Baldur's Gate II Solution by Sylvus Moonbow

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Getting Here:  You must receive the following information:

MAZZY FENTAN'S NOTE

This note can be found inside of Merella's House lying on the floor and once you've read it, you will have your world map updated with the location of the Temple Ruins which you can then explore. Merella's House is located in the village of Imnesvale within the Umar Hills.


Umar Hills - Temple Ruins  |  Map | All Quests | All Items | All Monsters
Shops
Inns
Houses
Umar Cave
Entrance Room  Jailer Room  Morn Ritual Room
Sun Gem Room  The Ritual Room  Sun Gem Field
Temple Ruins
The Bridge  Lava Pool Room  Noontide Ritual Room
Spirit Guardian Room  Amaunator's Room  Sun Gem Field
The People
Thaxll'ssillyia's Lair  Shade Lord's Altar


Umar Hills - Temple Ruins

     This is indeed a very creepy place much like the Blair Witch Project and no doubt one of the reasons this place is the way it is as someone had some influence on the creation, look and feel of the Temple Ruins. If you noticed, there was even a book you could purchase from Vincenzo's Inn which is a short, yet funny spoof on The Blair Witch Project.

     This foul and evil place is just that as scores of Shade Wolves, Great Shade Wolves, Shadows and Shadow Fiends move about through the shadows hunting the very souls that you have within your own bodies, so be on the look out. Over all, they should not prove to be very difficult for your party and the only time you'll face a good number of them all at once, will be when you make your way to the entrance of the Temple Ruins themselves.

     Make your way to the entrance of the Temple Ruins, battling hard as you do and journey down the stone steps into the darkness beyond. You cannot access the shrine to the Shade Lord from the outside as it is circled by thick trees and brush, so you will have to inch your way through the passages below before you're able to stand face to face with this pit of evil. Let us be off!


Umar Hills - Temple Ruins  -  Temple Ruins  -  Entrance Room

Entrance Room
Entrance Room

     Rubble lies strewn across this room as does a thick layer of dust that blankets everything in this room, but you do happen to notice footprints which lead out towards the archway ahead. A strange, deep growling sound catches your attention along with the sound of metal being dragged on the dusty floor. Turning your attention towards the sound, Shade Wolves and two very large Skeleton Warriors are making their way towards the door you've just opened and showing no emotion at all, continue heading towards you!

     The Skeleton Warriors will hurt you more than the Shade Wolves you'll find and they have some decent magic resistance to ward off your magical attacks. I took these large beasts of evil by having a front line at the door so I could bottleneck the creatures in the room and take them on at two or three at a time, depending on which ones got to my line of fighters first. I am sure you will have no trouble putting these restless undead creations to rest.

     Search the room when you're done for you don't want to have to come back here if you can help it. You'll find a pile of bones, which just happen to be AMUANA'S BONES that you'll need later on in these dark, dusty depths so hold on to them and when the time comes to use them, I'll mention it.

Umar Hills - Temple Ruins  -  Entrance Room  |  Room Statistics...

  • Shade Wolves [500xp]
  • Skeleton Warriors [4,000xp]
  • Potion of Strength
  • 2x Two-Handed Sword +1
  • AMUANA'S BONES
  • 2 exits


Umar Hills - Temple Ruins  -  Temple Ruins  -  Jailer Room

Jailor Room
Jailer Room

     Guarding this room is the Shadow Jailer, who warns you that you shall not free the master's consort and then attacks you alongside of Shadows who also frequent and guard this room. Banging can also be heard coming from behind the closed doors here, and a muffled sound which seems to be that of a female, but it is hard to tell, but you'll soon find out once the battle is over and you've picked up the SHADOW PRISON KEY. It is this very key that was on the Shadow Jailer that shall unlock the doors and free Mazzy Fentan who has been locked in her cell for some time.

     Listen to her tale well and decide if having her in your party would suit you for this adventure. For myself, I brought her along for the extra power up front and to also get a feel of how she'll fare in battle if I decide to add her to my final party.

