Baldur's Gate 1.0 By Lugnutz Section I: Introduction / Basics Section II: Prologue Section III: Gathering Experience Section IV: Chapter 2 Section V: Chapter 3 Section VI: Chapter 4 Section VII: (Most of) Chapter 5 Section VIII: TOSC Section IX: Chapter 6 Section X: Chapter 7 After reading this and something is still not clear enough, Lugnutz87@hotmail.com can get you in touch with me and I'll change whatever needs to be done. Copyright 2003 by Sean Burns This walkthrough may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. This took me too long to write for anything cheap like that to happen. Section I: Introduction / Basics A quick note as to why I've done this. I've had this game since it first came out, and its still one of my favorite games to play, even after all this time. I've looked around at other walkthroughs, and I've never really seen any that cover everything I think they should. I don't put every quest here, only the ones I recommend you do. So here goes. A few basics about your party: 1. Character Creation: Most of this is common sense, but I'll go over it anyways. First off, make sure you max out the stats that are appropriate to your character (Strength for fighters, Intelligence for Mages, ect.) Always max out dexterity and constitution. That will lower your Armor Class and maximize your Hit Points. Take a look at the tables in the manual before you finish picking your stats. Intelligence is useless for anyone but Mages (and Bards to a lesser extent), so always lower it as much as you can. Charisma is only useful for the leader of the party, so have the most Charismatic character 1st in line. The introduction part of the game only has your character though, so try not to have your charisma too low. Also, if you are planning to use your character in BG 2, keep in mind your Wisdom, because that can affect your Saving Throws if your wisdom is high or low enough. Another thing to keep in mind: There are tomes to raise statistics; one for each stat except for Wisdom, which has 3 tomes. If you're planning to play your character in BG 2, give all the tomes to your main character. If not, give them to whoever will benefit from them the most. 2. Basic makeup: The basic setup of your party should be as follows: A thief, a cleric or druid, 2 pure (single or very early dualed) specialist mages, and the rest fighters. You can also combine the cleric and/or thief as a fighter/cleric or fighter/thief. That will make things even easier for you. 3. Useful Mage Spells: There are a lot of different spells available to you, but there are only 2 or 3 that are very handy per spell level. Feel free to try any that strike your fancy, but you'll want these eventually. The all caps ones are the ones you want to have memorized the most. The regular text ones are useful, but not very frequently needed or something similar. Make sure you find these spells as soon as you can for your mages. Level 1: MAGIC MISSILE - Great for disrupting spell casters. Easy damage with multiple hits for magic resistance issues or Mirror Image. IDENTIFY - Umm, yeah. No explanation needed Level 2: MELF'S ACID ARROW - Decent damage, and the acid splash is great for spell casters. They are always hit with the acid damage, disrupting them continuously. STINKING CLOUD - Disables groups of enemies, and it doesn't affect your skeletons you send in to fight. You can pick off disabled enemies with arrows and bolts. Protection from Petrification - Basilisks will turn you to stone quite frequently. This spell makes them easy pickings, and good experience too Invisibility - Good for scouting and sneak attacks. Level 3: FIREBALL - This is what you want mages for. Great area damage. HASTE - Doubling the amount of attacks you get can only help. Slow - This would be a priority one, but enemies have a tendency to save from the effects. Still, when it works, it's very helpful. Level 4: EMOTION - Your enemies lie down and let you hack them up. What's not to like? OTILUKE'S RESILIENT SPHERE - Very helpful when you have multiple powerful enemies. Killing them off one at a time is usually the best way to go. Confusion - Similar to emotion, but now they wander around. Sometimes they'll fight back, which is why I prefer Emotion. Level 5: CLOUDKILL - Does extreme damage. Try pairing it with Stinking Cloud. It's almost unfair. Chaos - Pretty much the same as Confusion. I had to pick something for Specialist Mages who can't cast Cloudkill. 4. Useful Priest Spells: Same deal as with mage spells, only now you don't have to find any scrolls. One thing to consider: I always recommend you give spells that mages or priests can cast to the priests, i.e. Remove Fear and Dispel Magic. The mages can cast the damaging spells instead for better overall results. Level 1: CURE LIGHT WOUNDS - You're going to get hurt. REMOVE FEAR - Useful for preparing for fights where you might have Horror cast on you. It works to prevent it if you cast it before the fight. Command - Very useful for low level clerics. Higher-level enemies will pretty much always save against it, but in the beginning it will be effective. Level 2: DRAW UPON HOLY MIGHT - Helpful for when you need your cleric to fight hand-to-hand. Makes Fighter/Clerics very dangerous SILENCE 15' RADIUS - Mages don't fight very well. Any time you force them to fight, you win. It sucks when it happens to you though. SLOW POISON - This spell usually negates poisons, so keep it handy. You'll save a lot of lives that way. Hold Person - If you have a high-wisdom cleric, you might have enough room for this spell. Being able to bypass THAC0 makes even mages do some damage. Level 3: ANIMATE DEAD - Creates a swarm of skeletons to help for the fight. Useful for providing cover while you shoot your enemies. Skeletons are immune to Stinking Cloud and all Hold type spells. DISPEL MAGIC - Getting rid of your enemies' protection spells just makes sense. Can also free your party from Hold Person, Confusion, ect. Protection from Fire - Any time you know you're going to get hit with fire attacks, this spell makes things easier. Level 4: CURE SERIOUS WOUNDS - Take a guess. DEFENSIVE HARMONY - Helps for fighting high-level enemies by increasing everyone's armor. PROTECTION FROM EVIL 10' RADIUS - Increasing everyone's saving throws helps against spell casters. 5. Useful Druid Spells: Same deal as with priest spells. I don't use Druids much, but here ya go. Level 1: CURE LIGHT WOUNDS- Yet again. Level 2: SLOW POISON - This spell usually negates poisons, so keep it handy. You'll save a lot of lives that way. Barkskin - Improves the target's AC and saving throws. Useful if you have a warrior going after a group by himself. Level 3: CALL LIGHTNING - Does some serious damage, but it only works outside, and is very slow in between strikes. Still, druids suck, so this is the best they have to offer. Hold Animal - You need something for fights inside. Level 4: CURE SERIOUS WOUNDS - Still going to need it. Animal Summoning I - You can't summon skeletons, so here is your Druid option. Level 5: CURE CRITICAL WOUNDS - The only reason to have a Druid. Animal Summoning II - Better than the Level 4 version (duh). 6. Different parties: There are several different parties that you can do to make the game easier/more challenging/more interesting. You can go by a theme, such as All good, All evil, ect. One of my most enjoyable games I've played is an all-magic team. Everyone has to be able to cast a Mage or a Priest/Druid spell at all times (No Imoen getting to level 4 and then dualing her to a Conjurer, for example). Anyways, I'll list a few types of crews you can use. 1. Best crew: Dwarf Fighter/Cleric, Kagain, Kivan, Coran, Edwin, Xzar. If you max your Constitution and use the Tome, you can have a 20, which gives you regeneration. Add in Kagain with the Gauntlets of Dex, and you have a pair of wrecking machines. You'll save a lot of spells and potions by having 2 characters that regenerate their hit points. 2. All Evil crew: Dwarf Fighter/Cleric, Kagain, Shar-Teel, Montaron, Edwin, Xzar. Notice how similar it is to the best crew. 3. All Good crew: Dwarf Fighter/Cleric, Kivan, Minsc, Coran, Dynaheir, Imoen. Imoen should be dual-classed into a Conjurer as soon as possible (in order to get to a high enough level to cast Level 5 spells). 4. All magic crew: Elf mage/thief, Yeslick, Viconia or Branwen, Edwin, Xzar, Imoen. Imoen should be a dual-classed to an Illusionist as soon as you get her (to keep with the theme). This game is a lot more difficult, but is very fun! 5. Rogues' Guild: Gnome Cleric/Thief, Montaron, Coran, Shar- Teel, Garrick, Eldoth Kron. Shar-Teel can be dualled into a thief, which will give you a better fighter than the rest of your options you could have instead. 6. All Crazy crew: Dwarf Fighter (Chaotic Neutral), Minsc, Tiax, Xzar, Quayle, Safana. Safana's not really crazy, but she is Chaotic Neutral, so I picked her. That would be quite the crew to listen in on. Especially if you give the main character an opposite voice (female voice on a guy, ect) 7. Some NPCs are pairs. If you want to take just one of them, you need to take them both into your party initially, and then kill off the one you don't want. Take off all their armor and send them off to fight alone. Then just kick their corpse out of the party, and there you go. Make any party you like and have fun. If you find any groups that are interesting, go for it. 8. NPC starting levels. NPCs start at levels proportionate to the main character. Since experience is divided amongst the party, the fewer NPCs you use, the more experience each character gets. You want to get any NPCs as late as you can get them, especially mages. The only notable exception is your thief. Thieves generally add Thief skills to what they are already proficient at. But the only thief skills you are going to want to add to are Open Locks and Disarm Traps. So you need to add your thief as early as you can, except for Safana; those are her preferred stats anyways. The walkthrough is designed to follow this strategy. 9. Leveling Up. Save the game before you level up. When you gain a level, you want to have at least 1 HP less than the max you can get. Make sure you remember the extra HP you can get from Constitution. For Multiclass characters, add the bonus HP to the maximum for the class you are leveling up in, then cut the total in half. That will be the max HP you can gain. Section II: Prologue This shouldn't be a problem unless you are a mage. You start off right outside of the inn. There is a chest just above the innkeeper that has 2 spell scrolls inside of it if you can pick the lock or force it open. If not, leave it for later. Head upstairs and the first 3 rooms you go to can be opened. Hopefully you'll be able to open the chest in the third room. It has a Potion of Clarity, which will be very useful later. Head back downstairs and talk to the mage first. He wants his Identify scroll back. Talk to the innkeeper and buy whatever supplies you need and can afford. Make sure to pick up some crossbow bolts. You'll need them in a little bit. Head out of the inn and go north. Talk to the lady and she wants her book. M'kay, next head east into the first building you see. The guy in there will fight you, so kill him and sack the room. The locked chest only has a dagger in it; so don't sweat it if you can't open it. Next, walk over to a guy next to a cow. Talk to him once to find the book, the second time he tells you he needs a potion. Get the book and continue east until you swing around and see a dwarf standing outside a building. Talk to him and go kill the rats. Keep going and talk to a soldier just standing around. He needs his sword. Continue southwest until you go into the next building you see, and there will be a cleric who will give you a potion if you ask nice. Keep going west and go into the next building you see on the north side; there will be a guy to fight. Go back outside (checking all the barrels and chests) and go into the barracks. Talk to the guy on the right and offer to run errands. He wants the bolts. If your Charisma is 18, he'll give you a Dagger +1. If not, he'll just give you some money. Open the chest right above him to get the sword and potion you need. Work your way back around counterclockwise and give all of the stuff to the people who want them. Cut through the middle to meet Imoen and to find the Identify scroll. Now go back to the inn and sell all the stuff you don't want and buy whatever you couldn't afford before. After you're done, go talk to Gorion and that's the end of the Prologue. Section III: Gathering Experience This section details everything you need to do before going down into the Nashkel Mines. Area: Gorion's Ambush Site NPCs: Imoen (Good Thief), Xzar (Evil Necromancer), Montaron (Evil Fighter/Thief) Fist thing that happens is Imoen wants to join you. Let her in and steal all her useful stuff. Most of the time you'll get a few healing potions, a potion of speed, and a Wand of Magic Missiles. At this point, you need to decide who your thief is going to be. Kick out Imoen (unless she is going to be your thief). If you pick Montaron, that's your next step. If you pick someone other than Montaron or Imoen, don't worry about it. First, go north until you get to Gorion's body. You'll get a note and a few treasure items from the two Ogres as well. Go back to Imoen, and act like you are leaving the area to open up High Hedge. Cancel that and go east, and open up the Crossroads. If you're taking Montaron, cancel leaving and go north a bit and you'll see Xzar and Montaron. If you want them both, then there you go. If you only want Montaron, empty out Xzar's inventory and send him east until he finds some enemies. Scratch one Xzar. If you only want Xzar, ignore the two of them until later. The next area you want to go to is High Hedge. Area: High Hedge NPC: Kivan (Good Ranger) Kivan is in the middle of the map, but wait until later before you go talk to him. First, go right and open up the Beregost map. Cancel leaving and go west until you open up the area below Candlekeep. Cancel yet again and go south until you open up the area just below High Hedge. If you happen to fight any skeletons on this map, keep one of the skulls. You'll need it later. Next stop is to the south. Area: Bassilus' Refuge First, go to the right until you come across a wolf. Kill it, and then you'll see a chicken that will approach. Talk to it a bit, and agree to help out (or not if you feel like being evil, but you're missing out on some decent experience). Next, go straight down and you'll see a little pass and a kid will show up and tell you Bassilus (an insane cleric who has a 5000 gp bounty on his head) is just below. Save first, then try and kill him. If you don't