Baldur's Gate & The Tales of the Sword Coast The Complete Guide Version 2.0 (5-12-00) by Dan Simpson (manymoose@hotmail.com) Email Policy: ッッッッッッッッッッッッッ If you are going to email me about this game, please put Baldur's Gate as the subject. Or just Baldur. Also please realize that I am not hiding cheats or any other information, i.e. everything I know about Baldur's Gate is in this guide. If you see any mistakes, or have anything that you want to add please email me! I will, of course, give you full credit for your addition, and be eternally grateful to you. _______________ .--------------------========= N O T E S =========-------------------------. | ッッッッッッッッッッッッッッッ | | The most recent version of this FAQ can be found at: | | | | http://www.gamefaqs.com/ | | http://www.cheatcc.com/ | | | | Huge update this time (2.0), mostly due to the great efforts of the Real | | FXD, edwardalacey, Patrick and others. I really appreciate their (and | | everyone else listed in the Credits section) help in removing errors, and | | adding such great content. Thanks! | | | | This is mostly a sequential walkthrough, which means that it will go in | | the order that I think is a good one (not necessarily the best way to do | | things, but one that worked well for me). Since a lot of elements in | | Baldur's Gate can be done at any time, this presents a few problems. So | | currently I have all the Major Plot points listed as Main Sections, with the | | smaller areas as Sub-Sections. This works, but I'm not sure that it is the | | best way to go about this. | | | | Credits: | | | | - Dave for telling me that I could kill Zhurlong without losing reputation | | (which caused me to notice that you can kill quite a few NPC's without | | losing reputation, which is very very odd!) | | - Orlandu for a great many things | | - Ultradraco for some specifics on Noober | | - Alex Malano for pointing out that I had left Xan out of Sounds | | - Gabriel N. J. Sheets for some info on the Hentold Dagger subquest | | - Andy Miller for the missing subquest and Durlyle information | | - Stephen Ashton for the solution to Nadine's subquest | | - Peter Cheong Choon Wah for a thing on Brielbara and Coran | | - Jones for information on some wizards and Shar-Teel | | - NCPFLJohn for some information on Farmer Brun's son | | - KyleEChu for tips on killing Drizzt and Davaeorn | | - Starlight for the thing on Nemphre | | - Preston Lloid for his Names and Name creating strategy (Appendix D) | | - Mer. Pike for his Yeslick Singing information (see Oddities) | | - Andrey Moujikov for some Nadine information | | - Jesse LaCroix for the Ramazith information | | - Matt Canfield for his Nymph's Hair/Cloak info | | - D Sanders for his info on reversing charms | | - Kelvin Groves for sending information on Doomsayer and Item Creation | | - The Real FXD for some general tips and quests | | - edwardalacey for lots of stuff | | - Operador de Sala for the Perdue's Short Sword thing | | - Patrick for information about NPC Sounds | | - CJayC for posting this FAQ | | - Anyone who emails me with nice things to say, you are appreciated! | | - Bioware for making such a great little game! | | | | This FAQ looks best in Courier New at about 9 points. | | | | This Document is Copyright 1999-2000 by Dan Simpson | | Baldur's Gate and Tales of the Sword Coast are Copyright 1998-99 by Bioware | | | | I am not affiliated with Bioware, Interplay, or anyone who had anything to | | do with the creation of this game. This FAQ may be posted on any site so | | long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting | | it. You may not charge for, or in any way profit from this FAQ. | '--------------------=================================-------------------------' __________________ What's New in 2.0: ッッッッッッッッッッッッッッッッッッ - Fixed a misspelling - Added lots of information from the Real FXD - Created section 15i. Sewers Beneath Baldur's Gate - Added Perdue's Short Sword Subquest thanks to Operador de Sala - Added some information from Patrick in the NPC Sounds section - Changed the Notes (see above) a bit - Other Small Changes For a complete Version History, check out the Final Words Section at the end of the FAQ. 覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧 Table of Contents: 覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧 i. Introduction ii. The Sword Coast iii. Items iv. Spells v. NPC's vi. General Strategies Walkthrough 1. Candlekeep a. The Crossroads 2. Friendly Arm Inn a. Area North of Friendly Arm Inn 3. Beregost a. High Hedge b. Area SW of Beregost c. Area S-SW of Beregost d. Area S of Beregost e. Area N of Nashkel f. Temple 4. Nashkel a. Carnival b. Area W of Nashkel c. Area N of Gnollish Stronghold d. Gnollish Stronghold e. Area SW of Nashkel f. Area S of Nashkel 5. Nashkel Mines (Exterior) a. Nashkel Mines (Interior) b. Area NE of Nashkel Mines c. Area E of Nashkel Mines 6. Nashkel Revisited 7. Beregost Revisited a. Area E of Temple b. Ulcaster (Area S of Temple) c. Ulcaster Dungeon d. Area S of Ulcaster 8. On the Trail of Bandits (Area N of Beregost Revisited) a. Larswood b. Peldvale 9. Bandit Camp a. Area E of Larswood 10. Back to Beregost a. Area W of High Hedge b. Lighthouse c. Area S of Lighthouse 11. Cloakwood Forest a. Cloakwood Forest Two b. Cloakwood Forest Three c. Cloakwood Forest Four 12. Cloakwood Mines (Exterior) a. Cloakwood Mines (Interior) 13. Gullykin a. Firewine Bridge b. Firewine Ruins 14. Baldur's Gate Bridge a. Farm N of Baldur's Gate Bridge 15. Baldur's Gate a. Baldur's Gate NE Section b. Baldur's Gate SE Section c. The Harbor, Baldur's Gate S Section d. Baldur's Gate SW Section e. Baldur's Gate Central Section f. Baldur's Gate W Section g. Baldur's Gate NW Section h. Baldur's Gate N Section i. Sewers Beneath Baldur's Gate 16. Candlekeep Revisited 17. Candlekeep Catacombs a. Candlekeep Catacombs 2 b. Candlekeep Catacombs 3 18. Baldur's Gate Revisited 19. The Ducal Palace 20. On the Trail of Sarevok 21. The Hidden City Tales of the Sword Coast 1. Ulgoth's Beard a. The Ice Dungeon 2. Durlag's Tower (exterior) a. Durlag's Tower (interior, above ground) b. Durlag's Tower (interior, underground) c. Ulgoth's Beard Revisited (Or the Soultaker and Aec'Letec) 3. Werewolves' Island a. Werewolves' Island North b. Shipwreck c. Return to the Village d. Underground Passage e. Ulgoth's Beard Finale Appendices A. Monsters & Monster Strategies B. Miscellaneous Information C. The Gods of the Realm D. Guide to Naming Characters E. Character Sounds F. Utilities & Editors G. Non Editor Cheats H. Online Resources I. Strange Things Final Words... Credits Version History Stinger -------------------------------------------------------------------------------- i. Introduction -------------------------------------------------------------------------------- Strange things are happening in the Sword Coast. The iron has gone bad, every weapon forged with it is completely worthless. Bandits plague the Coast stealing everything else that already isn't ruined. And people are muttering that it is all the work of an outside interest bent on domination. Some say that it is the Zhentarim, some say that it is the Amnish, although they have troubles of their own. Amidst all of this you have grown up in seclusion in the Candlekeep fortress, a keep of knowledge. You have never known your parents, instead you were raised by the Sage Gorion. You might have remained in this sheltered life forever, had not fate played its hand. Because of the growing threat of evil in the world, Gorion feels compelled to remove you from Candlekeep, and take you to another hiding place where he will "explain everything". And so it began... Baldur's Gate is the latest in a long string of games set in the Forgotten Realms. The game uses (for the most part) the AD&D rules to set the gameplay. It also endeavors to create the sense that you are on an AD&D quest yourself, and not just playing the game, but rather are in the game. -------------------------------------------------------------------------------- ii. The Sword Coast -------------------------------------------------------------------------------- The Sword Coast is located to the south of the thriving city of Waterdeep (the setting for the game Eye of the Beholder), and just to the north of the nation of Amn (which you can visit, Nashkel is Amnish). The only major city in the Sword Coast is the city of Baldur's Gate, while not so large or grand as the great cities like Waterdeep, is still a decent sized city. Beregost is the next largest city, but it barely registers as a large town. Nashkel and Gullykin are mere villages. -- to be filled in never! haha! -- -------------------------------------------------------------------------------- iii. Items -------------------------------------------------------------------------------- Note: Prices are all based on an average reputation, where they neither give you the "Hero's Discount" or the "Villain's Markup". These prices were also based on a "Super Charisma", that is, one over 18. To get a Super Charisma start by having 18, and then wear Algernon's Cloak. The worse your charisma, the higher these prices will be! Note: Mage Scrolls are listed in section iv. Spells, wheras Cleric Scrolls are listed here. (this is because you can Write Magic from a Mage Scroll but cannot from a Cleric) Note: Although Inns are open 24 hours a day, most shops close during the night. Note: Your alignment effects how expensive Raise Dead is going to cost for you, depending on the temple that you are in. If you are an Evil character in a Good Temple, it will be quite expensive (10000 gp). _____ Shops (a * indicates that this item is only found in the Expansion Pack) ッッッッッ CANDLEKEEP: - Candlekeep Inn -- Buys/sells, Drinks, Rest Battle Axe 5gp Quarter Staff 1gp Throwing Axe (5) 5 Bastard Sword 28 Club 1 Long Sword 16 Flail 16 Short Sword 11 Mace 8 2-Hnd Sword 56 Morningstar 11 Scimitar* 61 Composite Long Bow 112 Bullet (20) 1 Long Bow 84 Heavy Crossbow 56 Short Bow 33 Light Crossbow 39 Dagger 2 Bolt (20) 1 Throwing Dagger (5) 5 Arrows (20) 1 Darts (10) 1 Chain Mail 84 Halberd 11 Splint Mail 89 War Hammer 2 Leather Armor 5 Sling 1 Studded Leather 22 Spear 1 Small Shield 3 Buckler 1 Medium Shield 7 Large Shield 11 Helmet 1 - Temple of Oghma -- Cures, Donations, Buys/Sells, Identifies Cures: Cure Light Wounds 50gp Cure Serious Wounds 100gp Dispel Magic 200 Slow Poison 150 Remove Curse 500 Raise Dead 2000 Sells: Potion of Healing 84gp Antidote 112gp Elixer of Health 560 Stone to Flesh Scroll 168 FRIENDLY ARM INN: - Innkeeper -- Buys/sells, Drinks, Rest Battle Axe 6gp Long Sword 19gp Throwing Axe (5) 6 Short Sword 12 Club 1 2-Hnd Sword 63 Flail 19 Heavy Crossbow 63 Mace 10 Light Crossbow 44 Morningstar 12 Arrows (20) 1 Composite Long Bow 127 Bolts (20) 1 Long Bow 95 Bullet (20) 1 Short Bow 38 Chain Mail 95 Dagger 2 Splint Mail 101 Dart (10) 1 Leather Armor 6 Halberd 12 Plate Mail 762 War Hammer 2 Small Shield 6 Sling 1 Medium Shield 8 Spear 1 Large Shield + 1 2540 Quarter Staff 1 History/Fateful Coin 2 Bastard Sword 31 History/Unicorn Run 2 - Temple of Wisdom -- Cures, Donations, Buys/Sells, Identifies Cures: Cure Light Wounds 50gp Cure Serious Wounds 100gp Dispel Magic 200 Slow Poison 150 Remove Curse 500 Raise Dead 2000 Items: Potion of Healing 84gp Antidote 112gp .. of Genius 336 Elixer of Health 280 .. of Mind Focusing 560 Stone to Flesh Scroll 168 .. of Insight 336 BEREGOST: - Feldepost's Inn -- Buys/sells, Drinks, Rest History/Fateful Coin 2gp Bracers AC8 3360gp Amulet + 1 3360 Bullet + 1 17 Arrow + 2 (2) 40 Chainmail + 1 1792 Battle Axe + 1 1680 Medium Shield + 1 1680 Flail 16 Bastard Sword + 1 2800 Comp. Long Bow + 1 2800 Two Handed Sword 56 - Jovial Juggler -- Drinks, Rest - Red Sheaf Inn -- Drinks, Rest (only Peasant and Merchant rooms available) - Burning Wizard -- Drinks, Rest - Thunderhammer Smithy -- Buys/Sells, Identifies Weapons: Battle Axe 5gp Spear 1gp Throwing Axe (5) 5 Quarter Staff 1 Club 1 Quarter Staff +1 560 Flail 16 Bastard Sword 28 Mace 8 Long Sword 16 Mace +1 1680 Long Sword +1 1600 Morningstar 11 Short Sword 11 Composite Long Bow 112 Short Sword +1 896 Long Bow 84 Heavy Crossbow 56 Short Bow 33 Light Crossbow 39 Short Bow +1 1680 Arrows (20) 1 Dagger 2 Arrows +1 (10) 112 Dagger +1 336 Arrows of Ice (10) 336 Throwing Dagger (10) 11 Arrows of Biting (10) 560 Dart (20) 1 Arrows +2 (10) 201 Dart +1 (10) 89 Bolt (20) 1 Halberd 11 Bolt +1 (10) 112 War Hammer 2 Bullet (20) 1 Sling 1 Bullet +1 (10) 89 Sling +1 112 Light Crossbow/Speed 8960 Dagger of Venom 11200 Armors: Chainmail 84gp Medium Shield 7gp Splint Mail 89 Medium Shield +1 1680 Helmet 1 Large Shield 11 Leather Armor 5 Buckler 1 Leather Armor +1 1120 Full Plate 6720 Studded Leather 22 Shadow Armor 11760 Small Shield 3 Plate Mail 672 Small Shield +1 1120 HIGH HEDGE - Thalantyr -- Buys/Sells, Identifies Items: Dart +1 (5) 44gp Potion of Perception 392gp Arrows +1 (5) 56 .. of Regeneration 560 Acid Arrows (5) 280 Potion of Insight 336 Bolt +1 (5) 56 Potion of Strength 392 Bolt of Lightning (5) 168 Potion of Freedom 280 Bolt of Biting (5) 420 .. of Magic Blocking 1680 Bullet +1 (5) 44 .. of Mirrored Eyes 448 Potion of Fire Resist 448 Wand of Sleep 1680 Potion of Healing 84 Wand of Fear 2240 Elixer of Health 280 Horn of Kazgaroth 10080 Potion of Cold Resist 280 Claw of Kazgaroth 11200 Potion of Explosions 504 Robe Good Archmagi 22960 Potion of Infravision 112 Robe Evil Archmagi 22960 Potion of Insulation 190 Protection Scrolls: Protection from Acid 840gp Protection from Cold 840 Protection from Electricity 840 Protection from Fire 840 Protection from Magic 2240 Protection from Poison 840 Protection from Undead 840 Spells: The spells can be found in the spells section below. NASHKEL - Temple of Helm -- Cures, Donations, Buys/Sells, Identifies Cures: Cure Light Wounds 50gp Cure Serious Wounds 100gp Dispel Magic 200 Slow Poison 150 Remove Curse 500 Raise Dead* 600-10000 Items: Potion of Healing 84gp Antidote 112gp Elixer of Health 280 Stone to Flesh 168 * - Raise Dead costs differently depending on the person's alignment - Nashkel Store -- Buys/Sells, Identifies, Steals 33 Battle Axe 5gp Long Sword 16gp Throwing Axe (5) 5 Short Sword 11 Club 1 2-hnd Sword 56 Flail 16 Heavy Crossbow 56 Mace 8 Light Crossbow 39 Morningstar 11 Arrows (20) 1 Composite Long Bow 112 Bolts (20) 1 Long Bow 84 Bullets (20) 1 Short Bow 33 Chainmail 84 Dagger 2 Splint Mail 89 Dart (10) 1 Leather Armor 5 Halberd 11 Plate Mail 672 War Hammer 2 Small Shield 3 Sling 1 Medium Shield 7 Spear 1 Large Shield +1 2240 Quarter Staff 1 History/Fateful Coin 2 Bastard Sword 28 - Belching Dragon Tavern -- Drinks NASHKEL CARNIVAL - Tent Merchant (x 2523 y 2837)-- Buys/Sells, Identifies Necklace of Missiles 2240gp Protection/Acid 840gp Amulet/Protection +1 3360 Protection/Cold 840 Shield Amulet 560 Protection/Fire 840 Ring of Infravision 840 Protection/Electricity 840 Protection/Petrification 840 - Carnival Shop 1 (x 2827 y 3008)-- Buys/Sells, Identifies, Steal Battle Axe 5gp War Hammer 2gp Throwing Axe (5) 5 Spear 1 Club 1 Quarter Staff 1 Flail 16 Bastard Sword 28 Mace 8 Long Sword 16 Morningstar 11 Short Sword 11 Dagger 2 - Carnival Shop 2 (x 3194 y 3282)-- Buys/Sells, Identifies, Steal Throwing Axe (5) 5gp Heavy Crossbow 56gp Composite Long Bow 112 Light Crossbow 39 Long Bow 84 Arrows (20) 1 Short Bow 33 Arrows/Piercing (2) 112 Throwing Dagger (5) 5 Bolt (20) 1 Dart (10) 1 Bullet (20) 1 Sling 1 - Carnival Shop 3 (x 3246 y 2618) -- Buys/Sells, Identifies, Steal Chain Mail 84gp Small Shield 3gp Splint Mail 89 Medium Shield 7 Leather 5 Large Shield 11 Studded Leather 22 GULLYKIN - Temple of Helm (x 350 y 315) -- Cures, Buys/Sells, Donates, Identifies Cures: Cure Light Wounds 50gp Cure Serious 100 Dispel Magic 200 Slow Poison 150 Remove Curse 500 Raise Dead 600-10000 Items: Potion of Healing 84 Antidote 112 Elixer of Health 280 Stone to Flesh Scroll 168 BALDUR'S GATE - Lucky Aello's Discount Store (AR 0800, x 3123 y 1011) Oil of Speed 168gp Potion of Healing 168 Antidote 56 Potion of Perception 392 Various Cursed Scrolls 1 - Bar (AR 0800, x 3400 y 1700) -- Rest, Drinks - Elfsong Tavern (AR 0800, x 1800 y 2370) -- Rest, Drinks - Elfsong Tavern Second Floor -- Buys/Sells, Identifies Necklace of Missiles 2240gp Protection/Cold 840gp Amulet/Protection +1 3360 Protection/Electricity 840 Shield Amulet 560 Protection/Fire 840 Ring of Infravision 840 Protection/Petrification 672 Protection/Acid 840 - Silence Shop (AR 0800, x 3360 y 2000) -- Rest, Buys/Sells Dagger 2gp Cloak of Protection +1 5600gp Leather Armor 5 Dart +1 (5) 44 Sling 1 Dart of Stunning (5) 560 Bastard Sword 28 Sling +1 112 Long Sword 16 Potion of Master Thief 448 Short Sword 11 Potion of Agility 336 Studded Leather 22 Bullet (20) 1 Studded Leather +1 1680 Bullet +1 (20) 179 Leather Armor +1 1120 Bullet +2 (20) 336 - Sorcerous Sundries (AR 0800, x 1025 y 1950) -- Buys/Sells 77, Identifies Hide Armor 7gp Antidote 112gp Battle Axe +1 1680 Potion of Clarity 784 Dart +1 (5) 44 Potion of Cold Resist 280 Dart of Stunning (5) 560 Potion of Defense 784 Dart of Wounding (5) 280 Potion of Explosions 504 Bastard Sword +1 2800 Potion of Firebreath 280 Long Sword +1 1400 Potion of Fortitude 560 Arrows +1 (5) 56 Potion of Genius 336 Arrow of Slaying (1) 2800 Potion of Infravision 112 Acid Arrows (5) 280 Potion of Insulation 190 Arrows of Biting (5) 280 Potion of Magic Blocking 1680 Arrows/Detonation (5) 1680 Potion of Magic Protect 1120 Arrows/Dispelling (5) 1680 Potion of Magic Shield 1400 Arrows of Fire (5) 140 Potion of Master Thief 448 Arrows of Ice (5) 168 Potion of Mind Focusing 560 Arrows of Piercing (5) 280 Potion of Mirrored Eyes 448 Arrows +2 (5) 100 Potion of Perception 392 Bolt +1 (5) 56 Potion of Regeneration 560 Bolt of Lightning (5) 168 Potion of Insight 336 Bolt of Biting (5) 420 Potion of Strength 392 Bolt +2 (5) 84 Potion of Freedom 280 Bullet +1 (5) 44 Potion of Stone Form 560 Bullet +2 (5) 84 Protection from Acid 840 Potion of Fire Resist 448 Protection from Cold 840 .. of Hill Giant Str 336 Protection/Electricity 840 .. of Frost Giant Str 840 Protection from Fire 840 .. of Fire Giant Str 1120 Protection from Magic 2240 .. of Cloud Giant Str 1400 Protection from Poison 840 .. of Storm Giant Str 1680 Protection from Undead 840 Potion of Healing 84 Wand of Fear 2240 Potion of Heroism 896 Wand of Magic Missiles 560 Potion of Invisibility 280 Wand of Paralyzation 2800 .. of Invulnerability 1344 Wand of Fire 9856 .. of Stone Giant Str 560 Wand of Frost 3360 Oil of Fiery Burning 560 Wand of Lightning 4480 Oil of Speed 560 Wand of Sleep 1680 Elixer of Health 280 Wand/Monster Summoning 5600 Potion of Absorb 672 Wand of the Heavens 3360 Potion of Agility 336 - Maltz's Weapon Shop (AR 0800, x 1111 y 2935) -- Buys/Sells, Ident., Steals Battle Axe 5gp Short Sword 11gp Throwing Axe (5) 5 Two Handed Sword 56 Club 1 Arrows (20) 1 Flail 16 Bolts (20) 1 Mace 8 Bullets (20) 1 Morningstar 11 Chainmail 84 Dagger 2 Splint Mail 89 Halberd 11 Leather Armor 5 War Hammer 2 Studded Leather Armor 22 Sling 1 Plate Mail 672 Spear 1 Small Shield 3 Quarter Staff 1 Medium Shield 7 Bastard Sword 28 Large Shield +1 2240 Long Sword 16 - Thieves' Guild, Black Lily (only available in Chapter 7!) -- Buys/Sells, Identifies Dagger 3gp Studded Leather +1 2250gp Dart +1 (5) 60 Leather +1 1500 Dart of Stunning (5) 750 Cloak of Protection +1 7500 Sling 1 Potion of Master Thief 600 Sling +1 150 Potion of Agility 450 Bastard Sword 37 Potion of Heroism 1200 Long Sword 22 Potion of Fire Giant STR 1500 Short Sword 15 .. of Frost Giant (2) 2250 Bullet (20) 1 Oil of Speed 750 Bullet +1 (10) 120 Antidote 150 Bullet +2 (10) 225 Potion of Magic Blocking 2250 Arrows of Dispel (5) 2250 Potion of Magic Protect 1500 Arrows +2 (5) 135 Potion of Magic Shield 1875 Arrows +1 (10) 150 Potion of Healing 112 Arrows of Biting (5) 375 Potion of Power 2550 Leather Armor 7 .. of Cloud Giant STR 1875 Studded Leather 30 BALDUR'S GATE SE SECTION - Potion Shop (AR 1300, x 2150 y 415) -- Buys/Sells, Identifies, Steals Potion of Regeneration 540gp Antidote 112gp Potion of Insight 336 Potion of Cold Resist 280 Potion of Freedom 280 Oil of Speed 168 Potion of Fire Resist 448 Potion of Defense 784 .. of Hill Giant STR 336 Potion of Healing 168 Potion of Healing 84 Potion of Infravision 112 Potion of Invisibility 280 Potion of Insulation 190 Oil of Fiery Burning 560 Antidote 56 Oil of Speed 560 Potion of Magic Protect 1120 Elixer of Health 280 Potion of Magic Shield 1400 Potion of Absorbtion 672 Potion of Master Thief 448 Potion of Agility 336 Potion of Stone Form 560 - Potion Shop 2 (AR 1300, 825 y 2563) -- Buys/Sells, Identifies, Steals Potion of Regeneration 540gp Antidote 112gp Potion of Insight 336 Potion of Cold Resist 280 Potion of Freedom 280 Oil of Speed 168 Potion of Fire Resist 448 Potion of Defense 784 .. of Hill Giant STR 336 Potion of Healing 168 Potion of Healing 84 Potion of Infravision 112 Potion of Invisibility 280 Potion of Insulation 190 Oil of Fiery Burning 560 Antidote 56 Oil of Speed 560 Potion of Magic Protect 1120 Elixer of Health 280 Potion of Magic Shield 1400 Potion of Absorbtion 672 Potion of Master Thief 448 Potion of Agility 336 Potion of Stone Form 560 - Blade and Stars Inn (AR 1300, x 200 y 666) -- Rests, Drinks - Anonymous Inn (AR 1300, x 1700 y 2300) -- Rests, Drinks BALDUR'S GATE HARBOR - Low Lantern (AR 1200, x 3420 y 3090) -- Rests, Drinks - Jopalin's Tavern (AR 1200, x 2675 y 550) -- Rests, Drinks BALDUR'S GATE SW SECTION - Potion Shop (AR 1100, x 3120 y 600) -- Buys/Sells, Identifies, Steals Potion of Regeneration 540gp Antidote 112gp Potion of Insight 336 Potion of Cold Resist 280 Potion of Freedom 280 Oil of Speed 168 Potion of Fire Resist 448 Potion of Defense 784 .. of Hill Giant STR 336 Potion of Healing 168 Potion of Healing 84 Potion of Infravision 112 Potion of Invisibility 280 Potion of Insulation 190 Oil of Fiery Burning 560 Antidote 56 Oil of Speed 560 Potion of Magic Protect 1120 Elixer of Health 280 Potion of Magic Shield 1400 Potion of Absorbtion 672 Potion of Master Thief 448 Potion of Agility 336 Potion of Stone Form 560 - Potion Shop 2 (AR 1100, x 2535 y 2317) -- Buys/Sells, Identifies, Steals Potion of Regeneration 540gp Antidote 112gp Potion of Insight 336 Potion of Cold Resist 280 Potion of Freedom 280 Oil of Speed 168 Potion of Fire Resist 448 Potion of Defense 784 .. of Hill Giant STR 336 Potion of Healing 168 Potion of Healing 84 Potion of Infravision 112 Potion of Invisibility 280 Potion of Insulation 190 Oil of Fiery Burning 560 Antidote 56 Oil of Speed 560 Potion of Magic Protect 1120 Elixer of Health 280 Potion of Magic Shield 1400 Potion of Absorbtion 672 Potion of Master Thief 448 Potion of Agility 336 Potion of Stone Form 560 - General Store (AR 1100, x y ) -- Buys/Sells, Identifies, Steals Battle Axe 5gp Short Sword 11gp Throwing Axe (5) 5 Two Handed Sword 56 Club 1 Arrows (20) 1 Flail 16 Bolts (20) 1 Mace 8 Bullets (20) 1 Morningstar 11 Chainmail 84 Dagger 2 Splint Mail 89 Halberd 11 Leather Armor 5 War Hammer 2 Studded Leather 22 Sling 1 Plate Mail 672 Spear 1 Small Shield 3 Quarter Staff 1 Medium Shield 7 Bastard Sword 28 Large Shield +1 2240 Long Sword 16 - Inn (AR 1100, x 1100 y 2200) -- Rest, Drinks BALDUR'S GATE CENTRAL SECTION - Drakon Tavern (AR 0700, x 1560 y 1360) -- Rest, Drinks BALDUR'S GATE NE SECTION - General Store (AR 0300, x 2180 y 2515) -- Buys/Sells, Identifies, Steals Battle Axe 5gp Short Sword 11gp Throwing Axe (5) 5 Two Handed Sword 56 Club 1 Arrows (20) 1 Flail 16 Bolts (20) 1 Mace 8 Bullets (20) 1 Morningstar 11 Chainmail 84 Dagger 2 Splint Mail 89 Halberd 11 Leather Armor 5 War Hammer 2 Studded Leather 22 Sling 1 Plate Mail 672 Spear 1 Small Shield 3 Quarter Staff 1 Medium Shield 7 Bastard Sword 28 Large Shield +1 2240 Long Sword 16 - Splurging Surgeon (AR 0300, x 411 y 2885) -- Rest, Drinks - Blushing Mermaid (AR 0300, x 200 y 1750) -- Rest, Drinks BALDUR'S GATE W SECTION - High Hall of Wonders (AR 0600, x 3800 y 940) -- Cures, Donates, Buys/Sells Identifies Cures: Cure Light Wounds 50gp Cure Serious Wounds 100gp Dispel Magic 200 Slow Poison 150 Remove Curse 500 Raise Dead 600-10000 Items: Potion of Healing 78 Elixer of Health 262 Oil of Speed 525 Stone to Flesh Scroll 157 Antidote 105 BALDUR'S GATE NW SECTION - Helm and Cloak Inn (AR 0100, x 3550 y 2900) -- Rest, Drinks - Inn (AR 0100, x 3025 y 1670) -- Rest, Drinks BALDUR'S GATE N SECTION - Temple of Helm (AR 0200, x 1550 y 1090) -- Cure, Donate, Buy/Sell, Ident. Cures: Cure Light Wounds 50gp Cure Serious Wounds 100gp Dispel Magic 200 Slow Poison 150 Remove Curse 500 Raise Dead 600-10000 Items: Potion of Healing 84 Stone to Flesh Scroll 168 Antidote 112 Elixer of Health 280 - Three Old Kegs (AR 0200, x 3700 y 2370) -- Drinks, Rest ULGOTH'S BEARD (Tales of the Sword Coast) - Ulgoth's Beard Inn (x 2360 y 535) -- Buys/Sells, Rest Battle Axe 7gp Arrows (20) 1gp Throwing Axe (5) 7 Acid Arrows (10) 710 Club 1 Arrows +2 (10) 255 Flail 21 Bolt (20) 1 Mace 11 Bolt +1 (10) 142 Morningstar 14 Bolt of Lightning (10) 426 Composite Long Bow 142 Bullet (20) 1 Long Bow 106 Bullet +2 (10) 213 Short Bow 42 Chainmail 106 Dagger 2 Splint Mail 113 Dart (10) 1 Hide Armor 9 Dart +1 (10) 113 Leather Armor 7 Dart of Stunning (10) 1420 Plate Mail Armor 852 Halberd 14 Small Shield 4 War Hammer 2 Medium Shield 9 Sling 1 Large Shield +1 2840 Spear 1 Potion of Healing 106 Quarter Staff 1 Antidote 142 Bastard Sword 36 Potion of Mirrored Eyes 568 Long Sword 21 Cloak of Displacement 4970 Short Sword 15 Quarter Staff +3 7810 Two Handed Sword 71 Greagan's Harp 8378 Scimitar 78 Wand of the Heavens 5325 Heavy Crossbow 71 Wand of Frost 6177 Light Crossbow 49 Ring of Invisibility 24850 Greenstone Amulet 4260 DURLAG'S TOWER (Tales of the Sword Coast) - Erdane (x y )-- Buys/Sells Hide Armor 7gp Bolt +1 (10) 112gp Dagger 2 Bolt of Lightning (10) 336 Dart (10) 1 Bullet (20) 1 Dart +1 (10) 89 Bullet +1 (10) 89 Dart of Stunning (10) 1120 Bullet +2 (1) 16 Scimitar 60 Potion of Healing 84 Arrows (20) 1 Potion of Master Thief 448 Acid Arrows (10) 560 Potion of Agility 336 Arrows +1 (10) 112 Potion of Hill Giant 336 Arrows of Fire (10) 280 Antidote 112 Bolt (20) 1 Potion of Perception 392 Wand of Fire 4928 _____ Wands ッッッッッ Wands last for 20 uses, and then fizzle away. Although no way exists to directly check how many charges are left in a wand, you can try to sell it at a shop. The more the shopkeeper will pay, the more charges you have left. You can also use the shopkeeper to recharge the wand (I think), simply sell it to him, and then buy it back. _________________________________ Jewels, Gems, and Other Valuables ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ I've listed the selling prices here so that you can prioritize what to keep and what to toss if your inventory gets too cluttered. Never keep anything silver, they are far too common and almost worthless. Gems: selling price Andar 15gp Aquamarine 75 Black Opal 150 Bloodstone 25 Chrysoberyl 35 Diamond 500 Emerald 750 Fire Agate 5 Garnet 175 Horn Coral 62 Iol 20 Jaspar 17 King's Tears 2000 Lynx Eye 7 Moonbar 187 Moonstone 25 Pearl 100 Rogue Stone 2500 Shandon 45 Skydrop 20 Sphene 112 Star Diopside 47 Star Sapphire 1000 Sunstone 12 Tchazar 17 Turquoise 2 Water Opal 175 Waterstar 40 Ziose 30 Zircon 45 Necklaces: Agni Mani 20gp Bloodstone 150 Bluestone 15 Gold 30 Laeral's Tear 3000 Pearl 500 Rainbow Obsidian 25 Silver 5 Studded w/Zios 75 Tiger Cowrie 27 Rings: Angel Skin 50gp Bloodstone 30 Fire Opal 250 Flamedance 62 Gold 20 Greenstone 5 Jade 40 Onyx 25 Ring (plain) 5 Silver 2 __________ Misc Items ッッッッッッッッッッ Ankheg Shells -- can be made into an armor (AC 1), which costs 4000gp (Thunderhammer Smithy, Beregost). Or you could sell them for 500gp. Note: You can only sell shells once! After that you can't even get him to make you an armor! Wyvern Heads -- give the first to Keldath Ormlyr (priest at temple) for 2000 gp, then sell any others to Thalantyr (mage at high hedge, or elsewhere) for 500 gp each. Winter Wolf Pelts -- sell these in the shop in Nashkel for 500gp each, no limit to how many you can sell. You can also sell these to Officer Vai (at least as long as she is accepting Scalps) -------------------------------------------------------------------------------- iv. Spells -------------------------------------------------------------------------------- This section tells you where you can buy spells, and for how much. Spells have all been sorted Alphabetically, so the list you see here won't match the order that the seller has. HIGH HEDGE - Thalantyr Armor 112 Blindness 112 Burning Hands 112 Charm Person 112 Chill Touch 112 Chromatic Orb 112 Color Spray 112 Detect Invisibility 224 Flame Arrow 336 Friends 112 Grease 112 Hold Person 336 Horror 224 Identify 112 Infravision 112 Invisibility 224 Larloch's Minor Drain 112 Luck 224 Magic Missile 112 Mirror Image 224 Protection from Evil 112 Protection from Petrification 112 Resist Fear 224 Shield 112 Shocking Grasp 112 Skull Trap 336 Sleep 112 Strength 224 Vampiric Touch 336 BALDUR'S GATE - Sorcerous Sundries Agannazar's Scorcher 224gp Armor 112 Blindness 112 Blur 224 Burning Hands 112 Chaos 560 Charm Person 112 Chill Touch 112 Chromatic Orb 112 Clairvoyence 336 Color Spray 112 Confusion 1344 Detect Evil 224 Detect Invisibility 224 Dimension Door 1344 Dire Charm 336 Dispel Magic 336 Fireball 1008 Flame Arrow 336 Friends 112 Ghost Armor 336 Ghoul Touch 224 Grease 112 Greater Malison 448 Haste 1008 Hold Person 336 Horror 224 Identify 112 Infravision 112 Invisibility 224 Knock 224 Know Alignment 224 Larloch's Minor Drain 112 Lightning Bolt 1008 Luck 224 Magic Missile 112 Melf's Acid Arrow 224 Minor Globe/Invulnerability 1344 Mirror Image 224 Monster Summoning I 336 Monster Summoning II 1344 Non-Detection 336 Otiluke's Resilient Sphere 448 Polymorph Self 448 Protection from Evil 112 Protection from Petrification 112 Protection/Normal Missiles 1008 Remove Curse 448 Resist Fear 224 Shield 112 Shocking Grasp 112 Skull Trap 336 Sleep 112 Slow 336 Spirit Armor 448 Stinking Cloud 224 Strength 224 Vampiric Touch 336 Web 224 ULGOTH'S BEARD - Ulgoth's Beard Inn Defensive Harmony 568 Emotion 568 Greater Malaison 568 Improved Invisibility 1704 Mental Domination 568gp Protection from Lightning 568 Remove Curse 568 -------------------------------------------------------------------------------- v. NPC's -------------------------------------------------------------------------------- Unless it is otherwise mentioned, any NPC you say "no" to (or remove later) will stay put wherever you put them. To see the X,Y coordinate of where you are, press "L". The top left of any map is (x 0 y 0). Special Abilities are those abilities that that character intrinsicly has. Some of them they have before they join you, others they gain later. Note: If you turn both Khalid and Jaheira down in the FAI, you can't ever get them to join. Pairs: (you can't have one without the other) Khalid -- Jaheira Xzar -- Montaron Minsc -- Dynaheir Eldoth -- Skie Note: To get one of these in the pair without the other, simply send the other person into a building (the person you want to get rid of), and then reform the party to kick them out. This way they can't come up to you and talk to you. Here's the party I like: You -- as a Lawful Good Fighter Kivan -- give him a Composite Long Bow +1, or the Long Bow of Marksmanship, and the Bracers of Archery; and you have a really effective sniper. Minsc -- a very good warrior Dynaheir -- a good mage, plus if you get her at the right level, she starts with Fireball. Yeslick -- a good cleric (you could also sub in Branwen or Viconia here) Safana -- you need a thief, and I like Safana. (you can also sub in Imoen here) And here are some interesting party combinations: Have Minsc, Dynaheir and Edwin in the same party. Since Edwin wants to kill Dynaheir, Minsc gets all surly and protective. Viconia and Kivan have a love-hate relationship, and also Viconia is very dimissive about Xan. Put Yeslick and Kagain together to see just how different two Dwarves can be. Yeslick DESPISES Kagain. Safana and Coran. Coran will flirt shamelessly with Safana, and she will rebuff his every attempt, quite humorously. Quayle and Tiax. These two really don't like each other. Plus they're fairly amusing on their own. Faldorn and Jaheira don't like each other either. Funny how they are both Druids. Put Eldoth, Skie, and Garrick together for a wild Love Triangle. Heh. And now the BIG LIST of every NPC complete with a description, and where they are. This list is sorted by alignment, Good first, then Neutral, and Evil last. GOOD: S D C I W Ch Race Class Alignment ッッッッッ ッッッッッッッッッッッッッッッッッ ッッッッッッ ッッッッッッッ ッッッッッッッッッッッ Ajantis 17 13 16 12 13 17 Human Paladin Lawful Good Ajantis is a simple person, all he wants to do is vanquish evil. Special Abilities: Lay on Hands, Detect Evil, Protection from Evil Where he is: Farm N of Friendly Arm Inn (x 1572 y 3139) Dynaheir 11 13 16 17 15 12 Human Invoker Lawful Good Dynaheir was kidnapped by the Gnolls, and must be rescued with Minsc in your party. She is also linked to Minsc and if one leaves, the other does too. She makes a good mage because she already knows such spells as Fireball. Dynaheir will disappear if you reject her offer to join. Special Abilities: Slow Poison Where she is: Gnollish Stronghold (x 2529 y 1440) Yeslick 15 12 17 7 16 10 Dwarf Fighter/Cleric Lawful Good You find Yeslick in the Cloakwood Mines, and all he wants to do is help. How noble. If you reject him he will leave forever. Special Abilities: Dispel Magic Where he is: Cloakwood Mines, Level 2 (x 851 y 1727) Imoen 9 18 16 17 11 16 Human Thief Neutral Good Imoen automatically will join you immediately after Gorion's death. Unless you run away, that is. Sometimes she comes with a Wand of Magic Missiles, now who did she steal that from? Khalid 15 16 17 12 10 9 Half-Elf Fighter Neutral Good See Jaheira below for a description. Where he is: Friendly Arm Inn, Ground Floor (x 329 y 685) Minsc 18/93 15 15 8 6 9 Human Ranger Neutral Good Minsc's life partner Dynaheir was kidnapped by Gnolls, and he wants your help to get her back! If you don't rescue her in a timely fashion, Minsc will leave. Special Abilities: Berserk, Charm Animal Where he is: Nashkel (x 3387 y 1957) Alora 8 19 12 14 7 10 Halfling Thief Chaotic Good You'll find Alora burglarizing the Hall of Wonders at night. Agree to stand watch for her, then talk to her twice more and she'll offer to join. Where she is: Baldur's Gate W Section (AR 0600, x 1600 y 2200) Coran 14 20 12 14 9 16 Half-Elf Fighter/Thief Chaotic Good Coran wants to go sack some Wyverns in the 4th Cloakwood forest, so do that immediately or he will leave. After you beat the wyverns, he will stay forever. Where he is: Cloakwood 1, On a Bridge (x 1515 y 691) Kivan 18/12 17 14 10 14 8 Elf Ranger Chaotic Good Kivan wants to hunt some bandits. If you kick him out of the party, he stays gone for good! Special Abilities: Charm Animal Where he is: High Hedge (x 3652 y 1472) NEUTRAL: S D C I W Ch Race Class Alignment ッッッッッッッッ ッッッッッッッッッッッッッッッッッ ッッッッッッ ッッッッッッッッッ ッッッッッッッッッッッッッッ Xan 13 16 7 17 14 16 Elf Enchanter Lawful Neutral Xan is a depressing person, but he is a capable mage (although he has the very large flaw of not being able to cast such spells as Magic Missile and Fireball!) and he has a Moonblade. If you're overly rude to him he'll leave and never return. Where he is: Nashkel Mines Interior (Fourth Level, Cave x 793 y 588) Branwen 13 16 15 9 16 13 Human Cleric True Neutral To get Branwen in your party all you have to do is to free her from the Petrification enchantment that was placed on her by the Mage Tranzig. Free her using a Stone to Flesh spell (you can buy them in Nashkel for 168gp or from Zeke at the Carnival for 500gp). If you reject her, she will leave forever. Special Abilities: Spiritual Hammer Where she is: Nashkel Carnival (x 3253 y 2882) Faldorn 12 15 11 10 16 15 Human Druid True Neutral Faldorn wants to free the forest from the evils of the Iron Throne, which has taken up residence in the Cloakwood Mine. Special Abilities: Summon Dread Wolf Where she is: Cloakwood 3, In the Druid Shrine (x 639 y 2885) Jaheira 15 14 17 10 14 15 Half-Elf Fighter/Druid True Neutral Jaheira and Khalid were good friends of Gorion, and will go with you every- where. However, if you say "No" to them the first time they want to join, you won't be able to get them. Ever. Where she is: Friendly Arm Inn, Ground Floor (x 329 y 685) Skie 11 18 15 15 8 13 Human Thief True Neutral When you first enter the NW Area in Baldur's Gate Eldoth (if he is with you) will offer to take you up to Skie's father's estate. Go inside the estate and you will find Skie. She will only join you if Eldoth is with you, otherwise she thinks that you are thieves come to kill her. Where she is: NW Section (AR 0100, x 1170 y 1625) Garrick 14 16 9 13 14 15 Human Bard Chaotic Neutral Garrick will join you only after you finish the Silke subquest in Beregost. If you reject Garrick, he will leave, but he'll be back later. Where he is: Beregost, by the Burning Wizard Inn (x 2564 y 2284) Quayle 8 15 11 17 10 6 Gnome Cleric/Illusionist Chaotic Neutral Quayle is an insulting little person, who will join up for no apparant reason. No matter which direction you say that you are going, he is going that way too. Can't get him until the Cloakwood mines are clear. Special Abilities: Invisibility Where he is: Baldur's Gate Bridge (x 486 y 797) Safana 13 17 12 16 9 17 Human Thief Chaotic Neutral Safana wants to find some treasure in the Flesh Golem cave, and afterwords she will stay with you forever. Special Abilities: Charm Animal Where she is: Lighthouse (x 3750 y 2390) EVIL: S D C I W Ch Race Class Alignment ッッッッッ ッッッッッッッッッッッッッッッッッ ッッッッッッ ッッッッッッッッ ッッッッッッッッッッッ Edwin 9 10 16 18 9 10 Human Conjurer Lawful Evil Edwin wants your help in hunting down and killing Dynaheir. If you talk to Edwin with Dynaheir in your party you would think that he would attack, or at the least wouldn't want to join, but he will. Although he has some bad things to say about Dynaheir. If you refuse him with Dynaheir in your party he leaves forever. Special Abilities: Extra Spells, 1st and 2nd Levels Where he is: Nashkel (x 2883 y 2959) Kagain 16 12 20 15 11 8 Dwarf Fighter Lawful Evil Kagain runs a Mercenary business, and one of his caravans has disappeared. Help him recover it, and you get to keep what you find. Goodie. Take him to the Area S of the Friendly Arm Inn and he will get disgusted with looking for Caravans, but will still stay in your party. Where he is: Beregost (Shop North of Feldepost Inn) (x 1549 y 2031) Eldoth 16 12 15 13 10 16 Human Bard Neutral Evil Eldoth wants to join you so that he can "rescue" his lover Skie from her father in Baldur's Gate. Special Ability: Create Poison Arrows Where he is: Cloakwood 3 (x 3181 y 3492) (in the forest) Montaron 16 17 15 12 13 9 Halfling Fighter/Thief Neutral Evil Montaron is the dumb half of Montaron and Xzar, and goes where Xzar goes. If you reject him, he leaves forever. Where he is: Crossroads (E of Candlekeep) (x 4515 y 2707) Viconia 10 19 8 16 15 14 Drow Elf Cleric Neutral Evil When you first encounter Viconia she asks you to help her with a small matter of the Flaming Fist trying to kill her. Help her out and she offers to join. However, if you turn Viconia down when she asks to join, she vanishes forever. Once she joins your reputation goes down 2. Special Abilities: 50% Magic Resistance Where she is: Peldvale (x 447 y 731) Shar-Teel 18/58 17 9 14 7 11 Human Fighter Chaotic Evil When you first meet up with Shar-Teel she challenges your "Best Male Fighter" (this seems to be randomly chosen) to a duel. If you don't have a Male in your party, you can't get her. If you turn her down, she leaves forever. Where she is: Area E of Temple (x 273 y 303) Tiax 9 16 16 10 12 9 Gnome Cleric/Thief Chaotic Evil Tiax is a very bizarre fellow who believes that he will one day "ascend" to become the ruler of the Realms. He thinks that that is his "destiny" as foretold to him by Cyric. Special Abilities: Summon Ghast Where he is: Baldur's Gate SW Section (AR 1100, x 1440 y 1610) Xzar 14 16 10 17 16 10 Human Necromancer Chaotic Evil Xzar and Montaron will join you on the crossroads right out of Candlekeep, and they want to go investigate the Nashkel mines (who doesn't). He's also extraordinarily insane. If you reject him, he leaves forever. Where he is: Crossroads (E of Candlekeep) (x 4577 y 2693) -------------------------------------------------------------------------------- vi. General Strategies -------------------------------------------------------------------------------- ___________________________________ Play as Multiplayer, even if Alone: ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ It is quite beneficial to play every game as a multiplayer (although it does create a bit of a hassle). It gives you the benefit of being able to create all 6 players in your party rather than depending on NPC's, and you can also Export and Import characters in and out at any time. To create a Multiplayer game just click the Multi Player button. At the next menu click "Connect". Now you have to set the type of Multi Player (the top button), using Serial is fairly easy (although it requires that you have some Networking installed...) Now click "Create Game" (whenever you are playing by yourself in the Multiplayer always use "Create Game", never use "Join Game"!). Name the session to whatever you want, and enter in your own name. Finally click "New Game". Now you can create as many characters as you want. Then once they are all created, click the little skull icon by each created characters, and then click the "Done" button. Voila! Note: Another good effect of playing in the Multiplayer is that you can look at your inventory while paused! ________________________ Charisma is your friend: ッッッッッッッッッッッッッッッッッッッッッッッッ So what does Charisma really get you? Well if you have a low charisma you may not be able to get NPC's to join you, if you pass a quest, the treasure may not be as good as it normally would be, (or there may be no treasure at all!) and shops WILL charge you more. So don't skimp out on the charisma. __________________________ Low Dexterity, Not So Bad: ッッッッッッッッッッッッッッッッッッッッッッッッッッ If your stats just aren't turning out so good, consider skimping on Dexterity. Why? There are Gaunlets of Dexterity out there that bring you up to a full 18! Don't skimp out too much since as you still have to fight to get those gauntlets. You can find the Gauntlets at the entrance to the Gnollish Strong- hold (see the Nashkel and Gnollish Stronghold sections for more information). And if you skimp out on a LOT of Dexterity you will want to get down there as soon as possible! The downside of this strategy is if you find a Book that increases your Dexterity, it will increase your old Dexterity. So if you had a 3 before, and an 18 with the Gauntlets, you'll get a 4 base and still have 18. On the other hand... Don't skimp out on dexterity since it gives two things: First, a character with a high dexterity has a lower Armor Class, and Second, a high dexterity allows a character to actually hit the enemy when he attacks instead of missing him. Personally, I suggest skimping out instead on strength even for a fighter. It is better to hit the enemy often but with less force than to hit the enemy rarely but doing more damage (especially true when fighting magic users, you need to hit them just to break their spellcasting so there is no need to do a lot of damage, just as long as you hit them). _________________ Fighting Battles: ッッッッッッッッッッッッッッッッッ Let them come to you. When you first see an enemy, your first instinct may be to run over to it and slaughter it. Well don't. Let it come to you, and attack it there. This way if there are 50 more of these creatures, they won't see you and won't attack. You can then pick off each creature one at a time. This is especially useful in dungeons where the enemies may be more difficult. So when you first see an enemy (let's say that it's a Battle Horror), turn off the AI (it's the left button in the bottom right corner of the screen), and let him come up to you. You should also have your archers/mages hit the enemy with everything they can, but don't move any closer to the enemy! The last thing that you want is to fight TWO Battle Horrors at the same time! Also realize that some monsters (like Vampiric Wolves) require that you hit them with Magic Weapons only. You should never use Magic Arrows on a normal creature; you should save the arrows for enemies that need them, such as Battle Horrors, Demonknights, etc. Area spells can take out a lot of enemies without them even knowing that you are there. Suppose for a moment, that you are walking along, and a Gnoll comes to attack you. You immediately stop, wait for him to come to you and kill him. Well, where there is one Gnoll there are probably more, so you launch a fireball in the direction that the Gnoll came from, and immediately hear the screams of dying Gnolls. This is a great way to cut enemies down quickly, but you probably want to save your fireballs for bigger enemies than the common Gnoll. (fry the Dryads instead!) Another good example is if you are attacked by an NPC assassin of some sort. If you are out in the wild, it's likely that there is a party of them, so you launch a Fireball (or a Cloudkill) and kill them before they even know you exist. __________________________________ Monsters are constantly respawning ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ In some areas, monsters will keep respawning even if you kill them all. Sometimes, you can actually determine that monsters are respawning in the same general area in a map. Let's use an example: The Gnoll Fortress. Here, Gnolls keep respawning and always in the same spot; and, when respawned, they do not move or wander around aimlessly. So, once you have determined an area where they respawn, get rid of them and leave a character there. Monsters do not respawn if there is an eye of sight with a character (if a character is in the area and could immediately see the respawned monster). So, you can leave a couple of weak characters in those areas while the others handle the beating. There are some areas where this strategy will not work though. In Werewolf Island, Werewolves will keep respawning even with an eye of sight with a character (it is not a good idea to leave a low level mage where 4 Werewolves will be respawned when you will load a game). Another example is the Firewine Bridge Ruins. Although the Kobolds Commandos do not respawn when there is an eye of sight, there are a lot of places where they actually respawn and because when respawned, they wander around aimlessly so you can't leave a character behind (unless he's prepared to fight some Kobolds Commandos every now and then). _____________________________ Useful spells and tough NPC's ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ When fighting 2 or more difficult NPC's (assassination attempts come to mind), use the Charm spell to quickly turn the odds in your favor. If you have two magic users who can cast charm in the first round of a fight, not only does the enemy lose two characters, you gain them temporarily (so the odds can change from 10 enemies vs. 6 of you to 8 enemies and 8 of you). Once they are charmed, pull back your big bruisers from the front lines and replace them by the newly acquired members while continually pelting the remaining enemies with ranged weapons. If any charmed characters survive the encounter, simply force-attack them to get rid of them. If you have Dire Charm, use that instead of the regular Charm. Also, the spell Entangle is pretty useful to stop those annoying fighters with melee weapons from closing in on your party. Once entangled, they can't move and you can get rid of them easily and safely with ranged weapons. The spell Web is also good since a webbed creature can't even attack with a ranged weapon, but the spell can last for several rounds and could eventually web some of your own party members from round to round if they get in the affected area. Lightning Bolt, however, is a pretty crappy spell. Although it deals a lot of damage, it will usually hit a wall and come right back at the person who casted it. I've gotten rid of some enemy mages that way (the mage in Firewine, Davaeorn and Rieltar come to mind). They casted Lightning Bolt at my characters, I was hit once, moved out of the way and continued the beating afterward. The mage was then being hit by his own lightning bolt and by my characters. At that point, it was a bit tedious for him to not get hit by something when trying to cast a spell). Unless you are outdoors, don't use or memorize lightning bolt. Monsters summoning is a great spell. Although the summoned monsters do not do a lot of damage, their primary purpose resides in the cannon fodder that they become. While they keep the enemy busy, you can pick them off one by one with ranged weapons or spells (saving all your potions, and more potent spells for later more powerful enemies). When fightings werewolves in Balduran's Shipwreck or the Aec'Letec are great examples of