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    FAQ/Walkthrough by DMaul

    Version: 1.0 | Updated: 02/08/04 | Search Guide | Bookmark Guide

                             BALDUR'S GATE: DARK ALLIANCE
                     Copyright © 2002-2004 Marc "Darth Maul" Binda
                              E-mail: m_binda@hotmail.com
                                   File Information
    Version   : 1.0
    Updated   : February 8th, 2004
                                    Version History
    Version 0.1
    - Preliminary version. Not released.
    Version 0.2 - 01/12/2002
    - Completed FAQ up to the end of Act 1.
    Version 0.3 - 01/13/2002
    - Completed FAQ up to the end of the Burning Eye Mountain in Act 2.
    - Resubmitted FAQ in ZIP format to fix the formatting of the text.
    Version 0.4 - 01/20/2002
    - Completed FAQ up to the end of the game with the Dwarven Fighter.
    - Grouped the weapon list into weapon types.
    - Put the ending character statistics for my two games along with equipment.
    Version 0.5 - 03/10/2002
    - Completed my third game, this time with the Arcane Archer on Easy.
    - I didn't add any of the weapons I found during this game because it is
      extremely time consuming. Note: If any of you wish to send me weapon and
      armor lists that you have found, send them to my e-mail address and I'll add
      them to my list, giving you proper credit.
    - Added a Combat Strategies section (0-11).
    - Added a Frequently Asked Questions section (5-1).
    - Thanks to everyone who sent me e-mails concerning my guide. It is really
      appreciated. One small request, however. No more information on the Gauntlet
      mode. I will work on it in a next version but not soon.
    Version 0.6 - 04/10/2002
    - Completed my fourth game, this time with the Dwarven Fighter on Hard.
    - Updated details on the Gauntlet mode.
    - Probably going to finally play with the Sorceress in my next game. Whee!
    Version 1.0 - 02/08/2004
    - Almost 2 years since I'd last played this game, I finally decided to start
      a new game using the Elven Sorceress, the character I'd never really played
      with. Playing the sequel made me want to revisit the original again. This
      will likely be the final version of my guide.
    - Added "Elven Sorceress" in the Combat Strategies section.
    - Added "Available Feats/Spells" in the Heroes of Baldur's Gate section.
    - Added a comment about gems in the Helpful Hints section.
    - Added some details about the differences in NPC reactions depending on which
      character you are playing.
    - Added the Elven Sorceress strategy for Eldrith the Betrayer.
    - Added some questions and answers to the Frequently Asked Questions section.
                                   Game Information
    Title     : Baldur's Gate: Dark Alliance
    Platform  : Playstation2
    Player(s) : 1-2 player (2 player mode is cooperative)
    Year      : 2001
    Company   : Interplay Entertainment
    Producer  : Black Isle Studios
    Developer : Snowblind Studios
    Set in the very popular Forgotten Realms Dungeons and Dragons world, Baldur's
    Gate : Dark Alliance puts you in the role of an adventurer (either a Human
    Archer, a Dwarven Fighter or an Elven Sorceress). You arrive in the city of
    Baldur's Gate, on the Sword Coast, looking for fame, fortune and glory. Your
    first night in the city isn't very pleasant though. You get attacked by
    brigands. They knock you unconscious. You awakened by the city's watchmen. You
    realize that the brigands have taken all of your gold and possessions, except
    the clothes on your back. The watchmen suggest that you take shelter in the
    Elfsong Tavern that's nearby and that maybe there, you can find someone who can
    tell you where to find the brigands that attacked you.
    Thus begins your adventure...
                        Playing History / Character Statistics
    Game #1: Easy   - Dwarven Fighter - Level 17 - Completed in about 8 hours.
    Character Statistics
    Experience   : 150,024
    Next Level   : 153,000
    Health       : 298/298
    Energy       : 88/88
    Armor        : 108
    Base Attack  : 33
    Damage       : 106-136 (Onyx Sword)
    Strength     : 32 (+11 hit/+11 dmg)
    Intelligence : 10 (+0 max energy)
    Wisdom       : 11 (+0% experience)
    Dexterity    : 12 (+1 armor)
    Constitution : 19 (+4 hit points)
    Charisma     : 10 (+0% buy/sell)
    Weapon       : Onyx Sword
    Chest Armor  : Full Plate Mail +5
    Shield       : Iron Shield +3
    Helmet       : Full Plate Helmet
    Gloves       : Full Plate Gloves +5
    Boots        : Half Plate Boots +4
    Ring 1       : Ring of Constitution +4
    Ring 2       : Ring of Strength +5
    Amulet       : Amulet of Strength +5
    Gold Pieces  : 70,557
    Skills       : Dodge                (3 ranks)
                   Endurance            (5 ranks)
                   Toughness            (3 ranks)
                   Bull Rush            (1 rank)
                   Targeting            (1 rank)
                   Intestinal Fortitude (4 ranks)
                   Combat Reflexes      (4 ranks)
                   Death Blow           (4 ranks)
                   Improved Critical    (4 ranks)
                   Sword and Fist       (5 ranks)
                   Shield Expert        (1 rank)
                   Whirlwind Attack     (1 rank)
    Game #2: Normal - Dwarven Fighter - Level 17 - Completed in about 11 hours.
    (Started writing the FAQ during this game)
    Character Statistics
    Experience   : 149,209
    Next Level   : 153,000
    Health       : 284/284
    Energy       : 88/88
    Armor        : 112
    Base Attack  : 35
    Damage       : 108-138 (Onyx Sword)
    Strength     : 36 (+13 hit/+13 dmg)
    Intelligence : 10 (+0 max energy)
    Wisdom       : 11 (+0% experience)
    Dexterity    : 12 (+1 armor)
    Constitution : 16 (+3 hit points)
    Charisma     : 10 (+0% buy/sell)
    Weapon       : Onyx Sword
    Chest Armor  : Full Plate Mail +5
    Shield       : Iron Shield +2
    Helmet       : Half Plate Helmet +5
    Gloves       : Full Plate Gloves +5
    Boots        : Full Plate Boots +5
    Ring 1       : Ring of Strength +5
    Ring 2       : Ring of Strength +5
    Amulet       : Amulet of Strength +5
    Gold Pieces  : 52,762
    Skills       : Dodge                (4 ranks)
                   Endurance            (3 ranks)
                   Toughness            (4 ranks)
                   Bull Rush            (1 rank)
                   Intestinal Fortitude (5 ranks)
                   Combat Reflexes      (4 ranks)
                   Death Blow           (5 ranks)
                   Improved Critical    (5 ranks)
                   Sword and Fist       (5 ranks)
                   Improved Block       (1 rank)
                   Shield Expert        (1 rank)
    Game #3: Easy - Arcane Archer - Level 17 - Completed in about 7 hours.
    Character Statistics
    Experience   : 151,359
    Next Level   : 153,000
    Health       : 241/241
    Energy       : 111/111
    Armor        : 118
    Base Attack  : 26
    Damage       : 99-129 (Onyx Sword)
    Strength     : 28 (+9 hit/+9 dmg)
    Intelligence : 11 (+2 max energy)
    Wisdom       : 13 (+3% experience)
    Dexterity    : 23 (+6 armor)
    Constitution : 14 (+2 hit points)
    Charisma     : 11 (+0% buy/sell)
    Weapon       : Onyx Sword
    Chest Armor  : Full Plate Mail +5
    Shield       : Iron Shield +4
    Helmet       : Full Plate Helmet +5
    Gloves       : Full Plate Gloves +5
    Boots        : Half Plate Boots +5
    Ring 1       : Ring of Dexterity +5
    Ring 2       : Ring of Strength +5
    Amulet       : Amulet of Strength +5
    Gold Pieces  : 36,727
    Skills       : Accuracy             (1 rank)
                   Targeting            (1 rank)
                   Arcane Quiver        (1 rank)
                   Flame Arrows         (2 ranks)
                   Hail of Arrows       (4 ranks)
                   Enchant Arrows       (3 ranks)
                   Dodge                (2 ranks)
                   Deflect Missiles     (1 rank)
                   Endurance            (3 ranks)
                   Toughness            (1 rank)
                   Willpower            (1 rank)
                   Meditation           (1 rank)
                   Intestinal Fortitude (3 ranks)
                   Combat Reflexes      (4 ranks)
                   Death Blow           (5 ranks)
                   Improved Critical    (5 ranks)
                   Sword and Fist       (5 ranks)
    Game #4: Hard - Dwarven Fighter - Level 17 - Completed in about 7 hours.
    Character Statistics
    Experience   : 149,411
    Next Level   : 153,000
    Health       : 264/264
    Energy       : 88/88
    Armor        : 113
    Base Attack  : 35
    Damage       : 108-138 (Onyx Sword)
    Strength     : 37 (+13 hit/+13 dmg)
    Intelligence : 10 (+0 max energy)
    Wisdom       : 11 (+0% experience)
    Dexterity    : 12 (+1 armor)
    Constitution : 15 (+2 hit points)
    Charisma     : 10 (+0% buy/sell)
    Weapon       : Onyx Sword
    Chest Armor  : Full Plate Mail +3
    Shield       : Iron Shield +5
    Helmet       : Elven Full Plate Helmet +5
    Gloves       : Full Plate Gloves
    Boots        : Half Plate Boots +5
    Ring 1       : Ring of Strength +5
    Ring 2       : Ring of Strength +5
    Amulet       : Amulet of Strength +5
    Gold Pieces  : 32,459
    Skills       : Dodge                (4 ranks)
                   Endurance            (2 ranks)
                   Toughness            (3 ranks)
                   Bull Rush            (1 rank)
                   Intestinal Fortitude (5 ranks)
                   Combat Reflexes      (5 ranks)
                   Death Blow           (5 ranks)
                   Improved Critical    (5 ranks)
                   Sword and Fist       (5 ranks)
                   Improved Block       (1 rank)
                   Shield Expert        (1 rank)
    Game #5: Normal - Elven Sorceress - Level 17 - Completed in about 6 hours.
    Character Statistics
    Experience   : 151,036
    Next Level   : 153,000
    Health       : 204/204
    Energy       : 202/202
    Armor        : 114
    Base Attack  : 15
    Damage       : 96-126 (Onyx Sword)
    Strength     : 22 (+6 hit/+6 dmg)
    Intelligence : 18 (+13 max energy)
    Wisdom       : 12 (+3% experience)
    Dexterity    : 14 (+2 armor)
    Constitution : 13 (+1 hit points)
    Charisma     : 15 (+10% buy/sell)
    Weapon       : Onyx Sword
    Chest Armor  : Full Plate Mail +5
    Shield       : Iron Shield +3
    Helmet       : Full Plate Helmet +5
    Gloves       : Full Plate Gloves +5
    Boots        : Jeweled Full Plate Boots +5
    Ring 1       : Ring of Strength +3
    Ring 2       : Ring of Strength +3
    Amulet       : Amulet of Rejuvenation +5
    Gold Pieces  : 64,772
    Skills       : Magic Missile        (1 rank)
                   Burning Hands        (3 ranks)
                   Melf's Acid Arrow    (2 ranks)
                   Fireball             (1 rank)
                   Ball Lightning       (4 ranks)
                   Intestinal Fortitude (5 ranks)
                   Willpower            (1 rank)
                   Meditation           (5 ranks)
                                        (6 ranks left in reserve)
                                   TABLE OF CONTENTS
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- GAME BASICS -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
    A. Background Story
    B. Controls
    C. Heroes of Baldur's Gate
    D. Character Statistics Screen
    E. Character Abilities
    F. Spells and Feats
    G. Weapon List
    H. Armor List
    I. Magical Items List (Rings and Amulets)
    J. Helpful Tips
    K. Combat Strategies
    -*-*-*-*-*-*-*-*-*-*-*-*-*-* ACT 1 - BALDUR'S GATE *-*-*-*-*-*-*-*-*-*-*-*-*-*-
    1-1. The Elfsong Tavern
    1-2. The Cellars
    1-3. The Sewers
    1-4. The Crypt
    1-5. The Thieves' Guild
    -*-*-*-*-*-*-*-*-*-*-*-* ACT 2 - THE SUNSET MOUNTAINS *-*-*-*-*-*-*-*-*-*-*-*-*
    2-1. Wind's Walk
    2-2. The Mining Camp
    2-3. Burning Eye Base
    2-4. Burning Eye Summit - Part 1
    2-5. Burning Eye Summit East
    2-6. Burning Eye Summit West
    2-7. Burning Eye Summit - Part 2
    2-8. Burning Eye Peak
    2-9. The Mines
    2-10. The Drow Underworld
    2-11. The Dark Forest
    2-12. Ice Cave
    -*-*-*-*-*-*-*-*-*-*-*- ACT 3 - THE MARSH OF CHERLIMBER -*-*-*-*-*-*-*-*-*-*-*-
    3-1. The Sunken Chapel
    3-2. Adderspine Road West
    3-3. Adderspine Road East
    3-4. Cherlimber's Crown
    3-5. Cherlimber's Keep Exterior
    3-6. Cherlimber's Keep Interior
    3-7. The Rotting Bog
    3-8. The Sinking Temple
    3-9. The Onyx Tower
    3-10. The Black Forge
    3-11. The Hall of Rememberance
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- SECRETS -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
    4-1. The Gauntlet
    5-1. Frequently Asked Questions
    6-1. Credits, acknowledgments and legal stuff
    A. Background Story
    [Taken from the game manual]
    NOTE: I think there's an error in the game manual. In the manual, they say that
    Eldrith's company was named the Bladed Crescent. However, once you meet Keledon
    in Act 3, he says her company's name was the Westering Sun. Keledon also calls
    one of the events "The Crescent Port Siege" while in the game manual, they call
    it "The Stillwater Port Siege". I've used the names in this section according
    to Keledon's story in Act 3, not from the game manual.