     If you come across a parchment stating a possible location to a secret stash of items, do not waste your time looking for this because this is specific to the Ranger Stronghold Quest only and no other. In fact, it's nothing more than a normal necklace that a few nobles are cutting down trees looking for. I have had numerous e-mails from our readers asking about this so as a note, don't kill yourself over this unless your main character is a Ranger.

Thanks to Eric for the heads up.

Umar Hills - Temple Ruins  -  Jailer Room  |  Room Statistics...

  • Shadow Jailer [620xp]
  • Shadows [420xp]
  • SHADOW PRISON KEY
  • 3 exits


Umar Hills - Temple Ruins  -  Temple Ruins  -  Morn Ritual Room

Morn Ritual Room
Morn Ritual Room

     Long and dark shadows reach out towards you as you enter this small room, a single pillar reaching upwards to support the cracked ceiling which has rotten and dead tree roots sticking out of it. Whispers twirl around the party as Shadows emerge from the darkness, their eyes, red pin points, marking you as their feast. Black claws rake the air as they approach so it is best you deal with them quickly before more come from the same long dark shadows that blanket this room.

     Search this room once the battle is over and make sure you pick up the MORN RITUAL PARCHMENT. This parchment will give you clues to some questions you will face very shortly and ones I will go into full detail later on.

     Continue your way down the other passage with your sword ready and your magic crackling!

Umar Hills - Temple Ruins  -  Morn Ritual Room  |  Room Statistics...

  • Shadows [420xp]
  • MORN RITUAL PARCHMENT
  • 2 exits


Umar Hills - Temple Ruins  -  Temple Ruins  -  Sun Gem Room

Sun Gem Room
Sun Gem Room

     A tall crystal beams out light into this small circular room which is a sight for sore eyes after exploring the dark, shadowed rooms before. Shadows also make this a place of residence and their numbers will grow once you extinguish the crystals light and you will have to if you want to get the SUN GEM, which you will need to penetrate deeper into these ruins.

     Battle hard, grab the SUN GEM and head up the passage to the last room of this area.

Umar Hills - Temple Ruins  -  Morn Ritual Room  |  Room Statistics...

  • Shadows [420xp]
  • SUN GEM
  • 2 exits


Umar Hills - Temple Ruins  -  Temple Ruins  -  The Ritual Room

The Ritual Room
The Ritual Room

     A large, stone statue head formed to resemble Amaunator himself looks at you with blank eyes but don't be so easily fooled by an empty room such as this because this very statue head plays an important part in your quest to vanquish the foul evil that has made these Temple Ruins its home.

     Searching for traps will reveal that one of these blank eyes is trapped, but give it up because you cannot disarm such a powerful creation dedicated to the Sun God Amaunator herself. You'll have to go through a series of questions if you have any hope of exploring the deeper parts of these ruins.

     Now before I go and spoil everything for you by giving the correct answers to the questions that this statue head asks, I will tell you that the answers can be found on the following parchments which are located in the Temple Ruins. If you're stuck, you can find the answers on these parchments without ruining the fun factor of answering the questions yourself.

MORN RITUAL PARCHMENT can be found in the Morn Ritual Room.

NOONTIDE RITUAL PARCHMENT can be found in the Noontide Ritual Room.

DUSK RITUAL PARCHMENT can be found in the Amaunator's Room.

     Now finding each one in order will give you the answers to the specific tests that the Statue Head will put you through and in the very order as I have shown them above. Morn, Noontide and Dusk. Now it is up to you how you want to do this and if you wish to find them in sequence as you go, you may do so and continue on with the next part of this solution BUT you can also answer them all right now, right here and never have to come back to this room again, the choice is yours. I have listed the answers in the order of each test if this is what you wish to do.

