Top Menu

Best Blogger Tips
Good News - From Now We Are Also Offering Xbox 360 Games.
Click Here To Download Xbox 360 Games. !

Tuesday, 26 June 2012

Baldurs Gate & Tales of the Sword Coast





PC Walkthrough

Baldurs Gate & Tales of the Sword Coast

This guide is set at a width of 72 characters. For ease of use, make
sure your browser is displaying all the numbers on the line below.

123456789012345678901234567890123456789012345678901234567890123456789012
o======================================================================o
|                                       |
|        Baldur's Gate & Tales of the Sword Coast           |
|                                       |
o======================================================================o
        "Beating Baldur's Gate in 477 Easy Steps!"

Version 1.02
Written by: Nathan Garvin
Email: Theendbringer (at) Hotmail (dot) com.
If you're going to email me about this guide, make sure you put
"BALDURS GATE" in the title, or I'll probably end up deleting it as
junk.

I have no affiliation with Bioware, Black Isle, Interplay, Atari, or any
other parties involved with this game. This is a not-for-profit fan-made
guide. If you wish to post, mirror, or quote this guide, feel free to do
so. Credit would make me happy, an email would make me feel good. Let
your conscience be your guide, just like all good people.

Now, I know this is a not-for-profit FAQ, but FAQ writing is time
consuming work. If you wanted to show your appreciation for this FAQ
and/or support for future FAQs by donating to my PayPal account, that
would be an above-and-beyond gesture. If every person who downloaded
my FAQs donated a penny.. well, it would help out immensely. Now,
without any more PBS-style solicitation..

https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=delirious
devil%40hotmail%2ecom&lc=US&item_name=HaeravonFAQs&currency_code=USD&bn
=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted

This FAQ was made in Notepad, and is best viewed in a simple text
editor. The default text is Lucida Console at size 10 font, but any
fixed-width font will work.. if not with the intended aesthetics intact.

Note that this is an incredibly large FAQ, and depending on your
computer, internet speed, and the restlessness of computer gremlins,
you may have to refresh this file several times to get the whole thing
to load. Look for the ***END OF FILE*** line at the bottom to ensure
you've got the whole thing.

Table of Contents
o======================================================================o
>>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<<

I. Introduction                {INT001}
    1. Using this FAQ        {INT002}
    2. Continuity            {INT003}
    3. Items            {INT004}
    4. Rewards            {INT005}
    5. Traps            {INT006}
    6. Active Pause            {INT007}
II. 2nd Edition Dungeon and Dragons
    Mechanics (character Creation)    {DND001}
    1. Composition            {DND002}
    2. Gender            {DND003}
    3. Race                {DND004}
        3.1 Class Restriction by{DND005}
            Race
         3.2 Attribute         {DND006}
            Modifications by
                    Race
    4. Class            {DND007}
        4.1 Dual-Classing    {DND008}
        4.2 Multi-Classing    {DND009|
        4.3 Dual-and-Multi-
            Classing in Baldur's
            Gate 2        {DND010}
        4.4 Class Kits        {DND011}
        4.5 Bard        {DND012}
        4.6 Cleric        {DND013}
        4.7 Cleric/Ranger    {DND014}
        4.8 Druid        {DND015}
        4.9 Fighter        {DND016}
        4.10 Fighter/Cleric    {DND017}
        4.11 Fighter/Druid    {DND018}
        4.12 Fighter/Mage    {DND019}
        4.13 Fighter/Mage/Cleric{DND020}
        4.14 Fighter/Mage/Thief {DND021}
        4.15 Fighter/Thief    {DND022}
        4.16 Mage        {DND023}
        4.17 Mage/Cleric    {DND024}
        4.18 Mage/Thief        {DND025}
        4.19 Paladin        {DND026}
        4.20 Ranger        {DND027}
        4.21 Thief        {DND028}
        4.22 Thief/Cleric    {DND029}
    5. Alignment            {DND030}
    6. Abilities            {DND031}
        6.1 Strength        {DND032}
        6.2 Dexterity        {DND033}
        6.3 Constitution    {DND034}
        6.4 Intelligence    {DND035}
        6.5 Wisdom        {DND036}
        6.6 Charisma        {DND037}
        6.7 Tomes        {DND038}
        6.8 Suggested Abilities {DND039}
            by Class
    7. Skills            {DND040}
        7.1 Weapon Proficiencies{DND041}
            by Class/Level
        7.2 Weapon Proficiency  {DND042}
            Perks by Rank
    8. Thieving Skills        {DND043}
        8.1 Open Locks        {DND044}
        8.2 Stealth        {DND045}
        8.3 Find Traps        {DND046}
        8.4 Pick Pockets    {DND047}
    9. Hit points            {DND048}
    10. THAC0 and Armor Class    {DND049}
        10.1 THAC0 by         {DND050}
             Class/Level
        10.2 Armor Class    {DND051}
             Modifiers by
             Weapon Type
    11. Spells            {DND052}
    12. Lore            {DND053}
        12.1 Lore by Class/Level{DND054}
    13. Experience Point (EXP Cap)    {DND055}
    14. My Protagonist        {DND056}
III. NPCs                {NPC001}
    1. Ajantis            {NPC002}
    2. Alora            {NPC003}
    3. Branwen            {NPC004}
    4. Coran            {NPC005}
    5. Dynaheir            {NPC006}
    6. Edwin            {NPC007}
    7. Eldoth            {NPC008}
    8. Faldorn            {NPC009}
    9. Garrick            {NPC010}
    10. Imoen            {NPC011}
    11. Jaheira            {NPC012}
    12. Kagain            {NPC013}
    13. Khalid            {NPC014}
    14. Kivan            {NPC015}
    15. Minsc            {NPC016}
    16. Montaron            {NPC017}
    17. Quayle            {NPC018}
    18. Safana            {NPC019}
    19. Shar-teel            {NPC020}
    20. Skie            {NPC021}
    21. Tiax            {NPC022}
    22. Viconia            {NPC023}
    23. Xan                {NPC024}
    24. Xzar            {NPC025}
    25. Yeslick            {NPC026}
    28. Table of NPC Attributes    {NPC027}
    26. Chart of Characters by Role {NPC028}
    27. Suggested Parties by Role    {NPC029}
IV. Spell Tactics            {SPT000}
    1. 1st Level Divine Spells    {SPT001}
    2. 2nd Level Divine Spells    {SPT002}
    3. 3rd Level Divine Spells    {SPT003}
    4. 4th Level Divine Spells    {SPT004}
    5. 5th Level Divine Spells    {SPT005}
    6. 1st Level Arcane Spells    {SPT006}
    7. 2nd Level Arcane Spells    {SPT007}
    8. 3rd Level Arcane Spells    {SPT008}
    9. 4th Level Arcane Spells    {SPT009}
    10. 5th Level Arcane Spells    {SPT010}
V. Map                    {MAP001}
VI. General Tips            {TIP001}

