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Baldur's Gate & Tales of the Sword Coast
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Baldur's Gate & Tales of the Sword Coast
PC
The following is a complete guide to both Baldur's Gate and Tales of the Sword
Coast. For general codes, click here.
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Baldur's Gate & The Tales of the Sword Coast
The Complete Guide
Version 1.3 (12-16-99)
by Dan Simpson (manymoose@hotmail.com, ICQ: 185116)
Email Policy: If you are going to email me about this game, please put
Baldur's Gate as the subject. Or just Baldur. Also please
realize that I am not hiding cheats or any other information,
i.e. everything I know about Baldur's Gate is in this guide.
_______________
.--------------------========= N O T E S =========-------------------------.
| ッッッッッッッッッッッッッッッ |
| The most recent version of this FAQ can be found at: |
| |
| http://www.gamefaqs.com/ |
| http://www.cheatcc.com/ |
| |
| I have finally finished the FAQ! It took a longer time than I expected, but |
| I have managed to complete it. That doesn't mean that I didn't miss things, |
| or that I started something somewhere that I didn't finish. If you find |
| something along those lines, please drop me an email. |
| |
| If you are a webmaster and wish to post this on your web page, please email |
| me first. And if you do post this FAQ on your site, please make an attempt |
| to keep it up to date. There is nothing worse than getting emails from |
| people who saw an old version asking about things that are already in the |
| newer versions. Well, maybe there are worse things, but it IS annoying! |
| |
| Also this is mostly a sequential walkthrough, which means that it will go in |
| the order that I think is a good one (not necessarily the best way to do |
| things, but one that worked well for me). Since a lot of elements in |
| Baldur's Gate can be done at any time, this presents a few problems. So |
| currently I have all the Major Plot points listed as Main Sections, with the |
| smaller areas as Sub-Sections. This works, but I'm not sure that it is the |
| best way to go about this. |
| |
| This FAQ looks best in Courier New at about 9 points. |
'--------------------=================================-------------------------'
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What's New in 1.3:
ッッッッッッッッッッッッッッッッッッ
- Added a new subquest (thanks to Andy Miller!)
- Small Changes
For a complete Version History, check out the Final Words Section at the end
of the FAQ.
覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧
Table of Contents:
覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧
i. Introduction
ii. The Sword Coast
iii. Items
iv. Spells
v. NPC's
vi. General Strategies
Walkthrough
1. Candlekeep
a. The Crossroads
2. Friendly Arm Inn
a. Area North of Friendly Arm Inn
3. Beregost
a. High Hedge
b. Area SW of Beregost
c. Area S-SW of Beregost
d. Area S of Beregost
e. Area N of Nashkel
f. Temple
4. Nashkel
a. Carnival
b. Area W of Nashkel
c. Area N of Gnollish Stronghold
d. Gnollish Stronghold
e. Area SW of Nashkel
f. Area S of Nashkel
5. Nashkel Mines (Exterior)
a. Nashkel Mines (Interior)
b. Area NE of Nashkel Mines
c. Area E of Nashkel Mines
6. Nashkel Revisited
7. Beregost Revisited
a. Area E of Temple
b. Ulcaster (Area S of Temple)
c. Ulcaster Dungeon
d. Area S of Ulcaster
8. On the Trail of Bandits (Area N of Beregost Revisited)
a. Larswood
b. Peldvale
9. Bandit Camp
a. Area E of Larswood
10. Back to Beregost
a. Area W of High Hedge
b. Lighthouse
c. Area S of Lighthouse
11. Cloakwood Forest
a. Cloakwood Forest Two
b. Cloakwood Forest Three
c. Cloakwood Forest Four
12. Cloakwood Mines (Exterior)
a. Cloakwood Mines (Interior)
13. Gullykin
a. Firewine Bridge
b. Firewine Ruins
14. Baldur's Gate Bridge
a. Farm N of Baldur's Gate Bridge
15. Baldur's Gate
a. Baldur's Gate NE Section
b. Baldur's Gate SE Section
c. The Harbor, Baldur's Gate S Section
d. Baldur's Gate SW Section
e. Baldur's Gate Central Section
f. Baldur's Gate W Section
g. Baldur's Gate NW Section
h. Baldur's Gate N Section
16. Candlekeep Revisited
17. Candlekeep Catacombs
a. Candlekeep Catacombs 2
b. Candlekeep Catacombs 3
18. Baldur's Gate Revisited
19. The Ducal Palace
20. On the Trail of Sarevok
21. The Hidden City
Tales of the Sword Coast
1. Ulgoth's Beard
a. The Ice Dungeon
2. Durlag's Tower (exterior)
a. Durlag's Tower (interior, above ground)
b. Durlag's Tower (interior, underground)
c. Ulgoth's Beard Revisited (Or the Soultaker and Aec'Letec)
3. Werewolves' Island
a. Werewolves' Island North
b. Shipwreck
c. Return to the Village
d. Underground Passage
e. Ulgoth's Beard Finale
Appendices
A. Monsters & Monster Strategies
B. Miscellaneous Information
C. The Gods of the Realm
D. Guide to Naming Characters
E. Character Sounds
F. Utilities & Editors
G. Non Editor Cheats
H. Online Resources
Final Words...
Credits
Version History
Stinger
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i. Introduction
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Strange things are happening in the Sword Coast. The iron has gone bad, every
weapon forged with it is completely worthless. Bandits plague the Coast
stealing everything else that already isn't ruined. And people are muttering
that it is all the work of an outside interest bent on domination. Some say
that it is the Zhentarim, some say that it is the Amnish, although they have
troubles of their own.
Amidst all of this you have grown up in seclusion in the Candlekeep fortress, a
keep of knowledge. You have never known your parents, instead you were raised
by the Sage Gorion. You might have remained in this sheltered life forever, had
not fate played its hand. Because of the growing threat of evil in the world,
Gorion feels compelled to remove you from Candlekeep, and take you to another
hiding place where he will "explain everything".
And so it began...
Baldur's Gate is the latest in a long string of games set in the Forgotten
Realms. The game uses (for the most part) the AD&D rules to set the gameplay.
It also endeavors to create the sense that you are on an AD&D quest yourself,
and not just playing the game, but rather are in the game.
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ii. The Sword Coast
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The Sword Coast is located to the south of the thriving city of Waterdeep (the
setting for the game Eye of the Beholder), and just to the north of the nation
of Amn (which you can visit, Nashkel is Amnish).
The only major city in the Sword Coast is the city of Baldur's Gate, while not
so large or grand as the great cities like Waterdeep, is still a decent sized
city. Beregost is the next largest city, but it barely registers as a large
town. Nashkel and Gullykin are mere villages.
-- to be filled in later --
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iii. Items
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Note: Prices are all based on an average reputation, where they neither give you
the "Hero's Discount" or the "Villain's Markup". These prices were also
based on a "Super Charisma", that is, one over 18. To get a Super
Charisma start by having 18, and then wear Algernon's Cloak. The worse
your charisma, the higher these prices will be!
Note: Mage Scrolls are listed in section iv. Spells, wheras Cleric Scrolls are
listed here. (this is because you can Write Magic from a Mage Scroll but
cannot from a Cleric)
Note: Although Inns are open 24 hours a day, most shops close during the night.
Note: Your alignment effects how expensive Raise Dead is going to cost for you,
depending on the temple that you are in. If you are an Evil character in
a Good Temple, it will be quite expensive (10000 gp).
_____
Shops (a * indicates that this item is only found in the Expansion Pack)
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CANDLEKEEP:
- Candlekeep Inn -- Buys/sells, Drinks, Rest
Battle Axe 5gp Quarter Staff 1gp
Throwing Axe (5) 5 Bastard Sword 28
Club 1 Long Sword 16
Flail 16 Short Sword 11
Mace 8 2-Hnd Sword 56
Morningstar 11 Scimitar* 61
Composite Long Bow 112 Bullet (20) 1
Long Bow 84 Heavy Crossbow 56
Short Bow 33 Light Crossbow 39
Dagger 2 Bolt (20) 1
Throwing Dagger (5) 5 Arrows (20) 1
Darts (10) 1 Chain Mail 84
Halberd 11 Splint Mail 89
War Hammer 2 Leather Armor 5
Sling 1 Studded Leather 22
Spear 1 Small Shield 3
Buckler 1 Medium Shield 7
Large Shield 11 Helmet 1
- Temple of Oghma -- Cures, Donations, Buys/Sells, Identifies
Cures:
Cure Light Wounds 50gp Cure Serious Wounds 100gp
Dispel Magic 200 Slow Poison 150
Remove Curse 500 Raise Dead 2000
Sells:
Potion of Healing 84gp Antidote 112gp
Elixer of Health 560 Stone to Flesh Scroll 168
FRIENDLY ARM INN:
- Innkeeper -- Buys/sells, Drinks, Rest
Battle Axe 6gp Long Sword 19gp
Throwing Axe (5) 6 Short Sword 12
Club 1 2-Hnd Sword 63
Flail 19 Heavy Crossbow 63
Mace 10 Light Crossbow 44
Morningstar 12 Arrows (20) 1
Composite Long Bow 127 Bolts (20) 1
Long Bow 95 Bullet (20) 1
Short Bow 38 Chain Mail 95
Dagger 2 Splint Mail 101
Dart (10) 1 Leather Armor 6
Halberd 12 Plate Mail 762
War Hammer 2 Small Shield 6
Sling 1 Medium Shield 8
Spear 1 Large Shield + 1 2540
Quarter Staff 1 History/Fateful Coin 2
Bastard Sword 31 History/Unicorn Run 2
- Temple of Wisdom -- Cures, Donations, Buys/Sells, Identifies
Cures:
Cure Light Wounds 50gp Cure Serious Wounds 100gp
Dispel Magic 200 Slow Poison 150
Remove Curse 500 Raise Dead 2000
Items:
Potion of Healing 84gp Antidote 112gp
.. of Genius 336 Elixer of Health 280
.. of Mind Focusing 560 Stone to Flesh Scroll 168
.. of Insight 336
BEREGOST:
- Feldepost's Inn -- Buys/sells, Drinks, Rest
History/Fateful Coin 2gp Bracers AC8 3360gp
Amulet + 1 3360 Bullet + 1 17
Arrow + 2 (2) 40 Chainmail + 1 1792
Battle Axe + 1 1680 Medium Shield + 1 1680
Flail 16 Bastard Sword + 1 2800
Comp. Long Bow + 1 2800 Two Handed Sword 56
- Jovial Juggler -- Drinks, Rest
- Red Sheaf Inn -- Drinks, Rest (only Peasant and Merchant rooms available)
- Burning Wizard -- Drinks, Rest
- Thunderhammer Smithy -- Buys/Sells, Identifies
Weapons:
Battle Axe 5gp Spear 1gp
Throwing Axe (5) 5 Quarter Staff 1
Club 1 Quarter Staff +1 560
Flail 16 Bastard Sword 28
Mace 8 Long Sword 16
Mace +1 1680 Long Sword +1 1600
Morningstar 11 Short Sword 11
Composite Long Bow 112 Short Sword +1 896
Long Bow 84 Heavy Crossbow 56
Short Bow 33 Light Crossbow 39
Short Bow +1 1680 Arrows (20) 1
Dagger 2 Arrows +1 (10) 112
Dagger +1 336 Arrows of Ice (10) 336
Throwing Dagger (10) 11 Arrows of Biting (10) 560
Dart (20) 1 Arrows +2 (10) 201
Dart +1 (10) 89 Bolt (20) 1
Halberd 11 Bolt +1 (10) 112
War Hammer 2 Bullet (20) 1
Sling 1 Bullet +1 (10) 89
Sling +1 112 Light Crossbow/Speed 8960
Dagger of Venom 11200
Armors:
Chainmail 84gp Medium Shield 7gp
Splint Mail 89 Medium Shield +1 1680
Helmet 1 Large Shield 11
Leather Armor 5 Buckler 1
Leather Armor +1 1120 Full Plate 6720
Studded Leather 22 Shadow Armor 11760
Small Shield 3 Plate Mail 672
Small Shield +1 1120
HIGH HEDGE
- Thalantyr -- Buys/Sells, Identifies
Items:
Dart +1 (5) 44gp Potion of Perception 392gp
Arrows +1 (5) 56 .. of Regeneration 560
Acid Arrows (5) 280 Potion of Insight 336
Bolt +1 (5) 56 Potion of Strength 392
Bolt of Lightning (5) 168 Potion of Freedom 280
Bolt of Biting (5) 420 .. of Magic Blocking 1680
Bullet +1 (5) 44 .. of Mirrored Eyes 448
Potion of Fire Resist 448 Wand of Sleep 1680
Potion of Healing 84 Wand of Fear 2240
Elixer of Health 280 Horn of Kazgaroth 10080
Potion of Cold Resist 280 Claw of Kazgaroth 11200
Potion of Explosions 504 Robe Good Archmagi 22960
Potion of Infravision 112 Robe Evil Archmagi 22960
Potion of Insulation 190
Protection Scrolls:
Protection from Acid 840gp
Protection from Cold 840
Protection from Electricity 840
Protection from Fire 840
Protection from Magic 2240
Protection from Poison 840
Protection from Undead 840
Spells: The spells can be found in the spells section below.
