-=The Definitive Baldur's Gate Walkthrough=- Version 1.0 By: Stefanos Koutsoukos and Liam Somerville Hello! This is my first walkthrough (Steve's 2nd), so please bear with us if it's a little rough around the edges(Steve's Note: Don't worry about that;-) The expert is here- the MODEST expert;-). If we've missed any quests or other things you feel should be included in our walkthrough, please DUAL (Drop Us A Line) at either skazz@hotmail.com to reach Steve, or azrael501@hotmail.com to reach Liam. Being the webmaster of a Baldur's Gate website, and an avid gamer we've already had the opportunity to see several walkthroughs, and their strengths and weaknesses. We decided that we'd combine all the good aspects of these walkthroughs into one mammoth sized walkthrough - a walkthrough to beat all others... About this Walkthrough: The intracharacter relations in Baldur's Gate are pretty much the same as it is in Fallout 2 - you can either be disgustingly polite, indifferent/selfish or a total bastard. However tough it may be, try being polite whenever possible - it will make life a lot easier. Make sure that you always have a thief in your party (Imoen or yourself is great). Use him in stealth mode to scout out new areas and pinpoint enemy locations so that the other characters can strike at them with any wands or long range spells (the wand of the heavens strategy described in the walkthrough is a characteristic example of this). This walkthrough was written through the eyes of a Chaotic Good Elven Thief, and a Lawful Good Human Paladin, so the reactions and quests you face throughout Baldur's Gate may vary somewhat depending on your character etc. I think we're about ready. So, grab your sword, hit the lights and prepare to immerse yourself in the best CRPG to grace the PC (In other words, say goodbye to your social life - AGAIN! And you thought that you were safe after Fallout 2! ;-) Part One: Character Creation Its good to have some experience between RPG's before you start playing Baldur's Gate but if you don't, no worries - reading the manual should give you a pretty good idea of what to do and where to do it. Choose your race with the class you intend to play in mind - elves make better thieves because of their high dexterity, and dwarves make better warriors because of their constitution bonus. Here is a quick table I've made regarding the race/class relationship: Race Bonus Penalty Infravision Most Suitable Class(es) Human N/A N/A N Any Dwarf Constitution Dexterity; Charisma Y Warrior Elf Dexterity Constitution Y Thief, Warrior Gnome Intelligence Wisdom Y Mage Halfling Dexterity Strength Y Thief Half-Elf N/A N/A Y Any Now keep in mind that this is not the be all and end all - its just showing you a good combination of Races and Classes so you can get the most out of your character. If you want to make a Halfling Warrior, go ahead - you may do amazingly! Well that wasn't too hard now was it? Now comes the hard part: your stat rolls. This is the most important part of the character creation process, as they determine the overall strengths and weaknesses of your character - a warrior needs a high constitution and strength, while a mage should excel in intelligence and wisdom. For me, I restarted the game three times before settling on a roll that I was happy with. After my third time rolling a new character, I settled on a method that allowed me to quickly choose the highest rolls without wasting time on the low ones. First you choose a fairly high number, such as 15, which will be your base statistic. When you roll a promising set of numbers, the best way to compare it to your old roll is to make as many of them possible equal to your base stat - this is confusing you isn't it? This table should help. For Example: Strength 10 Strength 15 Dexterity 19 Dexterity 15 Constitution 12 Becomes Constitution 15 Intelligence 10 Intelligence 15 Wisdom 17 Wisdom 15 Charisma 16 Charisma 9 Now do you see what I mean? You can now easily find the next best roll by getting five 15's and a number greater than 9. This is the most important part of the character creation process - without good rolls your character will not live up to their full potential in the game. After the stat rolls comes the alignment choice. This is also important because if you don't play along your alignment, you'll be penalized in one way or another. I chose an alignment that fit my personality - with a chaotic good character, I could pretty much do whatever I wanted while still remaining within the boundaries of my alignment. Part Two: The Game Prologue: Candlekeep (Where books are more important than you!) Welcome to the sole city of the Realms where anyone would kill for a good read (and NO I don't mean Playboy! Ok? ;-) This place works mostly as a tutorial, so you can familiarize yourself with the controls and basic functions of the game. Unless you play like a complete idiot, you are in no real danger here! You'll start the game outside of the Candlekeep Inn. Your foster father, Gorion has asked you to buy some suitable provisions for an unexpected and possibly dangerous trip. Head into the Inn and talk with everyone - buy the necessary goods and feel free to loot anything left unlocked (unless told otherwise), and speak with everyone (Important Note: The above procedure is known as the 'Ground Rule' and should be applied whenever possible. You'll be surprised at what you might find.) You can get your first quest after talking with the old mage by the fireplace - he's too lazy to go get his scroll himself, so he'd like you to do it for him. Accept and head out of the Inn and up. Note: Before you leave, buy some crossbow bolts - they'll come in useful later on. In the upper corner of Candlekeep you'll find Phyladia - the forgetful blonde - she's lost her book again. Continue in your clockwise walk until you meet the farmer. He'll tell you Phyladia's book is in the pile of hay by the cow (God knows WHY!). Return the book to Phyladia for a Lynx Eye's Gem. Head back to the farmer, and talk to him again to get your third quest - get some cow medicine from Hull. While you're there, go visit the monk's quarters and stomp the pathetic Assassin you'll find inside. As you leave, a monk will ask about what happened to your face - answer him any way you like; it really doesn't matter. Keep going... Next you'll find a short little man standing outside of a house - chat with him then go kill all the rats, (don't forget the ring in the nearby barrel - its worth a pretty penny) and collect your reward - piece of cake. Head down to the main gates of Candlekeep. Hull is on duty (and suffering from a massive hangover), and will give you the medicine you seek, but forgot his sword back at the barracks (I don't blame him). Help the poor sod out and follow the circle around until you hit the barracks. Hull's bed is on the right side, and you can find his sword and the elixir in the chest nearby. While you're there, talk with the Head Guard - he wants some crossbow bolts. Luckily, you've already bought them (If you'd listened to what I told you), so hand em over for some XP and GP (Liam's Note: When I completed this quest, I got a Dagger +1 - DMAL if you have noticed this). Head one building up to the Bed & Breakfast. Another Assassin. Yay. Kill him. Back up to the Inn. When you reach the Inn, cross the street and head into the courtyard of the keep - follow the path around clockwise and you'll meet the old mage with the other old mage's scroll. Return it to the mage, get a lasting Protection from Evil cast on you, then retrace your footsteps and talk to Gorion. Ask him everything, and sit back and relax for the long cutscene. Extras: You can talk with either the Gatekeeper or Gorion's buddy to get lessons in combat. This really isn't necessary if you have played games similar to BG before, but it is a valuable tutorial for those new to the game. Chapter One: Trail of Blood (Life is the Shits) Well, your foster father is dead, and you're all alone! Never mind, Imoen has followed you and wants to join your group - at this point you're in no condition to refuse help, so let her come along. Press «M» to find out where the corpse of Gorion is, and embark on the nature walk from hell. If you head straight for the clearing you'll probably come upon a Gibberling AND a wolf (the wolf is a particularly nasty opponent at this time of the game). If you plan your route carefully however (and if you are really lucky), you'll reach the clearing without any fighting. Loot the ogre bodies and leave Gorion for last. Read the scroll - don't worry; daddy's dead so he won't mind. Seems like Gorion has been working with Elminster* himself! (*Note: for normal people i.e. people who say «Uh?» when you say stuff like '...and then Elminster confronted Drizzt...' - Elminster is the most powerful wizard ever to walk the Realms. He's much like Raistlin of Dragonlance, or Gandalf of The Hobbit. Now, what was the last piece of advice that Gorion gave you before his untimely demise? Yes, that's right, meet his friends, Khalid and Jaheira at the Friendly Arm Inn and they'll help you. The road towards the Inn isn't particularly long or dangerous, so unless you're really unlucky, you should survive. Just stick to the road and don't go wandering off into the wilds (its very unwise at this point of the game) you'll come upon Xzar the Necromancer and his friend, a Halfling Fighter/Thief. Though they are not exactly noble, they are good compliments to your party right now. Especially Xzar's magic, which will come in handy very shortly! Now that your Motley Crue can sort of kinda hold their own, keep walking towards the Inn ignoring all other destinations for now. Eventually you'll come upon an old wizard, with a flowing white beard and dressed in red robes (now who could that be? Realms freaks ahoy! ;-) NPC Overview: Imoen, Xzar and Montaron Imoen is your all around thief. She's good with a bow, advances faster than anyone else (well that depends on your team and character, plus LUCK.). Her thieving skills are rather poor at the beginning but you have plenty of time to work on that. Plus, she's got a crush on you ;-) Xzar is your stereotypical *insert creepy noises here* EEEEEVIL Necromancer. He wishes to travel to Nashkel with you for his own purposes (I never found out what happens if he reaches Nashkel with you - I sacked him at Beregost ;-) If you do, however, please DMAL so I can put it in future versions of the walkthrough - plus, you'll be mentioned in the special thanks of two 17 year olds living on opposite sides of the world with nothing better to do than write walkthroughs. Think about it - the glory! ;-). Other than his evil demeanor (he'll get every chance to mock and taunt you for every good altruistic thing you do), I found him and his spells very helpful in early game combat. He's good to have around, just not for too long (He started a fight with half my party leaving me alone with Imoen... waitasec *eg*) Finally, Montaron is a good fighter and thief and will get you out of a dangerous predicament quite often. Unfortunately he's an intimate friend of Xzar and will follow him wherever, so keep that in mind before you do any «party modifications». Chapter One: The Friendly Arm Inn (FAI - The Plot Thickens...) After a short little cutscene, you'll find yourself at the outskirts of the Inn courtyard. Speak with the guards at the gates, and learn about the house rules. Unless you're a devout bar-brawler you'll be ok. Enter the compound and make your way towards the Inn building while talking to everyone along the way and entering people's rooms (by doing the latter, you'll meet a woman who'll ask you to get her Flamedance Ring back from some Hobgoblin scum who've stolen it. She'll give you their exact location. They're just north of the Inn. Use your automap, until you find and kill the ones with the Flamedance ring. Upon returning it to the woman you'll receive a reputation raise (+1) which can do wonders for you - unless of course you've asked for a reward, in which case please DMAL and tell me what happens!). When you find the Inn, you'll see a jolly fellow coming down the stairs to warmly greet you. He just so happens to be another happy Assassin after... who else? You! (For more details, just loot the corpse ;-). However, unlike his two counterparts back at Candlekeep, this one can be major trouble since he's a mage and he's eager to show you what they teach them back at UU (Ulcaster University). Pause the game. This is important for every major combat or whenever you