Just finished SoA and arrived in a little wooded area and the only thing I could do was click on a statue and then had a battle and so forth.
I'm now in a area where I met Sarevok and refused to let him join, and now I'm supposed to take a test.
My question is:
Is this the way things are supposed to go? It seems like I have no control over events. I guess I though that when I started ToB, I would be able to go Watchers Keep right away (did not go there in SoA) Not complaining, just want to make sure I have not taken a wrong turn somewhere.
Also with a good party was it a good choice to refuse Sarevok?
Thanks
They turned me loose from the nervous hospital. Said I was well.
Yes, first you face the first of the Five, than a challenge in the pocketplane. After that, you end up in Saradush. I'm not sure if you have to complete the city first or if you can go to Watcher's Keep right away, probably the first. You have to bargain with Sarevok before you can leave the pocketplane, though.
Sarevok is a powerful evil fighter with 18/00 Strength (human maximum), as well as 17 Dexterity and 17 Intelligence, allowing you to dual-class him to a thief or a wizard. He also has some cool lines, he's especially worth it if you're not bothered by his evilness and you also have Imoen in your party.
Yes this is how things are supposed to go. ToB is a very linear game, unlike SoA, you get very little control over what to do when, apart from WK, which is why it is a good idea to leave most of it until ToB.
You have to play through the Saradush quest up to the point you meet the Town boss before you can go to Watchers Keep.
PS I've often wondered if ToB was supposed to be a separate game entirely, with a lot more side content, but was rushed out when Bioware realised how drastically different 3rd Edition D&D was going to be from 1st/2nd Edition. The Baldur's gate series are 2nd Edition, and to bring out another 2nd Edition game after the release of 3rd edition wasn't accceptable to the owners of D&D I suspect also, so the result was a rushed out expansion rather than a third game.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
First of all, Sarevok is never wasted. Even if you don't join him in the party. Just dual him to wizard, join him temporarily, have him learn many, many spell scrolls and dismiss him - for a lot of xp for your other party members, of course.
Both SoA and ToB are very linear games, yet there is a lot to miss if you follow only the main quest line.
(imho) Missile weapons are prominent in BG1, spellcasters are prominent in SoA, and the ability to do lots of damage very quickly is prominent in ToB (again, imho).
With that said, Sarevok is a fantastic fighter. He has ability to not only absorb damage, but to dish out alot of it very fast. Sarevok fits ToB's gameplay very well, from a combat perspective.
From a role-playing perspective, Sarevok has a story arc that can go a couple of different ways, making him appropriate with any kind of party. Letting him join your party (or not) is a role-playing decision, nothing more. But he has alot to say during the events to come, of course, so if you didn't pick him up this game, well, you've got yet another reason to replay the Saga.
Why is it that whenever I finally get around to playing a new game for the first time,
I feel like playing Baldur's Gate for the second time...
When I'm initially planning my party, even way back at the beginning of SoA, I usually put together my group on the premise that I will recruit Saravok.
He adds a lot of very interesting banter (as mentioned, especially with Imoen, but he has plenty to say generally), and given your PC's past history, I find that having Saravok there closes a circle and and really underscores the sense of completing a saga.
And yes, he's also a great fighter. Personally, I never dual class him, because I always play with a full party, so by the time he'd regain his fighter skills I'd be practically at the conclusion of the game, and IMO, using him as a low level rogue or mage seems inefficient, and a total waste of his melee skills.
Spoiler
testingtest12
Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup. Spoiler
testingtest12
.......All those moments ... will be lost ... in time ... like tears in rain.
CFM wrote:The #1 reason for taking Sarevok, imo. Well said.
The only downside to Sarevok is if you've grown extremely fond of all five of your comrades from SoA...
I agree. I think dragon wench is absolutely right. Yes, very well said.
All the siblings back together again. Something to think about alright.
But you also hit the nail right on the head for me. I just don't know which of these five I would let go.
I guess it would come down between Jan and Anomen.
I really like Jan for the banter even though he's weak. And Anomen does get on my nerves sometimes, but he is a very good fighter. And it seems like the banter from Anomen is about done. He does not say to much lately and it's usually the same thing
I think my real concern would be keeping my good alignment. I've worked hard at keeping the party good throughout the game.
For what its worth I have a saved game right after I refused to take him.
Any ideas? With out spoilers
They turned me loose from the nervous hospital. Said I was well.
