  • No items found
  • 1 exit


De'Arnise Hold  -  Outside  -  The Courtyard

The Courtyard
The Courtyard

     A large scale battle will take place here if you have already taken care of the draw bridge as Captain Arat's troops can be seen here fighting against Trolls and Yuan-ti so give them a helping hand to make the battle go quicker. An Otyugh also makes its home here in The Courtyard and can be taken care of easily by heading up the stairs and pelting it with arrows as it is much too large to follow you.

     The Courtyard dogs can also be found here, which if you are planning on making any STEW, will need to kill all of them and take all the DOG MEAT that is needed to brew this for the foul beasts found on De'Arnise Hold Level 3.

De'Arnise Hold  -  The Courtyard  |  Area Statistics...

  • Otyugh [5,000xp]
  • Greater Yuan-ti [5,000xp]
  • DOG MEAT


De'Arnise Hold  |  Map | All Quests | All Items | All Monsters
Outside
Level 1
Storage Room  Servants Chamber  Weapons Rooms  Forge Room
Level 2
The Forgotten Room  Mess Hall  Guards Bed Chamber  The Kitchen
Level 3
Cold Storage Room
The People


De'Arnise Hold  -  Level 1  -  Storage Room

Storage Room
Storage Room

     Dust swirls around in circles by your feet as you step into the damp room beyond, a single torch flickering by a closed wooden door gently lights this storage room. Wooden crates, boxes and a single table make the room's occupants and they are as still as the air around you.

     Here you will start off in your exploration of De'Arnise Hold, a secret passage leading under the noses of the Trolls who now call this home. Equip yourself well with the items that are found here as the Trolls have yet to move into this area and know nothing of the treasures that lay within.

     Open the door to the other side of this Storage Room and do the same and always remember to be looking for cracks in the wall that may very well lead to other parts of De'Arnise Hold.

De'Arnise Hold - Level 1  -  Storage Room  |  Room Statistics...

  • No creatures moving about
  • 12 Bullets +1
  • 29 Darts +1
  • 10 Bolts +2
  • 26 Bolts of Lightning
  • 20 Arrows +2
  • Light Crossbow +1
  • 5x Healing Potion
  • Potion of Defense
  • Friends Spell [Wizard]
  • Identify Spell [Wizard]
  • Globe of Invulnerability Spell [Wizard]
  • Agannazar's Scorcher Spell [Wizard]
  • 2 exits


De'Arnise Hold  -  Level 1  -  Servants Chamber

Servants Chamber
Servants Chamber

     Screams echo from behind the wall as you burst into the room, watching in horror as a very large, moist and glistening skinned Troll is ripping through the chest of a terrified servant, whose own bloody, bubbling cry fades and is quickly forgotten as the Troll turns its attention on you!

     Battle hard and don't forget to slay this foul beast you'll need to finish him off with acid or fire, which will make him a nice rug to step over once he's done thrashing around.

     Search well this room and keep an eye out for people coming out of the very walls!

De'Arnise Hold Level 1   -  Servants Chamber  |  Room Statistics...

  • Troll [1,400xp]
  • 4 Bullets +2
  • Protection from Normal Missiles Scroll
  • 3 exits


De'Arnise Hold  -  Level 1  -  Weapons Room

Weapons Room
Weapons Room

     Shuffling is heard in the room ahead as the door opens inward, a young man whose face looks worried and one that has been awake for many days greets you here within the Weapons Room. Daleson is his name and has been a long standing member of the De'Arnise Hold so listen to what he has to say because the information he holds may very well help you in the later stages of this Hold.

     The room itself holds some important equipment if you need to set anyone up in your party with some, a wide range of items. Searching this room though will reveal a more important passage to treasure that can be found deep within these walls, so look well at the northern wall for the passage that resides here. The door that leads to the tower stairs is unusable as the stairs are now blocked making going up them impossible.

De'Arnise Hold - Level 1  -  Weapons Room  |  Room Statistics...

  • Daleson
  • Notable Information Learned
  • Quarter Staff +1
  • Spear +1
  • Long Bow +1
  • 40 Bolts of Biting
  • 20 Bolts +1
  • 50 Arrows of Fire
  • 12 Acid Arrows
  • 40 Bullets +2
  • 40 Darts of Wounding
  • 3 exits


De'Arnise Hold  -  Level 1  -  Forge Room

Forge Room
Forge Room

     A room well hidden from the roaming bands of Trolls that you will eventually come across and it houses a forge that can help in putting together a magical item called The Flail of Ages, a powerful weapon that, if all three parts are found, will create an item that not only does regular flail damage, but also deal 1 point of acid, fire and cold damage. This is a very good weapon to give a cleric or someone who is proficient in flails and well worth spending the slots on for a weapon of this destructive power.

