This guide is set at a width of 72 characters. For ease of use, make sure your browser is displaying all the numbers on the line below. 123456789012345678901234567890123456789012345678901234567890123456789012 o======================================================================o | | | Baldur's Gate & Tales of the Sword Coast | | | o======================================================================o "Beating Baldur's Gate in 472 Easy Steps!" Version 1.00 Written by: Nathan Garvin Email: Theendbringer (at) Hotmail (dot) com. If you're going to email me about this guide, make sure you put "BALDURS GATE" in the title, or I'll probably end up deleting it as junk. I have no affiliation with Bioware, Black Isle, Interplay, Atari, or any other parties involved with this game. This is a not-for-profit fan-made guide. If you wish to post, mirror, or quote this guide, feel free to do so. Credit would make me happy, an email would make me feel good. Let your conscience be your guide, just like all good people. Now, I know this is a not-for-profit FAQ, but FAQ writing is time consuming work. If you wanted to show your appreciation for this FAQ and/or support for future FAQs by donating to my PayPal account, that would be an above-and-beyond gesture. If every person who downloaded my FAQs donated a penny.. well, it would help out immensely. Now, without any more PBS-style solicitation.. https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=delirious devil%40hotmail%2ecom&lc=US&item_name=HaeravonFAQs¤cy_code=USD&bn =PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted This FAQ was made in Notepad, and is best viewed in a simple text editor. The default text is Lucida Console at size 10 font, but any fixed-width font will work.. if not with the intended aesthetics intact. Table of Contents o======================================================================o >>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<< I. Introduction {INT000} 1. Using this FAQ {INT010} 2. Continuity {INT020} 3. Items {INT030} 4. Rewards {INT040} 5. Traps {INT050} 6. Active Pause {INT060} II. 2nd Edition Dungeon and Dragons Mechanics (character Creation) {DND000} 1. Composition {DND010} 2. Gender {DND020} 3. Race {DND030} 3.1 Attribute {DND031} Modifications by Race 4. Class {DND040} 4.1 Bard {DND041} 4.2 Cleric {DND042} 4.3 Druid {DND043} 4.4 Fighter {DND044} 4.5 Mage {DND045} 4.6 Paladin {DND046} 4.7 Ranger {DND047} 4.8 Thief {DND048} 5. Alignment {DND050} 6. Abilities {DND060} 6.1 Strength {DND061} 6.2 Dexterity {DND062} 6.3 Constitution {DND063} 6.4 Intelligence {DND064} 6.5 Wisdom {DND065} 6.6 Charisma {DND066} 6.7 Tomes {DND067} 6.8 Suggested Abilities {DND068} by Class 7. Skills {DND070} 7.1 Weapon Proficiencies{DND071} by Class/Level 7.2 Weapon Proficiency {DND072} Perks by Rank 8. Thieving Skills {DND080} 8.1 Open Locks {DND081} 8.2 Stealth {DND082} 8.3 Find Traps {DND083} 8.4 Pick Pockets {DND084} 9. Hit points {DND090} 10. THAC0 and Armor Class {DND100} 10.1 THAC0 by {DND101} Class/Level 10.2 Armor Class {DND102} Modifiers by Weapon Type 11. Spells {DND110} 12. Lore {DND120} 12.1 Lore by Class/Level{DND121} 13. Experience Point (EXP Cap) {DND130} 14. My Protagonist {DND140} III. NPCs {NPC000} 1. Ajantis {NPC010} 2. Branwen {NPC020} 3. Coran {NPC030} 4. Dynaheir {NPC040} 5. Edwin {NPC050} 6. Eldoth {NPC060} 7. Faldorn {NPC070} 8. Garrick {NPC080} 9. Imoen {NPC090} 10. Jahiera {NPC100} 11. Kagain {NPC110} 12. Khalid {NPC120} 13. Kivan {NPC130} 14. Minsc {NPC140} 15. Montaron {NPC150} 16. Quayle {NPC160} 17. Safana {NPC170} 18. Shar-teel {NPC180} 19. Skie {NPC190} 20. Tiax {NPC200} 21. Viconia {NPC210} 22. Xan {NPC220} 23. Xzar {NPC230} 24. Yeslick {NPC240} 25. Chart of Characters by Role {NPC250} 26. Suggested Parties by Role {NPC260} IV. Map {MAP000} V. General Tips {TIP000} >>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<< VI. Prologue: Candlekeep {WLK000} 1. Sequence #1 {WLK001} Candlekeep in Entirety VII. Chapter 1: To Nashkel {WLK010} 1. Sequence #1 {WLK011} To the Friendly Arm Inn 2. Sequence #2 {WLK012} Beregost 3. Sequence #3 {WLK013} To Nashkel VIII. Chapter 2: The Nashkel Mines {WLK020} 1. Sequence #1 {WLK021} Nashkel and the Carnival 2. Sequence #2 {WLK022} To the Gnoll Stronghold 3. Sequence #3 {WLK023} The Gnoll Stronghold 4. Sequence #4 {WLK024} The Southern Areas 5. Sequence #5 {WLK025} The Northern Areas 6. Sequence #6 {WLK026} The Middle Areas 7. Sequence #7 {WLK027} Temple Area and the Nashkel Mines, Exterior 8. Sequence #8 {WLK028} The Nashkel Mines IX. Chapter 3: The Bandit Camp {WLK030} 1. Sequence #1 {WLK031} Back to Beregost 2. Sequence #2 {WLK032} The Western Areas and the Northern Farmhouse 3. Sequence #3 {WLK033} Tranzig and the North-Eastern Areas 4. Sequence #4 {WLK034} The Bandit Camp X. Chapter 4: The Cloakwood Forest {WLK040} 1. Sequence #1 {WLK041} The South-Eastern Areas 2. Sequence #2 {WLK042} The Cloakwood Forest 3. Sequence #3 {WLK043} The Cloakwood Mines XI. Chapter 5: Baldur's Gate {WLK050} 1. Sequence #1 {WLK051} Foiling the Throne's Assassination Attempt 2. Sequence #2 {WLK052} Baldur's Gate: Eastern and South-Eastern Areas 3. Sequence #3 {WLK053} Baldur's Gate: Southern, Northern, and Central Areas 4. Sequence #4 {WLK054} Baldur's Gate: Central, South-Western, and North-Western Areas 5. Sequence #4 {WLK055} Baldur's Gate: Balduran's Gear and the Iron Throne Headquarters XII. Chapter 6: Candlekeep {WLK060} 1. Sequence #1 {WLK061} Candlekeep 2. Sequence #2 {WLK062} Candlekeep Catacombs 3. Sequence #3 {WLK063} Candlekeep Caverns XIII. Tales of the Sword Coast {WLK100} 1. Sequence #1 {WLK101} Ulgoth's Beard, Shandolar's Request 2. Sequence #2 {WLK102} To Durlag's Tower 3. Sequence #3 {WLK103} Durlag's Tower, Upper Levels 4. Sequence #4 {WLK104} Durlag's Tower, First Lower Level 5. Sequence #5 {WLK105} Durlag's Tower, Second Lower Level 6. Sequence #6 {WLK106} Durlag's Tower, Third Lower Level 7. Sequence #7 {WLK107} Durlag's Tower, Fourth Lower Level 8. Sequence #8 {WLK108} Cult of Aec'Letec 9. Sequence #9 {WLK109} Balduran's Isle XIV. Chapter 7: Showdown with Sarevok {WLK070} 1. Sequence #1 Thwarting Sarevok {WLK071} 2. Sequence #2 The Endgame {WLK072} XV. Experience List {EXP000} XV. Updates/Thanks {UPD000} o======================================================================o | | | Introduction {INT000} | | | o======================================================================o Welcome! This is my guide on how to beat Baldur's Gate in 472 steps of varying length, complexity, and importance! Whoo.. Okay, let me collect myself here a moment. Okay. Baldur's Gate is probably my favorite game. Not on its own, mind you, but combined with carry-over to the sequel, and the two expansions between the two games, it is truly an epic story. Easily the greatest, most expansive, and most personable D&D gaming series out there. It is with some trepidation that I write this, as there are so many good FAQs out there already. That said, I'm not writing this FAQ because there is some great need for another, but as a labor of love. I will go through this game and its expansion the same way I went through Icewind Dale. I will play through the game with my own play style, and record as I go along. I will give brief descriptions of the areas, monsters, treasure, and traps. I will discuss strategy, character progression, and the sequence in which I play through the game. I understand that other players wont have the same party or the same protagonist. There are lots of ways to play through the game successfully, this is merely a description of how I played the game. If you at least follow the general tactics of having a versatile party, you should be able to use any advice I give even if you don't use the character I use. Oh, and this is a FAQ, there will be spoilers. Using this FAQ {INT010} o======================================================================o Below I will list some of my quirks, organizational methods, and various other tidbits that will help you navigate this guide. For starters, during the main FAQ I'll break up the various chapters and organizational components of the guide with a large heading: o======================================================================o | | | Large Heading | | | o======================================================================o During the FAQ, I'll break up different areas with a thick line: Thick line o======================================================================o Multiple parts of a mission in the same area will be broken up with a thin line. This breaks up the missions into a series of steps, and limits how much unbroken text you'll have to read at once. Nobody likes wordiness: Thin line <----------------------------------------------------------------------> Of course, I reserve the right to break my own rules during the FAQ.. mostly due to being scatter-brained and working on the FAQ in shifts over the course of time. Life and all. So cut me some slack. Besides, this organizational scheme is mostly for consistency and ease-of-use. Sequence of Events <----------------------------------------------------------------------> Unlike some of my other guides, this FAQ does hold your hand through the game. As I go through areas I will list what I do sequentially. To help streamline the guide and make your life easier, I've included a list of steps at the beginning of each section, so you can see in what order I am about to do things. Continuity {INT020} o======================================================================o One of the things to keep in mind about Baldur's Gate is.. Baldur's Gate 2. I keep this in the back of my mind every time I play the game, since it seems like a waste to go through the game and NOT continue with my character onto the sequel. I will explain how the differences between the two games affect my character creation later. Items {INT030} o======================================================================o I'll list items found in containers-bookshelves, chests, environmental bodies, etc. in the ***ITEMS*** category, I'll also list the (x=, x=) coordinates the container is found at. The container could be quite large, but I try to find areas in the 100s or at least the 10s if possible. For example, I wont give you (x=1996, y=217) when I could give the coordinates (x=2000, y=200). I'm not going to be as thorough in this FAQ as I am in others-there's no reason for me to go around telling you every crate that has a handful of gold in Beregost-but I will typically be more thorough in dungeons and what-not. If it's important, I'll record it, if not, I'll ignore it. Largely this means you'll be free (and expected) to go about towns looting as your heart desires. Just be careful about stealing.. the watch doesn't like it. Rewards {INT040} o======================================================================o When you complete a quest, or otherwise gain some story award, I will list it in the ***REWARDS*** section in the appropriate step in the FAQ. I wont go out of my way to label the start and end of quests, as some quests have long stretches of game in between their assignment and completion. I will tell you to go activate the quest (even if you don't need to activate it to complete), but I typically include the reward upon the quests conclusion, occasionally requiring you to go back to the assigner on your own. Traps {INT050} o======================================================================o I list the location of traps in a section similar to the items section. Except it's wisely called ***TRAPS***. I didn't bother recording what sort of trap it was, I intended to disarm traps I come across, and frankly, it's just too much of a bother determining the sort of trap. If you think you can figure out how to use traps to cause collateral damage, that's fine with me, I'll point as many out to you as I found. Active Pause {INT060} o======================================================================o You can pause the game any time by pressing the 'space bar' button, unless, of course, you have the inventory screen up. Don't ask, it's just Black Isles' idea of being hardasses. Anyways, you'll use this option often to reorganize during battles, select new targets.. you know, make tactical decisions. It's not just helpful, it's vital. If you plan to play any other old school Black Isle games, like Planescape or Icewind Dale, they'll also use the same system. o======================================================================o | | | 2nd Edition Dungeons and Dragons Mechanics | | (Character Creation) | o======================================================================o Below are some suggestions for character creation in Baldur's Gate, Along with a number of tables, charts, and rules used by the game. My character's advancement through the game and its sequel greatly affects my choices.. along with a good bit of aesthetic prejudice and personal opinions. Either blindly follow my lead or read up on the section below and make your own choices. I'll give opinions and brute facts, but I won't be rating anything. Feel free to make you own-informed-decisions. Composition {DND010} o======================================================================o Unlike in IWD, you only create one character-the protagonist. This means your character will need some help on their journey through Baldur's Gate I & II. In any D&D game you need a Cleric, Fighter, Mage, and a Thief, the four 'base' classes. No matter what character you make, you NEED one representative of each of those four base classes in your party. A party without a front line, spell buffs, healing, and trap finding is a party that is probably losing. Gender {DND020} o======================================================================o Gender only matters when it comes to the sequel, and then only with the romances. If you want to romance female characters, you need to have a male protagonist.. And uh, there's only one male NPC to romance in the sequel, so.. Anyways, I'll list the following romances that come with the game so you can plan for them. The alignment of the NPC matters in so much as certain NPCs will only romance you if you're of a similar alignment. Be the same alignment or close to it if you want to make sure you'll be able to romance the NPC. Oh, and if you make a dwarf, and wonder why the pretty elf lady wont romance you, don't cry to me. Racist women. Aerie (Female) Lawful Good, Elf Anomen (Male) Jahiera (Female) Neutral, Half-Elf Viconia (Female) Neutral Evil, Elf (will not romance Elves!) Race {DND030} o======================================================================o Only humans can dual class. Only elves and half-elves can multi-class into a fighter/mage. Elves can only begin play with a maximum constitution of 17, which will make them slightly harder to get off the ground. I decide to play an elf for this play through. Attribute Modifications by Race {DND031} <----------------------------------------------------------------------> Dwarf: +1 Constitution, -1 Dexterity, -2 Charisma Elf: +1 Dexterity, -1 Constitution Gnome: +1 Intelligence, -1 Wisdom Halfling: +1 Dexterity, -1 Strength, -1 Wisdom Class {DND040} o======================================================================o Since you can get an NPC that pretty much covers whatever you may lack, you have the freedom to create a character that plays how you want. Versatility and power are my goals in character creation, and that pretty much cries out for multi/dual classing. Also, if the developers were so kind as to provide you with an NPC with their own unique voice, portrait, history, and statistics, why bother making a similar character? Since dual/multi class characters invariably make the strongest characters in Baldur's Gate 2, they are what I suggest. You simply get two characters out of one if you dual class. Triple classing always seemed too stunted for my liking, and by triple classing you wont have access to 9th level Mage spells in the sequel. A Fighter/Mage is arguably the strongest class in the game by the end of Baldur's Gate 2. Magic in the sequel is incredibly important and deep, and controlling a protagonist who cannot cast spells seems rather.. blasphemous. And if you can destroy any foe in melee combat as well, all the better. Alternatively there's the Fighter/Mage/Thief, who isn't as much of a Fighter or Mage, but you don't have to rely upon an NPC thief to do your trapfinding. There's also the Fighter/Cleric, but the spell buffs a Mage can cast are more powerful, and a Mage wont be limited to blunt weapons like a Cleric. I've never played as a Fighter/Mage/Cleric, but.. it certainly sounds interesting. In the end I feel a Fighter/Mage is a great character, a great play, and certainly a good choice to write a guide around. o==========================o |Bard | {DND041} o==========================o Hit points per Level: d6 Armor: Buckler, Leather Armor, Studded Leather Armor Weapons: Club, Dagger, Light Cross Bow, Long Sword, Quarter Staff, Short Bow, Short Sword, Sling, Throwing Dagger <----------------------------------------------------------------------> Bards are rogues with a flair for the dramatic. They sing, they dance, they cast spells.. they just aren't as good at the whole thiefy thing. They are, however, a legitimate class in Baldur's Gate 1 as their spell-casting power allows them to be versatile and potent. Of course, since they cannot multi or dual class, back stab, or wear decent armor, they should be kept back as archers, rather than sent into melee. The only thief ability they get is pick pockets, which means they will not replace the need for a thief, but it does free you from needing to have your thief put points in this ability. In the sequel, their stunted spell-casting ability does limit their versatility, as 6th level spells just don't cut it. This isn't to say a bard's magic will be useless-far from it-but the gap between a bard and a true mage is much wider in the sequel. Bard Level EXP HP Spells Special Pick Pockets <----------------------------------------------------------------------> 1 n/a 1d6 40% 2 1,250 2d6 1 45% 3 2,500 3d6 2 50% 4 5,000 4d6 2/1 55% 5 10,000 5d6 3/1 60% 6 20,000 6d6 3/2 65% 7 40,000 7d6 3/2/1 70% 8 70,000 8d6 3/3/1 75% 9 110,000 9d6 3/3/2 80% 10 160,000 9d6+2 3/3/2/1 85% o==========================o |Cleric | {DND042} o==========================o Hit points per Level: d8 Armor: All Weapons: Club, Flail, Mace, Morning Star, Quarter Staff, Sling, War Hammer <----------------------------------------------------------------------> The cleric is a spell caster who is more melee-capable, with mostly defensive, healing, and status-affecting spells. They might not have the sheer versatility of a Mage, but they've got a number of great spells, especially in the sequel. And of course, if you want to have healing power at your finger tips, this is the best way to get it. On the other hand, the developers give you plenty of NPC clerics to choose from, and there's not much you'll gain by making your own over what NPCs can provide. On the other hand, if you make a multi-classed fighter/cleric.. you know, Jaheira and Anomen will do a fine job with that, and Viconia is a great single-classed cleric. You don't really need to make yourself a cleric. If you do, however, just don't forget that clerics are regulated to blunt weapons, so don't expect to dual or multi class into a bow-wielding sword swinging fighter type with cleric spells. Clerics can turn undead, which is useful in.. well, making undead flee. But the undead this works on are so weak, it's more of a chore to have to chase them down than to simply kill them, and it likely wont work on more powerful undead, so I can't recommend it. Cleric Level EXP HP Spells Special Turn Undead <----------------------------------------------------------------------> 1 n/a 1d8 1 Lv1 2 1,500 2d8 2 Lv2 3 3,000 3d8 2/1 Lv3 4 6,000 4d8 3/2 Lv4 5 13,000 5d8 3/3/1 Lv5 6 27,500 6d8 3/3/2 Lv6 7 55,000 7d8 3/3/2/1 Lv7 8 110,000 8d8 3/3/3/2 Lv8 o==========================o |Druid | {DND043} o==========================o Hit points per Level: d8 Armor: Buckler, Helmet, Hide Armor, Leather Armor, Studded Leather Armor Weapons: Club, Dagger, Dart, Scimitar, Sling, Spear, Quarter Staff, Throwing Dagger <----------------------------------------------------------------------> Druids are a lot like clerics, but instead of worshiping gods they are typically animists and get their power from nature itself. How does that matter? It doesn't really. Their spells are more nature-focused.. why this doesn't allow them to have protection from evil 10' radius or hold person is beyond me, but they still have a good selection of spells none-the-less. In addition, they aren't afraid to use edged or piercing weapons. Unfortunately, they don't like metal, so they can't use heavy armor, most shields, or many of the better weapons that clerics can. Lets face it, a morning star or mace is better than a dagger any day. In all, they wont be as well protected as a cleric, and frankly, the cleric has the edge on them in spells. Druids can't turn undead, but they can shapchange in later levels. In Baldur's Gate, this allows them to change into a brown bear, black bear, or wolf.. although I can't think of a single instance in when this is useful. Druid Level EXP HP Spells Special SSBrB SSW SSBlB <----------------------------------------------------------------------> 1 n/a 1d8 1 2 2,000 2d8 2 3 4,000 3d8 2/1 4 7,500 4d8 3/2 5 12,500 5d8 3/3/1 6 20,000 6d8 3/3/2 7 35,000 7d8 3/3/2/1 1 1 1 8 60,000 8d8 3/3/3/2 1 1 1 9 90,000 9d8 4/4/3/2/1 1 1 1 10 125,000 9d8+2 4/4/3/3/2 1 1 1 o==========================o |Fighter | {DND044} o==========================o Hit points per Level: d10 Armor: All Weapons: All Special: None <----------------------------------------------------------------------> Making your own fighter is the easy choice for the first game, and frankly having a fighter with 18(xx) strength, 18 dexterity, and 18 constitution will allow you to muscle through this game, especially if you grand master in a weapon. In the sequel, however, there are better choices to make. If you want to go through the game with a fighter, you can.. and probably should.. consider dual-classing in the sequel. If you want to make a Fighter/Thief dual class, get to level 9 as a fighter and dual class into a thief. This will leave you with essentially two characters in one, no matter what combination you choose. Making a fighter dual classed character will net you a whopping amount of hit points, good thac0, and a high weapon proficiency you wouldn't otherwise be able to get. Of course this means you have to play a human, and you won't get the epic feats in the sequel.. all things considered, if you're going to be a fighter, you should dual or multi class for versatility. Dual-classing fighter/mage or fighter/thief or fighter/cleric will probably give you the best results.. although a fighter/cleric dual isn't as useful, as the benefits of being a fighter don't offset the weaknesses of a cleric as well. Fighter Level EXP HP Spells Special <----------------------------------------------------------------------> 1 n/a 1d10 n/a n/a 2 2,000 2d10 3 4,000 3d10 4 8,000 4d10 5 16,000 5d10 6 32,000 6d10 7 64,000 7d10 8 125,000 8d10 o==========================o |Mage | {DND045} o==========================o Hit points per Level: d4 Armor: None Weapons: Dagger, Dart, Quarter Staff, Sling, Throwing Dagger <----------------------------------------------------------------------> Ah, the Mage.. a versatile spell caster, your proverbial glass cannon. They can't wear armor, and they have access to a poor selection of weapons. On the other hand, they don't really need them. As long as you can keep them from getting hurt, they can lay waste to your enemies with their spells. Anything from damaging spells like fireballs, to support spells like haste, or simple fight-winners, like confusion and chaos, it's the mages' domain. A single-classed mage is somewhat vulnerable, but a combination fighter/mage is strong in melee and in magic! Also, the fact that Edwin pretty much dominates the mage field means you just don't need a single-classed mage. Dual or multi class for extra durability and versatility. If you specialize in a spell school, you will gain an extra spell per spell level. The down side? You have a prohibited school which opposes your chosen school, and you can't cast spell from the prohibited school. This can be almost painless (Conjurer), painful but survivable (Enchanter), or downright decimating (Invoker). Below is a list of the mage schools and their prohibited school(s). Needless to say, if you have a choice in the matter Conjuration is the way to go. Specialist School Opposition School <----------------------------------------------------------------------> Abjurer Abjuration Alteration Transmuter Alteration Abjuration, Necromancy Conjurer Conjuration/Summoning Divination Diviner Divination Conjuration/Summoning Enchanter Enchantment/Charm Invocation Illusionist Illusion Necromancy Invoker Invocation Enchantment/Charm, Conjuration/Summoning Necromancer Necromancy Illusion Mage Level EXP HP Spells Special <----------------------------------------------------------------------> 1 n/a 1d4 1 n/a 2 2,500 2d4 2 3 5,000 3d4 2/1 4 10,000 4d4 3/2 5 20,000 5d4 4/2/1 6 40,000 6d4 4/2/2 7 60,000 7d4 4/3/2/1 8 90,000 8d4 4/3/3/2 9 135,000 9d4 4/3/3/2/1 o==========================o |Paladin | {DND046} o==========================o Hit points per Level: d10 Armor: All Weapons: All Special: Lay on Hands, Detect Evil, Protection from Evil, Turn Undead, Priest Spells <----------------------------------------------------------------------> Paladins are holy warriors, and as such they gain a slew of abilities to help them combat evil. They aren't as combat savvy as fighters, only being able to buy two ranks in any weapon proficiency, and they cannot multi or dual class. In exchange you'll get the ability to lay on hands (heal a character 2 hit points per level), detect evil (useful for telling which NPCs are bad or not and detecting enemies on the map before you even scout), protection from evil, and they can turn undead as if they were a cleric two levels lower than their paladin level. Paladin's make great party leaders due to their high minimum charisma (17). Paladin Level EXP HP Spells Special LoH D. Evil P. Evil Turn <----------------------------------------------------------------------> 1 n/a 1d10 n/a 2 x5 x1 - 2 2,250 2d10 4 x6 x2 - 3 4,500 3d10 6 x7 x3 Lv1 4 9,000 4d10 8 x8 x4 Lv2 5 18,000 5d10 10 x9 x5 Lv3 6 36,000 6d10 12 x10 x6 Lv4 7 75,000 7d10 14 x11 x7 Lv5 8 150,000 8d10 16 x12 x8 Lv6 o==========================o |Ranger | {DND047} o==========================o Hit points per Level: d10 Armor: All (Cannot use Stealth Heavy Armor) Weapons: All Special: Stealth, Charm Animal, Druid Spells <----------------------------------------------------------------------> Rangers are defenders of the wilderness, hunters, scouts, and outdoorsmen. They can only get two ranks in a weapon proficiency, but in compensation they can use stealth, charm animals, and eventually cast druid spells. The stealth ability can only be used in light armor, Leather, Studded Leather, or Hide, but it makes them invaluable for scouting ahead of the party. Being strong enough to fight their way out of trouble helps too. The charm animal ability sucks, but once in a while if you want to play with it and charm a bear or something.. eh.. they'll still turn hostile on you when it's over, so why bother? The druid spells are a long time in coming, but it's somewhat nice to be able to cast cure light wounds or entangle, although the level cap in Baldur's Gate doesn't really allow this feature to pan out. Ranger Level EXP HP Spells Special Stealth Charm <----------------------------------------------------------------------> 1 n/a 1d10 35% x1 2 2,000 2d10 40% x1 3 4,000 3d10 47% x2 4 8,000 4d10 53% x2 5 16,000 5d10 60% x3 6 32,000 6d10 67% x3 7 64,000 7d10 75% x4 8 125,000 8d10 1 82% x4 o==========================o |Thief | {DND048} o==========================o Hit points per Level: d6 Armor: Buckler, Leather Armor, Studded Leather Armor Weapons: Club, Dagger, Light Cross Bow, Long Sword, Quarter Staff, Short Bow, Short Sword, Sling, Throwing Dagger <----------------------------------------------------------------------> The thief isn't as combat savvy as the cleric, and they don't have spells. What's the draw then? Their thieving abilities. These allow them to pick pockets, find and disarm traps, open locked objects, and hide from enemies. Of these skills, one is essential, so some character or another with thieving abilities is required in any party. As for combat, they can only wear the lightest armors, but they do have access to a variety of weapons. Most importantly, as they gain levels they get the ability to 'back stab'. If they are hidden and attack an enemy they multiply the damage they deal by their back stab modifier. They are a waste of a class on their own, but it is a great dual or multi class option, as it gives any class the ability to be more lethal by backstabbing.. and if you make your own, you don't have to drag around an NPC to do the thieving for you. A fighter/thief is a potent combination, and so is a fighter/mage/thief. Below is a chart of various racial and attribute influences on thief abilities. Race Dexterity PP(15) OL(10) DT(5) Stealth(10) <----------------------------------------------------------------------> Dwarf - +10 +15 - Elf +5 -5 - +10 Gnome - +5 +10 +5 Half-Elf +10 - - +5 Halfling +5 +5 +5 +15 9 -15 -10 -10 -20 10 -10 -5 -10 -15 11 -5 - -5 -10 12 - - - -5 13-15 - - - - 16 - +5 - - 17 +5 +10 - +5 18 +10 +15 +5 +10 19 +15 +20 +10 +15 20 +20 +25 +15 +18 21 +25 +30 +20 +20 22 +30 +35 +25 +23 23 +35 +40 +30 +25 24 +40 +45 +35 +30 25 +45 +50 +40 +35 Thief Level EXP HP Spells Special Ability Points Backstab Mult. <----------------------------------------------------------------------> 1 n/a 1d6 n/a 20 x2 2 1,250 2d6 20 x2 3 2,500 3d6 20 x2 4 5,000 4d6 20 x2 5 10,000 5d6 20 x3 6 20,000 6d6 20 x3 7 40,000 7d6 20 x3 8 70,000 8d6 20 x3 9 110,000 9d6 20 x4 10 160,000 9d6+2 20 x4 Alignment {DND050} o======================================================================o The alignment of your protagonist only matters so much in the first game. In the sequel the NPCs you choose will react to your alignment more, so you should try to choose party members who have an alignment similar to yours. Where alignment really matters is between your NPCs. Evil characters will react poorly to good characters, and vise-verse, and in some instances violence may erupt between two NPCs. This is less of a problem in the first game than in the sequel, but spare yourself the aggravation and choose party members of like alignment. If your protagonist is good-aligned, choose good or neutral NPCs. If your protagonist is evil-aligned, choose evil or neutral NPCs. If your protagonist is neutral, pick either good, or evil, but not both. Another reason for having some continuity of alignment withing your party is your reputation. Good characters will be happy with a high reputation and unhappy with a low reputation, while evil characters will be happy with a low reputation and unhappy with a high reputation. At a neutral reputation, nobody is happy. If your reputation gets too high (19+), your evil characters will disband. If your reputation gets too low (2-) your good characters will disband. Since a high reputation gets you discounts at shops, I decide to play a good character for this game. Discounts are good, and you cant really afford to be pure 'evil' anyways, as a reputation of 1 will earn you some pretty serious harassment by groups of Flaming Fist Enforcers. That's right, even evil characters will want to keep their reputation reasonable.. even good for the purpose of purchasing items. Abilities {DND060} o======================================================================o Your abilities define what your character is good at. I prefer to call them attributes, so if I mess up and refer to them as attributes later, well, I'm talking about abilities. You have six abilities, and you can re roll them until you get what you want.. or close to it. Take advantage of it, get comfortable, and get rolling. Before that, let me explain them a bit, so you know what to shoot for. Strength {DND061} <----------------------------------------------------------------------> If you're a fighter (single, multi, or dual class) or a fighter type, you can get exceptional strength, which is a percentile bonus in parentheses after the strength score. For example, 18(01-00) denotes a strength of 18 with an exceptional range of 1% to 100%. A single-class fighter should try for as much strength as possible. Ideally anything from 18(91) and up is fantastic, as it provides a +2 THAC0 and a +5 damage bonus. If you are a cleric, you might as well try for an 18 so you can melee well. Regardless, any fighting class needs an 18 in strength. A mage or a thief that doesn't intend to melee can use this as a dump stat. If you're making a multi-class character, don't sweat the exceptional strength. The higher, the better, but getting high scores in your other abilities is more important. Weight is somewhat important.. as it'll reduce your trips to town if you can just carry more. Also, if your strength isn't high enough, you wont be able to wear some heavier armor. Your bash % is your chance of forcing a door or chest. It's not honest. Save/reload wont get you into a chest. Some chests/doors just have a threshold you must reach, and your strength will never be a replacement for the knock spell or good old-fashioned lock picking Just make sure that you get an 18 at least if you ever intend to melee. If you're NOT a single-classed mage, this might be a good idea, as the Manual of Gainful Exercise will set your strength up one points, ideally from 18 to 19. Just look at the chart and see how that affects your melee bonuses. Get an 18 to strength, and that whopping increase is yours. o========o=====o======o======o=====o | Score |THAC0|Damage|Weight|Bash%| o========o=====o======o======o=====o | 3 | -3 | -1 | 5 | 3 | | 4 | -2 | -1 | 15 | 4 | | 5 | -2 | -1 | 15 | 4 | | 6 | -1 | 0 | 30 | 6 | | 7 | -1 | 0 | 30 | 6 | | 8 | 0 | 0 | 50 | 8 | | 9 | 0 | 0 | 50 | 8 | | 10 | 0 | 0 | 70 | 10 | | 11 | 0 | 0 | 70 | 10 | | 12 | 0 | 0 | 90 | 12 | | 13 | 0 | 0 | 90 | 12 | | 14 | 0 | 0 | 120 | 14 | | 15 | 0 | 0 | 120 | 14 | | 16 | 0 | +1 | 150 | 16 | | 17 | +1 | +1 | 170 | 18 | | 18 | +1 | +2 | 200 | 20 | |18/01-50| +1 | +3 | 220 | 25 | |18/51-75| +2 | +3 | 250 | 30 | |18/76-90| +2 | +4 | 280 | 35 | |18/91-99| +2 | +5 | 320 | 40 | | 18/00 | +3 | +6 | 400 | 45 | | 19 | +3 | +7 | 500 | 50 | | 20 | +3 | +8 | 600 | 55 | | 21 | +4 | +9 | 700 | 60 | | 22 | +4 | +10 | 800 | 65 | | 23 | +5 | +11 | 1000 | 70 | | 24 | +6 | +12 | 1200 | 75 | | 25 | +7 | +14 | 1600 | 80 | o========o=====o======o======o=====o Dexterity {DND062} <----------------------------------------------------------------------> This affects your armor class, and your THAC0 adjustment for missile weapons. EVERY character should get an 18 dexterity for the wonderful -4 armor class modifier. Period. o========o=====o==o | Score |THAC0|AC| o========o=====o==o | 3 | -3 |+4| | 4 | -2 |+3| | 5 | -1 |+2| | 6 | 0 |+1| | 7 | 0 | 0| | 8 | 0 | 0| | 9 | 0 | 0| | 10 | 0 | 0| | 11 | 0 | 0| | 12 | 0 | 0| | 13 | 0 | 0| | 14 | 0 | 0| | 15 | 0 |-1| | 16 | +1 |-2| | 17 | +2 |-3| | 18 | +2 |-4| | 19 | +3 |-4| | 20 | +3 |-4| | 21 | +4 |-5| | 22 | +4 |-5| | 23 | +4 |-5| | 24 | +5 |-6| | 25 | +5 |-6| o========o=====o==o Constitution {DND063} <----------------------------------------------------------------------> This gives you hit points Hit points are good. At 16, you gain a +2 bonus to hit points, which for non fighters is the highest bonus possible. The number to the right lists the bonus for fighters, which is +4 at 18. All characters should have a minimum of 16 in constitution, and all fighters should have an 18. At 20+, your character will regenerate-slowly. I'm not entirely sure the resurrection survival chance even applies in this game, since I'm not in the habit of raising dead NPCs. (I tend to reload if they die.) o========o=====o==========o | Score | HP |Res. Surv.| o========o=====o==========o | 3 | -2 | 40 | | 4 | -1 | 45 | | 5 | -1 | 50 | | 6 | -1 | 55 | | 7 | 0 | 60 | | 8 | 0 | 65 | | 9 | 0 | 70 | | 10 | 0 | 75 | | 11 | 0 | 80 | | 12 | 0 | 85 | | 13 | 0 | 90 | | 14 | 0 | 92 | | 15 | 0 | 94 | | 16 | +1 | 96 | | 17 |+2/+3| 98 | | 18 |+2/+4| 100 | | 19 |+2/+5| 100 | | 20 |+2/+5| 100 | | 21 |+2/+6| 100 | | 22 |+2/+6| 100 | | 23 |+2/+6| 100 | | 24 |+2/+7| 100 | | 25 |+2/+7| 100 | o========o=====o==========o Intelligence {DND064} <----------------------------------------------------------------------> If you're a mage, get an 18, if not, it's a dump stat. By 'dump stat', I mean lower it to 10 or so to put the excess points in other attributes you actually need. Level refers to the highest level of spell you'll be able to cast if you're a mage. Note that if you're a triple class mage, you only need a 15 intelligence as you'll never be able to memorize 9th level spells anyways (the tome will raise your intelligence high enough to cast 8th level spells.) Max #/Level is the maximum number of different spells you can have in your spell book per level. This will never be a deciding factor as you can simply drink a potion to temporarily allow you to scribe more spells than your spells per level allowance. In fact, you can just use potions in a timely manner to scribe all the spells you wish, allowing you to have as low of an intelligence as you please regardless of your natural level maximum or max #/level. Still, it's just more convenient to have the natural intelligence instead of having to rely on potions all the time and scribing spells all at once. If you fail at scribing a scroll, simply reload until you succeed. Lore is your ability to identify magical items. You'll legitimately never get high enough to identify everything, so you'll always need the Identify spell, making lore a non-issue. o========o=====o======o======o====o | Score |Level| Max #/Level |Lore| o========o=====o======o======o====o | 3 | - | - | -20| | 4 | - | - | -20| | 5 | - | - | -20| | 6 | - | - | -20| | 7 | - | - | -10| | 8 | - | - | -10| | 9 | 4th | 6 | -10| | 10 | 5th | 7 | 0 | | 11 | 5th | 7 | 0 | | 12 | 6th | 7 | 0 | | 13 | 6th | 9 | 0 | | 14 | 7th | 9 | 0 | | 15 | 7th | 11 | +3 | | 16 | 8th | 11 | +5 | | 17 | 8th | 14 | +7 | | 18 | 9th | 18 | +10| | 19 | 9th | All | +12| | 20 | 9th | All | +15| | 21 | 9th | All | +20| | 22 | 9th | All | +25| | 23 | 9th | All | +30| | 24 | 9th | All | +35| | 25 | 9th | All | +40| o========o=====o=============o====o Wisdom {DND065} <----------------------------------------------------------------------> If you're a cleric or a druid, you want an 18. If you're a wizard, you might want at least a 14 to use the wish spell effectively in Baldur's Gate 2. Otherwise, it's a dump stat. For clerics and druids you don't have a spell level maximum for a low wisdom in 2nd edition, but higher wisdom nets you bonus spells. Definitely a draw for single class characters, but if you simply cannot spread your points out enough to get a great wisdom, it's not that big of a deal. And keep in mind, there are four tomes in the game that add a 1 point bonus to this stat. The bonus spells are listed by level, at 17 you'd get 2 first level spells, 2 second level spells, and 1 third level spell. o========o=============o====o | Score |Bonus Spells |Lore| o========o=============o====o | 3 |- | -20| | 4 |- | -20| | 5 |- | -20| | 6 |- | -20| | 7 |- | -10| | 8 |- | -10| | 9 |0 | -10| | 10 |0 | 0 | | 11 |0 | 0 | | 12 |0 | 0 | | 13 |1 | 0 | | 14 |2 | 0 | | 15 |2/1 | +3 | | 16 |2/2 | +5 | | 17 |2/2/1 | +7 | | 18 |2/2/1/1 | +10| | 19 |3/2/1/2 | +12| | 20 |3/3/1/3 | +15| | 21 |3/3/2/3/1 | +20| | 22 |3/3/2/4/2 | +25| | 23 |3/3/2/4/4 | +30| | 24 |3/3/2/4/4/2 | +35| | 25 |3/3/2/4/4/3/1| +40| o========o=============o====o Charisma {DND066} <----------------------------------------------------------------------> Charisma affects NPC reactions to you and determines shop prices. Rarely you'll get a better reward for having a higher charisma. It's a dump stat for everybody except bards, who should get an 18 in it. To get the best discounts, make sure to have your character with the highest charisma as party leader when interacting with the shopkeeper. o========o========o | Score |Reaction| o========o========o | 3 | -5 | | 4 | -4 | | 5 | -3 | | 6 | -2 | | 7 | -1 | | 8 | 0 | | 9 | 0 | | 10 | 0 | | 11 | 0 | | 12 | 0 | | 13 | +1 | | 14 | +2 | | 15 | +3 | | 16 | +4 | | 17 | +4 | | 18 | +5 | | 19 | +8 | | 20 | +9 | | 21 | +10 | | 22 | +11 | | 23 | +12 | | 24 | +13 | | 25 | +14 | o========o========o Tomes {DND067} <----------------------------------------------------------------------> Now that you should know more or less what you're shooting for, keep in mind that there are tomes that add 1 to an attribute throughout the game. There is one for each attribute except wisdom.. there are about four of those tomes in the game. You still want the minimums I stated above, especially strength. An 18 strength nets you a bonus of +1 THAC0, +2 damage. 19 strength gives you +3 THAC0, +7 damage. That's a big deal. Give all the books you find to your protagonist, since they are the only characters who will carry the bonuses over to Baldur's Gate 2. Suggested Abilities by Class {DND068} <----------------------------------------------------------------------> STR DEX CON INT WIS CHA Fighter 18(91+) 18 18 10~ 10~ 10~ Ranger 18(91+) 18 18 10~ 14~ 10~ Paladin 18(91+) 18 18 10~ 13~ 17~ Cleric 18 18 16 10~ 18 10~ Druid 18 18 16 10~ 18 15~ Mage 10~ 18 16 18 10~ 10~ Thief 10~ 18 16 10~ 10~ 10~ Bard 10~ 18 16 13~ 10~ 18 Fighter/Thief 18(91+) 18 18 10~ 10~ 10~ Fighter/Cleric 18(xx) 18 18 10~ 18 10~ Fighter/Mage 18(xx) 18 18 18 10~ 10~ Mage/Thief 10~ 18 16 18 10~ 10~ Cleric/Mage 18 18 16 18 18 10~ Cleric/Thief 18 18 16 10~ 18 10~ Fighter/Druid 18(xx) 18 18 10~ 18 15~ Cleric/Ranger 18(xx) 18 18 10~ 18~ 10~ Fighter/Mage/Thief 18(xx) 18 18 15 10~ 10~ Fighter/Mage/Cleric 18(xx) 18 18 15 18 good luck Skills {DND070} o======================================================================o You have a selection of skills.. or rather, weapon proficiencies to choose from. Bow, Spiked Weapons, Small Sword, Large Sword, Axe, Blunt weapons, Missile Weapons, and Spear. If you are a fighter-type, I'd put two points into large swords, since there are plenty of good weapons from that category, and two points into bows. Clerics should put their points into blunt weapons, as there is an excellent war hammer that can be obtained fairly early into the game, and missile weapons for slings. Rogues should likewise focus on large swords and bows. You'll simply find better large swords more frequently, and two of the best small swords are only found near the end of the game. Druids are tricky, and there is a good scimitar to be had.. eventually.. but the best route with a druid is probably to shoot for the dagger of venom (small swords). Mages.. leave them with missile weapons so they can use slings, and eventually give them a point into blunt weapons, so they can carry a quarter staff they'll never use. Weapon Proficiencies by Class/Level {DND071} <----------------------------------------------------------------------> LEVEL 1 2 3 4 5 6 7 8 9 10 11 12 Warrior 4 - 1 - - 1 - - 1 - - 1 Wizard 1 - - - - 1 - - - - - 1 Priest 2 - - 1 - - - 1 - - - 1 Rogue 2 - - 1 - - - 1 - - - 1 +Priest includes Druids. +Rogue includes Bards. +Warrior includes Paladins and Rangers. +Single or dual classed fighters can spend 5 ranks in a proficiency. +Multi classed fighters, paladins, and rangers can spend 2 ranks in a proficiency. +Everybody else can only spend one point in a proficiency. Weapon Proficiency Perks by Rank {DND072} <----------------------------------------------------------------------> These are the bonuses you gain by become specialized in a weapon type, taken straight from the Baldur's Gate manual. Level Ranks To Hit Damage Attacks/Round+ Proficient* 1 0 0 1 Specialized** 2 +1 +2 3/2 Master 3 +3 +3 3/2 High Master 4 +3 +4 3/2 Grand Master 5 +3 +5 2 *Max ranks for bards, clerics, druids, mages, and thieves. **Max ranks for paladins and rangers. +This only applies to melee weapons. Thieving Skills {DND080} o======================================================================o In case you're wondering where to allocate your thief skill points, I'll cover that here. In general though, you'll want to shoot for Find Traps. Once you have 100% Find Traps, you can move onto other things. Find Traps is the only thing that thieves can do that a spell cannot. Open Locks {DND081} <----------------------------------------------------------------------> You can use Open Locks to.. well.. open locks. Of course, once you get the knock spell you won't need this anymore. Sure, it's nice to have a thief who can pick locks without having to use up 2nd-level spell slots, but it's not essential. You can ignore this skill unless you are just overflowing with points to spend. Stealth {DND082} <----------------------------------------------------------------------> If you can go into stealth, you can move about undetected by foes and, if you're a thief, backstab enemies for heavy damage. This is pretty much the one combat upside to being a thief, and it's deceptively good. Seriously, if you have a thief with a good strength score, a magic weapon, and a good backstab multiplier, you could end up doing well over 40 damage in a hit. Considering that the most powerful enemies in this game will be lucky to push 100 hit points, that's good stuff. For a combat-focused thief, this should be a priority.. after Find Traps. Hiding in the shadows does help, and you'll find a number of items that improve this skill throughout the game, so you probably only need 70 points or so in this skill. Find Traps {DND083} <----------------------------------------------------------------------> This is the essential thief skill. Clerics can find traps with a spell, but they can't disarm them. To safely eliminate traps, you need a thief with this skill, and traps can be a problem in this game. In fact, this skill is really the reason you need a thief in your party at all. No matter who you have, get their Open Locks to 100% before you do anything else. Pick Pockets {DND084} <----------------------------------------------------------------------> There aren't too many items you'll want to pick pocket in this game, and you can pretty much steal anything with a low score provided you're willing to reload a lot. Of course, you can always pop potions for when you really need to steal something. Still, Find Traps is essential and Stealth helps with combat, so Pick Pockets should take a back seat to those two. Hit points {DND090} o======================================================================o You run out of hit points, and you die. These are important. Multi-classing averages your hit points/level across your classes. A Fighter/Mage multi would gain 7 hit points a level (10+4)/2 - 5 Fighter, 2 Mage. A multi-classed character will still get bonus hit points for having a Fighter class (up to 4), but a dual-class character can start out 9 levels of Fighter, get all 9d10+36 hit points, and dual class into something else. This is in every way favorable. You should get max HP each level, and really, since I'm so anal with my attributes, I'd just save/reload until I got it anyways (ala Baldur's Gate). Just save yourself some time and click the button in the options menu. THAC0 and Armor Class {DND100} o======================================================================o THAC0 is an acronym for 'To Hit Armor Class 0'. This is the roll on a d20 (a 20 sided dice) that you'd need to hit somebody with an AC of 0. Statistically, each point is a 5% chance to hit AC 0, and a roll of 20 is ALWAYS a hit, and a roll of 1 is ALWAYS a miss, regardless of your THAC0/their AC. Fighters get a lower THAC0 quicker (hence a better chance to hit) than other classes, and Mages have the worst THAC0 progression. A lower THAC0 and lower AC are better-which seems counter intuitive, but that's 2nd Edition for you. (Nostalgia for a moment here.) Having a negative AC essentially raises the enemies' THAC0. For instance, my Paladin has a base THAC0 of 5 (-2 with all her proficiencies, Strength, the bonus on the weapon, etc), and my Ranger/Cleric has an AC of -13. My Paladin would need an 11 on a d20 to hit her (-2 +13 = 11). That's a 55% chance to miss-a 45% chance to hit. So, for a general rule, lower THAC0 and lower AC are good. Unless the enemy has them. Then it's not so good. THAC0 by Class/Level* {DND101} <----------------------------------------------------------------------> *This is taken straight from the 2nd Edition Dungeons and Dragon's Players Handbook. LEVEL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Warrior 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Wizard 20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 14 Priest 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8 Rogue 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 +Priest includes Druids. +Rogue includes Bards. +Warrior includes Paladins and Rangers. Armor Class Modifiers by Weapon Type {DND102} <----------------------------------------------------------------------> Different armor types are strong against different attack types. It might seem like information overload, but keep it in mind when picking between various types of armor. A suit of Leather Armor +3 versus a suit of Studded Leather Armor +2 might both give the same armor class, but because of the modifiers the Studded Leather is by far the better choice. It comes up. Armor Slashing Piercing Bludgeoning Leather Armor 0 +2 0 Studded Leather -2 -1 0 Chain Mail -2 0 +2 Splint Mail 0 -1 -2 Plate Mail -3 0 0 Full Plate -4 -3 0 Spells {DND110} o======================================================================o If you're a mage or bard, you'll get to choose two 1st level spells you know. I tend to pick sleep and identify. You never know when this game is going to be picky and not drop identify scrolls in a timely manner, and sleep is a great spell for clearing out masses of annoying weak enemies. Next you get to choose one spell to have memorized at the get go. I choose sleep. Lore {DND120} o======================================================================o Lore is a minor statistic that rates your ability to identify unknown magical items. Bards have the best lore, but the identify spell is the great equalizer. So long as you get a high enough lore on a character to identify minor items that you receive a lot of (such as ammunition) you're fine. Lore by Class/Level {DND121} <----------------------------------------------------------------------> LEVEL 1 2 3 4 5 6 7 8 9 10 11 12 Warrior 1 2 3 4 5 6 7 8 9 10 11 12 Wizard 3 6 9 12 15 18 21 24 27 30 33 36 Priest 1 2 3 4 5 6 7 8 9 10 11 12 Rogue 3 6 9 12 15 18 21 24 27 30 33 36 Bard 10 20 30 40 50 60 70 80 90 100110120 +Cleric includes Druids. +Fighter includes Paladins and Rangers. Experience Points (EXP Cap) {DND130} o======================================================================o You kill things, you complete quests, you earn Experience Points. You gain Experience Points, you Level up, you gain Levels, you get stronger, you can kill more stuff. Fun. In Baldur's Gate (with Tales of the Sword Coast) you can get up to 161,000 Experience Points, a total cap that is split between all your classes, single, dual, or multi. If you're single or multi classed, this just limits your total level. For dual classed characters, you must choose the opportune time to switch in order to gain enough experience to become a higher level in your second class than in your first, thus unlocking all your previous classes abilities. Keep in mind that when you are multi-classing, you will progress in levels very slowly. If you get, say, 240 experience for smacking an ogre around, only half of that will go to each of your classes. So if you were a fighter/mage, you'd get 120 in fighter, and 120 in mage. If you were a fighter/mage/thief, only a third of that would go into each class, or 80 experience points. Now if you have a six person party, you have to divide that amongst each member. For that ogre, a fighter/mage would get 20 experience points in each class.. that's one hundred ogres to increase from Level 1 to Level 2. It may seem tedious.. but I find Baldur's Gate to be a very well balanced game. So what if it takes hours to level up? You'll be too busy exploring, gathering loot, and making gold to worry. Besides.. you'll only reach level 7/7 as a Fighter/Mage anyways.. Don't rush it, enjoy the ride. My Protagonist {DND140} o======================================================================o As I said earlier, I'm planning to make a Fighter/Mage. I also decide to be an elf, as it adds a certain.. tension.. with the antagonist of the sequel, at least in my mind. My character is true neutral, and I focus in large swords and bows, since I'll primarily be an archer in the first game. I roll up the following, modest, abilities for my character: Strength: 18/66 Dexterity: 19 Constitution: 17 Intelligence: 18 Wisdom: 13 Charisma: 10 Now that is all out of the way, lets get gaming! Or read up on the NPCs in the game, but you can do that a little later.. you know, after the Prologue. o======================================================================o | | | NPCs {NPC000} | | | o======================================================================o NPCs come in all shapes and sizes, and fill a variety of roles. Many of them can't be found until later in the game, which effectively makes them all but useless. Still, you've got more NPCs than you can fit into a party. Who should you pick, and which is the best? These are hard questions to answer. Frankly, your main character's class will help determine who you should choose and who you shouldn't. If you make a paladin, you certainly won't need Ajantis, and if you make a character who has thief levels, you won't need to even consider Imoen, Montaron, or Safana. Also, life will be easier if all the characters you choose are of the same alignment.. or are at least relatively close. Always remember that you need at least one thief, one cleric, and one mage. The rest should be warriors of some sort, at least dual or multi classed. In the recruitable section, early indicates characters that can be recruited before the Nashkel Mines. Mid indicates characters that can be recruited sometime after the Nashkel Mines, but before Baldur's Gate. Late indicates characters that can be recruited after Baldur's Gate. As a point of practice, a character that can't be recruited until the middle of the game has little chance of being useful by the time you reach them (at least, not without editing their hit points with a mod of some sort), and one that cannot be recruited until late is basically a moot character. You'll notice that all the sequel characters are ones you can recruit BEFORE the Nashkel Mines. This probably isn't a coincidence. Ajantis {NPC010} o======================================================================o Recruitable: Early Max Hit points per Level: 12 Male, Human, Paladin, Lawful Good Str 17, Dex 13, Con 16, Int 12, Wis 13, Cha 17 <----------------------------------------------------------------------> He's got a decent strength and constitution, and a dexterity that just begs for the gauntlets of dexterity. Unfortunately, there are a lot of potential fighters that need those gauntlets, so competition is rather stiff.. To his credit however, Ajantis does have a high charisma, which makes him recommendable as a party leader (especially if you throw on Algernon's Cloak). He also has access to several paladin abilities, namely lay on hands, which allows him to heal once on rest shifts. Give him two ranks into Large Swords, and some into Axes for a good ranged throwing axe. You also might want to consider Missile Weapons, so he can use Crossbows. Ajantis is in the farm area north of the Friendly Arm Inn. Don't provoke him and ask him to join your party and you're in. Also, avoid the Ankhegs in this area if you're lower level, they can be harsh. Branwen {NPC020} o======================================================================o Recruitable: Early Max Hit points per Level: 9 Female, Human, Cleric, True Neutral Str 13, Dex 16, Con 15, Int 9, Wis 16, Cha 13 <----------------------------------------------------------------------> Branwen, a war-priest from the Norheim isles. She's neutral, so she can fit into any party, and I've played through with her, she's really not bad. Of course, she doesn't edge out either Jaheira or Viconia. In fact, I feel she's patently inferior to Viconia, seeing as how Viconia has both a better dexterity and magic resistance, which makes her more defensive than Branwen. With a cleric, we want defense, defense is good. If you can't keep your cleric alive, you can't use your cleric to keep your other characters alive, no? The extra hit point a level is nice, as are the extra spells, but if push came to shove, I'd still take Viconia. Have her put her proficiency points in Blunt Weapons and Missile Weapons so she can use the War Hammer +2 'Ashideena' and a Sling. Branwen is in the carnival and has been turned to stone (x=3250, y=2890) by a wizard named Tranzig. An opportunistic evil halfling is selling a scroll to turn her back for 500 gold, but I prefer to steal it. Cheaters never prosper.. unless they are me, of course. When you turn her back to flesh, she'll offer to join your party. Coran {NPC030} o======================================================================o Recruitable: Mid Max Hit points per Level: 8 Male, Elf, Fighter/Thief, Chaotic Good Str 14, Dex 20, Con 12, Int 14, Wis 9, Cha 16 <----------------------------------------------------------------------> Coran is a pretty good character for his role. He's a thief, which fulfills a need you might have, and he's also a fighter. Frankly though, with his strength and regulation to light armor he's best used as an archer-which is what he claims to be. In that, he excels. Notice the 20 dexterity? He'll be able to gain two proficiencies in bows, he'll make a good scout, and he can disarm traps. The only problem? You can't get him until chapter 4, and by then you're probably at least level 3 or 4, although if you rush you can get him fairly quickly, as he is in the first section of Cloakwood. Still, it's a lot of work for a character whose roles can be filled in entirety by other characters. Namely his role is occupied by Minsc in my party, and although Coran is a better archer and opens the door for me to remove Imoen, who do I even replace her with? Most importantly, he's not a sequel character.. If you use him get him points in Bows and either Large Swords or Spears. You can find Coran in the first part of the Cloakwood Forest (AR2200) on a bridge in the north-western corner of the map (x=1520, y=700). He wants help ridding the Cloakwood Forest of a wyvern nest, which is fine, since we intend to kill as many wyverns as we can find. Dynaheir {NPC040} o======================================================================o Recruitable: Early Max Hit points per Level: 6 Female, Human, Invoker, Lawful Good Str 11, Dex 13, Con 16, Int 17, Wis 15, Cha 12 <----------------------------------------------------------------------> Dynaheir has.. a decent intelligence, and a good constitution, but there is one horrible, crippling, damning weakness that prevents her from ever being included in a party of mine.. She's an Invoker. What the big deal? She can't cast enchantment/charm or conjuration/summoning spells. No sleep, confusion, chaos, hold monster, or monster summoning. So many good spells.. Yes, Invocation is good, but not THAT good. She's more of a burden than a boon, so kill her for Edwin, or.. walk her into a herd of gnolls and dump her corpse off. Either way, get rid of her, keep Minsc or Edwin. If you even bother to use her, get her ranks in Missile Weapons so she can at least use slings. You can find Dynaheir in the Gnoll Stronghold, in one of the holding pits at (x=2530, y=1450). The Gnoll Stronghold is in the south-western corner of the world map, so she requires a bit of exploring to reach. Recruiting both Edwin and Minsc require finding her, so she's somewhat important.. but not in the good way. Edwin (Sequel character) {NPC050} o======================================================================o Recruitable: Early Max Hit points per Level: 6 Male, Human, Conjurer, Lawful Evil Str 9, Dex 10, Con 16, Int 18, Wis 9, Cha 10 <----------------------------------------------------------------------> He's not strong, fast, wise or pretty. He's a glass cannon. That's right, with an 18 intelligence and the maximum useful constitution, Edwin seems to be in a good place to let loose magic. His AC isn't all that important, since your job is to keep him AWAY from combat. Any time he's getting attacked in melee or at range is a time you failed to use him right. Spells are another story, and more hit points will help weather the odd enemy reprisal. Did I mention he gets two additional spells per level and is the most useful specialist class, the conjurer? The only useful spell he can't cast is identify. All those factors make him the most powerful spell caster in the game, bar none. Even if you made your own conjurer protagonist, it would be your custom abilities versus his extra spell per spell level. Not a good trade. You must take him to the Gnoll Stronghold fairly expediently after finding him, and his quest directly opposes Minsc's. Do Edwin's job for him, and he's yours for the rest of the game. You'll want to get him ranks in Slings so he can make ranged attacks should he ever run out of spells. Edwin is in Nashkel, standing on the bridge that runs over the river separating the map in half (x=2870, y=2950). You'll have to agree to hunt down and kill the witch Dynaheir to get him to join you, and actually go through with it to keep him. Obviously this wont make him friends with Minsc, so you need to choose one or the other. Eldoth {NPC060} o======================================================================o Recruitable: Mid Max Hit points per Level: 7 Male, Human, Bard, Neutral Evil Str 16, Dex 12, Con 15, Int 13, Wis 10, Cha 16 <----------------------------------------------------------------------> Eldoth isn't one of my recommended characters, although you could technically reach him somewhat quickly. This is a case, however, where it's really not worth it. He will get a bonus to his hit points, and will do well in combat due to his strength.. except for the fact that seven hit points a level does not a killer make, and a bard doesn't have a great THAC0 progression. Garrick will make a better archer/support character, which is really what a bard should be, and you can get him much earlier. If you just have to have a bard, take Garrick. Specialize in Bows so he can attack from a distance, and then either focus on Large Swords or Spears on the odd chance he needs to melee. You can find Eldoth in the third area of the Cloakwood Forest (AR1600) at (x=3180, y=3500). He wants your help to 'abduct' his lover Skie from her house in Baldur's Gate, then ransom her father, Entar Silvershield. He will, however, wait around for you to finish your quests before tackling his. If he only knew what he was getting himself into, eh? Faldorn {NPC070} o======================================================================o Recruitable: Mid Max Hit points per Level: 8 Female, Human, Druid, True Neutral Str 12, Dex 15, Con 11, Int 10, Wis 16, Cha 15 <----------------------------------------------------------------------> Ookay.. well, lets get it out there, Faldorn sucks. She doesn't have the hit points or the strength of Jaheira, paltry as it is, and her tiny bonus to armor class is a poor compensation. Jaheira can wear much better armor and will survive in melee combat much longer as a result. Not only that, she'll get more points to spend in her proficiencies and she'll have a better THAC0. What does Faldorn have over Jaheira besides the one point of armor class that is rendered negligible because of Jaheira's better armor? Well, she can cast a few more spells. If you want a druid, take Jaheira. You'll also get a competent fighter. Have her buy ranks in Daggers to use the Dagger of Venom. You can find a Buckler that will improve her dexterity, hence giving her a good enough armor class to bother with a shield in the first place. Also buy ranks in Missile Weapons so she can use a sling, as her strength is far from sufficient. You can find Faldorn in the third Cloakwood Forest area (AR1600) by some stone henges and an obelisk (x=650, y=2280). She wants to cleanse the forest of its Iron Throne infestation, which naturally aligns her with your current goals. Garrick {NPC080} o======================================================================o Recruitable: Early Max Hit points per Level: 6 Male, Human, Bard, Chaotic Neutral Str 14, Dex 16, Con 9, Int 13, Wis 14, Cha 15 <----------------------------------------------------------------------> Garrick is.. well, a support character. His dexterity is good enough that he can be a decent archer. He won't be sturdy, he wont satisfy your thieving needs, but he can shoot at bad guys from a distance and cast support spells. So.. if you have an extra party slot and want another support character-and solely a support character-you can take Garrick along to take up space. Like Eldoth, get ranks in Bows and either Large Swords or Spears. You can find Garrick in Beregost, hanging out in front of the Burning Wizard. If you kill Silke, he'll offer to join you afterward Imoen (Sequel character) {NPC090} o======================================================================o Recruitable: Early Max Hit points per Level: 8 Female, Human, Thief, Neutral Good Str 9, Dex 18, Con 16, Int 17, Wis 11, Cha 16 <----------------------------------------------------------------------> Imoen has pretty damn good thief stats. Her strength means she's regulated to archery, but that's not much of a loss. The most common strategy with Imoen (and there's a reason it's so prevalent) is to turn her into a dual-class mage after she gains enough points into Find Traps. Her 17 intelligence has to be there for a reason, right? For a good aligned party, she'll provide the bare bones thieving you need, and can become a good wizard to boot. Convert her to a specialist mage/conjurer when she hits level 6 as a thief and she'll finish the game as a level 6 thief/level 9 mage without wasting a single level. Dump all her points into find traps until it's 100%, then put the rest into stealth. She wont ever be a great sneaker, but it could help getting the drop on bad guys from time to time. When she needs to pick pockets, you'll have potions to help with that. When she's a thief pick ranks in Bows so she can use short bows after she dual-classes. Also consider Small Swords.. you'll need to pick something, right? Not that she'll be much use in melee. Imoen will join your party automatically after leaving Candlekeep, at the start of Chapter 1. Jaheira (Sequel character) {NPC100} o======================================================================o Recruitable: Early Max Hit points