>>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<<
VII. Prologue
    1. Sequence #1            {WLK001}
        Leaving Candlekeep
VIII. Chapter 1
    1. Sequence #1            {WLK002}
        Friendly Arm Inn
    2. Sequence #2            {WLK003}
        Beregost
    3. Sequence #3            {WLK004}
        High Hedge and Enroute
        to Nashkel
IX. Chapter 2
    1. Sequence #1            {WLK005}
        Nashkel and the Carnival
    2. Sequence #2            {WLK006}
        To the Gnoll Stronghold   
    3. Sequence #3            {WLK007}
        Gnoll Stronghold
    4. Sequence #4            {WLK008}
        South-Western Areas
    5. Sequence #5            {WLK009}
        Northern Areas
    6. Sequence #6            {WLK010}
        Middle Areas
    7. Sequence #7            {WLK011}
        Temple Area and the
        Nashkel Mines (exterior)
    8. Sequence #8            {WLK012}
        Nashkel Mines (interior)
X. Chapter 3
    1. Sequence #1            {WLK013}
        Back to Beregost
    2. Sequence #2            {WLK014}
        Western Areas and the
        Northern Farmhouse
    3. Sequence #3            {WLK015}
        Tranzig and the
        North-Eastern Areas
    4. Sequence #4            {WLK016}
        Bandit Camp
XI. Chapter 4
    1. Sequence #1            {WLK017}
        South-Eastern Areas
    2. Sequence #2            {WLK018}
        Cloakwood Forest
    3. Sequence #3            {WLK019}
        Cloakwood Mines
XII. Chapter 5
    1. Sequence #1            {WLK020}
        Foiling the Throne's
        Assassination Attempt
    2. Sequence #2            {WLK021}
        Baldur's Gate: Eastern
        and South-Eastern Areas
    3. Sequence #3            {WLK022}
        Baldur's Gate: Southern,
        Northern, and Central
        Areas
    4. Sequence #4            {WLK023}
        Baldur's Gate: Central,
        South-Western, and
        North-Western Areas
    5. Sequence #4            {WLK024}
        Baldur's Gate:
        Balduran's Gear and the
        Iron Throne Headquarters
XIII. Chapter 6
    1. Sequence #1            {WLK025}
        Returning to Candlekeep
    2. Sequence #2            {WLK026}
        Candlekeep Catacombs
XIV. Tales of the Sword Coast
    1. Sequence #1            {WLK027}
        Ulgoth's Beard,
        Shandolar's Request
    2. Sequence #2            {WLK028}
        To Durlag's Tower and
        the Upper Levels
    3. Sequence #3            {WLK029}
        Durlag's Tower,
        First Lower Level
    4. Sequence #4            {WLK030}
        Durlag's Tower,
        Second Lower Level
    5. Sequence #5            {WLK031}
        Durlag's Tower,
        Third Lower Level
    6. Sequence #6            {WLK032}
        Durlag's Tower,
        Fourth Lower Level
    7. Sequence #7            {WLK033}
        Cult of Aec'Letec
    8. Sequence #8            {WLK034}
        Balduran's Isle   
XV. Chapter 7
    1. Sequence #1
        Thwarting Sarevok    {WLK035}
    2. Sequence #2
        The Endgame        {WLK036}

>>>>>>>>>>>>>>>>>MISCELLANEOUS<<<<<<<<<<<<<<<<<<
XVI. Items                {ITM000}
    1. Finding Recorded Items in     {ITM001}
       the Walkthrough
    2. Item List            {ITM002}
    3. Item Description        {ITM003}
XVII. Experience List            {EXP001}
XVIII. List of Mage Spells        {SPL000}
    1. 1st-Level Mage Spells    {SPL001}
    2. 2nd-Level Mage Spells    {SPL002}
    3. 3rd-Level Mage Spells    {SPL003}
    4. 4th-Level Mage Spells    {SPL004}
    5. 5th-Level Mage Spells    {SPL005}
XIX. Updates/Thanks            {UPD001}

o======================================================================o
|                                       |
|            Introduction {INT001}                   |
|                                       |
o======================================================================o
Welcome! This is my guide on how to beat Baldur's Gate in 477 steps of
varying length, complexity, and importance! Whoo.. Okay, let me collect
myself here a moment. Okay. Baldur's Gate is probably my favorite game.
Not on its own, mind you, but combined with carry-over to the sequel,
and the two expansions between the two games, it is truly an epic story.
Easily the greatest, most expansive, and most personable D&D gaming
series out there. It is with some trepidation that I write this, as
there are so many good FAQs out there already. That said, I'm not
writing this FAQ because there is some great need for another, but as a
labor of love. I will go through this game and its expansion the same
way I went through Icewind Dale. I will play through the game with my
own play style, and record as I go along. I will give brief descriptions
of the areas, monsters, treasure, and traps. I will discuss strategy,
character progression, and the sequence in which I play through the
game. I understand that other players wont have the same party or the
same protagonist. There are lots of ways to play through the game
successfully, this is merely a description of how I played the game. If
you at least follow the general tactics of having a versatile party, you
should be able to use any advice I give even if you don't use the
character I use.

Using this FAQ                            {INT002}
o======================================================================o
Below I will list some of my quirks, organizational methods, and various
other tidbits that will help you navigate this guide. For starters,
during the main FAQ I'll break up the various chapters and
organizational components of the guide with a large heading:

o======================================================================o
|                                       |
|                      Large Heading                     |
|                                       |
o======================================================================o

During the FAQ, I'll break up different areas with a thick line:

Thick line
o======================================================================o

Multiple parts of a mission in the same area will be broken up with a
thin line. This breaks up the missions into a series of steps, and
limits how much unbroken text you'll have to read at once. Nobody likes
wordiness:

Thin line
<---------------------------------------------------------------------->

Of course, I reserve the right to break my own rules during the FAQ..
mostly due to being scatter-brained and working on the FAQ in shifts
over the course of time. Life and all. So cut me some slack. Besides,
this organizational scheme is mostly for consistency and ease-of-use.

Sequence of Events                       
<---------------------------------------------------------------------->
Unlike some of my other guides, this FAQ does hold your hand through the
game. As I go through areas I will list what I do sequentially. To help
streamline the guide and make your life easier, I've included a list of
steps at the beginning of each section, so you can see in what order I
am about to do things. Each different Sequence of Events is separated by
a large heading, while each step is divided by a thick line (if we
travel to a different area) or a thin line (if we don't.)

Continuity                            {INT003}
o======================================================================o
One of the things to keep in mind about Baldur's Gate is..
Baldur's Gate 2. I keep this in the back of my mind every time I play
the game, since it seems like a waste to go through the game and NOT
continue with my character onto the sequel. I will explain how the
differences between the two games affect my character creation later.

Items                                 {INT004}
o======================================================================o
I'll list items found in containers-bookshelves, chests, environmental
bodies, etc. in the ***ITEMS*** category, I'll also list the (x=, x=)
coordinates the container is found at. The container could be quite
large, but I try to find areas in the 100s or at least the 10s if
possible. For example, I wont give you (x=1996, y=217) when I could give
the coordinates (x=2000, y=200). I'm not going to be as thorough in this
FAQ as I am in others-there's no reason for me to go around telling you
every crate that has a handful of gold in Beregost-but I will typically
be more thorough in dungeons and what-not. If it's important, I'll
record it, if not, I'll ignore it. Largely this means you'll be free
(and expected) to go about towns looting as your heart desires. Just be
careful about stealing.. the watch doesn't like it.

