Baldur's Gate Walkthrough
by Al Giovetti
Updated January 28, 1999. We intend to keep adding to this site
periodically, so bookmark and return for more information.
Contents:
1.Baldur's Gate Cheats
2.Introduction
The Main Plotline
3.Prologue in Candle Keep, map 2600
4.Chapter One: Journey to the Friendly Arm Inn, map 2300
5.Beregost, map 3300
6.Chapter 2: Naskell, map 4800
7.Naskell Fair, map 4900
8.Naskell Iron Mines and end of chapter 2, map 5400
9.Farms and Fishermen north of Friendly Arm Inn, map
1400
10.Chapter 3: Larswood, map 2900
11.Peldvale North of Larswood, map 2400
12.Wood of Sharp Teeth
13.Bandit Camp and end of Chapter 3, map 1900
14.Chapter 4: Cloakwood Forest, maps 2200, 2100, 1600,
1700 and 1800
15.Cloakwood One, west of Friendly Arm Inn, map 2200
16.Cloakwood Two, west of Cloakwood One, map 2100
17.Cloakwood Three, west of Cloakwood Two, map 1600
18.Cloakwood Four, east of Cloakwood Three, map 1700
19.Cloakwood Mines, east of Cloakwood Four, map 1800
20.Chapter 5: Baldur's Gate
21.Chapter 6: Return to Candlekeep, map 2600
22.Chapter 7: Baldurs Gate after Candlekeep
23.End Game: Baldur's Gate Undercity and Temple of
Bhaal
The side quest areas of the game:
24.Crossroads of the Coastway and the Way of the Lion,
map 2800
25.Shipwreck north of lighthouse south of Candlekeep, map
3100
26.Beregost Temple District just east of Beregost, map 3400
27.High Hedge just west of Beregost, map 3200
28.Basilisk Area east of Beregost Temple District, map
3500
29.Sea Watcher Ruins, map 3600
30.Stonehenge NW of Lake House, map 3700
31.Lil Caster School, map 3900
32.Gullykin, map 4000
33.Berdusk
34.Durlag's Tower
35.Minesite 2, map 4100
36.Lake House NW of Naskell, map 4200
37.Farm NE of Naskell, map 4400
38.Fire Wine Bridge Ruins, map 4500
39.North of the Gnoll Fortress, map 4600
40.Xvart Village, map 4700
41.The Tombs, map 5000
42.Gnoll Fortress, map 5100
43.Pine Forest East of Gnoll Fortress, 1 day south of the
Xvart Villiage
44.Darryl, Darryl and Larry area, 12 hours South of
Nashkell, 5300
45.East Giberling Camp, map 5500
46.Ulgoth's Beard
47.Tenya's House, map 0400
48.Baldur's Gate Bridge, map 0900
49.Baldur's Gate Side Quests
50.Baldur's Gate Northwest, map 0100
51.Baldur's Gate North-central, map 0200
52.Baldur's Gate Northeast, map 0300
53.Baldur's Gate West-central, map 0600
54.Baldur's Gate Central-central, map 0700
55.Baldur's Gate East-central, map 0800
56.Baldur's Gate South-west, map 1100
57.Baldur's Gate South-central, map 1200
58.Baldur's Gate South-east, map 1300
59.Baldur's Gate Sewers and Undercellars
60.Non-Player Characters (NPCs)
61.Chapter-by-Chapter Walkthrough by CyberMouse
62.References
63.Letters
Introduction
1.You can complete the game by going to Gorion in
Candlekeep to end the prologue, go to Naskell to end
chapter 1, defeat Mulahey in the last level of the mines to
end chapter 2, enter Tazok's tent in the Bandit Camp to
end chapter 3, flood the mines in Cloakwood to end
chapter 4, talk to Scar and Duke Eltan and end chapter 5,
get out of the candlkeep ruins to start the final battle in
chapter 6, go to the corronation at the palace and save
Belt from Sarevoks henchmen to end chapter 7, and Kill
Sarevok in the Baldur's Gate Undercity to end the game.
2.The main plot is somewhat boring when compared to all
the side quests that you can do and the map areas you
can explore. We have listed the map areas and side plots
in the chapters when you first have access to them. You
can either run through the game quickly or do these map
areas.
3.I could not find how to move scrolls into your spell book.
R-CLick on scroll, click "Write Magic." Right click on
the scroll, if there is a button on it saying, "write spell" at
the bottom of the screen then click on it, Now it's in your
book. If no write magic button appears, this means you
cannot scribe the scroll into your book because, you
already have it or you are not a mage.
4.Druid's are limited to leather and natural armors because
of their mythos not because of casting restrictions. When
they are multi-class they must keep the weapon
restrictions but don't have the armor ones. So you can
put plate on Judhera and still have her cast her Druid
spells. Clerics and Druids can wear any armor.
5.Always leave a slot open to pick up roaming NPCs.
Return the NPCs to the Inns and disband them. You can
note where you let them go and pick them up later if you
have a desire to do so. If you dismiss NPCs in a
dangerous area they will be lost forever.
Candle Keep, map 2600
1.Save your game.
2.Do NOT speak to Gorion, who is on the steps in the
center of Candlekeep, yet.
3.Explore all of Candle Keep.
4.Get scroll from Tethoril found in the inner courtyard.
Enter the inner courtyard at the southeast portion of the
map near the gate. Give scroll to Firebeard.
5.Speak to Reevor the dwarf who is standing just outside
the warehouse in the east side of Candlekeep. Kill the
rats for Reevor. Return to Revor to report your success.
6.Speak to Hull found near the front gate on lower right.
Get Hull's sword from his chest in the lower portion
(south) of candlekeep. Get Hull's chest armor from the
guardhouse in the northeast (upper right) corner.
7.Get book in the hay next to Dreppin. Dreppin is in the
upper right (north-east) portion near the cow. Give the
book to Phlydia who is in the upper left portion
(north-west).
8.Kill assassin in the bunkhouse near the guard house in
south center (lower center).
9.Kill assassin in the priest quarters near the Inn.
10.Get potion from priest in priest bunks in the south (lower)
part of Candlekeep.
11.The Gatewarden in the south (lower center) can provide
experience by fighting battles of illusion.
12.Buy a bow, a short sword, arrows, and one leather armor
from Winthrop the innkeeper inside the inn at the
northwest of the map (where you came into the game).
13.Get bolts from Winthrop at the inn and give them to
Fuller, who is in the Guard House in the south west to
center of the map.
14.Get everything that is not nailed down.
15.Speaking to Gorion starts the cut scene that takes you
out of Candlekeep never to return.
Friendly Arm Inn, map 2300
16.After the cut scene animation, You will appear one map
area to the west (right) of candlekeep, map 2700.
17.Imoen will approach you if you did not rebuff her in
candlekeep. Imoen will join your party.