per Level: 12 Female, Half-elf, Fighter/Druid, True Neutral Str 15, Dex 14, Con 17, Int 10, Wis 14, Cha 15 <----------------------------------------------------------------------> Jaheira.. ahh.. Well, lets start off with the obvious, her abilities just aren't good. Her strength is just shy of giving her any bonuses, and so is her dexterity. Her constitution is good, but that's about it. She does get better in the sequel, but I still keep her with nearly every party I have however. Why? She's primarily a cleric, with a little extra help in the hit point department, and a better THAC0. She's not meant to be compared to a fighter/cleric, or a fighter in general. Compare her to a cleric, and you'll find she does just fine. She'll end up with more hit points and a better THAC0, which justifies her cruddy dexterity. She'll also get 4th level spells just like any of the single classed clerics, so you're not really missing out on anything with Jaheira. On the other hand, you can give her two proficiency slots into her weapons, compared to a cleric's one. All in all she pans out as a slightly more melee competent cleric. In the sequel, when you have access to powerful scimitars and girdles of giant strength, and she gains access to a whopping amount of spell power, all is forgiven. Lets not neglect continuity here, folks. Also notice her neutral alignment. She can fit into any party. Get two ranks in Small Swords so she can use the Dagger of Venom. She could use the Scimitar +2 from Durlag's Tower, but the Dagger of Venom will come MUCH sooner. If you have extra ranks to spend, put point in Missile Weapons, then focus on Large Swords. Jaheira waits in the Friendly Arm Inn, and will offer to join your party when you talk to her. She's at about (x=300, y=710), and is standing near Khalid. Kagain {NPC110} o======================================================================o Recruitable: Early Max Hit points per Level: 15 Male, Dwarf, Fighter, Lawful Evil Str 16, Dex 12, Con 20, Int 15, Wis 11, Cha 8 <----------------------------------------------------------------------> His strength is pretty crummy for a fighter, and if you get him, he pretty much requires the Gloves of Dexterity, which isn't too much of a problem. What you get is a front-liner that will have excellent AC, grand mastery in axes, and he REGENERATES. Yessir, that's a 20 constitution, and while he wont heal fast enough to win a fight, you'll almost never need to heal him during rest. Hell, just traveling to a different map area can heal him fully. You get him in Beregost, which is early into the game, and to keep him, you only have to accept to work for him. Head into the wilderness north of Beregost and walk around a bit. Kagain will get tired of his job and elect to just do what you want to do. This is the best evil fighter in the game.. no, the best fighter in the game. Spend Kagain's proficiency ranks in Axes. Axes, axes, and more axes! Grand Master in axes and he'll be a true phenom.. he'll even find a throwing axe with which to smite enemies at range.. with axes! Axes!! Kagain is in his store in Beregost, and he will join your party if you accept to go on his mission. Go to the wilderness area directly north of Beregost and walk up north until you find some sacked caravans. He'll complain about the work and give up, and decide to join you permanently. Khalid {NPC120} o======================================================================o Recruitable: Early Max Hit points per Level: 13 Male, Half-elf, Fighter, Neutral Good Str 15, Dex 16, Con 17, Int 15, Wis 10, Cha 9 <----------------------------------------------------------------------> One of the first fighters you get in the game, he's also one of the better ones. He might not have the strength of Ajantis or Minsc, but he's got a passable dexterity, a good constitution, and the ability to grand master in a weapon proficiency. If you put the gauntlets of ogre power on him later in the game, he becomes rather powerful, as well as durable. He's in direct competition with Ajantis for a party slot, but Ajantis' high Charisma makes him a good choice for a party leader, even if Khalid may be a better fighter by games' end. Khalid also has an annoying habit of failing morale checks when his hit points get low, which can be dangerous. If you use him, Grand Master him in Large Swords. Granted he's better off using a shield, but you could have him focus in Two-Handed Swords just as well. Don't worry about ranged weapons for him though, it should be a secondary objective to getting as many ranks in Large Swords as possible. Khalid is in the Friendly Arm Inn, right next to Jaheira. He will join your party if you talk to him. Kivan {NPC130} o======================================================================o Recruitable: Early Max Hit points per Level: 10 Male, Elf, Ranger, Chaotic Good Str 18/12, Dex 17, Con 14, Int 10, Wis 14, Cha 8 <----------------------------------------------------------------------> Look at his stats! This guy is the good-guys equivalent of Shar-Teel, with the exception of the heavy armor and grand mastery. Of course, he fits into the same niche that Minsc occupies, but with a better armor class, and an arguable more useful favored enemy (ogres). Kivan also has great dialogue with Viconia. Sure, his hit points can be low, but it's not too much of a problem, considering his perks. He makes a great scout and archer, and I included him in my very first party play through of this game (Ah.. the 90's..) However, Minsc is a sequel character, and I'd rather have a ranger pal through both games, rather than choose a character who will only be in one. Besides, they both play the same way, except I tend to have Kivan use his bow more than Minsc. If you want Kivan, anything I say for Minsc pretty much covers him.. except Kivan doesn't need the Gauntlets of Dexterity.. or any support items, for that matter. Kivan is pro. Get him ranks in Bows, followed by Large Swords and Spear. Kivan is good enough that he can be a great melee character as well as an archer.. but he'll do slightly better at a range. Still, it's nice to have the versatility. You'll find Kivan milling about the eastern side of High Hedge, at (x=3650, y=1470). High Hedge is just west of Beregost. Kivan will join your party if you tell him you're fighting evil, and you allow him to join. Minsc {NPC140} o======================================================================o Recruitable: Early Max Hit points per Level: 11 Male, Human, Ranger, Neutral Good Str 18/93, Dex 15, Con 15, Int 8, Wis 6, Cha 9 <----------------------------------------------------------------------> Now here's a true nutjob. A character who is off his rocker and with a wisdom of 6 to boot. Minsc has a fantastic strength score, but nothing else. This is compounded by the fact that he can't wear heavy armor and keep his stealth abilities. Still, Gloves of Dexterity will set him up fairly well, and if you give him a weapon with reach (a two handed sword being the best) he wont need to put himself in as much danger. The other reasons to include him? He's a sequel character, and he's entertaining to have around.. again, especially in the sequel. If you're power gamey, none of this matters to you. His favored enemies are gnolls, which will be fairly common, if never much of a threat, and he can berserk, which isn't all that great. Another versatile ranger, like Kivan focus him in Bows and Large Swords. The difference between the two is simple: Minsc is better in melee combat, and Kivan is better at ranged combat. Either way, they're both versatile combatants that can do either task well.. with the right proficiencies. Minsc is in Nashkel, standing by the garrison at (x=3390, y=1950). Talk to him and accept to help him rescue Dynaheir to get him to join your party. Mind you, you'll need to actually go through with this in a timely manner, or he'll turn on you. Check in the walkthrough on how to reach Dynaheir. Montaron {NPC150} o======================================================================o Recruitable: Early Max Hit points per Level: 9 Male, Halfling, Fighter/Thief, Neutral Evil Str 16, Dex 17, Con 15, Int 12, Wis 13, Cha 9 <----------------------------------------------------------------------> He's got fairly decent stats at a glance, enough so that you can actually consider using him. However, none of his stats are really high enough to fully make him recommendable He gets a bonus to damage from his strength, but he's still too weak to make a superb front-liner, and since he'd need to go lightly armed to maintain his thief skills means he'd pretty much be regulated to archery. Also, Montaron and Xzar are package deals, even though you can get around that several ways. Since he's not much of a fighter, he's not bringing much more to the party than a single-class thief, even if he could use composite bows rather than short bows. If you don't want to use Garrick, use Montaron, ditching or killing Xzar off to get rid of the excess baggage. Montaron's dexterity makes him a natural archer.. as well as his ability to use Composite Long Bows. Get him ranks in Bows, and then.. well, you'll want to get him Small Swords so he can use a great Short Sword later in the game. In the mean time he can use a Short Sword +2. In the wilderness area just east of Candlekeep, near the eastern edge of the map (x=4500, y=2700) you'll find Montaron loitering, just waiting for you. Talk to him, and agree to journey to Nashkel with him and he'll join your party. Quayle {NPC160} o======================================================================o Recruitable: Late Max Hit points per Level: 6 Male, Gnome, Cleric/Illusionist, Chaotic Neutral Str 8, Dex 15, Con 11, Int 17, Wis 10, Cha 6 <----------------------------------------------------------------------> Quayle is a spell machine that continuously goes on about his vast intellect and huge brain. This is probably due to the fact that he really doesn't have any other stats to be proud of. He does have a paltry dexterity that gives him a point to his armor class, but his need to stay unarmored, his piss-poor strength, cruddy hit points, and the fact that he still can't use bows means he's not good for much beyond spell casting. Still, by the time he's used up his spell arsenal, chances are the battle is over. Unfortunately any of the suggested characters that fulfill the cleric or mage roles in an early party are better at their spell-craft and usually more hardy and versatile to boot. And of course there's the fact that you can't get Quayle until Baldur's Gate, which just makes me indisposed to replacing one of the characters I've grown accustomed to, especially for such a mixed bag. Get him ranks in Missile Weapons so he can use a sling. Other than that.. get him Blunt Weapons. It doesn't matter, with that strength, his low Armor Class, and poor Hit Points you'll want to keep him out of melee combat anyways. You can find Quayle north of the bridge leading to Baldur's Gate (AR0900), at (x=480, y=800). You cannot reach him until chapter 5. Safana {NPC170} o======================================================================o Recruitable: Early Max Hit points per Level: 6 Female, Human, Thief, Chaotic Neutral Str 13, Dex 17, Con 10, Int 16, Wis 9, Cha 17 <----------------------------------------------------------------------> If you don't want Imoen, Safana is probably the next best choice for a thief. Frankly, however, Imoen has better thief stats, with a higher dexterity and a good constitution. The strength difference is negligible, as Safana still doesn't gain any to hit or damage bonuses. Also, Safana can't dual class into a mage, which makes her much less versatile than Imoen. Of course, if you gave her an Intelligence Tome.. but you get your hands on it so late in the game, and it means your main character can't carry those stats over to Baldur's Gate 2. All in all, Safana is a good thief, but Imoen is better. Get her ranks in Bows to take advantage of her dexterity. After that, go with Small Swords so she can backstab enemies. You'll find Safana at (x=3750, y=2390) in AR3600, which is south-west of High Hedge (the area with the light tower.) She'll ask if you want to team up to hunt for the treasure of Black Alaric, which is located in a sirine and flesh golem guarded cavern in the north-western area of the map (x=400, y=900). Get the treasure and Safana will offer to join your group permanently. Shar-Teel {NPC180} o======================================================================o Recruitable: Early Max Hit points per Level: 10 Female, Human, Fighter, Chaotic Evil Str 18/58, Dex 17, Con 9, Int 14, Wis 7, Cha 11 <----------------------------------------------------------------------> Her strength is good, her dexterity is good, but her constitution? Blah. In any event, the biggest problem with Shar-Teel is her location. You have to go pretty far afield to reach her. That said, she's easily the second most competent fighter for the evil party. Her good AC should mitigate her low hit points, and her strength mixed with grand mastery makes her a potent character without having to use up any items. In my last evil party, this left me free to give Kagain Gloves of Dexterity and Jaheira Gauntlets of Ogre Power, essentially giving me three awesome front-line powerhouses. If you can reach her (and beat her) she's worth including. Also, she has history with Angelo, which might help you later on in the game.. Grand Master in Large Swords and she'll become a demon. If you have extra ranks, perhaps start on Bows (if you don't have a lot of competition for them) or Missile Weapons (if you don't have anybody else who can use the Heavy Crossbow of Accuracy or the Light Crossbow of Speed.) Or.. if you don't have Kagain you can get her a rank in Axes and use the Throwing Axe +2. Either way, you'll want to definitely focus on Large Swords and let the composition of your party determine whether you put a shield on her and become proficient in Axes, or if you want to use Two-Handed Swords and use Bows or Crossbows. Shar-Teel is in (AR3500), otherwise known affectionately as 'the Basilisk Area' by me. She's in the north-western part of the map, at around (x=280, y=300). She'll challenge your strongest male to a fight, and if you win, she'll join your group. Skie {NPC190} o======================================================================o Recruitable: Late Max Hit points per Level: 7 Female, Human, Thief, True Neutral Str 11, Dex 18, Con 15, Int 15, Wis 8, Cha 13 <----------------------------------------------------------------------> Skie is another case of too little, too late. Although with Skie, she could have legitimately made a decent thief with the following notes: 1) She's Eldoth's girl, which means you'd need to drag Eldoth along, or dispose of him. 2) She's got great dexterity, which will make her a capable archer, but Safana is nearly as good, and obtainable much earlier. Montaron and Coran are both more versatile and more powerful fighter/thief combinations, and Imoen can dual-class into a Conjurer. That leaves Skie fairly far down on the list of thieves. Just like Safana, get her proficient in Bows and then focus on Small Swords. You can find Skie in the north-western section of Baldur's Gate (AR0100) loitering around in her room in the upper level of Entar Silvershield's house (AR0102). You must have Eldoth in your party when you talk to her, or she'll call some guards and disappear. Tiax {NPC200} o======================================================================o Recruitable: Late Max Hit points per Level: 9 Male, Gnome, Cleric/Thief, Chaotic Evil Str 9, Dex 16, Con 16, Int 10, Wis 13, Cha 9 <----------------------------------------------------------------------> Quite possibly the last recruitable NPC in the party you'll encounter, Tiax scores points for being amusing, if nothing else. He's a cleric/thief, which makes him somewhat more useful than a straight cleric. Although, there are some side-effects to be aware of. Firstly, he's still stuck with blunt weapons because of his cleric background, which isn't a big deal. Also, he can't use bows, which does kind of suck. His strength is crap, but he doesn't suffer a penalty because of it, and overall, he's not any worse in combat than Viconia. What he lacks in Armor Class he makes up for with an extra Hit Point per level. That is, of course, until you consider that he can't wear heavy armor and keep his thief skills. You could put him in Drizzt's shiny armor, or Shadow Armor, but he would never have the same Armor Class of, say Viconia, or the fighting ability of Jahiera, but he might be better than Yeslick or Branwen. His biggest problem is how late in the game you get him. Get him ranks in Missile Weapons so he can use slings, then.. get him ranks in Blunt Weapons. Like Quayle, you'll want to keep him out of combat. Tiax is in the south-eastern section of Baldur's Gate (AR1100, at (x=1450, y=1620), right in front of the Flaming Fist compound. Viconia (Sequel character) {NPC210} o======================================================================o Recruitable: Early Max Hit points per Level: 8 Female, Elf, Cleric, Neutral Evil Str 10, Dex 19, Con 8, Int 16, Wis 15, Cha 14 <----------------------------------------------------------------------> Another character with a high dexterity and a low constitution. You can't have your cake and eat it too, right? Fortunately, her AC will keep her safe from most damage, and as for spells, to which her AC does not apply? She's 50% magic resistant by nature, making her rather hard to injure. Her magic resistance can be a pain at times, but her own spells will never fail on her, so when applicable, have her cast the spells that just need to work. Her strength is pathetic, but no worse than Jaheira's in the grand scheme of things. Still, a lower THAC0, worse hit points, and lower proficiencies will restrict her to secondary fighter status. Which is fine. She's a cleric. A damn good one at that. And did I mention she's a sequel character? What more do you need? Get her ranks in Blunt Weapons so she can use the War Hammer +2.. just like Branwen. Actually, anything that applies for Branwen's weaponry applies for Viconia, since they fill the same niche. Viconia is in Peldvale, east of the Friendly Arm Inn. She's being accosted by a Flaming Fist Mercenary. To get her in your party you have to defend her from the mercenary, then accept her into your party. Your reputation takes a two point hit for letting her join.. but it is a good way to get some plate mail early on. Xan {NPC220} o======================================================================o Recruitable: Mid Max Hit points per Level: 4 Male, Elf, Enchanter, Lawful Neutral Str 13, Dex 16, Con 7, Int 17, Wis 14, Cha 16 <----------------------------------------------------------------------> Xan is technically on the list of early-recruitable characters, although it involves trekking to the Nashkel Mines fairly early. Don't worry. There's no need. Xan sucks. His intelligence is passable, and his dexterity actually gives him a bonus to armor class, but he's an enchanter. This means he cannot cast any invocation spells, from magic missile, to web, to fireball. Many good spells, and this severely limits his offensive powers. Edwin is a better evil mage, and Imoen will become a better good mage, so there's no need for Xan regardless of your alignment. He DOES get a Moonblade, which is a powerful longsword that gives a +3 bonus to hit and to damage, a +1 bonus to armor class, and a 50% fire resistance. Still, his low strength and class makes this a fairly useless weapon. Oh, and to sweeten the deal he's a whiny pessimist. Skip on Xan, he's more trouble than he's worth. However, if you take him along long enough to feed him to a sword spider, you'll get bonus points from the author of this FAQ. Why? Go look at my Icewind Dale FAQ to find out why this is a suitable way to dispose of Xan. Hehe. He can use his Moonblade, which is a very powerful Large Sword.. but he sucks in melee, so you wont make a habit out of it. Instead, get him ranks in Missile Weapons so he can use slings. With his spell selection, he'll need ways to damage enemies.. To get Xan you have to make your way through the Nashkel Mines. He's on the fourth level, in the cavern that Mulahey is in, in a room to the north (x=800, y=590). Xzar {NPC230} o======================================================================o Recruitable: Early Max Hit points per Level: 4 Male, Human, Necromancer, Chaotic Evil Str 14, Dex 16, Con 10, Int 17, Wis 16, Cha 10 <----------------------------------------------------------------------> I'm not sure how a psychopath has a good Wisdom score.. better than pretty much every cleric in the game at that.. but anyways. Xzar isn't a terrible character. There's only one problem. Edwin has him pretty much outgunned in every field. That's really Xzar's only major problem. Edwin. Play Xzar just like Edwin. Get him ranks in Missile Weapons to use slings and get him Blunt to use Quarter Staffs. By 'use' I mean 'hold so he looks wizardly'. Keep him out of combat. In the wilderness area just east of Candlekeep, near the eastern edge of the map (x=4500, y=2700) you'll find Montaron loitering, just waiting for you. Talk to him, and agree to journey to Nashkel with him and he'll join your party. Yeslick {NPC240} o======================================================================o Recruitable: Mid Max Hit points per Level: 12 Male, Dwarf, Fighter/Cleric, Lawful Good Str 15, Dex 12, Con 17, Int 7, Wis 16, Cha 10 <----------------------------------------------------------------------> Yeslick is a great choice for a cleric, being a fighter/cleric he'll get better THAC0 and Hit points than a cleric, as well as the ability to put two ranks in a weapon proficiency. This will make him more competent in melee, while still retaining the usefulness healing and buffing powers of a cleric. His strength isn't fantastic, but compared to the other clerics in the game, it's as good as you can expect. His poor dexterity could be offset by Gauntlets of Dexterity, but he has plenty of hit points to keep him going. His only problem? You can't get him until you're nearly done with the Cloakwood Mines. And all things considered, I'd still rather take Jaheira, who essentially fills the same role. Even if Yeslick was obtainable earlier, I'd still pick Jaheira, being a sequel character wins over Yeslicks better spell arsenal. You can find Yeslick in the second level of the Cloakwood Mines (AR1804) at (x=860, y=1720). He wants revenge on the Iron Throne pretty badly, and will jump at any offer to take them out. All you really have to do is extend that offer. Bear in mind, he wont be happy until the mines are flooded, so don't recruit him and head off to do other things. Note: I've actually recruited him before and had him bug out on me. I tend to recruit NPCs and leave them behind in Kagain's shop so I'll have them around (old habit, can't shake it.) When I did this with Yeslick, every time I would enter the shop he would walk up to me and enter dialogue, asking to rejoin the party. If I did accept him back into the group, he would automatically disband and ask to join again. The solution was to put him in the same house I ditched Khalid in and then disband him. When I came back after the mines were flooded, his dialogue reset and he talked as if he were still in the mines and I was talking to him the first time. I also had him in a suit of Plate Mail (so he could stand around in Kagain's shop and look imposing, see) which had disappeared when I return after the Cloakwood Mines. Odd. So if you get him, complete the mines and don't leave him anywhere. He doesn't like it, and his script doesn't like it. And do NOT leave him equipped with anything you might not want to lose. Chart of Characters by Role {NPC250} o======================================================================o Below is a list of all the NPCs in the game and the different roles they fill. This will list whether a character is a good fighter, good at multiple things, appears in the sequel. essentially the information above condensed into a chart. Maybe it'll be helpful, maybe not, but at least you can't say it's not here! Fighter |Cleric | |Mage | | |Thief | | | |Archer | | | | |Leader | | | | | |Gauntlets of Dexterity | | | | | | |Gauntlets of Ogre Power | | | | | | | |Sequel | | | | | | | | |Easily Recruitable | | | | | | | | | |Good | | | | | | | | | | |Neutral | | | | | | | | | | | |Evil o===o===o===o===o===o===o===o===o===o===o===o===o===o Ajantis | X | | | | | X | X | X | | X | X | | | o===o===o===o===o===o===o===o===o===o===o===o===o===o Branwen | o | X | | | | o | | | | X | | X | | o===o===o===o===o===o===o===o===o===o===o===o===o===o Coran | | | | X | X | o | | | | | X | | | o===o===o===o===o===o===o===o===o===o===o===o===o===o Dynaheir | | | o | | | | | | | X | X | | | o===o===o===o===o===o===o===o===o===o===o===o===o===o Edwin | | | X | | | | | | X | X | | | X | o===o===o===o===o===o===o===o===o===o===o===o===o===o Eldoth | | | o | | o | o | X | | | | | | X | o===o===o===o===o===o===o===o===o===o===o===o===o===o Faldorn | | | | | | | | | | | | | | o===o===o===o===o===o===o===o===o===o===o===o===o===o Garrick | | | o | | o | o | | | | X | | X | | o===o===o===o===o===o===o===o===o===o===o===o===o===o Imoen | | | X | X | o | | | | X | X | X | | | o===o===o===o===o===o===o===o===o===o===o===o===o===o Jaheira | X | o | | | | X | X | X | X | X | | X | | o===o===o===o===o===o===o===o===o===o===o===o===o===o Kagain | X | | | | | | X | X | | X | | | X | o===o===o===o===o===o===o===o===o===o===o===o===o===o Khalid | X | | | | | | | X | | X | X | | | o===o===o===o===o===o===o===o===o===o===o===o===o===o Kivan | o | | | | X | | | | | X | X | | | o===o===o===o===o===o===o===o===o===o===o===o===o===o Minsc | o | | | | X | | X | | X | X | X | | | o===o===o===o===o===o===o===o===o===o===o===o===o===o Montaron | o | | | X | X | | | | | X | | | X | o===o===o===o===o===o===o===o===o===o===o===o===o===o Quayle | | X | o | | | | | | | | | X | | o===o===o===o===o===o===o===o===o===o===o===o===o===o Safana | | | | X | o | o | | | | X | | X | | o===o===o===o===o===o===o===o===o===o===o===o===o===o Sharteel | X | | | | | | | | | X | | | X | o===o===o===o===o===o===o===o===o===o===o===o===o===o Skie | | | | X | | | | | | | | X | | o===o===o===o===o===o===o===o===o===o===o===o===o===o Tiax | | X | | X | | | | | | | | | X | o===o===o===o===o===o===o===o===o===o===o===o===o===o Viconia | o | X | | | | X | | | X | X | | | X | o===o===o===o===o===o===o===o===o===o===o===o===o===o Xan | | | o | | | | | | | | | X | | o===o===o===o===o===o===o===o===o===o===o===o===o===o Xzar | | | X | | | | | | | X | | | X | o===o===o===o===o===o===o===o===o===o===o===o===o===o Yeslick | X | X | | | | | X | X | | | X | | | o===o===o===o===o===o===o===o===o===o===o===o===o===o X = Strong Candidate o = Weak candidate Fighter: Characters who can meet foes in melee combat with regular success. These characters typically have decent hit points (typically ending near or over 100), a good THAC0, and multiple attacks per round. Heavy armor for an exceptionally low armor class is also a must. A cleric is typically better at fitting into this category than a Ranger or Fighter/Thief, since they do not work as well with heavy armor.. and the main point of a Fighter is to tank. Cleric: In order to meet this classification, a character must not only be able to heal, but be able to cure poisons, and cast higher level cleric spells within the experience cap of Baldur's Gate. A true cleric can cast Dispel Magic, Protection from Evil 10' Radius, Defensive Harmony, and so forth. A Druid may or may not meet your healing needs alone, but they certainly help. Mage: In order to meet this classification, a character should be able to cast several of the following: Magic Missile, Identify, Knock, Stinking Cloud, Web, Mirror Image, Dispel Magic, Haste, Slow, Fireball, Summon Monster I, II, or III, Confusion, Greater Malison, Chaos. A bard may satisfy your requirements for a mage, but any character who is not capable of casting at LEAST Knock, Stinking Cloud, Dispel Magic and Haste should make you think twice about using them as a mage. Ironically, this might make some bards qualify, whereas some specialist mages might not be versatile enough. Thief: A thief only needs to be able to find and disarm traps. Everything else can be done another way. Thus, bards and rangers do not qualify as thieves, even though they can use some thief skills. Archer: An archer has access to bows. Slings, crossbows, darts, and other missile weapons just don't have the same rate of fire and damage potential as a bow, although this is not to underestimate a melee fighter with the Throwing Axe +2. Archers may or may not be capable in melee combat, but they do not use shields. If they participate in melee combat, they typically do so with a reach weapon, such as a Spear, halberd, or two-handed sword so they are not open to reprisals. This does not qualify them to be fighters, as part of the fighter role is tanking. Leader: Technically anybody can be a leader, but to be a good leader, you need to have a high Charisma, and you need to be durable enough to survive in the front. This narrows our selection down a bit, but with Algernon's Cloak and the Helm of Glory, even a modest Charisma of, say, 14 can get up to snuff. Gauntlets of Dexterity: This character needs the Gauntlets of Dexterity to excel. These are typically fighters with a low Dexterity (and hence, a low armor class). Ideally almost every character could use these, but this category is for otherwise decent characters who become much stronger by equipping the gauntlets. This is not a category for characters who do not fit into an archery or fighting role, or characters who will still suck with them. It's also not for characters who really don't need these gauntlets to excel. If it's not lowering their armor class by three or four points, they probably don't need it. Gauntlets of Ogre Power: This character needs the Gauntlets of Ogre Power to excel. These are typically fighters (as fighters have more attacks than clerics, they are better candidates for the gauntlets) who have a low strength. Ideally almost every character could use these, but this category is for otherwise decent characters who become much stronger by equipping the gauntlets. This is not a category for characters who do not fit into a fighting role, or characters who will still suck with them. It's also not for characters who really don't need these gauntlets to excel. If their strength is naturally a sixteen or higher, you can probably find somebody better to give them to. Sequel: This character is playable in the sequel, a serious consideration for me, and for anybody who actually cares about the story enough to play through both games with one character. It's not vital, like say, in Mass Effect, where NPCs respond to your previous actions, but it does give you that fuzzy warm nostalgia that makes the entire game more worth it. Easily Recruitable: This character is recruitable without much fuss. By this, I mean a character you can go ahead and recruit any time before the Cloakwood Forest simply by going out and finding them. If you're too lazy to head far enough afield to get them, that's another story. Good: Characters of Good alignment. Neutral: Characters of Neutral alignment. Note neutrality is secondary to Good and Evil. Chaotic and Lawful characters do not cause problems. Evil: Characters of Evil alignment. Suggested Parties by Role {NPC260} o======================================================================o These are my suggestions for characters, based on their strengths, the ease in which they can be obtained, and the roles they fill. I consider having at least one of each of the six roles filled, which obviously means we're going to need to double up some characters. Fortunately, having either Ajantis, Jaheira, or Viconia filling in as the leader does this quite nicely. Leader (1): Ajantis, Jaheira, Viconia Fighter (1): Ajantis, Jaheira, Kagain, Khalid, Shar-Teel Cleric (1): Branwen, Viconia Mage (1): Edwin, Imoen Thief (1): Coran, Imoen, Montaron, Safana Archer (1): Coran, Kivan, Minsc, Montaron Example Good Party Leader: Ajantis (Jaheira) Fighter: Jaheira (Khalid) Cleric: Branwen (Yeslick) Mage: Imoen Thief: Imoen (Coran) Archer: Minsc (Kivan, Coran) Ajantis makes a great party leader, although you can make Jaheira the party leader and put Khalid in his place if you wish. Jaheira serves so many roles, it's just a waste not to have her. Take Branwen along until you get Yeslick, at which point you can trade for a stronger fighter, so long as you reach him quickly enough. Take Imoen along and get her to level 5 or 6, then dual class her into a mage (conjurer) to get the best thief/mage combo in the game. The last slot, the archer, leaves us with options. Kivan will probably be the best outright, having great dexterity and strength. Coran is more versatile, but with Imoen, you really don't need him as a thief. The three are all good choices, although Minsc requires the Gauntlets of Dexterity, while Coran and Kivan do not, but Coran will not be much good in melee. This party is almost custom-tailored for a fighter/mage main character, as adding one will give you a healthy boost to your archery, melee, and mage power. Example Evil Party Leader: Jaheira (Viconia) Fighter: Kagain (Shar-Teel) Cleric: Viconia Mage: Edwin Thief: Montaron (Safana) Archer: Montaron (Safana) Viconia is the best evil party leader, but Jaheira fits in well to an evil party, too. Kagain is the best fighter in the game, but Shar-Teel is no slouch either. Viconia is THE cleric to use for the evil party, hands down, while Edwin likewise dominates the mage role. Montaron is a versatile thief and archer, with access to long bows and the ability to put two ranks into them, he really outshines Safana. For a fighter heavy party put three of the following four in your group: Viconia, Jaheira, Kagain, and Shar-Teel. Montaron makes a good hybrid archer thief, and Edwin gives you all the spell power you need. With a fighter/mage main character, you add even more melee power, spells, and archery to the mix, to make a truly awesome group. If you make a fighter/thief main character, you can kick out Montaron and add another fighter of your choice. I played through with a fighter/thief and had Shar-Teel instead of Montaron. This party is even more potent with a fighter/mage/thief main character, as that gives you a decent archer, a passable thief, and a handy secondary mage, all in the place of Montaron. Only the Best Party Leader: Jaheira Fighter: Kagain Cleric: Viconia Mage: Edwin Thief: Imoen Archer: Imoen Obviously ignoring alignment constraints, this group contains four sequel characters. Kagain has to do the heavy lifting in the offense department, but he's backed by two mages (Imoen and Edwin) as well as two clerics (Viconia and Jaheira). We're a little light on archery this time, but with a fighter main character (or ranger), we'll more than make up for it. Of course, a fighter/thief, fighter/mage, or fighter/mage/thief is, as always, a better addition to the team. o======================================================================o | | | Map {MAP000} | | | o======================================================================o Below is a friendly-although admittedly crappy-text map for you, so you'll know where various areas are as I talk about them. I'll list them by their AR, and by their name if they have one. I'll TRY to get the area exits right, but if I'm wrong about some, you'll live. Besides, this is just for general reference so you know roughly where to go to get to places. For example, when I tell you to gather your party, if you want to snag Shar-Teel, you'll have to know where AR3500 is. Note the area exits (the lines) between areas show what edge of the map you have to exit in order to discover the other areas. Once discovered, you can travel to any area from any other area. For example, if you exit (AR3700) on the western side, you should discover both (AR3600) and (AR4100). If you're following this guide, being thorough, and exploring all the exits anyways, this shouldn't matter so much, as you'll find everything on your own. Also note you don't have to actually travel to an area to discover, or leave the area you're in, you merely have to click on the area transition (where the icon turns into a wheel at the edge of the map). AR0100--------AR0200---AR0300 AR0400----------AR1000 | | | | ULGOTH's BEARD | | | | | | | | AR0600--------AR0700---AR0800 | | | | \ | | | | \ | | | | \ | AR1100--------AR1200---AR1300 AR0900 | |_______BALDUR's GATE________| | | AR1600--------AR1700---AR1800 AR1400 AR1900 CLOAKWOOD3 CLOAKWOOD4 MINES / | BANDIT CAMP | / | | | / | | AR2100--------AR2200-----------AR2300----------AR2400------ CLOAKWOOD2 CLOAKWOOD1 FRIENDLY PELDVALE \ ARM INN | \ | | \ AR2600--------AR2700----------AR2800----------AR2900----------AR3000 CANDLEKEEP | | LARSWOOD | | | | | | | | | AR3100--------AR3200----------AR3300----------AR3400----------AR3500 | HIGH HEDGE BEREGOST TEMPLE | | | | | | | | | | | AR3600--------AR3700----------AR3800----------AR3900----------AR4000 | / | | ULCASTER GULLYKIN | / | | | | | / | | | | AR4100--------AR4200----------AR4300----------AR4400----------AR4500 | \ | | \ / \ FIREWINE | \ | | \ / \ BRIDGE | \ | | \ / \ | AR4600--------AR4700----------AR4800---AR4900-------AR0500----AR5000 | | NASHKEL CARNIVAL DURLAG's TOWER | | | | \ | | | | | \ | | AR5100--------AR5200----------AR5300---AR5400-----------------AR5500 GNOLL NASHKEL MINES STRONGHOLD o======================================================================o | | | General Tips {TIP000} | | | o======================================================================o Save often. There is a lot of trial and error in this game. If you walk into an encounter you weren't ready for, there's a good chance you can lose characters. And of course, there is always just bad luck. <----------------------------------------------------------------------> Recruit your party early. The more characters you have the better your chances of survival. Also, the sooner you get them, the better they'll be in the long run. <----------------------------------------------------------------------> Lead with pretty. Take your character with the highest charisma and make them party leader. That way they will use their reaction adjustment to influence people they talk to, getting your better reactions, rewards, and prices. Paladins make great natural party leaders, as they are both strong and have a high charisma. Evil parties will have to improvise. <----------------------------------------------------------------------> Lead with steel. Of course, pretty isn't the only consideration to make. Your front line characters will be under fire more often than any other characters. Put your most well protected NPCs up front, taking into consideration armor class and hit points <----------------------------------------------------------------------> Spread the wealth. Don't load up good gear all on one character, even though it might be tempting to spoil you main character. If you get multiple items that give bonuses against missile weapons, spread them amongst your front line fighters. There's no need for one character to have a Large Shield +1, +4 versus Missiles, Boots of Avoidance, AND a Cloak of Displacement. The one exception? Tomes that increase your health permanently. Only give these to your main character.. they are the only ones who will appreciate it in the expansion as well. <----------------------------------------------------------------------> Travel with like-minded characters, or rather, characters of the same (or similar) alignments. Evil and good characters will bicker, so it's not always wise to have both in one party.. that said, this is Baldur's Gate 1, not Baldur's Gate 2, so take whomever you wish. Neutral characters will fit into either party. The worst case scenario, Ajantis might take a swing at Viconia, but you can break it up, unlike in the sequel.. <----------------------------------------------------------------------> Manipulate your reputation. Good parties will want to have a high reputation just to keep folks happy, but evil parties will want the discounts high reputations bring. Just don't go over 17 or you'll face desertion. Go to temples to raise your reputation before major shopping sprees. If it gets too high, go kill a peasant in a house. <----------------------------------------------------------------------> Scout ahead. If you can find danger before it finds you, you can prepare for it and get the drop on it. Difficult encounters can turn into snore fests if you make a resounding first strike. <----------------------------------------------------------------------> First strikes win fights. Mark enemy locations with a character who has stealth, then at the edge of the fog of war-just before you can see the enemy-target the area with an area of effect spell. Web, Stinking Cloud, Entangle, and Silence 15' Radius are all great first-strike spells. Later on Confusion, Chaos, and Greater Malison all become indispensable ways to decimate enemies before they even know you're there. <----------------------------------------------------------------------> Save your finite-use items for when you need them! Sure, it can be fun to smite Gibberlings with Wands of Fire, and Arrows +1 do take down Bandits faster than normal arrows, but there are better things to use them on. Having enough Arrows +2 to shoot at Aec'Letec and the Demonknight will save you a lot of trouble, and hitting that mage with an Arrow of Biting as the fight begins is better in the long run than firing them back at Sirines while shouting "How do YOU like it?!" You'll miss your Potions of Giant Strength if you waste them. It's a simple lesson in conservation and restraint. <----------------------------------------------------------------------> Summon monsters to distract your foes. If you can put three summoning spells in between yourself and tough enemies, you can reduce or even destroy them with missile fire before they even get close. This comes in handy in later encounters where you desperately need to divide the offensive power of your enemies amongst more bodies. <----------------------------------------------------------------------> Haste is probably the most powerful spell buff in the game. You act faster in combat, you get twice as many attacks, and twice the movement speed. It is, essentially, a way to double your offensive power for a short amount of time. Use it before every major fight. <----------------------------------------------------------------------> Magic Missile is an awesome spell, especially in 2nd Edition, where hit points remain within relatively sane boundaries. First, there are few better spells out there for disrupting enemy spell casters and tearing down their Mirror Images.. unless they have a Minor Globe of Invulnerability up, that is. Some monsters are immune to or very resistant to missile fire, like Battle Horrors, Doom Guards, and Skeleton Warriors. Skeletal undead and magic resistant creatures are both vulnerable to Magic Missiles however, as Baldur's Gate checks each missile for magic resistance. This means that even buggers like the Demonknight should take some damage from them, even if they aren't hit by every missile. Go pop Viconia with a couple, and see how well her magic resistance holds up. This spell truly becomes indispensable at 9th level, when casters like Edwin and Imoen will pop off five missiles per spell, doing 1d4+1 damage per missile.. that's 10-25 damage with no save, and by this time Edwin will have, oh, a dozen 1st level spells? <----------------------------------------------------------------------> If you bounce a Lightning Bolt down a hallway you can hit an enemy with it multiple times. Frankly, I'm horrible at judging the direction these things will go, and they've always been more of a danger to myself than others, but if you can figure out how to do it right, you can really make a mess of enemies in enclosed spaces. <----------------------------------------------------------------------> Get the drop on enemies with Web or Stinking Cloud, then shoot them to death with missile weapons. Like shooting fish in a barrel. Just don't get caught in your own spells. <----------------------------------------------------------------------> Animate Dead is a cheap, but very effective way to obliterate foes. Summon some skeletons with it and get the drop on your enemies with a pair of Stinking Clouds (or even Cloudkill!) Your enemies will be affected, but your undead chums won't be. There's nothing better than slaughtering a group of snotty adventurers, assassins, bounty hunters, or mercenaries with a group of meek Skeletons while they lay around nauseated from Stinking Clouds. <----------------------------------------------------------------------> Spell-buff before big fights. Any fight that sucks will suck less if you cast Protection from Evil 10' Radius, Defensive Harmony, and Haste. <----------------------------------------------------------------------> Mind the experience cap. Don't dual class a character at a level in their first class that they cannot exceed with their second. You'll just end up with a gimped character that has half the abilities they should, instead of a double-powerful extra-versatile character. o======================================================================o | | | Prologue {WLK000} | | | o======================================================================o Sequence of Events: {WLK001} 1) Talk to Phlydia 2) Shank Shank 3) Talk to Dreppin 4) Combat Training 5) Storehouse 6) Help Hull 7) Group Combat Training 8) Hospital 9) Short Step 10) Bunkhouse 11) Barracks 12) Turning in Quests 13) Winthrops Inn, Downstairs 14) Winthrops Inn, Upstairs 15) Wrapping Things Up Candlekeep (AR2600) o======================================================================o 1) Before we head off into Winthrops Inn to buy anything, lets do some quests, meet some folks, and gather some loot. Besides, it would be silly to, say, buy a weaker armor because you can't afford better when if you just waited you could have bought the better suit. It would also be silly to go there now if you had a quest that required you to go there later.. in case any unlikely scenario occurs, we'll head north-east and work our way around clockwise until we end up back at Winthrops. Head over and talk to Phlydia (x=3600, y=310). Along the way you can talk to tutors to learn about the game. I'll just assume you trust in my FAQ enough to ignore them. Anyways, Phlydia will ask you to find her book, 'History of Halruaa'. All in good time. Priest's Quarters (AR2627) o======================================================================o 2) Keep moving clockwise until you find the Priest's Quarters, (x=2950, y=400). Once you enter the building a man named Shank will attack you. As the first battle of the game, it shouldn't be too tough, even with a quarter staff. Once he's dead, loot him and the building around you and leave. **ITEMS*** (x=130, y=320) Dagger (x=100, y=200) 8 gold (x=480, y=220) War Hammer <----------------------------------------------------------------------> 3) When you leave you'll be approached by Parda, who notices signs of a scuffle. Tell him off and continue east until you find Dreppin (x=3270, y=420) who will tell you Phlydia left her book in the hay (x=3250, y=290). Pick it up and talk to him again. This time he'll ask you to get an antidote poison from Hull. ***ITEMS*** (x=3250, y=290) History of Halruaa <----------------------------------------------------------------------> 4) Keep following the trail south. Outside of the Storehouse you'll find Jondalar (x=4100, y=1330), who will give you some combat training if you talk to him. If you haven't played before, you might as well. Just attack Erik when he shows up and starts shooting at you. Outside of the Storehouse is a dwarf named Reevor (x=4330, y=1450). Talk to him and he'll tell you to clear the rats out of the storehouse. Head inside the Storehouse (x=4350, y=1400) to do just that. The Storehouse (AR2606) o======================================================================o 5) Inside the Storehouse you'll be accosted by a couple of rats, who walk up to you and wait to be smote. Oblige them, loot, and head outside. Talk to Reevor for your reward. **ITEMS*** (x=100, y=200) Silver Ring ***REWARD*** (reevor) EXP 50XP Gold 5 <----------------------------------------------------------------------> 6) Keep heading south until you find a soldier named Hull (x=3650, y=2430). Talk to Hull, who will ask you to retrieve his sword for him. Also, he'll tell you that the potion Dreppin wants is where his sword is. Convenient. <----------------------------------------------------------------------> 7) Go south some more until you run into the Gatewarden, who will offer to train you in group tactics. If you decide to go, follow him to the building he mentions (x=3050, y=3000). You'll get a party and fight a number of illusory foes. Train or no, afterward head inside the building at (x=3550, y=2960). Hospital (AR2605) o======================================================================o 8) Talk to the Priest of Oghma that wanders around and he'll offer to give you a healing potion. Why refuse? There's another potion you can filch from the desk at (x=660, y=410) but the guards will be called on you. Still, enemies can't move from one area to the next, so if you break into the desk, take the potion, and bolt out the door, you'll be fine. Get used to this, you may be doing it often. ***ITEMS*** (x=660, y=410) Potion of Healing <----------------------------------------------------------------------> 9) Head west until you come across the Bunkhouse. Loot the chest outside, then head in (x=2070, y=2670). ***ITEMS*** (x=2150, y=2750) 15 gold Bunkhouse (AR2607) o======================================================================o 10) Inside the Bunkhouse you'll be accosted by Carbos, who you'll be forced to dispatch like Shank. Since there's nothing to loot, head outside. You'll be approached by Karan, who like Parda has nothing to say. Head west and loot the barrel outside of the Barracks before entering. ***ITEMS*** (x=1410, y=2680) 8 gold Barracks (AR2618) o======================================================================o 11) Inside the Barracks you'll find Fuller (x=490, y=410), and Hull's chest is at (x=650, y=260). I wouldn't suggest stealing from the Barracks, as the two Watchers inside will not simply 'disappear' over time if you get caught, and will remain hostile to you. Talk to Fuller and ask if he has any errands to run. He'll ask you to get him a quarrel of bolts from Winthrops Inn. ***ITEMS*** (x=650, y=260) Hull's Long Sword, Antidote <----------------------------------------------------------------------> 12) When you're done head outside and start turning in those quest items you've found. After you've satisfied Phlydia, Dreppin, and Hull, head up to Winthrop's Inn (x=1050, y=550). ***REWARD*** (phlydia) EXP 50XP Item Lynx Eye Gem ***REWARD*** (dreppin) EXP 50XP ***REWARD*** (hull) EXP 50XP Gold 10 or 20* *If Hull likes you, he'll give you more money. Winthrop's Inn, Downstairs (AR2616) o======================================================================o 13) Talk to Winthrop at (x=670, y=410). From him you can buy all the goodies you'll need to get started. I buy a Composite Long Bow, some arrows, a helmet, and a few spears. Don't forget a quarrel of bolts for Fuller. At (x=200, y=400) you'll find Firebead Elvenhair. Talk to him and he'll ask you to retrieve a Scroll of Identify from Tethtoril. When you're done with this level head upstairs (x=350, y=250). ***ITEMS*** (x=800, y=250) 18 gold, Scroll of Armor, Scroll of Infravision. (x=650, y=100) Dagger Winthrop's Inn, Upstairs (AR2617) o======================================================================o 14) Go around looting, there's not really much else to do besides antagonize nobles. If you have a great amount of strength, or a terribly high lock pick score, or Knock memorized, you can get at the diamond in (x=420, y=170). However, to get these you need one of two things, either a character from a previous play through, or a non-legit character. For the rest of us, the gem is just there to mock us within a dresser that wont open. Alas. When you're done up here, you're done with Winthrop's. You still have the center to explore, and bolts to deliver. ***ITEMS*** (x=100, y=270) 4 gold (x=170, y=350) Silver Necklace (x=380, y=400) Potion of Clarity, 36 gold (x=420, y=170) Diamond (x=570, y=300) Flamedance Ring, 86 gold <----------------------------------------------------------------------> 15) Now that you're done in Winthrop's Inn turn in the bolts to Fuller and find Tethtoril, who is lurking somewhere in the central area by the keep. He'll initiate dialogue and give you the scroll you're after. Towards the south you'll find Imoen. If you're a good party, you might as well get used to her.. There's a good chance she's going to be your thief through the game. Towards the south-western side of the keep a number of chanters, who since Alaundo's prophecies. Neat. Especially that bit about Bhaal. Once everything is done in Candlekeep, talk to Gorion (x=2700, y=1760). If you're ready to go, tell Gorion, and we're off to Chapter 1. ***REWARD*** (fuller) EXP 50XP Gold 10 or Item Dagger +1* *You'll get this item if your reaction is good. This is one of the first and few examples of your charisma coming into play. Fuller will only give you the dagger if your charisma is high enough, you're an alignment he likes (lawful good being the optimum) and if you haven't tanked your reputation by killing Watchers. Overall it's not an earth shattering item, but it's still nice. ***REWARD*** (firebead elvenhair) EXP 50XP Item Potion of Healing Firebead Elvenhair will also cast protection from evil on you.. which isn't very useful at all. Oh boy. o======================================================================o | | | Chapter 1 {WLK010} | | | o======================================================================o Sequence of Events: {WLK011} 1) Wilderness Area AR2700 2) Wilderness Area AR2800 3) The Friendly Arm Inn 4) Joia's House 5) Tarnesh 6) Friendly Arm Inn, Level 1 7) Friendly Arm Inn, Level 2 8) Friendly Arm Inn, Level 3 9) Joia's Ring 10) Belt Fetish Wilderness (AR2700) o======================================================================o 1) After the cutscene and the intro, you'll be pestered by Imoen, who joins your party. You might as well take her along for now, even if you don't plan to keep her. The advice in the prologue is sound, heading to the Friendly Arm Inn should be a priority. To go to new areas, you simply have to reach the edge of the map and click when the icon turns into a wheel.. assuming you're at an edge that actually goes somewhere. Naturally that means in every area you're in, you'll want to explore at least to the four edges and click to leave from each applicable edge, as this is how you 'discover' new areas, which appear on your map after attempting to leave from a side in an adjacent territory. In any event, there's not all that much to do in this area. You'll get bothered by an inexperienced hermit named Kolssed as you head east along the road. Xzar and Montaron are further along the road, and you might as well loot your foster father's body, and the bodies of his assailants (x=3150, y=1370). They sure aren't going to be needing their stuff anymore. You might run into wolves and gibberlings around here. Gibberlings are cheese, but wolves can be surprisingly brutal to an unprepared character. If you're in trouble, just use sleep to settle things. If you head east, you'll discover another wilderness area (AR2800) if you head south, you'll discover High Hedge (AR3200). We'll head to High Hedge soon enough, but not just yet. Xzar and Montaron await at (x=4500, y=2700), and they'll be friendly enough, even handing over a Potion of Healing if you accept their aid. They'll then try to get you to head to Nashkel with them, which is a destination you'll be heading eventually anyways. Regardless of your alignment pick them up for now. Make sure to relieve Montaron of his potions, and Xzar of his scrolls. You'll put them to better use. You can go around and explore the area if you want, but there's not much point. You'll find a whiny noble in the west, and some black bears who will probably make your life miserable if you get too close. When you're done exit on the eastern side of the map to unlock another wilderness area. Keep in mind that when you travel between areas there is always a chance you'll run afoul of a random encounter. At low levels, these can be, well, devastating. If it happens just reload your autosave, which the game makes every time you leave an area. How thoughtful, eh? After your trip to the Friendly Arm Inn, your first priority will be to assemble your party, which I will discuss at the appropriate time. Wilderness (AR2800) o======================================================================o 2) Upon entering this area you'll be bothered by an 'Old Man'. Answer him as you please, and head north, following the road if you wish. There's more to do here, but first we really need to gather up our party. Exit to the north and you'll discover the Friendly Arm Inn. Friendly Arm Inn (AR2300) o======================================================================o 3) Watch the movie. Yay. Now head east. Before you enter the Inn, there's a little trinket worth grabbing. At precisely (x=2553, y=3761) there's a Ring of Wizardry hidden in the terrain. This baby doubles first level spells, and is good for your main mage. For me this either goes to Edwin-if I'm evil-or to my protagonist until Imoen can use it. Now head across the drawbridge. Just after you enter the exterior of the inn, there's a house to enter at (x=1520, y=2500). ***ITEMS*** (x=2553, y=3761) Ring of Wizardry Joia's House (AR2306) o======================================================================o 4) Talk to Joia at (x=250, y=260). Pick dialogue option #1 and she'll give you a quest to go fetch a ring for her from some hobgoblin thieves north of the inn. Accept her offer. You'll get to this in a bit. Don't forget to loot her house while you're here. When you're done, there's another house to the north for you to search. Loot it, leave the house and head to the east. ***ITEMS*** (x=300, y=200) Andar Gem, 7 gold (x=300, y=200) Agni Magni Necklace, Silver Ring (x=200, y=200) Long Sword <----------------------------------------------------------------------> 5) When you get near the stairs leading to the inn, you'll be approached by a mage named Tarnesh, who will end up attacking you. Just one of many bounty hunters after your head you'll meet in the game, Tarnesh can be a real pain, which is why we brought along Xzar and Montaron. He likes to cast horror, and follow up with damaging spells. At level one, you can't really weather too much, so keep your party together and make sure to get on him fast. If you can interrupt his first spell, he'll fall with no problem. If he gets his spell off, you're in for a fight. Loot his body for a Scroll (bounty hunter notice), a Scroll of Shield, a Scroll of Magic Missile, a Scroll of Burning Hands, and 58 gold. Thanks, Tarnesh, I needed that Magic Missile. This should go without saying, but hold onto copies of spell scrolls you find. Imoen will need them when she dual-classes, and Edwin will need them when you find him. A mage is only as good as their spell arsenal. Now head up the stairs into the inn (x=3500, y=1900). Friendly Arm Inn, 1st Floor (AR2301) o======================================================================o 6) A commoner named Jopi will initiate dialogue with you, complaining about the two central points of the early game: the iron shortage, and the bandit raids. You'll be hearing about these alot. Sounds kinda questy, no? Head to the north-west of the inn. You'll find Jahiera and Khalid at (x=300, y=710). Jahiera is a pivotal Baldur's Gate NPC, but she really comes into her own in the sequel. I include her in just about every party I play.. not so much because she's terribly powerful in the first game (in the sequel though..) but because.. I have a bit of a game-crush on her. I don't know why, maybe it's her deep chick voice, or her general surliness? In any event, I take the both of them along with me, but Khalid's days are numbered in my party (die!). In any event, these two are heading towards Nashkel too. Kind of a theme.. You can buy some things from Bently Mirrorshade, if you need arrows or something. Before we go on, I'll pass on a few notes about stores. Their prices are dictated by how much the shopkeeper likes you. This is largely a function of a 'reaction' roll made when you talk to NPCs, and it is dependent upon your Charisma score and your Reputation. The higher the two of those are, the lower prices will be. Also, Baldur's Gate puts into effect market saturation. The more stuff you sell to a merchant, the less that item will be worth. You sell a Two-Handed Sword to a merchant one time for 25 gold, the next time it might not be worth that much. The way to maximize your profits is to sell a number of similar items at the same time-and hence at the same price. So if you happen to have a dozen Short Bows in your inventory, give them all to the same character and sell them all at once. Sometimes the price disparity between reputation scores makes it worth donating to a temple to raise your reputation, this is especially true when buying very expensive items. For example, buying a suit of Full Plate Mail might cause over 7000 gold for a neutral party, but a party with a higher reputation may only have to pay 5000. For big-ticket purchases, it can be worth it to donate a couple hundred gold to raise your reputation and lower prices. You'll know when a donation raised your reputation, as the dialogue with the temple's donation screen will tell you. Donation amounts are NOT cumulative. If you donate 100 gold and it doesn't raise your reputation, you just wasted 100 gold. Therefore it's a good idea to save/load between donations, which are effective in increments of 100 gold. If donating 100 gold doesn't work, donate 200, if that doesn't work, 300, and so on. Of course, it's cheaper to raise your reputation through quests, but that's not always convenient. ***ITEMS*** (x=920, y=230) Potion of Healing Friendly Arm Inn, 2nd Floor (AR2302) o======================================================================o 7) Go talk to a gnome named Unshey (x=1190, y=750) who will tell you about a 'rogue ogre with a belt fetish to the south'. You'll deal with this later. Head upstairs when you're done looting. ***ITEMS*** (x=900, y=1000) Gold Ring, Potion of Healing, 23 gold (x=850, y=900) Chain Mail Armor (x=1050, y=820) 23 gold (x=1250, y=700) Dagger (x=1220, y=570) Throwing Dagger x5 (x=1340, y=510) War Hammer (x=1060, y=320) Dagger (x=720, y=350) Studded Leather Armor, Studded Necklace with Zios Gems (x=600, y=490) Rainbow Obsidian Necklace (x=350, y=630) Bastard Sword (x=230, y=600) Zircon Gem Friendly Arm Inn, 3rd Floor (AR2303) o======================================================================o 8) In the middle of the main room on this floor is a gnome named Landrin. She'll ask you to clear out the spider infestation in her house in Beregost and return some possessions to her. If she likes you, she'll even hand over some Antidotes (or you could always just steal them. Also, in a room to the north is a nobleman who will demand you launder his Golden Pantaloons. If you're a sneaker, you can take his knickers. If you've got a high Charisma he'll give you some coins, as well. ***ITEMS*** (x=350, y=630) Andar Gem (x=230, y=600) 12 gold (x=420, y=450) 43 gold (x=750, y=350) Bloodstone Gem (x=900, y=205) Arrow x4 (x=1330, y=510) Battle Axe (x=1490, y=620) Club (x=1050, y=830) Onyx Ring (x=850, y=900) Leather Armor, Quarter Staff <----------------------------------------------------------------------> 9) Leave the Inn and head up around to the north. Your mission? Kill Hobgoblins and loot them until you find Joia's Flamedance Ring. Return it to her when you find it for your reward. When that's done, exit the map from any direction and head to the wilderness area south of the Friendly Arm Inn. ***REWARD*** (joia) EXP 400XP Reputation +1 Wilderness (AR2800) o======================================================================o We've skirted around this area, but now that we have a full party, lets finish it off. Unshey's 'rogue ogre with a belt fetish' is at about (x=4700, y=2800). An ogre can be.. painful at this point in the game, so use Jaheira to entangle it and take it down with missile fire and spells. You really don't want to melee at ogre at levels 1-2 if you can help it. When it dies it'll drop a Morning Star, two belts, and 38 gold. It would be best if you identified these belts before putting them on. The larger one is a Girdle of Masculinity/Femininity, and it will change its wearer into the opposite gender. Unless you like the change, you'll need a remove curse cast to get it off. It'll be a while before you can cast it, and it'll cost money to get it done at a temple. The other belt, however is a Girdle of Piercing, which confers a +3 armor class bonus against piercing weapons. This is the girdle Unshey wants back, and you can certainly return it.. but why would you? Strap this on a front-line character, especially one who might be sent out in front of the party to draw the fire of archers. This will make their survival all the more likely. Still, if you decide to give the belt back, the reward is below. If you change your mind later, the only way to get the belt back is to kill Unshey, which will cause your reputation to plummet and turn the entire level of the Friendly Arm Inn Unshey is on to turn hostile.. likely lowering your reputation further. ***REWARD*** (unshey) EXP 800XP Gold 95 Item History of Tethyr Other than that, there's not much in this area besides random encounters and some ruined caravans. Head south to Beregost when you're done exploring. ***ITEMS*** (x=2420, y=3400) 7 gold Beregost (AR3300) o======================================================================o Sequence of Events: {WLK012} 1) Enter Beregost 2) Kagain's Shop 3) The Burning Wizard 4) Silke's Request 5) The Red Sheaf 6) Mirianne's House 7) The Jovial Juggler 8) Landrin's House 9) Firebead Elvenhair's House 10) Feldpost's Inn 1) Now you're in Beregost. Watch a movie, and a peasant named Golin Vend will talk to you, basically to tell you about various places in town. The main shop to hit in Beregost is the Thunderhammer Smithy, which sells all kinds of good loot we can't afford yet. There's no reason to go there yet, but to give you a sense of direction I'll write about it here. From the Thunderhammer Smithy you can buy a suit of Full Plate Mail for the front line fighter you love most. Also, a Dagger of Venom will suit Jaheira well, and Shadow Armor might be a good buy if you have a thief along.. unless it's Imoen, since we plan to turn her into a mage. You can also buy an assortment of minor magical items, but most of these we can find on our own. Keep the Thunderhammer Smithy in