Dark Side of the Sword Coast a Weidu mod For Baldur’s Gate II, BGT-Weidu VERSION 1.95 A Sir BillyBob Production 1. Introduction 2. History 3. Installation 4. Walkthrough 5. Credits 6. FAQ 7. Changes INTRODUCTION ++++++++++++ This is a Weidu-based version of the original TeamBG mod. This is only compatible with BGT-Weidu (with or without BP-Weidu, NeJ, SoBH or BG1NPC). It can be installed anytime after you completely patch the BGT-Weidu game. I have only tested this version of the mod with NTotSC 1.42, SoBH 2.02 and BG1NPC 11. Contact me at the Spellhold Studios forum if you have issues/problems. HISTORY +++++++ The mod starts after you complete the Cloakwood Mines. Return to the Friendly Arms Inn to meet with Jetlaya. As in the original DSotSC mod, other areas are also modified, so some parts to this mod you may see before Chapter 5. INSTALLATION ++++++++++++ It is in Weidu format. To install, unzip the zip file to your game folder and double-click on Setup-DSotSC.exe. To uninstall, double-click on Setup-DSotSC.exe again and select the Uninstall option. The install has two parts. You have to install both to make this mod work. You can uninstall the first part later for patch updates. The second part only needs to be uninstalled if totally removing the mod. New: This version includes a Biff utility. After installing this mod, run DSotSC-Biff.BAT and all the files will get biffed and removed from the override folder. If you don't know, placing the files in BIF files in the \DATA directory increased performance of the game. NOTE: Biffing removes the ability of Weidu to uninstall the mod. You could delete all DSC-* files from the \DATA directory add see if that works, but I suspect you will need to fully rebuild your game to make sure the game is stable. Biffing Note: NTotSC and BG1NPC both modify some of the same files that DSotSC modifies. Therefore, run the biff utilities after installing all mods so only the final version of the file gets placed into the \DATA directory. If you are planning to install NTotSC, use the Biff program, NTotSC-Biff.BAT, instead of this biff tool. WALKTHROUGH +++++++++++ Jet'Laya's Quest: Go to the Friendly Arm Inn map. Jet'laya will seek you out if you head to the southern portion of the map. Take up her quest to find her sister and have her join your party. As soon as you do, the Forest of the Forgotten Souls maps should highlight on your world map, and the Dark Side intro program will run. This is similar to your dream programs in between chapters. To access the LS maps you need to go through Peldvale. People have trouble finding the access, so the co-ordinates are x=5020, y=638, map 2400. Co-ordinate access is achieved by pressing the "L" key on your keyboard, and it pinpoints the location of your mouse pointer. There are 3 LS maps. The first is inconsequential. On the second map, you must observe the phantoms doing battle for a while. Just stand and watch. Nothing happens, but it is a prerequisite for what will come. Be very careful on these maps, as undead exist that can and will suck your experience and levels. Quick save after each little battle, AFTER you have checked that you haven't been sucked for XP. If you have, resume from the previous quick save. This will save you a world of grief. Enter the last LS map at night. As close to midnight is best. You also need to clear out the undead nasties that are located in a cavern in the north central portion of this map. Now you have to search for Jet's sister. She is pretty close to the cavern that you cleaned out. You know you are close when you hear wailing and moaning. When you find her, Jet will engage in conversation and ask if you still want to help. You better say "yes" else you are screwed. On her sister's body is a necklace of importance. Right click on it for a very helpful game hint. The Dark One: After you polish off the sister, the Dark One quest is normally next up. The Dark One quest does not find you (as all of the other quests do). When you finish Jet's quest, walk back to the map where the phantoms and cabin are located. Sometimes the phantom will talk to you, and sometimes you have to talk to the phantom. The Dark One is located very close by, so it takes very little time to complete; however the battle is of epic proportion. You will find that you have to kill the Dark One (be careful as he teleports away, and this does not count as a kill), and then the phantom will ask what's taking so long. He then informs you that you need the Dark One's life essence that is located within the cabin (this is the trigger for the cabin access). Get the stuff from the cabin (which the Dark One may be guarding from the outside), kill the Dark One again, and pick up the 6 potions that are on his body. Take the 6 potions to the phantom and everyone is happy (except the Dark One, as he's dead). Be careful not to kill the phantom in all of the battling. He is vulnerable to attacks after the first time he talks to you. He is also affected by turning undead, so be careful if you use this power. Upon finishing this battle (and