Inside the Planar Sphere is a side quest during the Shadows of Amn campaign. It is also associated with the companion quest The Hunt for Valygar Corthala, and cannot be started unless the party either includes Valygar Corthala as a party member or has Valygar's Body in its inventory.
After quest completion, if Gorion's Ward is a Mage, multi-class mage or Sorcerer, then The Planar Sphere can be claimed as a Mage Stronghold if no other stronghold has already been claimed.
Areas within[]
A number of areas exist within the Planar Sphere, each having their own maps. At this time there are not separate Wiki pages for each map. Map areas are included on this page, as follows:
- Entrance Floor (
AR0411
): This is the central area within the sphere. It is comprised of ten rooms and a rocky cavern-like area. All rooms are accessed through doors and relatively short hallways, which are found between most of the rooms. - Navigator's Room (
AR0410
): A single room where Lavok directs the path of the sphere. - Myconid Room (
AR0419
): A source of food for inhabitants? - The Lizard Hideout (
AR0420
): Original purpose unknown, perhaps Lavok's sleeping quarters? Now a hideout for Lizardmen. - Abyssal Plane (
AR0414
): An area with Tanar'ri to use as a fuel source. - Power Core (
AR0412
): Accessed from the Rune Room and connects to the Ice, Flame, & Engine Rooms. - Engine Room (
AR0413
): Power plant for the sphere, fueled by Demon Hearts.
The Entrance Floor[]
The Entrance Hall[]
This is where the party enters the sphere. It is a nondescript room that has three doors; the Guardian's Room to the west, the Welcome Room to the northwest, and the Viewing Room to the northeast. The door to the Welcome Room is initially locked.
The Viewing Room[]
East of the Entrance hall is a locked door that leads to a magical pool that provides a view of the sphere's immediate surroundings. There is nothing of material value here, though a Steam Mephit (420 XP) has gotten into this room and will need to be slain."This pool shows a bird's eye view of Athkatla. The planar sphere stands out like a magic beacon in the heart of the city."
The Guardian's Room[]
The first line of defense for the sphere is the intruder-slaying Clay Golem (8,000 XP) that resides in this room. Once killed, its treasures may be taken. Scrolls of Breach, Haste, Polymorph Other, Minor Spell Turning and Conjure Lesser Air Elemental, some Arrows +2, Bullets +2, Bolts +2, and three key items may be found here; a Golem Arm, Coal for a sub-quest, and the Planar Key that party needs to proceed further into the sphere.
You have triggered an anti-intrusion mechanism, causing the Sphere to plane-shift away from Athkatla. If you return to the Viewing Room you see that the sphere is now in "a demonic valley" trapping you inside the sphere."You have initiated plane travel. The inner door will now open. You may not leave the sphere until the Master allows it."
The Welcome Room[]
Northwest of the Entrance Hall is a safe haven and one of the rooms where the party may rest while they are trapped in the Sphere. It contains three people in a similar situation; Reyna, Onvo and Ancan. They reveal that they are Knights of Solamnia, a holy order of Paladins, Fighters and Fighter/Clerics from the world of Krynn, who have been stranded here ever since Lavok visited their homeworld. They provide some valuable information about the Sphere.
There is a Scroll of Khelben's Warding Whip on the table. To the north is the Marine Room, and to the west the Cavern of Bones.
The Marine Room[]
Here is a sea-themed chamber where Sahuagin are located for purposes unknown. There is a hidden proximity trigger just beyond the locked door to this area. Once triggered, the OBSSHATP.bcs script will spawn:
A Sahuagin Baron (974 XP), two Sahuagin Priestess (650 XP each), and two Baronial Guards (270 XP each) and two basic Sahuagin (175 XP each). They attack on sight. The Priestesses only have spears, while the Baron has a Cloak of Protection +1. Paralytic Bolts, Bolts +1 or Bolts of Biting and random treasure including gold, jewelry and/or spell scrolls can also be gathered. See the creature links for details.
In the room's center is a device, that is spraying briny sea mist in the chamber. A text display on the map reads"The smell of salt water is everywhere, and when you step, your feet sink slightly and murky water pools about them."