mind for later, when we have some money to spend. Once you're done talking to him head south and enter a building at (x=1500, y=2000). Kagain's Shop (AR3353) o======================================================================o 2) Behind the counter is Kagain, the premier fighter for evil parties. I typically use his shop to store excess baggage, be it weapons, scrolls, potions, wands.. anything I don't want to get rid of, but that I don't want to carry around. I also disband party members here, so I can remember where I left them.. Anyways, good, evil, or otherwise, talk to Kagain. Accept his job to look for the caravan his mercenaries were responsible for. It's time to bid Xzar and Montaron farewell If you don't keep Kagain, at least keep his cool golden helmet. Loot the place and get going. Note that if it's day time you should find a man clad in black (the town crier) standing somewhere in the clearing where the Beregost obelisk is. Talk to him to find out some pertinent information about the going-ons of the world. He should mention a quest to slay the cleric Bassilus, and the hefty reward of 5000 gold attached to it. Keep this in mind for later. ***ITEMS*** (x=250, y=300) Fire Agate Gem x2, 58 gold (x=580, y=150) 76 gold (x=510, y=150) Fire Agate Gem x3, 73 gold The Burning Wizard (AR3308/AR3307) o======================================================================o 3) Head east until you find the Burning Wizard. Go inside and talk to a halfling named Zhurlong. He'll tell you about some boots of stealth he lost to some hobgoblins, and offer you 100 gold for their return. He will also lighten your coin purse a bit. There's some minor looting you can do upstairs to rectify the situation a bit. ***ITEMS*** (x=550, y=190) Iol Gem (x=160, y=260) Sunstone Gem (x=250, y=100) Dagger <----------------------------------------------------------------------> 4) Once you're back outside, talk to Garrick (x=2500, y=2270). He'll offer you 300 gold to protect his mistress Silke from some of Feldpost's thugs. Accept and you'll automatically follow him around to the side of the Red Sheaf. Talk to Silke to hear her story. When she's done, a group of three men will come to deliver Silke her gems. You can either choose to kill them, or to turn on Silke. If you kill the men Silke will pay you and you'll lose reputation, and you'll get to loot them, gaining three Potions of Defense. If you turn on Silke you'll discover that, like Tarnesh, she's a troublesome mage. Surround her before you talk to her and make sure to disrupt her spells and she'll go down quickly. If she gets a lightning bolt off, you're going to regret it. Anyhow, talk to the leader of the three men you were supposed to kill and they'll give you one of the Potions of Defense for a reward. Better yet, you get to loot Silke and take her 400 gold, Quarter Staff +1, and Potion of Invulnerability. Talk to Garrick and allow him to come with you. I plan to dump him off back at Kagain's, but he might just fit into your party (see his description in the NPCs section.) Now head into the Red Sheaf. ***REWARD*** (evil) Gold 300 or 400 Reputation -2 The Red Sheaf (AR3357/AR3303) o======================================================================o 5) When you enter you'll be accosted by a dwarf named Karlat, another one of your friendly neighborhood assassins. This can be a fairly tough fight at first level, but if you surround him with melee characters.. or hit him with a sleep or entangle spell you should be able to deal with him handily. He carries Chainmail, a Medium Shield, a Battle Axe, 38 gold, and a Scroll (another bounty notice.) I give Jahiera the shield and armor. Find a halfling named Perdue, who will ask you to retrieve his short sword. Agree to do it and he'll offer to pay you 50 gold if you 'wipe 'is arse with it.' Sounds good. If you want to loot, do it upstairs, as the guard will be called on you for looting downstairs. ***ITEMS*** (AR3357) (x=560, y=650) 9 gold (AR3303) (x=190, y=520) 21 gold (x=440, y=600) Leather Armor (x=300, y=400) Dagger, 8 gold (x=630, y=330) Club, 36 gold (x=400, y=100) Bloodstone Gem, 12 gold (x=700, y=200) Jasper Gem Mirianne's House (AR3313) o======================================================================o 6) Leave The Red Sheaf and enter a secluded house north of the Thunder Hammer Smithy (x=4770, y=2100). Inside is a woman named Mirianne. Talk to her and she'll tell you about her husband, and ask you to keep your eyes open for any word from him. You don't really need to come here before you travel on, but when you complete the quest later, you'll know where to head back to.. or you could just pick pocket Mirianne for your reward a Ring of Protection +1, if you're not a fan of delayed gratification. The Jovial Juggler (AR3304) o======================================================================o 7) Now head south until you reach the Jovial Juggler, the the south eastern most building in town. Head in and talk to the armored figure named Bjornin, who will tell you about some half-ogres in the south west who whupped up on him. Good to know. Again, if you want to get the reward without doing the quest you can just steal his Medium Shield +1. Head to the back of the bar and a dwarf named Gurke will yell at you, mentioning that he lost his cloak in the Cloakwood forest. It'll be a bit before you get to that. Landrin's House (AR3315) o======================================================================o 8) Leave the Jovial Juggler and head west and enter the house at (x=3070, y=3400). Inside there are four huge spiders. Their poison can be fatal at lower levels, especially if you weren't charismatic enough to get Landrin to hand over any Antidotes. I hit them with a shot of sleep and entangle, and pick them off with my main character and Imoen. While you're here, grab the body of the largest spider, as well as the boots and wine Landrin is looking for. ***ITEMS*** (x=300, y=200) Andar Gem, Worn out Boots, Bottle of wine, 7 gold ***REWARD*** (boots) EXP 300XP Gold 120 ***REWARD*** (spider) EXP 200XP Gold 100 ***REWARD*** (wine) EXP 300XP Gold 75 Firebead Elvenhair's House (AR3333/AR3334) o======================================================================o 9) Now head west some more and enter the house at (x=2050, y=2950). An old friend from Candlekeep will approach you and ask you to get him a copy of 'The History of the Fateful Coin,' which you can find at Feldposts' across the street. Better yet, you can loot his house without him being a sissy and calling the watch. ***ITEMS*** (AR3333) (x=400, y=150) 39 gold (AR3334) (x=200, y=290) Jade Ring (x=100, y=300) 38 gold Feldpost's Inn (AR3351) o======================================================================o 10) Go across the street to Feldpost's Inn. You'll immediately be confronted by a drunkard named Marl and his goon Dunkin. It's very easy to end up picking a fight with him, but the best course is to talk him down. Pick the following dialogue options: #1, #1, #3, #3, #1 and he'll back down. You'll also gain 900 experience for your trouble. Go talk to the bartender and buy a copy of the 'History of the Fateful Coin' for Firebead. Now Take a thief and head upstairs. Find the portly merchant Algernon and steal Algernon's Cloak. Put this on your party leader.. ideally the character with the highest Charisma, as it will improve your reaction with NPCs. When you have Algernon's Cloak, return to Firebead's and give him his book. The Bartender at Feldpost's (x=750, y=520) is your friend. Not only will he purchase just about anything, but he sells a few trinkets worth considering. One is the Battle Axe +1. It'll be a bit before we get a magical battle axe, so if you have Kagain in your party, you might want to invest in this axe to tide him over. Feldpost also sells a Composite Long Bow +1, which is a nice item for the dedicated archer in your group, and is also worth a purchase. ***REWARD*** (firebead elvenhair) EXP 300XP ITEM History of the Dead Three Reputation +1 Assembling Your Party <----------------------------------------------------------------------> Now for the most important part of the first chapter.. the assembly of your party. Remember, you're going to want a mage, a cleric, and a thief. This is the minimum, you wont suffer by having, say, Viconia and Jahiera in the same party, but if you fail to have one of the classes, you're in for a tough time. You need to recruit them as quickly as possible, as the higher the level you reach, the higher level the NPCs will get before you reach them. Lets just say the computer isn't very discriminating when it comes to accepting hit point rolls upon leveling up. You, on the other hand, can save/reload until you get decent hit points The longer you wait to grab an NPC, the weaker those NPCs are going to be. Of course, characters that can't be found until later chapters get excluded because of this. Unfortunate, but it's just too much hassle to get them. This leaves us with the following list(s) of eligible characters that can be recruited: ***CLERICS*** Branwen (NEUTRAL) Jaheira (NEUTRAL) Viconia (EVIL) ***FIGHTERS*** Ajantis (GOOD) Kagain (EVIL) Khalid (GOOD) Kivan (GOOD) Minsc (GOOD) Sharteel (EVIL) ***MAGES*** Edwin (EVIL) Xan (NEUTRAL) Xzar (EVIL) ***THIEVES*** Imoen (GOOD) Montaron (EVIL) Safana (EVIL) Between me and my fiance, we've played through this game with just about every one of those characters.. except Xan, he sucks.. but for this playthrough I'll play with Ajantis, Minsc, Jaheira, Viconia, and Imoen.. all of which are sequel characters, except Ajantis. I'm not going to guide you to find all the characters I listed as eligible, although I included how to find them in their NPC description, and I will cover them as they are encountered in the FAQ. When you have most of your party assembled, head to High Hedge. You may be doing this anyways if you want Kivan, but we'll head there to meet Thalantyr, a wizard and one of your most indiscriminating merchants in the game. High Hedge (AR3200) o======================================================================o Sequence of Events: {WLK011} 1) Kivan 2) Perdue's Short Sword 3) Thalantyr 4) Abandoned House 5) Roe's Note 6) Wilderness Cave 7) Boots of Stealth 8) Nobody Calls me a Bandit and gets away with it! 9) Onward, to Nashkel The only real problem in this area are skeletons, who spawn constantly and low to throw daggers at your party.. which they are fairly lethal with, especially at these low levels. You also may encounter wild dogs, gnolls, and in one specific area, giant spiders. 1) At (x=3650, y=1470) you will find the elven Ranger Kivan, who will join you if you say you're out to beat up bad guys. Recruit him or not, and head east. <----------------------------------------------------------------------> 2) You should now come across a large octagonal building with eight towers. Along the southern end you should run into some gnolls, one of which will have Perdue's Short Sword. Take it back to him for your reward at your leisure. Continue around to the front of the house. ***REWARD*** (perdue) EXP 500XP Gold 50 High Hedge (AR3202) o======================================================================o 3) This is the abode of the wizard Thalantyr (x=2900, y=2600), and you may have heard of it from the thief Permidion Stark who lurks to the north west. As he mentions, Thalantyr has a pair of Flesh Golems that defend his shop, so when you go speak to him (x=240, y=270), make your right to the middle of the shop and talk to Thalantyr directly, before you do ANYTHING else. The Flesh Golems are hostile until you talk to Thalantyr, so don't dally. Once you get Thalantyr talking to you, the golems will not trouble you anymore. Thalantyr sells some nifty stuff, namely mage scrolls, of which you should consider buying the following: Blindness, Protection from Petrification, Identify, Magic Missile, Sleep, Chromatic Orb, Horror, Mirror Image, Resist Fear, Invisibility, and Hold Person. Mind you, you don't have to buy them in a timely manner, in fact, there's a good chance you'll find many of these eventually, so only buy them if you have the spare coin and you really need them. Thalantyr also sells Robes of the Good and Neutral Archmagi, powerful defensive items that give a mage armor class as if they were wearing chain mail. It's good stuff, but VERY expensive. You'll find some Robes of the Evil Archmagi through the game, but these two must be purchased here, so if you have a good or neutral main character mage, or you dual class Imoen, you're going to eventually want these. Remember, these robes are alignment conditional, so select your character in the shop dialogue before you buy them to see if they can use it first. He also sells an item that functions as a ring called 'The Claw of Kazgaroth', which gives a +1 bonus to Armor Class, +4 bonus to Armor Class versus Missiles, a +3 bonus to Saves versus Wands, Polymorph, Breath, and Spells. It imposes a -4 penalty to Saves versus Death and a -2 penalty to Constitution. This ring can be useful.. if you put it on a character with a 'neutral' Constitution, a Constitution that will not cause the character to lose hit points This is a range from 9 to 14. You still have to be wary of the Save versus Death penalty, but the perks might just outweigh the negatives if it doesn't cause you to lose hit points In addition, he sells powerful potions and scrolls which may come in handy later, if you get the spare gold. Namely scrolls of Protection from Fire, Protection from Magic, and Potions of Magic Blocking. Perhaps one of the best things about Thalantyr's shop is the fact that he'll purchase almost anything, so he can end up your one-stop shop for whatever you're selling. Keep him in mind, and use him as the resource that he is, it's for this reason we venture here so early. Abandoned Cabin (AR3201) o======================================================================o 4) North-west of High Hedge you'll find an abandoned cabin (x=1750, y=1550), which has several huge spiders outside of it. Inside is a locked chest, which will probably force you to have either a knock spell handy, or a very high open locks score on a thief. Now that we've found an indispensable shop, head to the area south of Beregost. ***ITEMS*** (x=500, y=180) Aquamarine Gem Wilderness (AR3800) o======================================================================o This area is pretty tame, populated by gibberlings and hobgoblins mostly. You do have to be wary, however, as the odd Hobgoblin elite will show up. They are tougher hobgoblins, that are fond of shooting you with poisoned arrows. Ghouls can paralyze you, and if one manages to, chances are it'll make quick work of that character before you can put the ghoul down. 5) Due south from where you entered (assuming you came from Beregost) you will find two Ogrillons. They've got decent hit points, but nothing for armor class. Still, they can hit pretty hard.. I don't know why, they have historically loved pulping up one of my characters. One of them will have a Scroll on it, destined for Mirianne. You can turn it in to her at your leisure. ***REWARD*** (mirianne) EXP 300XP Item Ring of Protection +1 <----------------------------------------------------------------------> 6) In the south-west are of the map you'll find a cave (x=1800, y=2200). Inside you'll find a bunch of harmless rats and a crate which contains some loot. ***ITEMS*** (x=300, y=150) Potion of Healing x5, 29 gold <----------------------------------------------------------------------> 7) Just south of the cave you will find a trio of hobgoblins, one of which will have some Boots of Stealth on him. Kindly relieve him of his boots and carry on. If you want, you can turn these into Zhurlong for his reward. ***REWARD*** (zhurlong) EXP 300XP Gold 100 (Plus whatever he previously stole from you) Frankly however, it's not worth the loss of those boots. The best option? Give him the boots, then kill him and take them back. No reputation lost, and the added satisfaction of killing the bugger. <----------------------------------------------------------------------> 8) Towards the southern end of the map along the road you'll be approached by a Flaming Fist Mercenary, who accuses you of banditry. You can talk your way out of a fight.. but I prefer to kill him and take his plate mail. Especially since you suffer no reputation penalty for doing so. Now exit this area on the southern edge of the map to continue south towards Nashkel. Wilderness (AR4300) o======================================================================o 9) There's not much to recommend this area. It's mostly populated by hobgoblins, but you might run into the odd bandit, kobold, or hobgoblin elite here. As far as note-worthy events and NPCs, you can find Lord Foreshadow mentioning the then-upcoming Neverwinter Nights, and Portalbendarwinden, who has some interesting dialogue, but nothing essential. If you do run into any bandits, keep their scalps. They might not be worth much now (although Thalantyr will buy them) but after Chapter 2 you can cash them in for 50 gold a scalp, which can really add up. Exit on the southern edge and continue on to the Carnival outside of Nashkel, where we will end the first chapter. o======================================================================o | | | Chapter 2 {WLK020} | | | o======================================================================o Sequence of Events: {WLK021} 1) Branwen 2) Zordral's Revenge 3) Stupid Thief.. 4) Exploding Ogre! 5) Potion Merchant 6) Entering Nashkel 7) Nashkel Inn 8) Nashkel Store 9) Meeting the Mayor 10) He's Not Quite Dead Yet.. 11) Mistaken Identity 12) Minsc 13) Edwin 14) Joseph's Wife 15) Looting 16) Annoying Noober Shortly after beginning this chapter you'll get a dream upon resting. Besides being disturbing, you'll find yourself endowed with a special ability when you wake up. If your reputation is bad, you'll get an offensive spell, if you're reputation is good, you'll get a healing or defensive spell. I've listed the spells you gain below, even though they are listed earlier in the FAQ. You don't need to get all the good or evil spells, you can, for instance, have a good reputation the first two chapters and get the cure light wounds, and in the next chapter drop your reputation and receive ghoul touch. Chapter 2 Cure Light Wounds (GOOD) Larloch's Minor Drain (EVIL) Chapter 3 Cure Light Wounds (GOOD) Larloch's Minor Drain (EVIL) Chapter 4 Slow Poison (GOOD) Ghoul Touch (EVIL) Chapter 5 Slow Poison (GOOD) Ghoul Touch (EVIL) Chapter 6 Draw Upon Holy Might (GOOD) Vampiric Touch (EVIL) Chapter 7 Draw Upon Holy Might (GOOD) Vampiric Touch (EVIL) Carnival (AR4900) o======================================================================o After all that marching, what better way to relieve your stress than by visiting the local carnival! This area is pretty tame, as well it should be, but you do have to be wary of the odd group of kobolds around. In some of the tents are merchants, which sell mostly mundane gear. In the tent at (x=2520, y=2800) you'll find a merchant who sell some magical trinkets, but it was never anything I found necessary. If you steal from an occupied tent, chances are you're going to bring trouble. Still, if you make a quick enough exit.. ***ITEMS*** (AR4900) (x=3580, y=2100) Long Sword, Short Sword (x=3640, y=2100) 56 gold (x=3500, y=2400) 26 gold (x=2700, y=2880) Spear x2 (AR4908) (x=150, y=200) 9 gold <----------------------------------------------------------------------> 1) At (x=3050, y=3100) you'll find a halfling named Zeke trying to peddle a Stone to Flesh scroll off for 500 gold, with the idea that whomever has the scroll can use it to turn the 'stone warrior maiden' (x=3250, y=2890) back into flesh.. who would then be very 'grateful'. Despite that this is rather sadistic, it's also outrageously overpriced for a scroll you can buy at any temple. If you want the 'stone warrior maiden', it's cheaper and more satisfying to steal the scroll from Zeke. Once done, equip the scroll in a quick slot and use it on the statue. Zeke might be an evil bastard (go ahead, use detect evil), but his scroll works fine. And behold Branwen, war-priest from the Norheim isles, entrapped in stone by one Tranzig (who wants to bet we'll see that name again?) She'll join you if you let her, and she wants revenge on her captor. Fair enough. Take her along.. or not, it's up to you. Bentha's Tent (AR4906) o======================================================================o 2) Inside a tent at (x=2270, y=3050) you'll find a mage named Zordral, who is having a bit of a 'disagreement' with another mage, Bentha Zordral will threaten to slay her by finishing his incantation. If you insult his ability and intelligence, he'll turn on you. If you reason with him or play on his morality, he'll just kill her, so pick dialogue options #1, and #1 to provoke him. He's pretty rough for a weak party, like Tarnesh, so get on top of him early, and stay on top of him. If he gets off a mirror image and a horror on a low level party, you're probably going to have to reload. When he dies he'll drop a Knave's Robe, a Scroll of Armor, a Scroll of Color Spray, a Quarter Staff, 79 gold. This robe will go well on my main character.. or another mage, if you have one. Talk to Bentha. If you ask for information, she'll tell you about Volo. What a waste. If you ask for trinkets, he'll give you an Antidote. If you take the high road and say that a good deed is enough, she'll give you a Potion of Heroism. It pays to be good! Loot and leave. ***ITEMS*** (x=150, y=200) 15 gold (x=300, y=150) Quarter Staff (x=400, y=250) History of Shadowdale, Throwing Dagger x1, 20 gold Gambling Tent (AR4903) o======================================================================o 3) There's another tent at (x=1550, y=2950) you should enter. Upon entering a thief named Vitiare will try and rob you. Shoot him down before he reaches you and loot his corpse. You'll gain a Potion of Healing, a Potion of Master Thievery, a Potion of Agility, a Dagger, and 73 gold. Hate that guy. <----------------------------------------------------------------------> 4) At (x=1290, y=3200) you'll find 'The Great Gazib', a mage who manages 'The Amazing Oopah', the world's only exploding ogre! Talk to Gazib several times to watch Oopah explode! Eventually Oopah will get sick of it and go on a rampage. Put Oopah down. This is really more amusing than anything else Merchant's Tent (AR4905) o======================================================================o 5) In a tent at (x=1870, y=3500) you'll find a merchant peddling some potions. Both sell for 50 gold a piece, and the violet will give you a titan's strength, while the red will make 'your insights rival Elminster, your clarity of though indefinitely enhanced.' Both of these potions do as he says, but they also come with pretty significant drawbacks. For instance, the violet potion gives you a strength of 25, but sets your dexterity and constitution to 3, which completely nullifies its usefulness in combat (although if you want to smash open crates and chests..) The red potion gives you 25 intelligence, but sets your wisdom and strength to 3, also giving you 50% resistance to all magical damage. Both potions last 24 hours. Of course, you could always steal the potions. He also has some chests to loot, which actually contain some nice items. He'll call the guards on you for looting the big chest (x=200, y=200) but not the small chest (x=320, y=200). Figures. Steal and flee. ***ITEMS*** (x=200, y=200) Potion of Fire Resistance, Potion of Invulnerability, Potion of Invisibility, Potion of Healing, 208 gold (x=320, y=200) Potion of Fire Giant Strength, Potion of Heroism, 230 gold Nashkel (AR4800) o======================================================================o 6) Head south across the bridge, where a Amnish soldier will initiate dialogue with you. Once that's done, enter the Nashkel Inn (the first building after the bridge.) Nashkel Inn (AR4801) o======================================================================o 7) Once inside a woman named Neira will approach your party. Behold, another head-hunter! She's a cleric, and if she gets off a hold person spell, she could cause trouble. The tactics? Same as the mages. Hit her early, hit her often, and disrupt her spell casting. Of course she has a better armor class, but the principle still works. She'll drop a Helmet of Infravision, a suit of Splint Mail, a Medium Shield, a Club, and another bounty notice. I put the Helmet on Ajantis, but really it'll work on any human who can wear a helmet. ***ITEMS*** (x=300, y=200) 7 gold (x=580, y=220) 9 gold (x=680, y=380) 5 gold (x=700, y=150) 4 gold (x=800, y=300) 8 gold Nashkel Store (AR4803) o======================================================================o 8) Now head out of the building and down the road to the next building, the Nashkel Store. You don't really need anything in here, unless you have loot to sell. The owner will tell you about a fabulous money making opportunity.. 500 gold for every winter wolf pelt you bring him, but there IS something I tend to do here.. He's got Large Shields +1 which are prime for stealing from his store, even if I do have to spend some time trying. <----------------------------------------------------------------------> 9) Exit the building and head down the road. Outside the Temple of Helm you'll be approached by Berrun Ghastkill, the mayor of Nashkel. He will ask you to investigate the mines. Accept and continue on. <----------------------------------------------------------------------> 10) Bothering one of the tombstones (x=2920, y=1280) outside the Temple of Helm will cause a mage named Daer'Ragh to appear and threaten you. Click on it again and he will summon a host of Phoenix Guards to appear and attack. When you kill one, it'll explode. Lets just say this is a humorous-if not a healthy-easter egg. <----------------------------------------------------------------------> 11) Further down the road is a character named Oublek, who will offer you a reward of 200 gold for a job done by someone named Greywolf. If you don't take the money, you'll be thanked for your honesty, and gain a reputation increase. Or you could take the money, but Oublek will be sore with you from here on out. He will refuse to pay you one bounty entirely, and will only give you half the reward on another, so it's not really cost-effective in the long run to cheat him. You can also ask him about unclaimed bounties to hear about the artist Prism, and Commander Brage. We'll do both of these quests later. ***REWARD*** (good) Reputation +1 or ***REWARD*** (evil) Gold 200 <----------------------------------------------------------------------> 12) When you're done with Oublek continue south, and you'll run into a warrior named Minsc. Ah Minsc. Talk to him, and he'll ask you on a grand quest to save his 'charge', Dynaheir. If you want Minsc in your party, you have to do this quest for him. <----------------------------------------------------------------------> 13) Head south-west until you come across a bridge. Standing on the bridge is a red-robed wizard named Edwin-by and far the strongest NPC mage in both Baldur's Gate games. If you talk to him, he'll ask you to kill the witch Dynaheir.. obviously him and Minsc aren't going to be friends. No matter which one you take, you have to head off to the Gnoll Stronghold in the far south-western corner of the map fairly quickly, lest they grow antsy and disband. So.. that's what we'll do next. Once we're done in Nashkel, anyways. <----------------------------------------------------------------------> 14) Continue south until you reach the house at (x=4200, y=2900). Talk to the commoner walking around. You can hold her up, decreasing your reputation, but there's really no point. You can ask her about the mines too, and she will tell you about her husband Joseph, and ask you to look for his Greenstone Ring. Might as well, since you're inevitably going through there. <----------------------------------------------------------------------> 15) Now head to the north-eastern corner of the map to find a large house at (x=4730, y=500). Do some looting for some interesting treats. Whatever you do, do not flirt with Samantha too much, or her secret lover 'Jamie' will come out of the closet and attack you. If you kill him, the rest of the people on the level will turn hostile.. so just ignore her. When you're done, head south-west across the bridge. ***ITEMS*** (AR4804) (x=350, y=450) 35 gold (x=750, y=470) Scroll of Magic Missile, Scroll of Chill Touch, Scroll of Shield (AR4805) (x=150, y=350) History of Shadowdale, 9 gold (x=510, y=300) Potion of Invisibility, 20 gold (x=350, y=400) tainted Potion of Healing, 33 gold =<----------------------------------------------------------------------> 16) Head across the bridge towards the western edge of Nashkel. A goober named Noober will annoy you. If you are patient and withstand his barrage of inane questions you'll get some experience.. so just wait him out. ***REWARD*** (noober) EXP 400XP Wilderness (AR4700) o======================================================================o Sequence of Events: {WLK022} 1) Xvart Genocide 2) Ursa the Cave Bear 3) Cave Raid 4) Beating Borda 5) Neville's Ambush 6) The North Bridge 7) Fat Happy Ogre 8) Laurel's Crusade 9) Jared's Bear You can utterly skip this area if you're on your way to the Gnoll Stronghold by heading south and exiting out the western side. Otherwise, you'll find a path leading up to the middle portion of the map. <----------------------------------------------------------------------> 1) Head south east until you find a path leading north. Up this path is a Xvart village just waiting to be massacred. Kill everything you see, heading west when you've clear the way. <----------------------------------------------------------------------> 2) When you head deeper into the xvart village, a xvart named Nexlit the Xvart will approach you and sick the Xvarts pet bear 'Ursa' on you. Use an entangle and shoot Ursa to death at a range. <----------------------------------------------------------------------> 3) Go north-east of the Xvart village and enter the cave at (x=4300, y=900). Inside is another Cave Bear, and for some reason the game likes to put your weak party members nearest the bear.. Command Word: Die works well. When it's dead, loot the cave and leave. The flail should go to whatever cleric you have (check for characters with the Spiked Weapons proficiencies.) The Bracers should go to a mage. I put them on my fighter/mage main character for now. ***ITEMS*** (x=300, y=150) Flail +1, Potion of Fire Resistance, Bracers of Defense A.C. 8 <----------------------------------------------------------------------> 4) In the eastern area of the map you'll find a con-man named Borda, who will try and sell you what amounts to magical junk for a total of 150 gold. A better option? Kill him and take all his stuff. He's not a nice person anyhow. He's a rather tough fight at this stage in the game, and if he gets off spells, you're in trouble. Hit him with missile fire, disrupt his spells with magic missile (if you've got it) and try to command word: die him. When he falls he'll leave behind a Scroll of Web, a Scroll of Color Spray, a Cursed Scroll of Petrification, a Cursed Scroll of Weakness, a tainted Potion of Healing a Short Sword +1, and 74 gold. The sword sword will set Imoen up temporarily, the scrolls will go nicely on any mage, and overall, it's a nice haul. By the way, the crappy stuff is what he was planning on selling you. Much better off killing him, no? Wilderness (AR4600) o======================================================================o This area is a bit trickier to skip if you're trying to get right to the Gnoll Stronghold.. head south along the eastern side of the map and exit out the bottom. You'll probably have to deal with Jared and his bear problem.. but it's nothing you can't handle. If you want to explore the entire area, read on. 5) In the north-eastern area of this map you'll find a bandit named Neville. If you're nice to him, he'll attack, along with his hobgoblin buddies. If you threaten to take his money and kill his buddies, he'll find it amusing, and just skim some money from you, and you'll get 100 experience.. Well, You'll get more experience killing them, and be more the wealthier, so pick a fight and drop a sleep on his hobgoblin buddies and get to killing. His hobgoblin buddies have typical hobgoblin gear. Neville has a suit of Chainmail, a scroll of Dispel Magic (nice!), a Long Sword +1, his scalp, and 65 gold. The Long Sword goes straight to Ajantis. Once they are dead and looted, head to the north bridge in the west. ***REWARD*** EXP 100XP <----------------------------------------------------------------------> 6) This bridge is crawling with Hobgoblin Elites (poisoned arrows, remember) and Ogre Berserkers.. you don't want to melee the ogres, so try to entangle them and shoot them to death.. while also trying to incapacitate the hobgoblins (sleep, hold person) or engage them in melee. It's difficult to try and juggle the two tactics, but if you can lure an ogre away by itself, it'll make the process simpler. Remember the prime tactic when dealing with pesky archers: send a high AC, shielded party member up front and try to engage them in melee. If you didn't remember that tactic from earlier, it's because I just said it for the first time here. <----------------------------------------------------------------------> 7) In the north-western part of the map is an ogre who is eating, and too busy to fight. Talk to him again when he is'fat-happy' to fight him. If you cast entangle on him first, he won't stand a chance, and you can just mow him down with missile fire. <----------------------------------------------------------------------> 8) At (x=1280, y=1100) you'll find Laurel, a female paladin who wants your help exterminating a gibberling horde. Accept to help her, and her 'horde' will arrive shortly. One sleep spell is good enough disable most of them. Talk to Laurel again for some experience. Now head to the south-eastern corner of the map. ***REWARD*** (laurel0 EXP 250XP <----------------------------------------------------------------------> 9) A nobleman named Jared will approach you, asking you to kill a hostile bear across the bridge, promising to give you anything should you succeed. At this stage in the game, you might want to use entangle, and shoot it down with missile weapons. Return to the nobleman for your reward. If you have high charisma/a good reputation, he'll give you his Boots of the North. If not, he'll be less rewarding.. If he doesn't cough up the boots, I suggest you steal them from him, or kill him and take them. These boots.. aren't really all that useful. Cold attacks are rare, but they do crop up from time to time as projectiles, such as when fighting winter wolves. Put it on a front line fighter, particularly one who is not well protected against missiles. Now it's time to head on to the Gnoll Stronghold, exit the screen on the southern edge. ***REWARD*** EXP 150XP Gnoll Stronghold (AR5100) o======================================================================o Sequence of Events: {WLK023} 1) Ogre Bridge 2) Storm the Gnoll Stronghold 3) Kill the Gnoll Chief (and friends) 4) Dynaheir 5) The South Cliffs 6) Cave #1 7) Cave #2 8) Cave #3 Once you reach the Gnoll Stronghold, you'll be on a small ledge in front of a bridge. As fitting, gnolls spawn here constantly, so be careful when resting.. or back tracking. Make sure you're ready to go now, rather than allowing yourself to be at half strength later. This area is populated by a variety of gnolls and xvarts, neither of which are terribly dangerous in small amounts. 1) Head across the bridge, where two half-ogres will be waiting. One will attempt to initiate dialogue with you, demanding you pay 200 gold to get across the bridge. You can talk them down to 100 gold, and pay them.. which will get you some experience (I presume for talking them down?) Still, losing 100 gold isn't my idea of fun, and they leave when you pay, which is even worse! One of them has a truly indispensable defensive item that you simply cannot let walk away. So, pick a fight with them by refusing to pay, or by continuing to drop the price. You can lure one of them away by simply walking back across the bridge when one tries to talk to you. Let him 'catch' you when he's out of sight of his buddy, and whomp him. The half-ogre Gnarl possesses a Potion of Hill Giant Strength, a Potion of Cold Resistance, an Iol Gem, a Bastard Sword, and 20 gold. Hairtooth has Gauntlets of Dexterity and 67 gold. The Gauntlets of Dexterity raises one characters dexterity to 18, and in the case of some characters (Ajantis, Kagain, Minsc) to name a few, can drastically raise their dexterity, and thus, their armor class. Such a powerful tool, gained so early.. It's good stuff. Give it on a armor class deficient front line fighter. <----------------------------------------------------------------------> 2) Continue to the west, slaying gnolls as you go. Keep going up stairs to the west until you come across a small staircase going north. Go up the stairs and smash the gnolls that are doubtlessly waiting up top. Watch out for crappy path finding. Narrow stair-case plus enemies on top means jams, and jams mean your party members will try to find alternate paths. Party members walking around aimlessly will spawn more gnolls, and cause problems. <----------------------------------------------------------------------> 3) Now continue east, where a tough group of gnolls awaits, including a gnoll cheiftan. Use the narrow path to bottle-neck them. Really, one good sleep spell can pretty much end this fight. Keep heading east until all the gnolls in the area are dead. The gnoll chieftain has a Fire Opal Ring, an Angel Skin Ring, a Halberd, and 29 gold. <----------------------------------------------------------------------> 4) Dynaheir is at the bottom of one of the pits at (x=2530, y=1450). If Edwin is in your party, he'll demand that you kill Dynaheir, and will leave if you don't. If you make them both settle their differences, they'll fight until only one side remains. If you attack Dynaheir, Minsc will turn on you.. wherever he may be, if he's still alive. Of course, if you disband Edwin, THEN recruit Dynaheir, and reinvite Edwin, you can have all three in your party. I prefer to kill her (if I'm recruiting Edwin) or send her in front of the rest of the party to scout the rest of the gnolls in the area (if I'm recruiting Minsc). Unfortunately, this tends to get her killed.. shame that.. Anyways, if you 'find' her for Edwin, you'll gain some quest experience. ***REWARD*** (edwin) EXP 800XP <----------------------------------------------------------------------> 5) Now head to the cliffs south of the fortress. You'll have to smite some Xvarts along the way, but it shouldn't be much of a problem by now. There are three caverns for your exploration pleasure. Cliffside Cavern (AR5103) o======================================================================o 6) Enter the cave at (x=570, y=2100) and exterminate the Xvarts. To the east there's a Carrion Crawler. These things don't do much damage, but they get tons of attacks and can paralyze you. A paralyzed character is in serious trouble next to a carrion crawler, so be careful when you fight them. Cliffside Cavern (AR5102) o======================================================================o 7) The next cave is south-east of the first one, at (x=820, y=2400). Kill the Xvarts and loot the crate. Of course, the important item is the Tome of Leadership and Influence, which permanently raises your Charisma by one point. No matter what attribute it effects, ALWAYS use Tomes on your main character. You'll get to keep those attribute increases into the sequel, provided you export your character to Baldur's Gate 2. (x=300, y=150) Potion of Healing x3, Scroll of Magic Missile, Scroll of Larloch's Minor Drain, Tome of Leadership and Influence, 95 gold Cliffside Cavern (AR5101) o======================================================================o 8) Head south and find the next cave at (x=130, y=3300) and exterminate the Xvarts. You are now officially done with the Gnoll Stronghold. This presents us with a bit of freedom, but it also presents a problem. What to do now? We have our party (we should, anyways!) and we could go tackle the Nashkel Mines.. However, I prefer to gather a few trinkets before I go. Namely, magical weapons. If you haven't noticed yet, your weapons sometimes break during combat, which is not fun. It's even less fun in the middle of a dungeon, or cave, or mine, where you can't run back and buy a new one. Oh, and it's annoying to have to run back and buy more weapons in any case. Magical weapons-aside from being more powerful-do not break. So we should find a magical melee weapon for every character in your party. Besides, it'll give you more experience and gold. I don't typically complete the Nashkel Mines until I'm level four or five anyways. Here's a list of the items I intend to grab BEFORE I head to the Nashkel Mines: 1) Halberd +1 2) Girdle of Bluntness 3) Studded Leather Armor +2 4) Long Sword +1 5) Bracers of Archery 6) Dagger +1 7) Wand of Fire 8) Chainmail +1 9) Flail +1 10) Ankheg Full Plate Mail 11) Two-Handed Sword +1 12) War Hammer +2: 'Ashideena' 13) Short Sword +2: 'The Whistling Sword' 13) Full Plate Mail 14) Dagger of Venom +2 15) Composite Long Bow +1 16) Battle Axe +1 17) Short Bow +1 18) Long Sword +2: 'Varscona' Some of it we will find, some of it we will buy. Seems like a lot of stuff, right? It is. First stop? The area due east of the Gnoll Stronghold. Wilderness (AR5200) o======================================================================o Sequence of Events: {WLK024} 1) Ousted Ingol 2) Pixie's Plunge 3) Defend the Dryad 4) Gnoll Toll 5) Cave 6) That Boy's Just Not Right.. 7) Slay Sendai 8) Larry, Darryl, and Darryl! 9) The Fastest Dart-Thrower on the Sword Coast! 1) In the north-western section of the map you'll be approached by a Gnoll named Ingol, who is having tribal problems with his buddies over in the Gnoll Stronghold. See, he wanted to eat Dynaheir (see, I knew she was good for something!) but the others kept her prisoner. Shame. You can be nice and let him go, but it's more fun to kill him. When he dies he'll drop a Scroll of Detect Evil, a Bloodstone Ring, a Halberd, and 38 gold. <----------------------------------------------------------------------> 2) South of the center of the map is a waterfall, which can be searched at (x=1700, y=3300.) Inside is a dead cat.. Hrmm.. Walk up the ledge behind the waterfall to find Drienne at (x=2080, y=2970). She'll cry about her dead cat, Pixie, which apparently didn't have nine lives. Give her the dead cat. ***REWARD*** (drienne) EXP 200XP Item Scroll of Protection from Undead Reputation +1 <----------------------------------------------------------------------> 3) Just east of the middle of the map you'll find a Dryad of the Cloudpeaks who is getting harassed by a pair of missing links by the names of Caldo and Krumm. Agree to help her and talk to Caldo. If you agree to help them, they'll decide the Dryad isn't worth tangling with, leaving you to deal with her. This is an evil action, and will lower your reputation if you kill her. It's more profitable to kill Caldo and Krumm however, so pick a fight with them and trounce them. Krumm will drop Studded Leather Armor, a Girdle of Bluntness, a Potion of Healing, a Club, and 24 gold. Caldo carries Studded Leather Armor, a Medium Shield, a Flail, and 39 gold. After they are dead, talk to the Dryad for your well-deserved reward. The Girdle of Bluntness is the real treat, however. Put it on your toughest front-line fighter, the one you tend to use to hold down, say, ogres, and whatnot. Korgan and Ajantis make great choices. ***REWARD*** (dryad of the cloudpeaks) EXP 500XP Item Antidote Reputation +1 <----------------------------------------------------------------------> 4) North of the center of the map you'll find a group of gnolls milling about. One will approach the party and try to get you to pay 50 gold tribute. If you say you have no money, the leader will challenge you to a fight. If you beat the gnoll they will leave without a fight, and you'll get a quest experience. If you pick a fight, you'll get to kill all the gnolls. If you're lucky, you'll beat the leader in a fight, then kill him as he walks away, and take his money as well. He carries 147 gold on him. ***REWARD*** EXP 500XP Wilderness Cave (AR5202) o======================================================================o 5) Just east of the waterfall you'll find a cave (x=3100, y=2600). Go inside and loot the crate. The Halberd +1 will go well on a character who is proficient with Spears, and who wants some distance in melee. For me, this goes great on my fighter/mage. Leave the cave and exit the map on the eastern edge, and travel to the area south of Nashkel. ***ITEMS*** (x=300, y=150) Halberd +1, Tiger Cowrie shell Necklace, 238 gold Wilderness (AR5300) o======================================================================o 6) In the north-western part of the map by some trees you'll find a boy named Albert, who asks you to look for his dog Rufie. He gives you a somewhat.. questionable.. chew toy to let Rufie know you're a friend. Keep it on you, you want Rufie to be your friend. After getting Albert's quest I head east around the top of the map. If you find Rufie during your exploration, lead him back to Albert for your reward. Your.. disturbing reward. ***REWARD*** (albert) EXP 1000XP <----------------------------------------------------------------------> 7) North of the center of the map you'll find a trio of warriors, led by a woman named Sendai (x=3100, y=900.) You can avoid fighting them, but it's much more profitable to pick a fight.. and frankly, they're looking for a bit of sport, the most dangerous game style. These guys can be tough at this point in the game, and it would be silly to take them on head on (Delgod and Alexander would make a pincushion out of a low-leveled character.) If you take a single character into view of Sendai you can make life easier by luring Sendai away when she talks to you without bringing her archers into the fight. After she's dead, you can have a character (like Imoen or Minsc) use stealth to occupy one of the archers in melee while rushing the other with your party. If you're lucky you'll engage them both before your sneaky character can be killed, and they're not half as deadly in melee combat. Delgod has a suit of Splint Mail, 35~ Arrows +1, a Longbow, a Warhammer, and 43 gold. Alexander has a suit of Splint Mail, a Helmet, 35~ Arrows +1, a Potion of Healing, a Longbow, a Spear, and 37 gold, and last but not least, Sendai has Studded Leather Armor +2, a Helmet, a Small Shield, a Long Sword +1, and 172 gold. Obviously, Sendai is the big catch, and that armor will go fine on any light-armored character (for me, that's Minsc.) I keep going head until I hit the eastern edge of the map, then I go south. <----------------------------------------------------------------------> 8) You'll eventually come across Larry, Darryl, and Darryl, a Xvart, Kobold, and Tasloi. I'll admit, I don't get it. If you talk to them and ask for their autograph, you'll be rewarded with it. This is.. a pointless.. if amusing encounter. Head west. <----------------------------------------------------------------------> 9) You'll be approached by a warrior named Vax, who threatens you with Zal-the fastest dart thrower that ever walked the sword coast! Unless, of course, you give up all your money. Granted, Zal is somewhat deadly, especially at this level. So, when Vax tries to talk to you, move your party away from him, luring him away from Zal. When he does talk to you, and you pick a fight, you'll get to take them out one at a time. Vax has a suit of Splint Mail, two Potions of Healing, a Halberd, and 107 gold. Zal has a suit of Splint Mail, Bracers of Archery, a Helmet, 60 Darts, a Spear, and 49 gold. These Bracers should go to a dedicated ranged character, particularly one with lots of attacks a round, and a low THAC0. Now that you've cleared out the south-western areas of the world, it's time to head back up north. We've got to find a way to make some good money so we can buy some gear from Nashkel. We also have a powerful war hammer, a magical two-handed sword, a good long sword, and some light weight full plate mail on the list. Head to the area where you find Ajantis (north of the Friendly Arm Inn.) Wilderness (AR1400) o======================================================================o Sequence of Events: {WLK025} 1) Ajantis 2) Sonner's Scourge 3) Brun's Son 4) The Ankheg Nest 5) Talk to Tenya 6) Nester's Dagger 7) Fisherman's Finale This area can be rough, as it will spawn bandits and Ankhegs. Bandits aren't too bad, but Ankhegs can deal some serious damage. They wait underground until you get close, but their antennae give them away. Lead with your most heavily armored, lowest AC character and close in melee. They drop minor treasure and their shells. Each shell weighs 100 pounds, but try and load up as many as you can. Your goal here is to grab a number of them and haul them back to Beregost. Taerom Fuiruim will pay you 500 gold pieces for each shell.. or rather, for ALL the shells you bring him. Just drop all of them on the ground but one, and talk to him. He'll buy them for 500. Pick up another, and sell that one too. Rinse, wash, and repeat. Don't leave them on the ground or in containers, and don't get too greedy with them, as they can eventually 'rot', and he won't accept any more. I don't know if this happens when you try to store them to sell, or if you sell him too many. In any case, when you've sold him.. lets say.. at least eight, give him another and refuse to sell it. He'll offer to make you a suit of armor out of it for the sum of 4,000 gold. Agree and he'll say it'll take ten days. Keep in mind that once you start the armor, you can't turn in anymore shells. When the armor is done, you'll be given a suit of green Full Plate that has a base armor class of 1, and weighs a mere 25 pounds. I put this on Viconia, since she really needs light armor. She'll ultimately find something better to wear, but not until Durlag's Tower, at which point this armor will find itself in the hands (and around the torso) of Jaheira. Green armor for a druid. Makes sense, right? 1) Just north from the southern edge of this area is an armored man named Ajantis. Talk to him, and he'll ask if you're friend or foe. Play nice, and he'll offer to join your party. Pick a fight, and you'll get one. <----------------------------------------------------------------------> 2) At (x=700, y=2650) you'll find Sonner and his fisherman buddies who complain about a priestess of Umberlee harassing them. Accept to help them. You can steal a Flail +1 and a Bowl of Water Elemental Control from Sonner. Kind of seems a bit heavy for a farmer, no? <----------------------------------------------------------------------> 3) You'll find a farmer named Brun at (x=3500, y=2330.) He'll ask you to go searching for his son Nathan. Sure. Maybe the giant hole in the ground at (x=2100,y=2400) would be a good place to start? When you find his son he'll reward you. ***REWARD*** (brun) EXP 500XP If you offer to give him some money to help him on his way, he'll be very thankful. Also, you'll get a reward for being such a nice person. ***REWARD*** (brun) EXP 1000XP Reputation +1 Ankheg Nest (AR1401) o======================================================================o 4) You're going to want to head east, carefully leading with your most defended character and dropping Ankhegs one after another. You're goal is a treasure trove at (x=2450, y=150), which contains a good deal of loot.. as well as the body of Brun's son Nathan. I give the dagger to Jaheira (if you didn't get a magical dagger from Fuller in Candlekeep.) I put the magical chainmail armor on Viconia, at least until she gets the Ankheg Full Plate. Return the body for the reward (see above) and head off to the 'bridge' area north of this one, adjacent to Baldur's Gate so we can finish the fishermen's quest. ***ITEMS*** (x=2450, y=150) Wand of Fire, Chainmail +1, Dagger +1, Dart of Wounding x5, Dart of Stunning x5, Scroll of Dire Charm, Scroll of Ghost Armor, Potion of Cloud Giant Strength, Potion of Magic Protection, tainted Antidote 560 gold, Brun's Dead Son. Bridge to Baldur's Gate (AR0900) o======================================================================o 5) Head north until you find a house, outside of which is a priestess named Tenya (x=4000, y=700). If you say the fishermen sent you, she'll attack. She's not terribly strong, (she's twelve years old, what do you expect?) and when you deal enough damage she'll give up and start talking (if you accidentally kill her you may wish to save and reload.) She'll tell you that Sonner and his ilk have displeased Umberlee by killing her mother and taking a 'elemental summoning bowl', which they have been abusing. Time to head back and pay them a visit. <----------------------------------------------------------------------> 6) North of Tenya's house is an Ankheg lurking about. Kill it and loot it, it has Nester's Dagger, an otherwise mundane dagger. Who is Nester? It's involved in a small quest in Baldur's Gate, so stash the dagger, hold onto it, whatever, it'll be useful in.. oh.. a few days. Not game time. <----------------------------------------------------------------------> 7) Go confront Sonner. You can force him to give up the bowl (they aren't fighters, and they know it) or if you actually killed Tenya, he'll give you your reward (you could haggle the price with him twice, once before confront Tenya for 20 gold, another time after talking to her for 50 gold.) Of course, by killing Tenya you also get her gear, which includes Bracers of Defense A.C. 7 and a Flail. ***REWARD*** (kill tenya) EXP 1000XP Gold 50, 70, or 120 Item Flail +1 Or you could give the bowl back to Tenya, which nets you more experience, but less loot. Frankly, I find helping Tenya to be more satisfying. Oh, and it will save you some trouble in Baldur's Gate, but that's still a fair distance ahead. ***REWARD*** (give the bowl back to tenya) EXP 2500XP Anyhow, now that you're done with these areas, lets go get us some more magical weapons, and hopefully waste some time while we're at it. Head to the the wilderness area north of the Carnival. Wilderness (AR4400) o======================================================================o Sequence of Events: {WLK026} 1) Ambush Arghain 2) Ettercap Cave 3) Trio of Trouble 4) Pick on Ogres 5) Cow Champion 6) Bassilus 7) The Whistling Sword 8) Why did the Chicken cross the Adventurers? 9) Antichickenator! 1) At (x=1170, y=1200) you'll find Arghain, a half ogre with an ambition to rob your party of its iron. Since he starts out hostile, there's really no wiggle room here. When he spots (and attacks) you, three more half-ogres will spawn. They are, of course, susceptible to entangle, sleep, and ranged take downs. When he falls, Arghain will drop a Helmet, a Scroll of Charm Person, an Iol Gem, a scalp, a Two Handed Sword +1, and 49 gold. Minsc and Boo will be pleased. Wilderness Cave (AR4401) o======================================================================o 2) Just east of where Arghain was you'll find a cave (x=1550, y=1300). Enter with ONLY a thief, because immediately inside is a web trap (x=400, y=400) and an ettercap, and you don't need to have paralyzed party members facing an ettercap and its poison. Without the trap, the ettercap is child's play. Loot and leave. ***ITEMS*** (x=300, y=150) Bloodstone Amulet, tainted Oil of Speed, Potion of Fire Resistance <----------------------------------------------------------------------> 3) East of the cave you'll find a trio of bandits led by one Ioin Gallchobhair (x=3200, y=1750). His group is comprised of two archers and a swordsman. Again, this is a situation where rushing in is not a good idea, as his archer pals can make life hell for you. I creep up on them with a stealthed Minsc, who engages one of the archers in combat while Ajantis rushes in. With any luck the rest of the party will show up before they can destroy Minsc. If you are fortunate enough to have a mage who can cast 2nd level spells, now would be a good time to hit them with a web or stinking cloud spell (if you have them) and pick them off while they are incapacitated. Dribben will cough up a suit of Chain Mail, 5 Arrows +1, 40 Arrows, a scalp, a Longbow, a Bastard Sword, and 49 gold. Billy has a suit of Splint Mail, 5 Arrows +1, 40 Arrows, an Aquamarine Gem, a scalp, a Longbow, a Short Sword, and 49 gold. Last but not least is Ioin, who will drop a suit of Splint Mail, a Star Diopside Gem, a Waterstar Gem, a scalp, a Long Sword, and 74 gold. All in all? Not really worth the hassle, but at least they're gone. Note: In Nashkel, at (x=2950, y=1250) you'll find a tombstone with the name "Ioin O Gallchobhair" on it, with the line "Mea Gloria Fides" on it. Weird. <----------------------------------------------------------------------> 4) East of the two bandit encounters you'll find a dwarf named Sarhedra (x=4750, y=1750). She will tell you to pick on the ogres to the south. Indeed, there are several ogres to the south for you to pick on. Use entangle and take them out at a distance. Loot them and the corpse by the tree before heading back to Sarhedra. She'll be rather flustered you completed her 'quest' so quickly. ***ITEMS*** (x=4390, y=2760) Potion of Healing, tainted Oil of Speed, 59 gold ***REWARD*** (sarhedra) EXP 300XP <----------------------------------------------------------------------> 5) Just south of the center of the map you'll find a bunch of xvarts attacking a poor cow (x=2950, y=2970) slay all the Xvarts and the cows owner, Hulrik, will be very grateful. Now exit the map and head to the area south of High Hedge. It's time to make some money. ***REWARD*** (hulrik) EXP 350XP Reputation +1 Wilderness (AR3700) o======================================================================o 6) At (x=4280, y=2850) you'll find Bassilus, surrounded by his undead 'family'. This includes a number of skeletons with heavy crossbows and zombies. The skeletons are the real problem, as they can cause you some real damage. Bassilus for his part will do his best to make your life troublesome by casting hold person, while the zombies more or less just get in the way. There is a way to handle this, however, even at low levels. If you go forward with one character to initiate dialogue with Bassilus, you can cause him to loose control over a bit of his horde by picking the following dialogue options: 1, 3, 1, 2. This will cause a number of his minions to bit the dust. At which point retreat and regroup, then attack en mass, focusing directly on Bassilus (if he gets off a hold person, it's dangerous, regardless of how few undead he has left.) When he falls he'll drop a Bloodstone Amulet, a suit of Chain Mail, a Medium Shield, Gauntlets of Fumbling, Bassilus' Holy Symbol, and a War Hammer +2: 'Ashideena'. This war hammer is one of the best blunt weapons in the entire game, especially considering how early you can get it. Put in on a cleric, and they'll have their weapon needs satisfied for pretty much the rest of the game. The rest of his gear is garbage, especially the gauntlets, which are cursed and should not be equipped. Keep his holy symbol and head over to the Temple district, either now, or after you're done with this area. I also take the Heavy Cross Bows and Two Handed Swords so I can sell them.. it's a nice way to net a couple hundred gold. <----------------------------------------------------------------------> 7) At (x=2900, y=2450) you'll find a hobgoblin named Zargal and two of his hobbuddies, who typically demand you pay them all your coin or else. You certainly could, but we wouldn't get very far in this game by constantly doing that, would we? Just make sure you close with them quickly to stop the archers and you should be fine. When they die, Malkax will drop Leather Armor, a Helmet, 20 Arrows, an Iol Gem, a Composite Longbow, a Bastard Sword, and 13 gold. Geltik will drop a suit of Leather Armor, a Helmet, 20 Arrows, a Silver Ring, a Composite Long Bow, a Bastard Sword, and 11 gold. Their leader Zargal will yield a suit of Studded Leather Armor, a Helmet, A Scroll of Burning Hands, and a Short Sword +2: 'The Whistling Sword', and 127 gold. That sword will serve Imoen for the majority of the game. <----------------------------------------------------------------------> 8) At about (x=4620, y=470) you'll find the chicken Melicamp, who is being pursued by a wolf. Ah.. the food chain. Melicamp will beg you to help him, after which he'll try to get you to restore him to his original condition. Even if you have a dispel magic at this point, it wont work, so offer to help him and he'll ask you to take him to Thalantyr, in High Hedge. Remember Thalantyr? I'm sure he'll just be enthused. <----------------------------------------------------------------------> 9) Take the talking chicken to Thalantyr in High Hedge. You'll discover that the 'chicken' was once an apprentice of Thalantyr's who foolishly stole artifacts he didn't understand and managed to accidentally turned himself into a chicken. Make sure you TELL Thalantyr that Melicamp said he was his apprentice. If you get into a fight with Thalantyr or don't see the quest out, you won't get anything out of it. Agree to help Thalantyr attempt to turn Melicamp back by fetching the skull of a skeleton. Go outside, walk around, rest, whatever it takes to trigger skeletons to attack and come back with the skull. SAVE before you give the skull to Thalantyr, as there's a chance his fix won't work and if that happens you get no reward. Have him cast his 'Antichickenator' spell until it works, reloading as necessary. When Thalantyr finally does turn Melicamp back into a man, you'll get a reward. Note that Melicamp still makes chicken sounds. Epic. Now I head to the Temple area to the east of Beregost to turn in Bassilus's Holy Symbol, and to clear that area out. Doing that should give me all the money and experience I need to buy some things before finally tackling the mines. ***REWARD*** EXP 1000XP Reputation +1 Temple (AR3400) Song of the Morning Temple (AR3402) o======================================================================o Sequence of Events: {WLK027} 1) Bassilus' Bounty 2) Attack Cattack 3) Irony 4) Shopping Spree 5) Free Wands, any wand? 6) Storehouse Stealin' 7) Duh! Kobolds 8) Prism's Epiphany 9) Into the Darkness This area.. eh.. is not really safe. Packs of dogs ranging from wild dogs to war dogs to dread wolves spawn here, along with hobgoblins. Be careful of the eastern edge of the map, lest you tussle with a pack of wolves you can't beat. 1) The entrance to the 'Song of the Morning Temple' is at (x=1220, y=1050). Go inside to find Keldath Ormlyr at (x=500, y=600). If you talk to him with Bassilus' Holy Symbol in your inventory, he'll take it and give you your proper reward. Once he does, leave. ***REWARD*** (keldath ormlyr) EXP 1000XP Gold 5000 <----------------------------------------------------------------------> 2) Now that's a freaking reward! For a Temple so close to town, this place is awfully dangerous. South-east of the temple, for example, is a pack of hobgoblins. When you get near their leader, Cattack, will approach you. This is another situation where you can lure the leader away from his party and deal with him individually, although Cattack and his men should no longer be a threat to you. Still, if you do this you can kill Cattack off in the distance, and his hobgoblins won't turn hostile. That way, you can return to the temple any time you wish to hear the gentle cooing of hobgoblins! When Cattack falls he'll leave behind a suit of Studded Leather Armor, a Helmet, a Lynx Eye Gem, a Two-Handed Sword, and 34 gold. <----------------------------------------------------------------------> 3) Skim along the northern edge of the map until you get to the north eastern corner. Below you, along the upper eastern edge of the map are a variety of wolves, ranging from the lowly worg to the vampiric wolf. Vampiric wolves outside of a temple to the sun god? Irony. Anyhow, they can paralyze, and like all doggies in Baldur's Gate, they are strangely strong.. I typically do this quest earlier, to make off with some of the experience here, but doing it now in the guide is less risky. Vampiric wolves cannot be harmed by normal (non-magical) weapons, and if you get paralyzed in a pack of wolves, you're pretty much a goner. So use a character with stealth to spy on them and mark their locations. Once done, hit them with entangle until any vampiric wolves are affected. Then, bring up archers with some of those spiffy Arrows +1 you have been finding, and shoot them down. Be careful not to use any magical arrows on normal wolves though, that's just a waste. Killing these doggies will give you some nice experience, and clear out the temple area. There are a few more encounters with random NPCs, including a run-in with a drunkard who claims to be a lich, but you can explore and find these humorous-if unimportant-encounters on your own. <----------------------------------------------------------------------> 4) Now you should be pretty well-off, money-wise. My party has just over 20,000 gold, which makes it high time to purchase some gear. Before you do so, however, you should make sure you reputation is decent. It's a cost-effective investment to raise your reputation before making some major purchases. I purchase a suit of Full Plate Mail the Dagger of Venom, and a Short Bow +1 from the Thunderhammer Smithy. I also purchase a Composite Long Bow +1 from Feldpost's (you may also consider buying the Battle Axe +1 from Feldpost's if you have Kagain.) Remember to turn in any winter wolf pelts you may have found to the owner of the Nashkel Store. 