NASHKEL
- Temple of Helm -- Cures, Donations, Buys/Sells, Identifies
Cures:
Cure Light Wounds 50gp Cure Serious Wounds 100gp
Dispel Magic 200 Slow Poison 150
Remove Curse 500 Raise Dead* 600-10000
Items:
Potion of Healing 84gp Antidote 112gp
Elixer of Health 280 Stone to Flesh 168
* - Raise Dead costs differently depending on the person's alignment
- Nashkel Store -- Buys/Sells, Identifies, Steals 33
Battle Axe 5gp Long Sword 16gp
Throwing Axe (5) 5 Short Sword 11
Club 1 2-hnd Sword 56
Flail 16 Heavy Crossbow 56
Mace 8 Light Crossbow 39
Morningstar 11 Arrows (20) 1
Composite Long Bow 112 Bolts (20) 1
Long Bow 84 Bullets (20) 1
Short Bow 33 Chainmail 84
Dagger 2 Splint Mail 89
Dart (10) 1 Leather Armor 5
Halberd 11 Plate Mail 672
War Hammer 2 Small Shield 3
Sling 1 Medium Shield 7
Spear 1 Large Shield +1 2240
Quarter Staff 1 History/Fateful Coin 2
Bastard Sword 28
- Belching Dragon Tavern -- Drinks
NASHKEL CARNIVAL
- Tent Merchant (x 2523 y 2837)-- Buys/Sells, Identifies
Necklace of Missiles 2240gp Protection/Acid 840gp
Amulet/Protection +1 3360 Protection/Cold 840
Shield Amulet 560 Protection/Fire 840
Ring of Infravision 840 Protection/Electricity 840
Protection/Petrification 840
- Carnival Shop 1 (x 2827 y 3008)-- Buys/Sells, Identifies, Steal
Battle Axe 5gp War Hammer 2gp
Throwing Axe (5) 5 Spear 1
Club 1 Quarter Staff 1
Flail 16 Bastard Sword 28
Mace 8 Long Sword 16
Morningstar 11 Short Sword 11
Dagger 2
- Carnival Shop 2 (x 3194 y 3282)-- Buys/Sells, Identifies, Steal
Throwing Axe (5) 5gp Heavy Crossbow 56gp
Composite Long Bow 112 Light Crossbow 39
Long Bow 84 Arrows (20) 1
Short Bow 33 Arrows/Piercing (2) 112
Throwing Dagger (5) 5 Bolt (20) 1
Dart (10) 1 Bullet (20) 1
Sling 1
- Carnival Shop 3 (x 3246 y 2618) -- Buys/Sells, Identifies, Steal
Chain Mail 84gp Small Shield 3gp
Splint Mail 89 Medium Shield 7
Leather 5 Large Shield 11
Studded Leather 22
GULLYKIN
- Temple of Helm (x 350 y 315) -- Cures, Buys/Sells, Donates, Identifies
Cures:
Cure Light Wounds 50gp Cure Serious 100
Dispel Magic 200 Slow Poison 150
Remove Curse 500 Raise Dead 600-10000
Items:
Potion of Healing 84 Antidote 112
Elixer of Health 280 Stone to Flesh Scroll 168
BALDUR'S GATE
- Lucky Aello's Discount Store (AR 0800, x 3123 y 1011)
Oil of Speed 168gp
Potion of Healing 168
Antidote 56
Potion of Perception 392
Various Cursed Scrolls 1
- Bar (AR 0800, x 3400 y 1700) -- Rest, Drinks
- Elfsong Tavern (AR 0800, x 1800 y 2370) -- Rest, Drinks
- Elfsong Tavern Second Floor -- Buys/Sells, Identifies
Necklace of Missiles 2240gp Protection/Cold 840gp
Amulet/Protection +1 3360 Protection/Electricity 840
Shield Amulet 560 Protection/Fire 840
Ring of Infravision 840 Protection/Petrification 672
Protection/Acid 840
- Silence Shop (AR 0800, x 3360 y 2000) -- Rest, Buys/Sells
Dagger 2gp Cloak of Protection +1 5600gp
Leather Armor 5 Dart +1 (5) 44
Sling 1 Dart of Stunning (5) 560
Bastard Sword 28 Sling +1 112
Long Sword 16 Potion of Master Thief 448
Short Sword 11 Potion of Agility 336
Studded Leather 22 Bullet (20) 1
Studded Leather +1 1680 Bullet +1 (20) 179
Leather Armor +1 1120 Bullet +2 (20) 336
- Sorcerous Sundries (AR 0800, x 1025 y 1950) -- Buys/Sells 77, Identifies
Hide Armor 7gp Antidote 112gp
Battle Axe +1 1680 Potion of Clarity 784
Dart +1 (5) 44 Potion of Cold Resist 280
Dart of Stunning (5) 560 Potion of Defense 784
Dart of Wounding (5) 280 Potion of Explosions 504
Bastard Sword +1 2800 Potion of Firebreath 280
Long Sword +1 1400 Potion of Fortitude 560
Arrows +1 (5) 56 Potion of Genius 336
Arrow of Slaying (1) 2800 Potion of Infravision 112
Acid Arrows (5) 280 Potion of Insulation 190
Arrows of Biting (5) 280 Potion of Magic Blocking 1680
Arrows/Detonation (5) 1680 Potion of Magic Protect 1120
Arrows/Dispelling (5) 1680 Potion of Magic Shield 1400
Arrows of Fire (5) 140 Potion of Master Thief 448
Arrows of Ice (5) 168 Potion of Mind Focusing 560
Arrows of Piercing (5) 280 Potion of Mirrored Eyes 448
Arrows +2 (5) 100 Potion of Perception 392
Bolt +1 (5) 56 Potion of Regeneration 560
Bolt of Lightning (5) 168 Potion of Insight 336
Bolt of Biting (5) 420 Potion of Strength 392
Bolt +2 (5) 84 Potion of Freedom 280
Bullet +1 (5) 44 Potion of Stone Form 560
Bullet +2 (5) 84 Protection from Acid 840
Potion of Fire Resist 448 Protection from Cold 840
.. of Hill Giant Str 336 Protection/Electricity 840
.. of Frost Giant Str 840 Protection from Fire 840
.. of Fire Giant Str 1120 Protection from Magic 2240
.. of Cloud Giant Str 1400 Protection from Poison 840
.. of Storm Giant Str 1680 Protection from Undead 840
Potion of Healing 84 Wand of Fear 2240
Potion of Heroism 896 Wand of Magic Missiles 560
Potion of Invisibility 280 Wand of Paralyzation 2800
.. of Invulnerability 1344 Wand of Fire 9856
.. of Stone Giant Str 560 Wand of Frost 3360
Oil of Fiery Burning 560 Wand of Lightning 4480
Oil of Speed 560 Wand of Sleep 1680
Elixer of Health 280 Wand/Monster Summoning 5600
Potion of Absorb 672 Wand of the Heavens 3360
Potion of Agility 336
- Maltz's Weapon Shop (AR 0800, x 1111 y 2935) -- Buys/Sells, Ident., Steals
Battle Axe 5gp Short Sword 11gp
Throwing Axe (5) 5 Two Handed Sword 56
Club 1 Arrows (20) 1
Flail 16 Bolts (20) 1
Mace 8 Bullets (20) 1
Morningstar 11 Chainmail 84
Dagger 2 Splint Mail 89
Halberd 11 Leather Armor 5
War Hammer 2 Studded Leather Armor 22
Sling 1 Plate Mail 672
Spear 1 Small Shield 3
Quarter Staff 1 Medium Shield 7
Bastard Sword 28 Large Shield +1 2240
Long Sword 16
- Thieves' Guild, Black Lily (only available in Chapter 7!) -- Buys/Sells,
Identifies
Dagger 3gp Studded Leather +1 2250gp
Dart +1 (5) 60 Leather +1 1500
Dart of Stunning (5) 750 Cloak of Protection +1 7500
Sling 1 Potion of Master Thief 600
Sling +1 150 Potion of Agility 450
Bastard Sword 37 Potion of Heroism 1200
Long Sword 22 Potion of Fire Giant STR 1500
Short Sword 15 .. of Frost Giant (2) 2250
Bullet (20) 1 Oil of Speed 750
Bullet +1 (10) 120 Antidote 150
Bullet +2 (10) 225 Potion of Magic Blocking 2250
Arrows of Dispel (5) 2250 Potion of Magic Protect 1500
Arrows +2 (5) 135 Potion of Magic Shield 1875
Arrows +1 (10) 150 Potion of Healing 112
Arrows of Biting (5) 375 Potion of Power 2550
Leather Armor 7 .. of Cloud Giant STR 1875
Studded Leather 30
BALDUR'S GATE SE SECTION
- Potion Shop (AR 1300, x 2150 y 415) -- Buys/Sells, Identifies, Steals
Potion of Regeneration 540gp Antidote 112gp
Potion of Insight 336 Potion of Cold Resist 280
Potion of Freedom 280 Oil of Speed 168
Potion of Fire Resist 448 Potion of Defense 784
.. of Hill Giant STR 336 Potion of Healing 168
Potion of Healing 84 Potion of Infravision 112
Potion of Invisibility 280 Potion of Insulation 190
Oil of Fiery Burning 560 Antidote 56
Oil of Speed 560 Potion of Magic Protect 1120
Elixer of Health 280 Potion of Magic Shield 1400
Potion of Absorbtion 672 Potion of Master Thief 448
Potion of Agility 336 Potion of Stone Form 560
- Potion Shop 2 (AR 1300, 825 y 2563) -- Buys/Sells, Identifies, Steals
Potion of Regeneration 540gp Antidote 112gp
Potion of Insight 336 Potion of Cold Resist 280
Potion of Freedom 280 Oil of Speed 168
Potion of Fire Resist 448 Potion of Defense 784
.. of Hill Giant STR 336 Potion of Healing 168
Potion of Healing 84 Potion of Infravision 112
Potion of Invisibility 280 Potion of Insulation 190
Oil of Fiery Burning 560 Antidote 56
Oil of Speed 560 Potion of Magic Protect 1120
Elixer of Health 280 Potion of Magic Shield 1400
Potion of Absorbtion 672 Potion of Master Thief 448
Potion of Agility 336 Potion of Stone Form 560
- Blade and Stars Inn (AR 1300, x 200 y 666) -- Rests, Drinks
- Anonymous Inn (AR 1300, x 1700 y 2300) -- Rests, Drinks
BALDUR'S GATE HARBOR
- Low Lantern (AR 1200, x 3420 y 3090) -- Rests, Drinks
- Jopalin's Tavern (AR 1200, x 2675 y 550) -- Rests, Drinks
BALDUR'S GATE SW SECTION
- Potion Shop (AR 1100, x 3120 y 600) -- Buys/Sells, Identifies, Steals
Potion of Regeneration 540gp Antidote 112gp
Potion of Insight 336 Potion of Cold Resist 280
Potion of Freedom 280 Oil of Speed 168
Potion of Fire Resist 448 Potion of Defense 784
.. of Hill Giant STR 336 Potion of Healing 168
Potion of Healing 84 Potion of Infravision 112
Potion of Invisibility 280 Potion of Insulation 190
Oil of Fiery Burning 560 Antidote 56
Oil of Speed 560 Potion of Magic Protect 1120
Elixer of Health 280 Potion of Magic Shield 1400
Potion of Absorbtion 672 Potion of Master Thief 448
Potion of Agility 336 Potion of Stone Form 560
- Potion Shop 2 (AR 1100, x 2535 y 2317) -- Buys/Sells, Identifies, Steals
Potion of Regeneration 540gp Antidote 112gp
Potion of Insight 336 Potion of Cold Resist 280
Potion of Freedom 280 Oil of Speed 168
Potion of Fire Resist 448 Potion of Defense 784
.. of Hill Giant STR 336 Potion of Healing 168
Potion of Healing 84 Potion of Infravision 112
Potion of Invisibility 280 Potion of Insulation 190
Oil of Fiery Burning 560 Antidote 56
Oil of Speed 560 Potion of Magic Protect 1120
Elixer of Health 280 Potion of Magic Shield 1400
Potion of Absorbtion 672 Potion of Master Thief 448
Potion of Agility 336 Potion of Stone Form 560
- General Store (AR 1100, x y ) -- Buys/Sells, Identifies, Steals
Battle Axe 5gp Short Sword 11gp
Throwing Axe (5) 5 Two Handed Sword 56
Club 1 Arrows (20) 1
Flail 16 Bolts (20) 1
Mace 8 Bullets (20) 1
Morningstar 11 Chainmail 84
Dagger 2 Splint Mail 89
Halberd 11 Leather Armor 5
War Hammer 2 Studded Leather 22
Sling 1 Plate Mail 672
Spear 1 Small Shield 3
Quarter Staff 1 Medium Shield 7
Bastard Sword 28 Large Shield +1 2240
Long Sword 16
- Inn (AR 1100, x 1100 y 2200) -- Rest, Drinks
BALDUR'S GATE CENTRAL SECTION
- Drakon Tavern (AR 0700, x 1560 y 1360) -- Rest, Drinks
BALDUR'S GATE NE SECTION
- General Store (AR 0300, x 2180 y 2515) -- Buys/Sells, Identifies, Steals
Battle Axe 5gp Short Sword 11gp
Throwing Axe (5) 5 Two Handed Sword 56
Club 1 Arrows (20) 1
Flail 16 Bolts (20) 1
Mace 8 Bullets (20) 1
Morningstar 11 Chainmail 84
Dagger 2 Splint Mail 89
Halberd 11 Leather Armor 5
War Hammer 2 Studded Leather 22
Sling 1 Plate Mail 672
Spear 1 Small Shield 3
Quarter Staff 1 Medium Shield 7
Bastard Sword 28 Large Shield +1 2240
Long Sword 16
- Splurging Surgeon (AR 0300, x 411 y 2885) -- Rest, Drinks
- Blushing Mermaid (AR 0300, x 200 y 1750) -- Rest, Drinks
BALDUR'S GATE W SECTION
- High Hall of Wonders (AR 0600, x 3800 y 940) -- Cures, Donates, Buys/Sells
Identifies
Cures:
Cure Light Wounds 50gp Cure Serious Wounds 100gp
Dispel Magic 200 Slow Poison 150
Remove Curse 500 Raise Dead 600-10000
Items:
Potion of Healing 78 Elixer of Health 262
Oil of Speed 525 Stone to Flesh Scroll 157
Antidote 105
BALDUR'S GATE NW SECTION
- Helm and Cloak Inn (AR 0100, x 3550 y 2900) -- Rest, Drinks
- Inn (AR 0100, x 3025 y 1670) -- Rest, Drinks
BALDUR'S GATE N SECTION
- Temple of Helm (AR 0200, x 1550 y 1090) -- Cure, Donate, Buy/Sell, Ident.
