Baldur's Gate Walkthrough Version 1.0 6-13-00 by Brian C. Jenkins (firstname.lastname@example.org) This guide is for personal use only. If you intend to put it on your web page, all I ask is to be sure to give me credit and don't pretend you wrote it. This document may be altered as long as this statement is included. Thanks! This document is copyright 2000 by Brian C. Jenkins All copyrights and trademarks to Baldur's Gate belong to the makers of the game and are acknowledged. =================== Table of Contents =================== *Character Creation* I.Walkthrough i.Prologue: Candlekeep 1.Chapter One: Tragedy 2.Chapter Two: Iron Plague 3.Chapter Three: Bandits 4.Chapter Four: The Cloakwood 5.Chapter Five: Baldur's Gate 6.Chapter Six: "Homecoming" 7.Chapter Seven: Vengeance II.Subquests ======================== * Character Creation * ======================== The first thing you will do when creating a new game in Baldur's Gate is to create your character. This is also the most important thing, as it sets the pace for the entire adventure. Be careful when deciding on character classes and how to distribute ability points because you will have this character the entire game, and will need to utilize every resource they have. Here are the steps to create a character: 1.Gender - Either gender will do. There are no advantages or disadvantages here. 2.Appearance - Pick a portrait that suits what class you think your character will be, or just one that you like. 3.Race - Your choices are Human, Elf, Half-Elf, Gnome, Halfling, and Dwarf. I suggest choosing Human because humans can excel in any class and ascend to any level. For example, if your character class will be Ranger, then the Elf or Half- Elf is more suitable.Be sure to read the descriptions about the different races. 4.Class - You can choose between Fighter, Ranger, Paladin, Cleric, Druid, Mage, Thief, and Bard. Certain races can also be a Specialist Mage. The classes of Specialist Mages include Abjurer, Conjurer, Diviner, Enchanter, Illusionist, Invoker, Necromancer, and Transmuter. The disadvantage of mages is that they are very weak at the beginning of the game and hard to start out. Every other race but Human has the choice of being Multi-Classed. Multi-Classed characters, however, are harder to level up. I suggest being a Fighter. 5.Alignment - Your alignment sets your reputation when you start the game. The higher your reputation, the cheaper items suggest the highest: Lawful Good. 6.Abilities - This is where you set your characters stats. If you picked fighter, I suggest the following stats: STRENGTH - 15 DEXTERITY - 10 CONSTITUTION - 17 INTELLIGENCE - 10 WISDOM - 10 CHARISMA - 13 7.Skills - Next, you can select what weapons your character will be proficient at. These will be the only the weapons you want your character to use. For Fighters, I suggest two stars for Long Sword and two for Axe. 8.Appearance - You can pick hair color, skin color, and two different colors for your clothes, as well as a voice. 9.Name - Lastly, you choose a name for your character. ======================== Section I: Walkthrough ======================== <Note> This walkthrough is designed to follow the shortest path possible through the game. For a more extended game experience, play through some of the subquests listed in Section Two. --------------------------- * Prologue: CandleKeep * --------------------------- <Note> This section of the walkthrough tells you basically what to do in each town and area. For information on all the subquests available, see the Subquests section. Also, when (x,y) coordinates are given, these tell where people or items are located in an area. Press the L key to see the mouse position. I am assuming that your character class is Fighter when I make suggestions on items to buy and such. You will start out right in front of the Candlekeep Inn. Go inside and talk to Winthrop (668,412). Buy a Long Sword, some Studded Leather Armor, and a Large Shield. Head to the south end of the map and go into the inner grounds where you will find Gorion (2687,1762). Talk to him and tell him you are ready to go. He will take you to the gate and cast Cure Light Wounds on you. --------------------------- * Chapter One: Tragedy * --------------------------- You and Gorion are traveling through the woods and are ambushed. Gorion is killed