where to use this spell. Fireballs and those other major area effect spells should be used only to weaken the enemy or for luring them to you and thus, do not memorize a lot of these (memorize others instead). These major area effect spells, when not cast at the right place, can literally damage your whole party so unless you know exactly where to cast them, don't use them. Keep them instead for when an area is completely filled with a group of weaker enemies to get rid of them quickly and with minimal damage (happens when you quickloads or loads a lot of times in the same map). The Crypts below Candlekeep is a good example of this (I once had 40+ skeletons archers pounding my fighter). Two fireballs got all of them. Fighting them any other way would have caused unnecessary damage to almost all my party members. Memorize a lot of Dispel Magic spells. Dispel Magic negates any magic affecting your party (fear, horror, paralysis, entangle, slow, etc...) while it can also be used to dispel the enemy magics that they use (haste, minor globe of invulnerability, protection from normal missiles, etc...). Never forget that casting dispel magic will negates both magics affecting your party and the enemy so knowing when to cast what spell when is crucial in an important battle. Usually, though, it is preferable to dispel everyones magic's than having one or more of your party members being paralysed, charmed, running in fear, etc... ________________________________________ Lure the enemy to you (especially NPC's) ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ This is a good tactic to use in battles with enemy NPC's. Keep your party away from the future battle ground and move only one of your character near the enemy's NPCs. When one of them see your character, quickly pull him back toward your main group then let the poor little dude get it. This way, you can chunk out some annoying NPCs before you tackle the rest (the group of mercenaries in the Eldercity and the last battle with Sarevok and friends come to mind). ___________ Save a Lot: ッッッッッッッッッッッ There are 3 times when you should definately save the game. When you win a battle, before you go to sleep, and everywhere else. You never know when you will go to a new area, have your best warrior charmed, and have half your party killed. So save often. Also don't just save over the same slot over and over, use at least 10 slots. This is especially necessary in Durlag's tower. This also means you should probably avoid the Quick Save. Well... not avoid, just don't use it exclusively. ________ Resting: ッッッッッッッッ No matter where you rest, you won't get very many HP from resting. So before you rest make sure to (after you save it, if you are not in an inn) heal everyone with spells. You get all magic memorized during the night, you do not, however, get all your HP's. In fact you only get 1 hp during a normal rest (you get more in an inn if you spring for the more expensive rooms). __________ The Guard: ッッッッッッッッッッ When you rob someone, they might summon the guard. Keep that in mind (you will want to save the game before you rob someone). Also bear in mind that the guard is strangely NOT summoned if you kill someone, like in an inn. To be more precise, the Guard is only summoned if you steal something with someone in the room who is able to summon the Guard. I'm not saying that you should kill people so that you can rob their room, it's just that you can kill SOME people without the Guard caring. How do they know that that person attacked you? In any case, if the Guard is summoned they will try to talk to you. If you can get away without them talking to you, you have gotten off scot free (not as easy as it sounds). You can't bribe them (at least you can't do it more than once), so tell them that you'll cleave them limb from limb, then simply leave the room. Don't attack them! Once you're out of the room you're fine, you can even come back later and they'll vanish. This way you lose only 1 reputation rather than the 5 or so you get by killing a Flaming Fist. ___________ Reputation: ッッッッッッッッッッッ You really want a high reputation. The higher the better. Even if you have an evil party you want a high reputation. If you have a good or neutral party, try for a reputation of 20, if you have an evil party, you still want a reputation of 18 (the highest you can go before all the evil people start leaving). Because of these various things, I would not recommend having a mixed alignment party. By mixed I mean good and evil combined. The best part about a good reputation is that everything is given the "hero discount", up to 50%! ____________________________________ Stealing without Loss of Reputation: ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ So you want to steal something from a house without losing reputation. It is actually quite an easy thing to accomplish. Simply de-equip your weapon, and whack all the people in the room until they are unconscious (be careful to not KILL the people, so turn off the AI, or de-equip everyone's weapons). Now you can steal anything you want. Since they aren't awake to complain about it, you can't lose reputation. _________________________ Cursed Protection scrolls ッッッッッッッッッッッッッッッッッッッッッッッッッ To give you an idea if the Protection from XXXXXX Scroll that you just found is cursed, give it to a character with a high Lore Ability (they can normally identify these scrolls without any magical means) and right click on it. If the scroll is still not identified at that point (you still do not know what that scroll does) then it probably is a cursed scroll. Another strategy is to keep one Identify spell memorized. Simply save before you identify the scroll, identify it (so you know if it is cursed or not and if it is worth keeping) then reload. __________________ Special Abilities: ッッッッッッッッッッッッッッッッッッ Your main character will gain new special abilities as you sleep. The first couple are "Cure Light Wounds" (assuming that you have a good reputation). They come in the form of strange dreams, which usually occur at the beginning of new chapters (when you sleep in an inn). You are not guaranteed to gain an ability just because it's a new chapter and you are sleeping in an inn, however, it will happen eventually. So which of the two will your character gain, good or evil? That depends on your Reputation (not your alignment). If it is 10 or above, you get the good abilities, if it is less than 10 you get the evil abilities. Reputation is checked at the time you have the "dream", not at the beginning of the chapter. (from Kelvin Groves) Good Abilities: Evil Abilities: --------------- --------------- 1. Cure Light Wounds 1. Larloch's Minor Drain 2. Cure Light Wounds 2. Larloch's Minor Drain 3. Slow Poison 3. Ghoul Touch 4. Slow Poison 4. Ghoul Touch 5. Draw Upon Holy Might 5. Vampiric Touch 6. Draw Upon Holy Might 6. Vampiric Touch ================================================================================ Baldur's Gate WALKTHROUGH: ================================================================================ A quick note on locations: To find out the location at the mouse cursor press the "L" key. The top left of the screen is the 0,0. Some locations that I list are the buildings that the people/things are in, when I do this I try to get the location of the door. So to find that person/thing just go inside! This is a sequential walkthrough, that is, it goes in the order that I went. I think that this is a good order, but you don't have to follow it. All the major places are the numbered sections, and the minor areas are represented by the little lettered sections. Feel free to do as many or as little of the lettered sub-sections as you wish. The Treasures line in each section lists only major treasures, such as magical items. It does not list all the treasures, like gold or gems, in the areas. I also don't list things like potions, and I know that I have missed some things here and there, if you find any, please email me! Note: All of the subquest rewards were taken with a high (18 or so) Charisma. If your charisma is lower than this, you may get a significantly lesser reward! -------------------------------------------------------------------------------- 1. Candlekeep -------------------------------------------------------------------------------- Companions (NPC's): none (although Imoen joins later) Plot: - Buy Equipment in the Inn (you start right by it). - Talk to Gorion to leave Candlekeep (x 2683 y 1756) Note: Once you leave Candlekeep, you can't come back. Subquests: - Phlydia's Book A little NE of the Inn, you will find Phlydia. She has lost her book, The History of Halruaa Go east, you will find a shed with hay and a cow. Check one of the bales of hay for the book. Return to Phlydia for your reward, a Lynx Eye Gem and 50 exp. Phlydia: Candlekeep (x 1601 y 311) Book: Candlekeep (x 3245 y 289) - Firebead's Scroll Inside the Inn is Firebead Elvenhair. He has lent a scroll to a scholar, Tethtoril, near the Candlekeep central area and wants you to retrieve it. Do so for a small reward, a Healing Potion, 50 exp and he casts Protection from Evil on you. Firebead: Candlekeep, Candlekeep Inn (x 198 y 404) Tethtoril: Candlekeep (x 3154 y 1304) - Fuller's Bolts If you're still in the Inn, buy some bolts, and take them to the barracks. There you will give your bolts to Fuller who apparantly can't walk up the street to get some himself. When you talk to Fuller, ask him if he has any errands for you to run. Talk to him again and give him the bolts for your reward, a dagger +1 and 50 exp. Barracks: Candlekeep (x 1570 y 2447) - Hull's Sword & Medicine While you are still in the barracks, in the NW corner is a chest. Open the chest and take the contents (a sword, and a bottle). Now take the sword to Hull, who is by the main gate. Talk to him, and he'll tell you that he forgot his sword. Talk to him again to give it to him. You get 20gp and 50 exp for your trouble. Barracks: Candlekeep (x 1570 y 2447) Hull: Candlekeep (x 3662 y 2431) - Nessie's Green Elixer Now we're going to finish up these subquests by going up to Nessie (the cow, she's by where you got the book for Phlydia). Talk to Dreppin (if you didn't talk to him before, you'll have to talk to him 3 times) and he'll take the potion from you, and you get 50 exp. Dreppin: Candlekeep (x 3264 y 430) - Killing Rats Talk to Reevor by the Storehouse, and he'll pester you to kill the rats in the storeroom. Go inside and do just that. Come back out and talk to Reevor again to get your reward, 5gp and 50 exp. Reevor: Candlekeep (x 4335 y 1454) Assassination Attempts (it gets its own category...hehe): 2 - Priest's Quarters (x 2961 y 437) Assassins: Shank -- Dagger, 20 exp - Bunkhouse (x 2055 y 2668) Assassins: Carbos -- Dagger, 20 exp Note: If you kill these assassins before they turn red and attack you, you get 2 exp. But at least your reputation doesn't decrease! Other: - Learn to Fight If you want to learn the battle system of Baldur's Gate in a controlled atmosphere, simply talk to the Gatewarden at (x 3065 y 3899) to set up a simulated combat experience. You get no items from it, however, nor do you get any experience. Orlandu sent me this: "You actually do get SOME xp from fighting in the illusionist's place, if you are fighting monsters he hasn't conjured up yet, up to the hobgoblins. It is just a tad hard to divide 1 xp to 6 people and get a whole number." edwardalacey sent me this: "During the prologue, there is an easy way to get some equipment for free. Accept the Gatekeeper's offer of training in party combat (you have to have only one person in your party to be able to do this) and take all the temporary NPC's equipment (they have, among other things, a Small Shield +1 and a Wand of the Heavens). Yes, I know the items disappear if you leave, but if you export your character, start a new game, and then import him/her again, you get to keep them." - Learn to Fight part 2 Another place to learn to fight is to talk to Jondalar (x 4094 y 1331). He will attack you, you attack back. Erik will sneak up behind you and shoot you with arrows. Don't worry, they don't damage you. You get nothing from this either. - Free Healing Potion Go to the healer's (x 3566 y 2932) and talk to the Priest of Oghma there, and tell him that you could use a little healing, and he will give you a potion of healing. -------------------------------------------------------------------------------- 1a. The Crossroads (2 areas: Area E of Candlekeep, Area S of Friendly Arm Inn) -------------------------------------------------------------------------------- Companions: Note: I wouldn't bother with Xzar and Montanon here unless you are forming an all evil party. S D C I W Ch - Imoen 9 18 16 17 11 16 Human Thief Neutral Good Imoen automatically will join you immediately after Gorion's death. Unless you run away, that is. Sometimes she comes with a Wand of Magic Missiles, now who did she steal that from? - Xzar 14 16 10 17 16 10 Human Necromancer Chaotic Evil Xzar and Montaron will join you on the crossroads right out of Candlekeep, and they want to go investigate the Nashkel mines (who doesn't). Where he is: Crossroads (E of Candlekeep) (x 4577 y 2693) - Montaron 16 17 15 12 13 9 Halfling Fighter/Thief Neutral Evil Montaron is the dumb half of Montaron and Xzar, and goes where Xzar goes. Where he is: Crossroads (E of Candlekeep) (x 4515 y 2707) Enemies: Gibberlings, Xvarts, Bandits, Wolves, 1 Ogre (see subquests below) Treasures: Girdle of Masculinity/Feminity (An Ogre and His Belts) Girdle of Piercing (An Ogre and His Belts) Plot: - You are now in the area where Gorion was killed, you need to go east, then north to get to the Friendly Arm Inn. Note: When you first enter the crossroads area, Elminster will talk to you. Subquests: - Chase and the Cliff Chase apparantly has nothing to live for, and is going to hurl himself off of a cliff. You can talk him out of it, but it's not readily apparant what effect this has on the game. (btw, no matter what you say to him, he doesn't jump.) Chase: Area E of Candlekeep (x 1458 y 2412) - An Ogre and His Belts There is an ogre here who has a belt fetish. Kill him and take the two belts. The larger looking belt is the Girdle of Masculinity/Feminity (changes your gender) and the smaller one is the Girdle of Piercing + 3 vs. piercing. You may want to wait to do this until you have more than 2 people. If you want, you can return the Girdle of Piercing to its owner, Unshey, in the Friendly Arm Inn (see that section below). Ogre: Area S of Friendly Arm Inn (x 4787 y 1665) Other: - Search Gorion's Body (area E of Candlekeep) You will find some treasure's around where Gorion was killed, including a letter that has some clue's about your origin. (x 3149 y 1373) - A downed Caravan (area S of Friendly Arm Inn) You can check out a destroyed caravan, but there's only 7 gp there to be had. (x 2348 y 3343) - Ring of Protection (from edwardalacey) On the map directly south of the Friendly Arm Inn there is a Ring of Protection +1, in a hole in a rock. Rock: Area S of Friendly Arm Inn (x 1006 y 1114) -------------------------------------------------------------------------------- 2. Friendly Arm Inn (AR 2300) -------------------------------------------------------------------------------- Companions: S D C I W Ch - Jaheira 15 14 17 10 14 15 Half-Elf Fighter/Druid True Neutral Jaheira and Khalid were good friends of Gorion, and will go with you every- where. However, if you say "No" to them the first time they want to join, you won't be able to get them. Ever. Where she is: Friendly Arm Inn, Ground Floor (x 329 y 685) - Khalid 15 16 17 12 10 9 Half-Elf Fighter Neutral Good See Jaheira above for a description. Where he is: Friendly Arm Inn, Ground Floor (x 329 y 685) Enemies: Hobgoblins Plot: - Beat the assassin, Tarnesh, to gain entrance to the Inn - Talk to Khalid and Jaheria and get them to join. They tell you to go to Nashkel to the south to find out about this tainted ore thing. Subquests: - Unshey's Belt If you want to part with the Girdle of Piercing (which I wouldn't), talk to Unshey in the Friendly Arm Inn to get a reward: History of Tethyr, 95gp, and 800 exp. Unshey: Friendly Arm Inn, Second Floor (x 1190 y 753) - The Noble's Golden Pantaloons On the third floor of the Friendly Arm Inn you will find a nobleman who mistakes you for the laundry service of the inn, and he gives you his Golden Pantaloons for washing. You can't do anything with the pantaloons so give them back to the Noble for 100 exp. Not bad for not doing a thing. Noble: Friendly Arm Inn, Third Floor (x 336 y 673) - Landrin's Spiders Landrin's house in Beregost has been overrun by spiders, and that is why she is hiding in the Friendly Arm Inn. She gives you a bunch of antidotes and promises a reward if you bring back the body of the spider, her husbands boots, and some wine. Go to Beregost, and into the house by the Jovial Juggler. Kill the spiders, and take the 3 items and return to Landrin for your reward: for the boots (300 exp, 120gp), for the Spider Body (200 exp, 100gp), and for the wine (300 exp, 75gp). Landrin: Friendly Arm Inn, Third Floor (x 796 y 735) Spiders: Beregost (x 3078 y 3416) - Joia's Flamedance Ring Hobgoblins north of the Inn have swiped Joia's flamedance ring. Kill them to get it back. Joia is in the house just to the west of the outer gate in the inner grounds. She won't give you anything, but you get 400 exp and Rep + 1. Hobgoblins: Friendly Arm Inn (x 2554 y 292) Joia: Friendly Arm Inn (x 1536 y 2484) - Ring of Wizardry (from edwardalacey) When you arrive outside the Friendly Arm Inn, walk along the bottom of the map, to the east. You find a large tree with a slightly darker patch on the ground nearby, at x=2555, y=3759. If you move the mouse over it you will find that it is a container and contains the Ring of Wizardry (x2 Level 1 spells). This is hard to find but it is there. Ring: Friendly Arm Inn (x 2555 y 3759) Assassination Attempts: 1 - Steps to the Entrance (x 3364 y 2252) Tarnesh -- 120 exp, 58gp and 3 spells -------------------------------------------------------------------------------- 2a. North of the Friendly Arm Inn (2 areas: Farm N of FAI, and the BG Bridge) -------------------------------------------------------------------------------- Companions: S D C I W Ch - Ajantis 17 13 16 12 13 17 Human Paladin Lawful Good Ajantis is a simple person, all he wants to do is vanquish evil. Where he is: Farm N of Friendly Arm Inn (x 1572 y 3139) Enemies: Bandits, Ankhegs (Ankheg shells can either be sold or made into an armor, see the Beregost section for more information) Treasures: Flail +1 (The Fisherman and the Sea Priestess) Wand of Fire ッッ| Chain Mail +1 | Dagger +1 |-- (Farmer Brun's Son, Cave of the Ankhegs') Dart of Stunning | Dart of Wounding __| Plot: - We're here to pick up the NPC Ajantis (if you want a Paladin, that is), and to do the subquests here. (they have good experience!) Subquests: - The Fishermen and the Sea Priestess Seems that whenever these fishermen get out on their boat, a horrible storm appears and disrupts their fishing activity. They blame the Priestess of Umberlee, Tenya, for cursing them unjustly--or so they claim. Agree to help them, and go north again to the Baldur's Gate Bridge. (unless you want to fight a lot of Ankhegs, when you go north, stay as far to the west as you can manage!) Don't actually cross the bridge, but head as far north as you can manage. Once you have found the Priestess' cottage, save it, and move the members of your party around her. Talk to her, and say that you have come to end her "villainous deeds". After a short battle, she should talk to you (if you killed her, reload!) and tells you that the fishermen are the real menace here (they are, btw). Go back, talk to the fishermen and demand the bowl, then kill the fishermen, and take their Flail +1. Give the Bowl to the Priestess to get your reward: 2500 exp. Fishermen: Farm N of Friendly Arm Inn (x 700 y 2643) Priestess: Baldur's Gate Bridge (x 3989 y 720) - Farmer Brun's Son (or the Cave of the Ankheg's) Warning! This subquest is a little more difficult since you have to fight the mighty Ankheg's! So if you don't feel up to it, don't try it! Just to the East of the Fishermen you will find Farmer Brun. It seems that his son has gone missing. Agree to help him. Go a little to the west to what appears to be a giant pit in the ground, and go into it. Go down the tunnels to the east, when you get the option, you usually want to take the north path. Eventually you will find a treasure horde, in which you will find Wand of Fire, Chain Mail +1, Dagger +1, Dart of Stunning, Dart of Wounding, 2 spells (Dire Charm and Ghost Armor), 3 potions (Cloud Giant Strength, Antidote, and Magic Protection), 560 gp, and Nathan's corpse. (In case you are wondering, there is nothing else down here except for more Ankheg's) Return with the corpse to Farmer Brun's to get your reward: 500 experience points. NCPFLJohn sent me this: "after you bring farmer brun his son back from the ankheg pit talk to him again and chose to give him 100gp because it is weighing you down. He will graciously accept your money and give you 1000 exp.Pts. And a reputation +1." Farmer Brun: Farm N of Friendly Arm Inn (x 3492 y 2328) Ankheg Pit: Farm N of Friendly Arm Inn (x 2137 y 2404) Nathan's Body: Ankheg Pit (x 2458 y 137) Other: - Gerde and the Ankheg Fighting You may find Gerde around. She explains a few things about Ankheg's and will let you hunt up to 9 of them. Kill every Ankheg that you can find on the screen and she will give you 75 gp. - There are some various minor treasures locked in the 3 houses here. Nothing more than about 32 gp though. Note: The Baldur's Gate Bridge is important later, and we will come back this way again. -------------------------------------------------------------------------------- 3. Beregost -------------------------------------------------------------------------------- Note: When you first enter Beregost, in addition to having to watch a little movie (which is on Disc 2), you also get some directions from Golin Vend. Companions: S D C I W Ch - Kagain 16 12 20 15 11 8 Dwarf Fighter Lawful Evil Kagain runs a Mercenary business, and one of his caravans has disappeared. Help him recover it, and you get to keep what you find. Goodie. Take him to the Area S of the Friendly Arm Inn and he will get disgusted with looking for Caravans, but will still stay in your party. Where he is: Beregost (Shop North of Feldepost Inn) (x 1549 y 2031) - Garrick 14 16 9 13 14 15 Human Bard Chaotic Neutral Garrick will join you only after you finish the Silke subquest (see below). Where he is: Beregost, by the Burning Wizard Inn (x 2564 y 2284) Enemies: none Treasures: Ring of Protection +1 (Mirianne's Letter) Medium Shield +1 (Bjornin's Half-Ogres) Staff +1 (Silke) Algernon's Cloak (Algernon's Cloak) Ankheg Armor (Ankheg Armor) Plot: - We're just passing through Beregost on our way to Nashkel in the south, but there are a great many subquests here to do, and I would suggest doing all that you feel you can. Especially the Ankheg Armor (check in Other below). Subquests: - Mirianne's Letter Just south of Beregost you will find two Ogrillons, and on one of their bodies is a letter for a Mirianne, who lives in Beregost. Take her the letter and she will give you a Ring of Protection + 1 and 300 exp. Mirianne: Beregost (x 4804 y 2086) Ogrillons: Area S of Beregost (x 3850 y 1460) - Firebead Elvenhair's Book You'll find Firebead in Beregost (he was also in Candlekeep while you were there) and he wants you to pick a book up for him, the History of the Fateful Coin. You can find it across the street in the Feldepost's Inn (for 2gp). Give him the book and you get 300 exp, the History of the Dead Three, and a Reputation + 1. Firebead: Beregost (x 2044 y 2905) Feledepost's Inn: Beregost (x 1406 y 2640) - Marl the Drunk Marl is in the Feldepost Inn, and he has had his fill of adventurers. He accosts you in the bar, and you can fight him (650 exp), but you can also talk him out of fighting. Choose options 1, 1, 3, 3, 1. For your trouble you get 900 exp. Interestingly enough, if you choose to kill him you do not get a decrease in reputation. Marl: Beregost, Feledepost's Inn (x 1406 y 2640) - Kagain's Quest Kagain lost a caravan that he was protecting, and a noble's son was kidnapped by bandits. Agree to help him get the kid back, and he will join with you. Kagain: Beregost (x 1516 y 2030) - Landrin's Spiders Part 2 We first heard of this quest back in the Friendly Arm Inn, and now we can finally complete it. Go to Landrin's house, it is the one just to the left of the Jovial Juggler Inn. Inside will be several spiders. Kill them, and one will leave behind a spider body for you to take. Also take the Worn Out Boots and the Wine in the chest by the bed. (you don't want to use either, since we are returning them to Landrin back in the Friendly Arm Inn) Take the items back to Landrin for your reward: for the boots (300 exp, 120gp), for the Spider Body (200 exp, 100gp), and for the wine (300 exp, 75gp). Landrin: Friendly Arm Inn, Third Floor (x 796 y 735) Spiders: Beregost (x 3078 y 3416) - Gurke's Cloak The Dwarf Gurke, whom you can find in the Jovial Juggler Inn, has had his cloak stolen from him by some Tasloi in the Cloakwood Forest. You will find it semi-hidden under a tree. Take it and return to Gurke, who doesn't actually want it anymore to get your reward: 300 exp, and you get to keep the Cloak of Non-Detection. Gurke: Beregost (x 3760 y 3627) Cloak: Cloakwood Forest One (x 4391 y 3472) - Bjornin's Half-Ogres The Paladin Bjornin, who is recuperating in the Jovial Juggler Inn, was beaten by some nasty Half-Ogres south south-west of Beregost. (Go south twice, then west once) Go there and defeat all the Half-Ogres that you can find, then return to Bjornin to get your reward: Medium Shield +1, 400 exp, Reputation +1 Bjornin: Beregost (x 3760 y 3627) Half-Ogres: Area S-SW of Beregost - Silke If you talk to Garrick, who is in front of the Burning Wizard Inn, he asks for your help in defending the Lady Silke. Agree to his proposal, and follow him to Silke. Talk to Silke, if she likes the look of you she will offer to pay more than what Garrick offered (I got 400 offered). The "thugs" will show up, but act like Silke had hired them for some purpose, and now she had double crossed them. Refuse to kill them and instead kill Silke (900 exp, 400gp, Staff + 1, Potion). Talk to one of the men who Silke was going to kill to get a Potion of Defense. Lastly, if you want, you can get Garrick to join your party. Garrick: Beregost (x 2498 y 2267) Silke: Beregost (x 3455 y 2143) - Zhurlong's Boots In the Burning Wizard Inn you will find a "pesky" thief named Zhurlong. He was going about his business (stealing from people like you) and had his Boots of Stealth stolen by some Hobgoblins. You can find these Hobgoblins to the south of Beregost. Oh, and did I mention that he swipes gold from you everytime you talk to him? Return the boots to get your gold back, and to get a reward: 300 exp, 100gp (plus whatever he stole from you). Or you could keep the boots, they are Boots of Stealth (stealth +35%). Or you could give him the boots, then kill him and take the boots back, suffering no loss in reputation. Zhurlong: Beregost (x 2649 y 2030) Hobgoblins: Area S of Beregost (x 1865 y 2449) - Perdue's Short Sword (from Operador de Sala and edwardalacey) You can find Perdue in the Red Sheaf Inn. A Gnoll has stolen his short sword in High Hedge. Be careful when you talk to Perdue, because you can easily lose this subquest. He tells you abaut a Dog Face and you have to say to him if the Dog Face is a Gnoll. Give the sword to Perdue for your reward: 50 gp and 500 exp. The correct conversation thread is 1,2,1,1. Perdue: Red Sheaf Inn (Beregost) (x 3273 y 2124) Gnoll: High Hedge (W of Beregost) (x 3780 y 2818) Assassination Attempts: 1 - Inside the Red Sheaf Inn (x 3273 y 2124) Karlat -- 270 exp, Chain Mail, Shield, 38 gp Other: - Gyllian In the Feldepost's Inn you may meet a very drunk lady who goes by the name of Gyllian. She asks you to join her, but then disappears. Is she somehow important? - Robbing Houses There are a great many houses in Beregost that you can rob. I would send in only your thief, and once inside, immediately save it. Then rob the house. If any of the chests are locked, try to pick it first, then bash it. If you get caught, re-load and try again. If you don't get caught, your reputation can't go down! - Algernon's Cloak In the Feldepost's Inn on the second floor you will find a fat man named Algernon. Pick his pocket so steal his wonderful cloak. (save it before you do this, as if it fails, he will attack and you lose reputation) So what is so special about the Cloak? Well it has the obvious effect of +2 Charisma. But if you use it as an item (click on the backpack icon) you can charm people/animals/monsters. Cool. Feledepost's Inn: Beregost (x 1406 y 2640) - Oogie Wisham's fear of Paladins On the second floor of the Jovial Juggler you will find Oogie Wisham, who has a dreadful fear of the Paladin Bjornin. Nothing you say will fix his irrational fear. - Ankheg Armor If you have an Ankheg Shell you can either sell it for 500gp, or you can turn it into a very nice armor (AC 1) for 4000gp. Talk to Taerom in the Smithy about it and try to get the armor made (it's the first option in your dialogue). If you have 4000gp good, but if not, you can always go hunt down Bassilus for the money. See the 3b. Area SW of Beregost section for the Bassilus subquest. It will take him about 10 days or so to make the armor. Smithy: Beregost (x 4615 y 2828) -------------------------------------------------------------------------------- 3a. High Hedge (West of Beregost) -------------------------------------------------------------------------------- Companions: S D C I W Ch - Kivan 18/12 17 14 10 14 8 Elf Ranger Chaotic Good Kivan wants to hunt some bandits. If you kick him out of the party, he stays gone for good! Where he is: High Hedge (x 3652 y 1472) Enemies: Skeletons, Gnolls, Gnoll Slashers, Flinds, Ghasts Plot: - We've come to High Hedge for a few reasons, to pick up the Ranger Kivan, who makes a good addition to a good aligned party, and to enter High Hedge to talk to the Wizard Thalantyr there. He sells many great and wonderful things, magical items, and spells! You will have to talk to him twice to get him to talk to you. Also be wary of his Flesh Golems! Subquests: none Other: - At the entrance to High Hedge you will find a burgler named Permidion Stark. He is planning the Greatest Heist of all time, robbing the High Hedge. Of course, he gets scared and runs off. It would seem that there are Flesh Golems inside, and that they are too much for him. - There is an Aquamarine Gem (value 75gp) in a house at (x 1757 y 1526) -------------------------------------------------------------------------------- 3b. Area SW of Beregost (South of High Hedge) -------------------------------------------------------------------------------- Companions: none Enemies: Wolves, Skeletons, Ghasts, Hobgoblins, Hobgoblin Elites Treasues: War Hammer +2 (The Dark Cleric Bassilus) Plot: - We're here mainly to kill Bassilus and then to take his holy symbol to the Temple East of Beregost for the 5000gp reward! Subquests: - Melicamp the Chicken In the North East of this area you will find a talking chicken being attacked by a wolf. Kill the wolf and talk to the chicken. Turns out he is Melicamp the Mage, and he appears to have polymorphed himself into the form of a chicken, but now can't reverse it. You can try to dispel it, but if you fail, then he asks you to take him up to High Hedge where Thalantyr can reverse it. When you are back in the High Hedge area, find a skeleton and kill it (they're around), and take its skull. You'll need it. Go inside and talk to Thalantyr. Once he is done talking, and has told you to go get a Skull, talk to him again. (I would save it before doing so, however) Thalantyr will cast "antichickenator" and there is a 50% random chance that it will work. (which is why we saved it! If it didn't work, simply reload) Reward: 2000 exp, and a reputation +1 Melicamp: Area SW of Beregost (x 4543 y 407) Thalantyr: High Hedge (x 2922 y 2619) - The Dark Cleric Bassilus As you may know from Beregost, Bassilus has a bounty on his head the size of 5000gp. Bassilus is located to the south and east of the area, and getting there you may encounter Footy from Beregost, who was looking at Bassilus' "spooks". Go near him, and talk to him, he will mistake you for a long lost parent (depending on your gender, mother or father). In order say this, 3, 1, 1. He will get angry and lose control of his skeletons and zombies (they all fall down, dead once more). All you have to do now is to defeat him! (exp 975) Take at least his Holy Symbol (you will probably also want that War Hammer +2, leave the Gauntlets where they are--they're cursed) and go to the Temple East of Beregost. Talk there to Keldath Ormlyr to get your reward: 5000gp, 1000 exp Bassilus: Area SW of Beregost (x 4229 y 2797) Keldath Ormlyr: Temple E of Beregost (x 1233 y 1064) Other: - Zargal the Hobgoblin You may encounter Zargal near the center of the Area. He wants all your money. If you don't give it to him, expect a fight. He gives 650 exp, and his 2 cronies each give 165, so not bad. Zargal: Area SW of Beregost (x 2886 y 2457) -------------------------------------------------------------------------------- 3c. Area S-SW of Beregost (south of Bassilus' area) -------------------------------------------------------------------------------- Companions: none Enemies: Half-Ogres, Skeletons, Gnolls, Hobgoblins, Ogres, Flinds Plot: - We're here to finish the Half-Ogre killing quest that Bjornin requested. Subquests: - Bjornin's Half-Ogres (see the Beregost section above) - Help Drizzt Do'Urden Somewhere near the center of the map you will find Drizzt being attacked by some Gnolls. He will ask for your help in defeating the Gnolls. Agree and attack them. Once the Gnolls are slaughtered, you can talk to Drizzt (of if you prefer, you could try to pick his pocket, although if he catches you...) and tell him about how things are in this area. He will tell you to try to join up with the bandits in order to defeat them. Drizzt: Area S-SW of Beregost (x 2644 y 2107) - Kill Drizzt Do'Urden Alternatively, you could kill Drizzt and take his neato items. KyleEChu sent me this: "Here's a tip I use all the time: The Best Way to Kill Drizzt! The best time to do this is when your reputation is 14. Killing Drizzt will incur the same penalty as killing an innocent. At 14, you only lose 5 points. Equip your entire party with projectile weapons, and stock up on ammunition. Have everyone carry as much ammunition as they can. Ask a sacrificial NPC to join. Garrick or Edwin are good for this purpose. Now go to the area where Drizzt is (S-SW of Beregost) and position your main party on the south edge of the small island in the middle of the lake. The south shore of the lake should just be visible to them. Select your sacrificial NPC and approach Drizzt. When he tries to talk to you, lure him to the south shore of the lake so that your main party can see him. Threaten Drizzt and he will attack, and most likely smash your sacrificial NPC into pieces. He will not be able to reach the rest of your party. Select your main party and let him have it! Because you are low-level and he has a high AC, you need to practically rely on critical hits to damage him. After you knock off his 96 HP, he finally falls and you can go get his stuff." Other: - Teyngan the Bandit Teyngan is a humble bandit, all he wants is your money or your life. Him and his two bandit cohorts, Jemby and Zekar will fight you if you don't surrendur all your money. Caution, Jemby is a mage! Defeat them and steal their treasures. Teyngan: Area S-SW of Beregost (x 3851 y 1348) - Chelan & Torlo Seems the iron shortage has put these poor sods out of work, and they now fish 24 hours a day. Chelan: Area S-SW of Beregost (x 2153 y 1179) Torlo: Area S-SW of Beregost (x 1581 y 1064) - Abandoned House House: Area S-SW of Beregost (x 1385, 714) -------------------------------------------------------------------------------- 3d. Area S of Beregost -------------------------------------------------------------------------------- Companions: none Enemies: Hobgoblins, Ogrillons, Ghouls Treasures: Boots of Stealth (Zhurlong's Boots) Plot: - There are 2 subquests here to finish, Zhurlong's Boots and Mirianne's Letter Subquests: - Zhurlong's Boots (see the Beregost section above) - Mirianne's Letter (see the Beregost section above) Other: - Submerged House House: Area S of Beregost (x 3159 y 1559) - Bub Snikt You may find the Ogre hunter Bub Snikt around, he isn't very helpful, however. Bub Snikt: Area S of Beregost (x 1350 y 1781) - Flaming Fist accosts you as Bandits A Flaming Fist mercenary will accuse you of banditry near the southern end of the road. Deny that you are a bandit, and explain that you are hunting bandits, because you are adventurers. Flaming Fist: Area S of Beregost (x 3635 y 2911) -------------------------------------------------------------------------------- 3e. Area N of Nashkel (South of Area S of Beregost) -------------------------------------------------------------------------------- Companions: none Enemies: Kobolds, Hobgoblins Plot: - We're only passing through here on the way south to Nashkel. Subquests: none Other: - Lord Foreshadow If you want to talk to a snob, I mean, noble you can talk to Foreshadow. He is from Waterdeep, and he doesn't care much for the Sword Coast. Snob. Foreshadow: Area N of Nashkel (x 483 y 3526) - Hobgoblin Camp Camp: Area N of Nashkel (x 3288 y 807) - Portalbendarwinden The old (and somewhat naked) hermit Portalbendarwinden can be found near the SE of the Area, complaining about adventurers. He is a rather unpleasant person, and the only information that you can get out of him is that you have a shiny aura. Goodie. Portalbendarwinden: Area N of Nashkel (x 4077 y 2796) -------------------------------------------------------------------------------- 3f. Temple (Area E of Beregost) -------------------------------------------------------------------------------- Companions: none Enemies: War Dogs, Wargs, Vampiric Wolves (be careful of these, only magic weapons can harm them!), Dread Wolves, Brown Bears, Hobgoblins Plot: - Not much to do here, although a lot of things happen in the Temple. (i.e. you give him Bassilus' holy symbol, and you bring him wyvern heads) Subquests: - The Town Drunk In the NW of the Area you will encounter a very drunk person, who demands (none too wisely) all your money. He'll even claim that he is a LICH and that he will smite you with his magic powers. It doesn't matter much how you end this one. Drunk: Temple (x 384 y 224) Other: - Vestibule There is a Vestibule here with a couple priests inside. Whee. Vestibule: Temple (x 474 y 864) - Galileus The Sage Galileus is observing the Heavens near the center of the Area. You can talk to him, but it doesn't much matter, all he says is that there are "interesting things" about to happen. Galileus: Temple (x 3018 y 1279) - Ashen If you haven't talked to enough nobles from Waterdeep, here's another one, and this one is twice as snooty! Ashen: Temple (x 913 y 2439) - Cattack the Hobgoblin You will find Cattack and his merry band of Hobgoblins near the West Central part of the Area. Like most talking monsters he just wants all your money. Don't give it to him and fight him instead. (oh and you can't join his group so don't bother asking!) Cattack is only worth 120 exp, and has middling treasures. Cattack: Temple (x 3521 y 2556) -------------------------------------------------------------------------------- 4. Nashkel (AR 4800) -------------------------------------------------------------------------------- Note: When you enter Nashkel for the first time, you get to watch a little movie (which is on Disc 3). This should also begin Chapter 2. As you cross the bridge into the town, you will have to talk to the soldier Bardolan. Tell him that you won't be any trouble, and he'll leave. Companions: S D C I W Ch - Minsc 18/93 15 15 8 6 9 Human Ranger Neutral Good Minsc's life partner Dynaheir was kidnapped by Gnolls, and he wants your help to get her back! If you don't rescue her in a timely fashion, Minsc will leave. Furthermore if you refuse to rescue Dynaheir, he'll attack you. Where he is: Nashkel (x 3387 y 1957) - Edwin 9 10 16 18 9 10 Human Conjurer Lawful Evil Edwin wants your help in hunting down and killing Dynaheir. If you talk to Edwin with Dynaheir in your party you would think that he would attack, or at the least wouldn't want to join, but he will. Although he has some bad things to say about Dynaheir. If you refuse him with Dynaheir in your party he leaves forever. Where he is: Nashkel (x 2883 y 2959) Enemies: none Plot: - We're here mainly to get information about the troubles that we've been hearing about. Talk to Berrun Ghastkill near the church, and he will tell you that there are "demons" in the mines who prevent anything from being mined there. He asks you to go into the mine and find what is wrong, and deal with it. After you have cleared this Quest talk to Berrun again to get your reward: 1000 exp, 900 gp, and a Reputation +1 (for more info see section 6. Nashkel Revisited) Berrun: Nashkel (x 2291 y 1298) Subquests: - Captain Brage You will hear from the Priest of Helm of how Brage went insane and ran off. For more info check out the Area S of Lighthouse sub-section. - Oublek Oublek will mistake you for the mercenary called GREYWOLF who was hired to kill a local bandit named Tonquin. He then offers to give you 200 gp. Refuse it by saying that you are not GREYWOLF, and you get a reputation +1. Oublek: Nashkel (x 2813 y 1648) - Joseph's Greenstone Ring Part 1 In a house you will find the wife of Joseph, if you ask her for any information on the mines she will tell you to keep a look out for Joseph, and that his identifying feature is his Greenstone Wedding Ring. (see the Nashkel Mines section for more information) Return with it, and give the Ring to her to get your reward: 800 exp. Joseph's Wife: Nashkel (x 4224 y 2919) Ring: Nashkel Mines Interior Third Level (x 1596 y 260) - Minsc and Dynaheir Near the town barracks you will find Minsc, who will join you if you offer to help him free his life partner Dynaheir (he leaves if you spend too much time not doing anything related to that quest). She was captured by Gnolls and is currently being held in the Gnollish stronghold far to the west. Minsc: Nashkel (x 3387 y 1957) If you rescue her you also get 800 exp. Dynaheir: Gnollish Stronghold (x 2529 y 1440) - Noober The most annoying person in the entire Realms can be found in Nashkel, and his name is Noober. If you manage to put up with him long enough, he will eventually "run out of things to say" and wander off. (after you get a small reward of 400 exp) Personally I'm not usually that patient, and cast Polymorph Other on him to let him live the rest of his life as a squirrel. Such touch choices we have in life. Noober: Nashkel (x y ) Assassination Attempts: 1 Inside the Nashkel Inn (x 1372 y 611) Neira -- 650 exp, Helm of Infravision, Scale, Club, M. Shield Other: - Daer'Ragh isn't quite dead Go look in the cemetery for the grave of "Mark D" and you will find that its occupant isn't quite as dead as he pretends to be. If you keep bothering the grave, he will summon a host of Phoenix Guards to kill you. When you kill a Phoenix Guard, they immediately return, but if you kill them again, they explode in a fireball. Nasty. Grave: Nashkel (x 2926 y 1285) - Volo You can find Volo in the Belching Dragon Tavern. Volo: Nashkel (x 2761 y 2374) -------------------------------------------------------------------------------- 4a. Carnival -------------------------------------------------------------------------------- Note: I don't think that it is possible to win at gambling here, so don't try it! Companions: S D C I W Ch - Branwen 13 16 15 9 16 13 Human Cleric True Neutral To get Branwen in your party all you have to do is to free her from the Petrification enchantment that was placed on her by the Mage Tranzig. Free her using a Stone to Flesh spell (you can buy them in Nashkel for 168gp or from Zeke at the Carnival for 500gp). Where she is: Nashkel Carnival (x 3253 y 2882) Enemies: Kobolds Treasures: Knave's Robe (Zordral) Plot: - The only real reason to come here is if you need a Cleric, you can pick up Branwen (see the Branwen subquest below). Subquests: - Branwen the Statue Cleric You will find the Statue of Branwen near the center of the carnival. To free her from the enchantment you have to use a Stone to Flesh spell. You can buy a scroll either back in Nashkel (168gp) or from Zeke who is standing a little to the SW (500gp). Once freed she will gladly join your party. Branwen: Carnival (x 3253 y 2882) Zeke: Carnival (x 3052 y 3103) - Zordral It would seem that Zordral is convinced that Bentha is a witch, and is about to kill her, when you enter the tent. You can't really talk him out of it, so say options 1, then 1 again. He will get violent and attack you. Kill him (900 exp, 2 spells, Knaves Robe, 79gp), and then talk to Bentha. If you ask for a "trinket" she will give you an Antidote, if you ask for information she tells you that Volo is staying in the Nashkel Inn. And if you say that the deed was its own reward, she gives you the Antidote anyway. Zordral: Carnival (x 2271 y 3042) Other: - Lord Binky, the Buffoon For some measure of entertainment you can talk to Binky. However, Binky just wants to make fun of you, so don't expect anything profound from the meeting. Binky: Carnival (x 2003 y 3100) - Vitiare the Thief In a tent you will be robbed of 100 gp by Vitiare the Thief. Easiest way to avoid this is to not go into the tent! Although since it is a thief, you could steal from him (payback time). But for that, you'll have to kill him. First, save your game. Equip all of your characters with ranged weapons then, enter the tent and immediately, pause the game. Now tell one of your fighters to go speak to him and unpause. If you did this right, Vitiare won't move and will wait for your fighter to get near to initiate the conversation. Once he steals 100 gp from you and tries to get away, force-attack him with all of your party members. You have to be quick and kill him before he gets to the exit of the tent or he'll be gone forever. If he gets away, reload and try again. Killing him gives you: 12 xp, a Dagger, 1 Healing Potion, 1 Potion of Master Thievery, 1 Potion of Agility and 173 gp. Don't worry, you won't lose any reputation points for killing him. Vitiare: Carnival (x 1555 y 2928) - The Merchants Two Potions In one of the tents you will find a Merchant who sells "Wonders". But due to the Iron Shortage, all he can sell are two potions, each for 50gp. One is a Titan's Might potion which sets your Strength to 25, but makes you dumb as a post. The other does the reverse, makes you smart as Elminster, but weak as a lamb. Each potion lasts about 24 hours. So use caution before using one of these! Personally, I suggest you sell them for 250 gp each (easy money for low level characters at the start of the adventure). Merchant: Carnival (x 1865 y 3518) - The Great Gazib and The Amazing Oopah The Great Gazib puts on quite a show each time you speak to him by making his Ogre friend (Oopah) explode. Of course, on the third time, Oopah is angry of exploding for puny pink weaklings and wants to smash their faces. So be ready to fight Oopah the third time you speak to The Great Gazib. Your reward: 270 xp for killing Oopah. The Great Gazib and The Amazing Oopah: Carnival (x 1283 y 3202) -------------------------------------------------------------------------------- 4b. Area W of Nashkel -------------------------------------------------------------------------------- Companions: none Enemies: Xvarts, Cave Bears, Wolves Treasures: Bracers AC 8 (Cave Bear Cave) Flail +1 (Cave Bear Cave) Plot: - This area isn't that significant (unless you hate Xvarts), so we're just passing through to get to the Gnollish Stronghold and Dynaheir. Subquests: none Other: - Xvart Village You will probably want to attack the Xvart Village here. When you encounter the leader of the Xvarts, Nexlit, he will summon their protector, a Cave Bear named Ursa. Village: Area W of Nashkel (x 3540 y 1978) - Cave Bear Cave Just to the north of the Xvart village is a cave that contains one Cave Bear and 3 treasures: Bracers AC 8, Potion of Fire Resistance, and a Flail +1. Cave: Area W of Nashkel (x 4256 y 909) - Borda the travelling salesman In the eastern part of this area you will find Borda, who wants to sell you a few things. If you buy something from him, BEWARE, they will be cursed! Borda: Area W of Nashkel (x 669 y 1482) -------------------------------------------------------------------------------- 4c. Area N of Gnollish Stronghold -------------------------------------------------------------------------------- Companions: none Enemies: Ogre Berserkers, Hobgoblins, Gibberlings, Wild Dogs, Ogrillons, Ogres Treasures: Long Sword +1 (Neville the Bandit) Boots of the North (Jared and the Mountain Bear) Plot: - We're just passing through here going to the Gnoll Fortress to the South. Subquests: - Neville the Bandit How you talk to Neville completely changes the outcome. If you ask that his men come out of hiding, he attacks you. (he is worth about 650 exp and has a Long Sword +1 too) If you ask for all his gold, he steals some of yours (but you get 100 exp from that action). Neville: Area N of Gnollish Stronghold (x 3796 y 852) - Jared and the Mountain Bear The nobleman Jared is deathly afraid of a Bear on the other side of the south bridge here. Go across and kill the bear. Then return to Jared to get your reward: Boots of the North, 150 exp. Jared: Area N of Gnollish Stronghold (x 4673 y 3665) Bear: Area N of Gnollish Stronghold (x 3215 y 3494) Other: - The Eating Ogre There is an ogre by a fire who is not interested in fighting, all he seems to want to do is munch. Talk to him twice to get him to fight you. Ogre: Area N of Gnollish Stronghold (x 415 y 920) -------------------------------------------------------------------------------- 4d. Gnollish Stronghold (AR 5100) -------------------------------------------------------------------------------- Note: When you first visit the Gnollish Stronghold you get to watch a little movie (on Disc 3) which reveals where the Gnolls put their prisoners, and what happens to those prisoners as well. Also note that most the enemies in the fort are constantly re-spawning, so even when you just kill a group of gnolls they could almost immediately come back. Companions: S D C I W Ch - Dynaheir 11 13 16 17 15 12 Human Invoker Lawful Good Dynaheir was kidnapped by the Gnolls, and must be rescued with Minsc in your party. She is also linked to Minsc and if one leaves, the other does too. She makes a good mage because she already knows such spells as Fireball. Where she is: Gnollish Stronghold (x 2529 y 1440) Enemies: Gnolls, Half-Ogres, Xvarts, Carrion Crawlers, Gnoll Slashers, Gnoll Veterans, Gnoll Chieftan Treasures: Gauntlets of Dexterity (Gnarl, Hairtooth, and the Gauntlets of Dex.) The Tome of Leadership and Influence (Charisma +1) Plot: - There is only really one reason to come here, and that is Dynaheir. If you are coming with Minsc you are coming to rescue her, if you are coming with Edwin you are coming to kill her. - From the bridge go straight west. (the southern path leads to two Xvart caves, but there's nothing really down there) Head up the stairs at (x 1462 y 1326), and then go east to the pit at (x 2472 y 1265). Go down into the pit to find Dynaheir. - All you have to do now is to get out alive! Subquests: - Gnarl, Hairtooth, and the Gauntlets of Dexterity Across the bridge are a couple of Half-Ogre guards named Gnarl and Hairtooth and they want you to pay for the privelege of crossing their bridge. At first they want 200 gold, but you can haggle down to 100. Or you could just kill them. Each are worth 175 exp. Plus on one of the bodies you will find the Gauntlets of Dexterity! (they set someones dexterity at 18, which will be a step up for most people) Gnarl: Gnollish Stronghold (x 3814 y 2850) Other: - The Tome of Leadership and Influence (Charisma +1) Book: Gnollish Stronghold (x 820 y 2375) -------------------------------------------------------------------------------- 4e. Area SW of Nashkel -------------------------------------------------------------------------------- Companions: none Enemies: Winter Wolves, Gnolls, Cave Bears, Wolves, Xvarts, Dread Wolves, Dire Wolves Treasures: Girdle of Bluntness (The Dryad and the Oak) Halberd +1 (Dire Wolf Cave) Plot: - Nothing but a few subquests to do here. Subquests: - The Dryad and the Oak The Dryad of Cloudpeak needs your help to save a "wondrous ancient oak" from some villainy. Agree to help her, and then go a little to the SW to find the tree and the two villains, Krumm and Caldo. Talk to the north one, Caldo, and tell them that they'll have to go through you first. Kill them. Krumm (the south one) has a Girdle of Bluntness. Talk to the Dryad again to get your reward: Aura Cleansed (whatever that does), an Antidote, 500 exp, and a Reputation +1. Dryad: Area SW of Nashkel (x 3591 y 1894) 2 villains: Area SW of Nashkel (x 3350 y 2065) - Drienne's Cat Just to the East of the waterfall you will find the girl Drienne crying about her lost cat. Seems the cat fell into the waterfall and Drienne can't find her. Go down and search the waterfall for the cat's body, and then return it to Drienne. Turns out that this isn't the first time that the cat has died, and been raised from the dead by her necromancer father! As a reward you get: 200 exp, Reputation +1, and a Scroll (Protection from Undead). Drienne: Area SW of Nashkel (x 2084 y 2959) Cat: Area SW of Nashkel (x 1760 y 3318) Other: - Ingot the Gnoll Seems the Gnoll Ingot wanted to roast Dynaheir alive, while the rest of the Gnolls did not, and so he was banished. Ingot: Area SW of Nashkel (x 553 y 1185) - Gnoll Territory The Gnolls in the north of the area will demand 50 gold because you have trespassed in their territory. You can pay if you want. Gnolls: Area SW of Nashkel (x 3184 y 719) - Dire Wolf Cave Near the Oak Tree (see the Dryad and the Oak subquest above) is a cave. Inside you will find a single Dire Wolf and a treasure box. Inside that box is a Halberd +1, 298gp, and a Tiger Cowrie Shell Necklace. Cave: Area SW of Nashkel (x 3141 y 2600) -------------------------------------------------------------------------------- 4f. Area S of Nashkel -------------------------------------------------------------------------------- Companions: none Enemies: Xvarts, Skeletons, Cave Bears Treasures: Long Sword +1 (Sendai of Amn) Studded Leather +2 (Sendai of Amn) Bracers of Archery (Vax and Zal, the Fastest Dart Thrower in West) Plot: - Just one subquests here, and some other odd things (like the Bracers of Archery, see the Vax and Zal "other" below) Subquests: - Albert's Dog Rufie Albert from Nashkel has lost his dog, and it is up to you to find him. Agree to help Albert and he will give you a chew toy to "entice" Rufie with. You will find Rufie a ways to the east (he looks like a red wolf). When you have found him, he should follow you, now head back to Albert with the dog (or wolf) in tow. Albert will turn into a demon (or something) and take the dog with him back to hell, for your trouble you get: 1000 exp. Albert: Area S of Nashkel (x 1315 y 999) Rufie: Area S of Nashkel (x 3753 y 751) Other: - Larry and his two brothers (Darryl and Darryl) In the SW of the Area you will find 3 creatures, an Xvart, a Kobold, and a Tasloi. They are named, Larry, Darryl and Darryl. Talk to Larry (the Kobold) and if you ask why they are there they wander off saying that you are the "wrong generation". Or you could ask for their autograph, and they will give it to you! If you don't get this joke, you probably never saw the Bob Newhart Show. Larry, Darryl, and Darryl: Area S of Nashkel (x 4213 y 3452) - Sendai of Amn Sendai is a prickly sort, and she happens to have a very low opinion of everyone from the north of Amn. Depending on how you answer her you will either end up in a fight, or she'll just wander off. She has a lot of good treasures on her, plus is worth a bit of experience, but CAUTION she has two companions with bows and Magic Arrows! So if you fight them, quickly move your fighters up to the Archers to take out their effectiveness. (Alexander--300 exp, Scale, Hemlet, 29gp, Healing Potion, Long Bow, 30 Arrows +1; Sendai--600 exp, Long Sword +1, Studded Leather +2, Helmet, Small Shield, 172gp; Delgod--300 exp, Scale, 30 Arrows +1, Long Bow, War Hammer) Sendai: Area S of Nashkel (x 3103 y 887) - Vax and Zal (the fastest Dart Thrower in the West) Once you have encountered these two, you've seen just about everything. Vax will come up to you and demand all your money, on account that Zal could throw darts at you really fast. If you don't want to part with your money you'll have to fight them. (Zal--600 exp, Scale, Bracers of Archery, Darts, 49gp; Vax--400 exp, Scale, 2 Heal Potions, Halberd, 107gp) Vax and Zal: Area S of Nashkel (x 1270 y 2627) -------------------------------------------------------------------------------- 5. The Nashkel Mines (Exterior) -------------------------------------------------------------------------------- Companions: none Enemies: Wolves, Winter Wolves, Kobolds, War Dogs, Ghasts Treasures: Long Sword +2 (Prism's Final Masterpiece) Plot: - We're here to investigate the strange goings-on in the Mines. To enter the mines talk to Emerson at (x 978 y 1125). Then talk to one of the Amnish soldiers guarding the mines to get rid of two of them, and finally you enter the mine (x 1202 y 665). Subquests: - Prism's Final Masterpiece You will finally find Prism working on his last piece here. He had to steal some of the materials to make this, and so has the bounty hunter Greywolf after him. Tell him that you are not associated with Greywolf, and agree to help defend him so that he can complete his work. Not long after that Greywolf will show up, and will demand that you hand Prism over to him. Don't. He'll attack you then, beat him (1400 exp, Studded Leather, Long Sword +2, 102gp). Prism finished his work, but doesn't live long to enjoy it. You get: 1000 exp, and Reputation +1. Search his body for 3gp and 2 Emeralds. Prism: Nashkel Mines (exterior) (x 637 y 2709) Other: - Galtok and the Kobolds Some Kobolds captured Galtok awhile back, but now he's escaped and they're chasing him. Galtok: Nashkel Mines (exterior) (x 3101 y 2873) -------------------------------------------------------------------------------- 5a. The Nashkel Mines (Interior) -------------------------------------------------------------------------------- Companions: S D C I W Ch - Xan 13 16 7 17 14 16 Elf Enchanter Lawful Neutral Xan is a depressing person, but he is a capable mage (although he has the very large flaw of not being able to cast such spells as Magic Missile and Fireball!) and he has a Moonblade. If you're overly rude to him he'll leave and never return. Where he is: Nashkel Mines Interior (Fourth Level, Cave x 793 y 588) Enemies: Kobolds, Huge Spiders, Kobold Commandos, Ghoul, Skeletons, Gray Oozes Treasures: Ring of Holiness (Fourth Level) Short Sword +1 (Fourth Level) Note for Nashkel Mines: Any monster that'll kill in these mines will not respawn so don't hesitate to go back to town for resupplying, healing or resting. Walkthrough: Entry Level: Head south through the passages until you get to the Door to the next level (x 2106 y 1834). There's only two Kobolds to kill on this level and they are near the exit to the second mine level. Second Level: When you first arrive here, Miner Beldin will run up to you yelling that the yipping demons (kobolds) are after him. Shortly they appear and attack (usually killing) him. From the entrance head NE along the passage until you can't go east anymore, then head south to the Door to the next Level at (x 3569 y 2559) Third Level: This level has a lot of traps, so you must be cautious. Head south to the Bridge (you'll know it when you see it). Careful while crossing for the Bridge is trapped! Now head east through the third passage you find. There will be some Kobold Commandos shooting their Arrows of Fire at you (ouch!). This next room has three traps in it so have a Thief disarm them. If you can't disarm them, you won't be able to avoid them. So send whoever has the most hitpoints to go trigger the traps, then go through the Door to the next Level (x 3444 y 2338). Fourth Level: Head northeast and then cross the bridge, and go into the cave. There will be three rooms in here, a north room, an east room, and a south room. If you need a mage go into the east room first and talk to Xan there to get him to join. Then go into the south room and talk to Mulahey there. It doesn't really matter what you say as he eventually will call the guards in either case. Don't believe him when he wants to surrender, just kill him. Loot his body (you NEED the Holy Symbol to collect the Bounty, and the Ring of Holiness gives your cleric +1 spell for every level 1-4). Also be sure to loot the treasure chest he has there too (2 Healing Potions, 790 gp, Short Sword +1, lots of spells, etc.). Take the scrolls in the chest to start Chapter Three. Getting Out: Now you have a choice, you can either go back out the way you came in, or you can continue to the Second Exit. To go to the 2nd Exit, go out of the cave, across the bridge, then north. Follow that path until you reach the exit. Warning! Once you go out that way, you can't come back in! It exits out into the Area NE of Nashkel Mines area. Subquests: - Kylee's Dagger (Entry Level, Second Level) A miner will come up to you and ask for you to give a dagger to Kylee, agree and he'll give you the dagger. Give it to Kylee, who is on the Second Level to get your reward: 200 exp. Miner: Entry Level (x 1185 y 1684) Kylee: Second Level (x 835 y 2110) - Joseph's Greenstone Ring (Third Level) Ring: Third Level (x 1596 y 260) Other: - Huge Spider Lair Lair: Third Level (x 1310 y 2630) -------------------------------------------------------------------------------- 5b. Area NE of Nashkel Mines -------------------------------------------------------------------------------- Companions: none Enemies: War Dogs, Amazons (see the Assassination Attempts), Ghouls, Ogre Berserkers, Ankhegs, Gnolls, Ogrillons Treasures: Leather +2 (Assassination Attempts) Studded Leather +1 (Assassination Attempts) Chainmail +1 (Tomb 2) Wand of Monster Summoning (Tomb 2) Dagger +2 (Hentold and the Stolen Dagger) Plot: - This is the Exit area for the Nashkel Mines. If you want a good fight, head north and take on the assassination attempt. Also there are some interesting tombs around here. Otherwise just head west to go back to civilization. Subquests: - Hentold and the Stolen Dagger Near the South Center of the area you will find a would-be tomb raider named Hentold. Seems that he stole a dagger from a tomb and ever since has been pursued by its previous owner! He gives you the dagger to give back to the creature that was following him. Go a little to the east to reach the cave, go inside and the creature will ask for the dagger back, and once it has it, it will die. You get 900 exp for your trouble. However, you may want to simply kill the foul creature and get 3000 exp instead. Plus you get to keep the dagger. Feel free to loot this cave too. Just because the last person who did so suffered from a terrible curse doesn't mean that you will too! Hentold: Area E of Nashkel Mines (x 1328 y 2987) Crypt: Area E of Nashkel Mines (x 1905 y 2838) - Narcillicus Harwilliger Neen and the Ooze Near the SE of the Area you will find the Mage Narcillicus experimenting on making a more effective Ooze. Ask him for a copy of the spell and he attacks you. Kill him (1400 exp) and his two Mustard Jellies. Then take the spells off his body (lightning bolt, web) Narcillicus: Area E of Nashkel Mines (x 3784 y 2784) Assassination Attempts: 1 Just North of the Exit Cave (x 2087 y 185) There are a lot of archers in this group, so get up close to them as quickly as you can. Telka -- 600 exp Maneira -- 600 exp, Leather +2 Zeela -- 900 exp, Studded Leather +1 Lamalha -- 1200 exp, Plate Mail, 2 Potions, Mace, Medium Shield, 94 gp Other: - Tomb 1 Inside this tomb you can find about 80gp, and a Ghoul. Tomb: Area E of Nashkel Mines (x 906 y 1728) - Tomb 2 Inside this tomb are 3 Ghasts, a Chainmail +1, a Wand of Monster Summoning, a Pearl Necklace, a Potion, and some Magic Arrows. Tomb: Area E of Nashkel Mines (x 4531 y 2806) -------------------------------------------------------------------------------- 5c. Area E of Nashkel Mines (South of Area NE of Nashkel Mines) -------------------------------------------------------------------------------- Companions: none Enemies: Gibberlings, Dire Wolves, Winter Wolves, Dread Wolves, Cave Bears Plot: - Only a few things to do here, pick up Samuel and talk to Hafiz. Subquests: - Lena and the body of Samuel Near the center of the Area you will find the noblewoman Lena and her injured friend Samuel. She wants you to take the body of Samuel to the Friendly Arm Inn's Temple of Wisdom where Gellana (the cleric there) can cure Samuel. Agree to do so. When you talk to Gellana she'll take Samuel off you, and give you your reward: 500 exp, Reputation +1, and 2 potions. Samuel: Area E of Nashkel Mines (x 3138 y 2278) Gellana: Friendly Arm Inn (x 3882 y 2403) Other: - Hafiz You will find the Old Dwarf Hafiz near the NW corner of this area. You can trust him, he won't try to kill you. He'll ask for your name, tell it to him and he'll reveal that his dreams have been about you. Next he wants to know your life story, choose the bottom option to tell him your story, and he will give you a Protection from Magic scroll. Hafiz: Area E of Nashkel Mines (x 830 y 905) - Flaming Fist There is a Flaming Fist soldier in the western part of the Area. He asks you to identify yourselves, and then says that he is looking for a deserter named Samuel. He'll give you a measely 50gp if you turn Samuel in. It's more worth it to take Samuel to Gellana. Flaming Fist: Area E of Nashkel Mines (x 213 y 2480) -------------------------------------------------------------------------------- 6. Nashkel Revisited -------------------------------------------------------------------------------- Treasures: Boots of Avoidance (Assassination Attempts) Short Sword +1 (Assassination Attempts) Plot: - We've come back to Nashkel to receive our reward for killing Mulahey and clearing out the mines. Talk to Berrun to get your reward: 1000 exp, 900 gp, and a Reputation +1. Also make sure to go kill Numbul to get his wonderful Boots of Avoidance. Assassination Attempts: 1 Near the Nashkel Inn (x 1224 y 717) Careful with this one, he casts Fear on you, which makes your people unable to fight. Nimbul -- 650 exp, Boots of Avoidance, Ring, Short Sword +1, 58 gp -------------------------------------------------------------------------------- 7. Beregost Revisited -------------------------------------------------------------------------------- Treasures: Ring of Protection +1 (Plot, Third Item -- Tranzig) Wand of Magic Missiles (Plot, Third Item -- Tranzig) Plot: - When you re-enter Beregost after having cleared the Mines, Elminster will come up and talk to you again. He reveals that the Bandits are in the North East. Great. - Also Chloe, a mere child, will come up and tell you to meet someone in the Jovial Juggler Inn. Don't worry, it's not another Assassination attempt! It's just Officer Vai of the Flaming Fist. Go inside the Jovial Juggler, and Officer Vai will come right up to you. She asks for your help in hunting down all the bandits, and will pay you a bounty of 50 gp for each Bandit Scalp that you give her. (you can also sell her books and Winter Wolf pelts--at full price, no less!) Jovial Juggler: Beregost (x 3768 y 3626) - We also have to pay a visit to the Bandits informer in Beregost (assuming you read the letters that you got from Mulahey), who is in the Feldepost's Inn. You will find Tranzig on the second floor, in the first room to the south of the stairs. Go in his room and talk to him. Set your party up around him before you talk to him. (makes for easy killing later!) Tell him that you know all about him, and that you aren't afraid of him. He'll attack. No matter what happens your map will be updated showing the location of the secret bandit camp. (i.e. he doesn't need to live!) Plus you get 975 exp, Ring of Protection +1, Wand of Magic Missiles, 91 gp, and a Scroll. Feldepost's Inn: Beregost (x 1406 y 2640) Tranzig: Feldepost's Inn Second Floor (x 196 y 572) Note: If you sleep in the Inn here, you will have another Dream, and gain another ability, again Cure Light Wounds. -------------------------------------------------------------------------------- 7a. Area E of Temple -------------------------------------------------------------------------------- Companions: S D C I W Ch - Shar-Teel 18/58 17 9 14 7 11 Human Fighter Chaotic Evil When you first meet up with Shar-Teel she challenges your "Best Male Fighter" (this seems to be randomly chosen) to a duel. If you don't have a Male, you can't get her. If you turn her down, she leaves forever. Where she is: Area E of Temple (x 273 y 303) Enemies: Gnoll Slashers, Lesser Basilisks, Basilisks (Korax is very useful against these as he can't be petrified!), Tasloi, Brown Bears, Black Bears, Treasures: Adventurer's Robe (Mutamin's Basilisks) 2 Long Swords +1 ッッ| Golden Girdle |__ Kirian the Adventurer Bracers AC 7 | Morningstar +1 __| Plot: - This is a good place to pick up some experience via Basilisk Hunting. Simply go pick up Korax (see Other below) and start hunting! Save a lot, as well, since the Basilisks can kill instantly. Subquests: - Tamah Tamah was fighting some Gnolls and was turned to stone by some basilisks. Free her using a Remove Petrification spell/scroll to get your reward of: 300 exp, and a Reputation +1. Tamah: Area E of Temple (x 1410 y 870) - Mutamin's Basilisks You will encounter Mutamin in the North Central part of the Area. He is the creator and maintainer of these Basilisks (probably to avoid soliciters). Careful! He has a Greater Basilisk and a Lesser Basilisk by him! He only wants to turn you to stone forever, no biggie. Kill him and take his things (1200 exp, Adventurer's Robe, 120 gp, 2 Heal Potions, 2 spells) Also note that the Greater Basilisk by him gives 7000 exp not 4000. Mutamin: Area E of Temple (x 2158 y 866) - Kirian the Adventurer (and friends) Another band of Adventurer's can be found around here, and they seem a little unimpressed with you. Depending on how you answer, they either leave or fight you. There are four of them, one has a bow, two fighters, and a mage. They aren't an easy fight if you attack them straight on. However, if you stand aways back and launch fireballs at them, they aren't so tough. Treasures: (Lindin--600 exp, Plate Mail, Shield, 2 Potions, Long Sword + 1, 76gp; Kirian--900 exp, Golden Girdle, Bracers AC 7, Long Sword +1, 3 spells, 163 gp; Baerin--300 exp, Scale, Long Bow, Magic Arrows, 49 gp; Peter--1200 exp, Chain, 2 potions, Shield, Morningstar +1, 97gp) Kirian: Area E of Temple (x 3047 y 1932) Other: - Korax the Ghoul There is a "friendly" Ghoul here who goes by the name of Korax. Say the last option to him, and he will be considered "Dire Charmed" (in other words you can order him around). He is useful in fighting the basilisks since they can't turn him to stone, therefore the Basilisks can't really hurt him! The only problem with this is you don't really see what Korax is doing if you move him off the screen, so you have to send someone with him. Once you find a Basilisk, hide that person and let Korax handle it. Eventually he will turn against you, so once you get him try to be quick with your Basilisk hunting. Korax: Area E of Temple (x 441 y 1466) - Giant Rib Cage It's not entirely clear which animal left this rib cage behind, but I'm just glad it's not still alive! Ribs: Area E of Temple (x 3801 y 2736) Note: If you want you can go to the Halfling city of Gullykin to the south, and from there to the Firewine bridge, but those areas will be covered later. -------------------------------------------------------------------------------- 7b. Ulcaster (Area S of Temple) -------------------------------------------------------------------------------- Companions: none Enemies: Kobold Commandos, Kobolds, Skeletons, Zombies, Ghouls, Hobgoblins, Hobgoblin Elites, Ghasts Treasures: Boots of Stealth (The Hobgoblin's Boots of Stealth) Flail +1 (Icharyd) Plot: - Ulcaster has some interesting ruins to explore, the path to the top of the cliff on which Ulcaster is located is at (x 3121 y 1974). - The Entrance to Ulcaster Dungeon can be found at (x 3054 y 675) Subquests: - Furret's Gem In the NW of the Area you will encounter a Halfling named Furret. He has a bridge... I mean, a Gem that he wants to sell you. A magic gem he claims. You really don't want to spend 1000 gp on a Turquoise gem do you? It isn't magic! Furret: Ulcaster (x 150 y 950) - The Wraith of Ulcaster Near the Entrance to the Dungeon of Ulcaster you will find the Wraith of Ulcaster. Talk to him a bunch of times until your journal is updated. What he wants is a book (any book) from the Dungeon. Return with the book to get your reward: 1000 exp. Wraith: Ulcaster (x 2809 y 741) Other: - The Hobgoblin's Boots of Stealth A Hobgoblin near the Center of the Area has some Boots of Stealth on him, kill him and make them yours. Hobgoblin: Ulcaster (x 2051 y 2628) - Icharyd When I left Ulcaster I was attacked by Icharyd, a Skeletal Warrior. (950 exp, Flail +1) I'm not sure if he's event triggered, or I just didn't see him until then. Icharyd: Ulcaster (x 4252 y 1256) -------------------------------------------------------------------------------- 7c. Ulcaster Dungeon -------------------------------------------------------------------------------- Enemies: Ochre Jelly, Mustard Jelly, Dire Wolves, Huge Spiders, Dread Wolves, Vampiric Wolves Treasures: Dagger +1 (Corpse Treasure) Wand of Fire (Dread Wolves 2 Treasures) Plot: - Wander around until you get all the treasure! There is a passage to the east from the Dire Wolves room, it's kinda hard to see, but it's at the south end of the room. Beware the Fireball trap in the room at (x 460 y 1500). Just past the Second Corpse Treasure is yet another Fireball trap. (x 1240 y 1435) In the room with the Pile of Corpses is another Fireball trap (x 1344 y 1157). Once you've gotten the book you can leave. Treasures: - Mustard Jelly Treasure Cursed Scroll of Ugliness, Bastard Sword, Scale Armor, Potion of Mirrored Eyes, Crysoberyl Gem Location: (x 2186 y 1035) - Corpse Treasure Dagger +1, 101 gp, Potion of Genius Location: (x 1232 y 171) - Dire Wolves Treasure Skydrop Gem, Potion of Strength Location: (x 660 y 360) - Huge Spider Treasure 85 gp, 2 Heal Potions Location: (x 860 y 580) - Another Corpse Treasure 38 gp, Zircon Gem, 2 Arrows of Biting, 3 Arrows of Piercing Location: (x 1170 y 1392) - Dread Wolves 2 Treasures Heal Potion, Potion of Absorption, Wand of Fire Location: (x 1510 y 1250) and (x 1574 y 1430) - Pile of Corpses Treasure 2 Heal Potions, Potion of Hill Giant Strength, Oil of Fiery Burning, Antidote, 10 Arrows of Ice, 10 Acid Arrows, Tome (History of the Darkness) Location: (x 1418 y 1068) -------------------------------------------------------------------------------- 7d. Area S of Ulcaster -------------------------------------------------------------------------------- Companions: none Enemies: Kobolds, Half-Ogres, Ogre Berserkers, Wolves, Dread Wolves, Xvarts, Hobgoblin Elites, Dire Wolves, Ogres, Ogrillons, Black Bears Treasures: Two Handed Sword +1 (Arghain) Plot: - Just a few subquests here. Subquests: - Hulrik, the Xvarts, and the Cows The farmer Hulrik is having a dreadful time with the Xvarts lately, they tend to attack and kill his prize winning cows! Fight off the Xvarts to get your reward: 350 exp, Reputation +1 Hulrik: Area S of Ulcaster (x 2884 y 2982) - Ioin Gallchobhair A bandit by the odd name of Ioin wants you to pay the toll for passing this way, and that toll is your life. Pleasant fellow. I assume that you don't want to hand over your life, so fight them. (Dribben--150 exp, Scalp, Long Bow, Minor Treasures; Billy--300 exp, Scalp, Long Bow, Magic Arrows, Minor Treasures; Ioin--300 exp, Scalp, Minor Treasures) Ioin: Area S of Ulcaster (x 3126 y 1710) - Sarhedra's Ogres Talk to Sarhedra (she's near the East of the Area) and she'll tell you to go kill Ogres to the south of there. Do just that, return and get your reward: 300 exp. Sarhedra: Area S of Ulcaster (x 4758 y 1747) Other: - Arghain Arghain the Half-Ogre wants your iron and maybe to kill you for fun. Kill him instead (520 exp, Scalp, Two Handed Sword +1, Minor Treasures), and beat up on his clan of Half-Ogres. Arghain: Area S of Ulcaster (x 1154 y 1190) - Corpse There is a corpse, who was probably killed by all these Ogres around here, who has some treasures: Heal Potion, 59 gp, Oil of Speed. Corpse: Area S of Ulcaster (x 4390 y 2759) -------------------------------------------------------------------------------- 8. On the Trail of Bandits (Area N of Beregost Revisited) -------------------------------------------------------------------------------- Plot: - Go to the downed Caravan (x 4291 y 2528), there will be a bunch of bandits there. Kill them, and scalp them. Now go east and out of the Area to the Larswood Forest. -------------------------------------------------------------------------------- 8a. Larswood -------------------------------------------------------------------------------- Companions: none Enemies: Gibberlings, Bandits, Black Talon Elites, Wild Dogs, Dire Wolves, Wolves, Brown Bears, Plot: - We're here looking for bandits, and there are two ways to go about this. When you find Teven (x 1458 y 2245) you have the option of either joining (say the most bloodthirsty thing on there), or attacking. If you skipped by Tranzig you may want to join so that you can find the camp. But if you'd rather just attack, well go for it! (975 exp, Minor Treasure) - If you joined up with Teven skip down to section 9. Bandit Camp, if not continue on through Peldvale, and from there to the Bandit Camp. Subquests: - Osmadi's Mistake In the North East of the Area is a Druid shrine that was being built, but the builder's were mostly killed by bandits. One of the survivors, Osmadi, mistakes you for those bandits, and no matter what you say attacks you, which pretty much forces you to kill him. (1000 exp, 12 gp, Leather Armor) Afterwords talk to the Druid Corsone to find out exactly what happened here. Osmadi: Larswood (x 4678 y 674) Other: - A Tower Tower: Larswood (x 2048 y 3228) -------------------------------------------------------------------------------- 8b. Peldvale -------------------------------------------------------------------------------- Companions: S D C I W Ch - Viconia 10 19 8 16 15 14 Drow Elf Cleric Neutral Evil When you first encounter Viconia she asks you to help her with a small matter of the Flaming Fist trying to kill her. Help her out and she offers to join. However, if you turn Viconia down when she asks to join, she vanishes forever. Once she joins your reputation goes down 2. Where she is: Peldvale (x 447 y 731) Enemies: Bandits, Cave Bears, Brown Bears, Black Bears, Black Talon Elites, War Dogs, Wild Dogs, Huge Spiders, Giant Spiders Treasures: War Hammer +1 (Raiken) Plot: - We're just passing through heading towards the Bandit Camp to the North. Subquests: none Other: - Palin Palin has some advice for you adventurer's, mainly that it is deadly business, and best left alone. Palin: Peldvale (x 3376 y 461) - Raiken In the North you will find a bandit named Raiken who wants to rob you, or kill you. Or both. (650 exp, Chain Mail, M. Shield, War Hammer+1, 31gp) Raiken: Peldvale (x 3706 y 509) -------------------------------------------------------------------------------- 9. Bandit Camp -------------------------------------------------------------------------------- Note: When you first approach the Bandit Camp you are treated to a little movie (on Disc 4) of some Gnolls and a human prisoner. Companions: none Enemies: Wild Dogs, Chill Hobgoblins (same as normal Hobgoblins, but can also be scalped), Bandits, Gnoll Veterans, Flinds, Gnoll Slashers, Zombies, Skeletons Treasures: Bow of Marksmanship (Plot, Third Item, Hakt) Full Plate ッッ| Medium Shield +1 |-- Taugosz Khosann War Hammer +1 __| Plot: - If you joined up with the Bandits, you will have to prove your worth to Tazok by fighting him. Win and he lets you wander around the camp. - Eventually we want to get rid of Tazok. He is hiding in the Big Tent (x 3588 y 900). As you near the tent you will be attacked by its defenses (which may or may not include Taugosz, see subquests below). - Inside you will find 4 enemies and that prisoner that you saw in the opening movie (the one that opened the area anyway), be sure not to kill the prisoner (so don't shoot off random fireballs). Here's what you get from each enemy. (by the way, you may want to get that Mage first, he tends to cast Horror, which causes your party to run around like chickens with their heads cut off.) Too bad Tazok wasn't here... Venkt: 900 exp, 3 spells, Robe, 2 potions, 92gp Raemon: 1200 exp, Scalp, Composite Long Bow, Magic Arrows, 1gp Hakt: 750 exp, Bow of Marksmanship, Leather Armor, 62gp Britik: 900 exp, Gold Ring, Jade Ring, Garnet Gem, Halberd - Now talk to the prisoner here who will explain just a little bit more about the bandit groups, and also tell you that your next place to search is the Cloakwood Forest. - Finally open up that big treasure chest to the left. It is trapped and a lightning bolt will shoot out. (you may want to send everyone out of the tent before having your person with the highest HP open it) Take the scrolls to get to Chapter 4. There is also 2000 gp in here and some spells. Subquests: - Taugosz Khosann Usually hiding out by the big Tent (x 3588 y 900), this nasty fighter has a large number of neat treasures after you defeat him. Treasures: 2000 exp, Full Plate, M. Shield+1, War Hammer+1, 105gp. Other: - Treasures Regardless of how you got here, you probably want to kill everyone and steal everything. On the exterior map are a lot of little chests, bags, etc., with a lot of minor treasures (30-40 gp, daggers). As you get closer to the Big Tent (where Tazok is hiding) the treasures get better, Magic Short Swords, and Shields, more gold, potions, etc. All the chests are invariably locked, so I hope you have a good thief handy! (or a Knock spell) - Huts Inside each of the huts you may find enemies, and some more minor treasures. - Cave You can go inside the Cave at (x 2411 y 683). Inside are some Gnolls that are being punished by Tazok. They started a brawl a few nights ago. - Treasures in the Big Tent In addition to the main treasure chest (the one that is trapped) in the Big Tent, you can also find a potion and about 700 gp in there. -------------------------------------------------------------------------------- 9a. Area E of Larswood (AR 3000) -------------------------------------------------------------------------------- Note: Beware of Web Traps that may be in the area! Companions: none Enemies: Giant Spiders, Wraith Spiders, Ettercaps, Huge Spiders, Tasloi, Sword Spiders, Phase Spiders, Treasures: Ring of Energy (Red Wizards) Robes of various minor types (Red Wizards) Plot: - Just a subquest and some wizards here. Also a good place to get experience if you like to fight Spiders. Subquests: - Fahrington's Scroll The Sage Fahrington had his Scroll of Wisdom stolen by a naughty Tasloi, who took off to the east and was killed by Ettercaps. Go east, kill the Ettercaps and retrieve the Scroll (it is a Scroll of Protection, although you may find other random scrolls). Take the scroll back to Fahrington to get your reward: 300 exp, and he lets you keep the Scroll. By the way, the scroll is cursed. Fahrington: Area E of Larswood (x 1473 y 1067) Ettercap: Area E of Larswood (x 3527 y 605) Other: - The Red Wizards In the Ruins in the center of the Area are the Red Wizards. They don't like people, and if you go near them they attack. Your best bet to beating them without getting hurt at all is to approach them from the north, and when you see the 3 wizards, stop, and launch a fireball or two at them. Once all 4 wizards are dead, go in and collect the booty: Denak--1200 exp, Ring of Energy, Robe, 2 Heal Potions, 102gp Diana--600 exp, Robe, 2 spells, 81gp Lasla--30 exp, Robe, 2 spells, 81gp Brendann--300 exp, Robe, 2 spells, 81gp Note: If you have Edwin in your party, the Wizards won't attack you since Edwin is a Red Wizard. (from Jones) Ruins: Area E of Larswood (x 1726 y 1566) -------------------------------------------------------------------------------- 10. Back to Beregost -------------------------------------------------------------------------------- Plot: - We now need to go back to Beregost to pick up our reward from Officer Vai for having killed off the Bandits. (reputation +1) Of course you have to sell her your scalps first... After this we have a choice of doing some more areas around here, or going straight up to Cloakwood. The walkthrough will go to the Lighthouse, but feel free to skip straight to Cloakwood. To get to the Lighthouse we have to go to the Area W of High Hedge first. -------------------------------------------------------------------------------- 10a. Area W of High Hedge (AR 3100) -------------------------------------------------------------------------------- Companions: none Enemies: Wolves, Ghasts, Dire Wolves, Ogrillons, Half-Ogres, Ogres, Ogre Berserkers, Carrion Crawlers, Ghouls, Kobolds, Sirines (be careful of these, they tend to cast Improved Invisibility and Dire Charm) Treasures: Helmet of Defense (Shoal the Nereid) Plot: - Just a few subquests to do here. Subquests: - Shoal the Nereid The Nymph/Dryad/whatever Nereid is "lost" and asks for your help to find her way. Agree to help her and she asks for a kiss to show her affection. Have someone (NOT your main character!!!) kiss her, and she will blast them into a hundred pieces. After that, attack her until she talks to you again. She says that it isn't her intention to kill you. Ask her to restore your companion back to life, and she will do it. She then explains that she is the prisoner of an Ogre Mage who holds her _shawl_ and therefore she is a slave to his cruel will. (you may want to get your companions gear back from the ground) The Ogre Mage will come to investigate the goings-on here, and you will have to attack him. Kill Droth (975 exp, Helmet of Defense, 150gp) and then talk to Shoal to get a reward: 750 exp. Shoal: Area W of High Hedge (x 2931 y 506) - Mad Arcand's Crazy Adventures Arcand the Mad (aka Mad Arcand) will also be standing there waiting for you to arrive (why don't any of these NPC's seem to ever do anything except wait for you to talk to them?). Talk to him and he asks you to retrieve an item from a Pirate Ship that will "make you like me". Sounds great. Who wouldn't want to be crazy. Head west and a little to the south to find the wrecked ship. You'll find the treasure at the front of the boat. You will find a Ring. This is the Ring of Folly. A cursed ring. DO NOT PUT IT ON! Take it back to Mad Arcand to get your reward: 300 exp, and an Oil of Fiery Burning. Mad Arcand: Area W of High Hedge (x 2002 y 1275) Pirate Ship: Area W of High Hedge (x 859 y 1598) Other: - The Surgeon Standing there like a post is the Surgeon, a man clad in black who will heal your party for no particularly good reason other than the fact that he can. Sounds great! Ask him the 3rd option and he will give you a potion before healing you (Potion of Magic Protection). Surgeon: Area W of High Hedge (x 2884 y 2079) -------------------------------------------------------------------------------- 10b. Lighthouse (AR 3600) -------------------------------------------------------------------------------- Note: To get to the Lighthouse head west from the Area S of High Hedge. Companions: S D C I W Ch - Safana 13 17 12 16 9 17 Human Thief Chaotic Neutral Safana wants to find some treasure in the Flesh Golem cave, and afterwords she will stay with you forever. Where she is: Lighthouse (x 3750 y 2390) Enemies: Sirines, Worgs, Dread Wolves, Hobgoblins, Hobgoblin Elites, Taslois, Carrion Crawlers, Flesh Golems Treasures: Darts of Wounding ッッ| Cloak of the Wolf |__ Flesh Golem Cave Wand of Paralyzation | Manual of Bodily Health __| Plot: - There's a decent (and sensual!) thief here and some really neat treasures (see the Flesh Golem Cave in Other below). Subquests: - Ardrouine's Lost Boy Ardrouine has lost her son in the Lighthouse, and now can't go up there to find him because there are Worgs up there. Go north from her to get to the Lighthouse, there you must kill all the Worgs. You won't find any trace of the boy. I am guessing that you know what happened to him. Yep, he's hiding up in the lighthouse itself and won't come down for mere bloody adventurers! Go back to Ardrouine to get your reward: 500 exp, 60 gp, and a Reputation +1. Ardrouine: Lighthouse (x 1414 y 3681) Lighthouse Ruins: Lighthouse (x 1100 y 2950) Other: - Pallonia, the Bitterest Seer Near the center of the Area you will be approached by a seer named Pallonia, but she doesn't offer you any useful information, merely telling that there are mighty forces at work in the world. Pallonia: Lighthouse (x 3425 y 1580) - Arkushule, the Reluctant Seer There is another Seer south of Pallonia. This one will start to read your palm, but just when she gets to something interesting, she stops and wants her money. Seems she saw something that scared her, and she won't tell you what. If you demand to know, she will attack you (600 exp, Robe, 1 Spell, 38 gp) or you can just give her the money (she'll refuse to take it). Arkushule: Lighthouse (x 3498 y 2955) - Flesh Golem Cave (Manual of Bodily Health--Constitution +1!) You'll find the Entrance to the Cave in the NW of the Area by the Coast. Oh and it is guarded by three pesky Sirines (one of which has a name, Sil). The strategy to beat them can be found below in the Monster & Monster Strategies section. It takes awhile, but a lot less people die that way. Go into the cave. There are bunches of Flesh Golems in here. Take a left until you get to the room with the water in it. There is an island there, move your mouse over it and you will see that it is filled with treasure. Treasure: 4 potions, 10 Darts of Wounding, Cloak of the Wolf, Wand of Paralyzation, Manual of Bodily Health, 312 gp. After that if you have Safana she'll offer to become a permanent member of the party. Flesh Golem Cave: Lighthouse (x 427 y 890) -------------------------------------------------------------------------------- 10c. Area S of Lighthouse (AR 4100) -------------------------------------------------------------------------------- Companions: none Enemies: Gnolls, Gnoll Slashers, Gnoll Chieftan, Gnoll Elites, Flinds, Gnoll Veterans, Ghouls, War Dogs, Hobgoblins, Kobold Commandos, Cave Bears, Tasloi, Diggers, Doomsayer, Huge Spiders, Black Bears Treasures: Cursed Two Handed Sword of Berserking +3 (The Insane Captain Brage) Plot: - There are some really good subquests to do here, namely taking care of Captain Brage (from Nashkel) and the Archeological Dig. Subquests: - The Archeological Dig for the Evil Idol In the Center of the Area are some ruins that are being excavated for profit. Talk to the foreman Charleston Nib, and he will ask for your protection. Seems a variety of small "accidents" have been plaguing the camp. Agree to help defend the camp. Then one of the diggers, Gallor, will come up to you with another proposition, this one quite a bit more bloody (he wants you to kill everyone here to keep all the loot for yourselves). If you are an evil person you could do what he asks, otherwise tell him no. Now talk to Charleston again and they will have found something inside the ruins. A quick cutscene later and you are inside. The diggers will go insane due to the god Kozah, and you will have to kill them. Once they're dead talk to Charleston to get your reward: 1000 exp, and a Reputation +1. If you would like a challenge, open the tomb and take the Idol. When you leave the Ruins a Doomsayer will attack you, and they ain't easy to kill! (4000 exp) Kelvin Groves sent me this: I have discovered a flawless way to defeat the Doomsayer without even taking a hit. To do this you will need to be playing multiplayer and have someone who can either read a scroll or cast the spell Skull Trap (Mage Lvl 3 - necromancy). It would also help to have some sort of summoning scroll or wand or spell - Monster Summoning or Animate Dead, you get the drift... First, have this spell memorised before talking to anyone. Then talk to all the people and go inside and do all the storyline bit and kill the diggers. Do not get the idol. Do not even TOUCH it. Take all of your party except for one person back outside the cave. Make sure that the person with Skull Trap is Outside. Have that person cast the spell down near where the Doomsayer appears - If you aim for the top of that big christmas tree in the foreground you can't miss. Then switch back to the person inside the cave and pick up the idol. The instant you do this the Doomsayer will appear triggering the Skull Trap and hopefully not damaging a single one of your characters - keep them well back from the range of the spell. Now I know as well as you do that one Skull trap will not kill the Doomsayer no matter what level you are on. BUT here's the glitch. For some reason when you switch characters back to the person inside the cave the Skull trap MULTIPLIES into about a dozen. I do not know why but I don't really care. If you are really quick you can change characters back outside straight after you pick up the idol and watch them all explode - VERY FUN !!! After the rubble fades away there will probably still be a few [traps] left! If you placed the spell at the top of that tree you can walk single file around them to the right without setting them off, but it is much easier to just summon some creatures and send them to set the traps off for you... I am fairly sure that this is how it works. It has been a while since I tried it. If this does not work, try taking the WHOLE party outside before touching the idol, cast the spell, and send someone back in after the idol; or you could cast the spell before you even ENTER the cave (but that might kill the people outside). But the first way should work... You could also try some sort of variation on this to get it to work in a single-player game, but multi-player is so much better anyway. Dig Site: Area S of Lighthouse (x 2900 y 1500) - The Insane Captain Brage Just to the south and east of the Ruins you will find Captain Brage. He walks right up to you and asks you a riddle, the answer is DEATH. Now you have a choice of what to do with him. Offer to take him to the Temple of Helm, and you will immediately be there. The Priest offers Brage some forgiveness and you get a reward: 1000 exp, Reputation +1, Cursed 2 Hnd Sword of Berserking, and 1000 gp. Brage: Area S of Lighthouse (x 3709 y 1985) Other: - Bar'uk the Hobgoblin (be quiet!) Near the western section of this area you will encounter a surly Hobgoblin by the name of Bar'uk. You'll know that it's him because he demands that you "be quiet"! If you taunt him, he'll have some Kobold Commandos attack you. (165 exp, Composite Long Bow, and other minor treasures) Bar'uk: Area S of Lighthouse (x 980 y 1180) -------------------------------------------------------------------------------- 11. Cloakwood Forest (2200) -------------------------------------------------------------------------------- Note: To get to the next Cloakwood Forest, you can head North, West or South. Companions: S D C I W Ch - Coran 14 20 12 14 9 16 Half-Elf Fighter/Thief Chaotic Good Coran wants to go sack some Wyverns in the 4th Cloakwood forest, so do that immediately or he will leave. After you beat the wyverns, he will stay forever. Where he is: Cloakwood Forest, On a Bridge (x 1515 y 691) Enemies: Tasloi, Dread Wolves, Worgs, Huge Spiders, Wolves Treasuers: Cloak of Non-Detection (Gurke's Cloak Part Two) Plot: - We're just passing through here to get to the next Cloakwood Forest area. Subquests: - Gurke's Cloak Part Two The Tasloi who stole Gurke's cloak can be found here at the eastern side of the area. Get the cloak and return it to Gurke in Beregost to get your reward: 300 exp, and you get to keep the Cloak of Non-Detection. Tasloi: Cloakwood Forest (x 4391 y 3472) - The long tale of Aldeth Sashenstar (this is entirely from Andy Miller) In front of the hunting lodge there, I ran into a fellow named Aldeth Sashenstar, yelling for help. He told me that some druids had killed his friends simply because they had been hunting in the area, and asked my help in protecting him from them. I agreed. Then a group of three druids walks up; the leader's name is Seniyad. He then asks me to step aside so that he can take care of Aldeth, claiming that rather than being a simple hunter, Aldeth had actually killed some druids. Aldeth of course denies this. Here there are two choices. If you defend Aldeth, you have to kill the three druids, getting some nice exp from the kills (Seniyad is worth 4000 exp, as you noted elsewhere in your FAQ), and Aldeth tells you to stop by the Manycoins Merchant League if you're every in Baldur's Gate, and he'll help you out. (More on that later.) If you side with the druids, you kill Aldeth, and the druids warn you about a dangerous group of Shadow Druids lurking deeper in the Cloakwood Forest. In either case, you get 2000 exp for the miniquest when it's all done. I decided to save the game in which I helped Aldeth, for the simple reason that Seniyad's exp was better