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Baldur's Gate & Tales of the Sword Coast

*GAMETAP: Expand your playground*

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.                        |
'--------------------=================================-------------------------'

__________________
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.



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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


--------------------------------------------------------------------------------
i. Introduction
--------------------------------------------------------------------------------

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.


--------------------------------------------------------------------------------
ii. The Sword Coast
--------------------------------------------------------------------------------

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 --


--------------------------------------------------------------------------------
iii. Items
--------------------------------------------------------------------------------

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)
  ッッッッッ
  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)


--------------------------------------------------------------------------------
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)


--------------------------------------------------------------------------------
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)


--------------------------------------------------------------------------------
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)


--------------------------------------------------------------------------------
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)


--------------------------------------------------------------------------------
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)


--------------------------------------------------------------------------------
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)


--------------------------------------------------------------------------------
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
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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)
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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)
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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