want to fight all of the skeletons around him, choose (1,3,1,1) on the dialogue options, and he'll kill them all first. Your best bet is to use the Wand of Magic Missiles to disrupt his spells and then missiles of some sort to kill him from long range. After you kill him, save and then go back to when you saw the boy and then go slowly west. You'll see some hobgoblins that demand your surrender. As soon as you tell him off, go back east a bit. Edge closer to the Hobgoblins and you'll see just Zargal. Shoot something at him, and he'll chase you without his companions (who shoot poison arrows at you and can kill you quick). Zargal has some decent money and a Short Sword +2. Go back to where you saw Bassilus, and go south. Open up the new area to the south and then cancel. Go to the east and open up the area below Beregost. Cancel and then go along the bottom of the map all the way to the west. You'll open up 2 new areas. The one you want to go to is the Lighthouse (unless you didn't get the Potion of Clarity. Without the potion, go to Beregost instead). Area: Lighthouse NPC: Safana (Neutral Thief) Assuming you start on the east part of the map (which is usually the case), go southwest until you see a lady standing there. Talk to her and you'll hear about a kid trapped by 3 worgs. They are at the lighthouse, which is just to the north. If you kill them, talk to her again to get some money and +1 to your reputation. After you talk to her, follow the dirt path to the northeast until you get to Safana. Don't talk to her yet! Instead, its time to go Sirine hunting. SAVE YOUR GAME HERE! First, drink the Potion of Clarity, then the Potion of Speed. (In that order, because the clarity potion lasts longer) Now, there are 3 Sirines on the beach directly to the west. Hopefully, they will be spaced out enough so that you only see one at a time, or are grouped together close. The reason being they shoot some very good arrows, and you want as many of them as you can get (not to mention they hurt a lot if they hit you). Make sure you save this type of arrow until you get to particularly difficult enemies. I'll mention it when I usually use them. After you kill all 3 of them, follow the beach and then continue northwest until you see 3 sirines in front of a cave. This time they are all bunched together, so are easy pickings. Well, those 6 just gave you 12000 exp, so you're a lot stronger now, especially if you don't have anyone else with you. Ignore the cave for now and go back towards Safana. Keep going east until you leave the area. Next stop is Beregost. Area: Beregost NPCs: Kagain (Evil Fighter), Garrick (Neutral Bard) First thing to do is go all the way east and open up the Temple map. Go to the Temple and give the cleric the Holy Symbol you got from Bassilus. Gotta like the money. Now, back to Beregost. Go east for a bit until you get to the Red Sheaf. There will be a bounty hunter inside. He is a fighter; kill him and go on in. There will be a halfling who wants you to kill some Gnolls at High Hedge and get his sword back. Keep it in mind. Next, head on over to Feldpost's Inn, which is on the southwest side of town. You'll be accosted by a man named Marl. If you use dialogue choices (1,1,3,3,1) you get 900 exp. Upstairs is a fat guy who has a Cloak of Charisma +2 if you pickpocket him. Remember it if you don't have a thief yet. You can sell most of your stuff downstairs. In the house directly across the street, you'll meet Firebead, the mage who wanted the Identify scroll in Candlekeep. He wants a book. If you go into the house directly below his, the book will be in the downstairs bookcase. Go back to Firebead and get some experience and +1 reputation. Next up, go south and then east until you come to a house with a wood fence around it. Inside are some Spiders you need to kill. There will be a body of one left over after the fight. Pick it up and put it and everything else you are carrying in the chest near the bed. Next stop, the Smithy. It's on the east side of town about halfway up. Fill your pack with bullets/arrows/bolts, but only the cheap ones, not the magic ones. You'll see why in a minute. Also, note some of the specialty items the smith sells; notably the Crossbow of Speed and the Full Plate Mail. You'll want the Full Plate at the very least sometime in the future when you get more cash. Now you need to make a decision: whether or not to have Garrick in your party. I hate bards, but for some reason you might want him. If you do, you'll need to pick someone else in a bit. If you don't want Garrick, go talk to him. (It sounds odd, but you'll see). He is in front of The Burning Wizard, which is to the left of the Red Sheaf. He'll offer you a job; take it. His mistress, Silke, will want you to kill some merchants. I recommend you kill her instead; you'll get better stuff. She can cast Lighting Bolt, so be careful. You should be able to kill her easily. Now talk to Garrick and have him join your party. Have Garrick pick up Silke's stuff and put it in the chest with your other stuff. You're not done with Beregost yet, but you need to go kill Drizzt first. His area is just below Bassilus' Refuge. If you want Garrick, go pick up Imoen, Kivan, or Kagain, whichever of those you don't want in your party. Next stop, Drizzt. Area: Drizzt's Grave First up, you'll probably start in the north. If so, there will be some half-ogres around there you need to kill. After wasting them, go south till you come to the lake. There is a little island in the middle with a narrow path of stones leading to it. Put your best archer on the island (as long as it isn't Garrick or his "replacement"). Now you'll see why you need Garrick. He is a Sacrifice. His job is to die while leading Drizzt to the south end of the lake. Send the Sacrifice around the west side of the lake (there is a group of bandits on the east side that could cause some problems for you right now). When you get to the part of the lake just below the island, go straight down until you see Drizzt and a bunch of Gnolls. As soon as Drizzt sees you, he'll go toward you. Run to the lake just below the island. When Drizzt catches up, insult him and he will immediately kill the Sacrifice. He will then focus on your archer on the island, but he won't be able to get to him. Drizzt's AC is so good, you'll only be able to hit him with Critical Hits, no matter how good of an archer you are. So now just sit there and pelt him with arrows until he dies. He has right around 90 HP, so that's a way to keep track of how many hits you need to hit him. After he dies, you get 14000 exp, as well as Chainmail +4, a Scimitar +3, and a Scimitar +5. The Chainmail +4 lets fighter/thieves use their thief abilities too, which is very handy. Anyways, go get his stuff and then go back around the lake and leave the area. You should now have in the area of 32000 exp, and its time to get a party to help you out. First, go back to Beregost. NOTE: At this point, you need to get as much of your party as you can. I'm going to continue this walkthrough as if I was using the Best Crew, but you need to get whatever NPCs you can get. Pick out who you want and collect them. When you get them all, make sure you pick back up at Beregost. If you want Coran, Alora, Skie, or Tiax as your thief, you need to get Safana to be your interim thief. Area: Beregost (again) First up, go back to the Spider house and get all of the stuff out of it. Kagain is in the house above Feldpost's Inn. If you agree to help him out, he'll join you. If you take him to the Crossroads just above Beregost, that's good enough for him and he'll join permanently. Now, there is a huge house on the northeast of town. On the second floor you will find a Wand of Lightning in one of the desks. After you get anyone you want in your party, its time to go to the cave back at the Lighthouse. On the way, you need to stop by High Hedge again. Area: High Hedge (again) This time go straight to the middle of the map, where you'll see Kivan and a big stone mansion. If you take that talking chicken inside, the mage will restore him if you also bring him a skull from any skeleton on the map. Make sure you save before giving the mage a skull, because sometimes his magic fails and you get no reward. If he is successful, you get experience and +1 reputation. The mage sells all sorts of scrolls and such. Also, keep in mind the Robes of the Archmagi for Good and Neutral characters he has for sale. You'll want to buy one or both of these if you have a mage that can use them. Next, go out the building and go east a little bit. You'll fight some Gnolls. One of them has the sword that halfling in Beregost wanted. Now, head back to the Lighthouse map. Area: Lighthouse (again) First, talk to Safana and she'll tell you about the cave. Your best bet for the cave is to send in your fighters without Safana. There are 3 Flesh Golems inside. The plan is to go left once in the cave, and then north, avoiding the Golem. Keep going north, and you'll see an island that has all of the treasure on it. Pause the game after you click on the island, and you can transfer all the treasure into your pack without giving the Golem a chance to attack. Immediately drink the fat purple potion; it gives you +10 against crushing attacks. This should give you enough resistance to kill all the Golems without dying. If you don't want to fight them (or can't seem to kill them without dying), just get out as quick as you can. Safana will then offer to join you. If you beat the Golems and take the treasure before talking to Safana, and then you leave the area, Safana will never stay with the group after you talk to her when you come back to the Lighthouse map. That's why you couldn't talk to her the time before. The Book is a Manual of Constitution, so use it wisely. Consult the tables in the manual if you don't know whom you want to give it to. Remember, a constitution of 20 gives you regeneration. Anyways, that's pretty much it for this map. Next stop, Brage's Caravan, which is just south of the Lighthouse. Area: Brage's Caravan This is basically for killing 2 birds with one stone. If you took Xzar and/or Montaron, they might be complaining about going to Nashkel. So this is the shortcut for getting there. You'll find Brage in roughly the middle of the map, slightly on the east side. If you answer "death", you can take him back to Nashkel alive, which will give you +1 reputation. It will teleport you there automatically. Area: Nashkel NPCs: Minsc (Good Ranger), Edwin (Evil Conjurer) You'll start off in the Church. If you haven't identified the Manual of Constitution yet, you can do so here. Anyways, leave the church and you'll be stopped by the Mayor. He wants you to clear out the Mines. This will satisfy Xzar for the time being. If you head southeast along the path, you'll come across a fat guy in yellow. He will ask you if you are Greywolf. Deny it to get +1 to your reputation. Continue on the path and you will meet Minsc. He wants you to save his witch Dynaheir. However, if you continue to the south, you'll come across a bridge and Edwin. Edwin wants you to kill Dynaheir. Edwin is the best mage in the game, and I usually take him unless I'm sticking to an all-good team. Edwin has an Intelligence of 18, as well as an amulet that gives him 1 extra spell per level. Your call on which (if either) you want to take along. If you cross the bridge you'll be harassed by an idiot named Noober. If you let him talk himself out, you get 400 exp. I recommend you have one of your fighters hit him with their fists so you knock him out rather than kill him. It's easier on your reputation. Anyways go all the way west and then head north a bit. You'll see a small evergreen bush right next to a tilled field. There is a hidden cache right near it that has a pearl and Ankheg Plate Mail. Now, open up all four map sides around Nashkel, canceling leaving each time. Now, head to the North of town and go into the inn. A bounty hunter cleric will try and kill you, but at this point, she is easy pickings. Now its time to go to the Gnoll Stronghold. First stop, the Carnival. Area: Carnival NPC: Branwen (Neutral Cleric) Head east until you run across the Carnival. In the first large circular tent you see, a thief will steal 100 gp from you. If you kill him, he has a few potions and some money, plus no reputation damage. He won't stop to fight you though, so you need to kill him quick. If you go out of the tent and go slightly southwest, you'll see an Exploding Ogre act. If you watch it too many times in a row, the Ogre will attack the mage and kill him, then turn on you. This is your first chance to get a Mage robe. After killing the ogre, go to the east where you'll see a small purple tent. Inside are 2 mages, one holding the other captive. You can kill the man (you can spare the girl depending on your dialogue choices. It's obvious), and there is your 2nd mage robe. If you ask for no reward from the lady, you get a potion of heroism. Next, head east and you'll see Branwen, who is petrified. You can buy a restoration scroll from the dwarf near her if you want to take her along. That's it for this map. Next stop, South of Nashkel. Area: South of Nashkel First go slightly west; you'll see a ring of trees and a discolored spot in the middle. The spot has a niche in it that has a Cloudkill scroll hidden in it. Sweet. Next, head east until you see a small group of trees, then go south. You'll see 3 Amn's standing around. If you pick a fight, you can get some good stuff. You can get some Studded Leather +2 and a bunch of +1 arrows. Next, head south until you get to the bottom of the little mountain, then go west. You'll come across 2 guys itching for a fight. After you kill them, you get the Bracers of Archery. Keep on west and leave the map. The next map is the Waterfall, which is just to the west. Area: Waterfall Head west until you see a Dryad, who needs some help. If you help her, one of the thugs has a Girdle of Bluntness. You'll also get +1 reputation. Head south and you'll see a dire wolf guarding a cave. In the cave is a Halberd +1. Continue southwest and you'll come across the waterfall. At the base you'll find a dead cat. Take it and continue northwest until you come across a ledge heading back to the waterfall. There is a kid up there who wants the cat. If you give it to her, you'll get a protection scroll and +1 reputation. Next stop is the map to the west of Nashkel, which is the Xvart Village. Area: Xvart Village Head southwest until you come to a gap in the mountains to the north. That goes to the Xvart Village. I recommend you send your best melee fighters up there alone. The bodies will fly. Anyways, kill all the Xvarts you see, as well as the bear one of them summons. If you go to