The Cavern of Bones[]
These dry, wind-swept rocky chambers lined with various humanoid bones are inhabited by alien halflings. However, these are not the friendly halflings of Faerûn, but rather savage, vicious, cannibal Halflings from Athas. In the first chamber, the party will need to fight a number of Morning Star wielding Halfling Warriors (1,000 XP each).
Further on is another halfling named Togan who will be standing on the bridge into the next chamber. When he sees the party, he grins and a status message reads: "A bloodied halfling sits, chewing on a human leg bone still partially covered by dirty leather armor. It looks up, smiles, and says 'More to feast!'" Togan then runs to join other leaders in the next cave. Togan is worth 5,000 XP and carries Ripper, a +2 Composite Long Bow.
The next chamber has a few more halfling warriors, along with a halfling mage Kayardi (6,000 XP), cleric Mogadish (14,000 XP) and a Psionic hafling named Entu (5,000 XP), innately gifted with Psionic Ability. of various effects. These three are particularly dangerous for a low-level or unprepared party, as they are capable of high-level spell casting, and True Sight that foils preemptive measures such as backstab attacks. After they are defeated, check Entu to recover the Hands of Takkok (aka Gauntlets of Ogre Power) and more Coal.
The Caverns lead north and exit into the Golem Laboratory.
The Golem Laboratory[]
The party will be attacked by six creatures including Phase Spiders and Ettercaps when they enter this chamber or open the door to it.
This chamber is where Lavok builds his various golems, and a powerful Guardian golem is currently under the assembly process. However, it still needs its head and one arm before it can be completed.
Exploring the room will turn up Darts of Wounding (×40), a third batch of Coal, and a Golem-Building Book.
The Golem-Building Book has Lavok's personal notes as well as partial instructions for assembling the Guardian Golem, though the pages are burnt and do not entirely tell you what to do. Luckily, it's not complicated, you simply need to activate the three furnaces, have the Arm and Head pieces in your inventory, and interact with the console in the Lab to create and activate the Golem.
The purpose of this golem might be as a defender of the Sphere against hostile intruders.
As such, though it ignores the party, it will race off to confront the Elder Orb, that has taken up residence within. Activating the golem rewards the party with 23,500 XP; those who carefully partake in the ensuing battle can also potentially win the 14,000 XP for killing the Elder Orb, even as it ineffectively focuses on attacking the unkillable Golem.
This room exits north to the Furnace Room and east to the Rune Room. Be warned! In spite of what the Knights of Solamnia may have told you, there could be traps set in the room, and others in obvious narrow points like a corridor. Be careful.
The Furnace Room[]
This room contains three magic enhanced furnaces that are used to power the Golem Laboratory. All three have burned low and need more Coal to be reignited. Each Furnace that is restored will spawn a Fire Elemental as a one-time creation, forcing the party to face three such fiery guardians (6,000 XP each).
After activating all three furnaces, you can head back to the Golem Laboratory and finish building the Guardian Golem.
The room also has two more Halfling Warriors who guard two mages, Taibela (8,000 XP) and Necre (11,000 XP). Check Necre for the Stiletto of Demarchess.
This room exits east to the Clock Room. Be careful! There may be a trap set in the corridor.
The Clock Room[]
Presumably serving some purpose for the eldritch machinery that powers the Planar Sphere, this chamber is guarded by a number of Golems depending upon character level, including Clay and Stone (8,000 XP each), and perhaps even an Iron Golem (13,000 XP) or Adamantite Golem (25.000 XP). The center of the room has a container holding a Golem Head, Arrows of Piercing (×30), more Coal, and possibly gems (e.g., Tchazar (×10)).
In the center of the chamber when nearby the apparatus, a text display reads:"The device in this room appears to be like the inside of a clock."
The Rune Room[]
This room is dominated by four large runic designs on the floor, which seem to be feeding arcane power into a huge orb of energy-washed obsidian suspended from the central ceiling.
The central feature can be interacted with when close enough and a text display reads:When selecting a rune incorrectly the party member may see the following text displayed:"Ancient writing encircles the floating obsidian sphere. "These four runes are the key to opening the door to the lower levels. Touch each rune in the correct order. Fail and be punished by the guardian."
