Professional Documents
Culture Documents
Walkthrough
******************************************************************************
Prologue
******************************************************************************
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!
******************************************************************************
Chapter 1
******************************************************************************
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.
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.
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...
------
... 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.
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.
******************************************************************************
Chapter 2
******************************************************************************
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.
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...
-----
... 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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
******************************************************************************
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
farm area.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.)
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
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.
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
******************************************************************************
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.
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.
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....