     The rest of the room is filled with shelves, boxes, chests and crates and is only reachable by going through the secret passage and small hallway that lays between the Weapons Room and The Forge.

     Now to use the forge, you simply can collect each piece separately and put it together piece by piece or find all three parts and then return to create the weapon with all functions. I saved myself the time of running around De'Arnise Hold finding the parts only to return here and have to find another part. Simply, finding all three parts and then returning was better for myself to do.

     The locations of each part and where they reside are listed below to make your search easier:

FLAIL HEAD [COLD] is found in The Forgotten Room on Level 1.

FLAIL HEAD [ACID] is found in The Boardroom on Level 2.

FLAIL HEAD [FIRE] is found in The Golem Chamber on Level 2.

     Besides the Forge, it is worth while to give this room a quick search and of course, check the walls because you never, ever know what you could find.

De'Arnise Hold - Level 1  -  Forge Room  |  Room Statistics...

  • No creatures moving about
  • Magic Missile Spell [Wizard]
  • Find Familiar Spell [Wizard]
  • 2 exits


De'Arnise Hold  -  Level 1  -  The Forgotten Room

The Forgotten Room
The Forgotten Room

     Perhaps the deepest room in all of De'Arnise Hold that would have been undisturbed for some time as Trolls aren't the smartest bunch and one wall looks just the same as another to them and when you walk into this room, the thick layer of dust tells you it's been a long time since anyone was here.

     An elephant statue resides in one corner of the room, along with other strange and exotic items, one you will most likely want to take notice of and hold on to and that is the FLAIL HEAD [COLD] needed for the Fail of Ages.

     This part is used with the other two that are scattered throughout De'Arnise Hold and then used in The Forge to put all the parts together into one item.

De'Arnise Hold Level 1   -  The Forgotten Room  |  Room Statistics...

  • No creatures moving about
  • Ring of Earth Control
  • FLAIL HEAD [COLD]
  • 1 exit


De'Arnise Hold  -  Level 1  -  Mess Hall

Mess Hall
Mess Hall

     A place to feast, that is if De'Arnise Hold wasn't so full of foul Trolls and their kin. Grand and well made wooden tables can be found here, some tables still with the food that was being eaten during the first wave of attacks on the Hold. Some of the candles are still burning, although about to go out at any second and you'd best hope it doesn't happen when the Trolls who are located here attack!

     Swinging and snapping their maws at the air before them, a small wave of Trolls and Ice Trolls will greet you here and should be no match for you by now, especially if you happened to pick up the fire and acid arrows found in the first few rooms that you came through to enter the Hold. Take them down and secure the outer area from any more threats and be on your way.

     Searching this room will reveal you nothing, although just outside in the southern hallway where the doors to The Courtyard can be found is a locked chest which does hold something useful to a would be thief or weaker mage.

De'Arnise Hold Level 1   -  Mess Hall  |  Room Statistics...

  • Trolls [1,400xp]
  • Ice Trolls [174xp/each]
  • No items found
  • 4 exits


De'Arnise Hold  -  Level 1  -  Guards Bed Chamber

Guards Bed Chamber
Guards Bed Chamber

     Empty long ago, these beds lay jolted an quickly moved in haste, the sheets themselves seemed to have been just thrown off and lay scattered around the room, the guards who used these are no more it would seem. A fireplace crackles gently in the pit, perhaps that is why no Trolls had made their way into this room, the stench alone from the latrine should have been enough to attract droves of them.

     In their haste, the guards left a lot of extra equipment in their storage chests, which would be a good idea to look into for some added materials that you may already be running low on or will in the very near future.

De'Arnise Hold Level 1   -  Guards Bed Chamber  |  Room Statistics...

  • No creatures moving about
  • Protection from Normal Weapons Spell [Wizard]
  • Breach Spell [Wizard]
  • 1 exit


De'Arnise Hold  -  Level 1  -  The Kitchen

The Kitchen
The Kitchen

     The smell of freshly baked food does not greet you when you walk into this bare and now empty kitchen, the sacks of food as well as boxes have been torn open by sharp claws and very large footprints mark the floor where flour is strewn all about.

