_______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &&& &&&&&&&&&&& &&& &&&&&&&& &&&&&& &&& &&&& & &&&&&& &&&&& &&& &&&& & &&&&& &&&&& &&& &&& & &&&&& &&&&& &&&&&& & &&& &&&&&& &&&&&& &&& && &&&& &&&&&& &&&&& &&&&&& &&& &&&& &&& &&&& &&&& &&& && &&&& &&&& &&& &&& &&&& &&&&& &&& &&& &&& &&& &&& &&& && &&& &&& && &&&&&& &&&&& &&&& &&& &&& &&& &&& &&& && &&& && &&& &&&&&&&&&&&& &&& &&& &&& &&& &&& && && && &&& &&&&&& &&&& &&&&& &&&& &&&& &&& &&& && &&& &&& && &&& && &&&& &&&&& &&& &&&& &&& &&& &&& &&& &&&& && &&&&& && &&& &&&& &&&&& &&&&&& && &&&&& &&&&&& &&&&& &&& && &&&& &&&&&&& &&&& &&&&& &&&&& &&&&& &&&&&&&&&&&&&& &&&&&&&&&&&&&& &&&&&&&&&&& &&&&& &&&&& &&&& &&&&& && &&&& &&&& &&& &&&&& &&&& &&&&&&& & &&&&&&&& &&& &&&& &&&& &&& &&&& &&& &&& &&&& &&&& &&&&&&& && &&& &&& &&&&&&&&&&& &&&& &&&&&&&& &&& &&& &&& &&& &&&& & &&&&& &&& &&&& &&& &&& && &&&& &&&&& &&& &&&&& &&&& & &&& && &&&&& &&&& &&&&&& && &&&&&& &&&&&&&&& &&&&& &&&&& &&&&& &&&&& &&&&& &&&&&& &&&&&&&&& _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Baldur's Gate & The Tales of the Sword Coast July 3, 2001 Version 3.0 Written by: Dan Simpson Email: manymoose@hotmail.com Email Policy: ¯¯¯¯¯¯¯¯¯¯¯¯¯ If you are going to email me about this game, please put Baldur's Gate as your email subject as well as the version number that you are looking at. So your subject line should read "Baldur's Gate (3.0)" or just "Baldur, 3.0" or some such. 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. Email addresses are not posted in the FAQ, unless you specifically state that you want it to be. ______________________________________Notes____________________________________ The most recent version of this FAQ can be found at: http://www.gamefaqs.com/ http://www.gamewinners.com/ http://www.cheatcc.com/ 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. Also, be sure to check out Baldurdash for various bugfixes: http://members.home.net/mrkevvy/ Credits: Dave, Orlandu, Ultradraco, Alex Malano, Gabriel N. J. Sheets, Andy Miller, Stephen Ashton, Peter Cheong Choon Wah, Jones, NCPFLJohn, KyleEChu, Starlight, Preston Lloid, Mer. Pike, Andrey Moujikov, Jesse LaCroix, Matt Canfield, D Sanders, Kelvin Groves, The Real FXD, edwardalacey, Operador de Sala, Patrick, Douglas D., Dark Angel (dkangel@dsuper.net), Duncan Clay, Jon WolF, Terry deBoer, LrdGrifter, Juha Alm, ArtAllison, Scott Werner, Scott Slonaker, MartectX, Rolf Zehb, Silviu, CJayC, The Bruce, Tonton Fred, GRiM, John Lucas, Aaron McConnell, Dennis Matheson, Ghostly, Gonzalo Jéldrez, Thomas de Roode 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 1999-2001 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 3.0: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Updated the format, and made bunches of corrections. Also added various things from the following: Thomas de Roode has a trick for getting 500 gold over and over Gonzalo Jéldrez for a way to fight Sirines Ghostly for an Ulcaster double exp trick Dennis Matheson has a nifty strategy for beating Sarevok Aaron McConnell found a cache of items in the Werewolf shipwreck John Lucas for a interesting way to use the Phoenix Guards to kill soldiers GRiM for the Ettercap's cave & treasure Tonton Fred for an alternative way to deal with Brage The Bruce for a Star Sapphire note For a complete Version History, check out the Final Words Section at the end of the FAQ. ——————————————————————————————————————————————————————————————————————————————— Table of Contents: ——————————————————————————————————————————————————————————————————————————————— i. Introduction ii. Creating a Character 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 J. The Dark Side of the Sword Coast 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. Creating a Character ------------------------------------------------------------------------------- Creating a Character is the most important thing that you do in the game. Period. This has an effect on everything else in the game. If you do it well, you will succeed and easily, if you do it poorly, you will have a much harder time of it, and possibly even fail. So let's run down the basics of creating a character: Gender: This doesn't matter, except as a personal choice. Race: I usually take a Human here as they are good all around. It should be noted that there are considerable benefits to taking other races, such as Elves getting a bonus to Dexterity (a Max of 19) and Dwarves getting a bonus to Constitution (a Max of 19), but they also have drawbacks; such as Elves having a Max Constituion of 17 and Dwarves having a Max Dexterity of 17. Also if you want to be a Multi-Class character, you should probably take Half-Elf. Personally, I would avoid Multi-Class characters, as they take longer to level up, and are usually weaker to start with. So, I'd take a human. Class: Here, I'd take Fighter. They level up well, and have good all around fighting abilities. If you take a Ranger or a Paladin, you get a couple bonus abilities, but it takes longer to level up, which just isn't worth it to me. And since