    Have you not heard of Eldrith the Betrayer, the Traitress of Swords, Eldrith
    of the Westering Sun? That she has been forgotten is an... irony of a sort.
    Eldrith was one of the greatest generals of the Sword Coast, commander of the
    Company of the Westering Sun, sworn sword and defender of Baldur's Gate. She
    served with honour and distinction in the first and last seasons of the
    Sundering War, the Crescent Port siege and finally, the campaign against the
    Black Horde. In all these battles, she was victorious.
    I do not know when pride burrowed into her heart, but it poisoned her. Eldrith
    had fought too many battles, achieved too many victories, and she had come to
    see the city of Baldur's Gate as her own.
    On the day of the Great Betrayal, Eldrith's company took the field against the
    Black Horde and scattered them, even though the orcs and goblins outnumbered
    her troops five to one. Still, in the rout, almost half their forces survived
    and fled the field. Eldrith was determined to pursue them. The Dukes of
    Baldur's Gate refused. Too many good soldiers had been lost, the Dukes told
    her. They - and the people - wanted no more of blood and death, and they felt
    the Horde would not return.
    Eldrith was furious. Even though she had lost many men, she felt it was better
    to deal a deathblow to the Horde and insure they never threatened Baldur's Gate
    again. And so she defied the Dukes, and led her soldiers to their deaths.
    Far from Baldur's Gate, she cornered the Horde in a narrow defile, but once
    their retreat was denied to them, they proved more vicious than we had
    anticipated. Eldrith, fearing of losing the field, sent a messenger back to
    Baldur's Gate for reinforcements before the Horde broke free of her trap. The
    reinforcements never came, and the Horde overran Eldrith's weakened troops.
    Eldrith survived... but many of the Company of the Westering Sun did not.
    Eldrith became a creature consumed by fury. Wounded, she returned to Baldur's
    Gate to demand an audience with the Dukes. Instead, she was met at the gates
    and told that for her disobedience upon the battlefield, the walls of Baldur's
    Gate would be forever closed to her and the Westering Sun.
    Eldrith gathered all of the Bladed Crescent who remained, all who had sworn to
    serve her, and she ordered her broken company to attack the walls of her
    city... she swore she would take it from the Dukes and put them to the sword.
    It would be justice, she said.
    Eldrith's attack was like a charge of a maddened animal. It was suicide.
    The Westering Sun were slain almost to the main, and they were driven from
    the city, hounded by the remaining troops of Baldur's Gate. They pursued
    Eldrith for leagues, all the way to the Marsh of Cherlimber. As the last of her
    soldiers floundered and died within the marsh, the soldiers closed upon her.
    She was no longer recognizable - blood caked her armor, her helmet, barely able
    to put one foot in front of the other - she was dying, but even in death, she
    still struggled onwards, fueled by her vengeance.
    Fearing her skills with the sword, the soldiers band did not approach within
    arm's reach of her - instead, they felled her from a distance with crossbow
    bolts. It was a cowardly execution, one without honor.
    As Eldrith fell, she cursed Baldur's Gate and all within it. And with her
    death, the Dark Alliance was born.
    B. Controls
    L1 button               Automap Toggle
    R1 button               Block/Parry
    L2 button               Drink Rejuvenation Potion
    R2 button               Drink Healing Potion
    R3 button               Reset camara angle
    X button                Attack
    Circle button           Use Feat or Cast Spell
    Triangle button         Jump
    Square button           Action/Talk
    SELECT button           Inventory screen/Character Statistics/Level up
    START button            Pause/Menu
    Directional buttons :
    Up/Down                 Toggle Spells and Feats List Up/Down
    Left/Right              Toggle between melee and ranged weapons
    Left analog stick       Move character around
    Right analog stick      Rotate camera angle
    C. Heroes of Baldur's Gate
    You can choose from three character classes in Baldur's Gate : Dark Alliance.
    [Some parts taken from the game manual]
    Vahn, the Arcane Archer
    Arcane Archers are archers known for their supernatural accuracy with a bow and
    the ability to imbue their arrows with magic. A fusion of skill and innate
    magical ability has turned them into fearsome and respected warriors. A good
    character for taking down opponents from a distance, the Arcane Archer employs
    a number of magical powers related to his archery skills, including the ability
    to enchant arrows with magical accuracy, create fire arrows, exploding arrows,
    and even fire off several arrows at once.
    Available Feats/Spells
    Accuracy, Targeting, Arcane Quiver, Flame Arrows, Ice Arrows, Shock Arrows,
    Hail of Arrows, Enchant Arrows, Exploding Arrows, Repulsion, Dodge, Deflect
    Missiles, Endurance, Toughness, Willpower, Meditation, Intestinal Fortitude,
    Combat Reflexes, Death Blow, Improved Critical.
    Kromlech, the Dwarven Fighter
    The youngest of the Bruenghor Clan in the Sunset Mountains, this gruff and
    opinionated dwarf is a fearsome warrior - tough, strong and devastating in
    combat when wielding melee weapons. A good character for hand-to-hand combat
    and sheer toughness, the dwarf also has access to a number of specialized
    fighting feats unavailable to the Arcane Archer and the Sorceress.
    Available Feats/Spells
    Dodge, Endurance, Toughness, Bull Rush, Accuracy, Targeting, Willpower,
    Meditation, Intestinal Fortitude, Combat Reflexes, Death Blow, Improved
    Critical, Sword and Fist, Improved Block, Shield Expert, Whirlwind Attack,
    Clangeddin's Fist.
    Adrianna, the Elven Sorceress
    A strikingly beautiful female elf with exotic features, the Elven Sorceress can
    create magic the way a poet creates poems, by drawing on the raw power within
    themselves... and unleashing it with devastating effects. The Sorceress has the
    ability to cast spells, an ability unavailable to the Dwarven Fighter or the
    Arcane Archer, and she has a number of specialized metamagic fields and spells
    available to her as she advances in level. Unlike the Dwarven Fighter or the
    Arcane Archer, however, the Sorceress cannot use weapons that require more than
    one hand such as two-handed swords and two-handed axes.
    Available Feats/Spells
    Magic Missle, Burning Hands, Melf's Acid Arrow, Fireball, Snowblind, Lightning
    Bolt, Otiluke's Icy Sphere, Ball Lightning, Fire Shield, Meteor Swarm,
    Mordenkainen's Sword, Intestinal Fortitude, Willpower, Meditation, Accuracy,
    D. Character Statistics Screen
    [Some parts taken from the game manual]
    This screen can be accessed by pressing the SELECT button. There are different
    tabs for each of the types of information presented.
    Carrying Capacity: On the main screen, in the top left corner, there's a
    percentage of the character's total carrying capacity. The number on the left
    is the current weight of the equipment and loot you are carrying. The number on
    the right is your total weight capacity. You cannot carry more than your total
    carrying capacity. Your carrying capacity can be increased with the Endurance
    feat (Arcane Archer and Dwarven Fighter only, see section 0-6. Spells and
    Gold Piece Total: To the left of the Carrying Capacity, there is the total
    number of gold pieces you are carrying. There is no limit to the number of gold
    pieces you can carry.
    Weapons Tab: You can view the weapons you carry on this screen. Weapons that
    are currently equipped have a green background. To equip/unequip a weapon,
    press the X button. To drop a weapon, press the Triangle button. You can only
    have one melee and one ranged weapon equipped at a time.
    Armor Tab: Here, you can view the armor you are carrying/wearing. You can wear
    shields, helmets, chest armor, gloves/bracers, leggings and boots. Equipping,
    unequipping and dropping armor is done the same way as with weapons.
    Potions/Magic Items Tab: This tab lists all of the potions and magic items your
    character is carrying. Potions include:
    - Healing Potions: These potions heal damage your character has taken. They
      come in many varieties, each which heals a varying amount of damage to your
      character (3 types of potions: Lesser, Normal and Extra Healing Potions).
    - Rejuvenation Potions: These potions can restore arcane energy (which is used
      when casting spells or using active feats). They also come in many varieties,
      each which restores a varying amount of arcane energy to your character
      (3 types of potions: Lesser, Normal and Extra Rejuvenation Potions).
    - Recall Potions: These potions can teleport your character to the nearest safe
      area (which may be many maps away from your current location). Within
      Baldur's Gate for example, recall potions teleport you back to the Elfsong
      Tavern. Please note that there are times in the adventure where recall
      potions can't be used, such as when a safe area hasn't been discovered yet in
      a new act of the game, for instance.
      You can use recall potions by pressing the START button and choosing the
      Recall option. Using the Recall option again will return you the the previous
      location, as long as you don't leave the area you have recalled to.
    Statistics Tab: This tab lists all of your character's abilities, which are
    explained in the Characters Abilities section (0-4).
    Journal Tab: Your current quests/tasks are listed here.
    Spells and Feats Tab: List of your character's spells, feats, and their
    respective ranks.
    E. Character Abilities
    [Taken from the game manual]
    There are a number of abilities that define your character:
    This measures your character's physical power. Characters with a high Strength
    have a better chance to hit opponents in melee combat, do more damage when they
    hit, and can carry more weight than weaker characters.
    This determines how well your character learns and reasons. The higher your
    character's Intelligence, the faster your arcane energy regenerates, and the
    more arcane energy points you gain each time you advance a level.
    This describes your character's willpower, common sense, perception and
    intuition. The higher your character's Wisdom, the more experience points your
    character will gain when they kill monsters and accomplish quests.
    This measures your character's hand-eye coordination, agility, reflexes and
    balance. Characters with a high Dexterity have a better chance to hit opponents
    with ranged weapons and have a better Armor Class.
    This represents your character's health and stamina. A high Constitution means
    your character will have more hit points and a faster hit point regeneration
    This measures a character's force of personality, persuasiveness, personal
    magnetism, and physical attractiveness. The higher your character's Charisma,
    the less trouble they will have buying and selling items at the local store or
    NOTE: As you gain levels, you will gain points to spend on increasing these
    abilities. Every four levels, you will be able to increase one of your ability
    scores. You get one point at level 4, one at level 8, one at level 12, etc.
    You get experience by either killing monsters and creatures or finishing the
    quests you receive. When playing in the 2-player game, the player that kills
    the monster gets 60% of the experience while the other gets 40%. However, the
    two players receive both 100% of quest experience point rewards.
    Next Level:
    The number of experience points needed to reach the next level of experience.
    Total number of hit points. Number on the left is your current total. Number
    on the right is your total. When a character has 0 hit points, he or she dies.
    Hit points can be recovered by either using Healing Potions or with time. High
    Constitution makes hit point regeneration faster.
    Arcane Energy:
    Total number of arcane energy points. Number on the left is your current total.
    Number on the right is your total. When a character has 0 arcane energy points,
    he or she won't be able to use spells or active feats. Arcane energy can be
    recovered by using Rejuvenation Potions or with time. High Intelligence makes
    arcane energy regeneration faster.
    This represents your character's Armor Class. The higher this score, the
    better. You can increase your AC by wearing armor, with a high Dexterity score
    and with the Dodge feat (Arcane Archer and Dwarven Fighter only, see section
    F. Spells and Feats).
    Base Attack:
    This is the bonus your character has to hit an opponent in combat. The higher,
    the better your chances of hitting your enemies. You can increase your Base
    Attack by going up levels, with a high Strength, with a magical weapon and with
    the Sword and Fist  feat (Dwarven Fighter only, see section 0-6. Spells and
    The amount of damage your character inflicts on a successful hit. The higher,
    the better. You can increase your Damage by going up levels, with a high
    Strength, with a magical weapon and with the Sword and Fist feat (Dwarven
    Fighter only, see section F. Spells and Feats).