Rewards                                {INT005}
o======================================================================o
When you complete a quest, or otherwise gain some story award, I will
list it in the ***REWARDS*** section in the appropriate step in the FAQ.
I wont go out of my way to label the start and end of quests, as some
quests have long stretches of game in between their assignment and
completion. I will tell you to go activate the quest (even if you don't
need to activate it to complete), but I typically include the reward
upon the quests conclusion, occasionally requiring you to go back to
the assigner on your own.

Traps                                 {INT050}
o======================================================================o
I list the location of traps in a section similar to the items section.
Except it's wisely called ***TRAPS***. I didn't bother recording what
sort of trap it was, I intended to disarm traps I come across, and
frankly, it's just too much of a bother determining the sort of trap.
If you think you can figure out how to use traps to cause collateral
damage, that's fine with me, I'll point as many out to you as I found.

Active Pause                            {INT006}
o======================================================================o
You can pause the game any time by pressing the 'space bar' button,
unless, of course, you have the inventory screen up. Don't ask, it's
just Black Isles' idea of being hardasses. Anyways, you'll use this
option often to reorganize during battles, select new targets.. you
know, make tactical decisions. It's not just helpful, it's vital. If
you plan to play any other old school Black Isle games, like Planescape
or Icewind Dale, they'll also use the same system.

o======================================================================o
|                                       |
|        2nd Edition Dungeons and Dragons Mechanics           |
|               (Character Creation) {DND001}               |
o======================================================================o
Below are some suggestions for character creation in Baldur's Gate,
Along with a number of tables, charts, and rules used by the game. My
character's advancement through the game and its sequel greatly affects
my choices.. along with a good bit of aesthetic prejudice and personal
opinions. Either blindly follow my lead or read up on the section below
and make your own choices. I'll give opinions and brute facts, but I
won't be rating anything. Feel free to make you own-informed-decisions.

Composition                             {DND002}
o======================================================================o
Unlike in IWD, you only create one character-the protagonist. This means
your character will need some help on their journey through Baldur's
Gate I & II. In any D&D game you need a Cleric, Fighter, Mage, and a
Thief, the four 'base' classes. No matter what character you make, you
NEED one representative of each of those four base classes in your
party. A party without a front line, spell buffs, healing, and trap
finding is a party that is probably losing.

Gender                                 {DND003}
o======================================================================o
Gender only matters when it comes to the sequel, and then only with
the romances. If you want to romance female characters, you need to
have a male protagonist.. And uh, there's only one male NPC to romance
in the sequel, so.. Anyways, I'll list the following romances that
come with the game so you can plan for them. The alignment of the
NPC matters in so much as certain NPCs will only romance you if you're
of a similar alignment. Be the same alignment or close to it if you
want to make sure you'll be able to romance the NPC. Oh, and if you make
a dwarf, and wonder why the pretty elf lady wont romance you, don't cry
to me. Racist women.

Aerie (Female) Lawful Good, Elf
Anomen (Male)
Jaheira (Female) Neutral, Half-Elf
Viconia (Female) Neutral Evil, Elf (will not romance Elves!)

Race                                 {DND004}
o======================================================================o
Only humans can dual class. Only elves and half-elves can multi-class
into a Fighter/Mage. Elves can only begin play with a maximum
constitution of 17, which will make them slightly harder to get off the
ground. I decide to play an elf for this play through.

Class Restrictions by Race                    {DND005}
<---------------------------------------------------------------------->
            |Human
            |   |Elf
            |   |   |Half-Elf
            |   |   |   |Gnome*
            |   |   |   |   |Halfling
            |   |   |   |   |   |Dwarf
            |   |   |   |   |   |   |
Bard            | x |   | x |   |   |   |
Cleric            | x | x | x | x | x | x |
Cleric/Mage        | d |   | x | x |   |   |
Cleric/Ranger        | d |   | x |   |   |   |
Cleric/Thief        | d |   |   | x |   |   |
Druid            | x |   | x |   |   |   |
Fighter            | x | x | x | x | x | x |
Fighter/Cleric        | d |   | x | x |   | x |
Fighter/Druid        | d |   | x |   |   |   |
Fighter/Mage        | d | x | x | x |   |   |
Fighter/Mage/Cleric    |   |   | x |   |   |   |
Fighter/Mage/Thief    |   | x | x |   |   |   |
Fighter/Thief        | d | x | x | x | x | x |
Mage            | x | x | x | x |   |   |
Mage/Thief        | d | x | x | x |   |   |
Paladin            | x |   |   |   |   |   |
Ranger            | x | x | x |   |   |   |
Thief            | x | x | x | x | x | x |

* = Instead of a Mage, they are always an Illusionist.
x = Race/Class combo is allowed.
d = Can dual class, not multi-class.

Attribute Modifications by Race                    {DND006}
<---------------------------------------------------------------------->
Dwarf:        +1 Constitution, -1 Dexterity, -2 Charisma
Elf:        +1 Dexterity, -1 Constitution
Gnome:        +1 Intelligence, -1 Wisdom
Halfling:    +1 Dexterity, -1 Strength, -1 Wisdom

Class                                {DND007}
o======================================================================o
Since you can get an NPC that pretty much covers whatever you may lack,
you have the freedom to create a character that plays how you want.
Versatility and power are my goals in character creation, and that
pretty much cries out for multi/dual classing. Also, if the developers
were so kind as to provide you with an NPC with their own unique voice,
portrait, history, and statistics, why bother making a similar
character? Since dual/multi class characters invariably make the
strongest characters in Baldur's Gate 2, they are what I suggest. You
simply get two characters out of one if you dual class. Triple classing
always seemed too stunted for my liking, and by triple classing you wont
have access to 9th level Mage spells in the sequel.

A Fighter/Mage is arguably the strongest class in the game by the end of
Baldur's Gate 2. Magic in the sequel is incredibly important and deep,
and controlling a protagonist who cannot cast spells seems rather..
blasphemous. And if you can destroy any foe in melee combat as well,
all the better. Alternatively there's the Fighter/Mage/Thief, who
isn't as much of a Fighter or Mage, but you don't have to rely upon an
NPC Thief to do your trapfinding. There's also the Fighter/Cleric, but
the spell buffs a Mage can cast are more powerful, and a Mage wont be
limited to blunt weapons like a Cleric. I've never played as a
Fighter/Mage/Cleric, but.. it certainly sounds interesting. In the end
I feel a Fighter/Mage is a great character, a great play, and certainly
a good choice to write a guide around. For the evil party play-through
(Version 1.02) I created a Fighter/Mage/Thief so I could use many of
the strategies with which I am familiar, but also because of how
desperately the evil party needs a Thief in Baldur's Gate 2. My
fiance's choice was much the same, except she used a Fighter as her
protagonist and created a Fighter/Mage/Thief sidekick in the sequel to
overcome the crippling Thief-shortage. It might be cheap, but it's
better than dragging around Haer'Dalis.

Dual-Classing                            {DND008}
<---------------------------------------------------------------------->
To dual-class you must be a human, and you must be at least 2nd level in
the class you started out as to dual-class. You must have a 15 in the
prime requisites of your current class, and 17 in the prime requisites
of the class you want to change to. The prime requisities for each of
the four base classes are as follows:

Cleric:        Wisdom
Fighter:    Strength
Mage:         Intelligence
Thief:        Dexterity

Once you dual-class the experience of your previous class will be capped
at the minimum required to meet the last level you attained, and it will
go inactive. You can no longer gain levels in this class, or use any of
the class abilities. The only thing you keep from that class are the hit
points, you lose weapon and armor proficiencies, skills, spells, THAC0,
and even saves.