need to effectively cast a spell. It's a good idea to pause the game before combat, give all the orders you want and watch the outcome. If have a kickass party just keep up the beating in real time. If however, your attack fails (e.g. everyone dies), just fall back and think of something new (or load a game for that matter ;-). To confront Tarnesh, other than having all characters attack him, have Xzar cast his most lethal spell on him. If he doesn't die cast Xzar's other spell. It IS possible to defeat him without losing any members of your party. I guess it depends on luck, positioning and your battle plan (Liam's Note: I found that when I killed him before he attacked, I got really low XP (68), but when I waited I got around 900!). After the bastard's dead feel free to loot him. Don't get too depressed - you're famous! ;-) Walk up the stairs and enter the Inn. Once inside, look for Khalid and Jaheira. They are near the back if I remember correctly. They'll join you happily (Liam's Note: I think Khalid's a bit of a sap Steve's Note: Nahhh...well ok his voice is somewhat weird but he's a good fighter to have around;-). Khalid is a great fighter and Jaheira has/will get some damn good spell casting abilities. By now, if you've applied the Ground Rule, you'll know that down south at Nashkel there's a serious problem with iron shortage. It seems like it's rotting down in the mines and this isn't exactly the most common thing to happen to iron. Khalid and Jaheira will also point this out to you, and suggest that you all travel to Nashkel and find out what all the fuss is about. Before you leave however, explore the Inn thoroughly and apply the Ground Rule wherever possible - you'll get three quests if you play your cards right: - Retrieve a stolen girdle (Girdle of Piercing)(Steve's Note: Found in the wilderness area just south of the FAI. An ogre's got it. Slay him and retrieve both girdles (caution, one of them is cursed----just put it on and you'll see;-). Anyway, return the real girdle to it's owner and collect your reward) - Kill a bunch of Spiders(Steve's Note: They are in Beregost in the house west of the Jovial Juggler Inn. Just go in, kill the spideys, take one's body as proof of your deed and also loot the house. Then report back to the man for your reward. Make sure to give him all the items from his house for additional rewards.) - Wash some rich dude's Golden Pantaloons.( Dry cleaners anyone? I still haven't figured out how to complete this quest. You can Identify the pants for a good laugh and then return them to the noble. You'll get a measly 100XP for your trouble too;-) In time (when Khalid and Jaheira start to bitch), you should head down to Nashkel, but for now it would be a good idea to focus on the side quests in Beregost and FAI. Chapter One: Beregost Congratulations on reaching your first major town in the game! By now, you should have a general idea of what is going on in the world. Apparently there's some trouble down at the Nashkel Mines and everyone is suggesting that you look into it. However you are not quite ready yet. And that's where Beregost and all associated quests come into play. You may consider this a preparation stage for what will follow later on. As in all good rpg's the first thing you should do upon entering the city would be to ask the friendly cow farmer for some directions. Hmmm... looks like Feldepost's the classy place to be, The Jovial Juggler and the Burning Wizard are good choices too though. Head to Feldepost's first. Upon entering the Inn, you'll be immediately confronted by a man named Marl. He's horribly bitter and mean towards adventurers of any kind since he lost his only son who heard the call of the Realms and answered it (HINT HINT!). Since then, the father has developed a resentment towards all adventuring folk. If you have good charisma you can avoid fighting him and instead calm him down. ( Steve's Note: My paladin did it with a charisma of 17, though I believe it is possible with a lower score). (Liam's Note: I just ran him through. I had a charisma of 20 and he was very antisocial). You'll get a nice 900 XP for your troubles. You can stay and buy a drink or explore the rooms but I don't think there's much also you can do here (if there is, feel free to DUAL). Now that you've set the grieving father's mind to rest, leave and proceed towards the Jovial Juggler Inn. Speak with the people there and eventually you'll be pickpocketed by a little creep who wants you to return his magic boots from a bunch of hobgoblins who stole them. If memory serves, they are located south of Beregost, in the sunken house area. Continuing your tour of the local Inns, Taverns and Brothels (what do you mean you haven't found them yet?;-) you'll eventually enter the Burning Wizard. Chatting with the regulars you'll get a couple of quests. First, there's a paladin who' s been badly mauled by a bunch of ogres which he asks you to ...handle. They are located south-southwest of Beregost. (Steve's Note: If you kill them and the paladin refuses to acknowledge your deed -BUGS!- just wait till morning. Then he should be at the center of the room instead of in the corner. If you speak to him now, he'll congratulate you, and give you a medium shield +1. You'll also get a rep point plus some good XP. In the same establishment you'll meet a grumpy old dwarf, who'll ask you to retrieve his *magical* cloak which he lost in the appropriately named Cloakwood (puns ahoy) and has now become the town's laughingstock (there's another disgusting pun here... «dwarves are traditionally short, stocky creatures....» ok I'm stopping right now!;-) However you can't visit the forest till later on in the game, so let the quest drop for now. Before you leave Beregost to wander in the nearby badlands there's just one more quest that you should do. Outside of the Red Sheaf Inn you'll find Garrick, a Bard who'll offer you a job as bodyguards for his mistress Silke. It sounds like good cash, so accept gladly. After he takes you to Silke speak with her. Watch the cutscene. After that it's up to you. The men are clearly innocent and the « soft spoken evil wizard» is Silke. Depending on your alignment, either refuse to slay the innocents and kill Silke for some good cash and a magic quarterstaff (Steve's Note: It's a fairly easy fight unless you allow Silke time to cast her lighting bolt spells. Then you are really screwed.) OR you can kill the innocents for whatever dubious reward the bitch has to offer. If you opted to kill Silke (Steve's Note: Anyone who didn't will be hunted down by Elric Dragone, righteous Paladin of Tyr in the next week;-) Garrick will now be willing to join your party. I understand that he'll turn on you at some point since he's not that good really, but he's good fun to have around for a while (Steve's Note: I booted Xzar and Montaron- I finally remembered the name ;-) to get Garrick on my party. A decision I never regretted. It's about time you get rid of those guys anyway). . If you haven't already, apply the Ground Rule before you leave to wander the wilderness. Beregost Wilderness: Becoming a Man/Woman Baldur's Gate is a huge game, so it's only natural that much of it's size comes from vast wilderness areas. Not all of them are apparent though. For example if you exit a wilderness area to the west, you'll get a different set of areas to explore than if you exited from the east or south. Bearing that information in mind, explore every area possible, kill any monsters you might encounter(Steve's Note and Important Strategic Tip: At one point I came upon a bunch of hobgoblin brigands which can be a big pain in the ass if you don't know how to deal with them and their poisoned arrows. The trick is this: Stop your party a good distance from them, and then get your character only. Have him walk towards them but stop as soon as he spots the first one (not the other two). The goblin will naturally attack. Run your character back to the party and prepare to meet the goblin with open arms;-) Have this strategy in mind at all times and apply it whenever facing multiple tough enemies. Thank you;-), get any treasure you find, and return to Beregost as needed to buy/sell stuff. There's the Thunderhammer Smithy there which has some pretty good stuff. During your venturing into the wilds there are two major locations and two major quests. If memory serves there are two recruitable npc's here too. The first quest is that of the talking chicken. In one area, you'll find a panicked man telling you of a demon chicken to the east. Go east and kill the wolf threatening the chicken. It will thank you and you should try to be as polite as possible (Steve's Note: Damn! And I wanted to give him the line about speaking hamsters so much!;-). The chicken will reveal it's sad tale and ask you to take him to his master, the wizard Thalantyr at High Hedge so his form can be restored. Visit Thalanthyr's tower at High Hedge. Watch the cut scene and when he asks you to get him a skull just go outside and kill some skeletons (pick up their skulls afterwards). Return a skull to the mage and his «apprentice» will be restored. You'll get some good XP plus a rep point. And all for nothing. Very good quest really. Also, Thalantyr has some good magical gunk(Good Junk) for sale. Also, in the same area you should encounter Kivan an elven ranger who's a damn good shot with a bow and is fighting to avenge the death of his love (Steve's Note: Any Crow fans out there?). He's a great addition to your party. Plus his ranger abilities will really come in handy later on in the game. Leave High Hedge to the west. If memory serves, after clearing some ogres and hobgoblins, you'll eventually reach the Sword Coast and the Lighthouse area. There you will find a thief named Safana. She'll give you the usual damsel in distress drill and ask you to help her retrieve a lost pirate treasure. (Steve's Note: I myself, have never compeleted this quest, so if you decide to do it, please DUAL and tell us about it ok?) (Liam's Note: I never received the "favors" that she promised either) Before you undertake it though, know that the area is pretty dangerous. The Sirine bitches can be major trouble if you allow them to cast charm spells on any of your party members. Finally there's a temple to Lathander here. Speak with the head priest and learn of the bounty on Bassilus's head. He's in a wilderness area near the temple surrounded by a bunch of his beloved «family». Fortunately he's a total loony and he'll think you are his father. Here you can either opt to talk him out of it (Steve's Note: Unfortunately, I just duked it out with Bassilus and the undeads. I never found out if you truly CAN talk him out of it or at least make him destroy the undead. If you do, please DUAL!) After everyone is dead, loot Bassilus body and return to the Temple with his holy symbol to collect your royal reward (it was about time they started giving decent rewards in this game!!). Wrapping Beregost up (Became a Man/Woman yet?) Feel free to wander any other wilderness areas, kill any monsters you encounter, and restock, rest and sell stuff at Beregost. By now, Khalid and Jaheira will have started to bitch about you going to Nashkel. So, since you are all ready and have some experience under your belt, you are ready to set sail for: Chapter Two: Nashkel (a.k.a. All is not well in Oz) Once you reach Nashkel, after your traditional «I'm a dumb adventurer please point out the sights to me» sequence, you should speak with the locals to get a good idea of what's going on. Speak with the Amnish soldiers in particular. Hmm.... interesting. There's a cute story about commander Brage who went berserk, killed off his entire family and went off to the mountains. From what you gather there is a fairly large bounty on his head. For now, however, you should seek out and speak with the mayor of Nashkel, Baerun Ghastkill. He'll give you the quest to solve their mine problem. (this is where chapter two truly commences). After your little chat with the mayor, visit the Nashkel Inn. Goody! Yet another assassination attempt! Nothing to fear though. Slay the assassin, and then get all her good stuff. Plus, you can read your bounty to boost your ego («considered formidable»????:)). Buy your party a round of drinks and get some rest. Good morning Nashkel! Time to do some sightseeing around here. Your first stop should be the weapons and armor shop. Note that the shopkeeper will pay you 500gp for every winter wolf skin you take to him. They are really easy kills, give good