    F. Spells and Feats
    [Some parts taken from the game manual]
    Spells and feats are special abilities your character gains, such as new attack
    types, additional hit points, and so on, that help to customize your character
    as you go up in levels. Each time you gain a level, you gain a number of skill
    points equal to the level you have just acquired. Therefore, you gain 2 points
    at level 2, 3 points at level 3, 4 points at level 4 and so on. Some spells
    and feats cost more points than others from skill level to skill level so it's
    sometimes a good idea to save points from a level for later on, once you level
    up again. Some spells and feats have more than one rank. The more points you
    place into a spell or feat, the more powerful it is. Certain spells and feats
    are only accessible to certain classes.
    There are two types of Feats in the game : Passive and Active.
    Passive Feats are always on and do not need to be activated.
    Passive Feats
    Accuracy: (All) Improves the accuracy of your ranged attacks. You'll find it
    much easier to wound creatures at a distance when you have this feat.
    NOTE : Vahn, the Arcane Archer, starts with one rank in this feat.
    Arcane Quiver: (Arcane Archer) This feat reduces the weight of arrows in your
    inventory, allowing you tol hold enough to take down an army.
    Combat Reflexes: (Arcane Archer and Dwarven Fighter) With this feat, your
    attack speed increases slightly, allowing you to hammer down your foes more
    Death Blow: (Arcane Archer and Dwarven Fighter) If you take the Death Blow
    feat, your critical hits will deal more damage.
    Deflect Missiles: (Arcane Archer) This feat gives you a chance of automatically
    blocking missile attacks. This is useful when a swarm of kobold archers
    suddenly pops up from around the corner.
    Dodge: (Arcane Archer and Dwarven Fighter) If you don't like being hit, take
    the Dodge feat. It gives you a +1 bonus to Armor Class and makes your enemies'
    lives much harder.
    Enchant Arrows: (Arcane Archer) With this feat, every normal arrow you fire
    becomes echanted, doing additional damage when it hits.
    Endurance: (Arcane Archer and Dwarven Fighter) Increases your carrying
    capacity, allowing you to haul more loot out of dungeons.
    Improved Block: (Dwarven Fighter) Improved Block allows you to block with a
    melee weapon, without having a shield equipped. Perfect for characters who
    prefer two-handed weapons but still want the ability to block when need be.
    Improved Critical: (Arcane Archer and Dwarven Fighter) Increases your chance
    of scoring a critical hit in combat, something your enemies won't care for too
    Intestinal Fortitude: (All) Intestinal Fortitude increases your health
    regeneration rate. This reduces the amount of time you have to spend to wait
    to get back up to full health in the dungeon.
    NOTE: Kromlech, the Dwarven Fighter, begins the game with one rank in this
    Meditation: (All) Increases your arcane energy regeneration rate. Just as
    Intestinal Fortitude aids your health recovery, Meditation reduces the amount
    of time you have to spend to wait to get back to full power in the dungeon.
    Shield Expert: (Dwarven Fighter) Your character really knows how to use a
    shield. This feat gives you an additional armor class bonus when you have a
    shield equipped.
    Sword and Fist: (Dwarven Fighter) This feat increases your chance to hit with
    melee weapons (Base Attack) and your damage.
    Targeting: (All) Helps you aim your ranged weapon by providing a targeting line
    on the screen.
    Toughness: (Arcane Archer and Dwarven Fighter) This feat grants you a
    permanent +3 hit points per rank bonus.
    Willpower: (All) This feat grants you a permanent +5 arcane energy points per
    rank bonus.
    Active Spells and Feats
    Active spells and feats need to be selected from the spell and feat list and
    activated by pressing the Circle button.
    Ball Lightning: (Sorceress) A ball of electricity travels forth from the
    caster, striking all nearby foes with lightning. Much like the Arcane Archer's
    Hail of Arrows feat, Ball Lightning helps you clear a room quickly.
    Bull Rush: (Dwarven Fighter) This is a short, powerful charge that inflicts
    tremendous damage. It costs arcane energy to use, but the results are worth it.
    Burning Hands: (Sorceress) The Sorceress automatically begins the game with
    this spell. When cast, Burning Hands turns the sorceress into a magical
    flamethrower, emitting a cone-shaped blast of fire from her hands to torch
    any enemies within range.
    Clangeddin's Fist: (Dwarven Fighter) A gift of the dwarven god Clangeddin, this
    feat allows you to strike the ground with a warhammer to smite your foes.
    Exploding Arrows: (Arcane Archer) Enchants arrows so that they explode when
    they strike a target. Perfect for scaterring large clumps of monsters quickly.
    Fire Shield: (Sorceress) This spells encircles the caster in a flaming wreath
    that damages any enemy that comes into contact with it. Perfect for those
    close-quarters combats when you're being mobbed from all sides.
    Fireball: (Sorceress) A D&D classic, a fireball is a burst of flame that the
    sorceress can hurl at a target. It detonates when it hits, doing damage to all
    creatures within its radius; the greater the number of ranks in the spell, the
    more damage it does.
    Flaming Arrows: (Arcane Archer) This feat grants a flaming aura to your arrows,
    causing them to do more damage when they hit.
    Hail of Arrows: (Arcane Archer) Allows you to fire multiple arrows at once,
    starting with two arrows at rank one, all the way up to six arrows at rank 5.
    This feat allows you to get more bang from your buck from any quiver of arrows
    you pick up in a dungeon.
    Ice Arrows: (Sorceress) This feat echants your arrows with an icy aura,
    increasing their damage and can freeze opponents struck by them.
    Lightning Bolt: (Sorceress) When cast, a bolt of lightning streaks from the
    sorceress toward a nearby enemy, inflicting electrical damage. At higher ranks
    of this spell, it evolves into chain lightning, allowing the sorceress to harm
    multiple enemies in the bolt's path.
    Magic Missile: (Sorceress) When used, a missile of magical energy darts forth
    and unerringly strikes a target. The Sorceress gains an additional magic
    missile for every two levels she is above the first (at 3rd level she fires
    two missiles, at 5th she fires three missiles) up to a maximum of 5 missiles.
    Melf's Acid Arrow: (Sorceress) Named for the famed elven adventurer Melf, this
    spell causes a magical arrow of acid to spring from the sorceress' hand, doing
    acid damage to any creature struck by it.
    Meteor Swarm: (Sorceress) When cast, the heavens open up and meteors rain down
    around the caster, doing tremendous damage to any enemies in range. This spell
    is the ultimate spell in the sorceress' arsenal, and puts the skies themselves
    at her command.
    Mordenkainen's Sword: (Sorceress) This spells summons a magical weapon of force
    to your aid, slashing at enemies within range. For every rank of this spell,
    the weapon and the damage it does improves.
    Otiluke's Icy Sphere: (Sorceress) This spells summons a sphere of intense cold
    to strike targets, doing frost damage and freezing targets in place.
    Repulsion: (Arcane Archer) Repulsion causes a ring of force to spread out from
    the archer, driving enemies away and doing damage to them in the process. It's
    useful for telling a horde of melee attackers to "back off."
    Shock Arrows: (Arcane Archer) This feat enchants arrows with an electrical
    aura, increasing the damage they do and shocking opponents. At higher levels,
    shock arrows gain an electrical trail that damages any enemies along their
    Snowblind: (Sorceress) A mysterious spell from the wizards of the Far North,
    Snowblind causes a cone of frost to shoot forth from the sorceress' hands,
    doing frost damage to any targets within range. It behaves similarly to
    Burning Hands, except that it also has the power to freeze enemies, reducing
    their movement rate and combat ability.
    Whirlwind Attack: (Dwarven Fighter) When you equip a two-handed axe or hammer,
    you can put this feat to good use. The whirlwind attack costs arcane energy to
    use, but it causes you to perform a devastating circular attack on any
    opponents within reach.
    G. Weapon List
    NOTE: Please note that my lists only include weapons and armors I found during
    my games (#1 and #2, I stopped compiling the lists after that). If any of you
    want to send me new items via e-mail to add to my lists, be my guest.
    NOTE: I will not include Keen weapons in this list seeing as the only change
    in the statistics of the weapon is that the weapon has an increased chance
    of scoring critical hits.
    Daggers                                        Damage   (1-handed, Weight: 1.0)
    Rusty Dagger                                      1-2
    Dagger                                            1-4
    Fine Dagger                                       2-6
    Dagger +1                                         2-5
    Masterwork Dagger                                 2-8
    Flaming Burst Dagger                             2-10
    Flaming Burst Dagger +1                          3-11
    Icy Burst Dagger of Defense +5                   7-21
    Flaming Burst Mithral Dagger                     6-30
    Icy Burst Mithral Dagger                         6-48
    Serrated Dagger                                     4
    Serrated Dagger +1                                  5
    Short Swords                                   Damage  (1-handed, Weight: 3.0)
    Rusty Short Sword                                 1-3
    Fine Short Sword                                  2-9
    Short Sword +1                                    2-7
    Short Sword +2                                    3-8
    Short Sword +3                                    4-9
    Short Sword +5                                   6-11
    Frost Short Sword                                2-18
    Masterwork Short Sword +1                        4-14
    Frost Short Sword +3                             5-21
    Flaming Masterwork Short Sword +1                6-26
    Adamantine Short Sword +2                       12-32
    Icy Burst Masterwork Short Sword +3             10-42
    Serrated Short Sword                                6
    Serrated Fine Short Sword +3                       14
    Long Swords                                    Damage  (1-handed, Weight: 4.0)
    Rusty Long Sword                                  1-4
    Long Sword                                        2-8
    Wounding Long Sword                               2-8
    Long Sword +1                                     3-9
    Fine Long Sword                                  3-12
    Flaming Long Sword +1                            4-15
    Masterwork Long Sword +1                         6-18
    Mithral Long Sword                               6-24
    Flaming Burst Masterwork Long Sword +1           8-30
    Flaming Burst Masterwork Long Sword of Def. +5  16-38
    Shock Fine Long Sword of Defense +3              9-53
    Icy Burst Mithral Long Sword +1                 12-63
    Serrated Long Sword                                 8
    Serrated Fine Long Sword                           12
    Scimitars                                      Damage  (1-handed, Weight: 4.0)
    Scimitar                                          5-7
    Wounding Scimitar                                 5-7
    Scimitar +2                                       7-9
    Scimitar +3                                      8-10
    Wounding Fine Scimitar                           8-11
    Flaming Scimitar                                 6-13
    Masterwork Scimitar of Speed +2                 14-18
    Mithral Scimitar +2                             21-27
    Icy Burst Fine Scimitar                          9-29
    Shock Scimitar +5                               11-36
    Frost Fine Scimitar of Defense +5               17-36
    Flaming Burst Mithral Scimitar +5               33-54
    Icy Burst Adamantine Scimitar +1                28-80
    Serrated Scimitar                                   7
    Serrated Scimitar +1                                8
    Bastard Swords                                 Damage  (2-handed, Weight: 10.0)
    Bastard Sword                                    8-18
    Flaming Burst Bastard Sword +1                  10-25
    Frost Bastard Sword +1                          10-31
    Wounding Mithral Bastard Sword of Defense +3    33-63
    Adamantine Bastard Sword +2                     40-80
    Shock Masterwork Bastard Sword of Defense +3    24-90
    Flaming Burst Adamantine Bastard Sword +3      48-108
    Flaming Adamantine Bastard Sword of Def. +5    56-116
    Icy Burst Adamantine Bastard Sword of Def. +3  48-132
    Shocking Burst Mithral Bastard Sword +5        42-141
    Serrated Bastard Sword of Defense +3               21
    Serrated Mithral Bastard Sword +3                  63
    Great Swords                                   Damage  (2-handed, Weight: 15.0)
    Great Sword +3                                  13-27
    Jeweled Great Sword +5                          15-29
    Masterwork Great Sword of Speed                 20-48
    Frost Adamantine Great Sword                   44-144
    Icy Burst Adamantine Great Sword +5            64-164
    Special Swords                                 Damage
    Onyx Sword                                     90-120  (1-handed, Weight: 10.0)
    Spears                                         Damage  (2-handed, Weight: 8.0)
    Rusty Spear                                       1-3
    Spear                                             2-6
    Spear +1                                          3-7
    Jeweled Fine Spear                                3-9
    Fine Spear +3                                    8-14
    Mithral Spear +1                                 9-21
    Masterwork Spear of Speed +3                    10-18
    Flaming Burst Masterwork Spear of Defense +5    16-34
    Shocking Burst Masterwork Spear +3              12-66
    Serrated Fine Spear                                 9
    Serrated Fine Spear +1                             11
    Clubs                                          Damage  (1-handed, Weight: 3.0)
    Worn Club                                         1-2
    Club                                              2-3
    Club +1                                           3-4
    Club +2                                           4-5
    Club +3                                           5-6
    Fine Club                                         3-5
    Fine Club of Disruption                           3-5