you get Special Abilities anyway (see General Strategies below), you don't really need to be a Cleric. Imoen is a good thief, and she pretty much starts with you, so you don't need to be a thief. So, I'd be a Fighter. Alignment: Go with Lawful Good. This starts your reputation at 12, and reputation is a good thing to have in abundance. (it makes things cheaper) Alternatively, you could go with an evil party, but keep the reputation above 6 or the guard will start to attack you wherever you go. Abilities: This is the most important part of character creation! You have to try to get the best stats that you can possibly get, and the only way to do that is to reroll constantly. How good of stats you get mostly depends on how patient you are in rerolling. You can customize your stats, if you want. Simply decrease the amount in one stat, and use those points to increase another stat. If you are a fighter here are the recommended minimum stats to try for: STR: 18/51 DEX: 11* CON: 18 INT: 10 WIS: 10 CHA: 18 * DEX can be low because of the Gauntlets of Dexterity, see General Strategies below. Make sure not to neglect Charisma! It's more important than you might think (stores sell things cheaper, and people may treat you better). Of course, you can just cast Friends on yourself to become more... Charismatic. If you aren't a Fighter, then drop STR and improve the stat most associated with your ability. INT for Mages, WIS for Clerics, etc. Skills: These are your proficiency points. Think of it as which weapons your character is skilled in. Based on which class you are, set two points to that characters likely primary weapon: Fighter, Paladin -- Large Sword Thief -- Small Sword Ranger -- Bow Then give the other points to either Bow or Missile Weapons. Note: If you are a Ranger, then you also have to select your Racial Enemy here. I'd take Spider, as they seem to be most prolific. Appearance: Whatever you think looks good. Name: Whatever you think sounds good. Check out Appendix D. Guide to Naming Characters if you need some ideas. ------------------------------------------------------------------------------- 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, two over 18. To get a Super Charisma start by having 18, and then wear Algernon's Cloak. And if you find a Tome of Leadership and Influence (Charisma +1), you can get up to 21 Charisma. 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) ¯¯¯¯¯ There are four types of business (or "shop") - Store (Buy and Sell) - Tavern (Drink) - Inn - *Inn (Drink and Peasant rooms) - **Inn (Drink, Peasant and Merchant rooms) - ***Inn (Drink, Peasant, Merchant and Noble rooms) - ****Inn (Drink, Peasant, Merchant, Noble and Royal rooms) - Temple (Healing, Donate, Buy and Sell, Identify) All temple priests will identify items and so will some store owners. There are some stores you can steal from. Stolen (fenced) items cannot be sold. CANDLEKEEP: - Candlekeep Inn (AR2616) ****INN + STORE - Winthrop (can steal) 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 (x 4048 y 547) TEMPLE - Priest of Oghma 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: - The Friendly Arm (AR2301) ****INN + STORE - Bentley Mirrorshade 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 (AR2304) TEMPLE - Gellana Mirrorshare 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 (AR3351) ****INN + STORE 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 (AR3304) ****INN - Red Sheaf (AR3357) **INN - Burning Wizard (AR3307) ****INN - Thunderhammer Smithy (AR3301) STORE - Taerom Fuiruim (will identify) 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 - High Hedge (AR3202) STORE - Thalantyr (will identify) 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 Neutral 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 (AR4802) TEMPLE - Nalin 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 (AR4803) STORE (will identify and can steal) 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 (aka The Northern Light) (AR4809) TAVERN - Nashkel Inn (AR4801) ***INN NASHKEL CARNIVAL - Merchant Tent (x 2523 y 2837) STORE (will identify) 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 (x 2827 y 3008) STORE (will identify and can 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 (x 3194 y 3282) STORE (will identify and can 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 (x 3246 y 2618) STORE (will identify and can steal) Chain Mail 84gp Small Shield 3gp Splint Mail 89 Medium Shield 7 Leather 5 Large Shield 11 Studded Leather 22 TEMPLE - Song of the Morning Temple (AR3402) TEMPLE - Keldath Ormlyr GULLYKIN - Temple of Yondalla (aka Temple of Helm) (AR4003) TEMPLE - Alvanhendar 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 (cursed) Potion of Healing 168 Antidote 56 (cursed) 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, Donate, 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 ¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯ 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! Sell the shells one at a time (by dropping the others) to get 500GP each. You can even go back and get some more but Thunderhammer will stop buying shells and refuse to make the armor 10 days after he first offered to buy the shells or as soon as you get him to make the armor. (info from Duncan Clay) Tip: There are 9 shells in the Akheg nest, turn up with these and the armor won't cost you anything. 