Rasaad's Journey

Rasaad's Journey is his companion quest in Baldur's Gate II: Enhanced Edition.
== Walkthrough ==
Below is a walkthrough highlighting key points of Rasaad's Journey. This is an abbreviated breakdown, and leaves out minor details, some dialogue options and other variable plot elements with only minor repercussions.
== Shadows of Amn ==
=== The City Gates ===
After recruiting Rasaad in Trademeet, travel with him to the City Gates of Athkatla (AR0020), the Cloaked Figure will appear and speak to you, allowing a few options:
* Let her talk to reveal the location of Abandoned Amphitheater (OH4000).
* Kill her (3000XP) for the Scrap of Paper which unlocks the amphitheater on your world map.
* Send her away, she’ll reappear at the City Gate the next day if Rasaad is in your party at that time.
=== Abandoned Amphitheater ===
Traveling to the secret Abandoned Ampitheater on your World Map has the party entering a new area, with a meandering forest pathway ahead of you. Continue north along the forest path and you'll see a human male figure identified as Geld Quickblade (x=1260, y=2330), who demands compensation for the information he has gathered of the scouted route ahead. He demands , which you may bargain down to . If you don’t pay him, four large traps (x=800, y=1100) (x=900, y=1050) (x=1000, y=1000) (x=1000, y=900) will appear on the forest pathway further to the north. Beyond the traps several hundred feet away, Geld will confront the party, where he has prepared an ambush. He has command of a pack of wolves that enter the map at coordinates (x=2240, y=1970). You must defend yourself from attack.
Further along, and emerging from the forest path, you'll find the Abandoned Amphitheater where various monks gather in hope to join the so called "Twofold Faith", which can also be referred to as the "Twofold Trust" and is generally associated with members who are titled as a "Heretic". It might be confusing as the titles and dialogue aren't always consistent, just like real life.
The Amphitheater Guard will speak to you and demand a to know the party's purpose. Speak with Fenuku and Kehlner until your journal updates. When ready, head to where Hammerhelm is (x=4070, y=750), but his speech will only trigger if you have Rasaad in your party. Several options for the various dialogue choices are:
* Incite Sharrans and Solunerns to kill Hammerhelm.
* Provoke the two sides to fight against the other, Hammerhelm will be killed in the process.
* Chime in with or demand Hammerhelm to reveal the location of the Heretic Temple (OH4100).
* Kill everyone.
Learn the temple's location, either from Hammerhelm himself through specific dialogue options, or by reading the Note looted (or pickpocketed) from his possession (everyone gets 3000XP). If Viconia is in your party, she will respond strongly to the heresy against Shar and will question your choices throughout the scenes. 
You're not done with this area yet, head south on the continuing forest pathway, and eventually spot a group of adventurers calling themselves the "Vagrant Blades", they're debating who's the rightful owner of the Belt of Minor Invulnerability, a treasure they just found, and your opinions regarding the belt influence the encounter: 
* Leave them be. 
* Giving the belt to Jaden (who turns out to be a werewolf!) will provoke Aldun, and vice-versa, while Dalton and Hojar Bootcut oppose the choice of each other, choose any one of the four you'll end up fighting with the opposer. 
* Claiming the belt is yours and you fight all five: Cless Ironeye (Brooch of the Vagrant Blades, Studded Leather Armor +1,Scimitar, Potion of Extra Healing x2, Oil of Speed, Belt of Minor Invulnerability, Scimitar +1, ), Jaden (Bullet +1 x20, Lupine Sling +2, ), Aldun Forgecaster (Knave's Robe, Ox-Tail Belt, Potion of Extra Healing, Throwing Dagger x20, Dagger +1, ), Dalton the Ranger (Splint Mail +1, Helmet, Ring of Duplication, Arrow of Biting x10, Acid Arrow x10, Potion of Extra Healing, Potion of Invulnerability, Composite Longbow +1, Bastard Sword, ), and Hojar Bootcut (Chain Mail Armor +1, Helmet, Medium Shield, Potion of Invulnerability, Potions of Extra Healing, Hojar's Fame +1, ) 
=== The Wilderness ===
The next time you travel between areas on the World Map, you’ll encounter the Tears of Selûne in a rainy wilderness clearing. A somewhat complicated dialogue exchange will be presented to the party, you may wind up with the following results:
* Convincing them all to abandon their hunt for Rasaad (5000 XP for everyone, Sahana will give you her Cowl of the Stars before leaving)
* They leave your party alone and depart (5000 XP for everyone)
* Ghell Rando, Treya and Sahana turn against Sixscar (4000 XP for everyone, 10000 XP, Sixscar has Hawksight +2)
* Ghell Rando and Treya will help you against Sixscar and Sahana (3000 XP for everyone, 10000+4000 XP, Hawksight +2, Cowl of the Stars)
* All turn hostile, Sahana drops Cowl of the Stars (2000 XP for everyone, 10000+8000+4000+4000 XP, Hawksight +2, Cowl of the Stars), Ghell has minor loot, Treya drops the Cloak of Unerring Strikes.