in the battle. You awake the next morning and Imoen comes up to you. She joins your group. Head north to where Gorion was killed and pick up his scroll and read it. Now head to the east. You will come upon Xzar and Montaron. Talk to them and they will join your group. They require that you go to Nashkel soon. If you tarry too long, they WILL leave your group. Head east to the next area. Upon arrival, head north and go to the Friendly Arm Inn map. When you approach the stairs to go in, Tarnesh (a bounty hunter) will attack you. Kill him and go inside the inn. Talk to Khalid and Jaheira near the bartender, and they will join your party. Talk to the bartender and buy a room to rest up. Next you will want to head south, two maps down, to Beregost. I suggest staying at one of the many inns in Beregost and then heading S two maps to Nashkel. Be careful of the two Ogrillon on the trail S of Beregost. And on the next map S there is a camp of Half-Ogres. S of that map is Nashkel, or the Carnival. First go to Nashkel. When you get to the Nashkel map, the chapter one ends. ------------------------------ * Chapter Two: Iron Plague * ------------------------------ Cross the bridge into the town of Nashkel. If you enter the Nashkel Inn you will be attacked, so it's your choice. When you are done in town, head to the SW corner of town where you will find Edwin on the bridge. You can choose to let him join you, but you will have to travel to the Gnoll Stronghold and kill the witch Dynaheir. Either way, exit town to the S and go to the Nashkel mine map. Head to the west and go down the wooden stairs to the mine area. Talk to the foreman (Emerson) and he will tell you he doesn't need any adventurers. Ignore this and go talk to the guards in front of the mine entrance. They will let you in. When you enter the mine, head S and try to stay toward the center of the screen. If you don't deviate much you'll find the door leading into the next area. In the second area, Beldin will come up to you and scream about some yipping demons. Sure enough, some kobolds attack you. Kill them and head N through the area, curving around to the E and back around to the S on a parallel course. You will soon find the entrance to the third area. Head in a generally SW direction until you come to the spider lair. Kill the spiders, and then take the path just to the N of the lair that heads E. Beware of all the kobolds. Go through the door into the fourth area. Follow the path and head E across the narrow strip of land. Kill the kobolds and go through the door to the fifth area. In this area you will be immediately attacked by some kobolds. Mulahey also attacks you and summons a host of undead creatures as well. Kill Mulahey and his creatures, and go grab the goodies in the large chest. Chapter Two ends when Mulahey is dead. ---------------------------- * Chapter Three: Bandits * ---------------------------- Exit the mine after killing Mulahey. Head N back to Nashkel and talk to Berrun Ghastkill to get your reward for solving the iron ore problem. Now head N back to Beregost. When you are in front of the Nashkel Inn, there will be another attempt at your life. Kill Nimbul and take his goodies. Now head out of town. When you get to Beregost, Elminster will come up to you and give some information on the whereabouts of the bandits. Head E to the Temple and then N to the Larswood. The bandits are located almost centrally in this map. When the bandit leader talks to you, ask him if you can join them. If you say the right thing, he will agree to take you to the camp. When you reach the camp, you must speak with Tazok and also convince him of your value. Once you have, you have free reign in their camp. Go to Tazok's tent, which is the eastern most and largest tent, and kill the three standing near the door. Then go talk to the prisoner. Take the crap in the chest, but have someone strong open it because it is booby-trapped and will likely heavily damage the opener. Chapter Three comes to an end here. --------------------------------- * Chapter Four: The Cloakwood * --------------------------------- The Cloakwood Forest has four areas. The first of which nothing much happens. Head N to the second area. Here you will find the spiders' nest if you travel W a little. Inside, kill the spiders as well as the queen, and if you like, you