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BALDUR'S GATE II ENHANCED EDITION: THE BLACK PITS II, GLADIATORS OF THAY
by Garth Rogerson (email: [email protected])
Version 1, 03-04-2020

NOTES
WALKTHROUGH
Introduction
The Facility
Combats
Fomenting Rebellion
The Uprising
GIFTS FROM YOUR UNKNOWN BENEFACTOR
STORES
REVISION HISTORY

====================
NOTES:

** WARNING: If you don't like spoilers, then don't read this walkthrough! **

This mini-game is part of the Baldur's Gate II - Enhanced Edition, and is for
player created characters only - single or multi-player. If you import a game it
will look for and show those from the BG EE Black Pits only. If you want to
import your main character from Baldur's Gate or Baldur's Gate II, you must
export the character, then import into a new Black Pits II game. You will lose
all items when you do, however, so be prepared.

If you play with a solo character, which I don't recommend, you can't get anyone
to join your party. There are various characters, called "Performers," you can
get to fight with you in the arena, but it's only for the next time into the
arena, and most want remuneration for their time and trouble. Most require you
to survive the arena before they'll tell you about themselves, and some won't
join you in battle until you survive beyond a certain tier of combat. Once you
survive the first tier of combat most quests begin opening up for you.

There are two ways you can play this game. The first is to work toward your
freedom. This is the path this walkthrough presents. The second is to become the
ultimate gladiator and become the new master of the Black Pits of Thay.

====================
WALKTHROUGH

INTRODUCTION
- Suzail Tavern (OH8000): The game opens with a bard named Joker telling the end
of the first Black Pits and Baeloth's fall. When some of the patrons ridicule
her story she points you out as being the one who engineered Baeloth's demise.
  - At this time Najim, Baeloth's previously enslaved djinn, appears to warn
you to flee some bounty hunters. He's too late, however, as the bounty hunters
(Joker, Dormamus the Efreet, an adamantium golem named Bannor, Thassk Kun the
Salamander, Pol Pyrrus the mage) appear in the tavern, and a fallen planetar
named Winged seals the exit doors.
  - After a little discussion you have the choice to fight or surrender. If you
fight it will be over quickly...and painfully. Either way you're taken.
- The Facility (OH8100): For now you are limited to the areas listed below. Few
of those you talk to in the beginning have anything to say to you, and that
won't change until you prove yourself in the arena. Check the area map to see
what rooms are where and who lives in them.
  - Bunks: You appear in this barracks area. The first thing you notice is that
all spellcasting, special abilities and quick item slots are disabled, and you
have no equipment. Voghiln the Vast has a brief dialog with you before moving
on.
     - Move forward and you find Voghiln, Ellraish and Dulf talking with Mort
who, having been warned, tries to teleport away and is killed. The remaining
three then move on through a nearby door. Follow them.
  - Performers' Lounge: When you move far enough into this room a guard tells
everyone to move to the dining area. The door in the far wall leads to the House
of Worship, but is currenty locked. Follow everyone else down the far hall and
down the steps near the large double doors, which are also locked.
  - Dining Hall: All the "Performers" are gathered here. After some
introduction by Tartle, the manager of this facility speaks. Dennaton makes it
clear you are to perform in gladiatorial fights or die.
  - At some point a fight will break out between Voghiln, Hort Il-D'rth and
Feldrak Feldrak'i. After two guards are killed trying to break it up, the Fallen
appears and ends it with a magic blast. Dinner ended, Dennaton leaves and you
find yourself in the Market. So ends the introduction section.
  - A note on dealing with the others here: stay on their good side, even if
they may not deserve it. Butter up Tartle and you can get information on what
you face in your next fight, and Stannel Eibor can help with certain choices
later.

THE FACILITY (OH8100)
- Market: Since you have nothing except 15,000gp, you need to buy some
equipment. At four points in the game, as you advance in combat tiers, new items
will be added to the merchants. Going clockwise around the Market, starting in
the lower left you'll find:
  - Brother Ellraish: He claims to be a Sun Soul monk follower of Lathander,
but talking with him gets confusing. He's actually an assassin who will join you
without cost.
  - Magic Items Merchant: Above Brother Ellraish, Imascus is an enslaved
illithid. He's silent...for now.
  - Exit to the Facility: If you need to rest, need healing, or talk to other
"Performers" for information or help in the arena, this is the way to go.
  - Armor Merchant: Above and right of Imascus, Hue Greenleaf has little to
say, but has what you need to protect yourself.
  - Treasury: These doors are locked and guarded. Leave them alone.
  - Weapons Merchant: Right of Hue Greenleaf, he has nothing to say but has
what you need to deal with your adversaries.
  - Exit to Arena: Here you find Arzol (high level kensai), Tartle (high level
fighter-thief) and Beryl (high level mage) guard this exit. When you're ready
for your next challenge, talk to Tartle.
     - As you advance in challenges, Tartle will give you a chance to repeat
previous combats, though doing so nets no experience and very little gold.
  - Scribe: Stannel Eibor is nearby. His sole purpose appears to be critiquing
your performance in the arena. He sounds suspiciously like Bealoth...
  - Book Merchant: Directly below the Weapons Merchant, in the center area, he
had his tongue cut out but has a full supply of mage scrolls available.
  - Potion Merchant: Bellowgulp Bluefingers and his companion the Concocter are
directly left of the Book Merchant. He has a large supply of potions for sale,
and can provide a few special potions as well.
  - Mercy Whitedove: Directly below Bellowgulp, this fighter wants 1,500gp for
her services.
- Dining Room: Voghiln the Vast, a skald, is here if you want his aid and it
won't cost you a thing. You can loosen his tongue with a few drinks to get some
information on Joker, the half-elf bard of the Planar Hunters.
- Holding Pit: If you want to know who your next opponents will be, you can find
them here.
- Performers' Lounge: Dulf Ebonbeard is a conjurer, but with a failing mind. If
you want his help (1,500gp) Bellowgulp can provide a useful potion. Gezzthemin
is an enchanter, sarcastic even for a drow and requires 1,700gp to get his help.
Lea Gosh'Aar is a fighter-mage who doesn't appear to be all there, but is quite
capable if you shell out 1,500gp.
- House of Worship: Here you find Timmoth Goodtree, a berserker turned cleric,
who's aid you can enlist for 1,500gp once you've cleared the tier two combats,
and Molzahn of Tymora, who provides temple services. Curell of Tempos and Laris
of Garagos are constantly fighting each other and are of no help in the arena.
Gerrold Darkfellow is in the far back, a wild mage who fears his inability to
control his magic. He'll only charge 500gp for his help.
- Bunk Room: The room is vacant. This is the only place you can rest, and the
only room where spellcasting, special abilities and quick item slots aren't
disabled. Go down the hall to the left.
- Training Hall: The barbarian Hort Il-D'rth, fighter/thief Feldrak Feldrak'i,
and dwarven defender Symm Haximus, who sees himself as a gladiator and no slave,
are here. It will cost 1,000gp to enlist Hort's help once you've cleared tier
one, Feldrak and Symm won't cost you anything since they love to fight. Brodle
is cousin to Tortle, won't help you fight but keep on his good side since he is
a source of valuable information and resources later.