=== Heretic Temple ===
==== Exterior ====
South down the road from where you arrive is Herath, a distressed and wounded Monk who has failed initiation in the Heretic Temple. If Rasaad is in party, he’ll attempt to help her; you may:
* Ignore her
* Talk with her to learn some information about the heretic initiation and let her go on her way to leave the area map.
* Talk with her to learn some insight about the heretics, and then kill her before she leaves the area map.
If Rasaad is not in the party, Herath will wait indefinitely at the entrance of the map until Rasaad is in the party. A reminder - You should have Rasaad in your party to do this questline, as the content and rewards are tilted significantly toward him in your group. Rasaad not in your party will significantly reduce the experience gain and limit dialogue and other options for you.
Further south you may encounter a pack of wolves. After defeating them, go further south and observe a Monk standing at the entrance to a bridge or causeway leading to the Heretic Temple proper. The Monk is Heretic Guard who will challenge the party when close enough, and if visible to him. You may:
* Attempt to Stealth/be invisible and move past the guard, and travel toward the temple on the bridge causeway.
* Be respectful and non-confrontational in your dialogue with the guard to receive passage through.
* Kill him.
* Bribe him with 200 gold.
* Leave, return then threaten him, he'll retreat to the other side of bridge to gather three more Heretic guards to attack you.
By the main Heretic temple door another Heretic Guard will challenge and question your purpose; you may:
* Use deception in your dialogue to gain entry to the temple. Rasaad can help you here, as he has all the right words to tell the guard what he wants to hear.
* Pickpocket a key to the temple from the Heretic Guard or kill the guard for the Temple Key.
* Use the rope found near the three Monks undergoing a trial of pain - then climb the stairs to the temple roof and lower yourself inside the Temple (everyone gets 2000 XP).
Still outside, observe a cut-scene featuring Heretic Blynnyk, Sun Soul Horvat, Heretic Coren and Sun Soul Lara. This scene shows a training and testing-evaluation event with Monks versus beasts in unarmed combat. Next to them is Jolstead, the Beastmaster who's involved in the Where's Wilson? quest.  "Talk" to the caged bear Wilson, who you may free for a 5000 XP reward. You may also:
* Purchase the bear Wilson for . You can haggle him down to or if Gorion's Ward has a high charisma (>17), all the way down to .
* If Gorion's Ward's charisma and strength are both 16 or greater, you can threaten Jolstead for the bear.
* Provoke Jolstead into a fight and the bear will free himself (2000 XP for the killing of Jolstead).
* Lockpick, then open the cage, Jolstead will be hostile (2000 XP for the kill).
Continue east you’ll encounter three bound Sun Soul Monks tethered and staked to the ground, they say they’re undergoing a “trial” of some sort, a trial of pain. This is apparently part of the heretic initiation process. There are several options here:
* Leave them be and to their trial of pain, as they wish.
* Let them see their mistake and they agree to being freed (each party member receives 1000 XP, rope is left on the ground).
* Unable to fully convinced them, they’ll see your attempt as an insult and leave (no experience, rope left on the ground).
* Kill the defenseless would-be heretics (2000 x3 XP, rope left on the ground). If you just want to punish them, you can use subdual damage, and when they go unconscious, they are then freed and will leave the map. Note that the rope may be used to lower yourself into the Heretic Temple by way of a roof entryway, in case you wish to avoid the temple doorway guard. 