experience, and they pay very good! Also, he has a couple of full plates for sale and some magical shields. By now you should have enough cash to get if not both, at least one. Leave the other and the shields for later when you'll have more cash. (Liam's Note: I just stole the EQ I needed - much more economical) Next stop is the Temple of Helm. Outside you can read the tombstones for some cheap humor( Steve's note: Fallout 2! Fallout 2!). Enter the temple and speak to the priest. Interesting. He offers to provide sanctuary for Brage if you take him to him instead of to the guards. Finish any other business you've got and leave the temple. Keep heading south and you'll come upon Oublek the man in charge of the bounties. He's obviously mistaken you for the legendary Graywolf and wishes to pay you a bounty you don't deserve. Here, it's up to you. You can either point out the man's mistake (and gain a rep point plus some good XP) or accept gladly if somewhat clumsily the bounty (Steve's Note: Never tried that one myself. I suspect I'd lose my class as paladin if I did though. Graywolf might even turn up and at this point he can really kick your ass---later on it's the other way around. If you DO take the cash, please DUAL and tell us what happens ok?;-) (Liam's Note: *I* on the other hand did take the cash, and suffered no negative consequences - I reloaded though cause I felt guilty). Keep moving south and eventually you'll come upon Minsc the happy berserker and the mighty Boo, space hamster extraordinaire. He'll join you, if you agree to help him rescue his friend, the witch Dynaheir. Agree and recruit him. He's good help for the time being. (Liam's Note: While Minsc is an awesome fighter, he will attack your party after a while if you don't go retrieve his mage friend Dynaheir from the Gnoll fortress - I did that right away, and added Dynaheir to my party before I headed to the mines). If you explore south of the main street, you'll come across a locked farmhouse - enter it and talk to the lady inside to get the quest of finding her husband. Also, at the northern border of the town you'll find a manor house. SAVE YOUR GAME. Select Imoen or yourself if you' re playing a thief. Feeling lucky today punk? Go inside, lockpick everything and rob those rich snubs blind. Caution though! If you get caught, you can either do time, or bribe the guards for 200gp (either way, it's better to just load your game) (Liam's Note: I love Amnish Guards). Now head south. Way South. Eventually you'll come upon a bridge where you'll meet a mage who'll ask your help to kill a «malevolent» witch-which just happens to be Dynaheir. In truth, he seeks to murder a lawful witch. If you are some sort of evil creep agree to help him. If on the other hand honor and courage mean sth to you, disagree with him and ask for explanations. He'll take off, angry at you and swearing revenge. There's also Noober here. He's the game's «nerves of steel» test. He'll stalk you and tell you irrelevant stuff for a LONG time. If you manage not to kill him though, in the end he'll say that he ran out of things to say and you'll get a handsome XP bonus. Trust me, it's worth it. Now leave Nashkel. From now you have two choices. Either go quickly to the mines (Steve's Note: but I'd advise very much against it) or take your time, explore the carnival and take a side trip to the wilderness areas and the Gnoll Fortress. Make the carnival your first stop since it's the closest. CARNIVAL OF THE DAMNED There's a handful of quests here. Apply the GROUND RULE here too. Enter all the tents but don't bother much with gambling since it doesn't pay very well. Locate the mage with the exploding Ogre act. Ask him repeatedly to do it. The third time, the ogre will get pissed off BIG TIME and will come after you. He's really weak and you should have no trouble dispatching him. Get some pretty XP and his treasure for your time. In one of the tents there's yet another mage trying to kill an innocent witch (the folks at Black Isle are running out of ideas!;-). There's no convincing him to call off the attack, so mock him instead. This way, he'll charge you first and you'll have a shot at saving the witch. If you play your cards right you can kill him without any heavy losses. Get all his gunk and speak to the sorceress. Pick your reward (Steve's note: I preferred the magical item, but I suspect that if you ask for nothing you'll get a rep point. If you find out please DUAL!) and leave. In the other tents you'll find a decent weapons merchant, some black lotus (so that's what we call it now, is it?) junkies, and this most generous fellow who'll offer to sell you potions that increase your strength and intelligence tremendously for a really low price. If you buy em, know this. The red potion gives you a strength of 25 but gives you a 3 dexterity. The other potion works the same way. It gives 25 Intelligence but 3 constitution. It really isn't worth it. Other than an uninteresting band of kobolds, there's Zeke and the petrified woman here. Zeke is a petty thief who'll ask you for 500gp in order to give you a stone to flesh scroll. Ignore the bastard and buy the scroll from a magic shop in Nashkel for about 180gp. Then go back and use it on the statue. Turns out that the petrified woman is a cleric of the war god. She's a good addition to your team later on. I suggest you return after saving Dynaheir and recruiting her (Steve's Note: After I found Dynaheir, I decided against recruiting her, so I left her, Minsc and Boo at the fort, and recruited Branwen and Xan later on. Haven't regretted that decision....yet!:)) Now that you've had your fun at carnival, it's time to get down to business. Prior to visiting the Gnoll Fortress which is a major quest location (cinematic et all), you should explore all the wilderness areas around Nashkel. Apart from the experience and the cash, I remember getting two quests. First one is little Albert and his missing dog Rufie. If you are playing a paladin, or have the ability, cast a Detect Evil spell. Surprised? So was I;-). Find the dog anyway and return him to little Albert. How kids grow eh? Collect your XP and cash and don't ask many questions! You'll also encounter another fairly easy quest. A Dryad will ask you to help her save a great tree from a couple of goons bent on firewood. I don't think you can talk them into leaving peacefully (if you can, please DUAL) so you'll have to duke it out. No big worries here. Kill the poor sods and speak with the Dryad for some XP and another rep point. In a wilderness area northwest of Nashkel you should encounter Drizzt Do' Urden fighting some gnolls. Join the fray and once the battle is over, speak to him to make another valuable ally and for some good information. (If you are playing a thief, you can try pickpocketing him. He has some GREAT stuff!) If there are more quests in the Nashkel area that we've missed please DUAL and tell us about them ok? Celebrities of the Realms: In a tavern, (the Belching Dragon if I remember correctly) at Nashkel you'll encounter the infamous Volo, explorer extraordinaire. Feel free to buy him a couple of drinks and hear tales of stuff that you already know. Drizzt Do' Urden can also be found fighting some gnolls northwest of Nashkel. The Gnoll Fortress (Hyena Central) Now, your last stop before visiting the Nashkel Mines should be the Gnoll Fortress. The place can be very tiresome and tedious (not to mention a fucking A deathtrap) if you don't know how to deal with it. You can't rest anywhere but the far side of the bridge without being interrupted by a bunch of gnolls. (well almsot. My party made it a couple of times, but it's better to be safe than sorry;-). Cross the bridge and speak to the two ogres guarding it. You can either barter them down to 10gp but the macho man solution is to kick the crap out of both of them (they are very easy opponents), and get their considerable treasure and magical bracers. Now you go two ways. Either go up the stairs for the gnoll fortress and the main quest or wander off southwards, kill any Xvarts you may encounter and loot all three of their secret caves. In one of them you'll find a tome of charisma, which gives +1 charisma permanently to any character reading it. Useful for fighters of the «Me Thok. Thok Strong. Thok Kill.» Mentality, or paladins seeking to get even greater charisma (Steve's Note: Hehehe!;-) After clearing out the pathetic resistance of the Xvars, you are ready to take on the gnolls. Notice, that they respawn regularly (i.e. as soon as the fog of war covers the location where a team appeared, it respawns.) so if you aren't particularly strong, the smart thing is to kill everyone as you go, loot the bodies, climb down the pits to see if anyone's down there( Steve's Tip: Caution! It's not apparent if a pit is occupied unless you climb down on those circular steps!). Eventually you'll discover Dynaheir. Recruiting her is up to you. I didn't. Unfortunately Minsc will choose to stay with Dynaheir as well. At least you'll get some handsome XP for rescuing her. If you want some cash and XP, linger in the fortress for a while longer and pick fights with as many gnolls as possible. When you've had enough, leave towards the mysterious Nashkel Mines... Chapter Two: Nashkel Mines (Daylight) The Nashkel Mines really aren't anything to be afraid of - the majority (all but one or two) of the monsters are Kobolds, most of which can be disposed of in one hit. This is a cakewalk(Steve's note: Liam is right. The only real difficulty here is that of finding your way. The exit from a level to another is not always apparent and it can take a heavy toll on your nerves - Liam has a permanent twitch;-). Head south and climb down into the mine pit. Talk to the mine overseer (he's under the trestle southeast of the mine entrance) and get permission to enter the mines(Steve's note: You may also speak to the guards at the entrance of the mine for some optimistic views on your quest;-). Once you are in, keep applying the Ground Rule and you'll find a miner who will tell you that his friend forgot his dagger - could you be a dear and take it down to him? Of course you can. Keep walking, and you'll find Jacob's Greenstone Ring by one of the exits - give this to his wife. This completes level 1 of the mines. Find the entrance and climb down to level 2.In a large circular room( it's to the far left of the map) you'll find the miner who forgot his dagger - hand it over and keep heading down, killing everything on your way. Proceed to level 3 of the mines and repeat the procedure. You've gotta be careful here though since there are many not so friendly traps along the way. Your best bet is to use your thief (I hope you have one!) as a pathfinder/ trap remover. Applying this procedure you'll reach level 4, the final level, in no time. Storm through it, and after everyone is dead, enter the small opening. CAUTION NOW! You are in the lair of Mulahey, the first in a long chain of evil scumbags you'll encounter throughout your adventure. Kill off the welcome party and head into the pillow filled area. Mulahey will confront you. Regardless of what you say to him, he'll order his underlings to attack (like the good hero he is;-). Since, his underlings (kobolds and skeletons) are pretty weak, concentrate on killing him, and preventing him from spellcasting. When he takes a serious beating, he'll beg for mercy. Don't listen to him and finish the job.(Steve's Note: Like the good hearted paladin I was, I showed mercy. The creep only called in more reinforcements and I have a dreadful suspicion he got full hit points back!). Congratulations! Creep #1 is dead! Finish off any of his remaining goons and then loot his belongings. Amongst other valuable stuff, you'll find some interesting letters from Tazok (which, if you read, you'll commence Chapter Three) plus a fantastic living sword, with a will of it's own called a Moonsword. (Steve's Note: Elric fans, let me hear you...;-). The catch is, it chooses only one master to serve, and in your case, it's chosen Xan, the elven enchanter which can be found in the next room. Speak to him and most definitely recruit him.