Cures:
Cure Light Wounds 50gp Cure Serious Wounds 100gp
Dispel Magic 200 Slow Poison 150
Remove Curse 500 Raise Dead 600-10000
Items:
Potion of Healing 84 Stone to Flesh Scroll 168
Antidote 112 Elixer of Health 280
- Three Old Kegs (AR 0200, x 3700 y 2370) -- Drinks, Rest
ULGOTH'S BEARD (Tales of the Sword Coast)
- Ulgoth's Beard Inn (x 2360 y 535) -- Buys/Sells, Rest
Battle Axe 7gp Arrows (20) 1gp
Throwing Axe (5) 7 Acid Arrows (10) 710
Club 1 Arrows +2 (10) 255
Flail 21 Bolt (20) 1
Mace 11 Bolt +1 (10) 142
Morningstar 14 Bolt of Lightning (10) 426
Composite Long Bow 142 Bullet (20) 1
Long Bow 106 Bullet +2 (10) 213
Short Bow 42 Chainmail 106
Dagger 2 Splint Mail 113
Dart (10) 1 Hide Armor 9
Dart +1 (10) 113 Leather Armor 7
Dart of Stunning (10) 1420 Plate Mail Armor 852
Halberd 14 Small Shield 4
War Hammer 2 Medium Shield 9
Sling 1 Large Shield +1 2840
Spear 1 Potion of Healing 106
Quarter Staff 1 Antidote 142
Bastard Sword 36 Potion of Mirrored Eyes 568
Long Sword 21 Cloak of Displacement 4970
Short Sword 15 Quarter Staff +3 7810
Two Handed Sword 71 Greagan's Harp 8378
Scimitar 78 Wand of the Heavens 5325
Heavy Crossbow 71 Wand of Frost 6177
Light Crossbow 49 Ring of Invisibility 24850
Greenstone Amulet 4260
DURLAG'S TOWER (Tales of the Sword Coast)
- Erdane (x y )-- Buys/Sells
Hide Armor 7gp Bolt +1 (10) 112gp
Dagger 2 Bolt of Lightning (10) 336
Dart (10) 1 Bullet (20) 1
Dart +1 (10) 89 Bullet +1 (10) 89
Dart of Stunning (10) 1120 Bullet +2 (1) 16
Scimitar 60 Potion of Healing 84
Arrows (20) 1 Potion of Master Thief 448
Acid Arrows (10) 560 Potion of Agility 336
Arrows +1 (10) 112 Potion of Hill Giant 336
Arrows of Fire (10) 280 Antidote 112
Bolt (20) 1 Potion of Perception 392
Wand of Fire 4928
_____
Wands
ッッッッッ
Wands last for 20 uses, and then fizzle away. Although no way exists to
directly check how many charges are left in a wand, you can try to sell it
at a shop. The more the shopkeeper will pay, the more charges you have
left. You can also use the shopkeeper to recharge the wand (I think),
simply sell it to him, and then buy it back.
_________________________________
Jewels, Gems, and Other Valuables
ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
I've listed the selling prices here so that you can prioritize what to keep
and what to toss if your inventory gets too cluttered. Never keep anything
silver, they are far too common and almost worthless.
Gems: selling price
Andar 15gp
Aquamarine 75
Black Opal 150
Bloodstone 25
Chrysoberyl 35
Diamond 500
Emerald 750
Fire Agate 5
Garnet 175
Horn Coral 62
Iol 20
Jaspar 17
King's Tears 2000
Lynx Eye 7
Moonbar 187
Moonstone 25
Pearl 100
Rogue Stone 2500
Shandon 45
Skydrop 20
Sphene 112
Star Diopside 47
Star Sapphire 1000
Sunstone 12
Tchazar 17
Turquoise 2
Water Opal 175
Waterstar 40
Ziose 30
Zircon 45
Necklaces:
Agni Mani 20gp
Bloodstone 150
Bluestone 15
Gold 30
Laeral's Tear 3000
Pearl 500
Rainbow Obsidian 25
Silver 5
Studded w/Zios 75
Tiger Cowrie 27
Rings:
Angel Skin 50gp
Bloodstone 30
Fire Opal 250
Flamedance 62
Gold 20
Greenstone 5
Jade 40
Onyx 25
Ring (plain) 5
Silver 2
__________
Misc Items
ッッッッッッッッッッ
Ankheg Shells -- can be made into an armor (AC 1), which costs 4000gp
(Thunderhammer Smithy, Beregost). Or you could sell them for 500gp.
Note: You can only sell shells once! After that you can't even get him to
make you an armor!
Wyvern Heads -- give the first to Keldath Ormlyr (priest at temple) for 2000
gp, then sell any others to Thalantyr (mage at high hedge, or elsewhere)
for 500 gp each.
Winter Wolf Pelts -- sell these in the shop in Nashkel for 500gp each, no
limit to how many you can sell. You can also sell these to Officer Vai
(at least as long as she is accepting Scalps)
--------------------------------------------------------------------------------
iv. Spells
--------------------------------------------------------------------------------
This section tells you where you can buy spells, and for how much. Spells have
all been sorted Alphabetically, so the list you see here won't match the order
that the seller has.
HIGH HEDGE
- Thalantyr
Armor 112
Blindness 112
Burning Hands 112
Charm Person 112
Chill Touch 112
Chromatic Orb 112
Color Spray 112
Detect Invisibility 224
Flame Arrow 336
Friends 112
Grease 112
Hold Person 336
Horror 224
Identify 112
Infravision 112
Invisibility 224
Larloch's Minor Drain 112
Luck 224
Magic Missile 112
Mirror Image 224
Protection from Evil 112
Protection from Petrification 112
Resist Fear 224
Shield 112
Shocking Grasp 112
Skull Trap 336
Sleep 112
Strength 224
Vampiric Touch 336
BALDUR'S GATE
- Sorcerous Sundries
Agannazar's Scorcher 224gp
Armor 112
Blindness 112
Blur 224
Burning Hands 112
Chaos 560
Charm Person 112
Chill Touch 112
Chromatic Orb 112
Clairvoyence 336
Color Spray 112
Confusion 1344
Detect Evil 224
Detect Invisibility 224
Dimension Door 1344
Dire Charm 336
Dispel Magic 336
Fireball 1008
Flame Arrow 336
Friends 112
Ghost Armor 336
Ghoul Touch 224
Grease 112
Greater Malison 448
Haste 1008
Hold Person 336
Horror 224
Identify 112
Infravision 112
Invisibility 224
Knock 224
Know Alignment 224
Larloch's Minor Drain 112
Lightning Bolt 1008
Luck 224
Magic Missile 112
Melf's Acid Arrow 224
Minor Globe/Invulnerability 1344
Mirror Image 224
Monster Summoning I 336
Monster Summoning II 1344
Non-Detection 336
Otiluke's Resilient Sphere 448
Polymorph Self 448
Protection from Evil 112
Protection from Petrification 112
Protection/Normal Missiles 1008
Remove Curse 448
Resist Fear 224
Shield 112
Shocking Grasp 112
Skull Trap 336
Sleep 112
Slow 336
Spirit Armor 448
Stinking Cloud 224
Strength 224
Vampiric Touch 336
Web 224
ULGOTH'S BEARD
- Ulgoth's Beard Inn
Defensive Harmony 568
Emotion 568
Greater Malaison 568
Improved Invisibility 1704
Mental Domination 568gp
Protection from Lightning 568
Remove Curse 568
--------------------------------------------------------------------------------
v. NPC's
--------------------------------------------------------------------------------
Unless it is otherwise mentioned, any NPC you say "no" to (or remove later) will
stay put wherever you put them. To see the X,Y coordinate of where you are,
press "L". The top left of any map is (x 0 y 0).
Special Abilities are those abilities that that character intrinsicly has. Some
of them they have before they join you, others they gain later.
Note: If you turn both Khalid and Jaheira down in the FAI, you can't ever get
them to join.
Pairs: (you can't have one without the other)
Khalid -- Jaheira
Xzar -- Montaron
Minsc -- Dynaheir
Eldoth -- Skie
Note: To get one of these in the pair without the other, simply send the other
person into a building (the person you want to get rid of), and then
reform the party to kick them out. This way they can't come up to you
and talk to you.
Here's the party I like:
You -- as a Lawful Good Fighter
Kivan -- give him a Composite Long Bow +1, or the Long Bow of Marksmanship,
and the Bracers of Archery; and you have a really effective sniper.
Minsc -- a very good warrior
Dynaheir -- a good mage, plus if you get her at the right level, she starts
with Fireball.
Yeslick -- a good cleric (you could also sub in Branwen or Viconia here)
Safana -- you need a thief, and I like Safana. (you can also sub in Imoen
here)
And here are some interesting party combinations:
Have Minsc, Dynaheir and Edwin in the same party. Since Edwin wants to kill
Dynaheir, Minsc gets all surly and protective.
Viconia and Kivan have a love-hate relationship, and also Viconia is very
dimissive about Xan.
Put Yeslick and Kagain together to see just how different two Dwarves can be.
Yeslick DESPISES Kagain.
Safana and Coran. Coran will flirt shamelessly with Safana, and she will
rebuff his every attempt, quite humorously.
Quayle and Tiax. These two really don't like each other. Plus they're
fairly amusing on their own.
Faldorn and Jaheira don't like each other either. Funny how they are both
Druids.
Put Eldoth, Skie, and Garrick together for a wild Love Triangle. Heh.
And now the BIG LIST of every NPC complete with a description, and where they
are. This list is sorted by alignment, Good first, then Neutral, and Evil last.
GOOD: S D C I W Ch Race Class Alignment
Ajantis 17 13 16 12 13 17 Human Paladin Lawful Good
Ajantis is a simple person, all he wants to do is vanquish evil.
Special Abilities: Lay on Hands, Detect Evil, Protection from Evil
Where he is: Farm N of Friendly Arm Inn (x 1572 y 3139)
Dynaheir 11 13 16 17 15 12 Human Invoker Lawful Good
Dynaheir was kidnapped by the Gnolls, and must be rescued with Minsc in your
party. She is also linked to Minsc and if one leaves, the other does too.