than Aldeth's, and so that I could check out the Manycoins Merchant League in Baldur's Gate. As it later turns out that the Shadow Druids are allies against Davaeorn, it seems that Seniyad and his buddies can't be trusted (they warned me against the Shadow Druids, remember). Anyway, once I got to Baldur's gate, I paid a visit to the Manycoins Merchant League. Aldeth Sashenstar was standing outside, and he asked for my help again (boy, this guy sure knows how to attract trouble!). IT seems that his business partners have been acting VERY strange lately (making very bad business decisions, etc.), and he wanted me to investigate. I agreed, and went inside. I talked to the head guard in the Merchant League (whose name escapes me now), told him I was working for Aldeth, and he asked me to try to find some hard evidence against the other two business partners (whose names also escape me). In one of the partners' offices (on the second floor of the building), I found some letters indicating that the business partners are actually doppelgangers (just like in the Seven Suns!). I took the letters to the head guard, and immediately a fight broke out as all the doppelgangers reverted to their natural form. After I slayed all the doppelgangers on the first and second floor, I talked to Aldeth again to get my exp/gp award. (There is also a horde of doppelgangers on the third floor to take care of, if one so desires, and some fairly nice treasures throughout the building.) Other: - The Moose Lodge There is a cabin here that has some treasure inside locked away in a chest. Loot: Necklace, 2 potions, Arrows, 395gp. Lodge: Cloakwood Forest (x 2447 y 1709) -------------------------------------------------------------------------------- 11a. Cloakwood Forest Two (AR 2100) -------------------------------------------------------------------------------- Note: Beware of Web Traps here! Note: You must head north to go to the next Cloakwood. Companions: none Enemies: Huge Spiders, Giant Spiders, Phase Spiders, Sword Spiders, Ettercaps Treasures: Spider's Bane (Tiber, his brother, the Spiders, etc.) Plot: - Again just passing through, but be sure to get the Spider's Bane (see the Subquest below). Subquests: - Tiber, his Brother, the Spiders, and the Spider's Bane Just to the north and west of where you enter this area for the first time (it's really in the south east corner of the area) you will find Tiber. He tells the tale that his brother is trapped in a spider infested area of the forest. They had found the sword the Spider's Bane and thought that they could easily kill all spiders. They were wrong. Agree to help him and he'll tell you that his brother's name is Chelak. You will find a small Cave-like thing a ways to the west, go inside to find the Spider Queen, Centeol. After a brief Villainy speech she sets her spiders to attack you. There are 2 Sword Spiders, some Giant Spiders, and some Ettercaps, as well as the Queen herself. (1000 exp) Search by the Queen to find Chelak. There is also some other good treasure here like: The Spider's Bane, 2 Rings (one is cursed), and a Wand. Return the body to get an extra 800 exp. Tiber: Cloakwood Forest Two (x 4650 y 1200) Cave: Cloakwood Forest Two (x 1830 y 1150) Other: none -------------------------------------------------------------------------------- 11b. Cloakwood Forest Three (AR 1600) -------------------------------------------------------------------------------- Companions: S D C I W Ch - Eldoth 16 12 15 13 10 16 Human Bard Neutral Evil Eldoth wants to join you so that he can "rescue" his lover Skie from her father in Baldur's Gate. Where he is: Cloakwood 3 (x 3181 y 3492) (in the forest) - Faldorn 12 15 11 10 16 15 Human Druid True Neutral Faldorn wants to free the forest from the evils of the Iron Throne, which has taken up residence in the Cloakwood Mine. Where she is: Cloakwood 3, In the Druid Shrine (x 639 y 2885) Enemies: Dread Wolves, Brown Bears, Wolves, Cave Bears Plot: - Just passing through. There are some good companions here if you need them. Head East to reach the final Cloakwood Forest. Subquests: - Laskal's Potion After you cross the bridge, you will be approached by a Druid named Laskal, who claims to have a message for the Iron Throne. He asks if you represent the Iron Throne. Say that you are the enemies of the Iron Throne and he gives you an Invulnerability Potion. Laskal: Cloakwood Forest Three (x 3344 y 2132) Other: - Druid's Tree Fort In the western edge of this Area is a giant tree that the Druids have built into a fort. You can go inside and up the stairs to talk to the Shadow Druid's Archdruid Amarande. Tell him that you hunt bandits and he'll tell you about the Bandit Mines to the East. Be advised that if Jaheira is in your party, he'll attack (since Shadow Druids do not like the druidic group that Jaheira belongs to). This fort also has some minor treasures that you can burgle if you feel so inclined. Fort: Cloakwood Forest Three (x 850 y 2115) - Izefia despises Peter the North Near the cave where Peter the North is training Baby Wyverns, you'll be accosted by a Shadow Druid by the name of Izefia. He'll explain the situation about Peter the North and wander off. Be advised that if Jaheira is in your party, he, too, will attack (since Shadow Druids do not like the druidic group that Jaheira belongs to). Izefia: Cloakwood Forest Three (x 1986 y 1534) - Peter the North's Baby Wyverns In a small cave to the east of the Fort hids a bandit by the name of Peter the North. He is raising Wyverns for ... well who knows, but it can't be a good reason. Go in that cave and wipe him out! (240 exp) You'll have to kill the Baby Wyverns as well, but they aren't so tough. (450 exp each) Cave: Cloakwood Forest Three (x 2320 y 920) -------------------------------------------------------------------------------- 11c. Cloakwood Forest Four -------------------------------------------------------------------------------- Note: When you first enter this area you get to watch a movie (on Disc 4) of a Wyvern flying off with a cow. Companions: none Enemies: Hamadryads, Guards, Baby Wyverns, Huge Spiders, Wyverns, Worgs, Wolves Plot: - You can kill the Wyverns here if you need to keep Coran, or you just want the Experience and the Bounty on their heads. When you are done with that head East to get to the Mines. Subquests: - The Wyvern Cave We heard about this before with Coran (assuming that you talked to him). Go inside and kill all the Wyverns inside (hehe!). There is one really big one in there that seems to have been dead for quite some time. Take the heads from any Wyverns you kill and take them to the Temple to the East of Beregost for 2000 gp. (He'll only buy one, the rest can be sold for 500gp) Once you complete this, Coran will stay with you forever. Assuming you added him to your party that is. There is also some treasures on a body near the gigantic dead Wyvern. Wyvern Cave: Cloakwood Forest Four (x 4063 y 1681) Treasures: Wyvern Cave (x 399 y 592) Other: none -------------------------------------------------------------------------------- 12. Cloakwood Mines (Exterior) -------------------------------------------------------------------------------- Companions: none Enemies: Wolves, Black Talon Elites, Guards Treasures: Boots of Speed ッッ| Morningstar +1 |-- Assassination Attempts Plate Mail +1 __| Plot: - We're here to get into the mines. You have to cross the bridge onto the island in the center of the Area. - The entrance to the mines is at (x 3215 y 591). Go inside, down the stairs, into the elevator, and down into the Mines. Subquests: none Assassination Attempts: 1 Near the Stables (x 1575 y 1877) Drasus--1400 exp, Boots of Speed, Morningstar +1, Chainmail, Potion, 56gp Rezdan--1200 exp, Robe, 32gp Genthore--1600 exp, Plate Mail +1, Large Shield, 66gp Kysus--1400 exp, Robe, 66gp Other: - Lakadaar There is a Guard named Lakadaar in the northern section of the Area. He demands to know who you are and what you are doing. You could tell him the truth and fight him, or you can tell him that you are looking for wyverns, and that they are poisonous. If you do he will run off. Heh. Lakadaar: Cloakwood Mines, Exterior (x 1640 y 540) - Barracks There are some minor treasures located in the Barracks. There are some Guards in here. And on the second floor is a Guard who runs away from you. Barracks: Cloakwood Mines, Exterior (x 1332 y 1776) - Storehouse Just to the North and East of the Barracks is the Storehouse. Inside is a Guard who attacks you. Sorry, nothing else to do in there! Storehouse: Cloakwood Mines, Exterior (x 1806 y 1566) -------------------------------------------------------------------------------- 12a. Cloakwood Mines (Interior) -------------------------------------------------------------------------------- Companions: S D C I W Ch - Yeslick 15 12 17 7 16 10 Dwarf Fighter/Cleric Lawful Good You find Yeslick in the Cloakwood Mines, and all he wants to do is help. How noble. Where he is: Cloakwood Mines, Level 2 (x 851 y 1727) Enemies: Guards, Black Talon Elites, Ghasts, Hobgoblins, Ogre Mage, Mustard Jellies Treasures: Traveller's Robe (Natasha and Fourth Level, Davaeorn) Adventurer's Robe (Second Level) Robe of the Evil Archmagi (Fourth Level, Davaeorn) Bracers AC 8 (Fourth Level, Davaeorn) Walkthrough: Entry Level: Wander up the northern passage to get to (x 1980 y 240) and talk to the Miner who is standing in front of the Giant Plug. Agree to help free him, and he'll tell you how to destroy the Mine. All you have to do is get the Key from the Keeper of the Mine. You can talk to all the Miner's here, some you can free, some ask for you to kill them. Go to (x 1450 y 1500) to get to the next level. Second Level: Head South East to (x 1387 y 605), and from there South West to (x 1019 y 1143). Be careful, there are 2 lightning traps here. Here is a very large group of people for you to kill. The Mage has an Adventurer's Robe and some Spells. Talk to Rill at (x 710 y 1634) and give him the 100 gp to free the slaves. You can also pick up Yeslick on this level. The stairs to the next level are at (x 385 y 1610). Third Level: You will enter into a room filled with enemies (immediately at the start so be ready for some brawling). There are all sorts of treasures to be found on this level, as well as lots of enemies (that constantly re-spawn). The northern section has most of these treasures (in chest and furnitures so be thorough). There is an Ogre-Mage near (x 2977 y 1921). Once you are done up there, go southwards. Go to the Forge at (x 1825 y 2680) and from there go south east. The passage to the next level is at (x 2712 y 2860). Fourth Level: Davaeorn is on this level. Be careful to check for traps, as when they trigger, Battle Horrors (very nasty enemy) appear. There are 3 traps, the first at (x 1267 y 523). Find them and disarm them. There is a fourth one just past those, disarm it as well. Now you should find Davaeorn and kill him (6000 exp, Traveller's Robe, Robe of the Evil Archmagi, Bracers AC 8, Key, 3 Scrolls, 4 Spells, 109gp) to start Chapter 5. Be sure to get all the treasure on this level. Go to the Elevator at (x 270 y 1168) to get back to the Entry Level. KyleEChu sent me this: "If you attack him immediately, he summons Battle Horrors (not a fun battle) and starts teleporting around while slinging powerful spells. Instead of attacking him immediately, do the following: after your thief disarms the 4 traps, use stealth mode to scout out where Davaeorn is standing, then stash your thief in one of the side rooms. "Have your mage or cleric step forward and cast Dispel Magic towards Davaeorn to knock out his shield and mirror images. Do not let him see you do this. Don't save your game at this point, because he automatically recasts them every time you load the area. Let your mage now step forward and cast Stinking Cloud at him. Again, don't let him see you do this! Wait a few moments for the spell to knock him out. When he falls unconscious, move up and let him have it with projectile weapons! He will die quickly, and your party will not have taken a scratch." Entry Level: Go back to the River Plug and talk to the Miner there. Tell him that you talked to Rill and he'll open it up. A short movie later and you get control back, outside again. Depending on your actions inside (if you didn't talk to Rill and give him the 100gp then you get less) you get your reward: 2000 exp, and a Reputation +2. You can now enter the City of Baldur's Gate. Subquests: none Other: - Armory -- Third Level There is an armory here with some weapons, armors (like a Small Shield +1). Armory: Third Level (x 2160 y 500) - Natasha -- Third Level The Mage Natasha is hiding in an office on the third level. Kill her (1200 exp, Traveller's Robe, 4 spells). Natasha: Third Level (x 3100 y 857) - Stephan -- Fourth Level The apprentice to Davaeorn can be found on the fourth level in Davaeorn's Library. Grill him for information. You can kill him if you want. He doesn't give you that much, though. Stephan: Fourth Level (x 727 y 1186) -------------------------------------------------------------------------------- 13. Gullykin (AR 4000) -------------------------------------------------------------------------------- Companions: none Enemies: Kobolds, Ghasts, Ankhegs (NW corner) Treasures: Morningstar +1 ッッ| Chainmail +2 |覧 Assassination Attempts Long Sword +1 __| Plot: - Just some Kobolds to get rid of. Subquests: - Gandolar's Quest Talk to Gandolar a couple times and he'll ask you to clear out the Firewine ruins of their kobold menace. He tells you that there is a "secret entrance" to the ruins in the winery. Once you've disposed of Jenkal and the Ogre Mage (see Jenkal's Kobolds below) he'll give you a meager reward of 250 gp. Gandolar: Gullykin (x 720 y 1210) - Jenkal's Kobolds In the basement of Jenkal's Home you will find the surliest halfling of all, Jenkal. He is so surly that he is quite suspicious. Accuse him of smuggling in Kobolds, and he'll admit to it, and attack you. Also once that is done you will see a hidden door appear. If you go into the door it will take you directly into the Firewine Ruins, more specifically to the Ogre Mage within. Jenkal: Gullykin (x 200 y 900) Assassination Attempts: 1 To the SW of the Area (x 3715 y 3575) Morvin--650 exp, 38 gp, Minor Treasures Drakar--1200 exp, Morningstar +1, Potion, 34 gp Molkar--1200 exp, Chainmail +2, Long Sword +1, Potion, 84 gp Halacan--650 exp, 2 Spells, 38gp Other: - Ruins Entrance There is another Secret Entrance to the Ruins (in addition to Jenkal's) in the Winery. Winery: Gullykin (x 350 y 315) -------------------------------------------------------------------------------- 13a. Firewine Bridge (AR 4500) -------------------------------------------------------------------------------- Companions: none Enemies: Zombies, Skeletons, Kobold Commandos, Wild Dogs Treasures: Gauntlets of Weapon Expertise (Meilum) Long Sword +1 (Meilum) Plot: - Beyond picking up the Gauntlets of Weapon Expertise from Meilum, the only thing to do here is to go into the Ruins (x 4000 y 2000). Subquests: - Carsa's Jar, or Karhk the Greatest Ogre Mage Talking with Mad Carsa doesn't really get you anywhere (she's just to the north of the bridge). Demand that she give you the Jar, and she'll refuse. Keep demanding it until she unleashes the Ogre Mage Karhk. He'll come up to you and talk to you (after killing Carsa of course), and then attack. Kill him to get 3500 exp, 3 Gems, and 150 gp. Carsa: Firewine Bridge (x 3500 y 930) Other: - Bentan of Ilmater Bentan has been wandering around for quite some time suffering for his faith, that of Ilmater the God of Suffering. He asks that you join him by casting off all your belongings and wandering the world with him in pure suffering. I think you know what to do here. Bentan: Firewine Bridge (x 470 y 415) - The Poet Poe You will encounter Poe, a poet, on the Bridge itself. He will sing you a song, and afterwords you can give him 10 gp. Poe: Firewine Bridge (x 2810 y 1560) - Meilum the Best Swordsman in the Sword Coast In the eastern edge of this area you will encounter a Swordsman by the name of Meilum. Challenge his pompous self to a duel and beat him up (1200 exp, Gauntlets of Weapon Expertise, Long Sword +1, and 64 gp) Meilum: Firewine Bridge (x 4865 y 700) -------------------------------------------------------------------------------- 13b. Firewine Ruins (AR 5201) -------------------------------------------------------------------------------- Note: What makes this dungeon tough isn't the type of enemy you fight, it's how many of them there are. Not only are there a lot of Kobold Commandos to start with, but they constantly re-spawn making it hard to get anywhere. Enemies: Kobold Commandos, Ogre Mage, Kobolds, Ogrillons Plot: - The only real thing to do here is to find the Ogre Mage (x 575 y 250) and kill him. The easiest way to do this is described in the Gullykin section under the Jenkal subquest. Subquests: - The Ancient Armor In one of the corridor's you will encounter an undead knight who asks you to strike him down and take his armor. Do so. Later in the passage you will encounter a Ghost Knight which asks for the armor. The armor and the ghosts vanish and you get your reward: 1500 exp. Knight: Firewine Ruins (x 1450 y 360) Ghost Knight: Firewine Ruins (x 730 y 985) Other: - Lendarn the Mage This bugger will attack you without even giving you his Evil Rant. Now where's the fun in that? For killing him you get 1400 exp, Robe, 4 Spells, 2 Potions, 150 gp. Lendarn: Firewine Ruins (x 355 y 533) -------------------------------------------------------------------------------- 14. Baldur's Gate Bridge -------------------------------------------------------------------------------- Companions: S D C I W Ch - Quayle 8 15 11 17 10 6 Gnome Cleric/Illusionist Chaotic Neutral Quayle is an insulting little person, who will join up for no apparant reason. No matter which direction you say that you are going, he is going that way too. Can't get him until the Cloakwood mines are cleared. Where he is: Baldur's Gate Bridge (x 486 y 797) Plot: - As you cross the Bridge you will be accosted by a Flaming Fist Soldier who demands that you pay them a tax. Give him the "Nymph's" comment and he'll make you talk to his commander, Scar. He asks if it was you who has been causing such a ruckus lately, say that it was. He asks for your help, agree to give it. He wants you to break into the Seven Suns compound in the SW corner of the city. - Head west to enter Baldur's Gate itself. However, if you head north from the Baldur's Gate side of the Bridge you can get to a new area, the Farm N of Baldur's Gate Bridge. Subquests: - Nester's Dagger Just slightly to the north of Tenya's home an Ankheg may appear, kill him and take the dagger on his corpse. We will take this to Quinn in the NW Section of Baldur's Gate later (check that section for more information). Ankheg: Baldur's Gate Bridge (x 4070 y 100) -------------------------------------------------------------------------------- 14a. Farm N of Baldur's Gate Bridge (AR 0400) -------------------------------------------------------------------------------- Companions: none Enemies: Zombies (lots of them!) Treasures: Cloak of Protection +1 (Cloak of Protection) Plot: none Subquests: - Wenric and the Zombie Killing Talk to the Farmer Wenric to the north and he asks for your help to kill all 20 of the zombies wandering about. Do so and return to the farmer to get your reward: 800 exp, and 150gp. Farmer: Farm N of Baldur's Gate Bridge (x 615 y 543) Other: - Cloak of Protection Search the Farmer's house to get a Cloak of Protection +1, and some other small treasures. House: Farm N of Baldur's Gate Bridge (x 593 y 371) -------------------------------------------------------------------------------- 15. Baldur's Gate (AR 0800) -------------------------------------------------------------------------------- Note: When you first enter Baldur's Gate you are "treated" to a little movie, which is on Disc 5. After that Elminster will come up to you and tell you that you can trust Scar of the Flaming Fist, as well as his commander, Duke. Navigating Baldur's Gate can be a little tricky due to the wall in the center of town which prevents you from simply crossing from one end of the city to the other. Baldur's Gate is divided into 9 sections, and as such, this section is divided into 9 sub-sections, one for each of the city sections. Companions: none Enemies: none Plot: - There are various things in Baldur's Gate worth doing. Subquests: - Brevlik's Telescope In the Elfsong tavern is a wheezy gnome named Brevlik who wants you to steal a trinket from the Hall of Wonders, a telescope. Agree to help him out, and try to increase your fee as well. Now all you have to do is to break into the Hall of Wonders. You'll find the Hall of Wonders in the W Section of the city. Break into it at night (you'll probably find Alora there, see the Baldur's Gate W Section below for more information, if you have Alora in your party you'll be able to steal things here without them noticing), and steal the Telescope. Return it to Brevlik to get your reward: 5500 exp, 500 gp, and a Lightning Wand. Brevlik: Baldur's Gate (AR 0800, x 1800 y 2370) Telescope: W Section (AR 0600, x 1600 y 2200) - Arkion's Corpse A Necromancer who lives in the southern part of this area wants you to find him a body from the Sewers and bring it to him. You can find a corpse in the sewers that are under the SW Section of the city. There are 2 more corpses in the W Seweres. You only need one corpse, however. Take it to Arkion to get your reward: 250 gp, and 1800 exp. Arkion: Baldur's Gate (AR 0800, x 1600 y 3200) Corpse: SW Sewers (AR 0224, x 2520 y 2360) Corpses: W Sewers (AR 0225, x 3700 y 2860) - The love triangle of Ordulinian, Nemphre and Arkion This subquest should be tackled only once you completed the Arkion's Corpse subquest (see above) and Nemphre subquest (see Baldur's Gate SE Section). Although he may not ask you to, give him Arkion's Bloostone Amulet and Nemphre's Onyx Ring to get 3500 exp. He's in The Sorcerous Sundries. Ordulinian: Baldur's Gate (AR 0800 x 1025 y 1950) Arkion: Baldur's Gate (AR 0800, x 1600 y 3200) Nemphre: SE Section (AR 1300, x 1750 y 240) - Niklos and the Bandits In the center of the Area you will find a bandit named Niklos. He says that his boss wants to talk to you, and gives you 50gp just to talk to him. He tells you to go into the building to the north of him, and if asked for a password to reply "fafhrd", there to meet with the boss. Go inside the building, give the guard your password, and go further in. All the way to the back is a man named Alatos, the Boss. Talk to him. Be careful what you say, as they might attack you. What he wants you to do is to steal some items from Oberon's House in order to prevent the construction of "Sky Ships". You get 10 days to complete this quest. Once agreed to, you have free run of the Guild. For more information go down to the section titled Baldur's Gate Central Section and look under the subquest marked "Oberan's Estate." Once you have the items return them to the Thieves' Guild. Now you give him the items and you get a reward of 4000 exp, however, the client thinks that you were too "messy" in your operation and wants to terminate you, but if you did the Narlen Subquest below, Narlen will come in and kill the client instead, and you are thereafter a full member of the Thieves' Guild. Niklos: Baldur's Gate (AR 0800, x 1550 y 1790) Boss: Baldur's Gate (AR 0800, x 1450 y 1250) Oberan's House: Central Section (AR 0700, x 3400 y 100) - Narlen Darkwalk's Thievery Test In the Thieves' Guild you will encounter Narlen Darkwalk who wants to test your thievery abilities. Agree to it, and he'll ask for a THIEF (and only a thief) to meet him by the Splurging Surgeon Inn. Go there. (It's a little tricky to get to where we need to be. Go west to the Central Section and then North to the North Section, and finally go East to the NE Section) Talk to Narlen again, and you'll be automatically taken to where you need to be. Eventually a Flaming Fist will come up to you and ask what you're doing. Yell out a warning to your "mates", and flee back to the Thieves' Guild. (Don't fight the Fist!) You will get 100 gp for the first job, and another job will be given out. This time we're stealing a Rogue Stone from Gantolandan. This time he wants to meet up at the Blade and Stars Inn, which is in the SE Section of the city. Meet up with Narlen there, and then follow him to Gantolandan's house. Go inside and steal the stone (for more information on this go down to the SE Section below and look under the Gantolandan in other), and then return to the Guild again. Talk to Narlen for the last time to get 3 Pearls. (the Rogue Stone, if you had sold it, is worth 2500 gp, while 3 Pearls are worth 300... methinks someone here took more than their fair share!) Narlen: Baldur's Gate (AR 0800, x 1450 y 1250) Splurging Surgeon Inn: NE Section (AR 0300, x 500 y 2970) Blade and Stars Inn: SE Section (AR 1300, x 200 y 666) Other: - Four Mages On the second floor of the Sorcerous Sundries are a quartet of mages who are practicing spells. They are very put out if you go near them, and will attack you. Oulam--1200 exp, Robe, minor treasures Wheber Ott--1500 exp, Robe, minor treasures William Garst--1500 exp, Robe, minor treasures Niemain--2000 exp, Cursed Ring of Clumsiness, Wand of Fire, 280 gp Note: If you have Xzar in your party, the Mages here won't attack you since Xzar is a member of their order. Sorcerous Sundries: Baldur's Gate (AR 0800, x 1025 y 1950) - Husam the Bandit Inside the Bandit's hideaway (see Niklos and the bandits above) you can talk to Husam. He has a bit of information on the Iron Throne, like who the leaders are, and what their plans are. Husam: Baldur's Gate (AR 0800, x 1450 y 1250) -------------------------------------------------------------------------------- 15a. Baldur's Gate NE Section (AR 0300) -------------------------------------------------------------------------------- Note: When you first come into this area from the first BG Section, you will confronted by two goons from the Iron Throne, Marek and Lothandar. They tell you to stay out of Throne business and leave. Also this area is divided in half by the inner wall. Companions: none Enemies: none Treasures: Cloak of Balduran (Quenash and the Cloak of Balduran) Gauntlets of Weapon Skill (Larze the Would Be Ogre Assassin) Plot: - Just some subquests to do. Subquests: - Brielbara and Yago's Book of Curses A mage of minor power here has a task for you. Her daughter was cursed by the mage Yago, and in order to remove the curse, you need to retreive his book of Curses. You can find Yago in the Low Light Tavern (it's really a boat) at the Harbor. Go in and take him out (he is on the third level). Once that is done return with the book to the Splurging Surgeon Inn and give it to Brielbara to get your reward: 200gp, 1000 exp, and a Reputation +1. I got this from Peter Cheong Choon Wah: Apparently Coran was Brielbara's lover and her daughter's true father. If you approach Brielbara with Coran in your party, she would badger him about this turn of events; Coran would be forced to do something about Yago and he would ask if you/the party would aid him. (I can not confirm, but if you refuse in this case, Coran *might* leave the party to settle the issue himself...) When you help Coran to settle the matter and return to Brielbara, after she rewards you, she would have one last tiff with Coran, asking if he's ready to be a responsible father. Coran would be uncertain and she would depart, leaving him with your party. Brielbara: NE Section (AR 0300, x 715 y 2250) Low Lantern: Harbor (AR 1200, x 3420 y 3090) Splurging Surgeon: NE Section (AR 0300, x 411 y 2885) - Larze the Would Be Ogre Assassin In the Blushing Mermaid Tavern you find yet another assassination attempt, this time from a none-too-bright Ogre named Larze. If you want you can talk him out of attacking you (900 exp). Or you could attack him, which I think may be the better course of action. Larze--2000 exp, Gauntlets of Weapon Skill, 1 Spell, Minor Treasures Blushing Mermaid: NE Section (AR 0300, x 200 y 1750) Other: - Quenash & the Cloak of Balduran Quenash in the Undercellars somehow got a hold of the Cloak of Balduran. Find her and steal it from her to get a really really good cloak (that 25% Magic Resistence will come in handy!). To get into the Undercellars go through the back door in the Blushing Mermaid. Quenash: Undercellars (x 1300 y 1315) - Kill the Mustard Jellies After talking three times to a drunk named Lusselyn, he will bet you 100gp that you cannot kill the mustard jelly upstairs. Upon completion of the quest, you will discover that Lusselyn has only 60gp remaining, having spent the rest on "Boozsh an' schtuff". (from Arashikage The Magnificent, Illusionist Without Peer) Lusselyn: Splurging Surgeon, NE Section (AR 0300, x 411 y 2885) -------------------------------------------------------------------------------- 15b. Baldur's Gate SE Section (AR 1300) -------------------------------------------------------------------------------- Companions: none Enemies: none Treasures: Light Crossbow +1 (Taxek and Michael, Bandits) Long Sword +1 (Gantolandan's Rogue Stone) Plot: - Just some subquests to do here. Subquests: - Nemphre To get Nemphre to even talk to you, you must talk to her with any male in your party. (There goes that all female party!) She wants you to get an amulet back from her former flame, Arkion. You'll find Arkion back in the first Baldur's Gate section in the southern part of that area. Go into his house, don't bother talking to him, and steal the Bloodstone Amulet. Take it back to Nemphre to get called a fool (but a sweet fool!), and receive a small reward: 1000 exp, and the spell Vampiric Touch. Nemphre: SE Section (AR 1300, x 1750 y 240) Arkion: Baldur's Gate (AR 0800, x 1600 y 3200) Alternatively... Starlight sent me this: "I went and retrieved nemphres amulet and took offence at being called a fool, all be it a sweet fool. So after saving the game I tried to charm her so I could rob her, this did not work, so still feeling verbally abused I set all five of my party on to her. I have a heroic reputation (20) after her death which was quick, in Another life maybe she will hold her tongue, no flaming fist arrived so I ransacked the place and found: Cloak of Protection +1 War Hammer Minor Gem 18 Gold Pieces And on her Robe of Electrical resistance Bloodstone Amulet Onyx Ring And a Dagger I reckon just short of 3000 gp not a bad earner wouldn't you say. - G'Axir the Seer In the Blade and Stars Inn you will meet a seer named G'Axir who wishes to tell your fortune, but requires a Sphene Gem to do such a task. Find one and bring it back to him (if you'd rather just cheat it, it's MISC37) and he'll give you your fortune and a reward of 1000 exp. G'Axir: SE Section (AR 1300, x 200 y 666) - Nadarin's Basilisk Someone decided to ship a basilisk somewhere, and somehow it escaped and is wreaking havoc at the harbor. Talk to Nadarin in the warehouse to get the quest, then head over to the harbors. You will find the Basilisk in a warehouse, once inside you will be warned that it is in there. Kill it (it has a Sphene Gem if you need one for G'Axir) and then return to Nadarin. Your Reward: 1300 exp, and 1800 gp. Nadarin: SE Section (AR 1300, x 800 y 1930) Basilisk: Harbor (AR 1200, x 3264 y 1146) Other: - Taxek and Michael, Bandits Taxek and his buddy Michael are from the Thieves' Guild have decided to rob a house in this area. You have several options on how to handle this, but the best is to say that it isn't your house, but that you aren't going to let them leave. They will attack you, kill them and steal their treasures. Taxek--975 exp, Light Crossbow +1, Magic Bolts, 2 Gems, 75gp Michael--300 exp, Magic Arrows, 2 Gems, Long Bow, 54 gp Bandits: SE Section (AR 1300, x 1733 y 1075) - Gantolandan's Rogue Stone (or the Stray Cat Thief) On the second story of a house in this area you will encounter a sleeping man named Gantolandan. Near his bed is a trapped chest with a Rogue Stone inside (very valuable! 2500gp!), but as you steal it, Gantolandan will wake up and ask "Who's there?" You could impersonate a cat and say "Meow". Take the Rogue Stone, and he'll say "I don't own a cat". Claim to be a stray and he'll go back to bed. It's fairly safe to leave. Or you could just kill him to get 1200 exp, Long Sword +1, 64gp. This is the second of Narlen's tests if you care about the Thieves' Guild. Gantolandan: SE Section (AR 1300, x 785 y 1190) - Nikolai You can talk to a local "tour guide" called Nikolai here. Nikolai: SE Section (AR 1300, x 1000 y 210) -------------------------------------------------------------------------------- 15c. The Harbor, Baldur's Gate S Section (AR 1200) -------------------------------------------------------------------------------- Note: You may encounter Entillis Fulsom here, a friend of Elminster. He urges you to curry the favor of Scar and Duke Eltan to protect yourself from the Iron Throne. Companions: none Enemies: none Treasures: Gauntlets of Ogre Power ッッ| Long Sword +1 |__ Desreta, Vay-ya and the Void Dagger +1 | Wand of Fire __| Gaunlets of Weapon Skill (Noralee's Gauntlets) Ring of Free Action ッッ| Halberd +2 | Bracers AC 7 |__ The Iron Throne Mace +1 | Wand of the Heavens | War Hammer +1 __| Plot: - There are some subquests to do here, as well as the Gauntlets of Weapon Skill. - The Iron Throne Tower You can find the Iron Throne's Headquarters in this area to the North West. Go inside. When you first enter you get to see a little movie (Disc 5). 1st floor: A fat merchant will come up to you and say that there is madness inside. Well we knew that. There is a lone guard at (x 731 y 493). You can tell him that you are seeking employment or can beat him up. Your choice. Basement: You'll find a lone guard here and some treasures at (x 147 y 328) and (x 182 y 218). There is an exit that leads to the sewers here at (x 678 y 526). 2nd floor: Here you'll encounter another guard named Dra'tan. Either tell him that you're delivering a message to Sarevok, and that you'll pass his comments on or fight him (if so, he'll summons two other guards to help him out). There is some guards on this level (they all have minor treasures). 3rd floor: Another guard will accost you here. Again pass yourself off as new recruits who don't yet have their uniforms. Also on the third level, Nortuary will come up and talk to you. He wants to know where the Iron Throne higher ups are. Tell him that they are upstairs. An Emissary from the Grand Dukes named Tar will initiate a conversation with you. Do not kill her or you'll lose reputation. 4th floor: Do not kill anyone on this floor or you'll loose a lot of reputation points. You can impersonate the Emisary Tar when talking to Destus Gurn to get some free information. There are some scrolls at (x 1136 y 508) and (x 877 y 412). 5th floor: A really big fight will ensue from your entrance on this floor with several tough Iron Throne leaders. I'd recommend using a Fireball or three, and/or a Cloudkill. You can also use Dire Charm on some of them to get some free added firepower. Beyond that, good luck. Don't forget to search everywhere for letters, treasures, etc... You'll also discover what happened to Emissary Tar here. I didn't keep track of which treasures belong to which person, but here's a list of treasures you'll get: Ring of Free Action, Wand of Lightning, Halberd +2, Bracers AC 7, 7 Spells, Mace +1, Wand of the Heavens, War Hammer +1. And here's the Experience you get from it: Zhalimar Cloudwulfe--3000 exp Gardush--1800 exp Alai--1800 exp Naaman--2000 exp Diyab--1600 exp Aasim--1800 exp Once that's done find Thaldorn and threaten him until he tells you where the other leaders of the Iron Throne are. (Candlekeep) And also gives you information on all their dirty deeds, which he claims Reiltar has. Kill him if you want to get 975 exp, a Short Sword +1, and a Studded Leather +1. Iron Throne: Harbor (AR 1200, x 400 y 600) Subquests: - Ghorak the Diseased In a house near the south of the area you will find a diseased man who cannot be cured by conventional (and by that I mean magical) means. There is, however, a way to cure him. Simply go to the Three Old Kegs Inn, there you will find a Skull behind a painting on the second floor. Take the Skull to Agnasia at the Lady's Hall. She'll tell you a little story about the Skull's previous owner, and give you 1000 exp, and a Reputation +1. You can if you want, go talk to Ghorak again to see him cured, but you get nothing more. Ghorak: Harbor (AR 1200, x 4230 y 1925) Skull: N Section (AR 0200, x 3700 y 2370) Agnasia: W Section (AR 0600, x 1300 y 1000) - Nadarin's Basilisk Part 2 (see the above sub section) - Noralee's Gauntlets In a warehouse to the south of the Basilisk warehouse you will find a female archer by the name of Noralee who has lost some Gauntlets. She asks you to pick up the Gauntlets before someone else does. Go pick up the gauntlets, and return them to her (they are Gauntlets of Weapon Skill) to get your reward: 1000 exp, 2 Potions, and a Reputation +1. Or you could just keep them. (THAC0 +1) Once you give them to her, she leaves, so decide if you want them before that! Noralee: Harbor (AR 1200, x 3550 y 1520) Gauntlets: Harbor (AR 1200, x 730 y 2700) - Cordyr's Sirines Cordyr has been having some trouble with Sirines far to the south. If the party has a low or medium reputation, he'll ask them to get rid of them. Kill them to get a reward: a Haste Scroll. The Sirines he wants dead are in the Lighthouse Map (AR 3600) and you may have already killed them (one of them is named Sil). See Flesh Golem Cave in Lighthouse Map (AR 3600) for more information. Sil and 2 sirines: Lighthouse (AR 3600, x 383 y 1209) Cordyr: Harbor (AR 1200, x 3060 y 875) Other: - Desreta, Vay-ya and the Void A wench in the Low Lantern (a brothel if you must know) by the name of Desreta will come up to you on the second level, and blabber on about being "one with the void" and how life is meaningless. Long story short, you have to fight her as well as her mage companion Vay-ya. Desreta--1200 exp, Gauntlets of Ogre Power, Long Sword +1, 172 gp Vay-ya--2000 exp, Wand of Fire, Dagger +1, 2 Spells, 2 Gems, 94 gp Low Lantern: Harbor (AR 1200, x 3420 y 3090) - Yago Yago is on the third level of the Low Lantern, you can kill him if you want. You get 1400 exp, a Knave's Robe, and Yago's Book of Curses. You can search the chest near his bed for some good spells (like Fireball if you don't already have it) and some gold. Yago's Book of Curses is important in a subquest in the NE Section (Brielbara and Yago's Book of Curses). Low Lantern: Harbor (AR 1200, x 3420 y 3090) - Larriaz the Sirine Larriaz was abducted by a fisherman, and has now exacted her revenge by killing his entire family. Kill her and you get 30 exp. Whee. You can then search the house for some more minor treasures. Larriaz: Harbor (AR 1200, x 3970 y 1660) - Child's body from Umberlee's temple You can wander into Umberlee's temple and talk to the Bitch Queen's Priestess here (that's what Umberlee is known as). Ask to talk to Tenya (she's the girl you helped retrieve that BOWL awhile back) and she will appear and give you a corpse. This is to complete the subquest in the W Section of the city titled "Varci Roaringhorn and the High Price..." Temple: Harbor (AR 1200, x 870 y 2340) - Ogre Mages In one of the buildings here you will find 4 Ogre Mages (this could have been listed as an Assassination attempt, except none of them have names) who want to kill you. The fifth one is invisible and will become visible once he initiates a conversation with your party. Building: Harbor (AR 1200, x 1140 y 1215) -------------------------------------------------------------------------------- 15d. Baldur's Gate SW Section (AR 1100) -------------------------------------------------------------------------------- Companions: S D C I W Ch - Tiax 9 16 16 10 12 9 Gnome Cleric/Thief Chaotic Evil Tiax is a very bizarre fellow who believes that he will one day "ascend" to become the ruler of the Realms. He thinks that that is his "destiny" as foretold to him by Cyric. Special Abilities: Summon Ghast Where he is: Baldur's Gate SW Section (AR 1100, x 1440 y 1610) Enemies: Dopplegangers, Green Slimes Treasures: Spear +1 (Seven Suns) Wand of Magic Missiles (Seven Suns) Medium Shield +1 (Duke Eltan's Office) Splint Mail +1 (Duke Eltan's Office) Plot: - Go talk to Scar again in the Flaming Fist HQ, and he'll ask for you to investigate the Seven Suns. This is done in two parts, freeing Jhasso, and killing the Dopplegangers, so be sure to get both rewards. See The Seven Suns below for more info. - The Sewers Scar wants you to check the sewers of the city for a beast of some sort. Go to the eastern end of the city, and down into the sewers. Then go to (AR 0226, x 1335 y 1590) and kill the Ogre Mage (Bastard Sword +1) and his Carrion Crawler buddies. Take all the items from the Ogre Mages body, but don't sell them. Go back to Scar and tell him what the Ogre Mage was doing down there, and then give the Ring to Scar for your reward: 3000 exp, and 3000 gp. - Finally to finish Chapter 5 and leave Baldur's Gate talk to Scar again until he wants to talk to you about the Iron Throne. Go outside and talk to him, and agree to meet with Duke Eltan. Tell the Duke what you know (if you went into the Iron Throne's HQ tell him about Reiltar) and he'll transport you to Candlekeep to get information from the Throne. If you haven't done the Iron Throne yet, you'll have to before you can leave! Also if you haven't done the Iron Throne yet, you can wander around Duke Eltan's office, and swipe his items. On Duke himself you'll find the History of the Nether Scrolls, and in another room you'll find a Medium Shield +1 and a Splint Mail +1. Subquests: - The Seven Suns When we first entered Baldur's Gate we were asked by Scar to investigate the Seven Suns merchant guild. Now we have the opportunity to do just that. Enter the building, and a merchant will talk to you. Go downstairs (the stairs down are in the SW end of the room) to find a Doppleganger and the head of the guild, Jhasso. Talk to him and say that you are there to rescue him. He'll say that the guild was taken over by Dopplegangers. You can search the basement for a Spear +1, a Wand of Magic Missiles, and other minor treasures. Go back upstairs and talk to any merchant over and over until they crack and turn into Dopplegangers. Kill all the ones here, then go upstairs and kill the two up there. Once that is done go over to the Flaming Fist HQ, go inside and talk to Scar to get your reward: 9000 gp, 4000 exp, and a Reputation +2. He'll also give you another job which is covered below. Seven Suns: SW Section (AR 1100, x 3480 y 1240) Scar: SW Section (AR 1100, x 1500 y 1300) - Fergus' Angel Skin Ring If you have an Angel Skin Ring handy (and you should by now), go to the Flaming Fist HQ and talk to Fergus (he's just down the hall past Scar). He wants a ring for his special someone. Talk to him again to give him the ring, and get your reward: 800 exp, and a Reputation +1. Fergus: SW Section (AR 1100, x 1500 y 1300) Other: - Green Slime Tavern There is a tavern that has been invaded by green slimes. Go inside and kill the slimes. However, whatever you do, several people will be killed (even if you kill all the slimes really quickly!). Tavern: SW Section (AR 1100, x 2470 y 725) - Thieves Looting a House There are four members of the Shadow Thieves' Guild (Dirk, Sath, Meakin and Wiven) looting a house. They all have minor treasures. Thieves: SW Section (AR 1100, x 2250 y 1770). - Sunin the Mage When you break into Sunin's house (in the southern part of this area) he of course assumes that you are thieves, and will attack you. Sunin--2000 exp, Robe, Ring of Wizardry, 2 Spells, 102 gp Joular--1200 exp, Long Sword +1, 64gp Maka--1300 exp, Plate Mail, Magic Arrows, 39gp Sunin: SW Section (AR 1100, x 1700 y 2500) - Phandalyn As you enter a tavern in the SW part of this area, a paladin by the name of Phandalyn will approach you. If you have any Evil party members, he will attack. However, he is still considered Non-Threatening (i.e. his circle is still blue) so if you attack and kill him, you still get the appropriate loss in reputation. Sucks. Phandalyn: SW Section (AR 1100, x 1100 y 2200) -------------------------------------------------------------------------------- 15e. Baldur's Gate Central Section (AR 0700) -------------------------------------------------------------------------------- Companions: none Enemies: none Treasures: Necklace of Magic Missiles (Halruuan Skyship) Eagle Bow (Lothandar's Geas) Dagger +2 (Lothandar's Geas) Plot: - Just some subquests to accomplish. If you have a Thief be sure to pick up the Eagle Bow (Lothandar's Geas). Subquests: - Ragefast's Nymph You will encounter a Lady Hannah here who complains about Ragefast the Mage who has enslaved a Nymph in the Western part of the city. Check the Section titled Baldur's Gate W Section for information on completing this subquest. Hannah: Central Section (AR 0700, x 330 y 870) Ragefast: W Section (AR 0600, x 2875 y 475) - The Statues of Felonius Gist Do not free any of these statues until you talk to Degrodel in the NW Section! Inside of Felonius' town house you will find a series of statues. Free the one in the North West corner and demand to know where the Helm of Balduran is (you get a small reward of 500 exp for freeing him). He will give you a scroll that gives you a bit of a clue about it, saying that it is in an Inn. You can free the others, but you don't get anything more. Town House: Central Section (AR 0700, x 1750 y 1000) - Lothandar's Geas When you wander around the Tents in this area you will be confronted by Lothandar (again if you talked to him in the NE Section) who tells you that you have been poisoned in your sleep. If you help him remove a Geas from himself, he'll help you get rid of the poison. Sounds good enough. He takes you to see a Diviner, ask the Diviner how to help Lothandar and he directs you to the Temple of Umberlee. Go to the temple and ask to see the High Priestess (you'll have to bribe them). Talk to her and ask for help to remove the Geas and she'll ask for you to get a Book from the Temple of Tymora. Wander over to the West section of the city and into the Lady's House (the Temple of Tymora), there ask the priest there for the book, and say that you'll die if you don't get it. He decides that that is a worthy enough cause, and gives you the Book of Wisdom. Now go back to the Temple of Umberlee and give the Priestess the book (say that you don't trust her to get the Scroll of Remove Geas before handing her the book). Now go to the Blade and Stars Inn to find Lothandar to give him the Scroll. He will give you his HALF of the antidote (as well as 1500 exp) and tell you to get the second half from Marek in the Blushing Mermaid Inn. You'll find Marek on the Second Level of that Inn, and he will fight you instead of just giving it to you. You get 10000 experience for curing the poison. Marek--650 exp, Eagle Bow, Dagger +2, 3 Potions, 200 gp Lothandar: Central Section (AR 0700, x 2650 y 1120) Diviner: Central Section (AR 0700, x 2500 y 800) Temple of Umberlee: Harbor (AR 1200, x 872 y 2340) Temple of Tymora: W Section (AR 0600, x 1300 y 1350) Blade and Stars Inn: SE Section (AR 1300, x 220 y 670) Blushing Mermaid Inn: NE Section (AR 0300, x 200 y 1725) - Nadine's Son Nadine's Son has wandered off again to one of Baldur's Gate's many taverns. She wants you to give him a good luck talisman, an Amulet +1. You'll find Euric (her son) in the SE Section. He says that the Amulet looks funny, but he isn't coming home. For your trouble you get 1100 exp. (thanks to Stephen Ashton for the solution to this one) Go back to Nadine and talk to her to get a Necklace of Missiles and a Reputation + 1 (thanks to Andrey Moujikov for that). Nadine: Central Section (AR 0700, x 4150 y 880) Son: SE Section (AR 1300, x 1655 y 2314) - Oberan's Estate In a house in the northern part of this area are several components which are required to create a Halruuan Skyship, a Gem, a Statue and a Book. Go inside the house, you can claim to be a servant (if you aren't "well armed" at the time!), but it isn't necessary. Go up to the third floor, and kill the three guards there. Then search the desk to find the three things. Whatever you do, don't attack the servant! Even if he turns red! Delorna--1400 exp, Necklace of Magic Missiles, Traveller's Robe House: Central Section (AR 0700, x 3400 y 100) Other: - The Rabid Chicken Invasion One of the shops here was overtaken by Rabid Chickens. Go inside and kill the chickens for the amazing Experience of 1 each. Store: Central Section (AR 0700, x 660 y 500) - Dabron Sashenstar He is the cousin of Aldeth Sashenstar and will only appear if you've killed Aldeth in the first Cloakwood Forest. As you might have guessed, he doesn't like you so be prepared for a fight. He has a magical heavy crossbow on him and some