( Steve's Note: I booted Branwen to get him). Give him his Moonsword, and Knave's Robes (if you have them). After you've scoured this sublevel, go back the long way. Upon exiting the mines, you can speak to the supervisor and the guards to boost your ego a bit. Plus the supervisor will mention your reward. MONEY MONEY MONEY! Before leaving the Mines forever though, there's one thing you should do. Prism the artist is somewhere south making a sculpture. SAVE YOUR GAME. Here you can go three ways. Either agree to protect him, either turn him over to the guards OR get all his stuff and leave him be. By far the most profitable solution is to help him. (Steve's Note: And no I'm not just making this up just to justify my paladin's actions;-) If you agree, he'll tell you to watch over him. After a while, the legendary Graywolf will come to claim his bounty. You can try talking him out of it, but you can't do it, trust me. The best way to handle the Wolf (who, btw is a great fighter more than capable of cutting all of you down to size) is to have Jaheira cast her Entangle spell of him. Now as he stands trapped and motionless, execute him with any archers you have in the group! Feel free to use Xan's magic on him as well, but no close encounters. After he's dead you can get his stuff ( he's got an awesome Broadsword +2 imbued with many magical properties and 1000 odd gold pieces). Prism will thank you and here's where a major bug comes into play in your favor. To give you his stuff, Prism dies at your feet. Now you can get the diamonds from him and return them to Oublek back at Nashkel to claim the bounty!!! After collecting the bounty from good old Oublek, pay the mayor a visit. Well done! Seems like you're the new local hero. But what's that? There's this amazing guy claiming to be death incarnate. Kick his ass one handedly and disprove his theory. Guess Sarevok will have to employ another goon. Enjoy your new glory with the help of some good ale at the local Inn, and prepare yourself for tomorrow's journey towards Beregost, where the bastard Tranzig awaits... NPC Overview: Xan is a very capable mage. His Moonsword makes him quite good at melee combat as well as, plus it protects him from all fire based attacks. If you have no other mages in your party, he's a needed asset. Plus, his pessimistic demeanor can cheer everyone up;-) Chapter Three: Beregost (Revisited) Upon arriving at Beregost, waste no time in making your way to Feldepost's Inn. Climb the stairs and barge into Tranzig's room. Speak to him and try to learn as much as he knows. At one point it'll come down to blows. Beat on him real hard and when he begs for mercy squeeze him for more info. Once he's told you everything, kill him. No point in letting him go warn Tazok. Read the letter he has on him, for some new info on the bandits and get his valuables. Leave the Inn. On your way out, you should encounter Elminster. This time he'll bother with formal introductions and drop some heavy hints about the bandit camp before leaving you again. To further boost your ego, a child will arrive shortly after, call you by name, (if you press her a little, she'll tell you that you're considered the new great hero of the Sword Coast and that Commander Vai of Amn wishes to see you at the Jovial Juggler Inn. Since you got nothing to lose, visit commander Vai. She's willing to pay you 50gp for every bandit scalp you bring to her. Not half bad. Now you are all set to leave towards the elusive bandit camp. Before you do, however, there's one small thing that we must say: In one of the Beregost shops (it's entrance is not apparent) you'll find Kagain, a somewhat evil NPC who wishes to join your group to find a missing nobleman( Entar Silvershield). He'll also offer you 30gp per bandit scalp (Vai's price is way better). All in all he's not THAT worthwhile. I turned his offer down, but I suspect there's an interesting side story later on in Baldur's Gate, involving Kagain, a Bard named Eldoth and Entar Silvershield's daughter, Skie. (If you find out about it, please DUAL! Appreciate it!) Leave Beregost and head towards Peldvate. Plenty of Black Talon Elite mercenaries here along with common bandits. Massacre everyone for some good experience and stuff, and after you're done with this area, proceed north, to the... Chapter Three: Bandit Camp ( It's primetime;-) The Bandit Camp is northeast of Beregost, so head up that way and enter the camp undetected. This is really important - if you waltz in there with your guns blazing, you're going to get walloped. Now, the key to this area for me was Algeron's Cloak (read as charm). I found that I could sneak around with my thief and charm a bandit, then sneak again, and get the bandit to attack the head honcho guy (you'll know who he is - he looks built-not to mention wearing plate armor-). In no time nearly everyone was dead and I just had to go around and pick up the pieces. The beauty of charm is that when a charmed NPC kills someone, you get the same XP as if you had done it yourself. This is just the way I did it - if you have great faith in your party, then go walk in - I prefer the stealth method. (Steve's Notes and Way: I on the other hand, having a beefed up party -remember, doing the side quests helps-, approached the main showdown area and left my entire party behind. Then, I took my paladin (the strongest fighter in the party) and moved him so he spotted only one bandit. I retreated and he gave chase. I led him to the rest of my party and towards his certain demise. I followed the same method with everyone else. The bandits are easy prey but the leader of the Black Talon Elite is one tough cookie. Have Jaheira cast Entangle him and if it works execute him with your archers and spellcasters. If on the other hand it doesn't work----like in my case;-). Have everyone beat on him and cast your most powerful spells on him. And yes it is possible to beat him without any casualties. Once again it all depends on luck. Once you're down with the brigands, scour the area, loot the baddies and have your team rest before entering the shack. Now SAVE your game and head into the tent. Have a «friendly» chat with Tazok's bodyguards and when it comes to blows, direct all of your attacks towards the mage. Once he's dead it should be pretty easy. The fighters are worthless and the only one capable of doing you some harm is the archer. I suggest you take him out second. Once everyone is dead, feel free to loot all corpses. Speak to the Man In Black next to the chest for some clues as to your next destination. Now the Iron Throne is involved too? Have the party's thief detect for traps (the chest is trapped with a lighting based attack) and disarm it. If you don't have a thief or mage by now (---major mistake! How are you playing this game anyway?;-) you can do the following: Boost up one guy with electricity resist (by this time I had Boots of Grounding - Resist Electricity +40%), and loot the chest. Read the letters to commence Chapter Four. There's nothing more to do here-except for the cave( haven't explored that one yet. If you do, please DUAL at skazz@hotmail.com or azrael501@hotmail.com--- After wiping out the bandits, you'll get a new area on your world map - Cloakwood. Onward and upward... (Steve's Note: Ho ho ho! Time out! CUT!) IMPORTANT NOTE FOR THE UNFORTUNATE READER OF THIS WALKTHROUGH;-) Now, there are two ways opening up in front of you. Either push on with the main storyline, OR go off exploring some very interesting locations and solving some quests which will eventually grant you cash, reputation, magical weapons and glory. Wander off on your own for a while, but here are some pretty hot places : The Fishermen and Farmer Area just north of the FAI, Gullykin, The Firewine Bridge, Ulcaster ruins. Some notes on quests related to the above areas: In the Farms area there are 3 main quests. There's a group of fishermen who'll ask you to kill an evil priestess (Steve's Note: She's north of this area, living in a small sack. Talk to her and get her side of the story. Now, it's your call. Either side with the ?girl? and retrieve the bowl from the fishermen-they give it up without any fuss- or kill her for the fishermen. This quest grants you the favor of either the sea goddess if you help the child or that of the Storm God if you help the fishermen. Your call. I helped the girl though. Seemed more trustworthy-at least at first!). A heartbroken farmer looking for his son (try this big hole in the center of the map-full of ankhegs. Anyway, kill them as you go and eventually you'll come upon their hoard. Pick up all the gunk including Brun's son. Return him to the farmer and then speak to him and offer him 100gp for some good XP plus a rep point. Believe me it's worth it.), and a ranger who needs your help to control the Ankheg population. Btw, when you kill an Ankheg, you can get their carapace and take it to Taerom at Beregost. He'll make you some fantastic armor for just 4000gp (other than paying you 500gp for the carapace). It's even better than magical plate! If any of you explore the Firewine ruins, Dulruag's Tower or Ulcaster Ruins please DUAL! Chapter Four: Cloakwood ( The nature walk from hell continues;-) First things first. Don't even ATTEMPT Cloakwood unless you have a party with an average level of 4 or 5. Once inside you can expect a plethora of spiders/spider-kin, so stock up on anti-poison items. Cloakwood is divided into four main areas. In the first Cloakwood map, there is just one quest. Kill a pack of taslois and get the grumpy old dwarf's cloak (remember him?). Take it to him and he'll tell you to keep it, plus you'll get some nice XP. Now in the second map, things start getting rough. There are plenty of ettercaps (tough bastards and their poison attacks are quite annoying) and all sorts of spiders here. Your best bet is to use one character as a decoy and lure the enemies one by one to the clutches of your EEEEVIL party;-). Here, you'll also find a man who'll ask you to find his brother for him. Agree and try that big, dry mound in the center of the map. Inside you'll find the spider queen with plenty of her «children». Ask her all the nice questions about how fat she is and then indulge in some friendly combat. This battle can be particularly tough though. Much depends on luck and positioning of your party's members. Plus, if you haven't already, it's time to start using some potions during battle. All in all, it is possible to beat the queen and the spiders, without heavy losses( Steve's Note: I think that Xan died on me---for the first time! At this point). Loot their treasure stash and retrieve Chelak's body and everything else. (If you find yourself too weak for the task, try one of those giant strength potions you have). Return Chelak's body to his brother for some XP and Spider's Bane (fantastic sword, it's a must if you want to survive Cloakwood). Now that you are all done here proceed to Cloakwood Three (beware of web traps along the way!;-) Welcome to the third level of the Cloakwood forest aka Druid's Joy. On this level you'll have to face a group of evil druids, the Shadow Druids. Most of them are inside or around a big tree to the northwest. They are all laughable opponents, their leader included (he can cast some annoying spells but nothing really strong). Kill them all and speak to the female druid near their Circle. She'll tell you about the Throne's secret base of operations to the east. If you want you can recruit her( Steve's Note: I didn't. It looks like a tough fight and Jaheira is a very good fighter/healer for the party). Here you'll also come upon a druid asking if you're agents of the throne. Answer him that you aren't and you'll receive a potion of invulnerability. Finally there's Peter of the North holed up in a cave here, breeding wyverns (FOR THE UNINITIATED: The folks at Black Isle, have a major in joke here. Peter North is a porn star of international fame. Doesn't Peter of the North sound similar?;-). Anyway, kill him for kicks or you can play coy and go away) Ok, now you are set to go on to the last Cloakwood area. And no you won't meet Yogi the Bear here either. What you WILL find though, are some pretty nasty Black Talon Elite along with some nice wyverns. I really didn't find anything important to do in this screen (other than getting some gunk and XP), so you can really skip it quickly and find yourself at the.... Dwarven Mines ( Depths Unfathomable) Ok, you've made it to the Throne's secret base of operations. Seems like they've reopened the mines are using them to mine iron for their own devious purposes... and guess who's gonna save the day? You of course, with the help of this FANTASTIC (my ass;-) walkthrough. If you cross the wooden bridge first, you'll soon find yourself face to face with yet another welcoming party. Two fighters and two mages and yes it can be quite a tough battle unless you've been doing your homework. The stealth/charm