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Baldur's Gate Plus Tales of the Sword Coast

Walkthrough
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Prologue
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Candlekeep (AR2600)
You start out south of the Candlekeep Inn. Immediately head inside and talk to Winthrop the
proprietor. It doesn't matter what you say to him. You start out with some gold, so go ahead and
buy some body armor and a helmet (if you can). Your staff isn't a terrible weapon, and you can
use that for a while. Then talk to Firebead Elvenhair, who is standing next to the fire. He'll give
you a quest -- to return the identify scroll he left with Tethtoril. Then explore the rest of the inn.
Depending on your strength and lock-picking ability, you might be able to grab some extra gold
and equipment. Just be sure not to do any looting while people are watching. Sleeping people
aren't watching.
Then go back outside and head east. You'll see Phlydia, who recently misplaced her copy of The
History of Halruaa. Another quest! Keep walking clockwise around the inner keep. Moo at the
cows. Eventually you'll come to a building called Priest's Quarters. When you go inside,
somebody named Shank will talk to you and then attack you. He's not very powerful, and you
shouldn't have any problem killing him. Loot the corpse, explore the room for other odds and
ends to pick up, and then go back outside. Parda will talk to you and recommend that you get
moving.
Walk east and talk to Dreppin. He'll tell you where to find Phlydia's book. Get the book and
return it to Phlydia for 50 experience and a gem. Return to Dreppin, and he'll tell you he needs a
potion for his sick cow Nessa. A guard named Hull has it.
Continue moving clockwise. There is a Temple of Oghma, but it isn't useful to you. Eventually
you'll come to a man named Jondalar who will give you some battle training. All you have to do is
land a blow against him or Erik (who will help out) to end the session. Nearby is ``The
storehouse'' with Reevor standing next to it. Inside are some rats, and Reevor will give you 5 gold
coins (and 50 experience) if you kill them. Also inside, in one of the barrels, is a silver ring.
Basic jewelry like the silver ring is only useful for selling.
Move south and you'll find Hull at the main gate to the keep. It seems he had a little trouble
waking up this morning and went to his post without his sword. His sword and the potion for
Nessa are located in his chest in the barracks building.

Continuing south will bring you to the Gatewarden. He'll tell you how you can practice fighting
with multiple companions with Obe the Illusionist. Regardless of whether you want to practice or
not, tell the warden you do. Then the warden will stand by Obe's door. If you do decide to
practice, wait until after you return Hull's sword. The practice session will net you a small
amount of experience.
East of Obe's house is a hospital. If you talk to the Priest of Oghma, he'll give you a healing
potion. In a curtained off area is a bed and desk, and in the desk is another potion -- provided
you can unlock it. Be careful if you try to steal the potion; the reader and priest will detect you
sometimes even when it doesn't seem they should be able to.
To the west is a bunkhouse, and inside is another attacker, this one named Carbos. Outside the
bunkhouse is a box with 15 gold coins inside. Once you kill the assassin and return outside,
Karan will greet you and also recommend you get moving.
West of the bunkhouse is the barracks. Inside the barracks is a guard named Fuller. If you ask
him about errands, he'll tell you to buy him some crossbow bolts from Winthrop at the
Candlekeep Inn. In the northeast corner of the barracks is Hull's bunk, and in the chest at its
foot are his sword and the potion for Dreppin. When you bring the sword to Hull, he'll give you 20
gold coins (and 50 experience). When you return the potion to Dreppin, you'll get
50 more experience.
Now explore the middle part of the keep where the library is located. Imoen will greet you, and it
doesn't matter what you say back. If you run into Gorion, tell him you need a little more time.
Somewhere wandering around is Tethtoril, and he'll give you Elvenhair's scroll if you talk to him.
Return to the Candlekeep Inn and give the identify scroll to Elvenhair. When you do, hell give
you a potion of healing (and 50 experience). Then buy some crossbow bolts for Fuller. When you
deliver the bolts, Fuller will give you 10 gold coins (and 50 experience). Directly across from the
barracks is a barrel with some gold inside. Head back to the Candlekeep Inn, sell everything you
don't need, and buy provisions. Even if you don't plan to use a bow yourself, you'll need some
arrows shortly, so buy some.
Then head back to Gorion and tell him you're ready to start your grand adventure!

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Chapter 1
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Watch Gorion get killed, but remember that the Armored Figure can be hit by magic missile
attacks. That bit of information will be useful later.

East of Candlekeep (AR2700)

Imoen will join you. She's a reasonably good thief, and you need all the help you can get right
now. If you bought extra arrows, give her some. She has some healing potions, and you should
split those up between the two of you. She also has a wand of magic missiles, which you should
put in one of her quick item slots.
Head north to where Gorion got killed. Be careful to stay away from bears. If a wolf attacks, you
and Imoen should be able to handle it. If things look dicey, have Imoen use her wand. On
Gorion's body is a letter from Elminster. If you haven't figured out that you should head to the
Friendly Arm yet, the letter should make it clear. Also pick up the items from the two ogres
Gorion killed.
Explore the rest of the area. On the coast north of the path to Candlekeep is a man named
Chase. It doesnt matter what you say to him but OK seems to be the best choice. In a tree at
location (4419, 1955) you can find a diamond. Lastly, if you walk along the road at the southern
edge of the area, you'll run into Kolssed. He'll mention that he just saw two people. Those two
people are Montaron and Xzar. They are located farther along the road. When you find them,
they will give you a healing potion and ask for your assistance in travelling to Nashkel. As with
Imoen, there's no reason not to let them join your group.

Crossroads (AR2800)
Talk with Elminster and then explore the area. There isn't too much of interest around. Along
the road at the northern edge of the map, you'll meet Aoln. He'll tell you to be wary of wolves and
gibberlings in the area and that an ogre mage is the most fearsome creature he's seen.
In the eastern part of the area, south of a ridge, is an ogre. He's probably too tough for you at
this point, so if you see him, run away but remember his location. He's part of a quest, and you'll
need to kill him later. If you want to try and kill him now, have as many characters as possible
equip ranged weapons (Imoen should use her wand so somebody else can use her bow), and have
one character act as bait. Have the bait run around and try to get the ogre to chase it while
everybody else attacks. Once you kill it, either now or later, you'll get two girdles (one cursed and
one for a quest), a scroll, and a mace.
On a rock, at location (1004, 1115), is a ring of protection +1. On the road at the southern edge
of the map you'll run into Andout who will inform you that Beregost is being garrisoned. Nearby
you'll find Jase who will let you know there are bandits in the area. North of Jase is an
overturned wagon, and by the wagon is a barrel with gold inside.
When you're ready to leave, exit the area to the north.

Friendly Arm Inn (AR2300)


The inn is located in a former fortress with high walls and a single gate on the southern side.

Before going inside the fortress, explore the grounds outside. Located at (2553, 3757) is a ring of
wizardry (provided you have the right version of the game). Also, following the road, you will
come across three groups of hobgoblins. The middle group (northwest of the Friendly Arm) will
have a hobgoblin wearing green instead of the standard red. That hobgoblin is carrying Joia's
Firedance ring, and you need it for a quest. The other hobgoblins have bastard swords (which are
better than long swords, if that's what you have now), leather armor, helmets, and gold or
trinkets. Once the road is clear, head inside the fortress.
Inside the walls, just to the west of the drawbridge entrance, is a home. It belongs to Joia, and
she wants her ring back. When you give it to her, you'll receive 400 points of experience and a
point of reputation. She'll also leave the home at that point, allowing you to do some search and
seizure. Inside one of the chests is some gold and a gem.
Talk to some of the commoners. You'll learn that there have been recent problems with bandits
and iron. To the east is the Temple of Wisdom. You can get healing and antidote potions there,
but you probably can't afford them yet. You can also identify items there.
When you approach the staircase leading up to the inn, an assassin will attack you. This one is
named Tarnesh, and he is much more difficult than the two you faced in Candlekeep. Luckily,
the guards will help you out, so when you hear him say Hi, friend head in their direction.
Between the guards and your party, you should be able to finish him off reasonably easily. On
his body you'll find some scrolls and a letter. The letter indicates that somebody has put a bounty
on your head.
The inn is made up of three levels. When you enter the inn (first level), you'll meet Jopi. His
uncle is named Ragefast, and you'll meet him later in Baldur's Gate. Also on the first level is
Whelp, a drunk who provides some entertaining dialogue. In the western corner are Khalid and
Jaheira, the two people Gorion wanted you to meet. Go ahead and have them join your party, but
realize that Khalid and Imoen are good, Jaheira is neutral, and Xzar and Montaron are evil.
Eventually, somebody is going to have to go.
Bentley Mirrorshade runs the bar and shop on the first level of the inn. You can sell to him most
of the things you have been picking up, and you can also buy useful things like more arrows and
a large shield +1 (although probably later). He also has for sale two books, the History of the
Fateful Coin and the History of the Unicorn Run. Go ahead and buy them; you'll need them
later.
On the second level is Unshey. He'll tell you that he lost his belt of piercing to an ogre south of
the Friendly Inn. That ogre should sound familiar. When you give the belt back to him, he'll give
you a measly 10gold coins (plus 800 experience points). The belt is actually useful (+3 AC bonus
against piercing weapons), so you might want to keep it instead. Or, you can give the girdle to
Unshey and then kill him to get it back. It's not possible to steal it from him. If you choose to kill
him, it'll cost you 5 reputation points. Also, in the southern-most room on the second level, you
can pick open a chest with a healing potion and gold in it.

On the third level of the inn is a nobleman who will mistake you for the laundry service and give
you some golden pantaloons. The pantaloons aren't useful, but if you give them back to the
nobleman you'll receive 100 experience points. (Note: You can use the pantaloons in Baldurs
Gate 2, so you might want to keep them if you plan to export your character to that game.)
Also on the third level, in the common area, is Landrin. She lives in Beregost and has a problem
with spiders in her house. If your charisma is high enough, she'll give you 6 antidote potions to
help you in clearing her house. Eventually you'll need to bring her back a spider body, her
husband's boots, and a bottle of wine.
It seems that every NPC you add to your group wants to go to Nashkel, so that's the direction you
should head next. However, you should leave the current area to the north. That will add a new
location to your map, and you can still travel to the south.

Beregost (AR3300)
When you enter the area, Golin Vend will greet you and give you information about the town. If
you've read Volo's Guide to Baldur's Gate, then Golin won't tell you anything you don't already
know. Commoners will also tell you more about the iron shortage and bandit problems, plus
mention other topics of note such as the Ulcaster School, the Firewine Bridge, and Bassilus.
Directly south of where you enter the area is a group of four residences. You can do some
pilfering here if you want. In the most western house (the one with the boy waiting for the
Greycarts) is a chest with 96 gold pieces in it. You can steal the gold with the boy watching and
not face any repercussions. There is also a bag on the ground next to the most southern house,
and it has a small amount of gold in it.
In the group of buildings to the south you will find Kagain, an evil fighter and owner of an escort
business. If your party is evil or neutral, then Kagain is a good choice for the front ranks. In the
back room of his shop is a crate with some gold in it. You can also do some minor looting in the
other buildings.
South of Kagain's shop is the Feldepost Inn. When you enter, a man named Marl, who doesn't
like adventurers very much, will approach you. If you answer...
------

No need to get bent out of shape.


I just do what I think is right.
Hold on!
If you knew him like you think...
The Realms call...

... then you'll gain 900 experience and Marl will go away. If you answer anything else, you'll have
to fight him, and he's only worth 650 experience. Also on the first level is the bartender, who has

a few magical items for sale. Visit him again when you have more gold. On the second level is an
unfriendly man named Algernon. He's holding a cloak of charisma +2, which you can steal.
East of the Feldepost Inn is a large monument. During the day the town crier will be standing
there, and he'll tell you about a reward for the killing of the cleric Bassilus. South of the
monument is another group of buildings. In a home on the western side is Firebead Elvenhair
(who you previously met in Candlekeep), and he's looking for a copy of the History of the Fateful
Coin. You should have a copy of that from the Friendly Arm Inn, and when you give it to him he
will reward you with a copy of the History of the Dead Three (plus 300 points of experience and a
point of reputation).
In the southeast corner of this block of buildings is the Jovial Juggler Inn, and to the west of that
is Landrin's house with the spider problem. Don't try to clear Landrin's house until you have
purchased some antidote potions, which you can find in the temple east of town. There are four
huge spiders in the house, and if the battle becomes difficult, you can always leave, rest, and
then return to the house until the spiders are all dead. Remember to pick up all three items that
Landrin wants (boots, spider body, wine).
Inside the Jovial Juggler, you'll meet Bjornin, who wants you to kill some half-ogres to the
southwest, and Gurke, who lost his cloak to some tasloi in the Cloakwood Forest. Upstairs is
Oogie Wisham, who thinks Bjornin is out to get him. Oogie needs some medication.
In the block of buildings north of the monument are three homes, the Red Sheaf Inn, and the
Burning Wizard Inn. Outside the Burning Wizard is Garrick, who will offer your party a job
acting as bodyguards for Silke the thespian. If you agree to the job, Garrick will lead you to the
Red Sheaf Inn where Silke is waiting. Silke is a bad, bad girl and she'll try to get you to kill some
innocent merchants. If you're feeling evil yourself, you can kill the merchants (15 experience
points each), loot their potions of defense, and get a 300 or 400 gold piece reward from Silke.
However, you'll lose 2 points of reputation and Garrick will not offer to join your group. If you
take the side of the merchants, you'll have to face Silke, who is a mage. She can cast lightning
bolt, so you need to kill her quickly. Let loose with the best spells you have. You'll get 900
experience for killing her, and she's carrying a quarter staff +1 plus the 400 coins she would have
paid you if you had killed the merchants. Also, if you talk to the merchants, they'll give you a
potion of defense, and if you talk to Garrick, he'll offer to join you.
Inside the Burning Wizard you'll meet Zhurlong, who lost his boots of stealth to a tribe of
hobgoblins. Every time you talk to him, he'll steal some gold from you (but give it back later), so
only talk to him once. Upstairs you will meet Spen Gil'meh who will tell you a little about
Beregost and the Firewine Bridge. It's a good idea to spend the night here so you can memorize
spells after your bout with Silke.
When you enter the Red Sheaf Inn, you'll be attacked by Karlat, yet another assassin ready to do
you in. He's a tough fighter, and you should once again hit him with everything you have. He's
worth 270 experience points and has a bounty notice plus some other items on him. The bounty

notices aren't useful in any way, although its fun to watch the bounty price go up. You can get
rid of the notices at any time.
Also on the first level is Perdue. If you answer...
-----

A dog's head?
Oh, a gnoll!
Never liked them myself.
You've got yourself a deal.

... then Perdue will give you a quest to retrieve his lost short sword. It's being held by some gnolls
in the High Hedge area to the west of Beregost. (Well, hey, 50 gold coins is 50 gold coins.)
Upstairs is Raleo Windspear, who like Spen Gil'meh, can give you some background information.
East of the Red Sheaf Inn is yet another block of buildings. The home in the northeast corner
belongs to Mirianne, and, if you talk to her, you'll learn that she's awaiting word from her
husband. The shop in the southeast corner is the Thunder Hammer Smithy. Here Taerom
Fuiruim will buy most items, and he has some magical items for sale as well. Late at night the
smithy will be empty, and you can steal a bastard sword +1 from one of the chests inside
(provided your lock-picking ability is good).
The house in the northeastern part of town belongs to Gerard Travenhurst, a member of the town
council. Upstairs, in one of the bedrooms, is some good loot, including a wand of lightning and a
potion of healing.
When you're ready to move on, sell what you can, buy what you can, and then stay at an inn to
memorize spells. Then leave the area to the south.

Forest South of Beregost/North of Nashkel (AR3800)


South of where you start the area is Shelligh, a little boy out picking fruit. He's just reinforcement
that people are having a hard time right now. Continuing south along the road will bring you to
an ogrillon. It is carrying a letter from Roe to Mirianne, and you can give it to Mirianne later. Try
to hit the ogrillon with ranged weapons. It only uses its fists, but a single punch or two can kill
your characters.
If you follow the road all the way to the southern edge of the map, you'llrun into another ogrillon,
which you should kill in the same way as the last one, and a Flaming Fist mercenary. The
mercenary will mistake you for bandits, which is fine. Challenge him to a fight. He's carrying
plate mail and a cool plumed helmet, and you can kill him without losing a reputation point.
Near the middle of the map, you'll run into a group of three hobgoblins, two wearing red and one
wearing green. The one in green will have Zhurlong's boots of stealth. Near the hobgoblins is a
cave, and inside the cave will be 5 potions of healing and some gold. Northwest of the cave is Bub

Snikt, who can give you some background information if you ask for it.
Scattered around the remainder of the area, you'll find some more hobgoblins and some
gibberlings. You should be able to kill them all pretty easily. There might also be a ghoul or two
around, and you should be a little careful with them since they can paralyze your party members.
After you've explored the area, continue south towards Nashkel.

Hills South of Beregost/North of Nashkel (AR4300)


If you follow the road, it will turn towards the west, and eventually it will pass a hobgoblin camp.
There are six hobgoblins there, two with bows. If you advance slowly and attack the nearest
hobgoblin with ranged weapons, it will charge you, and you might be able to take out the entire
group only fighting one or two at a time.
There isn't much to the rest of the area. Lord Foreshadow can be found in the southwestern
corner of the map, on the road. He'll insult your attire. Portalbendarwinden (say that three times
fast) is in the southeastern part of the map. He'll insult your aura. The rest of the area has a
variety of hobgoblins, ghouls, kobolds, and bandits. If you kill any bandits, pick up their scalps
(eww), but don't sell them until you meet Officer Vai later in the game.
When you've explored the area, rest to heal your characters and memorize spells. You'll have a
battle on your hands when you get to Nashkel.

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Chapter 2
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Nashkel (AR4800)
You'll find yourself just to the north of a bridge. Ignore the bridge and head west and then head
south along the western edge of the area. You'll come to a farm and a field, and on the western
side of the field at location (191, 2746) are a pearl and a set of ankheg plate mail. The ankheg
plate has the same armor bonus as full plate mail, but it is much lighter. On the down side, it is
enchanted, and so you can't use cloaks/rings of protection with it. It's your best armor for now,
so give it to your primary fighter. Later give it either to your cleric or a weak fighter (such as
Khalid).
Now head back to the bridge and cross it. Bardolan will confront you and tell you to play nice
while you're in town. He'll also mention Commander Brage. That's a quest you'll get to later.
To the east is the Nashkel Inn. When you go inside, Neira will try to kill you. She's assassin #5 if

you're keeping track. She's also a spellcaster, so let her have it with your best offensive spells.
She's worth 650 experience points, and she's carrying a helmet of infravision. The helmet isn't
really useful, but, like the Flaming Fist helmet, it's different from the standard horned helmet,
and so it's cool for that reason. The inn is otherwise boring, except there is a small amount of
gold in the rooms in the back.
Next to the Nashkel Inn is the Nashkel Store. Here you can sell most of the stuff you've picked up
in the last two areas. Be careful not to sell any of the quest items. There isn't much to buy
unless you need arrows or bullets.
By continuing down the road, you'll run into Berrun Ghastkill, the mayor of Nashkel. He'll ask
you to investigate the mines southeast of town. If youhadn't heard yet, something is wrong with
the ore the mines are producing.
East of the mayor is the Temple of Helm. Inside is Nalin, and he'll tell you he might be able to
help Commander Brage if you can bring him to the temple. He'll also do the standard priest
things. It's a good idea to make sure everybody in your party has at least one antidote potion, so
buy some potions if you need to. In front of the temple is a graveyard, and you can amuse
yourself by reading the markers. If you read the one for Mark D Daer'Ragh will confront you
and tell you to leave the marker alone. If you click the marker again, he'll return with several
phoenix guards and kill you. (It's possible to kill the phoenix guards later in the game when
you're more powerful, but it's not worthwhile to do so.)
Continuing down the road again you'll find Oublek, who will mistake you for a bounty hunter
named Greywolf. If you pretend to be Greywolf, you'll get 200 gold coins, but you won't be able to
collect any bounties from Oublek later. If you tell Oublek he's mistaken, you'll gain a point of
reputation. If you talk to Oublek again, he'll mention there are bounties for the return of
Commander Brage and the return of some emeralds stolen by an artist named Prism.
Farther down the road is the garrison, which isn't very interesting, and next to the garrison is
Minsc, who will join your party if you agree to rescue the mage (invoker) Dynaheir. Minsc is a
good companion, a ranger with 18/93 strength. He's also good aligned. If you're trying to keep
your party good/neutral, now is the time to get rid of Xzar and Montaron.
South of the garrison is the Belching Dragon Tavern, where you can meet Volo himself (and not
learn very much from him), and at the end of the road is a (locked) home. Inside the home is a
female commoner, who, if you ask about the mines, will tell you that her husband is down there
somewhere. The husband, Joseph, wears a greenstone ring.
To the south, between the tavern and the home, is another bridge leading to the farm area. On
the bridge is Edwin, an evil conjurer. He wants help to kill the witch Dynaheir. If you agree to
help, he'll join your group. Otherwise he'll leave, and you'll have to attack him the next time you
seehim. You can have Minsc and Edwin in your group at the same time, but I'm not sure what
happens if they're still there when you get to Dynaheir.

