Bedine Walkthrough Guide - Part III



Continuing from Bedine Part II. See also: Bedine Overview.

Azzirhut
The Slashed Rocks

QuestPursuit. You will be time-lapsed to Azzirhut. This is a mountainous region with a waterfall cascading down a couple of hundred feet.

Bug: You can't leave via the OLM marker you came in on.


You will start in the south. Make your way north to find a skeleton
Tadib Alealem (amulet, Spell Resistance 18, Dispel Magic 10, 1 use/day)
Yd Siharia (monk gloves, EB +2, magical +1d4)

You will find another skeleton to the north: 
Bulette Armor (light armor, AC +3)
Sykh (spear, EB +2, piercing +2, Scintillating Sphere 5, 1 use/day). 

There is a cave in the southwest, high in the mountain, but it is not accessible. The cave you want is in the north.

Mountain Cave. There is a skeleton in the southwest: Bonespike (club, EB +2, piercing +2), Bulette Scale Shield (shield AC +3). 

Also, a nearby bonepile: Ataxite Kama (cold iron kama, EB +1, slashing +1). 

In the northwest is a chest
Dust of Negation (Greater Dispelling 15 single use)
Trumpeter's Gift (instrument, Perform +5, Shout 1 use/day, Bard/Harper Agent only)
Soulvoid Orb (grenadelike, Circle of Death 11, single use)
Nhor Deepforger's Deepforge Bread
Lens of the Desert (Sunbeam 13, 5 charges/use)
Kozah's Dog Scale Armor (dog: AC +2 armor, Bonus Feat: Lightning Reflexes, DR +4, Improved Saving Throws: Electrical +4)
The Mukkarib's Hound's Bite (dog: spring-loaded muzzle harness, EB +2, piercing +1d6, armor bonus vs. Aberration/Fey +3)

Bug: The Formorian denizens do not spawn unless you exit the cave and re-enter. There are so many areas with this problem...

Climb the north face to lofty heights and you will sort of wrap back around and find yourself atop the waterfall, with a concealed water temple showing below and a shaft of green light with a rune-scribed portal atop it.


Enter the water temple, slay the Spider Abomination and Spirit Naga inside, and then descend to the lower level.

Hunting Dog Corpse
Atar's Dog Leather Armor (dog armor: AC +2 armor, Fire resist 10/-, Elemental Shield 7, 1 use/day, Flame Lash 10, 1 use/day)
Adamantine Bite Harness (dog: spring-loaded muzzle harness, adamantine, piercing +1d6)

Bedine Corpse: Faadi's Sash (Immunity: Sneak Attack)
Al Fas Al Hadd (battleaxe, EB +2, Keen, on-hit Wounding DC 18)
Umber Hulk Shield

Bedine Corpse
Shifrat Al Zzll (EB +2, negative energy +2)
Ubaid Imlaq's Jambiya (dagger, EB +2, Divine +2)
Rumaana Zadeh's Sash (belt, Spell Immunity: Magic Missile, Isaac's Lesser Missile Storm, Isaac's Greater Missile Storm)

Not sure what this place is about. There are triggers on the floor but they don't do anything at this point.

Exit the temple and jump off the rocks overhanging the waterfall in order to enter the portal.


Emkan Emqeds
The Spirit World


You will be greeted by El Jebel Tuwaiq. Completed QuestPursuit, 2,000 XP.

Muqarribun Etqelyed Eshefhey. Big lore dump (plot-critical).


Weaver Eqedh Al-Emtemel. He will weave you an impressive robe: 

Reda Men Temyem Beny (artifact, AC Bonus +6 armor, Bonus Feat: Toughness, Bonus Hit Points +20, Freedom of Movement, Improved Saving Throws: Universal +3, Regeneration +2, Spell Resistance 24, True Seeing).


Speak with Banu Tamim. Completed Quest: Banu Tamim, 6,000 XP.


Quest: The Threat to Ruh Al'Ealem Quest: Helam Al-Ekheyal. You need to get council from the Dreamkeeper, Wasa-ey Helam Al-Ekheyal. Try to exit the area and the giant ant will escort you to his abode.

Emkan Ahelam Wahed Ermal


Take out the Asabi Nightmares along with four Asabi Sorcerers and an Asabi Nightmare Raid Leader.