method employed by Liam is quite good for thieves. If your party's more fighter oriented (like mine;-), follow the 'bait' method. Send a strong, resistant char in, and let him be spotted by just ONE of the enemies. Run back to your team and welcome the guy with all the proper procedures («...cold steel a' cleaving....»). This way you'll chew through the fighters. The mages are a bit trickier. The first one, is relatively weak and can be taken by a combined attack. As for the other, he casts invisibility on himself and then unleashes some pretty mean magic on your party, so you'd better have a Detect Invisibility or similar spell/item handy. If you've managed to kill this group, feel free to have yourself a small party. You just passed «Difficult Fight 1/3» on this level. After those folk are disposed of, and your hangover's better, explore the outer buildings, killing any bandits offering their pathetic resistance, but do spare the ones begging for it (Unless of course you're of evil alignment). Loot the complex, and once you've rested and feel ready, take the elevator to the first level of the mines. The first level of the mines is nothing really. Some guards which by now will be a joke to you (Watch out for the family man with 10 children. Check out response #2;-) and plenty of miners to which you should talk, to get an overview of the mines and the situation. It seems like there's a river plug, which, if you were to unlock, the whole mines would be flooded and the Throne would be dealt a decisive blow. You'll also be told to find Rill, the leader of the slaves and arrange with him for the safe escape of everyone. With that knowledge secure, proceed to the second level of the mines. This level is where the Mines start showing their teeth. You'll encounter some measly resistance, but the main fight is located within one of the central rooms. There's a mage, pretty powerful with a compliment of Black Talon Elite archers which can do you LOTS of harm, believe me. Now, it is not necessary to fight this one out, (there are secret doors all the way around this room) but I strongly suggest that you DO fight it (if you are in a position to do it, that is). Once again, use the 'bait' method to take out each enemy separately. The only real challenge is the mage (AGAIN! I HATE ENEMY MAGES!). He casts Improved Invisibility and then does the fatal mistake of attacking you. You characters can still hit him (though with a penalty), and it would help very much to cast Detect Invisibility once again. After you've cleared out everyone, unlock the cells, and speak to Rill, the leader of the slaves. He asks you for 100gp to bribe the head guard. By all means give them to him. He'll take off happily and now you're free to speak with Yeslick. Yeslick other than being a good fighter/cleric willing to join you (I turned him down. Jaheira was starting to get real good;-), will fill you in on the mines history and he'll also throw in a hint about flooding the mines by using the boss's key. The boss, Davaeorn apparently keeps the key on him at all times and it's a bit unlikely that he'll nicely agree to give it to you. Now your purpose is clear. You must kill Davaeorn, get his key, and use it to flood the mines and seal one of the Throne's most crucial operations. Go down the stairs. Immediately upon entering level 3, you'll find yourself in a room with a not so friendly welcome party of Chill mercenaries plus some happy Black Talon Elite. If you are careful to dispatch of the archers first and you have a fairly strong party, this battle isn't going to be a tough one. After you are done with this room you have two options. Either explore the rest of the level facing some minor dangers (and one major one. There's a room with a mage and some friendly hobgoblins in it. Again, use the 'bait' tactic to pick them out one by one.) and collecting plenty of goodies along the way. Amongst other tourist highlights, there's a temple to a dark god of sorts, an armory, and some strange mechanical contraptions here. After you've had your fun proceed to the final level of the accursed mines. Ok, here comes the tough part. On this level, resides Davaeorn himself, a rather powerful sorcerer. Plus, the place is swarming with traps, so you'd better have a thief or mage with detect/disarm spells handy. Unlike the traps in the other levels though, the traps here summon Battle Horrors. They are powerful undead knights, wielding flame swords. Personally, I found them extremely hard to beat and I recommend checking every inch of the corridor for traps. Yup, that's right. The main long corridor is full of traps. Have your thief tread VERY carefully and disarm them one by one. Believe me, you DON'T want to fight the Horrors. Once the corridor is clear, gather your entire party in the small room just off the corridor. Now take one of your characters and go meet Davaeorn. After he's done with his cool (yeah right) lines, immediately fall back. If you try taking out Davaeorn the cowboy way (See my Fallout 2 walkthrough;-) Liam's site got it all!;-), let me tell you what happens: He will exhaust his Dimension Door spells and lead you through a small maze of rooms to an even smaller altar room. There he will unleash his Dire Charm spells and his Monster Summonings II and I'm sorry to inform you that unless your characters have very high magic resistance you are royally fucked. And here's the much better way: After your character falls back, wait for a while. Normally, Davaeorn won't follow you. If he does, all the better. Just lead him to the room with your friends in it and let him have it. If he doesn't, go look for him. Once spotted, he'll attack you. Immediately fall back again. The chances are that he'll waste his magic pointlessly and you won't be harmed. Play with him like that for a while, till he starts coming after you with his pathetic quarterstaff as his sole means of attack. Once that happens, just lead him back to your Motley Crue and let him have it. Congratulations! You just took out Head Honcho Sleazebag #4. Search him, for some rather interesting letters (revealing yet another link up the chain of corruption) and for some good magical equipment. Don't forget to grab the River plug key either. Now feel free to explore Davaeorn's quarters, pillage and loot till you drop. At one point you'll find Stefan his apprentice. Squeeze him to tell you everything he knows and then let the pathetic wretch go. Okay, you' re about ready. Take the elevator back to the first level of the mines (this is where Chapter Five commences). Chapter Five: All of the Damned... You will now find yourselves at the first level of the mines. Quickly go the river plug. Speak again with the slave next to it, and make sure all the slaves made their escape good. Now, hand him the key and RUN! Way to go! Probably you've got the Throne's attention for good now! Speak to the grateful miner and notice that you got a +2 rep increase along with some good experience. Finally you can go to the fabled city of Baldur's Gate. Before you do, however and if your party's in bad shape (Hell, after the mines, Xan and Khalid were dead and the rest were pretty badly mauled) feel free to stop at the Friendly Arm Inn, to sell all your gunk, raise your dead and of course indulge in some Evermead. Get a good night's sleep and next day, leave for the Wyrm Pass (the bridge to Baldur's Gate). Once there, speak to the Flaming Fist Mercenary and boost your ego a bit further. He'll mention that his commander wishes to have a word with you. Proceed north and you'll meet commander Scar. He'll offer you a job. He'll ask you to infiltrate The Seven Suns building and get any evidence of their doings to him. Accept gladly and also be a dear and mention the Iron Throne. He'll thank you and you can be on your way. Just outside of Baldur's Gate you'll meet up with a fishy dwarf/gnome named Quayle who wishes to join you. (once again I've turned him down. Getting kind of attached to «the guys»;-) Now enter the Gate. BALDUR'S GATE (In the thick of it....) Welcome, sojourner of the Realms, to the greatest city on the Sword Coast! You will be immediately greeted by Elminster himself. This time he'll drop some more heavy hints on your dark origin. Now, that he's confused you for good (AGAIN!) he'll happily take off. Ah... now, young adventurer is the time to fulfill all those fantasies you ever had. If you are playing a thief, the Gate is Paradise. Period. There are the Shadow Thieves which will help you to no end if you speak to them right and proper.( before you walk in their guild, find a man on the street who'll offer you 50gp just to listen to their leader's proposal). If however you are playing a lawful fighter (Ahem, ahem!;-), I suggest you barge in, guns a blazing, kick everyone's ass, and loot everything. Now you can walk proudly with the knowledge that you just single- handedly dismantled one of the Realm's premier power groups. Make sure not to miss that tome of dexterity in a barrel next to Black Lily either. Apart from the guild there are plenty of rich houses you can plunder. If you are playing a thief, you can consider your arrival in Baldur's Gate the solution to all your financial troubles. If however you're of a more lawful mentality (Now who would THAT be?;-), don't worry. There 's plenty of semi-honest work to be done here at the Gate. Because of the great multitude of quests, I am sure that I've missed some. If you find them, please free to DUAL and tell me or Liam about it ok? Thanks! While there's really only two main plotline quests here in the Gate, I strongly recommend that you do some odd jobs for the people, if not anything else, you'll get the feel and layout of the city. Below is a synopsis of the quests I've found. a) Bring Arkion, a Necromancer a dead body. Fairly easy quest, just go down in the sewers, pick up a stiff (there's plenty of em just...you know... lying around -We ALL float down here Georgie! And once you're down here.... you'll float with us too!-) if you aren't strong enough, just sip a potion of giant strength. Arkion will pay 250gp for the stiff, plus you'll get some good XP. b) Get Nemphere, Arkion's lover, his amulet. Just pickpocket Arkion succesfully. Apart from the XP, you'll get a scroll of Vampiric Touch c) There's old Ghorke, a victim of the Plague who asks you to help him right the wrongs he's committed in the past. He suggests looking behind a painting at the Three Old Kegs and bringing his brother's skull to the priestess at Tymora's Temple (Northwest part of BG) . Haven't completed this one though. If you do, please DMAL and tell me about it ok? Thanks! d) There are also a couple of sleazebag mages who want each other's Nymph slave (you know, to read them stories at bedtime). Either help or toss em. Once again, I haven't taken the time with this quest either. e) A boy near Tymora's Temple will approach you and ask you to help his guardian. Agree and he'll lead you to him. He just so happens to be Tymora's head priest. It seems that his son's foolish prank left him dead at the hands of Umberlee's followers. The priest will ask you to retrieve the body for him. Agree, and visit Umberlee's Temple at the docks (south central-west). If you've helped her avatar earlier, you can ask for the priestess Tenya and get the boy's body as a favor. If no, well beats me;-) You'll probably have to fight it out with the bitches but a more peaceful solution seems more plausible. Either way, once you return the child to his father, you'll get some good XP and little else. Worth doing though;-) f) In a warehouse at the docks there's a woman who'll ask you to find her plate armor's gauntlets that seem to be in a misplaced crate. (If you complete this, please DUAL) In another house, you'll meet yet another surly dwarf (those fantasy stereotypes are getting on my nerves;-) who'll ask you to kill a basilisk that's running amok in a warehouse at the docks. DUAL! These are but some of the quests that are available once you reach the gate. By now, you should have had the following encounters: A harper friend of Khalid and Jaheira who'll let you know that you are attracting some major attention, Dun an ex-merchant who'll drop some heavy hints about the fishy going-ons with the Seven Suns Trading Co.