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Baldur's Gate 2 Online Walkthrough by Montresor

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


This is the Ranger class quest. At the start of Chapter 2, if you are a Ranger, Gaelan Bayle refers you to a boy named Delon who can be found in the middle of the park at 8 in the Government District of Athkatla.

All classes can do the quest but only Rangers are offered a stronghold on completion.

  1. Go to the Government District and speak to Delon at 8 on this map. If Minsc is in your party, Delon will automatically speak to him. Delon asks you go to the Umar Hills and speak to the mayor, Minister Lloyd.

  2. If you haven't left Athkatla yet, you need to go to the City Gates District and leave through the gate to the outside at 2. Click the Umar Hills on the far right side of the map to travel to the village of Imnesvale.

  3. You arrive at 1 in the Umar Hills. Go a little westward to witness a meeting at 2 between the Minister Lloyd and some of the townsfolk. Once the meeting is over, enter the Mayor's house at 3 and speak to him. Minister Lloyd tells you that there has been a series of killings and disappearances lately. Agree to investigate the case for him.

    Minister Lloyd suspects an Ogre named Madulf and his friends of being responsible but also suggests that you should check out the cabin belonging to the local Ranger, Merella.

  4. Optionally, you can ask some of the locals. Each will have his or her own pet theory of what is happening. Most will suspect either the Ogres or the enigmatic Umar Witch. Vincenzo the Innkeep who owns the local inn gives you a book called "The Umar Witch Project"; a reference to the movie "The Blair Witch Project" that was released around the same time as Shadows of Amn. :-)

  5. You can also seek out Madulf and his monstrous friends at 10. Madulf of course claims complete innocence and tells you some of his people have also gone missing. If you wish, you can agree to negotiate a deal between the Ogres and the village of Imnesvale. This gives you the Madulf and his Friends quest.

  6. To advance the quest, find Merella's Cabin at 11 and enter.

  7. Inside the cabin, search the table to find Merella's Journal. The party gains 22,500 XP and the Temple Ruins will now be available on your world map.

  8. You are now ready to travel to the Temple Ruins. You arrive at 1 on this map.

  9. At 2 you will see a werewolf named Anath who flees into her cave at 3. Follow her.

  10. Inside the cave, Anath claims she is not guilty of the killings but that a Shade Lord is. She offers to help you kill him. Agree to meet her at 5 on the Temple Ruins map.

    After Anath runs off, search the lake in her cave for some minor treasure.

  11. Proceed to explore the Temple Ruins map. You will find that there is a small enclosure to the east which you can't enter. Just great, because this is where you want to go!

  12. Go to the entrance to the dungeon at 5. When you arrive, you will find a large number of Shadows and Shade Wolves. Anath cries to you that it is a trap and that you should use the mirror, then she is killed.

    The large number of undead can prove a serious problem, especially for a low-level party. So click the mirror below the large crystal to reflect the light into the crystal, then get everybody close to the crystal. Any undead following you will be destroyed by the light.

  13. Enter Level 1 of the dungeon. Fight your way to 3 on the map and loot the coffin at (x=1850, y=640) for Amauna's Bones.

  14. At 4, kill the Shadow Jailor and take the Shadow Prison Key from his body to free Mazzy from her cell. She gives you valuable information about the Shade Lord who has taken over the dungeon and also offers to join the party. Accept if you wish.

  15. At 7, loot the pedestal for the Sun Gem which will allow you to pass the door at 2.

  16. At 8, loot the pillar for the Morn Ritual Note which will help you complete the Morn Ritual at the Statue of Amaunator at 6. Unfortunately, part of the ritual is illegible.

  17. Open the door at 2 for 500 XP.

  18. Pass the bridge at 10, the lava room at 11, and enter the room at 12 to kill the undead there. Disarm the trap on the pillar and loot it for the Noontide Ritual. Unfortunately, part of the ritual is illegible.

  19. Enter Amauna's room at 13 and give Amauna's Bones to the two spirits. Amauna appears and thanks you. In return, you receive the Dawn's Light Symbol and the Shadow Dragon Wardstone.

  20. Kill all the undead at 14.

  21. At 15, walk over the tiled floor. Make sure to walk on the tiles that spell "Amaunator" by starting on the "A" in the lower right and walking up, left, up, up, up, left, up, up.

  22. In the room at 16, kill the Bone Golem and loot the statue for the Sun Gem, needed to open the door at 18, and the Dusk Ritual. Unfortunately, part of the ritual is illegible.

  23. In the room at 17, loot the container for the Lightstone Symbol.

  24. With all three rituals in your possession, make your way back to the statue of Amaunator at 6.

  25. Read the rituals to learn how to perform them. On each ritual, one item is missing. But you can guess the answer because it is the one that doesn't appear on any of the other rituals. Or you can see below, where the correct answers are listed. ;-)

  26. Speak to the statue of Amaunator and tell it you are ready to be tested.

    The answers to the Morn Ritual are 2-3-1.
    The answers to the Noontide Ritual are 3-1-1.
    The answers to the Dusk Ritual are 1-3-2.

    If you get the answers wrong, you are punished by being hit with a Flamestrike spell. If you get all three rituals right, you are rewarded with the Sun Ray Symbol. The party gains 45,500 XP.

  27. Once you have the Sun Ray Symbol, the Dawn Symbol and the Lightstone Symbol in your possession, they melt together to form the Symbol of Amaunator. The party gains another 21,250 XP. You can now open the door at 19 and enter Level 2 of the Dungeon.

  28. If your party is low level, you will not want to speak to or attack the Shadow Dragon Thaxll'ssillyia. So long as you have the Shadow Dragon Wardstone in your possession, he won't notice you

    If you're feeling up to it, he is worth 45,000 XP and Shadow Dragon Scales, 2 Moonbar Gems, a Water Opal, a Black Opal, a Sphene Gem, a Pearl, the Crom Faeyr Scroll, and 3,299 GP.

  29. Take the exit at 2 up to the Temple Ruins area. You arrive in the small enclosure at 6 to find the Shade Lord, his slave Shadow Patrick, and an altar that summons Shadows.

    If Mazzy is in your party, she will recognize Shadow Patrick as the shade of one of her former companions.

  30. The Shade Lord greets you and tells you that the body he inhabits now is wearing out and that he intends to replace it with yours. Of course you don't want that to happen. Kill the Shade Lord, Shadow Patrick, and the altar. Once they are all dead, each party member receives 44,250 XP.

  31. Once all the killing is done, light is restored to the area. If Mazzy is with you, she dedicates the now cleansed altar to her former companions.

  32. Meanwhile, the Shade Lord is revealed to have inhabited the body of the Ranger Merella. Speak to her and she will thank you before dying.

    Merella leaves behind a Rogue Stone, a King's Tears, a Cloak of the Stars, and 4,872 GP.

    Shadow Patrick drops a Composite Long Bow, 40 Arrows, the Duskblade +2 Halberd, and Darkmail +3.

  33. Go back to the Umar Hills and go to the Mayor's Home. Enter and speak to Minister Lloyd. The party receives a Reputation increase of 1, and a set of leather armor: The Night's Gift +5. If you tell the Minister Lloyd you don't want any gold, you receive 25,000 XP, if you tell him of course you'd like any gold he can give, you get 28,000 XP and a bit of gold. For once it pays to be Evil!

    Oddly enough, if you are playing a Ranger, you don't receive an XP bonus. My guess is that this is a bug in the program.

    However, Rangers are now offered Merella's Cabin as their Stronghold. For further details, please see the Ranger Stronghold quests.

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