Sorcerer: Heavy Crossbow +3, Wand of Fear.

Leader: Asabi Nightmare Falchion, Cloak of Protection +4 (cloak, AC Bonus +4 Deflection)

There are children hiding from the asabi in one of the ruins just to the northwest. Wake them up from their dream (2,000 XP). Likwise, there is a tribesman holed up in the ruins in the extreme northeast (1,000 XP).


Wasa-ey Helam Al-Ekheyal is found seated on the other side of the lagoon.


Return to El Jebel Tuwaiq: Completed QuestHelam Al-Ekheyal, 3,000 XP.

Quest: Sister Sand. You need to get Wasa-ey Ermal Sheqyeqh onboard in order to confront the abominations.

Alermal Sheqyeqh

A sandstorm will be raging here. Simply consult your map and make your way to the towering sandstone pillar.


Again, return to El Jebel Tuwaiq: Completed QuestSister Sand, 3,000 XP. Next, go and have tea with the Weaver (2,000 XP). Yet again, return to El Jebel Tuwaiq. You will be time-lapsed to Ruh Al'Ealem.

Ruh Al'Ealem


Quest: Wall of the Abominations. A battle is being waged at the gates between the Wasa-ey and the Abominations, creatures of chaos and destruction. Since you can't even target the abominations in combat at the gates, you need to find a way to dig under the walls or climb over them.

Make your way west along the wall. Suddenly, you will see Sister Sand - the towering sandstone pillar - enter the fray at the gates in animated form. Then, Sabaa Sibaal will tunnel up from beneath you and order her ants to dig a tunnel under the walls for you. You are now inside. (Completed QuestWall of the Abominations, 1,000 XP.)

Confront and then take out the Beholder Abomination that eluded you back in Alemdynh Seq.


Rudely, you will be whisked away back to Emkan Emqeds one second after you slay it and the troll thingies. I don't need to tell you who to talk to, do I? (Completed QuestThe Threat to Ruh Al'Ealem, 5,000 XP.)

He will open a portal that will take you back to the Anauroch desert. You will reappear on the OLM at Azzihut - with no indication as to what to do next. Is the campaign over? I'm not sure.

Update: The Main Quest is Over.

Meanwhile, there are other areas on the OLM to explore, along with sidequests.

Sheik Aadil Banu Tamim dialogue is stuck in the past, telling me to seek out El Jebel Tuwaiq...

I also have three hung journal entries despite having satisfied the quest parameters:

  • The Stushan: The Weeping Maiden.
  • Banu Tamim Encampment: Overwinter Caves.
  • The Bani Okal.


Mouth of the Anauroch 
The Throat 


Above: The Throat opening up to See the Moon outpost of the Drow.

Located west of Azzirhut, inbetween the Heart of the Desert and Azzirhut, this is a Drow outpost named See the Moon. Led by Matron Illistyn, the Drow here worship Eilistraee not Lolth. Thus, they are not hostile.


Quest: Speak with the Drow Leader. It's a simple matter of following Matron Illistyn into her private quarters (250 XP).

QuestLight Blindness. The matron believes Lolth spies or assassins have infiltrated the outpost. Family members have gone missing, too.

Quest: Corocotta, Quest: Obsidian Ores, Quest: Ghostly Myconids. You will receive these three quests once you have spoken with Zauviir, Chaulssin and Xunthun the merchant.

The entrance to the caverns is south of the lagoon.

Obsidian Caverns. Quest: See the Moon: Send Gorka Home. In the far east of the caverns you will locate a vein of Obsidian from which you can acquire Obsidian Ore x3.

Take out the Ghost Fungus Men in the myconid colony in the northeast. Be sure to loot the Ghost Myconid Flesh.


You will also encounter a Genasi on his last legs along with Gorka, an earth elemental.


Corpse of Genasi: Dust of Appearance, Dust of Disappearance.

The elemental will join your party temporarily. Tell it to stand its ground. Why? So that it doesn't get killed by the monsters coming up. Continue your descent through the caverns, taking out the Xorn that stand before you and the portal.


Gorka will automatically enter the portal when you reach it: Completed QuestSee the Moon: Send Gorka Home, 1,000 XP).

Bug: Even when I didn't encounter the Genasi or Gorka at all (they are easy to miss), the quest completed when I reached the portal.