other treasures. Dabron Sashenstar: Central Section (AR 0700, x 786 y 1683) -------------------------------------------------------------------------------- 15f. Baldur's Gate W Section (AR 0600) -------------------------------------------------------------------------------- Companions: S D C I W Ch - Alora 8 19 12 14 7 10 Halfling Thief Chaotic Good You'll find Alora burglarizing the Hall of Wonders at night. Agree to stand watch for her, then talk to her twice more and she'll offer to join. Where she is: W Section (AR 0600, x 1600 y 2200) Enemies: none Treasures: Large Shield +1 +4 vs. Missiles (Varci Roaringhorn and the...) Nymph Hair (Ragefast's Nymph) Plot: - Just some subquests. Subquests: - Varci Roaringhorn and the High Price of Umberlee Just north of the Lady's House you will encounter a runt named Varci who needs your help with something. Agree to help and he'll take you into a house. Go into the house and a priest of Tymora will explain that a child and Varci wandered into the Umberlee temple with mischief on their minds, and for that one of them was killed. He wants you to go to the Temple and retrieve the body so that he can revive him. Go to the Harbor, and into the temple. Ask to talk to Tenya (the girl you retrieved the Elemental Bowl for) and she'll give you the body. Return with the body, and give it to the priest. He will walk a little ways away, talk to him again and he'll revive his son. They argue a bit, and leave. Talk to Varci to get your reward: 5000 exp, 2000 gp, Large Shield +1 +4 vs. Missiles. Varci: W Section (AR 0600, x 1040 y 825) House: W Section (AR 0600, x 875 y 666) Temple of Umberlee: Harbor (AR 1200, x 870 y 2340) - Ragefast's Nymph Ragefast the great Mage has taken a Nymph captive and it's your job to free her. Go into his house in the northern part of this area, and talk to him. Be firm that she must be free, but don't threaten him. You can talk him into letting her go, and if you do you get a reward: 2000 exp, and Nymph Hair. What does one do with Nymph's hair? Matt Canfield sent me this: I discovered that if you talk to Halbazzer Drin in the Sorcerious Sundries, he offers to purchase the Nymph Hair from you for 500 gp. If you decline and say it is too precious and you will not part with it he offers to weave a Nymph Cloak for you for an extra 100 gp, which is a total of 600 gp. Agree to this and he gives you the Nymph Cloak, he already has one made. This cloak is identical to Algernon's Cloak and gives you a Charisma +2 bonus. Ragefast: W Section (AR 0600, x 2875 y 475) Other: - Fenten's Ankhegs Fenten, the Dwarf, wants to buy Ankheg Shells from you. He will buy every shell you have for 250 gp, and there's no limit to how many times you can do this. So to maximize your profits, place all but one shell on the ground, and then talk to him. (To get to Fenten go north from the SW Section) Fenten: W Section (AR 0600, x 3400 y 3200) - Brathlen's Tour of the Hall of Wonders Talk to Brathlen just inside the Hall of Wonders to get a tour of the place. He'll walk to a place, and stop. There you talk to him again to learn more about whatever it is that you are looking at. Brathlen: W Section (AR 0600, x 1600 y 2200) - The Lousy Bard In the Temple of Gond (aka the High Hall of Wonders) you will find a bard who wants to buy stories off of you. But when you tell one to him, he isn't satisfied and leaves. Bard: W Section (AR 0600, x 3800 y 940) -------------------------------------------------------------------------------- 15g. Baldur's Gate NW Section (AR 0100) -------------------------------------------------------------------------------- Companions: S D C I W Ch - Skie 11 18 15 15 8 13 Human Thief True Neutral When you first enter the NW Area in Baldur's Gate Eldoth (if he is with you) will offer to take you up to Skie's father's estate. Go inside the estate and you will find Skie. She will only join you if Eldoth is with you, otherwise she thinks that you are thieves come to kill her. Where she is: NW Section (AR 0100, x 1170 y 1625) Enemies: Battle Horrors, Doom Guards, Invisible Stalkers, Helmed Horrors Treasures: Helm of Balduran (Degrodel and the Helm of Balduran) Battle Axe +2 ッッ| Bracers AC 7 |覧 The Maulers and the Gorpel Hind Long Sword +1 __| Plot: - Definately pick up the Helm of Balduran (you don't really need to do the whole Degrodel subquest, just go into the Helm and Cloak Inn and get it). Subquests: - Degrodel and the Helm of Balduran In Degrodel's House in the southern part of this area you will have to fight a lot of really tough monsters. Battle Horrors, Invisible Stalkers, and Doom Guards. Once past those, talk to Degrodel and he'll offer you a job, take the job and he'll explain that 6 people were turned to stone by Ragefast, and then sold to an art dealer. One of those people had the Helm of Balduran on him, and Degrodel wants you to retrieve it. To accomplish this he gives you 6 scrolls of Stone to Flesh. Go to the Central Section, and into the house of Felonius Gist. You'll see the statues in the north end of the room. Free the statue in the corner and demand the Helm of Balduran from him. He'll say that he doesn't have it, press further and he will give you a Scroll with a clue on it. In case you haven't guessed it we're going to the Helm and Cloak Inn in the NW Section. Go inside, and then go up the stairs in the back of the inn. Find the painting in this room and search it to find the Helm. Careful 'tis trapped! If you give it to Degrodel he'll give you 5000 gp, but then have 3 monsters attack you and leave with the Helm. It's much more worth it to keep the Helm. What I did was I gave him the Helm, then killed him and took the Helm back. Degrodel: NW Section (AR 0100, x 2100 y 3000) Statues: Central Section (AR 0700, x 1750 y 1000) Helm and Cloak: NW Section (AR 0100, x 3550 y 2900) - Quinn and Nester's Dagger Enter Quinn's house and he'll bug you to go check the Baldur's Gate Bridge area for signs of Nester who was attacked by an Ankheg. Go there, and to the north of Tenya's cottage you will find an Ankheg, kill it and take the dagger from its body. Take the dagger back to Quinn for your reward: 950 exp, a Shandon Gem, and a Reputation +1. Quinn: NW Section (AR 0100, x 3676 y 2225) Ankheg: Baldur's Gate Bridge (x 4070 y 100) - The Twin's Boogeyman There is a "Boogeyman" peeping on a pair of twins near the center of this area. Talk to one of the girls, and she'll say that they're being peeped upon. Then a mage named Gervasse will enter and tell you that a Druid called Voltine is to blame for this. Seems she is polymorphing into something unpleasant. Well Voltine will appear in the room, go talk to her, and she says that Gervasse is to blame. Interesting. Go kill Gervasse (900 exp, Robe, 72gp) and then report to Voltine. She'll give you a Wand of Polymorph for your trouble. Go talk to one of the twins to get a Scroll (protection from evil) and 1000 exp. Twins: NW Section (AR 0100, x 2770 y 2270) - Wanted: Algernon's Cloak A Dwarf named Pheirkas has need of Algernon's Cloak, so long as you don't kill Algernon. Go to the Feldepost's Inn and filch it off of him (if you haven't already), and bring it back for a reward: 300 exp, and 200 gp. Pheirkas: NW Section (AR 0100, x y ) Feldepost's Inn: Beregost (x 1406 y 2640) Other: - The Maulers and the Gorpel Hind In the Helm and Cloak Inn you will find four Adventurer's from the Gorpel Hind at the bar. Talk to the second from bottom person and tell him your adventures from the Cloakwood forest and Mines. Now go back to the entrance of the Inn and you will be accosted by Gretek and the Maulers. You aren't going to take that are you? A big fight breaks out, and the Gorpel Hind will help you fight off the Maulers--although they aren't all that helpful! If you really want their help, lead the Maulers up towards the bar. Gretek--1200 exp, Battle Axe +2, Plate Mail, 86gp Caturak--750 exp, Composite Long Bow, Arrows, 25gp Wilf--800 exp, Minor Treasures Nader--750 exp, Magic Arrows, Minor Treasures Arlin--850 exp, Adventurer's Robe, Gem, 38 gp Pargus--900 exp, Bracers AC 7, Long Sword +1, Gem, 48 gp Helm and Cloak: NW Section (AR 0100, x 3550 y 2900) -------------------------------------------------------------------------------- 15h. Baldur's Gate N Section (AR 0200) -------------------------------------------------------------------------------- Companions: none Enemies: Mustard Jellies, Ghasts, Hobgoblin Elites, Kobold Commandos, Treasures: Cloak of Protection +1 (Petrine's Cat Angel) Helm of Glory (Jardak's House) Long Sword +1 (Jardak's House) Amulet of Metaspell Influence (Ramazith) Ring of Protection +2 (Ramazith) Tome of Clear Thought, INT +1 (Ramazith's Tower) Plot: - Lots of good items to pick up here. Subquests: - Petrine's Cat Angel Petrine has run away, and the only thing she misses from her old way of life is her cat angel. Go into the house that she's standing by (do not listen to Bheren when he says he wants you to kill the cat! You can pick his pocket to get a Cloak of Protection +1 as well), go upstairs. Search the drawer to find an Angel Skin Ring. Take this to Petrine. For your trouble you get 500 exp. Petrine: N Section (AR 0200, x 660 y 2775) - Rinnie's Book Rinnie wants you to pick up a Book for her so that she can have a more reliable source of information than mere hearsay. If you have a History of Unicorn Run, give it to her. (it's BOOK55 if you just want to cheat it) Your reward: 900 exp, and a Protection from Poison Scroll. You can find the book in Ramazith's tower if you want. Rinnie: N Section (AR 0200, x 1200 y 2800) - Ramazith and Ragefast's Nymph Just in front of the Giant Pagoda tower you will be propositioned (not THAT way!) by a Mage to fetch him a Nymph (ok, maybe it IS that way!) from another Mage, Ragefast. Go to the W Section of the City and into Ragefast's home. Talk to Ragefast, and he isn't about to hand the Nymph over, so you'll have to kill him (2000 exp, Amulet +1, Knave's Robe, Wand of Paralyzation), and take her yourself. (or you could free her yourself and get 2000 exp and Nymph's Hair) Take her back to Ramazith. Now here's what I would do here. Give her to Ramazith, then kill him and free her. Ramazith--400 exp, Amulet of Metaspell Influence, Ring of Protection +2. If you had freed the Nymph before this, just kill Ramazith and take his nice treasures. Jesse LaCroix sent me this: For some reason, when I returned the nypmh to Ramazith, he rewarded me with nothing. No treasure or XP. After you retrieve the Nymph for him, instead of killing him immedietely for 400 (four hundred) XP, lounge around in his entry room for a bit, and he will become angry and demand that you leave. If you try to talk to him first, you won't get the desired response, so let him talk to you. Say something to piss him off, and he will fling a lightning bolt (I let him hit my lead character wearing boots of grounding and the Helmet of Defense which offers 20% Elec resistance.) and teleport to the top of the tower and say something to the effect of "find me in the top of the tower if you dare." Each level sports a small troop of monsters. The first one is the toughest (nasty Mustard Jellies) and the rest are relatively mediocre... Ghasts, Archer Hobgoblins, and Elite Kobolds. Finally at the top is Ramazith. Easily dispatched, killing him THIS way gives you 4000 (four thousand) XP. The Nymph can then be rescured for the normal 2000 xp and lock of hair before or after you go to the top of the tower. Killing all the monsters on the way up also provides a moderate bit of treasure and some good XP, and I even found an Angel Skin Ring on one of the Ghasts so I don't have to go and buy one for that Flaming Fist guy. Ramazith: N Section (AR 0200, x 3620 y 1585) Ragefast: W Section (AR 0600, x 2875 y 475) - The Noblewoman and Cyrdemac On the third floor of the Three Kegs Inn you will find a Noblewoman who wants you to find and kill a Cyrdemac in an Elfsong Tavern. He has been spreading "rumors" about her. She offers you 2000 gp as an incentive. Noblewoman: N Section (AR 0200, x 3700 y 2370) Cyrdemac: Baldur's Gate (AR , x y ) Other: - Jardak's House When you enter Jardak's house his butler (Drelik) will assume that you are Thieves (which you probably are) and will attack you (1200 exp, Short Sword +1). Go upstairs and you'll find Jardak himself, and he'll attack you as well. (3600 exp, Helm of Glory, Long Sword +1, etc.) Jardak: N Section (AR 0200, x 2450 y 1230) - Ramazith's Tower Climb Ramazith's Tower and you will encounter different enemies on each level. On the first level Mustard Jellies, second Ghasts, third Hobgoblin Elites, fourth Kobold Commandos. On the top level you find a library. There are bunches of History Books here, 4 Spells, a Tome of Clear Thought (which raises your stats by INT +1), a Wand of Paralyzation, 400gp, and a Potion. Tower: N Section (AR 0200, x 3600 y 1400) -------------------------------------------------------------------------------- 15i. Sewers Beneath Baldur's Gate (AR 0224, AR 0225, and AR 0226) -------------------------------------------------------------------------------- Companions: none Enemies: Phase Spiders, Ghasts, Kobold Commandos, Mustard Jellies, Carrion Crawlers Treasures: Bastard Sword +1 (See The Sewers, Baldur's Gate SW Section) Plot: - We're here to finish the subquest that Scar gave us (The Sewers, Baldur's Gate SW Section). - Once in Chapter 7, you can use the sewers to get from one point in the city to another in order to avoid the Flaming Fist Soldiers that will be patrolling for you. Personnally, I think it is easier to simply run away from the Flaming Fist Soldiers that'll see you and not use the sewers at all. The enemies keeps respawning here so you could waste a lot of valuable ammunition on them. AR 0224: - You'll find Schlumpsha The Sewer King here. He and his goons have standard treasures. You can also choose to fighting them or not (depending on how you answer with them). Schlumpsha The Sewer King and friends: Sewers (AR 0224, x 2236 y 2063) - Exit to Undercellar Exit to Undercellar: Sewers (AR 0224, x 152 y 808) - Exit to basement of the Iron Throne Tower Exit to basement of the Iron Throne Tower: Sewers (AR 0224, x 66 y 417) - All other exits either lead out to the streets or to Sewers AR 0225. AR 0225: - You'll find the arrogant Kobold Commando named Ratchild here. Ratchild has killed some people so do the same to him. Be advised that once attacked, he'll summons his clan (some Kobolds Commandos) to assist him. They'll all appear in the adjacent tunnels so if your party is in the middle of the room (near Ratchild), they will get pelted from every side. The recommended tactic is to send your best (and most padded) fighter to initiate the conversation while the rest of your party hangs back in one of the tunnels. When the fight begins, almost all of the summoned Kobold Commandos will attack your fighter (since they won't have a line of sight with the rest of your party. Take out Ratchild quickly since although he's just a Kobold Commando, he can cast spells. They all have standard Kobold Commandos treasures. Ratchild: Sewers (AR 0225, x 2304 y 2090) - Exit to Undercellar Exit to Undercellar: Sewers (AR 0225, x 2182 y 3243) - All other exits lead out to the streets, to Sewers AR 0224 (exits on the left hand side of the map) or to Sewers AR 0226 (exits on the right hand side of the map). AR 0226: - You'll find an Ogre Mage here (see subquest The Sewers, Baldur's Gate SW Section) with some Carrion Crawlers around him (his pets). Ogre Mage: Sewers (AR 0226, x 1354 y 1587) - There are 4 places (corpses) to search for some treasures. Corpses with treasures: Sewers (AR 0226, x 836 y 1440 and x 694 y 1414 and x 527 y 1382 and x 397 y 1370) - Exit to Undercellar Exit to Undercellar: Sewers (AR 0226, x 131 y 1356) - All other exits either lead out to the streets or to Sewers AR 0225. -------------------------------------------------------------------------------- 16. Candlekeep Revisited (AR 2626) -------------------------------------------------------------------------------- Companions: none Enemies: Dopplegangers, Greater Dopplegangers Treasures: Ring of Protection +2 (Koveras) Plot: - We're here to search for the leaders of the Iron Throne. - Make your way to the Central Keep (I would go to the Inn first, and sleep until you gain your new special ability first) and go inside. You get to watch a little movie (which is quite inconveniently placed on Disc 2) and then you're inside. Almost immediately Karan your old tutor will come up and talk to you. You can trust him. He has some things to say about this new person Koveras, who apparantly knows the prophecies of Alaundo by heart. - On the second level you will encounter Koveras who wants to give you a Ring of Protection +2, it doesn't matter if you take it in the end, although it will change what happens slightly. Also on the second level is Chanter who will tell you about the Catacombs under Candlekeep. - On the Third level you can find the Leaders of the Iron Throne, and if you didn't take the Ring, Koveras told you to kill them. - On the Fourth Level you will find Shistal, and although he looks like a Monk he is really a Greater Doppleganger. Keep on harassing him until he gives up the charade. - On the Fifth Level we can find Gorion's Old Room (x 665 y 1000) and a letter that explains once and for all who you are. You are the "spawn of bhaal" one of the "Dead Three" (if you bothered to read that book). As such you are special, and therefore everyone (most especially Sarevok) wants to use you for their own purposes. - On the Sixth Level you will be arrested for killing the leaders of the Iron Throne whether you did it or not. (so you may as well do it before coming up to this level, hey if you're going to do the time anyway... may as well do the crime!) Let him arrest you and take you to their prison. Ulraunt will visit you, but has nothing nice to say. Then Tethtoril will appear, ask him about Koveras and he'll say that Koveras is Sarevok backwards. Take him up on his offer of teleportation to get to the Candlekeep Catacombs. Subquests: none Other: - The Priest of Oghma If you want a taste of things to come, go into the priest's house (it's where we were attacked back in the Prologue) and bother the priest a lot about what he is doing to the cat (he says he is studying it, but I suspect that he was going to eat it), he will turn into a Doppleganger and attack you. Priest's House: Candlekeep (x 2970 y 425) - Parda You can find Parda in the Bunkhouse, but he isn't a Doppleganger. He tells you that he feels something foul afoot, and although we already knew that, it shows that not everyone is a complete fool missing the evil right under their noses. Bunkhouse: Candlekeep (x 2870 y 2650) - Cadderly An old friend of Gorion is near the entrance to the central library. You can reminisce about old times if you want. Cadderly: Candlekeep (x 3100 y 2070) -------------------------------------------------------------------------------- 17. Candlekeep Catacombs (AR 2615) -------------------------------------------------------------------------------- Enemies: Dopplegangers, Phase Spiders, Ghasts Treasures: Ring of Fire Resistance Tome of Understanding WIS +1 Cloak of Protection +2 Manual of Gainful Exercise STR +1 War Hammer +1 Wand of Fire Plot: - You'll appear in a small room, search the bookshelves for spells, then leave the room to enter the Catacombs proper. All treasures in the Catacombs are going to be placed in Other, so you may want to go through those before you leave the Catacombs. Oh and there are lots of traps, so be careful. - Go down the hall to (x 3400 y 1250) where you will be attacked by the Phlydia Doppleganger. The NW and SW passages lead to various treasures, the way out is to the NE. Subquests: none Other: - Treasures Ring of Fire Resistence, Tome of Understanding WIS +1 -- (x 3140 y 2121) Potions, Bloodstone Amulet, Protection Scroll -- (x 2480 y 1900) Cloak of Protection +2, Manual of Gainful Exercise STR +1 -- (x 360 y 875) War Hammer +1, Wand of Fire, Gems, Potions -- (x 900 y 500) -------------------------------------------------------------------------------- 17a. Candlekeep Catacombs 2 (AR 2619) -------------------------------------------------------------------------------- Enemies: Dopplegangers, Skeletons, Greater Dopplegangers Plot: - Almost immediately you will be attacked by the Dreppin Doppleganger. You may also encounter the Dwarf Arkanis here, he won't turn into a Doppleganger and attack you, so you can trust him. - Wander up to the NW into the passage and you'll find Elminster and Gorion. Now I bet you're thinking that they are Dopplegangers. Well you are right. If you follow them down the passage, they'll all turn into Dopplegangers and attack you. - Continue down and out the passage. Subquests: none Other: - Reevor You can kill the Reevor Doppleganger here if you want. Reevor: Catacombs 2 (x 4450 y 1075) - Parda The Parda Doppleganger can also be fought here. Parda: Catacombs 2 (x 3900 y 766) - Fuller Asking you to lick his boots, you can find the Fuller Doppleganger here too. Fuller: Catacombs 2 (x 3480 y 375) - Karan Yep, your tutor was a Doppleganger too. Karan: Catacombs 2 (x 1960 y 1450) - Hull Hull bemoans the fact that you fed his elixer to a cow. Hull: Catacombs 2 (x 2475 y 1825) - Jondalar This bugger seems to have built himself a torture chamber. Jondalar: Catacombs 2 (x 3000 y 2150) -------------------------------------------------------------------------------- 17b. Candlekeep Catacombs 3 (AR 5506) -------------------------------------------------------------------------------- Enemies: Sword Spiders, Phase Spiders, Wraith Spiders, Greater Basilisks, Treasures: Throwing Axe +2 (Prat) Plot: - Wander a little to the south to find a band of Sarevok's goonies, who will attack you. Be sure to get the letter from Prat's corpse, as it explains all of Sarevok's evil schemes. Convenient. Prat--1400 exp, Throwing Axe +2, 5 Spells, 170gp Bor--650 exp, Magic Darts, Minor Treasures Sakul--1600 exp, 6 Spells, 130 gp Tam--1300 exp, Magic Arrows, 1 Spell, Minor Treasures - Head in a general southerly direction until you get to the Basilisks lair (x 1000 y 2000), and then go down the south passage which goes west. - Talk to Diarmid and impersonate Prat. Pump him for as much information as you can get about the Iron Throne's scurvy schemes. Exit the Cave and Chapter 7 should start. Subquests: none Other: none -------------------------------------------------------------------------------- 18. Baldur's Gate Revisited -------------------------------------------------------------------------------- Note: Remember to rest in an Inn to get your Special Ability for this chapter. Also try to avoid the Flaming Fist as they don't like you anymore. And after all you did for them. Note: If you get arrested by the Fist, talk to Neb to get yourself released. The answer to his sequence thing is 33. Note: If you get caught by flaming fist but you have Shar-Teel in your group, then Angelo will release you (why? It seems that Shar-Teel is the daughter of Angelo!) (from Jones) Enemies: Flaming Fist Treasures: Short Sword of Backstabbing +3 (Slythe) Dagger +2 Longtooth (Krystin) Sling +2 (Krystin) Plot: - Go to the Harbor at Baldur's Gate and a peasant will talk to you, mentioning that Sarevok is about to become the Grand Duke. Goodie. - Enter the Iron Throne compound, and you'll find Dhanial trying to flee. Talk to her and pump her for information on Sarevok's plans. A little further in you'll find Pang who has a little more info on Sarevok. Go upstairs to find yet another dispirited Iron Throne goon, Gregor. He may attack you if you answer him wrong (650 exp, Short Sword +1, 150 gp). Also Tralithan can be found on this level, and yes he has more information on Sarevok. Go upstairs again and talk to Kalessia, who is from the main branch of the Iron Throne. Go upstairs again and talk to Wirthing here. - Go up to the last level and talk to Cythandria, and you'll have to fight her and two Ogres. Make sure to get the Diary of Sarevok off her body. She also has two letters on her from the assassins of the Grand Dukes. Cynthandria--2000 exp, 144gp - Go to the N Section of the City and a Flaming Fist named Sorrel will talk to you telling you that Angelo is taking over the Flaming Fist, and that Duke Eltan has taken sick. Find a Flaming Fist and get yourself arrested (it's faster this way). You'll be confronted by Angelo in the Flaming Fist HQ, and he will reveal that he is under the employ of Sarevok, although that hardly seems to matter now. He may kill one of your party. You will be stuffed into a jail cell. Talk to Neb a few times until he offers to get you out of jail, the answer to his sequence is 33. - Go back into the Fist HQ, and go up the stairs (you can fight the battle on the main floor if you want, or can't get past it). Talk to Kent here, who says that the healer working on Eltan isn't all that he seems. Go into the next room and talk to the healer, and accuse him of ... whatever. He'll turn into a Greater Doppleganger and attack you. Talk to Eltan and he'll ask to be taken to the Harbormaster's House to recover, and he'll also give you a letter and a charge, to find the Assassins Slythe and Kristin before they can kill the last two Dukes. - Take Eltan to the Harbormaster (x 2650 y 1835) and you'll get 2500 exp. - Go back to the Iron Throne building, go inside, and go down into the basement. (The stairs down are in the SE corner of the main floor) Dispatch the guard, and search for the door to the sewers. Now go out the exit at (AR 0224, x 100 y 800) to get to the Undercellars. Walk down into the place a bit until you bump into the two assassins. They'll talk amongst themselves for a bit then attack you. Kill them and take the scrolls from off of Slythe, one of them is an Invitation to Sarevok's Coronation. Slythe--5000 exp, Short Sword of Backstabbing +3, Minor Treasures Krystin--3000 exp, 7 Spells, Magic Bullets, Dagger +2 Longtooth, Sling +2 Another way into the Undercellar is to go through the back door in the Blushing Mermaid. (If you missed the Cloak of Balduran the first time through the city, make sure to pick it up now, see NE Section above for more details.) - Go to the N Section of the city, and to the Ducal Palace (you can't miss it). Talk to the guard there and show him the invitation. Go inside. -------------------------------------------------------------------------------- 19. Ducal Palace (AR 0108) -------------------------------------------------------------------------------- Note: When you first enter the palace you get to watch a little movie (Disc 5). Plot: - Once inside they ask for your invitations again. - Go forward just a bit into the next room to watch the Coronation Ceremony. Things go well until Sarevok notices you, and then all the nobles turn back into Dopplegangers and attack you and the other two Dukes there. Kill the Dopplegangers (don't let the Dukes get killed now!), and then show the Duke your evidence against Sarevok. Sarevok gets mad and decides to attack. - Beat Sarevok up until he teleports away. Belt will then Divine where he went and teleport you to the Thieves' Guild. -------------------------------------------------------------------------------- 20. On the Trail of Sarevok -------------------------------------------------------------------------------- Enemies: Green Slimes, Ochre Jellies, Mustard Jellies, Grey Ooze, Doom Guards, Skeleton Warriors, Invisible Stalkers, Plot: - You'll appear in the Thieves' Guild and they seem a bit put out by all the people teleporting into their location. Ask where Sarevok went and they'll point you down the stairs at (x 1050 y 500). He also mentions that you can buy supplies here if you need. - You'll find a wounded thief down here who can give you some information on what you're facing, the Thieves' Maze. - The Thieves' Maze is surprisingly straightforward with little challenge (besides the monsters and traps anyway). Make your way through the maze and eventually you will end out at (x 550 y 1180) to talk to one of Sarevok's allies whom Sarevok has discarded. Talk to him then go out the exit. -------------------------------------------------------------------------------- 21. The Hidden City (AR 0123) -------------------------------------------------------------------------------- Note: When you first enter the Hidden City you will be treated to a movie (Disc 5 still). Enemies: Skeletons, Skeleton Warriors, Ghouls, Ghasts, Zombies, Battle Horrors Plot: - Walk to the west a little bit until you are confronted by Rahvin of the Iron Throne. Say what you will, he'll attack you anyway. Gorf--2000 exp, 2 Spells, Minor Treasures Haseo--1500 exp, Ring of Protection +1, Long Sword +1, 64gp Rahvin--1800 exp, Ring of Protection +1, Magic Arrows, 1 Spell Carston--2400 exp, Magic Arrows, Minor Treasures Wudei--1200 exp, Studded Leather +1, 14gp Shaldrissa--1200 exp, Robe, etc. - When you're ready go to the Big Building that is the only non-ruined structure here (x 1688 y 1327) and go inside. - Here you have to fight a really big (and final) battle. You needn't kill the supporting goons if you don't want, you only have to get rid of Sarevok. Once that is done then you have won the game! Angelo--9800 exp, Long Bow +1, Magic Arrows, Wand of Lightning Tazok--4000 exp, Minor Treasures Semaj--3000 exp, Robe, 2 Spells, 85 gp Congratulations on passing Baldur's Gate! ================================================================================ Tales of the Sword Coast WALKTHROUGH: ================================================================================ -------------------------------------------------------------------------------- 1. Ulgoth's Beard (AR 1000) -------------------------------------------------------------------------------- Note: When you first arrive at Ulgoth's Beard a little text blurb appears in your window. Companions: none Enemies: none... yet Plot: - Ulgoth's Beard is a good starting point for any adventure into the other areas in the Tales of the Sword Coast expansion. Come here before tackling Durlag's Tower, for example. Subquests: - Hurgan's Soultaker Inside the Ulgoth's Beard Inn is a Dwarf who has a bit of a mission for you. He tells you the sad tale of the end of Durlag Trollkiller, and asks that you retrieve an item from the Tower of Durlag, a dagger called the Soultaker (which belonged to his grandda). Agree to help him. You'll find the Soultaker deep within Durlag's Tower. Hurgan: Ulgoth's Beard (x 2360 y 535) - Shandalar's Quest The Mage Shandalar asks that you perform a little retrieval operation for him. Agree to it (if you don't want to be teleported there right now, ask for some time to prepare) and he will teleport you to a bizarre ice place. He wants you to pick up his cloak which is located somewhere in this dungeon. But beware, there are a great many surly mages in here, who have apparantly been trapped here for years. And they aren't too happy that you have a way out! Check out the Ice Dungeon sub section below for more information on it. Give him the cloak to get your reward: 500 exp. Shandalar: Ulgoth's Beard (x 1712 y 644) Cloak: Ice Dungeon (x 711 y 259) - Mendas' Quest Some time ago the Merchant's League in Baldur's Gate found a shipwreck believed to be that of Balduran himself. Mendas would very much like to get his hands on Balduran's Logbook, but to do so he needs you to get the Charts from the Merchant's League's Counting House in Baldur's Gate. Agree to help him. You'll find the Counting House in the North East Section (AR 0300). Unlock it and go inside. If you want to get through this non-violently, tell the Guard that you are here to clear your debt, and that you have Tea and Spices from Kara-Tur. Go upstairs and talk to the captain. Ask him if there is anything that you can do for him, and he'll ask for the hardest liquor from Te'Tranion at the Blushing Mermaid. Get it for him to get the Charts, or just steal them. Return to Mendas and give him the charts. He will give you 2000 gp, and tell you to meet him at his boat. Go north and west up to the docks and talk to Mendas again, get on the ship and go. You will shipwreck on Werewolves island. (see that section below) Mendas: Ulgoth's Beard (x 850 y 1250) Charts: Baldur's Gate, North East Section (x 2350 y 3100) - Therella's Son Dalton Therella has a son who took to the life of adventuring and went to Durlag's Tower, and never returned. His mother, Therella, asks that you find him and if possible return him. After you've rescued Dalton, go back to Therella to get your reward: 300gp. She'll also tell you that Dalton is out adventuring again. Idiot. Therella: Ulgoth's Beard (x 1555 y 416) Dalton: Durlag's Tower, Underground, Level Six (x 1160 y 470) - Ike's Tours If you would like a tour of Durlag's Tower (which is completely unnecessary, you can go there on your own at any time) you can talk to Ike who will set up a tour for you. It costs 60gp, and you have to get to the tower on your own. Ike: Ulgoth's Beard (x 2181 y 632) Other: - Galken's Runestone Inside the Ulgoth's Beard Inn, near the Innkeeper you will find a commoner named Galken who will give you a Runestone if you pay his bar tab (900 gp). Agree to do so to get the Runestone. He warns you that someone may be after that Rune (which he just may have stolen). The Rune is important for Durlag's Tower. Galken: Ulgoth's Beard (x 2360 y 535) - Delsvirftanyon's Liquidation Sale Delsvirftanyon is selling off everything he has and for the low low price of only 500 measely gp you can have his entire inventory! You get mostly some crap, but you do get one Dwarven Runestone (the other Rune there is a forgery). Delsvirftanyon: Ulgoth's Beard (x 1573 y 1186) - Fenrus If you need more information on Durlag's Tower, you can come by the Docks and talk to Fenrus. Fenrus: Ulgoth's Beard (x 615 y 1322) - Dushai If you want more information on Balduran's Last Voyage, you can go talk to Dushai near the entrance to Ulgoth's Beard. You will have to briber her to get her to talk, though. She will only talk to you AFTER you have already talked to Mendas. Dushai: Ulgoth's Beard (x 2443 y 811) -------------------------------------------------------------------------------- 1a. The Ice Dungeon (AR 1008, 1009) -------------------------------------------------------------------------------- Note: Beware of traps here! There are lots of Fireball traps, and Lightning traps. Companions: none Enemies: Polar Bears, Winter Wolves, Mountain Bears Treasures: Knave's Robe ッッ| Wand of Fear |-- Group One Traveller's Robe __| Wand of Paralyzation (Group Three) Plot: - We're here to pick up Shandalar's Cloak since we can't leave until we accomplish that. To get the cloak you have to go all the way through the passages, fight off Dezkiel, and take the Cloak. (x 711 y 259) - Go up the stairs to get outside then wait to be teleported back to Ulgoth's Beard. Enemy Wizards: - Group One (x 1840 y 1250) Andris--6000 exp, Knaves Robe, 2 Spells, Journal, 109gp Beyn--1800 exp, Wand of Fear, 66gp Marcellus--2000 exp, Travellers Robe, 1 Spell, 81gp - Group Two (x 891 y 591) Tellan--3000 exp, Darts, 78gp - Group Three (x 1312 y 672) Cuchol--1800 exp, Wand of Paralyzation, 66gp - Group Four (x 1055 y 1114) Garan--2000 exp, 4 Spells, 66gp Lots of Ankhegs here as well. - Final Group (x 711 y 259) Dezkiel--1800 exp, Shandalar's Cloak, Scroll, 66gp Other: - Winter Wolves Each Winter Wolf that you kill here is worth 500 gp back in Nashkel, if you need some quick money. -------------------------------------------------------------------------------- 2. Durlag's Tower (exterior) (AR 0500) -------------------------------------------------------------------------------- Note: When you first approach Durlag's Tower you get to watch a little movie about it (on Disc 6). Companions: none Enemies: Battle Horrors, Skeletons, Basilisks, Greater Basilisks, Doppelgangers, Greater Doppelgangers Plot: - We need to get inside the tower (x 2700 y 2200). Subquests: - Ike Part 2 If you hired Ike back in Ulgoth's Beard, you'll find him just past the first gate on the way into the tower. Talk to him, and then follow him. Talk to him again on the Drawbridge and then he'll go inside. Again, follow him. Ike: Durlag's Tower, Exterior (x 1950 y 3090) Other: - Get on the Wall You can get up onto the Wall and fight some more Battle Horrors, and some Skeletons, if you feel so inclined. Entrance: Durlag's Tower, Exterior (x 1500 y 1050) - Get on Another Wall You can get up the other wall by going up a large staircase to fight, yes more Battle Horrors and more Skeletons. Stairs: Durlag's Tower, Exterior (x 4100 y 1950) -------------------------------------------------------------------------------- 2a. Durlag's Tower (interior, above ground) (AR 0502) -------------------------------------------------------------------------------- Note: Beware of traps while in the Tower! It's safe to assume that every chest that you'll come across will be trapped, and that most passageways are as well. Use your thief's Detect Trap skill wisely! Also I suggest that you don't just use the Quick Save while in Durlag's Tower, have several backup saves ready just in case... Companions: none Enemies: Ghasts Treasures: Staff Spear +2 ッッ| Leather Armor +? |-- Nymph's Hair Short Sword +? __| Robe of Electrical Resistance ッッ| Cloak of Protection +1 | Darts of Wounding | Darts of Stunning |-- Treasures (in Other below) Halberd +1 | 20 Acid Arrows | Scimitar +2 __| Walkthrough: Entry Level (AR 0502): Not much to do here. Ike is at (x 565 y 649) if you hired him. Be advised that there is a trap at (x 473 y 356). There are two separate sets of stairs here. The central stairs goes up and down, and the other set of stairs only goes up. Go up either one. Second Level (AR 0503): There are some minor treasures here, as well as some Ghasts and lots of traps. Again there is more than one way to go up, pick one and go up the stairs. The chest in the south room is trapped. Also note that there is a way to the balcony outside at (x 1010 y 770). If you want to go out there, be careful as there are a lot of Basilisks out there (1 Lesser Basilisk and 3 Greater Basilisks but they give good EXP, and there are some good items on the top balcony (see Other below) so...). Third Level (AR 0504): Here you can talk to Riggilo (see the Nymph's Hair subquest below), a fellow adventurer, if a bit of a jerk. You can also take the Southern Passage here to find a Ghost (see Ghost down in the Other section). Also don't forget to pick up the Tome of Understanding (x 1350 y 125) before going up to the next level. Be advised that this Tome is trapped by a Dire Charm Spell so send only one character to get the book and after, dispel the Dire Charm Spell (unless not charmed). There are also two trap on this level which are at (x 479 y 786) and (x 1314 y 698). Fourth Level (AR 0505): There are some good treasures here, as well as Kirinhale the Nymph (see Nymph's Hair in subquests, as well as Treasures in Other). There is a trap at (x 1218 y 487). Subquests: - Ike Finale -- Entry Level Talk to Ike several more times until he says that we should "take a break". Talk to him a last time and he offers to sell you a Runestone. Buy it. After that, a Demon Knight will appear and try to kill everyone here. He does cast fireballs, so be wary of him. When you beat him, he casts Dimension Door and teleports out of there. - Nymph's Hair -- Levels 3 and 4 In the tower on level 3 you will come across a jerk named Riggilo. Don't kill him. On level 4, you'll find a Nymph named Kirinhale at (x 239 y 357), agree to help her out, and she gives you a lock of Nymph Hair. Go back to Riggilo and give him the hair. If he doesn't trust you, tell him that you don't want a "Dagger in my back", and he'll trade you a Potion of Storm Giant Strength for it. Finally go back to the Nymph and get your reward: 4000 exp. Also Riggilo is now trapped in the tower for eternity. It's win-win! If you want, go back and talk to Riggilo again, and he will get upset and attack you. Kill him for 1400 more exp, and some minor treasures. A bizarre bug hit me here, each time I went to Level 4, it was like I had never been there before. In other words, I could complete this subquest as many times as I liked!! See the Strange Things section for more info on this and other bugs. If you instead killed Kirinhale you get 3000 exp, a Staff Spear +2, and a Lock of Hair. Riggilo: Durlag's Tower, Above Ground, Level 3 (AR 0504, x 1350 y 600) Kirinhale: Durlag's Tower, Above Ground, Level 4 (AR 0505, x 220 y 360) Other: - Free money -- Entrance Level 4 gp: Entrance Level (AR 0502, x 285 y 557) 2 gp: Entrance Level (AR 0502, x 845 y 847) - Treasures on top balcony Here you can find 104 gp, 20 acid arrows and a Scimitar +2. Be careful though, it is trapped. Treasures: Top of Tower (AR 0500, x 2305 y 570) - Free Black Opal -- Level 2, Above Ground Black Opal: Durlag's Tower, Above Ground, Level 2 (AR 0503, x 624 y 99) - Free money -- Level 2, Above Ground 7 gp: Durlag's Tower, Above Ground, Level 2 (AR 0503, x 163 y 170) 6 gp: Durlag's Tower, Above Ground, Level 2 (AR 0503, x 775 y 135) - Ghost -- Level 3, Above Ground In the southern passage on level three you will find a ghost who mistakes you for Durlag. Say what you will to him, for no matter what you say, he will attack you. Also note that the Chest by the ghost is trapped. Ghost: Durlag's Tower, Above Ground, Level 3 (AR 0504, x 413 y 846) - A free Healing Potion -- Level 3, Above Ground Healing Potion: Durlag's Tower, Above Ground, Level 3 (AR 0504, x 947 y 125) - Free money -- Level 3, Above Ground 17 gp: Durlag's Tower, Above Ground, Level 3 (AR 0504, x 222 y 283) 63 gp: Durlag's Tower, Above Ground, Level 3 (AR 0504, x 592 y 796) - Treasures -- Level 4 Robe of Electrical Resistance and Cloak of Protection +1 at (AR 0505, x 550 y 750), Darts of Wounding and Darts of Stunning at (AR 0505, x 1217 y 487) and Halberd +1 at (AR 0505, x 400 y 100) Treasures: Durlag's Tower, Above Ground, Level 4 - Free Moonstone Gem Moonstone Gem: Durlag's Tower, Above Ground, Level 4 (AR 0505, x 674 y 111) -------------------------------------------------------------------------------- 2b. Durlag's Tower (interior, UnderGround) (AR 0511, 0512, 0513) -------------------------------------------------------------------------------- Note: To get underground, go back to the level where we entered the tower, and take the stairs that go down in the center of the chamber. Beware of traps while down here! It's safe to assume that every chest that you open is trapped, and that most passageways are trapped as well. Use your thief's Detect Trap skill wisely! Also I suggest that you don't just use the Quick Save while in Durlag's Tower, have several backup saves ready just in case... Companions: none Enemies: Ghasts, Ghouls, Greater Dopplegangers, Skeletal Warriors, Mustard Jellies, Skeletons, Flesh Golems, Zombies, 4 Dwarven Doom Guard, Greater Ghouls, 3 Ashirukurus, Crypt Crawlers, Helmed Horrors, Ettercaps Treasures: Ring of Protection +1 (Entry Level Treasures) Leather Armor +1 (Entry Level Treasures) Two Handed Sword +1 (Second Level Treasures) Small Shield +1 (Second Level, Second Riddle) Plate Mail +3 (Second Level Treasures) Kiel's Helmet (Third Level, Throne Room) Kiel's Morningstar, CURSED (Third Level Treasures) Kiel's Buckler +1 Dex (Third Level Treasures) Kala's Axe (Fourth Level, Hedge Maze) Two Handed Sword +3 (Fourth Level, Chess Board) Long Sword +1 Flametongue (Fifth Level) Staff of Striking (Fifth Level) Cloak of the Shield (Fifth Level, by Clair De'Laine) Mace +2 ッッ| Leather Armor +3 |__ Fifth Level Treasures Large Shield +2 | Sling +3 __| Large Shield +1 (Sixth Level on the Demonknight himself) Walkthrough: Level 1 Underground (AR 0501): Talk to Bayard here (x 637 y 520) to find out about the rest of Durlag's Tower. If you came in search of Dalton (see Ulgoth's Beard above), then you can also ask him about that. When done, he'll vanish forever. You can pick up some treasures here. There are some traps here: (x 297 y 427) and (x 599 y 591) and 3 near (x 1174 y 393). There is a secret door at (x 473 y 158). When done, go through the secret passage at (x 470 y 160). Level 2 Underground (AR 0511): Lots of treasures here (magic arrows, money and others) and too numerous to give coordinates of each of them so be thorough. Go South and West until you reach the 4 Dwarf Warders near (x 2010 y 1150). Talk to each of them. They all have a little riddle for you to solve, and they aren't all that difficult, if you know what you are doing. There are also quite a large number of trapped chests with various assortments of goodies here (like Magic Arrows, and Spells and such). There is also a lot of hidden doors on this Level so keep your Thief's Detect Trap Skill on at all times. The Four Dwarven Warders Puzzle: As you complete each puzzle (you'll know when you do), you can go back to the Warder, and talk to the one that asked the riddle you've just finished. He'll then disappear and you'll get 2000 exp (you'll get 2000 exp for each riddle you complete). Drop down to the library (x 250 y 1500), and read all of the books. After that is done, you will hear a click. Go into the room across the hall to see Durlag's Pride (Sword) at (x 1004 y 1417) being raised in Glory (or something like that). Wander over to the treasury, fight off its Skeletal Guardians (x 1660 y 2100) and search the piles for a Big Blue Gem (called a Glittering Beljuril Gemstone) and an Oddly Shaped Key. There are some other treasures here, like a Small Shield +1. Now go south west into the bed chamber, and open up the chest at (x 1409 y 2260), which had been locked. Open the thing up and take the Switch for an Engine and whatever treasures that you want. Now go into the little closet (x 930 y 2200), and pick up the Grapes, and any other treasures you want (Note: don't forget that other chest in the bedchamber! see Second Level Treasures below for what's inside). Go up a little ways into a room with a giant machine (x 2095 y 1525), and go up the ramp on its side, and on the wall use your new switch. Now go up into the next room, and use the Giant Wine Press (x 2869 y 1450) to make and fill a bottle of Magic Wine (don't drink it). Run up to well... another library (x 3400 y 850) and fight your way through the Greater Dopplegangers. On one of the shelves you will find a Mallet Head. Go back to the 4 Dwarf Warders, and in a barrel just to the south west of them (x 1530 y 1235) you will find the Mallet Handle. Go up to the forge room (x 1628 y 222) and use the Anvil there to repair the Mallet. Now head south and west to get to the Gong Room (x 403 y 1096). Click on the Gong. Go back and talk to the Dwarves, they will attack you, and you must kill them. Search their bodies to get a Rune Stone to go to the next level. Use the Elevator thing to go to Level 3. Level 3 Underground (AR 0512): This level is my least favorite of the whole Tower. Ugh. Lots of treasures here (magic arrows, money and others) and too numerous to give coordinates of each of them so be thorough. There is also a lot of hidden doors on this Level so keep your Thief's Detect Trap Skill on at all times. Go Southwest into the room with all the weird Gargoyle Statues, and two of them are Clickable. By all means, click them (x 952 y 1287) and (x 1075 y 1404). Now go back to the center, and from there go south and east into the bedroom, and take the Runes at (x 1675 y 1300), (x 1820 y 1080) and (x 1925 y 1170). This causes Durlag to appear, he mutters some craziness, then turns into a Greater Doppleganger that you must destroy. Now go back out, and back to the Center. Now the North West door is open. Go up that way and whack the Sparring Dummies. When you do, Durlag appears again, and makes even less sense this time. Again he turns into a Greater Doppleganger. Return to the Center again, and this time we can go North-East and into the Throne Room. Go up and take the Helmet by the Throne (x 2100 y 540), and again Durlag will appear. This time, however, he explodes into three seperate Greater Dopplegangers, and this battle is quite fun. Ugh. Go into the North West passage (you can go into the South East one as well, but I like the NW one). Be very careful of traps as there are about 8 or so in here. There is also a potion on the ground, don't drink it. Once you go into the next room, you will have to start fighting various members of Durlag's family which are really Greater doppelgangers in disguise, Islanne, Kiel, Fuernabol, and Durlag. They aren't as tough as you might think. In this room get the Teleportation Rune from a pot (x 865 y 700) once you have it, weird runes will appear on the ground. Click on them to teleport to the other side of the room. Go into the next room (x 392 y 1047) and disarm all the traps. Every one of the treasures on the walls is trapped with lightning and each contains a Potion of Healing. Go South-East through the door and into the little room here. Search the giant Statue (x 725 y 1165) to get the Exit Rune for this level then quickly exit this room since