finding some very cool treasure), make sure you return Jet's sister's necklace (the tear necklace) to her family member located in the Jovial Juggler Inn (Beregost). He will give you a letter that allows you to have a special mace made. Take the letter to the Thunder Hammer smithy weapon shop. Otho will commence the construction of the mace, which will take 5 days. The Dragon Quest: A worker from the Temple of Lathander should approach you and tell you to go to the Burning Wizard Inn. You will meet the MorningLord priest of Lathander. He says that he has recently lost a religious relic, and you are to return it to him. Accept the quest, then go to the Nashkell Inn. You will meet Jeremy (mayor's assistant), who asks if you will vanquish the dragon. Also at the Nashkell Inn is Strongblade. He asks to join your party to help slay the dragon. You might have to wait a few minutes in the Inn, as Strongblade enters from the rear room area AFTER you have decided to take on the dragon quest. Now you're off to the races. On the way to the dragon map (just south and east of Nashkell), you will meet a halfling thief. He is a decent thief, and you can ditch Imoen if you want. He also carries 6 or 7 arrows of green dragon slaying. Upon approaching the dragon (east central area of the map), you will encounter numerous gnolls that do nothing but piss you off as you get ready to do serious battle. Try and kill them off without initiating the dialogue with the dragon. As for battle tactics against the overgrown lizard, I will leave that up to you. After you kill the dragon, you need to find his hoard. The access is located a little to the west, on a mountain facing (still within view of where the dragon was sitting). You need to find the hoard, as that is where the religious relic is located, along with more cool treasure. If anyone in your party is proficient with battle axe, you will love the weapon in the hoard. Now you return to Nashkell to return the religious relic to the cleric , as well to get your rep. points from Jeremy (the mayor's assistant). On the way a little girl will approach you. You have to be nice to her *evil character grimaces* and then the game goes on autopilot as everyone gets taken to the mayor's house. You now regain control of your game, enter the mayor's house, and talk to the mayor's wife about her missing child. Ask who had access to the child. The Citadel Quest: You resume heading back to Beregost to return the relic and get your rep. points. Outside of the Nashkell Inn is a lady that tells you about a lost necklace just to the north. Help her out. On the way you meet CúChoinneach and his dog. He fills you in on the child/vampire issues, and the Citadel should now appear on your map. In the interim is the special mace. You should have had this put into production (as it is made by Otho at the weapon smith's shop). You go to pick it up, and when you exit the shop, Elminster talks to you and empowers the mace. He then says you should have it blessed by a cleric. You remember that after you returned the religious relic to the priest of Morningwhatever, he said if you ever need anything, you can find him at the temple, located just east of the Friendly Arm Inn. You go there, have him bless the mace, and now you can go to the Citadel. You find the access on the east boundary of the map that you fought the dragon. If you thought there were a lot of undead on Jet's quest, you haven't seen anything yet! It is highly recommended that you keep Jet for this quest (but not essential). Jet and CúChoinneach make a dynamite front line against the undead. After numerous levels of the Citadel (don't forget the upper levels, as there is a +3 vorpal weapon hidden in the top level chimney stack) you will encounter the baby sitter. Demand the return of the baby, and prepare yourself for battle. There is some dialogue with CúChoinneach and the vampire, and after a few spells, the head vampire buggers off. After more undead battling, you should find him (and another vampire) waiting for you not too far away (end of a long corridor). He will run away and you have a bit of search ahead of you. You will find the map that is the template for the basement of the Candlekeep map. There are several corridors that are seriously trapped, but contain great treasure. There is one corridor that appears to be a dead end - BUT it is not. You will find stairs going down. Take them after you have cleared the remaining areas. This lower level is maze like and contains more, you guessed it, undead. You have to meander around to the north, west, south and then back east to get where you want to go. The head nasty (and maybe the babysitter) are located in the small area furthest to the east. After you finally kill them, there is an access on the east side of this small area that leads to nice treasure - but don't forget to bring the baby back. Pick up the two stakes in the treasure pile. Go back up one level and head north out the main corridor. Go through the maze of caverns heading east. A small room here contains two coffins. Stake