the northeast of the village, you'll come across a cave. Inside there is a bear and a chest. You get some Bracers AC8, and a potion. Head west of the village and you'll come across a mage/thief who will try and swindle you. I recommend you pick a fight instead. He has high magic resistance however, so be careful. He has a Short sword, and some mage scrolls. The potion and the protection scrolls he has are all cursed though. Head west and leave the map. The next stop is to the north of the Gnoll Stronghold. Area: North of Gnoll Stronghold Head south until you come across a guy who is scared of a bear. If you go across the bridge, you'll see a white bear. I recommend you use the shoot and run theory. The bear can maul you if you're not careful. It's easy to kill if you draw it along the bridge. Anyways, talk to the guy and he'll give you Boots of the North. Head south and exit the map. Area: Gnoll Stronghold NPC: Dynaheir (Good Invoker) First, head across the bridge and you'll come across 2 ogrillions. Kill them and collect their stuff. They have the Gauntlets of Dexterity, which kicks ass. Either Kagain or Ajantis need these pretty bad. If you chose to take Kagain along, now you'll see why I like him so much. If you have him drink a strength potion before really tough fights, he's a tank. If you Haste him, he's a natural disaster. Anyways (sorry about that. Most websites I've seen diss Kagain.), head southwest until you get to the bottom of the path. Then head northwest until you get to the side of the map. Head north until the path forks to the east. Head east into the cave. Inside you'll find the Manual of Constitution. Now, head back to the bridge. Head west and follow the path (killing a bunch of Gnolls on the way), until you see a very narrow stairway heading north. Go north and there will be a horde of Gnolls waiting near 2 big pits. After you kill them all, Dynaheir is in the easternmost pit. There is a small stairway leading into it. Rescue her or kill her depending on if you have Edwin or Minsc with you. That's it for the Stronghold; head back to the bridge and leave the map. Next stop is just to the south of Beregost. Area: South of Beregost If you are coming from the north part of the map, head south and you'll come across 2 ogrillions. One of them has a note that you can give to a lady in Beregost. Her house is directly north of the Smithy. Your reward is a Ring +1. Anyways, head southwest of the ogrillions and you'll come across a cave that has 5 healing potions in it. Just south of the cave is a Hobgoblin who has Boots of Stealth. Next head east until you hit the road again, then turn south. You'll be accosted by a soldier who accuses you of being bandits. If you kill him, he has Plate Mail, and there is no reputation hit the way there normally is. Now, go east and exit the map, which will open up Ulcaster. Next stop is South of Candlekeep. Area: South of Candlekeep Head west until you see a Nymph standing there. Have someone other than your character (preferably a mage), talk to her. She'll kill that character and attack your party. If you hurt her, she will give up and bring the character she killed back to life (but with only 1 HP). Then you get to fight an Ogre Mage. He has a Helmet of Defense on him. Next, head south and there will be a whole bunch of ogres and ogrillions. Kill them all and you'll see a guy who will heal your party for free. Nice. Head east and exit the map. Now its time for Ulcaster. Area: Ulcaster Head straight south until you fight some Hobgoblins. One of them will have some Boots of Stealth. Then head northeast until you see a narrow path that will take you to the upper part of the plateau. Keep going northeast until you find a skeleton that will attack you. He has a Flail +1 and a cool looking helmet. Then head northwest until you find the entrance to the dungeon. Once inside, go southeast until you fight some jellies. There will be a treasure pile near them. Then, head back towards the entrance and continue on to the northwest. You'll see a corpse with some treasure on him, including a Dagger +1. The next room has some wolves and another treasure pile. Go southeast and kill the spiders in their lair, and get the potions lying around. Next, go southwest until it turns southeast. Continue on southeast, ignoring any forks to the northeast or southwest. The hallway will widen, and you will see a bunch of corpses lying around. There is a trap near the lootable corpse. Disarm the trap and enter the room. There will be a Wand of Fire inside, as well as other treasures. Head to the north part of the room, and a vampiric wolf will attack you. It can only be harmed by magic weapons. In the room to the northwest, there is a treasure pile that has a trap before it. Disarm the trap and loot away, but make sure you take the book you find too. Now, backtrack to the entrance of the dungeon and leave. Somewhere in the vicinity of the entrance, you will find the Ghost of Ulcaster. If you talk to him some, he asks for the book. Give it to him. Now leave the map, but make sure you open up the maps to the east and south first. Next on the agenda is the Cow map, just to the south. Area: Cow map First head southwest until you come across some Half-Ogres who attack you. One of them has a Two-Handed Sword +1. Next, head east until you come across 3 bandits. Kill them off. Then head south until you see a cow surrounded by Xvarts. The easiest way to save the cow is to cast Stinking Cloud on it and shoot the Xvarts. You can summon some skeletons too if you feel the need. You get +1 reputation if you save the cow. Now head southeast and exit the map to the east. That will open up the Firewine Bridge map. Area: Firewine Bridge Head north and then northeast along the ridge until you come across the bridge. Go all the way across the bridge. At the end, go northeast and then follow the edge of the map north. You will come across a braggart fighter. Kill him and take his Gauntlets. Next, head southwest and you'll see a little pathway into the dry riverbed. Take the path and then go northwest until you come across a hysterical woman. In the dialogue, try to help her as much as you can, then keep insisting on taking the jar. She will summon an Ogre Mage. Your best bet is to either Haste your fighters, or cast Dispel Magic on the Ogre. After you kill him, go north and exit the map. Next up is Gullykin. Area: Gullykin Head east and you'll find 4 assassins. Kill them all for some decent stuff. Next, head northwest until you reach Gullykin. Go into the house on the southwest. Inside are a traitor halfling and a secret entrance into a dungeon (its on the Firewine map, but the only important part is right here). Immediately inside the dungeon is another Ogre Mage, but this one isn't ready for you. After you kill him, look at the southern path into the dungeon. You'll find a mage who will cast Lightning Bolt (which could cause all kinds of problems). Kill him with arrows and Magic Missiles. Loot his stuff and kill the ogrillions he has with him. That's it for the dungeon. Leave and talk to the Mayor of Gullykin, Luckyfoot. He will give you cash for ending the kobold threat. Next, leave the map to the north. If your mage(s) don't have Protection from Petrification, you'll need to make a side trip to High Hedge and buy it. The next map will be the Basilisk map, to the north of Gullykin. Area: Basilisks NPC: Shar-Teel (Evil Fighter) If you don't have at least 2 Protection from Petrifications memorized, you better just be here to get Shar-Teel. If you are starting on the west side of the map (that's usually where I start from), hug the west side of the map and go north. Shar-Teel is near the north border. If your best male fighter beats her one-on-one, she will join you. After you get to her, cast your protection spells on your 2 best fighters and have them go east and slightly south. You will come across a gnome mage and some basilisks. Kill them and then go southeast. You will come across a small adventuring band. They have some decent stuff, including a Golden Girdle. After that fight, you'll want to either cast the protection spells on them again or leave the map. If you cast protection again, head south of where you fought that party and you will find 4 or 5 more basilisks. After that, leave the map to the north to reveal the Mage Enclave map. Area: Mage Enclave Hide your thief in the shadows and head north until you see a mage standing on a run down stone altar thingy. If you have Edwin in your party, the mage and his 3 friends won't attack you, which sucks because you want their stuff. To get around this, have your mages cast Stinking Cloud targeted just before the mage. Then add a Fireball to draw his friends out of hiding. Then Fireball away until you kill all four mages. They have lots of scrolls and a Ring of Energy. After stealing their stuff, leave to the south. Next stop, the Crossroads, just north of Beregost. Area: Crossroads If you are approaching from the south, head northeast until you come across an Ogre. Kill him and he has 2 belts. The narrow one is a Girdle of Piercing. The fat one is cursed. Go west from the ogre until you get to the road, then go northwest. You'll come across a rock with a niche in it. There is a Ring +1 hidden there. Next, head north and leave the area. On to the Friendly Arm Inn. Area: Friendly Arm Inn NPCs: Khalid (Good Fighter), Jaheira (Neutral Fighter/Druid) First, head east until you come across a tall evergreen. At its base is a Ring of Wizardry. Give this to a non-Conjurer so you can have plenty of Identify and Magic Missile spells ready. Continue east and open up the Peldvale map. Cancel out and go all the way to the west and follow the stone path around the outer wall of the Inn. Near the top of the map you will fight some Hobgoblins. On one of the corpses will be a Flamedance ring. Keep it for a bit. Head north and open up the Ankheg map. Cancel and head back to where you started the map. Head north to the Inn and then go east until you come to a stairway. A low level mage will try and fight you. Kill him and head into the Inn. Inside, you will see Khalid and Jaheira near the bar. On the 3rd floor, you will see a gnomish woman. She wants you to kill those spiders in Beregost, which you did way back in the day. Give her the spider body, the wine, and the boots for some cheap experience. Also on the third floor in the first room in the northwest is a nobleman. If you are going to use your main character in BG2, take the pantaloons from him and keep them. If not, then just give them back to him for some cheap experience. Now, head out of the Inn and leave the map. The next stop is the Ankheg map. Area: Ankhegs NPC: Ajantis (Good Paladin) For now, the only thing to do here is pick up Ajantis. You'll want to leave the rest of this map until you get to Chapter 5. To get Ajantis, head northwest a bit and you'll find him. Now head south and exit for the next destination: Peldvale. Area: Peldvale NPC: Viconia (Evil Cleric) The only thing to do on this map is to get Viconia. Go north until you see her asking for your help. If you help her, you fight a soldier. If you take her into your party, you lose 2 reputation. You don't lose any if you simply help her and tell her she can't join you. Now, it's finally time to play the storyline. Off to the Nashkel Mines! NOTE: You'll notice that I've skipped a few map areas: North of Nashkel, East of Nashkel, and Larswood. There is nothing of worth at all in these areas, except for to the east. However, you will end up automatically going there later; so don't sweat it for now. Section IV: Chapter 2 Well, now that you got most of the optional stuff out of the way, its time to follow the storyline. You'll follow the main plot until you get to the TOSC stuff later. Area: Nashkel Mines NPC: Xan (Neutral Enchanter) First, hug the north border of the map and head west. In the old tree, you will find a Wand of Frost. Then, head back to the start of the map and head south. When you get to the wooden tower, head southwest. You'll come across a guy carving a statue. If you agree to help him, you fight a bounty hunter. He has a Long Sword +2 on him, which is very nice. You also get 2 emeralds from the artist. If you turn the emeralds in to that fat official in Nashkel, you get a reward, but the reward is way less than you get for just selling them. Once you're done here, head north and enter the Mines. Once in the Mine, head straight south until you get to a miner who stops you and asks you to give some other miner his dagger back. Then head south and go into Level 2. First, go northwest and turn down the 2nd southern tunnel you come to. The miner who needs his dagger is here. Then head back to where you started from and head northeast. Turn down the 2nd southern tunnel you come to. That's the entrance to Level 3. At the beginning of the third level, you will see a ring on the ground; take it. There is a trap directly to the east you need to disarm. After doing so, head southeast until you see a bridge across a chasm. There is a trap on the bridge too. Disarm it and head southwest until you come to the 3rd tunnel going east. Go that way until you see a wooden support arch. Near the arch are several traps in a row. Disarm all of these and go down to Level 4. Follow the path until you see the entrance to Mulahey's Cave. Go in and move your party into the north part of the cave. In the middle section of the Cave is Xan. Add him to your party if you want to (although he sucks big time. Enchanters can't cast Magic Missile, Fireball, Cloudkill.). In the south part of the cave is Mulahey. He is a fighter/cleric. First off he will instantaneously summon some kobolds and skeletons near the entrance to the cave. That's why your party is in the northern part. Kill everything and take Mulahey's stuff. He has Boots of Grounding and a Ring of Holiness, which kicks butt. Take his symbol and everything in his chest, including the documents inside it. Read them to find out what's going on next. Ok, leave the Cave and head along the edge of Level 4, going clockwise. You will kill some jellies, and then hit the exit of the mines. Area: Mine Exit Directly to the north you will find another band of assassins. Kill them off to get some good stuff. Next, head southeast until you are pretty much near the eastern border of the map. There will be a cave with some ghasts in it. Kill them and open the coffins for some good treasure, including a Wand of Monster Summoning. Next, head west a little bit and you'll see a mage doing some jelly experiments. He summons some Green Slimes, which can kill you if they so much as hit you. I recommend you just kill him quick for some scrolls. Now head east until you come across a terrified