the statue will soon after start launching a couple of Cloudkill Spells. Now go through the passage to the South West, of course you have learned to check for traps, as there are fireball traps down here as well as some Ghasts. Go down to the room with the Stairs, but don't go down these stairs since they are trapped (x 1034 y 1868). If you do take them, not only will you stay on this level but a Stinking Cloud Spell will be launched at the middle of the stairs (where your party is) and some Skeleton Warriors will appear (pretty tough fight). If you want go into the next room and search for treasures, it is covered down in Other. To kill the 4 Dwarven Doom Guards there, entangle them all with the spell of the same name (although it is almost certain that you'll need more than 2 Entangle Spells to entangle them all). After that, start launching Fireballs or Magic Missiles at them (preferably with a wand) since they can endure a couple of these to kill them. Be advise that if you decide to search the chest at the feet of the bed, they'll attack you (that is why we kill them before doing this since they are guarding it). You can also explore the rest of the level (the other path) if you wish. There is a secret door to the South that opens with the Rune stone containing the real stairs that lead out of this level. Go south and down these stairs (x 1044 y 2279). Level 4 Underground (AR 0513): The first thing you'll notice when you open the door is that Fireballs are being constantly fired in this room. There are some treasures in this room (Magic Darts, Potions, etc...) at (x 3094 y 1243) and (x 3176 y 1135) and (x 3227 y 2039) and (x 3272 y 1253). To get them, you'll have to cast Haste or equip one of your characters with Boots of Speed (so that he can get away from the constantly shooting Fireballs and not get fried). You'll need multiple passes to get all the treasures from all 4 locations. Once you got what you wanted, head into the North-West room. In there, a skeleton will talk to you explaining what you'll need to do to be able to get out of this room (See Level 4 Underground 5 Statues and 3 Greater Wyverns in the Other Section below). In the bottom left of this room is the exit. Follow the tunnel but do not enter in any cavern. Instead, get to a room with a couple of statues. Click on each of them to know what is to do. At this point, you can either go into the 4 caverns and kill the "Special" Monster or explore the rest of the level. If you do, do not explore the room full of Skeletons Archers since there is a lot of them, the room is full of Stinking Cloud Trap and there is no treasures in there (besides the magic arrows of the Skeletons that are killed). The garden room at the East of the map contains Kala's Axe (careful, it's trapped) and also 3 Ashirukurus (Invisible Sirines). Once you're done exploring, head back to the room with the Statues. There are now Four Tunnels each to the southwest, for simplicity let's number them, the bottom-most being 1 the topmost being 4. Enter each tunnel and kill every Special Monsters that are inside. Once you kill the fourth special Monster, you'll be automatically teleported out to a giant chess board. Tunnel 1: There are 2 Phoenix Guards in here. If you've never fought these before, when you kill them, they explode into a Fireball. Kill them with ranged weapons. Tunnel 2: In this room you will find an Air Aspect (it looks an awful lot like a Baby Wyvern but much faster) and 3 Invisible Stalkers. Tunnel 3: Here you will find a Fission Slime. You must kill it with Fire. Any other method, and the Slime will divide and you'll have 2 to kill. Tunnel 4: In this room are 4 winter wolves, and a Polar Bear named Kaldran The Bear (if you want to gather their pelts, don't do this room last, do tunnel 3 last). You are now on a giant chess board. There are some vague rules to follow here, but I wouldn't worry too much about them. Launch your most powerful magics (such as oh... Fireball) to take out the pawns, then lay into the more powerful enemies with your fighters and archers. Be sure to check the treasures when you win to get the Two Handed Sword +3 on the King. Go through the north east door to get to the fifth level. Level 5 Underground (AR 0514): Walk a little south and east to talk to Durlag, but this time he doesn't turn into anything and doesn't try to kill you. He instead merely offers some advice. How nice. Continue past him down the passage. You will notice a secret door on the right (x 3293 y 1393), go into it and into a very large green area. There are lots of secret passages here, and be quick when walking on the green puddles, as they are acidic and hurt you. There are lots of little treasures along the way in the small puddles that are connected to the walls and in the packs of mushrooms growing on the floor. Make your way to (x 674 y 3152) and kill Grael there. Search the mushrooms by the wall to get the Compass Rune. Now go up to (x 4000 y 2680) and through this secret passage. In the chest at (x 4281 y 2200) you will find the Long Sword +1 Flametongue and a Staff of Striking, two very good weapons. Go around the passage to the North and West to (x 3785 y 1862). There is a LOT of gems here. Click on the throne (x 3805 y 1851) to be teleported to a strange room with statues. Talk to the North East statue, the answer is the Third option. You can also talk to the other statues in this room if you wish (they give you the clues to be able to answer the riddle of the North East statue). You will be back at the beginning of the level near Durlag's Ghost. Go back down the passage, but instead of going down the secret passage, continue forward. You will find the Ghost of Islanne near (x 3866 y 749), and turn her offer down for now (unless you want to leave Durlag's Tower and have to come all the way back). Open the door to the South West (the northwest door leads to some Helmed Horrors), and go through it. You are now in a large chamber. Avoid the Runes on the ground as they will shoot spells at you. However, using the Bone Wardstone on the machine at (x 2109 y 749) will de-activate the runes (if you've found it). Be sure to pick up the treasures (see Level 5 Underground Treasures in the Other Section). When you are ready, click on the stretched leather (looks like a bed) at (x 2500 y 700). Again talk to the topmost statue, this time it is the first answer. You can also talk to the other statues in this room if you wish (they give you the clues to be able to answer the riddle of the topmost statue). Again you are back at the start of the level. Now go through the door which is just to the South West of Durlag's Ghost. Go down the passage to a large room filled with Spiders and Ettercaps. From there go to the statue at (x 1860 y 830), and click on it. He asks you who the eldest son of Durlag is, the answer is Kiel. If he asks you who was Durlag's younger son, then the answer is Fuernebol. He then asks by what nickname was Durlag known, the answer is Trollkiller. He then asks by what name was Bolher known (father of Durlag), the answer is Thunderaxe. You will be teleported to another room with some statues, and again you talk to the top one. Tell him the third answer. You can also talk to the other statues in this room if you wish (they give you the clues to be able to answer the riddle of the topmost statue). And for the last time you are teleported back. Talk to Durlag's Ghost, and tell him that you will fight the Evil. He will then walk up the passageway, follow him. He opens up the South-East passage by Islanne, go through that and open the door. Here you meet up with Clair De'Laine who was with Dalton's party, who are all now dead except for her, the Demonknight having killed them all. She will tell you a way to beat the Demon easily, having to do with a special mirror, if you listen. There is a treasure chest here (trapped, as usual) with a Cloak of the Shield in it. When you're ready, go down the stairs. Level 6 Underground (AR 0506): In the center of the room is the Demonknight. Kill him to get 15000 exp, a Large Shield +1, and the Soultaker. Here, you have two options: killing the Demonknight the old fashion way or attacking the mirror that he's standing by. Attacking the mirror will cause the summoning of some creatures that will attack everyone in the room (including the Demon Knight). If the summoned creatures kill him (which happens 100% of the time unless you kill them first)), you will not get the 15000 exp and you will have to dispose of them (although they are easier to kill individually than the Demonknight is for a low level party). Once beaten, talk to Dalton (x 1160 y 470), and he'll run off. The easiest way out is to take Islanne up on her teleportation offer. Then you want to return to Ulgoth's Beard to return the Soultaker to Hurgan and talk with Dalton's mother (Therella) to get your reward (see Ulgoth Beard Section above). Subquests: none Other: - Entry Level Treasures Ring of Protection +1 and Star Saphire Gem and 560 gp at (AR 0501, x 1150 y 415) and Leather Armor +1 at (AR 0501, x 815 y 370) - Free Sunstone Gem and Turquiose Gem Sunstone and Turquiose Gem: Durlag's Tower, Level 1, Underground (AR 0501, x 199 y 414) - Free money 97 gp: Durlag's Tower, Level 1, Underground (AR 0501, x 736 y 337) - Level 2 Underground Treasures Two Handed Sword +1 and Helmet and Tchazar Gem (Skeletal Warrior) at (x 500 y 1775), Plate Mail +3 and Spells and Potions and Arrows at (x 1050 y 2290), Cloudkill Spell and Bolts and Books at (x 3480 y 1220) - Level 3 Underground Treasures Adventurer's Robe and 4 Spells and Darts and 331gp at (x 1710 y 1155), Kiel's Morningstar (CURSED) and Kiel's Buckler +1 Dex and 432gp at (x 1390 y 2112) - Level 4 Underground 5 Statues and 3 Greater Wyverns At (x 2365 y 632) you will encounter a Skeleton who tells you some odd things, and that you can get your own little Hero Army by touching the statues there. Do so, and you will get 5 Dire Charmed "Heroes", although since some of them are monsters, it's not very heroic. You can use them to fight off the Greater Wyverns in here (use them as cannon fodder while the real firepower comes from all of your characters equipped with ranged weapons. And like all Dire Charmed creatures, they will eventually turn on you (so once all 3 Greater Wyverns are dead, kill the "Heroes". One of these "Heroes" has a Full Plate. - Level 5 Underground Treasures Mace +2 and Leather Armor +3 and 200gp and 2 gems (TRAPPED) at (x 3000 y 700), Large Shield +2 and Sling +3 and 5000gp and 3 gems (TRAPPED) at (x 2650 y 550) -------------------------------------------------------------------------------- 2c. Ulgoth's Beard Revisited (Or the Soultaker and The Aec'Letec) -------------------------------------------------------------------------------- Treasures: War Hammer +1, +4 vs. Giants (Hurgan's Reward) Plot: - When you first re-arrive in Ulgoth's Beard you will be confronted by a Cult Leader, who steals your Soultaker. Plus you will then be attacked by a bunch of raving lunatic cultists Archers and Warriors who look like Flaming Fist. - Go to the Inn and talk to Hurgan about the Soultaker. He'll inform you that the Cult worships a demon, and some other stuff about his granda and Durgan. The gist of it is that you have to find the cultists since the Soultaker contains the Demon. - Wander up to (x 1275 y 655) and talk to the Cult Guard there. You cannot bribe him so don't bother trying. Just hack your way through him. He will, of course, summon more guards to help out. Go inside the Building that he was guarding. - In here you will find a Cult Wizard, two Cult Assasins, and a Cult Archer. They'll talk to you, and I chose to fight the pants off of them. He also tells you that you are too late, and that the Demon will already be free by the time you get there. Go down the stairs (save first!). - Again a cultist will talk to you telling you that you are too late. Kill the woman magic user first then the cultists (if you kill Aec'Letec while any of them are still alive, he will regenerate completely from their form which means that you would have to fight him again!). When he dies you get 16000 exp. - Finally go back and talk to Hurgan and ask for your reward to get his War Hammer +1, +4 vs. Giants. -------------------------------------------------------------------------------- 3. Werewolves Island (AR 2000) -------------------------------------------------------------------------------- Companions: none Enemies: Brown Bears Plot: - Talk to Solianna (x 4440 y 3375) and pump her for information about the island. She'll tell you that they arrived here the same way you did, boat crashing, and that there are "beasties" about. Based on the name of the Island, I'm sure you can guess what those might be. She also mentions that they may still have a ship around somewhere. Which you may want, unless you plan on staying here. - Wander up into the village. Don't worry, you can't miss it. If you try to talk to anyone, they'll tell you to talk to Kaishas, the Headwoman. - You will find the Headwoman (Kaishas) a little to the north (x 3268 y 1250). Go inside and talk to her. Mention Mendas as hired you, and she'll perk up a bit. Try to get information on the shipwreck. She says that they are building a new ship, but they need you to get rid of the Werewolves so that they can finish the ship. You can't get any money for this, but you can get off the island. - When you want to leave the village, go out the hole in the wall at (x 2500 y 670), and from there north to the next area. Subquests: - Maralee's Son Maralee's Son was kidnapped by the Werewolves. Agree to find him and bring him back if he is alive. His name is Peladan. You'll find Peladan on the Fourth Level of the Shipwreck. Return him to Maralee to get your reward: 4000 exp. Maralee: Werewolves' Island Village (x 3623 y 1471) Peladan: Shipwreck, Level Four (on Karoug) - Durlyle's (or Delainy's) Cloak Talk to Durlyle and he'll tell you that during a storm, an important symbol of the people's past was taken from them, a cloak. He asks you to retrieve it. You will find the Holy Cloak in Dradeel's hut, but you can't really take it until you return Dradeel's spell book to him. You don't get anything when you return it to Durlyle, except some stories. (On a side note "Durlyle's" identity depends on your main character's sex, if you are female then Durlyle is a male, if you are a male then Durlyle becomes Delainy a female) Durlyle: Werewolves' Island Village (x 2525 y 1234) Cloak: Werewolve's North (x 4200 y 1600) Other: - Minor Treasures You can find some treasures in the large building at (x 2000 y 3300). There are some healing potions, pearls, etc. - Lahl Lahl's Wife was killed by Werewolves, and he asks you to avenge him. By which he means for you to kill every Werewolf that you can. Lahl: Werewolves' Island Village (x 2638 y 1016) - Belladonna Flowers You can pick yourself some of the Belladonna flowers at (x 1694 y 200) or (x 963 y 213). Durlyle (or Delainy) will ask for them later (once you bring back the cloak). - Farthing's Dolly You'll meet a little girl who had her little dolly stolen by a werewolf. Being a protector of the innocents and hero, you agree to bring her back her dolly. You'll find her dolly on Palin (a Werewolf in disguise who'll lead you into a trap) on the next map. Farthing: Werewolves' Island Village (x 2127 y 2244) Palin: Werewolves' Island North (AR 1500, x 1635 y 3240) - Evalt, the Witch and Evan Here you'll meet Evalt who'll explain to you that is brother, Evan, was captured by a Witch and asks you to bring him back to the village. In fact, the Witch is a Sirine Queen who wanted to mate with him but discovered that he was not a man (you'll read why below) and killed him. Now, we can't accept that can we? Find her, kill her then bring the body of Evan back to Evalt. Evalt: Werewolves' Island Village (x 2230 y 2683) Sirine Queen: Werewolves' Island North (AR 1500, x 200 y 1216) - Jorin Need information on him. Jorin: Werewolves' Island Village (x 2447 y 1941) -------------------------------------------------------------------------------- 3a. Werewolves' Island North (AR 1500) -------------------------------------------------------------------------------- Companions: none Enemies: Wolfweres (can only be damaged by magic weapons), Dread Wolves, Cave Bears, Dire Wolves, Black Bears, Brown Bears, Wolves Plot: - Go north and up to a building at (x 4185 y 1607), go inside and talk to the Mage Dradeel inside. He was part of the original party with Balduran, and witnessed the birth of the monsters. He has a lot to say. Agree to help him. For your help, he will give you the Wolfsbane Amulet, and tell you to fetch his Spellbook from the shipwreck. - The entrance to the Shipwreck is at (x 3652 y 1057) Treasures: Wolfsbane Amulet (Dradeel) Staff Mace (Dradeel's Treasures) Subquests: - Palin You will encounter a man named Palin in the southern part of this area. He tells you that a small group of people are being attacked by monsters to the east. Go with him, and you will be attacked by Wolfweres. Turns out Palin is one of them. He is also carrying Farthing's dolly (see Other Section in Werewolves Island above). Palin: Werewolves' Island North (x 1635 y 3240) - Kryla and Jondal A woman named Kryla will approach you near the center of the area, and ask for your help in getting vengeance for the death of her son Jondal. And, you guessed it, she's a wolfwere too. Kryla: Werewolves' Island North (x 3630 y 2050) Other: - Meym Another Wolfwere (in human disguise) can be found here. Meym: Werewolves' Island North (x 767 y 2361). - Dradeel's Treasures Once Dradeel has his spellbook and has teleported away, you can loot his little room. You can get: Holy Cloak, Staff Mace, 210gp, Plant, and Dradeel's Cook Book. - Sirine Queen and 4 Sirines The Sirine Queen can be found here (see Other Section in Werewolves Island above). She'll also summon 4 Sirines near the water to help her out (if you decide to fight her). I suggest you lure her inland so you can fight only her then go pick her summoned friends afterward (near the water). Sirine Queen: Werewolves' Island North (x 200 y 1216). -------------------------------------------------------------------------------- 3b. Shipwreck (AR 1501, 1502, 1503, 1504) -------------------------------------------------------------------------------- Note: Here, it's safe to assume that every chest, barrels and other searchables are trapped (also some floor traps) so use your Thief wisely. Also, I suggest that you clean out the first level of the ship on enemies, search it, cast any appropriate magic to help your party in a dangerous battle then head directly to the fourth level. You can easily get there without sustaining any damage since all the stairs are close together. Once the Fourth level has been sanitized, go down and do the same for each level. Companions: none Enemies: Dire Wolves, Dread Wolves, Wargs, Vampiric Wolves, Wolfweres, Treasures: Werebane, Silver Dagger +1 (Level 2 Treasures) Cloak of Protection +1 (Head Werewolf) Shield Amulet (Head Werewolf) Sword of Balduran (Balduran's Office) Plot: - You will be in the bottom of the ship. There will be a lot of monsters down here. Go up the ladder. - More monsters here, as well as some treasures (see Level 2 Treasures below). Go up the next ladder. - There's one trapped box here with some minor treasures in it. Go up the ladder. - On this level is the Head Werewolf. Talk to him and then later kill him. You also have to fight off a lot of monsters here. You can pick up Dradeel's Spellbook at (x 450 y 270), but be careful of traps. Check the body of the Head Werewolf for a Cloak of Protection +1, a Shield Amulet and the body of Karoug to find Peladan (see Other Section in Werewolves Island above). - Go into Balduran's Office, be careful of the traps, and take the three things in his desk: Sword of Balduran, Log Book of Balduran, and the Butterknife of Balduran (AR 1504, x 581 y 201). You can find Dradeel's Spellbook at (AR 1504, x 436 y 266). - Return to Dradeel and give him the spell book and he teleports away. You get 5000 exp. Subquests: - Maralee's Son You will find Peladan on the body of Karoug (see Other Section in Werewolves Island above). Other: - Level 1 Treasures Wand of Magic Missiles, 320gp, 10 Magic Darts +1 Treasures: Level 1 Shipwreck (AR 1501, x 689 y 289) - Level 2 Treasures Werebane, 423gp (TRAPPED!) at (AR 1502, x 685 y 182) Wand of Lightning, Oil of Speed (TRAPPED!) at (AR 1502, x 288 y 372) Cursed Bracers of Binding at (AR 1502, x 271 y 521) - Level 3 Treasures 2 Antidotes, 1 Potion of Absorption, 1 Medium Shield (TRAPPED) at (AR 1503, x 657 y 165) and 5 Acid Arrows, 1 Potion of Cloud Giant Strength, 3 Healing Potions (TRAPPED) at (AR 1503, x 233 y 467) and 10 Arrows +2, 10 Bolts +2 at (AR 1503, x 349 y 494) - Level 4 Treasures Dradeel's Speelbook (TRAPPED) at (AR 1504, x 436 y 266) and Sword of Balduran, Log Book of Balduran, and the Butterknife of Balduran (TRAPPED) at (AR 1504, x 581 y 201). -------------------------------------------------------------------------------- 3c. Return to the Village -------------------------------------------------------------------------------- Note: Be advise that once everyone in the town have transformed back to werewolves, they will respawn quite quickly so finish your exploration of the village and subquests before speaking to Kaishas Gan (unless you like to kill monsters that can only be damaged by magic weapons). Enemies: Werewolves Plot: - Be sure to talk with Durlyle, and Maralee and all others to resolve the appropriate subquests (do not talk to Kaishas Gan until all the wanted subquests are concluded). Once you give the Cloak to Durlyle, speak to him again and he will ask you to fetch him some Flowers (see the Other in section 3 above on where to find some), and then he likes you. - Go talk to Kaishas again, and she'll tell you all about the village and its people, the truth this time. Turns out that they are Lycanthropes as well, but the reverse of the Wolfweres, they are Werewolves (the difference is that Wolfweres start out as wolves and turn human, while Werewolves start as human and turn into wolves). I suggest you don't take her up on her offer to "belong", she will then steal your Sea Charts, and her companion will turn into a Werewolf and attack you as she sneaks out. - Go back outside and EVERYONE in the town is now a Werewolf! - Go to (x 2700 y 1350) to find Durlyle who offers to get you out of the village through some secret underground passages. Follow him to the hut at (x 1650 y 1520) where Dradeel will give you more information. Turns out that these people are the ones that killed the crew in the first place. He also mentions that there are "Dark Ones" on the ship that you must find. Talk to Durlyle again. - Now go into the Hut, and down into the secret passage. -------------------------------------------------------------------------------- 3d. Underground Passage (AR 2012) -------------------------------------------------------------------------------- Enemies: Werewolves, Loup Garou (these can only be hit by VERY magical weapons, such as the Long Sword +1, Flametongue, and Balduran's Sword) Plot: - The only thing to do here is to head East to the exit (x 3025 y 360). And you can pick up some potions if you want. And fight Werewolves. - You exit onto a hidden beach on the North End of the Island, walk over to the ship and talk to Kaishas. In any event she'll turn into a Loup Garou, a slightly tougher Werewolf. Kill her and take your charts back. Click on the sail to return to the Mainland. Other: - Potions Potion of Storm Giant Strength, 2 Healing Potions -- (x 1336 y 808) Potion of Cold Resistance -- (x 1817 y 594) Potion of Defense -- (x 2555 y 555) Oil of Speed -- (x 2362 y 243) -------------------------------------------------------------------------------- 3e. Ulgoth's Beard Finale -------------------------------------------------------------------------------- Treasures: Chainmail +3 (Baresh) Plot: - Well we made it back in one piece. You will be met on the docks by Baresh, who demands to know what has happened. Tell him what you will. Go to Mendas (who we now know is Chief Selaad Gan). He demands answers, you may as well tell him the truth, and be prepared for a fight. Baresh and him both become Loup Garou and attack you. Search Baresh's old body for a Chainmail +3. Also search his house to find 980gp. Note: Once all the Tales of the Sword Coast quests are done, you get a little message (similar to the End of Chapter messages) telling you that you are done with it. ================================================================================ APPENDICES: ================================================================================ -------------------------------------------------------------------------------- A. Monsters & Monster Strategies -------------------------------------------------------------------------------- In the treasure category, the amount of gp can also be replaced by a jewel or a potion (or pretty much anything of some value). ________________ Normal Monsters: ッッッッッッッッッッッッッッッッ Name: EXP: Treasure: Air Aspect 4000 -- Ankheg 975 Ankheg Shell Ashirukuru 2000 -- Baby Wyvern 450 -- Bandit 65 Scalp, Long Sword, L. Armor, S. Bow, 1-20gp Battle Horror 4000 20gp Black Bear 175 -- Black Talon Elite 240 Scale Armor, Long Sword, Magic Arrows, 20gp Brown Bear 420 -- Cave Bear 650 -- Digger 7 Spear Dire Wolf 125 -- Diseased Gibberling 35 -- Doom Guard 2000 -- Doomsayer 4000 -- Doppleganger 420 varies Dread Wolf 650 -- Druid 120 Quarter Staff Dwarven Doom Guard 2000 -- Ettercap 650 5gp Fission Slime 3000 -- Flaming Fist 250 Plate Mail, Helmet, S. Shield, L. Sword F. Fist Enforcer 300 same as FF, w/ Magic Arrows FF Enforcer/Wizard 650 -- F. Fist Scout 300 varies Flind 120 2-Hnd Sword, 18-30gp Ghast 650 15gp Giant Spider 450 -- Gibberling 35 1-11gp Gnoll 35 Halberd, 2-10gp Gnoll Slasher 65 same as gnoll Gnoll Veteran 65 same as gnoll Gray Ooze 275 -- Greater Basilisk 4000 varies Gr. Doppleganger 4000 varies Greater Ghoul 1000 varies Guard 120 Scale Armor, M. Shield, L. Sword Hamadryad 650 Dagger Hobgoblin 35 Leather Armor, Helmet, L. Sword, 5-20gp Hobgoblin Elite 95 same as Hobgoblin Invisible Stalker 3000 45gp Kobold 7 Short Sword, Short Bow, 2-15gp Kobold Commando 35 Arrows*, 20gp Lesser Basilisk 1400 -- Mountain Bear 900 -- Mustard Jelly 2000 -- Ochre Jelly 270 -- Ogre Berserker 650 varies Ogre Mage 650 varies Ogrillon 175 varies Phase Spider 1400 -- Phoenix Guard 100 -- Polar Bear 900 -- Sirine 2000 Pearl, etc. Skeleton Warrior 4000 Spell, 2 Hnd Sword + 1, Helmet Sword Spider 2000 -- Tasloi 35 Spear, 1-5gp War Dog 65 -- Werewolf 420 -- Wild Dog 35 -- Winter Wolf 975 Pelt Wolf 65 -- Wolfwere 1400 -- Wraith Spider 1400 -- Wyvern 1400 Wyvern Head Xvart 15 Short Sword, 2-15gp Zombie 65 -- ____________________ Monsters with Names: ッッッッッッッッッッッッッッッッッッッッ Name: EXP: Treasure: Alexander 300 Scale, 29gp, Heal Potion, Bow, 30 Arrows +1 Ardenor Crush 900 Studded Leather Armor, Helm, L. Sword, 104g Arkushule 600 Robe, 1 Spell, 38 gp Arlin 850 Adventurer's Robe, Gem, 38 gp Bassilus 975 Holy Symbol, War Hammer +2, Cursed Bracers Bor 650 Magic Darts, Minor Treasures Brage 1400 Cursed 2 Hnd Sword, Body, Potion, 80gp Britik 900 Gold Ring, Jade Ring, Garnet Gem, Halberd Carston 2400 Magic Arrows, Minor Treasures Caturak 750 Composite Long Bow, Arrows, 25gp Centeol 1000 -- Daer'Ragh 10 58gp Davaeorn 6000 Bracers AC6, 2 Robes, 4 Spells, 106gp Delgod 300 Scale, 30 Arrows +1, Long Bow, War Hammer Denak 1200 Ring of Energy, Robe, 2 Heal Potions, 102gp Desreta 1200 Gauntlets/Ogre Power, Long Sword +1, 172 gp Drasus 1400 Boots of Speed, Chain, Morning Star+1, 56gp Drelik 1200 Short Sword +1, 1 Spell Drizzt 12000 2 Scimitars, Chain Mail + 4, Droth 975 Helm of Defense, 150gp Gantolandan 1200 Long Sword +1, 56gp Gellana Mirrorshade 2000 Studded Leather, 2 Potions, club Geltik 165 minor treasures Genthore 1600 Plate Mail+1, L. Shield, Throwing Ax, 56gp Gerde 420 Chain Mail, Spear, 45gp Gorf 2000 2 Spells, Minor Treasures Gretek 1200 Battle Axe +2, Plate Mail, 86gp Greywolf 1400 Studded Leather, Long Sword +2, 102gp Hakt 750 Bow of Marksmanship, Leather Armor, 62gp Hareishan 1200 Adv. Robe, 2 spells, Potion, Staff, 310gp Haseo 1500 Ring of Protection +1, Long Sword +1, 64gp Icharyd 950 Helm, L. Shield, 80gp, Flail + 1 Jamie 65 -- Jardak 3600 Helm of Glory, Long Sword +1, etc. Jemby 350 Robe*, 3 spells, Scalp, 23gp Joular 1200 Long Sword +1, 64gp Karhk 3500 3 Gems, 150 gp Karlat 270 Chain Mail, Shield, 38gp Kelmath Ormlyr 5000 Mace, 2 potions, 102gp Krystin 3000 7 Spells, Dagger +2 Longtooth, Sling +2 Kysus 1400 Robe, Dagger, 66gp Larze 2000 Gauntlets of Weapon Skill, 1 Spell, etc. Lamalha 1200 Plate Mail, 2 Potions, Mace, Shield, 94 gp Lendarn 1400 Robe*, 4 spells, 2 potions, 180 gp Maka 1300 Plate Mail, Magic Arrows, 39gp Malkax 165 Composite Long Bow, 12gp Maneira 600 Leather +2 Marek 650 Eagle Bow, Dagger +2, 3 Potions, 200 gp Meilum 1200 Gauntlets/Weapon Expertise, Long Sword +1 Michael 300 Magic Arrows, 2 Gems, Long Bow, 54 gp Marl 650 25gp, Andar Gem, Leather Armor Mulahey 650 Holy Symbol, Boots/Grounding, Ring/Holy Nader 750 Magic Arrows, Minor Treasures Narcillicus 1400 Knaves Robe, 3 spells, Dagger, 38gp Natasha 1200 Robe, 4 spells, Dagger Neira 650 Helm of Infravision, Scale, M. Shield Niemain 2000 Cursed Ring/Clumsiness, Wand of Fire, 280gp Neville 650 Long Sword +1, Dispel Magic, Scalp, 65gp Nimbul 650 Boots/Avoidance, Ring, Short Sword +1, 58gp Osmadi 1000 Leather Armor, Staff, 12gp Oulam 1200 Robe, minor treasures Pargus 900 Bracers AC 7, Long Sword +1, Gem, 48 gp Prat 1400 Throwing Axe +2, 5 Spells, 170gp Raemon 1200 Scalp, Composite Long Bow, Magic Arrows Rahvin 1800 Ring of Protection +1, Magic Arrows, etc. Ramazith 400 Amulet of Metaspell Influence, Ring +2 Raiken 650 Chain Mail, M. Shield, War Hammer +1, 31gp Rezdan 1200 Robe, Staff, 32gp Sakul 1600 6 Spells, 130 gp Sendai 600 L. Sword +1, S. Leather +2, S. Shield, 172g Seniyad 4000 Leather Armor, Staff, Ring* Shaldrissa 1200 Robe, etc. Shoal 500 Pearl Silke 900 Potion of Invulnerability, Staff + 1, 400gp Slythe 5000 Short Sword of Backstabbing +3, etc. Sunin 2000 Robe, Ring of Wizardry, 2 Spells, 102 gp Tam 1300 Magic Arrows, 1 Spell, Minor Treasures Tarnesh 120 3 spells, 58 gp Taugosz Khosann 2000 Full Plate, M. Shield+1, War Hammer+1, 105g Taxek 975 Light Crossbow +1, Magic Bolts, 2 Gems, 75g Telka 600 -- Tenya 650 Bracers*, Flail Teven (bandit) 975 Scale Mail, Long Sword, M. Shield, 45gp Teyngan 500 Scale, Mace, Scalp, Healing Potion, 93 gp Thalantyr 3000 Adventurer's Robe, 2 potions Tranzig 975 Wand, Ring, Staff, Letter, 91gp Unshey 420 History Book, Staff, 82gp Vax 400 Scale, 2 Heal Potions, Halberd, 107gp Vay-ya 2000 Wand of Fire, Dagger +1, 2 Spells, 2 Gems Venkt 900 3 spells, Robe, 2 potions, 92gp Wheber Ott 1500 Robe, minor treasures Wilf 800 Minor Treasures William Garst 1500 Robe, minor treasures Wudei 1200 Studded Leather +1, 14gp Zal 600 Scale, Bracers of Archery, Darts, 49gp Zargal 650 Short Sword +2, 2 spells, 34gp, Scale Armor Zeela 900 Studded Leather +1 Zekar 65 1 spell, scalp, Composite Long Bow, 5gp Zordral 900 Knave's Robe, Staff, 79gp, 2 spells ________________________________________ Tales of the Sword Coast Named Monsters: ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ Name: EXP: Treasure: Aec'Letec 16000 -- Andris 6000 Robe*, 2 Spells, Scroll, 109gp Avarice 2500 Short Sword + 1, Leather Armor Beyn 1800 Wand*, 66gp Cuchol 1800 1 Spell, 66gp Dezkiel 1800 Shandalar's Cloak, Scroll, 66gp Fear 2200 -- Garan 2000 4 Spells, 66gp Ghost 3750 -- Kirinhale 3000 Staff Spear +2, Hair Love 3000 Rune, Bastard Sword, Wine Marcellus 2000 Robe*, 1 Spell, 81gp Pride 2500 Plate Mail, Large Shield Riggilo 1400 Leather Armor*, Short Sword*, 170gp Tellan 3000 Darts*, 78gp ____________________________ Monster Fighting Strategies: ッッッッッッッッッッッッッッッッッッッッッッッッッッッッ "Dryad" Fighting: A dryad (or any other female monster type, such as the Siren) has some nasty magical attacks, namely Charm Person, which if used on the right person in your party, screws you over. Nothing worse than having to fight your own best fighter. So if you lose too many people to her, then go back to your last save, then send only your best fighter to where the dryad is. If your fighter is charmed, no big deal (enemies won't attack charmed party members, so you won't get killed). Once she is out of the worst magical attacks, send in the cavalry. If one of your people is Dire Charmed anyway, cast a quick Hold Person on them to keep them from fighting you. One other thing to try is to send a good archer (Bracers of Archery always help) to kill her quickly. Or if your people do get charmed, you can just cast Dire Charm on them again to reverse it. (thanks to D Sanders for that) "Basilisk" Fighting: Basilisks are nasty creatures, they turn you to stone. If they turn your main character to stone, that is considered Death, and therefore the end of your game. So if you have a Protection from Petrification spell/scroll you may want to use that. Also if you get Korax (Area E of Temple) to join you (temporarily), he is immune to Petrification. (although the Basilisks could still kill him, and he will turn against you eventually!) Doomsayer Fighting So there's only one Doomsayer (Area S of Lighthouse), but he's a tough one. Cast lots of magic missiles at him since they always hit and do a bit of damage. Keep your best fighters between him and your party, and try hitting him with magic arrows as well. If one of your people gets injured by about 3/4 of their total HP, pull them back. Don't try to tackle him before level 6 or so. -------------------------------------------------------------------------------- B. Miscellaneous Information -------------------------------------------------------------------------------- Baldur's Gate follows most every AD&D rule in the Player's Handbook. That doesn't mean that they are all documented in the manual, however. And this section is a good a place as any to stick all the missing information from the Rules. (all information here is taken directly from the AD&D Player's Handbook, which may not entirely reflect how the rules work in Baldur's Gate!) ___________________________________ Mega Constitution and Regeneration: ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ If your Constitution gets above 19 you get an automatic regeneration. Here's a little table on it: Constitution: Regeneration Rate: ッッッッッッッッッッッッッ ッッッッッッッッッッッッッッッッッッ 20 1 per 6 turns 21 1 / 5 22 1 / 4 23 1 / 3 24 1 / 2 25 1 / 1 We are assuming that the "turn" works out to be about 6 seconds. (although it should be noted that Baldur's Gate defines a "turn" as 60 seconds, obviously we are referring to a different thing--a "round" is 6 seconds in Baldur's Gate and that seems about right) ___________________________ Racial Ability Adjustments: ッッッッッッッッッッッッッッッッッッッッッッッッッッッ Race Adjustment ッッッッ ッッッッッッッッッッ Dwarf +1 Constitution, -1 Charisma Elf +1 Dexterity, -1 Constitution Gnome +1 Intelligence, -1 Wisdom Halfling +1 Dexterity, -1 Strength ___________________ Weapon Proficiency: ッッッッッッッッッッッッッッッッッッッ Group Initial #Levels until another ッッッッッ ッッッッッッッ ッッッッッッッッッッッッッッッッッッッッッ Warrior 4 3 Wizard 1 6 Priest 2 4 Rogue 2 4 Therefore every 3 levels your fighters/paladins/rangers will gain a new Weapon Proficiency Point! ______________________________ THAC0 Level Progression Chart: ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ Level Group 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ----- -------------------------------------------------------------- Warrior 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 7 Wizard 20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 Priest 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 Rogue 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 __________________________ Paladin Spell Progression: ッッッッッッッッッッッッッッッッッッッッッッッッッッ Level Casting Priest Spell Level Level 1 2 3 4 ----- ------- --------------------- 9 1 1 - - - 10 2 2 - - - 11 3 2 1 - - 12 4 2 2 - - 13 5 2 2 1 - 14 6 3 2 1 - 15 7 3 2 1 1 16 8 3 3 2 1 17 9 3 3 3 1 18 9 3 3 3 1 19 9 3 3 3 2 20 9 3 3 3 3 _________________________ Ranger Spell Progression: ッッッッッッッッッッッッッッッッッッッッッッッッッ Level Casting Priest Spell Level Level 1 2 3 ----- ------- ---------------- 8 1 1 - - 9 2 2 - - 10 3 2 1 - 11 4 2 2 - 12 5 2 2 1 13 6 3 2 1 14 7 3 2 2 15 8 3 3 2 16 9 3 3 3 -------------------------------------------------------------------------------- C. The Gods of the Realm -------------------------------------------------------------------------------- I've tried to compile a list of every god mentioned in the game. Naturally, I probably missed one or two, so if I did, please email me about it. There is some neat information on the gods and their troubles on page 67 of the Baldur's Gate Manual. And lots of information comes from Orlandu. Others come from edwardalacey. Aura -- mentioned by Branwen, sounds like a goddess of cold? Bane, Bhall, and Myrkul -- the "dead three" gods, but are currently not in "power" (it's a long story) Baravar -- worshipped by Quayle Clangeddin -- a god mentioned by Yeslick. Cyric -- evil god worshipped by Bassilus to raise the dead, also Mulahey has a Cyric Holy Symbol on him. Makes Cyric seem a little suspicious, doesn't it? Cyric took the power from the "dead three" and now does everything they did. Deneir -- one of gods who protects Tethtoril (see his decription in the manual) Garl Glittergold -- worshipped in the Temple of Wisdom at the Friendly Arm Inn Gond -- god of artifice and invention. The Hall of Wonders in Baldur's Gate is run by Gondish priests. Helm -- a good god, worshipped by Ajantix. There's a Helm temple in Nashkel. He is the God of Guardians, and he guards the Outer Realms. Ilmater -- God of Suffering who enchanted the Large Shield +4 vs. Missiles. I may not have spelt his name correctly. Jergal -- former god of the dead, gave his power to Bane, Bhaal, and Myrkul (History of the Dead Three), and now is the Scribe of the Dead Kozah -- ancient god of various chaotic happenings (like earthquakes), there is an ancient temple being unearthed of his far to the SW of Beregost, but beware the curse! Lord Ao -- the Overpower. Not a god as per se, since he is infinitely more powerful than they are (he can destroy them at will) Lathander -- Worshipped in the Song of the Morning temple Lloth -- Spider Goddess of the Drow, dislikes Drizzt and Viconia. There is another Drow god or goddess mentioned in one of the "History of the Drow" books, but I cannot remember who. Malar -- Mentioned by Osmadi, also known as the Beastlord. He is an evil god that doesn't much like the Druid faiths. Mystra -- goddess of magic Oak Father -- I think this is a God of Nature, worshipped by Faldorn. Oghma -- there is a temple to Oghma is Candlekeep as he is the God of Knowledge Selune -- a Goddess mentioned by Dradeel Shar -- Goddess of the Night, worshipped by the renegade drow Viconia Sune -- good god, the Holy Ring is a Sune artifact, she is the Goddess of Love and Beauty. Tempus -- Branwen is a cleric of this Good God, the God of Battles Tymora -- She's the Goddess of Luck (good luck that is, Besheba is the Goddess of Bad Luck) Umberlee -- goddess of the Sea, aka the "Bitch Queen", you run into her priestess at the Baldur's Gate Bridge. (btw, Umberlee is of an Evil alignment) Valkur -- another god mentioned by Branwen, he is the god of sailors -------------------------------------------------------------------------------- D. Guide to Naming Characters -------------------------------------------------------------------------------- I have heard that some people have trouble coming up with creative names for their characters. So here is a little guide to coming up with interesting names that seem to fit into the game (i.e. names that aren't "brad" or "mike" or something). Method 1: Take an exisiting last name, and make it a first name. Ex: Corbin, Martens, Miller. Obviously this doesn't work with all last names, and it also tends to skew mostly male. Method 2: You can also make interesting names by taking an existing name, such as Kate, and flipping some letters around to make a new name, Kaet. Method 3: Somewhat similar to method 2, this one merely involves adding useless vowels. Try adding an 'a' before an 'e' or an 'i' after an 'e'. Take the name Patrick for example. It will become Paetrick. Method 4: Another fun thing to try is to simply add a new "flourish" to an existing name. For example we start with "Nate" and add the "flourish" "ylia" to make the new name "Natylia". Method 5: Start with another word, say the number "Seven". Replace the vowels with new vowels to make "Sivan". Now if you want to make it feminine add an "y" (or something similar) to the end to make "Sivany". Or try this, start with the word "talent". Replace the first 't' with a "th" and then replace the 'e' with an 'a'. You now have "Thalant", which is a good name, but needs a little flourish of "yr" to finish it "Thalantyr". Here's a list of names that I have used in various RPG games. This list will be a little small for now, but as I get more of them, I'll add them. If you have any name that you want to send in, please feel free! (manymoose@hotmail.com) Female: Male: ッッッッッッッ ッッッッッ Kaet Salamoss Telen Sivany Syllas Jiany Poetayn Saenra Mytahl Kystra Ralasannvyr Lydra Ylv Tor The following names, and strategy, were sent to me by Preston Lloid: Female: Male: ッッッッッッッ ッッッッッ Jephinia Justice Edcam Sielfir Misha Kintyre Purl Sielfir Latista Dymnir Paxus Silatis Kyndria Valmund Bastius Mnotarior Shaloa Fighro Rhymnir Kaleef Syff Kintous Kelt Incurrigate Geila Mist Solas Imnikurr Tarrento Gymnica I also found that nearly all the months make fine female first names (e.g. October, November etc.). Furthermore I personally think that there's nothing wrong with giving your character a first name and some kind of call name instead of an actual surname (or family name). For instance, if you've made a female priest with the allignment "lawful good" you might call her "Misha the Divine", instead of Misha Kintyre. Or if you create an evil male mage, you could call him "Tarrento the Dreadful". -------------------------------------------------------------------------------- E. Character Sounds -------------------------------------------------------------------------------- Here you will find a typed out version of a great many sounds in the game. Check out the sndlist.txt file in the Sounds directory if you want to change one of the PC Sounds. Any of the NPC sounds that has a ????????? in it means that I listened to the sounds by using the biffstripper utility, but I'm not quite sure where they fit into the context of the game. The "Repeated Selected" sounds are accessed when you click on a character about 9 times in a row. This comes from Patrick: I thought I'd help fill in some of the blanks regarding NPC quotes, and how they relate to one another, which you might want to include in any possible updates of your astounding FAQ. First off, there are NPCs who will try to kill each other eventually, as I found out when I first played and took Xzar/Montaron and Khalid/Jaheira into the Nashkel mines, and some of their quotes are reserved for such an occasion. At a seemingly random point, the text window popped up and the dialogue followed: Jaheira: "Do you claim to fight evil... (etc.)" Xzar: "Why must you goad us..." Jaheira: "I know nothing of gold..." Xzar: "I begin to see your true nature..." Likewise, Khalid and Montaron have some lines which suggest a similar exchange (sound files 30 and 31 for each). At this point, Montaron and Xzar (the Zhentarim) and Khalid and Jaheira (the Harpers), squared off and began fighting, ignoring my commands and leaving my character with nothing to do but pick a side and join in. (This is indeed at least partly random... not caring for the deaths of two NPCs, I loaded a previous savegame, finished the mines, then disbanded the Zhentish pair without incident.) Odds are that when a character makes a direct statement to another, there is a reply (Some of Montaron's jibes are in response to Xzar's babblings, and Khalid and Jaheira share some tender moments). I haven't gotten far in the game yet, but here are some possible relationships which suggest themselves: Eldoth and Alora: Alora always tries to cheer up Eldoth, and he in turn actually finds himself softening up when she's around. Xan and Ajantis: As you've noticed, Xan rejects Ajantis' strict views, and Ajantis does not respond kindly to his paradigms being challenged. Eldoth just seems to piss off everybody... Also, if it helps straighten things out, I noticed (using the playsound ingame cheat) that the number of the file for each character is connected with its function in the game, as follows: 1 - Introduction In battle: 2 - Battlecry 3 - Morale Break Comments on party's reputation and actions: 4 - Happy 5 - Unhappy 6 - Angry 7 - Breaking Point Comments on personal status: 8 - Made Leader 9 - Tired 10 - Bored 11 - Wounded Comments on environment: 12 - Forest 13 - City 14 - Dungeon 15 - Daytime 16 - Nighttime Comments toward player: 17-19 - Selected 20-22 - Commanded 23-26 - Annoyed Comments toward NPCs: 27-37 - Various Banterings Comments on death: 38 - Generic Death 39 - Specific Death Of course, Imoen throws this whole scheme off track, but it seems like everybody else sticks by it. (again, this was from Patrick) __________ PC Sounds: ッッッッッッッッッッ Default Male: Battle Cry: "Onward!" Becoming Leader: "I feel this is my rightful place." Tired: "I will require rest soon." Bored: "I should be more productive with my time." Badly Wounded: "I am not well at all." Selected 1: "Hmm?" Selected 2: "Yes?" Selected 3: "I stand ready." Action Acknowledgement 1: "It will be done." Action Acknowledgement 2: "Not a problem." Action Acknowledgement 3: "With ease." Being Hit: "Oof." Dying: "Hwaugh... oohg." Male 1: Battle Cry: "Death to you all!" Becoming Leader: "As it should be." Tired: "I must rest my eyes a while." Bored: "Ah, such a waste of time this is!" Badly Wounded: "I, I am surely close to death..." Selected 1: "What?" Selected 2: "Make it quick!" Selected 3: "Yes?" Action Acknowledgement 1: "A waste of my talents!" Action Acknowledgement 2: "Of course." Action Acknowledgement 3: "No sooner said than done." Being Hit: "Ungh." Dying: "Ungh...uh..." Male 2: Battle Cry: "Your life ends here!" Becoming Leader: "I alone belong here." Tired: "I am so very... weary." Bored: "I grow tired of wasting time." Badly Wounded: "I am certain to die without...immediate aid." Selected 1: "What would you have me do?" Selected 2: "Your wish?" Selected 3: "Hurry up!" Action Acknowledgement 1: "If you insist." Action Acknowledgement 2: "Very well." Action Acknowledgement 3: "Alright alright!" Being Hit: "Ooof." Dying: "Hwaigh...oof." Male 3: Battle Cry: "Heh, time for a bit of a rough and tumble." Becoming Leader: "Ha ha! I'll lead 'em well!" Tired: "I'll need to be resting soon." Bored: "I should get moving before the whole day is a waste." Badly Wounded: "Uh... perhaps I'm a bit more hurt, than I thought." Selected 1: "Yes?" Selected 2: "What now I wonder?" Selected 3: "Where to now?" Action Acknowledgement 1: "Of course, heh heh." Action Acknowledgement 2: "Done and done." Action Acknowledgement 3: "A simple task!" Being Hit: "Eaah." Dying: "Whooauh... uh..." Default Female: Battle Cry: "To battle!" Becoming Leader: "This is where I should be." Tired: "I grow weary." Bored: "I should not just stand about." Badly Wounded: "I must have aid." Selected 1: "I am here." Selected 2: "Your concern?" Selected 3: "Yes?" Action Acknowledgement 1: "Indeed." Action Acknowledgement 2: "It is done." Action Acknowledgement 3: "Certainly." Being Hit: "Augh!" Dying: "Auwaa..." Female 1: Battle Cry: "All will die!" Becoming Leader: "None other than me should be in this place." Tired: "I should rest on my feet if we do not rest soon." Bored: "I find this inactivity extremely frustrating." Badly Wounded: "I reall must get further treatment for my wounds." Selected 1: "What?" Selected 2: "Yes?" Selected 3: "Hmm?" Action Acknowledgement 1: "Simpler done than said." Action Acknowledgement 2: "Certainly." Action Acknowledgement 3: "Surely." Being Hit: "Ooah." Dying: "Aaah... ehh." Female 2: Battle Cry: "You're life shall be mine!" Becoming Leader: "I deserve to be leader!" Tired: "Ooh... we should rest now, I need sleep." Bored: "This is so utterly boring." Badly Wounded: "I... I am wounded." Selected 1: "What?" Selected 2: "Yes?" Selected 3: "What is it?" Action Acknowledgement 1: "Fine." Action Acknowledgement 2: "Such menial tasks." Action Acknowledgement 3: "A simple matter." Being Hit: "Oooah." Dying: "Nyaugh...ehh..." Female 3: Battle Cry: "Death will come swiftly for you." Becoming Leader: "There are none more capable for this position." Tired: "Blah... I grow tired, we should rest soon." Bored: "Must we stand about, I have much to do." Badly Wounded: "I must get proper treatment for my injuries." Selected 1: "And now what?" Selected 2: "What must I do?" Selected 3: "Hmm?" Action Acknowledgement 1: "A simple task." Action Acknowledgement 2: "Consider it done." Action Acknowledgement 3: "No trouble at all." Being Hit: "Err!" Dying: "Ohhh ahh..." ___________ NPC Sounds: ッッッッッッッッッッッ Ajantis: First Speech: "Halt! Be you friend, or foe?" Fleeing: "What cowardice is this? Return to where you are needed?" Battle Cry: "For the Glory of Helm!" In forest: "This forest has a sense of... evil about it." In City: "This city has a sense of... evil about it." Underground: "This dungeon has a sense of... evil about it." Happy: "We follow the righteous path, the path of Helm." Unhappy: "This course we take is beyond all tenants of decency." Unhappy: "I will not stand by while this party descends into depravity." Leaving: "Your evil ways end here! Draw steel and we will settle this dispute once and for all!" Becoming Leader: "I take honor with this responsibilty you have bestowed." Tired: "Uhh... I grow weary." Bored: "We have much evil to fight, we have no time for idleness." Badly Wounded: "Ahh... I am in need of aid." Selected 1: "My honor is my life." Selected 2: "Helm, give me strength!" Selected 3: "By Helm!" Repeated Selected 1: "We must always strive to be role models to the meek." Repeated Selected 2: "Duty to one's cause outweighs all." Repeated Selected 3: "Evil will always fail against courage and honor." Repeated Selected 4: "Evil must be purged without mercy." Action Acknowledgement 1: "With Helm's blessing." Action Acknowledgement 2: "Yeah!" Action Acknowledgement 3: "As you will." To ???????????: "Your actions fly in the face of everything Helm holds sacred!" To ???????????: "There is naught but good and evil. I suspect you are of the latter." To ???????????: "Evil must be purged wherever it is found... even among companions!" To ???????????: "The stench of evil clings to you in the most... VILE manner!" To ???????????: "I can bear no more! Raise your weapon and defend yourself!" To ???????????: "I may yet still be a Squire, but I possess more integrity than you could ever hope for!" Reply to ???????: "You will watch your MOUTH around the fairer sex!" Reply to ???????: "I thank you for your compliment." To ??????????: "You are a most beautiful lady, Miss." To Kivan: "You're a man of honor, I respect your integrity." Reply to ????????: "I think it would be wise for you to improve your conduct while in this party!" On any Death: "We can only be content that our companion has fallen... pursuing a just cause." On ????????'s Death: "It is unfortunate that our companion died before he could recant his ways." Alora: First Speech: "Blast and bother! These locks have always given me trouble. Trouble they are!" Fleeing: "Aah! Somebody hide me!" Battle Cry: "Careful everyone, play nice!" Happy: "Isn't this great? All of us, doing nice things, being happy. It's great!" Unhappy: "Hey, I think everyone would be happier if we were a little nicer." Unhappy: "Please be nicer, you don't want me to pick up any bad habits, do you?" Leaving: "I don't think you're the type of people I should be hanging around with. Goodbye!" Tired: "*yawn* I'm sleepy. Can we nap a moment?" Bored: "So, when are we gonna do something? I'm raring to GO." At night: "Pretty spoo-ooky night, but still great for Adventuring." In Forest: "What a great forest! I've never seen trees like these before." In City: "I like the bustle of the city! So many interesting people!" Underground: "Oooh ooh... this is pretty scary isn't it? I mean, I'd be scared without the rest of you." During the Day: "What a great day for adventuring, in fact, every day is a great day for adventuring." On any Death: "I've had friends die before, and it's still sad." Badly Wounded: "I'm hurt, please help me!" Becoming Leader: "Wow! Leader? Me? This will be great fun!" Selected 1: "Whatever you need." Selected 2: "Hey there hi there." Selected 3: "Whatever you wish." Repeated Selected 1: "I'm sooo sweet, I've got rotting teeth and gums!" Repeated Selected 2: "C'mon people now, smile on your brother. Everybody get together, try to love one another right now." Repeated Selected 3: "I don't think you're happy enough. I'll TEACH you to be happy!" Repeated Selected 4: "Happy Happy! Joy Joy! Happy Happy! Joy Joy!" Action Acknowledgement 1: "Happy to help!" Action Acknowledgement 2: "With a smile!" Action Acknowledgement 3: "Hop skip to it!" To ???????????: "So you're a mage? I knew a mage once, but he was pretty stuffy! You're not like that..." To Edwin: "Smile more often, Edwin, it looks good on you!" To ????????: "Well everyone is basically decent, once you get them to unwrinkle their faces." To Garrick: "Play your song again, Garrick. That one I like, pleeeeeeeeeeeease!" To Boo: "Ohh! It's just the cutest little hamesty wampsty! Who's a fuzzy boo?" Reply to ????????: "You needn't be so mean! I'm nice to YOU!" Reply to ????????: "Oooh! Someone needs a tickle! Someone needs a tickle! Smile already! Yeesh!" Reply to ????????: "You are mean mean mean! No wonder people don't like you!" Reply to ????????: "Why must you be such a grumpy pus! Cheer up!" To ?????????: "I've heard if you go too long without smiling, your face will crack!" To ?????????: "It must be hard work to be NEGATIVE all the time!" On any Death: "I've had friends die before, and it's still sad." On Edwin's Death: "Poor Edwin. He was just learning how to loosen up." Branwen: First Speech: "By the ice breath of Aura, 'tis good to see new faces and taste freedom again!" Fleeing: "Tempus, forgive my cowardice!" Battle Cry: "Tempus, give us victory!" Happy: "I am proud to stand among such strong warriors." Unhappy: "Our actions are not those of warrior born." Unhappy: "What sort of craven cowards are we?" Leaving: "I can no longer honorably work with such as you!" Becoming Leader: "I have always dreamt of leading such a worthy band!" Tired: "*yawn* I'm tired." Bored: "Damn the icicles of orb (??), I'm bored." Badly Wounded: "Ah uh.. 