18.Give Imoen your extra equipment.
19.Go back to where you were attacked and pick up the
gold and the letter.
20.In the east (right side) of the map near the road are two
evil characters who can join your party with some
negative consequences. Take Montaron and Xzar along,
if you need more firepower.
21.Explore the entire map, 2700.
22.You will have some random encounters with giberlings
and wolves. Kill them.
23.After exploring the entire map section head east (to the
right) and exit this map section. You are now on the
crossroads map, map 2800.
24.Explore the map section, map 2800.
25.Be sure to save before fighting the Ogre in the southeast
(lower right) part of the map grid.
26.Take and identify the Ogre treasure. One of the belts is
cursed so be careful.
27.Once you have explored this entire map area, leave the
map area to the north (go up).
28.You should now be at the Friendly Arm Inn, map 2300.
29.Save your game.
30.Go up the stairs to the main keep and a more skilled
assassin named Tarnesh will attack the group. Kill him.
31.The temple just past the stairs will give you healing
should you need it before or after killing the assassin.
32.The temple sells potions.
33.Once inside the Inn talk to everyone until they start
repeating themselves.
34.Let Khalid and Jaheira in the northwest (upper left)
corner of the inn join your party.
35.Collect the reward for one the belts that you got from the
Ogre on map 2800, girdle of piercing, from Unshey
upstairs on the second level in the Inn, map 2302.
36.Landrin, third level of the inn, map 2303, will offer you a
job in Beregost which is south of the Inn, check your
main map. Landrin wants you to go to Beregost and
clean out the giant spider infestation in his house. Landrin
also would like you to retrieve his wine bottle, old boots,
spider body, and other items from his house. Take them
all back to him for a reward for each.
37.The ring of wizardy is at Friendly Arm inn. Look for a
pine tree with a few rocks at its base along the the
eastern border of the map (lower right edge of map).
Look carefully around the tree's base. The ring is quite
small.
38.Going south toward Nashkel to check on the Iron
shortage starts the journey toward Baldur's Gate.
Beregost, map 3300
39.Hunt down the cleric Bassilus and return with the holy
sign of Cyric to Song of the Morning Temple for a 5000
gold reward.
40.Old Gurk in the Beregost's Jovial Juggler Inn has lost his
famous coat in Cloakwood. When you find the cloak
return it to Gurk here and he will tell you to keep it. He is
making more money as a tourist attraction to let you
louse it up. If your charisma is really high, not over 18, he
may pay you for it.
41.Bjornin, a Paladin, in the Beregost's Jovial Juggler Inn
wants you to go south-south-west of town and rid the
area of the half-ogres there. Return to him for a 400
experience points and a medium shield +1 when done.
South shouth west takes you two map area south and
one map area west. This is the Lake House area or map
4200.
42.Peruse the very expensive magic armor and weapons at
Thunderhammer's Smithy in the central east area of the
map. Thunderhammer has Leather of Ahm +3, Full Plate,
Plate breast, long sword +1, short sword +1, long
composite bow +1, crossbow of speed, chain +1, bolts
+1, stones +1, short bow +1, long composite bow +1,
sling +1, and arrows +2. This is where you can take
Ankheg carapaces and have them made into armor for
4000 gold. Taerom Fuiruim is the smith for this smithy.
The interior of the Smithy is map 3101.
43.Also go to the Fieldpost Inn in the center south of the
map to find more expensive magic items. Fieldpost has
biting arrows, frost arrows, arrows +2, Long sword +1,
amulet of defense +1.
44.Marl at the Feldpost Inn is upset because his son turned
adventurer and was killed. If you answer his queries with
responses 1, 1, 3 and 3 you will passify Marl and win
experience of 900 points. You basically say his son was a
fine person, it was not your fault he died, and that you
want to have a drink with Marl to salute his dead son.
Dunkin is Marl's friend who will egg on Marl but will not
fight you.
45.A bard named Garrick wants you to help kill some evil
brutes who want to beat her up for not playing at
Fieldpost Inn. The bard outside the Red Sheaf Inn in the
center of town is really an evil mage who intends to kill
the messenger for his wares. Fight her and get her stuff.
46.Karlat at the Red Sheaf Inn is another assassin to kill and
loot.
47.There is another assassin at the Jovial Juggler Inn to kill
and loot.
48.Lady Muriane in her house, map 3313, in the northwest
wants news of her husband who is overdue from Ahm.
The house is the one with the blue roof and off white
stucco and two windows that face south. You can enter
the house from the east down the little stone path. If you
go south to the next map area and follow the road due
south until you come upon two Ogarillions with a dead
halfling body, right on the road. Search the halfling to find
a letter from Muriane's husband. Return the letter to
Muraine for 300 experience points and a ring of
protection +1. Muriane's husband is returning by sea,
since the roads are unsafe and has sent this note north
with a halfling (the one who is dead on the road) so she
would not worry.
49.Thalantyr Keep at High Hedge keep on the next map,
map 3200, to the east of town has a shop with magical
weapons.
50.Rules Windspear wants you to go to the Lil Caster
School Ruins SE of town and retrieve an item for him.
51.Perdue is in Beregost, in the Red Sheaf Inn, map 3357,
where Silke standing outside. Give him his sword, and
you get 250 experience points and 50 gold. The Gnolls
around High Hold have it, 1 area west of Beregost.
52.In the Northeast area of the map is a mansion type house
with 2 guards standing just inside the door. Upstairs in the
bedroom inside one of the desks or chests. it might be
locked. The item is a wand of monster summoning.
53.Kaigan, lawful-evil, dwarf, male, fighter, found at the
shop north of the Fieldpost Inn. The shop has a brown
roof with a wagon out back and it is just to the west (left)
of the large Beregost sign. Kaigan is looking for a lost
noble's son, who was a passenger on his caravan line to
Baldur's Gate. Kaigan will join your group to pursue the
lost son of the noble. The son's caravan is at the
crossroads, map 2800. If you do not go to the caravan
site at the crossroads within 14 days, Kaigan will leave
the group.
54.Chapter 3, Chloe, a child, will approach the party telling
them that Officer Jessa Vai is looking for them and can be
found in the Jolly Jester Inn.
55.In Chapter 3, Officer Vain of the Flaming Fist in the Jolly
Jester will pay 50 gold for each bandit scalp you bring in.
Bandits are a good source of experience and gold. You
can stack 10 scalps in one inventory slot. Bandits are
found in the many areas including Larswood and
Peldvale areas.
56.Also in Chapter 3, Tranzig in the Feldpost Inn on the
second floor, map 3101, in the southwest (lower left) will
tell you where the bandit camp is when you question him.
If he does not tell him, just kill him when he turns red and
read the letter he has on him. Kill him so he will not notify
the camp that you are coming.