She makes a good mage because she already knows such spells as Fireball.
Special Abilities: Slow Poison
Where she is: Gnollish Stronghold (x 2529 y 1440)
Yeslick 15 12 17 7 16 10 Dwarf Fighter/Cleric Lawful Good
You find Yeslick in the Cloakwood Mines, and all he wants to do is help.
How noble.
Special Abilities: Dispel Magic
Where he is: Cloakwood Mines, Level 2 (x 851 y 1727)
Imoen 9 18 16 17 11 16 Human Thief Neutral Good
Imoen automatically will join you immediately after Gorion's death. Unless
you run away, that is. Sometimes she comes with a Wand of Magic Missiles,
now who did she steal that from?
Khalid 15 16 17 12 10 9 Half-Elf Fighter Neutral Good
See Jaheira below for a description.
Where he is: Friendly Arm Inn, Ground Floor (x 329 y 685)
Minsc 18/93 15 15 8 6 9 Human Ranger Neutral Good
Minsc's life partner Dynaheir was kidnapped by Gnolls, and he wants your
help to get her back! If you don't rescue her in a timely fashion, Minsc
will leave.
Special Abilities: Berserk, Charm Animal
Where he is: Nashkel (x 3387 y 1957)
Alora 8 19 12 14 7 10 Halfling Thief Chaotic Good
You'll find Alora burglarizing the Hall of Wonders at night. Agree to stand
watch for her, then talk to her twice more and she'll offer to join.
Where she is: Baldur's Gate W Section (AR 0600, x 1600 y 2200)
Coran 14 20 12 14 9 16 Half-Elf Fighter/Thief Chaotic Good
Coran wants to go sack some Wyverns in the 4th Cloakwood forest, so do that
immediately or he will leave. After you beat the wyverns, he will stay
forever.
Where he is: Cloakwood 1, On a Bridge (x 1515 y 691)
Kivan 18/12 17 14 10 14 8 Elf Ranger Chaotic Good
Kivan wants to hunt some bandits. If you kick him out of the party, he
stays gone for good!
Special Abilities: Charm Animal
Where he is: High Hedge (x 3652 y 1472)
NEUTRAL: S D C I W Ch Race Class Alignment
Xan 13 16 7 17 14 16 Elf Enchanter Lawful Neutral
Xan is a depressing person, but he is a capable mage (although he has the
very large flaw of not being able to cast such spells as Magic Missile and
Fireball!) and he has a Moonblade. If you're overly rude to him he'll leave
and never return.
Where he is: Nashkel Mines Interior (Fourth Level, Cave x 793 y 588)
Branwen 13 16 15 9 16 13 Human Cleric True Neutral
To get Branwen in your party all you have to do is to free her from the
Petrification enchantment that was placed on her by the Mage Tranzig. Free
her using a Stone to Flesh spell (you can buy them in Nashkel for 168gp or
from Zeke at the Carnival for 500gp).
Special Abilities: Spiritual Hammer
Where she is: Nashkel Carnival (x 3253 y 2882)
Faldorn 12 15 11 10 16 15 Human Druid True Neutral
Faldorn wants to free the forest from the evils of the Iron Throne, which
has taken up residence in the Cloakwood Mine.
Special Abilities: Summon Dread Wolf
Where she is: Cloakwood 3, In the Druid Shrine (x 639 y 2885)
Jaheira 15 14 17 10 14 15 Half-Elf Fighter/Druid True Neutral
Jaheira and Khalid were good friends of Gorion, and will go with you every-
where. However, if you say "No" to them the first time they want to join,
you won't be able to get them. Ever.
Where she is: Friendly Arm Inn, Ground Floor (x 329 y 685)
Skie 11 18 15 15 8 13 Human Thief True Neutral
When you first enter the NW Area in Baldur's Gate Eldoth (if he is with you)
will offer to take you up to Skie's father's estate. Go inside the estate
and you will find Skie. She will only join you if Eldoth is with you,
otherwise she thinks that you are thieves come to kill her.
Where she is: NW Section (AR 0100, x 1170 y 1625)
Garrick 14 16 9 13 14 15 Human Bard Chaotic Neutral
Garrick will join you only after you finish the Silke subquest in Beregost.
Where he is: Beregost, by the Burning Wizard Inn (x 2564 y 2284)
Quayle 8 15 11 17 10 6 Gnome Cleric/Illusionist Chaotic Neutral
Quayle is an insulting little person, who will join up for no apparant
reason. No matter which direction you say that you are going, he is going
that way too. Can't get him until the Cloakwood mines are clear.
Special Abilities: Invisibility
Where he is: Baldur's Gate Bridge (x 486 y 797)
Safana 13 17 12 16 9 17 Human Thief Chaotic Neutral
Safana wants to find some treasure in the Flesh Golem cave, and afterwords
she will stay with you forever.
Special Abilities: Charm Animal
Where she is: Lighthouse (x 3750 y 2390)
EVIL: S D C I W Ch Race Class Alignment
Edwin 9 10 16 18 9 10 Human Conjurer Lawful Evil
Edwin wants your help in hunting down and killing Dynaheir. If you talk to
Edwin with Dynaheir in your party you would think that he would attack, or
at the least wouldn't want to join, but he will. Although he has some bad
things to say about Dynaheir. If you refuse him with Dynaheir in your party
he leaves forever.
Special Abilities: Extra Spells, 1st and 2nd Levels
Where he is: Nashkel (x 2883 y 2959)
Kagain 16 12 20 15 11 8 Dwarf Fighter Lawful Evil
Kagain runs a Mercenary business, and one of his caravans has disappeared.
Help him recover it, and you get to keep what you find. Goodie. Take him
to the Area S of the Friendly Arm Inn and he will get disgusted with looking
for Caravans, but will still stay in your party.
Where he is: Beregost (Shop North of Feldepost Inn) (x 1549 y 2031)
Eldoth 16 12 15 13 10 16 Human Bard Neutral Evil
Eldoth wants to join you so that he can "rescue" his lover Skie from her
father in Baldur's Gate.
Special Ability: Create Poison Arrows
Where he is: Cloakwood 3 (x 3181 y 3492) (in the forest)
Montaron 16 17 15 12 13 9 Halfling Fighter/Thief Neutral Evil
Montaron is the dumb half of Montaron and Xzar, and goes where Xzar goes.
Where he is: Crossroads (E of Candlekeep) (x 4515 y 2707)
Viconia 10 19 8 16 15 14 Drow Elf Cleric Neutral Evil
When you first encounter Viconia she asks you to help her with a small
matter of the Flaming Fist trying to kill her. Help her out and she offers
to join. However, if you turn Viconia down when she asks to join, she
vanishes forever. Once she joins your reputation goes down 2.
Special Abilities: 50% Magic Resistance
Where she is: Peldvale (x 447 y 731)
Shar-Teel 18/58 17 9 14 7 11 Human Fighter Chaotic Evil
When you first meet up with Shar-Teel she challenges your "Best Male
Fighter" (this seems to be randomly chosen) to a duel. If you don't have a
Male in your party, you can't get her. If you turn her down, she leaves
forever.
Where she is: Area E of Temple (x 273 y 303)
Tiax 9 16 16 10 12 9 Gnome Cleric/Thief Chaotic Evil
Tiax is a very bizarre fellow who believes that he will one day "ascend" to
become the ruler of the Realms. He thinks that that is his "destiny" as
foretold to him by Cyric.
Special Abilities: Summon Ghast
Where he is: Baldur's Gate SW Section (AR 1100, x 1440 y 1610)
Xzar 14 16 10 17 16 10 Human Necromancer Chaotic Evil
Xzar and Montaron will join you on the crossroads right out of Candlekeep,
and they want to go investigate the Nashkel mines (who doesn't). He's also
extraordinarily insane.
Where he is: Crossroads (E of Candlekeep) (x 4577 y 2693)
--------------------------------------------------------------------------------
vi. General Strategies
--------------------------------------------------------------------------------
___________________________________
Play as Multiplayer, even if Alone:
ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
It is quite beneficial to play every game as a multiplayer (although it does
create a bit of a hassle). It gives you the benefit of being able to create
all 6 players in your party rather than depending on NPC's, and you can also
Export and Import characters in and out at any time. To create a Multiplayer
game just click the Multi Player button. At the next menu click "Connect".
Now you have to set the type of Multi Player (the top button), using Serial is
fairly easy (although it requires that you have some Networking installed...)
Now click "Create Game" (whenever you are playing by yourself in the
Multiplayer always use "Create Game", never use "Join Game"!). Name the
session to whatever you want, and enter in your own name. Finally click "New
Game". Now you can create as many characters as you want. Then once they are
all created, click the little skull icon by each created characters, and then
click the "Done" button. Voila!
Another good effect of playing in the Multiplayer is that you can look at your
inventory while paused!
________________________
Charisma is your friend:
ッッッッッッッッッッッッッッッッッッッッッッッッ
So what does Charisma really get you? Well if you have a low charisma you may
not be able to get NPC's to join you, if you pass a quest, the treasure may
not be as good as it normally would be, (or there may be no treasure at all!)
and shops WILL charge you more. So don't skimp out on the charisma.
__________________________
Low Dexterity, Not So Bad:
ッッッッッッッッッッッッッッッッッッッッッッッッッッ
If your stats just aren't turning out so good, consider skimping on Dexterity.
Why? There are Gaunlets of Dexterity out there that bring you up to a full
18! Don't skimp out too much since as you still have to fight to get those
gauntlets. You can find the Gauntlets at the entrance to the Gnollish Strong-
hold (see the Nashkel and Gnollish Stronghold sections for more information).
And if you skimp out on a LOT of Dexterity you will want to get down there as
soon as possible! The downside of this strategy is if you find a Book that
increases your Dexterity, it will increase your old Dexterity. So if you had
a 3 before, and an 18 with the Gauntlets, you'll get a 4 base and still have
18.
_________________
Fighting Battles:
ッッッッッッッッッッッッッッッッッ
Let them come to you. When you first see an enemy, your first instinct may be
to run over to it and slaughter it. Well don't. Let it come to you, and
attack it there. This way if there are 50 more of these creatures, they won't
see you and won't attack. You can then pick off each creature one at a time.
This is especially useful in dungeons where the enemies may be more difficult.
So when you first see an enemy (let's say that it's a Battle Horror), turn off
the AI (it's the left button in the bottom right corner of the screen), and
let him come up to you. You should also have your archers/mages hit the enemy
with everything they can, but don't move any closer to the enemy! The last
thing that you want is to fight TWO Battle Horrors at the same time!
Also realize that some monsters (like Vampiric Wolves) require that you hit
them with Magic Weapons only. You should never use Magic Arrows on a normal
creature; you should save the arrows for enemies that need them, such as
Battle Horrors, Demonknights, etc.
Area spells can take out a lot of enemies without them even knowing that you
are there. Suppose for a moment, that you are walking along, and a Gnoll
comes to attack you. You immediately stop, wait for him to come to you and
kill him. Well, where there is one Gnoll there are probably more, so you
launch a fireball in the direction that the Gnoll came from, and immediately
hear the screams of dying Gnolls. This is a great way to cut enemies down
quickly, but you probably want to save your fireballs for bigger enemies than
the common Gnoll. (fry the Dryads instead!) Another good example is if you
are attacked by an NPC assasin of some sort. If you are out in the wild, it's
likely that there is a party of them, so you launch a Fireball (or a
Cloudkill) and kill them before they even know you exist.
___________
Save a Lot:
ッッッッッッッッッッッ
There are 3 times when you should definately save the game. When you win a
battle, before you go to sleep, and everywhere else. You never know when you
will go to a new area, have your best warrior charmed, and have half your
party killed. So save often. Also don't just save over the same slot over
and over, use at least 10 slots. This is especially necessary in Durlag's
tower. This also means you should probably avoid the Quick Save. Well...
not avoid, just don't use it exclusively.
________
Resting:
ッッッッッッッッ
No matter where you rest, you won't get very many HP from resting. So before
you rest make sure to (after you save it, if you are not in an inn) heal
everyone with spells. You get all magic memorized during the night, you do
not, however, get all your HP's. In fact you only get 1 hp during a normal
rest (you get more in an inn if you spring for the more expensive rooms).
__________
The Guard:
ッッッッッッッッッッ
When you rob someone, they might summon the guard. Keep that in mind (you
will want to save the game before you rob someone). Also bear in mind that
the guard is strangely NOT summoned if you kill someone, like in an inn. To
be more precise, the Guard is only summoned if you steal something with
someone in the room who is able to summon the Guard. I'm not saying that you
should kill people so that you can rob their room, it's just that you can
kill SOME people without the Guard caring. How do they know that that person
attacked you?