MORN RITUAL TEST

Answer for the 1st question:
I shall say a prayer to the light

Answer for the 2nd question:
I shall hold high the holy book that the sun might bless it

Answer for the 3rd question:
I shall reflect on the glory of the Light as it conquers The Dark

NOONTIDE RITUAL TEST

Answer for the 1st question:
I shall sing a hymn of praise to Amaunator

Answer for the 2nd question:
I shall raise hands to the light

Answer for the 3rd question:
I shall rejoice at the dominance of Light

DUSK RITUAL TEST

Answer for the 1st question:
I will recite the tenants of faith

Answer for the 2nd question:
I will hold my children so they can see the sun

Answer for the 3rd question:
I shall mourn as I watch the sun give way to the onslaught of Darkness

     After you have completed each test, you will receive 45,500xp plus the SUN RAY SYMBOL which is the first part of three Symbols you will need to find to form the SYMBOL OF AMAUNATOR which is used to gain entry into the last part of the Temple Ruins.

     Once you have done either all the questions or just the Morn Ritual Test, make your way to the first field so you can open it.

Umar Hills - Temple Ruins  -  The Ritual Room  |  Room Statistics...

  • Empty
  • No creatures moving about
  • SUN RAY SYMBOL
  • 2 exits


Umar Hills - Temple Ruins  -  Temple Ruins  -  Sun Gem Field

Sun Gem Field
Sun Gem Field

     This barrier you will not be able to pass unless you have the SUN GEM which can be found in the Sun Gem Room in case you have missed it or have yet to come across it. By having this item in your party, it will remove the Sun Gem Field allowing you passage to explore the deeper areas of the Temple Ruins.

Sylvus Moonbow was here with you hiding in the shadows that make these Temple Ruins spooky! BOO!

Umar Hills - Temple Ruins  -  Sun Gem Field  |  Area Statistics...

  • Empty
  • No creatures moving about
  • No items found


Umar Hills - Temple Ruins  -  Temple Ruins  -  The Bridge

The Bridge
The Bridge

     This old wooden bridge doesn't look like it will support any of you if you attempt to walk on it, but you will have to if you plan on getting around the other field that cannot be opened by any means and you will have to try your luck on the rotting boards if you want to get to the other side.

     Now you should be careful of an ambush because this is the perfect place for one, so be ready in case something happens to come your way. Get across this old bridge as quickly as you can and make your way into the room on the other side.

Umar Hills - Temple Ruins  -  The Bridge  |  Bridge Statistics...

  • Shadows [420xp/each]
  • Shadow Wolves [500xp/each]

  • No items found
  • 2 exits


Umar Hills - Temple Ruins  -  Temple Ruins  -  Lava Pool Room

Lava Pool Room
Lava Pool Room

     This room is very hot and steamy as a very large lava pool can be found here, leaving very little walking space to move from one end of the room to the other. Its walls are covered in ancient designs as well as pillars that hold the ceiling up. One must be very careful when stepping through this room because the lava will cause anyone touching it some damage and that is the last thing you will want because if you step too far out, there is a good chance your screams of pain will attract the attention of some of the other beasts in the other rooms near by.

     Search this room well for it holds some very nice items that will be very useful to your party.

Umar Hills - Temple Ruins  -  Lava Pool Room  |  Room Statistics...

  • No creatures moving about
  • Wand of Lightning
  • 40 Darts of Wounding
  • 40 Arrows of Ice
  • White Ioun Stone of Regeneration
  • 40 Bolts of Lightning
  • 3 exits


Umar Hills - Temple Ruins  -  Temple Ruins  -  Noontide Ritual Room

Noontide Ritual Room
Noontide Ritual Room

     This 20x20x10 room hosts a few foul beasts that you should have a quick time taking care of and that are Shadows and a Skeleton Warrior which, if you had not attracted their attention in the Lava Pool Room, will be waiting to smash your skulls into the floor, but show them otherwise.

     Other notes of interest in this room would be the NOONTIDE RITUAL PARCHMENT which is the second parchment to be found that will help answer the question from the Stone Statue Head found in The Ritual Room and is the second of three parchments that you will find while exploring the Temple Ruins.

     Search the rest of the room of its other contents and then continue forth to the other unexplored areas you have yet to go to.

Umar Hills - Temple Ruins  -  Noontide Ritual Room  |  Room Statistics...