can take Chelak's body and give it back to Tiber (at the entrance to the area). You will receive 800xp. Head N to the third area. In this area you will want to head E. On the way, you will meet Eldoth. You can allow him to join your group if you want. When you reach the fourth area, head SE and cross the bridge over the water. After you cross, follow the trail to the NE until you come upon a spot that is shaded slightly red and has flies buzzing about. This is the entrance to a cave full of wyverns. The only thing to do here is kill them and gain mass experience. If you never enter this cave, it will have no ill effects on your game, so don't worry. Either way, head E to get to the mine, where you will have to kill Daracon. When you are at the mine map, go slightly S and cross the bridge. There will be an assassination attempt by four strong people, so beware. Follow the trail NE until you come to an elevated guardhouse. Enter the house, kill the guards, and head downstairs. Go down into the mine. There will be many attempts at your life by guards and such when you are in the mine. Head S until the path curves around and you will find the entrance to the next area. Here head S again until you come to a room with a locked door. (The door leads to a jail of sorts, nothing interesting there. The lock can be picked) Here head SE and then W. Be careful of the traps. I suggest having someone go through who has a Protection from Electricity scroll. Once you get through there will be a whole room full of Black Talon Elite members. Head SW and go down the stairs. In this area, there will be many more Black Talon Elite and a few hobgoblins. Kill them all and head SE to the next major room. You can talk the guard out of killing you, if you like. Head SW and kill all the hobgoblins. Follow the path to another set of stairs. Down here you will eventually come to Davaeorn. Kill him and his minions and head SW through his quarters. You can talk to his apprentice, if you like. I let him live. This is the end of chapter four. --------------------------------- * Chapter Five: Baldur's Gate * --------------------------------- Head SW and use the lift to go directly to the top level of the mine. Exit the mine and backtrack to exit the map. Go to the Bandit Camp map and then W to the adjacent map. From here head N. This map is mainly one big bridge that leads to the gate of Baldur's Gate. You will come upon Scar of the Flaming Fist. As you will find out soon, he is to be trusted, and so is Duke Eltan, the leader of the Flaming Fist. It is all right to admit you had something to do with the Nashkel mine "fiasco". Go to the Flaming Fist headquarters after this (SW sector of city). Get inside and talk to Duke Eltan. He offers 2000gp if you will infiltrate the Iron Throne HQ and find some evidence of their wrongdoings. Accept and leave the Flaming Fist HQ. The Iron Throne HQ is just to the W of the gate to the Upper City, in S central Baldur's Gate. Enter and tell anyone you see that you are from Sembia. Almost any other excuse and you will be attacked. You must get to the fifth floor. On the fourth floor there is a library. Don't bother looking for evidence on the shelves; there is none. There are, however, a few scrolls that may be of interest, and several history books that may or may not. When you reach the fifth floor, you will have to fight everyone no matter what you say. When you have killed everyone, take their items. There are no items whatsoever in the bedrooms, so don't bother. Go back down all the stairs and exit the Iron Throne HQ. Head back to tell Duke Eltan about the whereabouts of the Iron Throne leaders (Candlekeep). This concludes chapter five. ----------------------------- * Chapter Six: "Homecoming" * ----------------------------- You will be transported to an area just outside Candlekeep. Head slightly N and talk to the guard. Give him the book and he will permit you to enter. Head straight into the library (in the innter grounds) and enter. Head up to the top floor. On the top floor you will be accused of murder. You must go quietly, because if you refuse to surrender, you WILL be killed. You are taken to a cell. Ulraunt comes to you and after he comes, Tethtoril comes. Tethtoril transports you to a secret room with access to the catacombs beneath Candlekeep. Once in the catacombs, head