In any case, if the Guard is summoned they will try to talk to you. If you
can get away without them talking to you, you have gotten off scot free (not
as easy as it sounds). You can't bribe them (at least you can't do it more
than once), so tell them that you'll cleave them limb from limb, then simply
leave the room. Don't attack them! Once you're out of the room you're fine,
you can even come back later and they'll vanish. This way you lose only 1
reputation rather than the 5 or so you get by killing a Flaming Fist.
___________
Reputation:
ッッッッッッッッッッッ
You really want a high reputation. The higher the better. Even if you have
an evil party you want a high reputation. If you have a good or neutral
party, try for a reputation of 20, if you have an evil party, you still want
a reputation of 18 (the highest you can go before all the evil people start
leaving). Because of these various things, I would not recommend having a
mixed alignment party. By mixed I mean good and evil combined. The best part
about a good reputation is that everything is given the "hero discount", up
to 50%!
____________________________________
Stealing without Loss of Reputation:
ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
So you want to steal something from a house without losing reputation. It
is actually quite an easy thing to accomplish. Simply de-equip your weapon,
and whack all the people in the room until they are unconscious (be careful
to not KILL the people, so turn off the AI, or de-equip everyone's weapons).
Now you can steal anything you want. Since they aren't awake to complain
about it, you can't lose reputation.
__________________
Special Abilities:
ッッッッッッッッッッッッッッッッッッ
Your main character will gain new special abilities as you sleep. The first
couple are "Cure Light Wounds" (assuming that you have a good reputation).
They come in the form of strange dreams, which usually occur at the beginning
of new chapters (when you sleep in an inn). You are not guaranteed to gain
an ability just because it's a new chapter and you are sleeping in an inn,
however, it will happen eventually.
Good Abilities: Evil Abilities:
--------------- ---------------
1. Cure Light Wounds 1. Larloch's Minor Drain
2. Cure Light Wounds
3. Slow Poison
4. Slow Poison
5. Draw Upon Holy Might
6. Draw Upon Holy Might
================================================================================
Baldur's Gate WALKTHROUGH:
================================================================================
A quick note on locations: To find out the location at the mouse cursor press
the "L" key. The top left of the screen is the 0,0.
Some locations that I list are the buildings that
the people/things are in, when I do this I try to
get the location of the door. So to find that
person/thing just go inside!
This is a sequential walkthrough, that is, it goes in the order that I went. I
think that this is a good order, but you don't have to follow it. All the
major places are the numbered sections, and the minor areas are represented by
the little lettered sections. Feel free to do as many or as little of the
lettered sub-sections as you wish.
The Treasures line in each section lists only major treasures, such as magical
items. It does not list all the treasures, like gold or gems, in the areas. I
also don't list things like potions, and I know that I have missed some things
here and there, if you find any, please email me!
Note: All of the subquest rewards were taken with a high (18 or so) Charisma. If
your charisma is lower than this, you may get a significantly lesser
reward!
--------------------------------------------------------------------------------
1. Candlekeep
--------------------------------------------------------------------------------
Companions (NPC's): none (although Imoen joins later)
Plot:
- Buy Equipment in the Inn (you start right by it).
- Talk to Gorion to leave Candlekeep (x 2683 y 1756)
Note: Once you leave Candlekeep, you can't come back.
Subquests:
- Phlydia's Book
A little NE of the Inn, you will find Phlydia. She has lost her book, The
History of Halruaa Go east, you will find a shed with hay and a cow. Check
one of the bales of hay for the book. Return to Phlydia for your reward,
a Lynx Eye Gem and 50 exp.
Phlydia: Candlekeep (x 1601 y 311)
Book: Candlekeep (x 3245 y 289)
- Firebead's Scroll
Inside the Inn is Firebead Elvenhair. He has lent a scroll to a scholar,
Tethtoril, near the Candlekeep central area and wants you to retrieve it.
Do so for a small reward, a Healing Potion, 50 exp and he casts Protection
from Evil on you.
Firebead: Candlekeep, Candlekeep Inn (x 198 y 404)
Tethtoril: Candlekeep (x 3154 y 1304)
- Fuller's Bolts
If you're still in the Inn, buy some bolts, and take them to the barracks.
There you will give your bolts to Fuller who apparantly can't walk up the
street to get some himself. When you talk to Fuller, ask him if he has
any errands for you to run. Talk to him again and give him the bolts for
your reward, a dagger +1 and 50 exp.
Barracks: Candlekeep (x 1570 y 2447)
- Hull's Sword & Medicine
While you are still in the barracks, in the NW corner is a chest. Open the
chest and take the contents (a sword, and a bottle). Now take the sword
to Hull, who is by the main gate. Talk to him, and he'll tell you that he
forgot his sword. Talk to him again to give it to him. You get 20gp and
50 exp for your trouble.
Barracks: Candlekeep (x 1570 y 2447)
Hull: Candlekeep (x 3662 y 2431)
- Nessie's Green Elixer
Now we're going to finish up these subquests by going up to Nessie (the cow,
she's by where you got the book for Phlydia). Talk to Dreppin (if you
didn't talk to him before, you'll have to talk to him 3 times) and he'll
take the potion from you, and you get 50 exp.
Dreppin: Candlekeep (x 3264 y 430)
- Killing Rats
Talk to Reevor by the Storehouse, and he'll pester you to kill the rats in
the storeroom. Go inside and do just that. Come back out and talk to
Reevor again to get your reward, 5gp and 50 exp.
Reevor: Candlekeep (x 4335 y 1454)
Assasination Attempts (it gets its own category...hehe): 2
- Priest's Quarters (x 2961 y 437)
Assasins: Shank -- Dagger, 20 exp
- Bunkhouse (x 2055 y 2668)
Assasins: Carbos -- Dagger, 20 exp
Note: If you kill these assasins before they turn red and attack you, you
get 2 exp. But at least your reputation doesn't decrease!
Other:
- Learn to Fight
If you want to learn the battle system of Baldur's Gate in a controlled
atmosphere, simply talk to the Gatewarden at (x 3065 y 3899) to set up a
simulated combat experience. You get no items from it, however, nor do you
get any experience.
Orlandu sent me this:
"You actually do get SOME xp from fighting in the illusionist's place, if
you are fighting monsters he hasn't conjured up yet, up to the hobgoblins.
It is just a tad hard to divide 1 xp to 6 people and get a whole number."
- Learn to Fight part 2
Another place to learn to fight is to talk to Jondalar (x 4094 y 1331). He
will attack you, you attack back. Erik will sneak up behind you and shoot
you with arrows. Don't worry, they don't damage you. You get nothing from
this either.
- Free Healing Potion
Go to the healer's (x 3566 y 2932) and talk to the Priest of Oghma there,
and tell him that you could use a little healing, and he will give you a
potion of healing.
--------------------------------------------------------------------------------
1a. The Crossroads (2 areas: Area E of Candlekeep, Area S of Friendly Arm Inn)
--------------------------------------------------------------------------------
Companions:
Note: I wouldn't bother with Xzar and Montanon here unless you are forming an
all evil party.
S D C I W Ch
- Imoen 9 18 16 17 11 16 Human Thief Neutral Good
Imoen automatically will join you immediately after Gorion's death. Unless
you run away, that is. Sometimes she comes with a Wand of Magic Missiles,
now who did she steal that from?
- Xzar 14 16 10 17 16 10 Human Necromancer Chaotic Evil
Xzar and Montaron will join you on the crossroads right out of Candlekeep,
and they want to go investigate the Nashkel mines (who doesn't).
Where he is: Crossroads (E of Candlekeep) (x 4577 y 2693)
- Montaron 16 17 15 12 13 9 Halfling Fighter/Thief Neutral Evil
Montaron is the dumb half of Montaron and Xzar, and goes where Xzar goes.
Where he is: Crossroads (E of Candlekeep) (x 4515 y 2707)
Enemies: Gibberlings, Xvarts, Bandits, Wolves, 1 Ogre (see subquests below)
Treasures: Girdle of Masculinity/Feminity (An Ogre and His Belts)
Girdle of Piercing (An Ogre and His Belts)
Plot:
- You are now in the area where Gorion was killed, you need to go east, then
north to get to the Friendly Arm Inn.
Note: When you first enter the crossroads area, Elminster will talk to you.
Subquests:
- Chase and the Cliff
Chase apparantly has nothing to live for, and is going to hurl himself off
of a cliff. You can talk him out of it, but it's not readily apparant what
effect this has on the game. (btw, no matter what you say to him, he
doesn't jump.)
Chase: Area E of Candlekeep (x 1458 y 2412)
- An Ogre and His Belts
There is an ogre here who has a belt fetish. Kill him and take the two
belts. The larger looking belt is the Girdle of Masculinity/Feminity
(changes your gender) and the smaller one is the Girdle of Piercing + 3 vs.
piercing. You may want to wait to do this until you have more than 2
people. If you want, you can return the Girdle of Piercing to its owner,
Unshey, in the Friendly Arm Inn (see that section below).
Ogre: Area S of Friendly Arm Inn (x 4787 y 1665)
Other:
- Search Gorion's Body (area E of Candlekeep)
You will find some treasure's around where Gorion was killed, including a
letter that has some clue's about your origin. (x 3149 y 1373)
- A downed Caravan (area S of Friendly Arm Inn)
You can check out a destroyed caravan, but there's only 7 gp there to be
had. (x 2348 y 3343)
--------------------------------------------------------------------------------
2. Friendly Arm Inn (AR 2300)
--------------------------------------------------------------------------------
Companions: S D C I W Ch
- Jaheira 15 14 17 10 14 15 Half-Elf Fighter/Druid True Neutral
Jaheira and Khalid were good friends of Gorion, and will go with you every-
where. However, if you say "No" to them the first time they want to join,
you won't be able to get them. Ever.
Where she is: Friendly Arm Inn, Ground Floor (x 329 y 685)
- Khalid 15 16 17 12 10 9 Half-Elf Fighter Neutral Good
See Jaheira above for a description.
Where he is: Friendly Arm Inn, Ground Floor (x 329 y 685)
Enemies: Hobgoblins
Plot:
- Beat the assasin, Tarnesh, to gain entrance to the Inn
- Talk to Khalid and Jaheria and get them to join. They tell you to go to
Nashkel to the south to find out about this tainted ore thing.
Subquests:
- Unshey's Belt
If you want to part with the Girdle of Piercing (which I wouldn't), talk to
Unshey in the Friendly Arm Inn to get a reward: History of Tethyr, 95gp, and
800 exp.
Unshey: Friendly Arm Inn, Second Floor (x 1190 y 753)
- The Noble's Golden Pantaloons
On the third floor of the Friendly Arm Inn you will find a nobleman who
mistakes you for the laundry service of the inn, and he gives you his
Golden Pantaloons for washing. You can't do anything with the pantaloons
so give them back to the Noble for 100 exp. Not bad for not doing a thing.
Noble: Friendly Arm Inn, Third Floor (x 336 y 673)
- Landrin's Spiders
Landrin's house in Beregost has been overrun by spiders, and that is why she
is hiding in the Friendly Arm Inn. She gives you a bunch of antidotes and
promises a reward if you bring back the body of the spider, her husbands
boots, and some wine. Go to Beregost, and into the house by the Jovial
Juggler. Kill the spiders, and take the 3 items and return to Landrin for
your reward: for the boots (300 exp, 120gp), for the Spider Body (200 exp,
100gp), and for the wine (300 exp, 75gp).
Landrin: Friendly Arm Inn, Third Floor (x 796 y 735)
Spiders: Beregost (x 3078 y 3416)
- Joia's Flamedance Ring
Hobgoblins north of the Inn have swiped Joia's flamedance ring. Kill them
to get it back. Joia is in the house just to the west of the outer gate in
the inner grounds. She won't give you anything, but you get 400 exp and
Rep + 1.
Hobgoblins: Friendly Arm Inn (x 2554 y 292)
Joia: Friendly Arm Inn (x 1536 y 2484)
Assasination Attempts: 1
- Steps to the Entrance (x 3364 y 2252)
Tarnesh -- 120 exp, 58gp and 3 spells
--------------------------------------------------------------------------------
2a. North of the Friendly Arm Inn (2 areas: Farm N of FAI, and the BG Bridge)
--------------------------------------------------------------------------------
Companions: S D C I W Ch
- Ajantis 17 13 16 12 13 17 Human Paladin Lawful Good
Ajantis is a simple person, all he wants to do is vanquish evil.
