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AR3600 (Lighthouse)


Did we miss anything in this location? Is there something we didn't discover? Let us know!


At this point on the coast lies an old and abandoned Lighthouse. Nobody seems to know why it has been abandoned, perhaps it became obsolete when better navigation techniques were developed. Be careful, however, since this part of the coast is rather dangerous. Wolves, hobgoblins and sirines inhabit it and they can be quite annoying.


1- ARDROUINE:

A woman who asks for your help. Her son is trapped in the old Lighthouse because some worgs invaded the yard. You are to remove the worgs so that her son can come back down. You get 500 Exp., +1 Reputation and 60 gp. for doing so.


2- THE LIGHTHOUSE:

There are 3 or 4 worgs in the yard that you’ll need to remove in order to complete Ardrouine’s quest. You cannot access any of the buildings, though.


3- ARKUSHULE:

A gypsy who offers you to read in your palm for 10 gp. What she says at the beginning rings true, but at some point she gets startled and no longer wishes to continue. If you ask her to continue numerous times, she attacks you. She is worth 600 Exp. and has a Mage Robe of Cold Resistance and scroll of Burning Hands on her.


4- SAFANA:

Safana (CN, Human Female, Thief) is a young gorgeous thief from the lands of Amn. She claims to have a treasure map indicating the location of the cave in which Black Alark the pirate has hidden his treasure just before he was captured by the Amnish fleet. She asks you your help because there are some sort of monsters in the cave (6) she is unsure of being able to defeat. You do not need her to retrieve the treasure but she is nonetheless a very competent and seducing thief. Imoen has better thieving skills, though(if you want to Dual Imoen into a mage, it is worth it to pick up Safana while Imoen is unable to use her skills).


5- SIL AND 2 SIRINES:

Sil asks you to leave her territory immediately and attacks you with 2 other sirines. They cast Improved Invisibility and Dire Charm, so be careful. Use missile weapons to dispatch them. They are worth 2000 Exp. each, so it is well worth the trouble.


6- PIRATE’S CAVE:

There are 3 Flesh Golems in this cave which are guarding a pirate’s treasure. They can only be hit by magic(+1 or better) weapons, so be ready. They also seem to be vulnerable to missile weapons and quite resistant to melee weapons, so be careful. They have a good THACO and are worth 2000 Exp. each. If you rest here, they respawn most of the time, so you may wish to spend some time inside the cave in order to boost your characters without cheating.

Treasure: 312 gp., 10 Darts of Wounding, Wand of Paralyzation, Cloak of the Wolf, Manual of Bodily Health(+1 Constitution, permanent) and 4 potions: Antidote, Potion of Infravision, Elixir of Health and Potion of Absorption.


7- DALLONIA:

An astrologist who can give you some miscellaneous information depending on what you ask. Nothing very useful, though.


-------------------------

C. Carrion Crawlers
H. Hobgoblins, Elite Hobgoblins
S. Sirines
W. Wolves, Worgs

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Ankheg Nest
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Gullykin
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Ulcaster Dungeon
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Cloakwood Forest
AR1600
AR1700
AR2100
AR2200
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Candlekeep Ctcmbs 1
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Final Areas
AR0900
Baldur's Gate (E)
Baldur's Gate (NE)
Baldur's Gate (N)
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Undercellar
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AR0400
AR0900
AR1400
AR2700
AR2800
AR3000
AR3100
AR3500
AR3600
AR3700
AR3800
AR4100
AR4200
AR4300
AR4400
AR4600
AR4700
AR5000
AR5200
AR5300
AR5500
 
 
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