THE COMBATS
- Arenas: When you fight, there are three possible circular battlefields.
  - Arena 1 (OH8200) - This area has four columns with a mosaic in the center.
  - Arena 2 (OH8300) - The floor is divided into five sections, connected by a
bridge to each adjacent section. The center is circular with a column that has a
gargoyle perched on top, and there are four outer arc sections.
  - Arena 3 (OH8400) - The center section is reachable by two bridged and has
four glowing runes around a column.
  - Don't bother buffing for your combat, since any magic effects will be
removed before entering the arena.
  - Before each combat starts Dennaton will offer you a chance to speak. Your
choice of response can have beneficial, harmful or no consequences. You can
portray yourself to the crowd as a hero, a Dennaton hater (not recommended), a
poorly equipped gladiator asking for better equipment, remain silent, or a
villain spitting in the face of the audience. If you appeal to the audience for
equipment Brodle may meet you upon returning from the arena with a gift.
Possible gifts are listed at the end of this walkthrough. This is the only way
to get some of the most powerful items in this mini-game (see the list below).
  - When returning from the arena your group is healed and all cast spells
restored as if you had rested. You can then level up and either return to the
arena or rest, especially helpful if you decide to change known spells before
entering the next battle.

Tier 1, 500,000xp quest per battle (first time only).
Battle 1: A Farewell to Orcs
Arena 1, you face six orcs, a shaman, two fighters and three archers. Reward:
11,000gp.

Battle 2: Of Minotaurs and Men
Arena 2, things start with seven gladiators as your adversaries, but three
attack Dennaton and die. The three dead are then replaced two minotaurs.
Reward: 12,000gp.

Battle 3: March of the Scales
Arena 3, six lizardmen are your enemies, a shaman, chieftain and four elites.
Reward: 13,000gp.

Battle 4: Hulking Confusion
Arena 1, six umber hulk elders attack you. Reward: 14,000gp.

Battle 5: Call of the Underdark
Arena 3, you must deal with six drow, but before the battle starts the Winged
arrives. Seems Dennaton hasn't paid for them yet. The Winged threatens him
before leaving and Dennaton is not pleased. You face a wizard, priestess, two
scouts and two warriors. Warning: three small spiders appear when each drow
falls. Reward: 15,000gp.

**STORE NOTE: Upon returning from the arena Tartle informs you the merchants
have some new magical items. Now is also the time to start preparations for a
revolt. Read the "FOMENTING REBELLION" section below.**

Tier 2, 250,000xp quest per battle (first time only).
Battle 6: Interview with Vampires
Arena 2, you are attacked by six vampires, including Gaul, a high level mage,
and two thieves. Reward: 16,000gp.

Battle 7: Gith is Madness
Arena 1, a party of githyanki consisting of an anti-paladin, a gish, and four
warriors, are your next foes. Reward: 17,000gp.

Battle 8: Sahuagin's Garden
Arena 2, you must deal with a sahuagin prince and five greater water weirds. The
prince likes to disappear after striking, and the weirds require blunt magic
weapons to get full damage. Reward: 18,000gp.

Battle 9: Master of the Elements
Arena 1, Mardii and a greater air, earth and fire elemental is what you start
with. Mardii should be dealt with first, ignoring the elementals, since he is a
very high level mage and will quickly keep summoning greater elementals if any
of the first three are killed. Reward: 19,000gp.

Battle 10: The Demons and Devils You Know...
Arena 3, eight beings from the lower planes are your next challenge. Since four
are from the Abyss and four from the Nine Hells, pull back quickly and let them
fight it out, dealing only with those that attack you, then mop up the
survivors. Reward: 20,000gp.

**STORE NOTE: Upon returning from the arena Tartle again informs you the
merchants have some new magical items.**

Tier 3, 250,000xp quest per battle (first time only).
Battle 11: The Twofold Faith
Arena 3, waiting for you is a collection of three Sun Soul and three Dark Moon
monks from the Cult of the Twofold. Reward: 21,000gp.

Battle 12, Clay Division
Arena 2, a single greater clay golem is what you face. It becomes five normal
clay golems when destroyed, and each of them two lesser clay golems. Reward:
22,000gp.

Battle 13, Undead...and Lurching It
Arena 1, five greater bone golems are led by a lich. Reward: 23,000gp.

Battle 14, Tiger Crush
Arena 2, Rakshasa, a maharajah, two ruhk and three normal are your next
opponents. Reward: 24,000gp.

Battle 15, Mind and Flayers
Arena 3, you are beset by illithid, a Ulitharid and three normal. You also face
four thralls, two fighters, an archer and a mage. Reward: 25,000gp.

**STORE NOTE: Upon returning from the arena Tartle informs you once more the
merchants have some new magical items.**

Tier 4, 250,000xp quest per battle (first time only).
Battle 16, Dawn of the Devas
Arena 1, this unpleasant battle is with six fallen devas. Constantly putting up
mirror images, they are highly magic resistant and can cast Harm against their
foes. Reward: 26,000gp.

Battle 17, The Twin Demiliches of Azgoloth
Arena 2, two demi-liches are your foes, dangerous since they require +4 weapons
to hit, take 1hp damage per hit, and constantly cast Imprisonment. Reward:
27,000gp.

**SPECIAL NOTE: If you have been doing the "FOMENTING REBELLION" work, consider
this respite the last opportunity to deal with Joker. This is also a good time
to enter Dennaton's chambers and read his journal, which is now complete.**

Battle 18, Breathe Fire, and Enter
Arena 1, dragons are bad at any time, and now there are three, an adult and two
juveniles. Reward: 28,000gp.

**SPECIAL NOTE: This can happen now, if some of the "FOMENTING REBELLION" items
below aren't done, or after the next battle if they are. Tartle doesn't say
anything about new items in the stores, but there are. He then calls for Brodle
and the two have a heated discussion about the absence of the Winged and her
Planar Hunters. Tartle then runs off to rally the guards. After he leaves Brodle
tells you it's time to put the revolt into action, and to meet with all the
"performers" in the Bunk Room. He then leaves. If there are any items to finish
for the rebellion, this is your last chance to do them. Once you return from the
next battle the revolt begins.**

Battle 19, Small Bhaal
Arena 1, Cultists of Bhaal, two Bhaalspawn and four followers, will try to kill
you next. Enegar has a vorpal weapon and will become a Ravager, Kastulor a
Slayer. You'll want to force Enegar and Kastulor into their avatar forms quickly
to negate Engar's vorpal attack and Kastulor's speed and back attacks. Reward:
29,000gp.

FOMENTING REBELLION
- Things don't start until you complete all tier one combats. Talk to Brodle and
if you promise not to harm his cousin Tartle he'll ask you if you want to help
in a rebellion. If you agree he can give you information on the Planar Hunters,
and might be able to sway one of the lieutenants to support the rebellion. He'll
need some time, and will inform you when eveything is set up. This also sets
things up for several other quests.
- For me it took six times into the arena for Brodle to get the meeting set up
with the guard lieutenant, whose name is Leokas. Brodle can either take you to
him or you can find him in the Guard Room. To get talks started give him 100gp.
Don't threaten him. He requires 20,000gp to pay off his mercenaries, but you can
talk him down to 15,000gp if you have a high enough charisma.

Too Many Cooks
- There are two ways to do this: Side with Marduuk or side with the cook.
  - Enter the Dining Hall and talk to Marduuk and Short-Order. They have a
problem with the cook and want your help. The cook is alergic to funguswood, and
they need some to make him sick. Marduuk thinks Bellowgulp might have some
funguswood powder and asks you to get it. They then enter the Kitchen.
  - Go to Kitchen. The cook wants a bit of the Concocter to make a soup with.
You must agree to this if you are to help either side.
  - Ask Bellowgulp for a small piece of the Concocter. Tell him the cook might
stop trying to get ALL the Concocter if he got a little bit more. With that he
gives you a small piece.
  - Return to the Kitchen and give the cook the piece of the Concocter and he
gives you some of the Cooks Special Dumplings. You can also tell him of
Marduuk's plan if you want to help the cook. Don't worry. Nothing will happen to
his helpers.
  - If you want to help Marduuk, Bellowgulp needs 750gp and a potion of
barkskin to create funguswood powder. He thinks one of the priests might have a
potion.
  - Talk to Molzahn in the House of Worship. His store now has a potion of
Barkskin.
  - Return to Bellowgulp with the potion, pay him and get some funguswood
powder.
  - Later, after the cook makes his Myconid soup, you can put the powder into
the soup. It kills the cook and Marduuk manages to kill Short-Order as well.