You now begin advancing as your second class, following all its rules.
For example, if you were a Fighter and dual-classed into a Mage, you
would be bound by the weapon and armor restrictions of the Mage. You'd
have the saves, THAC0, proficiencies, and spells of a 1st level Mage,
but you'd have your Fighter Hit Points. Once your level in your new
class exceeds your level in your old class, your old class becomes
active again. You cannot gain experience in your old class, but you gain
back any previously attained abilties, weapon and armor proficiencies,
skills, spells, THAC0, and saves, if they are better than what you have
now. A good tactic is to start out as a Thief and gain their Find Traps
skill, get it as high as you need, and then dual-class into something
more useful, like a Fighter or Mage. This gets you the essential Thief
skill without having to waste an entire character on a class that,
frankly, isn't great on its own. Another option is to make a Fighter,
get up to a high level and attain its high Hit Points, THAC0, and maybe
even Grandmastery, then dual-class into something else to retain those
excellent combat stats to make a more 'hardy' version of that class.
The experience gained by the first class does count towards your total
experience, and hence towards the experience cap. If you dual-class a
character, be sure to dual class early enough so you have enough
experience left to exceed your previous classes' level with your new
class. If you never exceed your first class with your second, it will
never become active, making the whole process a waste and stunting your
character. That said, it's best to get only nine or so levels in a
class. You get most of the bonuses in this time (skills, proficiencies,
Hit Points) and only use up a small fraction of your experience
allotment. This is obviously more of a preparatory tactic for the
sequel, as you will not gain enough experience to reach level nine in
most classes.. much less enough to exceed the first class with a second
one. For characters like Imoen, dual class away, but for your main
character I do not suggesting dual-classing until the sequel. Note that
in the sequel you CANNOT start out as one class and then dual-class into
a specialist Mage. If you import a character who was a dual-classed
character who started as one class and dual-classed into a specialist
Mage, they will just be Mages in the sequel. I cannot begin to state
how much this annoys me. The proficiency changes were a necesary evil,
but not allowing you to be a class you could be in the previous game is
just ass.

Multi-Classing                            {DND009}
<---------------------------------------------------------------------->
Mutli-classing is a bit simpler than dual-classing. Most races besides
human can multi-class into something, but half-elves are by far the
most versatile multi-classers. Whereas dual-classing means dropping one
class in favor of another, only to gain the benefits of the previous
class back after you exceed its level with the second class, multi-
classing means persuing both classes simultaneously. You get the better
choice of THAC0 and saves between the classes, meaning a Fighter/Mage
would use their better Fighter THAC0 instead of their worse Mage THAC0
or some composite. Hit points, however, are a composite, essentially
halving the dice rolls of both classes and giving them to you. If a
Fighter/Thief levels up in both classes, they get a maximum of eight
hitpoints (10 + 6 = 16/8 = 8.) Note, however, that if you are a Fighter
multi-class, you get the highest benefit of your Constitution, meaning
a Fighter/Cleric with a Constitution score of 18 would get a +4 bonus to
their Hit Points per composite level, instead of only +2 as a single-
classed character would.

Experience is split evenly between the two classes, which can level up
independently. This results in a slower rate of leveling than a single-
classed character. Multi-classed characters typically make up for it
with versatility, being able to effectively combine multiple class
abilties to maximum effect. After all, a Thief who can hide in shadows
and backstab with a Fighter's THAC0 and higher weapon proficiencies is
better than just a Thief, and a Fighter who can use Mage spells to spell
buff themselves with Mirror Image, Haste, and Improved Invisibility will
be MUCH more effective than just a Fighter. The big consideration for a
multi-classed character is the fact that they will not be able to
progress as far as a single-classed character under the experience cap.
This isn't a big deal in this game, where a Fighter/Mage can hit level
7/7, while a normal Fighter and Mage can only hit levels 8 and 9,
respecitively. In the sequel, however, it'll cost you major levels,
which is worth the trade off (by the end of TOB you'll hit level 24/20
as a Fighter/Mage, which really gets you the best of both classes.) The
only thing to worry about is that you won't have access to as many epic
feats in the sequel.. but again, this is a minor concern, especially in
this game. And unless you triple-class, it won't even be that big of a
deal. Multi-classed characters must abide by the restrictions of BOTH
classes. A Fighter/Mage could wear Fighter armor, but not cast spells
while so doing. A Fighter/Cleric could not use Swords or Bows. A
Thief/Cleric could sneak, but not in heavy armor, and so on.

Dual-and-Multi-Classing in Baldur's Gate 2            {DND010}
<---------------------------------------------------------------------->
There is one significant advantage to multi-classing over dual-classing
in Baldur's Gate 2, namely in the selection of Epic Level Feats. Upon
reaching a certain experience threshold (and every level thereafter)
you'll get to pick a feat, many of which are phenomonally strong. If
you dual-class, you'll never again level up with your dormant class,
meaning you'll never get these feats. A dual-class Fighter/Thief might
have all the perks of a Fighter, and unimpeded progresion in thieving
skills as well, but they will never get the Epic Fighter feats. A
multi-classed Fighter/Thief will, however. Of course another thing to
keep in mind with multi-classing is that you will not get as many of
these feats for each class as a single-classed or dual-classed
character will. It's a fair balancing act I think, and a good
addition to a game that ultimately penalizes single-classed characters
too harshly. This is something to keep in mind for later, if you plan
on making a character that imports to the sequel.

Class Kits                            {DND011}
<---------------------------------------------------------------------->
In Baldur's Gate 2 most single-classes have 'kits' which are basically
varients of the normal class. These include everything from shape
shifting Druids, combat-focused Bards, Paladins skilled at thrwarting
Mages, sword saint Fighters, and Rangers who are truly dedicated
archers. For the most part the kit functions like the normal class, with
a few advantages and disadvantages thrown in. Note that you cannot
multi-class with a kit, but you can start out with a kit or
specialization and then dual class into a class without a kit or
specialization. If you are a single-or-dual-classed character when you
import to Baldur's Gate you'll will be asked if you want to change your
class to one of these kits (if dual-classed, you'll get the chance to
change your first, or dormant class.) You do NOT have to choose a kit,
and in most cases it's better to just remain the normal class. I won't
explain the kits in this guide, but it's just another thing to keep in
mind for the sequel.

o==========================o
|Bard               |                    {DND012}
o==========================o
Hit points per Level:    d6
Armor:            Buckler, Leather Armor, Studded Leather Armor
Weapons:        Club, Dagger, Light Cross Bow, Long Sword,
            Quarter Staff, Short Bow, Short Sword, Sling,
            Throwing Dagger
<---------------------------------------------------------------------->
Bards are rogues with a flair for the dramatic. They sing, they dance,
they cast spells.. they just aren't as good at the whole Thiefy thing.
They are, however, a legitimate class in Baldur's Gate 1 as their
spell-casting power allows them to be versatile and potent. Of course,
since they cannot multi-or-dual-class, back stab, or wear decent armor,
they should be kept back as archers, rather than sent into melee. The
only Thief ability they get is pick pockets, which means they will not
replace the need for a Thief, but it does free you from needing to have
your Thief put points in this ability. In the sequel, their stunted
spell-casting ability does limit their versatility, as 6th level spells
just don't cut it. This isn't to say a Bard's magic will be useless-far
from it-but the gap between a Bard and a true Mage is much wider in the
sequel. If you want a combatant character who has Mage spells too, dual-
class or multi-class instead.