57.In chapter 3 after reading Tranzig's letter, Elminster will
appear in front of the blacksmith shop to tell you the
bandit camp is northeast of the Friendly Arm Inn.
58.Chapter 3: Zurlong in the Burning Wizard Inn in
Bereghost wants you to find his boots stolen by
hobgoblins. If you return his boots of stealth to him, he
will give you 150 gold.
Chapter 2: Nashkell, map 4800
59.Chapter 2 starts when you enter Nashkell for the first
time.
60.Neira another bounty hunter is awaiting you inside the
Nashell Inn just to the south and east of the bridge into
town from the north. This is a tough fight as she can cast
hold on your group. Neira has some nice stuff including a
fancy helmet. The Innkeeper offers rooms but no items to
buy or sell.
61.A plain store south and east of the Inn has items for sale
and to buy. Odly this shopkeeper will not buy shields or
potions.
62.The temple of Torm is found south-east of the store. This
is where you can get items identified and party members
healed. The temple friars also sell potions. Nalin, the
priest of the temple, asks you to return Brage to the
temple - reward 1000 gold.
63.Just southwest of the temple of Torm you will find a fat
man named Oublek. Oublek mistakes you for Greywolf, a
bounty hunter, and wants to give you Greywolf's reward
money. Admit that you are not Greywolf and Oublek will
be impressed with your honesty. You will be rewarded
with experience and your reputation will go up by a point.
64.Noobler, found on the farm in the southwest part of town
across the second bridge, will pester you forever. If you
let him be and just put up with it, the group gets 400
experience points when he "runs out of things to say."
65.On the bridge to where you find Noobler, you will find
Edwin, an evil mage, who wants you to help him kill
Dynaheir who he claims is an evil witch. If you go to the
Naskell Fair you will find them arguing over something.
Help the witch. I could not keep the witch from getting
killed by him.
66.In the south-east portion of town is a "deranged" ranger
named Minsc with a pet hamster named Boo. If you offer
to help him, he will join your group. This guy is crazy and
not reliable and will eventually turn on the group if you do
not go to the Gnoll Fortress and help him save a friend.
The gnoll fortress is very dangerous and you may not
want to go here. If you do not agree to help Minsc rescue
Dynaheir from the Gnoll fortress, he will attack you.
67.The mayor, Berrun Ghastkill, will stake himself out at the
entrance to the Temple of Torm and remind you to clean
out the mines until you kill Mulheyney in the lowest level
of the Naskell mines to end chapter 3. Early in the level
Berrun will give you the task of cleaning out the mines.
He claims the mines are filled with demons. You will find
out later that the demons are really kobalds.
68.Edwin, an evil wizard from Thay standing on the
southern bridge in Naskell just south of the Belching
Dragon, will tell you about the witch Dynaheir who he
asks your assistance in killing. Blow him off and return
later with Dynaheir to kill him and get his stuff.
69.A locked house in the south central part of the level has a
woman in the house who is looking for her husband
Joseph, who disappeared in the mines with his green
stone ring. Return the ring to the woman for experience.
70.Find a pearl and an Ankheg armor in the middle of the
westernmost furrow of the west central farm area that is
plowed from north to south. The item is in the center of
the most western furrow near a small pine tree. This is
the second set of Ankheg armor available in the game
and is excellent armor for anyone who is weak, such as
Branwein, a cleric who you will find at the Nashkell Fair.
71.The locked old manor house in the west-central area
holds lots of books and scrolls on the first floor. On the
second floor, Samantha, the daughter of the nobles living
here, is found. If you talk with Samantha, her boyfriend,
Jamie, who is hiding in the closet, will emerge and pick a
fight. You will loose 10 reputation and only gain 15
experience points for killing them. You are better off
staying out of this house.
72.In Chapter 3, Nimbul, another assassin will attack you
outside the Nashkell Inn. This one has nice stuff.
73.In the south central portion of the Nashkell map, you will
find the Belching Dragon Tavern. In the middle of the
tavern you will find Volotham Geddarm standing on the
table and telling stories. If you talk to Volo he will tell you
several tales.
Nashkell Fair, map 4900
74.There is a statue of a cleric in the middle of the map, just
south of the large red striped rectangular tent, that will
join your party should you use a stone to flesh spell on
her. She is a loyal and good companion.
75.The games of chance in the larger tents seem to be
rigged. I could not win a thing.
76.Save the game before entering the large round tents,
have a hold person or entangle spell ready, and hit the
spacebar when Vitiare, the pickpocket thief approaches
you. After the thief steals, hit the space bar, use the scroll
of hold person and then hit the spacebar to start the time.
Once held the thief can be killed to retrieve the stolen
items, gain experience, and his stuff.
77.The large rectangular tent has armor items for sale and
purchase.
78.The easternmost round tent in the main fair is for sale and
purchase of weapons.
79.Gazib and Oopah are found at the fair. After you talk to
gazib, he summons Oopah who explodes. After three
times of repeating this Oopah gets angry.
80.One of the round tents in this area is where a mage
named Zorda is found arguing with Bentha, a female
wizard, who is apparently falsely accused of something.
Call the male mage a moron and he will attack you
allowing you to save the female wizard. Talk to Bentha
after killing him for your reward and experience.
81.There are two groups of about ten kobalds in the north of
the area and one ogre beserker. Kill and loot them. The
ogre beserker is worth 650 experience points.
Naskell Iron Mines, map 5400
82.You need to talk to Emerson in the mine area in the
northwest corner of the level to gain access to the mines.
The iron mines are four levels deep. There is a
passagway from the fourth level to an area of undead to
the east of the mines. This area of undead is very
dangerous so even if you go into the mines DO NOT exit
the fourth level into this area. You will be immediately
attacked by four high level spellcasters.
83.The mines are infested with kobalds. Good experience
and items to sell.
84.Talk to everyone here, even though they do not seem
friendly.
85.A miner named Dink on the first level will give you
Kylee's Dagger to give to him on level two. Kylee is in
the large round area on the second level of the mines.
Give Kylee his dagger for some experience points.
86.In the bottom level of the mine you will find a Mulahey, a
priest of Cyric. When you are at the door leading to the
map to the west which I call the Tombs, go back west
then to the south. You should be back to where you came
in. Literally straight east of you is a hole in the wall which
you can enter. You will find him in a cool looking room
with pillows, etc. strewn about. Do NOT exit where the
travel icon shows up (that sends you out in to the wild far
west of Nashkel) on the fourth level. If you now where
that exit is, you need to go West. Its not very far. If i
remember correctly there is a little crossing over the
water(, and its just on the opposite side(the big rock is on
the other side of the crossing(as in REALLY big rock)).
If you go back to where you arrived on the level i believe
there is a tunnel to the lake "room". Once there you can
go left, up and around to where the travel icon shows up,
or you can cross the water to the rock in the middle.