  • Shadows [420xp/each]
  • Skeleton Warrior [4,000xp]
  • 40 Bullets +1
  • Two Handed Sword +1
  • Wyvern Call Spell [Wizard]
  • Tome of Amaunator
  • NOONTIDE RITUAL PARCHMENT
  • 1 exit


Umar Hills - Temple Ruins  -  Temple Ruins  -  Spirit Guardian Room

Spirit Guardian Room
Spirit Guardian Room

     Ethereal beings will greet you as you step into this area but not before the Bone Golem moves to intercept you in an attempt to keep you from going forth. Swinging its fists in your direction, it is an awesome creation and should be treated with care by all of those within your party. Remove this only threat so you can hear what the Guardians have to say to you.

     If you already have AMUANA'S BONES with you, the Guardians Badon and Dettseh will sense its pull on their own souls and ask that you hand them over so that the Prophetess Amuana can finally be laid to rest which will set their own souls free from this evil place. Handing AMUANA'S BONES over will also grant you the second part that you need for SYMBOL OF AMAUNATOR and that second part would be the DAWN'S LIGHT SYMBOL.

     Also for your efforts, you will receive the SHADOW DRAGON WARD STONE which, if carried with the party, will make you undetectable to the beast that lives in the upper chamber where you will be heading.

     Now if you are missing AMUANA'S BONES, they can be attained by searching the Entrance Room.

     Search the room when you have completed Badon and Dettseh's task and prepare yourself for the final stages of this foul place.

Umar Hills - Temple Ruins  -  Spirit Guardian Room  |  Room Statistics...

  • Guardian Badon
  • Guardian Dettseh
  • Bone Golem [18,000xp]
  • Quest from Badon and Dettseh to help find AMUANA'S BONES

  • Pierce Magic Spell [Wizard]
  • Sunstone Bullets
  • DAWN'S LIGHT SYMBOL
  • SHADOW DRAGON WARD STONE
  • 1 exit


Umar Hills - Temple Ruins  -  Temple Ruins  -  Amaunator's Room

Amaunator's Room
Amaunator's Room

     Stone blocks with gold engraved letters make the floor here of Amaunator's Room, on the other side of these stone blocks are two open arches which you can faintly tell from the little light that breaks the darkness, a hallway rests on the other side. You will have to take care of the foul Shadow Fiends and Skeletal Warriors that will lunge at you from this room and attack you, standing in the hallway is the best to make sure none of your party members accidentally step on the wrong stone, which will do some serious damage if they do.

     This is a pretty easy trap to get around and if you've been following the plot of the Temple Ruins, you'll come to realize that walking on the blocks must come to spell Amaunator so you do not receive the Flame Strike that will burst out onto your party member from the ceilings above. Simply walking on each block to spell the proper word will get you to the other side without taking any damage.

Amaunator's Room
Amaunator's Room

     After making your way across to the other side, you'll find yourself standing inside of a hallway which leads to two separate rooms, the first room to the left has a statue whose hands are open as if waiting for you to place something on them while the other room, to the right, leads to a closed door which has a trapped Shadow inside of it.

     You will find some very nice equipment to add to your growing arsenal of weapons and spells here in the statue. You will find within the bunch of items that the statue is holding the last and third parchment to the questions asked by the Stone Statue Head found in The Ritual Room. The DUSK RITUAL PARCHMENT will help give you the answers to the last test the Stone Statue Head gives to you.

     Now when you check the statue, it says that you could perhaps place something here and although I am trying to create a full Online Solution of BG2, I also do not want to go out of my way to SPOIL the game for you, especially when certain quests you have to do will appear in later chapters of the game. This is one such area. If you wish to know what the statue here is used for, simply highlight the black area below for the answer, but trust me, if you are still on very early Chapters of this game (2-5), I ask you not to ruin the game for yourself by checking out this answer. I found out when a reader e-mailed me what is to be done here and my game was spoiled because of this. Highlight at your own risk!

