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    FAQ/Walkthrough by BJenkins

    Version: 1.0 | Updated: 06/13/00 | Search Guide | Bookmark Guide

    Baldur's Gate
    Version 1.0
    by Brian C. Jenkins (thomyorke_radiohead@hotmail.com)
    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.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
     * 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
    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 *
    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 
     * 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 
    	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 
    	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 
    	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 
     * 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 
    	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 
    	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
    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)
    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 
    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 
    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 
    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.
    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 
    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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