There are three levels to the Mines, as I recall. The three
exits to go down farther are in the SE corners of each
level of the mines. The entrance to the last level, the third,
is hard to find, but head South to where there is a ghoul
and two spiders, kill those then head east. there are traps
by the door above the lake, disarm them and enter the
door (use thief skill after find traps skill) the bad man is in
the ONLY entrance across the water, there are a couple
of Kobold commandos near the entrance as a nice little
marker with their pretty fire arrows. When you kill the
demon, get the vial of mysterious green liquid and the
letter. Read the letter and return to the mayor of the town
and confront him. Killing Mulahey gives the party 1200
experience points for finishing the chapter.
87.Xan, a lawful-neutral, elf, male enchanter, is on the
lowest level of the Naskell Iron Mines in the area just
north of Mulahey. If you talk to Xan here with six
members in your party, he will be lost forever. If you
dismiss a party member here and take Xan, they also
may be lost forever. Return to the Naskell Inn and
dismiss someone there and return to pick up Xan. You
can dismiss Xan in an Inn and he should stay put.
88.You can leave the mines easily by walking out the exit to
the Tombs area, map 5000. Be careful as this area is a
tough one.
89.Outside the mines in the SW you will find Prism the artist
who stole the emeralds to make a sculpture. I talked with
him and he gave me no choice but to kill him for the
emeralds. On second conversation I talked with him
about Greywolf, a mercinary, and then agreed to take all
that was his to forget we saw him. Greywolf will then
arrive. Ask Greywolf to wait for Prism to finish his
masterpiece. You must protect Prism from Greywolf
when he attacks. You get 1400 experience points and a
long sword +2 for killing him. Talk to Prism, he will finish
the sculpture and die at your feet. You get 1000
experience points and one point increase in reputation.
You will now be able to see the face of Ellesime on the
cliff. Search Prism's body for the two emeralds. Turn the
emeralds in to the bounty redeamer south of the temple
of Torm in Naskell for 900 gold. Major sub-quest.
90.White wolf pelts can be found in central to south-east of
the mine area also for extra money selling to the Naskell
store
91.In the east central area a fighter, Danall, from the Ahm
militia warns you of dangers and will accept your offer of
help. he suggests you go clear out the mines. On further
conversation, Danall will tell you where to find Prism in
the southwest.
92.In the store house near the entrance to the level are war
dogs to kill.
93.In the south-central area, Galtok, a gnome, is being
chased by kobald archers. After you talk with him, a fight
with five kobalds will start.
94.There are three ghouls in the west-central area.
Farms and Fishermen north of Friendly Arm Inn, map
1400
95.Here the road winds east and then north around the
farms and farmers. In the south central area just north of
the east-west portion of the road, you will find Ajantis,
the Paladin NPC, who is a good fighter with limited heal
spells.
96.Also in this area there are ankhegs. If you kill them, you
can either sell their carapaces or you can leave them
with the blacksmith in Bereghost to have them turned
into ankheg armor for 4000 gold each. The ankheg armor
is light and stronger than even magic plate. I found it the
best armor in the game.
97.Farmer Brun in the center of the map has lost his son
Nathan. Find Nathan and return him to Farmer Brun. Go
west of the farm and you will see a big hole in the ground.
It's a big Ankheg lair. Go into it. This area is kinda hard,
so if you have a theif in your party with good stealth just
hide him/her and go into the hole. Leave the non-stealth
party members outside. If you had little or no trouble
killing the Ankheg in the Farmer's feild then you can just
take your entire party. Anyway, the boy is in a treaser
pile in the north northwest part of the cave, you can't
miss it. There are also some nice goodies in the stash.
Hope this helps. Return to Farmer Brun later, or talk to
him twice after you retrieve his son and you can give him
100 gold for 500 additional experience points. If you
retrieve his son before talking with him, just talk to him
three times to get the conversation about giving the
farmer money.
98.Gerde the ankheg ranger will tell you of the ten ankheg
limit in this neck of the woods. Gerde will offer to buy
Ankheg exoskeletons. I exceeded my limit with no ill
effects.
99.In the southwest, three fishermen, Jebadoh, Sonner and
Telmen are talking about Tenya the priest of Umberlee.
The fishermen ask you to go kill the evil Tenya who they
claim is ruining their fishing with evil spells. You can
agree to kill her, do so and return for a reward in gold and
1000 experience points. If you agree to go talk to her, she
will reveal the true nature of the fishermen as evil and
allow you to return and demand that they give up the
bowl of water elemental control that they have and
receive 2500 experience points. Tenya is found north of
the Baldurs Gate bridge on map 0900.
100.Nestor, a ranger, will appear and talk to the party. If the
party has a very low reputation, Nestor will attack. Quinn
in Chapter 5 will ask you to return here to look for
Nestor's dagger. Quinn is convinced that Nestor was
killed by Ankhegs.
Wood of Sharp Teeth
101.Sharp Teeth is really Larswood and Peldvale.
Larswood, map 2900
102.Larswood is north east of Beregost and south west of
Friendly Arm.
103.The woods are infested with green talon elite archers
with magic arrows, armor, and weapons. Nice stuff.
104.The tower near the center is loaded with gibberlings.
105.In the northeast there is a "stonehenge" construction site,
with two druid brothers. One of the brothers accosts your
group and you have to kill him. The other brother seems
to understand. You may be able to save the brother by
casting hold on him.
106.In the southeast part of the wood is a bandit named
Teven who robs you. If you ask to to join the bandits and
if you are clever he may let you join the group. Say that
they are the only profitable venture on the sword coast.
107.Also in the woods are dire wolves and dogs.
Peldvale North of Larswood, map 2400
108.Peldvale is loaded with bandits to hunt.
109.You will also find black talon elite warriors here in groups
of 6.
110.Viconia, a female, neutral evil, dark elf cleric NPC, is
found in the northwest corner of the map area. Viconia is
being pursued by a Flaming Fist warrior who will demand
that you give her up to death. If you do not give her up,
you will loose 2 reputaion points. We kept her and gave
her a cursed helm of reversed alignment. The helm made
her lawful good. She made a very good travelling
companion after that. If you give up Viconia to the
Flaming Fist warrior and Viconia runs away, you will be
approached by Biff the Understudy, a human, male,
fighter of unknown alignment with mediocre stats of 6
across the board. Biff will clone every time that you kill
another Flaming Fist warrior to defend him until you have
two Biffs in your party. Biff is almost useless and his
picture is a questionmark. The game bombed shortly
after these encounters with the legendary Biff.
111.Peldvale is where you find Raiken the bandit. Raiken
talks to your group. Tell him you want to join his group.