Hunter's Lounge
- Talk to Brother Ellraish and tell him you need some help with a delicate
situation - getting the key to the Hunter's Lounge. He can help, but needs a
rune from the magic items merchant.
- Talk to the Illithid and he agrees to give the rune, but only if you give him
the ring of Stannel Eibor. A high level thief should have no problem
pickpocketing it. Once you have it, give it to the illithid to get the rune,
then give the rune to Ellraish to get the key.
- Go through the Kitchen. The key opens the doors to the Hunters area. The left
door leads to a room with a Noser who will sell you noser uniforms for 500gp
each, but don't bother since the Guard Captain will recognize you. The right
door goes into the Guard's Quarters. Both rooms have doors into the hallway to
the Hunter's Lounge area.
- There are four traps in the hallway and on the stairs. Before you reach the
Hunter's Lounge you'll be confronted by a Guard Captain.
- The Guard Captain knows you don't belong here, but gives you two options. You
can pay him 5,000gp, or choose a second option, but just telling you the second
option takes the 5,000gp off the table. The second choice is to elimiate a guard
named Branson talks too much, but he's one of Dennaton's nephews so he can't
fire him. He doesn't care how you take Branson out, and he and his guards will
turn a blind eye to your comings and goings.
  - You can find Branson on a bunk in the Guard Room. Tell him the captain
asked you to kill him, verify when he doubts it, and then either tell him to run
and he gives you his family ring before leaving, or tell him to pay 2,000gp and
get his family ring and key to his foot locker before he leaves.
  - Take the ring to the Guard Captain and he lets you pass. The journals are
unnecessary except to give insight into the writer's motives and character.
- The first door leads to Dennaton's quarters. The only item of interest is his
journal. Wait until much later to take it, though.
- The second door is Bannor's room. Read his journal if you wish, and take the
mirror shard. The bookcase also has some spells [Shadow Door; Mental Domination;
Symbol, Stun].
- The third door his the room of Pol Pyrrus, and has two chests (spells[Delayed
Blast Fireball; Summon Lesser Fire Elemental]; long sword +1 [Burning Earth];
1,200gp]). He may also have a journal you can read.
- The fourth door houses the Winged. Be sure to take the Feather from a
Planatar's Wing from the table and The Winged's Gauntlet from the chest.
- The fifth door opens on a room fit for the fire salamander Thassk Kun. His
journal is the only thing of note.
- The sixth door is where Dormamus resides and should be done last. The dancer
outside his door will stop you, but tell her Dormamus wants you to get something
from his room and she opens the door for you.
  - Open the bottle on the table and Najim appears, as does Dormamus shortly
thereafter. Dormamus kills all the dancers and attacks you. Remember you are at
a disadvantage since no spells, quick item slots or special abilities can be
used where Dormamus is not so encumbered. You can, however, use potions from
your backpack.
- The seventh and last door leads to Joker's room. When you open the door a trap
is triggered, and the one who openned it will be hit with some acid a few
moments after. The two piles inside are trapped. All she has is a bottle of wine
and some distilled alcohol.
- Now it's time to return to the Performer's area.

Balancing the Scales: Trading Places
- Talk to Dulf, give him the Concoctor's potion, ask what he makes of this
place, and he and Gezzthemin soon talk about Bannor. He could make a scroll to
transfer his mind (and spirit) into the adamantium golem, but he requires a wyrm
tooth, carrion crawler egg and ettin skin parchment.
- Ask Brodle and he'll procure three of the items Dulf requires, but it will
require some time. As with the guard meeting, it took six times into the arena
for Brodle to get the items.
  - When you get the items, take them to Dulf. You'll need another of
Concocter's potions of course. He will ask for something belonging to Bannor
(the piece of broken mirror will do) and 12,000gp, though you can talk him down
to 8,000gp. He will also need more time to make the scroll.
  - You can also ask Gerrold to craft the same scroll, requiring only an item
belonging to Bannor and 4,000gp. You only have one piece of broken mirror, so
chose which mage to create the scroll. Also, remember Gerrold is a wild mage and
the scroll may not function as planned.
- The Scroll of Spirit Transference won't be ready until after the rebellion
begins.

Balancing the Scales: The Joke's on Who
- Talk to Voghiln, and after a couple of drinks he'll tell you about Joker, her
penchant for drinking, and his desire to get her back. There are several ways to
get poison.
  - Bellowgulp and the Concocter have a poison for 100gp.
  - Ask Ellraish for a poison and offer 1,000gp. He needs powdered quartz and
rat droppings. You can find the rat droppings in the lower left corner of the
kitchen or in Bellowgulp's store, the powdered quartz is in Molzahn's store.
  - Feldrak can also create a poison, but needs rose petals, wine vinegar and
1,200gp. The cupboard in the Kitchen has some wine vinegar, as does Bellowgulp,
and again Molzahn will have the rose petals.
  - Gezzthemin requires lotus root, distilled alcohol and 1,200gp. Molzahn has
the distilled alcohol in his store, thought the one in the Kitchen cupboard
won't cost you anything, and the lotus root is in Bellowgulp's store.
  - Finally some rat poison can be found on the cupboard in the Kitchen.
- There are two ways to get Joker to join you in a drink.
  - While talking with Voghiln you may have the opportunity to challenge her to
a drinking contest, but make sure the challenger has high constitution. A high
charisma is also helpful to get information on some of the Planar Hunters, but
not necessary. Don't wait too long or she will leave and your opportunity to
poison her will be lost.
  - If you have the wine from Joker's room or Ceremonial Ale from Molzahn
(he'll give it to for free you if you tell him it's to poison Joker), talk to
Voghiln. Tell him you want his help to poison Joker and you have a drink that
will knock her on her rear, or play to his knowledge of alcohol and tell him you
have a very rare one with you. Either way Joker will appear shortly and you can
put the poison in her drink. After that all you need to do is wait.

Balancing the Scales: Clipping Winged's Wings
- Curell or Timmoth can read the Winged's Gauntlet to get an idea of how far the
mighty has fallen. It is also a powerful artifact she won't be able to use as
long as you have it.
- Talk to Gezzthemin, and when you mention you have a Feather from a Planetar's
Wing he warms up to you considerably. He can make a scroll to use against Winged
by using her feather.
- After two battles he should have it finished, but only a bard can use it.
Since the magic has a short duration, talk to him after every battle for
additional scrolls.