500 gold pieces a pelt will make anybody's coin purse happier. Unless the purse doesn't like being fat. When you've purchased all you can (or want), get ready to go to the Nashkel Mines. Get rid of all the extra junk in your inventory so you have as much looting room as possible, and make sure your reputation is where you want it to be. Chapter 2 ends after the mines, and that means a dream, and that means a new reputation-based spell. If you want the good ability, make sure you have a good reputation beforehand, and if you want the evil ability.. well, kill somebody in a house or something. When you're done, go to the Nashkel Mines. In this FAQ I'll cover it all in one shot, but if you wish to leave and resupply, that's fine. (Wuss.) Nashkel Mines (AR5400) o======================================================================o 5) Now that we're here, we might as well explore this area before we commit to the mines. Somewhere along the way a soldier named Dandal will tell you about the 'dog-headed' monsters causing trouble. There's also loot to be had. In the north-west corner of the map, at (x=165, y=180) is a dead tree, in the hollow of which you'll find a Wand of Frost. Nice. <----------------------------------------------------------------------> 6) There's a storehouse at (x=2850, y=400) that begs you to explore it. ***ITEMS*** (x=280, y=430) Potion of Healing (x=100, y=200) 33 gold <----------------------------------------------------------------------> 7) South of the mines you'll run into a gnome named Galtok, who is being pursued by some kobolds. After you're done talking to him, several kobolds will spawn for your killing pleasure. If the Nashkel movie and the comments of various NPCs-including Dandal earlier-hasn't clued you onto the problem, this is yet another hint. <----------------------------------------------------------------------> 8) At (x=650, y=2710) you'll find the artist Prism, working on his latest masterpiece. If you talked to Oublek you'd have heard of Prism, who is wanted for the theft of some emeralds. Talk to him, and he will confuse you with Greywolf's lackeys. Popular guy. You can try and take him in, which will turn him hostile and force you to kill him. You'll complete the quest, but it's much more rewarding to let him finish his masterpiece. As you wait, Greywolf will show up to claim the bounty. Obviously you gain nothing by letting Greywolf do his job, so stand up for Prism and pick a fight. If you're still lower-leveled you can take Greywolf out the same way you take out ogres. Entangle and shoot him to death, or command word die and maim him. Once he's dead he'll drop a suit of Studded Leather Armor, a Longsword +2: Varscona, and 102 gold. This sword is fantastic, and will serve Ajantis for a long time to come. I'm certain you can find a home for it as well. Talk to Prism again, and he will thank you, walk off, and die. He'll call out to Ellesime before he dies though. It's a name you will hear again.. but not until the sequel. Take his emeralds and turn them into Oublek when you're done with the mines.. or keep them and sell them, whichever. ***REWARD*** EXP 1000XP Reputation +1 <----------------------------------------------------------------------> 9) Talk to Emerson at (x=980, y=1130). He'll be nicer if your reputation is better, but he'll allow you in the mines regardless. Then talk to the Amnish soldier at (x=1200, y=700) to enter the mine. Take a deep breath, and head into the darkness. Suspenseful! Here are my stats heading into the mines, to let you know what I'm working with, and give you an idea where you should hopefully be. The mines aren't too tough, as they were designed more to challenge level 1 and 2 characters. By level 4 and 5, this place is cake. o----------------------------------------------------------------------o Ajantis Paladin 5 Experience: 20539 Hit points: 60 THAC0: 13 Armor Class: -1 Weapon: Longsword +2: Varscona Helm: Helmet of Infravision Armor: Full Plate Mail Shield: Large Shield +1 Belt: Girdle of Bluntness Cloak: Algernon's Cloak o----------------------------------------------------------------------o Jaheira Fighter 4/Druid 4 Experience: 11766/11766 Hit points: 48 THAC0: 15 Armor Class: 0 Weapon: Dagger of Venom Helm: Helmet Armor: Plate Mail Shield: Large Shield +1 Ring: Ring of Protection +1 Belt: Girdle of Piercing o----------------------------------------------------------------------o Viconia Cleric 5 Experience: 20577 Hit points: 40 THAC0: 16 Armor Class: -5 Weapon: War Hammer +2: Ashideena Helm: Helmet Armor: Ankheg Full Plate Mail Shield: Large Shield +1 Boots: Boots of the North o----------------------------------------------------------------------o Minsc Ranger 5 Experience: 20086 Hit points: 55 THAC0: 12 Armor Class: 1 Weapon: Two-Handed Sword +1 Composite Long Bow Helm: Helmet Armor: Studded Leather Armor +2 Gloves: Gauntlets of Dexterity Boots: Boots of Stealth o----------------------------------------------------------------------o Main Character Fighter 4/Mage 4 Experience: 10076/10076 Hit points: 40 THAC0: 10 Armor Class: 4 Weapon: Halberd +1 Composite Long Bow +1 Helm: Helmet (Kagain's) Armor: Knave's Robe Gloves: Bracers of Defense A.C. 8 Ring: Ring of Wizardry o----------------------------------------------------------------------o Imoen Rogue 5 Experience: 19924 Hit points: 40 THAC0: 14 Armor Class: 3 Weapon: Short Sword +2: The Whistling Sword Short Bow Armor: Studded Leather Armor Gloves: Bracers of Archery o----------------------------------------------------------------------o Mine Level 1 (AR5401) o======================================================================o Sequence of Events: {WLK028} 1) Misleading Miners 2) Dink the Dagger-giver 3) Beldin Shot Down 4) Return Kylee's Dagger 5) Culprits! 6) The North Half 7) Trapped Gap and Beyond 8) To Level 4 9) Conspiracy! 10) Xan 11) Escape the Mines 1) Head into the mine and a miner named Miner Gord will talk to you. He'll tell you to seek out another miner named Ruffie. Ruffie is just south, at (x=1200, y=820). He will helpfully tell you that demons are the cause of the disturbance. Another miner named Bob (x=2710, y=1260) will tell you it's a dragon. Obviously they aren't going to be very helpful. Wander around and listen to miners tell their fanciful tales. You'll run into the odd kobold and find the odd weapon rack and mine cart filled with contaminated ore. <----------------------------------------------------------------------> 2) To the south you'll find Miner Dink, who will ask you to return a dagger to one Miner Kylee. Might as well. He'll give you Kylee's Dagger. When you're done wandering around here, find the tunnel to the lower levels at (x=2100, y=1850). Mine Level 2 (AR5402) o======================================================================o 3) This mine level is darker and more menacing than the last one, and to set the mood, a terrified Miner Beldin will run up to you when you enter and tell you that demons are every where. When the conversation ends he'll be promptly shot down by several kobolds. This will set the tone for the rest of this level. There are kobolds-many with bows-fairly regularly throughout this level. <----------------------------------------------------------------------> 4) Head north-west to find a large room. At (x=850, y=2100) you'll find Kylee, whose dagger you possess. Give it back to him for a small reward and some information. There are also some weapon racks in this room, probably for those who came down here with breakable weapons. But we're too cool for that, what with our magical gear and all, right? Head to the east to find the exit to the next, lower, level. ***REWARD*** (miner kylee) EXP 200XP <----------------------------------------------------------------------> 5) Before the exit to the next level you'll find a pair of kobolds. Kill them and loot them to find two Vials of Mysterious Liquid. Wonder what THAT could be, eh? Enter the next level (x=3500, y=2600). Mine Level 3 (AR5403) o======================================================================o 6) Right in front of you at (x=1590, y=260) you'll find Joseph's Greenstone Ring. His wife will be.. well, mixed feelings, I imagine. Keep it for now. There's a trap to the east, which might just be our first trap of the game. Exciting! There are kobolds to the east and west, going down the center will take you deeper into the mine. ***ITEMS*** (x=3700, y=780) Fire Agate Gem ***TRAPS*** (x=1800, y=350) <----------------------------------------------------------------------> 7) The middle of the map is split by a chasm, with a trapped natural bridge connecting the two halves of the level. Disarm the traps and continue on. Down in the second half of this level you'll find kobolds, huge spiders, and ghouls. The latter could be a problem if we were low leveled, but as things stand, we'll roll over them. When you're ready to continue on, head to the east. ***TRAPS*** (x=2300, y=1310) (x=2300, y=1380) (x=2050, y=2150) (x=2100, y=2200) <----------------------------------------------------------------------> 8) Towards the south east you'll run into a group of kobolds, led by Kobold Commandos. What's a kobold commando? A slightly tougher kobold that fires flaming arrows. Let me go on record by saying I HATE these things. They are uncannily good at shooting you, and deal plenty of damage when they do hit. Fortunately there aren't many here, and it's not like we'll encounter them again, in greater-quickly respawing- numbers. Right? Meh.. Anyways, keeping going east and disarm the traps in front of the exit to the next-and lowest-level of the mine (x=3450, y=2350). ***TRAPS*** (x=3200, y=2570) (x=3200, y=2520) (x=3200, y=2480) Mine Level 4 (AR5404/AR5405) o======================================================================o 9) Head north-east, killing the kobolds in your way. You want to enter the cavern complex surrounded by a moat (x=1450, y=1150). Inside, to the east is a half-orc named Mulahey (x=690, y=890), and above him are several kobolds. If you're tricky, you can shoot down the kobolds without drawing Mulahey's attention. If he sees you, he'll move to initiate dialogue with you, which experience has taught use we can use to lure him to our party. His conversation ends in a fight, with him summoning a group of skeletons and kobolds north of the entrance to this cavern. He's a cleric, and like we've seen, if he gets off a hold person his minions will be troublesome. Keep on top of him and when he's low on health he'll surrender. Don't yield, as he's just using this as an opportunity to summon more minions. When Mulahey dies he'll leave behind a suit of Chain Mail Armor, Boots of Grounding, a Ring of Holiness, a Large Shield, Mulahey's Holy Symbol, a Morning Star, and 29 gold. I give the boots to my main character (or a mage) as they will be the ones most likely to be subjected to lightning bolts. The Ring of Holiness goes to Viconia (or another cleric), as I find her spells more useful than Jaheira's. Loot Mulahey's chest at (x=650, y=860). Read the letters, as one will point you in the right direction: to find a mage by the name of Tranzig, who is staying in Feldpost's Inn. The notes are signed by one Tazok, the ogre Kivan is trying to slay, and Tranzig is, of course, the mage who imprisoned Branwen. Crazy how everybody's problems revolve around this iron crisis, no? Keep the letters and Mulahey's Holy Symbol, as they serve as evidence for Berrun Ghastkill. Now who does this Moonblade belong to..? ***ITEMS*** (x=650, y=860) Potion of Absorption, Potion of Healing x2, Short Sword +1, Letter x2, Scroll of Armor, Scroll of Infravision, Scroll of Charm Person, Scroll of Sleep, Scroll of Identify, Scroll of Web, Moonblade, and 790 gold <----------------------------------------------------------------------> 10) At (x=800, y=590) you'll find Xan, to whom the Moonblade you found in Mulahey's chest belongs. You can accept him into your party. Because Xan sucks I leave him behind. If only he was a fighter/mage who could put that Moonblade to use.. but no, he sucks. And his 13 strength would make him useless as a fighter anyways. <----------------------------------------------------------------------> 11) Leave the central cavern and walk around the outside ledge of the moat, working your way clockwise. There will be two Gray Oozes in your path. Smite them and exit the mines at (x=3000, y=900). Keep in mind that once you leave, the only way back is the long way through the mines. o======================================================================o | | | Chapter 3 {WLK030} | | | o======================================================================o Sequence of Events: {WLK031} 1) Hentold's Haunting 2) The Revenant 3) Tomb #2 4) Tomb #3 5) Narcillicus Harwilliger Neen 6) Iron Throne Assassins 7) Joseph's Widow 8) Berrun's Reward 9) Prism's Bounty 10) Nimbul 11) Officer Jessa Vai You've exited the mines in the area east of the mines, and although your packs may be bursting with loot, this area is with exploring first. Also, Imoen finally hits level 6, which allows her to dual class into a Conjurer. She starts all over at level 1, but she keeps her old hit points Before I continue on with the story, I will do as much exploring as I can to get experience and hopefully get her levels up. Maybe not enough to reactivate her thief class, but enough to cast some nice spells. For her new weapon proficiency, I choose Missile weapons, as it will allow her to use slings with some skill. Also, when you rest you'll gain another spell for your main character. This area is populated by various dogs, gnolls, and ankhegs, in addition to the non-random encounters below. Wilderness (AR5000) o======================================================================o 1) South of the entrance to the mine you'll run into a rogue named Hentold (x=1230, y=2900), who is spooked about something. Accept to help him and 'take it back.' He'll give you a Dagger +2 and tell you he got it from a tomb in the east. Who wants to bet that we have no intention of giving this dagger back? (I do!) Revenant's Tomb (AR5001) o======================================================================o 2) At (x=1900, y=2850) you'll find the entrance to a cave, inside of which a Revenant will ask you for the dagger Hentold gave you. If you give it back you'll get a minor reward. Of course, if you don't, it will attack you, while occasionally asking for the dagger back. It's a fairly tough monster, but you should be able to simply be able to kill it. It is immune to non-magical weapons, but that shouldn't be a problem now, should it? If you kill it, you get much more experience AND you keep the dagger. Nice. ***ITEMS*** (x=400, y=350) Potion of Invisibility, 35 gold (x=500, y=400) Potion of Freedom, 107 gold ***REWARD*** (revenant) EXP 900 <----------------------------------------------------------------------> 3) You'll find another tomb at (x=900, y=1750) which contains a ghoul and a coffin. Splatter the ghoul, loot the coffin, and then make like a tree and leave. ***ITEMS*** (x=200, y=150) 81 gold <----------------------------------------------------------------------> 4) The third and last tomb is at (x=4530, y=2800) and is populated by three Ghasts. Kill them and loot the three sarcophagi behind them. This is where the real loot is at. Now leave and give grave-robbing a rest for now. ***ITEMS*** (x=750, y=450) Chain Mail Armor +1, Potion of Frost Giant Strength, Arrows +2 x5 (x=800, y=500) Greenstone Ring (x=900, y=530) Wand of Monster Summoning, Pearl Necklace <----------------------------------------------------------------------> 5) At about (x=3780, y=2780) you'll find a mage named Narcillicus Harwilliger Neen, who has just discovered a way to control all slimes, jellies, and oozes! If you show disdain for his discovery, he'll leave without anything happening (dialogue option #1). If you call him mad, he'll realize he indeed botched the casting (dialogue option #2, #1) and four green slimes will appear and Neen will flee. If you are excited by his discovery (dialogue option #2, #2) he'll become protective of his discovery and attack, along with two mustard jellies. I'm fairly sure they are immune to piercing damage, as well as damage from non-magical weapons. They can also inflict a weapon poisoning and slow upon characters they hit. These guys can be rough early on, and if at all possible you should try and lure them away from Neen, as the threat of a wizard is only multiplied by having these creatures around. Once they are dead, move in and deal with Neen. When he dies he'll leave behind a Knave's Robe, a Scroll of Burning Hands, a Scroll of Web, a Scroll of Lightning Bolt, a Dagger, and 38 gold. Killing them is by far the most rewarding path to take. Imoen dons the new robe. <----------------------------------------------------------------------> 6) Just north of the exit from the mines you'll find another group of assassins. That's right, a group of them this time. There's four of them, all females, led by one Lamalha (x=2090, y=200). They've got archers, they've got spell casters. Rushing in head on is probably the least effective way to deal with them, but now that my main character has full use of 2nd level spells, I'll introduce a new tactic. I creep ahead with Minsc who is using stealth to spy them out. When they are spotted, I cast web twice just in front of the closest member. This way my spell can affect them, but I do not draw their attention. Web functions like a recurring entangle, and it will constantly hold enemies in place. Unlike entangle, however, creatures who are webbed cannot attack with spells or missile fire. The only downside is that it will affect my own characters too. After they are webbed, I slink up with Minsc and my main character, and promptly shoot them to death one at a time. When I get it, I'll switch out Web with Stinking Cloud, as Stinking Cloud will affect creatures for 1d4+1 rounds AFTER they fail a save. Web forces them to save at a -2, but Stinking Cloud keeps them down much longer. Also, when your cleric gains the ability to cast animate dead you can summon up some skeletons and send them into the stinking clouds to melee your incapacitated victims. This tactic is effective because undead are immune to stinking cloud (poison) which means they can wade in and massacre your foes without being affected. Fun! Maneira will drop Leather Armor +2, a Potion of Magic Blocking, Oil of Fiery Burning, 20 Darts of Wounding, a Short Sword, and 78 gold. Zeela possessed a suit of Splint Mail, a Medium Shield, a Potion of Hill Giant Strength, a Flail, and 67 gold. Lamahla leaves behind a suit of Plate Mail, a Helmet, a Medium Shield, a Potion of Power, a Potion of Stone Form, a Mace, and 94 gold. Finally, Telka has a suit of Studded Leather Armor +1, 20 Flaming Arrows, a Long Bow, a Short Sword, and 78 gold. If you talked to Lamalha, chances are you heard her threaten you on behalf of the Iron Throne. Oh yeah, it'll come up again. You'll notice there were no bounty notes on them, meaning these ladies were hired by a different source than the previous assassins. Nobody said solving an iron crisis would be simple. Now there IS an area south of this one that just begs to be explored, but it requires you to head back to the Friendly Arm Inn, so we'll skip it for now and head back to Nashkel. <----------------------------------------------------------------------> 7) First things first, lets return Joseph's Ring to his wife. Her house is at (x=4200, y=2900), in case you forgot. You can tell her about the ring, then decide to keep it as payment for telling her, which will make her understandable angry. Or you could give the widow her late husbands ring, since it's not worth much anyways. You only get the reward if you give her the ring.. so you can be evil, or pragmatic. ***REWARD*** (joseph's wife) EXP 800XP <----------------------------------------------------------------------> 8) Go report to Berrun Ghastkill, who will reward you as long as you have either both the notes or Mulahey's Holy Symbol. If you only have the notes, he'll give you a smaller reward, you have Mulahey's Holy Symbol, you'll get a better reward. ***REWARD*** (notes) EXP 1000XP Gold 900 or ***REWARD*** (symbol) EXP 1000XP Gold 900 Reputation +1 <----------------------------------------------------------------------> 9) If you want to turn in the emeralds you got from Prism, you might as well do it now. Frankly though, you'll get more money selling the emeralds than you'll get for turning them in. ***REWARD*** (oublek) EXP 200XP Gold 300 <----------------------------------------------------------------------> 10) Now that the mines are effectively over, it's time to sell/store our loot and make ready for some more adventuring! First things first, head up the road until you run into an assassin named Nimbul (x=1250, y=680) who is voiced by the spectacular Michael Bell. He also does the voice of Raziel in the Legacy of Kain series and more recently, of Sed in Lost Odyssey. Look him up in IMDB, chances are, you've heard him on something in the past 20 years. Even more pertinent, he does the voice of an NPC in Baldur's Gate 2, the bard HaerDalis. Anywho, I suggest luring him to the party, and attacking him with as many melee characters as possible. He's got mage spells and he isn't afraid to use them, and usually this calls for missile fire, but he is.. well.. exceptionally well protected against them. Keep on him and he should fall fairly quickly. Loot his body for Boots of Avoidance, a Ring of Infravision, a letter, a Short Sword +1, 20 Throwing Axes, and 58 gold. The boots and ring both go to Ajantis, and the former explain why Nimbul was so hard to hit with missiles. It's a great defensive item for your most hardy front line fighter, the one who tends to draw missile fire. Ajantis passes his helmet down to Minsc, seeing as he no longer needs it. I put the boot on Ajantis, as he'll need them when we tackle the Firewine Ruins. They wont be his for the rest of the game, but he'll have them when he needs them. You'll also notice that the letter Nimbul had was from Tazok, the same character who was in charge of Mulahey, and it also mentions Tranzig. Head onto Beregost when you're done in Nashkel and sell or store whatever excess loot you might have. I also decide to buy a Sling +1 from the Thunderhammer Smithy for Imoen, as it will allow her to participate in combat. <----------------------------------------------------------------------> 11) In Beregost you'll be approached by a child named Chloe, who will be asking around for you. She'll tell you that an member of the Flaming Fist named Officer Vai is looking for you, and that she's waiting in the Jovial Juggler. All in good time. I head to Kagain's shop where I stash all my loot and take out all my bandit scalps, I also have Imoen scribe the scrolls I've stored here so far. With the scalps in hand I head over to the Jovial Juggler to meet with Officer Vai. She'll approach, and tell you that because of the bandit activity her and her men have been cut off from Baldur's Gate, and she's not happy. She'll pay you 50 gold for each bandit scalp you bring her, 500 for a winter wolf pelt, and 1000 for any wyvern heads-when you find some. You may also be bothered by Elminster again sometime in Beregost, but this is an inconsequential encounter. He will tell you that the bandits are in the north-east, but this doesn't do much to further our cause. I now head to the area west of High Hedge, with the ambition of clearing out all the western areas I have access to. Wilderness (AR3100) o======================================================================o Sequence of Events: {WLK032} 1) Shoal the Nereid 2) Ogre Clan 3) The Surgeon 4) Mad Arcand, Wertle woo. 5) Seductive Safana 6) A Note on Sirines 7) Sil's Squad 8) Seaside Cavern 9) Diviner Drama 10) Fifteen Birds.. 11) Gnoll Tribe 12) Best Left Buried 13) A Cousin's Plea 14) Brage 15) Bjornin's Bullies 16) Teyngan's Trio 17) Drizzt's Cameo 18) Hafiz's Horrors 19) Hunting for Samuel 20) Lena's Plea 21) Zombieland 22) Rich Farmhouse! 1) At (x=2900, y=530) you'll find Shoal the Nereid, who will attempt to talk to you, offering a kiss. Whatever you do, do NOT talk to her with your main character, because her kiss is fatal, and she doesn't take no for an answer. Now you CAN kill her before she reaches you, and if you do you'll receive a whopping 5000 experience for her. Still.. it's more profitable to let her talk to you. Lead with a character who is disposable.. in this case I choose Imoen, since at her level she's the least useful. Once she is kissed, Imoen dies and Shoal turns hostile. Rough her up a bit and she'll yield, blaming her actions on one Ogre Droth. Force her to restore your comrade and offer to fight on her behalf. She will do so, but your fallen comrade will have only a single hit point, so quickly heal them. Droth will show up eventually, questioning Shoal. Kill him and talk to Shoal for some experience. Droth will drop a Helmet of Defense, a Horn Coral Gem, a Bastard Sword, and 129 gold. The helmet of defense gives a bonus to all saves and 20% resistance to electrical, cold, and fire damage. I put it on Viconia, as improving her saves will make her less likely to fall victim to status effects. If your cleric is incapacitated, they wont be able to use their magic to help others. ***REWARD*** (shoal the nereid) EXP 750XP <----------------------------------------------------------------------> 2) In the center of the map you'll find a clan of ogres, consisting of everything from Ogrillons, Half Ogres, Ogres, and Ogre Berserkers. Simply put, they're not to be trifled with. I hit them with a double shot of web and some entangles (for good measure) and shoot most of them to death. <----------------------------------------------------------------------> 3) At (x=2890, y=2090) you'll find the Surgeon, who will offer to heal your party. After fighting those ogres nearby, you might just want to take him up on his offer. If you ask who he is, he'll tell you about his brother, Davaeorn. Again, who wants to bet that name will come up again? He'll cast about seven cure light wounds on you and leave. That's refreshing, eh? <----------------------------------------------------------------------> 4) At (x=2000, y=1280) you'll find a gnome named Mad Arcand, who will ask you to retrieve an item from a pirate ship (x=900, y=1590). Go search the ship, which is guarded by carrion crawlers, and retrieve a ring from it. The ring is cursed, so there's no reason to keep it. Return it to Mad Arcand for a reward. Now that you're done here, head down to the area south of this one.. the area with the light house. ***ITEMS*** (x=900, y=1590) Ring of Folly ***REWARD*** (mad arcand) EXP 300XP Items Oil of Fiery Burning Wilderness (AR3600) o======================================================================o 5) At (x=3750, y=2390) you'll find the thief Safana. She wants to go hunting for the treasure of one 'Black Alaric'. If you need a thief, Safana is a great choice, if you've got Imoen and plan to keep her, tell Safana to walk. Accept to hunt for the treasure (which we'll do shortly) if you want her in your party. <----------------------------------------------------------------------> 6) There is a path to the east of the map that leads south. It is positively swarming with hobgoblins, and they respawn fairly regularly. To the west of this group of hobgoblins by the shore you can often find another large, respawning group of hobgoblins. Make you way to the north-western shore. You'll have to kill a number of Sirens along the way, and they can cause havoc. They tend to start out by casting invisibility, then they follow up the next two rounds casting charm person, which-needless to say-can cause problems. Charmed characters will attack their allies, and should be avoided or-if you're high enough level-dispelled. After that they tend to fire away with Arrows of Biting, which can do some serious damage, especially if they decide to continue shooting at a charmed character (it happens). Still, I find the best way to kill Sirines is to simply concentrate as much missile fire on them as possible. Fittingly, they give a hefty sum of experience, and they drop arrows of biting and pearls, both of which are fairly nice. <----------------------------------------------------------------------> 7) In the north-western corner you'll find Sil (x=350, y=1150) and two of her Sirine buddies. I drop webs on them and do my best to pick them off. Now that Imoen can throw web spells, I can drop four of them in succession, which just about ends most fights before they begin. Seaside Cavern (AR3601) o======================================================================o 8) There's a cave that Sil and her gals were in front of (x=400, y=900). Go inside of the cave and exterminate the Flesh Golems within. Flesh Golems are tough and immune to non-magical weapons, but by now you should be able to slay them without suffering too much. How tough are they? They can hit a -5 armor class on a roll of 17, which makes them fairly rough in my book. There are a total of three of them in the cave, and they are fairly far apart. By the way, this cave is a great place to level up, since Flesh Golems will attack you fairly regularly if you rest. There's a.. rock.. you can loot at (x=700, y=350). Among its other treasures is a Manual of Bodily Health. As always, use this on your main character. Mmm.. Constitution. Exit the cavern and continue exploring the wilderness area. If you have Safana in your party, she'll offer to stay with the group after clearing out this cavern. ***ITEMS** (x=700, y=350) Dart of Wounding x10, Antidote, Potion of Infravision, Elixer of Health, Potion of Absorption, Wand of Paralyzation, Cloak of the Wolf, Manual of Bodily Health, 312 gold <----------------------------------------------------------------------> 9) At (x=3500, y=2950) you'll find a mage by the name of Arkushule, who will offer to read your fortune. Allow her to, and she'll tell you what she sees. She'll freak when learns about you 'back before this Gorion.' Continue to pester her for what she saw and she'll freak out and attack. Kill her and take her stuff. You'll gain a Mage Robe of Cold Resistance, a Scroll of Burning Hands, and 38 gold. <----------------------------------------------------------------------> 10) At (x=1420, y=3680) you'll find a commoner whose son was playing in an abandoned lighthouse before some worgs came and surrounded the place. Head up to the north-west to find the light house and slay all the worgs around it. There are only about three of them, which makes this a piece of cake. When they're dead go back to the mother for your reward. Now head to the area south of this one. ***REWARD*** (commoner) EXP 500XP Gold 60 Reputation +1 Wilderness (AR4100) o======================================================================o 11) Along the northern edge of the map you'll find a variety of gnolls, including gnoll elites, slashers, veterans, a chieftan and a flind. Kill them, and loot the chieftan for a nice little pay day. Excavation Site (AR4101) o======================================================================o 12) Towards the middle of the map you'll find a dig site, and the dig leader Charleston Nib (x=2860, y=1510). Talk to him and say whatever you wish. When the conversation is over another man, Gallor, will come and talk to you. He's under the impression that there is some great treasure to be found in this dig and asks you to remove Nib. Accept or don't, but if Gallor walks off you wont get a reward from him. If you threatened to rob Nib, you'll have to kill them all to get into the tomb. If not, talk to Nib and watch a cutscene. The miners will go mad and you'll have to put them down. After which talk to Nib for a reward. Now if you want to be evil, you have to kill Nib and take the treasure from a sarcophagus (x=1150, y=550). Nib has a Sunstone Gem and 100 gold on him. If you take the Idol you got from the sarcophagus out of the tomb area, you'll be attacked by a Doomsayer. This critter is NOT for weak parties, as it has a decent armor class, hit points, and it can simply tear you apart in melee. Unfortunately it's immune to non-magical weapons. About the only thing that hurts it well are magic missiles. If you unload upon in magically and in melee, and take wounded characters out of it's attack range, you should prevail. I choose to help Nib and ignore Gallor, then I take the idol and kill the Doomsayer. ***ITEMS*** (x=1150, y=550) Idol ***REWARD*** (nib) EXP 1000XP Gold 50 Reputation +1 or ***REWARD*** (gallor) EXP 900XP Reputation -2 <----------------------------------------------------------------------> 13) At (x=3650, y=2050) you'll find Laryssa, who will talk to you and ask you to not kill her cousin Brage. (Remember, the murderous commander from Nashkel?) If you say you're going to kill him, she'll attack you. She possess a suit of Studded Leather Armor, a Small Shield +1, and a Flail. <----------------------------------------------------------------------> 14) Brage is just north of Laryssa, at (x=3700, y=1930) and he'll ask you a riddle, the answer to which is Death. If you get it wrong, he'll attack you, if you answer correctly he'll snap out of his madness. If you kill Brage you'll be able to loot him for a suit of Chain Mail Armor, a Potion of Stone Giant Strength, a Two Handed Sword, Cursed Berserking +3, Brage's Body, and 83 gold. And you'll get to claim Oublek's reward. If you take him back to the Temple of Helm in Nashkel, you'll get a reward from the temple, as well as Oublek's reward, which is by far the best path to take. Plus, you'll still get his sword and potion by sparing him. You'll automatically take Brage back to Nashkel when you do this, so make sure everything in this area is done. Now you have only one more western area left to do, which is north-west of Nashkel. Head there when you're ready. ***REWARD*** (kill brage) EXP 500XP Gold 250 or ***REWARD*** (save brage) Gold 1000 Wilderness (AR4200) o======================================================================o 15) You'll run into a number of half-ogres near the northern edge of this map. These are the ogres that beat up Bjornin. Kill them and talk to Bjornin at your leisure. Keep in mind that if you stole the Medium Shield +1 from him earlier, you're not getting it as a reward. ***REWARD*** (bjornin) EXP 400XP Item Medium Shield +1 Reputation +1 <----------------------------------------------------------------------> 16) At (x=3850, y=1330) you'll find Teyngan and his merry band of bandits.. well, merry duo. You know the deal. They'll ask for your money, you decline and kill them, that old bird. By this point in the game we can simply walk up to them and pummel them, but a double shot of web works just as well. Zekar will leave behind a suit of Leather Armor, a Helmet, 20 Arrows, a scalp, a Composite Long Bow, a Bastard Sword, and 14 gold. Jemby will drop a Mage Robe of Fire Resistance, a Scroll of Resist Fear, a Scroll of Larloch's Minor Drain, a Scroll of Chromatic Orb, a scalp, a Quarter Staff, and 23 gold. Finally, the chatty one, Teyngan will give you a suit of Splint Mail Armor, a Helmet, a Potion of Healing, a scalp, a Mace, and 93 gold. Not much of a haul at this level, and not worth the trouble earlier on. <----------------------------------------------------------------------> 17) In the middle of the map you'll find the one, the only, the most famous and well-loved dark elf Drizzt Do'Urden! He's being harassed by gnolls and will ask for your help. What's he doing this far south? Has he ever even been this far south? Maybe during the Halfling's Gem, but he would have been on a boat at the time.. anyways, if you're goodly folks, agree to help him out and kill the gnolls.. although Drizzt admittedly does most of the work. If you're evil, you may just want to kill him for his goodies, but be prepared, Drizzt is no push over, and he will decimate your party if he gets close enough. The best way to handle him? Be level 5-6 at the minimum, be able to cast haste, and summon as many minions (monster summoning I and II, animate dead) as possible and use them to occupy Drizzt, as well as deal incidental damage. The rest of the party should fire on him with the best missile weapons they can get their hands on. Obviously this isn't for the faint of heart, so it'll take some doing before you can take Drizzt down. You should be warned that killing Drizzt here WILL come back to you in the sequel, although it may simply deny you aid, it could result in a fight. When you're done here, lets work on the eastern side of the map. We'll have to ignore some areas, like Ulcaster, Firewine, Gullykin, and Durlag's. I simply don't have a thief to tackle the traps in those areas yet. Go to the area east of the Nashkel mines that we haven't explored yet. Wilderness (AR5500) o======================================================================o 18) At (x=850, y=850) you'll find a dwarf named Hafiz who will approach the party when he sees you. You can blow him off, or pick a fight. If you kill Hafiz you'll get a Scroll of Protection from Magic, a Scroll of Color Spray, a Short Sword, and 67 gold. If you pick dialogue options #1, #1, and #3, he'll decide to help you by giving you his Scroll of Protection from Magic. Do whatever you wish. <----------------------------------------------------------------------> 19) Along the western edge of the map is a Flaming Fist Mercenary, who is looking for a deserter named Samuel. He'll approach you if he sees you, asking you to identify yourselves. 'We're a rampaging horde of Tarrasques. Krie! Krie!' Hah, epic. Why would a Tarrasque go krie? Who knows. It's still epic. Say you're adventurers and he'll tell you about Samuel. Pick a fight with him and he'll attack. Of course, you'll take a large reputation hit if you kill him, so it's really not worth it. <----------------------------------------------------------------------> 20) You'll find Lena at (x=3140, y=2270), who will ask you to take her friend Samuel to the Friendly Arm Inn. You can extort a Jade Ring from her by asking for payment, you can even renege after taking her ring. Still, if you offer to help Samuel he'll be added to your inventory. You can now take him back to the Friendly Arm Inn, or turn him into the Flaming Fist Mercenary you met earlier. The reward for taking him to the Friendly Arm Inn is better though. You'll need to leave immediately and go straight to the Friendly Arm Inn, as Samuel won't survive long in your care. Take him to the Temple of Wisdom next to the Inn at (x=3900, y=2400) and talk to Gellana Mirrorshade, who wanders about inside. If he died along the way, you wont get any reward. While you're here, buy a Scroll of Stone to Flesh. Before we head over to the east, lets collect an item from the wilderness area north of the bridge leading to Baldur's Gate. ***REWARD*** (flaming fist) Gold 50 or ***REWARD*** (gellana mirrorshade) EXP 500XP Item Elixer of Health Item Potion of Heroism Reputation +1 Wilderness (AR0400) o======================================================================o 21) This area is pretty easy, as it's populated with zombies. We could have done it earlier, but I have continuity to think about here. You'll find a farmer named Wenric at (x=620, y=550), who will ask you to exterminate the twenty zombies lurking about the map, in return for which he'll pay you 150 gold. Fair enough. Return to him after you're done exploring the area and slaying petty undead. ***REWARD*** (wenric) EXP 800XP Gold 150 Farm House (AR0401) o======================================================================o 22) Enter the house behind Wenric at (x=600, y=350). There's some looting to be done in here, even if the locks are somewhat stubborn (one of the reasons I don't come here is because these chest typically require me to have the knock spell.) I put the Cloak of Protection on my main character. ***ITEMS*** (x=130, y=200) Long Sword, 24 gold (x=240, y=140) Pearl Necklace, 11 gold (x=400, y=120) Cloak of Protection +1 Head back to Beregost, stock up, rest, and get ready to head east. First things first, lets continue with the main story just a bit and open up some new map areas. After you're done preparing head to Feldpost's Inn. Feldpost's Inn (AR3351/AR3352) o======================================================================o Sequence of Events: {WLK033} 1) Tranzig 2) A Note on Basilisks 3) Korax the Ghoul 4) Shar-Teel 5) Transmuted Tamah 6) Mutamin's Challenge (The Baldur's Gate Version!) 7) Waterhavian, Born and Bred 8) Fahrington's Folly 9) Red Wizard Ruins 10) Spider Nest 11) Defiled Druid Grove 12) Gibberling Tower 13) Teven and the Bandit Camp 14) A Note on Black Talon Elites 15) Viconia 16) Raiken and the Bandit Camp 1) Head upstairs to find Tranzig at (x=200, y=570), who is apparently eager to get out of town. Surround him and pick a fight, he shouldn't be too much trouble at this stage in the game. Loot him for a Ring of Protection +1, a Wand of Magic Missile, a letter, a Quarter Staff, and 91 gold. The Ring goes to whatever front line fighter still doesn't have a ring (barring the wearer of Ankheg Full Plate, which is magical and will not stack.) The letter tells you to look in Peldvale or Larswood to find the bandit camp. First things first, head to the wilderness area east of the Temple. Wilderness (AR3500) o======================================================================o 2) This area can be rough, as it contains Basilisks. On their own, they're not too bad-except for the fact that they can turn you to stone with their gaze. This is not a good thing, and should be avoided at all costs. There is a second level mage spell 'Protection from Petrification' which renders you immune to this threat, thus turning the deadly basilisk into mere experience cows. I used to do this area early (at level 3) to milk it for experience, but it really can wait. Just make sure you scout the area out with a stealthed character and cast protection from petrification on a fighter to tackle the basilisks, or you're in for a rough time. There are a number of them amongst the debris south of the center of the map, and more in the forest to the north, but we'll cover that separately. I tend to cast protection from petrification on my best archer and go on a basilisk hunting spree. <----------------------------------------------------------------------> 3) At (x=440, y=1560) you'll find a ghoul named Korax. He was featured prominently in the book-yes, I read it-but he's a VERY minor character. The only good thing about that book is Xan's demise.. fittingly, he gets killed by spiders, just like his relative in Icewind Dale. Anywho, talk to Korax and he'll travel with you for a while. Being as he's dire charmed, he'll go hostile when it wears off. Until then, you get a pet ghoul. Pretty cool. Send him to the north-east to attack some Basilisks, since he's immune to their gaze. He actually does pretty well, I got him to kill two Lesser Basilisks before he died. <----------------------------------------------------------------------> 4) You'll find a warrior woman by the name of Shar-Teel at (x=270, y=300). She'll challenge your best warrior to a duel.. your best MALE warrior. If she wins she gets 20 gold, if you win, you get her to join you. Sounds like she doesn't value herself very highly.. and she has a chip on her shoulder. If you want her in your party, duel her. She's actually a pretty good fighter, if you can be bothered to go this far out of the way to get her. <----------------------------------------------------------------------> 5) A warrior named Tamah has been turned to stone (x=1430, y=820). Use that Scroll of Stone to Flesh you bought at the Friendly Arm Inn to turn her back to normal. If you are evil, you can force her to give you her house, which is just south of Beregost next to a lake. Of course, the house is half submerged in water and useless (which gives us an indication of how long she's been here) but if you want SOMETHING.. even if it's nothing.. If you don't try and get anything out of her, you'll get an experience reward for being such a nice guy. ***REWARD*** (evil) Reputation -1 or ***REWARD*** (good) EXP 300XP Reputation +1 <----------------------------------------------------------------------> 6) At (x=2150, y=860) you'll find a gnome named Mutamin. If the name sounds vaguely familiar, you'll recall that in Neverwinter Nights there was an Innkeeper named Mutamin. Mutamin's Challenge? Anyhow, the fact that this little critter is surrounded in basilisks and their victims should clue you in to the fact that something is wrong with him. When he sees you he'll try and talk to you. Lure him AWAY from his 'pets' and deal with him separately. Mutamin will leave behind an Adventurer's Robe, two Potions of Healing, a Scroll of Horror, a Scroll of Stinking Cloud, a Quarter Staff, and 120 gold. That stinking cloud scroll has been a long time in coming, but now that we have it, Imoen gladly scribes it. I sell the Adventurer's Robe, as I prefer the armor class bonus versus slashing weapons and the +1 save versus death on the Knave's Robe over the armor class bonus against bludgeoning and the +1 save versus petrification/polymorph on the Adventurer's Robe. <----------------------------------------------------------------------> 7) North of the middle debris and south of the forests you'll come across another group of adventurers, led by one Kirian (x=3050, y=1940). They'll try to pick a fight by taunting you, and by all means, fight them. They're rough, but nothing four webs cast from afar can't fix. Loot Baerin's body for a suit of Splint Mail Armor, 40 Arrows +1, a Long Bow, a Spear, and 49 gold. Lindin will drop a suit of Plate Mail Armor, a Medium Shield, a Potion of Absorption, a Potion of Invisibility, a Long Sword +1, and 75 gold. Peter drops a suit of Chain Mail Armor, a Helmet, a Medium Shield, a Potion of Explosions, Oil of Fiery Burning, a Morning Star +1, and 97 gold. Finally, loot Kirian for a Golden Girdle, Bracers of Defense A.C. 7, a Scroll of charm Person, a Scroll of Infravision, a Scroll of Protection from Evil, a Long Sword +1, and 163 gold. Now THAT is a haul! They can be beaten earlier.. in fact, this entire area can be cleared at level 3, but there are easier magical weapons to obtain, so I put the Waterhavians on the back burner until now. The Golden Girdle gives a +3 bonus to armor class against slashing weapons, and I put it on Viconia pretty much by default, since my other two front line fighters are wearing other girdles. I put the Bracers of Defense A.C. 7 on Imoen, since my main character is using the Bracers of Archery. Now I head to the area north of this one. Wilderness (AR3000) o======================================================================o 8) At about (x=1460, y=1060) you'll find a man named Fahrington, who will ask you to retrieve a scroll of his that was stolen by an ill-fated Tasloi who fled into an ettercap lair. The ettercaps are at around (x=4040, y=650). Grab his protection scroll and bring it back to him. You'll get a minor reward and get to keep the scroll-which is cursed anyhow. ***REWARD*** (fahrington) EXP 300XP <----------------------------------------------------------------------> 9) Just west of the middle of the map you'll find some ruins, upon which are a number of red wizards led by one Denak (x=1760, y=2160). If you have Edwin in your party, they'll recognize each other and the four mages will leave. Otherwise, you're in for a fight, and everybody loves fighting groups of mages, right? In any event, I hit them with stinking clouds and webs, and a silence 15' radius for good measure and shoot them to death. If you want to fight them but you have Edwin in your party, you'll have to disband him temporarily. Lasala will leave behind a Mage Robe of Cold Resistance, a Scroll of Grease, a Scroll of Protection from Petrification, a Quarter Staff, and 81 gold. Diana drops a Mage Robe of Fire Resistance, a Scroll of Blindness, a Scroll of Agannazar's Scorcher, a Quarter Staff, and 81 gold. Brendan will cough up a Mage Robe of Cold Resistance, a Scroll of Burning Hands, a Scroll of Armor, a Quarter Staff, and 81 gold. Loot Denak for a Mage Robe of Electrical Resistance, a Ring of Energy, two Potions of Healing, a Quarter Staff, 10 Darts, and 102 gold. I give the Ring of Energy to Viconia, mostly for.. sentimental reasons. I think she'd appreciate it. <----------------------------------------------------------------------> 10) Over in the far east is a nest of spiders, replete with web traps to make fighting them more hellish. This spider nest includes ettercaps, giant spiders, phase spiders, sword spiders, and wraith spiders. I highly suggest creeping forward and luring them out one or two at a time. Sword Spiders are incredibly fast and capable of dealing out severe damage quickly, tearing lightly-armored characters to bits. Wraith Spiders are immune to non-magical weapons, and can drain your strength. Phase Spiders teleport about and possess a very lethal poison. once they're all dead, however, it's a pretty nice experience load for you. Now head to Larswood. ***TRAPS*** (x=3800, y=1550) (x=3600, y=1990) (x=3020, y=1601) Larswood (AR2900) o======================================================================o Note that there won't be very many bandits in this area before or after chapter 3. In chapter 3, however, when this is one of the areas adjacent to the bandit camp, you'll find bandits roaming about in larger numbers. Also, during chapter 3 you may run into Black Talon Elites, which mostly spawn in Peldvale. 11) Over near some henges you'll find a deranged druid named Osmadi (x=4610, y=700) who will accuse you of killing his brothers. He won't listen to reason, and will attack, aided by some Cave Bears. Another druid named Corsone will help you put him down. Osmadi will leave behind a suit of Leather Armor, a Quarter Staff, and 12 gold. Talk to Corsone after the fight and pick dialogue options #1, #2, #2, #2 to expose him as the murderer. Put down Corsone and loot him for a suit of Leather Armor, a Quarter Staff and 12 gold. <----------------------------------------------------------------------> 12) In the south-western area of the map you'll run into a horde of gibberlings that are apparently lairing near an abandoned tower. Kill them and take their goodies. <----------------------------------------------------------------------> 13) If you're in chapter 3 you'll find a bandit named Teven over at (x=1470, y=2250). If you provoke him, he'll attack, leaving behind a suit of Splint Mail Armor, a Medium Shield, a Long Sword, and 45 gold if you kill him. You can trick him into taking you back to the bandit camp by picking dialogue options #2, and then #3 or #4. If you picked option #4, you'll have to fight Tazok upon reaching the camp, if not, you'll get a chance to talk to him. But that's not important just yet, I prefer to clear out Peldvale before tackling the bandit camp. Peldvale (AR2400) o======================================================================o 14) This area contains Black Talon Elites, armored archers who love shooting you with Arrows of Ice and Arrows +1. Fortunately, they're susceptible to sleep, and if you can withstand their fire they are a great place to stock up on magical arrows. They are not for weak parties, however, so venture here with caution. In addition to random encounters, this place contains a number of lootable objects. ***ITEMS*** (x=1420, y=3450) 10 gold (x=4100, y=2560) 32 gold (x=1200, y=1770) 10 gold <----------------------------------------------------------------------> 15) Over in the north-western corner of the map you'll find Viconia, who will implore you to aid her. If you want her in your party you'll accept, and a Flaming Fist Mercenary will show up. You'll have to defend Viconia from him if you want to keep her around. Kill the Flaming Fist Mercenary and accept Viconia into your party. Your reputation will take a two-point hit, but you'll get a good cleric. <----------------------------------------------------------------------> 16) If you're in chapter 3 you'll find a bandit named Raiken at (x=4000, y=590). You can kill him, or trick him into taking you to meet Tazok. If you kill him he'll drop a suit of Chain Mail Armor, a Medium Shield, a War Hammer +1, and 39 gold. His conversation goes exactly like Teven's (see above). Pick option #2, and then #3 or #4 to get him to take you back to the camp. Note that you can kill one of the two, and then go to the other to get to the bandit camp. Namely kill Raiken, take his gear, then get Tevan to show you to the bandit camp. Pick dialogue options #2, and #4, as it allows you to talk your way out of fighting Tazok for experience. If you don't want to be stealthy, you can always exit Peldvale from the northern edge of the map and simply walk to the bandit camp, but every one will be hostile.. not that I don't plan to kill them anyways, but still. You get the most experience by killing Raiken, getting Teven to take you to the bandit camp, and then talking Tazok out of a fight. Go back to town, clear out your inventory, then proceed with getting to the bandit camp any way you choose. You may want to rest in Peldvale to provoke Black Talon Elites in order to stock up on magical arrows before you head off to the bandit camp, although it's not necessary ***REWARD*** (talking raiken or tevan into taking you to the bandit camp) EXP 400XP Bandit Camp (AR1900) o======================================================================o Sequence of Event: {WLK034} 1) Exploring the Bandit camp 2) Gnoll Cave 3) Tent (AR1902) 4) Tent (AR1904) 5) Tent (AR1905) 6) Tent (AR1906) 7) Tent (AR1907) 8) Ardenor Crush 9) Taugosz Khosann 10) Tazok's Tent 1) Once you get to the bandit camp you'll be approached by the ogre Tazok. You know, the same guy who was signing all those letters. If you pick dialogue options #3, #2 you'll talk Tazok out of a fight, and be free to wander the bandit camp unmolested. While you're here, you might as well loot, right? I'll assume you loot at your own pace, lets do some dismantling of this camp piecemeal. ***ITEMS*** (x=4060, y=750) Throwing Dagger x10 (x=4160, y=900) Medium Shield +1, 23 gold (x=3970, y=970) Wand of Fear, 34 gold (x=4470, y=770) 56 gold (x=3820, y=840) 95 gold (x=3640, y=1160) 76 gold (x=3330, y=950) Potion of Firebreath, 87 gold (x=3250, y=900) Short Sword +1, 134 gold (x=3040, y=1000) 102 gold (x=2840, y=1100) Potion of Perception (x=2700, y=1060) Acid Arrow x1, Arrow of Piercing x1 (x=2140, y=1100) 47 gold (x=1950, y=1080) Potion of Healing x2, 13 gold (x=1280, y=950) Scroll of Flame Arrow (x=1735, y=800) Potion of Fortitude (x=1300, y=890) 35 gold (x=2010, y=460) Potion of Heroism (x=2080, y=400) Oil of Fiery Burning Gnoll Cave (AR1903) o======================================================================o 2) There's a cavern at (x=2400, y=700), in front of which a hobgoblin stands. If you talk to him, he'll warn you about the gnolls inside. Go inside, and a gnoll named Garclax will talk to you. No matter what you say, it ends in a fight. Slaughter the gnolls and take their booty. Garclax will drop two Angel Skin Rings, a Silver Necklace, and a Halberd. Now that the gnolls are dead head over to Ardenor Crush. Tent (AR1902) o======================================================================o 3) This tent is populated by a trio of hostile gnolls. Kill them, rob the tent, and leave. ***ITEMS*** (x=380, y=120) 53 gold (x=350, y=100) Pearl Necklace, 19 gold Tent (AR1904) o======================================================================o 4) This tent contains a hobgoblin named Tersus, who will give you Leather Armor (the kind all the bandits wear!) or give you information. Loot and leave. ***ITEMS*** (x=380, y=120) 83 gold (x=350, y=100) Long Sword, Short Sword (x=120, y=150) tainted Oil of Speed Tent (AR1905) o======================================================================o 5) When you come into this tent you'll be accosted by Knott. If you threaten him he'll spill the beans about the camps' layout and tell you where Tazok's tent is.. if you couldn't figure it out. Loot and leave. ***ITEMS*** (x=480, y=140) Potion of Fortitude (x=350, y=100) Dagger, 32 gold Tent (AR1906) o======================================================================o 6) Another empty tent waiting for some looting. ***ITEMS*** (x=480, y=140) Potion of Healing (x=360, y=130) 48 gold (x=120, y=150) 9 gold Tent (AR1907) o======================================================================o 7) This tent is empty, but it does have some high-quality looting. Namely, you can find a Scroll of Fireball in the chest in the back. It's been a wait, but now you can give this to your main mage, for them to fling about as needed. ***ITEMS*** (x=530, y=350) 39 gold (x=350, y=100) Scroll of Fireball, scroll of Web <----------------------------------------------------------------------> 8) You'll find the leader of Chill, Ardenor Crush, at (x=1800, y=570). Head up to him after looting and killing the gnolls and pick a fight. Ardenor Crush will drop Studded Leather Armor, a Helmet, a Bastard Sword, and 104 gold. Make your way down through the camp killing as you go. By now the bandits should be cake. <----------------------------------------------------------------------> 9) At (x=3400, y=1320) you'll find Taugosz Khosann, leader of the Black Talon. He can be rough, as he's a decent level fighter in full plate mail. I entangle him and shoot him down. Ah, the great equalizer.. He'll leave behind a suit of Full Plate Mail Armor, a Medium Shield +1, a Potion of Fortitude, a Potion of Firebreath, a War Hammer +1, and 85 gold. Now that's some loot. I put the armor on Jaheira. Continue slaying on your way to Tazok's tent (x=3600, y=900.) Tazok's Tent (AR1901) o======================================================================o 10) Once inside the tent you'll be immediately questioned by a bandit named Raemon. Regardless of what you say, a fight ensues. I send Ajantis to occupy the hobgoblin Hakt in the back, and concentrate fire on the mage Venkt with my main character, Imoen, and Minsc. Jaheira attacks Raemon and Viconia engages Britik. By now my characters simply outclass these goons, and they fall in short order. Venkt leaves behind a Mage Robe of Fire Resistance, two Potions of Healing, a Scroll of Color Spray, a Scroll of Blindness, a Scroll of Friends, a Quarter Staff, 10 Darts, and 92 gold. Britik drops a Sphene Gem, a Horn Coral Gem, a Scroll of Strength, and a Halberd. Hakt drops a suit of Leather Armor, 20 Arrows, a Silver Ring, a Bastard Sword, a Long Bow of Marksmanship, and 85 gold. Finally, loot Raemon for a suit of Leather Armor, 10 Arrows of Ice, 20 Arrows, a scalp, a Long Sword, a Composite Long Bow, and one single gold coin. That bow is just as good as the Composite Longbow +1, but the to hit and damage bonuses are reversed on them. I give it to Minsc, since he need the THAC0 more than my main character. That's right, the Ranger is getting outshot by the Fighter/Mage Talk to Ender Sai (x=170, y=310), who will tell you that he only crossed the Iron Throne before ending up as Tazok's prisoner, and that Tazok has been taking trips to the Cloakwood forest. Sounds like our next destination. Loot this tent and head back to Beregost to unload loot. Be careful of the large chest at (x=150, y=270), which is trapped with a lightning bolt trap. At this point in the game I have two options, 1) go all the way back to Beregost and get Safana to disarm it, or 2) just weather the trap. Either way, it sucks. Lazy Imoen. When you grab the letters chapter 3 ends. ***ITEMS*** (x=440, y=520) 410 gold (x=380, y=140) 340 gold (x=140, y=140) Potion of Magic Blocking (x=150, y=270) Letter x2, Scroll of Stinking Cloud, Scroll of Aganazzar's Scorcher, Scroll of Horror, 2060 gold ***TRAPS*** (x=150, y=270) o======================================================================o | | | Chapter 4 {WLK040} | | | o======================================================================o You've ended the bandit raids and cleared out the mines, but you still don't know why these events are taking place, or why this Tazok is connected to both the iron shortage and the caravan raids. By reading the letters you found in Tazok's tent you'll introduce a new nemesis, Tazok's apparent superior, Davaeorn. This Davaeorn is the name of the Surgeons brother, if you'll remember. Anyways, it seems that answers await in the Cloakwood Forest. But I still don't have my thief abilities back on Imoen, so I need to get more experience. Also, with the new money I gained in the bandit camp (and throughout chapter 3) I purchase a Robe of the Archmagi from Thalantyr. Oh, and it's a new chapter, so expect another dream. Ulcaster as my first step to finishing off the east. Ulcaster (AR3900) o======================================================================o Sequence of Events: {WLK041} 1) Furret's Forgery 2) The More the Merrier 3) Over My Dead Body! 4) Ulcaster's Request 5) Jelly Loot 6) To the West 7) To the East 8) Massacre Molkar 9) Gullykin 10) Kobold Conspirator 11) Halfling Harassers 12) Firewine Dungeon Crawl 13) Poe's Poem 14) Meilum's Mistake 15) Kahrk 1) Near the northern part of the western side of the area map you'll find a halfling named Furret, who will try and sell you a 'gem of true seeing' for 1000 gold. It is, of course, bogus. I prefer to kill him and take his stuff, for trying to con us innocent adventurers. He'll leave behind a suit of Leather Armor, a Turquoise Gem, a Dagger, and 1 gold. <----------------------------------------------------------------------> 2) South-west of the center of the map you'll find a green-clad hobgoblin who has, amongst his other possessions, Boots of Stealth. Well, having a second pair can't hurt, now both Imoen and Minsc can enjoy the improved stealth. I found this hobgoblin at (x=1950, y=2600). <----------------------------------------------------------------------> 3) On top of the plateau you'll find an undead warrior named Icharyd (x=4280, y=1200). He will enter dialogue with you when he sees you, and say that he..wants your flesh.. Over my dead body!...Wait a minute... Ah, This is why I love this game. Destroy him and he'll leave behind a Helmet, a Medium Shield, a Sphene Gem, a Flail +1, and 76 gold <----------------------------------------------------------------------> 4) Up near the entrance to the remains of Ulcaster you'll find.. Ulcaster. Talk to him four times, and he'll say "with the retrieval of the simplest of tomes...beneath the rubble...on the lowest floors... return hope...history is so important..." Keep your eyes peeled for a book in the school to please Ulcaster. The entrance to Ulcaster is at (x=3050, y=650). Let's give it a look-see, shall we? Ulcaster Ruins (AR3901) o======================================================================o 5) To the east you'll find a pair of jellies, one Ochre and one Mustard that are guarding treasure at (x=2185, y=1035). ***ITEMS*** (x=2185, y=1035) Bastard Sword, Potion of Mirrored Eyes, Chyrsoberyl Gem, Splint Mail Armor, Cursed Scroll of Ugliness <----------------------------------------------------------------------> 6) Turn around and go west. You'll come across a lootable corpse at (x=1230, y=160). You'll fight some dire wolves and find more loot on the floor at (x=660, y=370). Continue east and kill some huge spiders and pick up more loot (x=855, y=580). ***ITEMS*** (x=1230, y=160) Dagger +1, Potion of Genius, 101 gold (x=660, y=370) Potion of Strength, Skydrop Gem (x=855, y=580) Potions of Healing x2, 85 gold <----------------------------------------------------------------------> 7) Now head back into the room with the wolves and take the passage to the west. It's kind of hard to see, but if you go all the way down to the southern wall, the fog of war should dispel along the path to the west. Kill two more dire wolves and continue on until you find two dread wolves. Keep going east until you find another dead body at (x=1170, y=1390). Be careful of the trap nearby. Head north from the trap and kill a vampiric wolf. Do some more looting, being wary of the trapped pile of corpses which-by the way-contains the book Ulcaster is looking for. Head back to the surface, find Ulcaster, and return his book. You're now down with this place, lets explore Gullykin. ***ITEMS*** (x=1170, y=1390) Zircon Gem, Arrows of Biting x2, Arrows of Piercing x3, 38 gold (x=1570, y=1430) Wand of Fire (x=1515, y=1250) Potion of Healing, Potion of Absorption (x=1400, y=1100) Potion of Hill Giant Strength, Oil of Fiery Burning, Potion of Healing x2, tainted Antidote, Acid Arrow x10, Arrow of Ice x10, History of the Darkness ***TRAPS*** (x=1150, y=1450) (x=1400, y=1100) ***REWARD*** (ulcaster) EXP 1000XP Gullykin (AR4000) o======================================================================o 8) Gullykin itself is to the north, so lets head south and clear out the wilderness around Gullykin. There's one encounter in particular that's worth finding. Along the southern edge of the map you'll find Molkar, the leader of a group of bounty hunters who are after.. guess who? Been a while, eh? Anyhow, stinking cloud, web, and fireballs end this battle quite decisively. Morvin drops a suit of Chain Mail Armor, a Helmet, a Battle Axe, and 38 gold. Halacan will leave behind a Scroll of Sleep, a Scroll of Color Spray, a War Hammer, and 38 gold. Loot Drakar for a suit of Chain Mail Armor, a Helmet, a Medium Shield, a Potion of Absorption, a Morning Star +1, and 84 gold. Finally Molkar will cough up a suit of Chain Mail Armor +2, a Helmet, a Medium Shield, a Potion of Heroism, a Long Sword +1, and 84 gold. Nothing worth strapping on, but it's welcome loot nonetheless. Continue exploring until there's nothing left to do but enter Gullykin. <----------------------------------------------------------------------> 9) At (x=730, y=1210) you'll find a halfling named Gandolar Luckyfoot. Talk to him twice and he'll ask you to help clear kobolds out of the Firewine ruins, and point you in the direction of the winery. Search the place and enter the house at (x=200, y=900) when you're ready to get to work. Halfling Home (AR4005/AR4006) o======================================================================o 10) Enter the house at (x=1330, y=1100) and loot it. Give the Sling +1 to Viconia, so she has a long-term ranged option. ***ITEMS*** (AR4005) (x=360, y=120) Sling +1, 10 gold (AR4006) (x=470, y=220) 13 gold (x=200, y=260) Dagger, Sling, 3 gold (x=220, y=220) Greenstone Ring, Agni Mani Necklace (x=300, y=150) 50 gold Halfling Home (AR4007/AR4008) o======================================================================o ***ITEMS*** (AR4007) (x=360, y=120) 11 gold (x=185, y=185) Tiger Cowrie Shell Necklace (AR4008) (x=470, y=220) Sling, 35 gold (x=220, y=220) Cursed Scroll of Summon Monster (x=300, y=150) Potion of Defense, 1 gold Halfling Home (AR4009/AR4010) o======================================================================o ***ITEMS*** (AR4009) (x=360, y=120) Short Sword, 5 gold (AR4010) (x=470, y=220) Fire Agate Gem, 11 gold (x=200, y=260) 3 gold (x=220, y=220) Sling, Dagger (x=300, y=150) Wand of Magic Missile, 28 gold Halfling Home (AR4011/AR4012) o======================================================================o ***ITEMS*** (AR40011) (x=360, y=120) Short Sword, Leather Armor (x=185, y=185) Small Shield, 51 gold (AR4012) (x=470, y=220) Jade Ring (x=200, y=260) 31 gold (x=300, y=150) Chrysoberyl Gem, Sling, Short Sword, 3 gold Halfling Home (AR4013/AR4014) o======================================================================o ***ITEMS*** (AR4013) (x=185, y=185) 13 gold (AR4014) (x=470, y=220) Turquoise Gem (x=220, y=220) 8 gold Halfling Home (AR4001/AR4002) o======================================================================o 10) This house seems like any other house until you get downstairs, where the owner, Jenkal, will prove to be sorely lacking in common halfling hospitality. Call him on it, and he'll admit to being the one who is letting kobolds into town. Then he'll try to kill you. He talks a big game, but he really is just a little critter, after all. He'll leave behind a suit of Studded Leather Armor, a Helmet, a Small Shield, a Short Sword, and 47 gold. You'll notice that the bookcase at (x=190, y=150) highlights, indicating a secret door. Open it, and descend into the depths. ***ITEMS*** (AR4001) (x=185, y=185) 13 gold (AR4002) (x=200, y=260) Potion of Stone Form, 31 gold (x=220, y=220) Andar Gem, Zircon Gem (x=300, y=150) Dagger, 85 gold Firewine Underground (AR5201) o======================================================================o 11) Immediately in front of you will be an ogre mage, smite him and keep your party out of the middle of the room. Down the hallway from you is another mage named Lendarn (x=350, y=530) who is fond of shooting lightning bolts in enclosed spaces. It might be suicidal, but it can also wreck havoc upon your party as well. I mark his location with Minsc and have Imoen and my main character shoot him down. The ogre mage drops a Scroll of Dire Charm, a Potion of Fortitude, a Moonbar Gem, and a Bastard Sword. Lendarn will drop a Mage Robe of Electrical Resistance, a Scroll of Ghoul Touch, a Scroll of Lightning Bolt, a Scroll of Fireball, a Scroll of Cloudkill, a Potion of Stone Form, a Potion of Power, Quarter Staff, and 159 gold. The Scroll of Fireball will go to my main character, while the Cloudkill goes to Imoen. <----------------------------------------------------------------------> 12) Now let me explain these ruins to you. Kobold Commandos spawn constantly. I mean, as soon as you're out of sight. They can pop up around any corner. Constantly. The pathfinding in the game sucks, so your characters will have.. difficulties.. traveling through this place. It's a recipe for frustration. A better solution? Take your two most heavily protected characters and move one in the front of your party, and one behind so that any kobold commandos attack them. Move your party sequentially, your front character taking ground and your back character moving the chains, whilst the characters in the middle fire ranged weapons at will. Ajantis and Viconia were my front and rear characters, respectively, and the kobolds needed a 20 to hit them, allowing them to make progress without doing much damage. Be especially careful going around corners. Do your best to avoid leaving gaps in sight in between the front the rear characters (you don't want kobolds spawning in your midst!) and keep moving the chains. Save constantly and use fireballs to clear out particularly large groups of kobolds when needed. At (x=1370, y=350) you'll find an undead knight, who wants you to strike it down and return its armor. Righty-O. You'll want to reach the Ghost Knights at (x=690, y=970) to give the armor back. Now that's done, get the hell out of here. I exit at (x=1050, y=1670). This will take us back to Gullykin, the winery to be more specific. Head outside and talk to Gandolar for your reward. Totally not worth all that work. Oh well. Now travel to Firewine Bridge, which isn't nearly as trying as the Firewine ruins were. ***TRAPS*** (x=1900, y=700) (x=1200, y=1050) (x=1200, y=1460) ***REWARD*** (ghosts of firewine) EXP 1500XP ***REWARD*** (gandolar luckyfoot) Gold 250 Firewine Bridge (AR4500) o======================================================================o 13) At (x=1210, y=1550) you'll find a bard named Poe, who will tell you a story of betrayal. Sounds kind of like the undead knights in the Firewine Ruins below, no? Anyhow, that's the back story to that. <----------------------------------------------------------------------> 14) You'll find a warrior named Meilum at (x=4900, y=700) who will initiate dialogue with you and declare himself to be the sword coast's most skilled swordsman. Belittle him to pick a fight and kill him. When he falls he'll leave behind a suit of Studded Leather Armor, Gauntlets of Weapon Expertise, a Long Sword +1, and 64 gold. I could give these gauntlets to Viconia, seeing as how she has the lowest THAC0 of my front line fighters.. but since Jaheira gets half an attack a round more than Viconia, I figure it'll do more good on her. <----------------------------------------------------------------------> 15) There's a mage named Carsa at (x=3520, y=920) who found a cursed jar which is apparently causing her to have a bit of a.. mental disturbance. Offer to help her, and then try to take the bottle away and Carsa will summon the inhabitant of the jar, an ogre mage named Kahrk-mightiest of the ogre mages! He can be rough if you run up to him, as he starts out fairly spell-buffed. I only approach him with Minsc, and when he continues casting spell-buffs I run off and hide. Out of sight, I simply rest, letting most of his spell buffs wear off. Now I cast some spell-buffs of my own, namely Protection from Evil 10' Radius and Defensive Harmony and rush him. He's fairly lethal in melee, but if you keep on top of things, he should fall. Kahrk will leave behind an Elixer of Health, a Scroll of Detect Evil, a Pearl Necklace, a Long Sword, and 158 gold. Loot Carsa for a Knaves Robe, a Scroll of Protection from Fire, a Dagger, and 25 gold. Whew. Now you're done with every eastern area except Durlag's Tower. I have done Durlag's Tower before ever setting foot in the Cloakwood Forest before, but I don't recommend it. Besides, we've done enough in this chapter, lets get on with the main story. Cloakwood Forest, Part 1 (AR2200) o======================================================================o Sequence of Events: {WLK042} 1) Cloakwood Cape-r 2) Aldeth's Last Hunt 3) Looting the Lodge 4) Coran 5) Tiber's Request 6) Centeol the Cursed 7) A Note on Wyverns 8) Eldoth 9) Laskal's Inquiry 10) Shadow Druid Izefia 11) Faldorn 12) Shadow Druid Takiyah 13) The Druid Tree 14) ..Subterranean Trees? 