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[Spoiler] Quest Questions Pt 2

I have some more questions about various quests I was unable to complete.

1. The Ettin ghost under Dragonspear Castle wants a club back - anyone know where that club is found?

2. Blind albino wymrlings - I have no idea how this even triggered or where I would go to do what for it?

3. I agreed with de lancie to poison the supplies and he provided me with poison, but I never found the correct location to use the item on?

4. On the fence - I wasn't able to find most of the objects, including the Red Knight pendant (even though I got the game board), nor the banner.

I'm sure there were others I missed, but those are the ones off the top of my head I know I missed.

I like the new content quite a bit, but some of the quests are just SO finicky.

Comments

  • IllydthIllydth Member, Developer Posts: 1,641

    1) There's an area in that same cavern you might have missed. It's an off shoot cave that gave you another quest dealing with other dead people. Explore a ways to the east of the Ettin...

    2) Again, this is another offshoot from the same UGR zone. If you happened to find the encounter with a cowled figure, you were close to the right place (I think, I hope I"m not getting confused with the answer to #1)

    3) This one is a bit tricky. There are actually two locations to use the poison, both in the same under ground, but not so underground, zone. It's easy to miss both of them, and finding out more about what's really happening in Caelar's Crusade is actually mutually exclusive to being able to use the poison. If you met your old friend Belbin (SP?) already, you've probably lost your opportunity.

    4) All of the items are available from within the stronghold of your enemy, however you have to visit it under the guise of being someone else before you decide to go all Princess Bride on Caelar ("Have fun storming the castle!")


    And because I really do suck at giving clues...more detailed answers below.


    1-2) There are two caves in UGR. One is easy to spot at the end of a hall, the other is more hidden in the same area as the hooded man...it may actually be a secret door, but I forget. For #1: When you enter the cave you'll be faced with 5 undead spirits that try to give you a quest to take their remains to the fugue plain. If you found them, the Ettin wants a club from that same location. Read the story: They're connected. :)

    For 2, you just have to find the cave, once you enter it, the albino wyrmlings will attack.

    3) In the basement of Dragonspear you are confronted by Belbin. After dealing with them you have 2 options: First there are two side rooms before you open the gate...each side room contains either the food supplies or the water supplies. However, once you poison one of the two of these things start happening in the basement, and it locks out you overhearing Hephernaan.

    4) The items are all available in chapter 10 in the Exterior of Dragonspear castle...same area as you invade for the huge battle in chapter 11. In 10, you're going to have to have Caelar's Seal and you'll get access to the Dragonspear grounds where you can talk with various people and do various quests. That's where all the items are. The map is on a table in the main area, the chess board gets you access to the pendent if you talk with someone in the keep (head north after you enter, he's along that stretch), the banner is in a chest that you access near one of the commanders who's got a quest for you, and other items are spread throughout. These are NOT EASY to get, you've got to be very thorough in your investigation of the crusade camp in Dragonspear to get all the items.
  • sffrrromsffrrrom Member Posts: 60
    Illydth said:


    1) There's an area in that same cavern you might have missed. It's an off shoot cave that gave you another quest dealing with other dead people. Explore a ways to the east of the Ettin...

    2) Again, this is another offshoot from the same UGR zone. If you happened to find the encounter with a cowled figure, you were close to the right place (I think, I hope I"m not getting confused with the answer to #1)

    3) This one is a bit tricky. There are actually two locations to use the poison, both in the same under ground, but not so underground, zone. It's easy to miss both of them, and finding out more about what's really happening in Caelar's Crusade is actually mutually exclusive to being able to use the poison. If you met your old friend Belbin (SP?) already, you've probably lost your opportunity.

    4) All of the items are available from within the stronghold of your enemy, however you have to visit it under the guise of being someone else before you decide to go all Princess Bride on Caelar ("Have fun storming the castle!")


    And because I really do suck at giving clues...more detailed answers below.


    1-2) There are two caves in UGR. One is easy to spot at the end of a hall, the other is more hidden in the same area as the hooded man...it may actually be a secret door, but I forget. For #1: When you enter the cave you'll be faced with 5 undead spirits that try to give you a quest to take their remains to the fugue plain. If you found them, the Ettin wants a club from that same location. Read the story: They're connected. :)

    For 2, you just have to find the cave, once you enter it, the albino wyrmlings will attack.

    3) In the basement of Dragonspear you are confronted by Belbin. After dealing with them you have 2 options: First there are two side rooms before you open the gate...each side room contains either the food supplies or the water supplies. However, once you poison one of the two of these things start happening in the basement, and it locks out you overhearing Hephernaan.

    4) The items are all available in chapter 10 in the Exterior of Dragonspear castle...same area as you invade for the huge battle in chapter 11. In 10, you're going to have to have Caelar's Seal and you'll get access to the Dragonspear grounds where you can talk with various people and do various quests. That's where all the items are. The map is on a table in the main area, the chess board gets you access to the pendent if you talk with someone in the keep (head north after you enter, he's along that stretch), the banner is in a chest that you access near one of the commanders who's got a quest for you, and other items are spread throughout. These are NOT EASY to get, you've got to be very thorough in your investigation of the crusade camp in Dragonspear to get all the items.
    Thanks so much - I did explore that area but must have missed the club, and I never encountered the wyverns. Maybe I missed an additional area there, because I definitely got the remains and delivered them to the fugue plane. I failed to realize I could use the seal to return to the Dragonspear area, which is pretty cool. And sad to hear that about the poison locking you out from overhearing Heph - that seems pretty pivotal and provided a great fight, plus an extremely beneficial piece of gear from his room. Thanks for the help! It will be nice to have stuff for when I do a second playthrough, though I will wait for them to fix some of the bugs first.
  • IllydthIllydth Member, Developer Posts: 1,641

    You can't get the club till after you talk with the Ettin. It's not there till you have the Ettin's quest. So you end up visiting that room twice to get everything in UGR done.

    Yep, give the dragonspear area a run, it's pretty cool...lots of side quests.

    So keep in mind (and this might not be spelled out very well) one is a more personal gain while the other is a more long term gain.

    * If you poison the Food, Water or Both (that's difficult but if you're fast enough you can do it) you end up reducing the number of enemies you end up fighting in the big battle in chapter 11.
    * If you overhear hephernaan you get the items in hep's room.

    Either way, you trigger the battle between Hep, his two cronies and your party...either way the outcome is the same...you need to kill the two cronies and take Heph to low health, loot what you can, and high-tail it out of there.
  • sffrrromsffrrrom Member Posts: 60
    Last one I'm going to have before the game ends, I suppose:

    When you are leaving Baldur's Gate, through the sewers, there is a door/container next to a waterfall that is locked, and when clicked, says something about a key. Anyone know how that opens?
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