Back in BG1, you were supposed to meet one of Sarevok's girlfriends, Tamoko. You might have killed her, or you might have convinced her there was no point in getting into a fight with you. (You also killed another one of his girlfriends, Cythandria, when you obtained his diary.) Tamoko was deeply in love with Sarevok, but she was also deeply conflicted. She did not want him to follow an evil, destructive path. At first, she was convinced that Sarevok was evil only because of his "taint". When she first approached you, she asked you to foil his plans but to spare his life. When Sarevok learned of her betrayal, he did not kill her. Think about that for a second--why didn't he kill her? I mean, we're talking about Sarevok. Perhaps because he truly loved her? Anyway, when Sarevok was waiting for you to meet him in your final battle in the Undercity, Tamoko approached you again. Like Yoshimo, she was desperate to restore her honor. So she told you that she would fight you to the death to defend Sarevok. You might have fought her and killed her. But if you convinced her that your character was good and righteous despite the "taint", then she realized that Sarevok was evil by choice. In that case, she felt completely disgusted with Sarevok, and she felt like a fool, so she left without a fight, knowing full well that you would kill him (because he gave you and everyone else no choice).
Does that stir any thoughts? Is being evil a "choice"? Is being good a "choice"? Was Tamoko right to believe that Sarevok could be redeemed? Keldorn doesn't think so--he says Sarevok is an "animal". ("Why would you let an animal like this in our party?") Maybe Sarevok will never change at all. But if you can get past the fact that he's such a frightening figure, maybe you'll find that what he has to say is pretty interesting. He did a lot of research into the legend of Bhaal (since he expected to assume the mantle of Bhaal himself), and he is in the unusual position of being a person who has returned to life after being dead for quite a while. I don't see why a Good-aligned person would dismiss him out of hand. But you definitely have to keep an eye on him.
VonDondu wrote: Maybe Sarevok will never change at all. But if you can get past the fact that he's such a frightening figure, maybe you'll find that what he has to say is pretty interesting. He did a lot of research into the legend of Bhaal (since he expected to assume the mantle of Bhaal himself), and he is in the unusual position of being a person who has returned to life after being dead for quite a while. I don't see why a Good-aligned person would dismiss him out of hand. But you definitely have to keep an eye on him.
Thanks you very much .
Every time I read one of your post or replies it amazes me how much time and thought you put into them and how much knowledge you have about the BG games. I really appreciate your help and knowledge.
I've printed your comments out to read if I need to while I ponder my decision. Now who to let go
Thanks again
They turned me loose from the nervous hospital. Said I was well.
sonny wrote:I really like Jan for the banter even though he's weak. And Anomen does get on my nerves sometimes, but he is a very good fighter. And it seems like the banter from Anomen is about done. He does not say to much lately and it's usually the same thing
Anomen is a very good fighter. Sarevok is a much better fighter. Anomen will have random banter throughout ToB (just like all the NPCs), but Sarevok will probably have a bit more to say, with him being a Bhaalspawn and all. You might miss Anomen's clerical magicks. Either way, there is no wrong decision. You just can't see everything in one playthrough.
sonny wrote:I think my real concern would be keeping my good alignment. I've worked hard at keeping the party good throughout the game.
There will be good/evil roleplaying opportunities if Sarevok in in your group, but the decision to accept him into your party, in and of itself, will not break your good-dy streak. It's the manner in which you do so that may affect things down the line...
sonny wrote:For what its worth I have a saved game right after I refused to take him.
Hmm. It might be better if you have a saved game right before refusing to take him, although the end result may be the same no matter what point you let him join. It might be better to accept his initial join request (if you change your mind and want him), so as to allow the game enough time for his entire story arc to run its course.
This is a game of decisions, for sure.
Edit: I just read VonDondu's fine post above, and it made me remember why, for me, it was such an easy decision to take Sarevok in my initial playthrough. He is such a backbone to the Saga, so having an opportunity to see the Saga to its conclusion with Sarevok in the mix seemed just too dang interesting to pass up.
Why is it that whenever I finally get around to playing a new game for the first time,
I feel like playing Baldur's Gate for the second time...
CFM wrote:Anomen is a very good fighter. Sarevok is a much better fighter. Anomen will have random banter throughout ToB (just like all the NPCs), but Sarevok will probably have a bit more to say, with him being a Bhaalspawn and all. You might miss Anomen's clerical magicks. Either way, there is no wrong decision. You just can't see everything in one playthrough.