When you cross the bridge, you'll find Noober, the most annoying creature in the game. If you
decide to wait him out (he'll say What about now? about 20 times) you'll get 400 experience
points. If you decide you don't want to wait, you can kill him for 15 experience points and not
suffer a reputation penalty.
The area west of the river is devoted to farms and farmers, and there isn't anything (else)
interesting there. In the remaining area east of the river is Manor House, but you wont find any
farm animals there. Instead there are some scrolls you can steal (first floor) and a woman named
Samantha (second floor). If you ask Samantha her name twice and then tell her she's pretty,
her boyfriend Jamie will jump out of the closet and attack, and Samantha will run away. You
wont lose any reputation for killing Jamie, but you will if you kill anybody else in the house.
Before going any farther, it's a good idea to finish up some of the quests you've completed but not
yet been rewarded for. When you're done exploring Nashkel, exit the area to the east and then
select the Friendly Arm Inn. Give Landrin the three items she wanted (click on her three times),
and she'll give you 295 gold coins (plus 800 experience points). Then leave the inn and exit the
area to the east, but select Beregost on the map.
In Beregost, go visit Mirianne and give her the letter from her husband Roe. She will give you a
ring of protection +1 (plus 300 experience points). Then go to the Burning Wizard to visit
Zhurlong and give him his boots of stealth. He'll give you 100 gold coins plus whatever he stole
from you before (plus 300 experience points). The boots are useful (+35% stealth) and you can
kill Zhurlong to get the boots back and gain 90 more experience points in the process. Plus you
won't lose any reputation points for the murder.
By this time your party will be tired from all the travel, so go ahead and spend the night at the
Burning Wizard. Then exit the area to the east.

Beregost Temple (AR3400)


There are vampiric wolves in the eastern part of this area, and you don't want to mess with them
yet. Instead follow the path northeast and enter the Song of the Morning Temple. Inside you'll
meet Keldath Ormlyr, and from him you should buy a stone to flesh scroll. After that go ahead
and visit the vestibule to the north and talk to Blane and Bram. Then stay on the western side of
the map and travel south, eventually leaving the area to the south. Along the way you might run
into Ashen, who is just there for color, and some normal wolves / dogs, which you should be able
to kill. Select the Nashkel Carnival on the map screen.

Nashkel Carnival (AR4900)


The actual carnival is in the southern part of the area. In the northern part are kobolds, which
you should be able to dispatch easily.

On the western side of the carnival is the stage area. Not too many people are watching the show,
but if you want, you can ask The Great Gazib to do his exploding ogre trick. If you ask three
times, the exploding ogre (aka Oopah) will decide he's had enough and attack your party. He's a
tough opponent this early in the game, but if you kill him you get 270 experience points, a mace,
and some other treasure object.
To the east of the stage are a boy and Lord Binky the Buffoon. North of those two is a gambling
tent. Save your game and then walk in. Vitiare, master thief and pickpocket extraordinaire, will
walk up to you, steal 100 coins, and then leave. However, if you target him right away and throw
in a couple spells, you should be able to kill and get your gold (plus more) back. You
won't lose any reputation points for the deed.
East of the gambling tent are three more tents. The northern (largest) one is another gambling
tent, and the southern one houses a potion dealer. Even if you don't care about the potions, go
ahead and buy them because you can sell them for more later. The middle tent contains an evil
wizard (Zordral) and a damsel in distress (Bentha). If you answer...
-----

What's this all about?


Why don't we discuss this...
Come on...
Ok, that's it...

... then Zordral will ignore Bentha and attack you. Otherwise he'll use his magic word to kill
Bentha and still attack you. If you want to be cold-hearted, the best option is to let Zordral kill
Bentha so you can get her equipment as well as his. Zordral is a mage, and he'll cast mirror
image on himself and then horror on your party, so you want to kill him quickly before your party
starts running around in a panic. So let loose with everything you have. If you still can't kill him,
then you might want to wait and come back later. Zordral is wearing a knave's robe, which isn't
all that exciting a prize, but he is worth 900 experience points. After the battle, tell Bentha
(if she's still alive) that the good deed was reward enough, and she'll give you a potion of heroism.
East of Zordral's tent are three more tents. The northern one sells potentially useful magical
items while the southern two sell some standard weapons. Farther east is a rectangular tent
selling standard armor. Among the tents is Zeke who will offer to sell you a stone to flesh scroll
for 500 coins so you can rescue a stone maiden (Branwen). You should already have such a scroll
from when you visited Beregost's temple. Branwen is located to the north, and when you free her
she'll offer to join your group. She's a neutral cleric, and shes useful to have around (if your only
other healing option is Jaheira). If you add her, she'll tell you that it was a man named
Tranzig who trapped her. You'll hear from Tranzig again.
On the far eastern side of the map is a lone tent. It contains a few people intimate with the black
lotus but there is nothing useful inside.
Once youre ready to move on, exit the area to the north but then select the Nashkel mine area on

the world map.

Nashkel Mines, Outside (AR5400)


Head west along the northern edge of the map. In the northwestern corner is an old tree, and in
the knot of the tree, at location (165, 178), is a wand of frost. Retrace your steps to your starting
position, and then circle around the mine in a clockwise fashion until you hit the western edge of
the map. Head south from there and you will come across Prism, the artist who stole the
emeralds. Tell Prism you don't have anything to do with Greywolf, and then agree to guard him
while he finishes. Immediately thereafter Greywolf will show up. Ask him to let Prism finish his
work and he'll attack you. Greywolf is a tough fighter, but he is worth 1400 experience points
and he has a nice sword on him -- Varscona, a long sword +2 with +1 cold damage. Once
Greywolf is dead, talk to Prism. Prism will kill himself, and you can pick up the emeralds from
his body. You will also receive 1000 experience points and a point of reputation.
Still avoiding the mines, explore the rest of the map. You'll come across some kobolds and
wolves, which should be easy kills, and at the middle eastern edge of the map you'll find a guard
named Dandal. He'll tell you to talk to Emerson about the mines. Also, in the middle southern
part of the map is Galtok. He's fleeing from a group of kobolds, and if you agree to help you'll
immediately have to fight four of them. Galtok disappears when the kobolds arrive, so there is no
prize for helping him.
Now head for the mines. Three guards block the mine entrance, and they won't let you pass until
you talk to Emerson. Emerson is southwest of the mine entrance. Talk to him and then talk to
the guards blocking the mine, and finally they'll allow you to enter.

Nashkel Mines, Inside (AR5401, AR5402, AR5403, AR5404, AR5405)


When you enter the mines, Gord will come over and tell you to talk to Ruffie. Ruffie is just to the
south. Between the two you'll learn there are demons in the mines. In this case, another word
for demons is kobolds, so don't get worried.
There isn't much to see on the first level of the mines. You can talk to various miners who will
paint an ugly picture of what has been going on. In the southern half, a miner named Dink will
approach you and ask you to return a dagger to Kylee, who is on the second level. There are a
couple of archer kobolds around who shouldn't present a problem. There is also some ore in the
ore carts, but you shouldn't pick it up because it can contaminate your weapons. The exit to the
second level is down one of the southern shafts.
When you enter the second level, Beldin will come racing towards you screaming about yipping
demons. The demons are four archer kobolds, and they'll immediately kill Beldin and then turn
on you. They're still kobolds, yipping or not, and you should be able to kill them easily. If you're
getting low on arrows, be sure to pick some up from the kobold corpses.

Level 2 is much like level 1, except there are more kobolds around. Kylee is in the southwestern
part of the mine, in a room with two Amnish soldiers. When you give him back his dagger, you'll
receive 200 experience points. Some of the kobolds you find will have vials of mysterious liquid.
This is what they're using to contaminate the ore. If you drink it, you'll become poisoned and lose
2 hit points permanently. The exit to the third level is down a long southern shaft on the eastern
side of the mine.
The third level is more interesting. There are traps around, so have your thief lead the party to
find them. If your thief runs into a group of creatures, have him / her run away back to the
group, have the group kill the creatures, and then continue on as before.
Next to the entrance is Joseph's ring, so pick it up so you can return it to his wife later. To the
east and west of the entrance you'll find shafts with lots of kobold archers. Kobold archers are
sort of annoying in large numbers, and they don't have good experience or equipment, so feel free
to skip those parts of the level. Instead, head generally south until you come to a bridge
spanning a red glowing chasm. There are two traps on the bridge, so be ready for them.
South of the bridge you'll find more kobold archers, ghouls, and a couple huge spiders in a
chamber at the southern edge of the map. The exit to the fourth level is down a shaft east of the
spider chamber. You'll know you're on the right track when you run into some kobold
commandos equipped with fire arrows. Have your melee fighters charge the commandos so they
can't use their bows, and finish them off as quickly as possible. The exit to the fourth level is
guarded by three traps, so approach it cautiously.
There aren't any traps on the fourth level, so you don't have to worry about that, but there are
some more kobold commandos with fire arrows. They are guarding the bridge to a circular
island, and you'll come upon them almost right away. Charge them again with your fighters so
they can't use their bows, and then kill the ghoul hiding on the opposite end of the island. The
majority of the island is taken up by a large rocky dome, and you should enter that next. The
door is right next to the bridge.
Inside the dome you'll find Mulahey, who is responsible for the mine's problems. He'll mistake
you for Tazok's minions, ordered to execute him, and, if you play along, he'll mention letters he
has in his chest. Then he'll turn on you and call for help. The help is pretty wimpy (kobolds and
skeletons) but they'll come in behind you, exposing your spellcasters. The best strategy seems to
be to leave your best AC fighter behind your group. Then the help will target that character and
almost always miss while the rest of your party can concentrate on Mulahey, who is a spellcaster.
Keep hitting Mulahey with spells and ranged weapons, and he won't be able to concentrate long
enough to complete any spells, and eventually he'll surrender. He's lying, though, so don't accept.
(If you do accept he'll conjure in more kobolds and skeletons.)
Once everything is dead, explore some more and you'll find Xan, a poor guy Mulahey was keeping
prisoner. He'll join your party if you want him to. He's a neutral enchanter, but I prefer to use
Minsc and Dynaheir, so I never use him. Back in Mulahey's room, you can open his chest -- it's

not even locked -- and when you pick up his papers the chapter will end.

******************************************************************************
Chapter 3
******************************************************************************
Reading Mulahey's letters, you'll find that Tazok is not especially happy with how the orepoisoning operation is going and that somebody named Tranzig is one of Tazok's operatives.
Tranzig is located at the Feldepost Inn in Beregost, and you'll meet him later.
Between Mulahey and his chest, you should also pick up Mulahey's holy symbol, which you need
as proof that you've killed him, boots of grounding (+50% electricity resistance), a ring of holiness
(extra spells for clerics and druids), and a mess of scrolls. When you've picked up everything you
need and have caught your breath, exit the area and then head north. Eventually you'll come
across some grey oozes, and beyond them is an exit to the surface. The area the exit leads to is
probably too difficult for your party at this point, but feel free to take a look. It's a one-way exit,
though, so save first. If you're feeling more cautious, head back the way you came and exit the
mine surface area to the east, but click on Nashkel in the world map screen.
Back in Nashkel, give Joseph's ring to his wife (800 experience points), collect the bounty on
Prism (300 gold pieces, 200 experience points), and then talk to Berrun Ghastkill to collect the
reward for clearing the mines (one reputation point, 900 gold pieces, 1000 experience points).
Then save your game and approach the Nashkel Inn. Assassin #6, Nimbul, will attack you, but
he'll talk a bit first and you can start attacking him while he's talking. He's a spellcaster, but he
should go down easily with the head start he gives you. On his corpse you'll find a letter showing
he was hired by Tranzig, plus some magical items (ring of infravision, short sword +1, boots of
avoidance). Now you can go to the Nashkel Store and sell what you don't need and buy what
you do need, and then head to the inn for a rest.

Cloudpeak Mountains/South of Nashkel (AR5300)


In the northwestern part of the map is Albert who has lost his dog Rufie. He'll give you Rufie's
favorite chew toy so Rufie will recognize you as friendly. Rufie is almost directly east from Albert,
though about halfway across the map. Once you find him, Rufie will follow you around, and all
you have to do is lead him back to Albert to finish the quest. Your reward? 1000 points of
experience. (You can also kill Rufie for 1200 experience.)
Southwest of Rufie's location you'll meet a band of Amnish merchants: Sendai, Alexander, and
Delgod. They're a tough group, and if you're polite, they'll go away peaceably (but you won't gain
anything). Otherwise you'll have to fight. Delgod is the spellcaster in the group, so target him
first with your spells and ranged attacks. If you still have the wand of lightning, this is a
good time to use it. Between the three merchants you'll get 1200 points of experience, studded
leather armor +2, and lots of arrows +1.

In the southeastern corner you'll find Larry, Darryl, and Darryl. Theyre a reference to the Bob
Newhart Show, and you can even get their autograph.
Near the center of the map are Vax and Zal, the fastest dart thrower in the west. Yes, this is a
strange area. Anyway, Vax and Zal want your money, and unless you want to oblige them, you'll
have to fight. They're not very tough, and once you close in on them with your fighters, they'll go
down easily. You get 1000 experience points for killing them, and on the bodies you'll find about
150 gold, two potions of healing, and bracers of archery.
Scattered around the remaining parts of the map are xvarts, kobolds, and skeletons. Plus, there
is a hidden stash at location (1794, 412). Inside the stash you can find scrolls of chromatic orb
and cloudkill. You might also find a winter wolf in the area. If so, close in on it quickly because it
has a nasty ranged frost attack. On its body you'll find its pelt, which you can sell at the Nashkel
Store for 500 gold pieces.
When youre ready to move on, exit to the west.

Forest Southwest of Nashkel (AR5200)


Head west from where you start in the area and you'll meet the Dryad of the Cloudpeaks. It
seems two ruffians are intent on chopping down an ancient oak tree, and she needs your help to
stop them. Agree to help. The two ruffians, Caldo and Krumm, are nearby, and when you
announce you're not going to let them harm the tree, they'll attack. They're wimps, so don't be
worried. They're also worth 350 experience points, and Krumm is carrying a girdle of bluntness,
which gives an armor class bonus against blunt weapons. Plus, when you talk to the dryad
again, she'll give you a healing potion, and you'll also receive 500 experience points and a point of
reputation.
Near the southern edge of the map is a waterfall, and if you click on the waterfall you'll find a
dead cat. Yay. At the top of the waterfall is Drienne, and she'll tell you that her cat Pixie fell in
the waterfall. Click on her again, and she'll tell you that Pixie does this sort of thing a lot, and
that her dad will raise the cat from the dead. Plus, you'll receive 200 experience points, a point of
reputation, and a scroll of protection from the undead.
East of the waterfall is a cave guarded by a dire wolf. Inside the cave is a halberd +1.
In the middle, northern part of the map is a group of four gnolls. They'll demand you pay 50 gold
coins in order to pass. Insult them and they'll attack -- and then they'll die because they're
gnolls. They seem to have better loot than normal gnolls, with gold and some other random
treasure object on their corpses.
On the western side of the map you'll meet Ingot (a gnoll) who will mention that he's an outcast
from the gnoll stronghold. Hell also mention that theres a captive (Dynaheir) at the stronghold.

Around the rest of the map youll find a scattering of wolves, gnolls, xvarts, and a couple more
winter wolves. When you're done exploring, exit the area to the west and select the gnoll
stronghold on the world map.

Gnoll Stronghold (AR5100)


You start out next to a bridge. Cross the bridge and you'll discover Gnarl and Hairtooth, the
bridge guards. They'll let you pass for 200 gold coins, they'll even let you pass for 100 gold coins,
but you want their equipment, so keep refusing their demands and then fight them. Hairtooth
has gauntlets of dexterity, which raise a character's dexterity to 18, so the fight is definitely worth
it, and it's not like Gnarl and Hairtooth are very difficult opponents anyway.
Past the bridge, the path branches in three directions. There isn't anything to the north other
than some encounters with gnoll elites, to the west lies the gnoll stronghold, and to the south lies
some caves. Clear out the north path first, and then enter the stronghold.
There will be several gnoll encounters. Travel up the stairs, fighting as you go, and then take the
narrow stairs leading north. There are two prisoner pits on this level, and Dynaheir is in the
eastern one. To get to her you'll have to fight even more gnolls, including gnoll veterans and
finally the gnoll chieftain. When you reach Dynaheir, she'll offer to join your group, and you'll
need to add her if you want to keep Minsc around. From there go ahead and explore the rest of
the stronghold, killing everything you see. Then make your way back down to the bridge.
Exploring the southern path from the bridge will reveal encounters with xvarts and gnolls, and
three caves in the area. One of the caves has a tome of leadership and influence in it, and
reading the tome will raise the character's charisma by one point permanently. So let your leader
read it. The other caves won't have anything but encounters, although one of them will introduce
you to the carrion crawler.
Exit the area to the east and head back to Nashkel. At this point in the game you can be attacked
(aka ambushed) while traveling between map areas, so make sure you're in reasonable shape
before the trip. When you get to Nashkel, head for the store and sell all of the loot you've
accumulated, and stock up on arrows and bullets. Rest up at the inn if you need to, and then
head west.

Hills West of Nashkel (AR4700)


In the middle of the map is an xvart village. When you enter the village and start fending off all
the xvarts who attack you, Nexlit will come out and yell at you for being mean. Then he'll call out
the village's protector, Ursa the cave bear. There isn't anything special about Ursa, and she
should be easy to kill. Northeast of the village is a cave with another cave bear in it. A chest in
the cave contains a flail +1 and bracers of defense AC 8.
Once you've killed all the xvarts in the village (or get bored killing them because they regenerate

so often), head west. You'll run into Borda, who is a con man. Don't buy any of the potions or
scrolls he is selling because they are worthless. The rest of the map is pretty much empty,
although you'll face the occasional wolf or xvart. When you're done exploring, exit the area to
the west.

Forest North of Gnoll Stronghold (AR4600)


Assuming you entered the area on the eastern side, head south. You'll come upon Jared next to a
bridge. Jared is excited about a bear on the other side of the bridge, and if you kill it for him he'll
give you boots of the north (+50% cold resistance) and you'll also receive 150 experience points.
The bear is a mountain bear, which is a little tougher than the bears you've faced before, but it
should still be no problem.
Then head back north along the eastern edge of the map until you come to a rocky outcropping.
Go west from there and you'll meet Neville, a robber. If you give the third answer, Neville will take
55 gold and otherwise leave you alone. If you give either of the other answers, Neville will attack
you, and five hobgoblin archers will jump out of the bushes to attack you as well. Neville has a
long sword +1 and a scroll of dispel magic, so this latter option is the one you want. Concentrate
on Neville and then worry about the hobgoblins after he is dead. If any of the hobgoblins flee
west, let them go. Save your game and then head west.
To the west is another bridge, but this one is guarded by two ogre berserkers and three hobgoblin
elite archers with poison arrows. If you still have the wand of lightning, you might be able to take
out all three hobgoblins with one shot because they're standing in a line on the bridge. If not,
concentrate your spells and ranged weapons on the hobgoblins while your fighters work on the
eastern ogre. The western ogre won't notice you until after you start crossing the bridge, so
rest/heal up before dealing with him.
Cross the bridge and then head west. You'll first meet Laurel, who actually needs some help
killing gibberlings. Go figure. When you agree to help, 12 gibberlings will appear, and after you
kill them and talk to Laurel, you will receive 250 experience points. Continuing west, you'll find a
regular ogre eating dinner by a fire. Talk to him twice to attack him.
In the remainder of the area, you'll find varieties of dogs, ogres, and gibberlings. When you're
done exploring, exit the area to the north.

Hills West, Northwest of Nashkel (AR4100)


From your starting position, head straight north. About halfway across the map you should come
to Charleston Nib and his group at an excavation site. Be polite to him and agree to act as guards
(for a fee) so his men can get some work done. When Nib leaves, his partner Gallor will come over
and try to convince you to kill Nib so he can make a profit on the excavation project.
Play the Indiana Jones role and refuse. When Gallor leaves, walk over to Nib and talk to him
again, and you'll be transported inside the shaman's home that Nib and his men have unearthed.

The diggers will become possessed and attack you, but they are easy targets. When they're dead,
talk to Nib again and he'll explain what he thinks happened and then pay you your fee. You'll
also receive 1000 experience points and one point of reputation.
If you're feeling particularly powerful (or foolish), try taking the artifact from the sarcophagus.
Then when you leave the shaman's home, a doomsayer will attack you. The doomsayer is pretty
tough, and it is much more likely to kill you than you are to kill it.
After finishing with the excavation area, head west. Towards the western side of the map you'll
find Ba'ruk, who won't be happy to see you. (As far as I can tell, Ba'ruk doesn't appear until after
you visit the excavation site.) Ba'ruk will attack, and five kobold commandos with fire arrows will
join in. Kill Ba'ruk quickly because he is an archer with poison arrows, and then kill the
commandos at your leisure. Ba'ruk won't have anything very interesting on his corpse.
After finishing with Ba'ruk, head back towards the excavation site. Southeast of this area, by an
overturned cart, are Commander Brage and his cousin Laryssa. Talk to Laryssa and ask who
Brage is (even though you already know). When he asks you a riddle, answer death. Then offer
to take him to the Temple of Helm in Nashkel. You'll be teleported there. Make sure your lead
character has a couple of inventory slots open because Brage will give you items before the trip,
and if your lead character's inventory is full, the items will be dropped on the ground and you'll
have to get them later. For returning Brage to the temple, you'll receive 1000 experience points,
1000 gold pieces, a reputation point, and Brage's (cursed) sword, plus a free trip back to Nashkel.
While you're in Nashkel, visit the store and inn, and prepare yourself for another journey into the
uncharted territories. Then exit in any direction, and select the hills to the northeast of Nashkel
on the world map.