Where he is: Farm N of Friendly Arm Inn (x 1572 y 3139)
Enemies: Bandits, Ankhegs (Ankheg shells can either be sold or made into an
armor, see the Beregost section for more information)
Treasures: Flail +1 (The Fisherman and the Sea Priestess)
Wand of Fire ッッ|
Chain Mail +1 |
Dagger +1 |-- (Farmer Brun's Son, Cave of the Ankhegs')
Dart of Stunning |
Dart of Wounding __|
Plot:
- We're here to pick up the NPC Ajantis (if you want a Paladin, that is), and
to do the subquests here. (they have good experience!)
Subquests:
- The Fishermen and the Sea Priestess
Seems that whenever these fishermen get out on their boat, a horrible storm
appears and disrupts their fishing activity. They blame the Priestess of
Umberlee, Tenya, for cursing them unjustly--or so they claim. Agree to help
them, and go north again to the Baldur's Gate Bridge. (unless you want to
fight a lot of Ankhegs, when you go north, stay as far to the west as you
can manage!) Don't actually cross the bridge, but head as far north as you
can manage. Once you have found the Priestess' cottage, save it, and move
the members of your party around her. Talk to her, and say that you have
come to end her "villainous deeds". After a short battle, she should talk
to you (if you killed her, reload!) and tells you that the fishermen are the
real menace here (they are, btw). Go back, talk to the fishermen and demand
the bowl, then kill the fishermen, and take their Flail +1. Give the Bowl
to the Priestess to get your reward: 2500 exp.
Fishermen: Farm N of Friendly Arm Inn (x 700 y 2643)
Priestess: Baldur's Gate Bridge (x 3989 y 720)
- Farmer Brun's Son (or the Cave of the Ankheg's)
Warning! This subquest is a little more difficult since you have to fight
the mighty Ankheg's! So if you don't feel up to it, don't try it!
Just to the East of the Fishermen you will find Farmer Brun. It seems that
his son has gone missing. Agree to help him. Go a little to the west to
what appears to be a giant pit in the ground, and go into it. Go down the
tunnels to the east, when you get the option, you usually want to take the
north path. Eventually you will find a treasure horde, in which you will
find Wand of Fire, Chain Mail +1, Dagger +1, Dart of Stunning, Dart of
Wounding, 2 spells (Dire Charm and Ghost Armor), 3 potions (Cloud Giant
Strength, Antidote, and Magic Protection), 560 gp, and Nathan's corpse. (In
case you are wondering, there is nothing else down here except for more
Ankheg's) Return with the corpse to Farmer Brun's to get your reward:
500 experience points.
Farmer Brun: Farm N of Friendly Arm Inn (x 3492 y 2328)
Ankheg Pit: Farm N of Friendly Arm Inn (x 2137 y 2404)
Nathan's Body: Ankheg Pit (x 2458 y 137)
Other:
- Gerde and the Ankheg Fighting
You may find Gerde around. She explains a few things about Ankheg's and
will let you hunt up to 9 of them. Kill every Ankheg that you can find on
the screen and she will give you 75 gp.
- There are some various minor treasures locked in the 3 houses here. Nothing
more than about 32 gp though.
Note: The Baldur's Gate Bridge is important later, and we will come back this
way again.
--------------------------------------------------------------------------------
3. Beregost
--------------------------------------------------------------------------------
Note: When you first enter Beregost, in addition to having to watch a little
movie (which is on Disc 2), you also get some directions from Golin Vend.
Companions: S D C I W Ch
- Kagain 16 12 20 15 11 8 Dwarf Fighter Lawful Evil
Kagain runs a Mercenary business, and one of his caravans has disappeared.
Help him recover it, and you get to keep what you find. Goodie. Take him
to the Area S of the Friendly Arm Inn and he will get disgusted with looking
for Caravans, but will still stay in your party.
Where he is: Beregost (Shop North of Feldepost Inn) (x 1549 y 2031)
- Garrick 14 16 9 13 14 15 Human Bard Chaotic Neutral
Garrick will join you only after you finish the Silke subquest (see below).
Where he is: Beregost, by the Burning Wizard Inn (x 2564 y 2284)
Enemies: none
Treasures: Ring of Protection +1 (Mirianne's Letter)
Medium Shield +1 (Bjornin's Half-Ogres)
Staff +1 (Silke)
Algernon's Cloak (Algernon's Cloak)
Ankheg Armor (Ankheg Armor)
Plot:
- We're just passing through Beregost on our way to Nashkel in the south, but
there are a great many subquests here to do, and I would suggest doing all
that you feel you can. Especially the Ankheg Armor (check in Other below).
Subquests:
- Mirianne's Letter
Just south of Beregost you will find two Ogrillons, and on one of their
bodies is a letter for a Mirianne, who lives in Beregost. Take her the
letter and she will give you a Ring of Protection + 1 and 300 exp.
Mirianne: Beregost (x 4804 y 2086)
Ogrillons: Area S of Beregost (x 3850 y 1460)
- Firebead Elvenhair's Book
You'll find Firebead in Beregost (he was also in Candlekeep while you were
there) and he wants you to pick a book up for him, the History of the
Fateful Coin. You can find it across the street in the Feldepost's Inn (for
2gp). Give him the book and you get 300 exp, the History of the Dead Three,
and a Reputation + 1.
Firebead: Beregost (x 2044 y 2905)
Feledepost's Inn: Beregost (x 1406 y 2640)
- Marl the Drunk
Marl is in the Feldepost Inn, and he has had his fill of adventurers. He
accosts you in the bar, and you can fight him (650 exp), but you can also
talk him out of fighting. Choose options 1, 1, 3, 3, 1. For your trouble
you get 900 exp. Interestingly enough, if you choose to kill him you do not
get a decrease in reputation.
Marl: Beregost, Feledepost's Inn (x 1406 y 2640)
- Kagain's Quest
Kagain lost a caravan that he was protecting, and a noble's son was
kidnapped by bandits. Agree to help him get the kid back, and he will join
with you.
Kagain: Beregost (x 1516 y 2030)
- Landrin's Spiders Part 2
We first heard of this quest back in the Friendly Arm Inn, and now we can
finally complete it. Go to Landrin's house, it is the one just to the left
of the Jovial Juggler Inn. Inside will be several spiders. Kill them, and
one will leave behind a spider body for you to take. Also take the Worn Out
Boots and the Wine in the chest by the bed. (you don't want to use either,
since we are returning them to Landrin back in the Friendly Arm Inn) Take
the items back to Landrin for your reward: for the boots (300 exp, 120gp),
for the Spider Body (200 exp, 100gp), and for the wine (300 exp, 75gp).
Landrin: Friendly Arm Inn, Third Floor (x 796 y 735)
Spiders: Beregost (x 3078 y 3416)
- Gurke's Cloak
The Dwarf Gurke, whom you can find in the Jovial Juggler Inn, has had his
cloak stolen from him by some Tasloi in the Cloakwood Forest. You will find
it semi-hidden under a tree. Take it and return to Gurke, who doesn't
actually want it anymore to get your reward: 300 exp, and you get to keep
the Cloak of Non-Detection.
Gurke: Beregost (x 3760 y 3627)
Cloak: Cloakwood Forest One (x 4391 y 3472)
- Bjornin's Half-Ogres
The Paladin Bjornin, who is recuperating in the Jovial Juggler Inn, was
beaten by some nasty Half-Ogres south south-west of Beregost. (Go south
twice, then west once) Go there and defeat all the Half-Ogres that you can
find, then return to Bjornin to get your reward: Medium Shield +1, 400 exp,
Reputation +1
Bjornin: Beregost (x 3760 y 3627)
Half-Ogres: Area S-SW of Beregost
- Silke
If you talk to Garrick, who is in front of the Burning Wizard Inn, he asks
for your help in defending the Lady Silke. Agree to his proposal, and
follow him to Silke. Talk to Silke, if she likes the look of you she will
offer to pay more than what Garrick offered (I got 400 offered). The
"thugs" will show up, but act like Silke had hired them for some purpose,
and now she had double crossed them. Refuse to kill them and instead kill
Silke (900 exp, 400gp, Staff + 1, Potion). Talk to one of the men who
Silke was going to kill to get a Potion of Defense. Lastly, if you want,
you can get Garrick to join your party.
Garrick: Beregost (x 2498 y 2267)
Silke: Beregost (x 3455 y 2143)
- Zhurlong's Boots
In the Burning Wizard Inn you will find a "pesky" thief named Zhurlong. He
was going about his business (stealing from people like you) and had his
Boots of Stealth stolen by some Hobgoblins. You can find these Hobgoblins
to the south of Beregost. Oh, and did I mention that he swipes gold from
you everytime you talk to him? Return the boots to get your gold back, and
to get a reward: 300 exp, 100gp (plus whatever he stole from you). Or you
could keep the boots, they are Boots of Stealth (stealth +35%). Or you
could give him the boots, then kill him and take the boots back, suffering
no loss in reputation.
Zhurlong: Beregost (x 2649 y 2030)
Hobgoblins: Area S of Beregost (x 1865 y 2449)
Assasination Attempts: 1
- Inside the Red Sheaf Inn (x 3273 y 2124)
Karlat -- 270 exp, Chain Mail, Shield, 38 gp
Other:
- Gyllian
In the Feldepost's Inn you may meet a very drunk lady who goes by the name
of Gyllian. She asks you to join her, but then disappears. Is she somehow
important?
- Robbing Houses
There are a great many houses in Beregost that you can rob. I would send in
only your thief, and once inside, immediately save it. Then rob the house.
If any of the chests are locked, try to pick it first, then bash it. If you
get caught, re-load and try again. If you don't get caught, your reputation
can't go down!
- Algernon's Cloak
In the Feldepost's Inn on the second floor you will find a fat man named
Algernon. Pick his pocket so steal his wonderful cloak. (save it before you
do this, as if it fails, he will attack and you lose reputation) So what is
so special about the Cloak? Well it has the obvious effect of +2 Charisma.
But if you use it as an item (click on the backpack icon) you can charm
people/animals/monsters. Cool.
Feledepost's Inn: Beregost (x 1406 y 2640)
- Oogie Wisham's fear of Paladins
On the second floor of the Jovial Juggler you will find Oogie Wisham, who
has a dreadful fear of the Paladin Bjornin. Nothing you say will fix his
irrational fear.
- Ankheg Armor
If you have an Ankheg Shell you can either sell it for 500gp, or you can
turn it into a very nice armor (AC 1) for 4000gp. Talk to Taerom in the
Smithy about it and try to get the armor made (it's the first option in your
dialogue). If you have 4000gp good, but if not, you can always go hunt down
Bassilus for the money. See the 3b. Area SW of Beregost section for the
Bassilus subquest. It will take him about 10 days or so to make the armor.
Smithy: Beregost (x 4615 y 2828)
--------------------------------------------------------------------------------
3a. High Hedge (West of Beregost)
--------------------------------------------------------------------------------
Companions: S D C I W Ch
- Kivan 18/12 17 14 10 14 8 Elf Ranger Chaotic Good
Kivan wants to hunt some bandits. If you kick him out of the party, he
stays gone for good!
Where he is: High Hedge (x 3652 y 1472)
Enemies: Skeletons, Gnolls, Gnoll Slashers, Flinds, Ghasts
Plot:
- We've come to High Hedge for a few reasons, to pick up the Ranger Kivan, who
makes a good addition to a good aligned party, and to enter High Hedge to
talk to the Wizard Thalantyr there. He sells many great and wonderful
things, magical items, and spells! You will have to talk to him twice to
get him to talk to you. Also be wary of his Flesh Golems!
Subquests: none
Other:
- At the entrance to High Hedge you will find a burgler named Permidion
Stark. He is planning the Greatest Heist of all time, robbing the High
Hedge. Of course, he gets scared and runs off. It would seem that there
are Flesh Golems inside, and that they are too much for him.
- There is an Aquamarine Gem (value 75gp) in a house at (x 1757 y 1526)
--------------------------------------------------------------------------------
3b. Area SW of Beregost (South of High Hedge)
--------------------------------------------------------------------------------
Companions: none
Enemies: Wolves, Skeletons, Ghasts, Hobgoblins, Hobgoblin Elites
Treasues: War Hammer +2 (The Dark Cleric Bassilus)
Plot:
- We're here mainly to kill Bassilus and then to take his holy symbol to the
Temple East of Beregost for the 5000gp reward!