Deliver the ore and myconid flesh to Xunthun, Completed QuestObsidian Ores, 1,000 XP, Completed QuestGhostly Myconids, 1,000 XP. 

He will give you: 
Myconid Cap Shield (Improved Saving Throws: Mind-affecting +4) 

And forge you a weapon of  your choosing out of the obsidian. I chose scimitar and received an Obsidian Edged Scimitar (Keen, slashing +2).

Bug: If you choose "pair of daggers" the items are not given. Also, the longsword has no mods.

River Canyon. The corocotta should spawn in the west. Slay them and skin them.


Across the river, in the east, you should find a trapdoor leading down to a spider burrow. In fact, you find yourself in a previously inaccessible area of the obsidian caves, in the southwest. Simply make your way through the cave, slaying Trapdoor Spiders en route to the dead-end, where you will locate the missing family members imprisoned by Drow Spies (Sickle +3, Drow Key).


Free the prisoners and then return to the Matron at the outpost: Completed QuestLight Blindness, 2,000 XP, Brooch of the Eilistraee Faithful (inventory item, Bonus Hit Points +10, Charisma +1, Wisdom +1).

Finally, deliver the Corocotta Skins to Xunthun: QuestCorocotta, 1,000 XP, Corocotta Armor (light armor, slashing 5/-).

High Ice Ruins


The ruins are located in the tundra region to the north.

Quest: High Ice: Shirts and Skins. The dwarves on the approach are attempting to assemble a fighting force. Their leader will request that you hunt down some beasts. Check your map and head to the "beast sighting" markers. The beasts you're tracking are sneak attack-immune Mande Burung. Loot their Cold Weather Skins and deliver them to the dwarves (1,500 XP).

Quest: High Ice: Ruins of the High Ice. Next up, the dwarves need their ruins cleared. There are four ruins to explore and clear of frost giants and white wolves. Slaying them all is easier said than done.


There are dwarven scouts in the far northeast. You can tell them of the safe passage. Oversight: "placeholder" in journal / incomplete journal entry.

Report back to the dwarven leader, informing them that all four ruins are cleared and that the dwarves may begin their ceremony.


Don't forget to inquire about the scouts.

Completed Quest: Dwarven Scouts, 1,500 XP, Completed Quest: Ruins of High Ice, 1,500 XP.

The avatar of Clangeddin opens the door to the largest ruin in the High Ice. You now need to enter and assist the dwarves in reclaiming the clanhold interior.

Dwarf Corpse: Dwarf Handaxe (EB +2, Fire +1, vs. Giants +4).

Hunt down and slay the frost giant jarl who reveals its true identity: an abomination (1,500 XP).


Quest: The Shard of Shadow. Seemingly incapable of achieving anything on their own - no doubt including the wiping of their own arses - now the hapless dwarves request that you risk life and limb taking on the shard of shadow...


Ruined area. wtf... the author has left a testing / module development chest in here containing epic cheat items.

Take out the extremely powerful corrupted dwarves, being wary of their quivering palm.

Skeleton by the throne
Missile Attractor (small shield, AC +1 shield, Spell Immunity: Isaac's Lesser Missile Storm, Isaac's Greater Missile Storm)
Boots of Tracklessness (Bonus Feat: Trackless Step, Invisibility 7, 1 use/day)
Curse Spewing Greatsword (greatsword, EB +1, on-hit Bestow Curse 5, Required Lore to ID: 23!)

Altar: Sacrificial Knife (EB+ 1, Lore +3).

You will find the blacker-than-black crystal shard suspended in the southernmost chamber.


Beware its high-level Brimstone Blast. Good luck slaying it (Scythe +3, Completed QuestThe Shard of Shadow, 2,500 XP).


Return to the grateful dwarf leader for your reward: 
Crossbow of the High Ice (EB +4, Massive Criticals 1d6)
Dwarven Waraxe of the High Ice (adamantine dwarven waraxe, EB +3, Magical +3, requires Weapon Proficiency: Exotic), Bolt of Piercing x1.

Dwarf quest done.

***

These next two trivial areas are located side-by-side, between Khumel and the eastern caravan camp.

Dunes (barrow). The approach to the barrow is guarded by Salt Mummy and Dust Elemental.