    Masterwork Club                                   4-6
    Shock Fine Club                                  5-41
    Spiked Club                                         3
    Spiked Club +1                                      4
    Spiked Masterwork Club                              6
    Spiked Club of Disruption                           3
    Spiked Fine Club of Disruption                      5
    Spiked Fine Club of Disruption +1                   6
    Maces                                          Damage  (1-handed, Weight: 6.0)
    Rusty Lt. Mace                                    1-3
    Lt. Mace                                          1-6
    Lt. Mace of Disruption                            1-6
    Lt. Mace +1                                       2-7
    Lt. Mace +3                                       4-9
    Fine Lt. Mace                                     2-9
    Masterwork Lt. Mace                              2-12
    Masterwork Lt. Mace of Disruption                2-12
    Flaming Masterwork Lt. Mace                      4-24
    Flaming Burst Mithral Lt. Mace +2               12-42
    Flaming Burst Mithral Lt. Mace of Defense +5    21-51
    Shocking Burst Masterwork Lt. Mace +5           14-70
    Shocking Burst Mithral Lt. Mace +3              15-99
    Spiked Lt. Mace +1                                  7
    Morning Stars                                  Damage  (1-handed, Weight: 12.0)
    Morning Star                                     8-12
    Morning Star of Disruption                       8-12
    Morning Star of Disruption +1                    9-13
    Morning Star +2                                 10-14
    Fine Morning Star                               12-18
    Masterwork Morning Star +1                      18-26
    Masterwork Morning Star of Disruption +1        18-26
    Frost Morning Star of Defense +5                14-29
    Masterwork Morning Star of Disruption +5        26-34
    Flaming Burst Mithral Morning Star +1           30-57
    Mithral Morning Star of Disruption +3           33-45
    Flaming Burst Mithral Morning Star of Def. +3   36-63
    Staves                                         Damage  (2-handed, Weight: 4.0)
    Worn Staff                                        1-3
    Staff                                             1-6
    Staff of Disruption                               1-6
    Jeweled Staff of Defense +1                       2-7
    Fine Staff                                        2-9
    Fine Staff of Disruption                          2-9
    Jeweled Staff +3                                  4-9
    Masterwork Staff                                 2-12
    Fine Staff +2                                    5-12
    Oak Staff                                        4-24
    Flaming Burst Darkwood Staff                     6-36
    Wounding Oak Staff of Defense +5                24-44
    Shocking Burst Darkwood Staff +1                 9-93
    Spiked Staff                                        6
    Spiked Staff of Disruption                          6
    Spiked Staff +2                                     8
    Spiked Fine Staff of Disruption +3                 14
    Warhammers                                     Damage  (2-handed, Weight: 8.0)
    Rusty Warhammer                                   1-4
    Warhammer                                         1-8
    Warhammer of Disruption                           1-8
    Warhammer +1                                      2-9
    Warhammer of Disruption +2                       3-10
    Warhammer of Disruption +5                       6-13
    Fine Warhammer                                   2-12
    Fine Warhammer of Defense +1                     3-14
    Masterwork Warhammer                             2-16
    Frost Masterwork Warhammer +2                    8-44
    Shock Masterwork Warhammer +3                   10-70
    Shocking Burst Mithral Warhammer +3            15-105
    Spiked Warhammer                                    8
    Spiked Warhammer of Disruption +1                   9
    Halberds                                       Damage  (2-handed, Weight: 18.0)
    Halberd                                          2-24
    Halberd of Defense +4                            6-28
    Wounding Fine Halberd of Defense +5             11-44
    Icy Burst Fine Halberd +5                       12-62
    Adamantine Halberd of Speed +3                 20-108
    Handaxes                                       Damage  (1-handed, Weight: 5.0)
    Rusty Handaxe                                     1-3
    Handaxe                                           1-6
    Handaxe +1                                        2-7
    Fine Handaxe                                      2-9
    Fine Handaxe +1                                  3-11
    Mithral Handaxe                                  3-18
    Flaming Handaxe +3                               5-15
    Icy Burst Handaxe +2                             4-20
    Wounding Mithral Handaxe of Defense +5          18-33
    Shock Fine Handaxe of Defense +5                11-53
    Shock Masterword Handaxe of Defense + 5         14-70
    Battle Axes                                    Damage  (2-handed, Weight: 7.0)
    Rusty Battle Axe                                  2-6
    Battle Axe                                       4-12
    Battle Axe +1                                    5-13
    Battle Axe +2                                    6-14
    Fine Battle Axe                                  6-18
    Fine Battle Axe +!                               8-20
    Flaming Burst Battle Axe +1                      6-19
    Shock Battle Axe +3                              8-39
    Icy Burst Mastework Battle Axe +2               14-52
    Shocking Burst Mithral Battle Axe +3           24-117
    Great Axes                                     Damage  (2-handed, Weight: 20.0)
    Mithral Great Axe +1                            39-51
    Jeweled Adamantine Great Axe +2                 56-72
    Flaming Mithral Great Axe +5                    54-81
    Shock Mithral Great Axe +3                     48-129
    Serrated Great Axe                                 16
    Shortbows                                      Damage  (2-handed, Weight: 2.0)
    Worn Shortbow                                     2-4
    Shortbow                                          4-8
    Shortbow +1                                       5-9
    Wounding Shortbow +1                              5-9
    Shortbow +3                                      7-11
    Flaming Shortbow                                 5-14
    Flaming Shortbow +2                              7-16
    Fine Shortbow +1                                 8-14
    Fine Shortbow +2                                 9-15
    Masterwork Shortbow +1                          10-18
    Frost Fine Shortbow +3                          12-35
    Frost Masterwork Shortbow +2                    14-44
    Masterwork Shortbow +4                          16-24
    Icy Burst Darkwood Shortbow +3                  24-69
    Shock Masterwork Shortbow +5                    20-74
    Icy Burst Oak Shortbow +5                      40-100
    Shocking Burst Darkwood Shortbow +5            30-111
    Shock Oak Shortbow of Defense +3               32-140
    Weapon Special/Magical Attributes
    Rusty      : This weapon causes half damage to creatures.
    Worn       : This weapon causes less damage than the normal version.
    Fine       : This weapon causes more damage than the normal version.
    Mithral    : This weapon causes more damage than the normal version.
    Masterwork : This weapon causes more damage than the normal version.
    Adamantine : This weapon causes more damage than the normal version.
    Darkwood   : This weapon causes more damage than the normal version.
    Oak        : This weapon causes more damage than the normal version.
    Spiked     : This weapon causes a fixed amount of damage.
    Serrated   : This weapon always causes the maximum amount of damage.
    Jeweled    : This weapon is worth more gold when sold.
    Burst      : This weapon causes extra elemental damage on a critical hit.
    Fire       : This weapon causes fire damage to an opponent when it hits.
    Flaming    : This weapon causes extra fire damage on a critical hit.
    Frost      : This weapon causes frost damage to an opponent when it hits.
    Icy        : This weapon causes extra frost damage on a critical hit.
    Shock      : This weapon causes electrical damage to an opponent when it hits.
    Shocking   : This weapon causes extra electrical damage on a critical hit.
    Keen       : This weapon has an increased chance of scoring critical hits.
    Disruption : This weapon can destroy undead creatures if hit strongly enough.
    Defense    : This weapon raises your AC by +X points.
    Wounding   : This weapon causes extra poison/wounding damage.
    Speed      : This weapon has an increased attack rate.
    NOTE: You'll notice that magical weapons have a blueish glow to them.
    H. Armor List
    Chest Armor                        AC  Weight
    Clothes                             0     5.0
    Worn Padded Armor                   5    12.0
    Padded Armor                        6    12.0
    Elven Padded Armor                  6     6.0
    Jeweled Padded Armor +1             7    12.0
    Padded Armor +1                     7    12.0
    Padded Armor +2                     8    12.0
    Padded Armor +3                     9    12.0
    Leather Armor                       9    15.0
    Leather Armor +1                   10    15.0
    Studded Leather Armor              12    17.0
    Studded Leather Armor +1           13    17.0
    Studded Leather Armor +3           15    17.0
    Scale Mail                         21    30.0
    Scale Mail +1                      22    30.0
    Elven Scale Mail +2                23    15.0
    Chain Mail                         24    40.0
    Chain Mail +2                      26    40.0
    Chain Mail +3                      27    40.0
    Half Plate Mail                    30    46.0
    Full Plate Mail                    39    50.0
    Full Plate Mail +3                 42    50.0
    Full Plate Mail +5                 44    50.0
    Boots                              AC  Weight
    Cloth Boots                         0     3.0
    Worn Leather Boots                  1     2.0
    Padded Boots                        1     2.0
    Padded Boots +1                     2     2.0
    Padded Boots +2                     3     2.0
    Leather Boots                       2     2.0
    Leather Boots +1                    3     2.0
    Studded Leather Boots               3     3.5
    Studded Leather Boots +1            4     3.5
    Jeweled Studded Leather Boots +1    4     3.5
    Studded Leather Boots +3            6     3.5
    Scale Boots                         5     3.0
    Scale Boots +1                      6     3.0
    Scale Boots +5                     10     3.0
    Chain Boots                         7     4.0
    Chain Boots +2                      9     4.0
    Chain Boots +5                     12     4.0
    Half Plate Boots                    9     5.0
    Half Plate Boots +1                10     5.0
    Half Plate Boots +3                12     5.0
    Half Plate Boots +4                13     5.0
    Half Plate Boots +5                14     5.0
    Full Plate Boots                   12     6.0
    Full Plate Boots +3                15     6.0
    Full Plate Boots +5                17     6.0
    Gloves/Bracers                     AC  Weight
    Cloth Bracers                       0     1.0
    Worn Leather Gloves                 1     1.0
    Padded Gloves                       1     1.0
    Padded Gloves +1                    2     1.0
    Padded Gloves +2                    3     1.0
    Leather Gloves                      2     1.0
    Leather Gloves +2                   4     1.0
    Studded Leather Gloves              3     2.0
    Studded Leather Gloves +1           4     2.0
    Studded Leather Gloves +3           6     2.0
    Scale Gloves                        5     2.0
    Scale Gloves +1                     6     2.0
    Scale Gloves +2                     7     2.0
    Scale Gloves +4                     9     2.0
    Chain Gloves                        7     2.0
    Chain Gloves +1                     8     2.0
    Chain Gloves +5                    12     2.0
    Half Plate Gloves                   9     4.0
    Half Plate Gloves +5               14     4.0
    Full Plate Gloves                  12     4.0
    Full Plate Gloves +5               17     4.0
    Helmet                             AC  Weight
    Worn Padded Helmet                  0     1.0
    Worn Leather Helmet                 1     1.0
    Padded Helmet                       1     1.0
    Padded Helmet +1                    2     1.0
    Padded Helmet +2                    3     1.0
    Elven Padded Helmet +1              2     0.5
    Leather Helmet                      2     1.0
    Leather Helmet +1                   3     1.0
    Leather Helmet +5                   7     1.0
    Studded Leather Helmet              3     2.0
    Studded Leather Helmet +1           4     2.0
    Studded Leather Helmet +2           5     2.0
    Scale Helmet                        5     3.0
    Scale Helmet +1                     6     3.0
    Chain Helmet                        7     4.0
    Chain Helmet +1                     8     4.0
    Chain Helmet +4                    11     4.0
    Half Plate Helmet                   9     7.0
    Half Plate Helmet +1               10     7.0
    Half Plate Helmet +3               12     7.0
    Half Plate Helmet +5               14     7.0
    Full Plate Helmet                  12     8.0
    Shields                            AC  Weight
    Worn Wooden Shield                  1     5.0
    Wooden Shield                       2     5.0
    Wooden Shield +1                    3     5.0
    Wooden Shield +2                    4     5.0
    Iron Shield                         4    15.0
    Iron Shield +1                      5    15.0
    Iron Shield +2                      6    15.0
    Armor Special Attributes
    Elven      : This piece of armor weighs half the normal amount.
    Jeweled    : This piece of armor is worth more money when you sell it.
    NOTE: You'll notice that magical armor items have a blueish glow to them.
    I. Magical Item List (Rings and Amulets)
    TIP: Mundane rings and amulets, just like jewels like rubies, can be sold for
    extra gold. Make sure to sell them whenever you visit a merchant. It also might
    be a good idea to sell off weaker magical rings and amulets once you get more
    powerful ones.
    Rings                          Effects
    -----------------------------  -----------------------------------------------
    Ring of Protection +1          Raises AC by 1 point.
    Ring of Protection +3          Raises AC by 3 points.