The Statue of Amaunator is the giver of life, much like that of the sun that shines high above us day in and day out, burning out the darkness that night has to bring with it. The statue can bring those characters turned into Vampires by Bodhi in the later segment of your adventure and to revive them, you must bring Bodhi's heart and the body of the turned party member, place them in the hands of the Statue of Amaunator which will bring them back to the land of the living.

     Another SUN GEM is also found here and will open the last field to the hallway that leads to the door to Thaxll'ssillvia's Lair so be sure to take this with you! You will still need to open this last door to gain entry into Thaxll'ssillvia's Lair, but don't worry because that part follows next.

     Now onto the room with the Shadow, who wants nothing more than to be set free and use your body as a host to get across the floor here in Amaunator's Room but this is just a trick as he will need your party leader to do this. Many people have fallen for this trick, thinking that the only real thing found in this room is the Shadow and once taken across, it will attack you so don't bother. Now because of this, many people didn't bother to check the room's contents and this is where many have gotten stuck, taking the rest of their party back across the floor and moving on. Do not do this. In fact, there is no difference if you kill the Shadow in the cell or take him across and kill him, just remember to search the room he came from before you leave.

     Searching the room will reveal the hidden LIGHTSTONE SYMBOL, the last symbol to form the SYMBOL OF AMAUNATOR which will allow you to open the final door which leads to Thaxll'ssillvia's Lair and without this formed part, you will only be able to get past the field that stands before this very door.

     Move on to the last field, open the door and head up the stairs. Now the real fun begins.

Umar Hills - Temple Ruins  -  Amaunator's Room  |  Room Statistics...

  • Shadow Fiend [2,000xp]
  • Skeletal Warriors [4,000xp]
  • Shadow [420xp]
  • Two-Handed Sword +1
  • Protection from Magic Weapons Spell [Wizard]
  • Disintegrate Spell [Wizard]
  • Arla's Dragonbane Sling +3
  • 10x Sunstone Bullets +1
  • SUN GEM
  • LIGHTSTONE SYMBOL
  • 1 exit


Umar Hills - Temple Ruins  -  Temple Ruins  -  Sun Gem Field

Sun Gem Field
Sun Gem Field

     The last barrier requires the SUN GEM from Amaunator's Room which will unlock this field and allow you passage to the hallway which leads to the door that will take you up to Thaxll'ssillvia's Lair. This door requires the SYMBOL OF AMAUNATOR so do make sure you have found all three parts to form this symbol or else you will not be able to open the door.

A final reminder of where these parts lay are listed below.

Sylvus Moonbow walked here at one time...

SUN RAY SYMBOL is found in The Ritual Room.

DAWN'S LIGHT SYMBOL is found in the Spirit Guardian Room.

LIGHTSTONE SYMBOL is found in Amaunator's Room

Umar Hills - Temple Ruins  -  Sun Gem Field  |  Area Statistics...

  • Empty
  • No creatures moving about
  • No items found


Umar Hills - Temple Ruins  -  Temple Ruins  -  Thaxll'ssillvia's Lair

Thaxll'ssillvia's Lair
Thaxll'ssillvia's Lair
Don't piss Thaxll'ssillvia off!
Don't piss Thaxll'ssillvia off!

     A mighty room, grand and large, its floor carved by craftsmen now long gone and forgotten with time will greet you as you make your way up the final flight of stairs that spiral up to this part of the Temple Ruins. Its size is rightly so for it is here that Thaxll'ssillvia lives and spends most of her time, a Shadow Dragon by nature, a force to be reckoned with by yours. Having the SHADOW DRAGON WARD STONE within your party will allow you to explore this vast chamber without any worry of Thaxll'ssillvia taking notice of you, but as soon as you drop it, she will not be so kind to see intruders walking freely around her lair. Unless you are positive you will be able to take her down, your next option is to take the last flight of stairs which lead back outside to the shrine that is surrounded by thick trees and foliage to battle the Shade Lord who waits for you.

Thaxll'ssillvia is very pissed off...
Thaxll'ssillvia is very pissed off...