Lemzenn, is a mysterious figure lurking in the tall grass to the east of the slope. He is immune to charm, so follow the dialog tree 3,4,3,2,1,1 to let him reveal himself as a Dark Moon Monk spy (each party member gets 1000 XP). If you wish, kill him afterwards (4000 XP). All other options either send him away or directly force him to turn hostile.
==== Heretic Temple Interior ====
First off, it is recommended that Rasaad be in your party. If he isn't, many quest options and dialogue trees will not be present. You could limit your experience gains and reduce the playability of the scenario. There may be bugs and glitches introduced as well. You can always release Rasaad later if you wish to, right after the Heretic Temple quest. In short, it is better to have Rasaad for this quest sequence, than not. 
Once Inside the Heretic Temple Interior, send at least one party member forward near the center of the area. This will trigger the opening speech from Collus Darathon. There are numerous statements, potential replies, questions and talk that will form the direction of what will transpire from this quest. It could end in immediate hostility, or you may choose to further infiltrate and learn the inner workings of the Heretic "Two-Fold Trust". Several unique and useful items can be gained for the party if you participate and complete the four tests of initiation. It is recommended that you take this path for maximum reward and access the available content. Initiation is the longer and much more rewarding path to take. There are basically two results of the path you take. The first is open hostility from the Heretics, and the second is the Initiation course.
Hostility Path: You'll make all non-party Heretic Temple occupants hostile. Blood will be shed, and eventually after a certain point the Master of Combat will intercede and implore you to cease the pointless fighting and to stop the madness. You may ignore him and continue the fight. Furthert on as the battle continues, a temple scout will enter the fray, and announce that the followers of Shar, the Sharran's, are nearly at the temple gates and intend to destroy the Heretic Temple and all involved (including your party). More dialogue and choices follow. The most rewarding choice is to choose to fight the Sharrans with the remaining Heretic Two-Fold members. The master of Combat will exit the temple (to see what is going on) outside the temple. You may follow when you are ready. You could buff, or even rest and continue if you wish. In the end you will have to leave the temple anyway.
Initiation Path: If you choose initiation, there are four trials, or tests to complete. Your main character will be the only person allowed in each testing chamber. A brief description of each is as follows:
* Room of Bright Moon - You must first speak with the "Bright Moon Monk" and via dialogue options, let her give permission to you to perform your test. Follow the moon lit path to the center of the room.  Stepping outside the moonlight path on the shadowed areas on the floor ground will spawn hostile Shadow creatures. If you inclined and sturdy enough you can "farm" experience points, with no end in sight. Beware the Strength Stat draining strikes of the Shadows. Once you go far enough along the pathway, a disembodied figure called "The Truth" will speak and demand that you tell him a secret.  If you comply, you pass the trial (10000 XP, and receive the Gauntlets of Aln Zekk).  Any of the several possible secrets will work, including the lighthearted one involving Imoen, which she will comment on if present.  Threatening him with violence or point-blank refusing to tell him anything results in summoning more Shadows to attack you; after defeating these you are declared to have failed the trial.
* Room of Pain - First, you must address the "Room of Pain" host Monk. After dialogue satisfies him, you will automatically be transitioned into the Room of Pain for the test. Within, the Room of Pain a Leader Monk will initiate dialogue and ask questions of your ability to sacrifice and endure pain. Four other Room of Pain monks will close in and encircle you, dealing pummeling blows upon you. They’ll beat you you and will be struck at least nine times - to test your will. The damage inflicted is actually based on your current HP, so if the protagonist has very few HP left, s/he will take no damage at all (thanks to the merciful monks), so you’ll pass the trial anyway as long as you do not provoke the testers or submit to pain. You may also pre-cast combat protections such as Stoneskin, which will let you pass the trial with less damage suffered. (10000 XP, awarded theEyes of the Beholder)
* Room of Blinding Sun - Speak with the Blinding Sun Monk and accept the test. You will then enter the extremely intense lighted chamber. You'll encounter a trio of Invisible Stalkers who will attack in their normal melee fashion (with +4 THAC0) as well as possibly inducing a temporary blindness effect. (10000 XP, receive the Gem of Seeing). Invisibility and Sanctuary will be removed from the PC upon entering the chamber. 