    Ring of Protection +5          Raises AC by 5 points.
    Ring of Regeneration +1        Accelerates health regeneration.
    Ring of Regeneration +5        Accelerates health regeneration.
    Ring of Rejuvenation +5        Accelerates mana regeneration.
    Ring of Strength +3            Raises Strength by 3 points.
    Ring of Strength +4            Raises Strength by 4 points.
    Ring of Strength +5            Raises Strength by 5 points.
    Ring of Dexterity +2           Raises Dexterity by 2 points.
    Ring of Dexterity +4           Raises Dexterity by 4 points.
    Ring of Dexterity +5           Raises Dexterity by 5 points.
    Ring of Constitution +1        Raises Constitution by 1 point.
    Ring of Constitution +4        Raises Constitution by 4 points.
    Ring of Constitution +5        Raises Constitution by 5 points.
    Ring of Intellect +5           Raises Intelligence by 5 points.
    -----------------------------  -----------------------------------------------
    Amulets                        Effects
    -----------------------------  -----------------------------------------------
    Amulet of Protection +2        Raises AC by 2 points.
    Amulet of Protection +4        Raises AC by 4 points.
    Amulet of Regeneration +3      Accelerates health regeneration.
    Amulet of Regeneration +5      Accelerates health regeneration.
    Amulet of Rejuvenation +5      Accelerates mana regeneration.
    Amulet of Strength +1          Raises Strength by 1 point.
    Amulet of Strength +2          Raises Strength by 2 points.
    Amulet of Strength +5          Raises Strength by 5 points.
    Amulet of Dexterity +1         Raises Dexterity by 1 point.
    Amulet of Dexterity +2         Raises Dexterity by 2 points.
    Amulet of Constitution +2      Raises Constitution by 2 points.
    Amulet of Constitution +3      Raises Constitution by 3 points.
    Amulet of Constitution +5      Raises Constitution by 5 points.
    Amulet of Intellect +2         Raises Intelligence by 2 points.
    Amulet of Intellect +4         Raises Intelligence by 4 points.
    Amulet of Intellect +5         Raises Intelligence by 5 points.
    -----------------------------  -----------------------------------------------
    J. Helpful Tips
    1. In the beginning of the game, your character is weak. If you get swarmed
       by many enemies, retreat to a safe place and fight them one by one. This
       also allows you to recuperate your hit points and arcane energy.
    2. Smash and break everything you can. Barrels, urns, crates and vases
       sometimes contain gold pieces and other useful items.
    3. Watch out for exploding barrels. If you approach a barrel and it says
       'Ignite', wait for the right moment and ignite it with the Square button
       when enemies are near it. Make sure to be far away from the exploding
    4. Save often. As in any game of this type, saving your game often is a
       necessity. Contrary to some other RPG games, there is no penalty in this
       one for saving often so use it well.
    5. Recall potions are useful, especially in the later parts of the game where
       convenient exits back to a safe point aren't near. Always make sure to carry
       at least 4 or 5 recall potions on you at all times. Also, remember that you
       can use a recall potion when you're in a safe point to return to your
       spot in the dungeon or wilderness.
    6. Use the map. It's an often forgotten extra feature in games like these.
       Using it makes the game a bit easier but it's useful whenever you are lost
       in a dungeon or the wilderness somewhere.
    7. Gems in this game are only useful for one thing: extra gold. Sell them if
       you ever get any, you won't be able to use them anywhere. Gems become more
       useful in the sequel (which is great, by the way).
    NOTE: Look for more helpful tips and hints scattered throughout this document.
    K. Combat Strategies
    Dwarven Fighter
    Of course, the Dwarven Fighter's speciality is melee combat. His Sword and Fist
    feat can wreak havoc on enemies really quickly. When you play this class, you
    can expect to be in melee combat for most, if not all of the game. No real
    strategies here except to be careful about not being swarmed by enemies too
    much. When faced with multiple enemies, retreat to a safe distance, preferably
    a doorway or a narrow space and let the enemies come at you one by one.
    Arcane Archer
    As the name of the class implies, this character's speciality is ranged combat.
    I've played only one game so far with this class and the feat that impressed
    me the most was Hail of Arrows. With many ranks in this feat, your Archer can
    be very deadly. Be careful about using the Archer in melee combat, however.
    Even though he can handle himself quite well with a melee weapon, he tends to
    generally have a lot less hit points than say the Dwarven Fighter. Beware the
    swarming monsters and the heavy hitters like the golems in the latter part of
    the game.
    Elven Sorceress
    Well, she's not much of a fighter but she makes up for it with very potent
    magic spells. My favorite is Ball Lightning, with 5 ranks, it causes 180 points
    of damage per -second-, wreaking havoc on large groups of enemies. Fireballs
    are tricky because they can damage you if you shoot them while too close to
    your foes. Melf's Acid Arrow is a good starting spell. As with all classes,
    the trick is to not get swarmed by enemies and with Adrianna, it's very
    important since she's the weakest of the 3 characters and can easily be killed
    by large groups of enemies. Retreat back to a safe place (especially narrow
    corridors) and cast spells at your enemies from a distance. She can't use
    great weapons like two-handed swords and two-handed axes at all in the game,
    so that's a fairly big weakness on the melee side. Lastly, she doesn't have
    access to the Endurance feat, so you'll find yourself returning to town very
    often to sell extra stuff and restock on potions.
                       A C T   1   -   B A L D U R ' S   G A T E
    1-1. The Elfsong Tavern
    After entering the tavern, you speak to the half-elven bartender, Lady Alyth.
    She tells you about the eerie song being sung by the elf maiden spirit. You
    ask her about the thieves that attacked you in the streets. She says they
    might be members of a new thieve's guild in Baldur's Gate. It seems this new
    thieve's guild is at war with the old thieve's guild. She warns you about them.
    You insist on finding them. She suggests you try the sewers. She thinks they
    are using them to move around the city and that maybe that's why there are
    sewer rats being driven to the surface. She says there's a gate in the cellar
    of the tavern but that the door that leads to it is locked. She proposes a
    deal. If you help her clear out the rats that are infesting the cellars of her
    tavern, she'll give you the key that leads to the sewer gate and a few gold
    pieces to help you get back on your feet. You accept the deal. The door to the
    cellar is locked and she says you can get the key from Ethon.
    Go talk to the guy standing next to Alyth near the bar. His name is Ethon and
    he's a regular of the Elfsong Tavern. You ask him to get the key that leads to
    the cellar, telling him about the deal you made with Alyth. You ask him about
    the thieves that attacked you in the streets. You insist that you wish to find
    them, even after he warns you to stay away from them. He also warns you about
    the rats in the sewers. He gives you the key to the cellar and a dagger. He
    asks that you don't stay down there too long or he'll have to come get you.
    Sleeping at a table, you can try talking to him but he won't respond.
    This man is standing near the door to the cellar. You ask him about the thieves
    that are in Baldur's Gate. He tells you about Alyth cutting him off from
    spending gold at her bar. With the cellars locked, he can't get a bottle to
    tide him over. He asks you to find a bottle for him. He says he'll make it
    worth your while.
    Bartley the Shop Keeper
    Bartley has set up shop inside of the tavern because of the thieve's guilds
    war. You can buy weapons, armor, potions and other equipment from Bartley. You
    can also sell off excess equipment to him to get gold to purchase better
    weapons and armor. However, you have no gold to start with.
    Head down to the cellar by unlocking the door next to Nebbish and going down
    the ladder.
    1-2. The Cellars
    TIP: The first act of the game is extremely straightforward. If you ever get
    lost in the cellars, sewers, crypt or thieve's guild, I pity you, very much. ;)
    This game features one of the best auto-map features I've seen in recent
    memory. Use it often whenever you're not sure about where you are and where you
    are going. I suggest you put the map in the top right corner of the screen
    because having the map over the main screen can get distracting after a while.
    Navigate through the cellars, killing rats, breaking every barrel and urn you
    encounter, looking out for gold pieces and potions. Keep an eye out for
    treasure chests containing among other things, gold pieces, a Rusty Short
    Sword, a Ruby and a Worn Wooden Shield. After killing all of the rats, you can
    either go back up to the tavern to collect your reward from Alyth, sell some
    stuff and buy new equipment or you can continue exploring. You'll encounter
    kobolds further into the cellars. Be on the lookout for the wine bottle for
    Nebbish. You find a Rusty Long Sword and a Rusty Battle Axe in treasure chests
    along the way. You'll also encounter some spiders down in the cellar. Be
    careful to not let them swarm you. You should eventually reach a locked door
    that leads to the sewers. Before heading back up (either by walking back or by
    using a Recall potion), make sure to search for the secret passage in the north
    of that room. It leads to a room with loot inside. Go back to the tavern.
    Talk to Alyth. She asks you if you saw Ethon down in the cellars. He followed
    you down there not long ago to look for you. She's worried that he might be
    lost or that he even wandered down into the sewers. You tell Alyth that you'll
    look for Ethon down in the sewers. She gives you 75 gold pieces for the reward
    and the key that leads to the sewers. You also gain 200 experience points for
    completing her quest.
    Talk to Nebbish. Give him the wine bottle you found in the cellars. He gives
    you an Extra Healing Potion in thanks. You also gain 100 experience points for
    completing this quest.
    Finally, before heading to the sewers, sell off your excess equipment and
    jewels to Bartley and purchase better weapons and armor, if you can. I suggest
    you sell off all your Rejuvenation Potions for extra money, unless you're using
    the Sorceress.
    1-3. The Sewers
    TIP: If you head back down the cellars on your way to the sewers, keep an eye
    out for any left over barrels, crates and urns you might have missed during
    your first trip. Also, there are some random gold pieces lying on the ground.
    When you first enter the sewers, you see a cutscene with Karne, the thief that
    attacked you in the streets. He has captured Ethon. Karne orders a thief to
    take an orb to the shrine of Ilmater.
    Sewers Level 1
    You'll encounter rats when you first enter the sewers. Beware of the kobolds in
    the next room. Some of them wield spears. To proceed further, you'll need to
    push a lever in the adjoining room. This will slide open the door, allowing you
    access to the next room. There will be four kobolds throwing spears at you
    behind some crates. Head into the waterway and you'll encounter some more rats
    and kobolds. Watch out for the bugbear leading a small group of kobolds in one
    of the rooms. Beware the large group of spear-wielding kobolds waiting for you
    at the end of the big hallway. Retreat back into the safety of the crates and
    boxes if you need a breather. Pull the 3 levers in this room to open the door
    to the next area. Battle some rats in the shallow water. Climb up the crates
    and jump to get to the crate pile with two chests on top. There's also another
    treasure chest atop a crate pile further on. Climb up the crates again to get
    to the next area. There will be a bugbear and a few kobolds waiting for you.
    Continue in the sewers, fighting kobolds along the way. You'll arrive in a big
    room with shallow water. Spear-throwing kobolds are in the middle of the pool.
    Get to them quickly. From there, head east, pushing the crates out of your way.
    You'll find your way to a small complex filled with kobold bodies. In one of
    the rooms, you'll encounter a giant rat. Make sure to loot all of the bodies
    of the dead kobolds on the way. Head back to the big room, save your game and
    go north, pulling the lever to open the door. You'll encounter another bugbear.
    In the next big room, you'll encounter the bugbear chieftain you saw conversing
    with Karne in the previous cutscene. He orders his kobolds to attack.
    | BOSS: Bugbear Chieftain |
    Actually, the biggest threat to this boss are his kobold lackeys. Don't let
    them swarm you. Just hack away at the kobolds, taking shelter if they outnumber
    you too much. Once the kobolds are out of the way, hack away at the bugbear
    chieftain and he'll eventually die. Keep an eye on your Health Bar at all
    times, drinking Healing Potions when necessary. You'll find a prison cell key
    on the chieftain's body.
    After defeating the bugbear chieftain and the kobolds, loot the room. Head to
    the east and you'll find cells. Ethon is in the middle cell. Open the cell door
    with the key you found on the chieftain to rescue him. He's grateful for the
    rescue. He felt guilty about you heading down in the sewers so he decided to
    follow you down. No sooner did he enter the sewers that he was knocked down by
    kobolds and brought to this prison cell. He used the entrance to the sewers in
    the city to reach the sewers. He admits he was once a thief in the old guild
    but has long since retired. He managed to pick a key on the bugbear chieftain
    that might lead deeper into the sewers. He also overheard a conversation
    between some thieves about something they're planning. He doesn't know what but
    he says you'll have to head deeper into the sewers to discover what. He says
    he'll meet up with you in the Elfsong Tavern and that you should come back to
    him once you learn what the thieves are up to.
    At this point in the game, you should have achieved level 3 of experience.