THE UPRISING
- Once the battle with the Bhaalspawn is finished Brodle will approach and tell
you to meet with all the other Performers in the Bunk Room. If you need anything
from the merchants, get them now since they won't be here once you enter the
Bunk Room.
- Once in the Bunk Room the meeting starts. Brodle notes several Performers are
missing, specifically Symm, Voghiln, Lea and Gerrold, and he once again asks you
to not kill Tartle. Agree, since it's the only way to keep his help. If
everything is prepared you can chose to go after Denneton or let the uprising
begin. No matter your choice guards arrive, the alarm is sounded, and all doors
are closed and locked. Deal with the few guards here. NOTE: all limitations you
had outside the Bunk Room are now removed, so now you can cast spells, use quick
item slots and access any special abilities, and any fallen leave items behind
you may want.
- Go to the Guard Room. If you bribed Leokas he opens the door and his guards
help you deal with the rest here, otherwise you must pick the lock. There is a
switch on the wall left of the door that unlocks the door to the Training Room.
- There are two ways into the Training Room, a frontal assault or through the
Kitchen and the pens with the menagerie from the now open cages. Either way take
the guards there out and be sure to take the Guard Captain's Key. You'll need it
to open all the doors between the Training Room and the Market.
- Move up to the Performer's Lounge where you are greeted and healed by Molzahn,
Curell and Laris, now having set aside their differences in your bid for
freedom.
- Now go to the Market where everyone is waiting. Brodle is trying to get
everyone ready to defend the area, then he informs you the Vault door has been
blown open probably by Elraish since his body is just inside. Raid it (Cloak of
the Lich, Enforcer Bracers; Rod of Resurrection [5], Wand of Spell Striking
[2/2]; spells [Wish, Time Stop]; potions [Magic Shielding, Storm Giant Strength,
Regeneration, Absorption]; Kazrah's Shield +5), then talk to Dulf whether he is
clear headed or not (Scroll of Spirit Transference). Before you head to the
arena talk to Brodle and let him know you are ready to face Dennaton. Molzahn,
Curell and Laris gives you some potions [Magic Shielding, Defense; Heroism, Fire
Giant Strength; Superior Healing] before you move to the arena.
- Arena 1: Eight umber hulk elders are attacking Voghiln, Lea and Gerrold. For
saving them they give you some items (potions [Speed, Absorption, Power,
Health], scroll [Protection from Magic]). Take either the stairway to the south
or the doors to the east.
- Arena 2: Tartle is here with Beryl, Arzol, Symm and seven guards. Before the
fighting begins you can convince Tartle to flee by telling him he's no equal to
Dennaton, of your promise to Brodle if he doesn't interfer, and that Dennaton
the the arena is about to be destroyed. Ask him to stand aside once more and
Symm challenges you. No matter what you say Symm attacks, as does everyone else
but Tartle who leaves the field. Again when the battle is over take either the
stairway to the south or the doors to the east.
- Arena 3: This is the final battle where you are confronted by the Winged and
the Planar Hunters. When you enter the area Dennaton will talk to you, stalling
until the Hunters arrive. This will be a next to impossible combat to win if you
have not prepared for it as described above. Trust me, I tried it once...
  - If you have, have a thief with Use Any Item skill use the Scroll of Spirit
Transference on Bannor, since the user and Bannor change bodies and you don't
want to lose any spellcasters. You will have a few moments to kill Bannor before
he can put up any magical defenses.
  - If you freed Najim and bottled Dormamus, Najim appears in Dormamus' place a
moment after the battle starts just as he said he would.
  - If you managed to poison Joker, preferably with Concocter's concoction, she
soon becomes a Myconid with no magic abilities to defend herself. The joke on
Joker? The Cook enters the arena and makes a beeline to her, and when she falls
he declares an extra bowl of Myconid soup to whoever takes the remains to the
kitchen.
  - This leaves Thassk Kun, Pol Pyrrus and the Winged. The first two are high
level spellcasters, easy to deal with when their magic protections are removed.
The Winged is another matter. Summon a Deva or Planetar early to keep him
occupied while dealing with the others. Without his gauntlet his defensive power
is greatly weakened, but he is still a tough opponent with a chance for a vorpal
strike.
  - Once all six Planar Hunters are dealt with the final cutsceens begins.
First, Stannel Eibor reveals himself to be Baeloth (no surprise) before sending
you home. Second, you get to see the demise of Dennaton, who's master does not
like loose ends.

====================
GIFTS FROM YOUR UNKNOWN BENEFACTOR
Battle     Good                    Great
Tier 1
Battle 1:  Orc Leather +3          Club +2, Gnasher
Battle 2:  Halberd +2, Duskblade   Golden Calf Idol
Battle 3:  Cloak of the Sewers     Spear of the Unicorn +2
Battle 4:  Aeger's Hide +3         Two-Handed Sword +3, Lilarcor
Battle 5:  Bladesinger Chain +4    Cloak of Balduran
Tier 2
Battle 6:  Adjatha the Drinker +2  Amulet of Power
Battle 7:  The Equalizer           Silver Sword +3
Battle 8:  Spear +3, Impaler       Firetooth +4
Battle 9:  Halberd +4, Wave        Flail of the Ages +4
Battle 10: Blackrazor +3           Celestial Fury +3
Tier 3
Battle 11: Gauntlets of Crushing   Wong Fei's Ioun Stone
Battle 12: Shuruppak's Plate       Crom Faeyr +5
Battle 13: Shadow Dragon Scale     Staff of the Magi
Battle 14: Hindo's Doom +4         Gauntlets of Extraordinary Specialization
Battle 15: Circlet of Netheril     Psion's Blade +5
Tier 4
Battle 16: The Answerer +4         Carsomyr +5
Battle 17: Ring of Gaxx            Cloak of Mirroring
Battle 18: Angurvadal +5           Foebane +5
Battle 19: Short Sword of Mask +5  Ravager +6

====================
STORES
Notes:
A) At specific points during this mini-game, the stores will add inventory.
Prices don't change since your reputation won't change.
B) The number in (parenthesis) shows the initial quantity of that item, no
number indicates infinite quantities exist.
C) Items with charges (indicated by bracketed numbers, i.e. [5/5]), can be fully
charged by selling them back (for a low price), then buying them back (for a
much higher price, of course).
D) Prices are based on the person talking being of lawful good alignment (12
reputation) with an 18 charisma. The higher either is, the lower the price, and
likewise the lower either is the higher the price.
E) Items marked with a dollar sign ($) appear when called for as quest items.
F) Items marked with a question mark (?) did not appear on restock, though the
file code indicates it should. Possible bug?

Magic Item Merchant (OHBIMIM.CRE - magic item merchant) (OHBIMIM.STO)
Pearly White Ioun Stone (1)    6350
Dusty Rose Ioun Stone (1)      6350
Mage Robe of
 Fire Resistance (6)          381
 Cold Resistance (6)          381
 Electric Resistance (6)      381
Traveler's Robe (6)            762
Adventurer's Robe (6)          762
Knave's Robe (6)               762
Cloak of Protection +1 (6)     6350
Cloak of Displacement (1)      4445
Nymph Cloak (1)                5715
Boots of the North (1)         1143
Boots of Grounding (1)         1143
Boots of Stealth (1)           1905
Boots of Avoidance (1)         3175
Girdle of Piercing (1)         1905
Girdle of Bluntness (1)        1905
Golden Girdle (1)              1905
Girdle of Fortitude (1)        8382
Bracers of Defense AC 8 (6)    1270
Bracers of Defense AC 7 (6)    3175
Bracers of Defense AC 6 (6)    3810
Bracers of Archery (1)         5080
Gauntlets of Ogre Power (1)    8255
Gauntlets of Dexterity (1)     6350
Gauntlets of Weapon Skill (1)  5080
Gloves of Pickpocketing (1)    6350
Gloves of Missile Snaring (1)  6350
Gloves of Healing (1)          6350
Necklace of Missiles [25] (1)  6350
Amulet of Protection +1 (6)    3810
Shield Amulet [50] (1)         3175
Amulet of Metaspell
 Influence (1)                2286
Amulet of 5% Magic
 Resistance (1)               2286
Periapt of Life Protection (1) 2286
Necklace of Form Stability (1) 2286
Amulet of Spell Warding (1)    2286
Ring of Fire Resistance (1)    1905
Ring of Animal
 Friendship [100] (1)         4445
Ring of Invisibility (1)       3810
Ring of Protection +1 (6)      1905
Ring of Energy [50] (1)        9525
Ring of Infravision (1)        952
Ring of Regeneration (1)       5080
Ring of Lock Picks (1)         3810
Ring of Danger Sense (1)       3810
Harp of Discord [3] (1)        1270
Azlaer's Harp [3] (1)          1270
Methild's Harp [3] (1)         1270
Harp of the Captive
 Audience [20] (1)            7493
Glasses of
 Identification [3] (1)       2540
Wand of Magic Missiles [50](1) 3175
 Fire [50/50] (1)             10795
 Frost [50] (1)               5080
 Lightning [50] (1)           10160
 Cloudkill [50] (1)           11430
 the Heavens [50] (1)         9525
 Sleep [50] (1)               4762
 Fear [50] (1)                5715
 Paralyzation [50] (1)        5080
 Polymorphing [50] (1)        9525
 Monster Summoning [50] (1)   15875