     Those who wish to take down Thaxll'ssillvia are more than welcome to try though and will teach you a few things about the strength and power of Dragons found in Faerun as well as teach you how to use battle tactics to their full advantage. You will find her ability to Level Drain 4 levels from a party member to be very devastating and her high magic resistance will keep you on your heels as you do battle, but Thaxll'ssillvia is able to be bested and many people who have done this have very different strategies at doing so. Dragons are by far the most wondrous beasts found in Baldur's Gate 2 and for that, many people are interested in attempting to take them down, so send me in your tips for the Shadow Dragon Thaxll'ssillvia so I can add your bit of fame to the BATTLE TIP! section of this solution as your own party is remembered for its battle deeds and their tales woven in bards' tales to be sung in taverns and inns alike.

Umar Hills - Temple Ruins  -  Thaxll'ssillvia's Lair  |  Room Statistics...

  • Thaxll'ssillvia the Shadow Dragon [45,000xp]
  • Shadow Dragon Scales
  • The Crom Faeyr Scroll
  • 2 exits

Shouts to Wolfgang Klenk for correcting the experience gained from killing Thaxll'ssillvia!


Umar Hills - Temple Ruins  -  Temple Ruins  -  Shade Lord Altar

Shade Lord Altar
Shade Lord Altar

     'tis here that the final battle takes place against the very evil that has caused all the problems in and around Umar Hills and Imnesvale and that would be the Shade Lord, whose demonic plans are about to come to an end by your very blade! The Shade Lord has used Merella's body as a host so do not be fooled by his attempts to win you over to his side as he did with Patric, Mazzy Fentan's companion who is now just an empty shell and follows the Shade Lord's bidding.

     The Shadow Altar is another form of evil and summons Shadows and Shadow Fiends to help the Shade Lord battle, so it is yet another part of the battle you will have to take care of, along with the Shade Lord, Shadow Patric and the rest of the summoned creatures of evil that come forth. The Shade Lord has good magical resistance, so getting someone who can deal damage as well as take it up front is best done as quick as possible to keep the Shade Lord from casting himself against your party.

     I honestly didn't find this battle very difficult to win, it's just a matter of keeping everyone busy and the foul beasts occupied as much as possible, using whatever means necessary to bring them all down. The Shadow Altar does summon Shadows to battle along side of the Shade Lord, but at a very slow pace and not one that will turn the tides to their favour, but removing it as soon as possible is also just as good as anything during this battle.

     Once the battle is over, Merella will be seen somewhat alive, but not long enough that she will be able to get back on her feet and return to Imnesvale, which would seem is now missing a Ranger to guide them and keep them safe.

     Return to Imnesvale and show them just what heroes truly look like and if you didn't care for Mazzy Fentan like I did, now is the perfect time to tell her to return to Trademeet and if you're looking for her again, you'll know exactly where to find her.

Umar Hills - Temple Ruins  -  Shade Lord's Altar  |  Area Statistics...

  • Shade Lord [25,000xp]
  • Shadow Patric [7,000xp]
  • Shadow Altar [0xp]
  • Cloak of Stars
  • Dark Mail +3
  • "Duskbane" Halberd +2


Umar Hills - Imnesvale  -  All Quests

     This is a full list of all Quests found within Imnesvale in the Umar Hills.

LOCATING ALL THREE SYMBOL PARTS

This is not a quest that is directly given to you, but are three very important items that you will need to find to continue to brave the very depths of the Temple Ruins. Each part, once you have found all three, will fit together to form the SYMBOL OF AMAUNATOR and having this whole symbol will allow you to pass through the last door leading into Thaxll'ssillvia's Lair. The name and location of each part are listed below.

SUN RAY SYMBOL is found in The Ritual Room.

DAWN'S LIGHT SYMBOL is found in the Spirit Guardian Room.

LIGHTSTONE SYMBOL is found in Amaunator's Room

LOCATING ALL THREE PARCHMENTS

Clues to answering the questions asked by the Stone Statue Face in The Ritual Room can be found on three separate parchments, and although not a quest that is given to you, it is something you may want to find if you want to answer the questions yourself rather than using the answers provided in this solution. Below are the names of each parchment and their respected locations.