Dessicated BodyWaqa'a Risha aka Boots of Feather Falling (boots, wearer takes no damage from falls), Staff of Tireless Touch (quarterstaff).

Enter the barrow. The barrow is laced with traps. There is a sarcophagus at its deepest point. A skeleton will animate and protest your defiling of its tomb, but then it will just crumble to the ground and leave you free to take the loot.

Sarcophagus: Ruby, Emerald, Jacinth, Scythe +1, Acid Dart x50 (EB +1, acid +1d4), Lord Mask (helmet, AC +2 Deflection, Diplomacy +2, Remove Fear 2, 1 use/day).

Small Oasis (non-Bedine encampment). Take out the Manticore, Sand Elemental and Monstrous Scorpion. The people of the camp have been slaughtered. The corpses under the tent cannot be looted. Meh...

Skeleton in the north
Al Qaws Al Ard (shortbow, EB +2, Massive Criticals 1d6, Mighty +4)
Nadi Tabdid (club, EB +1, on-hit Lesser Dispelling DC 16)
Ruyat Fi Al Zaalam (amulet, Darkvision)
Tool Boots (boots, Open Lock, Disable Device +2)

Enter the ruins in the east, slaying trivial undead as you make your descent.  

Corpse
Shemagh of Fearlessness (Immunity: Fear)
Arrerhab Sahfi's Sickle (sickle, EB +2, Barkskin 3, 1 use/day, Magic Fang 5, 2 uses/day, Neutralize Poison 5, 1 use/day)
Bulette Hide Shield

Hostile outlanders lurk at the deepest point of the ruins. 

Outlander corpses
Adamantine Arrow x198
Bladed Composite Longbow x2 (Bonus Feat: Point Blank Shot, Mighty +3)
Basket-Hilted Rapier x2 (Parry +2)
Staff of Fiendish Darkness (quarterstaff, Animate Dead 10, 2 charges/use, Darkness 3, 1 charge/use, Dispel Magic 10, 2 charges/use)
Red Dyed Leather Book (find someone to read it to you).

Tel Badir
D'tarig Trading Village


There are two D'tarig merchants near the entrance to the town: one that sells potions, traps and crafting components, and one that sells weapons and armor. 

Most notably, you can purchase the Stiff Bracers (Bonus Feat: Weapon Focus: Shortbow, Weapon Focus: Longbow), Alchemical Silver Bite Harness, Cold Iron Bite Harness and Uj ibn Anaq's Bite Harness (spring-loaded muzzle harnesses for the dogs). There is also a cook to whom you can sell Axebeak meat.

Quest: Tel Badir: Black Robes. Express your dislike of the Black Robes and Udlara Thaerintauhn and the camel merchant at the entrance to town will refer you to elders Thorn and Shandlara, whose offices are located in the far south of town.


Shadlara refers you to a D'Tarig named Dyulatar Rhaumm.


You can find Dyulatar Rhaumm in the extreme south of town.


The Black Robe is located in the northeast of town. He will cough up 500 GP for your info about the chests (Appraise DC 20).

You now need to head east to the Rockslide site east of town (it's map-marked).


Have Dyulatar trigger the rockslide. The Black Robes below will be crushed and killed.


Return to Shalandra for your reward: 2,500 XP + Healer's Kit +10 x5, 500 GP, Ruby, Sapphire.

There is one more quest in town:

Quest: The Stone Circles of Tel Badir. Speak to the Shaman in the northeast of town to get this quest. He wants you to take chacoal rubbings of the runes of two stone circles located outside of town.


One of the stone circles can be found in the southeast of the area. There is a skeleton just to the north holding Masterwork Studded Leather Armor and Ramzi Akram's Axe (battleaxe, EB +1, Fire +2, Bonus Feat: Cleave). The other circle is found far north of town. Follow the winding river north and you can't miss it. Deliver the rubbings to the shaman (1,500 XP).

See also: NWN2 mods --- NWN2 modules.

2 comments:

  1. Kamal here. Once you return to the OLM after defeating the bosses in Ruh Al'Ealem and speak with El Jebel Tuwaiq, the campaign is over. I put in the ability to continue so a player can finish up or explore anything they didn't during the game. It's been so long I don't know if the bugs you mentioned were only in the original release and were later addressed, or they remained in the last update, but I don't remember having monster spawning bugs.

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