Hue Greenleaf (OHBHUEGR.CRE - armor merchant) (OHBHUEGR.STO)
Leather Armor (5)              6
Leather Armor +1 (5)           1270
Leather Armor +2 (3)           4445
Leather Armor +3 (3)           6985
Studded Leather Armor (5)      25
Studded Leather Armor +1 (5)   1905
Studded Leather Armor +2 (3)   5715
Studded Leather Armor +3 (3)   7620
Hide Armor (5)                 8
Hide Armor +1 (5)              1905
Hide Armor +2 (3)              5715
Hide Armor +3 (3)              8255
Shadow Armor +3 (1)            13335
Skin of the Ghoul +4 (1)       8890
Chain Mail (5)                 95
Chain Mail +1 (5)              2032
Chain Mail +2 (3)              6350
Chain Mail +3 (3)              8255
Splint Mail (5)                101
Splint Mail +1 (5)             2540
Splint Mail +2 (3)             7620
Dark Mail +3 (1)               8255
Ashen Scales +2 (1)            3175
Elven Chain Mail (1)           6350
Plate Mail (5)                 762
Plate Mail +1 (5)              6350
Plate Mail +2 (3)              8255
Full Plate Mail (5)            7620
Full Plate Mail +1 (5)         10160
Full Plate Mail +2 (3)         19050
Ankheg Plate Mail (1)          6350
Buckler (5)                    1
Buckler +1 (5)                 317
Buckler +2 (3)                 2857
Buckler +3 (3)                 5397
Small Shield (5)               3
Small Shield +1 (5)            1270
Small Shield +2 (3)            3175
Medium Shield (5)              8
Medium Shield +1 (5)           1905
Medium Shield +2 (3)           3175
Large Shield (5)               12
Large Shield +1 (5)            2540
Large Shield +2 (3)            4445
Kiel's Buckler (1)             2540
Shield of the Lost +2 (1)      3492
Dragon Scale Shield +2 (1)     3175
Shield of the Falling
 Stars +1 (1)                 4445
Helmet, Winged (5)             6
Helmet (5)                     1
Helm of the Noble +1 (1)       4445
Helm of Defense +1 (1)         2540
Helm of Infravision (1)        1016
Helm of Charm Protection (1)   1016

Weapons Merchant (OHBSDWM.CRE - weapons merchant) (OHBSDWM.STO)
Club (5)                       1
Club +1 (5)                    1016
Club +2 (5)                    2857
Club +3 (3)                    3810
Club +1, Root of the
 Problem (1)                  3492
Bone Club +2, +3 vs Undead (1) 1270
War Hammer (5)                 2
War Hammer +1 (3)              1905
War Hammer +2 (3)              3810
War Hammer +3 (3)              5334
War Hammer +2, Ashideena (3)   3810
Mace (5)                       10
Mace +1 (3)                    1905
Mace +2 (3)                    3175
Mace +3 (3)                    4445
Mace +1, Ardulia's Fall(1)     3810
Mace +2, Mauler's Arm (1)      4445
Flail (5)                      19
Flail +1 (3)                   2540
Flail +2 (3)                   3810
Flail +3 (3)                   5080
Morning Star (5)               12
Morning Star +1 (3)            2286
Morning Star +2 (3)            3175
Morning Star +3 (3)            4445
Morning Star +2, Sleeper (1)   4445
Morning Star +2, Wyvern's
 Tail (1)                     4445
Spear (5)                      1
Spear +1 (3)                   1270
Spear +2 (3)                   1905
Spear +3 (3)                   2540
Spear +1, Halcyon (1)          4191
Quarterstaff (5)               1
Quarterstaff +1 (3)            635
Quarterstaff +2 (3)            3175
Quarterstaff +3 (3)            4445
Staff of Curing [1/10] (1)     3175
Staff Mace +2 (1)              1905
Staff Spear +2 (1)             5080
Staff of Striking +3 [25] (1)  3175
Halberd (5)                    12
Halberd +1 (3)                 2540
Halberd +2 (3)                 4445
Halberd +3 (3)                 5715
Dagger (5)                     2
Dagger +1 (3)                  381
Dagger +2 (3)                  2540
Dagger +3 (3)                  3810
Dagger +2, Grave Binder (1)    5080
Dagger of Venom +2 (1)         12700
Stiletto of Demarchess +2 (1)  2540
Boomerang Dagger +2 (1)        4445
Short Sword (5)                12
Short Sword +1 (3)             1016
Short Sword +2 (3)             3810
Short Sword +3 (3)             5080
Short Sword +1, Ilbratha (1)   9525
Short Sword +2, Arbane's (1)   12700
Long Sword (5)                 19
Long Sword +1 (3)              1587
Long Sword +2 (3)              5397
Long Sword +3 (3)              7937
Long Sword of Flame +1 (1)     6032
Long Sword +2, Varscona (1)    5397
Sword of Balduran +2 (1)       17780
Bastard Sword (5)              31
Bastard Sword +1 (3)           3175
Bastard Sword +2 (3)           6350
Bastard Sword +3 (3)           6985
Bastard Sword +1, Albruin (1)  12700
Two-Handed Sword (5)           63
Two-Handed Sword +1 (3)        1143
Two-Handed Sword +2 (3)        3810
Two-Handed Sword +3 (3)        6350
Two-Handed Sword +2, Spider's
 Bane (1)                     13970
Two-Handed Sword +2, Flame of
 the North (1)                6350
Battle Axe (5)                 6
Battle Axe +1 (3)              1905
Battle Axe +2 (3)              3810
Battle Axe +3 (3)              5080
Battle Axe, Bala's Wizard
 Slayer (1)                   3810
Battle Axe +2, Hangard's (1)   3175
Scimitar (3)                   69
Scimitar +1 (2)                1270
Scimitar +2 (2)                3048
Scimitar +3 (2)                6350
Wakizashi (3)                  63
Wakizashi +1 (2)               1905
Wakizashi +2 (2)               2921
Wakizashi +3 (2)               6985
Ninja-To (3)                   15
Ninja-To +1 (2)                1270
Ninja-To +2 (2)                2413
Ninja-To +3 (2)                6223
Katana (3)                     635
Katana +1 (2)                  1270
Katana +2 (2)                  2794
Katana +3 (2)                  6604
Short Bow (5)                  38
Short Bow +1 (3)               444
Short Bow +2 (3)               2794
Short Bow +3 (3)               4191
Short Bow +1, Tuigan (1)       4445
Long Bow (5)                   95
Long Bow +1 (3)                2032
Long Bow +2 (3)                2540
Long Bow +3 (3)                3810
Composite Long Bow (5)         127
Composite Long Bow +1 (3)      3175
Composite Long Bow +2 (3)      3492
Composite Long Bow +3 (3)      4762
Composite Long Bow +2,
 Ripper (1)                   4699
40 Arrow                       1
40 Arrow +1                    254
40 Arrow +2                    508
40 Arrow +3                    1016
40 Arrow of Biting             7620
10 Arrow of Dispelling (1)     3810
5 Arrow of Detonation (1)      1905
40 Arrow of Piercing +1        2540
40 Acid Arrow +1               1016
Light Crossbow (5)             44
Light Crossbow +1 (3)          3175
Light Crossbow +2 (3)          3810
Light Crossbow +3 (3)          5080
Heavy Crossbow (5)             63
Heavy Crossbow +1 (3)          3810
Heavy Crossbow +2 (3)          5715
Heavy Crossbow +3 (3)          6985
Heavy Crossbow +1, Army
 Scythe (1)                   7620
Heavy Crossbow +1 of
 Searing (1)                  8890
40 Bolt                        1
40 Bolt +1                     254
40 Bolt +2                     508
40 Bolt +3                     1016
40 Bolt of Lightning           1524
40 Bolt of Biting              3810
Sling (5)                      1
Sling +1 (3)                   127
Sling +2 (3)                   952
Sling +3 (3)                   1968
Sling of Seeking +1 (1)        3810
40 Bullet                      1
40 Bullet +1                   406
40 Bullet +2                   762
40 Bullet +3                   1016
40 Bullet +4                   1270
40 Sunstone Bullet +1          406
5 Throwing Axe                 12
5 Throwing Dagger              31
40 Dart                        1
40 Dart +1                     406
40 Dart +2                     609
40 Dart +3                     1117
40 Dart +1, Asp's Nest         7620
40 Dart of Stunning            5080
40 Dart of Wounding            2540