* Room of Penance - Speak with the Penance Host Monk and work through the dialogue to accept the test. If done correctly, you will enter the next chamber where you hear a little bit of an exchange with a previous test taker, who has failed the test. The "Confessor" Monk will then address you and are asked to supply a secret or information implicating someone who may be disloyal to the Heretics. Report or distort one of the encounters you've witnessed so far in this place so that you may pass the trial. Only the encounters you've seen will show up in the dialogue options. Such as - Heretic Coren & Sun Soul Lara; Bound Sun Soul Monks; Lemzenn the Dark Moon spy; (10000 XP, receive the Cloak of Atonement). 
The Master of Combat appears after the trials. Go speak with him near the center of the temple to advance the quest.
After the fourth trial, 
* If you do not have Rasaad in the party, a Two-fold Trust sentry will appear near the temple entrance and not interfere with your short dialogue with the Master of Combat. If you speak to the sentry, he will announce the attack by Sharran invaders led by Alorgoth, but you can delay this indefinitely to leave the temple, rest and prepare for battle.
* If you have Rasaad in the party (you can gather him after the fourth trial), there will be an extended dialogue with the Master of Combat and the Two-fold sentry will automatically interject and announce the impending attack.
Normally the Master will lead the troops against the siege, but if you can manage to convince Rasaad to stand out, he’ll be in charge of the heretic monks. The dialogue with Collus Darathon will also be slightly different (everyone gets 10000 XP for completing this quest section).
When ready, exit the temple to face the Sharrans.
==== Battle with the Sharrans ====
There are a significant number of allies and enemies present. If you do not have Rasaad in the party, the pre-battle chatter will be very short. If Rasaad is in the party, it will be longer and you will discover the plot, including that Alorgoth is really Collus Darathon.
==== Battle Aftermath ====
If the Master of Combat lives, there will be extra dialogue from him. Of the dialogue options presented, you may choose option 3 indicating "temporary setback" which can lead to Rasaad rebuilding and leading the Trust (likely if he led the battle). He will leave the party for the remaining SoA, transferring to you his inventory items (even those exclusive to him). Don't forget to check the bodies for their loot and treasures.
Afterwards, you can go back inside and talk to the surviving monks or depart the Map and press on with your campaign. This ends the Rasaad Journey portion in SoA. If you have Rasaad in your party for Throne of Bhaal, there is further plot to explore.
== Throne of Bhaal ==
This part of the quest begins much with a good old fashioned ambush as you traverse the world map.  Sharran assassins will attack you; after they are dead, a note on one of them adds Deepstone Clanhold to your map, which is where the rest of the quest takes place. Viconia will leave party permanently if you would like to proceed this quest.
The dwarven Deepstone clan has had its mines and fort taken over by Alorgoth and his Sharran followers.  Upon entering the map, a dwarf named Lemp Coldhearth will ask you what your business here is.  If you indicate to him that you are an enemy of the Sharrans, he will take you to a camp to speak with Meems Dugdeep, who asks you to free some of her fellow dwarves from their Sharran captors in the northeast part of the map.
There are three ways to get into the fort from here: You can rescue the captive dwarves and take one of them up on his offer to use a downstream entrance; you can use Meems' idea of a tunnel; or you can simply barge through the front gate. 
* Going through the front gate is by far the hardest way in. The gate is heavily guarded and you need the Intricate Key to open it. The key can be found at the very beginning of the map where you first enter. There a group of Sharran guards will ambush you. There will be 6 archers with fireball arrows (6000xp each + 8000xp for Ovidiu) The key can be looted from the Sharran guard Ovidiu. Once inside you will have to face multiple strong enemies on your way to the mines. If you rescue the captive dwarves that Meems told you about you can ask them to join you and help you inside Deepstone. You can find more allies to help you right after you enter to the left in the first room. This method of entering is challenging but provides additional XP from all the enemies.
* Using Meems method to enter requires finding 2 items she requires - Meems's Special Grog and Rock Salt. The Rock Salt can be looted from a barrel at the Lumber camp where the captive dwarves are. Meems's Special Grog can be obtained from Tallus who is guarding close to the main entrance of Deepstone. You need to approach him without anyone else at the front gate seeing you otherwise a battle is unavoidable, and you can no longer use this method to enter the mines (Meems won't give you the option anymore). Invisibility works perfectly here. You can either ask Tallus to hand over the Grog or you can kill him and take it while avoiding the other guards seeing you. As soon as you have the items you can ask Meems to proceed with her plan to make a tunnel. The tunnel leads right to the mines skipping all the enemies on the ground floor of Deepstone which makes this method easier. Most of the dwarves at the camp will also join you in the mines. If you want, you can still go back to the ground floor and clear all the enemies for additional XP while taking advantage of the massive group of allies you have on your side.