grave robber who wants you to save him by returning a dagger to some crypt. The crypt is just to your east. Head in and kill the Revenant instead of returning the dagger, which is a Dagger +2. Next head south and exit the map for the Gibberling map. Area: Gibberling map OK, there are gibberlings everywhere here, and all you are here for is to get a ring. Head southwest until you get to the edge of the map, then go southeast until you get to where the cliff turns east. Then you go east and along the cliff you will find a cache containing a Ring of Fire Protection and some valuable gems. Now you leave the map for Nashkel. Area: Nashkel (again) Go back and tell the mayor you succeeded. He will take Mulahey's symbol and one of the documents. You get some cash and +1 reputation. Now head to Beregost to find Mulahey's contact. Section V: Chapter Three This is the quickest section. Not much to it but one map to explore. Area: Beregost (again) Head to Feldpost's Inn and go upstairs. In the first southern room you will find a mage. Kill him to find out where the Bandit Camp is. (Incidentally, this is the guy who trapped Branwen in stone). Head to the Jovial Juggler on the south end of town to meet Officer Vai. She will pay you for bandit scalps. (After you beat the Bandit Camp, talk to her again any time after selling all the scalps you have to get +1 experience. I recommend you wait until after you finish Chapter 4 though). Next stop, Bandit Camp. Area: Bandit Camp First, head west until you come across the stone path. Follow it all the way north. Once you get to the top of the map, head east until you come to a gap in between the trees between 2 wood houses. There will be 4 houses in a semicircle; go into the camp and slaughter everyone you see. Then, once this part is secure, send your thief around and collect all the treasure from the boxes and chests. You'll see a cave to the east; ignore it. Nothing but gnolls in there. Keep going east and you will find a fighter wearing Full Plate Mail. Tight. Kill him and any roving Bandit archers and get ready to enter the big pavilion. Inside you will find 2 fighters, a mage, and an archer. There is a prisoner in there too, so area attack spells are out. Kill them all and talk to the prisoner. The big chest is trapped, so make sure you disarm it first. This time you don't need to keep the documents in the chest after you read them. Collect all of the treasures and stuff (including the very nice Longbow of Marksmanship), and that will end Chapter 3. Next stop is the Cloakwood forests. Section VI: Chapter Four Time to fight through the Cloakwood. Area: Cloakwood East NPC: Coran (Good Thief) First up, go south and kill a group of Tasloi. One of them has a Cloak of Non-Detection (which never seems to work right, but oh well). Next, head northwest and you'll come across a hunting lodge. Talk to the hunter and agree to help him. Side with the hunter and kill the druids. One of them has a Ring of Animal Friendship. The hunter will thank you and offer you a job once you get to Baldur's Gate. If you want Coran, he is on a bridge to the northwest. If not, just go north and open up the next map. Area: Cloakwood Central The first thing you see will be a boy crying about his brother. Okay, next head slightly southwest. There will be a Web trap and some spiders. Disable the trap and kill the spiders to continue on. Go northwest until the clump of trees end; there will be a trap here and some ettercaps. Disable the trap and head west, disabling another web trap in-between the trees. Continue west and you'll fight a Sword Spider, which isn't too bad. You will come to a cave; head in and kill all of the spiders and such inside. The creepy fat lady can't hurt you, so kill everything else first. Retrieve the Spiders Bane sword and the body of the kid's brother. Send someone back to the crying boy and give him the body. Next head north on the east side of the cave and leave the map. Area: Cloakwood West NPCs: Eldoth Kron (Evil Bard), Faldorn (Neutral Druid) Head east a bit and you'll run across Eldoth Kron. If you want him or Skie, take him along. Head north and follow the river until you reach a bridge. A guy will ask if you are allied with the Iron Throne; tell him you aren't and you get a sweet potion. If you don't want Faldorn, head back south across the bridge and go east to exit the map. If you want Faldorn, head west until you see her, then go all the way east to exit. Area: Cloakwood North Head northeast, cross the bridge, and continue along the path to the northeast until you reach a cave. Inside are 2 wyverns and 2 baby wyverns. Kill them and keep the heads. (One of them you can give to the Temple near Beregost; any others you can sell to Officer Vai for 1000 gp apiece). This fulfills what Coran wants you to do. Now, head east and exit. Area: Cloakwood Mines NPC: Yeslick (Good Fighter/Cleric) First, head across the bridge, killing the 2 guards there. Next, there is a group of 4 assassins waiting for you, including 2 mages. The easiest way to kill them is to use Stinking Cloud where they can't see you, then Fireball them to death. You'll get some decent treasure, including the Boots of Speed. Now, head inside the barracks and kill the guards. Loot the joint and head back out. Continue northeast and you'll see the entrance to the mines. Once inside the mines, head northeast until you see the weird plug thing on the wall. Talk to the slave in red and he will tell you about a plan to flood the mines. Next, head down the middle of the 3 southern passages to get to Level 2. Kill the guards at the entrance, and then head all the way southeast, ignoring the paths southwest. Open the hidden wall, then follow the new path southwest, killing the ghasts along the way. Go all the way southwest and then open the hidden wall at the end of the path. You'll then see Yeslick, as well as Rill, the slave who knows about the plan to flood the mine. If you help him, you'll eventually get +2 to your reputation, if not, you'll get -2. Go past Yeslick and you'll get to an empty room. The room to the northeast has a mage and a bunch of guards in it. Stinking Cloud and Fireballs or arrows is the best way to go here. Now, head down to Level 3. Immediately you'll be fighting lots of Hobgoblins. After killing them, head northeast, killing any guards and looting the rooms. Across the way from the 2nd guard's room are 2 rooms full of Hobgoblins. Kill all of them and loot their rooms too. Go back northeast and go into the armory. There are a few magic items mixed in. Exit the armory and go southeast. You'll come across a room with a mage and some more hobgoblins. Silence 15' Radius works well here I've noticed. Kill them all and continue on. The hall will bend southwest, so follow it until you come to a room to the south. There is an Ogre Mage here. No problem for you now. Continue along until you come to a path to the northwest. Follow it and you'll come to a room to the east. Go in and loot the 2 pots on the sides of the altar. Go back south and follow the path, killing the hobgoblins you come across. Now head southeast until you come across the entrance to Level 4. The first thing you come across is a pretty decent fighter. Kill him and get ready for Davaeorn. First up, disarm the 4 traps in the little hallway to the southwest. There are 3 traps at the beginning of the hall, and 1 where it intersects another hall. Now, hide your thief in the shadows and continue on. Once you see Davaeorn, creep back and cast Dispel Magic where it will hit him without him seeing you. Next, add a Silence 15' Radius, and watch him turn into a wuss. You should be able to kill him quick with arrows even if the Silence didn't work. Now you get his Robe of the Evil Archmagi, as well as his Bracers AC6. Too bad there is only 1 of those robes in the game. Now, send your thief around to collect all of the treasures around his lair, but be careful about that hallway to the southeast. Send in some fighters to kill the jellies first. The exit here will take you to where you first entered the mines. Now send someone back to the slave in red near the plug to get the mines flooded. Exit the mines and get your reputation change, and that is the end of this chapter. When you leave, your goal is the Friendly Arm Inn, but it's a long trip. I recommend you move one section of the Cloakwood at a time, rather than straight there. You'll get fewer random battles against wyverns this way. Section VII: (Most of) Chapter 5 Area: Ankhegs (again) Head north until you get to the Ankheg pit. Head along the north part of the wall, killing any ankhegs you come across. Eventually you'll come across a treasure niche. You'll find some decent stuff, including a Wand of Fire. There is also a kid's body. Take it and leave the pit. Head east and you'll come across a farmer who is mourning the disappearance of his son. Give him the kid and he'll thank you. Talk to him again and give him some money and you'll get +1 reputation. Head northeast and follow the road to exit the map. Area: Bridge NPC: Quayle (Neutral Cleric/Mage) Follow the bridge until a soldier stops you. You'll find Scar, who offers you a job investigating some trouble with a merchant consortium. Accept his offer and continue on. You'll come across Quayle, who will offer to join you. Head north to open the Farm map (which you don't need to go to) and Ulgoth's Beard. We'll go there in a bit. The city has our attention as now. Cancel leaving and go east, opening up the City - Mage Shop district. Area: City - Mage Shop District First head north until you see a sewer grate near the top of the map. Head down it and you'll see an Ogre Mage with some carrion crawlers. Kill them all and loot the mage. Make sure you take the ruby ring off his corpse and don't sell it. Now, head along the southwest corridor and loot all the corpses. There will be some good potions as well as another ruby ring. (You will need one of these ruby rings for a quest, but I can never remember which ring is the one Scar wants). Now, head back up the ladder into the city. Go north and open up the City - Assassins' District. Cancel and head south and you will see a thief in red. Talk to him and he will tell you the password to the Thieves Guild. Head into the guild and one of the thieves will stop you and offer you a job. Then, talk to the leader of the Guild, who will offer you another job. Now, head into the little room to the east to find a thief who sells stuff. Buy what you want, and then look in a barrel behind her. You'll find a Manual of Dexterity inside. Ok, head out of the guild and go west. The colorful round building is the Mage Shop. If you pickpocket the owner, he has another Cloak of Charisma +2. There are all sorts of spells and potions available here. I recommend you buy whatever mage spells you want, as well as all of the Potions of Perception he has. If you head upstairs, there are 4 mages hanging out. If you have Xzar, they won't fight you. Again, you want their stuff, so use the same Stinking Cloud / Fireball method you used for Edwin's friends. Take their stuff and sell what you don't want. Now, leave heading southeast and go into the Elfsong Tavern. Inside you will see a halfling, who wants you to steal a telescope. Ask him for more money, and he will agree to also give you a Wand of Lightning. Now leave and head south and open up the City - Little District, then cancel and head east and open up the City - Tent District. Now, you want to go to the Assassins' District. Area: City - Assassins' District (part 1) This is part 1 because there is a big wall that divides this district in half. If you are coming from the south, the only thing you can do is run into a pair of assassins from the Iron Throne. They give you a vague warning and leave. Ok, time to leave. Head to the Tent District. Area: City - Tent District Head southwest and exit the map to open up the City - Docks District. Cancel and head west until you get to the big stairway heading north. Head north up the stairway and then head northeast between the tents and the houses. You'll be stopped by one of the assassins who stopped you before. Agree to help him out and follow him to the Diviner. You'll find out you need the help of the High Priestess of Umberlee. Leave after talking to the assassin again, heading northeast. The house next to the temple looking building has the stuff the leader of the Thieves Guild wants. Pick the lock to the door, and then Hide your thief. Send him up to the third floor, remembering to Hide after going up each stairway. The room to the south has a desk that contains all of the items you need to steal. Just remember to open the desk only when one of the wandering servants isn't in the room. After stealing the stuff, Hide again and go back outside. Head north and open up the City - Palace District map. Your next destination is the City - Docks District. Area: City - Docks District First, head southeast along the waterfront and go into the third house. Inside will be a greater basilisk. You can cast Protection from Petrification or simply fireball it to death where it can't see you. Leave and continue southeast until you come to the ship. Go in the ship and go to the 2nd level. There you will see a couple of freaky chicks that talk about entropy. Go along with them and they will fight you. The fighter has the Gauntlets of Ogre Strength. Coran or Viconia will like these a lot. Head down to the 3rd level and go northwest. Talk to the mage there and kill him. Take his spellbook along too. You'll need this for a quest later. Go north and circle around following the harbor. The T-building you see is the Temple of Umberlee. There is a crate with Gauntlets of Weapon Skill outside the temple. Go in and ask to talk to the High Priestess, offering 50 gp to do so. When she asks what you want to talk to her for, tell her you just wanted to show your devotion. She'll tell you to go away. Kill her for 6000 exp and the scroll to cure the assassin, as well as the body of a kid, which you need to keep for a little while. Leave the temple and exit the map to the west, opening up the City - Barracks map. Area: City - Barracks NPC: Tiax (Evil Cleric/Thief) Head west and you'll see the Seven Suns. Go on in and talk to a merchant who stops you. He tells you that something is fishy here. Talk to a merchant without giving your name. Keep pressing him and he will turn into a doppelganger. Kill all of them on this floor, then head upstairs and kill a couple more. Go back downstairs and go into the basement on the west side of the ground floor. Kill another doppelganger and set Jhasso free. That's all you need to do for that quest. Now, leave and head south and you will see that hunter you saved in the Cloakwood. He wants