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Disambiguation icon This page is about an elven madman, met at Watcher's Keep, who refers to himself as Yakman, but – after being healed – will remember his true name. For the female human mage, as met during the stronghold quest Ranger-Protector of the Umar Hills at the Temple Ruins, see Tamorlin (Temple Ruins).

The Elven Madman, is the title and label shown to the player when first encountering this male elf in the opening chamber of the Watcher's Keep Teleport Maze.

Later he refers to himself as "Yakman" and possibly much later after certain actions will reveal his real name, "Tamorlin".

Gameplay[]

When within detection range, the unarmed Elven Madman initiates a verbal comment to himself as he observes the party, saying:

Wha-wha-what?! Yakman... Yakman sees people before him—but they must be illusions! Ye-es, Yakman is seeing illusions! Delusionary Yakman!

This male is so obviously in a state of distress. His abnormal behavior shows signs of some sort of mental affliction. He's calling himself Yakman as well. Just who is this Yakman? Why is he here? How did he arrive? So many questions.

The party will be presented with some dialogue options to try and find out what's going on with this unexpected person in the middle of watcher's keep.

If the party asks questions, The mad elf will reply in his unusual and disturbed manner. If the party threatens Yakman, he'll cry out and sound alarmed and turn hostile, and then turn tail and flee southward.

Regardless of what words Yakman answers the party's questions with, he'll soon turn towards the southern portion of the chamber and move ahead for the staircase leading to the southern portal. If the party doesn't slay him, hell vanish into the portal.

Follow Yakman south[]

If the party follows Yakman through the portal (this is optional), they'll transition to area AR3011. Yakman will be seen standing next to a tent and a campfire on the east side of the chamber.

Speaking with Yakman again is possible but has to be initiated by a party member. The player must select a party member to speak to Yakman, then get close enough to have dialogue.

The script here will evaluate if that party member has 15 Charisma or higher or if they are an Elf race. If either of those conditions are met, then Yakman will present more dialogue and answer questions.

If the character doesn't meet those conditions, Yakman will only have one remark, and then start wandering around. Subsequent attempts to get more conversation going will only result in the same line again, and nothing new is said.

Another party member could make an attempt, but the same reaction check conditions are in force. If the character meets the conditions, plenty of information will be available after the character asks certain lines of questioning - such as about the maze level, how to get out of this place, the demons he keeps referring to, and other remarks.

If the character with the 15+ charisma or Elf race is also a Cleric class character, then additional dialogue will present that discusses casting a spell to assist Yakman, saying:

Maybe a heal spell will help restore your sanity?

Aerie, Viconia DeVir and Keldorn Firecam have extra lines of dialogue if they are speaking with Yakman.

If the party casts a heal spell upon Yakman[]

If the party has the ability to cast a heal spell (and it must be the actual 6th level divine Heal spell), and it is directed at Yakman, he'll react immediately by exclaiming:

Wh-what? Who... who are you?"

The healing awards each party member with 5,000 XP.

More conversation will continue, and as his confusion abates, he'll fill in more information about what really happened on his misadventure in Watcher's Keep. The party can ask a few questions, including that his actual name is Tamorlin and not Yakman. He'll provide more information about the portal to the next level and a so called Scepter of Radiance. He'll also indicate he has to return to his family.

If Gorion's Ward wishes he can ask for Tamorlin to join the party, but he'll insist on returning to his family, and is very thankful.

If the protagonist is of Evil alignment, the dialogue selection adds a demand for payment from Tamorlin for healing and freeing him from insanity. Tamorlin will say he cannot and MUST leave. If the bhaalspawn presses the issue and doesn't let him go, then Tamorlin will shout:

No! No, you cannot force me! I... I will fight you!

And hostilities ensue. Tamorlin has no weapon however, and when killed provides some experience points. Unfortunate Tamorlin, finally, freed of insanity only to be snuffed out by the Lord of Murder's spawn.

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