NW and you will come to a large room where you will have to fight Phlydia (actually it's just a doppelganger). Once you have defeated her, head NE and go through the door. Here you will have to fight Dreppin (another doppelganger). It seems everyone has turned against you. Head NW and you will come upon Elminster and...Gorion! Unfortunately both of them are doppelgangers! When you follow them down the hallway they turn into monsters and attack you. Kill them and follow the path without branching off. Go through the door. Now you find yourself in a sort-of cave. Head S and be careful of Phase Spiders. When the path forks, go to the right and then head S again when you can. Now head W and you should come upon the lair of some Greater Basilisks. Kill them and head S out of their lair and then to the W. You can convince the guard that you are Prat if you like, or you can just kill him. Go through the door and you fill find yourself outside. You will also find yourself at the end of chapter six. ------------------------------ * Chapter Seven: Vengeance * ------------------------------ Head SE around the walls of Candlekeep and exit this map on the right side. First, find an inn and when you rest you will have another dream and gain another specialy ability. Now go back to the Iron Throne HQ again. Head to the very top level...again. Kill the woman and the monsters she summons. Exit the Iron Throne HQ and find a Flaming Fist soldier. Allow him to arrest you and you will be taken to the Flaming Fist HQ where you will talk to Angelo, the new leader. Beg him to let you go and he will not kill one of your party members, but he still sentences you to death and imprisons you. When you are imprisoned, talk to Neb repeatedly until he gives you a riddle. The answer is 33 children. He will then show you a tunnel you can use to escape to the outside. Quickly go back into the Flaming Fist and kill the guards. Go up the stairs and talk to Kent. He reveals the truth about Rashad the healer. Go into the SE room and kill Rashad. If you like, you can take Eltan to the Harbormasters house and gain 2500xp. Either way, exit the Flaming Fist and head once again for the Iron Throne HQ. Enter the Iron Throne HQ and walk to the SE corner of the main floor. Go down the stairs. Try to get around the guard or kill him, it doesn't matter. Go through the door in the SE corner of this room. This leads down to the sewers. In the first sewer area, head SE straight down the main tunnel and go through the passage at the end. You will have to kill the rat kind along the way. In the next area you will come upon Ratchild's clan of kobolds. They are surprisingly dangerous, so watch out! Walk around until you find the two assassins. Kill them and take their items, ESPECIALLY the Invitation! If you don't grab this now you'll be coming back for it, so do yourself a favor. When you have the invitation, go to the surface and head for the N section of the city. At the front gate of the Duchal Palace show the guard your invitation and you will be permitted to enter. Inside, show your invitation again and go through the NE door into the main chamber. The ceremony will start when you walk into the room. When they are arguing, suddenly all the "noblemen" turn into doppelgangers and attack your party. Kill them and attack Sarevok. He will teleport away and Belt will tell you where he has gone. Belt teleports you to the thieves' guild. Go down the stairs. You are now in maze. Follow the path, but be careful of traps and enemies. You will eventually come to a door. This leads to the ruined underground city. Once in the city, you will come upon Rahvin and his gang of monsters that you must kill. You can't talk him out of attacking you, so don't try. Next you come upon the girl that begged you not to kill Sarevok. She has been faced with a tough decision and decides that the only way out is to kill you. Dispatch her and enter the house just to the N. When you are inside DON'T walk on the large skull emblem in the middle of the room! It triggers a whole bunch of traps! Walk around it and confront Sarevok. When Sarevok attacks, focus your attack on him, not his goons. When Sarevok dies, the game is over and your quest is complete! Congratulations! ======================= Section II: Subquests ======================= <Note> None of these quests