     The range here though could be of some use as Daleson spoke of some type of strange STEW that he had to make more than a few times to feed some foul beasts that had come with the Trolls during the attack, the ingredients are DOG MEAT. These dogs that are needed to make this STEW can be found in The Courtyard and the STEW can then be used on the beasts that you will come across in a later stage of this exploration and I will get to that once we come across it.

     To make the STEW, simply take all four parts of the DOG MEAT you have gathered from the dogs out in The Courtyard and use the range. It will create a nice, fresh pot of STEW for you.

De'Arnise Hold Level 1   -  The Kitchen  |  Room Statistics...

  • No creatures moving about
  • 1 Dart of Stunning
  • 2 exits


De'Arnise Hold  -  Level 1  -  Cold Storage Room

Cold Storage Room
Cold Storage Room

     Your breath can clearly be seen as you make your way into this room, the Cold Storage Room which houses a servant who was using this place to hide, no doubt thinking that none of the Trolls would want to spend its time in a cooler room, but they were wrong. The Troll makes quick work of the servant and it is up to you to avenge them by dropping this foul beast to the cold cobble floor!

     Stairs go upwards to De'Arnise Hold Level 2.

Sylvus Moonbow fought a battle here against Sorcerer and sent that mage packing! :)

De'Arnise Hold Level 1   -  Cold Storage Room  |  Room Statistics...

  • Troll [1,400xp]
  • No items found
  • 3 exits


De'Arnise Hold  |  Map | All Quests | All Items | All Monsters
Outside
Level 1
The Pantry  Lord De'Arnise's Chamber  Lord De'Arnise's Storage
Level 2
The Boardroom  Glacius' Room  The Garden  Spare Bedroom
Level 3
Reading Room  Guest Room  Lady Delcia's Room  Golem Chamber
The People


De'Arnise Hold  -  Level 2  -  The Pantry

The Pantry
The Pantry

     Coming up from the stairs, you will enter The Pantry which has a line of items along its walls and packed into its corners but otherwise is empty of any foul beasts, but sure enough you will find enough to keep you busy as you continue to venture forth through De'Arnise's Hold.

     Stairs go down to De'Arnise Hold Level 1.

Sorcerer's Place provides you with the best Online Solutions!

De'Arnise Hold Level 2   -  The Pantry  |  Room Statistics...

  • No creatures moving about
  • Shield Spell [Wizard]
  • Conjure Lesser Air Elemental Spell [Wizard]
  • 2 exits


De'Arnise Hold  -  Level 2  -  Lord De'Arnise's Chamber

Lord De'Arnise's Chamber
Lord De'Arnise's Chamber

     The door to this room will be locked if you have yet to find and pick up the KEEP KEY which will allow you to gain entry into Lord De'Arnise's Chamber beyond. Entering the room, you will be greeted by a beautiful bed, one that someone of such high standings as the Lord himself would be found sleeping in.

     The room is warmed by a light burning fireplace as well as a single torch that flickers by the side of the door, illuminating a round table and casting shadows onto the floor behind it. This room has not been disturbed as the rest of De'Arnise's Hold has and resting here should be trouble-free once you're inside.

     Search well this room for a hidden passage can be found that leads to other secrets found on this floor.

De'Arnise Hold Level 2   -  Lord De'Arnise's Chamber  |  Room Statistics...

  • No creatures moving about
  • Wand of Frost
  • 2 exits


De'Arnise Hold  -  Level 2  -  Lord De'Arnise's Storage

Lord De'Arnise's Storage
Lord De'Arnise's Storage

     The storage room of Lord De'Arnise holds many items of interest and looking through all the contents would be wise before you open the unlocked door, which you may wish to double check before you turn the handle itself. Boxes, crates, even a small table and chairs make this room, a place where Lord De'Arnise kept all his spare equipment.

     Gaining entry to this area must be done from Lord De'Arnise's Chamber and the secret door found in the southern wall. A long passage will lead to a dead end, which one would be wise to search. The door out in the hallway cannot be opened into The Reading Room, jammed from over use.

De'Arnise Hold Level 2   -  Lord De'Arnise's Storage  |  Room Statistics...

  • No creatures moving about
  • 20 Acid Arrows
  • 20 Bolts of Lightning
  • 40 Bullets +2
  • 20 Darts of Stunning
  • Spell Thrust Spell [Wizard]

  • 2 exits


De'Arnise Hold  -  Level 2  -  The Boardroom

The Boardroom
The Boardroom

     The wooden door opens into a vast room where a large table sits in the middle of the room as does standing room some distance away. It is very well illuminated and is where Lord De'Arnise held most of his more important meetings with members of the family and promising nobles in the surrounding area.

