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Baldur's Gate 2 Online Walkthrough by Montresor


CREATING A CHARACTER  |  GENERAL TIPS AND TRICKS  |  NPCs  |  ITEM LISTS  |   SHOPS   
Shadows of Amn: Chapter 1  |  Chapter 2  |  Chapter 3  |  Chapter 4  |  Chapter 5  |  Chapter 6  |  Chapter 7  
Throne of Bhaal  |  Watcher's Keep  
About the Walkthrough  |  Organization of the Walkthrough  |  About the Maps  |  About the Author  |  Where to Begin
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Overview of Chapter 2  |  Quests in Chapter 2 
Areas in Chapter 2: Athkatla
Waukeen's Promenade  |  The Bridge District  |  The City Gate District  |  The Docks District  |  The Government District  |  The Graveyard District  |  The Slums  |  The Planar Sphere  |  The Temple District  |  The Temple District Sewers  
Areas Outside Athkatla
De'Arnise Keep  |  Trademeet  |  The Druid Grove  |  The Umar Hills  |  The Temple Ruins  |  The Windspear Hills

ANIMAL ATTACKS IN TRADEMEET

This is the Druid class quest. At the start of Chapter 2, if you are a Druid, Gaelan Bayle suggests that you seek out a man named Flydian in the City Gate district. Flydian is in the middle of the district at 3. Speak to him, and he will tell you that the city of Trademeet is experiencing trouble with animal attacks. Promise to investigate.

Although this is the Druid class quest, all protagonists can do the quest; however only Druids are offered a stronghold in the Druid Grove on completion of the quest.

  1. Exit the City Gate District through the city gate at 2 on the map. Scroll right on the world map and click Trademeet.

  2. You arrive in Trademeet at 1 on the map to witness a strange sight: Wild animals are attacking the city militia. Help the guards kill the animals.

  3. When done, the Guard Captain approaches you and warns you that you may find yourselves unwelcome in Trademeet. Tell her you have been asked to come to the aid of the city and she will refer you to the High Merchant, Lord Logan Coprith. Lord Logan lives in the Mayor's house at 14 on the Trademeet map.

  4. Find the Mayor's house and enter. The High Merchant can be found in his office at 2. Lord Logan will tell you that the animal attacks are probably directed by the Druids of a nearby Druid Grove.

    He also has a Druid in the prison underneath his house. However, this Druid claims to be here to investigate the goings-on in the grove.

  5. Agree to speak to the Druid, then take the stairs down at 5. The Druid, Cernd, will be at 8.

  6. Cernd will tell you that he is here to investigate what is going on in the Druid Grove. He offers to join your party. Accept if you need a Druid; otherwise feel free to turn him down.

    If you turn him down, Cernd marks the Druid Grove's location on your map, then goes ahead of you.

  7. Leave the Mayor's house.

  8. If you are of Evil alignment, Lord Khellon Menold meets you outside. He has a proposal: Instead of fighting the Druids, you can also poison their grove, thereby weakening them badly. If you accept his proposal, he gives you a Sulphorous Poison.

    Taking this path is not really recommended from a powergaming point of view. ;-)

  9. NOTE: If Cernd is in your party, you will not be very welcome in Trademeet until you have completed the quest. For example you can't rest at the inn.

  10. Go to any edge of the map and leave Trademeet. Click the Druid Grove on the world map.

  11. You arrive at 1 in the Druid Grove.

  12. Continue northwards and you will be attacked by a Troll at 2.

    Also, a Druid named Pauden speaks to you. If Cernd is in the party, he will clear up the matter; otherwise just tell him Cernd sent you. Pauden tells you that the grove has been taken over by a Shadow Druid named Faldorn.

  13. There is more or less only one route to follow. At 3 you will be attacked by more Trolls and Ice Trolls.

  14. At 4 awaits several Spiders.

  15. Outside the Troll Hut at 6 you will have to fight several Trolls and Spirit Trolls.

  16. Inside the Troll Hut are even more Trolls and Spectral Trolls. Low-level parties may want to skip this step.

  17. Another Troll attacks you at 7.

  18. And further north, yet another Troll.

  19. Prepare a bit before going east again. At 8 you will find some Shadow Druids fighting Trolls. When the last Troll goes down, the Druids turn on you! Among the loot you will find a few Arrows +1, Arrows of Fire, and a Leather Armor +1.