( remember? The one Scar asked you to investigate. But we'll get to that). Finally you should meet with Lothander and Marek, the jolly Iron Throne assassins. Though their threats may sound laughable, if you visit the Wide later on, you'll discover Lothander who'll sadly inform you that his other half, Marek has poisoned all of you in your sleep and you are all going to die in 10 days unless you help him. (he may be bluffing big time, but doing his quest was good fun. Plus, I found an extremely good bow for Imoen!). He says that he hates the Throne but has been forced to work for them by means of a Geas spell. Initially he'll tell you to speak to the Diviner about who has the power to remove the Geas. Pay 50gp like a good sucker and head towards the bitch queen's shrine once more. This time ask for the head priestess. Hand over MORE gold just for an audience and ask her if she can cure Lothander. She'll agree to it, only if you get her the Book of Wisdom from the Temple of Tymora. Seems like you have no other choice. Go the Lady's Temple (alternative name for Tymora's Temple, often mentioned as the Lady's Hall) and tell the priest the truth. He'll give you the book gladly. Now return to the priestess and demand that she first give you the scroll. Now you can either go treacherous bastard, refuse to hand over the book and fight your way out, or just give the book and exit the damned temple for the last time. Return to Lothander with the scroll and he'll give you some pathetic antidote along with a tip as to Marek's location. Seems like this fellow's one for class and smart women. Head for the Blushing Mermaid;-) Once inside, you will be confronted by a BIG, NASTY ogre, unlike the usual rabble you encounter. You can either kill him on the spot, or confuse him so badly that he runs away on his own (you get less XP that way, but it can be a tough fight). After you've dealt with the happy ogre, proceed upstairs (the stairway is not directly apparent. Dumb ole me, even wandered the entire Undercellar in vain hopes of finding Marek. Imagine my face when after half an hour of fruitless wandering----well not entirely fruitless. Have Imoen or a woman in your party talk to one of the whores;-)------- I noticed the stairs cursor in a dark and obscure corner of the tavern. Ok, my monitor's display IS shit but it's still kind of difficult to notice!) Proceed upstairs and give Marek the beating he deserves. ( Having Jaheira work him over with a Wand of Holiness helps tons). After he's dead, get all his possessions and make sure that everyone in your party has a drink from his antidote. Also, don't forget to give Imoen or your best bowman, Marek's divine bow. Now that you've ensured your continued survival, it's about time you do something really great and heroic (i.e. plot quest;-), don't you think? So, head down to the Seven Suns Trading Co. To conduct the little investigation Scar asked you to. Barge in, and speak to the first merchant. He sounds very worried and mention some very unnatural going ons in the Company. He'll mention dopplegangers and then take off in a hurry. Now go speak to the other merchants. Don't they strike you as a trifle bit odd? Keep pushing them with questions until they change back to doppleganger form and attack you. The dopplegangers are laughable opponents so you won't have any problem taking them out. After you are done with the ground floor, take a little side trip upstairs and feel free to take out the trash. Repeat the procedure for the basement, and after all the happy buggers are dead, go speak to Jhasso. He'll thank you and will also tell you that you should speak to commander Scar about your reward. Which you'll promptly do. Give Scar the full story, mentioning the Throne and everything and collect your money and XP. If you want, Scar has another job for you (fairly easy and pays well). He'll ask you to investigate a missing persons case in the northeast quadrant of the Gate. Visit the Northeast (Blushing Mermaid area) of the Gate and dive back into the sewers. Ok, there's an Ogre Mage along with a small band of carrion crawlers here, and they are responsible for all the recent deaths. Unless you have VERY strong magic and some pretty tough fighters I suggest you use the «bait» method to lure out the crawlers one by one, and once all of them are dead, move in on the Ogre Mage who'll be all but defenseless without his «pets». You can still barge in guns a blazing (Good ole cowboy style) but you'll probably mourn some casualties). In this case, Liam's stealth/charm method wouldn't work (the crawlers not being mammals, but you can always try, if it works, DUAL!). After the killing is done, report back to Scar to collect your reward. (Personally, I fucked up on this one. I spoke to Scar immediately after getting the quest, he told me to run along and after that, I never found him again. BUG???). After you are done with commander Scar, proceed to the inner room. There's a soldier, Fergus here (Is the guy going to put his name EVERYWHERE? Remember Fallout 2.) who wants an angel skin ring for his sweet love. If you ever get it to him, please DUAL and tell me or Liam what happens ok?;-) Now go on upstairs (the stairs may be a little difficult to spot. Good thing there's this mercenary screaming «This way kind sir» next to them.;-). Upstairs, speak with Duke Eltan and get the Gate's major quest. Investigate the Iron Throne and find any evidence tying them with criminal activity and the iron crisis. Leave. Now enter the Iron Throne complex. After the nice and creepy video, explore the place speaking to everyone as you go along. If anyone bothers you about your business, just say that you are new recruits (Good old Drizzt!;-) and they'll leave you alone. Speaking to the guards will reveal two things. One, that the bosses are on the 5th floor and two, that there may be more dopplegangers around. In fact, they seem to be originating from here. Finally you should encounter an emissary of the Grand Dukes, snobby as ever. CAUTION NOW!!!! Save your game before climbing up to the fifth level!!!( save while you're on the Bar level.) Upstairs, one hell of a battle awaits you. Have just one character go upstairs. Have a friendly chat with those VERY dangerous looking fellows, and when they kill the Emissary and attack you, immediately go downstairs. Now Save your game. If you have a VERY strong party with a magician capable of working wonders (sth highly unlikely if you've played this walkthrough so far) you can just go upstairs and duke it out the cowboy way. But the method which I much prefer (correction, the method that actually WORKS for real gamers and for some creepy geek who has spends 24/7 playing the game;-) is the following: Have the group's thief hide in shadows (If by now you don't have a capable thief, I'm sorry but you are a wee little bit fucked ---I suggest you backtrack immediately in frantic search of one). Now, hidden, take the thief upstairs. Have him/her backstab the person closest to the her (preferably to the stairs) and run back down. SAVE YOUR GAME. Now hide in shadows again, climb upstairs and repeat the procedure till everyone is dead. If you have some problems to the mages spells, I suggest you go up, in plain view and wait till they cast their spells. Now run back down, afore they hit you. This way you can deplete their magic fairly quickly. But because, it's better safe than sorry, have your thief drink a potion of magic shielding/resistance first. Using this method, you'll get rid of the most powerful group of assassins yet. Loot their bodies, collect all their magical gunk and stuff and read any letters they may be carrying. Now explore the rest of the floor and barge into Sarevok's office. Grab and read the letters from his desk. Hmm.... vewy intwesting Senior Jones. Looks like the boys from the Throne are having their annual conference in Candlekeep. Sadly, Sarevok won't be able to attend but everyone else, including Reiltar will be there. Feeling homesick yet? If you want go to the roof for some fresh air and leave the Throne's HQ. Now head back to Duke Eltan and tell him EVERYTHING. He'll agree that you go back to Candlekeep where the huge opportunity of dealing a tremendous blow to the Throne is open and give you a tome of Great Value to present to the keeper of the Portal. You'll be magically teleported just outside of Candlekeep. Note: While in BG, make sure to buy a couple of Wands of the Heavens and a Wand of Monster Summoning. You don't have to do this right away, but make sure you have at least one wand before venturing into chapter six and the wand of monster summoning and two other wands of the heavens before the hunt in the final chapter. CHAPTER SIX: Candlekeep (Revisited a.k.a. You've come a long way baby) CUT! Because some of you may be getting pretty confused by the intrigues plots and schemes going on, I decided to write a small synopsis of all the important events, that'll hopefully lead to a better understanding of the situation. I hope it helps some of you, since BG's plot can take many twists and turns not all of them apparent. The Iron Throne is a widely known organization of generally evil characters who seek to dominate everyone by means of trade and in case trade doesn't work, cold steel. Now, because their trading business wasn't going so good, they came up with the following scheme: They reopened some old Dwarven mines in the heart of Cloakwood, and started mining ore, protected by mercenaries of the Black Talon and the Chill. Now they had to do sth about the competition which mainly consisted of the Nashkel Mines. So they've send Mulahey and his kobolds down there, to ensure that the mines didn't work properly and whatever little production they had was tainted and rotten to the core. To prevent even this bad ore to reaching others, the Throne painstakingly set up a bandit camp where everyone had orders to stop any iron from reaching Baldur's Gate and Waterdeep. So, that would leave THEM to be the sole masters of iron in the Sword Coast. And then, they could sell it at vastly inflated prices assuring their ascension to the thrones of the Grand Dukes. Fortunately, thanks to your intervention, their plans have gone to hell mostly. Still, the enigmatic Sarevok, the apparent mastermind behind all this remains a mystery and so does your possible dark origin. (Who knows, perhaps you are Sarevok's son????) ONWARDS WITH THE ADVENTURE THEN! You will find yourselves teleported just outside good old Candlekeep. Head up to the gate and speak to the Gatekeeper. Give him the tome Eltan gave you to gain admittance. Once inside, feel free to raise your dead, rest cure your wounds, buy/sell any EQ and in general prepare yourself. Meanwhile it's jolly good fun to speak to all the characters from the Prologue. Except for the fun lines though, you'll get some information on the Iron Throne members currently visiting Candlekeep. So, after you all ready, venture inside the halls of Candlekeep for the first time. After the cutscene, feel free to speak to everyone and check the bookshelves for magical scrolls (no scrolls on the first level though-I think. If there are, please DUAL.) After you are done here, go on upstairs. Be friendly with all the monks that know and greet you but keep pushing the ones who don't seem to recognize you. If you push hard enough, they'll reveal themselves as dopplegangers and will attack you. You will also be approached by a strange man named Koveras. Before you trust him, ask him for proof that he knew your father well. Something doesn't fit in his story ,right? Just remember who was there on the first cutscene where Gorion was killed. You can always accept his ring though (ring of protection +1) without any consequences but I didn't trust the bastard so I didn't. On the same level as Koveras, you will find the Throne's leaders. Speak to them but don't bother with killing them. Trust me;-). Proceed upstairs and a monk will tell you that Gorion has left one last letter for you in his room. Like a good son you are, go in his room (the northernmost of the three, the one with the unlocked chest) grab and read the letter. BHAAL IS YOUR TRUE FATHER!!!!! You are actually an offspring of the God of Murder. This should explain all of your dreams and dark nature. Good thing you took care to become a lawful character (er...did you?;-). This is more sinister than I first thought! Shortly after you should be arrested by Ulruant on charges of murdering the Iron Throne leaders. Surrender yourselves to justice and wait for a hearing. Unfortunately, Ulruant turns out to be a bona fide jerk and is bent on sending you to BG where you'll do the flying tap-dance. Luckily for you, shortly after Ulruant takes off, you'll be visited by the much wiser and kinder Tethoril. HE will believe you, plus he'll tell