Bard
Level    EXP    HP    Spells        Special
                    Pick Pockets
<---------------------------------------------------------------------->
1    n/a    1d6            40%
2    1,250    2d6    1        45%
3    2,500    3d6    2        50%
4    5,000    4d6    2/1        55%
5    10,000    5d6    3/1        60%
6    20,000    6d6    3/2        65%
7    40,000    7d6    3/2/1        70%
8    70,000    8d6    3/3/1        75%
9    110,000    9d6    3/3/2        80%
10    160,000    9d6+2    3/3/2/1        85%

o==========================o
|Cleric               |                    {DND013}
o==========================o
Hit points per Level:    d8
Armor:            All
Weapons:        Club, Flail, Mace, Morning Star, Quarter Staff,
            Sling, War Hammer
<---------------------------------------------------------------------->
The Cleric is a spell caster who is more melee-capable, with mostly
defensive, healing, and status-affecting spells. They might not have
the sheer versatility of a Mage, but they've got a number of great
spells, especially in the sequel. And of course, if you want to have
healing power at your finger tips, this is the best way to get it. On
the other hand, the developers give you plenty of NPC Clerics to choose
from, and there's not much you'll gain by making your own over what NPCs
can provide. If you make a multi-classed Fighter/Cleric, however.. ugh..
you know, Jaheira and Anomen will do a fine job with that, and Viconia
is a great single-classed Cleric. You don't really need to make yourself
a Cleric. If you do, however, just don't forget that Clerics are
restricted to blunt weapons, so don't expect to dual-or-multi-class into
a bow-wielding sword-swinging Fighter type with Cleric spells. Clerics
can turn undead, which is useful in.. well, making undead flee. But the
undead this works on are so weak, it's more of a chore to have to chase
them down than to simply kill them, and it likely wont work on more
powerful undead, so I can't recommend using it often.

Cleric
Level    EXP    HP    Spells        Special
                    Turn Undead   
<---------------------------------------------------------------------->
1    n/a    1d8    1        Lv1
2    1,500    2d8    2        Lv2
3    3,000    3d8    2/1        Lv3
4    6,000    4d8    3/2        Lv4
5    13,000    5d8    3/3/1        Lv5
6    27,500    6d8    3/3/2        Lv6
7    55,000    7d8    3/3/2/1        Lv7
8    110,000    8d8    3/3/3/2        Lv8

o==========================o
|Cleric/Ranger           |                    {DND014}
o==========================o
The only thing a Ranger can dual class with, and I must admit, I don't
see the point. Being a Ranger means you can't wear the Cleric's heavy
armor, and being a Cleric means you can't use Bows, Spears, Swords,
Halberds.. anything that pierces or cuts. So what do you get? A Cleric
who can sneak if they're not wearing heavy armor, or a Ranger with
Clerical spells and a stunted weapon selection? I suppose this adds the
Ranger's Hit Points, THAC0, and sneakiness, and allows you to put two
points into weapon proficiencies, making it a bit more useful than the
Fighter/Cleric.. so long as you don't mind the Ranger's higher
experience cost.

o==========================o
|Druid               |                    {DND015}
o==========================o
Hit points per Level:    d8
Armor:            Buckler, Helmet, Hide Armor, Leather Armor,
            Studded Leather Armor
Weapons:        Club, Dagger, Dart, Scimitar, Sling, Spear,
            Quarter Staff, Throwing Dagger
<---------------------------------------------------------------------->
Druids are a lot like Clerics, but instead of worshiping gods they are
typically animists and get their power from nature itself. How does that
matter? It doesn't really. Their spells are more nature-focused.. why
this doesn't allow them to have Protection from Evil 10' Radius or Hold
Person is beyond me, but they still have a good selection of spells
none-the-less. In addition, they aren't afraid to use edged or piercing
weapons. Unfortunately, they don't like metal, so they can't use heavy
armor, most shields, or many of the better weapons that Clerics can.
Lets face it, a morning star or mace is better than a dagger any day.
In all, they wont be as well protected as a Cleric, and frankly, the
Cleric has the edge on them in spells. Druids can't turn undead, but
they can shapechange in later levels. In Baldur's Gate, this allows them
to change into a brown bear, black bear, or wolf.. although I can't
think of a single instance in when this is useful. In Baldur's Gate 2
they get left even further behind, as their Armor Class woes become
severe. A priest isn't a good type of character to get into combat with
in the first place, but at least Clerics have armor to keep them alive.
If you MUST play a Druid, make a Fighter/Druid. This eliminates the
armor problem. But you already have Jaheira, so..

Druid
Level    EXP    HP    Spells        Special
                    SSBrB    SSW    SSBlB
<---------------------------------------------------------------------->
1    n/a    1d8    1
2    2,000    2d8    2
3    4,000    3d8    2/1
4    7,500    4d8    3/2
5    12,500    5d8    3/3/1
6    20,000    6d8    3/3/2
7    35,000    7d8    3/3/2/1        1    1    1
8    60,000    8d8    3/3/3/2        1    1    1
9    90,000    9d8    4/4/3/2/1    1    1    1
10    125,000    9d8+2    4/4/3/3/2    1    1    1

o==========================o
|Fighter           |                    {DND016}
o==========================o
Hit points per Level:    d10
Armor:            All
Weapons:        All
Special:        None
<---------------------------------------------------------------------->
Making your own Fighter is the easy choice for the first game, and
frankly having a Fighter with 18(xx) Strength, 18 Dexterity, and 18
Constitution will allow you to muscle through this game, especially if
you grand master in a weapon. In the sequel, however, there are better
choices to make. If you want to go through the game with a Fighter, you
can.. and probably should.. consider dual-classing in the sequel. If you
want to make a Fighter/Thief dual class, get to level 9 as a Fighter and
dual class into a Thief. This will leave you with essentially two
characters in one, no matter what combination you choose. Making a
Fighter dual classed character will net you a whopping amount of
Hit Points, good THAC0, and a high weapon proficiency you wouldn't
otherwise be able to get. Of course this means you have to play a Human,
and you won't get the epic feats in the sequel.. all things considered,
if you're going to be a Fighter, you should dual or multi class for
versatility. Dual-classing Fighter/Mage or Fighter/Thief or
Fighter/Cleric will probably give you the best results.. although a
Fighter/Cleric dual isn't as useful, as the benefits of being a Fighter
don't offset the weaknesses of a Cleric as well.