  20. At 9 awaits a larger group of Druids. I have found that an early Swarm Curse effectively takes the bite out of them!

    And they don't even drop any loot! Ah well.

  21. Should you venture down to 10, you will have to fight two Trolls and two Ice Trolls.

  22. The Ogre's Tower at 11 will be empty except for a cow if you haven't yet accepted the Limited Wish quest. But you can find Belm +2, one of the better scimitars in the game, in one of the bales of hay.

  23. Inside the house at 12 you can find Adratha, an old lady who sells potions. Unless you have spoken to the Djinni back in Trademeet, in which case she will reveal herself to be a – very hostile – Rakshasa! And with a couple of friends present!

    Adratha's true identity will also be revealed if you have Keldorn or Jan Jansen in your party, unless you leave them outside when the rest of the party goes inside to speak to Adratha.

  24. At 13, you will have to fight a couple of Spore Colonies, who may summon Myconids. Beware of Confusion spells.

  25. If you didn't bring Cernd with you, he is waiting at 14. Tell him you have found out that the grove has been taken over by a Shadow Druid named Faldorn.

    Cernd suggests that you could challenge her. If you don't have a Druid in your party (either yourself or Jaheira), you should bring him along, at least for the time being. If you have Jaheira, she is perfectly capable of handling Faldorn.

  26. Outside Faldorn's Hut at 15 you will have to fight another three enemies; Dalok, an Adherent, and a Shadow Druid. Dalok drops the long sword Flame Tongue +1 and the club Gnasher +2.

  27. Before going in, make sure to prepare your party's druid for single combat. He or she will have to challenge Faldorn.

  28. Enter Faldorn's Hut. You will find Faldorn at 3. Speak to her.

  29. When she says that she is invulnerable so long as she owns the grove, it is the truth. So let a Druid in your party challenge her; either Cernd or Jaheira, or yourself!

    If you are evil and you accepted Lord Khellon Menold's proposal back in Trademeet (evil characters only!), you can also break off conversation. For the Evil Path, please see below.

The Good Path: Challenge Faldorn

  1. If you take the challenge way, Faldorn and your Druid will be fighting it out in the Challenge Pit at 2. An effective way to kill her is to Shapeshift to Bear or Werewolf and rip her ironskins down, then proceed to claw her to pieces. The party receives 14,000 XP once Faldorn goes down.

  2. Cernd appears and appoints Verthan to be Challenge Master of the grove and again offers to travel with you. Accept if you have an open slot or just want a Shapeshifter Druid around.

  3. The party receives the Staff of Thunder and Lightning as a reward.

  4. If you are a Druid, you are also offered a stronghold in the grove. If you accept, this starts the Druid Stronghold quests.

  5. Leave the Druid Grove and return to Trademeet. Go to the Mayor's house and enter.

  6. Speak to High Merchant Logan Colprith. Each party member receives 18,000 XP and the party also gains 2,000 GP and a Reputation increase of 1.

  7. And if you haven't yet solved the Djinni in Trademeet quest, Lord Logan asks you to speak to Guildmistress Busya in the next room.

The Evil Path: Poison the Grove

  1. In Faldorn's Hut, if you speak to Faldorn, just back off from any confrontation.

  2. Instead, go to the heart of the grove at 4 and click it a few times. The Grove is poisoned, and Faldorn is no longer invulnerable.

  3. The Adherent expresses his horror at what you've done! Faldorn turns up and says that all is lost! All druids in the grove attack you.

    If Cernd is in your party, he leaves the party and attacks you as well.

  4. Start killing your enemies. When you've killed Faldorn, Master Verthan teleports in to fight you along with a few bears and panthers he summons. Guess the Druids don't like your "solution"! ;-)

  5. Once everything in the grove has been killed, go back to Trademeet. Lord Khellon Menold is standing outside the inn at 13. He gives the party 1,000 XP and the Shield of Harmony +2.

  6. If you go to speak to High Merchant Logan Colprith, he is NOT happy with your "permanent solution" to his Druid problem. The party loses a reputation point, and he threatens to kill you if you ever speak to him again (however, if you speak to him again, he just repeats his threats).

  7. However, you can now speak to Guildmistress Busya in the Mayor's Home to get the Djinni in Trademeet quest.



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