Hills Northeast of Nashkel (AR4400)


In the southeast part of the map there is a body under a tree. In it you'll find some gold pieces
and potions. Nearby will be a variety of ogres and hobgoblin elites with poison arrows. Advance
slowly so you don't have to fight them all at once. To the north of this spot is Sarhedra who will
tell you to attack the ogres to the south (which you just killed). Talk to her again and she'll
wander away mumbling that she's not very good at this quest stuff. But you'll be awarded 300
experience points nonetheless.
Near the middle of the map you'll find Ioin Gallchobhair and his two friends Billy and Dribben.
They're robbers and they want you dead. None of them is a spellcaster, and they should go down
fairly easily. They don't have interesting equipment, but they're worth over 1000 experience
points.
South of the robbers is a farmhouse. There you'll meet Hulrik and find out that xvarts are
attacking his cow. If you can kill the xvarts before they kill the cow, you'll receive 350 experience
points, a point of reputation, and the thanks of Hulrik -- and no doubt the thanks of Arabelle the

cow, too. Moo.


In the mountains on the western side of the map is yet another bandit, this one named Arghain.
He will want your iron and your life, but his support will be to the north, and so if you approach
from the south, you will be able to attack Arghain and his friends in two separate battles.
Arghain is worth 520 experience points and has a bunch of gold and a two-handed sword +1.
Next to Arghain, to the east, is a cave. Inside the cave is an ettercap, plus some treasure. Now,
the ettercap itself isnt too difficult (although it can poison you), but there is also a web trap right
inside the entrance. So toggle your thief to detect traps before you go in, and then have the thief
disarm the trap right away. Just outside the cave, at location (1574, 1486), you can find a water
opal under a rock.
The rest of the area contains mostly xvarts and ogres. When you're done exploring, exit the area
to the south, enter the carnival area, and then exit that area to the east.

Mine Exit/Hills East of Nashkel Carnival (AR5000)


You need to be careful in this area. There are ankhegs wandering around, and they have a nasty
ranged attack that can kill your spellcasters in a hurry. When you come upon one, have your
fighters close quickly to neutralize the ranged attack. If you come upon two or more, blast them
with the best spells you have available. Each ankheg will leave behind an ankheg shell, and you
can sell the shells later for a tidy sum -- plus have another set of ankheg plate mail crafted (at the
Thunder Hammer Smithy in Beregost). Note that the shells weigh 100 pounds, though, so only
carry what you can. Minsc is a good choice for transporting shells.
At the middle northern edge of the map you'll meet Zeela, Lamalha, Maneira, and Telka, a group
of female bounty hunters who have been tracking you for a while and now want you dead. The
first two are spellcasters and the second two are archers. A well-placed web or silence spell will
go a long ways in making the fight easier to win. For killing the quartet, you'll receive 3300
experience points plus an assortment of equipment.
There are four caves in the area. The one at location (1760, 804) is the exit from the Nashkel
mines, and you can't enter it. The one at (4815, 2815) is guarded by three ghasts and contains a
wand of monster summoning, chainmail +1, and more. The one at (908, 1735) is guarded by a
ghoul and has some gold. The last cave is at (1895, 2850). To the west of it Hentold will tell you
that he stole a dagger from the cave and ask you to return it. Inside the cave is a revenant, which
will ask you for the dagger back. The dagger is a dagger +2 and the revenant isn't all that tough,
so tell the revenant you're not going to give it back. The revenant will attack you, and you'll kill
the revenant and receive 3000 experience points for the effort. You'll also find some treasure
items in the cave.
In the southeastern part of the map is Narcillicus Harwilliger Neen, a scientist of sorts doing
experiments with slimes, jellies, and oozes. Ask him about his experiments, and then ask him to

write the spell down for you. He and two mustard jellies will attack. Neen is a spellcaster, so
concentrate on him first. The jellies are immune to arrow attacks, and they're resistant to magic,
so just gang up on them with melee weapons. You'll get 5400 experience for killing the three,
plus a knave's robe, a scroll of lightning, and more.
Other than the ankhegs, there are also skeletons, gibberlings, dogs, and tasloi in the area. When
you're finished exploring, exit the area to the south.

Hills East of Nashkel Mine (AR5500)


Head west along the northern edge of the map and then south along the western edge. Near the
southwest corner you'll find a Flaming Fist mercenary. You can goad him into a fight if you want,
but you'll lose reputation points. Instead, say that you're adventurers, and the mercenary will tell
you that he's looking for a deserter named Samuel. The reward is a whopping 50 gold pieces.
After talking to the Flaming Fist mercenary, head east to location (1957, 2375). There you'll find
a couple of gems and a ring of fire resistance.
If you haven't met Hafiz yet, head back towards the northwest corner of the map. Hafiz is located
around (850, 740). Tell him about yourself, and he'll tell you about his dreams. Plus he'll give
you a protection scroll.
Then go ahead and explore the rest of the map. You'll find mostly gibberlings, but also the
occasional wolf or bear. Near the center of the map are Lena and the deserter Samuel, but don't
talk to them until you're ready to leave. When you talk to Lena she'll tell you Samuel is very sick
and needs medical attention. Agree to take him to the Temple of Wisdom at the Friendly Arm Inn,
and then head there right away. At the Temple of Wisdom, Genna will take Samuel off your
hands and give you two potions (plus 500 experience points and a point of reputation). This is a
much nicer reward than the Flaming Fist mercenary would have given you.
While in town, stock up on arrows and bullets and antidote potions if you need them, and then
spend the night at the inn. When you're ready to move on, head to Beregost.
In Beregost, go to the Feldepost Inn so you can have a friendly chat with that fellow Tranzig. He's
upstairs in the room opposite Algernon. Tell him to surrender twice and he'll attack you. He's a
spellcaster, but there's only one of him versus six of you. After you've beat on him enough, he'll
surrender and give up the location of the bandit camp. Then go ahead and kill him for his
equipment. He's holding a wand of magic missile and a ring of protection +1. (It's also possible
that Tranzig won't surrender, but your map should still be updated to show the location of the
bandit camp.)
Then head over to the Thunder Hammer Smithy, where two people should approach you. One is
Chloe, who will tell you that Officer Vai is waiting for you at the Jovial Juggler Inn. The other is
Elminster, and he'll tell you that you should search for bandits to the northeast. Both will also

indicate that you are famous for your actions in the Nashkel mines.
Go into the smithy, and if you have any ankheg shells, Taerom will offer to buy them for 500 gold
coins or make you a set of ankheg plate mail for 4000 gold coins. There is a bug in the game, and
if you're holding multiple shells, Taerom will only pay 500 for all of them, so if you decide to sell,
have all characters but one drop their shells, and sell the shells one at a time. Once you agree to
have the plate made, Taerom will stop buying the shells, so weigh your options. You'll encounter
numerous ankhegs later north of the Friendly Arm Inn.
At the Jovial Juggler, Officer Vai will tell you that her contingent has not received orders from
Baldur's Gate in over a week and that she'll pay 50 gold coins for each bandit scalp you give her.
She'll also pay 500 gold coins for winter wolf pelts, the same price as the shopkeeper in Nashkel.

High Hedge (AR3200)


In the eastern part of the area is Kivan, a good-aligned ranger. He's been hunting bandits, and
he'll be willing to join your group. I like Minsc better as a ranger, but Kivan has 18+ strength,
and he's good with a bow. Also on the eastern side, next to the High Hedge, are two gnoll
slashers with a gnoll veteran. One of the slashers has Perdue's short sword.
On the western side of the map is a small cottage, and near the cottage you'll find Permidion
Stark, a thief. He'll talk himself out of robbing the High Hedge, but he'll also mention that there
are two flesh golems inside.
Sprinkled around the rest of the map you'll find spiders, dogs, ghasts, gnolls, and a lot of
skeletons. Pick up a skull from one of the skeletons. Then head for the High Hedge, home to the
wizard Thalantyr, located in the southeastern part of the map.
The High Hedge is cramped inside, and there are two flesh golems who will attack you until
theyre dead or you speak to Thalantyr. The golems are worth 2000 experience points each, and
they're not overly difficult to kill if you have a low armor class. So only enter the High Hedge with
two warriors, have them kill the flesh golems, and then bring in the rest of your party to talk
to Thalantyr. Talk to Thalantyr twice, the second time telling him about rumors and your desire
to buy magical items. You can buy numerous magical items from Thalantyr, including robes of
the magi, which are the best robes your wizard(s) can use.
When you've finished exploring the area, exit it to the south.

Hills South of High Hedge (AR3700)


In the northeastern part of the area you'll find a chicken and a wolf. When you kill the wolf, the
chicken (named Melicamp) will thank you. It turns out that this is no ordinary chicken but
instead an apprentice of Thalantyr's who miscast a polymorph spell. Try out a few chicken jokes
if you want, but agree to take the chicken back to Thalantyr so Thalantyr can reverse the spell.

There's no hurry with Melicamp, so continue exploring the area. Head south and you'll meet
Footy, who has been spying on Bassilus, the evil cleric. Remember that there is a 5000 gold piece
bounty in Beregost for the death of Bassilus. If you talk to Footy, he'll tell you that the undead
around Bassilus are funny. It seems Bassilus is telling stories, but his undead minions aren't
listening.
Continue south and you'll find the ring of stones where Bassilus is hanging out. Bassilus has
lost a few marbles and will confuse those around him with his family. Play along. If you answer..
-- Uhh... yes, son...
-- No matter.
-- It is not I who lies...
... then most of the undead surrounding Bassilus will collapse, leaving you with an easier fight.
(No matter what you answer, you'll have to fight Bassilus.) Bassilus is a spellcaster, but without
any support you can gang up on him and kill him pretty easily. On his corpse you'll find his holy
symbol (which you need as proof for the bounty), gauntlets of fumbling, and a war hammer +2.
Near the middle of the map, south of the beware of wolves sign, you'll find Zargal the hobgoblin
and his two friends Geltik and Malkax. They want your money, and if you don't give it to them,
they'll attack you. Named or not, they're still hobgoblins, and you should be able to kill them in
any number of ways. Zargal is carrying The Whistling Sword, a short sword +2.
The rest of the area has wolves, skeletons, ghasts, hobgoblins, and bandits in it. When you're
finished exploring, exit the area to the west, but then select the Beregost temple on the world
map. In the temple, collect the bounty for killing Bassilus (1000 experience points, 5000 gold
pieces), and then head over to the Red Sheaf Inn in Beregost to give Perdue back his short sword
(500 experience points, 50 gold pieces). Finally, return to High Hedge so Thalantyr can fix up
Melicamp. But save first. Theres a chance the antichickenator spell will fail (its random).
Once the spell succeeds, youll get 2000 experience points and one point of reputation.
If you're not saving up gold to make a purchase from Thalantyr, you can reverse the above process
and visit High Hedge before Beregost, and save some hours of game time. When you're ready to
continue on, exit the High Hedge area to the west, and select Ulcaster on the world map.

Ulcaster (AR3900)
The Ulcaster School is in the northeastern part of the area, and the rest of the map is made up of
rocky hills without too much else going on. There will be a hobgoblin with boots of stealth just to
the south of the middle of the map. Furret, who has a gem of true seeing, will be on the
western edge of the map near the northwestern corner. Don't buy the gem from him; it's another
scam. If you want to, you can kill Furret without losing any reputation points and get his gem
which is really a turquiose gem. In the rest of the map are skeletons, kobolds, and hobgoblins.

When you get to the Ulcaster School part of the area, you'll meet two creatures of interest.
Icharyd is a wraith who patrols the southern part of the school. He wants to eat your flesh so he
can become whole again. You want to preserve the status quo. With six against one, and with a
little magical assistance, Icharyd shouldn't pose much of a problem. He's worth 950 experience,
and he'll have a flail +1 on his body.
The other creature is the ghost of Ulcaster himself. He seems to wander all over the school, but I
usually find him on the western side. Click on him a few times and he'll say, Hope would return
with the retrieval of the simplest of tomes. That's your quest, but you'll have to enter the bowels
of the school in order to find the book he wants.
The entrance to the dungeon area is on the western side of the school. There is a sign next to it.
Inside, you'll run into wolves, jellies, and spiders. In the southern portion are some traps, so be
sure to have your thief take the lead. The book Ulcaster wants, the History of the Sisters of Light
and Darkness (or something else; this might be random), can be found past a trapped body and a
vampiric wolf. The pile of debris in which it is located is also trapped. When you return to the
surface and give the book to Ulcaster, you'll receive 1000 points of experience.

Hills Northwest of Nashkel (AR4200)


On the northern side of the map is an abandoned home. South of the home are some ex-miners
trying to be fishermen, and east of the home, spread out along the length of the lake, are the four
half ogres that Bjornin (from Beregost) wants you to kill.
Southeast of the lake is a group of three bandits. They want your gold and weapons, blah blah
blah. They shouldn't be much of a challenge at this point, and they're not carrying anything
interesting.
In the middle of the area you'll meet Drizzt Do'Urden. For some reason he will ask you to help kill
some gnolls. Even with your help, Drizzt will kill most of the gnolls by himself. I've heard that it
is possible to kill Drizzt in order to get his equipment, but I've never been able to do it. You can,
however, steal his scimitar +3. After the gnolls are dead, Drizzt will stand around waiting for you
to talk to him. At that point you can pick his pocket. When you do finally talk to him, Drizzt will
mention that the human bandits seem to be from the Black Talon while the hobgoblin bandits
from the Chill. He'll then suggest you try to infiltrate their ranks.
When you're done exploring, head back to Beregost and collect your reward from Bjornin at the
Jovial Juggler Inn. He'll give you a medium shield +1, and you'll also receive a reputation point
and 400 experience points. If you have the scalps from the bandits you just killed, you can sell
those to Officer Vai while you're there. Then do whatever shopping you need and head east to the
temple.

Beregost Temple, second Visit (AR3400)

You've been in this area before to visit the temple. Now it's time to explore the eastern half.
In the southeastern part of the area you'll find Cattack and his hobgoblin bandit group. They're a
part of Chill, but they won't let you join. In fact, if you ask to join Cattack will get insulted and
attack you. It's just as well; he'll attack you regardless of what you do. Just pound on Cattack
and his group with your fighters, and they'll go down quickly.
Then move slowly from the southeast corner to the northeast corner. When you see a wolf/dog,
let it charge you so you only have to face one or two at a time. This is especially important when
you face the vampiric wolves. There are two of them, and they can paralyze and quickly kill a
character when they're working together. Plus, you can only hurt the vampiric wolves with
magical weapons / magical ammunition. So when you see one (they're purplish), zap it with
magic and focus all of your attacks on it.
In the northwestern corner is a drunk who wants all of your money. He's not really a lich. Just
keep telling him to get lost. In the center of the area is Galileus, who has been spending his free
time examining the sky. Hell tell you there are interesting times ahead -- like you didnt know
that already.
When you're done exploring, exit the area to the north and select the Larswood Forest.

Larswood Forest (AR2900)


Head east along the southern edge of the map and then north along the eastern edge. In the
northeastern corner you'll find Osmadi, who thinks you're responsible for killing his brothers. It
doesn't matter what you say; he'll attack you and call on a couple bears to attack you as well.
After the fight is over, talk to Corsone. Do not be polite, and eventually you'll learn that Corsone
is a shadow druid who needed your help to kill Osmadi. Corsone will then attack, but you should
be able to kill him before he can even get a spell off.
Continue circling around the edge of the map. There are Black Talon elites around, and they are
nasty archers with flame arrows. Make sure your lead character is wearing the ring of fire
resistance because s/he's the one who will get targeted the most. When you get bored of this, or
when you've made a complete circuit, head towards the center of the map.
In the center of the map you'll find Teven the bandit. Tell him you want to join his group and that
it's a bloodthirsty job. Teven will take you to the main bandit camp to meet Tazok. You'll also
receive 400 points of experience. (You can also attack Teven and then fight your way to the bandit
camp if you want. But then youll need to stop at Peldvale next.)

Bandit Camp (AR1900)


You'll immediately be confronted by Tazok. The best course of action to take is to answer his

questions in such a way that he doesn't feel compelled to fight you to test your capabilities. (I've
heard people claim that you can kill Tazok during the test, but I've never been able to do it.)
Thus, you should answer...
-- You're strong...
-- Would you rather...
... and Tazok will leave you alone. Then you can explore the area and not have to worry about
fighting the hobgoblins and bandits, who will consider you friendly -- except in the southern half
of the area, where the hobgoblins will attack you.
In the northwestern region of the area is a group of five tents. In one tent, Tersus will give
everyone in your party a set of leather armor, which you should drop right away so your
characters aren't weighted down. In another tent, there are three gnolls who will attack you. In
yet another tent, you can pump a bandit named Knott for information, and he'll tell you that
Tazok's tent is in the northeastern area of the camp. He'll also tell you there are no traps in
Tazok's tent, but he's lying about that. There isn't any way to enter the fourth tent, and the fifth
tent is empty save for some barrels and crates you can steal from. You can find Ardenor Crush,
leader of the Black Chill, among the tents.
Completing the circle of the tents is a cave with some gnolls in it. In front of the cave is a
hobgoblin that will warn you not to go inside, but ignore him and enter. There isn't anything but
gnolls in the cave, and they're pretty easy experience. The loot from their bodies doesn't hurt,
either.
When you approach Tazok's tent to the northeast, you'll meet Taugosz Khosann, leader of the
Black Talon, and Credus, who was the newest recruit until you showed up. Credus will tell you
that you are now in charge of guarding Tazok's tent and then wander off. Around Tazok's tent
you can find numerous crates and barrels with useful things inside, such as a medium shield +1,
a short sword +1, a wand of fear, and a nice amount of gold. South of Tazok's tent is another
empty tent. It has some magic scrolls you might be able to use.
Before entering Tazok's tent, make sure all of your party members are healed and have their
spells memorized. Tazok won't be inside, but you'll still have to face Raemon, Britik, Venkt, and
Hakt. Venkt is a spellcaster, so try to disrupt him with spells and ranged weapons. Hakt is in
the back of the room and won't be visible at first. He's an archer with poison arrows, and he can
do a lot of damage if you ignore him. Send one fighter at him to make him use his sword rather
than his bow. Don't use area spells (like fireball) in the attack because also in the room is a
prisoner named Ender Sai, and you'll want to talk to him after the fight is over.
Once the bad guys are dead, loot their corpses. The only real item of interest is a long bow of
marksmanship on Hakt's corpse. Then talk to Ender Sai. For some reason he'll think you're
bandits, and he'll ask if it's time for his execution. It doesn't matter what you answer. Every
conversation path leads to Sai telling you that Tazok works for the Iron Throne, and that

something is going on in the Cloakwood Forest.


There is a chest in the room, but it is trapped. Have your thief disarm the trap and then open the
chest. When you take the two letters from inside, the chapter will end.

******************************************************************************
Chapter 4
******************************************************************************
Before leaving the Bandit Camp area, you might want to kill Taugosz Khosann. He's carrying a
medium shield +1, a war hammer +1, and full plate mail. Remember, if you have strong fighters,
the full plate mail is better than ankheg plate, and so it is worthwhile to pick up. You can also
wander around and kill bandits for their scalps, but you wont find any more interesting
equipment. Then exit the area to the south.

Peldvale (AR2400)
In the northwestern corner you'll run into Viconia, and she'll desperately ask for your help. A
Flaming Fist mercenary is on her trail, and he'll accuse her of being evil and a murderess because
she's a drow elf. Well, we can't have any racism here, so defend Viconia against the mercenary.
You wont lose any reputation points. Once the mercenary is dead, Viconia will offer to join your
group, but she's an evil-aligned cleric. I've never tried using her.
Explore the rest of the map quickly. Peldvale is the sister area to the Larswood Forest, and it has
the same sorts of encounters: gibberlings, dogs, bandits, and Black Talon elites. If you had
visited the two areas in the opposite order, then you would have met a bandit here who would
have taken you to the bandit camp like Teven did in the Larswood Forest.

Forest East of Larswood (AR3000)


In the center of the map you'll find a platform with four wizards on it. They're the Red Wizards of
Thay, and they won't be pleased with your interruption. You can probably just charge in and kill
them, but if you want to do some planning, try to get a silence spell or a fireball in before charging
with your fighters. The wizards have a variety of scrolls on them, plus a ring of energy.
Note: If Edwin is in your group, the wizards will simply talk to you and then leave (since theyre all
Red Wizards of Thay). But you can kick Edwin out of your group, approach the wizards, and then
quickly add Edwin back in if you want to attack them.
Northwest of the platform you'll find Fahrington. He's missing a scroll of wisdom, and he thinks a
tasloi stole it and headed east to an ettercap lair. Head east and kill all the ettercaps you find.
One will have a magic protection scroll, and that's the one Fahrington wants. When you return it

to him, he'll let you keep it, but it's really a cursed scroll of foolishness, so don't read it. You'll
also get 300 experience points for the deed.
The rest of the map features lots of encounters with spiders. On the eastern side of the map are a
couple of web traps with spiders nearby, so be careful and scout with your thief.
When youre ready to move on, exit the area to the south, but select the Beregost temple on the
world map. Eventually youll want to go to the area east of the temple but before you go youll
need to stock up on supplies. You'll need some way to protect yourself from petrification (a few
potions of mirrored eyes will work), and you'll need a stone-to-flesh scroll. The former can be
found at High Hedge while the latter can be found at the Beregost temple.