Fighter
Level    EXP    HP    Spells        Special
<---------------------------------------------------------------------->
1    n/a    1d10    n/a        n/a
2    2,000    2d10
3    4,000    3d10
4    8,000    4d10
5    16,000    5d10
6    32,000    6d10
7    64,000    7d10
8    125,000    8d10

o==========================o
|Fighter/Cleric           |                    {DND017}
o==========================o
<---------------------------------------------------------------------->
You'll have a better Fighter than a straight Cleric, or a weaker Fighter
with Clerical spells, depending on how you view it. I always thought a
Fighter/Druid was a more interesting concept, as it fixed the problems
inherant with the latter class. Still, a more powerful Cleric is a real
good thing, this is almost as good as a straight Fighter and with a
good selection of Cleric spells to boot. Ultimately the Fighter/Mage is
stronger due to its defensive spells, but this is no slouch of a multi-
class either.

o==========================o
|Fighter/Druid           |                    {DND018}
o==========================o
This combination works almost exactly like the Fighter/Cleric, except
that you will of course have Druid spells intead of Clerical ones, and
you will have the Druid weapon selection, which includes Scimitars, but
doesn't allow War Hammer, Maces, and Flails. The game provides you with
a perfectly fine NPC Fighter/Druid in Jaheira, so I don't know why you'd
ever need to make your own.

o==========================o
|Fighter/Mage           |                    {DND019}
o==========================o
<---------------------------------------------------------------------->
My favorite class, and possibly the strongest in the game. You can't
wear armor and cast spells, but that's hardly an issue in this game,
where you have many ways to improve your Armor Class without having to
wear armor. Bracers of Armor are one, obvious way, while Robes of the
Archmagi will give you the same protection as Chain Mail. Although this
won't be enough to make you terribly safe on the front lines, what's
where the Mage comes in. Pop on a Blur and Mirror Image and you're doing
much better. Much later on in the game when you get Improved
Invisibility you'll really have some defensive options. Still, in the
first game they don't really come into their own. The best option is to
make them archers and give them a reach weapon. They can use their
Fighter THAC0 to deal some considerable damage (my Fighter/Mage ended
the game with 36% of the party's kills, and I didn't even practice any
favoritism!) While buffing the party with spells like Haste, and keeping
them safe with spells like Dispel Magic. They'll even get up to 4th
level spells in this game, which means Greater Malisons and Confusions
abound. They really come into their own in the sequel, however.

o==========================o
|Fighter/Mage/Cleric       |                    {DND020}
o==========================o
<---------------------------------------------------------------------->
Ah, the triple-classer. In this game you'll get to pretty high levels
with all three classes, meaning you wont start to feel the hurt of your
choice until the sequel. Sure, it's going to be hell getting this class
up and running (you'll be level one still when most of your buddies are
hitting level three and four) but when you start casting third level
Mage and Cleric spells, everything is forgiven. Also note that because
of the Cleric you won't be much of an archer, as you'll be regulated to
slings which.. are not very good. This class might be an example of just
too many options, not enough rounds. You'll be able to spell buff pretty
well, but in combat you can still only take one action a round. That's
one Mage spell, one Cleric spell, or one attack. Having all that
versatility in one character doesn't really mean much if you can't bring
it to bear. The most crippling thing this, and all triple-classed
characters will suffer is the fact that they won't get many epic feats
in the sequel. Not legitimately, anyways.

o==========================o
|Fighter/Mage/Thief       |                    {DND021}
o==========================o
<---------------------------------------------------------------------->
This class suffers from many of the problems the Fighter/Mage/Cleric
suffers from, but in a lesser degree. Firstly, most Thief skills are
useful out of combat, or as telling first strikes. It's not another host
of spells you're trying to cast in a finite window of time, meaning the
Thief actually enhances the Fighter and the Mage. Also, the Thief is
capable of using a much greater selection of weapons than the Cleric,
allowing you to diversify your weapons and tactics much more. A
Fighter/Mage/Thief in essence works like a combination of the
Fighter/Mage and Fighter/Thief. Best of all you can use Bows in this
game, and while you won't be as potent as a Fighter/Mage, you'll be
damn close. Plus, you'll have the option to jump on other spell-casters
with pre-emptive backstabs, whereas the Fighter/Mage cannot. While the
Fighter/Mage is arguably more destructive in the long run (at least in
the sequel) the Fighter/Mage/Thief will be more versatile than the
Fighter/Thief in the sequel. Even though it's difficult to get this
class off the ground-a Fighter protagonist with 18 Constitution and
4,000 experience can get up to 42 Hit Points, but a Fighter/Mage/Thief
with the same Constitution and experience will have a pathetic 11 Hit
Points-I still think it's the best evil character to take through both
games.

o==========================o
|Fighter/Thief           |                    {DND022}
o==========================o
<---------------------------------------------------------------------->
This class easily matches a Ranger's skill with weapons while having the
same quirks. Some important differences remain, a Fighter/Thief can
disable traps and backstab, while a Ranger cannot. This makes a
Fighter/Thief in my eyes every bit more powerful than a Ranger. Sure,
the Ranger will have higher Hit Points and some minor Druid spells, but
a Fighter/Thief is just as good in combat, especially since they can
backstab. Things only get better for the Fighter/Thief in Baldur's
Gate 2 as their backstab reaches a mighty x5 and a deeper melee system
allows them to abuse it to its fullest advantage. If you were thinking
of making a Thief, go with a Fighter/Thief instead. You'll get a much
more potent character out of it. Hell, if you were thinking of playing a
Ranger, give the Fighter/Thief a look. Then you don't have to bring
around a Thief at all!

o==========================o
|Mage               |                    {DND023}
o==========================o
Hit points per Level:    d4
Armor:            None
Weapons:        Dagger, Dart, Quarter Staff, Sling,
            Throwing Dagger
<---------------------------------------------------------------------->
Ah, the Mage.. a versatile spell caster, your proverbial glass cannon.
They can't wear armor, and they have access to a poor selection of
weapons. On the other hand, they don't really need them. As long as you
can keep them from getting hurt, they can lay waste to your enemies
with their spells. Anything from damaging spells like Fireballs, to
support spells like Haste, or simple fight-winners, like Confusion and
Chaos, it's the Mages' domain. A single-classed Mage is somewhat
vulnerable, but a combination Fighter/Mage is strong in melee and in
magic! Also, the fact that Edwin pretty much dominates the Mage field
means you just don't need a single-classed Mage. Dual or multi class for
extra durability and versatility. If you specialize in a spell school,
you will gain an extra spell per spell level. The down side? You have
a prohibited school which opposes your chosen school, and you can't cast
spell from the prohibited school. This can be almost painless
(Conjurer), painful but survivable (Enchanter), or downright decimating
(Invoker). Below is a list of the Mage schools and their prohibited
school(s). Needless to say, if you have a choice in the matter
Conjuration is the way to go.