If the party member get's the correct rune, a text says:"When you touch this rune, it begins to glow. You have a sinking feeling that you have done something wrong."
"When you touch this rune, it begins to glow. You feel as if you have done something right."
This runic puzzle creates a defensive seal around the stairway "To the Power Core" (as marked on the player's Automap), which leads to the Ice, Flame, & Engine rooms. The seal to the next areas must be opened with the solving of the puzzle. Activating the runes in the correct sequence will deactivate the wards; selecting the wrong rune will blast whoever attempted the selection with a exploding Fireball Trap. Any in the area of effect may be harmed. The puzzle is now reset and awaits the next attempt.
The correct order to activate the runes is unknown to the party. Completing the puzzle awards the party with 24,500 XP and grants access to the Sphere Core via the stairway to the South. If you are unable to figure it out, see the Spoiler content section near the bottom of the page.
Once all runes have been selected in the correct order, a text display reads"You hear a noise to the side as the door unlocks and opens on its own."
Heading east from the Rune Room leads to the Elder Orb Room. Heading south leads to the Power Core.
The Elder Orb Room[]
This chamber holds a doorway in the east leading to the Navigator's Room. However, an Elder Orb is skulking here. It is much easier to create the Guardian Golem and let it attack and slay the Beholder than to approach the beast without the golem. Of course, if you want to face the monster, thus guaranteeing the XP reward for it, then be prepared for Beholder Blast attacks from its various eye stalks, including the Anti-Magic Ray, Disintegrate beam, Death-ray, Domination, Slow and others. Once it is dead, though, the way to Lavok is open. Search the ground carefully; a corpse has two scrolls, Spell Thrust and Breach, and other treasure, possibly including diamonds (×2), moonbars (×3), and throwing daggers (×40).
[]
In this chamber, Lavok directs the path of the Planar Sphere. Angered by your intrusion of his home, the malevolent wizard attacks the party. He is a difficult opponent, having access to high-level spells such as the potentially lethal Abi-Dalzim's Horrid Wilting.
Once defeated (mortally wounded but not yet dead) Lavok, regains his senses and the party splits 28,750 XP. This transition to mortally wounded phase initiates when the Lavok has only 10% of his original HP remaining. Immediately afterwards new dialogue begins, and Lavok is transformed into a "new" creature file (LAVOK02.cre) and is healed with no animation. The new creature also retains the MINH1.ITM and cannot be killed, and the mage has a prone "Sleeping man" animation from now on.
Lavok explains that only he has a chance of returning the Sphere back to Athkatla, and he wants to go home to see the sun of his birth-world one last time before he dies. Since the alternative is being stranded in the Sphere, stuck in the Abyss, the party must agree. Lavok states that the Sphere has exhausted its power and needs the heart of a powerful Tanar'ri as a fuel source. As it has landed in the Abyss, the party need only find a Tanar'ri, and take its corrupt and evil heart from the demon's chest. This task may be tougher than it sounds.
Once the party has re-powered the Engine, they must return here. Lavok will return the Sphere to Athkatla, draining the power of the Engine entirely to do so, and then plead with the party to let him feel the sunlight before he dies. If they refuse, he gives up and dies, leaving the quest complete. If his wish is granted, he dies gratefully, giving you his Ring of Acuity, and granting each party member a Quest Award of of 45,500 XP.
The confrontation with Lavok goes differently depending on whether or not Valygar is in the party.
This room connects to the Myconid Room by a door to the west, and to the Lizard Hideout by a door to the north.
Exploring the room will reveal a hidden stash containing a pair of scrolls, Polymorph Self and Emotion: Hopelessness, and other treasure, possibly including Bolts of Biting (×40), 3,000 , diamonds (×2) and moonbars (×2).
The Myconid Room[]
Presumably a source of food for Lavok and any others he deigns to share it with, this chamber of lush greenery is protected by two Spore Colonies (420 XP each), which produce Myconid guardians to attack intruders, such as the protagonist and party. A Sling +2, Quarterstaff +1, Bullets +1 (×40), Potions of Extra Healing (×10), and 150 are secreted in the tree trunk. Return to the Navigator's Room by a door in the south.The Lizard Hideout[]
The purpose of this chamber is unknown, possibly it is Lavok's sleeping quarters. Four angry Lizard Man creatures (270 XP each) armed with Halberds are immediately hostile to intruders. These strange beasts carry random minor and wealthy treasures. A container within the room can be searched, revealing:- Protector of the Second +2
- Battle Axe of Mauletar +2
- Ninja-To +1
- Bolts of Lightning (×40)
- Darts +1 (×60)
- 350
Return to the Navigator's Room by a door in the south.