you to help his trading coster, just like the Seven Suns. Agree to help and go on in. Go up to the second floor and talk to the fighter you see standing there. He will agree to help you. Now search through the desk in the easternmost room to find documents that say there are doppelgangers here too. Talk to the fighter again and the doppelgangers will change and it's fighting time. Kill them and head up to the third floor. There are a bunch of doppelgangers up here. Clear the whole floor (some are hiding in the back), and then head to the first floor. Kill any doppelgangers here and go up and talk to your hunter friend. He will give you a reward. Now, this is pretty evil, but I recommend you kill him now. You can get a good crossbow later if you kill Aldeth now. Head out of the Merchant League and go west. Go into the house with the cross-shaped roof. Inside you'll find a mage who wants a fight. Kill him and take his Ring of Wizardry. Sweet, now you have one for each mage. Now head northwest and you'll see Tiax standing in front of the Flaming Fist Barracks. Go inside and talk to Scar. Tell him that you killed all the doppelgangers at the Seven Suns and you get a bonus. Scar will then ask you to solve the sewer problem, which you have already done. Talk to him again to get your reward, and a bonus for this one too if you kept the ruby rings. He will then ask you to talk to him outside. Talk to him and agree to meet with the Duke. Talk to him and agree to investigate the Iron Throne. Leave and exit the map. The next stop is the City - Palace District map. Area: Palace District Head to the right until you get to that little temple-looking building, then head northeast in between the palace and the houses. Before you send your whole team north, just send your thief. A mage will approach you and ask you to help rescue a nymph. Pick the mages pocket as many times as you can (He doesn't care if you fail, just keep trying). You will get a Ring +2 and an Amulet that gives you 1 extra 2nd level mage spell. Head north until you get to the tower, bypassing it for now, and turn west. Go into the 2nd house you come to, and a mage will ask you to leave. He has pretty decent magic resistance, so kill him quick. Afterwards, go upstairs and kill the fighter who threatens you. You will find a Helm of Glory on him. Leave the house and exit the map to the west, opening up the City - Mansion map. Area: City - Mansion NPC: Skie (Neutral Thief) If you want Skie, head west until you get to the mansion and have Eldoth Kron go talk to her. If not, from where you start head west and go into the cross-shaped roofed house. Inside you will find 2 kids who are being stalked. Talk to them, and then kill the man who appears. Talk to the woman who appears to get a Wand of Polymorphing. Talk to the kids to get some experience. Leave the house and go southeast. Go into the Helm and Cloak Inn. Go past the bar, ignoring the adventurers for now, and head up the back stairs. In the northeast corner there is a painting with a trap on it. Disarm the trap and take out the Helm of Balduran, which is the best helm in the game. Ok, now head back downstairs and position your fighters blocking off access to the bar. Have someone talk to Gorpel Hind, who will want to swap stories. Tell him the long story, and another party will enter and pick a fight. You want your fighters where they are because Hind will be killed if he gets too involved. There are lots of innocents around, so area damage spells are out. Haste is usually all you need to kill the five enemies. Loot them all and enjoy the stuff, especially if you have Kagain, who will like the Axe +2. Now, exit the Inn and head west. You might want to save before you go into the fancy cross-shaped house. Inside is a hell of a fight. 3 Invisible Stalkers, 2 Helmed Horrors, and 2 Doom Guards. Nasty fight. After you kill them all, go talk to the mage in the northwest room. He wants your Helm of Balduran. Tell him you aren't going to work for him and he will summon some more nasties and try and kill you. Kill everything and go lick your wounds, enjoying the massive experience you just got. Head south and exit the map to open up the City - Hall of Wonders map. Area: City - Hall of Wonders NPC: Alora (Good Thief) You have to approach this map from the north; else you'll get stuck behind some pointless wall. First, head southwest and a kid will stop you. Agree to help him and go into the house. Talk to the Cleric and agree to rescue his kid, whose body you got from the High Priestess. Your reward is a Large Shield +1, +4 against Missiles. Now, send your thief south into the cross-shaped temple. Pickpocket the man inside for a Manual of Wisdom. Leave the temple and go south to the Hall of Wonders. If you go at night, you will meet Alora, who wants you to steal a rogue stone. Pick all the locks in the hall and steal everything, including the telescope the halfling wants. Leave the Hall and go northeast to the domed house. Go in and you'll see a mage who is holding a nymph hostage. Either talk the mage into releasing her or kill him outright. You can then take the nymph to the other mage, or you can set her free (which is what I recommend). Leave the house and exit the map. Next stop is the City - Little District. Area: City - Little District First, go inside the Blade and Stars Inn. Go up to the second floor and talk to the assassin. He will tell you where his partner is. Leave the Inn and head south. One of the houses to the south has a man who will give you a reward for killing that basilisk you killed at the docks. Now, leave the map for the City - Tent District. Area: City - Tent District (again) The only thing to do now is to kill Aldeth's brother, who is standing at the top of the tall stairway in the south part of the map. On his body is the Heavy Crossbow of Accuracy, which is pretty good if anyone you have uses crossbows. Now, head to the City - Palace District. Area: City - Palace District (again) Head up to the mage tower. Have one of your fighters drink an Electrical Immunity Potion. Send that fighter into the tower, and the mage will shoot a Lightning Bolt at you and leave to the top of the tower. The second floor has jellies on it. The third floor has ghasts on it. The fourth floor has Hobgoblin archers on it. The fifth floor has Kobold archers. The sixth floor is the mage's bedroom. Kill him and loot the floor for lots of spell scrolls and a Manual of Intelligence. You'll also notice he has another Ring +2 and Amulet. Gotta like that. Now, head out to the City - Assassins' District. Area: City - Assassin's District (part 2) Now you have access to the rest of the district. Head into the Blushing Mermaid Inn. I recommend you send in your fighters first, because the game tends to turn your party around when you enter. Immediately inside a stronger-than-usual Ogre will attack you. He has some jewels and Gauntlets of Weapon Skill. Go upstairs and confront the second assassin. Talking to him cures you of the poison. After you kill him, he has a special antidote potion and the Eagle Bow. Now go back downstairs and go to the room on the northwest. There is an exit to the Undercellar here. Go inside and pay the guard. Send your fighter down the hall into the last room on the left before the big circular area. Inside is a "lady" who has the Cloak of Balduran if you pickpocket her. Leave the Undercellar and then leave the Inn. Head southeast and you will see a lady mage who wants your help. If you have Coran, you have no choice but to help her. She wants that spellbook you got at the Docks. Agree to help her and go south to the Splurging Sturgeon Inn. Go inside and give her the book for +1 reputation. Send your thief outside if it is nighttime (stay at the Inn until it is), and you will see a thief you agreed to work with before. Do as he says, then say "the jig is up" when a soldier confronts you. Run northeast until you get far enough away from the soldier to Hide or use an Invisibility Potion. Go back to the Inn and collect the rest of your party and go to the City - Mage Shop District. Area: Mage Shop District (again) Head into the Thieves Guild and talk to the thief you covered for just now. You get a small reward and an offer for another caper. Agree to it and then go talk to the leader of the Guild. The mage will then attack you (with no spells, making him easy meat). Kill him for some good experience and then the leader will apologize to you. Leave the guild and go southeast to the Elfsong Tavern. Give the telescope to the halfling to get your reward. Leave the map for the City - Little District. Area: City - Little District (again) Send your party into the Blade and Stars and then send your thief out to talk to the thief partner. You need to go into a house, up to the second floor, and steal a stone from a chest. The chest is trapped, so be careful. If the guy wakes up, pretend to be a cat and finish the job. Leave and go back to the Thieves Guild. After you go back there, you are done with everything in the city except for the Iron Throne tower. At this point, it's beneficial to do all the TOSC stuff. Section VIII: TOSC Now its time for the expansion stuff. You want to do this now so that the city of Baldur's Gate is still friendly towards your group if you need to swing by there. I hope you paid attention to me when I told you to put your thieving skills in Pick Locks and Find Traps. If not, you're not going to like Durlag's Tower. Area: Ulgoth's Beard First off you will see a meditating halfling. Pickpocket her for a Ring of Free Action. Next, head north and you will see a guy who will offer you a tour of Durlag's Tower. Agree and pay him. Go into the inn and a dwarf will ask you to retrieve a dagger from Durlag's Tower. Now talk to the innkeeper. He has some good stuff to buy. Regardless of who is in your party, you're going to want the Cloak of Displacement. Next, head west a bit and talk to the mage who is standing there. If you killed his daughters during the theft of the skyship parts for the leader of the Thieves Guild, you have no choice but to do his quest. If you did the theft correctly, you have a choice. Tell him you will go, but are not ready yet. Then, make a lot of room in your thief's inventory and pickpocket him for a ton of scrolls and a couple potions. Then agree to his quest. Area: Mage Maze You will be teleported here automatically. Go into the cave to enter the maze. First, there will be 2 winter wolves to kill. After you kill them, Hide your thief and explore the north path. You will see 3 mages to fight. If you send your cleric on the west side of the path, you can have him in a place to cast Dispel Magic and Silence 15' Radius without attracting the notice of the mages. You can also use your mages and Stinking Cloud/Fireball like always. Anyways, kill them off and take their stuff. Now, there are 2 paths heading northeast, and both are trapped by their entrances. Disable both traps (because sometimes the AI gets screwed up and a party member might start down the wrong path). The easternmost path is the one you want. Head north, disabling another trap along the way. The path will turn northwest and there will be another trap roughly halfway through. Once the path turns southwest, there is another trap just past the bend. Disarm it and Hide your thief, sending him down a ways until you come across another mage. He will fire a Lightning Bolt at you during the fight, so it's important to kill him quick. Your best bet is either 2 archers or Silence 15' Radius. Kill him, and disarm the trap that is just past where the mage was. Follow the path, killing another pair of winter wolves. Turn northeast and you'll come across the last mage, who is the guy with the cloak. Kill him and leave by the exit right behind him. Stand outside for a little bit and you'll be teleported back to Ulgoth's Beard. Talk to the mage and you are done with his little quest. Area: Ulgoth's Beard (again) The next quest will be given to you by a guy named Mendas, whose house is in the southwest part of town. Talk to him, and he will ask you to retrieve some charts from Baldur's Gate. If you click on the Assassins' District, you will start in the first part. The first building on your right will be the one you want. Hide your thief and send him inside, then upstairs. Find the captain and he will ask you what you want. Tell him you are wondering if there is anything he needs before he leaves. He wants you to go fetch him some stuff, but we don't really feel like it. Pickpocket him for the charts, then Hide again and leave the building. Head on back to Ulgoth's Beard and talk to Mendas again. Get your reward and then agree to make the trip. Go outside and tell him you are ready to go. Area: Werewolf Village You start off washed up after your ship wrecks. A little girl will fill you in on the basics here. Nobody else in the Village will talk to you until you talk to the headwoman, so head over to her house. Go northwest until you come to the village. Her house is the northwestern one out of the group of 4 houses on the east side of the village. Talk to her and agree to get rid of all of the werewolves to the north of the village. Ok, now it's time for you to get some quests to do. Wander around and collect the different quests. There is a doll, a baby, a cloak, and the body of a fisherman to collect. Make sure you ransack all of the huts in the village and around all of the beaches. Now, head north and leave the map for Balduran's Shipwreck. Area: Balduran's Shipwreck First off, head northwest and you will come across a ranger who needs help. Agree and follow him into a werewolf ambush. Kill them all (werewolves are immune to normal missiles, so be careful). Continue northwest and follow along a strip of beach until you come across a Sirine Queen. I usually pick a fight with her out of general principle. Kill her and the 2 more Sirines that show up to the south. Head north along the beach and kill 2 more Sirines. Ok, back around to where you started the map. Now, head northeast, going through a couple more ambushes. Eventually you will come to a shack. Go inside and meet the crazy mage. Agree to get his Spellbook back and then ransack his cabin. Your cleric will like the Staff Mace +2. Also, hold on to the flowers you find there too. You can rest in his cabin without worrying about being woken up in an ambush. I highly suggest you have your mages have at least 3 Hastes memorized. Now that you are all rested, go north a little bit and you will see the Shipwreck. I recommend you Haste your party and send in your fighters to clear out the first floor. After killing everything inside, heal them (if necessary), and send them up to the second floor. You should be able to clear out