Then select choice #4 when he asks why. Coice #4 says
that his group is the only one showing a profit on the
sword coast. Raiken will say he likes you and that the
bandit chief will like you as well. You are immediately
teleported to a conflict with the bandit chieftan. If you
have previously killed the bandit chief, the game will lock
up.
112.You will also run into a hunter or druid in the north central
area who will talk with you and then leave.
Bandit Camp, map 1900
113.You cannot get into this area before chapter 3.
114.You may need to go to Bereghost first and find the mage
in the Feldpost Inn. The mage is in the southwest room
on the second floor and you can either convince him to
tell you the location of the bandit camp or you can kill him
and read the letter. If you then go to the front of the
blacksmith shop, Elminster will appear and tell you
where the bandit camp is.
115.Try walking there from the Friendly Arm Inn. Just keep
walking East on the map and then North. It should take
you there. If not when you walk around in the area North
and East of Friendly Arm Inn there will be a bandit who
tries to rob you. Tell him you want to join his group of
bandits, then he will take you there. Good luck.
116.Talk to any bandits in Larswood or Peldvale who will talk
to you and try to join their group. If you do this you will be
taken to the bandit camp.
117.Alternatively, you can kill all the bandits at the
crossroads, map 2800, and a captured bandit will appear
and reveal the location of the bandit camp.
118.If you join the bandit group they will take you to the
bandit camp. Tazok, the bandit leader, wants you to fight
him to prove your worth. After you fight him you have
"free run" of the camp, but the bandits like to fight so fight
when attacked.
119.Explore the entire bandit camp area.
120.I used my thief to explore this area and open chests,
sneaking and fighting when needed.
121.There are ruins to the southwest complete with undead
after dark and the bandit camp is in the north central and
north east area.
122.If you kill the bandit who will let you join, you will miss
the cutscene, but you can still kill the bandits and make
your way to the large tent in the north-east
(upper-right) of the camp. This is Tazok's tent.
123.If you joined the bandit gang, when you get to the large
tent in the northeast of the camp, Credus will give you the
task of guarding Tazok's tent, and he will go inside the
tent.
124.Ardendor Crush found on the west side of the bandit
camp is a special grey hobgoblin leader of the Crush
hobgoblin group. Ardendor will lecture you and tell you to
stay to your side of the camp.
125.Taugosz Khosan "Tenhammer" is the leader of the Black
Talon found in the bandit camp just east of Tazok's tent.
If you joined the bandit gang Taugosz will lecture your
group and advise them to avoid the hobgoblins and Gnolls
since the alliance is only temporary.
126.Garllax, is the gnoll chieftan of Garllax's Clan of Gnolls,
who are found in the cave in the north central part of the
camp. Other Gnolls are found in a tent just to the north
west of the cave. Garllax will tell you that you smell
wrong and attack after talking a while.
127.Once you enter Tazok's tent you will end chapter 4 and
start a fight. Ender Sai is inside Tazok's tent.
128.After the fight, talk to the thief you find here near the
chest for the location to cloakwood.
Chapter 4: Cloakwood Forest
129.The cloakwood forest is inaccessable prior to chapter 4.
It will open up when chapter 3 opens.
130.There are actually four map areas to the cloakwood
forest and the mines area making five areas in all. The
forest is infested with monsters and difficult to find places
you can rest. The cloakwood is divided into cloakwood
one, map 2200, cloakwood two, map, 2100, cloakwood
three, map 1600, cloakwood four on map 1700 and the
cloakwood mines on map 1800.
Cloakwood One, west of Friendly Arm Inn, map 2200
131.On the Cloakwood map one, map 2200, just west of the
Friendly Arm Inn, you will find the NPC named Coran on
the bridge in the northwest. Coran is a Chaotic Good Elf
who is a Fighter/Thief multi-class. If you agree to help
him slay the wyverns, he will join your group. Do not take
too long looking for the Wyverns since he will leave your
group never to return if you do not find them quickly.
Again do not talk to him with six people in your party.
Dismiss someone at the Friendly Arm and return to pick
him up. Coran will leave your group within 10 days if you
do not kill any wyverns and take their heads. There is a
wyvern cave in map cloakwood four, map 1700.
132.There is a hunting lodge on Cloakwood map one, map
2200. Aldeth Sashenstar will appear and ask for help
defending himself against Seniyad and his druids. If you
side with Aldeth you receive 3500 experience points, a
potion of super heroism and you will be allowed to
participate in another subplot in chapter 5. If you side
with Seniyad, you receive safe passage through
cloakwood and 2000 experience points. I recommend
that you side with Aldeth.
Cloakwood Two, west of Cloakwood One, map 2100
133.The cloakwood two map, map 2100, is just west of the
cloakwood one map. On the cloakwood 2 map you will
find Tiber in the northeast, who is looking for his brother
Chelak who has come to the wood to clean out the
spider's nest. Agree to find Chelak for Tiber. The spider
nest is in the northwest corner of the level. Kill the
spiders and the spider queen in the nest and find Chelak's
body in the treasure trove there. Return the body to his
brother Tiber. You will also find the magical short sword
Spider's Bane here.
134.You get to cloakwood map three by crossing a river in
the northwest corner of the cloakwood map two and
exiting the map. Cloakwood three is northwest of
cloakwood #2.
135.In Cloakwood 3, map 1600, there is Eldoth, an evil NPC,
who wants you to help him kidnap Skie, the daughter of
Entar Silvershield, a Duke of Baldur's Gate. I
recommend that you take Eldoth up on his offer and take
him into your party. The subplot in Baldur's Gate
envolving Entar is interesting. Take Eldoth back to the
Friendly Arm Inn and drop him off to reclaim later.
Cloakwood Three, west of Cloakwood Two, map 1600
136.Tasloi are here.
137.Laskal, a druid and protector of Cloakwood, tests your
group by telling them he has a message for the leaders of
the Iron Throne. When you say you are against the Iron
Throne, he tells you their stonghold is east of here.
138.There are a bunch of evil druids, called shadow druids,
both in the map and inside a large tree in the west center
of the map, who will attack your group.
139.In the stonehenge like area west of the map center is
Faldorn, a true, neutral, human, female, druid, who will
join your group to eliminate the evil Iron Throne from her
forest.
140.In a Wyvern cave found north of the Center of the map is
Peter of the North, an evil guy, training small wyverns to
guard the Cloakwood mines. Keep talking to Peter and
he will attack you. There are no large wyverns here. You
can only get the heads that Coran is looking for from
large wyverns, so you must move on to cloakwood four,
map 1700 to solve Coran's quest.
Cloakwood Four, east of Cloakwood Three, map 1700
141.Cloakwood 4, map 1700, is east of cloakwood 3. You
must cross the bridge from lower right southeast to get to
northeast to get to this area. Upon entering this area a
video showing Wyverns will be shown. There are
hamadryads and wyverns here.