you that Koveras is actually the reversed form of Sarevok. (I must have been real thick to miss this;-))))). Your good fortune doesn't end here however. Tethoril will offer to teleport you to the secret library from where you'll be able to make your escape good. Accept his offer gladly, and when in the library, feel free to loot all the good scrolls. After you are all set and ready, take a deep breath and venture into the catacombs. The Catacombs of Candlekeep (DAYLIGHT 3;-) Alright, you've made it this far but you aren't out of the woods yet. There are 3 levels of catacombs, in the first of which you find yourselves now. This level is particularly easy, with some dopplegangers wandering around (there's a doppleganger counterpart for every denizen of Candlekeep you've met. That was a rather good idea;-). What's more interesting though, are the crypts. If you have a good thief with you to disarm the traps you'll discover that while the dead may tell no tales, their stuff and tomes surely fetch a handsome buck. Except for scrolls, rings and treasure you should find some tomes which permanently boost your basic stats. Some of the most useful artifacts in the game actually! After you've beefed your already powerful party up some more, go downstairs. Now, this level is pretty straightforward. Apart from the fun dopplegangers, there's a large column encircled area filled with skeletons. A good idea is to use a cleric (or paladin!!!) to turn them, and have everyone else beat on them. Once you've dispatched all the skeletons you'll be free to proceed further down the hall. But what trickery is this? Elminster, Gorion and Tethoril all in the same place? You know Gorion is dead for good (don't buy the poisoned blade crap he gives you), Tethoril just bid you farewell and helped as best as he could and as for Elminster last time you saw him he looked as if he had more serious things to do rather than go dungeon crawling. So, what's the alternative? They are fucking A dopplegangers! Speak your mind directly to them and they'll revert to doppleganger form. Focus your attacks on «Elminster» (the Greater DG) and after he's fallen take the lesser ones at your leisure. Congratulations! The level is practically finished! Venture down the corridor, killing any dopplegangers you encounter and make sure to rest and heal before ascending to the final level of the catacombs. Now there's a very easy way to complete this level. Bought that wand of the heavens we've mentioned earlier? I really hope you did, else you'll have to face a particularly nasty fight with some of Sarevok's finest goons. 2 spellcasters in the group too! (damn!). Now if you've got the wand, make your cleric/druid (Jaheira in my case) invisible. Now walk her towards the group, (they are just down the central corridor) till she sees the first one. Have her use the wand on him. He'll take the damage but won't attack, since he sees no aggressor!!! Kill everyone else using this method, (at least the other spellcaster and the bowman. You can save charges by killing the others by the sword-or axe, or mace, or what have you;-) and keep it in mind for later on. It's a potential life saver! After you've killed every last one of the bastards (and after your traditional looting sequence) you only have to exit the level. Though the exit lies to the southeast there are some problems you have to circumvent before you can finally see the light again! These «problems» mainly consist of your old friends the spiders AND a happy couple of basilisks. Now if you don't have any sort of protection against petrification (like poor ole me) you are in big trouble but you can still make it. There are two ways, the quick and dangerous one and the slow but reliable one. The slow method (for nerves of steel only) involves a thief and a wand of magic missiles. Try and lure a basilisk (shoot an arrow at him and then run and PRAY!) to a T shaped corridor. Try to get the basilisk at the base and you hide in the - of the T (you get the idea). Now go into stealth mode. Run out, shoot a magic missile at the beast and hide back again. The basilisk won't follow. Now, using this procedure you can kill the happy couple fairly easily (provided you have enough charges in that wand) but it'll probably take forever. The quick way (the one I finally used) goes as follows: Have a thief (Imoen in my case) go into stealth mode and sneak him/her through their lair to the other side. If you wish walk him/her to the exit where you'll find one of Sarevok's goons who doesn't exactly belong to the intellectual elite of the Realms. Make him tell you everything and then let him go. He'll probably step on his shoelaces and break his neck anyway;-))))) Now go back to the lair and lure the basilisk to the narrow length of land you are standing on, using the same method as before. The moment he comes into view,( when he steps out of the main lair area), hide in shadows immediately and run to the other end of the «bridge». If you get lucky, he'll stop at the other end and now you can safely execute him with a bow and arrows. He won't even approach! Repeat the same with his mate to clear the path. (personally I had a very hard time trying to do the same with his mate. I ended up backstabbing her to death!;-). Of course if you were a thoughtful adventurer (unlike me;-) and had a potion of mirrored eyes or a protection from petrification spell/scroll ready all this unnecessary and you can finally leave these accursed tombs forever. As you emerge on the surface, chapter seven commences. CHAPTER SEVEN : The Hunt Begins Leave Candlekeep at once and head to Baldur's Gate, which you'll find in turmoil. You are considered a criminal in the eyes of the law of Baldur's Gate and will be arrested on sight for the murder of the Iron Throne leaders. Unfortunately, while you've been away (you can gather all this information by various bystanders, a harper friend and a few loyal flaming fist mercenaries or even the occasional Person In A Pub.;-) Sarevok has took good care to remove Duke Eltan and Commander Scar from the Flaming Fist Company (the first has curiously taken ill and his healer seems to be doing a rather poor job ---hmmm.... this is something we should have to remedy;-) and the second has been brutally murdered (you can get this particular charming tale from a dwarf at the Blushing Mermaid for 10gp) and replaced by Sarevok's groveling lackey Angelo. As if this was not enough, Sarevok is to be crowned a Grand Duke after the recent assassination of the two previous ones. (now who would ever do such a thing? I truly wonder...;-). Ok enough with the background! On with the adventure. Logically, head to the Iron Throne building first, which is Sarevok's natural HQ. Once inside, prepare yourself for a major surprise. Everyone appears to be leaving and nobody particularly tries to stop your «barging in». If you speak to the fleeing ex-members you'll find out that Sarevok has betrayed them and has led the Throne bankrupt. It's as if he's lost all interest. Make your way upstairs speaking to everyone you see (at one point a particularly hot blooded youth will try to pick a fight with you -poor bastard;-). Now at the top level, you'll find a witch, loyal to Sarevok, who's of the «fight to the death» mentality. Oh well... but because she's rather powerful (I ALWAYS had a hard time with enemy mages!! Dang! What was I doing wrong?). Fall back immediately. Normally she will have summoned a couple of ogres, cunningly named Ughhhhh and Arghhhh. You should cast a purge invisibility spell at once though and attack HER instead. The ogres are a mere diversion. Before she dies, she'll beg for mercy. I let her go but made her hand over all of her stuff (If you wish kill her, but the nice paladin never hurts any ladies;-)))). After the fight, make sure to read Sarevok's diary well. So, that was what was going on all along eh? Trying not only to bring back the Lord of Murder but also take his place! Now you understand that this sick puppy has to be stopped at all costs. Also make sure to check out Sarevok's correspondence with his trusty assasins. Perhaps it's about time you've paid a little visit to the Undercellar.... Upon exiting the Iron Throne building you'll probably be arrested by a Flaming Fist mercenary (I was). Don't resist since that'd only make things worse, and after the «fair» trial Angelo gives you, you'll find yourselves in the slammer. (In my country we have a saying: Tis filakis ta sidera einai gia toys leventes . Which means that prison is for heroes, loosely translated;-) Now speak to the halfling cellmate of yours. He seems to have a way out, but he wants you to answer some fucking riddles for him. (anyone saw Asterix recently?:)) Answer whatever you want till he asks you the riddle whose answer is «Mirror». (don't know if this is random, but that was the riddle he posed to me. If it's random please DUAL!). Anyway, after you get his answer right, he'll take you through his secret tunnel out (major Shawsank Redemption puns here;-). From now on, you are a wanted man. Flaming Fist's will attack you on site. DON'T EVEN THINK ABOUT KILLING THEM! If you don't wish to run from them you can use your fists to knock them unconscious. I suggest you run though. Plus, they are really weak and can't, shouldn't be able to, do any real damage to you at this point! (If they can, you are in trouble!). Your main goal is to reach the Undercellar and have a friendly «chat» with Sarevok's assasins. But before going there, you must stop by Sorcerous Sundries and buy yourselves a wand of monster summoning and two wands of the heavens. Unless you are a masochist of course. With those wands, the end battles will seem like taking candy from a baby. Without them...hehe... I hope you have a handy saved game! Ok, now that you are good and packing, head to the Mermaid and from there, to the Undercellar. Pay the 10gp entrance fee and embark on a journey of pleasures;-) (and NO this isn't Fallout and NO you can't get laid!;-) It's fun to have a woman speak to one of the whores though;-) («I'm not a Xena phobe, but...»). Now I suggest you leave your party behind and take your thief in stealth mode to scout ahead. At one point you'll meet with the killers. Follow their sick conversation (Natural Born Killers reference if there ever was one!) and once it's over, fall back till the warrior is at the edge of your sight range. Now take the character who's got the wand of the heavens (I really hope you bought that one!) and use it repeatedly on «Clyde» here till he dies. See it works like a charm? From now on I'll refer to this strategy as Divine Intervention. (not a Slayer fan but it sounds good;-). Now use the thief to locate the mage «Bonnie». Once again use the Divine Intervention tactic to take her out. (In my game however, once I doused her with fire, she panicked and cast Cloudkill, killing herself AND tons of the whores. If that happens, immediately fall back and wait till the spell is over.) Way to go Conan! (or Red Sonya depending on the player;-) Now that the bastards are dead, feel free to loot them. Read their mail to find some interesting facts about the planned assassination of the Grand Dukes at Sarevok's crowning ceremony. Plus, you'll get a nifty invitation so that you may arrive just in time to save the day! Before you head to the Ducal Palace to save the day though, there's one last side trip you should take. So, head to the Flaming Fist HQ, deal with the «welcome committee» (fairly easy opponents) use the DI tactic if things get too rough, and proceed upstairs to Duke Eltan's quarters. Have a nice chat with his healer and tell him that you know his true nature. He'll hiss some more curses about humans and change back to doppleganger form. So the bastards been keeping Duke down so that they could run amok eh? Well somebody's gonna pay for it, SOON! Now this can be a very tough battle, because the doppleganger is Hasted. So cast Dispel Magic on him as soon as you get the chance. Now he'll be helpless in the nice and caring arms of your group!;-) Slay the bastard and speak to the Duke. He'll ask you to carry him to his friend the Harbor Master. Since he's a heavy bugger, I suggest drinking a giant strength potion unless you have a strength of 19 or greater. Take him to the harbor master and collect some nice XP as your reward. Now that you've done with all your boy scout acts it's time for The Hunt Proceed to the Ducal Palace and show the guard your invitation. MAKE SURE YOU HAVE THOSE WANDS I'VE MENTIONED EARLIER WITH YOU! IF YOU