Specialist    School            Opposition School
<---------------------------------------------------------------------->
Abjurer        Abjuration        Alteration
Transmuter    Alteration        Abjuration, Necromancy
Conjurer    Conjuration/Summoning    Divination
Diviner        Divination        Conjuration/Summoning
Enchanter    Enchantment/Charm    Invocation
Illusionist    Illusion        Necromancy
Invoker        Invocation        Enchantment/Charm,
                    Conjuration/Summoning
Necromancer    Necromancy        Illusion

Mage
Level    EXP    HP    Spells        Special
<---------------------------------------------------------------------->
1    n/a    1d4    1        n/a
2    2,500    2d4    2
3    5,000    3d4    2/1
4    10,000    4d4    3/2
5    20,000    5d4    4/2/1
6    40,000    6d4    4/2/2
7    60,000    7d4    4/3/2/1
8    90,000    8d4    4/3/3/2
9    135,000 9d4    4/3/3/2/1

o==========================o
|Mage/Cleric           |                    {DND024}
o==========================o
<---------------------------------------------------------------------->
This class suffers from the same 'too many options, not enough time to
make full use of them' problem the Fighter/Mage/Cleric suffers from,
but frankly, in this combo the Fighter seems like more of a problem than
a boon. It'll slow down progression in exchange for heavy armor (which
the Cleric already provides) a few Hit Points, a small increase to
THAC0, and weapon specialization. Sure, a Mage/Cleric won't be much of a
warrior.. but what the do you have two spell classes for if you want to
be a warrior?! If you must cast both types of spells with one character,
this is probably the best way to do so.

o==========================o
|Mage/Thief           |                    {DND025}
o==========================o
<---------------------------------------------------------------------->
I find it hard to imagine any case in which a Mage/Thief would be
particularly useful, especially compared to a Fighter/Mage or
Fighter/Thief. Being able to use Bows is fine and all, but Mages should
have something better to do in most fights than shoot things. And you
never need to hide if you have Invisibility. Imoen has it right, this is
best done as a dual-class option for the sake of versatility. There's
nothing wrong with getting a Mage with some Thief abilties, especially
since you get get plenty of ranks into Find Traps while sacrificing no
potential Mage levels. Frankly, if you're even going to bother making a
Mage as your main character, I'd suggest doing this. At least then you
can dispense with having a Thief altogether. And you'd have extra hit
points and THAC0 to boot. You lose nothing and gain a great deal.

o==========================o
|Paladin           |                    {DND026}
o==========================o
Hit points per Level:    d10
Armor:            All
Weapons:        All
Special:        Lay on Hands, Detect Evil, Protection from Evil,
            Turn Undead, Priest Spells
<---------------------------------------------------------------------->
Paladins are holy warriors, and as such they gain a slew of abilities
to help them combat evil. They aren't as combat savvy as Fighters, only
being able to buy two ranks in any weapon proficiency, and they cannot
multi or dual class. In exchange you'll get the ability to lay on hands
(heal a character 2 Hit Points per level), detect evil (useful for
telling which NPCs are bad or not and detecting enemies on the map
before you even scout), protection from evil, and they can turn undead
as if they were a Cleric two levels lower than their Paladin level.
Paladin's make great party leaders due to their high minimum charisma
(17).

Paladin
Level    EXP    HP    Spells        Special
                    LoH    D. Evil    P. Evil    Turn
<---------------------------------------------------------------------->
1    n/a    1d10    n/a        2    x5    x1    -
2    2,250    2d10            4    x6    x2    -
3    4,500    3d10            6    x7    x3    Lv1
4    9,000    4d10            8    x8    x4    Lv2
5    18,000    5d10            10    x9    x5    Lv3
6    36,000    6d10            12    x10    x6    Lv4
7    75,000    7d10            14    x11    x7    Lv5
8    150,000    8d10            16    x12    x8    Lv6

o==========================o
|Ranger               |                    {DND027}
o==========================o
Hit points per Level:    d10
Armor:            All (Cannot use Stealth Heavy Armor)
Weapons:        All
Special:        Stealth, Charm Animal, Druid Spells
<---------------------------------------------------------------------->
Rangers are defenders of the wilderness, hunters, scouts, and
outdoorsmen. They can only get two ranks in a weapon proficiency, but
in compensation they can use stealth, charm animals, and eventually
cast Druid spells. The stealth ability can only be used in light armor,
Leather, Studded Leather, or Hide, but it makes them invaluable for
scouting ahead of the party. Being strong enough to fight their way out
of trouble helps too. The charm animal ability sucks, but once in a
while if you want to play with it and charm a bear or something.. eh..
they'll still turn hostile on you when it's over, so why bother? The
Druid spells are a long time in coming, but it's somewhat nice to be
able to cast cure light wounds or entangle, although the level cap in
Baldur's Gate doesn't really allow this feature to pan out.

Ranger
Level    EXP    HP    Spells        Special
                    Stealth        Charm
<---------------------------------------------------------------------->
1    n/a    1d10            35%        x1
2    2,000    2d10            40%        x1
3    4,000    3d10            47%        x2
4    8,000    4d10            53%        x2
5    16,000    5d10            60%        x3
6    32,000    6d10            67%        x3
7    64,000    7d10            75%        x4
8    125,000    8d10    1        82%        x4

o==========================o
|Thief               |                    {DND028}
o==========================o
Hit points per Level:    d6
Armor:            Buckler, Leather Armor, Studded Leather Armor
Weapons:        Club, Dagger, Light Cross Bow, Long Sword,
            Quarter Staff, Short Bow, Short Sword, Sling,
            Throwing Dagger
<---------------------------------------------------------------------->
The Thief isn't as combat savvy as the Cleric, and they don't have
spells. What's the draw then? Their thieving abilities. These allow them
to pick pockets, find and disarm traps, open locked objects, and hide
from enemies. Of these skills, one is essential, so some character or
another with thieving abilities is required in any party. As for combat,
they can only wear the lightest armors, but they do have access to a
variety of weapons. Most importantly, as they gain levels they get the
ability to 'back stab'. If they are hidden and attack an enemy they
multiply the damage they deal by their back stab modifier. They are a
waste of a class on their own, but it is a great dual or multi class
option, as it gives any class the ability to be more lethal by
backstabbing.. and if you make your own, you don't have to drag around
an NPC to do the thieving for you. A Fighter/Thief is a potent
combination, and so is a Fighter/Mage/Thief. Below is a chart of various
racial and attribute influences on Thief abilities.

Race        Dexterity    PP(15)    OL(10)    DT(5)    Stealth(10)
<---------------------------------------------------------------------->
Dwarf                -    +10    +15    -
Elf                +5    -5    -    +10
Gnome                -    +5    +10    +5
Half-Elf            +10    -    -    +5
Halfling            +5    +5    +5    +15
        9        -15    -10    -10    -20
        10        -10    -5    -10    -15
        11        -5    -    -5    -10
        12        -    -    -    -5
        13-15        -    -    -    -
        16        -    +5    -    -
        17        +5    +10    -    +5
        18        +10    +15    +5    +10
        19        +15    +20    +10    +15
        20        +20    +25    +15    +18
        21        +25    +30    +20    +20
        22        +30    +35    +25    +23
        23        +35    +40    +30    +25
        24        +40    +45    +35    +30
        25        +45    +50    +40    +35
       
Thief
Level    EXP    HP    Spells        Special
                    Ability Points    Backstab Mult.
<---------------------------------------------------------------------->
1    n/a    1d6    n/a        20        x2   
2    1,250    2d6            20        x2
3    2,500    3d6            20        x2
4    5,000    4d6            20        x2
5    10,000    5d6            20        x3
6    20,000    6d6            20        x3
7    40,000    7d6            20        x3
8    70,000    8d6            20        x3
9    110,000    9d6            20        x4
10    160,000    9d6+2            20        x4

o==========================o
|Thief/Cleric           |                    {DND030}
o==========================o
<---------------------------------------------------------------------->
Well, might as well mention it eh? The Thief/Cleric is an odd, and at
odds character. You won't be wearing any heavy armor if you want to keep
your Thief skills, but you can certainly wear light armor with no
problem. Of course, you're stuck with the Cleric's selection of weapons,
but you'll be able to use all the Thief skills, including backstab.
Honestly the Mage spells seem a better fit for a Thief, which is more of
a stay back out of the way kinda class, as opposed to the Cleric, which
is often a decently armored character who can stand up in combat. This
might be an interesting dual-class, provided you don't care that your
Cleric won't be as tough as if you had dual-classed with a Fighter.