142.Cloakwood 4: There is a large cave in the southwest
which has two adult and three juvenile wyverns.
Cloakwood Mines, east of Cloakwood Four, map 1800
143.Cloakwood mines, map 1800, are east of cloakwood 4.
There are black talon elite and wolves here. Laradar will
approach you with a group of black talon elite. Laradar
will go away if you mention wyverns, but will fight if you
mention your real purpose.
144.There is an island in the center of the map that can only
be entered from the west central portion of the map
across a bridge going east.
145.On the other side of the bridge there is another group of
assassins waiting, Drassus, Genthore, Kysus, and
Rezdan. There are two mages and two fighters that you
must kill, one with boots of speed.
146.The mines have four levels. On the first level get the
miners to go to the surface and clean up the rest of the
guards by talking with them and kill any guards you find.
147.On the second level, find the miner Rill in a cell with
guards and give him 100 gold to help clean up the mess.
Pay the prisoner 100 gold to obtain his help freeing the
other prisoners. Don't be greedy here, you need his help.
Also on level two you will find Yeslick, a fighter (4), cleric
(5), male, dwarf NPC, who can be added to your group.
148.Cloakwood mines level three, map 1803, is where there
are a lot of guards and living quarters. You will find a
mage named Natasha in the north east of the level who
gives a good fight and an ogre mage who tortures the
prisoners. In the southern part of the level is the way
down to level 4.
149.At the bottom of the mines, locate the evil wizard
Davaeorn and kill him. Davaeorn will summon Battle
Horrors to fight you. I used summon monster several
times to keep the horrors away from my group, while
killing Davaeorn with archers and stones. Then I killed
the horrors with lightning. One lightning bolt killed each
horror. Magic weapons did not even touch them. The
apprentice can be killed or released, your option.
150.Exit the mines via a passage to the first level. The
"passage" is an elevator in the southwest of Davaeorn's
apartment on level four. When you take the elevator, you
end chapter four. Use the key to flood the mines at the big
valve, after you talk to the character next to the valve.
Flooding the mines is only possible if you freed the
prisoners. Once you enter the mine elevator at the back
of the head mage's room to go upstairs to flood the mines,
you end chapter 4.
Chapter 5: Baldur's Gate
151.Baldur's Gate is inaccessable until chapter 5. Flooding
the mines lets you get into this last area. You can return
to any previous level to find new or complete some of the
old quests at this point. The game will end in chapter
seven and you will no longer have free passage through
Baldur's Gate after chapter five, so be careful not to end
this chapter before you have finished all the side quests
that you want to.
152.The area of Baldur's Gate is divided into 10 different
areas: northwest, north central, north east, central west,
central, central east, south west, south central, south
east, and the bridge areas. The central west, central and
north east areas are a menace to navigation in that they
have an area which is inside the inner wall and an area
outside the inner wall. If you want to get to the central
area outside the inner wall, you must walk to the west
from the central area outside the wall or from the south
west area north. Going to the west central area you must
come from either the north west area or the central area
north of the wall. If you want to get to the northeast area
inside the wall, just walk north from the east central
location. The inside of the wall north east area is only
accessable from the north central area.
153.Scar introduces himself as you cross the bridge. He
contracts with you to investigate the Seven Suns trading
center. Scar tells you that Jhasso is the head of the
center, who is acting strangely. If you tell Scar about the
Iron Throne, he will ask you to shadow Jasso with stealth
and report back to the Flaming Fist. The Seven Suns is
found in the southwestern portion of Baldurs Gate. The
Flaming Fist Keep or Barracks is also found in this area
just to the west of the Seven Suns. Be careful as the
merchant trading center is in a building which is very
similar to the Seven Suns. The merchant trading center is
locked and the lock cannot be picked.
154.Returning to Scar in the Flaming Fist Gaol once you have
killed all the dopplegangers in the Seven Suns will
complete the quest. You can go directly to Eltan to start
the quest that will end this chapter. You do not have to
work with Scar to get the quest.
155.DO NOT DO THIS UNTIL YOU FINISH ALL Baldur's
Gate Subquests THAT YOU WANT TO. You can go
directly to Duke Eltan on the second floor (upstairs) in
the Flaming Fist Gaol to get the Iron Throne mainquest.
Eltan will ask you to investigate the Iron Throne. Go to
the Iron Throne Mansion in the northwest corner of the
dock area map. You can kill the guys on the top level of
the mansion or search the mansion until you find out that
Reitar is in Candlekeep. The Iron Throne Mansion has
five levels, maps 0612 to 0616. One level is in the
basement accessed by stairs to the right of the door out
to the street. The basement goes to the sewers in the
northwest of the westernmost section of them through
the area that goes directly west (left) from the top
intersection of the west sewer section. The other areas
go to the top floor. If you go all the way to the top, you will
have a big fight. On the first floor, we told the guard we
were merchants from Sembia with business with the Iron
Throne leaders. On the second floor we told the guard
we were delivering a message to Sarevok. On the third
floor we told them we were merchants from Sembia.
Dustus Gurn, assistant chief accountant, told us that
Rieltar and Brunos went to Candlekeep. If you threaten
Thaldorn on level three of the Iron Throne he will tell you
that Bruno and Rietar have gone to Candlekeep. If you
kill the guys on the fourth floor, get the documents
describing their plan, the letter from Tulth to Rieltar. You
will find Zalamar Cloud Wulfe, Gardush, Naamanj Diyab,
Asim and Ala, and Lyle Espejo on the fourth floor. Save
the game. Take these documents back to Scar and he
will take you to Duke Elton. If you cannot find Scar after
looking go directly to the Duke. The chapter ends when
you report to Duke Elton. Elton gives you the tome of
great value which you will need to get into Candlekeep in
chapter 6. You are immediately teleported to Candlekeep
so if you had not slots open, the tome is dropped on the
ground and you have to retun to Duke Elton's room to get
it. Alternatively, you can go directly to Duke Eltan on the
second floor of the Flaming Fist garrison and get the task
to investigate the Iron Throne, and return to Elton later to
report your findings after finding out that Reitar is in
Candlekeep.
Chapter 6: Return to Candlekeep, map 2600
156.You cannot go back into candlekeep until you get the
Tome of Great Value to purchase admittance. You will
get this from Duke Eltan at the end of chapter 5, just
before he teleports you to Candlekeep.
157.You are teleported back to Candlekeep at the end of
chapter 5.
158.Give the tome of great value to the guard to gain
admittance.
159.Once you have entered Candlekeep you have 20 minutes
before the Gate Warden arrives to arrest the party. You
will be taken to Candlekeep dungeon, map 2626. In my
game this happened in the library
160.Due to the time constraints, you may want to go to the
library immediately to find Gorion's final letter and magic
scrolls on the shelves in the library. Take the scrolls as
you will need them when you are in the catacombs.