    However, you might be carrying a lot of loot that you could sell off. Climb the
    stairs in the room where you fought the chieftain and the kobolds to head back
    to the city and go back to the Tavern to sell the stuff to Bartley.
    Elfsong Tavern
    Talk to Ethon and he'll offer you 100 gold coins and an Amulet of Dexterity +1
    for rescuing from the sewers. You also get 200 experience point as a quest
    reward. Talk to Alyth and she'll also offer you 200 gold coins for your
    troubles. You'll also get 300 experience points as a quest reward. Finally,
    you'll notice two new patrons in the tavern.
    Talk to Ipswitch. He came to Baldur's Gate to pay his respects at the Shrine
    of Suffering, the Temple of Ilmater. He came to find the temple sealed. He
    fears that something bad has happened but he doesn't know what. He wanted to
    visit the shrine to pay his respects to his brother and to take his medallion
    back with him. It was always his brother's intention to pass the medallion down
    to the family and since Ipswitch has a son now, he wishes to hand him the
    medallion. However, since the temple is sealed, he doesn't know what to do.
    Offer your help in retrieving the medallion.
    Talk to Osala. She wants to be left alone. She seems distraught and is waiting
    for someone, her man, Keissen. He left for an expedition to a place called the
    Battles of the Bones, in the North, but he hasn't returned. He'd been asked to
    retrieve an orb by someone and was getting paid handsomly for it. She said that
    before he left, he acted strange around her, almost hypnotized, like he was
    charmed or something. He was obsessed with finding his orb for his new
    employer. She says they agreed to meet here, in the Elfsong but she hasn't
    heard from him. She fears that orb he recovered might have done something
    horrible to him. You offer to tell her about Keissen should you see or hear of
    When you are ready to proceed, go back to the room in the sewers and open the
    door leading north. You'll find stairs leading to the second level of the
    Sewers Level 2
    Head north and you'll encounter some bugbears. In the water-filled room, you'll
    fight some gelatinous cubes, which usually bear some good items worth looting.
    Head east and you'll fight some bugbears and kobolds. You'll also encounter
    green slimes for the first time. At the save pedestal, head east, passing by
    steam pipes. You'll fight more green slimes. Pull the lever in the room at the
    end. Head back west and go north, watching out for the steam coming out of the
    pipes again. At the crossroads, head west and fight a gelatinous cube. Back at
    the crossroads, head north. More green slimes and gelatinous cubes. You'll
    reach a circular room with a pool of water. Green slimes and chest. Exit room
    and head east. At the end of the hallway, watch out for the room filled with
    green slimes. Retreat if low on health to drink healing potions. Pull the lever
    in the small room. Go back to crossroads. Head west. Even more of the slimey
    creatures. You'll notice a save pedestal to the north with closed doors. Head
    east to find yet another circular room with a pool. More green slimes that
    surround another lever. Pull it and head back to the save pedestal to go north,
    through the now opened doors. You'll reach a staircase that leads to a crypt.
    Climb down.
    You'll see another cutscene with Karne discussing with his employer. They
    discuss the magical orb that the thief is bringing to the crypt. His employer
    asks to bring him the prisoner. Karne admits that the prisoner has been rescued
    and his employer isn't happy. He orders Karne to have his men search the
    1-4. The Crypt
    NOTE: After playing for a while, you should now be accustomed to using the map
    feature in the game to find where you are where you need to go. Therefore, to
    not bog down this document too much, I'll skip giving directions unless some
    are absolutely needed.
    TIP: Try to avoid using slashing or piercing weapons in the crypt since the
    skeletons are strong against those types of weapons. Use blunt weapons like
    maces, clubs or morningstars. Also, if you've found a good blunt weapon that
    has the Disruption magical ability, equip it now.
    Crypt Level 1
    Explore the rooms in the crypts, watching out for the zombies and skeletons.
    You'll encouter a priest of Ilmater named Fayed. He tends the crypts and
    performs burial rites here at the Shrine of Suffering, the Temple of Ilmater
    in Baldur's Gate. He's distraught about a strange set of tracks he found that
    lead to a strange magical orb. He escaped when he noticed undead walking
    around. He sealed off this level. However, undead creatures still lurk on this
    level. He mentions the way he barricaded this level by knocking off urns from
    their pedestals to seal off the lower levels of the crypt. He believes the
    undead are coming from that strange orb down in the crypts. You can ask Fayed
    to heal you. You agree to seek out and destroy the foul orb that's raising all
    of the undead in the crypts.
    Continue exploring the crypt, watching out for the skeleton archers along the
    way. You'll notice some tracks on the crypt floor at regular intervals. Seems
    someone has passed through here recently. You can follow the trail if you wish
    but you'll lose it sometimes. Explore all the rooms and passages of the crypt,
    cleaning out every undead creature you find. When you get to the large room
    with the save pedestal in the middle, save and head east. You'll find another
    large room with undead creatures. Go to the end of the room and keep an eye out
    for the medallion for Ipswitch on top of a stone coffin lid. Go back to the
    room with the save pedestal and head north. Watch out for the large group of
    skeleton archers in the next room. You'll notice three urns lying on the ground
    which you can push. For now, climb the stairs leading back up to town. The
    stairs will come out near the Temple of Ilmater, on the surface. Head to the
    Elfsong Tavern.
    Elfsong Tavern
    Give the medallion to Ipswitch and he'll offer his thanks and a very potent
    weapon to use against the undead, a Lt. Mace of Disruption +1. You also get 300
    experience points as a quest reward. Sell off your extra stuff.
    TIP: If you have enough money, buy the suit of Scale Mail. The undead creatures
    will have a hard time hitting you if you're wearing Scale Mail.
    Once back in the crypt, push the three urns onto the stone squares at the north
    end of the room. You might need to place them in a certain order. The order is
    random (apparently) so place each urn one by one on the squares. You'll hear a
    faint clicking sound when you've placed an urn on the right spot. The stone
    disk covering the stairs leading to the second level of the crypt will slide
    open, allowing you access. Climb down the stairs.
    Crypt Level 2
    From the stairs, head west then north. You'll pick up the trail again. Destroy
    the undead creatures in your path. At the intersection, go east and west to
    small alcoves with undead, then head north. Another large room with more undead
    creatures. Keep an eye out for one of the chests at the end of the room, near
    the save pedestal. It contains a very useful Morning Star of Disruption +1.
    Continue heading north and reach the next save pedestal. Boss fight coming up.
    Head north. You'll enter the Chamber of Ashes that Fayed talked about. In the
    middle of the room, there lies the strange orb that seems to be animating the
    undead in the crypt. It rises up and suddenly, skeletons surround you...
    | BOSS: Orb of the Undead |
    First, attack the orb while it's low on the pedestal. Eventually, it will rise
    up into the air and summon skeletons to attack you. Defeat the skeletons and
    the orb will lower itself again. Attack it again. It will summon a few waves
    of skeletons. After hitting the draining the orb's energy by attacking it, it
    will shatter. Just make sure not to let the skeletons gang up on you, moving
    away if need be.
    Once you've destroyed the orb, Fayed enters the room. He wonders where that orb
    came from. You search the body of a thief that's lying on the ground. You find
    a map of the sewers on him. You swear to Fayed that you'll find those
    responsible for this horrible act. He appreciates your help, offers you an
    Amulet of Protection +2 for your efforts and says he'll consult with his
    colleagues concerning this matter. He says to watch for a messenger at the
    Elfsong Tavern if they ever find out more info. You gain 750 experience points
    as a quest reward for destroying the Orb of the Undead. You can either walk
    back to the stairs leading up to town or use a recall potion to return to the
    Elfsong Tavern.
    Elfsong Tavern
    First, go talk to Osala and mention the body of the thief you found in the
    crypt. She'll thank you for putting her soul at ease and offer you a Ring of
    Protection +1 as thanks. You get 750 experience points as a quest reward.
    You'll notice a new male patron standing next to Ethon at the bar and another
    female patron on the other side of the bar, near the save pedestal. Talk to
    Alyth first. She says the man has been waiting to speak with you and that he's
    been talking to Ethon for hours. Talk to Ethon. He says the man's name is
    Jherek and that he wants to speak with you. He's worked with him in the past
    and says you can trust him. Talk to Jherek. He's intrigued by your bravery and
    efforts in the sewers and in the Shrine of Suffering. He admits that Ethon and
    he are members of the Harpers, a group of good-aligned people sworn to protect
    the Realms against evil. He invites you to join the Harpers. You can refuse,
    of course, but you won't be able to get any further if you don't, so accept his
    offer. Jherek has a task for you. He says the orb you encountered was put there
    for a reason, to cause chaos, to distract the city watch so that another group
    could act freely. The new thieves' guild which has declared war on the old
    thieves' guild. He asks you to infiltrate this new guild and to find out who or
    what is behind it. He says another agent tracked down a secret door on the
    first level of the sewers that might lead to this guild. He says it's locked
    magically and that they haven't found a way to open it yet. You show the key
    you found on Keissen's body. Jherek takes the key and places an echantment on
    it. He says to bring the key close to the secret door in the sewers and the key
    will open it.
    Talk to the new female patron, Keaira. She mentions the thieves plaguing
    Baldur's Gate. She's part of a merchant caravan that got attacked by thieves
    outside of the city. They killed off most of the guards and stole most of the
    goods of the caravan, including a rare box of spices from Amn. She has tried
    to track down the guild but with no luck. You offer to keep an eye out for the
    box of spices, since you are looking for this guild yourself.
    Head out into the city and enter the sewers via the grate. From the stairs,
    head east, past the cells where you freed Ethon. Go at the end of the hallway
    and the secret door to the thieves' guild will open.
    Another cutscene with Karne and his employer. They talk about the destruction
    of the orb in the Shrine of Suffering. Karne mentions you to his employer. His
    employer is revealed to be a beholder! The beholder says that if Karne fails,
    he'll see to the matter, personally. ~gulp~ Heh heh.
    1-5. The Thieves' Guild
    Thieves' Guild Level 1
    Head east and you'll encounter a trio of thieves. Search the weapon racks. You
    will also encounter some kobolds and some more thieves along the way. You'll
    come to a room with a throne at the end of the room with a treasure chest next
    to it. There's a Long Sword +1 inside the chest. In that room, there is also
    a stairway leading back up to the city. Come back here if you need to restock
    your potion supply or sell stuff to Bartley.
    Continue exploring the rooms and hallways of the guild. Watch out for ambushes
    by large groups of thieves. Don't let them gang up on you. Head north, past
    the save pedestal, searching the side rooms for loot. After the save pedestal,
    go east and follow the hallway. Kill the beholder spores. In the room at the
    end of the hallway, there will be several treasure chests and the box of spices
    Keaira is looking for. Among the weapons you'll find the chests are a Shortbow
    +1 and a Battle Axe +1. Now would be a good time to head back to the Elfsong
    Tavern by using the staircase you found earlier.
    Elfsong Tavern
    Give the box of spices to Keaira. She'll be grateful and offer you an Iron
    Shield +1 as gratitude for your actions. You'll also get a 500 experience point
    quest reward. Make sure to sell all your extra stuff to Bartley and to stock up
    on potions before heading back to the guild. There's a stairway leading to the
    second level of the guild at the north end of the hallway, north of the save
    Thieves' Guild Level 2
    You'll enter a series of various traps and pitfalls on this level, including
    pillars that throw fireballs and stone platforms that fall after you step on
    them. The level is thankfully spattered with save pedestals so use them wisely.
    You'll encounter a group of thieves in some shallow water. Also, watch out for
    spiders and a very large specimen later on in the level, after jumping across
    the large stone platform maze. I have it on good authority from ffixeiko's
    husband (ffixeiko is a very good friend of mine that recommended the game to me
    , Hello! ^_^) that this section 'sucketh mightly'...or worse! Just keep trying
    and you'll get by. Doing it alone is fairly easy. Doing it when playing
    2-player mode is rough. The very large spider can poison you so keep an eye on
    your health meter. You'll fight some more smaller spiders along the way, some
    green slimes, a gelatinous cube, a large group of beholder spores, a group of
    spiders lead by a very large spider again, a group of rates and finally,
    another gauntlet of pillars that throws fireballs. Save at the pedestal. Make
    sure you have at least 20 healing potions in your inventory. If not, head back
    to town to buy some. You'll fight Karne.
    | BOSS: Karne |
    Watch out for the daggers he throws, they are fairly lethal. He'll eventually
    use smoke bombs to confuse you. Keep hacking away at him with everything you
    have and keep an eye on your health bar. After you've defeated him, loot his
    corpse for some nice magical items and proceed to the third level of the guild.
    Thieves' Guild Level 3
    TIP: Make regular trips at the Tavern if you find yourself low on potions. Make
    sure you will have enough for when you'll face Xantam, the beholder.