'tis but a flesh wound." Selected 1: "By Tempus' Shield!" Selected 2: "What is your command?" Selected 3: "Hello?" Repeated Selected 1: "'Tis better to die on your feet, than live on your knees." Repeated Selected 2: "May Aura (Aurel?) bestow the Frost Kiss upon our enemies." Repeated Selected 3: "By Valkur's strapping buttocks!" Repeated Selected 4: "The gods favor is fickle at best." Action Acknowledgement 1: "'Tis a fine day to die." Action Acknowledgement 2: "If Tempus wills it." Action Acknowledgement 3: "By Valkur's mighty Blade!" About Shar-Teel: "Shar-Teel seems to have more spine than a lot of the MEN in this party." To Shar-Teel: "You are valiant of action, Shar-Teel. A pity your spirit is mismatched." To ?????????: "Stay well clear of me you foul-speaking Heretic!" To ?????????: "Tempus would guide your wayward soul, if you let him." To ?????????: "May Tempus one day show you the error of your ways." Reply to ????????: "I do not take such insults lightly." Reply to ????????: "Thank you for your kind words." Reply to ????????: "Do not mock me!" To ?????????: "You shame this party by your mere presence." To ?????????: "You are a strong warrior, I respect that." To ?????????: "In a war of virtues, thou art an art." On any Death: "To die in battle is the most glorious death of all." On Shar-Teel's Death: "'Tis a shame to lose such an accomplished warrior." Coran: First Speech: "Ho travellers, hold a moment." Fleeing: "This adventure has gotten out of hand." Battle Cry: "*whistles*" Happy: "I think we all deserve a pat on the back." Unhappy: "I cannot give my approval for what we've just done." Unhappy: "If our fellowship continues in this vein, I may have to leave." Leaving: "I can't stay with this group any longer. I have to call it quits." Becoming Leader: "I think my new responsibility will be a great deal of fun." Tired: "Even the most prolific adventurer must take some time to rest." Bored: "My worst fate is reserved for sitting and doing... nothing." Badly Wounded: "Ugh... it's only a flesh wound." Selected 1: "Life is adventure, or nothing." Selected 2: "Yes?" Selected 3: "What is your bidding?" Repeated Selected 1: "The storm is always preferable to the calm." Repeated Selected 2: "The essence of pleasure is spontenaity." Repeated Selected 3: "You can't live without a little adventure." Repeated Selected 4: "Luck is always on the side of the romantic." Action Acknowledgement 1: "Luck be a Lady." Action Acknowledgement 2: "Great peril yields great beauty." Action Acknowledgement 3: "Wherever Fate takes me." To Safana: "Safana, you are full of such subtle wit and charm." To Safana: "Sometimes, Safana, I find myself attracted to you, despite your shallow spiteful demeanor." To Safana: "You've been dominating my thoughts recently, Safana. It's distracting my work." Reply to Safana: "If you weren't such a self-serving wench... I don't think I'd find you half as attractive." Reply to Safana: "Admit it, Safana, you sometimes find me to your liking." Reply to Safana: "You are rather uncouth today." Reply to ??????: "I don't appreciate your humor." Reply to ??????: "I accept your compliments." To ????????: "A fine figure like yours shouldn't be risked in an occupation such as adventuring." To ????????: "A more beautiful girl I don't think I've laid eyes on." To ????????: "You have the most beautiful...uh...eyes." On any Death: "I grieve to lose a friend." On Safana's Death: "I wish we had more time to know each other, Safana." Dynaheir: First Speech: "Minsc continues to make the most... unique of acquaintances. But for his charge thou art brave indeed." Fleeing: "These odds are idiocy! Retreat!" Happy: "This group shows... promise, exceptional." Unhappy: "Must I watch over this group as a Nanny a child?" Unhappy: "I cannot abide by this decision. 'Tis idiocy." Leaving: "Thy manner is inexplicably evil. I take my leave." Battle Cry: "For Right! And I always am!" Badly Wounded: "By the Three, I do not feel well inside." Becoming Leader: "A wise choice to appoint the wiser." Tired: "Magic does not nest well in a tired mind. I must sleep." Bored: "Might we move on?" In City: "Such bustle! The cities of Rashaman are empty compared!" Selected 1: "Thy called?" Selected 2: "Whatever thy need." Selected 3: "Thy wish my ear?" Repeated Selected 1: "Go here, do that. What about my needs?" Repeated Selected 2: "These boots were made for walking, and that's just what they'll do." Repeated Selected 3: "Who are thou to touch me like you know me?" Repeated Selected 4: "Watch thee where thy place thy pointer." Action Acknowledgement 1: "As directed." Action Acknowledgement 2: "No less than done." Action Acknowledgement 3: "As well as I can." To Minsc: "Ull... Must thou keep that rodent so close? 'Tis surely unclean." To Minsc: "Stand easy Minsc. Thy needs not be so motherly." Reply to Edwin: "Evil to thy cause? Perhaps. However, those of decent nature know otherwise." Reply to ?????: "Any protection would be courtesy not necessity, my power is no less than thine." Reply to ?????: "Thou shalt not question my will once I present thy neck to the Orth Lor (??)" Reply to ?????: "I pray thee did not kiss thy mother with that mouth." Reply to ?????: "Thou art right indeed. After my own heart." Reply to Viconia: "Thou art fluent in compliments. Some might say Effluent." To ?????????: "I'll thank thee to remain upwind. 'Tis hard to cast spells while I gag." About Edwin: "I should keep an eye towards Edwin. One can only expect treachery from his kind." Reply to ???????: "Thy decency is refreshing. So many we meet are... lacking." On any Death: "No more mistakes people. We can afford no more losses." On Minsc's Death: "Minsc! Minsc... his mighty berserker wrath will not go unremembered." Edwin: First Speech: "Go no further! I require the services of your group. (Yes, they will do nicely.)" Fleeing: "Enough of this. Let these fools lose their own lives." Battle Cry: "Your worthless lives end here." Happy: "A rare display of intelligence, undoubtedly fleeting." Unhappy: "I thought I could think no less of this group, but with this behavior...!" Unhappy: "I can stand no more! Our deal is void! Goodbye." Leaving: "Our deal is void! I cannot stand your continued waste of resources. We are at odds forevermore." Becoming Leader: "They finally realize my true place." Tired: "I'll not keep this pace without rest soon!" Bored: "Inactive outward, inactive inward. (Why do I suffer these fools?)" Badly Wounded: "Strange... I do not feel so well." Selected 1: "Again you disturb me." Selected 2: "You are so irritating." Selected 3: "WHAT is it NOW?" Repeated Selected 1: "I do not understand this 'mouse magic' that makes me do your bidding." Repeated Selected 2: "Elminster this, Elminster that. Give ME 2000 years and a pointy hat, and I'll kick his arse!" Repeated Selected 3: "Please don't disturb me while I plot to overthrow you." Repeated Selected 4: "They continue under the delusion that I care at all." Action Acknowledgement 1: "As directed, for now." Action Acknowledgement 2: "If I must." Action Acknowledgement 3: "My actions are yours." Reply to Dynaheir: "This witch deceives you with her lies! I tell you she is evil!" Reply to Dynaheir: "There is no protection if you goad me further, witch!" About Dynaheir: "Her power is nothing without the will to use it. Step out from behind your excuses and let us end this here!" Reply to ???????: "'Tis welcome you find no fault with one such as I." Reply to ???????: "Her company is refreshing, but I am surprised I find it so." Reply to ???????: "No harm shall come to her as I yet live." Reply to ???????: "Watch your words when addressing me lest they be fed to you on the end of my boot." Reply to ???????: "Your words please, though I know not their motive..." Reply to ???????: "This group be a damned sight better off without you!" ??????: "Must you crowd so close so close? 'Tis bad enough I must walk with you chimps." Reply to ???????: "Typical response... I wonder if they will prove useful at all..." On any Death: "On discarded. I'll have to find another group if this keeps up." On Dynaheir's Death: "Checkmate! At last the witch dies!" ??????????: "Ohh... I'm not much help for you. I'll just sit with the pretties and watch them sparkle." ??????????: "Aah! Help!" ??????????: "I sad, but... sparkle makes for happy." ??????????: "I not like sad thoughts. I go sit with the pretties." ??????????: "I once had shinies piled up to the sky. I no remember where they are." ??????????: "You find me friends... ok?" Eldoth: First Speech: "Gentlemen, gentlewomen, may I introduce myself. I am Eldoth Kron." Fleeing: "Better a coward than a dead man." Battle Cry: "If we must." Happy: "I'm glad to be associated with such a fine group of gentlemen." Unhappy: "This party's direction seems to be somewhat misguided." Unhappy: "I don't know how much longer I can bear the company of so many fools." Leaving: "Goodbye now. Hope to never see you again." Badly Wounded: "Help! My injuries are grievous!" Bored: "If I wanted to live a life of tedium, I would have become a monk." Tired: "I think it would be well to stop and rest." Becoming Leader: "I take this responsibility knowing I am best suited for it." Selected 1: "You're so dull." Selected 2: "What's your worry?" Selected 3: "Don't bore me." Repeated Selected 1: "There is no evil but stupidity." Repeated Selected 2: "There is no good or evil, only the charming and the tedious." Repeated Selected 3: "Only shallow people don't judge by appearance." Repeated Selected 4: "The first duty in life is to be as artificial as possible." Action Acknowledgement 1: "Certainly." Action Acknowledgement 2: "As you command." Action Acknowledgement 3: "This is so tedious." To Skie: "Skie, my little angel, a woman should know her place." Reply to Skie: "Skie don't bother me right now." Reply to Skie: "Be silent Skie! It's not like your opinion is worth anything..." To Shar-Teel: "Shar-Teel your lot in life is to make cookies and bear children. Now shut up." Reply to ???????: "Stop your whining, wench." Reply to ???????: "Your wit is somewhat lacking." Reply to ???????: "I knew that." Reply to ???????: "Don't try my patience." To ?????????: "Perhaps we could talk over wine tonight. I've never met a lady such as you, and I'm desirous to know you better." Reply to ???????: "Try to keep quiet and speak only when spoken to." To ?????????: "You must be the most uninteresting person I have the honor of knowing." On any Death: "Too bad." On Shar-Teel's Death: "The wench had it coming." Faldorn: First Speech: "I am Faldorn. I have been looking for those who would fight for the sanctity of this forest." Fleeing: "I will not waste my life here." Battle Cry: "Rrrrraaa!" Happy: "We have pleased Oak Father. I sense it." Unhappy: "Oak Father would frown on us now." Unhappy: "I cannot standby people of such little character." Leaving: "I will have nothing more to do with your lot." Becoming Leader: "I will do as best I can as your leader." Tired: "*yawn* All of nature's children must rest sometime." Bored: "There is much to do, and little time to waste." Badly Wounded: "Uhh... I am wounded." In Forest: "The sanctity of these woods must be preserved." In City: "Cities are a blight on the beauty of nature." Selected 1: "Nature is all." Selected 2: "I am one with nature." Selected 3: "You ... want something?" Repeated Selected 1: "Why must Man always despoil the Oak Father's gifts?" Repeated Selected 2: "Man is the least grateful of nature's children." Repeated Selected 3: "Oak Father, please forgive your wayward brood." Repeated Selected 4: "I am angry. Don't talk to me now." Action Acknowledgement 1: "I will do that." Action Acknowledgement 2: "Of course." Action Acknowledgement 3: "Rrrruhhh!" To Jaheira: "You are a fool, Jaheira, to think that Man can live with nature and not destroy it." To Jaheira: "You dilute our order with your compassionate attitude." To Jaheira: "One day woman, you and I will settle our differences." To Jaheira: "Jaheira. Your choice of a mate suits your weakling nature." To ????????: "It's time I rid our fellowship of your... unwholesome influence." Reply to ????????: "I... I don't know why you speak to me so!" Reply to ????????: "I have no quarrel with you. Please, don't create one." Reply to ????????: "I thank you." Reply to ????????: "You have more wisdom than the others give you credit for." Reply to ????????: "I am glad to adventure with one who respects our Oak Father's kingdom." Reply to ????????: "Your shallow regard for nature sickens me!" On any Death: "Death is a natural end, that everyone must face." On Jaheira's Death: "Her poisonous influence has been ended." Garrick: First Speech: "Hello there. I have a pretty proposal for you." Fleeing: "Brave brave Sir Garrick, Sir Garrick led the way. Brave brave Sir Garrick, Sir Garrick ran away." Battle Cry: "Once more unto the breach dear friends!" Happy: "If man is known by the company he keeps, I shall be known gloriously." Unhappy: "Why did we just do that?" Unhappy: "I can't stand by and just let this happen." Leaving: "I'm sorry but I have to leave. I can't stomache what we do anymore." Becoming Leader: "I feel a little unprepared for this job, but I'll try my best." Tired: "A yawn is a silent shout." Bored: "A bored man is an angry man." Badly Wounded: "My goodness! I think I'm dying!" In Forest: "I think that I shall never see a poem as lovely as a tree." In City: "It's a beautiful day in the neighborhood." Selected 1: "Yes, sir?" Selected 2: "I am at your service." Selected 3: "Life is glorious." Repeated Selected 1: "Give and spend, and the gods will send." Repeated Selected 2: "Make short the miles with talk and smiles." Repeated Selected 3: "Love makes the world go round." Repeated Selected 4: "Music has charms to soothe the savage breasts." Action Acknowledgement 1: "At once." Action Acknowledgement 2: "With god's speed." Action Acknowledgement 3: "With joy, sir!" To Skie: "Perhaps you'd care to hear my music, Skie. It's very different and somewhat better than Eldoth's." To Skie: "Why do you stay with Eldoth, Skie? Can't you see that he's just using you?" To Eldoth: "Don't speak to Skie that way, Eldoth; she deserves better." To Eldoth: "My music is superior to yours, Eldoth; I was taught at the college in Verdusk." To Skie: "A girl of beauty is a joy forever." To Tiax: "I think you need to learn some manners." Reply to ???????: "Thank you so very much for your most gracious compliment." Reply to ???????: "I don't know what I did to deserve THAT." Reply to ???????: "It takes two to make a quarrel." To ?????????: "I think you're an honorable person." To ?????????: "I don't remember knowing a more caring person." On any Death: "The world is such a cruel place." On Skie's Death: "No! Why her? She didn't deserve this." Imoen: First Speech: "Heya! It's me! Imoen." Fleeing: "Getting out alive, I am. There's nothing for me here now." Badly Wounded: "I feel so cold." Unhappy: "Mutton mongerin riff raff." Tired: "*yawn* I'm getting a little sleepy." Battle Cry: "My blade will cut ya down to size!" Becoming Leader: "Yer all buffle headed." Selected 1: "I care not." Selected 2: "Whatcha want?" Selected 3: "Yep?" Selected 4: "Yer a queer fellow." Repeated Selected: "Do ya wanna tell me a story about trollops an plug tails? Please?" Repeated Selected 2: "I know nothing more, so leave me to go." Repeated Selected 3: "Good on you if you save the day." Repeated Selected 4: "Back home, Puff-Guts would always tell me a story." Action Acknowledgement 1: "I am gone." Action Acknowledgement 2: "I've done had enough of this." Action Acknowledgement 3: "This way." ??????????: "BOOOring" On any death: "Poor sod, taking the dirt nap so soon." ??????????: "There's something most unnatural here, and I want no part of it." ??????????: "I told ya it was Eldoth what done the deeds. I know nothing more, so leave me to go." Jaheira: First Speech: "How long must we wait here? Things stir to the south as we sit!" Fleeing: "D'ah! Better to fight this battle when 'tis winnable!" Battle Cry: "For the Fallen!" Happy: "Ooh... perhaps this group needs not quite as much help as I thought." Unhappy: "I... don't like the way this group is turning out. Better leadership might help." Unhappy: "Decide you well your next move. I'll not allow this to continue." Leaving: "You have shown your true nature, and we are henceforth enemies!" Becoming Leader: "You couldn't have made a better choice." Tired: "I've just about seen enough waking hours, Slave Driver." Bored: "Shouldn't we be doing something USEFUL with this time?" Badly Wounded: "I fear I need healing, lest I not survive." In forest: "Tread lightly, you must show respect in nature's house." In city: "This city is a blight on the landscape. Better to have let the land grow wild." Underground: "An open wound in mother earth, I would plug it had I the power!" At Night: "Darkness falls, and nature sleeps. Why do we still tromp about?" Selected 1: "Nature's servant awaits." Selected 2: "Yes, oh omnipresent authority figure?" Selected 3: "You've a task?" Repeated Selected 1: "Ah, what now? Need your pantaloons pressed?" Repeated Selected 2: "By your command." Repeated Selected 3: "This would be a good place for a hinge." Repeated Selected 4: "If a tree falls in the forest, I'll kill the bastard what done it!" Action Acknowledgement 1: "For the group." Action Acknowledgement 2: "As you direct." Action Acknowledgement 3: "'Tis good as done." To Khalid: "Khalid my dear, 'twould take a sailor to untie that tongue." ?????????: "Insufferable?" ?????????: "Beautiful?" To ?????????: "Do you claim to fight evil while you are diabolic yourself?" To ?????????: "I know nothing of gold, but you are nearly Zhentish in spirit. Zshh, 'tis disgusting." Reply to ????????: "You demonstrate your own pettiness. It saves me the trouble so I take no offense." Reply to ????????: "Ah ah... careful. Ground tongue makes excellent fertilizer, especially with what you're spewing." Reply to ????????: "Is grass not made of blades? Do stars not shoot? Nature be well armed and demands so of her servants." Reply to ????????: "You are ... amusing. In a what-the-hell is wrong with you kind of way." To ??????????: "Seldom do I find so little fault with someone. I hope it lasts." To ??????????: "Keep your distance. I doubt your motives are as you claim." On any Death: "No sorrow for those lost in righteous battles." On Khalid's Death: "Blast it Khalid! You die! I swear you'll never hear the end of it!" Kagain: First Speech: "Greetings, I am Kagain, what can I do for you?" Fleeing: "This isn't worth dying over." Battle Cry: "Oh for the love of money..." Unhappy: "You buncha chumps, what the hell do ya think you was doing?" Unhappy: "Unh... do-gooders always make me want to vomit." Leaving: "That's it! This dwarf is leaving!" Becoming Leader: "As leader I plan to make us stinking rich!" Tired: "Even a dwarf's got a limit to his stamina." Bored: "Waiting around isn't going to make us any money!" Badly Wounded: "Unh... this dwarf's not feeling too good." In forest: "Damn forest! Always reminds me of pansy elves..." Underground: "I like it here... where the ghoul grows." Selected 1: "I don't wanna talk." Selected 2: "Go pester someone else!" Selected 3: "I need an ale..." Repeated Selected 1: "The only thing better than gold... is more gold!" Repeated Selected 2: "You pugs are starting to piss me off!" Repeated Selected 3: "Gold runs the world, kid. The faster you learn that, the better life will treat ya." Repeated Selected 4: "If I had a copper for every moron I've run across, I could buy Baldur's Gate!" Action Acknowledgement 1: "Urrp... sure." Action Acknowledgement 2: "Alright." Action Acknowledgement 3: "Why me?" To Yeslick: "You're the stupidest dwarf I've ever met! You're an embarassment to dwarves everywhere!" To Yeslick: "Yeslick, you're stupid mine is what started all this trouble!" Reply to Yeslick: "Yeslick, shut your lousy mouth and get out of my face!" Reply to Yeslick: "You're an imbecile Yeslick! If you piss me off one more time, I'm going to rip your head off!" Reply to Yeslick: "You lousy excuse for a dwarf! I'm going to rip you a new arse!" Reply to ???????: "You should shut up." Reply to ???????: "Keep on talking that way, and I'm going to stuff your mouth full of horse dung!" Reply to ???????: "Shut up and show me the money!" Reply to ???????: "Are you some kind of a moron? What did you think you was doing?" To ????????: "Altruistic moron..." Reply to ????????: "Ya dolt! Shut yer trap before it gets ya into trouble!" On any Death: "Better them than me." On Yeslick's Death: "Stupid dwarf was going to die sooner or later." Khalid: First Speech: "Calm yourself dear, we must proceed carefully." Fleeing: "Better part of valor! Better part of valor!" Battle Cry: "Oh... my... heart's really not in this." Happy: "Gorion would be proud of your actions." Unhappy: "Gorion would have none of this, 'tis shameful!" Unhappy: "I'll not have a part in this. Change your course lest I be forced to stop you!" Leaving: "I will not allow this, it's utterly evil!" Becoming Leader: "If you wish, but I'm not a very inspiring leader." Tired: "I think much clearer with rest... might we... stop?" Bored: "I prefer these long periods of relaxation. A lovely day for it." Badly Wounded: "I'm getting weaker... I'll need a healer as soon as possible." In forest: "I am much more at east in the forest." In city: "Cities are always so intimidating, so many people." Underground: "There are so many places I would rather be..." During the Day: "Sunny or not, 'tis nice to enjoy the out-of-doors." At Night: "Even with Infravision, I prefer the Daylight." Selected 1: "Can I help you?" Selected 2: "You have need of me?" Selected 3: "Wha..? *ahem* Yes?" Repeated Selected 1: "If at first I don't succeed... the wife won't let me forget." Repeated Selected 2: "Th-th-that's all folks." Repeated Selected 3: "Ch-ch-ch *hehe* ch-ch-chia!" Repeated Selected 4: "Click on someone your own size!" Action Acknowledgement 1: "If none are better." Action Acknowledgement 2: "I can, but try." Action Acknowledgement 3: "I'll... do my best." To Jaheira: "Please! Jaheira! You needn't be so so... uh." ??????????: "Yes, that's definately it!" ??????????: "Yeah, no no no! Stay beautiful... despite yourself!" To ??????????: "Usually everyone proves themselves, but there is something... disturbing about you." To ??????????: "I had thought none could be so beyond the b-bounds of goodness! Surely you need h-help!" Reply to ?????????: "Sharpen your tongue elsewhere. Everyone deserves a chance." Reply to ?????????: "You ... must you continually....?" Reply to ?????????: "Oh.. uh... Thank you!" To ??????????: "I don't mean to be confrontational, but could you be a little less... evil?" Reply to ?????????: "Your honesty is refreshing, but lace it well with tact." To ??????????: "Your company is a welcome part of this group." On any Death: "Another friend fallen... does it never end?" On Jaheira's Death: "Ja-Jaheira! No! Noooooooo!" Kivan: First Speech: "Hail. It is not often that I come across strangers in this part of the world." Underground: "Why must we emulate the ways of the Dwarven Folk by crawling about these warrens." In City: "This city is an example of man's excesses. I wish it would be gone from this miserable place." Happy: "That was a noble deed." Unhappy 1: "I don't agree with our parties' course of action." Unhappy 2: "I won't stand for such behavior again." Leaving: "I can not allow this to go on! Defend yourselves!" To Viconia: "Stay away from me, Dark Elf!" To Viconia: "How are we to trust one who venerates the Spider Queen?" To Viconia: "Your evil ways will bring you ruin, Dark Elf!" To Viconia: "Don't make me warn you again Drow, your next slip will be your last!" To ?????????: "You are a valuable companion." To ?????????: "Your courage shames the others." Reply to Viconia: "You dark hearted bitch! You'll die for that!" Reply to Viconia: "Watch what you say!" Reply to Viconia: "Shut your mouth!" Reply to Ajantis: "Your candor is appreciated." Reply to ?????????: "Shut up! Your chattering will drive us all insane!" On any Death: "One more friend to mourn." On Viconia's Death: "May Viconia's soul rot in Hell!" Badly Wounded: "I don't know how much longer I can go on." Battle Cry: "Raaaugh!" Becoming Leader: "I will lead for as long as needed." Bored: "Oh please, we have tarried long enough." Tired: "*yawn* It is time for us to rest." Selected 1: "Yes?" Selected 2: "What do you want?" Selected 3: "Don't bother me." Repeated Selected 1: "There is a time for talk, this is not such time." Repeated Selected 2: "Oh my soul aches for my lost Daeheriana (SP?)" Repeated Selected 3: "We must not waste time on idle chatter!" Repeated Selected 4: "My need for revenge gives me strength to go on." Action Acknowledgement 1: "Aye." Action Acknowledgement 2: "As you wish." Action Acknowledgement 3: "Grr!" Running Away: "Retreat you fools! We have no hope to win!" Minsc: First Speech: "Stand and deliver. That my hamster may have a better look at you!" In forest: "Boo likes the forest." At Night: "Ah... night time, good for sneaking up on evil!" Battle Cry: "Go for the eyes boo! Go for the eyes! Raaugh!" Happy: "Camaraderie, Adventure, and Steel on Steel. The stuff of legends! Right, Boo?" Unhappy: "Yes Boo, I agree. This group could do with a swift kick in the Morals!" Unhappy 2: "If I continue with this I'll never look Boo in the eyes again! Choose carefully, I'll not let this come to pass!" Leaving: "You have stepped behind the line of evil! Taste Hamster justice!" On Dynaheir Leaving: "As Dynaheir goes, so goes my Blade." Bored: "My hamster is getting antsy. If we be Adventurers, let us Adventure!" On any death: "No finer a place to die than on the Battlefield!" On Dynaheir's Death: "Dynaheir! Noooo! You will be avenged!" To Garrick: "Play on Bard, tis sweet music to my furry friend!" To ?????????: "Boo does not like your manner... away with you!" Reply to Safana: "I take no offense from your comments. You just don't understand the bond I have with Boo." Reply to ????????: "Your words are as sharp as my blade, although not half as shiny. Ooh... shiny!" Becoming Leader: "Magic is impressive. But now, Minsc leads, swords for everyone!" Tired: "I must rest. I've got a bad case of Armor Chafe." Badly Injured: "I need aid soon, lest my Hamster become... an orphan!" Selected 1: "Who wants some?" Selected 2: "You point, I punch." Selected 3: "Less talk, more fight!" Action Acknowledgement 1: "Full Plate and packing steel." Action Acknowledgement 2: "Butt kicking for Goodness!" Action Acknowledgement 3: "Squeaky wheel gets the kick!" ??????????: "No! Despair not! I will inspire you by charging blindly on!" ??????????: "Evil round every corner, careful not to step in any." ??????????: "Fool me once, shame on you, fool me twice... Watch it! I'm Huge!" ??????????: "When the going get tough, someone hold my rodent!" ??????????: "There be safety in numbers, and I am two or three at least!" ??????????: "Make way evil! I'm armed to the teeth, and packing a Hamster!" ??????????: "It is as you would have it. It is my sworn vow to see that your every need is catered to." ??????????: "Lay a finger on what I protect, and forevermore you will answer nature's call... with a hook!" ??????????: "Stand you not too close, Dynaheir is under my protection!" ??????????: "I am a man of few words, and few hesitations. Warnings past, and now you die!" ??????????: "You travel with Minsc, you toe the line! I won't suffer slackers while I'm busy Heroing!" ??????????: "Choose your friends wisely, not all are as trustworthy as Minsc and Boo." Montaron: First Speech: "He already be disturbed, now leave me be! Yer company be toil enough as is." In Forest: "I hate the woods! Prey be so much easier to find in the city." Underground: "Dungeons... the dark be nice, but BLAST this damp!" Fleeing: "A pox on ye! I'll no lose my neck to this lot!" During the Day: "I be much preferring the cover of night o'er this blasted daylight!" Happy: "Effective. I may kill you after all." Unhappy: "Ye goody goodies make me sick!" Unhappy: "Any more of your 'nice nice' and I'm gone." Leaving: "I'll suffer this group no more! Best ye sleep with one eye open." On any Death: "Fool! Now we'll need another mule!" On Xzar's Death: "And the mad wizard falls! Saves me the trouble." Tired: "If I'm not allowed to sleep, our next assailants may just live." Bored: "A good blade must be fed, find prey, or I find you!" Badly Wounded: "A death be in me, if I no get help!" Battle Cry: "And the rivers run red!" Becoming Leader: "I have no equal, but I prefer to work alone." Selected 1: "Ye spoke at me?" Selected 2: "This better be good." Selected 3: "What need ye dead?" Repeated Selected 1: "I warrant your attention? Oh frabgerous day, kaloo kaley!" Repeated Selected 2: "Arrrrr!" Repeated Selected 3: "Leave me be, lest your head leave your neck!" Repeated Selected 4: "What part of 'I'm a Loner' do ye not understand?!?" Action Acknowledgement 1: "Go suck your blade." Action Acknowledgement 2: "I'll do yer toil." Action Acknowledgement 3: "Sleep lightly taskmaster..." ?????????????: "My equal is a talent of many men... all of them fools." ?????????????: "I've suffered yer company as long as I'm going to. Ye could be Harper's the way ye irritate me so!" To ????????????: "Keep yer distance ye goodie goodie. I no like the smell of charity." To ????????????: "Good or bad, ye'll go the way of all flesh." To ????????????: "'Tis a wonder ye've lived as long as ye have!" Reply to ?????????: "Do ye truly want your last words to be SO STUPID?" Reply to ?????????: "Do not make light of me! My purpose is greater than you could imagine!" Reply to ?????????: "Your wit be as sharp as my blade! Do we exchange jabs? Or will ye cease your prattle?" Reply to ?????????: "Mayhap we should just be friendly more, and go for tea." Reply to ?????????: "Ye live longer if ye don't annoy me. Mayhaps even a week or more." Quayle: First Speech: "Walking alone on the Coastway Road, how smart is this?" In Forest: "Deciduous, Coniferous, and uh... Green." In Cave: "If I'm so smart, what am I doing down here?" At Night: "If I weren't so intelligent, I might be a little *gulp* nervous of the dark!" On any Death: "The stupid will fall while the smart survive!" On Tiax's Death: "Ah Tiax! If any had asked I would have said that you were too dumb to live!" Happy: "This group may be capable of learning after all!" Unhappy: "Tis a wonder that your brains can keep you breathing! Try to behave!" Unhappy: "Only the truly inept would resort to such evil as this! I won't stand much more!" Leaving: "I am getting stupid just being near you. You are unteachable! Goodbye!" Becoming Leader: "At last you realized the potential of my amazing brain!" Tired: "If I go too long without rest, I'll end out as stupid as you!" Bored: "The mind atrophies with disuse, let's do something!" Badly Injured: "Hello! I need healing here!" Selected 1: "Can I... help you?" Selected 2: "What do you need??" Selected 3: "You grunted?" Action Acknowledgement 1: "I'm too smart for this!" Action Acknowledgement 2: "Is that all?" Action Acknowledgement 3: "There's none better!" ??????????: "Live smart, live long, run away!" ??????????: "I am so Smart! S, M, R, T... I mean S, M, A, R, T!" ??????????: "Shake a paw, come on, shake a paw!" ??????????: "Feel my amazing brain! Go on, touch it!" ??????????: "I wile away the hours, conferring with the flowers, consulting with the rain." To Tiax: "Ruler of the world, Hmmm? Only if chosen by virtue of an uncluttered mind!" To Tiax: "Indeed you grow GRANDER by the moment. Although how a Fat Head will help, I do not know." ??????????: "Oh yeah? Well I've got more smarts in my little finger than you've got in your little finger! No wait a minute..." ??????????: "Violence is a trademark of LOW INTELLIGENCE." ??????????: "Well I certainly would have handled THAT better!" ??????????: "If you were smarter, you'd enjoy my company more." ??????????: "If you need any help, you know, thinking, just let me know! I'm here to help!" To Garrick: "Mind not what others say, the intelligent enjoy your music regardless." Reply to ???????: "OoooOooh! Insult me again! Only this time use your brain!" Reply to ???????: "You don't expect me to belive that. I'm too smart for your hidden insults." Reply to ???????: "Who taught this chimp to talk? What they can't do these days!" Safana: First Speech: "I've been looking for strong men, like yourselves." In City: "This city is a beautiful place. So full of the gullible and stupid." Unhappy: "I really think this party needs new leadership." Unhappy 2: "To lead this party, we need someone intelligent, preferably female, and most likely me." Leaving: "I've tried to guide this group in the right direction, but I'm tired of trying. Goodbye." To Minsc: "My feet are very sore, perhaps you could massage them?" Reply to ???????: "I love it when you speak to me that way!" Reply to Coran: "I assume, Coran, that you think that your elven charms are considerably. Let me enlighten you, they aren't!" Reply to ???????: "You have about as much appeal as a rotting owl bear!" Reply to ???????: "You think that I'd surrendur myself to the likes of you? That's a laugh!" Reply to Coran: "Watch what you say, Elf!" Reply to Coran: "I might find you attractive, Coran, if you weren't so irritating." Reply to ???????: "I like it when you are nasty to me." Reply to ???????: "You could be... somewhat more creative in your insults." Reply to ???????: "Oh I always love a good compliment." To ?????????: "You're a very sexy man." To ?????????: "I'd love to see what... other skills you posess." On any death: "The rest of you should be careful, lest you end up like our... unfortunate friend." On Coran's Death: "Don't die silly elf. I didn't mean all the things I said!" Bored: "Perhaps we could do something a little more exciting than looking pretty." Becoming Leader: "This is probably the sanest decision this group has ever made." Tired: "A woman needs her beauty rest." Badly Wounded: "I'm hurt, stop what you are doing and help me right now." Selected 1: "Yes, Dear?" Selected 2: "I'll do anything." Selected 3: "Oh, I feel so... sensual." Action Acknowledgement 1: "If that's your desire." Action Acknowledgement 2: "Of course, Darling." Action Acknowledgement 3: "With pleasure." ??????????: "Nothing's worth dying for." ??????????: "Mmmm... I keep very... pleasant company." ??????????: "Between two evils, I always choose the one I haven't tried." ??????????: "When I'm good, I'm very very good. But when I'm bad... I'm better." ??????????: "Everyone in this party is entitled to my opinion." Shar-Teel: First Speech: "Hold travellers, I challenge your best warrior to a duel." Happy: "It seems this party isn't as pathetic as I first suspected." Unhappy: "This is the kind of stupidity we get with male leadership." Unhappy 2: "I can't take much more of this male imbecility." Leaving: "Forget our deal, I'm leaving." Reply To Eldoth: "Say another word, Eldoth, and I'll cut out your tongue." Reply To Eldoth: "Your impudence will one day get you killed, Eldoth." Reply To Eldoth: "Watch your mouth Eldoth, or I'll end your life where you stand." Reply to Eldoth: "You were warned Eldoth, now reap the consequences!" Reply to ??????: "Flattery will get you nowhere." Reply to ??????: "*laughs* You're such a funny man! That's why I'm going to kill you last." Reply To ??????: "How would you like my sword tickling your innards?" To ??????: "Useless male dungheap." To ??????: "I spit on your manhood!" To ??????: "Don't think yourself second to any man!" To Eldoth: "Eldoth you're a impudent degenerate lout who has delusions of male superiority." On any Death: "More carrion for the vultures." On ??????'s Death: "The swine had it coming." Tired: "Some rest is in order." Bored: "This is such a waste of time. Or should I say that MEN are such a waste of time." Badly Hurt: "I don't have time to bleed." Battle Cry: "Eat steel, scum!" Becoming Leader: "I'll lead this party better than any man could!" Selected 1: "If it bleeds, I can kill it." Selected 2: "I love bloodshed." Selected 3: "Men are pathetic." Repeated Selected 1: "Life is made fun by crushing your enemies." Repeated Selected 2: "Sometimes the smell of a man makes me sick to my stomache." Repeated Selected 3: "Steel is the only thing that a woman can depend on." Repeated Selected 4: "Men never think with their minds." Action Acknowledgement 1: "Really?" Action Acknowledgement 2: "I'll do it." Action Acknowledgement 3: "Okay." ??????????: "Discretion is the better part of valor." Skie: First Speech: "Eldoth I thought I'd never see you again." Meet without Eldoth: "Please help me!" On any Death: "*sniffle* I can't believe he's dead." On Eldoth's Death: "What am I going to do? You can't die, Eldoth, you can't!" Happy: "You're the finest group of friends I've ever had!" Unhappy: "I don't think what we are doing is morally right." Unhappy 2: "All of you are such pigs." Leaving: "I can't take this anymore! I'm going back home." To Eldoth: "Eldoth, why do you treat our companions so badly?" To Eldoth: "I love you... Eldoth." To Eldoth: "Why do you always have to make fun of me? I hate you! Get away from me!" To Eldoth: "Eldoth tell them to stop being so cruel!" To Garrick: "I'd love to hear your music Garrick." To Garrick: "Eldoth is a kind man. He cares about me, Garrick!" To ???????: "You're a good friend." To ???????: "I feel safe with you in the party." To ???????: "I think you're a beautiful person." Reply to ????????: "Thank you, you're very kind." Becoming Leader: "I don't know if I can handle this Leadership Thing, but I'll give it a try." Tired: "I'm getting tired, can we take a rest soon?" Bored: "I'm... so... Bored!" Badly Wounded: "Aah! I'm hurt... help." Selected 1: "Can I help you?" Selected 2: "Ah, I broke a nail." Selected 3: "Ah, I mussed my hair." Action Acknowledgement 1: "Mm, my feet hurt." Action Acknowledgement 2: "I have a cold." Action Acknowledgement 3: "I have a headache." ??????????: "Do you like my perfume?" ??????????: "Let's go shopping!" ??????????: "It's been so long since I've had a hot meal!" ??????????: "I wanna go home..." ??????????: "Oh, I'm sorry, did I do something wrong?" Tiax: First Speech: "Yo! Tiax would speak at you! For 'tis destined to be so." Fleeing: "Tiax will rule... from a distance." Battle Cry: "Tiax will smite thee!" Happy: "Tiax is impressed with this group. You will continue to serve him once he rules." Unhappy: "Tiax fails to see how this will aid in his Ascension!" Unhappy: "Continue with this... unprofitable behaver, and Tiax will seek his destiny elsewhere!" Leaving: "You are unworthy to sit at the feet of great Tiax. I shall find another for that exalted spot." Becoming Leader: "As it should be. Tiax was destined to lead." Tired: "Tiax needs rest, if he is to rule." Bored: "We get no closer to world domination just standing about!" Badly Hurt: "Destiny had best hurry. Tiax does not feel well... at all." In Forest: "When Tiax rules, this forest will be lumber for but a leg of his throne." In City: "When Tiax rules, the stones of this city shall build his castle." Underground: "Why must Tiax traverse this dank hole. Cyric said nothing of soggy boots!" During the Day: "Tiax must squint in the sunlight. One day... revenge shall be his!" At Night: "Night would DARE hamper the sight of Tiax?" On Quayle's Death: "Ha ha ha ha! Smart guy dies! And Tiax goes on to RULE!" On any Death: "Blast you! Escaping the inevitable rule of Tiax by dying? Coward!" Selected 1: "Who DARES prod Tiax?" Selected 2: "Tiax hears ya." Selected 3: "Soon Tiax rules!" Repeated Selected 1: "Ya little monkey spanker." Repeated Selected 2: "When Tiax rules, britches shall not ride up so wedge like." Repeated Selected 3: "Tiax does as ye will, but one day BOOM, he rules!" Repeated Selected 4: "The day comes when TIAX will point and click!" Action Acknowledgement 1: "Tiax is as Tiax does." Action Acknowledgement 2: "Tiax will rule all!" Action Acknowledgement 3: "Tiax moves! Make way!" To Quayle: "Where will your learning get you when Tiax rules? Duke of Manure at best!" To Quayle: "Sure ye be smart, but none are grander than Tiax!" Reply to ????????: "Thou wouldst mock me? Ye stiff rumped fool!" Reply to ????????: "*weird noises* Tiax and his greatness shall squash you as a bug you *weird noises* insolent bug!" Reply to ????????: "Your insults carry little sting. Tiax knows he will rule in the end." Reply to ????????: "You cup shot mutton head! Tiax will slap ya silly! When he rules." Reply to ????????: "Aw, your goals are petty in comparison to the wonder of Tiax!" Reply to Garrick: "Give thy tongue a holiday! Tiax so commands!" ????????: "All the world will tremble beneath the feet of Tiax!" ????????: "Do as ye will, but 'tis for naught! Tiax must rule!" ????????: "Has Tiax mentioned he is going to rule? 'Tis inevitable." Viconia: First Speech: "Help me! If you don't help me... he'll kill me!" In forest: "Your forests seem very strange, and yet... somehow familiar." In caves: "Tis akin to my home, but home does not welcome me." Happy: "Shar looks upon us with favor." Unhappy: "Surface dwellers can be so stupid." Unhappy: "I am disappointed by our lack of progress." Leaving: "I have no desire to remain in the company of the witless!" To Dynaheir: "You are one of the among us whom I can respect." Reply to Kivan: "Don't threaten me, Kivan, it shall only lead to your death!" Outdoors 1: "There's no roof to this world." Outdoors 2: "The light it burns!" Random: "Male, fetch me something to eat!" On Kivan's Death: "It is sad that Kivan and I never understood each other." On any Death: "Death is not something to mourn." Badly Wounded: "Shar, save me from the Spider Queen's vengeance." Battle Cry: "Lil Alurl! For Shar!" Becoming Leader: "With the guidance of Shar we shall prosper!" Tired: "I must rest." Bored: "The Drow are never this idle with their time!" Selected 1: "Jal Kahless?" Selected 2: "Nightsinger, give me power." Selected 3: "Oloth Zha?" Action Acknowledgement 1: "Khaless Nau!" Action Acknowledgement 2: "Nau natha." Action Acknowledgement 3: "May Darkness prevail." ???????????: "We must run!" ???????????: "I pity you for your short lifespan." ???????????: "I was born of a noble race." ???????????: "Shar is a goddess of conviction and purpose." ???????????: "I'll go where you wish, if you keep me from the accursed sun." Xan: First Speech: "I thank you for my freedome, friends, for I have languished in these dismal vaults too long." Fleeing: "We're all doomed. Run while we're still able." Battle Cry: "Onward... to victory." Happy: "Oh! Perhaps we'll survive longer than I had originally thought." Unhappy: "This group is especially hopeless today." Unhappy: "Keep up this evil, and we're deservedly DOOMED." Leaving: "I cannot abide by these actions. I must take my leave of this barbaric fellowship!" Becoming Leader: "While leader I will endeavor not to get all of us killed." Tired: "Certainly I shall collapse from exhaustion before I fall on the battlefield." Bored: "If we are doomed to fail, could we at least do it faster!?" Badly Wounded: "My wounds are too grave! I am a dead man..." In Forest: "The majesty of the forest makes me feel... insignificant." In City: "The bustle of the city makes me feel insignificant." During the Day: "The sun shines and I am amazed we live to see another day." Selected 1: "We're all doomed." Selected 2: "Life... is so hollow." Selected 3: "Our quest is vain." Repeated Selected 1: "It is hardly worth the effort of trying." Repeated Selected 2: "We delude ourselves to think our pitiable band will stand up to our enemies." Repeated Selected 3: "Let us save our effort and just lie down and die." Repeated Selected 4: "I'll do what I can, but expect very little." Action Acknowledgement 1: "Whatever." Action Acknowledgement 2: "Oh what is the point?" Action Acknowledgement 3: "If you want..." To Eldoth: "Eldoth! Could you stand away from me? The stench is somewhat unnerving!" To Eldoth: "Perhaps, Eldoth, you could be a little more polite to our companions?" To Eldoth: "You could do us all a favor, Eldoth, by getting KILLED in the next battle!" To Ajantis: "Have you ever wondered how... hollow your convictions sound, Ajantis?" To Ajantis: "It seems our resident Suicide Monger, Ajantis, lives in a black and white world!" Reply to ?????????: "If I wanted your opinion I would have asked for it." Reply to ?????????: "I hope what you say was well intentioned." Reply to ?????????: "Do not think I will endure your insults indefinately." To ?????????: "Your stupidity makes you a DOOMED MAN." To ?????????: "Well, with you as my companion, who needs enemies?" To ?????????: "Around you I almost feel as if we have a chance!" On any Death: "Another victim in our hopeless crusade." On Eldoth's Death: "I would grieve for Eldoth, if it were not for the sense of joy I now feel!" Xzar: First Speech: "Montaron, you are so AGGRAVATING! 