both floors before the Haste wears off. Haste your fighters again and send them up to the third floor. Clear the floor out and then send your thief to the 1st floor. Check for traps and then collect the treasures. Do the same for the second and third floors too. One thing you will find is a Silver Dagger. This is the only weapon that will hurt a Greater Werewolf. Give this weapon to your best fighter. Haste everyone once more, as well as Defensive Harmony if you have it. Send your fighters up to the fourth floor. You will find a bunch of werewolves, as well as the leader of the pack, who transforms into a Greater Werewolf. Have all of your fighters kill the werewolves, then have your best fighter kill the Greater Werewolf. After the fight, send up your thief to check for traps and collect treasures. There is a trap on the floor before the smaller room. Inside you will find Balduran's Logbook and the crazy mage's Spellbook. At this point, you should have all 4 of the quest items you were looking for. Head on back to the shack and give the mage his Spellbook. Rest up, then go south and go back to the village. Area: Werewolf Village (again) First, go back and give all of the quest items to the folks who requested them, before you talk to the headwoman. After you give back all of the quest items, including the flowers, send everyone in your party into the headwoman's house. As soon as you talk to her, she tells you that you are infected with lycanthrope. She will run away and her friend will turn into a werewolf and attack you. It turns out that everyone in the village is a werewolf too. Haste your fighters and clear out a path from the headwoman's house and the biggest house to the northwest. Make sure you explore a little bit north and south of the path, because there are some wandering werewolves that can kill your mages real quick if they get ambushed when they join your fighters. (which just happened to me, again. Sigh..) Anyways, head into the big house and through the secret basement. Head along the southern part of the map and go east as far as you can. When you can't go east anymore, go north and you'll get to the exit. Head out of the caverns and you'll be on a beach. Head northwest until you get to the wooden walkway that leads to the ship. Follow along the path and you will find the headwoman. Kill her; take the charts back, and click on the mast to return to Ulgoth's Beard. Area: Ulgoth's Beard (again) When you return to Ulgoth's Beard, a fighter will stop you. He wants to know what happened to the headwoman. He will stalk off to Mendas' house; follow him in. Inside, Mendas and his servant will demand to know why you killed all the werewolves. Pick a fight with him. You might want to Haste everyone here. Your standard weapons can hurt his servant, but Mendas can only be harmed by the Silver Dagger, just like the head of the other werewolf clan. After you kill them, ransack the house. The Chainmail +3 is pretty decent, but you probably have better stuff by now. Ok, head back to the Inn and recuperate. Ok, head to the house just to the west of the Inn. The woman inside will ask you to find her son in Durlag's Tower. Well, we've put it off as long as we could. Time to go to Durlag's Tower. Area: Durlag's Tower First off you will see is a guy who will sell you stuff. Buy all of his Potions of Perception. Now, Hide your thief and go south until you see 2 Battle Horrors. Move back until you are just out of sight of the Horrors and have your cleric cast Dispel Magic. It should affect both Horrors, taking away their swords. That makes them much easier to kill. Bring up your fighters and kill them. Head south until you come across the outer gate of the Tower. You will run into Ike, the guy who you paid to give you the tour. Follow him to the entrance to the tower. Before you go in, send your fighters to the west side of the tower, where there will be a small entrance to the top of the outer wall. Go in and you will fight another Battle Horror and some skeletons. After the fight, go back down and go to the east side of the tower. There will be a stairwell to another platform; this one has a Doom Guard and some skeletons. Now that you've cleared the outside of the tower, head on in to Durlag's Tower - Ground Floor. Area: Durlag's Tower - Ground Floor First, take whoever has the Boots of Speed in to talk to Ike. Follow him around the main area, and refuse him when he tries to sell you a wardstone. Then, a Demonknight will appear. As soon as he does, run back to the rest of the party to get out of the way of the 2 fireballs the Demonknight tosses out. Go over to Ike's corpse and get some cash and the wardstone. There aren't any traps on this floor, but the flip side is that there is nothing worth looting. Oh well, go up the circular stairwell to the 2nd floor. Area: Durlag's Tower - 2nd Floor Right off the bat a ghast will attack you from the northwest. Kill it, and then disarm the trap in the doorway. Go through and kill the rest of the ghasts in the room. To the southwest is a doorway with another trap in it. Keep going south, killing another ghast. There will be a locked chest with a trap on it. Disarm it and take the fire arrows and the green gem. Leave the turquoise gem there; it's only worth 1 gp. Continue along the bottom path and there will be another trap to disarm very soon. You will see a doorway that leads to an outside platform. Cast Protection from Petrification on your best fighter(s) and send them outside. Immediately you will fight a basilisk. Head up the stairs and go through the doorway. Up on this level, there are 3 Greater Basilisks. Kill them off, then send your thief up to join you. Have the thief disarm the trap in one of the vents to get a Scimitar +2. Head back inside the tower. Go to the room on the east and disarm the trap on the locked chest, collecting the potions inside. Go south and disarm the trap on the chest there. Now, head northeast and open up the rest of the map. That's it for this floor, time for the 3rd floor. Area: Durlag's Tower - 3rd Floor To the west is a library with nothing of importance in it. Head south and you will encounter a ghost. He will teleport towards the rest of your party and start casting spells. Get rid of his mirror image with Magic Missiles and then have your fighters kill him before he can do too much damage. Go back into the ghost's room and disarm the trap on the chest. Take the potions (except for the unidentified one; it's cursed), then pick the lock on the other chest and take the cash. Continue north and take the money out of the barrel there. Now, go back to the main area and head to the southeast room. You will be hassled by a guy named Riggilo. Pick a fight and kill him for some decent potions. Now, disarm the trap on the chest in the southeastern room. Head into the room Riggilo was in and open the chest there (no trap). Continue northeast and you will come to a room with an altar. The altar is trapped, and you probably can't disarm it; don't worry, it's a Dire Charm trap, so if your thief is there alone it won't matter. Inside the altar is a Manual of Wisdom. Continue on and take the healing potion out of the barrel. Next stop, 4th floor. Durlag's Tower - 4th Floor Head to the room to the southwest. Open the chest and take the robe and the cloak. Now, send everyone in your party to the 3rd floor, except for the fighter with the best saving throws. Send the fighter along the north path from the southwest room; there you will run into a Succubus. Tell her you won't help her and start fighting. She casts Dire Charm, Energy Drain, Ethereal (Invisibility basically), and Teleport (like Dimension Door). Keep attacking her with your fighter and you shouldn't have too much trouble with her. She has a Staff/Spear +2 and a cursed lock of hair on her. Head into the eastern room and disarm the trap on the chest; take the magic darts. To the north are 2 paths full of ghasts. Kill them all to finish off the upper floors of the tower. Now it's time to go to the dangerous parts of the tower: the Basements. Durlag's Tower - 1st Basement There are 3 ghasts in the room to the west, but be careful. There is a trap by the doorway, and if you characters go chasing after them, you'll set it off. Disarm the trap and loot the room, again leaving the turquoise gem. Now, head north and you will fight a couple more ghasts. Continue south through that room to find a room with 3 traps on the floor. One of the traps is over a cache containing a star sapphire and a Ring +1. Head back to the main area and loot one of the barrels on the right for some Leather Armor +1. The south room has a trap before it. Disarm it, but unfortunately there is nothing inside. Now, talk to the wuss who is standing there, and he will try to scare you off. Whatever. The door to the 2nd basement is "hidden" to the north, but I recommend you go outside and send your leader (wearing the Boots of Speed) to sell all your treasure from the tower that you don't want to use. Sometimes a couple of doppelgangers will be in your way, but you can run past them or just send your fighters to kill them. The merchant is in the northwest corner of the map if you've forgotten. Now, go through the hidden door to the 2nd basement. Durlag's Tower - 2nd Basement This floor is really long. You're going to be spending some time here. When you first enter the map, there is a trap just past the main doorway. Continue past the long table where you will see hallways to the north and south. Head down the north hall and you will find 2 trapped chests. One note here: Leave any bolts/bullets/arrows that you find if you don't have any characters that use that weapon. For example, I usually don't have anybody who uses a crossbow, so I leave the Bolts of Biting in chests when I find some. You also need to dump all of your non-magical projectiles now and only use magical ones. You'll need the pack space for other stuff. I also recommend you dump any arrows of Fire or Ice; they aren't worth the room. Arrows +1 and Acid Arrows are more effective. Anyways, back to exploring the floor. The entrance to the path continuing northwest is trapped right before the entrance; disarm it and continue that way. In the next room has a cauldron that is trapped. Disarm it and loot the 2 caches in here. Now, head back to the room just south and take the west hallway. There are 3 ghasts inside. Kill them and disarm the trap on the chest. There are secret doors to the south and west; open them. Head down the south path and open the other door too. Back up and continue on west. You will find another trap near some corpses you find. Disarm it and continue. Open the secret door at the end of the hall and a group of zombies will attack. They are basically just a nuisance at this point. Kill them and go up the northwest hall. There is a barrel you can loot for another big stack of Healing Potions. Have your characters have the big stacks in their Quick-Slots. It's better for your inventory. Head south and go in the west room. Read each of the 4 books and you will complete a quest for later. Head towards the eastern room and a sword will thank you. M'kay, head back down the southwestern path. In the doorway is another trap. Inside is a Skeleton Warrior, which is a decent fighter with a Two-Handed Sword +1. Kill him, disarm the trap on the bookcase, and loot both cases. Continue on and the path will fork. At the fork there is a trap on the south hall. Disarm it, and then go in the east room. There are 2 mustard jellies there. There are hidden doors to the northwest and southeast. Open them up, and then take a look at the northeastern hall; mainly the massive number of dead bodies on each end. There is a reason for this. There are a bunch of traps down there, including one that is a Fireball trap that cannot be detected. Hence, you want nothing to do with that hallway. Make sure that nobody ever goes that way! Ok, now that I've warned you as much as I can, go back out of the room and go down the south hall. There is a little room on the west side that has a trap on a drawer. Disarm it and take the loot, including the bunch of grapes. You'll need these in a bit. In the room on the west side is another trapped chest. Included in the treasure is Plate Mail +3. Nice. Go down the hall to the northeast, where there will be 2 skeletons and another Skeleton Warrior. There are 2 treasure piles here; one of them has a blue gem that is another Quest item you'll need later. There is also the key to the chest you cant open in the room you just came from. Open the chest and take the stuff, including the Switch, another Quest item. Throw away the key after you take whatever you want out of the chest. Ignore the hidden door in the treasure room for now; instead head south and you will find some spiders and a Flesh Golem. In the next room, you'll find another Flesh Golem and a Skeleton Warrior. Once you finish them off, the path curves north. Open the double doors to find an engine-looking thing. You need to use the Switch you found on a spot on the wall above the engine. On the west side of the room is a hidden door, followed immediately by a trap. Disarm it, and then open the other hidden door (which is the one in the treasure room). Go back out the double doors and continue east, disarming another trap along the way. In the next room is a wine press, which now works since you powered up the engine. Click on it to turn the grapes into wine. Open the hidden door to the north, and immediately disarm the trap. Open the next hidden door to go back to the main area. Ignore the dwarves for now and loot the various barrels you see. You'll find a handle in one; keep it for now. At this point, you probably have more stuff than you have room in your inventories. If so, head upstairs and outside to sell the extra stuff you have again. You might want to rest your party up near the merchant if they are tired. If/After you have room and are fresh, the only way you haven't been is the hallway to the southeast. There are a bunch of spiders in the first room you come to, and some of them are phase spiders, which have the annoying habit of teleporting next to your mages, so be careful. Inside you'll find a trapped box and a locked one. Open them both for some loot. Continue south into a little library, where both shelves are trapped. Disarm them and get a couple spells, including a Cloudkill scroll. If your mages already know Cloudkill, hold on to the scroll anyways for an emergency. Go up the northeast hall and you will find another library, only now there are 3 Greater Doppelgangers inside. They each cast Mirror Image and Haste, so caution is advised. The way I recommend you handle them is to let them all see you. They will first cast Mirror Image, and