The Abyssal Plane[]
Once Lavok has been defeated, he unlocks the outer door, allowing the party to exit the sphere and explore the Abyssal Plane where they have landed. Return to the Entrance Hall and use the front door to exit out into the Abyss.Imps, Salamanders, Quasits and/or Fire Mephits abound, but the goal is to confront at least one of the two Tanar'ri that roam the area and are worth 10,000 XP each. They are capable of innately launching Death Gaze, Silence, Paralyze and Vampiric Touch. Another more powerful demon named Lea'Liyl (able to Gate in Maurezhi reinforcements) is worth 16,000 XP. Maurezhi in turn, can call up Skeleton reinforcements with Animate Dead.
If the party wishes to maximize the potential XP gain, then there is nothing preventing the destruction of all creatures in the area. This would be a fine opportunity for a Paladin to flex righteous power for Tyr, Torm or Helm.
Once you have at least one Demon Heart, you may return to the Planar Sphere, and head for the Engine Room which is accessible from the Power Core via either the Flame or Ice Rooms.
Power Core[]
The Power Core is accessed from the Rune Room via the doorway to the south. The first of three core rooms is entered through a large hallway in the southwest. Doors in the northwest and northeast lead to the Ice Room and the Flame Room respectively.
A Cowled Wizard named Tolgerias (who may previously have asked you to hunt down Valygar Corthala) and his assistant mage (8,000 XP), managed to stowaway aboard the Sphere before it plane-shifted away from Faerûn.
If Valygar is in the party when first entering this area, Tolgerias will initially be neutral (although the assistant mage will become hostile quickly). Tolgerias and Valygar have a tense exchange of dialogue, leading to hostility from the wizard (and his assistant mage).
“ | Fool! Did you believe that you could betray the Cowled Wizards and live to tell the tale?! You forged the path and we followed with ease through the doors you opened! We shall continue without you! Now learn why the wrath of the Cowled Wizards is feared. | ” |
The two of them attack the party and must be slain. If a party member enters under stealth or a form of invisibility, it is possible that no dialogue will transpire until either mage actually sees an intruder. It is therefore possible to perform a surprise attack on either, and could render Tolgerias dead from this action very rapidly, such as with a backstab. If you wish to find out more from Tolgerias, the party will have to be visible and have a dialogue. He is after all, neutral at the start. Role play this as desired.
Tolgerias is worth 18,000 XP and drops a Ring of the Ram (if not pickpocketed earlier).
The Ice Room[]
In addition to the number of traps scattered around this chamber, it also has Ice Salamanders (3,000 XP each), Ice Mephits (420 XP each) and Snow Trolls (1,400 XP each). The center of the room hides a cache containing a Helm of Defense, a Scroll of Otiluke's Resilient Sphere, and Arrows of Ice (×80).
A door to the northeast leads to the Engine Room.
The Flame Room[]
In addition to the number of traps scattered around this chamber, it also includes a Greater Fire Elemental (10,000 XP), an Efreeti (Noble) (11,000 XP), a Salamander (2,000 XP), Smoke Mephit, Magma Mephit, and two Fire Mephits (420 XP each). The central container has treasure cache with a Staff of Fire, a Shield of the Falling Stars, Arrows of Fire (×80) and Scrolls of Spirit Armor and Globe of Invulnerability.
A door to the northwest leads to the Engine Room.
The Engine Room[]
This room powers the potent magics of the Planar Sphere. Only by feeding this bizarre machinery a Demon Heart can the Sphere return to Faerûn. A doorway in the southeast leads to the Flame Room, a doorway in the southwest to the Ice Room.There is a trigger area on a platform in the corridor leading right from the chamber entrance. It causes a number of golems of all types and numbers to appear and attack. Their number and types depend on the level of Gorion's Ward:
- below 400,000 XP it will be two Stone Golems, then four
- between 1,000,000 XP and 1,999,999 XP two Clay and two Iron Golems attend the fight
- above this experience these latter four are replaced by two Adamantite Golems.