Subquests:
- Melicamp the Chicken
In the North East of this area you will find a talking chicken being
attacked by a wolf. Kill the wolf and talk to the chicken. Turns out he
is Melicamp the Mage, and he appears to have polymorphed himself into the
form of a chicken, but now can't reverse it. You can try to dispel it, but
if you fail, then he asks you to take him up to High Hedge where Thalantyr
can reverse it. When you are back in the High Hedge area, find a skeleton
and kill it (they're around), and take its skull. You'll need it. Go
inside and talk to Thalantyr. Once he is done talking, and has told you to
go get a Skull, talk to him again. (I would save it before doing so,
however) Thalantyr will cast "antichickenator" and there is a 50% random
chance that it will work. (which is why we saved it! If it didn't work,
simply reload) Reward: 2000 exp, and a reputation +1
Melicamp: Area SW of Beregost (x 4543 y 407)
Thalantyr: High Hedge (x 2922 y 2619)
- The Dark Cleric Bassilus
As you may know from Beregost, Bassilus has a bounty on his head the size
of 5000gp. Bassilus is located to the south and east of the area, and
getting there you may encounter Footy from Beregost, who was looking at
Bassilus' "spooks". Go near him, and talk to him, he will mistake you for
a long lost parent (depending on your gender, mother or father). In order
say this, 3, 1, 1. He will get angry and lose control of his skeletons and
zombies (they all fall down, dead once more). All you have to do now is to
defeat him! (exp 975) Take at least his Holy Symbol (you will probably also
want that War Hammer +2, leave the Gauntlets where they are--they're cursed)
and go to the Temple East of Beregost. Talk there to Keldath Ormlyr to get
your reward: 5000gp, 1000 exp
Bassilus: Area SW of Beregost (x 4229 y 2797)
Keldath Ormlyr: Temple E of Beregost (x 1233 y 1064)
Other:
- Zargal the Hobgoblin
You may encounter Zargal near the center of the Area. He wants all your
money. If you don't give it to him, expect a fight. He gives 650 exp, and
his 2 cronies each give 165, so not bad.
Zargal: Area SW of Beregost (x 2886 y 2457)
--------------------------------------------------------------------------------
3c. Area S-SW of Beregost (south of Bassilus' area)
--------------------------------------------------------------------------------
Companions: none
Enemies: Half-Ogres, Skeletons, Gnolls, Hobgoblins, Ogres, Flinds
Plot:
- We're here to finish the Half-Ogre killing quest that Bjornin requested.
Subquests:
- Bjornin's Half-Ogres (see the Beregost section above)
- Help Drizzt Do'Urden
Somewhere near the center of the map you will find Drizzt being attacked by
some Gnolls. He will ask for your help in defeating the Gnolls. Agree and
attack them. Once the Gnolls are slaughtered, you can talk to Drizzt (of if
you prefer, you could try to pick his pocket, although if he catches you...)
and tell him about how things are in this area. He will tell you to try to
join up with the bandits in order to defeat them.
Drizzt: Area S-SW of Beregost (x 2644 y 2107)
Other:
- Teyngan the Bandit
Teyngan is a humble bandit, all he wants is your money or your life. Him
and his two bandit cohorts, Jemby and Zekar will fight you if you don't
surrendur all your money. Caution, Jemby is a mage! Defeat them and steal
their treasures.
Teyngan: Area S-SW of Beregost (x 3851 y 1348)
- Chelan & Torlo
Seems the iron shortage has put these poor sods out of work, and they now
fish 24 hours a day.
Chelan: Area S-SW of Beregost (x 2153 y 1179)
Torlo: Area S-SW of Beregost (x 1581 y 1064)
- Abandoned House
House: Area S-SW of Beregost (x 1385, 714)
--------------------------------------------------------------------------------
3d. Area S of Beregost
--------------------------------------------------------------------------------
Companions: none
Enemies: Hobgoblins, Ogrillons, Ghouls
Treasures: Boots of Stealth (Zhurlong's Boots)
Plot:
- There are 2 subquests here to finish, Zhurlong's Boots and Mirianne's Letter
Subquests:
- Zhurlong's Boots (see the Beregost section above)
- Mirianne's Letter (see the Beregost section above)
Other:
- Submerged House
House: Area S of Beregost (x 3159 y 1559)
- Bub Snikt
You may find the Ogre hunter Bub Snikt around, he isn't very helpful,
however.
Bub Snikt: Area S of Beregost (x 1350 y 1781)
- Flaming Fist accosts you as Bandits
A Flaming Fist mercenary will accuse you of banditry near the southern end
of the road. Deny that you are a bandit, and explain that you are hunting
bandits, because you are adventurers.
Flaming Fist: Area S of Beregost (x 3635 y 2911)
--------------------------------------------------------------------------------
3e. Area N of Nashkel (South of Area S of Beregost)
--------------------------------------------------------------------------------
Companions: none
Enemies: Kobolds, Hobgoblins
Plot:
- We're only passing through here on the way south to Nashkel.
Subquests: none
Other:
- Lord Foreshadow
If you want to talk to a snob, I mean, noble you can talk to Foreshadow. He
is from Waterdeep, and he doesn't care much for the Sword Coast. Snob.
Foreshadow: Area N of Nashkel (x 483 y 3526)
- Hobgoblin Camp
Camp: Area N of Nashkel (x 3288 y 807)
- Portalbendarwinden
The old (and somewhat naked) hermit Portalbendarwinden can be found near the
SE of the Area, complaining about adventurers. He is a rather unpleasant
person, and the only information that you can get out of him is that you
have a shiny aura. Goodie.
Portalbendarwinden: Area N of Nashkel (x 4077 y 2796)
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3f. Temple (Area E of Beregost)
--------------------------------------------------------------------------------
Companions: none
Enemies: War Dogs, Wargs, Vampiric Wolves (be careful of these, only magic
weapons can harm them!), Dread Wolves, Brown Bears, Hobgoblins
Plot:
- Not much to do here, although a lot of things happen in the Temple. (i.e.
you give him Bassilus' holy symbol, and you bring him wyvern heads)
Subquests:
- The Town Drunk
In the NW of the Area you will encounter a very drunk person, who demands
(none too wisely) all your money. He'll even claim that he is a LICH and
that he will smite you with his magic powers. It doesn't matter much how
you end this one.
Drunk: Temple (x 384 y 224)
Other:
- Vestibule
There is a Vestibule here with a couple priests inside. Whee.
Vestibule: Temple (x 474 y 864)
- Galileus
The Sage Galileus is observing the Heavens near the center of the Area. You
can talk to him, but it doesn't much matter, all he says is that there are
"interesting things" about to happen.
Galileus: Temple (x 3018 y 1279)
- Ashen
If you haven't talked to enough nobles from Waterdeep, here's another one,
and this one is twice as snooty!
Ashen: Temple (x 913 y 2439)
- Cattack the Hobgoblin
You will find Cattack and his merry band of Hobgoblins near the West Central
part of the Area. Like most talking monsters he just wants all your money.
Don't give it to him and fight him instead. (oh and you can't join his group
so don't bother asking!) Cattack is only worth 120 exp, and has middling
treasures.
Cattack: Temple (x 3521 y 2556)
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4. Nashkel (AR 4800)
--------------------------------------------------------------------------------
Note: When you enter Nashkel for the first time, you get to watch a little
movie (which is on Disc 3). This should also begin Chapter 2. As you
cross the bridge into the town, you will have to talk to the soldier
Bardolan. Tell him that you won't be any trouble, and he'll leave.
Companions: S D C I W Ch
- Minsc 18/93 15 15 8 6 9 Human Ranger Neutral Good
Minsc's life partner Dynaheir was kidnapped by Gnolls, and he wants your
help to get her back! If you don't rescue her in a timely fashion, Minsc
will leave.
Where he is: Nashkel (x 3387 y 1957)
- Edwin 9 10 16 18 9 10 Human Conjurer Lawful Evil
Edwin wants your help in hunting down and killing Dynaheir. If you talk to
Edwin with Dynaheir in your party you would think that he would attack, or
at the least wouldn't want to join, but he will. Although he has some bad
things to say about Dynaheir. If you refuse him with Dynaheir in your party
he leaves forever.
Where he is: Nashkel (x 2883 y 2959)
Enemies: none
Plot:
- We're here mainly to get information about the troubles that we've been
hearing about. Talk to Berrun Ghastkill near the church, and he will tell
you that there are "demons" in the mines who prevent anything from being
mined there. He asks you to go into the mine and find what is wrong, and
deal with it. After you have cleared this Quest talk to Berrun again to
get your reward: 1000 exp, 900 gp, and a Reputation +1 (for more info see
section 6. Nashkel Revisited)
Berrun: Nashkel (x 2291 y 1298)
Subquests:
- Captain Brage
You will hear from the Priest of Helm of how Brage went insane and ran off.
For more info check out the Area S of Lighthouse sub-section.
- Oublek
Oublek will mistake you for the mercenary called GREYWOLF who was hired to
kill a local bandit named Tonquin. He then offers to give you 200 gp.
Refuse it by saying that you are not GREYWOLF, and you get a reputation +1.
Oublek: Nashkel (x 2813 y 1648)
- Joseph's Greenstone Ring Part 1
In a house you will find the wife of Joseph, if you ask her for any
information on the mines she will tell you to keep a look out for Joseph,
and that his identifying feature is his Greenstone Wedding Ring. (see the
Nashkel Mines section for more information) Return with it, and give the
Ring to her to get your reward: 800 exp.
Joseph's Wife: Nashkel (x 4224 y 2919)
Ring: Nashkel Mines Interior Third Level (x 1596 y 260)
- Minsc and Dynaheir
Near the town barracks you will find Minsc, who will join you if you offer
to help him free his life partner Dynaheir (he leaves if you spend too much
time not doing anything related to that quest). She was captured by Gnolls
and is currently being held in the Gnollish stronghold far to the west.
Minsc: Nashkel (x 3387 y 1957) If you rescue her you also get 800 exp.
Dynaheir: Gnollish Stronghold (x 2529 y 1440)
- Noober
The most annoying person in the entire Realms can be found in Nashkel, and
his name is Noober. If you manage to put up with him long enough, he will
eventually "run out of things to say" and wander off. (after you get a
small reward of 400 exp) Personally I'm not usually that patient, and cast
Polymorph Other on him to let him live the rest of his life as a squirrel.
Such touch choices we have in life.
Noober: Nashkel (x y )
Assasination Attempts: 1
Inside the Nashkel Inn (x 1372 y 611)
Neira -- 650 exp, Helm of Infravision, Scale, Club, M. Shield
Other:
- Daer'Ragh isn't quite dead
Go look in the cemetery for the grave of "Mark D" and you will find that its
occupant isn't quite as dead as he pretends to be. If you keep bothering
the grave, he will summon a host of Phoenix Guards to kill you. When you
kill a Phoenix Guard, they immediately return, but if you kill them again,
they explode in a fireball. Nasty.
Grave: Nashkel (x 2926 y 1285)
- Volo
You can find Volo in the Belching Dragon Tavern.
Volo: Nashkel (x 2761 y 2374)
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4a. Carnival
--------------------------------------------------------------------------------
Note: I don't think that it is possible to win at gambling here, so don't try
it!
Companions: S D C I W Ch
- Branwen 13 16 15 9 16 13 Human Cleric True Neutral
To get Branwen in your party all you have to do is to free her from the
Petrification enchantment that was placed on her by the Mage Tranzig. Free
her using a Stone to Flesh spell (you can buy them in Nashkel for 168gp or
from Zeke at the Carnival for 500gp).
Where she is: Nashkel Carnival (x 3253 y 2882)
Enemies: Kobolds
Treasures: Knave's Robe (Zordral)
Plot:
- The only real reason to come here is if you need a Cleric, you can pick up
Branwen (see the Branwen subquest below).
Subquests:
- Branwen the Statue Cleric
You will find the Statue of Branwen near the center of the carnival. To
free her from the enchantment you have to use a Stone to Flesh spell. You
can buy a scroll either back in Nashkel (168gp) or from Zeke who is
standing a little to the SW (500gp). Once freed she will gladly join your
party.
Branwen: Carnival (x 3253 y 2882)
Zeke: Carnival (x 3052 y 3103)
- Zordral
It would seem that Zordral is convinced that Bentha is a witch, and is about
to kill her, when you enter the tent. You can't really talk him out of it,
so say options 1, then 1 again. He will get violent and attack you. Kill
him (900 exp, 2 spells, Knaves Robe, 79gp), and then talk to Bentha. If you
ask for a "trinket" she will give you an Antidote, if you ask for
information she tells you that Volo is staying in the Nashkel Inn. And if
you say that the deed was its own reward, she gives you the Antidote anyway.
Zordral: Carnival (x 2271 y 3042)
Other:
- Lord Binky, the Buffoon
For some measure of entertainment you can talk to Binky. However, Binky
just wants to make fun of you, so don't expect anything profound from the
meeting.