There will be good/evil roleplaying opportunities if Sarevok in in your group, but the decision to accept him into your party, in and of itself, will not break your good-dy streak. It's the manner in which you do so that may affect things down the line...
Hmm. It might be better if you had a saved game right before refusing to take him, although the end result may be the same no matter what point you let him join. His initial join request might be better, so as to allow the game enough time for his entire story arc to run its course.
This is a game of decisions, for sure.
Thanks CFM. Did not mean to slight you or anyone else. All you guys are a lot of help and really know a lot about these games.
I know you're always asking me to keep you posted about my progress and I appreciate that.
Need to ponder this for a while.
One question though. If I let Anomen go and then decide later I don't like what I did, since I can't go back to Athkatla, I'm screwed I guess and Anomen's gone for good?
You're right. Just to much to do in one play through
They turned me loose from the nervous hospital. Said I was well.
sonny wrote:Thanks CFM. Did not mean to slight you or anyone else.
?
(No worries, bro.)
sonny wrote:One question though. If I let Anomen go and then decide later I don't like what I did, since I can't go back to Athkatla, I'm screwed I guess and Anomen's gone for good?
Nobody (except one) is gone for good. All NPCs (except one) can re-obtained, anytime, during ToB. Talk to the imp...
Why is it that whenever I finally get around to playing a new game for the first time,
I feel like playing Baldur's Gate for the second time...
Well, who you should let go depends on your party. ToB is basically a couple of big fights + Watcher's Keep. Since everyone is high-level, mages excel here. Generally you will do best with 2 arcane casters, 1 healer, half a thief and 2,5 fighters. Let's go over the NPCs.
Aerie - Extra powerful since she is both a divine and an arcane caster. You can put divine spells into her arcane spell sequencers and contingency spells!
Anomen - He will be able to cast loads of powerful spells, and he can destroy most undead with Turn Undead.
Cernd - If you have fixed Werewolf forms, Cernd is still the man. He's overpowered in SoA but about right in ToB. Still, he could tank most battles for me, regenerating so fast as he does is awesome. Also, he's a pure Druid so he can summon powerful elementals and cast some other high-damage spells too.
Edwin - At this point, Edwin could probably win by himself. Endless Timestops and Horrid Wiltings make short work of everything.
Haer'Dalis - Even though he gets to use any item in the game at some point, Haer'Dalis suffers from a few drawbacks. His low amount of hit points can be a terrible liability even with all his spells, and he does not get to cast spells of the highest level. However, he is one of the two NPCs who get to lay special high-level traps. See Jan below.
Jaheira - She can buff herself up, and combine powerful summons and spells with high-level fighter abilities. The only real drawback is that the most powerful scimitar can only be gotten in Watcher's Keep, and you're not assured you'll actually get it. However, there are still some other good weapons, such as the Dagger of Stars or even the Rod of the Ram.
Jan - Can't cast spells of the highest levels but he does take care of all your thieving and he gets those special traps. Just to give you an indication, you can kill Irenicus and the boss of Watcher's Keep solely with such traps. I had a party with Jan, Haer'Dalis and my own Kensai/Thief and let me tell ya, those traps really make your life easier.
Keldorn - You will face many high-level wizard and you can upgade the already amazing Carsomyr to +6. Also, at a certain point you get high-level abilities, allowing Keldorn to summon a powerful being or have 10 attacks per round!
Korgan - Korgan is dead tough. He can withstand lots of damage and deal lots in return with a certain axe. Also, his Berzerker ability is very useful in many areas due to creatures using spells like Imprisonment.
Mazzy - Her anti-fear ability is useful in Watcher's Keep, and there are some really good bows and short swords available to her. Also, she makes a good tank. Just give her your best armour, shield, helmet, rings, belt and amulet and enemies will have a hard time landing a blow on her while she uses a certain short sword.
Minsc - There are many good two-handed weapons available, but he's much weaker than Keldorn and Sarevok.
Nalia - Not as good as Imoen if you ask me, since she can't take care of all thieving work.
Sarevok - Extremely powerful fighter with good weapons available to him. Perfect for ToB.
Valygar - Weaker because of the lack of powerful katana's. Celestial Fury is a lot less useful in ToB.
Viconia - She can cast tons of spells but lags out in the combat department.
sonny wrote:Can I safely store items in my Plane area where Cespenar hangs out.
Yes.
sonny wrote:And if so, do I always have excess to this area?
Yes, right up until you exit after finishing the final 'test' in the pocket plane.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]