A Clay Golem also waits in the northeast corner. Behind him, a trapped container hides a Ring of Danger Sense, 6,666 and an assortment of gems, plus Bala's Axe in the Enhanced Edition.
Examining the central structure provides a status message:Clicking the structure with a Demon Heart in inventory revives the engine, awards the party with 45,500 XP to split, and gives another status message:"This pulsing mass of flesh seems to be the power core for the sphere. You will have to find some way to repower it if you wish to return to Athkatla on the Prime Material Plane."
"For lack of a more obvious solution, you feed the demon's heart to one of the many mouths that are imbedded [sic] in the flesh of the structure. A moment later the sphere shudders and you can sense it powering up. The power core of the sphere roars to life, distorting space as it races through the planes. After a few minutes the sphere lurches, the power fades, and the power core fizzles. The sphere has taken its last planar jaunt."
Notable Loot[]
- Hands of Takkok
- Gift of Peace
- Khelben's Warding Whip
- Stiletto of Demarchess
- Protector of the Second
- Ring of the Ram
- Battle Axe of Mauletar
- Ring of Danger Sense
- Bala's Axe Baldur's Gate:
Enhanced Edition (2012)
This icon indicates content from the Baldur's Gate: Enhanced Edition campaign.
Gallery (screenshots)[]
Spoiler content[]
Attention: Reading the solution is a "spoiler", don't expand the text if you want to try solving the puzzle without being provided the answer.
The correct order of activating the runes is:
- North (top)
- South (bottom)
- East (Right)
- West (Left)
When completed, the southern transition exit can be accessed.
Mod Content[]
- This section is about unofficial content that is only available via fan-made mods.
Installation of Sword Coast Stratagems mod will enhance the general artificial Intelligence (AI) of most creatures in the Planar Sphere. If you select the Smarter Mages component then this will noticeably increase the effectiveness of all spell casters in the Dungeon, especially Lavok, and all the spell casting Athas halfling cannibals. Entu will also use his SCS enhanced psionic abilities if given a chance. The Demons and various creatures in the abyssal plane will get the SCS Smarter Demon AI enhancements as well. Golems will haste and Clay Golems will have their "cursed wound" ability. Additional Golems, including Juggernaut golems will be present in the Engine Room. The Iron or Adamantine golem will be able to fit through doorways in the sphere, and all golems will relentlessly pursue the party until destroyed. The Noble Efreeti in the Fire chamber will be a tougher opponent, and regenerate in mist form if damaged.
Installing the Expanded Mage Stronghold Mod will begin shortly after the original Mage Stronghold questline is completed. Enter the sphere again and talk to Teos to initiate the expanded content.
The Unfinished Business for BG2 mod restores the Hell Hound creatures into the mix of denizens within the Flame Room.
The Quest Pack Mod adds a component called "Sending the Solamnic Knights Home" with an option for non-mage characters to send the Solamnic Knights in the Planar Sphere back to their home world.
The Test Your Mettle! mod begins in the Clock Room. Instead of Golem guardians, the party will face a surprise group of Modron mechanical creatures, first introduced in the Planescape: Torment game. Defeating the guards will provide a device that can unlock the mod's quest. A very involved and tactical adventure, full of puzzles and challenging battles.
The Item Upgrade Mod will have a component needed to enhance the Celestial Fury katana. The component is located in this sphere. Specifically, the party should take an extra Demon Heart with them before they leave the Abyssal Plane. So, one Demon Heart for the Engine Room, and another for the player to use later as a component for Cromwell to use for the Katana upgrade.
Mod content gallery[]
- This section is about unofficial content that is only available via fan-made mods.
Portraits from Portraits Portraits Everywhere (People involved in likely order of appearance)
External Links[]
- Planar Sphere on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.
- Krynn on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.
- Knights of Solamnia on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.
- Psionics on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.
- Myconid on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.
- Tanar'ri on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.
- Nabassu on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.
- Athas Halfling on the Dark Sun Wiki