Hills East of Beregost Temple (AR3500)


Assuming you entered the area from the east, head north and notice Korax the ghoul. If you talk
to him he'll join your group -- sort of. He'll actually become dire charmed, which means his
friendship will only be temporary, but in the meantime he can help you kill some basilisks.
Continue north with Korax in front of your group.
Around location (1350, 350) you should run into two basilisks. Have Korax charge them while
you attack them with ranged weapons. Korax is immune to their flesh-to-stone attacks, so he
wont take any damage. Then at location (2200, 900) you'll meet Mutamin, who has been using
basilisks to create some artwork. With him will be a greater and lesser basilisk. Use Korax to
distract the basilisks while the rest of your party attacks Mutamin. Mutamin should die quickly.
Then use your ranged attacks to kill the basilisks. Korax will keep trying to close in on the
basilisks, so you'll have to keep moving him back away. While Korax is immune to the basilisk
gaze, he's not immune to their normal attacks, and he won't last very long if he goes toe-to-toe
with them.
At this point you should kill Korax. His charm spell won't last much longer, and you don't want
him turning on you in the middle of an encounter, especially if the encounter is with basilisks
and you were relying on him to neutralize their petrifying stares. Just attack him. You won't lose
any reputation points.
In the northwestern corner you can find Shar-Teel. She'll challenge your best male warrior to a
fight. If you win (and you should win), Shar-Teel will offer to join your group, and you'll receive
300 experience points. If you lose, you'll have to pay her 20 gold pieces. Shar-Teel is an evil
warrior, but if thats the type of companion youre looking for, Kagain is a better choice. Shar-Teel
has a crummy constitution.
Southeast of Shar-Teel at location (1400, 820) is a petrified woman named Tamah. Use the fleshto-stone scroll to free her. If you don't ask for a reward, you'll receive a point of reputation plus
300 points of experience.

Around location (3000, 2000) you'll meet a band of insulting adventurers from Waterhaven. There
are four of them: two spellcasters, an archer, and a fighter. The spellcasters and archer will stay
bunched together, so if you have the fireball spell, it works well here. Regardless, do the normal
thing and take out the spellcasters first with your best spells and ranged attacks, and then
concentrate on the other two. When you loot their corpses, you'll find two long swords +1, a
morning star +1, bracers of defense AC 7, a golden girdle (+3 AC bonus against slashing
weapons), some arrows +1, and more.
Then explore the rest of the map. There are lesser basilisks scattered around, so keep your lead
character protected. Then have that character take the role of Korax when you attack the
basilisks. There are also a couple of greater basilisks in the southern part of the map with the
large skeleton bones.
When you're ready to move on, exit the area to the south.

Gullykin (AR4000)
The northwestern part of the area is taken up by the halfling village of Gullykin. Near the
entrance to the village is Gandolar Luckyfoot, who will ask your to help kill the kobolds that have
been attacking the village from the Firewine ruins. He'll also tell you that there is a secret door in
the winery / temple that leads to the ruins.
In the northwestern part of the village is the winery / temple. The staircase leading to the ruins
is on the eastern side of the building. Also there you'll find Alvanhendar, a priest who can
perform the same duties and sell the same items as Keldath Ormlyr in the Beregost temple.
In the lower level of a halfling home in the southwestern part of the village, you'll find a halfling
named Jenkal. Most halflings will be thrilled to meet you, but this one will not. In fact, he'll
threaten to kill you. Tell him that it smells like kobold in his home and he'll admit that he's been
helping the kobolds. Then he'll attack you and die pretty quickly. There is a secret door in the
room, and it leads to the Firewine ruins.
In the rest of the homes, you can meet some more halflings and do some minor looting. In the
middle, southern home is a sling +1.
There isn't much to see outside of the village. The map is divided into two parts by a land bridge
guarded by four ghouls, and on the eastern side, near the southern edge of the map, is a group of
four bounty hunters: Molkar, Morvin, Drakar, and Halacan. On their corpses you'll find a
morning star +1, a long sword +1, chainmail +2, and other odds and ends.
When you're ready to move on, heal your party and memorize spells, and then head to Jenkal's
home and go through the secret door.

Firewine Tunnels (AR5201)

You'll start in the tunnels right next to an ogre mage. Since he's within reach of your fighters and
doesn't have any support with him, he should go down quickly. The next mage in the area is a
little trickier. He's down the passage to your south and has a few kobold commandos around to
help him out. Plus he's likely to cast lightning bolt, and in the constricted confines of the
tunnels, lightning bolts can bounce all over the place and do all sorts of damage. What you need
to do is make the lightning bolt work for you. Move your entire party except for your lead
character as far west in the starting room as possible, and then have your lead character walk to
the doorway. Your lead character will spot the mage, and the mage will probably cast invisibility
and then lightning bolt. Leave your lead character in the doorway until the mage finishes the
lightning bolt spell, and then move him/her as far to the right as possible. The lightning bolt will
travel through the doorway (probably hitting your lead character), but then bounce back and
forth down the passage a couple times, hitting the mage and killing a few commandos. The mage
will then approach your group, and you should be able to finish him off easily from there. He'll
be holding a scroll of cloudkill, which you might find useful.
There are some ogrillons in the tunnels, next to the spot where the southern mage started out,
and after they're dead it's just a matter of killing a whole bunch of kobold commandos. The
commandos will continually regenerate, and they won't let you rest, so the best course of action is
to do what you need to do and then get out of the tunnels as quickly as possible.
Follow the tunnels to a large rectangular room in the southeastern part of the area. There are
five exits from this room. North leads back the way you came. Northwest leads toward an
undead knight, who will ask you to strike him down and take the armor back. On his corpse
you'll find a set of ancient armor. That's the armor he's talking about. West (then taking the
first west and north exits) leads to a group of ghost knights. Talk to them and you'll return the
armor to them and gain 1500 experience points. East leads to the surface of the Firewine Bridge
area.

Firewine Bridge (AR4500)


You'll start the area on the eastern side of the map. Head towards the northeastern corner and
meet Meilum, the Sword Coast's most skilled swordsman. If you bow down to his prowess, he'll
go away peaceably. Otherwise you'll have to fight him. Go ahead and fight him. He has gauntlets
of weapon expertise, which will help your THAC0 and damage bonuses.
In the dried riverbed north of the bridge you'll find Carsa. She has an evil jar. Keep trying to
help, and then ask for the jar at the earliest opportunity. Eventually Carsa will summon Kahrk,
an ogre mage. Kahrk will kill Carsa and then turn on you. Cast dispel magic on him to remove
his shield, and then just pound away. He'll have some gold and gems, plus a scroll of nondetection.
On the bridge itself you can find Poe, a bard. He'll tell you the story of the ghost knights in the
Firewine tunnels if you ask him.

In the northwestern corner is Bentan, a follower of the god Ilmater. If you want to hear more
about Ilmater and how you'd be better off ridding yourself of your worldly possessions, tell Bentan
that nobody in your group worships Ilmater. If you want Bentan to go away as quickly as
possible, tell him everybody in your group worships Ilmater.
Explore the rest of the map and kill all the kobolds you come across. Then head back to Gullykin
to collect your reward from Gandolar Luckyfoot (250 gold pieces). Finally, return to Beregost to
rest and stock up on arrows and bullets.
Your next stop will be the lighthouse area southwest of High Hedge. You'll need protection from
magic in that area, so pick up a couple potions of magic blocking from High Hedge along the way.

Lighthouse (AR3600)
The creatures to watch out for in this area are sirines. They're spellcasting archers. The first
spell they cast is usually invisibility, but after that they rely on dire charm. Potions of magic
blocking can prevent characters from being charmed, and then you can use a strategy similar to
killing basilisks with the sirines. Alternatively, because dire charm isn't fatal like the basilisk's
gaze, you can just take your chances. Attack the sirines like any other spellcaster, and if a
character gets charmed, finish off the sirine and then have everybody else run away from the
charmed character. The northern part of the area is largely empty, and you can run around there
safely until the charm wears off.
At location (3750, 2400) you'll meet Safana. She's a neutral thief, and she'll join your party if you
help her get to Black Alaric's buried treasure. The treasure is in this area, and you don't need
Safana to find it.
At location (1400, 3700) you'll meet Ardrouine. She'll ask for your help in killing some worgs in
the lighthouse. If you haven't spotted it yet, the lighthouse is north of Ardrouine. When you
return after killing the worgs, Ardrouine will give you 50 gold pieces (plus 500 experience points
and a reputation point).
Starting around the middle of the map, west of a beach, is where you'll find the sirines. There are
six of them, including Sil their leader. Unlike other creatures on the map, like the annoying
hobgoblins, the sirines will not regenerate, and so once they're gone, they're gone.
Past Sil to the north is a cave where the treasure Safana mentioned is located. The treasure is
guarded by three flesh golems and includes a wand of paralyzation, a cloak of the wolf, and a
manual of bodily health. The manual permanently increases a character's constitution by one
point. If you have a character with 19 constitution, then let that character read the manual. A
20 constitution means the character will slowly regenerate hit points over time.
Note: If you rest in the cave, theres a good chance a flesh golem will attack you. So if the

flesh golems arent difficult for you to kill, then resting is a good way to make some extra
experience.

North of Lighthouse/South of Candlekeep (AR3100)


At location (2900, 550) is Shoal the Nereid. Have one of your NPC characters talk to her. The
character must have a reasonably good charisma for Shoal to respond. When Shoal does
respond, she'll kiss -- and briefly kill -- the character and then turn on the rest of the party. After
taking a little bit of damage, Shoal will stop, and you can then get her to raise the killed
character. Then Shoal will explain that her essence is being held by an ogre mage named Droth,
and that she must do as he commands. Shortly thereafter Droth will arrive, and you'll be able to
free Shoal by killing him. Droth is worth 975 experience points, and freeing Shoal is worth 750
experience points. Droth also has a helmet of defense.
When Shoal raises your character from the dead, she'll only return a single hit point to the
character. Heal the character a little because there are ogres about, but don't worry about fully
healing him / her. South of Shoal's location is The Surgeon, and he'll heal your party using a
series of cure light wounds spells. Also, if you ask him who he is, he'll tell you that he is the
brother of a man named Davaeorn, and that he is now doing penance for not killing Davaeorn
when he had the chance. You'll learn more about Davaeorn later.
At location (2000, 1300) is Mad Arcand. He'll ask you to retrieve something from a pirate ship for
him. The pirate ship is about two screens away to the west, and the something is a ring. When
you return the ring to Arcand, he'll give you a potion of fiery burning, and you'll also receive 300
experience points.
There are some more sirines in the southwest corner of the map, so be careful there. When
you're ready to move on, head to the Friendly Arm Inn to rest and re-supply. Then exit the area
to the west and select the Cloakwood Forest on the map screen.

Cloakwood Forest #1 (AR2200)


This is the part of the Cloakwood Forest where Gurke lost his cloak. The offending tasloi are in
the southeastern corner. Be careful with the tasloi and make sure you chase down all the ones
who flee. Gurke's cloak is a cloak on non-detection.
In the center of the map is a hunting lodge, and in front of the lodge you'll find Aldeth Sashenstar.
He's having problems with some uncouth savages and needs your help. If you agree to help,
Seniyad and three other druids will show up. They're the savages, and they're also (probably) the
good guys in the matter. However, it's more profitable to kill the druids. You'll get
over 6000 points of experience and the friendship of the Merchant's League in Baldur's Gate (plus
an extra quest later). Also, you can pickpocket a bastard sword +1/+3 versus shapeshifters from
Sashenstar before you talk to him. The sword is the main prize you get if you help the druids.

On a bridge in the northern part of the map you'll find Coran, a hunter of wyverns. If you agree
to help him on his hunt, he'll agree to join your group. Coran is good-aligned fighter / thief who
has three proficiency points with long bows and a dexterity rating of 20. He's a better offensive
weapon than Imoen, but he is bad at finding traps, and at this point in the game you need the
find traps ability. So weigh your options when deciding if you want to add him to your group.
In the rest of the area you'll find tasloi, wolves, and giant spiders. None of them should pose a
problem at this point in the game. When you're ready to move on, exit the area to the west.

Cloakwood Forest #2 (AR2100)


Upon crossing the river, you'll meet Tiber. He and his brother Chelak came to the forest to hunt
spiders, but now Chelak has been missing for a week, and Tiber would like you to find him. Any
guesses about whether you'll find Chelak alive or dead?
West of Tiber are several web traps, usually with spiders or ettercaps nearby to feast on whichever
of your party members happens to get stuck. Foil the dinner plans by scouting ahead with your
thief.
If you keep moving west after talking to Tiber, you'll come across a huge pile of dirt. This is the
spider lair, and inside you'll find something called Centeol and -- surprise, surprise -- a bunch of
spiders. If you talk to Centeol you can learn more about her history, but regardless of the
conversation choices you make, you'll still have to fight her and the spiders. If you have the
fireball spell, this is a good place to use it. Center it on Centeol, and it will hit her and the
spiders. Then just wade in and start killing things. Spiders can't hit characters who have low
armor class values, so just make sure no spider sneaks away from the middle of the lair to attack
your spellcasters. When everything is dead, you'll find the very heavy body of Chelak, the twohanded sword Spider's Bane (an excellent weapon for bards), a ring of folly, and a wand of frost.
After leaving the spider's lair, immediately head back to Tiber so you can unload the body of
Chelak. You'll receive 800 experience points for the deed.
In the rest of the area are more spiders, more ettercaps, and more web traps. Some of the spiders
are phase spiders. If you see any of these, then stop your group and wait for the spider to
teleport itself to you. This way you'll only have to fight one at a time. When you're ready to move
on, exit the area to the north. If you need supplies then head back to the Friendly Arm Inn for
a pit stop. Otherwise continue on to the next part of the forest.

Cloakwood Forest #3 (AR1600)


Near where you enter the zone you'll find a bard named Eldoth. He has a scheme to kidnap the
daughter of one of the dukes of Baldur's Gate. If you agree to help him, he'll join your group.
He's evil, and I've never used him.

The area is divided into two parts by a river, and when you cross the bridge spanning the river
you'll meet Laskal, the protector of the Cloakwood. He'll tell you that he has a message for those
that serve the Iron Throne -- but the message is that the Iron Throne should leave the area, so
don't pretend to be a part of the organization. Laskal will also tell you that the Iron Throne has a
fort to the east, but it is far to the east, two areas away.
West of the bridge you'll find a ring of stones, and inside the ring you'll meet Faldorn. If you agree
to help her stop the Iron Throne, she'll agree to join your group. She's a neutral druid, of course,
but I don't like her as much as Jaheira. You'll also meet other shadow druids in the area. They'll
attack you if you have Jaheira in your group or if you say the wrong thing to them, but they're
only worth 120 experience points and don't have anything useful in their possession.
In a cave near the center of the area you'll meet Peter of the North. He's a woodsman looking for
subterranean trees. Yeah, right. Keep doubting him and eventually he'll admit that he's
training wyverns for the Iron Throne -- and then attack. It won't be a tough battle, and you'll
barely net 1000 experience points for killing Peter and the two baby wyverns.
When you're ready to move on, exit the area to the east.

Cloakwood Forest #4 (AR1700)


East of where you start in the area you'll find Hamadryad. (I'm not sure if that's the name of a
person or a type of dryad, but there is only one, so I'm assuming the former.) Supposedly it can
cast dire charm, but a couple magic missiles or other ranged attacks should kill it before it can
get the chance.
Past the bridge, on the eastern side of the map, is a wyvern lair. Inside are two adult wyverns
and three baby wyverns. (If you have Coran with you, these are the wyverns he wants to kill.)
The adult wyverns can poison you, so try to finish them off first, and dont be shy about using
spells / wands. When everything is dead, you can pick up a couple of wyvern heads. They're not
good for anything except to sell for gold. The mayor of Beregost will pay 2000 coins for one head,
and many other shops will pay 500. There is also a corpse in the lair, and inside you can find
gold, gems, and a wand of fear.
In the northwestern part of the area, you'll find a few more baby wyverns. Elsewhere you might
be able to find guards, wolves, tasloi, and a wraith spider or two. When you're ready to move on,
exit the area to the east.

Cloakwood Mines, Outside (AR1800)


The mine buildings are surrounded by a moat that is shaped something like a figure eight. There
isn't much of interest outside of the moat, so feel free to head directly to the bridge that leads
across it. The bridge is on the western side of the moat, south of where you start in the area.

If you decide to do some exploring, you'll run into Lakadaar in the northwestern part of the area.
If you answer his questions to his liking, he'll leave you peaceably. Otherwise some guards will
appear, and they'll all attack you. This isn't a big deal since they're all easy to kill. You might
also find some tasloi and wolves in the area.
There are two guards watching the bridge, and they'll be easy to defeat. The real defense comes
further inside where you'll meet Drasus, Genthore, Kysus, and Rezdan. Drasus is a fighter, and
he'll charge you. The other three will stay back -- and stay clumped together. Area spells such as
fireball and web work well on them. When the fight is over, you'll find some possibly useful
items including boots of speed. You'll also find a letter from Rieltar to Drasus that mentions
Davaeorn.
Explore the rest of the compound and you'll find some more guards. One will tell you that the
entrance to the mines is located in the second bailey. Before proceeding to the mines, heal your
characters and memorize spells. It will be difficult to rest once you're inside.

Cloakwood Mines, Inside (AR1801, AR1802, AR1803, AR1804)


On the first level you'll find a lot of guards and miners. Kill the guards and talk to the miners
until the phrase get me out of this hell hole gets on your nerves, and then only talk to the
named miners. You should also talk to the miner in the northeastern part of level who is wearing
red and who is standing next to a circle of silver. The circle is actually a plug, and the
miner will tell you that he can open the plug and flood the mines if you get him the key. The key
is carried by Davaeorn, the master of the mines. The miner will also tell you to talk to Rill, who
might be able to come up with a plan to evacuate the miners before the flooding takes place. The
exit to the second level is at the end of the mineshaft that looks like an upside down candy cane.
The second level is the prison level. There are two traps on the level, both near an archway
leading to the southwest. If you hit the first trap (magic missile), then you'll know that the second
trap (lightning) is nearby. Scout carefully with your thief because the lightning trap will likely kill
any character who triggers it.
In the room past the traps you'll find the spellcaster Hareishan, who is supported by several
guards and Black Talon elites. The best way to handle this group is to try and take them out one
opponent at a time. Have one character run into the room and then run back out to the rest of
your party. Some guards and usually Hareishan himself will chase after. Once you've killed part
of the group, go ahead and charge into the room and kill the rest.
Past Hareishan's room you'll meet Rill. Give him the 100 gold he asks for so he can bribe the
guards and get the miners out of harm's way. Near Rill is Yeslick, a dwarf who will join your
party. Yeslick is a good-aligned fighter/cleric, but he doesnt have great multi-class stats. Hes a
better option than Jaheira, but otherwise you should probably skip him.
The third level contains the living quarters, so you'll have to do a lot of fighting here. Try to

explore the area quickly because the bandits and hobgoblins regenerate fairly quickly, and so
you'll have to fight several battles multiple times.
On the eastern side of the level you'll find Natasha, an enemy spellcaster. Shell have several
scrolls on her that you might find useful. A room in the southeastern corner has an ogre mage
and several dead bodies in it, but neither the mage nor the bodies carry anything useful. The
staircase leading down to the fourth level is located in the most southern room.
The fourth level contains Davaeorn's quarters. You'll first arrive in antechamber where you'll have
to kill a guard, and you can use this room to cast some spells like bless or defensive harmony
before facing Davaeorn. The passage leading to Davaeorn is trapped, so have your thief check it
out first.
Davaeorn is a fairly typical spellcaster, but he's larger and tougher than most you have faced so
far. His favorite spell seems to be dimension door, so you'll have to chase him around a bit. He
also seems to favor dire charm, so try to disrupt his spellcasting with your own spells and ranged
attacks. When you kill Davaeorn, the chapter will end.

******************************************************************************
Chapter 5
******************************************************************************
Finish exploring the level and loot everything that you find useful. Between Davaeorn's corpse
and chests on the level, you should be able to find bracers of defense AC 6, several scrolls and
potions, over 1000 gold pieces, the key to the river plug, and three letters from Rieltar to
Davaeorn.
The exit on the western side of the level leads back to the first level of the mines. Use that and
take the key to the miner next to the plug. He'll flood the mines, and you'll receive 2000
experience points and two reputation points. Then head to Beregost. In Beregost, go to the Jovial
Juggler Inn and talk to Officer Vai. She'll tell you that her contingent has been recalled to
Baldur's Gate, and you'll receive a reputation point. Then talk to Gurke who will let you keep his
cloak, and you'll also earn 300 experience points for finishing his quest. Then go to the temple
where Keldath Ormlyr will give you 2000 coins for a wyvern's head. Finally, do whatever
shopping you need and head to the farm area north of the Friendly Arm Inn.

Farm North of the Friendly Arm Inn (AR1400)


In this area you'll find a lot of roaming ankhegs. These things can be dangerous if they target
your spellcasters with their ranged attacks, so try to make sure your fighters are always in front.
Also, you will only have to face one or two ankhegs at a time -- unless you save while in the area,
and then you might have to face three or four at a time, which can be difficult. So try to avoid
saving unless ankhegs are easy experience for you.

In the middle of the area is a farm with Farmer Brun standing out front. Brun will tell you that
his son Nathan is missing, and that he probably headed west. West of the farm you'll find a big
hole in the ground. It's the ankheg lair, but it shouldn't pose much of a problem. Unlike the
surface area, you'll only have to face ankhegs one at a time in the lair. In the northeastern part of
the lair is a treasure cache where Nathan's body is located. You'll also find some magical darts, a
dagger +1, chainmail +1, and more. It's safe to save and (usually) to rest in the lair once you've
cleaned it out, so you can use it to avoid saving on the surface. When you return to Farmer
Brun, you'll receive 500 experience points for bringing him the bad news (and Nathan), but
Farmer Brun will tell you that he can now no longer afford to run his farm. Talk to him again
and give him 100 gold. You'll receive 1000 points of experience and a point of reputation for the
good deed.
In the northeastern part of the map you might meet Gerde (she wanders), who will give you some
information about the ankhegs. Feel free to ignore her limit. After you've killed ten ankhegs, talk
to her again and she'll give you 75 gold pieces.
On the road on the western side of the area is Ajantis. He's a paladin who will join your group if
you need him. His strength is 17, and it never hurts to have a little extra healing around.
North of Ajantis you'll find a pair of cottages with three fishermen standing out front. They'll tell
you that they're being harassed by a priest of the Bitch Queen Umberlee. If you agree to strongarm the priest for them, they'll give you a magical weapon (a flail +1) for a reward. The priest is
located in the area to the north.