     It is also where one can find Glacius, who after all the wave of attacks, has lost his way, not knowing who is friend nor enemy and he will attack you on sight and someone you should dispose of quickly so you can be on your way.

     Glacius is holding the FLAIL HEAD [ACID] part for the Flail of Ages so do keep a look out for it.

A reader sent this little nibble in. If you have Nalia in your party, she will comment on how it seems Glacius is more charmed than anything and if you have the Ring of Human Influence on you, use it on Glacius to charm him back to normal. This will gain you 22,550xp and he will hand over the FLAIL HEAD [ACID] that you need. In comparison to the experience you receive for killing him, charming him back is much more beneficial.

Thanks to Palpatine for sending in this awesome pointer!

De'Arnise Hold Level 2   -  The Boardroom  |  Room Statistics...

  • Glacius [9,500xp]
  • 2x Potion of Extra Healing
  • Oil of Speed Potion
  • FLAIL HEAD [ACID]
  • 2 exits


De'Arnise Hold  -  Level 2  -  Glacius' Room

Glacius' Room
Glacius' Room

     This is where Glacius stayed most of the time, doing paper work for Lord De'Arnise as well as all the records of those staying within the Hold's walls. Tables, chairs and a few cabinets make up the majority of this room, piles and stacks of papers can be found on all.

     If Glacius was not in here, he was usually on patrol of the grounds or keeping up with the latest gossip that was whispered of at the tables of others.

De'Arnise Hold Level 2   -  Glacius' Room  |  Room Statistics...

  • No creatures moving about
  • No items found
  • 1 exit


De'Arnise Hold  -  Level 2  -  The Garden

The Garden
The Garden

     Relaxing is this circular room which smells of fresh plants and flowers, a running fountain trickles slowly in the center as well. A soft sofa adds to the tranquillity here and closing both doors would serve as a nice resting place if one had to heal or memorize spells. Unfortunately, this room has nothing of interest but what you see and searching through the fountain, in each plant and even the sofa cushions themselves will reveal nothing.

Be on your way brave warrior to slay the rest of the Trolls!

De'Arnise Hold Level 2   -  The Garden  |  Room Statistics...

  • No creatures moving about
  • No items found
  • 2 exits


De'Arnise Hold  -  Level 2  -  Spare Bedroom

Spare Bedroom
Spare Bedroom

     When Lord De'Arnise had guests visiting from out of Amn or those who were some distance away from their own home, it is here that they would stay, in a quiet corner of De'Arnise's Hold and away from the main hustle and bustle of the Hold. A short distance to The Garden to relax as well as the Reading Room, both very quiet rooms themselves, making the guests stay here enjoyable.

     A soft bed, table and cabinets as well as the warm glow from the lantern burning on the night table, screams relaxation. One though, should not so easily lower their guard so soon, so stay sharp!

TIP!  Sent in by Darcy Braun

An excellent way to gain some additional experience:

Well, even inside temples, houses etc. EVEN if you don't want to steal things, search for traps and locked chests, etc. Disarm traps and open locks, just don't open the chests afterwards. Great way to get 2.75k and 1k EXP respectively. Also, mages gain EXP to the party when they memorize spells, so its ALWAYS a great idea to teach mages in the party as many spells as possible. I believe the EXP is 1k per level of the spell.

De'Arnise Hold Level 2   -  Spare Bedroom  |  Room Statistics...

  • No creatures moving about
  • Infravision Spell [Wizard]
  • Detect Illusion Spell [Wizard]
  • 1 exit


De'Arnise Hold  -  Level 2  -  Reading Room

Reading Room
Reading Room

     Shelves stacked with books make this room, a room guests can come to relax in and read a few of the important notes on Faerun history or De'Arnise's Hold itself. During the warmer months, readers are welcome to use the tower stairs that lead up to the roof of De'Arnise's Hold and enjoy the rays of the sun and the songs of the birds.

     Besides the books, there are also a few Trolls and a Yuan-Ti Mage guarding the stairs that lead outside, where one must head if they plan on lowering the draw bridge for Captain Arat's men. Battle hard and show them you mean business!

     While searching this room, keep an eye out for the KEEP KEY, which can be used to open all the locked doors on De'Arnise's Hold Level 2, except for the jammed door in this room. It cannot be opened by any means. Period.