* The third way is very similar to the outcome of Meems's plan. The dwarves you rescued can get you inside Deepstone using a secret entrace to the kitchen. There you will meet Fillis and Killis. If you ask them for advice how to proceed, they will suggest you using the Dumbwaiter to get down to the mines and free some of their friends to help you. If you agree you will enter the mines close to the place where Meem's tunnel ends.
Once inside the mines be sure to pick up the dwarf named Bentaxe for a gold reward at the end of the quest.  No matter which method of entry you use, Alorgoth will be waiting on the bottom floor of the fort, in the mine area.
Unfortunately, as soon as he spots you, he flees to the Shadow Plane along with his subordinate Yxtrazzal.  Follow him through the portal he creates, and corner him in the southern part of the map.  Undaunted, Algoroth reveals Yxtrazzal to be a Shadow Dragon, and both attack, along with several Shadow Creatures.  During this battle, Alorgoth cannot be killed, so focus your attacks on Yxtrazzal and the Shadow Creatures instead.
Once Yxtrazzal is dead, she drops an item called the Wheel of Obliteration, and the Shadow Plane begins to deteriorate.  You must return to the crystals near where you appeared in the Shadow Plane and use the Wheel of Obliteration (via quick item slot) to create a new portal home.  Before you enter this portal, Alorgoth appears, only to fall at the hands of many Shadow Creatures.  The Wheel is destroyed when you step through the portal.
Upon returning to the mine, a dwarf named Bentaxe will reward you with 7,500 gold.  Finally, Rasaad declares his revenge to be complete at long last, which ends the quest and grants 20,000 XP.
On your way back outside make sure to check the ground floor of Deepstone again. If you have not cleared the place before now all the enemies will be dead and you can loot their bodies. Also, in the northeast corner in Alorgoth's Quarters you can find three very interesting unique items - Cloak of the Dark Moon, Headband of the Devout and the Night Walkers.
== Mod content ==
:Portraits from Portraits Portraits Everywhere
OHRCLOAK.jpg|thumb|Cloaked Figure, she will find you in the Athkatla City Gates District and she has a message for Rasaad.
OHRGELD.jpg|thumb|Geld Quickblade, speaks with you on the forest pathway toward the Abandoned Ampitheater area. He has an offer for you.
OHRHHELM.jpg|thumb|Hammerhelm, Sun Soul Monk holding recruitment meeting at the Abandoned Amphitheater.
OHRCLESS.jpg|thumb|Cless Ironeye, you may meet her, and the rest of the Vagrant Blades south of the Abandoned Ampitheater.
OHRGHELL.jpg|thumb|Ghell Rando, one of four of the Tears of Selune who confront you in the wilderness.
OHRHERAT.jpg|thumb|Herath, a Monk who has failed initiation into the Heretics Trust. She is distressed and wounded from the ordeal. Speak to her with Rasaad in the party.
OHRJOLST.jpg|thumb|Jolstead, Half-Elf Beastmaster, cruelly sacrificing his caged animals for Monk combat training and evaluation, defying the sanctity of life. Has a bear named Wilson in a cage.
OHRLEMZE.jpg|thumb|Lemzenn is a Dark Moon Monk who lurks in the distance watching from cover.
OHRCOLLU.jpg|thumb|Collus Darathon, a Monk who is seemingly in charge of the Heretic Temple, who addresses your party when you make entry into the temple interior. Your dialogue, questions and replies will determine the path that follows.
OHRCONF.jpg|thumb|Confessor, a monk heretic who conducts the Test of Penance.
OHRMOCOM.jpg|thumb|Master of Combat, a Sun Soul Monk of the Heretic Two-Fold Trust, and initial leader of the defense against the attacking Sharrans - Will you help his cause?
OHRALOR.jpg|thumb|Alorgoth reveals his true self, and that the Heretics and Two-Fold Trust is all a ruse. He orders the Sharrans to attack, and escapes. Rasaad was correct about his deception all along.
== Sources & references ==
* Baldur's Gate II Enhanced Edition walkthrough by Haeravon