DON'T, GO BUY THEM, UNLESS OF COURSE YOUR PARTY IS VERY,VERY,VERY TOUGH (Highly unlikely if you've played this walkthrough!;-) After the nice short video, you'll find yourself inside. Give your invitations to the guard who comes asking for them, don't worry you'll have no further use for them. SAVE YOUR GAME! Enter the main room from the upper door, (the one that leads right next to Sarevok). Watch the crowning ceremony and once the «nobles» reveal their true nature (*fucking dopplegangers*) attack them like crazy and make sure to protect the Dukes (if one dies it's ok, if both die, you are fucked! Sarevok tells everyone that you killed them and you are doomed to die at the hands of endless waves of Flaming Fist Mercenaries). It's a tough fight but it's possible to win it without any losses (believe me, you can't afford any). After all six of the buggers are dead (Sarevok, like the good hero he is, will just watch), their «brave» leader decides to fight you. Don't waste your energy on him though, instead just try to avoid him for a while. Promptly, his pet wizard shall arrive to teleport him to safety. The surviving Duke will tell you that he can divine Sarevok's hiding place through the powers of his god. He'll also offer to teleport you there. Gladly accept, and you'll find yourself in the thieves guild. Speak to the thief found there and ask him about the whereabouts of Sarevok. Seems like the bastard has fled into the maze downstairs. Now is your last chance to rest, heal, memorize any spells and raise your dead before you attempt the mighty difficult Thief Warrens. Once you are prepared (buy plenty of healing potions too) venture down below THE HUNT BEGINS Once down, speak to Stiletto. She'll give you some clues as to the nature of the maze and also tell you to stick Sarevok one for what he has done to her. Venture into the labyrinth. This part is pretty straightforward. Use your thief to scout for traps constantly, and have everyone else ready to dispatch any enemies the thief spots (mostly oozes and jellies and a couple of Doom Guards -getting jealous of Diablo?) . The maze's real and only difficulty are the two skeleton warriors. They are incredibly tough (and btw the corridor in front of them is lined with traps) and the DI tactic does not seem to work on them. Using the Swarm method might work though. Pull out that wand of monster summoning and bring out enough monsters to keep the skeletons busy while your fighters get in to do some serious damage, while the cleric/druid heals them continually. Still even with the Swarm method I couldn't make it (for me this was the hardest battle in the whole game!!!!) so I resorted to *throat clicks guiltily* cheating! But before you start throwing various plump and juicy vegetables at me, I must say that I didn't cheat as in with a stats editor or anything like that. No, I used the Drizzt Defender built in cheat, just once, just for this battle. And indeed, Drizzt appeared, fearsome in might, wielding his two claymores and he beat the crap out of both of them without even losing his pace. (Btw if you wish to know how this is done, here goes: Edit the file Baldur.ini in the game directory. You'll be taken to a screen depicting various sub areas of commands. Go under «Game Options» and add Cheats=1 at the end of the list. Save the file.) Now back in game, hit Ctrl + Tab together to bring the console up and type (it's case sensitive): «Cheats:DrizztDefends();» A friendly Drizzt will appear nearby and will attack any of your enemies (after all he DOES owe you after you helped him take out those gnolls!:)) There are more cheatcodes available through the console but there's no way I'm giving them out. I truly believe that cheats destroy a game but sometimes just sometimes you just HAVE to use them to get past a particularly tough spot. After Drizzt makes mincemeat out of the skellies, he'll disappear in a dramatic flash of green fire. Now feel free to continue your exploration of the maze. From now on the main problem are a few simple traps that any thief can disarm and a couple of not-so-invisible stalkers. The exit of the maze is near the northwest part. There you'll find a man, the mage who helped Sarevok escape, lying down, wounded by Sarevok himself. Speak to him to learn of Sarevok's whereabouts and his personal involvement with Sarevok. Vanitas vanitatum... Now take a deep breath and step through the door(just in front of the man) to find yourselves in the Eldercity (The ending draws nigh) You are now in the ancient ruins of Eldercity and just a couple of fights away from beating this huge time waster called Baldur's Gate and regaining your social life! (till Diablo 2 that is;-). Eldercity is a great place to recover after any possible wounds at the maze (I expect them to be many;-) since the creatures here( mostly ghouls and ghasts) pose no real threat. What POSES a threat though, is this cute band of Iron Throne assassins. This time though, they after Sarevok. But nah, how could this game ever be complete without the occasional powerful mage assassins kicking your ass just because you happened to be along, every time you start to think that you have a strong party ?;-) So, instead of confronting them all at once (or even two by two using the bait tactic) have your thief scout the area first (in stealth mode of course), and have him reveal the other's location. Now use the DI strategy with them and soon you'll have assassins flambe. Notice that the mage and the ogre will not attack and remain neutral. If you wish to get their stuff too though, feel free to apply the DI here too. Just be wary of the woman casting Cloudkill. Ok, you can go and have yourself a small party. There will be NO MORE ASSASSINS IN THE GAME! Hooray! Instead, there's Sarevok. Reality check. Explore the ruins for a while and find the Temple of Bhaal. You can't miss it. It's the second from the left, plus it's got skulls and horns everywhere. Take a deep breath and venture inside The Temple of Bhaal (Your Final Stand) After the nice and creepy video, you'll find yourselves at daddy's home. But instead of a warm welcome you'll just get a floor full of traps (the entire skull motif is rigged), plus some areas west of it -make sure the thief disarms as many as he/she cans it will help tons in the final battle. Now SAVE YOUR GAME! This is probably your last save. And I hope you've got potions of invulnerability/heroism for all the fighters in the group. (though you can really beat Sarevok without even using the fighters!;-). No, all you REALLY need is a wand of monster summoning with tons of charges. (an almost new one). Have the aforementioned thief, proceed north after disarming the traps. Sarevok will make a nice speech and then decide to attack you. There MAY be a way to talk him out of his madness but I think It'd require an intelligence AND a charisma of 18+. If any of you manages to TALK him out of it please DUAL! (Remember Fallout? You could talk the Master into self destructing if you had paid enough attention to your speech skills.) Anyway, run the thief back to the group. You don't have to defeat Sarevok's bodyguards by the way. They are here just for flash and show (and also some pretty nasty fuckery if by mishap they come down along with Sarevok.) Now take your thief up and provoke Sarevok by shooting an arrow at him. Immediately fall back, and hopefully only Sarevok will follow. Remember that wand of Monster Summoning? Have your mage spawn about 3 initial groups of creatures. As soon as Sarevok comes into view, sick them on him. Plus have somebody douse him with fire all the time, though I suspect it doesn't do much damage. If anyone else comes down spawn a group of creatures just for him and douse him with fire all the time. Basically, unless you have VERY powerful fighters (My paladin had an AC of -6 and 34hp's and Sarevok killed me in about two strokes even though I was on a potion of heroism!) don't send them to attack anyone. Just keep spawning creatures with the wand and sick them on Sarevok. Having any missile weapons really helps since you can practically execute Sarevok while he's occupied with the creatures. Luck is an important factor in this battle, but sooner or later you'll get the hang of it. Just make sure that, no matter what, there always are enough groups of monsters to keep Sarevok busy. Keep this drill up for a while and Sarevok will -FINALLY!- die! Yeehah! Congratulations! Watch the Diablo- inspired (and rather poor in my opinion) finale sequence which btw can never be compared to Fallout's FANTASTIC Finale (at least Fallout gives you the happily or not so happily ever afters based on your actions, while BG has just a small video regardless of what you've done.) And since there's no option to continue playing (like in good old Fallout 2), yes, you've done it you are the hero and you've saved the Realms! I hope you've enjoyed this game as much as I did (though nowhere near as much as F2) and I'd really appreciate it if the walkthrough helped you, DMAL or Liam and tell us about it, ok? Thanks! Any comments, suggestions and contributions will also be very welcome and you'll definitely be in the credits of the next version if you contribute sth good that we've missed (i.e. tons of stuff;-) Till we meet again then, keep your head together, read a good book, and don't take any shit from anyone. The End Stefanos 'Steve' Koutsoukos a.k.a. Noble Savage Liam ' ' Somerville a.k.a. The Shad Valley Ogre HAVE A HAPPY EASTER EVERYONE! ( And still the orchestra plays...) Noble Savage out Shad Valley Ogre Out BE TRUE BE BRAVE STAND.ALL THE REST IS DARKNESS. POST SCRIPTUM: FUCK CLINTON. It's not his affair with Monica that bothers me, hell that's his right, but attacking the Serbs just to create a diversion from his tiny weenie pecker is LOW! Part Three: Hidden Items Location: The Crossroads (Candlekeep, Beregost, FAI) Coordinates: X: Y: Item: Ring of Protection +1 Location: Friendly Arm Inn (On the right side of the road between a Christmas Tree and a Rock)* Coordinates: X: Y: Item: Ring of Wizardry Location: Coordinates: Item: *Note: These items are only available in the unpatched version. Part Four: Assassins Location: The Monk's Quarters on the northern edge of Candlekeep. Difficulty: Easy Notes: None Location: The Bed and Breakfast on the southwestern edge of town. Difficulty: Easy Notes: None Location: Near Candlekeep Difficulty: Easy (you don't fight Sarevok - yet) None: Cutscene Location: On the steps leading up to the Friendly Arm Inn. Difficulty: Medium -> Hard (if you let him get a spell off, you're screwed) Notes: Wait for him to attack for more XP, and make sure that there are tons of guards around. Location: The Red Sheaf Inn (Beregost) Difficulty: Medium - Hard Notes: He's pretty tough unless you can stop him hitting for a bit, or kill him quickly. Location: The Inn (Nashkel) Difficulty: Medium - Hard Notes: I think she's a Fighter/Mage There are many more but I think I've included the rest in the body of the main walk! Part Five: Credits and Errata About the Authors: Contact Info: You can reach Liam through: [email] - azrael501@hotmail.com [ICQ] - UIN #2256361 [webpage] - http://members.xoom.com/RaDaWaY You can reach Steve through: [email] - skazz@hotmail.com [ICQ] - Used to have, but every time I looked for a random chat partner it said « 24/m/oralian OOOOOHHHAHAHA!» and I kinda hated the whole thing so I uninstalled the damn thing! [webpage] http://members.theglobe.com/cynic3/cosmos.html Notes: We know that we have probably missed some parts of the game, so if you know of a quest we have missed, or a secret item that we failed to find (there are probably plenty), as well as any factual errors in our walkthrough, please feel free to email either of us (you will be added to the credits section of the next version!). Credits: – Liam Somerville and Steve Koutsoukos (we wrote the damn thing) – Liam Thanks: Steve Thanks: Savatage, the number 420, Emily, The Crow, Hammerfall, Lavoisier the Hamster and Lava his hot mate, Terry Pratchett, Stephen King, Rincewind, Vain Glory Opera, Black Symphony, The Serbs for shooting down Bill's birds of war, Viva la revolution!, Harley Davidson, Everyone at Black Isle for producing such great time-wasters;-), my brother Mario, MANOWAR, Rhapsody, caffeine, bagels and you for reading this! Legal Shit: This document is the intellectual property of Liam Somerville and Stefanos Koutsoukos. You may not reproduce this document in part or in whole without the permission of either Stefanos Koutsoukos or Liam Somerville.