15) Hamadryad Hunt 16) The Wyvern Cave 1) In the south-eastern corner of the map you'll run into a band of Tasloi, one of which will drop a Cloak of Non-Detection. This cloak belongs to one Gurke, the dwarf in the Jovial Juggler who lost his cloak in the Cloakwood Forest. Return it to him at your leisure. It turns out he doesn't want it back due to his newfound celebrity gained from losing the cloak in the first place. Just as well. I stick it on Imoen. ***REWARD*** (gurke) EXP 300XP <----------------------------------------------------------------------> 2) Towards the middle of the map at (x=2650, y=2100) you'll find Aldeth Sashenstar. Apparently he's being harassed by some druids, and wants your help to get rid of them. If you agree they'll arrive in short order, led by one Seniyad. If you side with Aldeth you'll have to fight Seniyad and his druid buddies. Seniyad gives a hefty load of experience, and leaves behind a Ring of Animal Friendship. Aldeth will give you a Potion of Heroism for your troubles. It is, however, more profitable in the long run to side with the druids. Kill Aldeth and loot him for a suit of Studded Leather Armor, a Diamond, a Potion of Heroism, a Bastard Sword +1, +3 versus Shapeshifters, a Short Sword, and 1240 gold. I give the sword to Ajantis-it'll come in handy in a few encounters down the road, so you should definitely keep it on hand. If you have any qualms about killing poor Aldeth, a simple detect evil should show who is in the right. By all means, however, pick pocket that ring of Animal Friendship from Seyinad. HE certainly doesn't need it. ***REWARD*** (aldeth) EXP 2000XP ***REWARD*** (seyinad) EXP 2000XP Hunting Lodge (AR2215) o======================================================================o 3) Now loot Aldeth's hunting lodge (x=2450, y=1700) for a nice little pay day. ***ITEMS*** (x=520, y=160) Rainbow Obsidian Necklace, Arrow of Fire x2, Arrow of Fire x2, Elixer of Health, Potion of Invulnerability, 395 gold <----------------------------------------------------------------------> 4) At (x=1520, y=700) you'll find Coran: thief and archer! He'll ask if you want to help him collect a bounty on some wyverns. If you want him, accept, if not, decline. When you're done head to the next area of the Cloakwood Forest. Cloakwood Forest, Part 2 (AR2100) o======================================================================o 5) At (x=4650, y=1200) you'll find a rather out-of-place commoner named Tiber. Talk to him and he'll tell you that his brother Chelak found a sword named 'Spider's Bane' and though to become heroes by clearing out the forest. That'll set the tune for this area of the forest, which is populated by.. you guessed it, giant spiders. This entire area is like the spider's nest in (AR3000), spiders and web traps galore. Make your way through the various spiders that populate the map, there's only one significant encounter in this area. ***TRAPS*** (x=4500, y=1350) (x=4000, y=800) (x=3500, y=1100) (x=3500, y=710) (x=2200, y=1500) (x=500, y=2100) (x=970, y=2300) Centeol's Lair (AR2101) o======================================================================o 6) Over at (x=1850, y=1150) you'll find a large ominous den with a rather human-friendly door begging you to enter. Do some spell buffs before you go in (I really wish I had haste). Including Protection from Evil 10' Radius and Defensive Harmony. Head inside and Centeol will talk to you, but no matter what you say it ends with a fight. She will mention an archmage named 'Jon Icarus' along one of her dialogue paths.. Sounds awfully close to Jon Irenicus.. Anywho, that's the next game. I choose to NOT advance, but merely summon some skeletons ahead of me and fire off a stinking cloud (or two) as far north as I can. Jaheira fires off an entangle to complete my spell assault. I sick my skeletons on any foe that is incapacitated in the stinking cloud while my party engages any spiders that draw close. This all amounts to little more than a stall, but it's all that I require. You don't want to fight all the enemies in this area at the same time. My skeletons manage to kill an ettercap and a sword spider while my party focuses on the half of the arachnids that are out of the spell. When the stinking cloud goes down it's my party versus what's left of the spiders, which I am more than a match for. Viconia ends up taking a whole six points of damage from this encounter, which is all the damage I suffer (skeletons not included) making this my best run through of this area. (Self high five.) Loot the area around Centeol for some nice loot. Minsc happily equips Spider's Bane, and we bring Chelak's body back to his unhappy brother. Exit the area along the northern edge and travel to the next area. ***ITEMS*** (x=500, y=400) Fire Opal Ring, Wand of Frost, Ring of Folly, Chelak's Body, Spider's Bane ***REWARD*** (tiber) EXP 800XP Cloakwood Forest, Part 3 (AR1600) o======================================================================o 7) You may find a random encounter moving between areas in the Cloakwood forest where two wyverns attack you. Wyverns can be bad news, as they are relatively strong and have one of the most potent poisons in the game. Needless to say, if you don't have a slow poison ready for a character who gets poisoned, they're probably going to end up a corpse. Take the wyvern heads when you kill them. Keldath Ormlyr, the mayor of Beregost and the high priest in the Song of the Morning temple (AR3400) will pay you 2000 gold for the first one you bring him. Officer Vai in the Jovial Juggler will buy them off of you for 1000 gold a piece, which is the best price you'll get for them. Of course, now that you've cleared the bandit camp, she has no reason to remain in Beregost, and if you talk to her she'll thank you and leave, and you'll get a boost to your reputation. That's just unacceptable! If you talk to her with bandit scalps in your inventory, however, she'll open up the shop for you and you can sell her your wyvern heads. Just make sure that any time you want to sell her wyvern heads to go talk to Officer Vai, and to have at least one bandit scalp in your inventory when you do so. ***REWARD*** (keldath ormlyr) Gold 2000 ***REWARD*** (officer vai) Reputation +1 <----------------------------------------------------------------------> 8) You'll find a bard named Eldoth at (x=3180, y=3500) who will offer you some booze, and then let loose with a slimy scheme, to fake kidnap his lover Skie from her father, one Entar Silvershield. If you want him agree, if not, leave him behind. <----------------------------------------------------------------------> 9) Shortly after crossing the bridge in the north you'll find a druid named Laskal (x=3120, y=2150) who asks if you're part of the Iron Throne. If you say you are, he'll attack, leaving behind a suit of Leather Armor, a Potion of Invulnerability, a Quarter Staff, and 12 gold. This is, however, an evil action and will lower your reputation. If you say you are enemies of the Iron Throne, he'll give you a Potion of Invulnerability to help your efforts. Unpopular bunch, that Iron Throne. <----------------------------------------------------------------------> 10) At (x=2000, y=1530) you'll find a Shadow Druid by the name of Izefia, who will attack if Jaheira is in your party. For future reference Jaheira is a normal druid, Faldorn is a Shadow Druid (see below). These two sects do not get along. Shadow Druids will let you go if Faldorn is with you, and they'll attack if Jaheira is with you. Izefia will leave behind a suit of Studded Leather Armor and a Quarter Staff. <----------------------------------------------------------------------> 11) By a stone henge and obelisk you'll find a druid named Faldorn (x=650, y=2280). Talk to her and she'll ask you to help her clear out the Iron Throne in the Cloakwood Forest. Awful lot of NPCs in this forest, eh? Take her or leave her at your leisure. <----------------------------------------------------------------------> 12) North of where you found Faldorn you'll find another druid named Takiyah (x=1070, y=2530). He'll attack if you have Jaheira in your party, which means I regularly trounce him. He'll leave behind a suit of Studded Leather Armor and a Quarter Staff. Druid Home (AR1601/AR1602) o======================================================================o 13) Near Takiyah you'll find the entrance to a giant tree-home (x=820, y=2100). There's looting to be done, but more importantly on the second level is another Shadow Druid named Amarande, who will attack you if you have Jaheira in your party. He'll leave behind a suit of Studded Leather Armor and a Quarter Staff. Loot and leave. ***ITEMS*** (AR1601) (x=300, y=160) Potion of Freedom, Potion of Healing, Antidote (x=200, y=160) Quarter Staff, Sling, 6 gold (AR1602) (x=70, y=270) Bullets +1 x10 (x=150, y=150 Quarter Staff, Potion of Fortitude Baby Wyvern Cave (AR1603) o======================================================================o 14) Over at (x=2300, y=900) you'll find a cave. Inside the cave you'll find an armored man named 'Peter of the North' (x=470, y=330) and some baby wyverns. No matter what you say, he'll end up attacking you. Kill him and loot him for a suit of Splint Mail, 5 Arrows of Ice, 10 Arrows +1, 30 Arrows, a Long Bow, a Long Sword, and 20 gold-typical Black Talon Elite gear. Kill his babies while you're at it. Exit the map on the eastern edge and go to the next Cloakwood Forest area. Cloakwood Forest Part 4 (AR1700) o======================================================================o 15) Over at (x=1130, y=3360) is a Hamadryad. She's the only one in the game that I know of, and I'm not sure why they even bothered to put one in the game.. but anyhow, she likes to charm and dimension door about, so keep on top of her and have dispel magic ready. She will also use entangle and hold person if she lives long enough. How annoying. You'll encounter another critter like her in the game. She'll leave behind a dagger. Wee. Wyvern Cave (AR1701) o======================================================================o 16) In the eastern part of the map you'll find a huge cave entrance (x=4100, y=1700). I suggest you rest up and spell buff before you enter the cavern. Inside are a number of wyverns and baby wyverns. I hit them with a double shot of fireball to start the battle off in a good way. Then it's a simple matter of smiting them. At the back of the cavern you'll see the mother of all wyverns.. good thing it's dead. Obviously somebody came by before us. Yuck. Anyhow, loot and leave. Exit the map on the eastern edge and travel to the Mines. ***ITEMS*** (x=400, y=600) Jade Ring, Water Opal, Garnet, Wand of Fear, Plate Mail Armor, 62 gold Cloakwood Mines (AR1800) o======================================================================o Sequence of Events: {WLK043} 1) Lacerate Lakadaar 2) Always kill the mouthy one, that's what I always say 3) Bunkhouse Brawl 4) Minehouse Massacre 5) Introduction to Cloakwood Mines 6) A Slew of Inconsequential Encounters 7) Bring Down the River 8) The work-around 9) Rill's Rebellion 10) Yeslick 11) Lootin' Level 3 12) Spells, Courtesy of Natasha 13) Ogre's Pride 14) Sacrilege 15) Level the Playing Field 16) Defeat Davaeorn 17) Flood the Mines 1) Over at (x=1680, y=580) you'll find Lakadaar, who will ask what you are doing in the forest. If you say your name, and say you're hunting wyverns you can scare him off, but what fun is that? Say just about anything else to pick a fight, and he-along with several guards-will attack you. They all carry a suit of Splint Mail Armor, a Medium Shield, and a Long Sword. Explore the area as you wish, but this meager encounter is the only thing of interest before you enter the fort in the middle of the map. <----------------------------------------------------------------------> 2) In the fort, at (x=1570, y=1870) is Drasus and his buddies. That's right, another group of bounty hunters to smite. This group has two mages with it, so it shouldn't be underestimated, especially if you're still a 'rush in and smite them' type. However, if you use some digression, you'll find that this fight is actually easier than most. You can sucker punch them with some stinking clouds and animate dead, and that will work just dandy to smite them but good, but you can also use Drasus' uncanny speed to your advantage by luring him ahead of his buddies into your midst, where he can promptly be massacred. Better yet, the mages are in the back of the group, and they will most likely not notice if you lure off both of their warriors and kill them. Dispose of this group as you wish and loot their sorry corpses for some quality loot. Genthore will drop a suit of Plate Mail Armor +1, a Large Shield, Throwing Axes, 10 Darts, 20 Throwing Daggers, a Dagger, and 56 gold. Rezdan will leave behind a Mage Robe of Cold Resistance, a Quarter Staff, 20 Darts, and 32 gold. Loot Kysus for a Traveller's Robe, a Dagger, 20 Throwing Daggers, and 66 gold. Finally, Drasus is kind enough to bestow a suit of Chain Mail, Boots of Speed, a Medium Shield, a Potion of Frost Giant Strength, a Letter, a Morning Star +1, and 56 gold. I can't really find a use for the Plate Mail +1, as Full Plate Mail is simply better, but I do stick the Boot of Speed on Ajantis, who passes his Boots of Avoidance to Jaheira. Don't worry, we'll find more missile defense for Ajantis later. These boots allow Ajantis to go around from hot spot to hot spot, putting out fires as needed. It also makes him that much more likely to be the first into battle and hence, to draw enemy fire. Before you head into the mines, loot the bunkhouse at (x=1330, y=1750). Bunkhouse (AR1805/AR1806) o======================================================================o 3) Downstairs are two hostile guards and upstairs is a cowardly guard. They shouldn't be more than speedbumps by now. When you're done, continue east until you find the entrance to the mines at (x=3200, y=600). ***ITEMS*** (AR1805) (x=250, y=150) Potion of Magic Shielding, Zircon Gem, 83 gold (x=450, y=200) Dagger, Mace, 13 gold (AR1806) (x=350, y=160) Long Sword, Dagger, 11 gold (x=250, y=200) Mace, Spear, 18 gold (x=170, y=250) Long Sword, Heavy Crossbow, 8 gold (x=400, y=200) Long Sword, Heavy Crossbow, 48 gold (x=320, y=280) Long Sword, 32 gold (x=250, y=310) Dagger, 89 gold Minehouse (AR1809/AR1807) o======================================================================o 4) Kill guards, loot, and head down the stairs (x=500, y=200) and take the elevator down to the mines (x=200, y=300). ***ITEMS*** (x=370, y=170) Long Sword x2, 58 gold Cloakwood Mines Level 1 (AR1801) o======================================================================o 5) When you round the first corner you'll be attacked by a guard with more confidence than sense. After you head down the tunnel a ways a miner named Faber (x=1150, y=550) will come to tattle on another mine named Andarsson. These mines are much like the Nashkel Mines, but with a few difference.. no kobolds, and the guards will attack you. <----------------------------------------------------------------------> 6) Andarsson is at (x=1270, y=620). There's an impotent guard at (x=1350, y=330). A miner named Tipian is at (x=740, y=880). A guard (x=260, y=1180) will summon other guards unless you are aggressive with him. A miner named Phaersis is at (x=1070, y=1270), who will tell you about a way to flood the mines. Canticle the miner is at (x=1380, y=1150), formerly a bard. <----------------------------------------------------------------------> 7) At (x=1970, y=250) you'll find a miner who is standing in front of a giant plug. Listen to his plan about flooding the mine. He'll also tell you about Yeslick, and to go find another miner named Rill. when you're done talking to him, head to the next level of the mines at (x=1450, y=1500). Cloakwood Mines Level 2 (AR1804) o======================================================================o 8) As soon as you enter this level you'll see bad guys that need a beating. Go on slaying what guards you find as you head east. You could take the trapped passage south, which leads to a room full of guards led by a mage named Hareishan (x=850, y=1250), but there's a better way to get there. Keep going east, there's a guard at (x=1940, y=940) who will surrender and tell you some info if you let him go. There is also a secret door (x=2020, y=1020). Go inside the tunnel and kill the ghasts on your way down, taking the first side passage you find. Another secret door (x=1200, y=1400) opens into a room filled with bad guys. I hit them with a few stinking clouds and a double shot of fireball. Taking the side route is better because it allows you to first strike the enemies with spells, where the more obvious, trapped path has multiple corners that prevent you from getting the drop on them. Amongst the multiple guards you'll find the body of the mage Hareishan. Loot her for an Adventurer's Robe, a Scroll of Ghoul Touch, a Scroll of Haste, a Potion of Explosions, a Quarter Staff, and 310 gold. Finally, we get haste. Scribe it on your top mage. This spell is the indispensable support spell which you'll use before EVERY major encounter from here on out. It doubles your movement speed and attacks, turning your warriors into juggernauts ***TRAPS*** (x=1100, y=720) (x=1100, y=920) <----------------------------------------------------------------------> 9) Head back into the ghast tunnel and continue south, finding another secret door at (x=1000, y=1800). At (x=720, y=1630) you'll find Rill, the self-proclaimed defacto leader of the Cloakwood slaves. He'll ask for 100 gold so he can bribe the captain of the Black Talons. Give him the money, it'll be worth it later. <----------------------------------------------------------------------> 10) And in the same room you'll find the dwarf Yeslick (x=860, y=1720). He wants to get revenge against the Iron Throne for wronging him and stealing his clans' mine. If you want him, take him along.. or at least move him to the surface in case you change your mind, if you flood the mines with Yeslick still inside, you wont be seeing Yeslick again. When you are done the stairs down are at (x=400, y=1600). Cloakwood Mines Level 3 (AR1802) o======================================================================o 11) This level is mostly comprised of guards and hobgoblins. Go about slaughtering and looting. There's plenty of stuff to grab, but don't fill up on the cheap stuff, you've still got another level to go through. ***ITEMS*** (x=960, y=840) Fire Agate Gem (x=970, y=830) Scroll of Shocking Grasp, Scroll of Sleep (x=1090, y=840) Acid Arrows x5, Arrows of Biting x5, 23 gold (x=1240, y=800) Fire Agate Gem x3, Jasper Gem (x=1300, y=600) Dagger, Mace (x=1370, y=570) Waterstar Gem, 112 gold (x=1500, y=550) Bloodstone Ring (x=1600, y=600) Garnet Gem, 31 gold (x=1580, y=400) Potion of Mirrored Eyes, Potion of Strength (x=1600, y=380) 19 gold (x=1720, y=300) Scroll of Dispel Magic (x=1750, y=420) Potion of Fire Giant Strength, 119 gold (x=1690, y=1100) Composite Long Bow (x=1670, y=1100) Dagger, Long Sword (x=1900, y=930) Long Sword, 21 gold (x=2000, y=860) Sunstone Gem, 26 gold (x=2050, y=820) Cursed Scroll of Weakness, Scroll of Protection from Acid (x=2170, y=900) Potion of Magic Protection, 29 gold (x=2160, y=400) Chain Mail (x=2300, y=350) Studded Leather Armor +1 (x=2320, y=350) Plate Mail Armor (x=2350, y=250) Halberd x2, Battle Axe, Throwing Axe x3 (x=2200, y=300) Studded Leather Armor (x=2230, y=300) Splint Mail Armor (x=2070, y=270) Chain Mail Armor (x=2100, y=250) Splint Mail Armor (x=2100, y=220) Long Sword x4, Bastard Sword, Two Handed Sword (x=2250, y=150) Spear, Halberd, Battle Axe (x=1990, y=220) Large Shield, Medium Shield x2 (x=2070, y=170) Large Shield x2, Small Shield +1 (x=3050, y=750) 13 gold (x=2550, y=1150) Spear +1, 354 gold (x=2670, y=1270) Flamedance Ring, Star Diopside Gem, Shandon Gem, Lynx Eye Gem (x=2600, y=1330) Dagger, 23 gold (x=2530, y=1380) Halberd (x=2400, y=1470) Halberd, 15 gold (x=2300, y=1550) Halberd, Dagger <----------------------------------------------------------------------> 12) Over at (x=3100, y=860) you'll find a mage named Natasha who needs a small dose of death. She can cast 4th level spells, so be cautious. She also comes with a handful of hobgoblin elites. When she dies she'll leave behind a Traveller's Robe, a Scroll of Ghoul Touch, a Scroll of Slow, a Scroll of Hold Person, a scroll of Mirror Image, and a Dagger. The Slow spell is the opposite of the Haste spell, and it is just as effective at hampering foes as the haste spell is at buffing your party. It halves their attacking and moving speed and imposes a four point penalty to armor class and attack rolls. Simply put, this is a death sentence when it affects melee-oriented enemies. Learn it, love it. Also, if you haven't learned Mirror Image yet, now is a good time to do so. It's a great defensive spell.. actually probably one of the best.. and my fighter/mage simply couldn't do without it. <----------------------------------------------------------------------> 13) In the room south of the hobgoblin barracks you'll find an ogre mage gloating about his handiwork. Kill and loot him for two Ziose Gems, a Scroll of Flame Arrow, and a Bastard Sword. <----------------------------------------------------------------------> 14) At (x=1590, y=1460) you'll find a Guard who keeps the temple. If you say you're here to pay homage you'll need to identify their god as Cyric. Loot the temple and leave. when you're done with this level, head over to the staircase at (x=2700, y=2900). ***ITEMS*** (x=1720, y=1300) Elixer of Health, Potion of Stone Giant Strength (x=1220, y=1520) Potion of Healing, Potion of Invulnerability Cloakwood Mines Level 4 (AR1803) o======================================================================o 15) Once you get down stairs you'll run into a guard, who will attack you regardless of what you say. He'll leave behind a suit of Plate Mail Armor, a Large Shield, and a Long Sword. Down south is a trapped hallway that should be disarmed before you go picking a fight. There's no reason to fight Davaeorn after walking through a gauntlet of traps, right? ***TRAPS*** (x=1250, y=520) (x=1200, y=520) (x=1200, y=540) (x=1120, y=600) <----------------------------------------------------------------------> 16) You'll find Davaeorn at (x=870, y=820), and you two are not going to be friends. He'll start out pretty spell buffed, with Protection from Normal Arrows and Mirror Image on. He's fond of casting Dimension Door whenever you put the pressure on him, but keep on him and he'll fall. The best thing you can do tactically? Rest before you engage him, which will make his protection from normal arrows wear off and make your life easier. When he falls he'll leave behind a Traveller's Robe, Bracers of Defense A.C. 6, Robes of the Evil Archmagi, a Scroll of Grease, three Letters, a Scroll of Shield, a Scroll of Protection from Evil, a Scroll of Protection from Petrification, a Quarter Staff, 109 gold, and the Key to the River Plug. Give those robes to Edwin, who would be as happy as a clam if he weren't a video game character. Now loot the place. He's got an apprentice named Stephan (x=730, y=1190) you can (and should) pump for information. There's also a Mustard Jelly protecting some chests, but it's nothing you can't handle. You'll notice-if you're observant-that Davaeorn has a shrine to Bhaal in his chambers. Spooky. Technically the chapter ends when you kill Davaeorn, but for the purposes of continuity, we'll finish the mines off and THEN start chapter 5. Finally.. Blur is a good defensive spell, I give it to my fighter/mage. Also, if you didn't Knock before, you do now. I give it to Imoen so she can start helping out in that department. When you're done, get on the elevator at (x=300, y=1200). ***ITEMS*** (x=1580, y=420) Potion of Healing, Potion of Cold Resistance (x=1200, y=150) Potion of Healing, 83 gold (x=1450, y=750) Scroll of Detect Invisibility (x=670, y=360) Greenstone Ring, Potion of Explosions, Potion of Firebreath, Potion of Master Thievery (x=840, y=730) 308 gold (x=450, y=1050) Wand of Fear (x=820, y=1120) Scroll of Infravision, Scroll of Larloch's Minor Drain, Scroll of Horror (x=630, y=1200) Scroll of Blur, Scroll of Larloch's Minor Drain (x=950, y=1550) Diamond, Moonbar Gem, Laeral's Tear Necklace, Scroll of Melf's Acid Arrow (x=1050, y=1500) Scroll of Knock, 1085 gold (x=1120, y=1600) Cursed Scroll of Stupidity, Scroll of Protection from Undead, Scroll of Protection from Fire, Scroll of Detect Invisibility <----------------------------------------------------------------------> 17) Go talk to the miner in front of the plug. If you've talked to Rill and have the key you can flood the mine. Make sure you're done with everything before you do so, because you're not coming back. Once everything is in order pick dialogue option #2. You'll be taken back to the surface, and someone named 'Dradeel' will narrate for you.. which is odd. Anyhow, for freeing the miners you'll gain their gratitude and a reward. ***REWARD*** EXP 2000XP Reputation +2 o======================================================================o | | | Chapter 5 {WLK050} | | | o======================================================================o Sequence of Events: {WLK051} 1) Spying for Scar 2) Quayle 3) A Note on Baldur's Gate 4) Unlucky Aello 5) The Iron Throne Threatens 6) Silence's Shop 7) The Thieves Guild Contact 8) Golden Extra-Farseer 9) Spell Shopping 10) Stores Exist in an Intermediate Space 11) Arkion's Request 12) His Brother's Keeper 13) Lady Hannah's Peeve 14) I Think This Meat's Spoiled.. 15) The Iron Throne Strikes Back 16) Lothander's Salvation 17) To the Bitch-Queen's House 18) Trading Favors 19) Varci's Plea 20) Those Who Did Dare and Fail 21) Begging for Books 22) Swindling the Sea Goddess 23) Lady Luck Smiles 24) Lothander's Liberation 25) The Seer's Sphene 26) Level Larze 27) Revenge of the Protagonist We now know that an organization known as the 'Iron Throne' is responsible for the the iron poison, Mulahey, and the bandit raids, and we can probably guess why. There is also a new name in the chain of command, one 'Rieltar'. Now Baldur's Gate is opened to you, and we still have Durlag's Tower and Ulgoth's Beard to tackle. You could choose to do either at this point, but frankly, Durlag's Tower will go easier with some of the loot you can find in Baldur's Gate. Loot that is, in all honesty, much easier to get. So head off to Beregost, store your loot, and get ready for the city of Baldur's Gate. Feel free to go buy gear from Ulgoth's Beard at any time if you're frisky and you have too much money on you. I'll cover it in detail later, but if you were to say, read ahead and grab a Cloak of Displacement, nobody would fault you. 1) Head to the bridge (AR900) and head across that bad boy. Near the end of the bridge a Flaming Fist Mercenary awaits. He'll collect a toll of 6 gold and bring his commander to talk to you. A man named Scar will show up and offer you a job investigating two trading companies that are acting strangely. He's offering 2000 gold for the job, which is still good money in my book. <----------------------------------------------------------------------> 2) North of the bridge you'll find a gnome named Quayle (x=480, y=800) who seems to be going in your direction.. whatever direction that may be. He'll offer to join you, no strings attached. If you want him, take him, but bear in mind, he's awfully annoying. Baldur's Gate, East (AR0800) o======================================================================o 3) When you enter Baldur's Gate you'll be bothered one last time by Elminster. Baldur's Gate represents a change of pace of sorts, as we will pursue quests that take us from area to area, rather than completing areas in their entirety all in one go as the guide did previously. Granted, I will still try and finish all the quests that start in one area before moving on completely, but we will be running around the city a bit. The plus side? You'll finish quest sequentially, the down side? You'll be doing a bit of back-tracking. The main goal we have right now will be to deal with a time-sensitive quest. Rather than trying to avoid it, it would be best to resolve it and get it out of the way so we have more freedom. ***ITEMS*** (x=2940, y=600) 17 gold (x=1350, y=200) Gold Ring (x=800, y=1220) Cursed Scroll of Stupidity (x=2700, y=2500) Sunstone Gem (x=950, y=2890) History of Calimshan Lucky Aello's Discount Store (AR0810) o======================================================================o 4) Up at (x=3130, y=1000) you'll find 'Lucky Aello's Discount Store', which sells nothing but tainted potions and cursed scrolls. Baldur's Gate, North-East (AR0300) o======================================================================o 5) Exit the map on the northern edge and travel to the new area. You'll be accosted by two men Marek (x=1920, y=2850) and Lothander (x=1870, y=2870). They will warn you to stop meddling with the Iron Throne and wander off. There's also a shop with some goodies worth looting (x=2180, y=2500). We'll deal with The Counting House (x=2350, y=3100) later. Head back south to (AR0800). ***ITEMS*** (AR0300) (x=1805, y=2800) 28 gold (x=2050, y=2350) History of the Last Giants (AR0304) (x=500, y=500) Andar Gem, Gold Ring (x=400, y=550) Arrows of Dispelling x4, Arrows of Biting x7 (x=100, y=400) Mace +1, Sling, Dagger, Potion of Healing (x=220, y=300) Potion of Mind Focusing (x=300, y=300) 17 gold (x=370, y=220) Potion of Hill Giant Strength (x=500, y=180) Potion of Absorption (x=650, y=180) Potion of Invulnerability Silence's Store (AR0809) o======================================================================o 6) In a house at (x=3350, y=2000) you'll find a thief named Silence (x=530, y=430) who will sell you a variety of items, notably a Cloak of Protection +1, a Sling +1, Potions of Master Thievery, Potions of Agility, Bullets +1 and +2. He'll also let you rent out rooms to sleep in. <----------------------------------------------------------------------> 7) At (x=1550, y=1780) you'll find a thief named Niklos, who will pay you 50 gold to simply go and talk to his boss. He's alright, so take the money. We'll do this quest later, as there is one annoying little quest we need to get out of the way first. Elfsong Tavern (AR0705/AR0706) o======================================================================o 8) At (x=1800, y=2350) you'll find the Elfsong Tavern, homebase for you in Baldur's Gate: Dark Alliance. It's somewhat less significant in this game, however. At (x=750, y=600) you'll find a gnome named Brevlik, who will ask you to steal a telescope from the Hall of Wonders, and offer you 500 gold for the theft. Make him pony up a magical item as well and accept his offer. It's another quest we'll do later. If you back out after hearing his plan he'll realize he's been robbed. If you talk to him again, you can buy a Ring of Folly from him for 500 gold (but you can argue down to 200). Why you would want to do this, I have no idea. There is no need to go upstairs just yet. Sorcerous Sundries (AR0703/AR0704) o======================================================================o 9) Over at (x=1000, y=1950) you'll find a large round building aptly named 'Sorcerous Sundries'. Inside is a man named Ordulinian (x=770, y=600), who will warn you about two squabbling mages named Arkion and Nemphre. Righty-O. At (x=670, y=570) you'll find Halbazzer Drin, who will sell you a variety of magical goodies. Most notable are his Arrows of Detonation, Arrows of Dispelling, Potions of Giant Strength, and most importantly, his vast collection of Mage Scrolls. If you don't have them yet, here's a list of interesting scrolls you might want to pick up: 2nd Level Blur Knock Invisibility Mirror Image Resist Fear Stinking Cloud Web 3rd Level Dispel Magic Fireball Haste Hold Person Monster Summoning I Slow 4th Level Confusion Greater Malison Minor Globe of Invulnerability Monster Summoning II 5th Level Chaos I had 55,000 gold pieces at this point (after buying two Robes of the Archmagi at that!) so I was able to buy just about any spell that struck my fancy. When you're done, head upstairs (x=200, y=300). <----------------------------------------------------------------------> 10) There is a quartet of mages led by one named Niemain (x=400, y=600). If you pick dialogue options #2, #1 you can avoid a fight.. buy why would you want to? I find a shot of Stinking Cloud and Fireball wraps this fight up nicely. Loot William Garst for a Mage Robe of Fire Resistance, a Scroll of Luck, a Scroll of Identify, a Quarter Staff, and 49 gold. Oulam drops a Mage Robe of Electrical Resistance, 5 Darts of Stunning, a Dagger, and 52 gold. Wheber Ott coughs up a Mage Robe of Cold Resistance, a Scroll of Luck, a Scroll of Identify, a Dagger, a Dagger +1, and 52 gold. Finally, Niemain leaves behind a Mage Robe of Fire Resistance, a Ring of Clumsiness, a Wand of Fire, a Dagger, and 282 gold. Nothing spectacular, but a nice payday in any event. Arkion's House (AR0805/AR0806) o======================================================================o 11) Over in the house at (x=1600, y=3200) you'll find a mage name Arkion (x=450, y=250). He'll send you on a quest to go find him a body from the sewers. Although this quest ties with one that Scar will give later, it's really no bother to do it now. Head to the sewers beside the Sorcerous Sundries store (x=270, y=1840). Once down you'll be right next to an Ogre Mage and a handful of Carrion Crawlers. Kill them and loot the Ogre Mage for a Ruby Ring, a Bloodstone Ring, a Bastard Sword +1, and 5 gold. Head west and loot the bodies for a variety of goodies. Take one of the male bodies back to Arkion, who will reward you for your toil. While you're here, steal his necklace from him. You'll have use for it later. Also, don't sell the Ruby Rings. You'll need one of them later. Now that you're ahead of the game, exit the map on the western side of the map and head to the central area of Baldur's Gate. ***ITEMS*** (AR0805) (x=400, y=150) Medium Shield +1, 8 gold (AR0806) (x=310, y=410) Dagger (x=200, y=300) 7 gold (x=100, y=300) Potion of Insulation (AR0226) (x=830, y=1450) Male Body, Ruby Ring, 135 gold (x=700, y=1400) Male Body, Potion of Protection from Magic, 51 gold (x=530, y=1380) Male Body, 28 gold (x=400, y=1370) Male Body x2, tainted Oil of Speed, 85 gold ***REWARD*** (arkion) EXP 1800 Gold 250 Baldur's Gate, Center (AR0700) o======================================================================o 12) Past the stairs leading up to and through the first wall will be Dabron Sashenstar (x=780, y=1680), who will be waiting for you if you killed his brother Aldeth in the Cloakwood Forest. There's no avoiding this fight, but that's fine, you don't really want to, do you? When he falls he'll leave behind a suit of Plate Mail Armor, a Helmet, 20 Bolts, a Heavy Crossbow of Accuracy, and a Morning Star +1. This is a nice Crossbow, and if you have a character who can use it, you may want to keep it in their inventory so you can draw it when you need it. ***ITEMS*** (x=2350, y=3000) 35 gold (x=750, y=450) Scroll of Burning Hands (x=2150, y=1300) Lynx's Eye Gem x2, 10 gold (x=2250, y=880) History of Halruaa, History of the North <----------------------------------------------------------------------> 13) At (x=660, y=1100) you'll find a noblewoman named Lady Hannah, who will complain about a man named Ragefast who has acquired his own personal nymph. Yet another thing we'll deal with later, with a little more motivation. Poultry Shop (AR0721) o======================================================================o 14) There's a door at (x=650, y=500) which leads to a Poultry Shop, which is full of Rabid Chickens! Why? I don't know. Blast them with a fireball for giggles. <----------------------------------------------------------------------> 15) Lothander is at (x=2350, y=1080), and he's got some serious information for you. He'll tell you that you've been poisoned and have ten days to live. The worst part is, he's not bluffing. He'll reveal that he's been geased into working for the Iron Throne, and that if you help him, he'll help you find the antidote. What else is there to do? Enter the Fortune Teller's Tent at (x=2500, y=800). Fortune Teller's Tent (AR0726) o======================================================================o 16) Go talk to the Diviner (x=320, y=250). Pay his 50 gold and ask him who has the ability to release Lothander of his geas. He'll tell you that Jalantha Mistmyr of Umberlee can remove it. Great. Now you just have to get her to help you. Exit the area on the southern edge of the map. Baldur's Gate, South (AR1200) o======================================================================o 17) If you have Jaheira in your party a Harper named Entillis Fulsom will talk to you. Yay. Head over to the WaterQueen's House (x=870, y=2370). Make sure to pick up the Gauntlets of Weapon Skill along the way (x=750, y=2700). WaterQueen's House (AR0609) o======================================================================o 18) You'll be approached by a Priestess of Umberlee, who will ask you your business. Ask to see Jalantha Mystmyr and pay a donation of 50 gold in order to do so (If you cheap out, you'll end up paying 100 gold.) She will ask you to retrieve a Book of Wisdom (She means a Tome of Understanding) for her from the Temple of Tymora. Agree to do it and head outside. Return to the Central area (AR0700) and exit the map on the western side to reach the western area of Baldur's Gate (AR0600). Baldur's Gate, West (AR0600) o======================================================================o 19) You'll run into an ex-merchant named Dun who will give you some info on the Seven Suns and Merchants' Consortium. Over at (x=1160, y=760) you will find a boy named Varci Roaringhorn. Normally we wouldn't bother with a kid's request, but it ties in with the quest we're on now, so go talk to him. He'll ask you to follow him to his guardian's house (x=880, y=680). Do so. Tremain Belde'ars House (AR0617) o======================================================================o 20) Upon entering a priest named Tremain Belde'ar will approach. He'll ask you to retrieve the body of his son from the priests of Umberlee. Accept and head to the The Lady's House (x=1300, y=1000). The Lady's House (AR0132) o======================================================================o 21) Talk to Chanthalas Ulbright (x=250, y=250) and pick dialogue options #3 and #1 to offer to pay 500 gold for the tome. Seeing your need, he'll give it over for free. Score. <----------------------------------------------------------------------> 22) Now go back and pay the priestesses of Umberlee a visit. Instead of giving Jalantha the 'Book of Wisdom', simply pick pocket the Geas Removal Scroll from her. Now talk to one of the lesser priestesses (the blonde one) and ask for Tenya. Simply ask for the boy's body back, and she'll deliver. If you didn't help Tenya out earlier, you still have options. You can steal the body off Jalantha, or you can pay 2000 gold for it. And then again, you can always kill all the priestesses of Umberlee. Your call. <----------------------------------------------------------------------> 23) Return the body to Tremain and he'll raise him. Talk to him again and the two will leave. Talk to Varci and he'll reward you. I give the shield to Ajantis. Now he has missile defense again. ***REWARD*** (varci roaringhorn) EXP 5000XP Gold 2000 Item Large Shield +1, +4 vs. Missiles The Blade and Stars (AR0105/AR0106/AR0107) o======================================================================o 24) To give the scroll to Lothander you'll have to head to the Blade and Stars, which is in the south-eastern portion of Baldur's Gate (AR1300) at (x=200, y=650). Go inside and head up the stairs (x=400, y=100) to find Lothander at (x=250, y=200). Give him the scroll and he'll give you half the antidote, and tell you that Marek is at the Blushing Mermaid. Time to pay him a visit. To get to the Blushing Mermaid you have to go to the northern area of Baldur's Gate (AR0200) and exit on the eastern edge of the map to reach the north-eastern area (AR0300). The Blushing Mermaid is at (x=200, y=1750). ***REWARD*** (lothander) EXP 1500XP Item Antidote <----------------------------------------------------------------------> 25) On your way back down go talk to G'axir the Seer (x=250, y=220) who will ask you to recover a Sphene Gem for him. He wants one from 'the lair of the basilisk', but any Sphene Gem will do. Once you've given him the gem, he'll give you a reward. ***REWARD*** (g'axir the seer) EXP 1000XP The Blushing Mermaid (AR0114/AR0115) o======================================================================o 26) When you enter an ogre named Larze will approach you with painful intent. If you pick dialogue options #1, #2 you can avoid a fight, but again, that's not how I tend to do things. You do get some experience for talking you way out of a fight, but you can't loot Larze for Gauntlets of Weapon Skill, a Scroll of Melf's Acid Arrow, a Flamedance Ring, a Horn Coral Gem, a Scroll of Stinking Cloud, an Angel Skin Ring, a Morning Star, and 87 gold. Admittedly, Larze is a tough fight, but it's worth tackling him for the lootage. <----------------------------------------------------------------------> 27) Head up the stairs at (x=1100, y=650) and talk to Marek at (x=400, y=330). He'll threaten to kill you. Surround him and pummel him to a well-deserved death. You'll get a whopping experience reward for talking to him, and you'll get even more for killing and looting him. He'll drop 20 Arrows, a Potion of Freedom, a Potion of Master Thievery, Marek's Potion of Antidote, a Dagger +2, the Eagle Bow, and 201 gold. Imoen happily accepts the Eagle Bow as a replacement for her current bow. ***REWARD*** EXP 10000XP Now that the Iron Throne's latests-and most lethal-assassins are dealt with you have free reign over the city.. for the most part. Head back to the eastern area (AR0300) and enter the building at (x=1450, y=1250). Now it's time to tackle quests in a somewhat more organic, less frantic manner. We'll start with the quests we picked up in the first area. We will now cover the east and south-eastern parts of Baldur's Gate (AR0300 and AR1300). The Thieves Guild (AR0148/AR0150/AR0151/AR0152/AR0153) o======================================================================o Sequence of Events: {WLK052} 1) Password: Fafhrd 2) Brielbara's Bathos 3) Nightwatch with Narlen 4) Gantolandon's Gem 5) Halruaan Heist 6) Component Caper 7) Nadine's Request 8) ..Among Thieves 9) The Hall of Loot 10) Nemphre's Request 11) Ordulinian's Trinkets 12) No Honor.. 13) A Good Luck Charm 1) When you enter you'll be approached by a rogue who will demand that you give the password. The password is Fafhrd, in case you forgot. Tell him and continue on into the next area. Don't be afraid to enter from multiple routes to loot all the containers about. Don't worry about stealing, it IS a thieves guild, after all. You can buy some nice loot from Black Lily (x= 1150, y=590), namely a variety of potions and arrows that might come in handy. By now, you should know that potions that protect against magic and potions of giant strength are good buys, if you have the coin. Alatos (x=580, y=200) and his associate Resar (x=700, y=200) await you, but there's another quest you should do first. He's waited this long, he'll wait a little longer. You can hit Husam up for more information (x=1140, y=280), and he'll reveal such useful information as the leaders of the Iron Throne, including Reiltar Costashck, Brunos, Thaldorn, and Sarevok, most of these names we've encountered already. Once he's done he'll head to the Elfsong Tavern. Now for the quest we need to finish, go talk to Narlen Darkwalk (x=960, y=260). Bring a thief into his line of sight and he'll introduce himself. Pick options #2 and #1 to accept a job to rob a noble house near the Splurging Sturgeon. Of course, make sure to take the Manual of Quickness in Action while you're here. Dexterity is nice.. ***ITEMS*** (AR0150) (x=150, y=100) Leather Armor x3, Short Sword x3 (x=550, y=200) Sling x2, 20 Bullets (AR0151) (x=290, y=320) Oil of Speed (x=50, y=300) Short Bow, 13 gold (x=100, y=200) Throwing Dagger x2 (x=220, y=120) Throwing Dagger, Dagger (AR0152) (x=350, y=150) Quarter Staff, Sling, Bullet x10 (x=200, y=120) Potion of Firebreath (AR0153) (x=550, y=600) Leather Armor (x=800, y=300) Bullet +1 x10, Bullet +2 x5 (x=1240, y=540) Manual of Quickness in Action ***TRAPS*** (x=370, y=570) (x=400, y=250) (x=800, y=300) Baldur's Gate, North-east (AR0300) o======================================================================o 2) To get there, you'll need to head to the Northern area of Baldur's Gate (AR0200) and exit on the eastern side of the map.. the same way you took to reach the Blushing Mermaid. Before you deal with Narlen however, lets pick up another quest real quick-like. Talk to the mage named Brielbara (x=730, y=2260). She'll offer to pay you 200 gold to retrieve the spellbook from a mage named Yago at the Low Lantern. She'll remain at the Splurging Sturgeon while you're out. <----------------------------------------------------------------------> 3) Anyhow, when that's done hide your party in the Blushing Mermaid and take a thief to go meet Narlen at (x=480, y=3020). Make sure it's night time, and make sure the character you take is a thief. For me, this is Imoen's job. Narlen will tell you to hide and keep watch for the soldierman, and you'll be escorted to a house north of the meeting place. Hide and wait, eventually a Flaming Fist mercenary will show up and question you. If you don't give Narlen the warning, his partner will get killed, and he'll be none too happy to see you back at the guild. Since Narlen's help will come in handy later, lets keep him on our good side and give him the warning. The guard will go hostile, but since your party is hiding in the Blushing Mermaid, and your thief is using stealth, there's no way he'll find you, right? Don't kill the guard and exit the area. Meet up with Narlen back at the thieves guild and you'll get rewarded, and he'll set up another caper. ***REWARD*** (narlen) Gold 100 Gantolandon's House (AR1312/1313) o======================================================================o 4) If you still have night left, head over to the south-eastern edge of Baldur's Gate (AR1300) and meet Narlen near the Blade and Stars (x=350, y=850). This time you'll be on the inside, doing the looting. Follow Narlen to the house at (x=790, y=1200). Head upstairs and loot the dresser at (x=200, y=320). Make sure to disarm the trap, first. My Imoen has to use Knock, since her Open Locks score isn't up to snuff, but as long as it get opened, right? If Gantolandon wakes up and questions you, pretend to be a cat and he'll go back to sleep. If you wake him up fully you'll find that he's pretty tough. If you do kill him, you'll get a Long Sword +1 and 64 gold. If he questions you twice, tell him you're a stray. Regardless of what happens with Gantolandon, as long as you return with the Rogue Stone you'll get the reward. Of course, you could always turn in the reward, then return and gink Gantolandon. Don't worry about it, he's evil anyways. ***ITEMS*** (AR1312) (x=400, y=250) 29 gold (AR1313) (x=200, y=320) Rogue Stone ***TRAPS*** (x=200, y=320) ***REWARD*** Item Pearl x3 <----------------------------------------------------------------------> 5) Now that you're done with Narlen's quests go talk to Alatos. He's something of an ass, considering he's basically asking you to burgle a household full of mages with no reward upfront. If you refuse him, he'll end up attacking, and although he gives juice experience, you might as well go along with his request for now. You have ten days to do the mission, but we might as well get it over with right away, eh? Make sure you have either the Ring of Invisibility from Ulgoth's Beard, or potions of invisibility before you go, just to be safe. Oberon's Estate (AR0143/AR0144/AR0145) o======================================================================o 6) Head to the central area of Baldur's Gate (AR0700) and enter the large pink house near the top of the area map (x=3400, y=120) with just little old Imoen. You could go in sword swinging, but this is supposed to be a thief mission, remember? Unequip your weapons and talk to the fat lady on the first floor named Glanmarie and ask about the servile position. Say you worked at the palace or that you don't have any experience and she'll give you the job. Head upstairs, your target is on the third floor, in the desk at (x=350, y=460). Stay hidden, using your Ring of Invisibility from Ulgoth's Beard (if you went there) or potions to stay out of sight. At (x=500, y=500), (x=600, y=500) and (x=820, y=250) are Helshara, Ithmeera, and Delorna, respectively, each of which is a competent enough mage to cause a lone thief plenty of trouble. Helshara has a Mage Robe of Electrical Resistance, a Garnet, a Scroll of Fire Resistance, a Dagger, and 35 gold. Ithmeera will leave behind a Mage Robe of Fire Resistance, an Angel Skin Ring, a Quarter Staff, and 23 gold. Delorna drops a Necklace of Missiles, a Traveller's Robe, a Potion of Perception, a Dagger, and 56 gold. Nice though these treasures might be, you're here to steal, not to kill, and you'll know you did a good job if there was no dialogue after the first floor. ***ITEMS*** (AR0143) (x=600, y=100) Scroll of Clairvoyance, Cursed Scroll of Weakness (AR0144) (x=300, y=450) Scroll of Non-Detection, Scroll of Web, Scroll of Identify (AR0145) (x=350, y=460) 564 gold, Helshara's Artifact Fragment, Delnora's Statue, Delnora's Spellbook Nadine's House (AR0715/AR0176) o======================================================================o 7) Go into the house at (x=4150, y=900) to find a halfling lady named Nadine (x=400, y=270). She'll give you a good luck charm and ask you to find and give it to her boy, Euric. The 'good luck charm' is an Amulet of Protection +1. ***ITEMS*** (AR0715) (x=140, y=250) Greenstone Ring (AR0716) (x=500, y=80) 6 gold, Dagger (x=340, y=120) 14 gold (x=200, y=250) 8 gold (x=300, y=350) Sunstone Gem <----------------------------------------------------------------------> 8) Take the loot back to Alatos for your reward. You'll be relieved of your quest items, and it'll be revealed that you were hired because you were disposable. Resar will turn hostile, and you'll have to put him down. If you made good with Narlen, he'll jump in and kill Resar for you, and everybody will be happy. Loot Resar for a Wand of Paralyzation and a Quarter Staff. And of course, now that you're done with the guild, you can always go back to Oberon's house and kill the mages within, if you hurry. Now you're done with the Thieves Guild quests, you probably want to finish up the quests assigned in this area, right? Lets go and get that telescope for our gnome friend then. I have Imoen rest and prepare as many Knock spells as she can memorize before heading to the western side of the city (AR0600). ***REWARD*** EXP 4000 Hall of Wonders (AR0130) o======================================================================o 9) Head over to the western edge of the city and enter the Hall of Wonders (x=1600, y=2200). I have my main character go in and force the locks on all the displays in the area, then he leaves and Imoen comes in. She'll steal the goodies, hide, and repeat, taking care not to get caught by any guards. If they see her stealing, big deal, so long as they don't initiate dialogue. You can go into the next area, the High Hall of Wonders, but the only thing of note within is a bard named Forthel August who wastes your time. Anyhow, once you've pocketed the telescope (and those sweet gems!) head back to the Elfsong Tavern for your just reward. Now that the eastern area of Baldur's Gate is all but dealt with, I head south to work on that area (AR1300). ***ITEMS*** (x=500, y=950) Star Sapphire (x=670, y=800) Rogue Stone (x=730, y=830) Telescope ***REWARD*** EXP 5500 Gold 500 Item Wand of Lightning Nemphre's House (AR0813) o======================================================================o 10) Enter the house at (x=1750, y=250) and talk to Nemphre (x=400, y=290). She will offer you a reward if you steal Arkion's amulet. Give her Arkion's Bloodstone Amulet for your reward. However, if you give her Arkion Amulet, you can't turn it in to Ordulinian (see below) unless you kill her. ***REWARD*** (nemphre) EXP 1000 Item Scroll of Vampiric Touch <----------------------------------------------------------------------> 11) If you gain possession of both Nemphre's Onyx Ring and Arkion's Bloodstone Amulet, you can turn them both in for a reward to Ordulinian. Take the two trinkets to Ordulinian at the Sorcerous Sundries store the next time you're there for a reward. He says he'll give you a cloak, too, but doesn't actually deliver. Note that if you gave Nemphre Arkion's Amulet, you cannot steal it back from her, you'll have to kill her to get ahold of it again. If you kill Arkion, he'll drop a Mage Robe of Cold Resistance, a Dagger, and 250 gold. Nemphre will drop a Mage Robe of Electrical Resistance, an Onyx Ring, a Bloodstone Amulet, and a Dagger. ***REWARD*** (ordulinian) EXP 3500 Burglarized Home (AR1316) o======================================================================o 12) In a house at (x=1720, y=1070) you'll find a thief named Taxek, who is apparently robbing the house along with his buddy Michael. You can get them to give you the money they stole, or you can just let them off the hook, but their gear makes them worth killing. Taxek drops a suit of Studded Leather Armor, 40 Bolts of Lightning, a Garnet Gem, a Sphene Gem, a Light Crossbow +1, a Short Sword, and 75 gold. Michael yields a suit of Studded Leather Armor, Arrows of Fire (varies), a Ziose Gem, a Horn Coral Gem, a Long Bow, a Dagger, and 54 gold. That'll teach those bad thieves a lesson! Head over to the building at (x=1700, y=2350.) Inn (AR1306/AR1307) o======================================================================o 13) At (x=400, y=470) you'll find Euric. Talk to him to give him the good luck charm his mother wanted him to have for a reward. It's arguably more profitable to just sell the damned amulet. Go kills a Phase Spider in the sewers for 1400 experience instead.. but it's up to you. If you talk to Nadine later, she'll sweeten the deal for you. Head upstairs for an amusing conversation with a lady named Sandal Gwist (x=1700, y=1340). If you ask her why she's sad she'll say that her brother and cousin, Shank and Carbos, are missing. Remember those two? Your very first assassins.. It's just an amusing conversation. Anyways, you're done with this area, so move on to the south central area (AR1200). ***REWARD*** (euric) EXP 1100 ***REWARD*** (nadine) EXP 400 Item Necklace of Missiles Reputation +1 In this section of the FAQ we will cover the southern, northern, and western areas of Baldur's Gate (AR1200, AR0600, and AR0200). The Low Lantern (AR0133/AR0134/AR0135) o======================================================================o Sequence of Events: {WLK053} 1) The Void Sisters 2) Yago's Demise 3) The Splurging Sturgeon 4) Jelly Dare 5) Brotherly Love 6) A Sirine's Last Wish 7) Basilisk Breakout 8) Ratchild's Wrath! 9) Ogre Magessacre 10) Unicorn Run Fun 11) Angel May Cry 12) Razimath's Request 13) The Helm of Glory 14) A Little Looting.. 