that is your cue to leave somewhere they can't see you. They will then cast Haste, but won't know where you are. Then you can move your cleric someplace where (s)he can cast Dispel Magic without them seeing you. Then they are easy pickings. Once you kill them, go inside the library and disarm the traps on these shelves. You'll get another spell and the head to a Mallet. Now, send whoever has the Boots of Speed up to the northwest to the room that had the trapped cauldron. Inside the room is an anvil; use it to repair the Mallet. Then, send them southwest and into the northwestern room. You may find that the hall is full of ghasts again, so you may need to send your fighters in to clear them out. Once you get to the room there is a gong to strike with the Mallet. Now you are ready for the big fight on this level. Send your party back to the long red table near the entrance to the level. SAVE YOUR GAME HERE! Now, send in a fighter with the Boots of Speed and talk three of the dwarves (you saw them to the southeast) twice. Send your fighter back to the party and beef everyone up you can. Haste, Defensive Harmony, Strength potions, Protection from Evil, whatever you have. Send your fighter in to talk to the last one; now they will all turn hostile. Run back to the party and kill them as they come at you. Usually there is a small amount of time between each one's arrival, so you can kill them fairly close to one-at-a-time. Even with all the buffs you used, you're still going to take some moderate to severe damage, but you should be able to beat them all without dying. One of the bodies has the Wardstone that will let you go down the well they were guarding. However, depending on how bad you were hurt, you may want to go up to the 1st basement and rest first. Your call. Area: Durlag's Tower: 3rd Basement You start off in a circular room with 4 exits. The door to the southwest is open, so go that way. At the end of the hall is a globe that is trapped. Disarm it and loot the cache. Now, click on the southern statue to open the door to the southeast. There are 3 chests in this room; each of them has a Wardstone. Collect them all and a Greater Doppelganger looking like Durlag will appear. When he does, go south and he will talk 3 times, then change and hit himself with a Fireball. Then send in your fighters and kill him. One of the Wardstones opened up the room to the northwest, so head there. The floor is covered in traps, so go slowly and disarm them all. Loot the dummies, and then hit the one on the right. This will open up the door to the northeast. Go all the way north and pick up the helmet. Immediately go south and you will run into 3 Greater Doppelgangers dressed up as dwarves. Go southwest as far as you can, when the door will close. However, the doppelgangers won't be able to see you if you are right next to the door. Send someone in to hit the dummy again to open the door back up. Launch a couple of fireballs through the door to draw out 2 of them. (you need to do this so you can kill them, rather than let their Cloudkill kill themselves and lose out on the experience) Wait out the Cloudkill, and then send in your fighters to kill the third doppelganger. Now, there are 2 hallways open in this room. Head into the northwestern one. There are traps all over this room, so be careful. Once you get into the room with the pattern on the floor, a couple of what I call Shapeshifting Doppelgangers will show up. These can switch between a number of forms, including a cleric who can heal itself. After you kill them, its time to go into the hall on the southeast. There is a switch panel on the left side of the room; leave this alone. Pick the lock to the hidden door and go in. There is a trap just after the hall bends that you need to disarm. The next room you get to has several traps to disarm. Save here, then pick the lock to the door. There are 5 Shapeshifting Doppelgangers here. Kill them, and then head down the hall to the west. It bends a lot, but there aren't any traps. You'll come to a room that has 4 Dwarf Doom Guards. Have your thief disarm the trap on the chest, then empty out the other chest. The chest that was trapped triggers the doom guards. Send your thief back to the bridge room with the rest of your party, and then send the fighter with the Boots of Speed in to empty out the chest. Run back to the party so you can draw out the doom guards one at a time. Kill all four, then head to the northwest. You will see a stairway; it's trapped. Disarm it, and then head west down the hall. There is a trap just past the doorway to disarm, as well as one other along the way. There are also ghasts that show up periodically. The next room has a trap in the middle, as well as traps on the little wells you see. The statue to the northwest has some magic bolts in it. The room to the southeast has a trap right by the doorway and one on the big statue. Loot the statue for a Wardstone, and then loot the pedestals beside it. The Wardstone will open the hidden door by the stairwell. This leads to the entrance to the 4th basement. Area: Durlag's Tower - 4th basement You start off facing a circular room, which fills with fire periodically. You can send your characters one at a time to the southeast, where there is a doorway. Once through the door, 2 Greater Ghouls will attack you. Head along the northwest, disarming another trap. You will come to another room; this one has 2 more ghouls and a statue. Disarm the trap on the statue, and collect the stuff. Bala's Axe is decent for fighting mages if you have someone who likes axes. Continue on southwest, making sure to disarm the trap next to the big plant. There is another trap right before the path turns north. Right after this, you will run into a pain-in-the-butt monster named Ashirukuru, who likes to go invisible and backstab you. Killing her quickly is the call to make here. After you kill her, head west and open the door. Go in and disarm the trap in the middle of the room. Now, there are 4 rooms on the west side of this hallway. Ignore them for the moment and go all the way to the end of the hall. Open the door to the northeast and send in your Boots of Speed fighter. You will draw out a Greater Wyvern. Go back to the hall, where the wyvern will get stuck in the doorway. If you have someone who has a Two- Handed Sword, you can sit there and hack away at him without getting hurt. There are 2 more Greater Wyverns inside. Draw each one out and kill them off for some easy experience. Now, head into the northernmost door on the west side. Inside you will find a powerful bear and some winter wolves. Focus on the bear, and then kill the wolves. Now, head back into the hallway and into the next door to the west. Once inside, Hide your thief and send him southwest until you find the slimes. Go back and have your mages cast Fireball at it. Fire is the only thing that will hurt it. 2 Fireballs are usually enough. Now, head back into the hall and into the next room. This room has an Air Aspect (a fast small wyvern) and some Invisible Stalkers. Kill them all, then head back to the Slime room. Heal everyone and rest. At this time, your mages should be level 9 by now, if not, you're going to have a tougher time in a little bit. Make sure you have plenty of Cloudkills memorized. Save your game, then send your Hidden thief into the last room. Inside you will find a male and a female fire warrior. Backstab the female; hopefully it will kill her outright. If not, then send in your fighters to kill her. Once she is dead, kill the male and your party will be teleported to the Chessboard room. Once here, you will notice your party is spread out and the rules of the game will be established. My recommendation: don't move anyone. Your mages will be on each side of the board. Have them cast as many Stinking Clouds as they can, guesstimating the point to cast them to get them as far out on the board as possible without having to move. Now, follow the Stinking Clouds up with all your Emotions, followed by Cloudkills. You should kill everyone without taking any damage at all. Collect the loot, especially the Two-Handed Sword +3. Go through the door and you will be teleported to a new area. Area: Durlag's Tower - 5th basement Here you will see the Ghost of Durlag. He tells you to solve the three parts of this floor in order to continue. Ok, can do. Open the door to the south and head down the hall. Right where the hall opens up to the big room is another trap. Disarm it, and then bring your party here. You will fight many spiders, including an Astral Phase Spider. Kill them all, and then send your thief to the northeast corner to disarm a trap right before a door. Ignore the door for now and head northwest. Inside you will find a statue that will ask you some questions. The first question is the identity of Durlag's youngest son, Fuernebol. The second is Durlag's nickname, Trollkiller. The third is Durlag's father's nickname, Thunderaxe. You will then be teleported into a room with statues on each compass point. Start at the northwest and go counterclockwise around the room listening to the statues. The answer to the last question is (west, south, east, north). You will then be teleported back to the beginning of the level. Now, head down the northeast hall, ignoring the hidden door for the moment. At the end of the hall you will encounter the Ghost of Islanne, Durlag's wife. Ignore her for the moment. Head northwest to a room with 2 Helmed Horrors. Disarm the trap on the well and loot the three caches for some treasure and another Wardstone. Now, it is hard to see the door to the southwest in the room, but it's there. Open it and go through the room, making sure nobody crosses the rune carpet you see to the west. Continue on through the hall and you will find a machine that needs the Wardstone you just got. The machine will then turn off the wards on the rune carpet, allowing you to cross. Disarm the traps on the 2 chests and enjoy the spoils. The Large Shield +2 is very useful, as well as the Sling +3 and the Mace +2. Now, click on the bed and you will be teleported to the compass room again. Same deal as last time, counterclockwise starting at the northwest. The answer is the first option. You are teleported back to the beginning once again. Now, head back to the northeast and go in the hidden door. Note the pools of acid on the floor; don't walk on them. Continue south and loot the caches in the wall. You'll run into a Greater Ghoul. Kill it and continue southeast. Hide your thief and look into the next room. It is full of Crypt Crawlers and Greater Ghouls. Fireball is your best bet here. Clear out the room and loot the cache to the south. Open the hidden door to the southeast. Kill the crawlers and ghouls here and raid the 2 caches. Now, head northwest (ignoring the secret door for now) and you will see a door sitting to the north. Disarm the trap on the door and fight the ghouls inside. Continue to go northwest, opening the secret door and killing the ghouls inside. Head north and open the secret door there. Kill the ghouls and crawler here. Now, head south and you will come across a huge acid pool. Send someone with Boots of Speed through to the west and you will see a ghoul. Kill it and open the secret door to the south. There are several ghouls here, so you may need to lead them back to the party to help you out. After the first group of ghouls is dead, head further south and you will see a cursed ghoul. Kill him for a Wardstone that you will need in a little bit. Head east to the room with the pool of acid in front of a hidden door. Use your thief to find it, and then cross the pool alone. Disarm the trap on the chest, and then open the hidden door to the north. The hallway to the northwest has a trap at the beginning of it, and again when the hall forks once more. Head southwest and disarm the trap halfway down the hall before it turns northwest. Head into the room and you will find a door that requires the Wardstone you just got. Loot the 2 caches here then click on the throne to have your party teleported to the compass room once more. Same pattern as before, and now the third option is the correct answer. You will be teleported back to the beginning of the level. Talk to the Ghost of Durlag and he will open a room for you. Inside the room, you will find an adventurer who has a "plan" to kill the Demonknight. Screw her; we'll do this legit, thank you very much. Disarm the trap on the chest and prepare to face the strongest enemy to date. First off, it's time to use those arrows you've been saving, the Arrows of Biting. Have whatever archers you have equip those. Now, Haste your party. Send your archers about of a third of the way around the outer circle each way, while hugging the outside wall. Give your highest HP fighter a protection from magic scroll or potion. Send him in alone to the inner platform and you will come on the Demonknight. Have your fighter absorb the initial magic attack while the archers hammer him with all those dangerous arrows. You should be able to kill him fairly quickly. 