De'Arnise Hold Level 2   -  Reading Room  |  Room Statistics...

  • Yuan-Ti Mage [7,000xp]
  • Trolls [1,400xp]
  • Conjure Lesser Earth Elemental Spell [Wizard]
  • Minor Spell Turning Spell [Wizard]
  • 20 Bolts +1
  • KEEP KEY
  • 3 exits


De'Arnise Hold  -  Level 2  -  Guest Room

Guest Room
Guest Room

     Another room much like the Spare Bedroom but smaller and easily forgotten if one happens to walk by it is so small and packed. On occasion, Lord De'Arnise liked to sleep here, sneaking out of his own bedroom to be like one of the guests and experience the quiet time he received from being here.

     No servants come knocking on the guest door, allowing him to enjoy a late afternoon nap or read one of his favorite books.

De'Arnise Hold Level 2   -  Guest Room  |  Room Statistics...

  • No creatures moving about
  • No items found
  • 1 exit


De'Arnise Hold  -  Level 2  -  Lady Delcia's Room

Lady Delcia's Room
Lady Delcia's Room

     Unlocking this door will require the KEEP KEY and once you are able to gain access to this room, you shall come across Lady Delcia and a De'Arnise Guard who locked themselves in the room to stay out of the wandering Trolls way. They have been locked inside here since the raids and have done very well for themselves, waiting patiently for help, although Lady Delcia will not be too pleased to see such a bunch of louts as yourself saving her. Nevertheless, this room you should search once Lady Delcia is done with all her chatter and check the walls while you're at it too, you never know what you will find.

De'Arnise Hold Level 2   -  Lady Delcia's Room  |  Room Statistics...

  • Troll [1,400xp]
  • No items found
  • 3 exits


De'Arnise Hold  -  Level 2  -  Golem Chamber

Golem Chamber
Golem Chamber

     The ever famous Golem Room, where brave warriors have gone in alive and never left again due to the sheer terror of these Stone and Iron Golems who guard the treasure left behind. Even a nimble footed character will have trouble making a dash towards the door in hopes of escape, these Golems don't mess around and will do everything in their power to block the door and your own escape! The effort, if you are able to make it, is well worth all the trouble you put yourself in for other than the FLAIL HEAD [FIRE] which I should add you can take without activating the Golems, other items of extreme power await your taking!

     The easiest way to deal with these magical guardians is to have a Cleric cast Sanctuary on themselves, walk in, grab the items and simply walk out with no harm done. Do keep the rest of your party at bay though, so they do not attract the attention of the guardians when they come to life. If you do not have a Cleric in your party, your task will prove to be a little more difficult and range from a number of strategies as well as simply attacking the Golems and bringing them to their death. If you've got your own strategy, send it in and I'll put it under a TIP! part of this room's description, credit given to you.

BATTLE TIP!  Sent in by Taomlin

  • I decided to take the golems on, but they are too much to take on all six at once. I opened the left hand statue (+1/+4 vs. giants hammer comes in handy), and let my group take on two of the golems. After healing up, I removed gear from the right hand side and again took on the two golems. I took everyone but my main character to Lady Delcia's room, and opened the middle statue - and made a run for the room. The smaller golem (its either a clay, stone or flesh) will follow you all the way to the room. The steel golem is immune to 99.9% (crys of "my weapon has no effect!" echoed until my party was slaughtered the first few times) of what I had to throw against it, and in addition to pummeling you into a fine jam, it releases a poison gas cloud intermitantly. It is too big to fit through the doorway, and the group can go by as long as they stay of its reach. I figure the XP from the five other golems and the sacking of the treasures was enough. :-)

BATTLE TIP!  Sent in by Socrates

  • I managed to beat the golems in this fashion. Equip all players with melee weapons, preferably clubs, maces or war hammers. The spell create weapon gives a good +3 mace for fighters and priests to wield. Get the war hammer from the east statue first to help you also. Take out the two lesser golems by having all attacking one at a time, (a hasted party helps) then empty the west statue and repeat the process. Have your fighter positioned in front of the steel golem (a fighter/ mage with stone skin and mirror image really helps) and position your priest behind him out of golems' range. Then empty middle statue. Have all other party members attack the lesser golem while your fighter deals with the iron golem. If you have a mage with melf's minute meteors these will also hit the iron golem and keep the wizard safe from a distance. Use the priest to heal the fighter of wounds and poison that is continually cast on the fighter by the iron golem. I used 2 mages with meteors and a fighter, which when standing due west of the iron golem was not affected by the poison cloud while in any other position he was.