'Tis disturbing to my demeanor!" During the Day: "I've never liked the Sunlight. 'Tis just... too bright!" In forest: "The trees move... do you not see it?" In city: "A cuthroat in every alley... but I'll not let them take us alive!" Underground: "Oh I'm never quite so comfortable as when I'm at least six feet under!" Happy: "Smiles everyone! Smiles! This is like some great fantasy." Happy: "I'm starting to find this group almost... palatable." Unhappy: "Must we be so insufferably CHARITABLE??" Unhappy: "I'll not tolerate any more of this BENEVOLENCE." Leaving: "I can take this no longer. May you all die cold miserable deaths! Farewell!" To Montaron: "Tell us a story, Monty, something with Bears and Gold." To Montaron: "Ha ha there Montaron. Quite the fight, eh, Chum?" To Montaron: "Oh, come on Montaron lighten up! Must you be so moody all the time?" Reply to ????????: "Oh speak no more, lest ye gorge my sweet tooth." Reply to ????????: "I'll not be mocked, thou most slanderous harlot!" Tired: "I tired. I'll be much more agreable with rest!" Bored: "Much as I enjoy these moments of repose, get a move on it!" On Montaron's Death: "Montaron... I ... I never loved you!" On any Death: "I suppose I should feel a sense of loss. How unfortunate, I don't care!" Badly Wounded: "Mommy, I don't feel too good." Battle Cry: "I have become death! Destroyer of Worlds!" Becoming Leader: "A wise choice for leader. *evil laugh*" Selected 1: "Something troubling you?" Selected 2: "Your voice is Ambrosia." Selected 3: "Stop touching me!" Repeated Selected 1: "Tell me about the rabbits." Repeated Selected 2: "Those the gods wish to destroy, they first make mad! Mad!!" Repeated Selected 3: "I ate his liver with a nice Chianti and some fava beans." Repeated Selected 4: "I'll teach your grandmother to such eggs." Action Acknowledgement 1: "If I must!" Action Acknowledgement 2: "I could do no other." Action Acknowledgement 3: "Hardly worth my time." Random: "I know dragons with feet like rabbits, tis true I swear!" ?????????: "Wah! Mommy, I'm a scared!" ?????????: "I wanted Infravision like the elves. But it's more than taking their eyes..." ?????????: "Why must you goad us into other peoples concerns? Can you not just let us mind our own Enterprise?" ?????????: "I begin to see your true nature, and tis as I expected. None are as insufferably righteous as Harpers(??)" ?????????: "Ah yes, the chatter of friends and compatriots. Does it not... warm the cockles?" Yeslick: First Speech: "Aye, who' there now? More smithing? Or did you burrow into another river?" Happy: "We do good, just as my clan long ago." Unhappy: "There'll be dark horizons if we don't change our ways." Unhappy 2: "I've seen enough greed and evil. Change your ways lest enemies we be." Unhappy 3: "Ye be no better than the throne themselves. I'll not stand by while this happens!" To ??????????: "'Twould be good if you tithed a few golds now and then. The favor of gods is worth a few gold." To ??????????: "You sold your morays for the love of gold. All Dwarves are kin, but I'll not call you family!" To ??????????: "Friendships last when gold is long gone. Perhaps you should be a little nicer to the group!" To ??????????: "I've been through enough without suffering you as well. Be gone!" To ??????????: "Watch what ye say. Good natured, I am. But I swing a mean axe when evil's concerned." To ??????????: "We fight for what's right, but you needn't take such pleasure in it!" To ??????????: "Violence solves only the simplest of problems. You must think your way through the tough ones." To ??????????: "A friendly face is a blessed sight in these times." To ??????????: "Your ego is positively elven. Drop it a notch, lest I do it for you!" Reply to ?????????: "Thine words are always appreciated." In a Cave: "'Tis just like the tunnels of my old clan." In a forest: "I prefer the stone of my cell o'er this wide open empty." On any Death: "I've lost too many clan mates already. Must I lose these as well?" On Kagain's Death: "I wish no Dwarf dead, but I'll not miss his company!" Bored: "Why did I leave my cell if I'm to stand about doing nothing?" Badly Wounded: "Ill I am. When a Dwarf says he's sick, you know it's serious." Becoming Leader: "Slow and steady while I'm leader." Tired: "Even Dwarves need to rest, I can't walk much further." Selected 1: "You need something?" Selected 2: "What e're you need." Selected 3: "Ye need only ask." Action Acknowledgement 1: "Clangeddin's will be done." Action Acknowledgement 2: "As you will." Action Acknowledgement 3: "Be glad to." ??????????: "I shouldn't have gotten out of bed this morn." ??????????: "Clangeddin's might be with us." ??????????: "My father was a miner, and my mother, a miner before him." ??????????: "Keep your straw and sticks, only stone protects the pigs!" ??????????: "Ye owe 16 tons, what do ye get? Another day older... and deeper in debt." ??????????: ** whistles heigh-ho ** ??????????: "The mines were there for anyone who looked. I'll not be blamed for what the Throne does with 'em." -------------------------------------------------------------------------------- F. Utilities & Editors -------------------------------------------------------------------------------- _________________ Exp Cap Removers: ッッッッッッッッッッッッッッッッッ Godlike (144kb download, version 1.1) This really cool utility removes the experience cap from any version of Baldur's Gate, including the Tales of the Sword Coast. If you don't know, there is a limit to how much experience you can get in the regular game, and this removes that limit. Really cool. Note: If you install an Official Patch after using Godlike, the cap will be back in place, and may muck up the game, so you will need to check for a new version of Godlike, and run it again. Author: Team BG Web Site: http://www.bgrealms.com/teambg/ ___________________ Saved Game Editors: ッッッッッッッッッッッッッッッッッッッ Gatekeeper (180kb download, version 1.09.01) Allows you to edit most everything in your saved game files. Allows you to edit anyone in your party including NPC's. You can change your inventory, stats, and characterisitcs. A very useful program for the cheater in all of you. Although not as intuitive as the BG Character Editor, it is quite a bit more powerful, due to its editing of Saved Games themselves and not just the Exported Characters. Author: bg@mud-master.com Web Site: http://www.mud-master.com/gatekeeper/ __________________ Character Editors: ッッッッッッッッッッッッッッッッッッ BG Character Editor (2.49Mb download, version 1.4.5) This utility allows you to edit any character at any time. You can change all the attributes, plus you can edit your inventory. With this and god- like you could make a character who is nigh unto invinceable. It is most useful when playing a multi-player game as well since you can then edit your character at any moment. Author: Team BG Web Site: http://www.bgrealms.com/teambg/ _____________ Item Editors: ッッッッッッッッッッッッッ Item Override Editor (492kb download, version 1.3.9) Allows for the simple editing of items. Change their attributes, or even create new items. Author: Team BG Web Site: http://www.bgrealms.com/teambg/ Item Text Maker (468kb download, version 1.0.1) Lets you change/add text to items. You know what those are? They are the descriptions of the items that you get when you right click an item. Author: Team BG Web Site: http://www.bgrealms.com/teambg/ Item Graphics Converter (140kb download, version 1.0.0) Converts a BMP into a format usable by Baldur's Gate, so you can make a picture for any item that you want. Say you want the Long Sword to look like a Smurf, well now you can. Author: Team BG Web Site: http://www.bgrealms.com/teambg/ Store Override Editor (254kb download, version 1.0.0) Allows the editing of stores. You need the Biffstripper (see below) before you can use this one. Author: Team BG Web Site: http://www.bgrealms.com/teambg/ ______________ Rules Editors: ッッッッッッッッッッッッッッ Team BG Rules Editor (52kb download, version 1.0.0) This editor allows you to edit the Exp Cap (rather than remove it in its entirety), the Spell Progression, and more. Author: Team BG Web Site: http://www.bgrealms.com/teambg/ _______________ Script Writers: ッッッッッッッッッッッッッッッ Team BG AI Scriptor (27.5kb download, version 0.9.1) This utility allows you to write your own scripts for use by your party members. (a script is something that tells NPC's what to attack, and when) Author: Team BG Web Site: http://www.bgrealms.com/teambg/ ________________ Data Extractors: ッッッッッッッッッッッッッッッッ Team BG Biffstripper (125kb download, version 2.0.0) This utility extracts all the information from the BIF files that you can find in the Data folder of your game. Very useful for extracting things like Companion sounds and the like. Although you won't be able to immediately play those sounds... (see WAVC to WAV below) Author: Team BG Web Site: http://www.bgrealms.com/teambg/ ______ Other: ッッッッッッ WAVC to WAV Converter (41kb download, version 1.0.0) Converts a Stripped WAVC file (which you would have stripped using the Biffstripper above) into a working WAV file that you can listen to. Nice. Author: Team BG Web Site: http://www.bgrealms.com/teambg/ -------------------------------------------------------------------------------- G. Non Editor Cheats -------------------------------------------------------------------------------- _____________ Item Copying: ッッッッッッッッッッッッッ You don't actually have to be playing multiplayer for this to work, it just really helps. You also don't have to be actually playing with anyone else to be playing as multiplayer. One thing to do when you find any item of value would be to: 1. Save the game. 2. Export the Character with the item(s) that you wish to copy. (only works with characters that you have created yourself, such as the main character) 3. Give all of that character's items away, and then click the bottom button (Multiplayer Options), then click the Modify Characters button (only works if there are no enemies around, and you aren't in the middle of casting a spell), and then click on the Character Name to delete the character. 4. Now immediately Import the character back, and you now have 2 of everything that person had. Similarly if you are doing this in a single player, you: 1. Export the Character. 2. Start a new game. 3. At the Character Creation Screen press "Import" and the select your character. It is really helpful that when you Export your Character to name him/her something specific, not just "Character1" or something. This is really useful for the ultra-rare items like the Full Plate +1. This also works well if you want to start over, simply export your character, start a new game, and import them there! ________________ In Game Cheating ッッッッッッッッッッッッッッッッ The information from this comes from TeamBG: http://www.bgrealms.com/teambg/ Step 1: Open the baldur.ini file, and under [Game Options] add this: Cheats=1 Save the file. Step 2: Run Baldur's Gate. In the game press CTRL-TAB to bring up a little console. To close the console again, press CTRL-TAB. You can now enter any cheat you want into this little console window. Cheat Codes: ------------ Cheats:TheGreatGonzo() -- Summons 10 killer chickens who defend you. Cheats:FirstAid() -- Creates 5 healing potions, 5 neutralize poison potions, and 1 stone to flesh scroll. Cheats:Midas() -- Gives you 500 gold. Cheats:CowKill() -- Creates a CowKill spell if you're near a cow. Cheats:DrizztAttacks() -- Creates a hostile Drizzt. Cheats:DrizztDefends() -- Creates a friendly Drizzt. Cheats:CriticalItems() -- Spawns all the game's critical items. Cheats:Hans() -- Moves your characters to mouse cursor position (FAST). Cheats:ExploreArea() -- Marks entire area explored. Cheat Hot Keys: --------------- To activate the Cheat Hot Keys, enter this into the Console: CLUAConsole:EnableCheatKeys() And here are the Hot Keys: CTRL+1 -- change the armor of the paper doll (the armor class doesn't change) CTRL+2 -- fades screen to black CTRL+3 -- fades screen to normal CTRL+4 -- highlight the background-interactive objects CTRL+5 -- ??? CTRL+6 -- shapeshift your character into the previous paper doll in list CTRL+7 -- shapeshift your character into the next paper doll in list CTRL+8 -- highlights the text boxes CTRL+9 -- highlight the sprites CTRL+0 -- ??? CTRL+A -- do a sprite animation (see CTRL+S) CTRL+B -- view last FMV sequence CTRL+C -- jump to next chapter CTRL+D -- display some strange numbers CTRL+F -- turn the character CTRL+J -- transport onto the position pointed by the cursor CTRL+L -- information on positon (same as L) CTRL+M -- (Then press ENTER) DEBUG DUMP CTRL+S -- select a sprite animation CTRL+X -- information on position (more) Item Creating ------------- To create an item use this code: CLUAConsole:CreateItem("xxxxxx",#####) Where "xxxxxx" is the item code, and ##### is how many of them you would like created (from 0 to 65535). When your item is created, it is automatically placed into your inventory. Here is a list of the item codes: (LONG!) AMULETS: AMUL01 - Necklace of Missiles AMUL02 - Necklace AMUL04 - Studded Necklace with Zios Gems AMUL05 - Bluestone Necklace AMUL06 - Agni Mani Necklace AMUL07 - Rainbow Obsidian Necklace AMUL08 - Tiger Cowrie Shell Necklace AMUL09 - Silver Necklace AMUL10 - Gold Necklace AMUL11 - Pearl Necklace AMUL12 - Laeral's Tear Necklace (3000 gp) AMUL13 - Bloodstone Amulet AMUL14 - Amulet of Protection +1 AMUL15 - Shield Amulet AMUL16 - Amulet of Metaspell Influence (+1 2nd level spell) ARROWS: AROW01 - Arrow AROW02 - Arrow +1 AROW03 - Arrow of Slaying AROW04 - Acid Arrow AROW05 - Arrow of Biting AROW06 - Arrow of Detonation AROW07 - Arrow or Dispelling AROW08 - Arrow of Fire AROW09 - Arrow of Ice AROW10 - Arrow of Piercing AROW11 - Arrow +2 AROW1A - Arrow +2 (different picture) AXES: AX1H01 - Battle Axe AX1H02 - Battle Axe +1 AX1H03 - Battle Axe +2 AX1H04 - Throwing Axe AX1H05 - Throwing Axe +2 BELTS: BELT01 - Girdle BELT02 - Golden Girdle BELT03 - Girdle of Bluntness BELT04 - Girdle of Piercing BELT05 - Girdle of Masculinity/Femininity BLUNT WEAPONS: BLUN01 - Club BLUN02 - Flail BLUN03 - Flail +1 BLUN04 - Mace BLUN05 - Mace +1 BLUN06 - Morning Star BLUN07 - Morning Star +1 BOLTS: BOLT01 - Bolt BOLT02 - Bolt +1 BOLT03 - Bolt of Lightning BOLT04 - Bolt of Biting BOLT05 - Bolt of Polymorphing BOLT06 - Bolt +2 BOOKS: BOOK01 - Magical Book BOOK02 - Spell Book BOOK03 - Tome of Manual Health +1 Con BOOK04 - +1 Str BOOK05 - +1 Dex BOOK06 - +1 Int BOOK07 - +1 Chr BOOK08 - +1 Wis BOOK09 - Normal Book BOOK55 - History of Unicorn Run BOOTS: BOOT01 - Boots of Speed BOOT02 - Boots of Stealth BOOT03 - Boots of the North BOOT04 - Boots of Avoidance BOOT05 - Boots of Grounding BOWS: BOW01 - Composite Long Bow BOW02 - Composite Long Bow +1 BOW03 - Long Bow BOW04 - Long Bow +1 BOW05 - Short Bow BOW06 - Short Bow +1 BOW07 - Long Bow of Marksmanship BOW08 - Eagle Bow BRACERS: BRAC01 - Bracers of Defense AC 8 BRAC02 - Bracers of Defense AC 7 BRAC03 - Bracers of Defense AC 6 BRAC04 - Bracers of Archery BRAC05 - Bracers BRAC06 - Gauntlets of Ogre Power BRAC07 - Gauntlets of Dexterity BRAC08 - Gauntlets of Fumbling BRAC09 - Gauntlets of Weapon Skill BRAC10 - Gauntlets of Weapon Expertise BULLETS: BULL01 - Bullet BULL02 - Bullet +1 BULL03 - Bullet +2 CHAINMAILS: CHAN01 - Chainmail CHAN02 - Chainmail +1 CHAN03 - Chainmail +2 CHAN04 - Splint Mail CHAN05 - Splint Mail +1 CHAN06 - Mithril Chain Mail +4 CLOAKS & ROBES: CLCK01 - Cloak of Protection +1 CLCK02 - Cloak of Protection +2 CLCK03 - Cloak of Displacement CLCK04 - Cloak of the Wolf CLCK05 - Cloak of Balduran CLCK06 - Cloak of Non-Detection CLCK07 - Nymph Cloak CLCK08 - Algernon's Cloak CLCK15 - Robe of the Good Archmagi CLCK16 - Robe of the Neutral Archmagi CLCK17 - Robe of the Evil Archmagi DAGGERS: DAGG01 - Dagger DAGG02 - Dagger +1 DAGG03 - Dagger +2 DAGG04 - Dagger +2, Longtooth DAGG05 - Throwing Dagger DARTS: DART01 - Dart DART02 - Dart +1 DART03 - Dart of Stunning DART04 - Dart of Wounding HALBERDS: HALB01 - Halberd HALB02 - Halberd +1 HALB03 - Halberd +2 HAMMERS: HAMM01 - War Hammer HAMM02 - War Hammer +1 HAMM03 - War hammer +2 HELMS: HELM01 - Helmet HELM02 - Helm of Opposite Alignment HELM03 - Helm of Glory HELM04 - Helm of Defense HELM05 - Helm of Infravision HELM06 - Helm of Charm Protection HELM07 - Helm of Balduran HELM08 through HELM13 - Helmet HELM14 - Kiel's Helmet LEATHER ARMORS: LEAT01 - Leather Armor LEAT02 - Leather Armor +1 LEAT03 - Leather Armor +2 LEAT04 - Studded Leather Armor LEAT05 - Studded Leather Armor +1 LEAT06 - Studded Leather Armor +2, missile attraction LEAT07 - Studded Leather Armor +2 LEAT08 - Shadow Armor LEAT09 - Leather Armor +3 LEAT10 - Hide Armor MISC: All of these rings function as ___ if the spell had been cast MAGE01 - Ring of Invisibility | which means magic resistance MAGE02 - Ring of Barkskin | can stop the effects. Ignore MAGE03 - Ring of Mirror Image |_the fact that the titles of MAGE04 - Pseudo Ring of Blur | these items may be missing from MAGE05 - Pseudo Ring of Free Action | the descriptions and none of MAGE06 - Pseudo Ring of Free Action 2 ___| them have names as such - they just look like scrolls. THEY DO WORK !!! You need to be careful though as the effects do not carry over from saved games like the proper rings do. This means when you load a game you need to take the ring off and put it back on again for the effect to work. But some of them are worth it. Exceptions: The Pseudo rings do not function i.e. no bonuses at all that I can detect. But the ring of blur does change the sprite of your character like the spell does (which I like). The other rings work fine. (from Kelvin Groves) MISC01 - Winter Wolf Pelt MISC07 - Gold Piece MISC12 - Ankheg Shell MISC13 - Samuel (body) MISC16 - Fire Agate Gem MISC17 - Lynx Eye Gem MISC18 - Sunstone Gem MISC19 - Turquoise Gem MISC20 - Bloodstone Gem MISC21 - Skydrop Gem MISC22 - Andar Gem MISC23 - Jasper Gem MISC24 - Tchazar Gem MISC25 - Zircon Gem MISC26 - Iol Gem MISC27 - Moonstone Gem MISC28 - Waterstar Gem MISC29 - Ziose Gem MISC30 - Chrysoberyl Gem MISC31 - Star Diopside Gem MISC32 - Shandon Gem MISC33 - Aquamarine Gem MISC34 - Garnet Gem MISC35 - Horn Coral Gem MISC36 - Pearl MISC37 - Sphene Gem MISC38 - Black Opal MISC39 - Water Opal MISC40 - Moonbar Gem MISC41 - Star Sapphire MISC42 - Diamond MISC43 - Emerald MISC44 - Kings Tears MISC45 - Rogue Stone MISC47 - Golden Pantaloons MISC48 - Idol MISC49 - Melicamp the Chicken MISC50 - Skull MISC51 - Lock of Nymph's Hair MISC52 - Wyvern Head MISC53 - Bowl of Water Elemental Control MISC54 - Child's Body MISC55 - Duke Eltan's Body MISC56 - Broken Weapon MISC57 - Broken Shield MISC58 - Broken Armor MISC59 - Broken Miscellaneous MISC60 - Spider Body MISC61 - Bottle of Wine MISC62 - Dead Cat MISC63 - Chew Toy MISC64 - Telescope MISC69 - Helshara's Artifact Fragment MISC70 - Delorna's Statue MISC72 - The Claw of Kazgaroth MISC73 - The Horn of Kazgaroth MISC74 - The Candle MISC75 - Dagger of Venom MISC79 - Female Body MISC80 - Male Body MISC83 - Key to River Plug MISC84 - Boo MISC85 - Mulahey's Holy Symbol MISC86 - Bandit Scalp MISC87 - Contaminated Iron MISC88 - Rabbit's Foot MISC89 - Edwin's Amulet MISC90 - Chelak's Body PLATE & FULL PLATE ARMORS: PLAT01 - Plate Mail Armor PLAT02 - Plate Mail +1 PLAT04 - Full Plate Mail PLAT05 - Full Plate Mail +1 PLAT06 - Ankheg Plate Mail PLAT07 - Plate Mail PLAT08 - Plate Mail +3 POTIONS: POTN02 - Potion of Fire Resistance POTN03 - Potion of Hill Giant Strength POTN04 - Potion of Frost Giant Strength POTN05 - Potion of Fire Giant Strength POTN06 - Potion of Cloud Giant Strength POTN07 - Potion of Storm Giant Strength POTN08 - Potion of Healing POTN09 - Potion of Heroism POTN10 - Potion of Invisibility POTN11 - Potion of Invulnerability POTN12 - Potion of Stone Giant Strength POTN13 - Oil of Firey Burning POTN14 - Oil of Speed POTN15 - Red Potion POTN16 - Violet Potion POTN17 - Elixir of Health POTN18 - Potion of Absorption POTN19 - Potion of Agility POTN20 - Antidote POTN21 - Potion of Clarity POTN22 - Potion of Cold Resistance POTN23 - Oil of Speed POTN24 - Potion of Defense POTN25 - Potion of Healing POTN26 - Potion of Explosions POTN27 - Potion of Firebreath POTN28 - Potion of Fortitude POTN29 - Potion of Genius POTN30 - Potion of Infravision POTN31 - Potion of Insulation POTN32 - Antidote POTN33 - Potion of Magic Blocking POTN34 - Potion of Magic Protection POTN35 - Potion of Magic Shielding POTN36 - Potion of Master Thievery POTN37 - Potion of Mind Focusing POTN38 - Potion of Mirrored Eyes POTN39 - Potion of Perception POTN40 - Potion of Invulnerability POTN41 - Potion of Power POTN42 - Potion of Regeneration POTN43 - Potion of Insight POTN44 - Potion of Strength POTN45 - Potion of Freedom POTN46 - Potion of Stone Form RINGS: RING01 - Plain Ring RING02 - Ring of Fire Resistance RING03 - Ring of Animal Friendship RING04 - Ring of Clumsiness RING05 - Ring of Invisibility RING06 - Ring of Protection +1 RING07 - Ring of Protection +2 RING08 - Ring of Wizardry RING09 - Ring of Free Action RING10 - Gold Ring RING11 - Silver Ring RING12 - Onyx Ring RING13 - Jade Ring RING14 - Greenstone Ring RING15 - Bloodstone Ring RING16 - Angel Skin Ring RING17 - Flamedance Ring RING18 - Fire Opal Ring RING19 - Ruby Ring RING20 - Ring of Energy RING21 - Ring of Infravision RING22 - Ring of Holiness RING23 - Ring of Folly SCROLLS: SCRL02 - Spell Scroll SCRL03 - Protection from Acid SCRL04 - Protection from Cold SCRL05 - Protection from Electricity SCRL06 - Protection from Fire SCRL07 - Protection from Magic SCRL08 - Protection from Poison SCRL09 - Protection from Undead SCRL10 - Cursed Scroll of Weakness SCRL15 - Protection from Petrification SCRL18 - Cursed Scroll of Stupidity SCRL1B - Agannazar's Scorcher SCRL1C - Ghoul Touch SCRL1D - Clairvoyance SCRL1E - Dispel Magic SCRL1F - Flame Arrow SCRL1G - Fireball SCRL1H - Haste SCRL1I - Hold Person SCRL1K - Lightning Bolt SCRL1L - Monster Summoning I SCRL1M - Non-Detection SCRL1N - Protection from Normal Missiles SCRL1O - Slow SCRL1P - Skull Trap SCRL1Q - Vampiric Touch SCRL1R - Wraith Form SCRL1S - Dire Charm SCRL1T - Ghost Armor SCRL1U - Confusion SCRL1V - Dimension Door SCRL1Y - Improved Invisibility SCRL1Z - Minor Globe of Invulnerability SCRL2A - Monster Summoning II SCRL2D - Animate Dead SCRL2E - Cloudkill SCRL2F - Cone of Cold SCRL2G - Monster Summoning III SCRL2H - Shadow Door SCRL2I - Letter SCRL2J - Letter SCRL3D - Letter SCRL56 - Cure Serious Wounds SCRL58 - Free Action SCRL59 - Neutralize Poison SCRL61 - Cure Critical Wounds SCRL62 - Flame Strike SCRL63 - Raise Dead SCRL66 - Grease SCRL67 - Armor SCRL68 - Burning Hands SCRL69 - Charm Person SCRL70 - Color Spray SCRL71 - Blindness SCRL72 - Friends SCRL73 - Protection from Petrification SCRL75 - Identify SCRL76 - Infravision SCRL77 - Magic Missile SCRL78 - Protection from Evil SCRL79 - Shield SCRL80 - Shocking Grasp SCRL81 - Sleep SCRL82 - Chill Touch SCRL83 - Chromatic Orb SCRL84 - Larloch's Minor Drain SCRL85 - Blur SCRL86 - Detect Evil SCRL87 - Detect Invisibility SCRL89 - Horror SCRL90 - Invisibility SCRL91 - Knock SCRL92 - Know Alignment SCRL93 - Luck SCRL94 - Resist Fear SCRL95 - Melf's Acid Arrow SCRL96 - Mirror Image SCRL97 - Stinking Cloud SCRL98 - Strength SCRL99 - Web SCRLPET - Stone to Flesh SHIELDS: SHLD01 - Small Shield SHLD02 - Small Shield +1 SHLD03 - Medium Shield SHLD04 - Medium Shield +1 SHLD05 - Large Shield SHLD06 - Large Shield +1 SHLD07 - Large Shield +1, +4 vs Missiles SHLD08 - Buckler SHLD09 - Buckler SHLD10 - Buckler SHLD11 - Small Shield SHLD12 - Small Shield SHLD13 - Medium Shield SHLD14 - Medium Shield SHLD15 - Large Shield SHLD16 - Large Shield SHLD18 - Large Shield SHLD19 - Large Shield +2 SHLD20 - Kiel's Buckler SLINGS: SLNG01 - Sling SLNG02 - Sling +1 SLNG03 - Sling +3 SPEARS: SPER01 - Spear SPER02 - Spear +1 SPER03 - Spear +3, Backbiter SPER04 - Spear STAVES: STAF01 - Quarterstaff STAF02 - Quarterstaff +1 STAF03 - Quarterstaff STAF04 - Quarterstaff STAF05 - Staff of Striking STAF06 - Staff Mace STAF07 - Staff Spear +2 STAF08 - Quarterstaff +3 ONE HANDED SWORDS: SW1H01 - Bastard Sword SW1H02 - Bastard Sword +1 SW1H03 - Bastard Sword +1, Shapeshifters SW1H04 - Long Sword SW1H05 - Long Sword +1 SW1H06 - Long Sword +2 SW1H07 - Short Sword SW1H08 - Short Sword +1 SW1H09 - Short Sword +2 SW1H10 - Short Sword of Backstabbing SW1H11 - Odd Flame Sword (Creature Attack?) SW1H12 - Hull's Long Sword SW1H13 - Moonblade SW1H14 - Short Sword +1 SW1H15 - Scimitar +3, Frostbrand SW1H16 - Scimitar +5, Defender SW1H17 - Perdue's Short Sword SW1H18 - Sword of Balduran SW1H19 - The Vampire's Revenge (cursed) SW1H20 - Scimitar SW1H21 - Short Sword SW1H22 - Scimitar +1 SW1H23 - Scimitar +2 SW1H24 - Long Sword +1, Flame Tongue TWO HANDED SWORDS: SW2H01 - Two Handed Sword SW2H02 - Two Handed Sword +1 SW2H03 - Two Handed Sword, Berserking SW2H06 - Spider's Bane SW2H07 - Two Handed Sword +3 WANDS: WAND02 - Wand of Fear WAND03 - Wand of Magic Missiles WAND04 - Wand of Paralyzation WAND05 - Wand of Fire WAND06 - Wand of Frost WAND07 - Wand of Lightning WAND08 - Wand of Sleep WAND09 - Wand of Polymorphing WAND10 - Wand of Monster Summoning WAND11 - Wand of the Heavens WAND12 - Wand of Magic Missiles CROSSBOWS: XBOW01 - Heavy Crossbow XBOW02 - Heavy Crossbow +1 XBOW03 - Heavy Crossbow of Accuracy XBOW04 - Light Crossbow XBOW05 - Light Crossbow +1 XBOW06 - Light Crossbow of Speed Creature Creating ----------------- Similar to Item creating, you use this code: CLUAConsole:CreateCreature("yyyyyy") Where "yyyyyy" is the name of the NPC/Creature that you wish to create. Here are some of the Creature Codes: Alora Khalid kirinh -- creates Kirinhale, the Nymph from Durlag's Tower Noober Ray -- creates a diseased gibberling with exp of over 3000 Minsc Other Cheat Codes ----------------- CLUAConsole:SetCurrentXP("XXXXX") -- sets the EXP of all party members to the amount in quotes CLUAConsole:AddGold("XXXXX") -- Gives you as much gold as in quotes CLUAConsole:MoveToArea("ARXXXX") -- Moves you to the Area in the quotes (these are the areas you see when you hit the 'L' key to get your location) CLUAConsole:SetWeather(#) -- Use one of the following 3 settings: 0 - No Weather 1 - Rain 2 - Snow CLUAConsole:PlaySound("zzzzzzza") -- Plays a sound from the Sounds folder -------------------------------------------------------------------------------- H. Online Resources -------------------------------------------------------------------------------- _____________________________ Really Good All Around Sites: ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ http://www.bioware.com/ -- the Official Page (sort of) http://www.bgchronicles.com/ http://www.bgrealms.com/ http://www.bgrealms.com/teambg/ -- has a lot of good editors, also has a portraits section http://www.tgeweb.com/gaming/baldur/baldursgate.htm __________ Portraits: ッッッッッッッッッッ http://hometown.aol.com/ldyjaheira/bgindex.html http://www.geocities.com/TimesSquare/Tower/1602/ http://www.xmission.com/~jester/ _______ Sounds: ッッッッッッッ http://home.adelphia.net/~debacle/ http://www.geocities.com/TimesSquare/Corridor/7196 http://www.geocities.com/TimesSquare/Corridor/7261 _______________________ Forgotten Realms Links: ッッッッッッッッッッッッッッッッッッッッッッッ http://www.faerun.com/ http://www.candlekeep.com/ ________________________ Other Really Good Sites: ッッッッッッッッッッッッッッッッッッッッッッッッ http://www.gamefaqs.com/ -- the best source for Game FAQs! http://manymoose.8m.com/ -- my site! Not updated in awhile, though _______ Usenet: ッッッッッッッ alt.games.baldurs-gate alt.baldurs-gate -------------------------------------------------------------------------------- I. Strange Things -------------------------------------------------------------------------------- ________________________________ Inconsistencies and/or Mistakes: ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ After clearing the Cloakwood Mines, talk to Officer Vai and she will say: "You efforts have not..." A clear grammatical mistake. When asking Eldoth to rejoin the party he replies with "I though as much..." when he meant to say "I thought as much". Try this one on for size: After I had Viconia get kissed by Shoal the Nereid, she gets killed, but then later revived. Now, Viconia didn't really have a chance to kill anything after this, and when I checked her information it said that her most powerful vanquished foe was "Viconia". I had the Subtitles turned on, and when Kivan made his little Tired sound ("It is time for us to rest") the text read "I will lead for as long as I am needed." While in Durlag's Tower while doing the Nymph subquest, every time I went up to the Fourth Level, it had reset. In other words, each time it was like I had never been there! And after freeing Kirinhale, she was still there asking for a release! And here's the best part, if I talked to her twice, she gets freed again, and I get the 4000 experience AGAIN! Not only that, but Riggilo is brought back to life as well. This is very very strange! I am not sure why this happened, or if it will happen on anyone else's computer. _________ Oddities: ッッッッッッッッッ You can kill cows and other animals, and not only will it not affect your reputation, but the local townspeople don't even seem to care that you are slaughtering their animals! You can even kill your own party members, without anyone caring. Once I had Minsc kill Dynaheir, and he still mourned her death later! After Melicamp is restored from being a chicken, he will still make Chicken noises randomly! Is it just me, or do Xvarts look like larger versions of Smurfs? Here's a fun one. While in the Helm and Cloak Inn, I got caught stealing, and the guard appeared. I ignored them so I wouldn't lose anymore than 1 reputation. Well there is also a band of adventurers there called the Gorpel Hind. The Gorpel Hind people started killing the Flaming Fist for me at no loss to my own reputation! Sweet! _______ Comedy: ッッッッッッッ In the Red Sheaf Inn in Beregost you can talk to Lachluger, who quotes a Monty Python sketch, "Oh I'm a lumberjack and I'm ok, I sleep all night and I work all day". Speaking of Monty Python, if Garrick gets hurt enough and has to run away he will sing "Brave Brave Sir Garrick, Sir Garrick ran away!" straight from Monty Python and the Holy Grail. After having killed Marl, if you click on his friend Dunkin he will say "Hey don't click me! I don't want any trouble!" When Thalantyr is restoring Melicamp from being a chicken he casts the dread spell "Antichickenator". Some of the graves in the Nashkel cemetery are quite amusing to read. Beware, don't read a certain grave too many times or its occupant may kill you! (see the Nashkel section for more information) Kinda reminds me of the Haunted Mansion in Disneyland. In the Nashkel Carnival, in one of the tents, you can find a fat commoner who claims that he is "Big Boned". Taken straight from South Park. Just South of Nashkel you will find a Kobold named Larry, and his two brothers a Tasloi named Darryl, and an Xvart named Darryl. This was a joke from the Bob Newhart Show. Two of Yeslick's more uncommon speeches are fairly amusing. In one he says: "You owe 16 tons, what do you get?" and in another he whistles the same theme that the Dwarves do in Snow White and the 7 Dwarves. Mer. Pike sent me this: I'd like to pass along a useless bit of information that you may or may not know about one of Yeslick's lines you mentioned, "You owe 16 tons, what do you get?" This line is part of a song by Tennessee Ernie Ford which is called, shockingly enough, Sixteen Tons. It goes something like this: I was born one morning when the sun didn't shine I picked up me shovel and walked to the mine I loaded sixteen tons of #9 coal The straw-boss said, "Well, bless my soul" You load sixteen tons and what do you get? You get one day older and deeper in debt Saint Peter don't you call me, 'cause I can't go I owe my soul to the company store Well, some people say a man is made out of mud I say a poor man's made out of muscle and blood Muscle and blood, and skin and bone A mind that's weak and a back that's strong You load sixteen tons and what do you get? You get one day older and deeper in debt Saint Peter don't you call me, 'cause I can't go I owe my soul to the company store Minsc says a lot of funny things, but one of them is from MST3K: "I'm Huge!" (from Cave Dwellers, MST3K) One of Quayle's lines is: "I am so Smart! S-M-R-T, I mean S-M-A-R-T" which is taken directly from the Simpsons, where Homer goes back to college. One of Xzar's lines is: "I ate his liver with a nice Chianti and some fava beans." Which is a line from Silence of the Lambs, said by Hannibal Lechter. A Shar-Teel line goes like this "I don't have time to bleed." Which is quoted from the Predator as said by Jesse Ventura (yes THAT Jesse Ventura!). Here's a couple lines from Tiax which struck me as funny: "The day comes when TIAX will point and click!" and "Tiax is as Tiax does." a parody on Forrest Gump's "Stupid is as Stupid does." Does that make Tiax stupid? Among other things... If you click on Khalid a few times he'll stutter out "Th-th-that's all folks", the classic Porky Pig line from Looney Tunes. Some of Garrick's lines are amusing. Here's Garricks take on Mr. Rogers: "It's a beautiful day in the neighborhood." (sung) And he also does a mean Monty Python routine: "Brave brave Sir Garrick, Sir Garrick led the way. Brave brave Sir Garrick, Sir Garrick ran away." And how about Alora's Ren and Stimpy impersonation: "Happy Happy! Joy Joy!" ================================================================================ Final Words... ================================================================================ ASCII Art created using SigZag by James Dill: (freeware!) http://www.geocities.com/southbeach/marina/4942/sigzag.htm This FAQ was writen entirely using the GWD Text Editor: (shareware) http://www.gwdsoft.com/ _________________________ Special Thanks: (Credits) ッッッッッッッッッッッッッッッッッッッッッッッッッ Dave for telling me that I could kill Zhurlong without losing reputation (which caused me to notice that you can kill quite a few NPC's without losing reputation, which is very very odd!) Orlandu for a great many things Ultradraco for some specifics on Noober Alex Malano for pointing out that I had left Xan out of Sounds Gabriel N. J. Sheets for some info on the Hentold Dagger subquest Andy Miller for the missing subquest and Durlyle information Stephen Ashton for the solution to Nadine's subquest Peter Cheong Choon Wah for a thing on Brielbara and Coran Jones for information on some wizards and Shar-Teel NCPFLJohn for some information on Farmer Brun's son KyleEChu for tips on killing Drizzt and Davaeorn Starlight for the thing on Nemphre Preston Lloid for his Names and Name creating strategy (Appendix D) Mer. Pike for his Yeslick Singing information (see Oddities) Andrey Moujikov for some Nadine information Jesse LaCroix for the Ramazith information Matt Canfield for his Nymph's Hair/Cloak info D Sanders for his info on reversing charms Kelvin Groves for sending information on Doomsayer and Item Creation The Real FXD for some general tips and quests edwardalacey for lots of stuff Operador de Sala for the Perdue's Short Sword thing Patrick for information about NPC Sounds CJayC for posting this FAQ Anyone who emails me with nice things to say, you are appreciated! Bioware for making such a great little game! _________________________ Shameless Self Promotion: ッッッッッッッッッッッッッッッッッッッッッッッッッ I have also written FAQs for: NES: Disney Adventures in the Magic Kingdom Final Fantasy -- Magic FAQ The Legend of Zelda SNES: Aerobiz Aerobiz Supersonic Utopia: Creation of a Nation Genesis: StarFlight PSX: Thousand Arms -- Walkthrough -- Forging/Dating FAQ PC: Baldur's Gate NPC List (separate from this Guide) Colonization -- the Single Colony Strategy Guide -- the Cheat Guide Drakan: Order of the Flame Dungeon Hack Master of Magic (revision) Messiah Pharaoh Rollercoaster Tycoon Sid Meier's Alpha Centauri The Sims Ultima 4: Quest of the Avatar Ultima 7: The Black Gate Ultima 7 Part 2: Serpent Isle Ultima Underworld -- Keyboard Commands Ultima Underworld II -- Keyboard Commands -- Spell List All of my FAQs can be found at: http://www.gamefaqs.com/ Questions? Comments? Mistakes? Theories on the Origin of Life? Email me about it! Email: manymoose@hotmail.com Email Policy: If you are going to email me about this game, please put Baldur's Gate as the subject. Or just Baldur. Also please realize that I am not hiding cheats or any other information, i.e. everything I know about Baldur's Gate is in this guide. ________________ Version History: ッッッッッッッッッッッッッッッッ Preliminary Version 0.1 (8-17-99, 32k) Preliminary Version 0.2 (8-18-99, 41k) Changed the format Fixed some errors Finished the North of FAI section and the Introduction Filled in the Team BG Editors Small Changes Preliminary Version 0.3 (8-22-99, 53k) Added reputation to General Strategies Renamed Appendix D to "Non Editor Cheats" Finished the Beregost section Added all the Beregost Shopping information Small Changes Preliminary Version 0.4 (8-23-99, 62k) Added 2 new sub-sections, High Hedge and Area SW of Beregost Added the Final Words... section Filled in the missing information on Landrin's Spiders subquests Started filling in the Spells section Added the High Hedge shopping information Small Changes Preliminary Version 0.5 (8-28-99, 77k) Added the section "Miscellaneous Information" to the Appendix Added a new sub-section, Area S-SW of Beregost Added a new sub-section, Area S of Beregost Added a new sub-section, Area N of Nashkel Added a new sub-section, Area W of Nashkel Added a new sub-section, Area N of Gnollish Stronghold Added a new sub-section, Gnollish Stronghold Filled in the section Nashkel Fixed a small mistake Reordered the Named Monster list Added Minsc and Dynaheir to the Companions listing Small Changes Preliminary Version 0.51 (8-30-99, 79k) Added some new Online Resources Added a new Non Editor Cheat Small Changes Preliminary Version 0.6 (8-31-99, 101k) Changed the format a little Added a new general strategy Added a new sub-section, Carnival Added a new sub-section, Area SW of Nashkel Added a new sub-section, Area S of Nashkel Added a new sub-section, Nashkel Mines (Interior) Added a new sub-section, Area NE of Nashkel Mines Added a new sub-section, Area E of Nashkel Mines Filled in the Nashkel Mines (Exterior) Added shopping information for the Carnival Added Branwen, Kivan and Xan to the Companions listing Small Changes Preliminary Version 0.61 (9-1-99, 102k) Fixed a stupid stupid mistake (stupid!) Changed the Non Editor cheat around somewhat More Small Format Changes (I'll never be happy with a format, NEVER!) Small Teensy Tiny Changes Preliminary Version 0.7 (9-3-99, 131k) Filled in the sub-section Area E of Nashkel Mines Filled in the section, Beregost Revisited Added the section, Nashkel Revisited Added the section, On the Trail of Bandits (Area N of Beregost) Added the section, Bandit Camp Added a new sub-section, Temple (Area E of Beregost) Added a new sub-section, Ulcaster (Area S of Temple) Added a new sub-section, Ulcaster Dungeon Added a new sub-section, Area S of Ulcaster Added a new sub-section, Area E of Temple Added a new sub-section, Larswood Added a new sub-section, Peldvale Added 2 new gods to the god listing and generally expanded it Added a special thanks area to the Final Words... section Added the Mega Constitution thing to the Miscellaneous Information section Expanded the Fighting General Strategy Added the Personal Note below Added Shar-Teel to the Companions listing Filled in the missing Viconia information Added Racial Ability Adjustments to the Miscellaneous Information section Added Paladin and Ranger Spell Progression Charts to the Misc. Info section Added Weapon Proficiencies to the Miscellaneous Information section Added THAC0 Information to the Miscellaneous Information section Small Changes Preliminary Version 0.71 (9-4-99, 132k) Added 2 new online links Wrote some new stuff into the Intro Yet another small format change! Fixed the Noober thing Small Changes Preliminary Version 0.72 (9-5-99, 138k) Updated the Gods listing Divided up the Durlag's Tower section to Above Ground and Underground areas Changed how Companions are handled in each walkthrough section Small Changes Preliminary Version 0.725 (9-6-99, 139k) Filled in the Bandit Camp section (well... not all the way!) Added the section, Cloakwood Added the section, NPC Sounds, to the Appendix Updated the gods listing again Preliminary Version 0.73 (9-19-99, 150k) Finished the Bandit Camp section (no, really!) Added the section, Guide to Naming Characters to the Appendix Filled in the PC sounds in the sounds listing Added bunches of NPC sounds too Added the section, Ulgoth's Beard Small Changes Preliminary Version 0.8 (9-24-99, 184k) Added a new sub section, Back to Beregost Added a new sub section, Area W of High Hedge Added a new sub section, Lighthouse Added a new sub section, Area S of Lighthouse Added a new sub section, Area E of Larswood Added a new section, Cloakwood Mines (Exterior) Added a new sub section, Cloakwood Mines (Interior) Added three new sub sections for the Cloakwood Forests Added the section Baldur's Gate Bridge Added a new sub section, Farm N of Baldur's Gate Bridge Added tons of new NPC sounds Added some new Inconsistencies and/or Mistakes Small Changes Preliminary Version 0.81 (9-25-99, 198k) Filled in the Shopping information for Ulgoth's Beard and Durlag's Tower Filled in the Ulgoth's Beard section Filled in the Durlag's Tower Above Ground Section as well Added a sub section for the Ice Dungeon Changed how the Tales of the Sword Coast items are numbered Added a new mistake in the Strange Things section Small Changes Preliminary Version 0.82 (9-26-99, 202k) Added "Treasures" to each section that have good treasures Fixed a bunch of small mistakes Small Changes Preliminary Version 0.83 (9-29-99, 236k) Added the What's New up top Filled in the Durlag's Tower Underground sub section Added the Ulgoth's Beard Revisited sub section Added 7 new Editors to the Utilities and Editors Section in the Appendix. (Biffstripper and WAVC to WAV converter, Gatekeeper, and 4 Items Editors) Added lots of new NPC sounds Small format changes Small Changes Preliminary Version 0.9 (9-30-99, 280k) Added the Baldur's Gate section (which will be completed later) Finished the Tales of the Sword Coast Walkthrough (Added the Werewolves' Island sections) Added the Default PC sounds Edited the NPC's section Added the big thing to Non Editor Cheats Renamed NPC Sounds to Character Sounds Small Changes Preliminary Version 0.91 (10-4-99, 296k) Added more sections dealing with Baldur's Gate (the city) Added lots and lots more sounds Small Changes Preliminary Version 0.92 (10-7-99, 310k) Added more sections dealing with Baldur's Gate (the city) Filled in some of the BG sections that I had left hanging Added lots and lots more sounds Fixed several small mistakes Small Changes Preliminary Version 0.93 (10-9-99, 327k) Added yet more Sounds Added Tiax to the Companions listing Added more Baldur's Gate City sections, and filled in ones I already had Small Changes Preliminary Version 0.94 (10-10-99, 349k) Filled in more information on Baldur's Gate (the city) Added new sections for Baldur's Gate Added the Candlekeep Revisisted Section Added even more Sounds Small Changes Preliminary Version 0.95 (10-11-99, 372k) Added sections for Gullykin and Firewine Bridge Ruins Filled in lots more Baldur's Gate info Sorted out the Spells listing (Alphabetically!) Added Alora and Skie to the Companions listing Small Changes Preliminary Version 0.96 (10-13-99, 388k) Added the Charisma +1 Book Added more Item Codes Filled in the Candlekeep Revisited Section Added the Candlekeep Catacombs Section Added more Sounds Small Changes Finished Version 1.0 (10-14-99, 419k) Added the Baldur's Gate Revisited Section Added the Ducal Palace Section Added the On the Trail of Sarevok section Added the Hidden City Section Filled in lots of missing information (like the Cloak of Balduran) Finished filling in all the Sounds Small Changes Changes in Version 1.1 (10-18-99, 423k) Left Xan out of the Sounds listing, this is now fixed Small updates and changes Changes in Version 1.2 (10-23-99, 424k) Changed one subquest a little Changes in Version 1.3 (12-16-99, 428k) Added a new subquest (thanks to Andy Miller!) Small Changes Changes in Version 1.4 (2-13-00, 429k) Got the solution to one subquest Other Small Changes Changes in Version 1.5 (2-21-00, 430k) Added to one subquest Added some new information from Jones Changes in Version 1.51 (3-1-00, 431k) Fixed some TINY mistakes Other Small Changes Changes in Version 1.59 (3-29-00, 433k) Added one bit of info about Farmer Brun's Son (Section 2a) from NCPFLJohn Copied the Credits into the Notes section Redid the format at the top of the FAQ (centered a few things) Filled in some missing FAQs in my Shameless Self Promotion Other Small Changes Changes in Version 1.6 (3-30-00, 437k) Added KyleEChu's method for killing Drizzt Also added KyleEChu's method for killing Davaeorn Other Small Changes Changes in Version 1.61 (3-31-00, 438k) Added a thing from Starlight about Nemphre Added some information from Preston Lloid about names (Appendix D) Changes in Version 1.62 (4-8-00, 440k) Added a thing on Yeslick's singing from Mer. Pike Changes in Version 1.63 (4-14-00, 440k) Updated the Nadine's Son subquest yet again, thanks to Andrey Moujikov Changes in Version 1.64 (4-17-00, 442k) Added a note from Jesse LaCroix about Ramazith's Nymph Changes in Version 1.65 (4-23-00, 443k) Added a small note from Matt Canfield about Nymph's Hair Other Small Changes Changes in Version 1.7 (5-2-00, 448k) Added a ton of things from Kelvin Groves, such as a neat trick for killing the Doomsayer, and some Item Creation tips (see Cheats) Other Small Changes Changes in Version 2.0 (5-12-00, 484k) Fixed a misspelling Added lots of information from the Real FXD Created section 15i. Sewers Beneath Baldur's Gate Added Perdue's Short Sword Subquest thanks to Operador de Sala Added some information from Patrick in the NPC Sounds section Changed the Notes (see above) a bit Other Small Changes Personal Note: Right above the Copyright notice at the bottom of the page should be a double line. If this looks like something other than a double line, email me and tell me what it looks like! It should look fine in Courier New 9 point, though. And good gravy, but this project took a very long time to complete! Much longer than I would have liked (I personally blame my job!), but now that I am finished, I am very happy with the final product. Hope you liked it too! ________ Stinger: ッッッッッッッッ Safana: "My feet are very sore, perhaps you could massage them?" Minsc: "I take no offense from your comments. You just don't understand the bond I have with Boo." ________________________________________________________________________________ ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ This Document is Copyright 1999-2000 by Dan Simpson Baldur's Gate and Tales of the Sword Coast are Copyright 1998-99 by Bioware I am not affiliated with Bioware, Interplay, or anyone who had anything to do with the creation of this game. This FAQ may be posted on any site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it. You may not charge for, or in any way profit from this FAQ.