15) The Three Old Kegs 16) A Lady's Honor 17) Ragefast 18) Ghorak's Salvation 19) Raiding Razimath 1) Now it's time to help out Brielbara. Head to the Low Lantern, which is ship that is also an inn/tavern/place of ill-repute (x=3400, y=3100). There's not much to do on the first level, so head to the second level and reorient your party so the lead fighters are facing the front of the ship. At (x=320, y=320), (x=330, y=250) you'll find Desreta and Vay-ya, respectively. Desreta will initiate dialogue, which you can use to lure her away from Vay-ya if you're so inclined. Pick option #2 twice to pick a fight with her.. you really, really want to fight her. She's got a kick, but when she falls you can chase her friend Vay-ya down and deal with her separately Vay-ya starts out with status effect spells, including Confusion, and she can make Desreta that much more troublesome. When they die, loot Vay-ya for a Wand of Fireball, a Skydrop Gem, a Tchazar Gem, a Scroll of Clairvoyance, a Scroll of Dispel Magic, a Dagger +1, and 94 gold. Desreta will drops Gauntlets of Ogre Power, a Long Sword +1, and 172 gold. I cannot over-emphasize how good those gauntlets are. They'll take any fighter and make them a phenom, raising their strength to 18/00 while they're equipped. For me, these bad boys go to Ajantis, but any fighter who is not using the Gauntlets of Dexterity will work. Head down to the next level. <----------------------------------------------------------------------> 2) Yago is at (x=150, y=120). You only need to pick pocket the spell book from him, but why let that child-cursing mean old wizard off so lightly? Surround him and talk to him, which will probably end in a fight. When he falls, loot him for a Knaves Robe, a Quarter Staff, and most importantly, Yago's Book of Curses. Now you can loot about the Low Lantern, but keep in mind that looting is going to cause the guard to show up, and there's not much room to move. You should therefore loot with only one character, moving up a level every time you get caught. Especially Loot near Yago's bed for a variety of Scrolls and coins. ***ITEMS*** (AR0133) (x=150, y=100) Cursed Scroll of Weakness, Scroll of Protection from Fire, 112 gold (AR0134) (x=730, y=450) 86 gold (x=220, y=120) Long Sword +1, Andar Gem, 34 gold (AR0135) (x=150, y=100) Scroll of Melf's Acid Arrow, Scroll of Blur, Scroll of Sleep, Scroll of Fireball, 143 gold (x=350, y=220) Dagger, 87 gold Splurging Sturgeon (AR0103/AR0104) o======================================================================o 3) I make a detour to the Splurging Sturgeon (x=400, y=2900) to complete the quest with Brielbara. Inside you'll be molested by some woman named Lantanara, who has seen you in a dream. Seems to happen to you a lot, no? You'll also find a drunk wandering around named Lusselyn, who will dare you to kill off some slimes if you talk to him three times. Accept his bet (and put 100 gold on the line). Before we settle this wager, talk to Brielbara (x=400, y=390). She'll ask if there's anything she can do for you. If you say "We'd just like to be paid" you'll get gold in addition to the quest reward, if you say "Just remember us for the future." She'll.. well, do just that. Money, or memories, it's your call. Anyhow, make your choice and head upstairs (x=750, y=300). ***REWARD*** (brielbara) EXP 1000 Reputation +1 Gold 200* <----------------------------------------------------------------------> 4) Upstairs at (x=350, y=200) you'll find your Mustard Jelly. Also at (x=850, y=470) you'll find Mr. Shade, who runs through a series of ambiguous questions without actually saying anything. Search the place and head back downstairs. Talk to Lusselyn, who will pay up his half of the wager.. or at least the sixty gold pieces he has left. ***ITEMS*** (x=300, y=150) Bluestone Necklace, 6 gold (x=450, y=220) 11 gold (x=280, y=400) Mysteriously locked.. (x=460, y=500) Dagger, 13 gold (x=750, y=350) Sling, 10 Bullets, 56 gold ***REWARD*** (lusselyn) Gold 160 Ghorak's House (AR1211/AR1212) o======================================================================o 5) Enter the house at (x=4220, y=1900) to find poor Ghorak. Talk to him, and he'll ask you to find the skull of his brother, Kereph, which lies behinds a painting in the Three Old Kegs Inn and take it to Agnasia in The Lady's Hall. The Three Old Kegs is at (x=3700, y=2350) in the north-central area (AR0200) of Baldur's Gate. We'll get there eventually in the guide. ***ITEMS*** (AR1211) (x=400, y=250) Antidote, Short Sword (AR1212) (x=160, y=360) Throwing Dagger x12, 43 gold Sirine-Slain House (AR1209/AR1210) o======================================================================o 6) In the house at (x=3950, y=1650) you'll find a Sirine named Larriaz, who wants nothing more than to be left alone to die. You'll get paltry experience for killing her, or none for leaving her alone. Either way you go about it is up to you. She'll leave behind a Pearl in any case. ***ITEMS*** (AR1209) (x=400, y=150) Turquoise Gem (AR1210) (x=100, y=320) 1 gold Basilisk Warehouse (AR1207) o======================================================================o 7) Make sure you have a Protection from Petrification spell prepared before you enter the warehouse at (x=3260, y=1160). When you get inside, you'll be informed that a basilisk has been let loose in the warehouse. Take your protected character forward and smite it heartily. Regardless of what else the basilisk drops, it's sure to leave behind a Sphene Gem, which is what G'axir the Seer was talking about. Sewers (AR0225) o======================================================================o 8) Enter the sewers at (x=2650, y=850) and you'll be promptly encountered by a kobold named Ratchild. No matter what you say, he'll end up attacking you.. little bugger has a big chip on his shoulder. He'll be joined by a number of Kobold Commandos, so keep on your guard. He'll leave behind a greater number of Arrows of Fire than normal, but that's about it. Ogre Bank (AR1201) o======================================================================o 9) At (x=1150, y=1250) you'll find a large building. You should certainly spell-buff before entering, as there are no less than five Ogre Mages inside. In addition to the normal spell-buffs, you should have a See Invisibility spell prepared, to neutralize the Ogre Mages' attempts to go invisible. Letting them have their way and cast Lightning Bolts is not a good way to go about surviving. Once they're all dead, loot them for a variety of trinkets and gems. At (x=400, y=600) is the large building where the Iron Throne is hiding. You'll come back here at the behest of Scar, so avoid it for now. Instead head to the northern area (AR0200) to pick up some quests before we finish off (AR0600). Why skip over the middle area (AR0700)? Well, because we're all but done with it.. at least until we pick up more quests. Rinnie's House (AR0006/AR0007) o======================================================================o 10) Over at (x=1200, y=2800) you'll find Rinnie House. Inside, Rinnie (x=430, y=310) will ask you to fetch her a book about the Unicorn Run. We'll pick one up later on, but I'll list the reward here for reference. ***ITEMS*** (AR0006) (x=400, y=250) Ziose Gem, 4 gold (AR0007) (x=150, y=350) Potion of Invisibility, 24 gold ***REWARD*** (rinnie) EXP 900 Item Scroll of Protection from Poison <----------------------------------------------------------------------> 11) Over at (x=670, y=2770) you'll find Petrine, who ran away from her uncle's house. Unfortunately, her cat ran off to 'get her ring'. So, go into the house at (x=750, y=2700) to retrieve the ring so Angel will return. In the house (AR0004) you'll find Bheren wandering about, and will complain about the cat. Head upstairs and loot the dresser at (x=350, y=100) for some shinies, including an Angel Skin Ring. What better to lure a cat named Angel? If you dispose of the cat for Bheren, you'll get some experience and lose a point of reputation. If you give the ring to Petrina, you'll get more experience. Or you could go give the ring to Petrina, go back inside, kill the cat, talk to Bheren, and get both rewards. Whatever. Also, if you pick pocket Bheren, you can nab a Cloak of Protection +1. Not bad. ***ITEMS*** (AR0004) (x=350, y=100) 11 gold (x=350, y=120) Tainted Oil of Speed (x=550, y=200) 10 Bolts +1 (AR0005) (x=350, y=100) Skydrop Gem, Angel Skin Ring, 8 gold ***REWARD*** (bheren) EXP 400 Reputation -1 (petrina) EXP 500 <----------------------------------------------------------------------> 12) At (x=3600, y=1550) you'll find a wizard named Razamith. He'll ask you to go kidnap a Nymph from a mage named Ragefast. Sounds reasonable, and that's the reason we did this area before (AR1100). Jardak's House (AR0010/AR0011) o======================================================================o 13) Head into the house at (x=2450, y=1200) at you'll be pestered by a man named Drelik, who will pick a fight with you regardless of what you say. Kill him and loot him for a Scroll of Dire Charm, a Short Sword +1, and 65 gold. Head upstairs and you'll be approached by the master of the house, a warrior named Jardak. Since you've killed his butler, there's really no reason to expect this wont end in a fight either. He's a fairly lethal warrior on his own, but he just can't withstand 6 to 1 odds. When he falls he'll leave behind a suit of Plate Mail armor, the Helm of Glory, a Medium Shield, a Potion of Frost Giant Strength, a Potion of Genius, a Long Sword +1, and 68 gold. The Helm of Glory is a spiffy helm that should go on your party leader. In my case, this means Ajantis. ***ITEMS*** (AR0010) (x=400, y=150) Small Shield, 15 gold (AR0011) (x=100, y=300) Throwing Dagger, 6 gold <----------------------------------------------------------------------> 14) In the houses at (x=4000, y=900), (x=3320, y=820), (x=3000, y=900), and (x=3040, y=1180) you'll find some goodies worth looting. ***ITEMS*** (AR0014) (x=450, y=80) 4 gold (AR0015) (x=300, y=350) 11 gold (x=200, y=250) Andar Gem, 25 gold (x=70, y=270) History of the North (x=530, y=120) Throwing Dagger x1, 5 gold (AR0016) (x=400, y=250) Large Shield, 3 gold (AR0018) (x=350, y=100) Leather Armor, 7 gold (x=450, y=100) Mysteriously locked.. (x=550, y=170) Potion of Explosions, 23 gold (AR0019) (x=350, y=100) Rainbow Obsidian Necklace, 8 gold (AR0020) (x=400, y=250) Small Shield +1, 10 gold (AR0021) (x=180, y=350) Mace, Potion of Heroism, Jasper Gem Three Old Kegs (AR0119/AR0120/AR0121) o======================================================================o 15) South of Razimath's house you'll find the Three Old Kegs tavern (x=3700, y=2350). If you remember, this is where we were told to go find Ghorak's brother's skull. Inside you'll be approached by both a commoner named Shep and a halfling named Bellamy, neither of which have anything useful to say. You can steal a Star Diopside gem from the bartender, Nantin Bellowgyn, but overall there's not really much to recommend this level. Upstairs at (x=530, y=100) you'll find the painting you're looking for, behind which is Kereph's Skull. Take it and head upstairs. Again, there's not much to do up here.. unless you think becoming fantastically rich is something extraordinary. Loot the place, and in one of the dressers you'll find 208 Ziose Gems. If you sell them to a merchant you haven't saturated with gems yet, you'll make a bundle off of them.. about 6500 gold, in any case. Also talk to the Noblewoman who is wandering about. She'll ask you to kill a man at the Elfsong Tavern named Cyrdemac. She'll offer to pay 2000 gold for the task.. and double it to 4000 if you ask for more. Lets finish this side-quest off, then hand in Kereph's Skull and deal with Ragefast as part of finishing up the south-western section of Baldur's Gate (AR1100). ***ITEMS*** (AR0120) (x=530, y=100) Kereph's Skull (AR0121) (x=700, y=200) Bloodstone Ring, Ziose Gem, 150 gold (x=150, y=350) 208 Ziose Gems, Iol Gem The Elfsong Tavern (AR0705/AR0706) o======================================================================o 16) Enter the Elfsong and head upstairs. There's some looting to be done, a merchant who can be dealt with, and Alyth (x=200, y=420) who you can steal a Fire Agate from.. but the reason you're here is Cyrdemac (x=600, y=400). You can ask to see him alone, but there's really not much point, as you're perfectly capable of smiting him wherever he is. He's not one to be reasoned with anyhow. Kill him and loot him for a suit of Chain Mail, a Medium Shield, a Bastard Sword +1, and 50 gold. That's not a bad payday there, but we were promised more. Head back to the Three Old Kegs to confront Areana. She'll reveal that she has only 500 gold with which to reward you. If you accept, and pick option #3, you can blackmail her for 500 gold every tenday. If you head back to collect your money, however, you'll find a man named Tor Lobo waiting for you. Apparently, Areana has not learned her lesson, and decided to hire a guy to kill the guy she hired to kill the last guy. When Tor Lobo falls he'll leave behind a suit of Plate Mail armor, a Large Shield, a Long Sword, and 78 gold. It's not 500 gold, but it's something. Now I head down to the western edge of the city (AR0600). ***ITEMS*** (x=550, y=750) Heavy Crossbow (x=200, y=550) Dagger (x=250, y=650) Chainmail, 56 gold (x=450, y=270) Aquamarine Gem, 198 gold Ragefast's House (AR0126) o======================================================================o 17) Surprisingly, after hitting the House of Wonders and dealing with the Tymorans, we're all but done in this area. Just two little things to do, and we should know what those are without this guide. Enter the building at (x=2850, y=500) where you'll be immediately confronted by an angry Ragefast. You can pick a fight with him by picking options #1 or #3, but I prefer to let Ragefast live for some reason.. One of the few NPCs I regularly spare. If you do kill him, however, he'll leave behind an Amulet of Protection +1, a Knave's Robe, and a Wand of Paralyzation. You can then take Abela with you (as an inventory item) to Razimath, who reveals his intentions to use her body to create various magical items. Not really a nice guy, eh? And, he doesn't pay you, but he sure seems to think he did (probably a glitch). You can talk to Abela when she's at Ragefast's (after you've dealt with Ragefast) or at Razimath's to set her free and get her gratitude. If you set her free, you'll get a quest reward, and Razimath won't seem to care. So, since there's no reward, there's really no reason to give Razimath his nymph, although there's no reason to NOT kill Ragefast, I tend to talk some sense into him by picking options #2, #2, #1, and #3. You'll get Abela's reward, but Razimath won't be too happy. You can turn the Nymph hair in to Halbazzer Drin at Sorcerous Sundries, who will pay you either 500 gold, or, if you say that it was a gift he'll offer to turn it into a Nymph Cloak for 100 gold. You don't really need more than one cloak like this, and you already have Algernon's Cloak, so I take the money. Anyways, enter the Lady's House at (x=1300, y=1000). ***REWARD*** (abela the nymph) EXP 2000 Item Lock of Nymph's Hair The Lady's House (AR0132) o======================================================================o 18) Go talk to Agnasia (x=420, y=200) with Kereph's Skull in your inventory to complete the quest. You'll get an experience reward for your effort. If you go talk to Ghorak, you'll get to see him turn back to normal. Now that that's done, head back to Razimath's and enter his tower. ***REWARD*** (agnasia) EXP 1000 Reputation +1 Razimath's Tower (AR0137/AR0138) o======================================================================o 19) Talk to Razimath, who will accuse you of betrayal and cast a lightning bolt on you before teleporting to the top of his tower. If you're lucky you can nail him before he teleports away, but we need to get to the top of his tower anyhow. To get there, you'll have to go up the stairs and fight through a gauntlet of enemies on each level. On the first level, it's a pair of Mustard Jellies. On the second level you'll fight five Ghasts. The third level there are six Hobgoblin Elites. On the fourth level you'll square off against six Kobold Commandos, and on the fifth level will be Razimath himself. Head up with your most well-defended party member first to draw the attention of the bad guys, bringing your whole party up at once is just begging the enemies to torment your mages. When I get up to the top level, I immediately have my main character and Imoen cast magic missile, which puts Razimath down good-like. Loot him for an Amulet of Meta-Spell Influence, a Ring of Protection +2, and a Knave's Robe. Also be sure to loot around for some great gear, including his Tome of Clear Thought. He also has a copy of the History of the Unicorn Run, if you haven't been able to find one for Rinnie. ***ITEMS*** (x=350, y=100) Scroll of Blindness, Scroll of Invisibility, Scroll of Blur, Scroll of Mirror Image (x=400, y=250) Tome of Clear Thought (x=270, y=300) Wand of Paralyzation, Elixer of Health, Cursed Scroll of Clumsiness, Scroll of Protection from Magic, Scroll of Protection from Poison, 395 gold (x=100, y=200) History of the Unicorn Run Now we're done with several areas of Baldur's Gate, we're ready to hit the south-western corner of the map (AR1100), which includes dealing with the dysfunctional merchant coasters. That's right, it's time to finally do some work for Scar. Most of our item gathering in Baldur's Gate is done, too, although there's an odd trinket or two still waiting, but if you were to get antsy and decide to tackle Durlag's Tower, you're much better equipped for it now. When you're ready, head to (AR1100). We will now cover the south-western, central, and north-western areas (Ar1100, AR0700, AR0100). Baldur's Gate, South-West (AR1100) o======================================================================o Sequence of Events: {WLK054} 1) Slimy Tavern 2) The Sewer King 3) The Seven Suns 4) Jhasso 5) Sewer Spiders 6) Tiax Rules! 7) Scar's Missions 8) Wiven's Last Hit 9) Sunnin, Master-Mage 10) Looting 11) Fenten's Scales 12) Degrodel 13) Pheirkas' Cape-r 14) Twins, a Wizard, and a Druid 15) Loot House 16) Loot Bar 17) Quinn's House 18) Entar Silvershield's Estate 1) In the tavern at (x=2450, y=750) you'll find a number of Green Slimes attacking the patrons. The bartender is already gone (see how he's all green?) Slay the slimes and leave. Be careful when fighting Green Slimes, if they hit a character, there's a chance they'll infect that character, and permanently kill them. In D&D rules, I believe Green Slimes are kind of like the Blob in the movies.. they devour organic flesh and turn the victim into more Green Slime. In Baldur's Gate, this happens exceedingly quickly and without any chance to rectify the situation. Just wait a few rounds after the battle to see if anybody is taking damage and explodes (Jaheira seems particularly fond of turning into piles of goo.) Sewers (AR0224) o======================================================================o 2) Head down one of the sewer grates, either (x=3870, y=570) or (x=3550, y=1500) will do. You'll be interrogated by Schlumpsha the Sewer King and his retinue. If you pick the bottom options, you can avoid a fight. If you fight Schlumpsha, you'll get some experience and minor trinkets, but nothing great. Lets head over to the Seven Suns building (x=3470, y=1270). Seven Suns (AR0601/AR0602) o======================================================================o 3) You'll notice something is wrong as soon as the first merchant talks to you. He'll say that the faces of his colleagues change when he's not looking. Anybody have some D&D knowledge here? If you've been to Durlag's Tower, you'd have a clue as to what's going on. Talk to any of the merchants long enough and they'll take on their true form and reveal they are doppelgangers Slay them and head upstairs, killing more foul shapeshifters. When they're all dead, head to the basement (x=100, y=500). <----------------------------------------------------------------------> 4) Downstairs you'll find another doppelganger guarding Jhasso (x=200, y=350). After the doppelganger is dead, talk to the man. Pick option #1 twice to tell him about Scar and send him on his way. That wasn't so hard, was it? Loot and leave. When you exit you'll be approached by Laola Axehand, who will tell you to report to Scar. All in good time. Head down the sewer grate at (x=4070, y=1420). ***ITEMS*** (x=250, y=250) Spear, Spear +1, Halberd x2, Quarter Staff (x=400, y=410) Scroll of Protection from Undead, Scroll of Protection from Electricity, Wand of Magic Missiles, Potion of Hill Giant Strength (x=400, y=390) Flamedance Ring, Chrysoberyl Gem, Shandon Gem 368 gold Sewers (AR0224) o======================================================================o 5) In this part of the sewers, you'll be attacked by a number of Wraith and Phase Spiders, which aren't too bad anymore, but worth the experience for clearing them out. When you're done, go up the ladder at (x=450, y=2200). <----------------------------------------------------------------------> 6) Go south around the large building to the east. At (x=1450, y=1620) you'll find a little sociopath by the name of Tiax. He's a Cyric worshiping, delusional, first-person speaking little barrel of laughs.. Recruit him or give him the boot and head on into the Flaming Fist compound (x=1500, y=1300). Flaming Fist Compound, Downstairs (AR0607) o======================================================================o 7) Talk to Scar (x=1500, y=1050) and pick option #3 to tell him about the doppelgangers He'll reward you and send you on another quest, this time to find out why people have been disappearing from the streets. The culprit, as you already know, was an Ogre Mage and his host of Carrion Crawlers. Accept to go on the mission and he'll pay you 300 gold, with a promise of 1000 more if you find out what is causing the problems. If you have the ruby ring in your inventory you got from looting the corpses in the sewer, talk to him again and pick option #2 to finish the quest. Turn in the ruby ring for a whopping 2000 gold bonus, which is roughly triple what the ring is worth. Nice. Now he's ready to tell you about the Iron Throne, and heads outside. We'll deal with the Flaming Fist compound in detail later. Scar wants to talk serious-like about the Throne. This is the climax-quest of Baldur's Gate, so we'll save it for later. ***REWARD*** (scar) EXP 5000 Gold 2000 ***REWARD*** (scar) EXP 2000 Gold 1000 or EXP 3000* Gold 3000* Thief Bank (AR1101/AR1102) o======================================================================o 8) Enter the house at (x=2250, y=1750) to find a group of thieves including Wiven, Dirk, Meaken, and Sath. Wiven will demand that you hand over your money.. and by now, we know how this goes. When combat starts, her three buddies will take pot shots at the party, but since your party enters the building in order, they'll be shooting at what should be your best defended characters. Simply put, Ajantis wasn't having trouble with their arrows. Kill them and take their stuff. Dirk drops a suit of Studded Leather Armor, a bundle of Arrows +1, a Long Bow, a Flail, and 49 gold. Meaken coughs up a suit of Studded Leather Armor, some Arrows of Fire, a Long Bow, a Short Sword, and 49 gold. Meaken leaves behind pretty much the same loot as Sath, varying the number of Arrows of Fire depending on how many shots they took at you. Finally Wiven gives a Potion of Master Thievery, a Scroll of Protection from Normal Missiles, a Scroll of Ghost Armor, a Short Sword +1, and 90 gold. While you're here, you might as well loot the place, although the pickings are slim. ***ITEMS*** (AR1101) (x=650, y=500) Scroll of Identify (x=150, y=600) 22 gold (AR1102) (x=650, y=200) Scroll of Friends (x=550, y=750) 13 gold Sunin's House (AR1111) o======================================================================o 9) In a house at (x=1700, y=2500) you'll be greeted by the master mage Sunin, who doesn't appreciate the trespassing of robbers such as you. He'll summon up two friends, an archer named Maka, and a fighter named Joular. Together.. they're not too bad. Sunin walks right up to you, which makes him easy pickings for your party. After that it's a matter of pouncing on Maka and beating Joular down. Loot Sunin for a Mage Robe of Electrical Resistance, a Wing of Wizardry, a Scroll of Fireball, a Scroll of Vampiric Touch, a Quarter Staff, and 102 gold. Search Maka for a suit of Plate Mail, some Arrows of Piercing, a Long Bow, a Spear, and 39 gold. Finally, Joular drops a Long Sword +1 and 64 gold. My main character slips on the Ring of Wizardry, and doubles his first level spells. ***ITEMS*** (x=450, y=420) 38 gold Looting Locales (AR1112/AR1105/AR1106) o======================================================================o 10) There's a shop at (x=2250, y=2700) and a house (x=1700, y=2150) with some stuff worth looting. when you're done, exit the area and head to the central-western area of Baldur's Gate (AR0600). ***ITEMS*** (AR1105) (x=550, y=180) Antidote, 15 gold (x=350, y=100) Battle Axe, 13 gold (AR1106) (x=350, y=80) History of Shadowdale, 13 gold ***ITEMS*** (AR1112) (x=150, y=350) 12 gold (x=500, y=500) Oil of Fiery Burning (x=550, y=370) Long Sword x2 (x=510, y=150) 53 gold Fenten's House (AR0619/AR0620) o======================================================================o 11) If you approach the western area from the south you'll be able to reach the area outside of the walls. In a house at (x=3400, y=3200) you'll find a dwarf named Fentan (x=450, y=250) who will ask you to fetch him some Ankheg scales. He'll give you the same sort of deal Taerom Fuiruim did, but Fenten will only cough up 250 gold each time you sell him scales. Still, it is a way to make some money, if you need it still. Now head to the north-western area of Baldur's Gate (AR0100). You're just about done with this city! ***ITEMS*** (x=200, y=300) 14 gold (x=310, y=400) Bloodstone Ring, 18 gold Degrodel's House (AR0161) o======================================================================o 12) There's a house at (x=2100, y=3000) that needs to be explored, but before you do, spellbuff to the max. Inside are two Doomguards, two Helmed Horror, and three Invisible Stalkers. Target the Invisible Stalkers with ranged weapons, because the other foes will be immune to non-magical missiles. Also, shaving down one of the Doomguards with magic missiles might be a good way to open up the fight. Once they're beaten, head into the back and talk to Degrodel (x=200, y=580). He'll ask you to unpetrify a group of mercenaries and get the Helm of Balduran from them, and offer 5000 gold for the task. Surely by now you realize that the helm itself is the prize, but agree to his task for now. He'll give you six scrolls of Stone to Flesh, so you don't even have to worry about that part of the mission. How nice. Pheirkas' House (AR167) o======================================================================o 13) Enter the house at (x=1750, y=2500) to find the dwarf Pheirkas (x=400, y=290). He'll ask you to fetch Algernon's Cloak for him, and offer you a reward for the caper. Of course, the reward isn't as good as the item he's asking you to steal, but if you want to be a completitionist you could always give him Algernon's Cloak and keep the Nymph Cloak you can get from Halbazzer Drin. Or better yet, you could just ignore this quest entirely and save yourself the bother. ***REWARD*** (pheirkas) EXP 300 Gold 200 Twin's House (AR0162) o======================================================================o 14) Head over to the large house at (x=2750, y=2300). Inside are two twins named Laerla and Louise. Talk to either one to find out that some spooks are spying on them. Shortly thereafter a mage named Gervisse will appear, and tell you about a druid who is trying to abduct the twins named Voltine. Shortly thereafter Voltine appears, and if you talk to her, she accuses you a being a peeping tom, like Gervisse. So, who to believe? A simple Detect Evil spell points Gervisse out as a bad guy, so he's probably the one worth killing. If you kill Gervisse, he'll drop a Mage Robe of Fire Resistance, a Dagger, and 72 gold. Talk to Voltine for a Wand of Polymorphing, and talk to Laerla for a quest reward. If you kill Voltine, she'll drop a Wand of Polymorphing, a Quarter Staff, and 24 gold. Gervisse will thank you, but won't reward you. You get the reward from Laerla regardless of who you kill. I'm typically in favor of killing them both, then robbing the house. ***ITEMS*** (x=450, y=400) Splint Mail +1 (x=350, y=670) 63 gold ***REWARD*** (laerla) EXP 1000 Item Scroll of Protection from Evil ***REWARD*** (voltine) Item Wand of Polymorphing Loot House (AR0163/AR0164) o======================================================================o 15) The house at (x=2970, y=1150) is worth looting, especially since the owner doesn't seem to care if you rob him blind. ***ITEMS*** (AR0163) (x=350, y=100) 12 gold (x=450, y=120) Studded Necklace with Ziose Gems, 8 gold (x=550, y=200) Potion of Insight, 10 gold (AR0164) (x=350, y=100) Bloodstone Gem, Dagger, 23 gold Loot Bar (AR0165/AR0166) o======================================================================o 16) The bar at (x=3020, y=1650) also contains a bit of loot worth taking upstairs. You'll be annoyed by a commoner named Connoly Finn, and upstairs you can listen to some of Borinole Mann's (x=600, y=280) boring stories, but there's really not anything of interest besides the loot. ***ITEMS*** (x=350, y=500) 8 gold (x=200, y=400) Potion of Defense (x=450, y=420) 3 gold (x=550, y=350) Dagger, Throwing Daggers x25 (x=400, y=220) Silver Necklace, 6 gold Quinn's House (AR0157) o======================================================================o 17) Over at (x=3670, y=2200) you'll find Quinn's House, and fittingly enough, inside is a halfling named Quinn. He'll ask you to find something of his friends' to bury with him. Remember that Ankheg north of Tenya's house, with Nester's Dagger amongst its loot? That's the dagger he wants. Give it to him for a reward. Now, if you'll remember Eldoth wanted to rescue-kidnap his girlfriend from her father, one Entar Silvershield. His house is in the north-western corner. If you want to get his gal-pal Skie to join you, you're going to have to bring Eldoth along and leave a space for Skie as well. ***REWARD*** (quinn) EXP 950 Item Shandon Gem Reputation +1 Entar Silvershield's Estate (AR0101/AR0102) o======================================================================o 18) Enter the large house at (x=1150, y=1650) and head over to the south west. You'll be questioned by a guard on your way. Pick option #1 and continue on your way. You don't want to be attacked, do you? Head up the stairs at (x=500, y=1400). Talk to Skie, who will be wandering about. If Eldoth is in your party, she'll recognize him and offer to join your party. If not, she'll call for help and armed guards will appear and attack. If he's in your party, but downstairs, you'll get to meet Biff the Understudy if you talk to her. Biff is a device Black Isle inserted to handle conversations when one of the required participants isn't present. Neat-o. Whether you recruit Skie or not, case the house for goodies. Be careful not to alert guards, some of these treasure can be tricky due to the high number of narky servants milling about. Note that you can lure the guard in the southeast out of sight of the chest (x=500, y=950). Or you could just kill him out of sight of servants without suffering a reputation penalty. ***ITEMS*** (AR0101) (x=500, y=950) Moonbar Gem, Potion of Magic Blocking, Tainted Potion of Invulnerability, 254 gold (x=350, y=1050) Star Diopside Gem, Gold Necklace, Studded Necklace with Zios Gems, 385 gold (AR0102) (x=550, y=1250) Cloak of Protection +1, 308 gold (x=470, y=1300) Pearl Necklace, Black Opal, Water Opal, Potion of Freedom, Elixer of Health, Oil of Quickness, 359 gold (x=610, y=1200) Larel's Tear Necklace, 154 gold If you recruited Skie for Eldoth, he'll eventually tell you that Entar has agreed to pay ransom for Skie, and that you should head to the Blade and Stars (AR1300, AR0105) (x=200, y=650) and meet with a man named Elkart for the ransom money. Elkart is on the first floor at (x=120, y=270), and as promised, every two days he'll cough up 1000 gold. You can do this up to eight times, as on the ninth he'll call up a pack of six Flaming Fist Enforcers. Still 8000 gold is nothing to turn your nose up at. When you're done being a menace to society, head over to the central area of Baldur's Gate (AR0700). It's time to get some premium gear before we're done with the game's namesake city. Felonius Gist's Manor (AR0719) o======================================================================o Sequence of Events: {WLK055} 1) Unpetrifying 2) Rival Adventurers 3) Robbing Amn Blind 4) The Helm of Balduran 5) Degrodel's Deserts 6) Fallen Saint 7) Scar's Third Mission 8) A Ring for Fergus 9) Preparation 10) The Iron Throne 11) Basement 12) The Second Level 13) The Third Level 14) The Fourth Level 15) Sarevok's Acolytes 1) Enter the house at (x=1750, y=1000). You'll notice a number of statues around the place, just waiting to be turned back into people. Oblige them with the scrolls Degrodel gave you and talk to the elf warrior at (x=750, y=160). If you pick option #3, you'll get a small experience reward, but nothing else. If you pick options #1, #2, and #3 he'll tell you where to find another powerful item, the Cloak of Balduran. If you pick options #1, #2, #2 he'll give you a Letter that contains a clue to the helmet's location, and to the cloaks'. You clearly want both items, however. You can pick-pocket the letter from him and deal with the unpetrified adventurers however you wish. If you kill them the elf fighter (Vail) leaves behind a suit of Plate Mail, a Medium Shield, a Long Sword, and 64 gold. The human warrior drops the same loot, but with 84 gold. The human archer drops a suit of Splint Mail, 30 Arrows of Ice, a Long bow, a Bastard Sword, and 49 gold, the second human archer drops a suit of Splint Mail, 5 Arrows of Acid, 4 Arrows of Piercing, twenty Arrows +1, a Long Bow, a Bastard Sword, and 49 gold, and finally the human wizard drops a Mage Robe of Electrical Resistance, two Potions of Healing, a Quarter Staff, ten Darts, and 102 gold. I typically just kill them and take the letter. In any event, the Helmet is hidden in the Helm and Cloak Inn, so head back to the north western area (AR0100). Make sure you nab the Angel Skin Ring from the table before you leave. ***REWARD*** (vail) EXP 500 Item Letter* ***ITEMS*** (x=900, y=300) Angel Skin Ring, 102 gold Helm and Cloak (AR0116/AR0117/AR0118) o======================================================================o 2) Enter the Helm and Cloak at (x=3550, y=2900). At (x=700, y=640) you'll find Gorpel Hind. Talk to him and pick option #1 to join in his good-natured adventury bragging. A party will appear near the entrance led by Gretek, who will represent the BAD side of braggart adventurers. Pick option #1 with them to pick a fight. Don't be afraid to go heavy with the spell-buffs, haste and confusion will go a long way to winning this fight in style. Gretek will leave behind a suit of Plate Mail, a Large Shield, a Battle Axe +2, and 48 gold. Arlin will drop a suit of Splint Mail, a Helmet, a Medium Shield, a War Hammer, and 50 gold. Wilf coughs up an Adventurer's Robe, a Greenstone Ring, a Quarter Staff, and 38 gold. Pargus drops Bracers of Defense A.C. 7, a Bloodstone Ring, a Long Sword +1, and 48 gold. Nader leaves behind a suit of Studded Leather armor, Arrows of Fire (varies), Arrows (varies), a Short Bow, a Dagger, and 23 gold. Finally Caturak can be looted for a suit of Plate Mail armor, Arrows of Ice (varies), Arrows (varies), a Silver Ring, a Composite Long Bow, a Short Sword and 16 gold. Most of this loot is just good for selling, but if you have Kagain in your party, I'm sure he'll enjoy that Battle Axe +2. <----------------------------------------------------------------------> 3) Head upstairs (x=800, y=800) and you'll come to a level that is blocked off due to the status of the inhabitant. The guards are just for show though, you can walk right in and harass the noblewoman as you please. If you pick option #1 you can rob her. You'll gain 189 gold but lose two points of reputation. She's kind of a bitch, so don't feel bad if you choose to go for it. You can also kill the guards without losing reputation, if you want to rob the room (or if they're just getting in the way.) ***ITEMS*** (x=480, y=280) Angel Skin Ring, 195 gold <----------------------------------------------------------------------> 4) Now go back downstairs and head up the stairs in the back of the Inn (x=600, y=400). Search and disarm the painting (x=640, y=180) to claim the Helm of Balduran for your own. It's an awesome helm for this game, giving a bonus to armor class, five extra hit points, a bonus to all your saving throws, and a bonus to your THAC0. Best of all, you can wear it in conjunction with magical armor/other magical protections. I typically give this helmet to my main character out of favoritism, but it can go on nearly any fighting character. ***TRAPS*** (x=640, y=180) ***ITEMS*** (x=640, y=180) Helm of Balduran <----------------------------------------------------------------------> 5) Now return to Degrodel. Obviously, you don't want to give up the helmet. If you talk to him with the helmet equipped, he'll take the helmet and summon some Doom Guards and an Invisible Stalker to escort you out. Prick. Why he would do this AND pay you is beyond me.. Anyways, there's nothing to stop you from killing Degrodel, in which case he'll drop a Mage Robe of Electrical Resistance, a Quarter Staff, and 98 gold. Of course, the best option is to surround him, spell buff, and give him the helm. Trap him with your party and kill him. Sure, you won't get as much experience for killing a non-hostile Degrodel, but the beasties he summons will make up for it. Plus, this way you keep the Helm of Balduran AND get the 5000 gold piece pay day. Nice. ***REWARD*** (degrodel) GOLD 5000 The Undercellar (AR0112) o======================================================================o 6) Return to the Blushing Mermaid (AR0300) and enter the area at (x=100, y=400) to reach the Undercellar. You can find Quenash at (x=1310, y=1310). If you got the note from Vail legitimately, she'll ask you to describe him for her. Describe him as a blonde elf to get the cloak. Or.. you could just steal it from her. Either way, the Cloak of Balduran is a cloak that improves your armor class and saves by one, and gives 25% magic resistance. I tend to throw this on Jaheira, as it will increase her Armor Class when she gets the Ankheg Full Plate, and really, she needs the armor class more than, say, Viconia. Flaming Fist Compound, Upstairs (AR0608) o======================================================================o 7) Go so the south-western area of Baldur's Gate (AR1100) and talk to Scar (x=1560 y=1440) in front of the Flaming Fist Compound. He'll take you to see Eltan, one of the Grand Duke's of Baldur's Gate. He'll offer to pay you 2000 gold to gather evidence of the Iron Throne's mischief from their headquarters in the city. Ah, sweet sweet incentive. Accept and head out.. Don't worry about looting around, you'll get a better, less-guardful opportunity later. (x=620, y=280) Large Shield, Dagger, 180 gold (x=510, y=400) Medium Shield +1, Short Sword, 550 gold (x=500, y=480) Splint Mail +1, Long Sword, 354 gold (x=200, y=330) Dagger, Sling, 10 gold <----------------------------------------------------------------------> 8) On the way down talk to a blonde Flaming Fist mercenary named Fergus, who will mention needing an Angel Skin Ring for his lady. I can think of at least two we've found recently, so talk to him again to give him one for a reward. ***REWARD*** (fergus) EXP 800 Reputation +1 <----------------------------------------------------------------------> 9) I go and drop off whatever excess loot I have at the local merchants before heading into the Iron Throne building.. don't want to score some new loot and not have any room for it, do I? I grab some Arrows of Detonation from Sorcerous Sundries as well, which I use in appropriate situations in lieu of a Fireball, since I usually can't be bothered to keep one prepared.. not when Haste, Slow, and Dispel Magic are all more practical alternatives. It might be very expensive to load up on enough to give two or three archers a full stack, but at this point in the game I have almost 100,000 gold and nothing better to spend it on than magical arrows, scrolls, potions, and other limited-use items. Once I have sixty I'm satisfied.. I really don't have much of a choice anyways, that's as many as you can get your hands on. Do NOT use them frivolously, as they are great tools for softening up strong parties of enemies. When you are fully prepared, rested, etc, head to the southern area (AR1200) and enter the Iron Throne building (x=400, y=600) Iron Throne Headquarters (AR0616/AR0611/AR0612/AR0613/AR0614/AR0615) o======================================================================o 10) When you enter a merchant named Triadore will bother you, rambling about madness in the building. Pay him some coin and he'll tell you that Sarevok's acolytes are up on the 5th floor with one Thaldorn, and that there are two priests, two mages, and two warriors. Sounds like.. a lot of magic in one party. We'll just have to fight fire with.. Arrows of Detonation! (And Haste, Slow, Confusion, Summon Monsters, and all that jazz.) There are also guards around that will bother you. Pick options #1 or #4 to bribe them into leaving you alone, or options #2 or #3 to bluff your way past, or option #5 to indiscreetly start slaying things. First head down to the basement at (x=1300, y=720). <----------------------------------------------------------------------> 11) You'll be bothered by a guard. Just pick options #1 or #2 to have him go away and loot the two large chests. When you're done, go back upstairs and up to the second level (x=800, y=200). ***ITEMS*** (x=150, y=320) Potion of Genius, Potion of Insulation, Tainted Antidote, Potion of Storm Giant Strength, 100 gold. (x=200, y=200) Scroll of Protection from Acid, Scroll of Protection from Cold, 255 gold <----------------------------------------------------------------------> 12) You'll be bothered by more guards. Pick option #2 to avoid a fight. If you keep picking the second option, he'll let you in on his suspicion that people are 'changing faces' up there. Sounds like doppelgangers again. Head up the stairs to the third level (x=800, y=200). <----------------------------------------------------------------------> 13) Another level, another nosy guard. Pick option #1 to bribe him, or options #2 or #3 to bluff.. or option #4 to pick a fight. You'll also be bothered by a man named Nortuary, who asks to see Reiltar. Deal with him however you wish. You'll also find some whale of a lady named Emissary Tar, who seeks the stairs to the fifth floor.. she must not have good eyesight when it comes to things other than food. When you're done with all that, head upstairs again (x=800, y=200). <----------------------------------------------------------------------> 14) Awfully close to that 5th level now.. spooky. A manling named Destus Gurn will approach and confuse you for Emissary Tar. He'll tell you about the inhabitants of the next level, one Zhalimar Cloudwulfe, Gardush, Naaman, Diyab, Aasim, and Alai. He'll also mention one Thaldorn and some Lyle person. Anyways, loot about and head to the staircase. ***ITEMS*** (x=900, y=400) Scroll of Hold Person, Scroll of Stinking Cloud, Scroll of Flame Arrow (x=1130, y=500) Scroll of Know Alignment, Scroll of Shield, Scroll of Protection from Petrification <----------------------------------------------------------------------> 15) Now for the big fight.. we could prepare to the maximum with potions of giant strength, potions of magic blocking, and tons of spell-buffs, but it's really not needed. The cheap way to win is by spell-buffing one mage and sending them up one stair case, and spell-buffing another and sending them up the opposite, then lay into them with fireballs, wands of fire, and the like before quickly running downstairs.. but that kind of tactic isn't very satisfying and won't serve you well in the sequel. So, I go with a different option. I equip Arrows of Detonation on Minsc, Imoen, and my main character and send the entire party up (x=800, y=200). First, I make sure my party AI is off, so I can micromanage this fight, then I focus my archers on Diyab, and have Jaheira cast an Entangle and Viconia a Silence 15' Radius near Diyab. Ajantis stays put. Don't worry about hitting Emissary Tar, she's a Doppelganger Diyab, Naaman, and the Doppelganger go down immediately under the onslaught and all their spells are disrupted. I switch to normal arrows and have Imoen cast Summon Monster II, my main character casts Haste, Viconia casts Animate Dead, Minsc targets Aasim, and Jahiera moves to engage Alai while Ajantis targets Zhalimar. Aasim dies shortly thereafter, while Imoen and my main character ready a double shot of Confusion and Slow, and Viconia casts Protection from Evil 10' Radius. Now I move in to finish off the remaining three, who are injured, outnumbered, out-matched, and without a vast majority of their spell buffs. Alai dies next, and my party (and summons) converge upon the two remaining warriors. They fall quickly in what can be described only as a glorious rout. My party doesn't take a lick of damage and expends only three Arrows of Detonation. Glorious. Zhalimar leaves behind a suit of Plate Mail armor, a Helmet, Arrows (varies), a Scroll, a Halberd +2, a Composite Long Bow, and 68 gold. Gardush drops a suit of Plate Mail armor, a Medium Shield, a Long Sword, and 63 gold. Alai vacates a Ring of Free Action, a Wand of Lightning, a War Hammer, Throwing Daggers (varies), and 65 gold. Diyab drops a suit of Leather Armor, a Small Shield, Oil of Fiery Burning, a Potion of Perception, an Antidote, a War Hammer +1, and 95 gold. Naaman will cough up Bracers of Defense A.C. 7, a Scroll of Confusion, a Scroll of Dimension Door, a Scroll of Protection from Normal Missiles, a Scroll of Protection from Undead, a Scroll of Know Alignment, a Scroll of Vocalize, a Scroll of Dispel Magic, a Scroll of Fireball, Throwing Daggers (varies), a Dagger, and 66 gold. Finally, Aasim will yield a suit of studded Leather armor, a Potion of Stone Giant Strength, a Wand of the Heavens, a Mace +1, and 95 gold. The Doppelganger will probably drop some gold, gem, or trinket as well. I give the Ring of Free Action to Jaheria while my main character takes the Halberd +2 as a long-awaited substitute. You'll find Thaldorn at (x=950, y=610), who will spill some information about the Iron Throne and beg for you to let him go. He's evil and he's one of the Iron Throne's leaders. There's no way I let him leave with his life. Kill him and loot him for a suit of Studded Leather armor +1, a Potion of Agility, a Short Sword +1, and 350 gold. ***ITEMS*** (x=1100, y=710) Letter, Letter, Scroll of Lightning Bolt Scroll of Hold Person. Search the desk at (x=1100, y=710) for some evidence and loot. You may want to rest up, sell some gear, and get ready for more story before you report back to Duke Eltan. When you exit the Iron Throne building, a Flaming Fist mercenary will prompt you to return (as if you'd forgotten!) When you're ready report back to Eltan. When you reach him, pick options #3 or #4 to continue on with the story. He'll decide that the only option is to find Reiltar at Candlekeep, and give you a book that will allow you admittance, along with your promised quest reward. You'll immediately be whisked away to the outskirts of Candlekeep, and Chapter 5 comes to a close. ***REWARD*** GOLD 2000 Item History of the Nether Scrolls o======================================================================o | | | Chapter 6 {WLK060} | | | o======================================================================o Sequence of Events: {WLK061} 1) The Long Road Home 2) Trouble in Paradise 3) Cadderly Chat 4) So Sayeth the Wise Alaundo 5) Tsinogatna Eht 6) Leaders of the Throne 7) Doppelganger in Disguise 8) The Truth of the Dreams 9) Scapegoat 1) Go talk to the Keeper of the Portal (x=4520, y=2650) and give him the book Eltan gave to you. This will get you back into Candlekeep. You can meet your old friends, see your old locales, even collect some old loot that has respawned.. Namely the two Potions of Healing at the Hospital (AR2605) and the scrolls and Diamond in Winthrop's Inn (AR2616/AR2617). Priest's Quarters (AR2627) o======================================================================o 2) Head into the house where you fought Shank (x=2950, y=400) to find a Priest of Oghma studying a dead cat. Selection option #1 repeatedly until he gets annoyed and attacks you. He'll change his shape, revealing that he's a Doppelganger Somehow, I don't suspect your return home is going to be a happy one. Furthermore if you try to enter the Barracks (Ar2618) you'll be prevented and called a chimp from something inside.. what else typically uses such slurs.. "Your time is done, primate!" Hmm.. Also in the Bunkhouse (AR2607) you'll find Parda, who will claim that something is wrong in Candlekeep. Head to the keep when you're done reminiscing and looting. <----------------------------------------------------------------------> 3) Towards the middle of Candlekeep-in front of the keep-you'll meet Cadderly. What? You didn't expect BOTh R.A. Salvatore's Forgotten Realms Protagonists to make an appearance? Too bad. Talk to him and he'll tell you a good bit of fluff. Head into the keep (x=2600, y=1650). Candlekeep, First Floor (AR2608) o======================================================================o 4) You'll find Karan at (x=1540, y=940). If you ask him if he's seen anything strange he'll tell you about some Koveras fellow and mention that he was reciting Alaundo's prophecies from memory. You'll find some of the said prophecies on bookshelves to the north. Over at (x=900, y=880) you'll find Theodon and Jessup (x=970, y=820), who will recount some days of your apparently adventurous youth. Head up the stairs (x=1250, y=950) and head to the upper level. ***ITEMS*** (x=1850, y=750) Letter, Scroll of Vocalize (x=1700, y=650) Letter, Scroll of Chill Touch (x=880, y=1300) Scroll of Web (x=550, y=1050) Scroll of Knock Candlekeep, Second Floor (AR2609) o======================================================================o 5) A monk named Bendalis will approach you when you arrive on this floor and will also spread his worries about people being out of sorts. He'll also mention the Iron Throne merchants and Koveras. You can also find a chanter at (x=730, y=810) who will tell you about weird things in the keep, namely Alaundo's tomb hidden underneath the library. A reader (x=550, y=580) will let you know that the Iron Throne leaders are on the third floor. The real point of interest in this level is Koveras, however, who is at (x=1480, y=750). Talk to him and pick options #2, #2 and #2 to find out that Koveras knows a little too much about the night Gorion was murdered. Of course, if you accept his trinket you'll get a Ring of Protection +1. You could always steal it from him though. After you're done talking and looting, head upstairs to the third level (x=1200, y=970). ***ITEMS*** (x=1300, y=1290) Scroll of Chromatic Orb (x=1100, y=540) Scroll of Luck (x=800, y=380) Scroll of Melf's Acid Arrow (x=600, y=850) Scroll of Mirror Image Candlekeep, Third Floor (AR2610) o======================================================================o 6) On this level you'll find the leaders of the Iron Throne. Unfortunately there's no fighting in Candlekeep-blood on the books and all-so you'll have to leave them be for now. Unless you don't care whether you end up looking like a bad guy. At (x=780, y=620) is Tuth, Brunos is at (x=800, y=520), Keslor is at (x=700, y=5500) and finally, the big cheese Rieltar is at (x=730, y=530). If you bug Keslor too much, he'll go hostile on you, and save you the burden of guilt being the aggressor would force you to bear. Tuth leaves behind a suit of Plate Mail, a Medium Shield +1, a Long Sword +1, and 98 gold. Brunos coughs up a suit of Chain Mail +1, a Medium Shield +1, a Potion of Frost Giant Strength, a Morning Star +1, and 256 gold. Keslor will drop a suit of Studded Leather Armor, Darts of Stunning (varies), Darts (varies), and 105 gold. Rieltar relinquishes a Potion of Genius, a Potion of Clarity, a Dagger, and 510 gold. Don't fight them just now, you'll want to explore the upper levels first, and if you kill them now you'll be apprehended upon reaching the fourth (next) level. Leave them alone for now and head up the stairs at (x=1400, y=1050). ***ITEMS*** (x=1270, y=1470) Scroll of Luck (x=1750, y=600) Scroll of shield (x=850, y=200) Scroll of Identify Candlekeep, Fourth Floor (AR2611) o======================================================================o 7) If you didn't kill the Iron Throne leaders yet, you won't be bothered by a Watcher on this level, allowing you to loot. If you did kill them, you'll have to either fight the Watcher or go with him.. neither of which are the best of decisions. There's not much to do on this level besides loot. Over at (x=1700, y=1270) you'll find a monk named Shistal. Pick option #1 every time and he'll drop his guise, revealing himself to be a Greater Doppelganger These guys are just like normal Doppelgangers. but actually strong in melee. They also cast Mirror Image and Haste before wading into combat, which can make them surprisingly dangerous foes. They are individually capable of causing trouble to any fighter in the game, and they can be positively bothersome against characters with a higher armor class. In groups, you can really have a fight on your hands unless you hit them with a dispel magic and/or cast a haste of your own. This one, however, can be surrounded ahead of time, and wasted before he becomes a problem. At least they give you plenty of experience for the trouble! ***ITEMS*** (x=1000, y=1320) Potion of Fortitude, 1 gold (x=850, y=1350) Scroll of Grease, Scroll of Blindness (x=750, y=1150) Silver Necklace (x=300, y=1000) Bluestone Necklace (x=800, y=350) Scroll of Web, Scroll of Detect Invisibility (x=1650, y=580) Wand of Fear (x=2200, y=970) Moonstone Gem, 18 gold Candlekeep, Fifth Floor (AR2612) o======================================================================o 8) When you enter this level you'll be approached by a monk named Piato. He'll tell you where Gorion's room before taking off. Do so, and in his check you'll receive a letter and some gold. The letter will spill the beans about your paternity and warn you about one Sarevok. Loot the level and head back to level three (AR2610). Now you can kill the Iron Throne leaders by picking a fight with Keslor, and you really might as well. If you decide to not kill the Iron Throne leaders, read step #9 after heading up the stairs at (x=950, y=750). If you do kill them, when you head back to the fourth level (AR2611) you'll be arrested by a Watcher, instead of the Gatewarden, either way, it'll be covered in Step #9. ***ITEMS*** (x=900, y=1200) Quarter Staff (x=660, y=1000) Letter, 105 gold (x=500, y=800) 9 gold (x=150, y=630) Potion of Defense, 35 gold (x=100, y=650) Cloak of Protection +1 (x=1500, y=800) Gold Necklace Candlekeep, Sixth Floor (AR2613) o======================================================================o 9) As soon as you arrive on this level you'll be apprehended by the Gatewarden and accused of the murders of the Iron Throne leaders whether you killed them or not (this is one of many reasons why I prefer to kill them myself-at least then I get the loot, experience, and satisfaction of doing the killing, which makes the blame easier to bear.) If you try and make a break for it, you'll be pretty decisively smote, so agree to go along with him (option #2.) You'll be taken to a prison and roughly accused by Ulraunt, who obviously has no love for you. He'll also cite some evidence planted on you by 'Koveras'. He threatens to send you to Baldur's Gate, where 'appropriate punishment will be administered'. Well, newsflash, a Grand Duke of Baldur's Gate sent us here in the first place, chump! He'll leave and Tethtoril will show up and rescue you on your father's behalf.. Gorion, not your REAL father. Ask Tethtoril about Koveras, and he'll tell you it's the reverse of Sarevok. That bastard! And so off you are whisked to the Candlekeep Catacombs. Secret Library (AR2613) o======================================================================o Sequence of Events: {WLK062} 1) Secret Library 2) Phony Phlydia 3) Tome of Understanding 4) More Looting 5) Manual of Gainful Exercise 6) Corpse Pile 7) Duplicate Dreppin 8) Childhood Fakes 9) The False Triad 10) Exit the Catacombs 1) Okay, you've been accused of killing the Iron Throne leaders, whether you actually kill them or not. Sarevok went well out of his way to paint you as a Amnish assassin (the Shadow Thief ring and the gold minted in Amn) and Ulraunt played right into his scheme. Either way, you've been whisked away to the bowels of Candlekeep in order to escape, so escape you shall.. after this room has been looted, of course. When ready, exit out the door at (x=150, y=150). ***ITEMS*** (x=100, y=220) Scroll of Chromatic Orb, Scroll of Confusion, Scroll of Knock (x=250, y=120) Scroll of Aganazzar's Scorcher, Scroll of Lightning Bolt (x=400, y=170) Scroll of Fireball, Scroll of Monster Summoning II, Scroll of Minor Globe of Invulnerability, Scroll of Identify x2 Candlekeep Catacombs, Level 1 (AR2615) o======================================================================o 2) Head north until you run into Phlydia, who will accuse you of stealing her book before turning into a Doppelganger This could be troublesome. Kill it and you'll come to a room where there are three passages coming off of it. Go south-west first, but keep your game face on. We're in dungeons again. That means monsters and traps, so scout ahead. <----------------------------------------------------------------------> 3) Head down the passage and take the first side-passage to the south. You'll encounter a number of traps, but the loot in the sarcophagus is totally worth it. The Ring of Fire Resistance goes on Ajantis, or an equivalent front line-character. On the odd occasion that I have to drop a fireball on enemies, Ajantis makes good bait. Also, when enemies are trying to return the favor it's always best to lead with a character with high hit points and good saves. Ajantis is just unfortunate enough to have the task of being my fireball teaser. Tomes are always nice, too. when you're done looting continue down the south-west passage. ***TRAPS*** (x=3120, y=1420) (x=3170, y=1870) (x=3180, y=1880) (x=3220, y=1920) (x=3130, y=2130) ***ITEMS*** (x=3130, y=2130) Studded Necklace with Zios Gems, Bloodstone Ring, Ring of Fire Resistance, Tome of Understanding, Scroll of Protection from Acid <----------------------------------------------------------------------> 4) Continue down the south-west passage until it terminates in a room. Disarm traps and loot the sarcophagus. Head back up the passage and explore the northern side-passage (opposite the one that led you to the Tome of Understanding.) ***TRAPS*** (x=2620, y=1800) (x=2500, y=1900) ***ITEMS*** (x=2500, y=1900) Oil of Speed, Potion of Invulnerability, Potion of Heroism, Potion of Invisibility, Bloodstone Amulet, Scroll of Protection from Magic <----------------------------------------------------------------------> 5) The passage will turn and curve, but stick to it and ignore all other side-passages.. there's nothing down them but traps. Eventually you'll come to a room with four Phase Spiders inside of it. Dispose of them and continue through the room until you get to another, more ornate room. Loot the.. uh.. hole in the wall for some premium loot, including the long awaited Manual of Gainful Exercise, which boosts your Strength by one point. Now, if your strength is 18, this completely bypasses all the exceptional strength percentiles and gives you a strength of 19. For a character with 18 strength, this could mean going from +1 THAC0 +2 damage to +3 THAC0 +7 damage. That's a HUGE improvement, and it'll pretty much make most any character melee competent. So.. if you're a dual-or-multi class character with strength in the lower percentile, it's fine. You're about to become a powerhouse. My modest 18/66 strength is happily improved.. sadly, it took us most of the game to get here, but that's fine, since melee combat becomes much more powerful in the sequel. Also, you'll never need a girdle of strength for your main character in the next game. If you're a mage then you're probably not as excited as everybody else playing this game, but for everybody who is not a single-classed mage (and who bothered to make sure their strength was at LEAST 18 before starting the game) this is probably the single greatest stat-boosting item in the game. You'll be reaping the rewards of 19 strength forever more. I really can't overstate how great this item is, and how much it'll help you in the sequel. I put the Cloak of Protection +2 on my main character, as everybody else has magical armor that prevents them from wearing it. ***TRAPS*** (x=2170, y=1570) (x=2100, y=1600) (x=2100, y=1650) (x=1620, y=1750) (x=1050, y=2100) (x=1800, y=1300) (x=1120, y=1400) (x=650, y=1080) (x=350, y=900) ***ITEMS*** (x=350, y=900) Ruby Ring, Rogue Stone, Cloak of Protection +2, Manual of Gainful Exercise <----------------------------------------------------------------------> 6) Now I head up the north-western passage. In the side-room to the south-west you'll find a room filled with corpses and two very happy Ghasts. In another side-room to the north you'll find another Ghast. At the end of the hallway you'll find a room filled with Ghasts.. about six of them in total. When they're dead loot the pile of bodies and head back to the room where you were attacked by the Phlydia-Doppleganger and go down the north-eastern passage. You'll find that it's a short passage indeed. Exit the area at (x=3900, y=900). ***ITEMS*** (x=900, y=500) Horn Coral Gem, Lynx Eye Gem, Angel Skin Ring, War Hammer +1, Potion of Frost Giant Strength, Potion of Fortitude, Potion of Stone Form, Tainted Antidote, Wand of Fire Candlekeep Catacombs, Level 2 (AR2619) o======================================================================o 7) As soon as you enter Dreppin will approach. He too, is a Doppelganger, and you'll have to put him down. This is a large open room with smaller rooms on the northern and southern sides. In the center of the room you'll find Arkanis (x=3600, y=1680) and Deder (x=3550, y=1680). If you pick option #1 they'll tag along with you, if you pick option #2 they'll depart. Stay away from the north-western side of the level for now, as there's an encounter there which will be covered in Set #9. First check out the middle-area, which is crawling with skeleton archers and covered in traps. The skeletons respawn often, so it might be worth planting your party around where they appear to prevent them from returning. When that's done explore the side-rooms, starting in the north and from east to west, then the south from east to west. ***TRAPS*** (x=3800, y=1800) (x=3400, y=1820) (x=2700, y=1320) (x=2330, y=1000) (x=4000, y=1510) (x=3400, y=1100) <----------------------------------------------------------------------> 8) In the north you will find a Reevor-Doppleganger. In the next room you'll find Parda, and in the last room on the top you'll find Fuller. In the south you'll encounter Jondalar. In the next room you'll find Hull, and after that it'll be Karan. Now it's time to head on to the north-west. ***ITEMS*** (x=3150, y=2150) Scroll of Dispel Magic <----------------------------------------------------------------------> 9) Go up some stairs and you'll find Gorion (x=1880, y=3800, Elminster (x=1940, y=380), and Tethtoril (x=1950, y=330). Obviously, they're not who they say they are. If you continue to doubt their identities, they'll attack. If you agree to follow them they'll lead you down the hallway before attacking. Dispose of the two Doppelgangers and the Greater Doppelganger and continue down the hallway.. if you haven't already. <----------------------------------------------------------------------> 10) You'll find a long hallway with room on either side. In the first room to the south-east you'll find Winthrop-who is, of course, a Doppelganger You'll also fight several more Doppelgangers on your way down the passage. Now is a good time to rest up, heal, and leave the catacombs (x=100, y=1000). If you still need money.. somehow.. you might want to rest here a while to provoke Doppelgangers They can drop some premium gems and jewelry, such as Emeralds, Pearl Necklaces, and Laeral's Tear Necklaces. They can also occasionally drop 3rd level Mage Spells, if you still need them. In any event, you should make sure you have at least one Protection from Petrification spell prepared. Candlekeep Caverns (AR5506) o======================================================================o Sequence of Events: {WLK063} 1) Sarevok's Assassins 2) Spider Dens 3) Basilisk Barricade 4) Spilling the Beans 1) Due south of your location you'll find four of Sarevok's assassins, led by one Prat (x=900, y=520). They're not too bad, but you'll do yourself a favor by spell-buffing and sending your fighters down different tunnels to attack from. You don't want to make your battle miserable by bottle-necking yourself. I start out by peppering them with status-effecting spells from out of their sight range, and lead off with a Monster Summoning II to draw their attention. Jump on Prat first, as he'll annoy you with spells if you give him the chance. Prat will leave behind a Letter, a Scroll of Chromatic Orb, a Scroll of Detect Evil, a Scroll of Luck, a Scroll of Resist Fear, a Scroll of Mirror Image, a Throwing Axe +2, and 170 gold. Tam will drop a suit of Plate Mail, Acid Arrows (varies), Arrows (varies), a Gold Necklace, a Laeral's Tear Necklace, a Composite Long Bow, a Short Sword, and 49 gold. Sakul will yield a Bloodstone Amulet, a Scroll of Strength, a Scroll of Ghoul Touch, a Scroll of Haste, a Scroll of Dire Charm, a Scroll of Ghost Armor, a Scroll of Haste, and 139 gold. Finally, loot Bor for a suit of Plate Mail, a Skydrop Gem, Darts of Stunning (varies), Darts (varies), a Flail, and 38 gold. The Throwing Axe +2 is a great ranged weapon for Kagain, but it works fine on any shielded warrior. I strap this on Ajantis. <----------------------------------------------------------------------> 2) Over to the east you'll find a nest of Spiders, including a Phase Spider, a Wraith Spider, and a Sword Spider. This will be easier if you disarm the web traps before going in. To the south-east is another spider's den with two Phase Spiders and another web trap. The last den is to the west, and it is populated by a Sword Spider and a Phase Spider. Finally there's a Phase Spider to the south-west. ***TRAPS*** (x=1300, y=650) (East) (x=1600, y=550) (East) (x=1550, y=1300) (South-East) (x=200, y=950) (West) <----------------------------------------------------------------------> 3) In the south are a pair of Greater Basilisks. Make sure to hit somebody with a Protection from Petrification spell before tangling with them. <----------------------------------------------------------------------> 4) As you head south you'll find Diarmid (x=350, y=2020). He'll mistake you for Prat-one of the guys you just killed. Pick the top options at first to get him to spill the beans on Sarevok and his plans. If you pick the lower options, he'll catch on to the ruse and leave. If you equip everybody with missile weapons you might just be able to shoot him down before he gets away.. although there's really not much point, as you'll get little experience for killing a non-hostile and he's got the same loot as any Black Talon Elite. When you're done, exit at (x=300, y=2000). Now that we're done with Chapter 6, Chapter 7 begins. You need to get back to Baldur's Gate and foil whatever Sarevok is plotting.. but first, we should do the four major Tales of the Sword Coast quests. Now is a great time, as we have all the goodies from Baldur's Gate and the Manual of Gainful Exercise. Frankly though, taking on Chapter 7 leads right into the endgame, so if you're going to do those quests, you really need to do them now. You have the best gear and you should be damn near the highest level you can attain in the game. You've got the best chance of making your way through Durlag's Tower you can get without cheating. For story purposes.. we can say we're letting things with the whole Iron Throne murder thing cool down and heading up north so our notoriety dies down a bit before heading to the Gate. Yeah.. Head over to Ulgoth's Beard (AR1000). o======================================================================o | | | Tales of the Sword Coast {WLK100} | | | o======================================================================o Sequence of Events: {WLK101} 1) Free Ring of Free Action 2) Shapeshifter Sword Stealing 3) Hurgan's Request 4) Ulgoth's Beard Store and Inn 5) Ike's Tour 6) Shandalar's Sentence 7) Mage-Bane Island 8) Andris' Welcome 9) Garan's Ankhegs 10) Crazy Cuchol 11) Tellan's Tunnel 12) Dezkiel's Defiance Ulgoth's Beard (AR1000) o======================================================================o 1) At (x=2450, y=800) you'll find a gnome named Dushai. She doesn't have anything to say to you yet, but she certainly has toys for you to steal. You can nab a Scroll of Web, and a Ring of Free Action from her. The Ring of Free Action goes great on Viconia. She's a better cleric than Jaheira, and a worse fighter. Plus, she tends to not be affected by Haste anyways, so she's not really missing out much. Loot House (AR1006) o======================================================================o 2) Enter the house at (x=2700, y=750) for some lootables. That Bastard Sword +1, +3 vs. Shapeshifters will come in really handy during a later quest, so make sure to strap it onto one of your fighters' quick-slots. ***ITEMS*** (x=300, y=350) Pearl (x=250, y=300) Dagger (x=200, y=250) Bastard Sword +1, +3 vs. Shapeshifters, Tainted Oil of Speed, 33 gold Ulgoth's Beard Store and Inn (AR1001) o======================================================================o 3) When you enter the inn you'll be approached by a dwarf named Hurgan Stoneblade, who will ask you to retrieve his grandda's dagger 'Soultaker' from Durlag's Tower. All in good time.. If you don't want to wait for the reward, however, you can just steal from him and get his War Hammer +1, +4 vs. Giant Humanoids. Unfortunately, there aren't too many Ogres in this game that'll trouble us at this point. <----------------------------------------------------------------------> 4) Now for the real gear, the barkeep (x=490, y=350) sells a variety of nice items for you perusal. For especial consideration is the Cloak of Displacement, which gives a bonus against missile weapons and saves, a Ring of Invisibility, and the Greenstone Amulet. He also sells high-end mage scrolls such as Remove Curse, Emotion, Greater Malison, and Improved Invisibility. Buy as many of these great items as you can afford. I put the cloak on Viconia, as she does not have any missile defense items. I give the Greenstone Amulet to Jaheira, as Viconia already has the Ring of Free Action. The Ring of Invisibility switches characters as it is needed, but keep in mind both the ring and amulet have charges. As for the spells, Improved Invisibility is probably the greatest defensive spell in the game, as it gives you a four point bonus to your saves and armor class, and makes you untargetable by enemy spells. Greater Malison is also a nice-first strike spell for lower enemy saves, particularly when followed up by Confusion, Slow, or some similar effect. <----------------------------------------------------------------------> 5) Back outside you can talk to Ike (x=2200, y=620). Pay to take his tour of Durlag's Tower. We'll get back to him later, after finishing another quest. Head over to the west. <----------------------------------------------------------------------> 6) Over at (x=1700, y=640) you'll find Shandalar. Remember him? You stole skyship components from his daughters? If you didn't kill them, he'll send you on a little quest to fetch a cloak. If you did kill them, he'll send you on the same mission, but as punishment for your crime. Either way, when you're ready-or when you're forced to go as the case may be-you'll be teleported to an island. Before you go (if you have a choice) make sure to pick-pocket the tons of great loot Shandalar has, including a Scroll of Greater Malison, a Scroll of Spirit Armor, a Scroll of Otiluke's Sphere, a Scroll of Feeblemind, a Scroll of Remove Curse, a Scroll of Emotion, and two Potions of Heroism. If you killed Shandalar's daughters, you'll have to wait to steal from him. Mage Prison Isle, Exterior (AR1008) o======================================================================o 7) You'll get Shandalar's Wardstone upon your transportation, which is your means of extrication from this place when you retrieve Shandalar's cloak. Right in front of you will be a Polar Bear. Put it down and head inside the cavern (x=600, y=400). Mage Prison Isle, Interior (AR1009) o======================================================================o 8) Head inside and dispatch of two Winter Wolves. Down a tunnel to the north-west you'll find Andris (x=1850, y=1190), Marcellus (x=1790, y=1200), and Beyn (x=1900, y=1150). Andris will chat with you, but if his red circle isn't evidence enough.. well then I don't know what is. this isn't going to end peacefully. I leave my party behind in the adjoining room and head in with Ajantis (or