Scroll Merchant (OHBMHSM.CRE - book merchant) (OHBMHSM.STO)
Armor (6)                      127
Blindness (6)                  127
Burning Hands (6)              127
Charm Person (6)               127
Chill Touch (6)                127
Chromatic Orb (6)              127
Color Spray (6)                127
Find Familiar (6)              127
Friends (6)                    127
Grease (6)                     127
Identify (6)                   127
Infravision (6)                127
Larloch's Minor Drain (6)      127
Magic Missile (6)              127
Protection from Evil (6)       127
Protection from
 Petrification (6)            127
Reflected Image (6)            127
Shield (6)                     127
Shocking Grasp (6)             127
Sleep (6)                      127
Spook (6)                      127
Agannazar's Scorcher (6)       254
Blur (6)                       254
Detect Evil (6)                254
Detect Invisibility (6)        254
Ghoul Touch (6)                254
Horror (6)                     254
Invisibility (6)               254
Knock (6)                      254
Know Alignment (6)             254
Luck (6)                       254
Melf's Acid Arrow (6)          254
Mirror Image (6)               254
Power Word, Sleep (6)          254
Ray of Enfeeblement (6)        254
Resist Fear (6)                254
Stinking Cloud (6)             254
Strength (6)                   254
Web (6)                        254
Deafness (6)                   381
Glitterdust (6)                381
Vocalize (6)                   381
Clairvoyance (6)               381
Detect Illusion (6)            381
Dire Charm (6)                 381
Dispel Magic (6)               381
Flame Arrow (6)                381
Ghost Armor  (6)               381
Hold Person (6)                381
Hold Undead (6)                381
Invisibility, 10' Radius (6)   381
Melf's Minute Meteors (6)      381
Minor Spell Deflection (6)     381
Monster Summoning I (6)        381
Non-Detection (6)              381
Protection from Cold (6)       381
Protection from Fire (6)       381
Remove Magic (6)               381
Skull Trap (6)                 381
Slow (6)                       381
Spell Thrust (6)               381
Vampiric Touch (6)             381
Fireball (6)                   1143
Haste (6)                      1143
Lightning Bolt (6)             1143
Protection from Normal
 Missiles (6)                 508
Remove Curse (6)               635
Confusion (6)                  635
Contagion (6)                  635
Emotion (6)                    635
Enchanted Weapon (6)           635
Fireshield (Blue) (6)          635
Fireshield (Red) (6)           635
Greater Malison (6)            635
Ice Storm (6)                  635
Improved Invisibility (6)      635
Minor Globe of
 Invulnerability (6)          635
Minor Sequencer (6)            635
Monster Summoning II (6)       635
Otiluke's Resilient Sphere (6) 635
Polymorph Other (6)            635
Polymorph Self (6)             635
Secret Word (6)                635
Spider Spawn (6)               635
Spirit Armor (6)               635
Stoneskin (6)                  635
Teleport Field (6)             635
Wizard Eye (6)                 635
Farsight (6)                   889
Protection from Electricity(6) 635
Animate Dead (6)               1270
Breach (6)                     1270
Chaos (6)                      1270
Cloudkill (6)                  1270
Cone of Cold (6)               1270
Conjure Lesser Air
 Elemental (6)                1270
Conjure Lesser Earth
 Elemental (6)                1270
Conjure Lesser Fire
 Elemental (6)                1270
Domination (6)                 1270
Feeblemind (6)                 1270
Hold Monster (6)               1270
Lower Resistance (6)           1270
Minor Spell Turning (6)        1270
Monster Summoning III (6)      1270
Oracle (6)                     1270
Phantom Blade (6)              1270
Protection from Acid (6)       1270
Protection from Normal
 Weapons (6)                  1270
Shadow Door (6)                1270
Spell Immunity (6)             1270
Spell Shield (6)               1270
Sunfire (6)                    2222
Carrion Summons (6)            2540
Chain Lightning (6)            2540
Conjure Air Elemental (6)      2540
Conjure Earth Elemental (6)    2540
Conjure Fire Elemental (6)     2540
Contingency (6)                2540
Death Fog (6)                  2540
Death Spell (6)                2540
Disintigrate (6)               2540
Flesh to Stone (6)             2540
Globe of Invulnerability (6)   2540
Improved Haste (6)             2540
Invisible Stalker (6)          2540
Mislead (6)                    2540
Pierce Magic (6)               2540
Power Word, Silence (6)        2540
Protection from Magic
 Energy (6)                   2540
Protection from Magical
 Weapons (6)                  2540
Spell Deflection (6)           2540
Stone to Flesh (6)             2540
Summon Nishruu (6)             2540
Tenser's Transformation (6)    2540
True Sight (6)                 2540
Wyvern Call (6)                2540
Cacofiend (6)                  3810
Control Undead (6)             3810
Delayed Blast Fireball (6)     3810
Finger of Death (6)            3810
Limited Wish (6)               3810
Mantle (6)                     3810
Mass Invisibility (6)          3810
Mordenkainen's Sword (6)       3810
Power Word, Stun (6)           3810
Prismatic Spray (6)            3810
Project Image (6)              3810
Protection from the
 Elements (6)                 3810
Ruby Ray of Reversal (6)
Spell Sequencer (6)            3810
Spell Turning (6)              3810
Sphere of Chaos (6)            3810
Summon Djinni (6)              3810
Summon Efreeti (6)             3810
Summon Hakeashar (6)           3810
Khelben's Warding Whip (6)     3810
Symbol, Death (6)              5080
Symbol, Stun (6)               5080
Abi-Dalzim's Horrid Wilting(6) 6350
Bigby's Clenched Fist (6)      6350
Improved Mantle (6)            6350
Incendiary Cloud (6)           6350
Maze (6)                       6350
Pierce Shield (6)              6350
Power Word, Blind (6)          6350
Protection from Energy (6)     6350
Simulacrum (6)                 6350
Spell Trigger (6)              6350
Summon Fiend (6)               6350
Symbol, Fear (6)               6350
Freedom (6)                    635
Bigby's Crushing Hand (6)      6350
Spell Trap (6)                 6350
Wish (6)                       6350
Absolute Immunity (6)          12700
Black Blade of Disaster (6)    12700
Chain Contingency (6)          12700
Energy Drain (6)               12700
Gate (6)                       12700
Imprisonment (6)               12700
Meteor Swarm (6)               12700
Power Word, Kill (6)           12700
Shapeshange (6)                12700
Spellstrike (6)                12700
Time Stop (6)                  12700
Wail of the Banshee (6)        12700