BATTLE TIP!  Sent in by Angel

  • At this point, my group consists of my ranger/cleric, Minsc, Jaheira, Yoshimo, Aerie, and Nalia. I saved this room for last and had the complete Flail of the Ages. In preparation I and Minsc drank potions of giant strength and someone cast bless. I found out which treasure statue triggered which golems. The first statue (farthest from the golems) triggers a flesh golem and a clay golem. The middle statue triggers a stone golem and the iron golem. The third statue triggers a clay golem and a stone golem.

    I triggered the first statue and took care of the flesh and clay golems without too much hassle. Then I triggered the third statue and dealt with the clay and stone golems. That was a bit more difficult. We healed up, saved, and prepared for the last two golems. I lined up with the iron golem and Aerie lined up behind me to cast healing spells. I also had 5 extra-healing potions ready in my quick slot. Everyone else took on the stone golem. When all was said and done, I had killed the iron golem by myself and had to finish off the stone golem. I lost Minsc and Jaheira in the battle, but I was on my way back to town, so getting them raised was easy.

     Past this room, down the hallway you came from is another hidden passage, which will lead to a set of stairs that spiral downward to De'Arnise's Hold Level 3, where your search for Lord De'Arnise will come to an end.

De'Arnise Hold Level 2   -  Golem Chamber  |  Room Statistics...

  • Iron Golem [14,000xp]
  • Stone Golem [8,000xp/each]
  • Elven Court Bow +3
  • War Hammer +1, +4 vs Giantkin
  • Battle Axe +3, Frostweaver
  • FLAIL HEAD [FIRE]
  • 1 exit


De'Arnise Hold  |  Map | All Quests | All Items | All Monsters
Outside
Level 1
Level 2
Level 3
The Basement  Torture Chamber  Umber Hulk Meeting  Torgal's Den
The People


De'Arnise Hold  -  Level 3  -  The Basement

The Basement
The Basement

     The cool air will strike you as you make your way down the last steps of stairs, entering the very basement of De'Arnise's Hold here you will eventually find and come across Lord De'Arnise who has been captured by the leader of the Trolls. Barrels, boxes, crates and other littered junk lay piled along the walls and in each corner of the room.

     Search it well and prepare yourself for a battle because as soon as you open the door ahead, you will be attacked by very strong Trolls.

De'Arnise Hold Level 2   -  The Basement  |  Room Statistics...

  • No creatures moving about
  • Shield Amulet
  • 50 Fire Arrows
  • 20 Darts of Wounding
  • 40 Acid Arrows
  • 2 exits


De'Arnise Hold  -  Level 3  -  Torture Chamber

Torture Chamber
Torture Chamber

     A roar of rage will echo out of this room as you open the door as a Spectral Troll and his two guards who also happen to be Trolls, will lumber towards you, their teeth showing and their claws ready to rip you to pieces! Stand your ground and battle them at the door so any mages in your party won't be attacked as your front line will keep the Trolls at bay. If you have a cleric in your party as well, it is best to have them behind your front line casting healing spells on them and a potion or two on those battling the Trolls wouldn't be so bad either.

     The Spectral Troll won't need to be killed with acid or fire to deal that final death blow, but the other two Trolls will so keep that in mind, you don't need them standing back up after this battle while you're licking your wounds.

De'Arnise Hold Level 2   -  Torture Chamber  |  Room Statistics...

  • Spectral Troll [3,500xp]
  • Troll [1,400xp/each]
  • No items found
  • 2 exits


De'Arnise Hold  -  Level 3  -  Umber Hulk Meeting

Umber Hulk Meeting
Umber Hulk Meeting

     You will want to take a moment to look through your inventory slots and make sure you have the STEW ready to feed the Umber Hulks that are guarding this room. Although, you do not need to give them the STEW to carry on, but it is easier if you do not want to fight all these Umber Hulks found within as their confusion stare can cause a lot of havoc on the party.

     If the STEW is all ready, give it to a character you wish to do the task and have a mage cast invisibility on them or a cleric cast sanctuary on themselves and then open the door. Once inside the room, head through the door that is opened on the left wall and go down the hallway of cells to the very end, where part of the wall has been blasted out. This is where the Umber Hulks entered the complex and it is also here that they are fed, loving the STEW that you have cooked up for them.