whatever character has the Boots of Speed.) As the mages begin casting spells I run back to my party. Andris will probably pop in with a Dimension Door (he likes to fight like Davaeorn). Hit him with magic missiles, as he starts out with Protection from Normal Missiles cast. Let them come to you, popping Andris whenever he shows up. If you get hit with a Scare or Confusion spell, you'll regret it. Keep on top of them and don't be afraid to use a Dispel Magic if they get a spell off on you. Andris will drop a Knave's Robe, a Scroll of Protection from Evil, a Scroll of Grease, a Andris' Journal, and 109 gold. Marcellus will leave behind a Traveller's Robe, a Scroll of Vampiric Touch, a Quarter Staff, and 81 gold. Beyn can be looted for a Wand of Fear and 66 gold. I really hope you didn't mind that fight, because if you paid attention to Andris, you'll know that only people that can teleport end up here.. which means you're going to be fighting mages aplenty. <----------------------------------------------------------------------> 9) Go south and you'll find another pair of Winter Wolves waiting to give you their pelts. Head west and you'll run into a Mountain Bear. Keep going down these tunnels and you'll eventually come to a room where a man named Garan (x=1050, y=1100) is waiting. Take your party in all at once, because when he's done talking he'll summon his 'pets', four Ankhegs. How he got them here is anybody's guess. A Summon Monster II and Haste allows me to swarm Garan, then focus on his Ankhegs. You know Ajantis has a good armor class when he can suffer attacks from several Ankhegs and only take damage from a Flame Arrow. Loot him for a Scroll of Dimension Door, a Scroll of Protection from Normal Missiles, a Scroll of Know Alignment, a Scroll of Fireball, and 66 gold. ***TRAPS*** (x=600, y=1400) <----------------------------------------------------------------------> 10) Head north from where Garan was to find Cuchol (x=1300, y=670). Deal with him and continue on. He's really not much of a threat. Honestly, my Imoen shot him to death on her own without him getting off a single spell. Make sure you disarm the trap before you head in, or.. you might get minorly harmed. Loot Cuchol for a Wand of Paralyzation and 66 gold. Head north and you'll loop back to the roop where Andris was. ***TRAPS*** (X=1500, y=850) (x=1900, y=1000) <----------------------------------------------------------------------> 11) Head north from the room where Andris and his cronies were and continue down the trap filled tunnels until you meet a wretched little gnome named Tellan (x=900, y=590). He has Protection from Normal Missiles on as well, so you'll need to either rush up and smite him.. which can be risky in such enclosed spaces.. use Magic Missiles, if you have enough, or backstab him and run around the corners so you can hide again. Repeat as necessary. Imoen and my main character lay into him with well-timed Magic Missiles. After about six he goes down. Loot him for Darts of Stunning (varies) and 78 gold. ***TRAPS*** (x=2100, y=1020) (x=1750, y=320) (x=1250, y=200) <----------------------------------------------------------------------> 12) Continue on your way. To the south-west you'll run into a trio of Winter Wolves. To the north you'll find Dezkiel (x=720, y=250). He's just as inhospitable as everybody else, but he admits to having the cloak you're after. Kill him and take Shandalar's Cloak, Dezkiels Scroll, and 66 gold. He's not capable of putting up much of a fight, so just whomp him as you will. Take the cloak and head up the stairs nearby. You'll shortly be teleported back to Ulgoth's Beard. If Shandalar forced you to come here, now is a good time to pick his pockets (see above.) Shandalar will take his cloak and his wardstone and you'll get a tidbit of experience. ***REWARD*** EXP 500 Ulgoth's Beard (AR1000) o======================================================================o Sequence of Events: {WLK102} 1) Therella's Tale 2) Delsivirftanyon's Deal 3) Fenrus 4) Mendas' Mission 5) Eerie Erdane 6) Battle Horrors 7) Clearing the Battlements Therella's House (AR1005) o======================================================================o 1) Now to explore the rest of Ulgoth's Beard.. or what of it we can. Enter the house at (x=1560, y=600). Inside you'll find Therella, who's son Dalton went missing after deciding to head to Durlag's Tower. Might as well offer to tell her if you find him. There's not much to loot in here, but at least she won't mind if you take what you can. <----------------------------------------------------------------------> 2) To the south you'll find a little chap by the name of Delsvirftanyon (x=1580, y=1180), who will try to sell you the rest of his inventory while selling you a sob story at the same time. You can let him guilt trip you into buying his inventory for 500 gold, but if you decline him twice too many times he'll leave forever. For your trouble you'll get a Gold Ring, a Silver Ring, an Onyx Ring, a Silver Necklace, a Short Sword, and two Wardstones, one of which is a forgery, the other of which looks genuine. Or you could just steal them. <----------------------------------------------------------------------> 3) Ignore the house at (x=1200, y=650) since there's nothing in there yet and head to the south of the map to find Fenrus at (x=630, y=1330). He'll give you some information about Durlag's Tower, for what it's worth. Head into the house at (x=850, y=1250) Mendas' House (AR10004) o======================================================================o 4) Once inside you'll be approached by a man named Mendas, who identifies himself as a quester of small truth with a big heart for friendship.. anyways, he'll ask you to do a job for him, and offer up 2000 gold pieces. Long story short, he'll ask you to go steal a sea chart kept locked up in Baldur's Gate by the Merchant League in a building called the Counting House, which is in the area just north of the Elfsong tavern. In the dresser at (x=350, y=100) you can find a whopping 980 gold. We'll do this job later, after we're done searching Durlag's Tower. Speaking of which, head over there now. ***ITEMS*** (x=350, y=100) 980 gold Durlag's Tower, Exterior (AR0500) o======================================================================o 5) To the east you'll find a rogue named Erdane (x=720, y=320), who will sell you a variety of goodies that might come in handy in Durlag's Tower, namely Potions of Master Thievery, Potions of Perception, and Potions of Hill Giant Strength. If you don't have a thief who is up to snuff, you're not going to do well in Durlags, so grab whatever potions you need before continuing on. <----------------------------------------------------------------------> 6) Head south across a small stone bridge to find a Battle Horror. Rather than charge it, retreat and let it come to you on more open ground where your party can effectively surround it and pummel it into submission. It's immune to non-magical weapons, so don't waste any arrows on it. Magic Missiles are especially effective against it. Down south a little further you'll find another one. <----------------------------------------------------------------------> 7) Keep going south and turn east to reach a draw bridge. If you paid Ike for his tour he'll be standing at (x=1950, y=3100), and will yell at you for being late. Follow him across the courtyard but don't enter the keep yet. First head east, where you'll find that the walls are anything but unguarded. Up at the top you'll find a variety of Skeletons and a Doom Guard. Now enter Durlag's Tower (x=2700, y=2200). Durlag's Tower, First Level (AR0502) o======================================================================o Sequence of Events: {WLK103} 1) The Tower's New Master 2) Traps & Ghasts 3) Basilisk Battlements 4) Riggilo 5) Tome of Understanding 6) Dead Daital 7) Succubus Summit 1) Only go forward with a (well-healed) Ajantis, Kagain, or other beefy front-liner, particularly if they have the Ring of Fire Resistance. Talk to Ike in the main room repeatedly as he goes about his tour. When he takes a break, talk to him again and he'll offer you one of the genuine tower wardstones for a mere 300 gold.. on the condition that if you don't succeed down below you return it to him. Buy it.. or don't.. a demonknight will show up and declare the tower to be his. He'll then launch some fireballs around the room. If you're quick you can avoid them, if not.. well, it's not like you came in here with your whole party anyways, right? You can now take your money or the wardstone from Ike's corpse. There's only one trap at (x=480, y=350) worth noting. Take the stairs (x=700, y=550) up to the second level. Durlag's Tower, Second Level (AR0503) o======================================================================o 2) To the north you'll find a trap in a doorway (x=400, y=350), behind which are several Ghasts. This is pretty much the tactic of this level. Traps, and Ghasts. If you get caught by the trap, you're probably going to get ripped up by Ghasts. If you disarm the trap and lure the Ghasts to you, your only danger is falling asleep while searching for traps. There's a door over at (x=1000, y=750 that leads to the battlements, but you really should cast a protection from petrification on a character and send them out alone. ***TRAPS*** (x=400, y=350) (x=150, y=430) (x=470, y=770) (x=770, y=820) (x=1060, y=550) (x=1100, y=650) ***ITEMS*** (x=470, y=770) Turquoise Gem, Chrysoberyl Gem, 20 Arrows of Flame (x=1060, y=550) Oil of Speed, Potion of Strength, Potion of Invisibility 38 gold (x=1100, y=650) Moonstone Gem, 24 gold (x=770, y=140) 6 gold (x=620, y=100) Horn Coral Gem Durlag's Tower, Battlements (AR0500) o======================================================================o 3) Immediately ahead of you will be a Lesser Basilisk. Kill it and head up some stairs and through a door at (x=3250, y=1150) to reach the roof. Up here you'll find three Greater Basilisks spread about. Kill them for their juicy experience and loot one of the.. chimneys?.. at (x=2300, y=570). I generally consider this weapon to be more than a match for the Dagger of Venom Jaheira uses, as the 1d8 base damage averages out to 4.5 damage per hit, and the dagger's 1d4 averages at 2.5. Two points more damage per hit, every hit, without any saves or any delay. Still, it takes a lot of effort to get to Durlag's Tower, and the Dagger of Venom is a more readily available alternative. Head back into the tower and go up the central flight of stairs to reach level three (x=700, y=550). ***TRAPS*** (x=2300, y=570) ***ITEMS*** (x=2300, y=570) Scimitar +2, 20 Arrows of Acid, 104 gold Durlag's Tower, Third Level (AR0504) o======================================================================o 4) In the room to the west you'll find some bookshelves that have useless books on them. In a room you can reach by heading south east you'll find Riggilo (x=1380, y=570), who will come chat if you get too close. You can pick a fight with him if you wish, but he might just come in useful later. No matter what dialogue you pick, you'll at best get him to leave you alone. Get the conversation out of the way and ignore him for now. Be sure to loot the two chests in the small south eastern room, as well as the one by Riggilo. ***TRAPS*** (x=1300, y=700) ***ITEMS*** (x=1200, y=700) Chyrsoberyl Gem (x=1300, y=700) Silver Necklace, Gold Necklace, 89 gold (x=1450, y=550) Oil of Speed, Chainmail +1, Wand of Lightning <----------------------------------------------------------------------> 5) Head north from Riggilo to find a small shrine. Although the alter is trapped, I've never had a character good enough to disarm it. It doesn't matter anyways. Go in with your thief, and only your thief, and have them try. Worst case scenario they get charmed and you have to wait for it to wear off. When the trap is gone claim your prize, a Tome of Understanding. Nice. ***TRAPS*** (x=1350, y=120) ***ITEMS*** (x=1350, y=120) Tome of Understanding (x=950, y=120) Potion of Healing <----------------------------------------------------------------------> 6) Go back to the room with the stairwell and explore to the south to find a wraith named Daital (x=420, y=860). No matter what you say it ends with him attacking you. He'll start out with Mirror Image, Shadow Door, and Dimension Door, after which he'll Dimension Door around, casting spells Davaeorn style. Put him down and loot his room, and the room beyond. When you're done, head up the central staircase to the next level (x=920, y=600) ***TRAPS*** (x=500, y=800) ***ITEMS*** (x=600, y=800) 63 gold (x=500, y=800) Tainted Potion of Invulnerability, Potion of Stone Form, Potion of Genius (x=220, y=290) 17 gold Durlag's Tower, Fourth Level (AR0505) o======================================================================o 7) Lets start by heading south west and progressing counter-clockwise. In the tunnels north of the trapped chest with the darts inside will be a whole bunch of Ghasts. Keep going until you find a woman named Kirinhale (x=230, y=350), who will talk to you. She'll casually ask you to remain her for eternity. You can also gleam that she's had here wings removed and has been imprisoned here by Durlag, marking her as a Succubus. If you deny her she'll attack, her main tactics are to use Charm Person and go ethereal, which in all intents and purposes counts as a Dimension Door. She'll also use energy drain on characters, taking away experience levels. Although this can be fixed at a temple for a price, it sets you at the minimum experience required to meet the restored level, making it a major pain in the ass when it happens. For that reason, ranged weapons are suggested. If she charms anyone, dispel it, and keep hitting her with magical ranged weapons. When she dies she'll leave behind a Staff Spear +2, which is pretty much a quarter staff with 1d8 damage instead of 1d6, and her hair. If you try to get someone to stay in her stead, she'll give you a lock of her hair, and tell you that you need to give it to some male within the tower, who will then have to remain trapped here for all time. If you want to take that approach, go pay Riggilo a visit. If you pick option #5 and #3, or option #6 he'll kindly give you a potion of Cloud Giant Strength in return for the hair. When you report back to Karinhale she'll refuse your 'unearthly delights' part of the bargain, but you'll get 4000 experience nonetheless. If you talk to Riggilo after getting a quest reward for Karinhale he'll realize you were up to no good, and attack. On his body you'll find Leather Armor +1, a Chrysoberyl Gem, a Star Diopside Gem, Karinhale's Hair, a Short Sword +1, and 170 gold. Note that you can kill Karinhale and then give Rigillo her hair for the potion. And of course nothing prevents you from screwing Rigillo over then killing Karinhale before she can leave, either. Now head down to the main floor and go to down the stairs at (x=530, y=530) to reach the lower levels. This is where Durlag's Tower gets serious. ***TRAPS*** (x=1220, y=480) ***ITEMS*** (x=550, y=750) Cloak of Protection +1, Mage Robe of Electrical Resistance (x=1220, y=480) Dart of Stunning x10, Dart of Wounding x10 (x=670, y=100) Moonstone Gem (x=400, y=100) Halberd, Halberd +1, Halberd, Spear ***REWARD*** (kirinhale) EXP 4000 Durlag's Tower, Basement (AR0501) o======================================================================o Sequence of Events: {WLK104} 1) Bayard in the Basement 2) The Mallet Head 3) The Mallet Handle 4) Repairing the Mallet 5) A Small Room 6) Beat the Gong and Satisfy Pride 7) Secret Doors Aplenty 8) The Glittering Beljuril Gemstone 9) Switch for an Engine & Grapes 10) Fixing the Engine and Smashing some Grapes 11) Avarice, Fear, Love, and Pride 1) You'll immediately encounter Ghasts in the room to the west, which has a rather lame Stinking Cloud trap laid across the doorway. When they're dead talk to Bayard (x=650, y=540). He'll warn you about some of the traps within. You can also ask about Dalton, who was apparently traveling with Bayard. He'll tell you they're still below. You can steal a tainted Potion of Healing from Bayard, if you desire. Through the door to the north are more Ghasts and trapped blocks, one of which contains a fairly handsome amount of loot. There's a secret door at (x=470, y=170) leading down to the next level when you're ready. ***TRAPS*** (x=300, y=440) (x=600, y=590) (x=1180, y=380) (x=1150, y=410) (x=1200, y=400) ***ITEMS*** (x=200, y=400) Sunstone Gem, Turquoise Gem (x=730, y=330) 97 gold (x=820, y=360) Leather Armor +1 (x=1150, y=410) Star Sapphire, Ring of Protection +1, 560 gold Durlag's Tower, First Lower Level (AR0511) o======================================================================o 2) Welcome to the first real level or Durlag's Tower. Or should it be Durlag's Durnace, at this point? Either way, right ahead of you is a Fireball trap that needs to be disarmed. Through the first door leading east you'll find Phase Spiders and Wraith Spiders, which by now are push-overs. Head east into another room with two bookshelves in it. On one of the shelves is a Scroll of Cloudkill, which goes to my main character. The Scroll of Summon Monster III goes to Imoen, or whatever primary spell caster you have. Having a higher version of this spell is nice for two reason. Stronger monsters is always better, but they're basically just fodder anyways. Also, getting access to this spell at 5th level frees up a 4th level spell slot.. and frankly, 4th-level spells have more competition. This allows you to memorize more Greater Malisons and Improved Invisibilities, which is a good thing. When you're ready send a scout to the north. In the room to the north you'll find three Greater Doppelgangers, which you really do not want to encounter in force in a narrow passage. Summon some monsters and lure the Doppelgangers down to the southern room. Hit yourself with Haste and set your monsters on them, while you pick the Doppelgangers off with missiles. You're now free to loot the Doppelganger room, which contains a Mallet Head on one of the bookshelves. ***TRAPS*** (x=2800, y=545) (x=2950, y=1150) (x=3500, y=1250) (x=3300, y=1200) (x=3300, y=800) (x=3400, y=850) ***ITEMS*** (x=2950, y=1150) Long Bow, Arrows x20, Arrows of Acid x12 (x=3020, y=1200) Silver Necklace, History of King, Darts x10, Potion of Healing x4 (x=3500, y=1250) History of the Dragon Coast, Buckler, History of the Last Giants, Rainbow Obsidian Necklace, Bullet +1 x10, Scroll of Cloudkill, Bolt of Biting x11 (x=3300, y=1200) History of the Drow, Warhammer, History of King, Helmet, Potion of Hill Giant Strength, Scroll of Minor Globe of Invulnerability, Scroll of Summon Monster III (x=3300, y=800) Warhammer, History of Cormyr, History of Calimshan, Dart x10, Scroll of Summon Monster II (x=3400, y=850) History of the Drow, Mallet Head, Flail, Halberd <----------------------------------------------------------------------> 3) Go back to the main room and head south until you find a well with four dwarves standing around it. Talk to each Warder and they'll give you a riddle, as follows: Warder (x=2110, y=1250): I am the warrior's bane (Fear) I live in the darkness of his soul I bring him to his knees, Trembling and weeping Unable to lift a hand in his own defense Warder (x=1870, y=1070): I am the warrior's curse (Avarice) I steal his future I mar his past The more he has, the less it seems He becomes a slave Of glittering things Warder (x=1950, y=1380): I am the warrior's madness (Love) I curse him with trust and respect I slow the blade in its course By stealing his passion for blood And offering a softer emotion in return Yet I thirst for more - Give me the sweet crimson drink of laughter and passion. Warder (x=1720, y=1220): I am the warrior's fate (Pride) I raise him above his brethren I amplify his deeds He becomes scornful, where once he had respect He becomes a giant, where once he was a man Yet I lack the proper honor - Raise me up in glory Through the chronicles of my deeds, pride shall be honored Through the passing of knowledge my sword shall display its glory Then you shall know that I am well pleased Essentially you've got to fetch several things for these ghosts in order to progress to the next level. Search the barrels around the well room for some goodies, including the Mallet Handle, which we'll need to solve the Warder's quests. Head back north and go through the door opposite the one we took to reach the room with the Wraith Spiders. ***ITEMS*** (x=2300, y=1100) Arrow of Biting x8, Arrows x20, Potion of Heroism (x=1700, y=1080) Scroll of Protection from Acid, Scroll of Protection from Electricity, Potion of Master Thievery x2 (x=1530, y=1230) Mallet Handle, Potion of Healing x3, 110 gold <----------------------------------------------------------------------> 4) You'll find a room with some chests, a door to the west, and a door to the south. There's a trap in the doorway to the west, and you'll probably be bothered by Ghouls from the south while you're looting. Go through the trapped arch to the west to find a smithy. Click on the anvil to repair the two parts of the Mallet. ***TRAPS*** (x=1900, y=420) (x=2050, y=370) (x=2150, y=450) (x=1550, y=200) ***ITEMS*** (x=2050, y=370) Bolt of Lightning x20, Tower Shield, Scimitar, Potion of Perception, Arrow of Ice x15, Scroll of Hold Monster (x=2150, y=450) Spear, Potion of Absorption, Antidote x4, Arrows of Acid x15, Potion of Master Thievery x2, 57 gold (x=1680, y=150) Dart +1 x20, Arrows +1 x20, Bolt +1 x20, Arrows x20, Arrows x20, Bolt x20, Bolt x20, Dart x20, Dart x20 (x=1550, y=200) Bullet +1 x20, Sling, Bolt +1 x20, Heavy Crossbow, Arrows of Acid x20, Composite Long Bow, Dart of Stunning x20 <----------------------------------------------------------------------> 5) Now head south to where the ghouls were coming from to find a small bedroom with a secret door leading south (x=1450, y=750), and two doors connecting to the main room to the east (x=1700, y=750), and (x=1850, y=850). Head south through a trapped tunnel to find another secret door to the south (x=600, y=1250) which connects to a tunnel. ***TRAPS*** (x=1630, y=630) (x=1050, y=1050) ***ITEMS*** (x=1630, y=630) Dart of Wounding x15, Bullet +2 x20, Arrows of Fire x20, Dart +1 x20, Bolt +1 x20, Potion of Healing x12, Potion of Cloud Giant Strength <----------------------------------------------------------------------> 6) To the north is a show-room of sorts, the most interesting object within is a gong. Activate it with the Gong Mallet in your inventory to get the following dialogue: 'You strike the gong sharply with the mallet. The gong makes no sound but you can sense a faint vibration. Blech. Head back into the tunnel and south a bit, then take the first passage west to find a circular room which contains several books. Read them to learn a bit about Mr. Durlag. Once you read the last you'll get the dialogue 'When you reach the final book, you hear a click as if something has been activated. A few seconds later you hear a humming sound and can see a glow coming from across the hallway.' Head across the hallway and Durlag's Pride will talk to you. Now continue down the tunnel to the south to find a room with a trap in the doorway. Inside is a Skeleton Warrior and some minor goodies. Skeleton Warriors are pretty rough customers, with good combat abilities and immunity to non-magical weapons, all in all about as strong as Battle Horrors, but with magic resistance on top of it. At least they always drop Two Handed Swords +1 to make up for it. ***TRAPS*** (x=470, y=1670) (x=500, y=1700) ***ITEMS*** (x=400 y=950) Potion of Healing x10, Throwing Axe x10 (x=500, y=1700) Ruby Ring, Arrow x20, Broken Weapon, Oil of Speed x2 (x=1580, y=1750) Potion of Freedom, Broken Weapon, Arrow +2 x7, Bolt x20 <----------------------------------------------------------------------> 7) Head east to find some Mustard Jellies in a tunnel. The path will fork, one leads to the north, which takes you to a room just south of the room with the Warder's and the well, which is where we're heading. Whatever you do, do not go north through the tunnel to reach the well, as you'll be decimated by traps, including a Fireball trap that rearms itself. Go through a secret door (x=1200, y=1550) to the west. You'll find another secret door to the west, which leads to a small tunnel with more secret doors to the south and north. ***TRAPS*** (x=1550, y=1530) (x=1500, y=1550) (x=1500, y=1560) (x=1470, y=1600) (x=1100, y=2000) ***ITEMS*** (x=1200, y=1650) Bullet x20, Broken Weapon, Bloodstone Gem, Dart of Stunning x10, Scroll of Identify <----------------------------------------------------------------------> 8) Open the secret door to the south to find a treasure room guarded by a Skeleton Warrior. Search the huge piles of loot for.. well, huge piles of loot. The Glittering Beljuril Gemstone satisfies one of the Warder's requests..even though it sucks to give it up. Hold onto the Odd Looking Key, as it opens a desk in a room to the south. Speaking of which, head south through two more secret doors. ***TRAPS*** (x=1850, y=1910) (x=1700, y=2020) ***ITEMS*** (x=1750, y=2100) Pearl Necklace, Pearl, Water Opal, Small Shield +1, Odd Looking Key, Bullet +2 x11, Potion of Frost Giant Strength, Bolt +2 x20, Arrows +2 x20 (x=1600, y=2100) Glittering Beljuril Gemstone, Bullet +1 x10, Star Diopside Gem, Arrows of Fire x20, Morning Star, Composite Long Bow, 2137 gold, Darts +1 x10, Darts +1 x10, Arrows of Ice x18, Arrows of Acid x10, Bullet +1 x10, Arrows of Dispelling x2 <----------------------------------------------------------------------> 9) Through the secret doors you'll find a richly furnished room, just east of where you fought the Mustard Jellies. In the chest you'll find a good bit of ammo, some scrolls, and Platemail +3. I put the armor on Viconia, and give her Ankheg Full Plate to Jaheira, increasing Viconia's Armor Class and lightening the load for both of them. Over at (x=1390, y=2280) you'll find a locked desk which can be opened with the Odd Looking Key we found earlier. Inside you'll find some loot, and a Switch for an Engine. Think this has anything to do with the quests in this level? ***TRAPS*** (x=1050, y=2280) (x=930, y=2200) ***ITEMS*** (x=1050, y=2280) Potion of Heroism, Potion of Master Thievery, Scroll of Confusion, Scroll of Feeblemind, Arrows of Detonation x2, Bolt +1 x14, Bolt x20, Bolt x20, Arrows x20, Arrows x20, Platemail +3 (x=930, y=2200) Dagger, Elixer of Health, History of Dambrath, Bolts x20, Bolts x20, Grapes, Scroll of Mental Domination, Darts x20, Darts x20, Arrows x20, Arrows x20, Arrows x20, Bullets +2 x18, Sling +1, 510 gold (x=1390, y=2280) Bluestone Necklace, Potion of Firebreath, Bullet +2 x5, Switch for an Engine, Scroll of Chaos, 72 gold. <----------------------------------------------------------------------> 10) Make your way east, then follow the hallway north to find a training room which is populated by Phase Spiders, a Skeleton Warrior, and Flesh Golems. Obviously you don't want to fight all of those at once, do you? The Flesh Golems are easily taken down with hit-and-run tactics from an archer with stealth, especially if they use Arrows of Biting, in which case one or two arrows should suffice. Make your way up to the engine room north of the treasure room and click on the wall at around (x=2080, y=1520) to place the Switch for an Engine. You'll get the text 'The engine begins to hum quietly.' in your dialogue box. Now head back out into the tunnel and go north some more, disarming a trap along the way until you find a room with a wine press. Get close to the press and activate it to turn your grapes into wine. You can now exit through two secret doors (x=2600, y=1400) and (x=2400, y=1250) to the west to reach the main room again, disarming a trap near the first door. ***TRAPS*** (x=2700, y=1820) (x=2600, y=1420) <----------------------------------------------------------------------> 11) We should now have met all the Warder's requirements, we have the wine, the gem, we rang the gong, and read about Durlag. All that is left is to talk to the Warders, but it really can't just be that easy, right? Of course not. Once you talk to them they give you experience and disappear, talk to them all and they're reappear and attack. You should save the one named Love for last (x=1950, y=1380), as his southern location will allow you to concentrate on him without drawing all three of them into the fight. First things first. Summon monsters, animate dead, whatever, near where pride was. I suggest animate dead. They're feeble, sure, but they resist damage from slashing and piercing weapons, and most importantly, when Avarice appears he casts a Cloudkill on himself. Summoned monsters.. Gnolls, Hobgoblins, Ogrillons, whatever, will die very quickly, but skeletons are utterly immune to the Cloudkill, meaning any that survive Pride can hold off Avarice. Once summons are in place, spell buff (haste, mirror image, defensive harmony, protection from evil) so it catches you and your summons. I suggest equipping everybody with a ranged weapon (with magical arrows, bolt, and bullets) and keeping your actual party in the southern corner by Love. Talk to Love to start the fight. I keep one sole melee character (Ajantis or Kagain) near Love, while everybody else concentrates on firing at him. The summoned monsters attack Pride, who will cut a swath through them, but that's what they're there for anyways. Love will go down spectacularly quickly, at which point I concentrate all my fire on Pride-who is a devastatingly strong melee combatant-save Ajantis, who stays near Love and occupies Fear. With his buffs, health, and armor class, the chances of Fear taking him down are slim indeed. When my missile fire takes down Pride I take aim at Fear, and when those three are down, I move up to bring Avarice into the fight. He explodes his Cloudkill and my remaining Skeletons occupy him while I shoot away until he dies. Ajantis takes 24 hit points of damage, but the rest of my party is otherwise unscathed, I even have four skeletons alive at the end of the fight! I used up 71 arrows +1, and 16 Bullets +1, but otherwise, not a single potion, scroll, or other limited use item. Loot Fear for a Bastard Sword, Love has a Bottle of Wine and the Level 1 Exit Wardstone (make sure you keep this on you at all times!) Pride leaves behind a suit of Plate Mail, a Helmet, a Tower Shield, and a Battle Axe, and Avarice has a suit of Studded Leather Armor, a Helmet, and a Short Sword +1. Just goes to show you don't need good gear to be a pain in the ass.. as long as you're the computer. Can you imagine fighting with crap like that anymore? Blech. Head down the well to the next level (x=1900, y=1200). ***REWARD*** (avarice) EXP 2000 (fear) EXP 2000 (love) EXP 2000 (pride) EXP 2000 (talked to all of them) EXP 2000 Durlag's Tower, Second Lower Level (AR0512) o======================================================================o Sequence of Events: {WLK105} 1) The Statue Room 2) Islanne's Room 3) The Training Room 4) The Throne Room 5) The Torture Roo.. err.. Chamber 6) The Temple 7) Ghastly Vents 8) The Dead Can Dance 9) The Family Bridge 10) Full Circle 1) Oh, how I hate this level.. Hitting objects to trigger locked doors to open while fighting Doppelgangers who take the forms of Durlag's family sucks. In addition to the odd random Greater Doppelganger around, some will be in the form of Fuernebol (archer), Durlag (fighter) Islanne (mage) and Kiel (cleric). Whatever you do, don't rest ANYWHERE but in the central circular room next to the staircase, you do not want to get sealed in anywhere in this level. You'll notice three doors in the small room you're in, one to the north west (x=1300, y=1000), one to the north east (x=1530, y=1000), and one to the south east (x=1550, y=1150). The stairs back up to level one are to the north. All of these doors are locked, and cannot be picked, bashed, or knocked. Head south to find a statue room with two secret doors, one to the north west (x=1000, y=1200), and one to the south east (x=1250, y=1350). Again, locked. There are two statues that can be manipulated on either side of the room. Manipulate the south-eastern statue to open the south-eastern door in the room above. My advice is to only enter with one character: a character with the Boots of Speed (this should also typically be your best melee fighter). ***TRAPS*** (x=730, y=1500) ***ITEMS*** (x=730, y=1500) Water Opal, Potion of Healing x4, Scroll of Greater Malison, Antidote, Scroll of Haste x5, 346 gold <----------------------------------------------------------------------> 2) This is a nice-lavish even-room with some lootables and two secret doors, one to the south west (x=1560, y=1350) and one to the south east (x=1850, y=1300). Loot the table for an Islanne Runestone. When you pick it up, the door you came in through will close, and the two lower doors leading back to the statue room will open. Durlag will appear in the hallway, and dimension door his way up to you. When he gets nearby he'll explode in a Fireball, turn into a Greater Doppelganger, and attack. If you only entered with your main character you can run down the hallway to the statue room and avoid the Fireball, then return with your party to deal with the Doppelganger If you grab the Furnebol Wardstone, the door in the first circular room to the north west will open. Note that this door also opens if you manipulate the north western statue in the statue room. So, head over to the newly opened room. ***ITEMS*** (x=1700, y=1300) Islanne Wardstone (x=1710, y=1140) Adventurer's Robe, Scroll of Domination, Scroll of Spirit Armor, Scroll of Remove Curse, Scroll of Summon Monster II, Dart of Stunning x7, Dart of Wounding x17, Dart +1 x11, Bullet +2 x8, Dart x20, 331 gold (x=1930, y=1170) Kiel Wardstone (x=1820, y=1080) Fuernebol Wardstone <----------------------------------------------------------------------> 3) This room is covered with traps and contains three 'hostile' sparring dummies. First disarm the traps to save yourself the bother. If you hit the silver dummy, (x=1270, y=820) the door in the circular chamber to the north east will open. If you hit the red dummy (x=1200, y=820) the door to Islanne's room will open, and if you hit the gold/bronze dummy (x=1150, y=830) the door leading to this room will close, and the secret doors to the south leading to the Statue Room will open. Durlag will appear again, Dimension Door around, talk, and then explode into a Stinking Cloud. Again, only entering with one character is recommended. Run down into the Statue Room, wait for the Stinking Cloud to dissipate, then return and smite the Doppelganger Note that the sparring dummies can all be looted. ***TRAPS*** (x=1260, y=850) (x=1200, y=910) (x=1150, y=875) (x=1150, y=910) (x=1090, y=900) (x=1050, y=900) (x=970, y=920) ***ITEMS*** (x=1280, y=800) Potion of Healing x8, Potion of Heroism x2 (x=1200, y=790) Scroll of Otiluke's Resilient Sphere, Scroll of Defensive Harmony, Scroll of Protection from Lightning, Scroll of Champion's Strength (x=1140, y=800) Potion of Master Thievery, Arrows +1 x19, Arrows of Acid x5, Arrows of Fire x11, Arrows of Ice x12, Arrows +2 x6 <----------------------------------------------------------------------> 4) Now head back to the circular room and go through the north eastern doorway to get to a throne room. At the base of the throne you'll see a helmet (x=2103, y=543). It's an obvious trap, but pick it up anyways, and run like hell back to the circular room. Durlag will come out again, and two others of his clan, all of which will explode into cloud spells and turn into Greater Doppelgangers The doors on either side of the room will open, but the door back out will close.. so be quick about fleeing back to the central room. You can return to the sparring dummy room and just hit the dummies again to open your way back. When the spells dissipate, return in force and wipe out the Doppelgangers You can now go north west, or south east. I typically choose to go north west. The helmet you gained was Kiel's Helmet, which makes your immune to fear.. it's an excellent helmet for your cleric, say, Viconia, or Branwen? <----------------------------------------------------------------------> 5) On the floor by the door you'll find Durlag's Goblet, a little item that heals you for 'five hit points', but makes you panic when you see an enemy. The negative effects can be offset by Kiel's Helmet, meaning that anybody using Kiel's Helmet might as well put Durlag's Goblet in a quick slot for free healing any time. As long as you keep the helmet on, this trick is golden, basically making one character immortal.. unless they're held, or something. Durlag's Goblet does have a finite number of charges, however, so keep that in mind. Besides that, traps are abundant in this room, so keep your thief busy disarming them. Head through the torture room into another room to the south west. A book will be on the floor that states 'Face my demons'. When you pick it up two Greater Doppelgangers will appear in the north eastern side of the torture room. Kill them and search the trapped circular urn for a Teleportation Wardstone. So long as you have this bad boy you can activate the runes on the floor to teleport to the southern room, and from there, back to this one. Activate the rune on the floor (x=950, y=650) to continue on. ***TRAPS*** (x=1350, y=550) (x=1500, y=540) (x=1420, y=490) (x=1600, y=460) (x=1450, y=370) (x=1400, y=350) (x=1400, y=270) (x=1250, y=320) (x=1200, y=380) (x=1200, y=450) (x=1100, y=370) (x=860, y=690) ***ITEMS*** (x=860, y=690) Teleportation Wardstone <----------------------------------------------------------------------> 6) Loot the trapped urn on this side of the room and head south west into a small, square room. There's a trap in the middle of the room where another book is, and each of the basins on the walls have traps and goodies. The book says merely 'Seek no exit'. Yeah. Okay. Open the door to the south east and carefully disarm the floor trap before heading in. Disarm and loot the statue for a Level 2 Exit Wardstone. Now to just find the exit, right? ***TRAPS*** (x=820, y=720) (x=400, y=1050) (x=390, y=950) (x=520, y=1040) (x=400, y=1120) (x=280, y=1030) (x=600, y=1200) (x=720, y=1180 ***ITEMS*** (x=820, y=720) Teleportation Wardstone (x=390, y=950) Potion of Healing (x=520, y=1040) Potion of Healing (x=400, y=1120) Potion of Healing (x=280, y=1030) Potion of Healing (x=250, y-950) Bolt +1 x9, Bolt of Biting x11, Bolt of Lightning x20 (x=720, y=1180 Level 2 Exit Wardstone <----------------------------------------------------------------------> 7) Head through another door to the south west and follow the tunnel to the south east. Ghasts will pop out of the red tunnels lining the passage way. Don't go too far down, as there are rearming Fireball traps the Ghasts just love to walk all over. When the Ghasts are dead send a thief up to disarm the traps. Head through a door to find a chamber with some stairs leading down. They're trapped, and they lead absolutely nowhere. Instead, find a secret door at (x=1050, y=1950), which leads to where we want to go. Unfortunately, we've got some more work to do before it opens. Pick up the book near the top of the bogus stairs to read 'Dance with the dead.' ***TRAPS*** (x=550, y=1700) (x=700, y=1800) (x=1000, y=1880) <----------------------------------------------------------------------> 8) To the south east are four Dwarven Doom Guards, which suck just as much as the normal ones. They won't attack you until you attack them, or until you loot the chest they're guarding. I'd suggest you not engage them all at once, instead head back into the Ghast tunnels and send your character with the Boots of Speed to run in, grab some of the loot, and run out, hopefully only luring one or two to you at a time. Kiel's Morningstar sucks for the same reason the Two-Handed Sword Brage had sucked, it's no good if you go berserk every fight. Kiel's Buckler, on the other hand, can be useful if the dexterity bonus from the shield increases their armor class as well, but frankly, you might as well just use a Tower Shield +1 if you can use a shield at all. The door opens to the next level, but by now I'm pretty beat up.. for arguments sake, lets complete the level, head back to town, and hit the third level fresh. ***TRAPS*** (x=1400, y=2130) ***ITEMS*** (x=1400, y=2130) Kiel's Buckler, Kiel's Morningstar, Potion of Healing x3, 432 gold (x=1520, y=2120) Potion of Hill Giant Strength, Potion of Frost Giant Strength <----------------------------------------------------------------------> 9) From Kiel's tomb head through a passage to the south east and follow it until you come to a room with bridges spanning the middle. Instead of rushing on in there, go forward with a thief and disarm the trap in the door way to avoid Fireball punishment. Sneak forward and you'll see a pair of Fuernebol's and an Islanne. I hit them with a Fireball and retreat into the tunnel. If they chase me, they have to fight me in close quarters, which is not healthy for them. When they're dead head across the bridge and open the door. ***TRAPS*** (x=1660, y=1660) <----------------------------------------------------------------------> 10) Another statue room full of traps. Despite the creepy statues, there isn't anything interesting in here. Head up the tunnel to the north east and disarm the huge trap when the tunnel turns. You'll come into a room with wheels on two of the walls, and levers on another. Flip the north eastern most level, the one closest to the wheel on the north east wall to open the door leading back to the throne room. You should now be able to make your way through this level without too much trouble. Many doors that shut on their own, we know how to open, and if they were opened by triggering an event (such as by taking Kiel's helmet) they should now open with Knock spells. When in doubt, head through the throne room, the door leading to the north west can be knocked. To get to the throne room, hit the silver sparring dummy, and to open the sparring dummy room, activate the north western statue in the statue room. When you're ready to move on to level 3, go to the room by Kiel's tomb south east of the bogus staircase and go down the stairs (x=1000, y=2300). ***TRAPS*** (x=2260, y=1460) (x=2340, y=1440) (x=2200, y=1360) (x=2330, y=1330) (x=2380, y=1380) (x=2340, y=1240) (x=2600, y=900) Durlag's Tower, Third Lower Level (AR0513) o======================================================================o Sequence of Events: {WLK106} 1) Now THAT is what I call 'Continual Flame' 2) The Garden 3) This Level's Puzzle 4) Skeleton Platforms 5) Durlag's Beastiary 6) Ice Monster 7) Slime Monster 8) Wind Monster 9) Fire Monster 10) Check! 1) Oh man, now we're in deep. past the door to the south will be a circular room with a constantly detonating Fireball trap. You'll have to pick another door to go through quickly, and with your Boots of Speed character, you should make it through. Once the door is open, the rest of your characters can just make it across if you send them one at a time and the pathfinding doesn't get retarded on you. This level isn't as bad as the other one, in my opinion, but the Fireball trap makes it a pain to head back up. Also it'll interrupt your resting and quick saving from time to time, which is annoying.. but at least you can rest here without worrying about the level rearranging itself. I head through the door to the south east. <----------------------------------------------------------------------> 2) You'll find a garden level filled with traps, Greater Ghouls and Ashirukuru. Greater Ghouls are like Ghasts.. but with more hit points, and they attack faster. Ashirukuru are invisible little bastards that attack from the shadows, dangerous only in their ability to backstab you. In the middle of the garden you'll find a statue that you can loot. Bala's Axe is an interesting little Battle Axe, and if you have Kagain in your party, you might just want to equip it. It's good against mages, but I can't imagine a single time when I had Kagain run up to a mage in combat. ***TRAPS*** (x=3580, y=2000) (x=3200, y=2040) (x=3300, y=1700) (x=3000, y=2370) (x=2900, y=2600) (x=2800, y=2100) ***ITEMS*** (x=3200, y=2040) Bala's Axe, Potion of Healing x3, Scroll of Hold Monster, Scroll of Domination, Potion of Heroism, Potion of Master Thievery, Dart of Stunning x10 <----------------------------------------------------------------------> 3) Head south through a door in the garden room to enter a more dwarven stone room. Follow the path south until it turns to the north west. You'll have to fight some Greater Ghouls and deal with more traps as you go. Click on some of the stone faces, the largest one tells you what's up next: 'Down four tunnels lie four foes. Kill all four and the game begins.' That's right, four enemies in the four room to the south west that all need smiting. Others will tell you about some of the enemies. 'Fire, ice, slime, and wind. All must perish to continue. She who fires flame must be killed before her bow is drawn.' 'Queening can change a match-much worse if you're the other player.' 'Ooze only parts before blows and spells, but evaporates in the cleansing fire.' ***TRAPS*** (x=1920, y=2650) <----------------------------------------------------------------------> 4) Blah blah, lets clear out the rest of this level before we go messing around with fire, ice, slime, and wind. Continue north west and take the passage leading to the north east. In this room are Skeletons with bows and magical arrows on platforms connected by bridges. Since I can rest as I wish, I tend to stock up on Fireballs and just go in with my mages, protected by Mirror Image, of course, and blast every platform I see. Crude, yes, but effective. And it conserves their arrows. You need to be careful though, as there are of course traps on many of the platforms. If you blast the Skeletons to hell, you'll score a pretty huge cache of elemental arrows. This room is really just here in case you needed the elemental arrows against some of the monsters up ahead.. and frankly, the Arrows of Fire will come in handy against the slime we've got to fight. ***TRAPS*** (x=2100, y=1930) (x=2400, y=1870) (x=2420, y=1600) (x=2800, y=1650) (x=2730, y=1430) <----------------------------------------------------------------------> 5) Head back to the stone tunnels in the south west and continue to the north west until you find a door to the north east (x=600, y=1700). Honestly this is not the ideal direction to be approaching this room, as beyond this door lies some Greater Wyverns. Everything is greater down here, isn't it? Anyways, they act like they're hasted, have a dreadful THAC0, and decent hit points. Sending up your own fighters to get poked full of poison by them is not really a good idea, so summon some monsters, animate dead, and spell buff yourself and your summons to the max before heading in. I wouldn't suggest going with all-ranged attacks, but certainly let your summons engage first. I'll admit, all my front liners were pretty beat up after this, but the important thing is, I won. Near the northern end of the room a skeleton will tell you that you can summon some ancient heroes trapped by Durlag to help you. Doesn't do much good if you already killed the Greater Wyverns, but it's something. If you summon them, you'll have to put them down when the duration of their 'charm' wears off. We have Meiala the Sirine, Hack, an Ogre, Bullrush the Hobgoblin, the dwarf Tarnor, and Moorlock. When they die Meila will drop forty Arrows of Biting, two Pearls, a Pearl Necklace, a Composite Long Bow, and 308 gold. Hack has a Flail, Bullrush bequeaths a suit of Leather Armor, a Short Bow, and a Bastard Sword, Moorlock gives up a suit of Studded Leather Armor, a Long Sword +1, and 64 gold. And Tarnor will drop a suit of Full Plate Mail (!), a Small Shield, and a Battle Axe. Well, that suit of Full Plate Mail really has nowhere to go, seeing as how the Ankheg Full Plate and the Platemail +3 are both better. Still, it'll sell well. He must be making up for his lack of experience value. Now head back south and go through the door at (x=450, y=1850). We'll go right down the hallway, killing the monsters in order. First is ice, then slime, then wind, then fire. Exit to the ice monster's cavern at (x=100, y=2100). Ice Monster's Cavern (AR0507) o======================================================================o 6) This isn't too bad. As soon as I enter I summon some monsters and animate dead to occupy Kaldran the Bear and its Winter Wolf chums. Then I cast haste and concentrate all my fire on Kaldran. After that, it's really just a matter of mopping up some sissy Winter Wolves. Kaldran is a bit of a beast in melee combat, and it can paralyze foes it hits, but if you distract it with summons you don't have much to fear. Slime Monster's Cavern (AR0510) o======================================================================o 7) Go through the door at (x=830, y=2130) and enter the slime monster's cavern (x=500, y=2400). This one is pretty easy. I spell buff my main character and Imoen and haste myself. Then I just equip all my archers with Arrows of Fire (courtesy of the Skeletons in Sequence #4) and walk up and shoot the Fission Slime to death. Wind Monster's Cavern (AR0509) o======================================================================o 8) Go through the door at (x=1250, y=2400) and enter the wind monster's cavern at (x=900, y=2700). Again, probably not the best idea to engage in melee combat. I summon monsters, haste, and then engage with my fighters while my archers shoot it to death. Seeing a pattern here? The Air Aspect also has some Invisible Stalkers with it, which is another good reason to let summons take the brunt of their offense. Fire Monster's Cavern (AR0508) o======================================================================o 9) Now head through the last doors (x=1650, y=2700) and enter the fire cavern's domain (x=1300, y=2950). Make sure you're fully rested and you have all your spells prepared before heading into the fire domain. There will be another fight right after you're done in here. Take a character in stealth mode ahead of the party until you find a female Phoenix Guard. I take Minsc and shoot her, and if you're lucky it should take only a single arrow to put her down.. especially if you use an Arrow of Frost. Now there's just a single male Phoenix Guard left, who isn't much of a threat. If you can kill him with ranged weapons you can avoid getting blasted by him. Chess Board (AR0506) o======================================================================o 10) Once the Phoenix Guards are dead you'll be whisked off to a chess board, where you'll be told the rules. Your main character should be the king, while your queen can move anywhere. For me, the queen just so happens to be Jaheira. Instead of moving around and risking having spell effects hit you, I take a more passive strategy. I prefer to set loose several Stinking Clouds and animate a host of undead to wipe out as many of the enemies as I can. I also hit the opposing chess pieces with every status affecting spell I can cast, Confusion, Chaos, etc. If you don't have these prepared, you can always rest now. I inch forward with my characters after my Skeleton screen is in place and take all the afflicted enemies down with ranged fire. When the King dies you can move about the board as you wish, most of the enemies have Plate Mail, but the King will leave behind ten Darts of Stunning, a Potion of Frost Giant Strength, a Scroll of Emotion, a Scroll of Remove Curse, a Scroll of Protection from Evil 10' Radius, a Scroll of Champion's Strength, a Two Handed Sword +3, and 417 gold. That Two Handed Sword +3 is the great prize of Durlag's Tower, and for such an easy fight? Ah well. I give it to my main character, who is more than happy to part with his old Halberd +2. When you're done looting head north through the door at (x=1020, y=320) to reach the fourth level of Durlag's Tower. Note that the only way to leave Durlag's Tower from the fourth level is to talk to the ghost of Islanne, Durlag's Wife. To get back down to the fourth level, just go through any of the doors to the elemental caverns to appear on the Chess Board (AR0506), across from which the stairs down to the fourth level (AR0514) are located. Durlag's Tower, Fourth Lower Level (AR0514) o======================================================================o Sequence of Events: {WLK107} 1) Spiders and Riddles 2) The First Path 3) Western Slime Caves 4) Grael the Ghoul 5) Eastern Slime Caves 6) The Treasure Trove of Durlag's Tower 7) The Second Path 8) Bone Wardstone 9) The Rune Room 10) The Third Path 11) Clair De'lain's Tale of Terror 12) The Demonknight 13) Saving Dalton 1) As soon as you enter you'll be bothered by Durlag Trollkiller, or rather, his ghost. He'll tell you that you have to understand what made this place, and that there are three paths to take. Righty-o. Head through the door to the south, across a bridge and into some tunnels. Follow the passage to the north west until you come into a larger room. There's a trap at the entrance to the room, and various Spiders and Ettercaps beyond. Of note is an Astral Phase Spider, which is just a beefed up Phase Spider with rougher poison. Ignore the door at (x=2050, y=1250) for now and talk to the stone golem at (x=1850, y=830). It'll ask you some questions: "If you count Durlag, son of Bolhur 'Thunderaxe,' as your kin, you will know well the family that built this place. The mother of the sons, the matron of the clan: what is her name?" A: Islanne "Durlag, builder of the home, founder of the clan, had a name not from his father but his own deeds. The tower was built with the fortunes of hordes, but the last name of Durlag came from the fortune of battle. With axe and fire he cleansed the land of beasts he loved to fight, when axe alone would not suffice. I ask the second name of Durlag." A: Trollkiller "The father of this place formed the clan that fell in times of treachery. False faces claimed the future, and clanless became Durlag. This he shared with his own father, a wanderer that lived by the strength of his weapon. The second name of Bolher is what I ask of you. Sense most common is all you need for this answer." A: Thunderaxe Answer all three correctly and you'll be given a clue, 'The bones will walk where flesh cannot. The ward will walk the bones.' You'll be teleported off to a circular room where a number of Stone Golems stand. Time for more questions, much? ***TRAPS*** (x=1550, y=1630) (x=2020, y=1260) Durlag's Trial (AR0515) o======================================================================o 2) Talk to all the statues save the north eastern statue. When you've talked to them all bother the last one (x=480, y=180) to answer a question. "With me it ended. Speak now of my troubles, to show you have learnt. From where did my pain come? Where did my pain stab home? Where did my pain take root? Where dost my pain reside? Speak and show that you understand." A: From the west it came, and then the south. The east held it next, and now it rests in the north. <----------------------------------------------------------------------> 3) You'll be teleported back to near Durlag. Go east past him and head up a tunnel to the north. There's a secret door to the east at (x=3300, y=1400), and another one past it at (x=3350, y=1550). You'll now be in some slime caverns. A number of the slime pools, or slime basins rather, near the wall have loot in them, so keep an eye out. There are pools of slime that deal damage to you if you walk over them, although you'll have to do this from time to time to score some loot. There are also Greater Ghouls and Crypt Crawlers (slightly advanced Carrion Crawlers?) to keep you company. Head west first to find a trapped door at (x=2400, y=2350), behind which are some Greater Ghouls and a slime basin with some loot. South of that door you'll find a secret door at (x=2000, y=2800). Don't get too gung-ho about rushing through the secret door though, as a host of enemies wait beyond it. At least the slime damages them too, right? Beyond the damaging slime you'll find some loot. ***TRAPS*** (x=2400, y=2350) ***ITEMS*** (x=3230, y=2130) Bullet +2 x20, Arrow +1 x20, Arrow +1 x20 (x=3100, y=2900) Potion of Master Thievery (x=2220, y=2270) Oil of Speed, Bolts of Lightning x20 (x=1840, y=2240) Bolts of Lightning x10, Bullet +1 x10, Arrow of Fire x20 (x=2600, y=2050) Potion of Healing x5, Antidote, 69 gold (x=2020, y=2700) Oil of Speed, Potion of Healing x3, Potion of Fire Giant Strength, Potion of Frost Giant Strength (x=1900, y=2800) Wand of Lightning (x=1700, y=2780) Antidote, Potion of Freedom <----------------------------------------------------------------------> 4) Head west some more until you find a secret door to the north (x=1300, y=2100), beyond which are some Greater Ghouls and loot. There is a little bit of loot further west, but where we really want to go is south of the secret door and across some slime pits to the west. You will find another secret door south of a dry landing between two slime pits at (x=700, y=2800). Through the secret door you'll find some Greater Ghouls, Crypt Crawlers, and a unique Greater Ghoul named Grael. He'll tell you about a Tanar'ri (demon) Durlag fought in the past, and warn you about its gaze. Grael will then attack. When it dies he'll drop a Gold Ring, a Jade Ring, a Scroll of Strength, a Scroll of Agannazar's Scorcher, and a Compass Wardstone. ***ITEMS*** (x=1200, y=1850) Potion of Freedom, Potion of Frost Giant Strength (x=1160, y=2100) 41 gold (x=800, y=1950) 45 gold, Dagger (x=1500, y=2600) Potion of Frost Giant Strength, Wand of Monster Summoning (x=1000, y=2500) 1880 gold (x=500, y=1350) Potion of Healing, Potion of Fire Giant Strength, Wand of Fire (x=500, y=2850) Bracers of Defense A.C. 8 <----------------------------------------------------------------------> 5) Now head back to where you entered the slime caves and venture to the unexplored east. In the south east you'll find a secret door at (x=4100, y=3000), behind which are some Greater Ghouls and Crypt Crawlers, and of course, some loot. Beyond a small slime pit to the north of the secret door to the south east you'll find yet another secret door at (x=4000, y=2700) that leads to a small room with a trapped treasure chest with goodies inside. The Staff of Striking is nice.. but who will really use it anyways? You could stick it on Edwin, but anybody who can use it is better off using the XXXXX you can buy from the innkeeper in Ulgoth's Beard. For one thing, it doesn't have charges, and for another thing.. well, you don't need another thing. The whole point of getting a magical weapon is so it won't break during use in combat. The Long Sword +1, Flame Tongue is less questionable, it's just a good weapon. The fact that it gets combat bonuses against Regenerating creatures means it can be used against a specific type of enemy later on (one that could previously only really be hurt by Bastard Swords +1, +3 versus Shapeshifters). If that's not good enough, it is +3 against Cold-Using creatures, of which we don't really have any left to fight, and +4 against Undead. In all, it's a good replacement for or alternative to a Bastard Sword +1, +3 versus Shapeshifters. And it's fiery. Ooooh... ***TRAPS*** (x=4300, y=2200) ***ITEMS*** (x=2870, y=2270) Potion of Master Thievery, Antidote x2, Oil of Speed, 582 gold (x=3500, y=2680) 1 gold (x=3700, y=3250) 980 gold (x=4520, y=3120) Oil of Speed, Potion of Healing (x=4300, y=2200) Staff of Striking, Long Sword +1, Flame Tongue, 53 gold (x=4370, y=2250) Andar Gem <----------------------------------------------------------------------> 6) To the north, opposite of where you found the chest with the Flame Tongue you'll find yet another secret door (x=4500, y=2300). Take the passage to the west, disarming a trap as you go, then take the south passage, down which is another trap. Follow the tunnel until you get to a door with a wheel on it (x=3600, y=2000). You can normally only open it with a 'special wardstone', but I suspect Grael donated to our cause in this case. Search the wester treasure pile for a WHOPPING amount of gold. This is the 'piles of gold' that we heard about from people when we came to Durlag's Tower. It was a bit of a chore to get here, but it was worth it. Click on the throne to be whisked away to another question session. ***TRAPS*** (x=4880, y=1880) (x=4500, y=2100) (x=4200, y=1870) (x=4000, y=2170) ***ITEMS*** (x=3740, y=1840) 13950 gold, Long Sword, Short Sword +1, Turquiose Gem, Jasper Gem, Zircon Gem, Moonstone Gem, Ziose Gem, Star Diopside Gem, Aquamarine Gem, Horn Coral Gem, Sphene Gem, Water Opal, Moonbar Gem, Star Sapphire, Diamond, Emerald, Rogue Stone (x=3780, y=1980) 72 gold Durlag's Trial (AR0515) o======================================================================o 7) Same deal as before, talk to all the statues save the one in the north east corner. Once the other three have spilled the beans, talk to the north eastern one: "This is the end of things. Here I stood and struck them down as they came. My family and my clan, with their false faces; the dropped all pretense and drew their weapons against me. I fought them to the last, killing the shapechangers that had take their forms. I cursed them for destroying the dream, but they were not the real evil. The real evil could not save my people before this deception. The real evil hid from life in the face of this tragedy. The real evil deserves the blame. This is the end of things. Answer where the blame has fallen." A: The blame begins with the invaders, but they attacked with supposed good reason. It could be on your people, but they were in the shelter of your confidence. The craftsmen only did their jobs as directed. In your eyes, you are the one to blame for all that has happened. <----------------------------------------------------------------------> 8) Again you'll be whisked to near Durlag, and again you should head past him and up the tunnel to the north. This time keep going north until you find Islanne (x=3870, y=750). She'll offer to teleport you out of the tower, should you need to leave. It's a quick way out.. it's just a shame there's no quick way back down here. Don't worry about the secret door to the east (x=4100, y=850), as it's beyond our power to open as of yet. Instead head through the door to the west (x=3650, y=600). Go through another door to reach a room with two Helmed Horrors. You'll find yourself in another smithy. Loot the trapped.. uh, hole? For some goodies, including the Bone Wardstone. ***TRAPS*** (x=3240, y=250) ***ITEMS*** (x=3880, y=600) Jasper Gem, Tchazar Gem x2, 171 gold (x=3240, y=250) Potion of Healing x3, Bolt of Biting x8, Arrow +2 x20, Oil of Speed, Dart +1 x14, Bolt +2 x10, Bone Wardstone (x=3050, y=300) War Hammer, War Hammer +1, 43 gold <----------------------------------------------------------------------> 9) Now head back to the room where we fought the spiders earlier in the level and go through the door we previously ignored. Go up a tunnel and through a doorway to the west. At (x=2100, y=750) you'll find a locked.. object. If you click on it with the Bone Wardstone it'll turn off some rune traps. Head back out of the room and go to the east now, following the passage when it turns north until you find a room with a rune inscribed carpet running the length, across which you can now safely pass. Loot the room for some goodies. The Leather Armor +3 is equal to the Studded Leather Armor +2 we got from Sendai earlier in the game, but Studded Leather has better modifiers against various attack types, making it superior. Whether you prefer the Mace +2 (1d6+2 damage) over the War Hammer +2 (1d4+3, plus 1 electrical) is more of a matter of preference than anything else. I keep the War Hammer because it's damage range of 5-8 is better than the Mace +2's damage range of 3-8. The loot in the other chest is less of a tease. The Large Shield +2 is an obvious improvement over the Large Shields +1 Jaheira and Viconia still have. I give it to Jaheira since her Armor Class needs the most improvement. The Sling +3 goes to Jaheira as well, even though Viconia gets less attacks in melee and would therefore be more disposed to fighting at a range, I just can't argue with the fact that Jaheira gets two attacks per round as compared to Viconia's one. Click on the.. uh.. whatever, at (x=2500, y=700) to get teleported to your last questionnaire. ***TRAPS*** (x=2650, y=550) (x=3000, y=660) ***ITEMS*** (x=2650, y=550) Large Shield +2, Turquoise Gem, Bloodstone Gem x2, Sling +3 'Arla's Dragonbane', 5547 gold (x=3000, y=660) Leather Armor +3, Ziose Gem, Star Diopside Gem, Mace +2 201 gold Durlag's Trial (AR0515) o======================================================================o 10) Again, talk to the stone golems, saving the north eastern one for last: "My father roamed as I, and saw much of the world in his time. Well respected was he, but he had no home. At his end, he died in some far away land, with no dwarven kin by his side. I would not allow such to happen to me. I would not follow his steps that far. I would not be Durlag the clanless. This was my fear. Trace the path of fear and show me you have learned. A: It began with you and your need for a home. It grew with your clan, as you feared losing them. It manifested in the invaders that came, but you feared their coming already. It became your home, where it keeps you safe. <----------------------------------------------------------------------> 11) Again you'll be teleported to near Durlag. Talk to him this time and he'll ask you to kill the Demonknight before he becomes too entrenched. Follow him up to where Islanne is, and he'll dispel the secret door that was previously locked. Go through a door at (x=4200, y=1000) to find a female adventurer named Clair De'lain. She'll tell you her party was slain by the Demonknight up ahead, and will also tell you about the Mirror Of Opposition the creature has, and suggest you use it in the hope that it'll have to fight its own duplicate. That is for sissies though, we use force. The Cloak of the Shield.. eh, it's a nice little item that gives you good defense against missile weapons when you use it. If I were to put it on anybody at all, it would be a quaternary fighter, one who doesn't already have, say, the Tower Shield +1, +4 versus Missile, Boots of Avoidance, of the Cloak of Displacement. It also is somewhat of a waste on mages, who can just cast Mirror Image to give themselves defense. This leave Minsc, by default. ***TRAPS*** (x=4100, y=1100) ***ITEMS*** (x=4100, y=1100) Zircon Gem, Iol Gem, Cloak of the Shield Demonknight's Chamber (AR0516) o======================================================================o 12) Now it's time to get ready for the Demonknight. He's a very tough combatant, but with some careful planning he can be taken down. For this fight, the use of summons is a bad idea, as he loves to cast Dispel Magic and high-powered Fireballs, both of which will take care of any summoned creatures you have. Prepare with the typical spells, but don't get too attached to them, as previously mentioned, he's fond of Dispel Magic. On every melee fighter you should equip some Potions of Giant Strength and Oils of Speed. You might also want to grab some Potions of Fire Resistance. Everybody should also equip a +2 weapon, if you're not firing +2 missiles at him, you might as well be doing nothing. He's got a good armor class, good hit points, and good magic resistance, so there's not going to be any cheap shots, you'll need to bring him down with good old muscle. When you enter, have all your characters spell buff, then fan out, leaving your primary fighter in the middle. You're going to want the works, Mirror Image, Blur, Haste, Protection from Evil 10' Radius, Defensive Harmony. You front line fighters also need to have Protection from Fire cast on them, and yes, I'm repeating, Potions of Giant Strength, Oils of Speed, and Potions of Fire Resistance. Have your party fan out along the top ring, and head down the stairs with only your strongest fighter. The Demonknight will talk a bit, and then the fight begins. He typically will start out with a Dispel Magic, which is why we go down with only one character, if he debuffs you, at least it'll only be the one character. Quickly rebuff by keeping your fighter away from the Demonknight having them quaff potions. Have your archers shoot at him while your other fighters drink their Potions of Giant Strength and engage, pulling them out of the conflict if they take too much damage. With any luck you'll put him down rather quickly, hopefully before he kills anybody. He likes to use Power Word: Stun, which sucks, but hopefully he wont be able to stun a character and then decimate them. When he dies he'll leave behind a Large Shield +1 and the Soultaker Dagger. If you DO use the Mirror of Opposition, a number of 'Mirror Fiends' will appear and attack you. The Demonknight will also be attacked by a duplicate of itself, which might just win-especially if you shoot the real Demonknight with Arrows +2 while he fights himself. I don't know if it's the same for every party, but the Mirror Fiends I fought were Ettercaps, an Ogrillon, and two Doppelganger mages. Note: I kept having a problem where the Demonknight fight would progress as if I had used the Mirror of Opposition when I spell-buffed before talking to the Demonknight. This didn't occur if I talked, ran back, and then spell-buffed. If the mirror by the Demonknight is covered in a red sheet, the Mirror of Opposition won't trigger, if it's not, it will. Ideally you'd need to sneak past the Demonknight and pull the curtain off to trigger it, so I don't know what was going on this time. In all honesty, the Mirror of Opposition trick isn't worth it. The damned Mirror Fiends are more of a pain in the ass than the damned Demonknight. <----------------------------------------------------------------------> 13) You can find Dalton along the eastern side of the room at (x=1160, y=480). Talk to him and he'll make a rather pathetic display of himself. Now you're done with Durlags, you can talk to Clair if you wish, She'll be surprised you won. Meh. Head out and talk to Islanne and get her to take you to the surface. Good riddance to Durlag's Tower. Now lets head over to Ulgoth's Beard so we can turn this stupid dagger over to Hurgan Stoneblade. Ulgoth's Beard o======================================================================o Sequence of Events: {WLK108} 1) Cult Ambush 2) Dumbass Dalton 3) More Cultists 4) Raiding the Cult House 5) Aec'Letec 1) As soon as you arrive you'll be bothered by a Cult Enforcer asking you for the Soultaker Dagger. Tell him to piss off and he'll attack, with plenty of buddies. Cult Guards are fighters in Plate Mail that tend to drop Potions of Heroism. Cult Assassins are backstabbing tirds that likewise have Potions of Heroism. Cult Archers fire Arrows of Biting. When he goes down loot the Cult Enforcer for a Knave's Robe, a Helmet, a Fire Opal Ring, a Wand of Frost, a Long Sword +1, and 84 gold. Head into the Inn and talk to Hurgan Stoneblade to find out what's up. He'll tell you that the cultists are trying to release a Nabassu that is trapped in the Soultaker Dagger. Who wants to bet we won't get there in time? <----------------------------------------------------------------------> 2) While we're here, go to the next house over and talk to Therella. She'll tell you that Dalton came home-for a time-and she'll give you some of her savings. She'll then tell you that Dalton went back out on the road again. Some people just aren't long for this world it seems. ***REWARD*** (therella) GOLD 300 <----------------------------------------------------------------------> 3) Head across town to the west to find a Cult Guard (x=1280, y=650) standing on the deck of a house. Talk to him and start a fight, a large group of guards will spawn, along with two archers to the north. Dispose of them with whatever strategy you devise, they're not all that rough. When they're dead go through the doors to the house at (x=1200, y=650). Be ready for a fight. Cultist's House (AR1003) o======================================================================o 4) As soon as you enter you'll be addressed by a Cult Wizard (x=400, y=440), who will bore you with some pointless banter before the fight begins. Two assassins will, of course, get the drop on you in a bad way. As soon as the battle starts I cast two Stinking Clouds and an Animate Dead behind the wizard, well our of range of my party so that those spells will at least distract and delay the enemy, if not kill any. Other than that it's Haste, Chaos, and missile fire concentrated on the Cult Wizard. Hitting him with a pair of Magic Missiles to take down his Mirror Image is probably a good idea, too. The Cult Enforcer inside will drop identical gear to the first one outside, while the Cult Wizard will drop a Traveller's Robe, a Quarter Staff +1, a Wand of Sleep, and 100 gold. Now, there's another rather big fight coming up, and personally, this is the fight I hate the most in the entire game. Head outside and rest, equipping Arrows of Detonation on all your archers and Arrows +2. For your mages make one vital change in your spell set up; get as many Protection from Petrification spells memorized as you can.. or enough to blanket the whole party. Cast one on each party member, and spell buff with Haste, Protection from Evil 10' Radius, etc. When you're ready, head down the stairs at (x=459, y=250). Ritual Chamber (AR1002) o======================================================================o 5) When you come downstairs you'll see a number of cultists standing right in front of you, led by one Tracea Carol (x=500, y=450). She'll talk, and proceed to summon Aec'Letec, the Nabassu. Now, your first task is to kill all the cultists, or Aec'Letec will simply take one of them over and reincarnates. I have Jaheira and Viconia train sling fire on Tracea Carol, while Minsc, Imoen, and my main character shower the distant cultist on the sides with Arrows of Detonation, which will hopefully take them out in short order. If I get hit with a Fear or Hold spell, I just need to cast Remove Fear or Remove Paralysis, I cannot afford to use Dispel Magic, as I absolutely need Protection from Petrification on. Aec'Letec has a 'Death Gaze' attack that it uses to inflict people with.. well.. death. Once the target is affected, they will turn into a Ghoul in a number of rounds. That character is lost forever. This is what Protection from Petrification protects against. If you kill Aec'Letec and have a character with this gaze affecting them, they're dead. You really only have three choices: 1) Lose that character forever. 