Bellowgulp Bluefingers (OHBBELLO.CRE - potion merchant) (OHBCONCO.STO)
Healing                        79
Extra Healing                  477
Antidote                       106
Elixir of Health               265
Regeneration                   530
Strength                       371
Agility                        318
Fortitude                      530
Genius                         318
Insight                        318
Mind Focusing                  530
Hill Giant Strength (10)       318
Stone Giant Strength (5)       530
Frost Giant Strength (4)       795
Fire Giant Strength (3)        1060
Cloud Giant Strength (2)       1325
Storm Giant Strength (1)       1590
Heroism (10)                   848
Oil of Speed (5)               530
Power (5)                      1802
Cold Resistance                265
Insulation                     180
Fire Resistance                424
Magic Protection (5)           1060
Magic Shielding (5)            1325
Mirrored Eyes                  424
Defense                        742
Invulnerability (5)            1272
Stone Form                     530
Absorption                     636
Infravision                    106
Perception                     371
Master Thievery                424
Invisibility (15)              265
Clarity (10)                   742
Freedom (10)                   265
Oil of Fiery Burning           530
Fire Breath                    265
Explosions                     477
$Rat Droppings (1)             2
$Lotus Root (1)                1060
$Wine Vinegar (1)              63

Molzahn of Tymora (OHBMOLZA.CRE - temple services) (OHBMOLZA.STO)
(Healing)
Cure Light Wounds              25
Dispel Magic                   200
Remove Curse                   500
Cure Medium Wounds             50
Cure Disease                   300
Cure Serious Wounds            75
Neutralize Poison              300
Lesser Restoration             750
Cure Critical Wounds           100
Raise Dead                     1400
Heal                           1000
Resurrection                   2100
Greater Restoration            2000
(Store)
Stone to Flesh (10)            190
Protection from
 Petrification (10)           762
Protection from Acid (10)      952
Protection from Cold (10)      952
Protection from
 Electricity (10)             952
Protection from Fire (10)      952
Protection from Poison (10)    952
Cure Serious Wounds (10)       508
Defensive Harmony (10)         508
Free Action (10)               508
Neutralize Poison (10)         508
Protection from Evil, 10'
 Radius (10)                  508
Protection from Lightning (10) 508
Restoration (10)               952
Champion's Strength (10)       635
Chaotic Commands (10)          635
Cure Critical Wounds (10)      635
Flame Strike (10)              635
Raise Dead (10)                4445
$Potion of Barkskin (1)        381
$Powdered Quartz (1)           2</pre><pre id="faqspan-2">
$Rose Petals (1)               2
$Distilled Alcohol (1)         127

====================

Restock #1 (this happens after completing all five Tier 1 battles - items marked
with a pound symbol (#) will not be replenished if any exist in stock)

Magic Item Merchant (OHBIMIM.CRE - magic item merchant) (OHBIMIM.STO)
Golden Ioun Stone (1)          6350
Silver Ioun Stone (1)          6350
Obsidian Ioun Stone (1)        13970
Robe of the Good Archmagi (1)  26035
Robe of the Neutral
 Archmagi (1)                 26035
Robe of the Evil Archmagi (1)  26035
Cloak of Protection +2 (1)     3810
Cloak of Elvenkind (1)         9525
Boots of Speed (1)             2921
Boots of Elvenkind (1)         3175
Boots of the West (1)          2921
Boots of Etherealness (1)      6350
Bracers of Defense AC 5 (3)    4572
Bracers of Defense AC 4 (2)    6350
Bracers of Defense AC 3 (1)    8255
Bracers of Blinding Strike (1) 8890
Legacy of the Masters (1)      7720
Girdle of Hill Giant
 Strength (1)                 12700
Belt of Inertial Barrier (1)   15875
Periapt of Proof Against
 Poison (1)                   3175
Sensate Amulet (1)             17780
The Guard's Ring +2 (1)        8890
Mercykiller Ring (1)           12700
Ring of Spell Turning (1)      9525
Ring of Air Control (1)        3810
Ring of Earth Control (1)      3810
Ring of Regeneration (1)       5080
Ring of Acuity (1)             5080
Honorary Ring of Sune (1)      3810
?Rod of Resurrection [10] (1)  .
?Rod of Reversal [10] (1)      .

Hue Greenleaf (OHBHUEGR.CRE - armor merchant) (OHBHUEGR.STO)
Helm of Balduran (1)           8890
Helm of Brilliance (1)         10200
Skull of Death (1)             6350
Dragon Helm (1)                6350
Fortress Shield +3 (1)         11430
Shield of Harmony +2 (1)       6350
Saving Grace +3 (1)            6350
The Night's Gift +5 (1)        10795
Armor of Deep Night +4 (1)     12700
Armor of the Viper +5 (1)      8890
Jester's Chain +4 (1)          8890
Sylvan Chain +2 (1)            9779
Melodic Chain +3 (1)           12700
Armor of Faith +3 (1)          4445
Gorgon Plate +4 (1)            9525
Pride of the Legion +2 (1)     12700
Plate of Balduran (1)          44450

Weapons Merchant (OHBSDWM.CRE - weapons merchant) (OHBSDWM.STO)
Dagger +3, Pixie Prick (1)     3810
Dagger +3, Firetooth (1)       6925
Long Sword +1, Burning
 Earth (1)                    6032
Long Sword +2, Daystar (1)     12700
Long Sword +2, Namarra (1)     12700
Long Sword +2, Peridan (1)     15875
Bastard Sword +2, Jhor the
 Bleeder (1)                  13970
Bastard Sword +3, Blade of
 Searing (1)                  12700
Long Sword +2, Blade of
 Roses (1)                    8890
Katana +2, Malakar (1)         3175
Battle Axe +3, Stonefire (1)   6070
Battle Axe +3, Frostreaver (1) 5969
Battle Axe +3, Azuredge (1)    4445
Halberd +3, Dragon's Bane (1)  6985
Halberd +3, Harmonium
 Halberd (1)                  12700
Two Handed Sword +3, Joril's
 Dagger (1)                   29210
Spear of Kuldahar +3 (1)       15240
Staff of Arundel +3 (1)        25400
Staff of Thunder and
 Lightning +2 (1)             3175
Serpent Shaft +2 (1)           3175
Staff of Air +2 (1)            3175
Staff of Earth +2 (1)          19050
Staff of Fire +2 (1)           3175
Mace +3, Skullcrusher (1)      6350
Club +3, Blackblood (1)        12700
Long Bow +2, Strong Arm (1)    6985
Long Bow +3, Elven Court
 Bow (1)                      3175
Short Bow +3, Tansheron's
 Bow (1)                      6350
Crimson Dart +3 (1)            1587
Quiver of Plenty +1 (1)        2540
Case of Plenty +1 (1)          2540
Bag of Plenty +1 (1)           2540
#Arrow of Detonation (5)       381
#Arrow of Dispelling (10)      381

Bellowgulp Bluefingers (OHBBELLO.CRE - potion merchant) (OHBCONCO.STO)
Superior Healing               689
#Hill Giant Strength (10)      318
#Stone Giant Strength (5)      530
#Frost Giant Strength (4)      795
#Fire Giant Strength (3)       1060
#Cloud Giant Strength (2)      1325
#Storm Giant Strength (1)      1590
#Heroism (10)                  848
#Oil of Speed (5)              530
#Power (5)                     1802
#Magic Protection (5)          1060
#Magic Shielding (5)           1325
#Invulnerability (5)           1272
#Invisibility (15)             265
#Clarity (10)                  742
#Freedom (10)                  265