Bridge to Baldurs Gate (AR0900)


The first thing you'll notice in this area is probably, surprise, surprise, the bridge to Baldur's
Gate. But ignore it for now and head north. In the northeastern corner you'll meet Tenya, the
priestess the fishermen from the previous area were complaining about. Tell her you just want to
know what is going on, and then tell her again. She'll attack you, but as soon as you damage her
she'll stop the fight and tell you that the fishermen tortured and killed her mother. Agree to help
her, and then continue north.
Before reaching the northern edge of the area you'll be attacked by an ankheg. On its corpse
you'll find Nester's dagger. Hang on to it. You'll learn more about Nester later. Then exit the
area to the north, but head back to the southern farm area on the world map.
Confront the fishermen and they'll have another sad tale to tell. Keep demanding the bowl, and
eventually they'll give it to you -- and then they'll attack. They're not disguised assassins or
anything, and they'll die really quickly. Then take the bowl back to Tenya. She won't have a
reward for you, but you'll earn 2500 experience points and the gratitude of Umberlee.
Continuing to ignore Baldur's Gate for now, exit the area to the north and select the northern

farm area.

Farm North of Baldurs Gate Bridge (AR0400)


Most of the area is taken up by a farm. The farmer, Wenric, is located in the northwestern area of
the map. He'll tell you that his farm has been overrun by zombies, which you'll probably have
already noticed, and he'll offer you a reward for killing them all. Explore the rest of the area, kill
the zombies, and Wenric will give you 150 gold pieces (plus 800 experience points). He also has a
cloak of protection +1 in his house that you can steal if you need it. Then exit the area and select
Ulgoth's Beard on the world map.

Ulgoths Beard (AR1000)


Ulgoth's Beard is the springboard for the areas included in the Tales of the Sword Coast
expansion pack. Several inhabitants of the town will offer you quests, but all of the quests will
involve you leaving the area. So before accepting any quests, first explore the town and see what
it has to offer.
On the northern side of town is the Ulgoth's Beard Inn. When you go inside, Hurgan Stoneblade
will ask you to retrieve the dagger Soultaker from Durlag's tower. At the back of the inn you'll
find Galkin. He'll sell you a wardstone capable of opening the dungeons beneath Durlag's Tower
for a mere pittance of 900 gold pieces. You don't need to buy the wardstone; there are two other
ways you can get a wardstone, and both will cost less gold. And speaking of gold, you can buy all
sorts of useful items at the inn: multiple large shields +1, a cloak of displacement, a ring of
invisibility, a quarter staff +3, and more. Outside the inn is Ike, who will take you on a tour of
Durlag's Tower when you're ready to go.
In the center of town is Shandalar. He'll ask you to retrieve his missing cloak from another
place. Also near the center of town is Delsvirftanyon. He'll offer to sell you some small and
shinies for 500 gold. These include two wardstones (one fake) and some other trinkets. You can
also get a wardstone from Ike if you take his tour.
In a home in the northwestern corner of town lives Therella. She'll ask you to find her son Dalton
in Durlag's Tower. South of Therella's home in the southwest corner you'll meet Mendas. He'll
tell you about a shipwreck and ask you to retrieve the logbook from it. However, you'll have to
steal some sea charts from the Counting House in Baldur's Gate before you can find the wreck.
Outside of Mendas' home you'll meet two people: Calahan, who will indicate that Mendas might
be hiding something, and Fenrus, who will give you some information on Durlag's Tower.
When you're ready to go on a quest, talk to Shandalar. Hell give you a wardstone and teleport
you to your destination.

Shandalars Island (AR1008, AR1009)


You'll arrive on a small, icy island. Kill the polar bear and then enter the cave. Inside, a couple of
winter wolves will greet you, and past them is a room with three spellcasters: Marcellus, Andris,
and Beyn. They'll talk to you but it doesn't matter what you say; they'll eventually attack. All
three are powerful spellcasters, but they are overly fond of casting dimension door.
I had the most luck by sending one character into their room, letting the spellcasters notice him,
and then having the character run back to the rest of the party. One of the spellcasters would
invariably chase the character or teleport into the room with the party, and I was able to attack
the spellcasters one at a time that way. In total, you'll receive almost 10,000 experience points for
killing the trio.
In the center of the map you'll find Garan. It doesn't matter what you say to him either. He'll not
only attack you, but he'll summon in four ankhegs to help him out. Two ankhegs will appear in
front of him, and two will appear behind him. Kill the front two quickly so you can converge on
Garan and kill him as well. Then kill the last two ankhegs at your leisure. Garan has four
scrolls on him that might be useful.
In the room to the north of Garan you'll meet Cuchol. He, like everybody else, will want the
wardstone you're carrying, and he'll attack you for it. Just rush him and take him out. He's
standing behind a magic missile trap, but it will do very little damage to whichever character
triggers it, so feel free to ignore it.
Shandalars cloak can be found at the end of a long, twisting passage off the room that had the
three spellcasters in it. There are several traps along the passage, so make sure you scout with
your thief. Along the way you'll meet Tellan, a spellcaster who sounds like he might help you in
later battles, but then who attacks you anyway. (I'm not sure if I'm doing something wrong or if
it's a bug or what.)
Finally, you'll meet Dezkiel who has the cloak. For some reason he won't just hand it over to you,
so you'll have to take it by force. Dezkiel is all by himself, so he won't last long against the
concentrated force of your entire party. After he's dead, pick up the cloak and then head to the
surface. Make sure that the character with the cloak also has Shandalar's wardstone.
Shortly after exiting the dungeon, you should be teleported back to Ulgoth's Beard. Shandalar
won't be the most rewarding fellow around. You'll only receive 500 experience points for your
efforts.
Stay at the inn if you need to heal and memorize spells, and then talk to Ike and pay for a tour.
You won't be teleported to your destination this time; you'll have to walk to Durlag's Tower on your
own.

Durlags Tower, Outside (AR0500)

You'll immediately see Erdane. He'll offer to sell you a variety of items including magical
ammunition and potions of health and remove poison. Moving away from Erdane you'll discover
that your travel options are limited. In fact, there is only one path to the entrance of Durlag's
Tower, and you'll have to do some fighting along the way.
The battle will occur right after you cross a narrow land bridge. There will be two battle horrors
waiting for you, but if you let them charge you, you can attack them one at a time. Horrors are
tough, but they have trouble hitting low armor classes, and they don't do a lot of damage when
they do manage to land a blow. Just let your fighters take care of them. You might also have
to fight two dopplegangers on the way. They seem to appear on a random spot on the map, and
you might find them on top of the tower instead.
Continuing on, you'll find Ike. He'll give you a tour of the tower as promised. Talk to him, follow
him, and then repeat. Eventually he'll enter the tower. You can either follow or do a little extra
exploring on your own. In the latter case you'll find some skeleton archers and doom guards on
the ramparts. When you're ready to continue on, follow Ike into the tower.

Durlags Tower, Inside (AR0502, AR0503, AR0504, AR0505)


There isn't much to see or do on the first level. Ike will be in the center room, and if you keep
clicking on him and following him, you'll learn things about Durlag and the tower. He'll point out
a skeleton in the room and mention a tourist who met an untimely, fiery end. The doorway to the
west of the skeleton is trapped with a fire trap, so disarm it with your thief so you don't suffer a
similar fate.
Eventually Ike will say that it is time for a break. Before talking to Ike again, move all of your
characters except for one to the room where you started (or some other location far away from
Ike). The character you use to talk to Ike should have some sort of fire protection. When that
character talks to Ike, Ike will offer to sell a wardstone for 300 coins. Reject his offer, and a
demon knight will appear in the room and announce that the tour is over. It will then proceed to
cast a couple fireballs, killing Ike and any nearby tourists. Try to get your character out of the
way so s/he doesn't get hit as well. The demon knight will then cast dimension door and leave.
You can now walk over to Ike's body and pick up the wardstone for free.
The second level has numerous ghasts and traps. Most of the ghasts are in a room to the
northwest. The door to the room is trapped with a hold person spell, so try to draw the ghasts to
you until you can get a thief to the trap to disarm it. All of the chests you can open on the level
are trapped, and there are a few more traps in the passageways.
In the southeastern part of the level is a door leading outside to a balcony. If you go through the
door you'll immediately find a lesser basilisk, so be prepared. Then if you go up the stairs and
through the door, you'll find three greater basilisks, so be even more prepared. At location (2300,
570), you'll find 20 acid arrows and a scimitar +2. The cache is trapped, though, so have your
thief search the area first.

On the third level, in a room to the southwest, you'll find the ghost mage Daital. It doesn't matter
what you say to him; he'll eventually realize you're intruders and attack. In a room to the east is
Riggilo. Be polite and don't attack him. We'll return to him shortly.
On the fourth level you'll meet Kirinhale, a succubus cursed to remain in the tower forever.
Answer her with...
-----

My dear lady...
I suppose I could...
Durlag put this curse on you?
Wait!

... and Kirinhale with give you a lock of her hair. Now take the hair down to Riggilo. Say to him...
-- Actually, I've got a gift for you...
-- Don't you get it?
... and he'll accept the hair and give you a potion of cloud giant strength in return. Now go back
upstairs and talk to Kirinhale. She'll leave without giving you a reward, but you'll receive 4000
experience points, which is more than you would have gotten for killing her. To sweeten the deal
even more, before you talk to her have your thief or bard pick her pocket and get a staff spear +2.
The spear is a better weapon than a quarter staff +3, and it is useable by all classes.
(If you decide to try and kill Kirinhale, run away from her when she first notices you and lead her
into the center room. Then target her with spells and magic before she starts talking. You might
be able to damage her enough that the fight will be over before she even has the chance to
participate. She's worth 3000 experience points.)
Now go back down a level and talk to Riggilo. He'll be upset with you for some reason and
proceed to attack, but he should be a pushover to kill. On his body and in the chests nearby are
some magic items, but the only thing of interest is a wand of lightning. Past Riggilo is a temple,
and on the altar there is a tome of understanding (+1 wisdom). The altar is trapped with a
dire charm spell, so be prepared.
That's it for the tower. When you're ready to continue on, head back to the first level and go down
the stairs.

Below Durlags Tower, Level 1 (AR0501)


When you enter the area you'll see Bayard to the southeast. Talk to him politely and he'll tell you
what a nasty place it is below the tower. He'll also mention that he has seen Dalton and that
Dalton went deeper than I wished to go. There are also some ghasts and traps about, so scout
carefully.

On the northwestern wall is the silhouette of a door. There's really a door there, so have your
party stand around it until it shows up. Through the door lies the next level.

Below Durlags Tower, Level 2 (AR0511)


You'll find yourself right next to a doorway to a large room. There is a trap on the other side of
the door, so put your thief to work to disarm it. Then enter the room and continue towards the
center of the level. You'll find four warders surrounding a door. You'll have to solve their riddles
in order to enter the door and go down to the next level.
Talk to the western warder first. He is pride. To solve his riddle, go to the passageway leading
southwest from the warders. The passageway is guarded by no less than five traps. My thief
wasn't capable of finding them all, so I had to use my cleric to detect them and then my thief to
disarm them. When you get to the room beyond the passageway, you'll find two mustard jellies.
Their attacks will both slow and poison characters, so try to kill them quickly.
There is a secret door on the northwestern wall of the room. Through the door you'll find a
monument called Durlag's Pride. From there move west until you enter a circular room with
four books in it. The books extol Durlag's exploits, and when you read them all the sword in the
monument will glow, and you will have completed the warder's task. Go back and talk to him and
he will disappear (and you will gain 2000 experience points).
Then talk to the eastern warder. He is fear and must be awakened. On the western side of the
room is a barrel with a mallet handle in it. Get the handle and then head northeast to the room
with the table in it. From there take the passageway to the southeast. You'll have to fight a
phase spider, which shouldn't be a problem, and then eventually you'll come to a room with
three greater dopplegangers in it. One of the bookshelves in the room has a mallet head in it.
The bookshelf, like just about every other container on the level, is trapped, so don't blindly
search it.
Then return to the room with the table in it and take the northwestern passage. If you continue
moving northwest, you'll find a room that looks like an armory. There is an anvil in the room,
and if the character with the mallet pieces clicks on it, the mallet will be repaired. It will also be
called a gong mallet, giving you a hint about what to do next.
Now move southeast and then southwest to end up in a bedroom. There are two secret doors in
the room. The southeastern one leads back to the warders. The southwestern one is the one you
want to go through. It opens into a long passageway leading back towards the area with the pride
monument. There is a single trap in the passageway, near where it bends. At the end of the
passage is another secret door, and past the door to the northwest is a display room with a gong
in it. Have the character with the mallet whack the gong to complete the warder's task. Then go
back and talk to the warder to make him disappear (and to gain another 2000 experience points).

The northern warder is avarice. To complete his task, go back to the intersection where you saw
the mustard jellies and take the southern passage. There is yet another trap in the passage. At
the end of the passage you'll find a bedroom. Northeast of the bedroom is a treasure room
guarded by some skeleton warriors. The big pile of treasure contains a beljuril gem. With that in
hand, go back and talk to the warder to make him disappear (and to gain 2000 experience
points).
The last warder is love. He wants a sweet crimson drink -- otherwise known as wine. Back in
the treasure room, in the small pile of treasure, you'll find an odd-looking key. Take this
southwest to the bedroom and unlock the nightstand drawer. Inside you'll find a switch for an
engine. Northeast of the treasure room, through two secret doors, is the engine room. Climb up
the stairs and start the engine using the switch. Now go back to the bedroom and enter the
closet on the western side. Inside you'll find some grapes. Exit the bedroom to the southeast, go
through an oval room with two flesh golems guarding it, disarm the trap in the subsequent
passageway, and finally end up in the winemaking room. Send the character with the grapes to
the winepress to operate it. You'll have to click on the winepress twice, and the second time it will
create a bottle of wine. There is a secret door on the northwestern side of the room that you can
use to get back to the warder quickly.
The problem is that once you talk to the last warder, all of the warders will appear and attack
you. The warders are nasty spellcasters, and attacking them all at once is pretty close to suicide.
Instead, put all of your characters except one in one of the rooms on the level, and then use the
other character to try and lure the warders to your party one at a time. Even if you end up
fighting two warders at once, that's still a much better option than trying to
attack all four at the same time.
When the warders are dead, check their corpses. One will have a wardstone that you can use to
unlock the door so you can climb down to the next level.

Below Durlags Tower, Level 3 (AR0512)


You'll find yourself in a small, circular room. There are three locked doors that you cannot open
yet, so take the hint and go through the open doorway to the southwest. In the room beyond
you'll find some statues. Operate the one to the north, and the northwestern door in the entry
room will open.
In the room beyond you'll find three sparring dummies and seven traps. Behind the dummies are
containers where you can filch some scrolls, potions, and magical arrows. Send all of your
characters except for one into the entry room, and then have the one attack the westernmost
dummy. In the sparring room, the door to the southwest will open, the door to the southeast will
close, and Durlag himself will appear before you. Well, not really. It's a greater doppleganger, and
after it talks to you three times it will cast stinking cloud. Have your character run out of the
sparring room to the southwest, activate the northern statue again, and then run back into the
entry room with the rest of your party. The doppleganger will attack you there, and without the

stinking cloud helping it, you should be able to kill it easily.


Now attack the middle sparring dummy. This will open the southeastern door from the entry
room. (You could also have operated the southern statue in the statue room to do this, but that
would have also closed the northwestern door in the entry room.) Move one character into the
sparring room, send another character into the bedroom, and leave the rest of your party in the
entry room. On the desk in the bedroom is the Islanne wardstone. When you pick it up, the two
secret doors between the bedroom and the statue room will open, the door between the bedroom
and the entry room will close, and another Durlag doppleganger will appear. Immediately have
the character in the sparring room attack the middle dummy to re-open the door between the
bedroom and the entry room, and then use the same plan as with the previous doppleganger.
Also in the bedroom you'll find the Fuernebol wardstone, the Kiel wardstone, and a locked cabinet
(that requires greater than 80% pick locks) with some various magical items in it. When you take
the Kiel wardstone, the northeastern door in the entry room will open. (If it doesnt, attack the
sparring dummies to make it open.)
Through the northeastern door you'll find the throne room. There are secret doors on the north
and south sides. Either pick or knock open the southern door, put all of your group save one in
the room beyond (the lever room), and have the remaining character go to the helmet next to the
throne. The helmet is Kiel's helmet, and it is basically the same as a normal helmet except it also
protects against panic attacks. When your character picks it up, the door between the throne
room and the entry room will close, the northern secret door will open, and three dopplegangers
will appear. The dopplegangers will cast stinking cloud and cloud kill, so have the character with
the helmet run back to the rest of the party, and then try to lure the dopplegangers in so you can
attack them one at a time. You can also wait a bit before trying
this. The dopplegangers will happily stand in their own clouds and take damage, so you won't
have to face perfectly healthy foes.
East of the lever room is a passage leading to some sort of wyvern trophy room. There is a trap in
the passage and six more in the room. Beyond the trophy room is the bridge room. There you'll
find three bridges crossing a pool of lava -- plus five dopplegangers ready to pass the time of day
with you. As with the other dopplegangers, try to draw them out so you don't have to fight them
all at once.
Beyond the bridge room, past a winding corridor that amazingly doesn't have any traps in it,
you'll find the final resting place of Kiel the Legionkiller. Four dwarven doom guards stand vigil
over his bed, but they'll leave you alone as long as you don't try to loot Kiel's equipment from the
chest at the foot of his bed. Kiel's equipment consists of a cursed morningstar and a small shield
with +1 dexterity, and the guards are pretty tough for the measly 2000 experience you get for
killing them, so you might just want to skip the encounter.
Past Kiel's room you'll come to a trapped, fake staircase. If you take the staircase you'll just end
up in the same room. The real staircase is through the secret door to the south that you can't

open yet. Beyond the staircase room you'll find a passage with two traps and several ghasts in it.
The next room contains a statue and four basins. Each of the basins is trapped but contains a
healing potion. There is also a trap in the center of the room surrounding the dusty book. The
statue has some magical bolts in it. On the southeastern wall is a secret door. In the small room
beyond you'll see a statue. Inside the statue is the wardstone you need to exit the level.
Grab it and leave quickly because the statue will cast cloud kill every so often.
The next room is the teleportation room. It is cut in half by a wall, and the only way across is to
teleport from one side to the other. There are trapped bowls on each side of the room, and inside
each bowl is a teleportation wardstone. Take the wardstone to the symbol on the floor, and the
symbol will activate. Now just click on the symbol to move from one side of the room to the other.
The final room is the torture room. There are ten traps in the room, and near the exit to the
throne room you'll find Durlag's goblet, which can heal a character at the expense of causing the
character to become fearful.
When you're ready to continue on, head back to the real staircase, heal and rest if you need it,
and then go down the stairs.

Below Durlags Tower, Level 4 (AR0513)


You'll start off next to a circular room with a fire spout in it. About every six seconds the spout
will act like a fireball spell and fill the room with fire. Send one character in and then
immediately out of the room so you can see the other exits. The exit easiest to deal with is the
one on the southeastern side of the room. One at a time, put a character at the edge of the
circular room, wait for the spout to go off, and then move the character to the southeastern exit.
The interval between spouts is long enough that the character should be able to get to the exit
without being burnt.
Beyond the southeastern exit you'll come to an area that looks a little like a hedge maze. In the
area you'll find some greater ghouls that are easy to kill plus some ashirukuru that are a pain.
The ashirukuru hide in the shadows and backstab characters, so keep your vulnerable
spellcasters well in back of your
fighters. Fortunately, most of the ashirukuru are in dead-end parts of the maze blocked off with
traps. If you don't disarm the traps then you won't have to worry about the ashirukuru.
At the western side of the maze you'll find a statue. It's trapped, but inside is Bala's axe. The axe
is interesting; it'll affect the victim with miscast magic, so it's useful to keep around for whenever
you fight a spellcaster.
Southwest of the hedge maze you'll come to a room with some giant stone heads in it. The room
is guarded by a couple of ghasts, and there is a trap next to the heads. This room is the key to
getting to the next level, but for now we'll explore the rest of the level. So ignore the four doors on

the western side of the room, and move to the middle door on the eastern side.
Beyond the door you'll find numerous skeleton archers on platforms connected by planks of wood.
The platforms and planks house a lot of traps, and the most difficult part of the area is keeping
your fighters from running after archers and tripping the traps. Luckily, the skeletons will often
cheat and walk over the traps without triggering them, allowing you to draw them to you a couple
at a time. Advance slowly, let your best AC fighters attract the attention of the archers, and have
your thief scout around for traps. Then kill the archers nearby and repeat.
Back in the stone head room, go to the northernmost door on the eastern side. It leads to a large
chamber almost filled with the skeleton of some large dragon-like creature. You'll be entering the
chamber backwards, so have one character skirt along the southern edge of the chamber until
s/he spots a talking skeleton. A stealthed thief is a good choice for this. The skeleton will tell you
that you can briefly control five heroes who are currently encased in stone, and have them kill the
three greater wyverns in the chamber for you. The problem is that the heroes will really be dire
charmed, and once the enchantment wears off, they'll attack you. Luckily, the heroes and the
wyverns are evenly matched, and, if you let them duke it out, at the end the survivor(s) will be
badly damaged, and you'll be able to mop up easily.
Now head back to the stone head room, and click on all of the stone heads. Through the four
doors to the west you will find four groups of enemies, and once you defeat the enemies the game
will begin. From north to south you'll find:

Kaldran the polar bear and four winter wolves. Kaldran is nasty so concentrate on killing
him first.