2) Reload and try again. Or 3) Kill them, take them to a temple, and pay to raise them from the dead. This is the ONLY time in this game I can suffer to raise a dead character. Talk to Hurgan and he'll give you his War Hammer +1, +4 versus giant humanoids if you haven't already stolen it. Whew. Talk about unrewarding. Now all that is left is to go get Mendas his sea charts, which involves running back to Baldur's Gate. Go stash your loot, reprepare your typical spells, rest, and head the north east area of Baldur's Gate (AR0300). Baldur's Gate, north east (AR0300) o======================================================================o Sequence of Events: {WLK109} 1) To the Counting House 2) Counting House, First Floor 3) Captain Tollar's Vice 4) Debt to De'Tranion 5) To the Isle of Balduran! 6) Shipwrecked near Solianna 7) Kaishas Plan of Escape 8) Maralee's Plea 9) Rude Jorin 10) Farthing's Dolly 11) Evalt's Brother 12) Taloun's Warning 13) Looting 14) Delainy and Lahl 15) Palin 16) Meym 17) The Sirine Queen 18) Don't Kryla Wolf 19) Dradeel 20) Balduran's Ship, First Level 21) Balduran's Ship, Second Level 22) Balduran's Ship, Third Level 23) Showdown with Karoug 24) No Good Deed.. 25) Werewolf City 26) The Warrens 27) Kaishas 28) Sealing the Deal 1) Now, it can be a little bit of a hassle in Baldur's Gate at this point of the game, seeing as how you're criminals and all. Don't get caught by any Flaming Fist Mercenaries, or they'll try to take you in. If they approach you, avoid them. If they attack you and you fight back the whole area will turn hostile, and we don't want that. Anyways, remember when we were poisoned by Marek and Lothander back when we first arrived in Baldur's Gate? There was a house in the north eastern district we ignored, the Counting House (x=2350, y=3100). Head there now. The Counting House, First Floor (AR0307) o======================================================================o 2) As soon as you enter you'll be accosted by a guard, who demands to know your business. Pick options #2, or #3 and #2 to get him to leave you alone. Or you could just fight your way through them all to get the sea charts. Head up the stairs at (x=400, y=400). ***ITEMS*** (x=550, y=730) Lynx Eye Gem, Potion of Healing The Counting House, Second Floor (AR0308) o======================================================================o 3) Again, you'll be bothered when you arrive on this level, this time by one Captain Tollar Kieres. Pick option #1 and he'll tell you to go get some liquor from Old De'Tranion at the Blushing Mermaid. If you picked a fight below, you'll just have to fight your way through them here. Alternatively you can pick the Captain's pockets to get the Sea Charts. The Blushing Mermaid (AR0114) o======================================================================o 4) In case you forgot, the way to reach the Blushing Mermaid is to go to the northern section of Baldur's Gate (AR0200) and exit to the north eastern section on the eastern edge of the map. You'll appear right south of it. Head inside and a little critter named Ivanne will ask you to pay him 10 gold for a tale of murder and deceit. If you pay him, he'll tell you about Scar's murder by a Doppelganger, and about Duke Eltan being sick, his duties taken up in lieu of Scar by someone named Angelo. Looks like a lot has happened while we were off killing Demonknights and whatnot, eh? You'll find De'Tranion at (x=1050, y=820), and he won't sell you the liquor until you cover Captain Tollar's tab, running at 900 gold as of now. You can pay him or steal it from him. Just goes to show, sometimes crime DOES pay. If you give the booze to Captain Tollar he'll get woozy and hand you the Sea Charts. ***ITEMS*** (x=650, y=200) 23 gold (x=950, y=350) Potion of Fire Resistance (x=500, y=750) Scroll of Protection from Lightning, Scroll of Chaos (x=250, y=600) 44 gold, Tainted Potion of Healing x2 ***REWARD*** (captain tollar kieres) Item Sea Charts Before you head back over to Mendas' House and give him his Sea Charts, lets just be clear about a few things. You want to carry magical ammunition with you, and you're going to want to give yourself as much free space in your inventory as you can. The fights to come aren't on the same level as the Demonknight and Aec'Letec, but they can drag on. Also, you're not going to be able to run back to town and sell or stash your loot like you could in Durlag's Tower. Once you commit to this quest, you've got no choice but to see it completed. Be absolutely sure you bring your Bastard Swords +1, +3 versus Shapeshifters and your Flametongue with you. This is the one time you really need the, and if you don't have them on hand, you'll regret it. Ulgoth's Beard, Mendas' House (AR1004) o======================================================================o 5) Talk to Mendas, who will reward you and urge you go journey to the island. If you accept he'll head outside. Follow him and head north, Mendas will talk to you again, give you a copy of the Sea Charts, and ask you to go now. If you decide not to go, he'll offer ANOTHER 3000 gold, so play hard to get once before accepting for the extra payday. He REALLY wants you to go to this island! When you go you'll get some dialogue akin to a chapter break to describe your trip to the island. ***REWARD*** (mendas) GOLD 2000 and (mendas) GOLD 3000 Item Sea Charts Mysterious Village (2000) o======================================================================o 6) You've been shipwrecked, and washed up on the shore of a mysterious island. Good thing you held onto all your gear, eh? You'll find a little girl named Solianna wandering around to the north. Play nice and she'll tell you about you not belonging, people who are like them, but mean, and who 'change'. She'll also tell you to speak to Kaishas. What a chatty child. Note that none of the commoners will talk to you until you speak to the 'headwoman', by whom they mean Kaishas. So we might as well go find her, if we're going to get anything out of these people. Kaishas' House (AR2002) o======================================================================o 7) Head north until you find a wooden wall encircling some buildings. Go west along the wall, then north to find an opening. Inside the walls a woman named Maralee (x=3630, y=1470) will implore you to speak with Kaishas. Yeah yeah, we're getting there. Go through the door at (x=3270, y=1270) to enter the house where you'll find one Kaishas Gan (x=250, y=380). The long and short of it comes down to the fact that you have to kill the wolf-like, man-like creatures that infest the island outside of town to be able to have any chance of getting back to the mainland. Fortunately, they nest in and around the ship the islanders used to travel here on generations ago, way to nail two birds, right? You'll also find Tailas (x=220, y=420) nearby, but he's not inclined to chat with you. ***ITEMS*** (x=600, y=250) Potion of Heroism (x=670, y=160) Sunstone Gem <----------------------------------------------------------------------> 8) Leave Kaishas and talk to Maralee, who will now talk to you. She'll ask you to save her baby, whom her husband took out hunting. Daddy was killed and now the bad wolf-creatures have him. She'll also say he was three moons old.. Just what was her husband doing out hunting with a baby that wasn't even old enough to walk? Ah well, agree to do it anyways. You can loot the house nearby (x=3830, y=1230) (AR2004), but it's not really worth it. ***ITEMS*** (AR2004) (x=210, y=430) Jade Ring <----------------------------------------------------------------------> 9) Travel to the west to find Jorin (x=2450, y=1950), who is rather rude to you. You can swallow your pride and ask him about the creatures outside, and he'll describe them as wolves who can appear human. He'll also tell you that only blessed or enchanted weapons can hurt them.. hence the magical arrows you were told to bring. <----------------------------------------------------------------------> 10) South from Jorin you'll find a girl named Farthing (x=2130, y=2250), who'll ask you to find her dolly, which she lost somewhere out in the woods. She'll even let you play with it on the way back. <----------------------------------------------------------------------> 11) Head south from Farthing to find Evalt wandering about. He'll tell you that his brother wandered off, and he suspects that a 'witch' named the Blue Lady has enchanted him. He'll tell you that she's somewhere on the western side of the island. Taloun's House (AR2007) o======================================================================o 12) Travel west and you'll find a rather large house (x=850, y=2450). Inside a man named Taloun will talk to you, and tell you how he came to be part of this clan. He'll also give you an ominous warning. Woo. ***ITEMS*** (x=140, y=300) Pearl x2 (x=400, y=250) Moonbar Gem, Long Sword <----------------------------------------------------------------------> 13) Now head to the west and loot the house at (x=550, y=2000). The sandy path to the south will turn east, bringing you near more houses to loot, and will eventually wrap back to where you started. Loot the houses in the city (x=1950, y=3300), (x=2700, y=3350), and (x=3150, y=3350) and head back to the gate, north of where Jorin is standing. You can safely ignore the large house at (x=1670, y=1370) for now. We'll be going there soon enough. ***ITEMS*** (AR2011) (x=300, y=180) Potion of Agility, Sphene Gem (AR2006) (x=140, y=300) Potion of Healing x3 (x=400, y=250) Pearl x2, Potion of Fire Giant Strength, Potion of Regeneration (AR2008) (x=320, y=260) Oily of Fiery Burning (AR2009) (x=270, y=160) Tainted Potion of Healing, Potion of Explosions <----------------------------------------------------------------------> 14) Head east to reach some fields, where you'll find a lady named Delainy (x=2530, y=1230). Be polite and she'll ask you to retrieve a 'cloak' that blew away during the storm that wrecked your ship. You'll also find a farmer named Lahl, who will ask you to kill some of the beasts outside to avenge his wife. Might as well, since we're going to be smiting them anyhow. Go north outside the gate. You can exit to the island anywhere on the northern side of the map. You can also score some Belladonna Flowers, which you'll need to get for Delainy later. She wont give you an experience reward for either the cloak or the flowers, but her help will come later. ***ITEMS*** (x=970, y=220) Belladonna Flowers x3 (x=1700, y=200) Belladonna Flowers x2 Balduran's Island (AR1500) o======================================================================o 15) Head north a ways and a man named Palin will ask you to help him fight off a group of monsters. He'll go east a short ways, and call some Wolfweres on you. Wolfweres, simply put, suck. They're strong physical combatants that can, in a group, shred one of your stronger fighters. Using the Flametongue and Bastard Swords +1, +3 versus Shapeshifters is a good idea, as well as using Arrows +1. Hasting yourself during every large scale fight is also a good idea, as well as casting slow on the enemies. In fact, I remove Dispel Magic and Fireball from my mages entirely, going with just Haste and Slow, since they'll play a much larger role in subduing Wolfweres. If needed I can always use Wands of Fire or Arrows of Detonation instead. You'll find Farthing's Dolly on Palin, as well as a suit of Studded Leather Armor, Arrows, a Composite Long Bow, and a Dagger. Also don't be afraid to go back to town to rest. Getting groups of Wolfweres attacking you isn't going to help you make any progress. Turn in Farthing's Dolly at your leisure ***REWARD*** (fathing) EXP 1400 <----------------------------------------------------------------------> 16) Head to the north west until you find Meym, who will question you about your business, and Kaishas' goals. If you don't pick a fight with him, talking to him again will cause him to turn into a Wolfwere and attack. He'll leave behind a suit of Studded Leather Armor, 20 Arrows, and a Short Bow. <----------------------------------------------------------------------> 17) Continue going north west until you find a sandy path leading north. Continue along it until you encounter the Sirine Queen. She'll tell you that she attempted to make with Evan, and he attacked her, forcing her to kill him. If you're nice, she'll simply hand over Evan's body.. or you could be rude and pick a fight, which will score you a good bit of experience, and typically good Sirine loot. You can turn in Evan's body to Evalt for some comparatively minor experience. If you are going to fight the Sirine Queen, I suggest only approaching with the character who has the Boots of Speed and luring her back to wider land so you can more easily attack her and the Sirine's she'll summon. Getting off a haste before engaging will also help you stay on top of them. The Sirine Queen herself has a fairly ridiculous amount of hit points, but you'll be surprised how fast you can shoot down her Sirine cohorts with high level hasted archers. I know I was. If you don't have Arrows of Biting with you, I suggest you fight the Sirine Queen. Between her and her minions you'll get 50 arrows, provided they don't fire any off. The Sirine Queen will drop a Pearl Necklace, two Pearls, 40 Arrows of Biting, Evan's Body, a Composite Long Bow, and 308 gold. Continue north to find more of the Sirine Queen's cronies (if you fought her). ***REWARD*** (sirine queen) EXP 2000 Item Evan's Body ***REWARD*** (evalt) EXP 900 <----------------------------------------------------------------------> 18) When you reach grass again, head to the south-east until you find Kryla, who will tell you that someone named Jondal has been killed. By now you should be able to detect an ambush like this. Just a short ways to the north west she'll turn on you, and attack, along with Jondal. Dradeel's House (AR1505) o======================================================================o 19) Continue to the east until you find a small house (x=4180, y=1600). Inside you'll find Dradeel, Balduran's ship wizard. How he survived so long is a mystery. He'll tell you how on Balduran's final voyage his crew caught the disease of lycanthropy, and how the crew went feral when they stopped on this island to replenish their water stores. He'll ask you to recover his spell book from the ruins of Balduran's ship. He'll give you the Wolfsbane Charm amulet, which gives you a +2 THAC0 bonus versus Lycanthropes and a +2 damage bonus versus Lycanthropes, and offer to let you rest in his abode whenever you wish. I give it to Ajantis, as he does not yet have an amulet, and being my main fighter.. just seems to make sense. You can pick-pocket another one off of him as well, which I give to Minsc, as he too has no amulet, and will be getting into scraps with the stronger Wolfweres later on. The Staff Mace in the chest is a really nice weapon. It's base damage (2d4+2) is greater than the War Hammer +1 (1d4+3 +1 Electrical) and the Dagger of Venom (1d4+2). I give it to Viconia, as it's more of a clear-cut improvement (4-10 damage as compared to 5-8) over the War Hammer +2 than it is over the Dagger of Venom. The Holy Cloak is what Delainy is after. North of Dradeel's house you'll find Balduran's Ship (x=3660, y=1060). You should Haste up before you enter, and before you go to any new level inside. ***ITEMS*** (x=650, y=330) Staff Mace, Belladonna Flowers, Holy Cloak, 210 gold (x=100, y=350) The Recipes and Rumination of One Dradeel of Tethir Balduran's Ship, First Level (AR1501) o======================================================================o 20) You'll immediately be attacked by a bunch of wolves. And by a bunch, I mean three Dread Wolves, three Dire Wolves, two worgs, two Vampiric Wolves, and a Wolfwere. I concentrate on the Dread Wolves in the middle of my party while my archers shoot Arrows +1 at the Vampiric Wolves, and when they're dead, the Wolfwere. When you're done killing, go up the stairs at (x=420, y=300) ***TRAPS*** (x=690, y=290) ***ITEMS*** (x=690, y=290) Dart +1 x10, Wand of Magic Missile, 320 gold Baldurans Ship, Second Level (AR1502) o======================================================================o 21) You'll be bothered by a bunch of Wolfweres and a Vampiric Wolf. Same horde of wolves tactics as usual, you might want to cast a Slow or two, which will help. The game does you no favors with the placement of your party. The Silver Dagger - Werebane goes to Jaheira, so she can at least hurt the stronger Wolfweres ahead. When you're ready, head up the ladder (x=450, y=250). ***TRAPS*** (x=290, y=380) (x=680, y=180) ***ITEMS*** (x=290, y=380) Oil of Speed, Wand of Lightning (x=280, y=520) Bracers of Binding (x=680, y=180) Silver Dagger - Werebane, 423 gold Baldurans Ship, Third Level (AR1503) o======================================================================o 22) Up here are two Vampiric Wolves and three Wolfweres. This level really hates you sixth party member. This is typically my mage, and they end up right in front of a Vampiric Wolf and a Wolfwere. If it wasn't for party placement, this place wouldn't even be a challenge. Before you go upstairs (x=550, y=200) you want to spell buff to the max. This is the toughest fight in this quest. ***TRAPS*** (x=660, y=160) (x=230, y=470) ***ITEMS*** (x=660, y=160) Medium shield, Potion of Absorption, Antidote x2 (x=230, y=470) Potion of Cloud Giant Strength, Arrows of Acid x2, Potion of Healing x3 Baldurans Ship, Fourth Level (AR1503) o======================================================================o 23) When you get upstairs Karoug will talk to you. Anything you say ends in a fight, and of all the levels, this time really screws over party member #6, who is put first in line near several Wolfweres. You can only hit Karoug, who turns into a Greater Wolfwere, with Bastard Swords +1, +3 versus Shapeshifters, the Silver Dagger, or the Flame Tongue. Have your mages cast Magic Missile on Daese as soon as the battle starts to stop her from casting Horror, if possible. After that, it's just a matter of keeping your characters safe and micromanaging. Karoug will leave behind a Shield Amulet and a Cloak of Protection +1 when he turns into a Greater Wolfwere, and he'll drop Peladan, the child you're looking for, when you kill him as a Wolfwere. Daese drops a Knave's Robe when she turns into a Werewolf. Dradeel's Spell Book is in the chest at (x=440, y=260). The Sword of Balduran is really only good against Lycanthropes, meaning it's a great weapon until you get off this island, it can replace any of the other anti-Lycanthrope weapons, but I give it to Ajantis, who has the weakest of such weapons. Now go back to Dradeel and give him his spell book, upon which the bastard promptly Dimension Doors away and leaves you stranded. At least you get plenty of experience for it though. Head back to town. ***TRAPS*** (x=440, y=260) (x=550, y=200) ***ITEMS** (x=440, y=260) Dradeel's Spell Book (x=550, y=150) Sword of Balduran, Balduran's Log Book, Butter Knife of Balduran ***REWARD*** (dradeel) EXP 5000 Mysterious Village (AR2000) o======================================================================o 24) Go give Maralee her kid back. She'll be rightfully appreciative and wander off. Now go pay Kaishas a visit. Complete all the quests you wish to complete before talking to her. You won't get another chance. When you talk to her she'll inform you that you were inflicted with Lycantropy yourself while fighting the beasts, and that you now 'belong' with them. From Balduran's Log Book and from Kaishas, it's clear to see what happened. Balduran's new 'recruits' he picked up from Andromache had Lycanthropy, and spread it to the crew. Apparently Balduran and his followers didn't take kindly to the disease and refused to become part of the 'pack', as it were. It's also interesting to note that Balduran mentions a shaman they threw overboard, and the fact that these Lycanthropes are led by spiritual leaders of sorts as well.. making this a unique form of Lycanthropy.. at least, as far as D&D is concerned. If you accept the Lycanthropy, Tailas turns on you. No matter what you do, you're not getting out of this without a fight. He turns into a Werewolf and attacks. Nothing can ever be simple, can it? Note that you must now be very frugal with your hit points and spells. Resting should only be done when you're entirely tapped. If you take too long, your party members will start to turn into Greater Wolfweres and attack. Not only do they suck to fight, but this kills them PERMANENTLY. Yeah, the expansion seems to be fond of that little kicker. You have about two days, that's six rest periods, not including walking time. For this reason I wouldn't waste too much time walking around picking fights in town. It might not take long to kill every Werewolf in town, but it will take time to rest up from doing so. ***REWARD*** (maralee) EXP 4000 <----------------------------------------------------------------------> 25) Head back outside. Every villager you find will turn into a Werewolf and attack.. save Maralee if you got her kid, and Delainy if you helped her out. She'll lead you to the chieftain's hut.. the one house we didn't explore earlier. Follow her. On your way Dradeel will show up and chat, telling you that Kaishas was waiting for her husband to return with maps so they could get to the mainland on a ship they built months ago. Enter the house at (x=1670, y=1370) (AR2001) and enter the Warrens at (x=450, y=300). ***ITEMS*** (x=450, y=350) Dagger Warrens to Eastern Shore (AR2012) o======================================================================o 26) This place is randomly populated with Werewolves, with some loot strewn about. I'll list the locations of the loot and leave the killing up to you. If you don't want to go around grabbing potions, that's just as well, they're not all that good anyways.. well, except the Potion of Storm Giant Strength. Why this place is littered with potions is beyond me. The exit is to the east at (x=3050, y=350). Don't wander around arbitrarily, as the Werewolves do, of course, respawn, and quickly. Think Firewine quickly. Okay, not that bad. ***ITEMS*** (x=1440, y=810) Potion of Healing x2, Potion of Storm Giant Strength (x=1820, y=590) Potion of Cold Resistance (x=2360, y=250) Oil of Speed (x=2550, y=560) Potion of Defense Balduran's Island (AR1500) o======================================================================o 27) Go west until the path turns north. When you get here, stop your party and go ahead only with your Boots of Speed character. Continue up north, then head east to find Kaishas. She's not nearly as friendly this time around, and decides that you have to die. She'll turn into a Loup Garou.. essentially another Greater Wolfwere. Again, it's only hurt by Bastard Swords +1, +3 versus Shapeshifters, the Sword of Balduran, the Silver Dagger, or the Flametongue. Lead her back to your party so you can fight her in the open, not one-on-one on a small plank. Be sure to spell buff when your runner gets back. When she dies she'll drop the Sea Charts, and her old body will have 94 gold on it. Get on the ship and sail back home by clicking (x=4450, y=2400). This is where the plot gets a little crapful for me. It took you a score of days to get here with a ship fully manned, but the six of you can sail back successfully? And in under the two-day time limit? Why doesn't everybody turn into a Greater Wolfwere? Whatever. Ulgoth's Beard o======================================================================o 28) When you get back a man named Baresh will talk to you. He'll tell you that master Selaad awaits you.. Selaad being, of course, the name of the missing Werewolf chieftan. If you haven't already figured it out, Mendas is Selaad, and he will be none too pleased to learn you whacked his wife. Baresh storms off. Heal up and spell buff before you head inside. Mendas is, of course, angry, and him and Baresh turn into Loup Garou's and attack. Baresh will leave behind Chainmail Armor +3, a Tower Shield, a Morning Star, and 72 gold, and his Loup Garou self will drop more Sea Charts. Mendas leaves 100 gold. The Chainmail is decent.. but it's just shy of being good enough to use. It's one point behind Full Plate Mail, and since you can't cast spells or sneak in it, it just doesn't work for anybody else in my party. You are, however, now mercifully done with Tales of the Sword Coast. Time to rest up, stash loot, and head back to Baldur's Gate. o======================================================================o | | | Chapter 7 {WLK070} | | | o======================================================================o Now, we already know that the Flaming Fist is after us, and if you've been following along, we also know Scar is dead and Duke Eltan is sick. To find out what's going on in detail, lets return to Baldur's Gate. To get from place to place we'll be using the sewers a bit, which is why I was so kind to create the following section, just for you! Sewer Routes in Baldur's Gate o======================================================================o Below is a list of the sewer entrances in Baldur's Gate, starting with the location on the surface they can be found on the left, and the corresponding location in the sewers to which they lead on the right. You can reach any part of one sewer by traveling from another, so you can use this as a reference to where to go from one sewer area to get to a surface access area in the section of Baldur's Gate you wish to travel to. This may come in handy during this chapter when you're trying to duck Flaming Fist mercenaries. Or you could just follow the instructions in the FAQ. AR0100 AR0224 (x=3700, y=2420) ------> (x=850, y=900) (x=3000, y=2950) ------> (x=1150, y=800) (x=1860, y=2420) ------> (x=1350, y=1350) (x=2280, y=2340) ------> (x=1700, y=1300) (x=2700, y=1230) ------> (x=700, y=350) (x=3300, y=1860) ------> (x=350, y=350) AR0200 AR0255 (x=450, y=2800) ------> (x=1750, y=850) (x=3240, y=1120) ------> (x=3600, y=350) (x=4300, y=1620) ------> (x=3900, y=600) (x=2700, y=2900) ------> (x=3200, y=650) (x=4100, y=2800) ------> (x=2200, y=900) AR0300 AR0226 (x=1100, y=1260) ------> (x=1850, y=450) AR0600 AR0224 (x=3870, y=120) ------> (x=2100, y=1750) AR0700 AR0225 (x=3350, y=3050) ------> (x=2100, y=1750) (x=800, y=1120) ------> (x=3600, y=1550) (x=850, y=500) ------> (x=3550, y=1000) (x=3920, y=1120) ------> (x=3900, y=1800) (x=2000, y=850) ------> (x=1900, y=1000) (x=2700, y=370) ------> (x=3900, y=1000) AR0800 AR0226 (x=2650, y=500) ------> (x=1550, y=1650) (x=2120, y=2750) ------> (x=2780, y=1800) (x=1280, y=1480) ------> (x=3400, y=1500) (x=1150, y=1550) ------> (x=1350, y=1350) AR1100 AR0224 (x=4070, y=1420) ------> (x=750, y=2100) (x=3870, y=570) ------> (x=2350, y=2300) (x=3550, y=1500) ------> (x=1900, y=1900) (x=2300, y=2350) ------> (x=2700, y=2300) (x=2100, y=2100) ------> (x=2350, y=2420) (x=1400, y=2220) ------> (x=2700, y=2400) (x=420, y=770) ------> (x=450, y=2200) AR1200 AR0225 (x=3560, y=1760) ------> (x=3900, y=2900) (x=2650, y=850) ------> (x=2500, y=1900) (x=4250, y=730) ------> (x=3850, y=2200) (x=1030, y=1480) ------> (x=3600, y=2750) (x=300, y=930) ------> (x=2050, y=2000) AR1300 AR0226 (x=2440, y=480) ------> (x=2200, y=2300) (x=2050, y=1150) ------> (x=1780, y=2780) AR0112 AR0226 (x=150, y=1800) ------> (x=100, y=1400) AR0112 AR0225 (x=400, y=120) ------> (x=2200, y=3300) AR0112 AR0224 (x=2450, y=300) ------> (x=100, y=800) Bridge (AR0900) o======================================================================o Sequence of Events: {WLK071} 1) Husam.. 2) Tamoko and Delthyr 3) Sewers to the Flaming Fist Stronghold 4) Tamoko's Confession 5) In Custody 6) Assaulting The Flaming Fist Compound 7) Saving Duke Eltan 8) The Harbormaster 9) Sarevok's Consort 10) ..The Shadow Thief 11) Assassinating the Assassins 12) Coronation Crashing 13) Thwarting Sarevok Baldur's Gate, East (AR0800) o======================================================================o 1) When you enter your drunk friend Husam from the Thieves Guild will talk to you. He'll tell you some of what you already know and tell you that he'll be at the Blushing Mermaid. We'll get to that soon enough. <----------------------------------------------------------------------> 2) Head over to the Sorcerous Sundries store. To get there without troubling the guard you can enter the sewer at (x=2650, y=500) and leave at (x=1350, y=1350) to arrive north of Sorcerous Sundries. You'll be approached by a woman named Tamoko. Be nice and she'll tell you that the Duke Eltan's doctor is actually keeping the Duke sick. She'll also presume to mention your paternity, both divine and mortal, and tell you to meet her outside of the Flaming Fist Compound to talk more. Nearby you'll also find Delthyr, of the Harpers. He'll tell you more of what you already know, but he'll also tell you the new leader of the Iron Throne, Sarevok, has placed a bounty on your head. He'll wait at the Three Old Kegs Inn if you need to talk more. <----------------------------------------------------------------------> 3) To get to the Flaming Fist Compound enter the sewer (AR0226) at (x=1150, y=1550) and exit at (x=100, y=200) to reach (AR0225). Now exit anywhere on the western side of the map to reach (AR0224) and go up the ladder at (x=450, y=2200) to surface to the north west of the Flaming Fist stronghold. Baldur's Gate, south west (AR1100) o======================================================================o 4) In front of the Flaming Fist Compound you'll meet Tamoko, as she promised. She'll ask you to make a promise before she tells you anything. Humor her, and she'll ask you to defeat-but not kill-Sarevok. There's no penalty for agreeing to do this, and if you agree she'll tell you that you and Sarevok are siblings, and that Sarevok seeks to become the God of Murder by starting a war-war with Amn-so that he might cause the deaths of thousands, and by committing murder on such a scale claim his ascension. She'll tell you that Duke Eltan can be saved, but to find the killers of Entar you need to go to the Undercellars and kill two assassins named Slythe and Krystin. She'll also tell you about Cythandria, one of Sarevok's consorts who is in the Iron Throne Headquarters. <----------------------------------------------------------------------> 5) Now seems like a good time to talk about what happens if you let yourself be captured by the Flaming Fist Mercenaries. You'll be brought to the Flaming Fist Compound and questioned by Angelo. If you pick option #1, he'll have one of you randomly killed, and you'll be sent to prison. If you pick #2, #3, or #4, he'll just send you to jail. Go talk to Neb at (x=1050, y=780), who reveals himself to be fully worthy of his residence. Wait a while and he'll bug you about a secret exit, and pose a riddle to you, the answer to which being the number of kids he killed. The answer to the riddle is 33, guess it and he'll spring you from prison. This part is entirely optional, as it does nothing to further your cause. From now on all Flaming Fist Enforcers will be outright hostile, making this an annoying endeavor. Head into the Flaming Fist Compound when you're ready, make sure to case some spell buffs before you enter.. or at least Haste. Flaming Fist Compound, Downstairs (AR0607) o======================================================================o 6) When you enter a guard named Benjy, who will scoff at your attempt to attack the Flaming Fist Strong hold. Have your fighters attack him, while your archers shoot at the two Mercenaries behind him, who will cast nasty clerical spells like Hold Person if you let them. They all drop Plate Mail Armor, as if money matters at this point in the game. Head up the stairs (x=900, y=550). Flaming Fist Compound, Upstairs (AR0608) o======================================================================o 7) When you enter a man named Kent will tell you that he thinks Rashad isn't a healer, and tell you that he followed him to the Undercellars one night. Time to talk to this Rashad. Pester him and he'll turn into a Greater Doppelganger and attack. Talk to Duke Eltan at (x=580, y=250) and he'll tell you to take him to see the Harbormaster, which is in the same district as the Iron Throne Headquarters. How convenient. He'll also give you a letter. You can now loot this level free of bother, if you wish.. well, almost bother-free. (x=620, y=280) Large Shield, Dagger, 180 gold (x=510, y=400) Medium Shield +1, Short Sword, 550 gold (x=500, y=480) Splint Mail +1, Long Sword, 354 gold (x=200, y=330) Dagger, Sling, 10 gold Harbormaster's Building (AR0702) o======================================================================o 8) Go back down through the sewers to the north west (x=420, y=770) to reach (AR0224) and exit at (x=2900, y=2750) to reach (AR0225). Exit at (x=3900, y=2900) to surface east of the Harbormaster's building. Enter the building at (x=2600, y=1800) and talk to the Harbormaster (x=430, y=350) to leave Duke Eltan in his care. Leave and enter the sewers you came out of (x=3560, y=1760) and exit at (x=2050, y=2000) to surface just south of the Iron Throne Headquarters. ***REWARD*** EXP 2500 Iron Throne Headquarters (AR0616/AR0611/AR0612/AR0613/AR0614/AR0615) o======================================================================o 9) Inside a woman named Dhanial, who is eager to get out of the Iron Throne Headquarters. She'll tell you that Sarevok is more interested in becoming a Grand Duke than making money, and the Iron Throne is suffering as a result. She'll also tell you that he seems intent on pushing for war with Amn. Another person named Pang Wallen will share similar sentiments. It doesn't seem that there's much of an Iron Throne left to topple, Sarevok having apparently traded in the Throne's iron for status. Upstairs Gregor will share the sentiments of his fellows below, and even encourage you to kill Sarevok. On the next floor Kalessia, a representative from Sembia wants to know why this branch has failed, and Wirthing on the floor above will talk about Sarevoks imminent coronation. On the top floor where you slew Sarevok's acolytes a lifetime ago you'll find Cythandria, one of Sarevok's consorts, and she'll put up a fight. Finally, someone to hurt! When the fight starts she'll summon two Ogres, Ughh and Arghh. Have your fighters engage them and your archers shoot at Cythandria. When she's nearly dead she'll tell you where to find Sarevok, pointing to the Undercellars. Whatever you do, DON'T let her go. Cythandria will drop a Mage Robe of Cold Resistance, two Letters, the Diary of Sarevok, a Dagger, and 144 gold. Both the letters are from Slythe, one talks about the commission to kill the three Grand Dukes of Baldur's Gate, and talks about the assassins staying in the Undercellars. The second mentions the slaying of Entar Silvershield, and talks about killing two Grand Dukes at Sarevok's coronation. It seems that Cythandria was trying to send you to your death in the Undercellar at the hands of these assassins. Fell better about killing her? I do. Sarevok's Diary is the real catch, as it details the planning of the iron shortage by the throne, Sarevok's discovery of his paternity, his murder of Gorion, and his.. well, at least his intention to murder the Iron Throne leaders. With this in your hands you can prove Sarevok was responsible and your are innocent, regardless of where the truth actually lies. On one of the Ogres you'll find a Scroll of Detect Invisibility, a Gold Ring, a Jade Ring, and a Two Handed Sword, on another you'll find 58 gold, a Pearl, and a Two Handed Sword. Now there's only one logical thing to do; stop Sarevok's assassins. But lets do so in a round-about fashion. Head over to the Blushing Mermaid. Baldur's Gate, north east (AR0300) o======================================================================o 10) Talk to Husam (x=200, y=2030). Agree to follow him an a bunch of thieves will pop out of nowhere and Husam will drop his drunkard act, revealing himself to be an agent of the Shadow Thieves. Be nice and he'll lead you to the Temple of Illmater. Talk to him again and he'll tell you to talk to the priest, who will get you to the Undercellars. Talk to the priest (x=180, y=220) and ask him to take you to the Undercellars (if you haven't talk to him before you might have to talk to him twice to get the option.) Undercellar (AR0112) o======================================================================o 11) Haste yourself and take your character with the Boots of Speed to the south until you find your assassins. Slythe is at (x=1270, y=970) and Krystin is invisible. Let Slythe follow you back to your party.. either before or after talking to him. Slythe is incredibly fast and has great combat stats for a rogue, and he'll be a pain if you don't sick your whole hasted party on him. Doing so, he's not too much of a pain, when he dies head forward and smite Krystin, who isn't so much of a threat without Slythe distracting you. Krystin will leave behind Sling Bullets +1 x10, Sling Bullets +2 x10, a Scroll of Clairvoyance, a Scroll of Flame Arrow, a Scroll of Summon Monster I, a Scroll of Non-Detection, a Scroll of Protection from Normal Missiles, a Scroll of Soul Trap, a Scroll of Vampiric Touch, a Dagger +2, Longtooth, a Sling +1, and 78 gold. Slythe has a suit of Studded Leather Armor, a Buckler, a Potion of Master Thievery, a Light Crossbow, a Letter, an Invitation, a Short Sword of Backstabbing, and 54 gold. The Longtooth Dagger is a +2 Dagger with a base of 1d6 damage, using the speed and proficiency of a dagger. The Short Sword of Backstabbing is a Short Sword +3 with a speed factor of zero, making it an ideal rogue weapon. Kinda late though, huh? The letter basically tells Slythe to get his ass over to the coronation, and the invitation is how he's going to get in. Time to go stop an assassination. <----------------------------------------------------------------------> 12) Exit the Undercellar at (x=400, y=120) to get back into the sewers (AR0225). Go north to the exit at (x=1750, y=850), which will take you to the west of the Duchal Palace. Make sure you rest and heal before you go up. It wouldn't do to go pay your brother a visit at anything less than your best. And make sure you have all the evidence against Sarevok with you! This includes the letters from Cythandria, Eltan, Slythe, and most importantly, his diary. When you're ready talk to Bill (x=1960, y=2840) and show him your invitations, then enter the Duchal Palace (x=2000, y=2650). Duchal Palace (AR0108) o======================================================================o 13) Once inside yet another guard will ask for invitations. Show them. Head into the room to the north and Belt and Liia will announce Sarevok as a Grand Duke. Sarevok kinda sticks out like a sore thumb in his evil black spiky armor, no? The Noblemen nearby will clamor for war, and Sarevok will speak, claiming himself as not only the bringer of arms for the city (courtesy of the stockpiles robbed and stored by the Iron Throne) but the general in charge of the Flaming Fist, and hence the military commander of Baldur's Gate itself. When Sarevok notices you things break down, the noblemen transform into Greater Doppelgangers, six in all, and attack you, Belt, and Jiia. After the fight show the surviving authorities Sarevok's diary, upon which Sarevok will attack. Your goal here is not to win, but to survive. Hit him with Magic Missiles, one of the few effective spells against him, and keep your fighters from getting killed. Sarevok will eventually flee, and you'll be directed to the Thieves Guild, where you'll be promptly teleported. Thieves Guild (AR0153) o======================================================================o 14) When you arrive a thief named Denkov will talk to you, and tell you that Sarevok fled into the thief warrens (x=1100, y=500), and suggest that you get prepared before you chase him down by talking to Black Lily (x=1150, y=590), which is an excellent idea. Sell off all your junk and buy some select items, like the Potions of Giant Strength, the Potions of Magic Shielding, Protection, and Blocking, and Arrows of Dispelling, Arrows +2, and Arrows +1. You can, of course, just go get these from your stash if you want. Her supply of Arrows +1 is plentiful so get as many as you need. If you need more potions, arrows, or whatever, Sorcerous Sundries has about the best selection and the most numerous stock in the game. No need to hold back now. It's endgame time, baby! Thieves Warrens (AR0146) o======================================================================o Sequence of Events: {WLK072} 1) Best Wishes from Voleta Stiletto 2) The Jelly Run 3) Skeleton Warriors and Traps 4) Split Decision 5) The Western Way to Winski 6) Invisible Stalkers 7) More Skeleton Warriors 8) The Southern Way to Winski 9) Winski Perorate 10) The Enemy of My Enemy is Still My Enemy 11) Tamoko's Last Stand 12) Sarevok 1) As soon as you get down the stairs a thief named Voleta Stiletto will talk to you. She'll tell you Sarevok attacked her on his was past, but was too rushed to kill her. She'll warn you about the maze, saying it's inhabited by undead and jellies. Our two favorite things! <----------------------------------------------------------------------> 2) Head north, then west, then south. Ignore the path leading east, instead continuing south and into a tunnel to the west. You'll find two Green Slimes at the beginning of the tunnel running north, and an Ochre Jelly at the end. Head down the next hallway to the east, then down a parallel one to the west. When it opens up to the north it'll split into three parallel tunnels running east, in the northernmost of which are a pair of Mustard Jellies. The Middle passage is a dead end, so head up to the northern most one, go east, then follow the parallel passage above it to the west, and above that you'll find yet another parallel passage running back west. Ah, zig-zagging hallways in video games that are just there to make you waste as much time as possible.. In this one you'll find some Gray Oozes. The passage will continue east until it ends, after which it'll go north for a ways. <----------------------------------------------------------------------> 3) Instead of jellies, oozes, and slimes you'll find a pair of Doom Guards. Save your magical arrows and just chop them up in melee, using Magic Missile to speed things along. It's not like you can't rest, after all. Follow the hallway until it ends, then take a parallel one to the south. Can you see the pattern here? There are traps about halfway down this tunnel, and if that's not enough, there are also a pair Skeleton Warriors with bows. Travesty! Your best bet is to lure the skeletons north, away from the traps so you can deal with them separately (Triggering a Fireball and Lightning Bolt trap while fighting Skeleton Warriors in a narrow hallways is not a recipe for success. When they fall they'll each drop a Helmet, Arrows of Frost, Arrows, a Composite Long Bow, and a Two Handed Sword.. and usually some gem, gold, or jewelry. ***TRAPS*** (x=2850, y=1550) (x=2800, y=1580) (x=2700, y=1600) (x=2700, y=1650) <----------------------------------------------------------------------> 4) Follow the tunnel until it terminates in the south, then follow a parallel tunnel north until it turns west. A parallel tunnel will run east for a ways before terminating into another parallel tunnel to the west, and a tunnel to the south. The southern tunnel has some traps in it, but is ultimately a dead end, so explore the tunnel west, then follow it south. You'll get another decision to make, a parallel tunnel running north and south will open up to the west, but the tunnel you're in will continue south. Both can get you to where you're going, so it's really up to you which way to go. If you go west, see Sequences #5-6, if you go south, see Sequences #7-8. ***TRAPS*** (x=2950, y=1180) (x=2880, y=1250) <----------------------------------------------------------------------> 5) The north passage soon ends in a dead end, where an Invisible Stalker is waiting to greet you. The southern path will turn west, then north. Keep going north and keep an eye out for traps, the passage will eventually terminate, but not before giving you a slew of new areas to explore. The tunnel to the west runs north and south. The southern route will lead to Winski Perorate (x=550, y=1190) and the exit down to the Undercity (x=560, y=1100). The northern route turns east, then terminates into hallway heading east and west, both of which are shortly dead ends. ***TRAPS*** (x=1570, y=600) (x=1750, y=500) (x=1800, y=460) (x=2500, y=480) <----------------------------------------------------------------------> 6) Alternatively if you head east instead of west you'll find two passages to the south. The westernmost one runs south and terminates leading east, after a trap, of course. The eastern one splits again into three more south-running tunnels. The western most of the three has a pair of traps in it. The middle on has a pair of Invisible Stalkers, and the eastern one has a single Invisible Stalker. ***TRAPS*** (x=900, y=1180) (x=1500, y=920) (x=1450, y=950) <----------------------------------------------------------------------> 7) The southern path will continue south, then turn east a spell, then north again. Follow it north until it turns south into a parallel tunnel. You'll find your old favorite combo of traps and a Skeleton Warrior this one has a Helmet, some gems, gold, or jewels, and a Two Handed Sword +1, the more typical Skeleton Warrior loot. Disarm the traps between the green symbols and head up a parallel tunnel to the north. It'll turn east, then south, during which time you'll encounter a Doom Guard, and later on, another Skeleton Warrior. The path then splits into two, both going south. ***TRAPS*** (x=2300, y=1230) (x=2050, y=1400) (x=1970, y=1450) <----------------------------------------------------------------------> 8) The eastern-most of the two tunnels south ends in a dead end, but not before it loves you with a nice Lightning Bolt traps. (You can tell when I step on one, because then I tell you what it does! Ah, reloads..) The southern tunnel turns west, crooks a bit, and keeps on going to the west. Follow it until you find a wounded man named Winski Perorate (x=550, y=1190). What a name, eh? Somebody's parents hated them. ***TRAPS*** (x=1500, y=1860) (x=1450, y=1850) <----------------------------------------------------------------------> 9) Talk to Winksi, who will reveal himself to be Sarevok's mentor, the one who taught him and shaped him to be as he is, or so Winski claims. Do with him as you will, but if you kill him you'll lose two points of reputation.. which makes little sense. When you're ready head through the exit at (x=560, y=1100) to reach the Undercity. Just keep in mind that once you go down, you cannot come back up.. Nah, I'm just messing, you can come and go as you please. Undercity (AR0123) o======================================================================o 10) Send a character to the east in stealth to find a group of hostiles including an Ogre named Gorf, a bow wielding man named Rahvin, another man named Haseo, a woman named Wudei, another bow-weilder named Carston, and a mage already Mirror Imaged named Shaldrissa. Rahvin will speak and ask who you are. You'll find out that they are mercenaries in the employ of the Iron Throne being sent to kill Sarevok.. talk about irony.. but they are willing to kill you for the bonus, too. I sneak up with Imoen and hit them all with a Dispel Magic without being seen, then I cast a pair of Stinking Clouds, followed by shooting at Rahvin with my three archers, all using Arrows of Detonation. They should all die quite nicely and cleanly in this admittedly crude yet showy display of force. It's not like those Arrows of Detonation are going to be of any use after this fight anyways. Gorf will leave behind an Arrow of Acid, two Gold Rings, an Angel Skin Ring, a Bloodstone Ring, a Sphene Gem, a Horn Coral Gem, a Morningstar, and 47 gold. Rahvin drops a suit of Plate Mail Armor, a Ring of Protection +1, two Arrows of Detonation (which he would have loved to shoot at you, by the way), ten Arrows of Piercing, twenty Arrows +2, a Skydrop Gem, a Tchazar Gem, a Composite Long Bow, a Long Sword, and 49 gold. Haseo has a Ring of Protection +1, a Long Sword +1, and 64 gold. Wudei will give up a suit of Studded Leather Armor +1, a Quarter Staff, and 12 gold. Carston abandons a suit of Plate Mail Armor, a Helmet, ten Arrows of Fire, ten Arrows of Frost, ten Arrows of Biting, a Black Opal, a Bloodstone Amulet, a Composite Long Bow, a Bastard Sword, and 71 gold. Finally, Shaldrissa forfeits a Traveller's Robe, a Quarter Staff, and 55 gold. Why you need anything besides the Arrows +2, I do not know. <----------------------------------------------------------------------> 11) You can find plenty of Ghouls, Skeletons, Zombies, and other undead in the ruins to the south, whose only purpose I swear is to provide you with arrows should you need them. Continue east to find Tamoko, who is resigned to her fate of either losing her life, or losing Sarevok. If you're a nice guy and you made your promise to her before you can talk her out of a fight, but if she walks she takes her Full Plate Mail +1 with her. It's your choice. At this point in the game, Full Plate Mail +1 isn't really going to do much for you besides replace the Ankheg Full plate. when she dies she'll drop a suit of Full Plate Mail +1, tied for the most protective armor in the game, even if it's late, a Large Shield +1, a Flail +1, and 125 gold. Head north to find the entrance to a large shrine to Bhaal (x=1700, y=1300). Rest up, put Potions of Giant Strength in your fighter's quick-slots, and prepare spells for the final fight. You no longer need anything like Identify or Knock, get Magic Missiles, as many as you can get. Make sure you have summoning spells, Dispel Magics, and Hastes. You won't really need Fireball, or crowd control spells. When you're ready to go, head in. The final stats of my party are below: o----------------------------------------------------------------------o Ajantis Paladin 8 Experience: 161000 Hit points: 96 THAC0: 7 Armor Class: -4 Weapon: *Longsword +2: Varscona Longsword +1, Flame Tongue Throwing Axe +2 Helm: Helm of Glory Amulet: Wolfsbane Charm Armor: Full Plate Mail Gloves: Gauntlets of Ogre Power Shield: Large Shield +1, +4 versus Missiles Ring: Ring of Protection +2 Ring of Fire Resistance Belt: Girdle of Bluntness Cloak: Algernon's Cloak Boots: Boots of Speed o----------------------------------------------------------------------o Jaheira Fighter 7/Druid 8 Experience: 80500/80500 Hit points: 89 THAC0: 10 Armor Class: -3 (-4) Weapon: *Dagger of Venom Sling +3: Arla's Dragonbane Helm: Helmet of Defense Amulet: Greenstone Amulet Armor: Ankheg Full Plate Mail (Full Plate Mail +1) Gloves: Gauntlets of Weapon Expertise Shield: Large Shield +2 Ring: Ring of Free Action Belt: Girdle of Piercing Cloak: Cloak of Balduran Boots: Boots of Avoidance o----------------------------------------------------------------------o Viconia Cleric 8 Experience: 161000 Hit points: 72 THAC0: 13 Armor Class: -6 Weapon: *Staff Mace +2 Sling +1 Helm: Kiel's Helmet Armor: Plate Mail +3 Gloves: Gauntlets of Weapon Skill Shield: Large Shield +1 Ring: Ring of Holiness Ring of Free Action Belt: Golden Girdle Cloak: Cloak of Displacement Boots: Boots of the North o----------------------------------------------------------------------o Minsc Ranger 8 Experience: 161000 Hit points: 88 THAC0: 5 Armor Class: 1 Weapon: Spider's Bane Bastard Sword +1, +3 versus Shapeshifters *Long Bow of Marksmanship Helm: Helmet of Infravision Amulet: Wolfsbane Charm Armor: Studded Leather Armor +2 Gloves: Gauntlets of Dexterity Ring: Ring of Energy Ring of Animal Friendship Cloak: Cloak of Non-Detection Boots: Boots of Stealth o----------------------------------------------------------------------o Main Character Fighter 7/Mage 7 Experience: 80100/80100 Hit points: 82 THAC0: 3 Armor Class: -2 Weapon: Two Handed Sword +3: The World's Edge *Composite Long Bow +1 Helm: Helm of Balduran Amulet: Amulet of Metaspell Influence Armor: Robe of the Neutral Archmage Gloves: Gauntlets of Weapon Skill Ring: Ring of Wizardry Cloak: Cloak of Protection +2 Boots: Boots of Grounding o----------------------------------------------------------------------o Imoen Thief 6/Conjurer 9 Experience: 20000/141000 Hit points: 64 THAC0: 10 Armor Class: 0 Weapon: Eagle Bow Amulet: Necklace of Missiles Armor: Robe of the Good Archmage Gloves: Bracers of Archery Ring: Ring of Wizardry Ring of Invisibility Cloak: Cloak of Protection +1 Boots: Boots of Stealth o----------------------------------------------------------------------o Shrine of Bhaal (AR0125) o======================================================================o 12) Take a deep breath. Whew. Alright. Now before you go charging blindly ahead, take your little thief and look for traps, because there are a bunch of them. In fact, you might as well just consider the large symbol of Bhaal in the center of the room a no-walk zone. There's still plenty of ground to fight on. There are also traps on the left side of the room, and a Battle Horror on the right. Lure the Battle Horror back to you and take it out, and disarm the traps to the left. Once that's done sneak up one of the sides until you can see Sarevok and his goons. He'll be joined by Angelo, imposter to the Flaming Fist leadership, Tazok, everybody's favorite Ogre-brigand, and some dill-hole named Semaj. It would be advisable to lure his flunkies down without engaging Sarevok, or at least Semaj. Semaj thinks he's clever anyways, and will probably Dimension Door near the party when Sarevok speaks. Shoot him full of Arrows of Dispelling and, when his Protection from Normal Arrows and Mirror Image fails, properly whomp him. Does it really matter what they drop at this point? Really? When his assistants are dead, do the normal spell buffing. Haste, Protection from Evil 10' Radius, Defensive Harmony, Mirror Image, the works. It would also be wise to summon some monster, animate dead, whatever you have. Then go up with just one character and lure him down to the party, preferably AWAY from the trapped center of the level. Sick your summons on him and pelt him with missile fire, Magic Missiles work particularly well on him.. certainly better than any other offensive spell in your arsenal. If he breaks through, have your fighters quaff Potions of Giant Strength, Storm is preferable, but Cloud or Fire will work just as well. Then.. well, just keep up the pressure. If a character is getting wounded, pull them out. Keep hitting him with Arrows +2 and Magic Missiles until he falls. Once he does you'll get some useless experience and a message saying your party has been exported. See you in Baldur's Gate 2! ***TRAPS*** (x=700, y=850) (x=775, y=865) (x=830, y=830) (x=750, y=800) (x=840, y=730) (x=570, y=1000) (x=420, y=850) (x=630, y=780) o======================================================================o | | | Experience List {EXP000} | | | o======================================================================o This is a list of the experience rewards given by different characters and creatures when slain. It is not a complete list, I didn't go around killing every NPC to record how much experience they give. However, if you killed somebody while following the instructions of this guide, they should be listed.. unless I forgot to add them. In any case, it's not a big deal. Aasim 1800 Aec'Letec 16000 Air Aspect 4000 Alai 1800 Alatos "Ravenscar" Thuibuld 4000 Alexander 300 Aldeth Sashenstar 650 Amarande 120 Amnish Soldier 65 Andris 6000 Angelo 9800 Ankheg 975 Ardenor Crush 900 Arghain 520 Arghh 1250 Arkion 900 Arkushule 600 Arlin 850 Ashirukuru 2000 Astral Phase Spider 4000 Avarice 2500 Baby Wyvern 450 Baerin 300 Bandit 65 Bassilus 975 Battle Horror 4000 Beyn 1800 Billy 300 Black Bear 175 Black Talon Elite 240 Bor 650 Borda 900 Brage 1400 Brendan 300 Britik 900 Brown Bear 420 Brunos 1400 Bullrush 950 Caldo 175 Carbos 20 Carrion Crawler 420 Carston 2400 Caturak 750 Cattack 120 Cave Bear 650 Centeol 1000 Chill Hobgoblin 35 Corsone 1000 Cult Archer 300 Cult Assassin 300 Cult Enforcer 1000 Cult Guard 500 Cult Wizard 1800 Cuchol 1800 Cyrdemac 975 Cythandria 2000 Crypt Crawler 420 Dabron Sashenstar 1200 Daital 3750 Davaeorn 6000 Delgod 300 Delorna 1400 Demonknight 15000 Desreta 1600 Denak 1200 Dezkiel 1800 Diana 600 Diarmid 24 Diyab 1600 Digger 7 Dire Wolf 125 Diseased Gibberling 35 Doom Guard 2000 Doomsayer 4000 Doppleganger 420 Drakar 1200 Drasus 1400 Dread Wolf 650 Drelik 1200 Dribben 150 Droth 975 Druid 120 Dryad of the Cloudpeaks 975 Durlag Trollkiller 4000 Ettercap 650 Fear 2200 Fission Slime 3000 Flaming Fist Mercenary 15, 250 Flesh Golem 2000 Flind 120 Fuernebol 4000 Gantolandon 1200 Garan 2000 Garclax 120 Gardush 1800 Genthore 1600 Geltik 165 Gervisse 90, 900 Ghast 650 Ghoul 175 Giant Spider 450 Gibberling 35 Gnarl 175 Gnoll 35 Gnoll Elite 65 Gnoll Slasher 65 Gnoll Veteran 65 Gnoll Chieftan 120 Gorf 2000 Grael 5000 Gray Ooze 275 Greater Basilisk 7000 Greater Doppleganger 4000 Greater Ghoul 1000 Greater Wolfwere 8000 Greater Wyvern 5000 Green Slime 65 Gretek 1200 Greywolf 1400 Guard 65, 120, 240 Hack 2000 Hafiz 650 Hairtooth 175 Hakt 750 Halacan 650 Half Ogre 270 Hamadryad 650 Hareishan 1200 Haseo 1500 Helmed Horror 2000 Helshara 975 Hobgoblin 35 Hobgoblin Elite 95 Huge Spider 270 Icharyd 950 Ingol 235 Invisible Stalker 3000 Ioin Gallchobhair 300 Islanne 4000 Ithmeera 650 Izefia 120 Jardak 3600 Jemby 350 Jenkal 290 Jondal 1500 Kahrk 3500 Kaldran the Bear 3000 Karlat 270 Kestor 1200 Kiel the Legion Killer 4000 King 2000 Kirian 900 Kirinhale 3000 Kobold 7 Kobold Commando 35 Korax the Ghoul 175 Krumm 175 Krystin 3000 Kysus 1400 Lakadaar 120 Lamalha 1200 Laryssa 600 Larze 2000 Lasala 300 Laskal 1000 Lendarn 1400 Lesser Basilisk 1400 Lindin 600 Loup Garou 420, 2200 Love 3000 Maka 1300 Maneira 600 Malkax 165 Marcellus 2000 Marek 650 Meiala the Sirine 4000 Meilum 1200 Meym 1400 Michael 300 Mirror Fiend 650, 4000 Molkar 1200 Moorlock 1900 Morvin 650 Mountain Bear 900 Mulahey 650 Mustard Jelly 2000 Mutamin 1200 Naaman 2000 Nantrin Bellowglyn 920 Natasha 1200 Neira 650 Nemphre 1200 Nieman 1200 Nimbul 650 Ochre Jelly 270 Ogre 270 Ogre Berserker 650 Ogre Mage 650 Ogrillon 175 Ordulinian 2700 Osmadi 1000 Oulam 1200 Palin 1400 Pargus 900 Pawn 150 Peter 1200 Peter of the North 240 Phase Spider 1400 Phoenix Guard 100 Polar Bear 900 Prat 1400 Pride 2500 Priest of Oghma 175 Prism 35 Rabid Chicken 1 Raemon 1200 Ragefast 2000 Raiken 650 Rat 1 Ratchild 350 Razimath 4000 Revenant 3000 Rezdan 1200 Rhavin 1800 Rieltar 975 Riggilo 1400 Rogue 15 Sakul 1600 Sarevok 15000 Schlumpsha the Sewer King 2500 Semaj 3000 Sendai 600 Seniyad 4000 Sewerfolk 35, 65, 175, 650 Shaldrissa 2000 Shank 20 Shoal the Nereid 5000 Sil 2000 Silke 900 Sirine 2000 Sirine Queen 6000 Skeleton 65, 95, 120 Skeleton Warrior 4000 Slythe 5000 Statue (Elf Warrior) 1600 Statue (Human Archer 1) 900 Statue (Human Archer 2) 900 Statue (Human Magic-User) 1200 Statue (Human Warrior) 1200 Sunin 2000 Sword Spider 2000 Takiyah 120 Tam 1300 Tamoko 5000 Tarnesh 120 Tarnor 15 Tasloi 35 Taugosz Khosann 2000 Taxek 975 Tazok 4000 Teyngan 500 Thaldorn 975 The Amazing Oopah 270 Telka 600 Tellan 3000 Tenya 650 Tevan 975 Tor Lobo 600 Tracea Carol 2000 Tranzig 975 Tuth 4000 Ughh 1250 Undead Knight 65 Ursa the Cave Bear 650 Vampiric Wolf 2000 Vax 400 Vay-ya 2000 Venkt 900 Vitiare 12 Voltine 60 War Dog 65 Werewolf 420, 1700 Wheber Ott 1500 Wild Dog 35 Wilf 800 William Garst 1500 Winter Wolf 975 Wolf 65, 120 Wolfwere 1400, 1800 Worg 120 Wudei 1200 Wraith Spider 1400 Wyvern 1400 Xvart 15 Yago 1400 Zal 600 Zargal 650 Zeela 900 Zekar 65 Zhalimar Cloudwulfe 3000 Zhurlong 90 Zombie 65 Zordral 900 o======================================================================o | | | Updates/Thanks {UPD000} | | | o======================================================================o