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, and drops down to 200 gp. Officer Vai will buy heads for 1000 gp each, however this lasts only as long as she is still in Beregost. 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) After she has gone you can sell them at Feldpost Inn for 25GP which will drop to 10GP. ------------------------------------------------------------------------------- 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. Edwin is a better mage (higher Int, and better special ability), however, he is Evil which complicates things. 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, as they belong to opposing druidic groups. 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 ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 10 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 ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯ 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 13 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: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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? ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 Stronghold (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 often 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). __________________________ Party Recruitment Strategy (from Duncan Clay) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Straight away I recommend recruiting anyone you bump in to until your group reaches six members as this keeps your XP low! - Yes, low!!! You should try and pick up all your party members before you have more than 1000XP (don't kill anything unless absolutely necessary). This allows you to shape their development (particularly thieves and fighters) but rules out any NPCs you can't meet until after Cloakwood. My party is made up of 2 tough fighters for the front lines 2 archers for support 2 thieves - 1 to specialise in traps and locks and 1 for pickpocket (stealth is done with clothing) 1 cleric for first aid 1 mage to use all those scrolls 1 charismatic person with Algernon's Cloak for group leader That's 9 people, so how is it done. Me - Fighter Khalid - Fighter (no choice since he is the only non-evil fighter you can give 5 proficiency points to) Kivan - Stealthy Archer Branwen - Cleric (because you can get her early) Safana - Charismatic Thief and Archer (since thieves have high DEX it makes them good archers) Imoen - Thief So where's the Mage? Well there are no NPC Mages, only specialist mages. This is the clever bit. There are only two NPCs in the whole game that can Dual-Class, Imoen and Shar-Teel. ( Dual-Class reminder ) ( You must be human and not a Paladin or Bard ) ( You must have 15 in you first class and 17 in your second class ) Most people say Imoen is rubbish because she has a strength of 9 (not much good as a stealthy backstabbing assassin). However her total point of 87 is one of the highest in the game and she also has an INT of 17 (which I believe was no coincidence by the game designers - why else would a thief need a high INT?). With an XP limit of 89,000 (in BG) you must dual-class Imoen by level 6 if she is to become a level 7 Mage/Thief. I dual-classed her at level 5 (10,000XP) as by then she had 3x backstab and 100% pickpocket and her skills as a Mage/Thief would be available earlier in the game (at a total of 50,000XP). Don't forget to assign proficiency points to different weapons as a Mage because the Thief ones will become available once she reaches level 6 (i.e. they are not cumulative so if you give 1 to missile as a thief and 1 to missile as a mage you will only have 1 for missile as a mage thief whereas you could have had 1 for bow AND 1 for missile). _________________ Fighting Battles: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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. ________________________________________________ Fighting Sirines (and other "Charm"ing monsters) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ (from Gonzalo Jéldrez) I had some trouble fighting the three sirines (Sil) in the Lighthouse, but I casually discovered a good technique: I sent Minsc alone to the combat with Berserk activated, and when the Dryads charmed him, he continued attacking them! He killed the three of them, but of course losed the 15 hp for berserking. I don't know if the rest of the party needs to be far away from the combat, anyway. __________________________________ Monsters are constantly respawning ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 cast it. I've gotten rid of some enemy mages that way (the mage in Firewine, Davaeorn and Rieltar come to mind). They cast 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) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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: ¯¯¯¯¯¯¯¯¯¯¯ 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. What I would do is to create an "Archive Save" whenever you enter a new major area. So when you start Durlag's Tower create a "Durlag's Beginning Save" so if you screw up, you can start over from the start of the tower. ________ Resting: ¯¯¯¯¯¯¯¯ No matter where you rest, you won't get very many HP from resting. In fact, for an 8 hour rest, everyone will get exactly 1 HP (unless they have 19 CON). 