A fission slime. Heed the words of the stone heads and cast some sort of fire spell on it
first. Then you can attack it normally and it will die. If you don't cast a fire spell, then it
will divide in two rather than die.

An air aspect and three invisible stalkers. Let the air aspect come to you, and you can fight
it without the stalkers joining in. The aspect is nasty, so zap it with some good spells.

Two phoenix guards. As soon as you kill the fighter guard, you'll be transported to the
chessboard.

The chessboard is the game the stone heads mentioned, and it works something like regular
chess. But leave your characters where they get teleported in. Then, if the enemy pawns dont
come across on their own, use one of your characters to lure them to you. (It appears you can
move your characters
anywhere in the first two rows of the board, so it doesnt matter if you understand chess or not.)
The pawns are pretty weak, and ranged attacks should be able to finish them off easily enough,
but you might need to use a melee fighter or two to distract them.
The next row of enemy pieces is, not surprisingly, much more difficult to deal with. The best

strategy seems to be to use web. Aim the spell short of where the king is located (so your
spellcaster doesnt venture too far from your edge of the board). You wont affect the king or
queen, but youll likely freeze their helpers. Plus, the king will charge your group. So have your
ranged attackers and spellcasters target the queen (otherwise shell cast horror and mess
everything up), and have your melee fighters deal with the king.
Once the king is dead, the battle will be over, and you'll be able to move your characters wherever
you want without fear of getting zapped. Just move them through the door on the opposite end of
the board to go down to the next level. But be sure to loot the corpses first. Some will have gold
on them, and the king will have a two-handed sword +3, plus a few magic scrolls.

Below Durlags Tower, Level 5 (AR0514)


Move your party a little to the east and you'll meet Durlag more or less. Whatever it is will tell
you that you must seek direction and take three distinct paths before moving on.
The first path is through the door to the west of Durlag. You'll first cross a pool of lava, and then
you'll come to a room filled with ettercaps and a variety of spiders. There is a trap just before the
room, so have your thief scout ahead. Advance into the room slowly, and let the creatures come
to you so you only fight them one at a time. When the room is clear, go talk to the stone golem in
the back. He'll test to see if you've been paying attention lately. The answers to his questions
are...
-- Kiel or Islanne
-- Trollkiller
-- Thunderaxe
When you answer the questions correctly, you'll be teleported to a circular compass-like room.
There will be four stone golems with you. Talk to the one to the northwest first, and then proceed
counterclockwise. The fourth golem will ask you a question, and you should be able to figure out
the answer based on what that golem and the other golems have told you. The answer is: west,
south, east, north. When you answer the question correctly, you'll be teleported back to Durlag.
Head northeast down a long corridor. You'll eventually come to a room with Islanne in it. She'll
offer to teleport you out of the tower. Northwest of her position, past a pair of doors, you'll find a
room guarded by two helmeted horrors. The horrors aren't very tough and should go down easily.
Inside the room you'll find a trapped forge, and inside the forge you'll find a bone wardstone.
Now go back to the room that had the spiders and ettercaps in it. On the eastern side is a door
with a trap in front of it. Go through the door and take the northwestern passage. The passage
leads to a machine where you can insert the bone wardstone. Your character has to be right next
to the machine in order for it to work. Then go down the opposite passage and enter a room
with a long, rune-covered rug in it. When you inserted the bone wardstone into the machine, you
turned off the numerous traps on the surface of the rug, making the room safe to walk around in.

Past the rug you'll find three beds, two will have chests next to them, and inside the chests you'll
find a mace +2, leather armor +3, a large shield +2, and a sling +3. The last bed will
teleport you to the compass room again. Don't click on that bed until you're ready to go.
Use the same strategy as before in the compass room. Talk to the northwestern golem and travel
counterclockwise to talk to the other three. The last will ask you a question, and the answer
starts with It began with you and your need for a home. When you answer the question
correctly, you'll be transported back to Durlag again.
Southeast of Durlag's position you'll find some caverns with nasty green slime in it. The slime
can do some minor damage, so watch your step. Scattered about the caverns you'll find some
greater ghouls and crypt crawlers, and in the southwestern corner you'll meet a ghoul named
Grael. Grael will tell you about an evil creature called a Tanar'ri if you ask, and you can help him
out by killing him and taking his memory from the place. Grael has a compass wardstone.
On the eastern side of the caverns is a secret door leading northeast. Beyond the door you'll find
a room with a chest in it. The chest contains a couple of magical weapons that may or may not
be useful to you at this point. Past the room are some corridors with four traps in them, and at
the end of the western corridor is a locked door. The compass wardstone unlocks the door, and
inside you'll find a throne that will once again lead you to the compass room. Give the answer
that ends with, In your eyes, you are the one to blame for all that has happened, and you'll be
teleported back to Durlag again.
This time talk to Durlag, and he'll lead you northeast to a previously closed secret door, and then
he'll disappear. Through the door you'll meet Clair De'Lain, and she'll give you some information
on the demon knight, the unfriendly guy you met way back at the entrance of the tower. Rest
your party and then head up the nearby stairs.

Below Durlags Tower, Level 6 (AR0516)


You start out on the northwestern side of the room / level. Take the time to cast as many useful
spells on your party as possible: haste, bless, and defensive harmony are all good choices. Then
move a character southeast down the stairs. You'll find the demon knight, and he'll talk to you
prior to attacking. Next to him is the Mirror of Opposition.
You have two options here. You can either, ignore the mirror and try to take out the demon
knight on your own, or you can click on the mirror to break it and free several mirror fiends, who
will then attack your party and the demon knight both. The second option (using the mirror) is
the easiest. The demon knight can hit any armor class value, it seems, and he can cast some
nasty spells. The fiends will kill the demon knight if you release them, and then you'll just have
to mop up what is level of the fiends after the battle. If you use haste and bless and so forth, the
fiends aren't overly difficult.
When all the bad guys are dead, pick up the Soultaker dagger from the demon knight's corpse,

and then head to the eastern edge of the area. There you'll find Dalton, and he'll leave once you
talk to him. Follow his lead and exit the level yourself. Then talk to Islanne to be teleported out
of the tower.
Your next destination should be Ulgoth's Beard, but the reception you'll receive there won't
exactly be warm and friendly, so take the time to heal your party. You might also want to do
some shopping along the way so you'll be stocked up on arrows and bullets.

Ulgoths Beard, Return (AR1000)


When you arrive at the town, a cult enforcer will demand that you give up the Soultaker dagger.
He won't take no for an answer, and hell summon help. Be ready to fight about seven cultists,
including two cult assassins who will be invisible and backstab your party members. But after
what you faced in Durlag's Tower, the cultists shouldn't pose too much of a problem.
Now go to the Ulgoth's Beard Inn and talk to Hurgan Stoneblade. He'll tell you that the cult plans
to use Soultaker to release a Tanar'ri, which you might remember from talking to Clair in Durlag's
Tower. If you can return Soultaker to Hurgan, he'll be able to destroy the beast.
But first things first. A couple of your party members are probably severely wounded from
backstabs, so rest at the inn and get everybody healed up. Then go visit Therella (northwestern
house) and receive a reward of 300 gold coins for rescuing Dalton from Durlag's Tower. Now head
to the building on the western edge of town that you have to enter on the second floor.
There will be a cult guard there guarding the door, and he won't be thrilled to see you. In fact,
he'll call on a few more cult guards plus a couple of cult archers to help dispatch you. The main
problem here is that the cultists will attack from multiple directions, so you'll have to spread out
your fighters to keep your spellcasters protected. Zap the cultists with whatever spells you have
handy; you'll want to rest before entering the building anyway.
Inside the building you'll find a cult wizard, a cult enforcer, a cult guard, a cult archer, and two
cult assassins. The most important enemy unit is the archer. It is just the perfect distance away
so you can cast web on it and entangle the cultists while allowing your party to still move and
pick off the cultists one at a time. Concentrate on the two assassins first since they'll
probably attack your spellcasters (and not get entangled). You might want to try casting
invisibility purge as soon as you enter the building. Sometimes that will allow you to beat the
assassins to the draw. When you finish off the cultists, head back to the inn so you can rest and
memorize spells, and then return to the building.
When you go down the stairs, you'll find the head cultist Tracea Carol and six cult guards. Tracea
Carol will immediately summon the Tanar'ri, Aec'Letec, giving you eight enemies to kill. Aec'Letec
is the most dangerous of the bunch, of course, but if you kill it while any of the guards are still
alive, it will take over the guard's body and reanimate itself. So there is no point in attacking
Aec'Letec while the guards are alive.

The way I finished the battle was to combine a little bit of monster summoning with a little bit of
cheating. Aec'Letec has a paralyzing / killing gaze, and so summoning in some creatures is a
good idea so you can distract it. Then have your party members attack the cult guards and
Tracea Carol while the Tanar'ri is busy elsewhere. If any of your party members get held or start
dying from Aec'Letec's gaze, have your cleric dispel magic. If you run out of dispel magic spells,
have your entire party run upstairs. When you're upstairs, you're perfectly safe and can heal and
cast spells -- and even head back to the inn to rest if you need it. In this way you can kill the
cultists a couple at a time and then finally kill Aec'Letec when it is all alone. I used three trips to
finish the job.
After the cultists are dead, head back to Hurgan Stoneblade to receive your reward. Oops, so
much for the reward. Well, you should have received 16,000 experience points for killing
Aec'Letec, and that will have to do. When you're ready to move on, it's finally time to visit
Baldur's Gate. Select the bridge leading to the city on the world map.

Bridge to Baldurs Gate, Return (AR0900)


Go ahead and finally cross the bridge. As you approach the western side, you should first meet a
guard who will collect a 6 gold coin entrance fee, and then you should meet Scar. Scar will ask if
you were involved in the Nashkel Mine fiasco. If you answer in the affirmative, he'll offer you a
quest to investigate the Seven Suns trading center. If you deny involvement, Scar will leave, but
you'll still be able to get the quest later by talking to him in the Flaming Fist compound.
At the western edge of the bridge you'll meet Quayle, who will offer to join your group. He's a
neutral illusionist, but I've never used him. He doesn't seem very nice.
When you're ready to move on, follow the road to the western edge of the map.

Baldurs Gate, Middle/East Section (AR0800)


When you enter the city, you'll meet Elminster again. He'll give you a few hints about your
background, that you have bad blood and that thy lineage is harder to escape than most.
Elminster's words will make more sense later. At the end he'll also mention that you can trust
Scar and his superior officer Duke Eltan.
Now explore the streets of the area. There are several shops around. The most important is
Sorcerous Sundries, where you can buy and sell most of the things you will need for the
remainder of the game. Inside the shop you'll meet Ordulinian, who will warn you to steer clear
of necromancers Arkion and Nemphre, and Halbazzer Drin, who is the actual shopkeeper. If you
missed out on any spells along the way, you can probably find scrolls for them here. On the
second floor of the shop are four unfriendly spellcasters who will claim you've ruined their ritual.
If you're polite, they'll go away peaceably. Otherwise you'll have to fight them. The spellcasters
aren't carrying anything useful, but they have almost no hit points, and they're worth 5400

experience points in total.


Outside and to the east of the Sorcerous Sundries shop is Niklos. He'll want you to talk to his
boss, and he'll offer you 50 gold pieces for the trouble. His boss is Alatos Ravenscar Thuibuld,
master of the thieves' guild. Niklos will also give you the password fafhrd so you can enter the
guild.
In the northwestern part of the area you'll find a group of buildings. The buildings are all
connected and form the thieves' guild. Regardless of the building you enter, you'll meet a thief
who will ask you for the password, which you should be able to give him. Inside, you'll be
approached by Narlen Darkwalk, who will ask for your assistance in a robbery. Agree to help.
The robbery will take place on the first evening you approach the Splurging Sturgeon Inn, so you
don't have to rush to find the place. Also in the guild you'll meet Husam, who will give you some
information on the Iron Throne, and Alatos, who will hire you to do a bit of burglary at the
Oberan estate.
Alatos' quest is one of the few timed events in the game, and youll only have ten days in which to
return the ritual book, artifact fragment and statuette to him.
Note: In a barrel behind Black Lily, youll find a Manual of Quickness of Action (+1
dexterity).
In the middle of the area is the Elfsong Tavern. Inside you'll meet Brevlik, who will ask you to
steal the telescope from the Hall of Wonders. He'll also hint that you should check the guards'
schedule before doing the deed. Upstairs is Cyrdemac, but he won't become important until later.
On the southern edge of the area, next to the General Store, is a locked house. Inside you'll find
Arkion, who will ask you to do the dirty deed of bringing him a dead body from the sewers.
Before leaving, have your thief/bard pick his pocket and get his bloodstone amulet. You'll need it
for a quest later.
There is a sewer grate next to the General Store. Use it to enter the sewers.

Baldurs Gate, Sewers (AR0224, AR0225, AR0226)


In this part of the sewers you'll find carrion crawlers and phase spiders. Near the middle you'll
also find an ogre mage, who will brag about the anguish his pets have caused on the surface.
You should be able to kill all of these creatures pretty easily.
A passage west of the ogre mage contains the dead bodies Arkion is interested in. They all weigh
175 pounds, so wait until you're ready to leave, and then have your strongest character pick one
up. There should also be a ruby ring with the bodies. Pick that up for later. Then go up to the
surface to give the body to Arkion, and he'll give you 250 gold pieces (plus 1800 experience
points).

Return to the sewers if you want. There are two more areas to explore (to the west), but they
don't have any quests involved. In these areas you'll meet Ratchild, Schlumpsha the Sewer King,
and Shvertszche. You might also find the Undercellar of the city (AR0112), but we'll get back to
that later.
When you're ready to move on, emerge from the sewers, go to the middle-eastern part of the city,
and then exit that area to the north.

Baldurs Gate, Northern/East Section East of Wall (AR0300)


When you enter the area, you'll immediately be confronted by Marek and Lothander. They'll warn
you to stop interfering with the Iron Throne and then leave.
The only building of interest in this part of Baldur's Gate is the Counting House, where Mendas
told you that you could find the sea charts he needs. Inside you'll be confronted by a guard
named Ulf. Tell Ulf that your business is not his business, and he'll let you pass. Then go up the
stairs and talk to Captain Tollar Kieres. Ask him if there's anything he needs, and he'll
tell you to bring him some swill from De'Tranion at the Blushing Mermaid Inn. (You can also
kill everyone in the building to get the charts or simply pickpocket them from Kieres.)
Then exit the area and select the southeastern part of the city on the world map.

Baldurs Gate, Southern/East Section (AR1300)


Along the northern edge of the area is the house where Nemphre lives. Nemphre will ask you to
steal a bloodstone amulet from Arkion. You should already have that amulet. When you give it to
Nemphre, she'll reward you with a scroll of vampiric touch (plus 1000 experience points).
Note: You can also steal Nemphres onyx ring, and then give the ring and the bloodstone amulet to
Ordulinian at Sorcerous Sundries. Youll receive 3500 experience points for your troubles. You
can also complete Nemphres quest and then kill her to get the amulet back so you can complete
Ordulinians quest as well. (You wont lose any reputation points for killing Nemphre.)
In the middle of the area you'll find a block of residences. In one you'll run into Taxek and
Michael, two thieves who will give you their gold and run away if you talk forcibly to them. In
another house you'll find a sleeping man named Gantolandan. Avoid his house for now. It'll be
part of a quest later.
In the northwestern corner of the area is the Blade and Stars Inn. Inside you'll meet G'axir the
Seer, who will ask you return the Sphene Gem from the lair of the basilisk. You'll also meet
Shaella. If you answer with...
-- Who is Shaella?
-- Leira? Who's that?

-- But how can you worship...?


-- But I don't understand.
-- I'm not sure.
... then Shaella will ask you to retrieve the Great Book of Unknowing from the library at
Candlekeep. Of course, if you find the book you'll never know it, so take this quest for what it's
worth. Upstairs you can meet Maple Willow Aspen, who will blow up if you ask her about trees,
and Reginald Worthington, who will talk a lot but not say a lot.
On the opposite side of the map, in the southeastern corner, is an unnamed inn. Upstairs you
can talk to Sanadal Gwist, who will tell you that her brother and cousin have been missing for
months. Their names? Shank and Carbos, who you might remember as the assassins during
the prologue at Candlekeep.
Also in the southern part of the map is a pair of warehouses. In the northern one you'll find
Nadarin, who will ask you to kill a basilisk that has gotten free in one of the warehouses by the
harbor. The warehouse in question is the lair of the basilisk that G'axir the Seer mentioned
before.
When you're ready to move on, exit the area to the west.

Baldurs Gate, Southern/Middle Section (AR1200)


Along the eastern edge of the map is a row of buildings. In the southernmost one you'll find
Ghorak, whose name might be familiar if you've been talking to the commoners in town. He's
diseased in some way, and the only way to heal him is to take his brother's skull from behind a
painting at the Three Old Kegs Inn and give it to Agnasia at the Lady's Hall. In the home north of
Ghorak you'll find Larriaz the sirine. She's going to die one way or the other, so you might as well
kill her and pick up the 30 experience points she's worth. In the warehouse north of Larriaz
you'll meet Noralee, who will ask you to find her lost gauntlets. They're in a shipping crate
somewhere between the warehouse and the harbor. In the warehouse north of Noralee you'll find
Nivek, who will inform you that this is the warehouse with the loose basilisk. The basilisk is a
greater basilisk, and you'll need some form of protection from petrification before you attack it. If
you don't have anything like that, you can get a potion of mirrored eyes from Sorcerous Sundries.
Don't forget to pick up the Sphene Gem after you kill the basilisk.
In the southeastern corner of the map is a ship named the Low Lantern. There are four levels to
the ship, and on the second level you'll meet Desreta and Vay-ya. They're into entropy, and if you
express interest, they'll eventually attack. Desreta is carrying gauntlets of ogre power, which will
set a character's strength to 18/00, so she is definitely worth killing. On the third level you'll
meet Yago. Go ahead and kill him and pick up his bookof curses.
On the western side of the map is a group of three buildings. In the easternmost one you'll find
five ogre mages who have been hired to kill you. The bounty they cite is 10,000 gold pieces, so

you must be doing something right. The best way to kill the mages is to use a web spell to
entangle them and then pick them off with ranged weapons.
The Water Queen's (Umberlee's) house is in the southwestern part of the area. Nearby you can
find Noralee's gauntlets. They're in a crate at location (750, 2700). Ignore Umberlee's house for
now, as well as the harbormaster's building (middle of map) and the Iron Throne building
(northwestern corner of map). You'll get to them later.
Now it's time to finish off some quests. Return Noralee's gauntlets to her and receive one
reputation point, 1000 experience points, and two potions of infravision. (You could also keep the
gauntlets, but they only give a +1 THAC0 bonus.) Then exit the area to the north but select the
southeastern corner of the city on the world map. Enter the Blade and Stars Inn to visit
G'axir the Seer. When you give him the Sphene Gem you'll receive 1000 experience points.
Finally, go talk to Nadarin in his warehouse. He'll give you 1800 gold pieces (plus 1300
experience points) for killing the basilisk.
When you're ready to move on, exit the area and select the center section of the city.

Baldurs Gate, Middle Section (AR0700)


There isn't anything of interest south of the wall. When you move north through the gate, you'll
find the Drakon Tavern. It isn't interesting, either, but when you travel along its eastern side,
you'll meet Lothander again. He'll tell you that Marek poisoned you while you slept, and that you
only have ten days to live, but that he'll help you find the antidote if you help him first. His
problem is that the Iron Throne is controlling him through the use of a geas, and he needs the
help of a diviner to get rid of it. Follow Lothander to the diviner, pay the diviner 50 gold pieces,
and then ask the diviner about Lothander's geas. He'll tell you that you must speak to Jalantha
Mistmyr at the Water Queen's house. Then talk to Lothander again, and he'll agree to meet you
and the Blade and Stars Inn when you've removed the geas.
Tracking down the antidote is a long and involved process, but ten days is plenty of time in which
to do it. So take the time to explore the rest of the area. In a house on the eastern edge you'll
meet Nadine. She'll give you a talisman to give to her son Euric. Euric is in an inn in the
southeastern part of the city. North of the Drakon Tavern you'll find a house with Felonius Gist
and some statues in it. Be polite to Gist or else he'll call the guards on you. The statues will play
a part in a quest later. In the northwestern part of the area is a poultry store. Watch out! Inside
are a bunch of rabid chickens! Steer clear of the shop unless you're feeling particularly powerful.
Or hungry. Or something.
North of the marketplace (where the diviner's tent is located) is a large blue and white house.
This is Oberan's house, and there are two ways you can acquire the items that Alatos wants. The
first and simplest method is to just walk in, climb to the third floor, kill the three sisters, and take
the items from a desk in their bedroom. The more sophisticated way is to sneak in with your thief
and steal the objects out from under the noses of the sisters.

Once you have the objects, leave the area to the north but head back to the Water Queen's house.
Ask to talk to Jalantha Mistmyr and pay 50 gold pieces for the privilege. Ask Jalantha to help
with the geas, and she'll in turn ask you to retrieve the Book of Wisdom for her. You can find the
book at the Lady's Hall.
Then exit the area to the west but head to the southeastern part of the city. Enter the inn in the
southeastern corner of the area and find Euric. He should be standing around on the first floor.
When you give Euric the talisman, you will receive 1100 experience points. (Or you can just keep
the amulet. Its an amulet of protection +1.)
Finally, exit the area and head to the thieves' guild in the middle-eastern part of the city. This
sequence will involve a fight, so be prepared. Find Alatos in the guild and talk to him. You'll
receive 4000 experience points for stealing the items from Oberan's house, but Resar, who you
were actually doing the job for, will want to tie up loose ends. He'll attack, but he's not very
powerful and should go down easily.
When you're ready to move on, exit the area and select the southwestern part of the city on the
world map.