Feeding Pit
Feeding Pit

     Place the stew on the rubble, simply move your mouse until the rubble itself highlights blue and just like any other container, open it. Inside the rubble you will find some dog bones but are nothing worth taking that can help you within De'Arnise Hold or at least not that I could find. Put the STEW from your inventory into the rubble where the dog bones were and get out of there. Do not leave the same way you came in, but go the other way, around to the back door which will return you to where all the Umber Hulks were standing around. Once you're back in the original room, close both doors to the hallway and have the rest of your party join you.

De'Arnise Hold Level 2   -  Umber Hulk Meeting  |  Room Statistics...

  • Umber Hulks [4,000xp/each]
  • Orc Leather +3
  • Control Undead Spell [Wizard]
  • 40 Bolts of Biting
  • 40 Bolts +2
  • 40 Bullets +2
  • 40 Bullets +1
  • 60 Darts +1
  • 4 exits


De'Arnise Hold  -  Level 3  -  Torgal's Den

Torgal's Den
Torgal's Den

     Torgal waits in this room with two of his guards and will do everything in his power to stop you from taking back De'Arnise Hold, his own fury and rage is enough to bring down the party, so be ready for a very tough battle. Torgal plays to win but so do you. Beating them will test your own party's strength as you battle side by side against these foul beasts. If you can, mock and tease Torgal into leaving the room he's found in while another member of your party stands by the door and when Torgal rushes with his rage and stupidity into your room, close the door and take him on alone.

     With Torgal taken care of, his two guards should be no match for your party now, so slice 'em down and put an end to all of this mayhem once and for all!

     The room ahead is beautiful as corinthian pillars span from the floor to the ceiling while a grand stone statue rests at the far end of the room. A limp and dead body also rests beneath this statue, that being Lord De'Arnise himself who was killed by Torgal and his guards, tortured for fun no doubt. Say a prayer to the fallen, search the room and be off.

De'Arnise Hold Level 2   -  Torgal's Den  |  Room Statistics...

  • Torgal [15,000xp]
  • Troll [1,400xp/each]
  • Feeblemind Spell [Wizard]
  • 1 exit

De'Arnise Hold  -  The People

     This is a full list of all People found within De'Arnise Hold.

  • Captain Arat [Notable Information Learned]
  • Lady Delcia [Notable Information Learned]
  • Daleson [Notable Information Learned]
  • Servants [Once De'Arnise Hold is saved]
  • Major Domo [Once De'Arnise Hold is saved]
  • Isaea Roenal [Once De'Arnise Hold is saved]
  • De'Arnise Hold Guards
  • Glacius


De'Arnise Hold  -  All Quests

     This is a full list of all Quests found within De'Arnise Hold.

NALIA'S QUEST

Nalia has asked that you help clear out De'Arnise Hold from the Trolls that have come to make their home there and by doing so, will create another chain of events and quests that you will have to complete while you do this.

Completion of Nalia's Quest will earn you 10,650xp.

THE SECRET ENTRANCE TO DE'ARNISE HOLD

It is whispered by the servants of De'Arnise Hold that a network of secret passages wind their way through the lower levels of De'Arnise Hold and out into the wilderness around it. Find thing secret entrance can be done by going north of The Palisade and searching the rock face that is covered by thick bushes. Behind them, you will spot the cracks in the stone wall and be able to access De'Arnise Hold.

Finding the secret entrance will get you inside of De'Arnise Hold.

OPENING THE DRAWBRIDGE QUEST

One will have to battle their way out into The Courtyard and through De'Arnise Hold to get to the crank that will bring down the drawbridge for Captain Arat's troops. Once opened, the De'Arnise Hold Guards will penetrate the complex and will be found battling Trolls and Yuan-Tis and with your help, will bring them down much quicker.

Completing Captain Arat's Quest and lowering the drawbridge will earn you 29,750xp.

FINDING THE FLAIL OF AGES PARTS

The Flail of Ages is worth the time and effort it will take in searching De'Arnise Hold to find all three parts and then construct it in The Forge room found on De'Arnise Hold Level 1.

These parts are listed below:

FLAIL HEAD [COLD] is found in The Forgotten Room on Level 1.

FLAIL HEAD [ACID] is found in The Boardroom on Level 2.

FLAIL HEAD [FIRE] is found in The Golem Chamber on Level 2.

Once you have all three, head to The Forge room and use the forge itself to merge all three Flail Heads together to form the Flail of Ages +3.

Putting the Flail of Ages together will earn you a sweet weapon and 22,350xp.