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: ¯¯¯¯¯¯¯¯¯¯ 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. edwardalacey sent me this: "Whether you can bribe guards depends on who exactly they are. If you steal in Beregost or Baldur's Gate the Flaming Fist will arrive, and they cannot be bribed. In Nashkel or the Carnival you get Amnish soldiers, who can be bribed with 200 gold. In Candlekeep a watcher will arrive and demand that you donate all your money to the library, and you are let off if you do this." ___________ Reputation: ¯¯¯¯¯¯¯¯¯¯¯ 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% off of items in stores! ____________________________________ Stealing without Loss of Reputation: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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. ______________ Cursed Potions ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ You may already have noticed this, but there are cursed potions in the game, which all have the same names as normal potions. There are hints in their descriptions, but they are all clearly recognisable by their colours: cursed healing potions are dark pink, antidotes are purple, and oils of speed are multi-coloured (as opposed to blue, green and white respectively). The antidote in the pile of corpses in Ulcaster is cursed, as are all the potions Lucky Aello sells except the potion of perception. (from edwardalacey) ______________________ MartectX's strategies: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Stealing without Loss of Reputation: I got on this while trying to steal the Rogue Stone from the Hall of Wonders: Just charm all people around! They won't call any wardens. - If a NPC who is supposed to give you an important information or quest was threatened by you and turned "red" - charm him using Nymph's cloak (or Algernon's of course...) and force-talk to him. - So you are fighting mighty NPMages? Like I described above do the following: Enter the room and the mage should begin casting a spell. Quickly run out and get straight back in. The mage will cast another spell and so you should get out again. Once the mage is out of his spells he'll direct you in hand-to-hand combat (where he should be a real dog-biscuit). This surely only functions if there's a "real" door, not only a hole in the wall - the game has to load another level, you get it? __________________ Special Abilities: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 (whether you sleep in an inn or not). 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 NE 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. - Star Sapphire In Winslows Inn, in Candlekeep, there is a Star Sapphire in a locked chest on the second floor. A Halfling thief with maxed out Dexterity & maxed out Lockpicking skills will crack this lock, & you can then sell the sapphire to Winslow for 1000 gp. Very nice at the start of the game. Other thieves might be able to pull this off as well, though I haven't tried. There's also some spells in a locked bookcase on the first floor, in the room behind Winslow. (from The Bruce) 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." Ed. Note: However, if you DO do this trick, then do NOT go into this area again! When you are taken out of it, your items will disappear! Rolf Zehb found a way to keep these NPC's: So I discovered, that those 5 npc in candlekeep (which are found together with "obe") could be taken outside of candlekeep without cheeting. How to get them: - have your training solved and before talking to obe the last time dismiss all of the npc in your group. while doing so stand near obe, so that you can talk to him. have the npc dismissed in a way, that they stand near you either. - then talk to the npc and if they want to join you answer "no". - now talk to obe and just before he teleports you outside - pause the game! (bit tricky but possible) - then (while the game is paused) talk to any npc. - then unpause. Sometimes when you are already teleported outside, a dialog-box appears and the npc ask you to join you! If all goes right you have one npc still near obe! Let this one talk to all the remaining npc. Switch back to your main character and have him go instantly to gorion. Talk to him and leave candlekeep. The automatic scene with sarevok starts. If finished all the npc are still with you! Some of them are very interesting (one having the identification spell ready), one having