Binky: Carnival (x 2003 y 3100)
- Vitaire the Thief
In a tent you will be robbed of 100 gp by Vitaire the Thief. Easiest way to
avoid this is to not go into the tent!
Vitaire: Carnival (x 1555 y 2928)
- The Merchants Two Potions
In one of the tents you will find a Merchant who sells "Wonders". But due
to the Iron Shortage, all he can sell are two potions, each for 50gp. One
is a Titan's Might potion which sets your Strength to 25, but makes you
dumb as a post. The other does the reverse, makes you smart as Elminster,
but weak as a lamb. Each potion lasts about 24 hours. So use caution
before using one of these!
Merchant: Carnival (x 1865 y 3518)
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4b. Area W of Nashkel
--------------------------------------------------------------------------------
Companions: none
Enemies: Xvarts, Cave Bears, Wolves
Treasures: Bracers AC 8 (Cave Bear Cave)
Flail +1 (Cave Bear Cave)
Plot:
- This area isn't that significant (unless you hate Xvarts), so we're just
passing through to get to the Gnollish Stronghold and Dynaheir.
Subquests: none
Other:
- Xvart Village
You will probably want to attack the Xvart Village here. When you encounter
the leader of the Xvarts, Nexlit, he will summon their protector, a Cave
Bear named Ursa.
Village: Area W of Nashkel (x 3540 y 1978)
- Cave Bear Cave
Just to the north of the Xvart village is a cave that contains one Cave Bear
and 3 treasures: Bracers AC 8, Potion of Fire Resistance, and a Flail +1.
Cave: Area W of Nashkel (x 4256 y 909)
- Borda the travelling salesman
In the eastern part of this area you will find Borda, who wants to sell you
a few things. If you buy something from him, BEWARE, they will be cursed!
Borda: Area W of Nashkel (x 669 y 1482)
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4c. Area N of Gnollish Stronghold
--------------------------------------------------------------------------------
Companions: none
Enemies: Ogre Berserkers, Hobgoblins, Gibberlings, Wild Dogs, Ogrillons, Ogres
Treasures: Long Sword +1 (Neville the Bandit)
Boots of the North (Jared and the Mountain Bear)
Plot:
- We're just passing through here going to the Gnoll Fortress to the South.
Subquests:
- Neville the Bandit
How you talk to Neville completely changes the outcome. If you ask that his
men come out of hiding, he attacks you. (he is worth about 650 exp and has
a Long Sword +1 too) If you ask for all his gold, he steals some of yours
(but you get 100 exp from that action).
Neville: Area N of Gnollish Stronghold (x 3796 y 852)
- Jared and the Mountain Bear
The nobleman Jared is deathly afraid of a Bear on the other side of the
south bridge here. Go across and kill the bear. Then return to Jared to
get your reward: Boots of the North, 150 exp.
Jared: Area N of Gnollish Stronghold (x 4673 y 3665)
Bear: Area N of Gnollish Stronghold (x 3215 y 3494)
Other:
- The Eating Ogre
There is an ogre by a fire who is not interested in fighting, all he seems
to want to do is munch. Talk to him twice to get him to fight you.
Ogre: Area N of Gnollish Stronghold (x 415 y 920)
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4d. Gnollish Stronghold (AR 5100)
--------------------------------------------------------------------------------
Note: When you first visit the Gnollish Stronghold you get to watch a little
movie (on Disc 3) which reveals where the Gnolls put their prisoners, and
what happens to those prisoners as well. Also note that most the enemies
in the fort are constantly re-spawning, so even when you just kill a group
of gnolls they could almost immediately come back.
Companions: S D C I W Ch
- Dynaheir 11 13 16 17 15 12 Human Invoker Lawful Good
Dynaheir was kidnapped by the Gnolls, and must be rescued with Minsc in your
party. She is also linked to Minsc and if one leaves, the other does too.
She makes a good mage because she already knows such spells as Fireball.
Where she is: Gnollish Stronghold (x 2529 y 1440)
Enemies: Gnolls, Half-Ogres, Xvarts, Carrion Crawlers, Gnoll Slashers, Gnoll
Veterans, Gnoll Chieftan
Treasures: Gauntlets of Dexterity (Gnarl, Hairtooth, and the Gauntlets of Dex.)
The Tome of Leadership and Influence (Charisma +1)
Plot:
- There is only really one reason to come here, and that is Dynaheir. If you
are coming with Minsc you are coming to rescue her, if you are coming with
Edwin you are coming to kill her.
- From the bridge go straight west. (the southern path leads to two Xvart
caves, but there's nothing really down there) Head up the stairs at
(x 1462 y 1326), and then go east to the pit at (x 2472 y 1265). Go down
into the pit to find Dynaheir.
- All you have to do now is to get out alive!
Subquests:
- Gnarl, Hairtooth, and the Gauntlets of Dexterity
Across the bridge are a couple of Half-Ogre guards named Gnarl and Hairtooth
and they want you to pay for the privelege of crossing their bridge. At
first they want 200 gold, but you can haggle down to 100. Or you could just
kill them. Each are worth 175 exp. Plus on one of the bodies you will find
the Gauntlets of Dexterity! (they set someones dexterity at 18, which will
be a step up for most people)
Gnarl: Gnollish Stronghold (x 3814 y 2850)
Other:
- The Tome of Leadership and Influence (Charisma +1)
Book: Gnollish Stronghold (x 820 y 2375)
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4e. Area SW of Nashkel
--------------------------------------------------------------------------------
Companions: none
Enemies: Winter Wolves, Gnolls, Cave Bears, Wolves, Xvarts, Dread Wolves,
Dire Wolves
Treasures: Girdle of Bluntness (The Dryad and the Oak)
Halberd +1 (Dire Wolf Cave)
Plot:
- Nothing but a few subquests to do here.
Subquests:
- The Dryad and the Oak
The Dryad of Cloudpeak needs your help to save a "wondrous ancient oak" from
some villainy. Agree to help her, and then go a little to the SW to find
the tree and the two villains, Krumm and Caldo. Talk to the north one,
Caldo, and tell them that they'll have to go through you first. Kill them.
Krumm (the south one) has a Girdle of Bluntness. Talk to the Dryad again to
get your reward: Aura Cleansed (whatever that does), an Antidote, 500 exp,
and a Reputation +1.
Dryad: Area SW of Nashkel (x 3591 y 1894)
2 villains: Area SW of Nashkel (x 3350 y 2065)
- Drienne's Cat
Just to the East of the waterfall you will find the girl Drienne crying
about her lost cat. Seems the cat fell into the waterfall and Drienne can't
find her. Go down and search the waterfall for the cat's body, and then
return it to Drienne. Turns out that this isn't the first time that the cat
has died, and been raised from the dead by her necromancer father! As a
reward you get: 200 exp, Reputation +1, and a Scroll (Protection from
Undead).
Drienne: Area SW of Nashkel (x 2084 y 2959)
Cat: Area SW of Nashkel (x 1760 y 3318)
Other:
- Ingot the Gnoll
Seems the Gnoll Ingot wanted to roast Dynaheir alive, while the rest of the
Gnolls did not, and so he was banished.
Ingot: Area SW of Nashkel (x 553 y 1185)
- Gnoll Territory
The Gnolls in the north of the area will demand 50 gold because you have
trespassed in their territory. You can pay if you want.
Gnolls: Area SW of Nashkel (x 3184 y 719)
- Dire Wolf Cave
Near the Oak Tree (see the Dryad and the Oak subquest above) is a cave.
Inside you will find a single Dire Wolf and a treasure box. Inside that box
is a Halberd +1, 298gp, and a Tiger Cowrie Shell Necklace.
Cave: Area SW of Nashkel (x 3141 y 2600)
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4f. Area S of Nashkel
--------------------------------------------------------------------------------
Companions: none
Enemies: Xvarts, Skeletons, Cave Bears
Treasures: Long Sword +1 (Sendai of Amn)
Studded Leather +2 (Sendai of Amn)
Bracers of Archery (Vax and Zal, the Fastest Dart Thrower in West)
Plot:
- Just one subquests here, and some other odd things (like the Bracers of
Archery, see the Vax and Zal "other" below)
Subquests:
- Albert's Dog Rufie
Albert from Nashkel has lost his dog, and it is up to you to find him.
Agree to help Albert and he will give you a chew toy to "entice" Rufie with.
You will find Rufie a ways to the east (he looks like a red wolf). When you
have found him, he should follow you, now head back to Albert with the dog
(or wolf) in tow. Albert will turn into a demon (or something) and take the
dog with him back to hell, for your trouble you get: 1000 exp.
Albert: Area S of Nashkel (x 1315 y 999)
Rufie: Area S of Nashkel (x 3753 y 751)
Other:
- Larry and his two brothers (Darryl and Darryl)
In the SW of the Area you will find 3 creatures, an Xvart, a Kobold, and a
Tasloi. They are named, Larry, Darryl and Darryl. Talk to Larry (the
Kobold) and if you ask why they are there they wander off saying that you
are the "wrong generation". Or you could ask for their autograph, and they
will give it to you! If you don't get this joke, you probably never saw the
Bob Newhart Show.
Larry, Darryl, and Darryl: Area S of Nashkel (x 4213 y 3452)
- Sendai of Amn
Sendai is a prickly sort, and she happens to have a very low opinion of
everyone from the north of Amn. Depending on how you answer her you will
either end up in a fight, or she'll just wander off. She has a lot of good
treasures on her, plus is worth a bit of experience, but CAUTION she has
two companions with bows and Magic Arrows! So if you fight them, quickly
move your fighters up to the Archers to take out their effectiveness.
(Alexander--300 exp, Scale, Hemlet, 29gp, Healing Potion, Long Bow, 30
Arrows +1; Sendai--600 exp, Long Sword +1, Studded Leather +2, Helmet, Small
Shield, 172gp; Delgod--300 exp, Scale, 30 Arrows +1, Long Bow, War Hammer)
Sendai: Area S of Nashkel (x 3103 y 887)
- Vax and Zal (the fastest Dart Thrower in the West)
Once you have encountered these two, you've seen just about everything. Vax
will come up to you and demand all your money, on account that Zal could
throw darts at you really fast. If you don't want to part with your money
you'll have to fight them. (Zal--600 exp, Scale, Bracers of Archery, Darts,
49gp; Vax--400 exp, Scale, 2 Heal Potions, Halberd, 107gp)
Vax and Zal: Area S of Nashkel (x 1270 y 2627)
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5. The Nashkel Mines (Exterior)
--------------------------------------------------------------------------------
Companions: none
Enemies: Wolves, Winter Wolves, Kobolds, War Dogs, Ghasts
Treasures: Long Sword +2 (Prism's Final Masterpiece)
Plot:
- We're here to investigate the strange goings-on in the Mines. To enter the
mines talk to Emerson at (x 978 y 1125). Then talk to one of the Amnish
soldiers guarding the mines to get rid of two of them, and finally you enter
the mine (x 1202 y 665).
Subquests:
- Prism's Final Masterpiece
You will finally find Prism working on his last piece here. He had to steal
some of the materials to make this, and so has the bounty hunter Greywolf
after him. Tell him that you are not associated with Greywolf, and agree to
help defend him so that he can complete his work. Not long after that
Greywolf will show up, and will demand that you hand Prism over to him.
Don't. He'll attack you then, beat him (1400 exp, Studded Leather, Long
Sword +2, 102gp). Prism finished his work, but doesn't live long to enjoy
it. You get: 1000 exp, and Reputation +1. Search his body for 3gp and 2
Emeralds.
Prism: Nashkel Mines (exterior) (x 637 y 2709)
Other:
- Galtok and the Kobolds
Some Kobolds captured Galtok awhile back, but now he's escaped and they're
chasing him.
Galtok: Nashkel Mines (exterior) (x 3101 y 2873)
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5a. The Nashkel Mines (Interior)
--------------------------------------------------------------------------------
Companions: S D C I W Ch
- Xan 13 16 7 17 14 16 Elf Enchanter Lawful Neutral
Xan is a depressing person, but he is a capable mage (although he has the
very large flaw of not being able to cast such spells as Magic Missile and
Fireball!) and he has a Moonblade. If you're overly rude to him he'll leave
and never return.
Where he is: Nashkel Mines Interior (Fourth Level, Cave x 793 y 588)
Enemies: Kobolds, Huge Spiders, Kobold Commandos, Ghoul, Skeletons, Gray Oozes
Treasures: Ring of Holiness (Fourth Level)
Short Sword +1 (Fourth Level)
Walkthrough:
Entry Level: Head south through the passages until you get to the Door to the
next level (x 2106 y 1834)
Second Level: When you first arrive here, Miner Beldin will run up to you
yelling that the yipping demons (kobolds) are after him. Shortly
they appear and a