DOG STEW QUEST

The Umber Hulks found on De'Arnise Hold Level 3 love the STEW that is brought to them for feeding and you can be an Umber Hulk feeder as well and all you need to do is kill the four dogs in The Courtyard, bring the DOG MEAT to The Kitchen, use the range and make some STEW.

When you arrive to the room where the Umber Hulks are, which is the Umber Hulk Meeting room, simply have a mage cast invisibility or a cleric cast sanctuary, enter the room and head down the hallway to the wall that has been bashed in. Leave the stew on the rubble and leave the hallway via the other route, return to the room and close both doors. See the Umber Hulk Meeting room for more details on this method.

Your party will receive 11,500xp for making the STEW and 18,750xp for luring the Umber Hulks out of the room.


Umar Hills - Imnesvale  -  All Items

     This is a full list of all Magical Items found within De'Arnise Hold and their locations can be found by viewing the rooms separately through the solution as they are also covered in the Room Statistics.

  • 52 Bullets +1
  • 89 Darts +1
  • 46 Bolts of Lightning
  • 40 Bolts of Biting
  • 40 Bolts +2
  • 20 Arrows +2
  • 40 Bolts of Biting
  • 50 Bolts +1
  • 140 Arrows of Fire
  • 72 Acid Arrows
  • 112 Bullets +2
  • 60 Darts of Wounding
  • 21 Darts of Stunning
  • 5x Healing Potion
  • 2x Potion of Extra Healing
  • Oil of Speed Potion
  • Potion of Defense
  • Light Crossbow +1
  • Quarter Staff +1
  • Spear +1
  • Long Bow +1
  • Elven Court Bow +3
  • War Hammer +1, +4 vs Giantkin
  • Battle Axe +3, Frostweaver
  • Shield Amulet
  • Orc Leather +3
  • Feeblemind Spell [Wizard]
  • Control Undead Spell [Wizard]
  • Shield Spell [Wizard]
  • Conjure Lesser Air Elemental Spell [Wizard]
  • Conjure Lesser Earth Elemental Spell [Wizard]
  • Minor Spell Turning Spell [Wizard]
  • Spell Thrust Spell [Wizard]
  • Infravision Spell [Wizard]
  • Detect Illusion Spell [Wizard]
  • Magic Missile Spell [Wizard]
  • Find Familiar Spell [Wizard]
  • Breach Spell [Wizard]
  • Protection from Normal Missiles Spell [Wizard]
  • Friends Spell [Wizard]
  • Identify Spell [Wizard]
  • Globe of Invulnerability Spell [Wizard]
  • Agannazar's Scorcher Spell [Wizard]
  • Wand of Frost
  • Ring of Earth Control


De'Arnise Hold  -  All Monsters

     This is a full list of all Monsters found within the rooms on all levels of De'Arnise Hold, their locations can be found by viewing the rooms separately through the solution as they are also covered in the Room Statistics.

  • Lots of Trolls
  • Some Ice Trolls
  • 1x Spectral Troll
  • 1x Yuan-ti Mage
  • Many Umber Hulks
  • 1x Glacius
  • 1x Otyugh
  • 1x Iron Golem
  • Some Stone Golems


Dungeon Master Notes

This side quest, for me personally was very dull and boring, walking around killing the odd Troll here and there wasn't much enjoyment for my party and of course, it would have been nice to have known where the Trolls came from, what caused them to organize the way they did with Torgal? There could have been a few more hooks added after the death of Torgal, something that could have lead you to another part, perhaps that was Troll infested even more. For the number of Trolls I fought, I can't see how they got into De'Arnise Hold to begin with.


Party Advancement

Once again I had a fair number in my party, keeping it tight during the course of De'Arnise Hold and it worked well for me as I did not run into any trouble at all while I was clearing this place out for Nalia. Not once did I bother to use any of the Fire or Acid arrows that I came across as there simply were not enough Trolls to have to worry about and a simple Acid Arrow Spell or Flame Arrow Spell did the trick nicely. This was a walk in the park for my party and I was a little disappointed with De'Arnise Hold. I got into the mood when I snuck in and was expecting more Trolls and much more sneaking around and past sentry points but that was not the case.

My party, after the completion of De'Arnise Hold was the following:

01 Grub Barbarian Half Orc
02 Minsc Ranger Human
03 Korgan [Berserker] Dwarf
04 Aerie Cleric/Mage Avariel
05 Nalia Mage/Thief Human
06 Jaheira Fighter/Druid Half Elf


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