    Pull the lever to lower the force field. In the next room, watch out for the
    rotating eye. If it catches you in its line of sight, it will shoot some
    disintegrating rays at you that are lethal. Next, you'll face pillars that
    shoot arrows at you. Navigate through, trying not to get hit too much, saving
    at each pedestal you find. You'll encounter more of the disintegrating eyes.
    Pull the levers while avoiding their deadly gaze, taking cover behind some
    barricades when necessary. You'll also encounter a room filled with levers that
    need to be pulled. There's a rotating eye at the middle. Time yourself well.
    In the last room before the throne room, you'll face three bugbears. Save your
    game and enter the throne room.
    | BOSS: Xantam the Beholder |
    Xantam uses the magical eyes he has at his disposal. Evade their effects as
    best you can, occasionally moving in to hack away at the beholder with your
    weapons, arrows or spells. You'll find that his bite isn't as lethal as his
    magical eyes. If you're wearing strong armor like Scale Mail, he'll have a hard
    time hitting you.
    After killing Xantam, Jherek enters the throne room and shows you the map
    hanging on the wall. It shows Baldur's Gate, the Sunset Mountains and the
    Marsh of Cherlimber linked with black lines. There's a teleportation gate in
    the throne room that Jherek says leads to the Sunset Mountains. He entrusts you
    to go through the gate to investigate what is going on in the Sunset Mountains.
    He offers you a Flaming Long Sword +1, a Fine Shortbow +1, 2000 gold pieces and
    you receive 2000 experience points as a quest reward. Whenever you are ready to
    proceed, head through the teleportation gate, to the Sunset Mountains...
                A C T   2   -   T H E   S U N S E T   M O U N T A I N S
    2-1. Wind's Walk
    You emerge from the teleportation gate in some kind of desolate place. Start
    walking along the path in the moutain, fighting gnolls, ogres and yetis along
    the way. You'll eventually reach a mine camp.
    2-2. The Mining Camp
    This is a dwarven mining camp. Head into the camp and talk to Branoch the Shop
    Keeper. You can sell your extra stuff to him and purchase some new weapons and
    armor. Continue wandering in the camp and you'll meet Torrgeir. If you're
    playing as the Dwarven Fighter, you'll recognize him as one of your clan
    brothers. He says a patrol of drow raided their mines and were forced to
    establish this camp. They sealed off the mines and trapped the drow inside. You
    offer to enter the mines and drive off the drow. Torrgeir tells you about some
    warriors led by their leader, Kolgrim, that went to the Burning Eye to light
    the fire to signal their allies in Easting. He says he has heard no news of the
    warriors. The gate to the mines were closed with the Key of Dumathoin. He says
    Kolgrim has the key that leads to the mines. You tell him that you'll try to
    find Kolgrim and persuade him to let you use the key to enter the mines. Leave
    the village by going east, towards the Burning Eye Base.
    NOTE: If you are playing as Kromlech, the dwarves of the camp are a lot less
    suspicious about your arrival. Actually, Kromlech is part of this clan of
    dwarves. If you're playing as Vahn or Adrianna, the dwarves will wonder who
    you are and what you're doing here.
    2-3. Burning Eye Base
    Travel in the forest, fighting wolves along the way, following the trail. The
    trail will start climbing into the moutains. You'll find a gnoll camp along the
    way. The mountain path will start getting icy. You'll fight some more wolves
    and some snow yetis. Before continuing north to the Burning Eye Summit, head
    east and you'll find a cave. Inside, there are some wolves, some gold and some
    healing potions.
    2-4. Burning Eye Summit - Part 1
    Head north and you'll find an Ice Cave. Inside, you'll find some chests, crates
    and exploding barrels. Head outside again and continue north. You will fight
    some more gnolls and ogres in their camp. Continue north and you'll have three
    path choices : east, west and north. Head east first.
    2-5. Burning Eye Summit East
    Here, you'll fight some wolves. Head down the path and you'll end up in a large
    camp site for some gnolls and ogres. Search all of the camp site, killing every
    gnoll and ogre you find, searching chests, crates and weapons racks. In the
    southern part of the camp, you'll find the remains of a dwarven fighter. Search
    his remains and you'll find a torch for lighting the Signal Tower. Exit this
    camp and return to the crossroads to head west, this time.
    2-6. Burning Eye Summit West
    Carefully navigate the icy walkways, fighting gnolls, ogres and wolves along
    the way. Keep an eye on your map to figure out where you need to go. This area
    is fairly vast so make sure to kill everything you can, for experience and
    gold. You will eventually discover an Ice Cave. Inside, there will be yetis
    and the remains of another dwarf. Search his body to find a slab of flint,
    for lighting the Signal Tower. Head back to the crossroads and go north.
    2-7. Burning Eye Summit - Part 2
    After going north at the crossroads, you'll see two paths, one heading higher
    into the mountain and another one, heading west. Take the one heading west
    first. You'll find another Ice Cave. You'll find Kolgrim inside. He's badly
    wounded. He says you need to light the Signal Fire at the top of the Burning
    Eye mountain. You ask him about the key to the mines. He says that one of the
    others has it. They were attacked by a dragon and most of the warriors were
    frozen solid. The one carrying the key is frozen next to the signal fire. He
    says you'll have to light the signal fire to get to the key. To light the fire,
    he says you'll need to find the fuel and tinder his comrades are carrying to
    light the flame. He offers you a flask of oil to fuel the Signal Tower. His
    wounds are too great and he dies. Exit the cave and head back east, then head
    up the mountain, to the Signal Tower. Make sure you have all three items needed
    to light the Signal Tower : the torch, the flint and the oil flask.
    2-8. Burning Eye Peak
    At the peak of the mountain, you'll find some gnolls bodies lying everwhere and
    you'll encounter some will o'wisps. Continue heading up the mountain. You will
    reach the Signal Tower. Light it with the three items you found and the frozen
    body of the dwarf will melt away, allowing you take the key to the mines. A
    cutscene will be shown. It seems the Signal Tower you've just lit has attracted
    the attention of a white dragon... Anyway, head back to the mining camp, by
    either walking or using a recall potion.
    The Mining Camp
    Back at the mining camp, go talk to Torrgeir. He says he saw the Signal Fire
    from atop the Burning Eye Peak and that you've retrieved the key. He asks if
    any of the dwarves from the expedition survived. You tell him that they fought
    valiantly but most were slain by a dragon. You insist on entering the mines to
    make the drow pay for they have done. He says to hold the key in your left hand
    as you approach the door and push it inside the door and the door should melt
    within itself, allowing you to enter the mines. Head east, towards the path
    to the Burning Eye Base and you'll notice the entrance to the mines on the
    cliff side. Insert the Key of Dumathoin into the mine door. Enter the mines.
    2-9. The Mines
    The Mines Level 1
    You'll fight some rats and you'll encounter some drows in the mines. Navigate
    around the rooms and hallways. Watch out for the drow crossbowmen with poisoned
    arrows, they are deadly. At the second interesection in the mines, head east
    to find some more drow and a shaft gear for a dwarven mine elevator. You'll
    need that later on. Back at the intersection, head north to find another tunnel
    complex with drow and another shaft gear for the mine elevator. Finally, head
    west from the intersection. You'll encounter some spiders and yet another shaft
    gear for the mine elevator. At the north end of this western branch of the
    mine, you'll find the elevator shaft leading to the second level of the mines.
    You'll need the 3 shaft gears before you can go down, since the elevator is
    The Mines Level 2
    More drow inhabit this level of the mines, including some females that can
    cast spells of poison and frost. Be careful, there are pits that will lead to
    your death scattered around this level of the mines. From the elevator shaft,
    head north first to a small tunnel complex. Then, back the the shaft, head
    west, saving along the way. The tunnel will turn north, eventually. There will
    be two narrow tunnels, one to the east and one to the west. The western one
    leads to a dead end. Watch out for the exploding barrels along the way. Taking
    the eastern narrow tunnel, you'll end up in another mine room. From there, an
    interesection runs east-west. The western tunnel leads to a complex filled with
    spiders while the eastern tunnel leads to another large complex inhabited with
    drow including some that are mounted on giant lizards. Head north from there,
    following the narrow tunnel, entering yet another large complex with drow. At
    the north end of this complex, you'll find the elevator shaft leading to the
    Drow Underworld.
    2-10. The Drow Underworld
    In the first cavern, you will encounter some umber hulks. These beasts can
    cause quite a lot of damage all by themselves so make sure to keep an eye on
    your health bar at all times. Explore the tunnels and you'll encounter some
    more drow and some more umber hulks. You'll end up inside a huge cavern with
    a drow camp site. At the eastern end of the cavern, you'll find some cells with
    a dwarf trapped inside. Come back here when you've found the cell door key.
    Head to the north end of the cavern. You'll meet a drow priestess of Lloth
    named Ilivarra. She will attack you.
    NOTE: If you are playing as Adrianna, Ilivarra will say something different to
    you, mostly relating to the eternal blood feud there is between the dark elves
    and the surface elves. I felt it added a nice touch to the game.
    | BOSS: Ilivarra the Drow Priestess |
    Ilivarra will use all of the spells at her disposal to attack you. She might
    summon some undead minions to attack you, magic missiles, poison arrows,
    fireballs. She can also teleport at will so watch your back. After defeating
    her, you'll find a horn with a cell key attached to it. Loot the rest of her
    body and go back to the eastern end of the cavern to free the dwarf trapped
    inside the cell.
    The prisoner's name is Brogan. He asks you if you're of the Harpers. You ask
    him if he's one of their agents as well. He says he was their eyes in the
    Sunset Mountains. He talks about the gnolls and ogres being banded together by
    the drow. He mentions the dragon. The drows plans were to take over these mines
    and they enlisted the aid of the gnolls and ogres for their attack. You mention
    the teleportation gate you found in Baldur's Gate that lead to the dwarven
    camp. You think that someone might be intending to move the gnoll and ogre
    troops through the gate and attack the city. Brogan mentions something about
    the drow talking about another teleportation gate that leads to the Marsh of
    Cherlimber. You ask him where the gate is that leads to the Marsh. He thinks
    the gate is located within an ice cave in the mountains. He says he'll mark the
    location of the cave on your map. He says the cave is sealed with a massive
    sheet of ice. He mentions the horn the drow priestess carried. You tell him you
    have the horn and that you'll find this new teleportation gate to the Marsh of
    Cherlimber. Use a recall potion, if you have one, to head back to the dwarven
    mining camp.
    The Mining Camp
    Back at the camp, go talk to Torrgeir. He says he was worried about you. He
    asks you if the drow still hold the mines. You say you have defeated the drow.
    He offers you 3000 gold pieces as thanks and you gain 2000 experience points as
    a quest reward. You tell him about meeting Brogan inside the mines and the ice
    cave in these parts. He warns you to be careful if you go looking for it. Take
    the northern path from the mining camp to head into the Dark Forest.
    2-11. The Dark Forest
    You'll encounter some wolves, kobolds, gnolls and ogres in this forest. This
    is an expansive area so I won't detail the directions this time. Just keep a
    close eye on your map and explore every part of the forest thoroughly. Keep
    going in a general northern direction and you'll eventually reach the ice cave
    entrance that's sealed with a sheet of ice. Blow Ilivarra's Horn of Sahri to
    open the cave entrance.
    2-12. Ice Cave
    Ice Cave Level 1
    You'll fight some yetis in the first part of the cave. You'll also encounter
    some displacer beasts, that occasionally become invisible. You'll fight some
    more snow yetis before finally finding an entrance down to the second level.
    This level of the cave is relatively short.
    Ice Cave Level 2
    On the second level of the Ice Cave, you'll encounter some more displacer
    beasts, snow yetis, frost wolves, frost spiders and some very dangerous frost
    giants that will stop the living hell out of you if you're not careful. Also
    watch out for the giant frost spider roaming this level. Make sure to save your
    game before heading down to level 3...
    Ice Cave Level 3
    The sole inhabitant of this level is a very big white dragon named Ciraxis. He
    doesn't seem too happy that you've invaded his lair, so, he launches his
    | BOSS: Ciraxis the White Dragon |
    Ciraxis flaps his wings and takes off. Large chunks of ice fall everywhere
    during the whole battle. Make sure to evade his frost breath because it can
    cause a lot of damage. He occasionally settles on the ground, when he wants to
    use his breath weapon against you. Use that time to go next to him and attack
    him. Be careful because he'll often try to stomp you, causing massive amounts
    of damage. Just keep an eye on your health meter and Ciraxis will eventually
    die. Once you've defeated him, make sure to loot the treasure chests inside
    his cave and when you're done, enter the teleportation gate.
             A C T   3   -   T H E   M A R S H   O F   C H E R L I M B E R
    3-1. The Sunken Chapel
    After exiting the teleportation gate, you find yourself in an flooded room.