MORN RITUAL PARCHMENT can be found in the Morn Ritual Room.

NOONTIDE RITUAL PARCHMENT can be found in the Noontide Ritual Room.

DUSK RITUAL PARCHMENT can be found in the Amaunator's Room.

PASSING THE SUN GEM BARRIERS

If you're having difficulty getting past the Sun Gem Barriers that are found blocking your advancement within the Temple Ruins, you will need to locate and pick up the two Sun Gems that are needed to open these barriers.

The first SUN GEM you will find in the Sun Gem Room and this will open the first Sun Gem Field found here.

The second SUN GEM that you come across will be located in Amaunator's Room and will open the second Sun Gem Field found here.

THE GUARDIAN'S QUEST

The Guardians Badon and Dettseh have been trapped in the Temple Ruins for quite a while and want nothing more than to be laid to rest, knowing that who they were Guardians for, Amuana, is found and her remains be brought to them. You will come across Badon and Dettseh when you arrive in the Spirit Guardian Room and it is AMUANA'S BONES from the Entrance Room that they seek.

Returning AMUANA'S BONES will gain you 17,750xp, the SHADOW DRAGON WARD STONE and the DAWN'S LIGHT SYMBOL.


Umar Hills - Temple Ruins  -  All Items

     This is a full list of all Magical Items found within the Temple Ruins. Their locations can be found by viewing the rooms separately through the solution as they are also covered in the Room Statistics.

  • 40x Darts of Wounding
  • 40x Arrows of Ice
  • 40x Bolts of Lightning
  • 40x Bullets +1
  • 20x Sunstone Bullets +1
  • Two-Handed Sword +1
  • Arla's Dragonbane Sling +3
  • Dark Mail +3
  • Duskbane Halberd +2
  • Cloak of Stars
  • Wyvern Call Spell [Wizard]
  • Pierce Magic Spell [Wizard]
  • Protection from Magic Weapons Spell [Wizard]
  • Disintegrate Spell [Wizard]
  • Wand of Lightning
  • White Ioun Stone of Regeneration
  • Shadow Dragon Scales


Umar Hills - Temple Ruins  -  All Monsters

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

  • Lots of Shadows
  • Lots of Shadow Fiends
  • Lots of Shadow Wolves
  • Some Skeleton Warriors
  • 1x Bone Golem
  • 1x Shadow Jailer
  • 1x Shadow Dragon
  • 1x Shade Lord
  • 1x Shadow Patric


Dungeon Master Notes

I honestly love old fashioned crypts and dungeons, this being my first in Baldur's Gate 2, although it was short and small in size, it was an interesting and enjoyable experience to take upon for some adventure, fortune and fame.

I also really liked how worried the people of Imnesvale were compared to the life one would lead if they lived in Athkatla and it gave that feeling of distance from the rest of society, a small community with little or no excitement. In walks a group of adventurers and they're all wide eyed and doing whatever they can to make me enjoy my stay, and of course spend some of my gold.

Over all, the Temple Ruins are worth the effort and distance it will take to get here and gets you away from all of that city life and even made me forget the reason I was looking for adventure in the first place and that would be to find Imoen. When a side quest does this, you know it's been done well.


Party Advancement

With Jaheira off on business, the sixth spot was available and eventually taken when I found and saved Mazzy Fentan whom I found within the Temple Ruins. Although I was not very impressed with her at all, that including her personality, I kept her out of honor of her fallen companions who had attempted to clear out the very Temple Ruins I had been asked to explore.

I allowed her to travel and stay with my party until she avenged the death of Patric, one of her companions who was turned into a Shadow by the Shade Lord and also let her engrave their memory on the Altar so their courage and strength would never be forgotten.

As soon as she was finished with all of this, I asked her to leave and Korgan was more than pleased to see her go as the two of them had more than a few words for each other.

My party during the exploration of the Temple Ruins consisted of the following:

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

Once Mazzy Fentan was asked to leave, I immediately went back to Imnesvale and snagged Valygar so I could start on his quest to the Planar Sphere.


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