Baldurs Gate, Southern/West Section (AR1100)


On the eastern side of the area is the building for the Seven Suns. Go inside and talk to a
merchant. He'll eventually tell you that the organization has been infiltrated by shapeshifters.
With that information in hand, leave the building and find the Flaming Fist compound in the
northwestern part of the area. Scar is just inside the entrance, and when you tell him what
you've learned you'll earn 5000 experience points and 2000 gold pieces. Plus, Scar will ask you
to go back and kill all of the shapeshifters. Do just that.
When you return to the Seven Suns, keep talking to the merchants until they reveal themselves to
be dopplegangers. There will be two on the first floor, two more on the second floor, and a fifth in
the basement (through the door on the western side of the first floor). Also in the basement you'll
find Jhasso, the leader of the Seven Suns. He's not a doppleganger, so don't kill him. Instead,
talk to him to find out what happened and then return to Scar and make your report. You'll
receive 2000 experience points, two reputation points, and 4000 gold pieces. Plus, Scar will have
another job for you.
This second job should sound familiar. People have been disappearing off the streets, and Scar
will want you to find out why. In fact, you already solved this quest when you killed the ogre
mage and his pets in the sewers. Scar will also want you to return a ruby ring from one of the
victims so he can give it to her family. You should have the ring from your travels in the sewers,
but if you don't it's no big deal. For completing the quest you should receive 3000 experience
points and 3300 gold pieces.

Scar will then leave to stand outside of the Flaming Fist compound. Talk to him again and he'll
introduce you to Duke Eltan. Eltan will ask you to infiltrate the Iron Throne building and locate
proof of the Throne's misdeeds. Finishing Eltan's quest will end the chapter, so hold off before
completing it. Also in the Flaming Fist compound you'll find Fergus, who would like you to find
an angel skin ring for his lady friend.
East of the Flaming Fist compound is Ye Old Inn. Inside you'll find that green slimes have
overrun the place. Kill the slimes and then talk to the surviving patrons. You'll find out that a
wizard named Ramazith had a disagreement with the bartender and called up the slimes. Also
next to the Flaming Fist compound is Tiax, an evil cleric/thief, who will offer to join your group.
In the southwestern part of the area you'll find an unlocked house containing the wizard Sunin
and his servants. Regardless of what you say, they'll decide you're thieves and attack. Sunin will
have a ring of wizardry, making him worthwhile to kill. In another house in the middle of the
area you'll run into a band of thieves led by Wiven. They won't have anything of interest unless
you're in need of fire arrows.
In the southern part of the area you'll meet Aldeth Sashenstar (provided you helped him before).
He'll tell you that something bad is going on with the Merchant's Consortium, and hell ask you to
help him find out what. Agree to help and he'll open up the building so you can investigate.
Wander around and talk to people, and it should be clear that the problem here is the same as at
the Seven Suns. On the second floor you'll find a locked desk with incriminating evidence in it.
Talk to Aldeth and Brandilar, and Zorl's doppleganger will show itself, allowing you to kill it. Then
go up to the third floor to visit the anniversary party. You'll find ten dopplegangers there, but
you should be able to kill them easily. Finally, return to the first floor and find five more
dopplegangers. When they're dead, talk to Aldeth and you'll receive a reward of 5000 experience
points, 100 gold pieces, and a bastard sword +1/+3 versus shapeshifters.
When you're ready to move on, exit the area to the north and select the middle-western part of
the city on the world map. You'll arrive in a tiny part of the area south of the wall that divides the
city. The only thing of interest here is the home of Fenten. He'll pay for ankheg scales if you ever
happen to kill another ankheg and decide to lug its scales all the way back to the city. Then exit
the area and select the northern-middle part of the city on the world map.

Baldurs Gate, Northern/Middle Section (AR0200)


The majority of the area is taken up by the ducal palace. You can't get into the palace yet, so
ignore it for now. Northeast of the palace is Ramazith's tower. When you walk by the tower,
Ramazith (the slime guy, if you recall Ye Old Inn) will approach you and ask you capture a nymph
away from his colleague Ragefast. Go ahead and agree to do the deed. Ramazith will then go into
his tower. Pick the lock to the tower and then enter and pick his pocket. You'll get a ring of
protection +2. Don't talk to him again, though, or else he'll assume you've gone back on your
word.

On the eastern side of the area is the Three Old Kegs. After trading insults with Shep on the first
floor, go up to the second floor and look around. Behind one of the paintings on the northern
wall is the skull Ghorak told you about. Finally, on the third floor is an unnamed noblewoman
who will have a quest for you. She'll ask you to kill a man named Cyrdemac at the Elfsong
Tavern.
In one of the southern homes is Rinnie. She'll ask you to find information about the Unicorn
Run. Give her your copy of the History of the Unicorn Run, and she'll give you a scroll of
protection from poison. You'll also receive 900 experience points. (If you didnt buy the book from
the Friendly Arm Inn before, you should be able to find a copy at the top of Ramaziths tower.)
West of Rinnie's home you should find a little girl named Petrine standing in the street. She'll ask
you to retrieve a ring from her uncle's house. Her uncle's house is just to the north, and the ring
is on the second floor in a chest next to the stairs. When you give the ring to Petrine, you'll
receive 500 experience points.
In a northern home you'll meet Drelik, who won't be happy to see you. After killing him, if you go
upstairs, you'll also meet Jardak, who also won't be happy to see you. Jardak is carrying the
Helm of Glory, which will give an armor class bonus and a point of charisma.
When you're ready to move on, exit the area to the west and select the middle part of the city on
the world map. From there exit to the west and select the middle-western part of the city. (If you
try to go directly to the middle-western part of the city, you'll end up south of the wall again.)

Baldurs Gate, Middle/West Section (AR0600)


Most of the area is taken up by the High Hall of Wonders. If it's daytime, then all you can do is
look around and go on a tour. Sometime around midnight, though, the guards will leave and you
can steal the telescope. In the process you'll meet Alora. If you agree to work with her, she'll
eventually offer to join your group. She's a good-aligned thief but I've never used her. Once she's
gone, use your thief to unlock the telescope's case, and then take the telescope.
Northeast of the Hall is Ragefast's home. Inside you'll find Ragefast and Abela the nymph, and
youll have a couple choices for the encounter: you can either talk Ragefast into letting Abela go,
or you can fight him. If you fight him, then you can either let Abela go yourself or take her to
Ramazith.
The best option is to convince Ragefast to let Abela go, but as long as Abela goes free shell give
you a lock of her hair, which you can then take to Sorcerous Sundries to have a cloak made.
In the northwestern part of the area you'll be approached by a man named Varci Roaringhorn.
He'll ask you to follow him to the house of his master, which is nearby. Enter the house and talk
to Tremaine Belde'ar. He'll ask you to retrieve his son's body from the Water Queen's home so he
can restore it to life.
South of Tremaine's house is the Lady's House (aka the Temple of Tymora). Inside, talk to

Agnasia and she'll take Kereph's skull and restore Ghorak to health. For the deed you'll receive
1000 experience points and one point of reputation. Then talk to Chanthalas Ulbright. If youre
charismatic enough, you can convince him that your lives depend on the book. Otherwise you
can pay him 500 gold pieces for it.
Now it's time to finish off some more quests. Exit the area and select the southern-middle part of
the city on the world map. Go to the Water Queen's house. Inside, find Jalantha and talk to her.
She'll accept the book and give you an incantation to remove the geas from Lothander. Then talk
to one of the priestesses of Umberlee and ask to see Tenya (assuming you helped her
before). Ask her for the body of Tremaine's son and she'll give it to you. Otherwise you'll have to
talk to Jalantha again and pay 2000 gold pieces for the body.
Note: If you tell Jalantha you dont trust her, shell give you the geas removal scroll before you give
her the book. You can then decline to give her the book and fight her and the priestesses. There
doesnt seem to be any penalty for doing this, and youll not only get to keep the book (which is +1
wisdom), youll also get 6000 experience points for killing Jalantha.
Now go talk to Ghorak (in the southern house on the eastern side). He won't give you a reward,
but you'll see that he is finally happy and healthy. If you haven't robbed the Hall of Wonders yet,
go north to Jopalin's Tavern and rest until it is evening. Then head back to the middle-western
part of the city (once again using the middle area as a way station) and rob the Hall. Even if
you've already done the robbery, you still need to go to the middle-western part of the city so you
can give Tremaine back his son's body. After Tremaine has revived his son, talk to Varci for your
reward. You'll receive 5000 experience points, 2000 gold pieces, and a large shield +1/+4 versus
missile weapons.
Now go back to the middle-eastern part of the city and enter the Elfsong Tavern. Brevlik will give
you a wand of lightning and 500 gold pieces (plus 5500 experience points) for the telescope.
Upstairs you can kill Cyrdemac to make the noblewoman happy. Then go to Sorcerous Sundries
and talk to Halbazzer Drin. If you tell him that you couldn't possibly sell the nymph's hair, he'll
offer to make a cloak out of it for 100 gold pieces. The nymph's cloak is identical to Algernon's
cloak, so you can have one made or not as you wish.
Now head to the southeastern part of the city and enter the Blade and Stars Inn. Lothander is on
the second floor, and he'll reveal that he only has half the antidote. Scumbag. The other half is
with his partner Marek in the Blushing Mermaid Inn.
Finally, go to the northern-middle part of the city. Enter Ramazith's tower again, but this time
confront him. He'll cast a lightning spell and then scurry away to the top of the tower. There are
several levels to the tower, and each level has some creatures you need to kill. Space is limited, so
the best strategy is to pick about four characters from your party and have them do all the work.
Along the way you'll face mustard jellies, ghasts, hobgoblin elites, and finally kobold commandos.
Ramazith will be by himself, and he shouldn't last long against your party. When you kill him,
you'll be able to pick up another ring of protection +2. Plus, youll be able to explore his study

and pick up a Tome of Clear Thought (+1 intelligence).


When you're ready to do some more exploring, exit the area and select the northeastern part of
the city on the world map.

Baldurs Gate, Northern/East Section, First Trip (AR0300)


You'll start in the area next to the Blushing Mermaid Tavern. Go ahead and enter the tavern.
When you do, you'll be accosted by an ogre named Larze. If you claim you're not who he's looking
for and suggest he go look at his picture again, you'll earn 900 experience points and avoid a
fight. Otherwise you'll have to fight him (and earn 2000 experience points). If you fight
Larze, you'll get banged up, so it's probably more expedient to simply make him go away.
Inside the tavern is De'Tranion. If you want to get some of his foulest swill you'll have to cover
Captain Kieres' dept of 900 gold pieces. If you find that price too steep, you can just go back to
the Counting House and kill Kieres to get the charts that way. On the second floor you'll find
Marek. He'll attack you when you talk to him, but he won't be much of an opponent. Youll find
his half of the antidote on his corpse, but as far as I can tell you dont need to drink it. You
should see a message that youre cured of his poison as soon as you talk to him. Marek will also
have an eagle bow on his corpse, and its a pretty good short bow if you're in need of that sort of
thing.
If it is not yet dark outside, stay at the tavern until it is. Then exit and leave all of your characters
except your thief by the door, and have your thief head south. Along the way you should run into
Brielbara, who will ask that you retrieve Yago's book of curses for her and then meet her at the
Splurging Sturgeon Inn. Continue south and then west, and you should find
the Splurging Sturgeon Inn with Narlen Darkwalk waiting out front. Talk to him, and he'll tell you
that your job is to keep watch while he robs a house. He'll lead you to the house and then
disappear inside. Shortly thereafter a guard will wander by and challenge your presence. Give
the alarm and then have your group exit the area to the west.
Select the middle-eastern part of the city on the world map, and then head to the thieves' guild.
Find Narlen Darkwalk in the guild and talk to him. He'll divide the loot (100 gold pieces!) and
then offer to let you in on another job, this time to rob a jewel fence named Gantolandan. Go
ahead and agree to help, and he'll tell you to meet him next to the Blade and Stars at dusk. Once
again, you can do the job any day at dusk, so there's no rush.
Then exit the area and select the northeastern part of the city on the world map. Enter the
Counting House and go upstairs to talk to Captain Kieres. When you give him the ale, he'll drink
enough to feel woozy and then ask you to hold his sea charts. Gladly oblige and then exit the
area and head back to Ulgoth's Beard. Walk over to Mendas' house (southwestern corner) and
talk to him. He'll give you 2000 gold pieces for the charts and tell you to meet him at the docks.
If you're still feeling grumpy about paying Captain Kieres' debts, you can relieve Mendas of 980
gold pieces by robbing one of the chests in his house. Then go to the docks, talk to Mendas, and

set sail for Balduran's Island.

Baldurans Island, South (AR2000)


Say goodbye to your ship and then say hello to Solianna, who should be within view of your
starting location. If you're polite to her, she'll give you a lot of background information. Then
explore the area. The southern side of the island is the safe side and houses all of the people
who will give you quests.
North of your starting position is a fortress of sorts, and inside you'll meet Kaishas Gan, the
leader of the people on the island. She will tell you that if you can kill the werewolves to the
north, then her people will build a ship that will return everyone to the Sword Coast. Sounds like
a good plan, so agree to help.
Once you've talked to Kaishas, other citizens will start talking to you. West of Kaishas' building is
Delainy (aka Durlyle), who will ask you to retrieve a lost cloak. South of Kaishas' building you'll
meet Maralee, who will ask you to rescue her baby Peladan from the werewolves. West of the
fortress you'll find Farthing, who will ask you to find her dolly. South of Farthing you'll find Evalt,
who will ask you to locate his brother Evan.
When you're ready to tackle the werewolves and the quests, exit the area to the north.

Baldurans Island, North (AR1500)


North of you starting position you'll meet Palin, who will ask you to help rescue some people being
attacked by werewolves. It's a trap, but it doesn't matter what you say. You'll be attacked by
Palin and four werewolves. Watch the combat messages and figure out which of your party
members is using a weapon that is ineffective against werewolves. As far as I can tell, all magical
weapons work -- except for ranged weapons, in which case only magical ammunition will cause
damage. Palin is carrying Farthing's doll, which you can pick up after he is dead.
On the western side of the area you'll meet Meym. He's a bad guy, too, and after you talk to him
long enough he'll turn into a werewolf and attack. He's by himself, though, so he shouldn't pose
much of a problem. To the northwest, on a narrow land bridge, you'll find the Sirine Queen (aka
witch) who ensnared Evan. The queen will claim that Evan forced himself upon her and deserved
to die. You can believe her or not. If you choose to fight, four more sirines will appear (two to the
north and two to the south), and you'll get 14,000 experience points for killing the lot (plus some
arrows of biting and Evan's corpse from the bodies). If you don't fight, then the queen will hand
over the body and you'll receive 2000 experience points. Evan's corpse weighs 155 pounds, so
now is a good time to head back to the south and give back the body (900 experience points) and
the doll (1400 experience points). Then head back north.
Near the middle of the area you'll be approached by Kryla, who will want you to avenge the death
of Jondal. Guess what? It's another trap. Regardless of what you say, Jondal and Kryla will turn

into werewolves and attack. Nearby and to the east you'll find the cottage of a wizard named
Dradeel. Talk to him, and he'll tell you what happened on Balduran's final voyage. He'll also ask
for you to return his spellbook from the lair of the werewolves. As a down payment for your help,
he'll give you an amulet with attack bonuses against werewolves.
North of Dradeel's cottage is the lair of the werewolves. There are four levels to the lair, and the
levels are all similar. You'll enter a level and find yourself surrounded by wolves of one sort or
another. If you bring your entire party in, then your spellcasters will come under heavy fire, so
it's best to let your fighters clear each level before bringing everybody else in. There are also
trapped containers in the levels, so be sure to scout with your thief first before opening anything
up.
On the second level, on the eastern side and in a trapped box, you'll find the silver dagger
Werebane. Hang on to it because you'll probably need it later. On the fourth level you'll find
Karoug and Daese. Regardless of what you say, you'll have to fight them plus four werewolves.
Karoug is a greater werewolf, and so even fewer weapons will work against him than normal
werewolves. The sword Kondar and Drizzt's scimitar Frostbrand will work fine, but the sword
Varscona is ineffective except for its frost attack. If you're not sure about a weapon, have that
character use Werebane.
Note: Karoug and Daese will each cast a spell before turning into werewolves. If youre
quick, you can kill one before the change.
After everything is dead, start collecting the loot. Dradeel's spellbook is in a locked and trapped
chest next to the stairs. Maralee's baby Peladan is at the location where Daese turned into a
werewolf. On the eastern side of the level is a desk. It is not trapped, but there is a trap in front
of it. Inside you'll find the Sword of Balduran, which has bonuses against werewolves, the
logbook of Balduran, and the Butter Knife of Balduran.
With loot in hand, exit the lair and head back to Dradeel's cottage. When you give him the
spellbook, he'll dimension door away, and you'll receive 5000 experience points. With him gone,
search the cottage. In a chest by the door you'll find belladonna flowers (which you should take),
the holy cloak Delainy wanted you to retrieve, and a staff mace. In a desk in the next room you'll
find Dradeel's recipe book. Of most interest in the book is the part about werewolves and how to
dispel lycanthropy.
Now make your way back to the southern half of the island. Talk to Delainy, be polite, and ask
her to talk about herself and her people. At the end she'll ask you to get some flowers for her.
Talk to her again and give her the belladonna flowers. She'll reward you with a kiss and her
friendship. Then go talk to Maralee and give her back her baby. For this you'll receive 4000
experience points.
Finally, pay a visit to Kaishas. She'll give you your reward, but then Tailas will turn against you
and attack. In fact, Tailas will have turned the entire village against you (except your ally

Kaishas), and so wandering around the southern half of the island will suddenly be much more
dangerous. Use the same strategy as in the lair: let your fighters clear an area and then bring in
the rest of your party.
Head west and you should meet Delainy again. She's a real ally, and she'll tell you how to escape
to the ship. Follow her to a building, and there you'll also meet Dradeel, who will tell you roughly
the same thing as Delainy. When you go through the secret door in the building, you'll find
yourself in some caverns. The exit is to the northeast, but along the way you'll find pairs of
werewolves, so have your fighters lead the way.
When you exit the caverns, you'll find yourself on a beach on the northern half of the island.
Kaishas will be waiting for you on the ship, but she'll be all alone and shouldn't be too hard to
kill. When she's dead, pick up the sea charts and then exit the area by moving west on the
ship. You'll end up back on the docks in Ulgoth's Beard, and before you can even catch your
breath, you'll be confronted by Baresh, who won't be happy that killed Kaishas. Follow him to
Mendas' house, and, after a brief conversation, fight him and Mendas. If you have difficulty with
the fight, just have your party exit the house, rest, and then try again until Mendas and Baresh
are dead. When the fight is over you'll find chainmail +3 on the floor.
That finishes the Tales of the Sword Coast expansion pack. Rest up and do what shopping you
need, and then when you're ready to move on, exit the area and select the northern-middle part
of Baldur's Gate on the world map. Once there, go into the Three Old Kegs and let the
noblewoman on the third floor know that you've killed Cyrdemac. She'll pay you 500 gold pieces.
You can
also blackmail her yourself and get 500 gold coins every ten days, but there's no reason to sully
your name in that way. Then exit the area and select the northeastern part of Baldur's Gate on
the world map.

Baldurs Gate, Northern/East Section, Second Trip (AR0300)


Go back to the Splurging Sturgeon Inn, but this time go inside. Brielbara is on the main floor.
When you give her Yago's book, you'll receive 1000 experience points and one point of reputation.
You can also demand some gold if you want, but there's no need. On the second floor, you can
meet a mustard jelly on one side of the inn and Mr. Shade on the other. See if you can discover
Mr. Shade's business.
When you're ready to move on, exit the area and select the northwestern part of the city on the
world map.