    You'll encounter some undead creatures, zombies and skeletons. Search all the
    hallways and rooms of this flooded place and find your way to the exit, which
    leads to Adderspine Road West.
    3-2. Adderspine Road West
    You'll find yourself in the Marsh of Cherlimber. You'll encounter some lizard
    men and some zombies that emit a toxious and deadly poisonous gas when they are
    destroyed. Follow the path in the marsh and you'll eventually reach a small hut
    with a lizard man in front of it. Talk to him.
    He says he has no wish to fight you and that he placed the vines in the marsh
    to lead you here. He speaks Common via a magical spell. He asks why you have
    come to his land. He speaks about an Onyx Tower and asks if it is your god. He
    says the arrival of that tower was like a poisoned spear. All their tribes have
    joined forces with the tower. He doesn't know how the tower arrived in the
    marsh. He talks about a human female inhabiting the tower. He says she rose
    from the marsh after dying. He says she enslaves his people to take human
    cities. He speaks about the teleportation gates. She is the one who creates
    them. You tell Sleyvas that you will enter the tower and stop this woman. He
    says he'll help you in any way he can. To reach the tower, he says you must
    first go through the tribes of his people and make your way to a drowned city.
    Beyond the drowned city is the tower. He says you need to find the King of his
    people, Sess'sth and kill him to cause confusion among the tribes. After
    getting all the information you need from Sleyvas, you can sell him your extra
    stuff and purchase new weapons and armor.
    After finishing your transactions with Sleyvas, he opens up the vines that were
    barring the path in the marsh. Head towards that new exit.
    3-3. Adderspine Road East
    This area is a very large place with scattered lizard men encampments along the
    way. Make sure to search this area entirely for experience, gold and items.
    Keep an eye out for those pesky lizard men shaman. Once you've explored all of
    this area, head northeast and you'll find a small network of wooden paths above
    the water. Take these paths towards the east and you'll arrive in the drowned
    city Sleyvas spoke of, Cherlimber's Crown.
    3-4. Cherlimber's Crown
    Make your way along the brides and walkways on the rooftops of the sunken
    buildings, fighting off lizard men along the way. You'll eventually reach a
    large area filled with more lizard men. Head north and you'll reach the Outer
    3-5. Cherlimber's Keep Exterior
    More lizard men infest this area. Kill them all and search for weapons and
    armor in the weapon racks. Keep heading north and you'll reach the Keep's
    Interior. This whole area is very straightforward.
    3-6. Cherlimber's Keep Interior
    Inside the Keep's Interior, you'll encounter some more lizard men and some
    kobolds. You'll also encounter some umber hulks in some rooms. Make sure to
    find the room filled with kobolds in the west of the keep. Keep heading north
    and you'll find Sess'sth's throne room.
    | BOSS: Sess'sth the Lizard Man King |
    Watch out for that spiked club of his. It can cause massive amounts of damage.
    Like all bosses, keep an eye on your health bar and retreat for healing when
    things get dicy. After defeating him, return to Sleyvas.
    He says that the road to the tower is now clear. He says there is no gate to
    reach the Onyx Tower, however. He talks about a Sinking Temple beyond the
    Rotting Bog. Inside that temple, he says there might be a way inside the Onyx
    Tower. He mentions something about a Water Stair. It seems there's an entryway
    to the Elemental Plane of Water in this Sinking Temple. Sell off your extra
    stuff and upgrade your equipment as needed. Return to Sess'sth's throne room
    and head down the stairs to the Rotting Bog.
    3-7. The Rotting Bog
    Poisonous zombies infest this bog. There's nothing really interesting in this
    area so just keep on fighting zombies. Eventually, you'll reach an area of the
    bog that is infested with bullettes, creatures that borrow in the ground. Watch
    out for these, as they can cause an impressive amount of damage if engaged in
    melee combat. The entrance to the Sinking Temple is guarded by a humonguous
    bullette. Defeat it and enter the Temple.
    3-8. The Sinking Temple
    Inside this Temple, you'll encounter some minotaurs. Watch out for their bull
    rush type attacks. It's no use using recall potions in this Temple. Sleyvas
    is waiting for you inside this Temple, next to the Water Stair. Talk to him.
    He casts an enchantment on you that will allow you to breathe in the Plane of
    Water. This will be the last time where you can buy/sell stuff so make sure you
    have enough potions and equipment for the rest of the game. When you are ready,
    tell Sleyvas you're ready and head down the stairs.
    NOTE: You will find many very powerful magical items in the Onyx Tower.
    3-9. The Onyx Tower
    Onyx Tower Basement
    You'll encounter some gargoyles and some iron golems down in this basement.
    Watch out for the poisonous gas the golems spit out. Make your way up to the
    first level of the Onyx Tower. The stairs are in the northwest corner of the
    Onyx Tower Level 1
    Monsters in this level include iron golems and minotaurs. Again, search every
    corner for powerful items on this level. Make your way north and you'll find
    the stairs leading to the second level of the Onyx Tower.
    Onyx Tower Level 2
    Gargoyles assault you as soon as you enter this level. You'll also encounter
    another variety of iron golems. These ones wield huge swords and come at you
    swinging them like madmen. You'll also encounter some more minotaurs. Make your
    way north again and you'll find the stairs leading to the third level of the
    Onyx Tower.
    Onyx Tower Level 3
    You'll encouter some more gargoyles, iron golems and a new variety of iron
    golem, a much larger one that wields a massive halberd to attack you. Make your
    way north, once again, and you'll find stairs that lead to the Black Forge.
    3-10. The Black Forge
    First, you'll encounter some black spiders. You will also encounter creatures
    known as fire mephits. These creatures are elementals from the Plane of Fire.
    Make your way north again and you'll reach a very large room. Inside is a huge
    onyx golem. It is very powerful. Try not to get too close to it or it'll stomp
    you for massive damage. Make sure to pick up the Onyx Sword it drops when
    defeated. Continue onward to the Hall of Rememberance.
    3-11. The Hall of Rememberance
    The only creatures you'll encounter in this place are the ghosts of Eldrith's
    mercenary company, the Westering Sun. You'll find stairs leading upwards but
    you cannot climb them. Go to the west and meet a ghost named Keledon.
    He was the first captain of the company of the Westering Sun. Soldiers of the
    Westering Sun are imprisonned here, in the Hall of Rememberance. He talks about
    Eldrith (see the Background Story section for info on Eldrith and how she
    betrayed Baldur's Gate). Keledon also speaks about her wife, an elven maid he
    left in Baldur's Gate on the last day of the campaign against the Black Horde.
    You mention to Keledon that you've met his wife and that she has passed on but
    still sings for his return in the Elfsong Tavern. After Keledon's story, he
    says you'll find Eldrith at the top of the Onyx Tower. He says he'll open the
    way to the top of the tower and that he prays you will kill her, for the second
    time and hopefully, the last time. He mentions that maybe a blade constructed
    in the Black Forge and made of the same material as the tower may be your
    strongest weapon against her.
    NOTE: Although it may seem, according to Keledon's words, that only the Onyx
    Sword can harm Eldrith, that's not true at all. While the Onyx Sword is a very
    potent weapon of itself, there are more powerful weapons in the game and they
    are just as effective against her.
    When you are ready, save your game and head to the top of the tower.
    | BOSS: Eldrith the Betrayer |
    With the Dwarven Fighter, just equip your strongest weapon, armors, rings and
    amulets and hack away at her, taking pauses for health regeneration.
    With the Arcane Archer, I used my Hail of Arrows feat to cause massive damage
    at close range. Just be careful not to stick near her too long because one or
    two swipes of her sword could kill you.
    With the Elven Sorceress, don't try Ball Lightning, it won't have any effect
    on her at all. I didn't really bother using any of my other spells and decided
    to just hack away at her using the Onyx Sword, which works really well. Just
    keep an eye on your health meter at all times.
    At certain parts of the fights, Eldrith will become electrified and grow in
    size. When she is undergoing the transformation, your attacks will have no
    effect. Take that time to rest and heal yourself, dodging the lightning bolts.
    Just keep at it and eventually, she will stand down on one knee.
    When you have defeated her, the Onyx Tower starts to crumble. Make your way to
    the teleportation gate on top of the tower and enter it. The Onyx Tower is
    destroyed. It seems that Sleyvas has an unseen master and that your quest to
    destroy the Tower was all a ruse... You emerge from the teleportation gate in
    an unknown place, surrounded by dark creatures... but that, is for another tale
    and hopefully, another awesome game. ^_~
    Congratulations! You've beaten the game!
                                     S E C R E T S
    4-1. The Gauntlet
    After completing the game at least once, you'll unlock this special game mode.
    In this mode, you control probably the most popular character ever in the
    Forgotten Realms, Drizzt Do'Urden, the renegade drow ranger. He wields his
    usual equipment, his twin magical scimitars, Icingdeath [+3 Frost Scimitar] and
    Twinkle [+5 Defending Scimitar] along with a suit of Mithral Chainmail +4.
    Basically, you go around in rooms, attacking various monsters. You have a 15
    minute time limit as well.
    I completed this mode after about 50 different tries, maybe more.
    Helpful strategies
    * Attack very quickly and use hit and run tactics.
    * Use potions only when absolutely necessary (for they are in limited supply).
    * Avoid getting swarmed by enemies at all costs. Use Repulsion when enemies
      try to swarm you and things get too crowded.
    * I beat the mode without using the Icy Sphere spell. It can be useful in
      slowing down enemies, though.
    Section 1 : Spiders
    Watch out for their poison. Try and avoid getting swarmed by them. Lure them
    one by one to a safe spot somewhere. I've noticed that they sometimes have the
    tendency to run circles around you. Use that to your advantage.
    Section 2 : Kobolds and Kobold Shamans
    Go for the Shamans first because their spells, when combined with other Shamans
    can cause massive damage. Kill off the rest of the kobolds. Believe it or not,
    I actually got killed here a few times. As always, be careful not to get
    Section 3 : Umber Hulks
    Toughest section in this mode, IMO. Just one of these creatures can kill you
    with two swift strokes. Make sure not to attack all of them at once. Try luring
    them one at a time in the southern hallway.
    Section 4 : 3 Spiders and 2 Huge Spiders
    Watch out for the huge spiders for they can pack quite a mean attack (similar
    to the Umber Hulks). Keep an eye on your health meter at all times, especially
    since these creatures use poison. Again, lure them out in the previous hallway,
    one by one, if possible.
    Section 5 : Gnolls and Kobold Shamans
    The gnolls are wimps but still, watch out not to get swarmed. Go for the
    Shamans at first, as always.
    Section 6 : Gargoyles
    Probably one of the toughest sections in the mode. The gargoyles cause massive
    damage so be careful to not let them swarm you, as always.
    Section 7 : Spiders, Drow and Onyx Golem
    Final section is fairly easy but watch out for the Onyx Golem. It can kill you
    with a single stroke and end your try very quickly.
    Once Gauntlet Mode is completed, the game will ask you to save your game. It
    unlocks Extreme mode, which basically allows you to import any character you've
    made in the new difficulty mode called Extreme. I haven't played it at all so
    far though. I think that after you've completed this mode, you can import
    Drizzt in normal games.
    More details to come in further versions.
    5-1. Frequently Asked Questions
    Q: What are gems used for in this game?
    A: Nothing, except getting a little extra gold. Gems are more useful in
       Baldur's Gate: Dark Alliance II, actually, but in this game, nah.
    Q: How do you unlock The Gauntlet Mode?
    A: Finish the game at least one in any difficulty setting.
    Q: How do you unlock Extreme Mode?
    A: Finish The Gauntlet.
    Q: Where can I find the Onyx Sword?
    A: The Onyx Sword, a pretty potent weapon (90-120 damage) can be found after
       you defeat the Onyx Golem guarding the stairs up to the Hall of Rememberance
       in the Black Forge. The golem drops the sword on the ground when it is
    6-1. Credits, acknowledgments and legal stuff
    ffixeiko       : Thank you for recommending this great game to me. ^_~
    CJayC          : Thank you for creating my favorite website for FAQs and a
                     great message board system.
    Richard Curtis : Thanks for the info on the Burst weapon attribute.
    Portions of this FAQ/Walkthrough are taken from the game manual.
    This FAQ/Walkthrough may be distributed, but not modified in any way without
    explicit permission from the author.
    The following websites have permission to host this document :
    GameFAQs           - http://www.gamefaqs.com
    Cheat Code Central - http://www.cheatcc.com
    PS2Update          - http://ps2update.cjb.net
    Copyright © 2002-2004 - Marc "Darth Maul" Binda.
    Baldur's Gate: Dark Alliance © 2001 Interplay Entertainment Corp.

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