are vital to the game but may provide experience, items, or gold and can also enhance the game experience. This is not a complete list of subquests by far. These are only the ones I ran into while taking a short path to complete the game. --------------- * Prologue * --------------- 1.Firebead's Scroll Area: Candlekeep Inn (2616) NPC: Firebead Elvenhair (196,405) Quest: Find Tethtoril (3153,1304) in the inner grounds and get his Identify scroll. Bring it back to Elvenhair. Reward: 50xp, Healing Potion, Protection from Evil 2.Phlydia's Book Area: Candlekeep (2600) NPC: Phlydia (1602,314) NE of Inn Quest: Find her "History of Halruaa" (3249,297) and bring it back to her. It's in a hay bale. Reward: 50xp, Lynx Eye Gem (sell it) 3.Assassination Attempt Area: Candlekeep Priest's Quarters (2602) NPC: Shank When you enter the Priest's Quarters, Shank attacks you. He is extremely easy to kill. Reward: 20xp, Dagger 4.Nessie's Potion Area: Candlekeep (2600) NPCs: Dreppin (3276,418) Hull Quest: Go to the Barracks (2618) and get an Antidote potion and the sword and potion out of the chest (656,269). Give it to Dreppin. Reward: 50xp, 20gp 5.Assassination Attempt (2) Area: Candlekeep Bunkhouse (2607) NPC: Carbos Carbos will attack you when you enter. Like Shank, he is very easy to kill. Reward: 20xp 6.Fuller's Crossbow Bolts Area: Candlekeep Barracks (2618) NPC: Fuller (492,419) Quest: He wants you to get some Crossbow Bolts for him. Get them from Winthrop in the Inn. Bring them back to Fuller. Reward: 50xp, 10gp 7.Reevor's Rats Area: Candlekeep NPC: Reevor (4332,1454) Quest: Go inside the storehouse and kill the rats (1xp each). Take the Silver Ring in the barrel. Go outside and talk to Reevor. Reward: 50xp, 5gp ----------------- * Chapter One * ----------------- 1.Chase's Suicide Area: S of Friendly Arm Inn (2800) NPC: Chase (1458,2413) Quest: Chase is threatening to jump off of the cliff. No matter what you say, he won't jump, but you can talk him out of it. Reward: None (sorry) 2.Assassination Attempt Area: Outside Friendly Arm Inn (2300) NPC: Tarnesh (3348,2348) Tarnesh will attack you as you go up the stairs to the inn. He is moderately difficult at this point, but you shouldn't have much trouble with him. Reward: 120xp 3.Unshey's Belt Area: Friendly Arm Inn, Second Floor (2302) NPC: Unshey (1187,753) Quest: Unshey's Girdle of Piercing was taken by an Ogre ( south of the Inn. Kill the ogre and take the belt back to Unshey. Reward: 800xp, 95gp, History of Tethyr 4.Landrin's Spider Infestation Area: Friendly Arm Inn, Third Floor (2303) NPC: Landrin (793,741) Quest: When you are in Beregost, kill the spiders in Landrin's house (W of Jovial Juggler Inn)(3075,3414) and grab her boots and bottle of wine. Take them back to her. Reward: 800xp, 295gp, 5.Golden Pantaloons Area: Friendly Arm Inn, Third Floor (2303) NPC: Nobleman (336,673) Quest: He gives you his Golden Pantaloons and all you have to do is give them right back to him. Reward: 100xp 6.Zhurlong's Boots Area: Beregost Burning Wizard Tavern (3307) NPC: Zhurlong (254,246) Quest: Some hobgoblins have stolen Zhurlong's boots and can be located in the badlands to the south. Kill the hobgoblins and bring the boots back to Zhurlong. Reward: Medium Shield +1, 400xp 7.Garrick's Mistress Area: Beregost (3300) NPCs: Garrick (2436,2260) outside Burning Wizard Tavern Silke Rosena (3463,2145) outside Red Sheaf Inn Quest: Silke wants you to defend her against some "thugs". You wait and some "thugs" show up. But they obviously are innocent and she just wants to steal their gems without paying them. Choice 1:Refuse to kill them and Silke will turn on you. Kill her. Choice 2:Kill the innocent men as she demands. Reward: Choice 1:900xp,Potion of Invulnerability,Quarter Staff, Potion of Defense(if you talk to the "thug") Choice 2:15xp, 3 Potions of Defense (choose choice 1 of course) 8.Gurke's Cloak Area: Beregost Jovial Juggler Inn (3304) NPC: Gurke (638,738) Quest: Gurke has had his cloak stolen from him in the cloakwood by some Tasloi. Get it and bring it back to him. Reward: 300xp, Cloak of Non-Detection ----------------- * Chapter Two * ----------------- 1.Assassination Attempt Area: Nashkel Inn (4801) NPC: Neira When you enter the Nashkel Inn, Neira will come up to you and attack. She will cast a spell that will paralyze some of your party members. Reward: 