161.In the priest's quarters a doppleganger posing as a priest
is preparing to chow down on a dead cat. Keep talking to
him until he changes into the doppleganger and you can
kill him. Anyone who does not know you should be
questioned repeatedly until they turn to dopplegangers.
162.You will be able to meet Cadderly, who is from another
set of books about the Forgotten Realms, on the east or
right side of the inner courtyard. Also to the south of the
inner courtyard are four singers, who sing propheses.
163.Inside the library itself, there are six floors to the
Candlekeep library above the ground.
164.Ulrant is in his room on the top floor of the library, while
no one seems to know where Terhoril is.
165.Kevoris, who is really Sarevok, the boss you will kill in
the last battle, gives you a Gorion ring of protection +1
which is ok to use on the second floor of the library, map
2609. Some have met him on the first floor, map 2608.
Sarevok as Kevoris tries to get you to kill the leaders of
the Iron Throne. If you don't kill them Sarevok gets a
group of dopplegangers to dress up as you and has them
kill them.
166.You will come across Reiltar, Brunos and two knights,
Kestor and Tuth, who are meeting in the library on level
three, map 2610. You can kill them or not, your option.
Sarevok will have them killed in any event and you will
be accused of murdering them and imprisoned.
167.If you go upstairs you will find Gorion's room on the
south side of the fifth floor, map 2612. Open Gorion's
chest and get the final letter from Gorion to help you
understand the situation you are in. I found the wrong
room and opened the wrong chest and was approached
by a guard who fined me all my gold or one million gold
whichever was smaller for robbing in Candlekeep.
168.You will be accused of murder by the Gate warden later
and put into a cell. Do NOT kill the Gate Warden or his
men. Ulrant will appear just after you are jailed to tell you
that you will be sent to Baldur's Gate for executtion. In
the jail cell you will be met by Tethoril who will teleport
you to Candlekeep Caverns, just below the library.
169.The area below the library is composed of three areas:
the Crypts of Alondo, the catacombs and the caverns.
170.The crypts or tombs area is very dangerous and loaded
with traps. There are two or three Tomes of power here
including the Tome of Understanding (wisdom) and the
Tome of Strength. The tomes are found within the
sacophagi or coffins in the crypts. You enter this level in
the lower right (southeast) and work your way to the
exit. Make sure you see all seven crypts before you
leave.
171.The catacombs below Candlekeep are loaded with
dopplegangers. You enter this area also in the southeast
or lower right into a large room surrounded by six smaller
room and work your way to the exit in the northeast or
upper left along a short corridor with another six rooms
off of it. Just about everyone here is a doppleganger. If
someone does not recognize you or is acting strangely
question him/her until they reveal that they are
dopplegangers and you can kill them. But where there is
danger there is good treasure and you will find tombs of
strength and wisdom here. There are twelve rooms with
dopplegangers in them here.
172.You will also come across Phlydia's doppleganger who
you will have to kill. Dopplegangers of virtually everyone
in Candlekeep will show up to confront and fight the
group in the the catacombs.
173.Elminster and Gorion dopplegangers will show up later in
the level.
174.The final level is the caverns area which you enter in the
center top (north central) and leave in the lower left or
southwest.
175.This area has bassilisks in it so be sure to be carrying
scrolls of protection from putrefaction which last longer
and more reliably than the potions of silver eyes.
176.Close to the exit in the southwest (lower left), Diarmid a
member of Sarevoks group will mistake you for his
people and escape. Arcanis and Deder are two more of
Serevok's people you will meet near the entrance to the
caverns.
177.Once you make it out of the catecombs or tombs you will
have to go back to Baldurs Gate.
178.Completing Chapter 6 gives the party 9600 experience
points.
Chapter 7: Baldurs Gate after Candlekeep
179.You are now a criminal. If caught you will be imprisoned.
If you cannot escape, you will be executed. You must
avoid Flaming Fist guards or be arrested. A group of
Flaming Fist will approach the group if they spend more
thatn five minutes within any Baldurs Gate area other
than the sewers and the inside of buildings. When
travelling, use the sewers to avoid the Flaming Fist
guards.
180.You may want to try some of the chapter 7 subplots
before going to the Ducal Palace. See the subplots
section below.
181.Go to the Iron Throne Mansion and you will find it in
some sort of turmoil.
182.Go to the top floor of he temple and fight the invisable
wizard. Kill the wizard and take the essential stuff she is
carrying, especially Sarevok's diary. One of the scrolls
describes the underceller and the UnderCity.
183.Make your way to the basement and enter the sewers
through a secret door in a group of barrels.
184.In the sewers, make your way to the Undercellar which
is an exit from the level just below where you entered the
sewers.
185.A whorehouse proprietor is found here.
186.The whorehouse is the undercellar which is different
than the undercity where the temple of Bhaal is found in
the finale of the game. In the center of underceller
whorehouse you will find Krystin and Slythe, two more
assassins hired to kill you. Kill them without harming the
"innocent" ladies of the evening. On his body is an
invitation to the coronation of Grand Duke Sarevok. Gee
wasn't he the bad guy behind this whole iron scheme.
187.Go to the palace and use the invitation to get in. Level
one, inside the Ducal Palace, map 0108, Kill the six
dopplegangers who appear and protect Belt and Liia
Jannath, his lady guest. If Belt and Liia die, you will be
forced to fight waves of Flaming Fist warriors until you
die and the game will end.
188.Sarevok will accuse you of murder and all you have to do
is to show Belt the diary. Sarevok will flee. His mage will
teleport Sarevok to the Undercity. Sarevok should be
invincible at this point so let him go.
189.Belt will use his god to determine where Sarevok went
and then teleport you to the thieves guild where you can
stock up for the final battle.
190.Talk to Denkod in the Thieves' Guild, map 0153, and he
will tell the party that Sarevok went downstairs.
191.Go downstairs in the Thieves Guild where you find the
maze, map 0146. Fight the skeletons and jellies. Look out
for all the traps.
192.At the exit you will meet the wizard who teleported
Sarevok out of the palace and you can either kill him or
let him go. The wizard is next to the door to the Undercity
area, map 0123, and the Temple of Bhaal, map 0125.
End Game: Baldur's Gate Elder Undercity
193.In the Elder Undercity, map 0123, you will need to make
your way to Sarevoks House, The Temple of Bhaal, in
the northwest corner of the map.
194.On your way to Sarevok's house you will have to fight a
group of assassins seeking a reward for your death.
These are mercinaries hired by the Iron Throne and are
a tough bunch of five or six adventurers.
195.You will also have to battle skeleton warriors who are
very tough.
196.Save your game before fighting Sarevok. At Sarevok's
house, The Temple of Bhaal, map 0125, there are
wizards and fighters to take out and then Sarevok finally.