lay-on-hands as special ability, one having invisibility and one having slow poision. The dwarven fighter has a CON of 19 an he has even higher hitpoints than possible with a score of 19. The thief has extraordinary thiefish abilities! The only lack is that none has a biography - but hey... - 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) ------------------------------------------------------------------------------- Note: This is actually 2 areas in one since there isn't all that much to do here. So, pay attention to where each subquest item is. Companions: Note: I wouldn't bother with Xzar and Montanon here unless you are forming an all evil party. One thing to do if you don't want to keep them, is to take them temporarily, steal everything they have of value, and then leave them. (they only really have a Studded Leather Armor, but Imoen could use that at this point!) Another viewpoint would be to take and keep the duo until you find better people. 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 apparent 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) - A Diamond (from Silviu) On the east side of the map is a stone path. The path has three curves in it, one to the east and two to the west. At the second curve to the west, the northern most curve, there are two trees standing on either side of the curve. In the west tree, halfway up the treetrunk, a diamond can be found (worth 500 Gp.) Coordinates: Area E of Candlekeep (x 4418 y 1956) ------------------------------------------------------------------------------- 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. On the other hand, if you keep the pantaloons ("always keep the pantaloons") there is some payoff if you import your character into Baldur's Gate II. 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 husband's 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. (And yes, this is with Tales of the Sword Coast and the latest patch installed!) 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 ¯¯| 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 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. You CANNOT enter Baldur's Gate itself until after the Cloakwood Mine in chapter 5. ------------------------------------------------------------------------------- 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. (If he doesn't give you the subquest, you can still complete it, just buy the book and give it to him as if he had) 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. (which leads to this oddity found by edwardalacey: After calming Marl down, you can kill him to get that experience as well, with no loss of 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. If you do what Silke asks and kill the three men, you get 400 gp, lose 2 reputation points, and can't get Garrick to join you. Then, of course, you could just kill Silke afterwords... 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 about 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 to 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: - Perdue's Short Sword Gnoll: High Hedge (W of Beregost) (x 3780 y 2818) 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. Plus they have a Short Sword +2. 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." edwardalacey had this to add: "KyleEChu's method for killing Drizzt is very clever, but here is a piece of advice which might help if anybody has trouble with it. When I tried it I found that Drizzt came around the lake and killed me. The solution turned out to be my "path search nodes" setting. It was 32000, which was enough for the program to find a path around the lake, but when I turned it down temporarily to the minimum 2000 using the configuration program he could not get round and I could kill him." Editor's Note: You change your "path search nodes" setting in the Baldur.ini file in the Baldur's Gate directory (which should be something like C:\program files\black isle\baldur's gate\). Juha Alm has another way to take out Drizzt: Killing Drizzt: I know a way to kill Drizzt with no one getting hurt. First have Drizzt stop walking by clicking on him as you would talk to him. But don't talk, stop and let 4 of your NPC's walk next to him so he cant move. Now go stand next to one of them. Remove the NPC from your party, and because you're standing right next to him/her, he wont walk towards you, only starts speaking. Now do this to the other 3 NPC's. After done you'll have Drizzt trapped in the middle of 4 characters, and he wont attack them because they are not in your party, and they are civilians. Now just fire with magical arrows or take a long weapon (spear, staff or halberd) and go stand behind one of your NPC's. You can hit over him/her, and Drizzt can't hit you back because he can't reach you with his scimitars. And when you kill him with only 1 or 2 characters in your party, the main character gains all of the 12000 (1 char) or "only" 6000 exp. with 2 characters on party. 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 --------------------