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    FAQ/Walkthrough by Lugnutz87

    Version: 1.0 | Updated: 04/15/03 | Printable Version | Search Guide | Bookmark Guide

    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.