You will find Angelo, Tazok and Semaj here to fight with
Sarevok. Sarevok needs to be attacked with Melee
weapons, since he cannot be killed by magic. Ordinary
missiles cannot harm this crowd, you will need majic
projectiles or just melee weapons. This is the end. Watch
the nice cut scene animation where the god's statue is
finally removed from the pantheon of the gods in the
underworld.
The other areas of the game and the sub plots are shown
below:
197.Crossroads of the Coastway and the Way of the Lion,
map 2800
198.Chapter 1: Elminster appears to talk with you when you
enter this map from Candlekeep in the early part of the
game.
199.Chapter 3: There are bandits in this area to kill.
200.Chapter 3: After killing all the bandits in this area, a
captured bandit will apear and reveal the location of the
bandit camp on map area 1900.
Red Wizards of Thay Temple NE of Basilisks, map 3000
201.This area is infested with giant spiders to the east of the
level. The giant spiders include phase, sword, and others.
The phase spiders cast entangle. Move away from the
center of the entangle blast and attack the phase spider in
melee combat. Kill phase spiders quickly. They can be
lethal.
202.In the dead center of this area are five red wizards of
Thay on a temple with a set of steps that face the
southwest. Talk with them but you will have to kill them.
The mage in the front has a ring of power. Bows can stop
the casting quickly. Nice stuff.
Berdusk
203.I could not find this area. This is said to be in a planned
upgrade available sometime in the first quarter of 1999.
Shipwreck north of lighthouse south of Candlekeep, map
3100
204.The western edge by the sea coast is loaded with siren
who are 2000 experience points each. They will charm
your party members. Best to get off some arrows at a
distance to stop the spell casting. Once charmed I moved
my men off at a distance to wait until the charm expired.
Dispel Magic! Cast by a Cleric from a respectable
distance. Will take down their invis too, as well as get rid
of that annoying charm. Follow with a silence 10' cast at
the GROUND (not the Sirine, no save if cast at ground),
and generous portion of arrows. Rinse vigoursouly. Other
strategies are summon monsters and send them in.
Sirens can only cast their charm two times. Another is to
use dispell magic or stinking cloud on the area near them,
then follow up with arrows and stones.
205.The ship had no real treasure.
206.You meet The Surgeon, the brother of Davaeorn, who
will heal your group, if needed.
207.Carrion crawler and sirens are here.
208.Mad Arcand will give 300 experience points and a Potion
of Fiery Burning to the party if they give him the ring of
folly from the shipwreck.
209.There is a wrecked ship here guarded by a Siren with
magic items. The wrecked ship has a ring of folly.
210.Also found here are 2 ghasts in NE, 4 kobalds in SW and
ogrillion in East center.
211.Shoal will kiss any male leader of the party. If a female
leads Shoal will just go away. The effects of Shoal's kiss
are lethal. If members of the group can damage Shoal
she will reveal that she has been forced to waylay
travellers by Droth, an evil, ogre mage. Shoal will then
resurect the dead character. This is good because I have
been unable to figure out how to resurrect characters
that have died.
High Hedge, West of Beregost, map 3200
212.There is a reclusive wizard here named Thalantyr. Select
that you want to talk to him and that you wish to sell
magic artifacts and he will buy and sell with you. The
mage is in the inner area and you will not have to fight his
minions once you talk to him.
213.The stuff the wizard has to offer is good and expensive.
Very nice stuff, especially for wizards. Most of the spells
in the game are here, such as vampiric touch, horror, and
protection from putrefaction.
214.Outside you will fight skeletons throwing knives and
bears. The skeltons give you skulls that Thalantyr will
buy.
215.You can return to Thalantyr with Melicamp, his
ex-apprentice who has metamorphed to a talking
chicken. Thalantyr will agree to transform Melicamp to a
human again if you give him a skull. Save the game first,
since Melicamp may either be killed or restored. You get
2000 experience points for successful completion of the
quest. Some say tha Melicamp can be found in the
abandoned farm house in the northwest part of the level,
but I did not find him there.
216.You can rest outside almost anywhere.
Beregost Temple District just east of Beregost, map 3400
217.The Temple of Lithander just to the east of Beregost up
the path offers some services such as healing, potions
and identification.
218.The head priest named Keldath Ormlyr of the temple of
Lithander also called the Temple of the Morning will give
you 1000 experience points and 5000 gold for Bassilus'
holy symbol of Cyric and 1000 gold for the head of a
wyvern. If you do not have the holy symbol, Keldath will
tell you to go get it and return to the temple for your
reward.
219.The Dawn temple and priest are a diversion and they
offer no services in addition to having no doors or
furniture. Quest?
220.East central area are vampiric wolves who can only be
harmed with magic weapons.
221.Monsters include half-orcs who will talk then fight.
222.Cattack, a bandit, will demand money and attack.
223.Drunk character claims to be a lich and asks for money.
The character is really a drunk so walk away.
Basilisk Area east of Beregost Temple District, map
3500
224.In the east central area you will find Kovak, a ghoul who
will walk with your group around the level and fight with
them if you say he can be friend if he does nothing to
anger the group.
225.In the NW corner you will find Shar-Teel, a chotic evil
fighter, who will join your group if one of them bests her
in a fight. I let her join and dismissed my warrior and
mage, then went back and dismissed Shar-Teel who will
wait for your return. Shar-Teel is a good fighter and you
can make her lawful good with a cursed helm of reversed
alignment. In Chapter Seven, if the group is captured in
Baldur's Gate. She can talk to Angelo who will release
the party from jail.
226.In the dead center of this area are basilisks who will
either stone or explode your characters with one breath.
Reflect eyes potion, purchsed at High Hedge may help.
Also the ghoul is immune to petrifaction as are those who
take petrifaction potions. Summon minions to fight them
for you.
Sea Watcher Lighthouse Ruins, map 3600
227.The lighthouse map area has a cave and a lighthouse
ruins. The lighthouse is in the south-west and the cave is
in the northwest.
228.Sil, a sireen, with 2-3 of her tribe is guarding a cave near
the beach. The cave holds some creatures but no
treasure. Sil will warn you to leave the area and will
attack you 10 seconds later if you do not leave.
229.The most prominant landmark of the area two maps
south from Candlekeep is the Sea Watcher Lighthouse.
A boy is trapped here by wolves. If you kill the wolves
and return to the boy's mother, Ardrouine, who is
south-east of the lighthouse, you will receive 60 gold and
increase your reputation by 1.
230.In the center of the level is Arkushule, a gypsy palm
reader, who will tell your fortune up to a point. If you
press her and try to get her to tell you what she has seen
that she will not tell you about, she will turn on you and
try to kill you.
231.Another character named Pallonia is found here, but no
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