Passages for Baldur's Gate, platform PC

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Passages for Baldur's Gate, platform PC

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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