Baldurs Gate, Northern/West Section (AR0100)


In the middle of the area is a house with a plus-shaped roof. Inside you'll find twin sisters Louise
and Laerta. If you talk to them you'll find out that some bogeyman peeks at them through the
windows at night. After the conversation, a mage named Gervisse will appear and tell you that a

druid named Voltine has evil plans for the girls. And after that conversation, Voltine herself will
appear -- and chastise you for watching her while she's changing clothes. She'll be in the kitchen
at the time, but she's a druid, and maybe that's where druids change clothes. Anyway, if you talk
to her, she'll claim that Gervisse is a dirty old man who peeks through windows. Believe Voltine
and attack Gervisse. He should die quickly. Then talk to
Voltine again, and she'll give you a wand of polymorphing. Finally, talk to Laerta again, and she'll
confirm that you scared away the bogeyman (plus you'll receive 1000 experience points).
Southwest of this house is another house with a plus-shaped roof. Inside you'll be attacked by
pairs of invisible stalkers, doom guards, and helmed horrors. It's best to be prepared for this
fight, so cast bless, defensive harmony, and haste before going in. When all the nasties are dead,
explore the rest of the house, and you'll find Degrodel in a western room. He'll hire you to retrieve
the Helm of Balduran for him.
On the western side of the area, you'll find a house with Pheirkas in it. He'll ask you to steal a
cloak from Algernon, who is staying at the Feldepost Inn in Beregost. Chances are that you stole
that cloak a long time ago and have been hanging on to it ever since. If you had a nymph's hair
cloak made at Sorcerous Sundries, then there's no reason to keep Algernon's cloak, and you can
give it to Pheirkas for 200 gold pieces and 300 experience points. Otherwise the cloak is probably
more useful than the reward.
In a house on the eastern side of the area, you'll meet Quinn. His friend Nester got killed by
ankhegs, and Quinn will tell you that he'd like an item of Nester's so there is something of his to
bury. You should still have Nester's dagger with you, so give it to Quinn. He'll reward you with a
shandon gem, and you'll also receive 950 experience points and one point of reputation.
On the southern side of the area you'll find the Cloak and Helm Inn. Go to the bar inside and
talk to Gorpel Hind and his Band of Merry Fools. Tell them about your adventures in the
Cloakwood Forest, and they'll make you honorary members. This is important because right after
you talk to the Fools, Gretek and his Maulers will enter the inn and pick a fight with you. If the
Fools like you, then they'll join the fight on your side. Most of the Maulers are spellcasters or
archers, meaning they'll stay far away you, and so a web spell followed by a couple of fireballs will
go a long way towards winning the battle for you. Then it's just a matter of picking off the
survivors with ranged attacks and spells. Upstairs in the inn you'll find a room occupied by
an emissary of Amn. In a locked cabinet in the room is an angel skin ring. Wait until the
emissary leaves the room before stealing it, or else she'll call the guards.
Now you can finish off a few more quests. Go to the southwestern part of the city and give the
angel skin ring to Fergus. He'll thank you and you'll receive 800 experience points and one
reputation point. Then go to the middle part of the city and visit Felonius Gist's house again.
The statues in his house are the mercenaries that Degrodel mentioned to you. Revive the statue
in the corner (Vail), and when it talks to you, be truthful but insist upon receiving the helm. Vail
will give you a note with clues to the location of the Helm of Balduran (at the Cloak and Helm Inn)
and the Cloak of Balduran (with Quenash in the Undercellar). Then go talk to Nadine (in an

eastern house) again and tell her that you gave the talisman to Euric. She'll give you a necklace
of missiles, and you'll also receive 400 experience points and a point of reputation.
Now exit the area, go back to the Cloak and Helm Inn (in the northwestern part of the city), and
climb up to the empty guest room at the back of the inn. The helm is hidden behind a trapped
painting. The helm is useful, with
bonuses to armor class, hit points, saving throws and THAC0, so forget about returning it to
Degrodel and keep it yourself. Then head to the Blushing Mermaid Tavern (in the northeastern
part of the city) and use the door in the back room to access the Undercellar.

Undercellar (AR0112)
You'll find yourself confronted by a guard who will ask for an entry fee of 10 gold pieces. You can
avoid paying the fee if you want, but does it matter? There isn't much to see in the Undercellar.
Mostly it's just a lot of random courtesans and clients wandering around.
Near the center of the Undercellar, in a room off the hallway where you start, you'll find Quenash.
Talk to her and answer her questions with...
-- Vail sent me.
-- Perhaps I cannot recall...
... and shell give you the Cloak of Balduran.
Now exit the area and go to the Blade and Stars Inn (in the southeastern part of the city). If it is
not yet dusk, then stay at the inn until dusk. Then leave everybody but your thief inside the inn,
and have your thief go outside. You should see Narlen Darkwalk next to the entrance. Talk to
him, and he'll tell you that you get to work inside this time. Then he'll walk over to the house
across the street and pick the lock for you -- and then disappear. You won't have any help for the
robbery. Go upstairs and notice the chest along the northern wall. It's trapped, but it has the
rogue gem that Narlen is interested in. Gantolandan will wake up a couple times while you're at
work, and you should pretend to be a cat each time. If he wakes up a third time, there's nothing
you can do, and you'll either have to fight him or flee. Gantolandan will also call the guards, but
no guards ever came that I know of.
Once you have the gem, exit the area and head for the thieves' guild. Talk to Narlen there, and
he'll give you your share of the plunder -- three pearls. Then you can watch Narlen chew out
Alatos for setting you up before. That was a better reward for me.
When you're ready to continue on, head for the southern-middle part of the city and enter the
Iron Throne's building. There are five levels to the building. The only interesting level is the top
one, where you'll be able to find the proof that Eltan is looking for. Along the way you'll meet lots
of guards. Some you'll be able to bluff by claiming to be from Sembia, and some you'll have to
fight. It doesn't matter; they're all easy to kill. Also, if you talk to some merchants and

emissaries, you'll learn that Rieltar and Brunos, two of the Iron Throne's leaders, have left for
Candlekeep, and Sarevok, Rieltar's son, has been acting like he's in charge.
Before going up to the fifth level, cast haste, bless, defensive harmony and so forth on your party.
As soon as you get up the stairs, you'll come under attack by Zhalimar Cloudwulfe and five
others. This should be a tough battle, and if you have trouble with it you can use the stairs to
your advantage. For example, you can send one character up the stairs long enough for the
enemy spellcasters to start casting spells, and then send the character back down so the spells
are wasted. You can also send your party up the stairs, allow them to do a little fighting, and
then send them back down to regroup and heal.
Once the acolytes are dead, search the area. On one of the bodies you'll find a ring of free
action, in one of the back rooms you'll meet Thaldorn, who you can let live or not, and in another
back room you'll find some of Sarevok's letters in a desk. You can also check out the roof from
here, and you might find that it looks familiar.
When you exit the building, you'll meet a Flaming Fist mercenary named Caedmon. He'll tell you
that you should go talk to Scar or Eltan -- like you didn't know that already. Anyway, follow his
advice and head to the Flaming Fist compound in the southwestern part of the city. Tell Eltan (on
the second floor) what you've learned, and he'll give you the History of the Nether Scrolls so you
can enter Candlekeep and spy on Rieltar, and he'll also give you 2000 gold pieces. Then the
chapter will end.

******************************************************************************
Chapter 6
******************************************************************************

Candlekeep, The Return (AR2626)


You'll start outside the gates of Candlekeep, and even though you've been to this location before,
the area identification number is different, so you'll have to explore all over again. To that end,
walk around and notice that the only thing of interest outside the gates is the Keeper of the
Portal. Talk to him and give him the History of the Nether Scrolls, and he'll transport you inside
the keep.
Wander around some more and catch up on old times with the people you haven't seen since the
prologue. Most will be excited to see you and hear about your exploits. Then there will be others
like the priest of Oghma (in the priest's quarters) who will hiss at you and turn out to be a
doppleganger. What fun would it be if there was nobody to fight?
If you need supplies, go visit Winthrop in the Candlekeep Inn and buy what you can. When
you're ready to move on, enter the library in the center of the keep.

Candlekeep Library (AR2608, AR2614)


Near the entrance of the first level you'll meet Karan. He'll tell you that somebody named Koveras
(note what it spells backwards) has been in the library reading Alaundo's prophecies. In the
center room you'll also meet Jessup and Theodon, who will regale you with stories of your
childhood in the keep. Also on the first level you can find some scrolls of interest at locations
(1825,750) and (1700,650). You should now have a pretty good idea of who and what you are,
and what the opening movie to the game was all about.
When you climb the stairs to the second level, you'll be approached by Bendalis. He'll tell you
that Koveras makes him nervous, and he'll also mention that Shistal has been acting strange of
late. Elsewhere on the level you'll meet Koveras himself, who will claim to be a friend of Gorion's.
Sure. He'll try to give you a ring of Gorion's, which you can accept or not. It's just a ring of
protection +1.
On the third level you'll meet Rieltar and his Iron Throne friends. It's possible for you to guide
your conversation with them so that they'll attack you, and you'll kill them, but don't do it.
Rieltar and his friends will die during this chapter regardless of what you do, and if you fight
them now you won't get to see the rest of the library. So be polite and leave them be.
On the fourth level you'll find Shistal. Any guesses about why he has been acting strangely?
That's right, it's because he's now a doppleganger. Keep talking to him and then accuse his of
lying. He'll change form and attack. And then die.
On the fifth level you'll run into Piato, who will tell you that Gorion's old room is on this level.
The room is just west of the staircase, and inside you'll find a letter that probably won't tell you
anything new. But just in case you were lagging behind in the plot, it'll spell things out for you:
Sarevok is the big bad guy, and you need to kill him.
On the sixth level a gatewarden will approach you and accuse you of killing Rieltar and his
friends. You'll then be transported to the jail in the barracks building. After a short wait,
Ulraunt will saunter over and formally accuse you of the murder. After another short wait,
Tethtoril will sneak in and spring you from the jail.

Candlekeep Catacombs, Level 1 (AR2615)


You'll find yourself in a small room lined with shelves. There are some scrolls in the shelves you
might find useful, but the only thing you can really do here is exit to the west and enter the main
area of the catacombs.
In the catacombs you'll find two things in abundance: traps and dopplegangers. So scout with
your thief and polish your weapons. Once you travel down the hallway where you start, you'll
come to a room with four exits. Take the southwestern exit first. Down the first southern branch
you'll find a room with a sarcophagus in it. Inside the sarcophagus you'll find a ring of fire

resistance and a tome of understanding (+1 wisdom). Be careful because there are three traps at
the entrance to the room and another trap on the sarcophagus. At the end of the northern
branch you'll find another room with a sarcophagus in it, but this time it will be guarded by traps
and phase spiders. Inside the sarcophagus you'll find a cloak of protection +2 and a manual of
gainful exercise (+1 strength).
Now head back to the center room and take the northwestern exit. Here you'll find several ghasts,
but there won't be any equipment of interest. Finally, by taking the northeastern exit from the
center room, you can go down to the second level.

Candlekeep Catacombs, Level 2 (AR2619)


After killing the Dreppin doppleganger, head north. Inside the arches you'll find Deder and
Arkanis, who are real people and not dopplegangers. They'll offer to help you while you're in the
catacombs, but that basically means they'll only help out in fights they happen to be close to.
The majority of the level is taken up by the large chamber where you start. On either side of the
chamber are small rooms where you'll find dopplegangers. On the western side of the chamber
are several skeleton archers. All should be easy to kill. There will also be a few traps on the level,
mostly under the arches.
At the far end of the chamber you'll meet Elminster, Gorion, and Tethtoril. Gorion, of course, is
dead, and Elminster will ask that you stop killing innocents. So take three guesses as to what
these guys are. If you said two dopplegangers and one greater doppleganger, then you win the
prize! After killing them, continue down the hallway, kill a few more dopplegangers, and then exit
to level 3.

Candlekeep Catacombs, Level 3 (AR5506)


Southeast of your starting position you'll run into Prat and three other of Sarevok's minions. The
best way to handle this is to hide behind the cavern walls and let the enemies come to you so you
can kill them one at a time. Prat will usually start things off with a lightning bolt, so make sure
your party is safely hidden away before initiating contact. If you're lucky, Prat will kill himself
with his own lightning bolt and you'll never have to face him.
After killing Prat and company, head generally southeast. You'll first come across some phase
and wraith spiders guarded by web traps, so advance slowly and have your thief scout ahead.
Then, on the southern side of the area, you'll encounter two greater basilisks. You'll know you're
close when you see statues around. Use whatever protective spells you have available and kill
the basilisks, and then head west. You'll meet Diarmid near the exit of the area (in the
southwestern corner), and he'll confuse you with Prat. You can use his confusion to gain some
information about Sarevok, but eventually Diarmid will catch on and run away. You can also kill
him if you want, but he isn't worth much experience.

When you exit the caverns, you'll find yourself behind Candlekeep. As soon as you move south,
the chapter will end.

******************************************************************************
Chapter 7
******************************************************************************
If you need to rest or buy supplies, head over to Beregost. From now on, Baldur's Gate is going to
be an annoying city. Flaming Fist mercenaries will try to arrest you every time they see you, so
you'll need to rush around a bit, and the less things you need to do in the city, the better.
Before returning to Baldur's Gate, make sure all of your fighters have an open weapon slot. The
first time a Flaming Fist mercenary approaches you, he'll arrest you and take you to the Flaming
Fist compound. That's fine since you can then escape by first being polite to Angelo and then
repeatedly talking to Neb (the answer to his question is 33). Every time after that the
mercenaries will simply attack. In order to keep your reputation from dropping down to zero,
have your fighters use their fists on the mercenaries. Then the mercenaries will become
unconscious rather than dying, and you can escape. You can also just flee, but sometimes that
will give the mercenaries free shots at your spellcasters.
The first place to go in Baldurs Gate is the middle/eastern part of the city. When you arrive,
Husam will tell you that Scar is dead and that Duke Eltan is diseased. Heading west towards
the middle of the area Delthyr will approach you and, among other things, suggest that you
investigate the Iron Throne building in town. Then, near Sorcerous Sundries, Tamoko will
approach you and tell you that the one who claims to heal Duke Eltans sickness is also the one
who breeds it. Its nice to be so popular.
So head to the Iron Throne building in the southern/middle part of the city. Inside you'll meet
Dhanial, who will give you some information about what Sarevok has been up to lately. The short
version is nothing good. Head up to the top floor like you did once before, and talk to the fleeing
merchants in the process. They'll all reiterate what Dhanial told you. Notice that the
cooks aren't going anywhere. They may be rude, but they sure are dedicated.
On the top floor you'll find Cythandria. After you talk to her she'll attack and summon in a
couple of ogres to help out. Cythandria is a spellcaster, so have your own spellcasters and ranged
attackers concentrate on her while your fighters take out the ogres. When you've hurt
Cythandria badly enough, she'll beg for mercy and tell you to look for Sarevok in the Undercellar.
Go ahead and kill her; she's worth 2000 experience points. Then pick up the letters and diary on
her corpse. The diary is especially important since it implicates Sarevok in everything that has
happened.
The best way to get to the Undercellar is to use the city sewers. You can get to the sewers without
leaving the Iron Throne building by going through the building's basement. The stairs to the

basement are in the southeastern corner of the ground floor, and the door to the sewers is in the
southeastern corner of the basement. Once you're in the sewers, take the first southern
passage. The entrance to the Undercellar is at the end of that passage.
In the center of the Undercellar are the assassins Slythe and Krystin. Before going to meet them,
get your party spelled up. Slythe is hasted and blurred, but don't dispel him or you'll likely dispel
all of your fighters as well. Simply concentrate your attacks on Slythe and then Krystin, and they
should go down quickly. When the pair is dead, check Slythe's corpse and pick up the
letter and the invitation. You'll need the invitation to enter the ducal palace later, so be sure to
hang onto it.
When you're ready to leave the Undercellar, take the southeastern exit. That will put you in the
back room of the Blushing Mermaid Tavern. In the main room of the tavern you'll meet Ivanne,
who will suggest that you explore the Flaming Fist compound. If you need to rest and memorize
spells, go ahead and do that now while youre in the inn. Outside the tavern you can talk to
Husam again, but hell just reveal that hes with the Shadow Thieves and try to get to you kill
Slythe and Krystin (since theyve been framing the Shadow Thieves), which youve already done.
If you haven't been arrested yet, look around for a Flaming Fist mercenary so he can escort you to
the Flaming Fist compound. Otherwise just go there on your own. Outside the compound youll
find Tamoko again. Shell explain a few plot points to you and then ask that you not kill Sarevok.
Agree to her request.
Inside the compound you'll be attacked by several guards, some of which will be spellcasters.
Cast a web spell right away (aim for the archway), and then pick off the enemies one at a time
with ranged attacks. Once the guards are dead, head upstairs to where you met Eltan before.
Rashad the healer will turn out to be a greater doppleganger, but he'll be all alone and should be
easy to kill. When the healer is dead, talk to Eltan and he'll ask you to get him out of the city.
Eltan weighs 200 pounds, so give him to your strongest fighter, and then head to the
harbormaster's building in the southern-middle portion of the city. When you give Eltan to the
harbormaster, you'll receive 2500 experience points.
Now it's time to break up Sarevok's inauguration. Go to the northern-middle section of the city,
and use your invitation to get into the palace. Once inside, your goal is to keep at least one of the
dukes (Belt and Liia) alive. To that end, put your spellcasters and ranged attackers in the
southern end of the ceremony room, and put your fighters in among the noblemen. After
listening to everyone talk for a while, the noblemen will turn into dopplegangers and attack the
dukes. Immediately try to get your fighters between the dopplegangers and the dukes, and have
your ranged attackers target any doppleganger next to the dukes. All of the Flaming Fist
mercenaries in the area will be on your side, and they'll help you in the battle. Once the
dopplegangers are dead, Sarevok will attack, but he'll retreat as soon as he takes a little bit of
damage. When the dust has settled, talk to either of the surviving dukes. You'll find out Sarevok
fled to the thieves' guild, and then you'll be teleported to that location.

In the thieves' guild you'll be greeted by Denkod, who will tell you that Saverok disappeared down
the staircase to the east. Denkod will also suggest that you get better prepared, which is good
advice. If you need supplies, go buy them now. If you need to rest, you can go down into the
warrens because the first room is safe to rest in.

Thief Warren (AR0146)


When you enter the warrens you'll meet Voleta Stiletto, who happened to be in the wrong place at
the wrong time when Sarevok passed by. She's wounded, but there isn't anything you can do but
talk to her. She'll drop some hints that the warrens aren't exactly the safest place to hang out.
Then start exploring the warrens. There are traps around, so scout ahead with your thief. You'll
first encounter a series of slimes: green slimes, mustard jellies, and gray oozes. Then you'll find a
couple of doom guards. Past the doom guards will be a pair of skeleton warriors. They're tougher
than the ordinary skeleton warrior is, and they have a pair of traps on either side.
Have your thief quickly disable the traps, and then have your fighters charge the skeletons. The
skeletons are resistant to magic, so don't bother with spells, but they can be hit with everything
else. If you concentrate your fire on one skeleton and then the other, they should go down easily
enough. Then remember to have your thief disable the traps on the other side of the skeletons.
From this point on, there won't be too much to fight in the warrens. There are two paths to the
exit, and taking one will lead you to a couple skeleton warriors and a doom guard, and taking the
other will lead you to some invisible stalkers. That's it. There are still some traps around, so
continue to have your thief scout ahead of the rest of your party.
Near the exit you'll come upon Winski Perorate. He helped Saverok escape from the inauguration
chamber, but it's possible you didn't notice him there. He'll tell you that he was Saverok's mentor
and hoped to carve a name for himself in history by being the architect of Sarevok's ascension to
power. You can punish him by leaving him alone to die.
If you need to rest, it is perfectly safe to do so now (but not in the next area). Then take the exit.

Ruins (AR0123)
West of your starting position and near the center of the map you'll come across Rahvin and five
others. You'll know you're getting close when you see a broken pillar to the south. Rahvin's
group is from the Iron Throne and wants to kill Sarevok just like you, but unlike you they also
want to kill your party. The best way to handle the encounter is to have one character approach
Rahvin while the rest of your party stays back. That character should have protection from fire
because the enemy group will start the fight with two arrows of detonation. If your character can
get close to Rahvin, then the arrows will do more damage to Rahvin's group than to your
character. Then have your character retreat to the rest of your group and try to pick off Rahvin's
group one at a time.

In the northwestern part of the area is a church of sorts. That's where Sarevok, and some
friends, are waiting for you. The rest of the area just has a variety of undead creatures, and
they're more annoying than anything else. Unless you have a character close to gaining a level,
just head straight for the church. If you need to rest first, go back to the warrens and rest there.
It is much safer.
In front of the church youll find Tamoko, provided you talked to her before. Shell demand that
you fight her, but you can talk her out of it if you want. If you do decide to fight, Tamoko is worth
5000 experience points, and youll be able to get full plate mail +1 off her corpse.
Once inside the church, proceed carefully. You don't have to worry about traps too much -- not
because there aren't any traps, but because you can't do anything about most of them. The skull
symbol to the north is filled with traps, but it doesn't seem possible to disarm them, so just skirt
around it. Also, the alcoves to the east have battle horror traps, but my thief with 100%
find traps couldn't detect them (so perhaps the battle horrors just appear when you get close).
Send your fighters into the four southernmost alcoves to kill them one at a time. You don't want
them appearing when you fight Sarevok. To the west are a couple traps that you can disarm, so
do so.
To kill Sarevok, you first need to take out some of his support. To that end, send a character
slowly north along the eastern edge of the room. Tazok will attack when you get far enough. He'll
first cast web and then stinking cloud, so immediately have your character run away back to the
rest of your party to the south. If your character has boots of speed, then s/he should be able to
outrun the spells. Then Tazok will appear near your party, and you should be able to kill him
fairly easily.
Note: Once you encounter Sarevok, you wont be able to leave the church. So if the battle horrors
and Tazok did some damage to you, feel free to run back to the warrens to heal up before
proceeding.
That will leave Saverok with Angelo and a wizard named Semaj. Angelo never seems to help out
in the final battle, but Semaj usually does. To pull Semaj's teeth a little, again have a character
creep north along the eastern side of the room. Eventually he should come into visual range of
Semaj (but not Sarevok), and Semaj will start casting a spell. That spell will be domination, and
as soon as you see Semaj start waving his hands, move your character back south. I'm pretty
sure that's the only domination spell Semaj has, and so he shouldn't cast it again.
Now have one character walk towards Sarevok. Saverok will say his piece, and then you can say
your piece, and then Sarevok will attack. Have your character run back towards the rest of your
party. Sarevok and (usually) Semaj will follow.
The way to kill Sarevok is basically to distract him until he's dead. He resists most spells, but not
magic missile. If you have a high level wizard, then magic missile will do about 20 points of
damage each time it's cast. Sarevok only has about 135 hit points, so if you can get him to chase

around one character while the other characters pelt him with magic missiles and other ranged
attacks, you'll eventually kill him. If a character is hasted and has boots of speed, then that
character should be able to run circles around Sarevok, and Sarevok should never even get an
attack off.
If Semaj joins the battle, immediately cast dispel magic on him so you can attack him with ranged
weapons, and then split your forces. If you have any fighters without ranged attacks, have them
attack Semaj, and you might also want to add in a ranged attacker or two. Definitely keep your
wizard attacking Sarevok, though. With two rings of wizardry, your wizard should be able to cast
magic missile seven times and kill Sarevok all by himself.
When Sarevok dies, the game will end and you'll be treated to a closing movie. Now all you have
to do is prepare yourself for Baldur's Gate 2....

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