the vampires and get your XP. Don't forget the trapped chest. If you have killed any of these nasties previously, it is possible to get numerous babies, but don't worry, it doesn't affect the quest. Bring the baby back to his mother and get the rep. points. Otho's Nephew: The next (and last) quest begins with you being summoned to the Hammer smithy shop again. Otho (who made your mace) is looking for his nephew. He went missing somewhere between Beregost and Nashkell. Obviously, take up the quest. You are looking for a campfire that is located on one of the maps indicated. It is just to the left of the main road. There is an access somewhat concealed (not hidden) on the mountain rock face just to the left of the campfire. What will follow is a whole host of maps until you find a map that looks like the main floor of the Flaming Fist headquarters (in BG). SAVE THE GAME IMMEDIATELY. As you enter the room you will find Trollslayer doing battle with about 50 Duragar (underground dwarves). He will ask if you want to help him. Duh, say yes. When the fight is over talk to Trollslayer (awesome Dwarven fighter) and have him join your group. He will tell you that "the bastards killed the nephew," but will want to investigate the unnatural recent goings-on. You will go through seemingly endless mazes, and will encounter the Drow leader. This battles are great, and I'll let you figure out how to deal with them on your own. It is stressed that on all of the maps that you venture through, that you look for ALL accesses. There are a few that wouldn't expect to find. Search for them all, as there is a pile of treasure just waiting to be had. You now have to venture back (very long walk unless you found the Bandit Camp access) and tell Otho about his nephew. He takes the war hammer that Trollslayer has and guess what? You have now finished the Dark Side quests. As a word of advise, read all of the books that you find in the Drow leaders quarters, one of them has some interesting facts about the game. Side Quests and changes: Several area maps have new monsters to fight. Some areas will respawn new monsters after each chapter. Temples, inns, and stores have new items. Take a look and bring your gold. Additional changes can be seen if you install NTotSC (Northern Tales of the Sword Coast). CREDITS +++++++ TeamBG for starting all of this. Hlid, Horred, Seanas, and the others who always help me out. I need it! King Diamond for recommending that I rebuild this mod to save you some disk space. Whoever wrote the walkthrough on the Sorceror's Net site that I stole from. You don't think I wrote all this did you? Weigo for the German translation. Leonard Watson for German updates. F.A.Q. ++++++ 1. Yes, you have to have BGT-Weidu installed. You do not have to have BP-Weidu installed. 2. This will not work with a BGT-BP game, use the Weidu versions. 3. No, you cannot just upgrade the version already in your SOA folder and reinstall. Any changes to the worldmap will not be seen in the current game you are playing. 4. There is no Worldmap with this mod. Please download Yacomo's Worldmap for BGT-BP. Locations: http://iegmc.mirror.intermedia.com.sg/worldmap ftp://mirror.intermedia.com.sg/pub/iegmc/worldmap CHANGES +++++++ 1.95 This version, includes Italian language, support for BGT 1.04, and Weidu 1.99. 1.90 Languages now include English, German, Polish, and Russian. 1.85 Includes major fixes from King Diamond. This version compresses the WAV files to OGG which makes the whole download smaller. KD also included compatibility with his Baldurdash fixes. Weigo included German sounds to some of the NPCs. They even have their dialogs displayed on screen - cool! 1.81 Includes fixes from the NTotSC 1.41 patch. Also added Russian and Polish language translations to the package. 1.80 Fixed spawn problem in DSC001 and DSC002. Fix music for several DSC areas. Changed area updates to use Weidu instead of copies. Should be more compatible with other mods now. 1.72 Fixed dagger problems, tested with BG1NPC for compatibility. Added Weigo's German translations (Danke schon!). 1.71 Fixed several areas that 1.7 was overwriting. 1.7 Rebuilt mod to work with BGT-Weidu. Changed NPC's kits to match generic kits of BG2. This version does not work with BGT-BP. 1.6 Removed the worldmap, use Yacomo's map. Downgraded some items to closely match CoM's version of the mod. Rebuilt TP2 file to modify some CRE files without having to host them in the mod package (should make for better compatability with other mods). 1.5 Removed redundant TIS files, corrected some BAM files. New biff utility included. 1.3 Included CtB compatibility. Added compatibility with new NTotSC mod. Fixed all items, add WraithForm spell. 1.2 Made compatible with CtB by changing a spell and item. Doesn't install Worldmap if CtB is already installed. 1.1 Fixed some area scripts. 1.0 First attempt at full package. Lets see what bugs are still in the mod! 0.3 Minor fix for DSC016 cutscene. 0.2 Small fixes including area scripts and updated items. Spells added. 0.1 First version, bugs and all.