15000 exp for a quick session of work. His corpse has the dagger the dwarf wanted you to get. Now, on the other side of the room is the kid you were supposed to rescue. Tell him his mom sent you and he'll run away. Head out of the room and talk to the Ghost of Islanne and she will teleport you outside of the tower. Head up to the merchant and sell whatever stuff you don't need. Next, travel to the City - Mage Shop district and sleep at the Elfsong Tavern. The reason for this is because you don't want to be tired when you get back to Ulgoth's Beard. Area: Ulgoth's Beard (again) As soon as you get to the village, pause the game. Send one fighter just to the north of your 2 mages, and one fighter south. Cast Haste and Defensive Harmony. Leave the rest of the party where they start off. After you unpause the game, you will be stopped by a group of assassins. They will demand the dagger you just worked so hard to obtain. When they attack, they send one invisible fighter from the north and south towards the back of your party, which is why you have a fighter there to absorb the backstab. Cast Emotion to help your fighters out. You should be able to kill them without too much damage. Ok, head into the Inn to find out what their deal is. The dwarf who wanted the dagger will explain about the demon cult. Great. First, head into the house to the west of the Inn to get the reward for finding the boy you rescued from the tower. Ok, leave 1 fighter in front of the house and arrange the rest of your party in front of the next building to the west. Send another fighter to the south corner of the house. Send another to talk to the cult guard and pick a fight. The fighters you sent away from the main group will have some enemies pop into view. It's not too bad of a fight. Now cast Haste and send your fighters inside. There is a mage, an archer, 2 assassins, and 2 fighters. Send the fighter with the Boots of Speed to kill the archer. Send the other fighters in to deal with the enemy swordsmen. The assassins will pop out, and you can turn on them after you kill the others. Your mages with Magic Missile can kill the enemy mage after the assassins reveal themselves. Don't send them in until the assassins show up, or else your mages will be splattered all over the place. Ok, after the fight, gather your party, save your game, and get prepared for the next fight. Give your archers the Arrows of Biting again. Caste Haste and Protection from Evil 10' radius. Once you head down, the cultists will have freed the Demon. Great. Quickly have both mages cast Otiluke's Resilient Sphere on the Demon. One of them will work, giving you the time you need. Quickly have your fighters kill everyone here, then run like heck back upstairs. Once everyone comes back upstairs, Haste everyone again and have the archers break out their bows. Send in any fighters who can't use arrows in to fight him quick. Same theory as with the Demonknight. If you don't kill him quick enough, he will turn some of your party members into ghouls, so make sure he dies fast. You get 16000 exp for killing him (not that you need it. I'm usually maxed out by now. After you kill the Demon, talk to the dwarf again and you are finally done with TOSC. Rest at the Inn, then head to the City - Docks District to assault the Iron Throne. Area: City - Docks District (again) The Iron Throne citadel is in the northwest corner of the map. Once inside, don't bother with anyone unless they attack you. Instead, just go upstairs until you see a bar/library. Go through the library and take the spell scrolls there. Now, Haste everyone and send them up to the next floor. You will see a party of enemies waiting for you. At this point, you can ground them into the floor. Cast Emotion if you really feel like you need to, but it's not necessary. Anyways, take all their stuff and then talk to the guy hiding in a southern room. He will tell you the next place you need to go is Candlekeep. Kill him, then head over to the Flaming Fist Barracks and the Duke will reward you and teleport you to Candlekeep. Section IX: Chapter 6 This is pretty straightforward. You are powerful enough now to wade through all the enemies from now on. Area: Candlekeep First up, head to the Inn and rest. Next, head into the Library in the center of the map. Once inside, loot the spell scrolls from the shelves on the first floor. Do the same for the second floor. Once you get to the third floor, don't go wandering. Instead, head upstairs all the way to the top floor. In Gorion's room on the fifth floor, you will find a note explaining your heritage, that of a child of Bhaal, the dead god of murder. Continue looting the floors until you get back to the third floor. Here you will find the leaders of the Iron Throne plotting. Since you are going to be arrested and convicted of killing them regardless of what you do, go ahead and pick a fight. At least you get their stuff. Anyways, after they die, go up to the fourth floor, where you will be arrested. Don't fight this; there isn't anything good that can come from it. Anyways, you will be locked up for a minute, and then transported to the Catacombs. Area: Catacombs First, take the scrolls off of the shelves, and then go inside. Head northwest until you find a doppelganger; kill it and then send your thief southwest. Disarm the trap before the hall splits again, and then take the south hall. At the next doorway will be 3 traps in succession. Disarm them, as well as the trap on the crypt. Open it to get a Manual of Wisdom and a Ring of Fire Protection. Now, head back and take the hall continuing to the southwest. Disarm the traps on the doorway and crypt to get a few potions. Now, head back and take the last fork from this hall: the one headed east. Ignore the two forks you'll see, and continue on. You will see a broken wall section that has a trap right by it. After disarming it, bring your best fighter to where your thief is. At the end of the hall there will be a room with some spiders and a Web trap in front of the doorway. After you kill them, head into the room and disarm the trap at the top of the stairs. Disarm the trap on the crypt and get the Manual of Strength and the Cloak +2. Ok, now head back to the main room and take the northwest hall. You'll come across rooms with some ghasts and a bunch of corpses. The last room will have a cache with some potions and a Wand of Fire. Head back to the main room and go northeast to get to Level 2. You will be approached by a doppelganger. After killing it, send your party along the southwest side of the map all the way to the end of the hall. There isn't anything you really need/want from any of the rooms here. The middle section has traps in it, but you don't have to worry about them. At the end of the hall you will find another hallway leading northwest where 3 doppelgangers try and trick you. Kill them and head on down the hall, ignoring the rooms to the side. Kill a few more doppelgangers and head to Level 3. Once inside, hide your thief and send him south a bit, where you will find 4 assassins waiting. I recommend casting Silence 15' Radius on them (for Prat, who's spellcasting doesn't get interrupted by damage the way it should), and then Stinking Cloud/Cloudkill combo. Collect the treasure and head on along the southwest side of the lake, ignoring all the adjacent tunnels. You will see a stone bridge heading east; cast Protection from Petrification on your best fighter and send him across to the southeast. You will come across 2 Greater Basilisks. Kill them and go south and then west along the lake. You will run into a wuss from the Iron Throne that you can kill after he blabs to you if you are quick enough. Head past him and you will find yourself outside of Candlekeep. It's time to return to Baldur's Gate. I recommend you start at City - Mage Shop. Section X: Chapter Seven This is the last chapter; you finally get to take on Sarevok. However, you are also wanted by the Flaming Fist when in the city, so you have to be circumspect. I'll tell you the easiest path to the end, since you already have all the experience you need. Area: City - Mage Shop First, head off to the Mage Shop. If you are accosted by any soldiers and tell them you will fight them. Then use the Cloak of Charisma to charm him. Easy enough. In front of the Mage Shop, you will run into Tomoko, who is Sarevok's lover. You will also run into a Harper, who tells you Scar is dead and the Duke is ill. Now, head inside to sell off any extra stuff you have. Next, head in to the Elfsong Tavern and rest. Now that you are all rested, head to the City - Barracks District. Area: City - Barracks District Head straight into the Barracks. You might have to charm another soldier on the way there. In front of the Barracks, Tomoko will be waiting again. Agree to her promise and agree to save Sarevok (ok, you're lying, but it will work out better for you). She will tell you the next 2 places you need to go, after you clear out the Barracks. Inside, you will fight 6 soldiers. Note that there are a couple of innocents here, so Fireball is out. I recommend having one mage cast Emotion, the other Haste. You will make short work out of them. Head upstairs to find a soldier who is friendly. He will tell you that the Duke's healer is a phony. Accuse the healer in the next room and he will turn into a Greater Doppelganger. Kill him and talk to the Duke. He tells you to take him to the Docks District. Area: City - Docks District There are two things to do here. First up, send your thief Hidden to the big building by the docks on the east side. Talk to the halfling inside to give up the Duke. Now, send your thief back to the rest of your party right by the Iron Throne fortress. Just like before, go all the way up to the top of the tower. There you will find Sarevok's other woman. Kill her and the 2 Ogres she summons. A Haste from one of your mages should be plenty. On her corpse, you will find Sarevok's Diary, which you will need to keep. Now, head back down the tower and to the Palace District, in order to get to the second part of the Assassins' District. Area: City - Assassins' District Head on into the Blushing Mermaid and into the Undercellar. Haste your party and send them to the large circular area. There you will find 2 assassins, a mage and a fighter. The place is full of "innocents", so you have to attack them directly. Your Hasted fighters should make quick work of the fighter. Then have your cleric cast Dispel Magic to reveal the mage, as well as removing any protective spells she has by now. Kill her off and loot their stuff. Included are the Short Sword of Backstabbing and 2 documents you need to hold on to. Now, leave the Undercellar and head over to the Palace District. Area: City - Palace District Head down to the palace and talk to the soldier in front of it. Show him your invitation and go inside. Once inside, cast Haste and Defensive Harmony on your party. Move to the north room and you will find a gathering of Dukes and Sarevok himself. Pay attention to the Duke with the blue shield and the lady mage in the blue and red robes. You'll need to recognize them here in a sec. They will blab for a little while and then a whole bunch of doppelgangers will attack those 2. Have your mages cast Otiluke's Resilient Sphere on them, making them immune to attack. Now, have your fighters beat the snot out of the doppelgangers. Once they are all dead, show all the documents you have to the Duke. Sarevok will attack you for a second (and dish out some good damage), and then he will teleport away. You will be teleported to the Thieves Guild to chase after him, but at this point you probably want to go to the Elfsong Tavern and heal/rest up. You can also visit the Mage Shop to sell off any unwanted stuff and stock up on any supplies you need. I recommend you buy all his Potions of Storm Giant Strength if you haven't done so yet. It's your last chance to buy and sell stuff, just so you know. Once you are all set, head back into the Thieves Guild and head after Sarevok. Area: Thief Maze The first thing you see will be an injured lady. Talk to her and you'll find that there are traps through this maze. Compared to Durlag's Tower, this is a cakewalk. The first section won't have any traps, and there is pretty much only one way to go. Follow along and kill whatever jellies you come across. Once you kill the Grey Oozes, you will come to a long hallway leading northeast. Near the middle you will fight 2 Doom Guards. Send your thief northeast after you kill them and the path will bend back. About a third of the way back down, you will see a big green mark on the wall. Here you need to look for traps. Before you start disarming them, have your cleric summon some skeletons. There are 2 Skeleton Warrior Archers who can be a nuisance if you can't get to them quickly because you have to disarm the 4 traps in between. The skeletons won't set off the traps, and they can keep the Skeleton Warriors busy while your thief disarms the traps. Then send in your fighters to kill the Skeleton Warriors. Now, continue along the path until it forks; take the first fork. Continue along until it opens again to the west. Take that path and continue southwest. The path will eventually turn northeast. Halfway up will have a very difficult-to-see green mark along the wall. There are 3 more traps here to disarm. Continue along and take the west fork. This will bend southwest and take you to the exit from the maze. At the exit, you will run into Sarevok's mentor. Talk a bit and you will find out his plans. Exit the map to the City Ruins. Area: City Ruins First up, head south and kill a group of Ghouls (mainly just so they don't bother you later). Next, Hide your thief and send him west. You will see a group of 6 hostile adventurers. Have each mage cast Stinking Cloud and Cloudkill to finish them off without having them so much as attack you. The Ogre might make it through, but by himself he is no threat. Now, Hide your thief and send him west. You will eventually run into Tomoko, who is standing in front of the Temple of Bhaal. Kill her and take her Full Plate +1. Sleep here, and then head into the Temple. Area: Temple of Bhaal First, make sure your thief has a Potion of Invisibility in a Quick Slot. Then send your thief along the very west side of the map. Head northwest, disarming any traps along the way, while making sure to stay on the west side of the statues. At the top of the map, Sarevok will make a speech and move to attack your thief. Use the Potion of Invisibility once Sarevok gets close to you. As soon as Sarevok moves, a mage will Dimension Door to the rest of your party. Use Magic Missile to disrupt his Mirror Image and his next spell he was going to cast. Your fighters can then kill him quick. Now, send your thief back to your party, while making sure you avoid the Symbol of Bhaal. Now, send your thief in between the Symbol and the statues on the east side. You will then see a mage by the mural; Tazok is also there, but he is invisible. You will set off a Web trap, but since you are invisible, you can just wait it out rather than become visible and try to disarm it. Now, after the Web is finished, have your mages cast all of their Stinking Clouds at the bottom right corner of the mural. Follow these by Emotions in the same spot, then Cloudkills. This will kill off both of them without any hand-to-hand combat. Now, send your party back to the entrance and prepare for the fight against Sarevok. First, give any archers those Arrows of Biting that are so effective. Next, use all of the buffing potions you have on your fighters: Strength Potions, Potions of Heroism, ect. Now, have your mage caste Haste and your cleric cast Defensive Harmony and Protection from Evil 10' Radius. Now, send your invisible thief over to where Sarevok has been standing and Backstab him. Since you are Hasted, you should be able to run back to the party without getting hurt. Now, have your fighters all attack Sarevok, while any fighter who takes serious damage retreats to make Sarevok focus on another fighter. You should be able to kill him fairly quick with all of the protective stuff you used. Congrats, you just beat one of the all-time best games! Final Note: Wow, this was long. I hope this helped you get through the game without too many problems. If you think anything needs to be changed/clarified, drop me a line at Lugnutz87@hotmail.com.