650xp, Medium Shield, Club, Helm of Infravision, Splint Mail 2.Oublek's Reward Area: Nashkel (4800) NPC: Oublek (2813,1654) Quest: Talk to Oublek and he will try to give you a 200gp reward because he thinks you are someone else. Be honest with him and let him keep his money. Reward: Reputation increases by one 3.Damsel in Distress Area: Nashkel (4800) NPC: Minsc (3359,1870) Quest: You must rescue his damsel who is in the Gnoll Stronghold to the west. Reward: 4.Dynaheir the Witch Area: Nashkel (4800) NPC: Edwin (2873,2957) Quest: Edwin will join your group and you must go to the Gnoll Stronghold to the west and kill the witch Dynaheir. Reward: 5.Kylee's Dagger Area: Nashkel Mines, first area (5801) NPCs: Minder Dink (1177,1673), Kylee (second area (830,2102)) Quest: Miner Dink gives you Kylee's dagger which you must return to him. Reward: 200xp ------------------- * Chapter Three * ------------------- 1.Assassination Attempt Area: Nashkel (4800) NPC: Nimbul (1261,724) Nimbul will attack you when you are heading out of Nashkel from clearing the mines. He casts Fear, so be careful of him. Reward: 650xp, Boots of Avoidance, 58gp, Short Sword +1, Ring 2.Unexpected Attack Area: Larswood NPC: Osmadi (4670,670), NE corner Osmadi thinks you are a bandit and will attack you no matter what you say. Kill him. Reward: Leather Armor, 1000xp, 12gp ------------------ * Chapter Four * ------------------ 1.Spider's Bane Area: Cloakwood Forest, area two (2100) NPCs: Tiber (4655,1202) Chelak (Spiders' Nest (2101), (536,369)) Quest: Tiber's brother Chelak is in the Cloakwood trying to rid it of its spider infestation. He hasn't returned yet. Tiber wants you to go look for him. You will find him dead in the spider's nest and you must bring the body back to Tiber. He lets you keep the Spider's Bane (the sword Chelak was using). Reward: 800xp 2.Hunters vs. Druids Area: Cloakwood Forest, area one (2200) NPCs: Aldeth Sashentar (2646,2102) 3 Druids Quest: Aldeth asks you to defend him against some druids who killed one of his friends. They come along soon enough. You can either help Aldeth and kill the druids (more experience, and later benefits), or you can change your mind, in which case you will have to kill Aldeth. 3.Wyvern Cave Area: Cloakwood Forest, area four (1900) NPCs: Coran (inside cave) Quest: Go inside the cave (entrance - (4057,1677)) and kill all the wyverns. Talk to Coran and get him to join your group. Grab the treasure laying around the cave. If you want, you can take the wyvern heads to the temple to the E of Beregost, where you can sell them. 4.Assassination Attempt Area: Cloakwood Mines (1800) NPCs: Drasus (1570,1869) Genthore (1656,1951) Rezdan (1680,1826) Kysus (1791,1899) Drasus threatens you when you approach the stables. Kill him, Genthore, and Rezdan. Reward: Chainmail Armor, Boots of Speed, Medium Shield, Potion of Frost Giant Strength, Morning Star +1, Mage Robe of Cold Resistance, Quarter Staff, 20 Darts, Traveller's Robe,2 Daggers, 30 Throwing Daggers, Plate Mail +1, Large Shield, 4 Throwing Axes ------------------ * Chapter Five * ------------------ 1.Zombie Exterminator Area: Farm N of Baldur's Gate Bridge NPC: Wenric (613,538) Quest: It seems these farms are having some trouble with zombies. Wenric will ask you to kill all of them off for the meager sum of 150gp. Once you have finished off all the zombies go back and talk to him to receive your reward. Reward: 800xp, 150gp 2.Arkion the Necromancer Area: SE Baldur's Gate (0800) NPC: Arkion (1605,3194) Quest: Arkion needs a body he can use for his experiments. (Gee, now what would a necromancer do with a dead body?) You can find plenty of bodies in the sewers throughout the city. Go down into the sewer and grab the nearest body and bring it back to Arkion. Reward: 1800xp, 250gp 3.Escaped Basilisk Area: SE Baldur's Gate (1300) NPC: Nadarin (791, 1937) Quest: Go into the warehouse and talk to Nadarin. He tells you of an escaped Basilisk in a warehouse near the harbor. Your job is to go kill it. Reward: 1300xp, 1800gp ----------------- * Chapter Six * ----------------- I didn't run into any subquests in this chapter. ------------------- * Chapter Seven * ------------------- I didn't find any additional subquests that weren't available when you were in Baldur's Gate previously.
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