====================

Restock #2 (this happens after completing all five Tier 2 battles - items marked
with a pound symbol (#) will not be replenished if any exist in stock)

Magic Item Merchant (OHBIMIM.CRE - magic item merchant) (OHBIMIM.STO)
Lavender Ioun Stone (1)        6350
Cloak of Non-Detection (1)     1270
#Boots of Speed (1)            2921
Blessed Bracers (1)            19050
Wondrous Gloves (1)            6350
Girdle of Stone Giant
 Strength (1)                 15875
Kaligun's Amulet of Magic
 Resistance (1)               2286
Amulet of Cheetah Speed (1)    3175
Ring of the Ram (1)            5715
Ring of Fire Control (1)       3810
Ring of Free Action (1)        6985
Ring of Improved
 Invisibility (1)             7620
Ring of Anti-Venom (1)         1524

Hue Greenleaf (OHBHUEGR.CRE - armor merchant) (OHBHUEGR.STO)
Sentinel +4 (1)                12700
Red Dragon Scale (1)           15875
Crimson Chain +5 (1)           15875
Armor of the Hart +3 (1)       15875
?Helm of the Rock (1)          .

Weapons Merchant (OHBSDWM.CRE - weapons merchant) (OHBSDWM.STO)
Short Sword +2, Kundane (1)    5080
Scimitar +2, Belm (1)          3810
Katana +2, Dak'kon's Zerth
 Blade (1)                    24130
Ninja-To of the Scarlet
 Brotherhood +3 (1)           25400
Wakizashi +4, Yamato (1)       57150
Short Sword +4, Cutthroat (1)  13970
Dagger +4, Boneblade (1)       7620
Two-Handed Sword +4,
 Warblade (1)                 22225
Halberd +4, Blackmist (1)      14605
Spear of Withering +4 (1)      12573
Hammer +3, Dwarven Thrower (1) 15240
Flail +3, Defender of
 Easthaven (1)                38100
Staff of Power +2 [10/10] (10) 3175
Rod of Smiting +3 (1)          12573
Staff of Rhynn +4 (1)          17145
Long Bow +3, Heartseeker (1)   9906
Long Bow +4, Mana Bow (1)      4445
#Arrow of Detonation (5)       381
#Arrow of Dispelling (10)      381

Bellowgulp Bluefingers (OHBBELLO.CRE - potion merchant) (OHBCONCO.STO)
#Hill Giant Strength (10)      318
#Stone Giant Strength (5)      530
#Frost Giant Strength (4)      795
#Fire Giant Strength (3)       1060
#Cloud Giant Strength (2)      1325
#Storm Giant Strength (1)      1590
#Heroism (10)                  848
#Oil of Speed (5)              530
#Power (5)                     1802
#Magic Protection (5)          1060
#Magic Shielding (5)           1325
#Invulnerability (5)           1272
#Invisibility (15)             265
#Clarity (10)                  742
#Freedom (10)                  265

====================

Restock #3 (this happens after completing all five Tier 3 battles - items marked
with a pound symbol (#) will not be replenished if any exist in stock)

Magic Item Merchant (OHBIMIM.CRE - magic item merchant) (OHBIMIM.STO)
Cloak of Reflection (1)        6985
Montolio's Cloak (1)           9525
#Boots of Speed (1)            2921
Tzu-Zan's Bracers (1)          11430
Girdle of Frost Giant
 Strength (1)                 16510
?Greenstone Amulet (10)        .
Amulet of the Master Harper(1) 4699
The Warder's Signet +3 (1)     11430
Heartwood Ring (1)             6350
Reaching Ring (1)              8890

Hue Greenleaf (OHBHUEGR.CRE - armor merchant) (OHBHUEGR.STO)
?Thieves' Hood (1)             .
Vhailor's Helm (1)             26670
Darksteel Shield +4 (1)        13970
Studded Leather of
 Thorns +6 (1)                18415
?White Dragon Scale (1)        .
Blue Dragon Plate (1)          12700

Weapons Merchant (OHBSDWM.CRE - weapons merchant) (OHBSDWM.STO)
Dagger +4, Life-Stealer (1)    7620
Bastard Sword +4, Purifier (1) 12065
Ninja-To +4, Usuno's Blade (1) 7620
Scimitar +4, Spectral Brand(1) 12128
Battle Axe +4, K'logarath (1)  31750
Two-Handed Sword +4,
 Soul Reaver (1)              15875
Halberd +4, Dragon's Breath(1) 8255
Mace of Disruption +2 (1)      9525
Morning Star +4, Ice Star (1)  6858
Club of Detonation +5 (1)      15240
Staff of the Woodlands +4 (1)  8890
Staff of the Ram +4 (1)        5715
Shortbow of Gesen (1)          9525
Long Bow +4, Taralash (1)      4699
Short Bow +5, Darkfire (1)     8255
Erinne Sling +4 (1)            3175
Sling of Everard +5 (1)        31750
Arrow +4                       44
Bolt +4                        44
#Arrow of Detonation (5)       381
#Arrow of Dispelling (10)      381

Bellowgulp Bluefingers (OHBBELLO.CRE - potion merchant) (OHBCONCO.STO)
#Hill Giant Strength (10)      318
#Stone Giant Strength (5)      530
#Frost Giant Strength (4)      795
#Fire Giant Strength (3)       1060
#Cloud Giant Strength (2)      1325
#Storm Giant Strength (1)      1590
#Heroism (10)                  848
#Oil of Speed (5)              530
#Power (5)                     1802
#Magic Protection (5)          1060
#Magic Shielding (5)           1325
#Invulnerability (5)           1272
#Invisibility (15)             265
#Clarity (10)                  742
#Freedom (10)                  265

====================

Restock #4 (this happens after completing the first three Tier 4 battles - items
marked with a pound symbol (#) will not be replenished if any exist in stock)

Magic Item Merchant (OHBIMIM.CRE - magic item merchant) (OHBIMIM.STO)
Robe of Vecna (1)              25400
#Boots of Speed (1)            2921
?Gargoyle Boots (1)            .
Girdle of Fire Giant
 Strength (1)                 19050

Hue Greenleaf (OHBHUEGR.CRE - armor merchant) (OHBHUEGR.STO)
Shield of the Order +4 (1)     12446
Grandmaster's Armor +6 (1)     17145
Aslyferund Elven Chain +5 (1)  40640
Enkidu's Full Plate +3 (1)     41275

Weapons Merchant (OHBSDWM.CRE - weapons merchant) (OHBSDWM.STO)
Axe of the Unyielding +5 (1)   9779
Runehammer +5 (1)              15875
Gram the Sword of Grief +5 (1) 17145
Ixil's Spike +6 (1)            13970
#Arrow of Detonation (5)       381
#Arrow of Dispelling (10)      381

Bellowgulp Bluefingers (OHBBELLO.CRE - potion merchant) (OHBCONCO.STO)
#Hill Giant Strength (10)      318
#Stone Giant Strength (5)      530
#Frost Giant Strength (4)      795
#Fire Giant Strength (3)       1060
#Cloud Giant Strength (2)      1325
#Storm Giant Strength (1)      1590
#Heroism (10)                  848
#Oil of Speed (5)              530
#Power (5)                     1802
#Magic Protection (5)          1060
#Magic Shielding (5)           1325
#Invulnerability (5)           1272
#Invisibility (15)             265
#Clarity (10)                  742
#Freedom (10)                  265

====================
REVISION HISTORY:

03-04-2020   Initial release.