Alignment                            {DND031}
o======================================================================o
The alignment of your protagonist only matters so much in the first
game. In the sequel the NPCs you choose will react to your alignment
more, so you should try to choose party members who have an alignment
similar to yours. Where alignment really matters is between your NPCs.
Evil characters will react poorly to good characters, and vise-verse,
and in some instances violence may erupt between two NPCs. This is less
of a problem in the first game than in the sequel, but spare yourself
the aggravation and choose party members of like alignment. If your
protagonist is good-aligned, choose good or neutral NPCs. If your
protagonist is evil-aligned, choose evil or neutral NPCs. If your
protagonist is neutral, pick either good, or evil, but not both.

Another reason for having some continuity of alignment withing your
party is your reputation. Good characters will be happy with a high
reputation and unhappy with a low reputation, while evil characters
will be happy with a low reputation and unhappy with a high reputation.
At a neutral reputation, nobody is happy. If your reputation gets too
high (19+), your evil characters will disband. If your reputation gets
too low (2-) your good characters will disband. Since a high reputation
gets you discounts at shops, I decide to play a good character for this
game. Discounts are good, and you cant really afford to be pure 'evil'
anyways, as a reputation of 1 will earn you some pretty serious
harassment by groups of Flaming Fist Enforcers. That's right, even evil
characters will want to keep their reputation reasonable.. even good
for the purpose of purchasing items.

Abilities                            {DND031}
o======================================================================o
Your abilities define what your character is good at. I prefer to call
them attributes, so if I mess up and refer to them as attributes later,
well, I'm talking about abilities. You have six abilities, and you can
re roll them until you get what you want.. or close to it. Take
advantage of it, get comfortable, and get rolling. Before that, let me
explain them a bit, so you know what to shoot for.

Strength                            {DND032}
<---------------------------------------------------------------------->
If you're a Fighter (single, multi, or dual class) or a Fighter type,
you can get exceptional Strength, which is a percentile bonus in
parentheses after the strength score. For example, 18(01-00) denotes a
strength of 18 with an exceptional range of 1% to 100%. A single-class
Fighter should try for as much strength as possible. Ideally anything
from 18(91) and up is fantastic, as it provides a +2 THAC0 and a +5
damage bonus. If you are a Cleric, you might as well try for an 18 so
you can melee well. Regardless, any fighting class needs an 18 in
Strength. A Mage or a Thief that doesn't intend to melee can use this as
a dump stat. If you're making a multi-class character, don't sweat the
exceptional Strength. The higher, the better, but getting high scores in
your other abilities is more important. Weight is somewhat important..
as it'll reduce your trips to town if you can just carry more. Also, if
your Strength isn't high enough, you wont be able to wear some heavier
armor. Your bash % is your chance of forcing a door or chest. It's not
honest. Save/reload wont get you into a chest. Some chests/doors just
have a threshold you must reach, and your Strength will never be a
replacement for the knock spell or good old-fashioned lock picking Just
make sure that you get an 18 at least if you ever intend to melee. If
you're NOT a single-classed Mage, this might be a good idea, as the
Manual of Gainful Exercise will set your Strength up one point, ideally
from 18 to 19. Just look at the chart and see how that affects your
melee bonuses. Get an 18 to Strength, and that whopping increase is
yours.

o========o=====o======o======o=====o
| Score  |THAC0|Damage|Weight|Bash%|
o========o=====o======o======o=====o
|    3   | -3  |  -1  |   5  |  3  |
|    4   | -2  |  -1  |  15  |  4  |
|    5   | -2  |  -1  |  15  |  4  |
|    6   | -1  |   0  |  30  |  6  |
|    7   | -1  |   0  |  30  |  6  |
|    8   |  0  |   0  |  50  |  8  |
|    9   |  0  |   0  |  50  |  8  |
|   10   |  0  |   0  |  70  | 10  |
|   11   |  0  |   0  |  70  | 10  |
|   12   |  0  |   0  |  90  | 12  |
|   13   |  0  |   0  |  90  | 12  |
|   14   |  0  |   0  | 120  | 14  |
|   15   |  0  |   0  | 120  | 14  |
|   16   |  0  |  +1  | 150  | 16  |
|   17   | +1  |  +1  | 170  | 18  |
|   18   | +1  |  +2  | 200  | 20  |
|18/01-50| +1  |  +3  | 220  | 25  |
|18/51-75| +2  |  +3  | 250  | 30  |
|18/76-90| +2  |  +4  | 280  | 35  |
|18/91-99| +2  |  +5  | 320  | 40  |
| 18/00  | +3  |  +6  | 400  | 45  |
|   19     | +3  |  +7  | 500  | 50  |
|   20     | +3  |  +8  | 600  | 55  |
|   21   | +4  |  +9  | 700  | 60  |
|   22   | +4  |  +10 | 800  | 65  |
|   23   | +5  |  +11 | 1000 | 70  |
|   24   | +6  |  +12 | 1200 | 75  |
|   25   | +7  |  +14 | 1600 | 80  |
o========o=====o======o======o=====o

Dexterity                            {DND033}
<---------------------------------------------------------------------->
This affects your Armor Class, and your THAC0 adjustment for missile
weapons. EVERY character should get an 18 Dexterity for the wonderful
-4 Armor Class modifier. Period. Anybody else find it odd that the
highest bonus a PC can legitimately have (18, -4) is only two points of
Armor Class shy of the Armor Class bonus gained by the fastest critters
in 2nd Edition (25, -6)? Ah, 2nd Edition was funny..

o========o=====o==o
| Score  |THAC0|AC|
o========o=====o==o
|    3   | -3  |+4|
|    4   | -2  |+3|
|    5   | -1  |+2|
|    6   |  0  |+1|
|    7   |  0  | 0|
|    8   |  0  | 0|
|    9   |  0  | 0|
|   10   |  0  | 0|
|   11   |  0  | 0|
|   12   |  0  | 0|
|   13   |  0  | 0|
|   14   |  0  | 0|
|   15   |  0  |-1|
|   16   | +1  |-2|
|   17   | +2  |-3|
|   18   | +2  |-4|
|   19     | +3  |-4|
|   20     | +3  |-4|
|   21   | +4  |-5|
|   22   | +4  |-5|
|   23   | +4  |-5|
|   24   | +5  |-6|
|   25   | +5  |-6|
o========o=====o==o

Constitution                            {DND034}
<---------------------------------------------------------------------->
This attribute gives you Hit Points. Hit points are good. At 16, you
gain a +2 bonus to Hit Points gained per level, which for non-Fighters
is the highest bonus possible. The number to the right lists the bonus
for Fighters, which is +4 at 18. All characters should have a minimum of
16 in Constitution, and all Fighters should have an 18. At 20+, your
character will regenerate-slowly. I'm not entirely sure the
resurrection survival chance even applies in this game, since I'm not in
the habit of raising dead NPCs. (I tend to reload if they die.)

o========o=====o==========o
| Score  |  HP |Res. Surv.|
o========o=====o==========o
|    3   | -2  |    40    |
|    4   | -1  |    45    |
|    5   | -1  |    50    |
|    6   | -1  |    55    |
|    7   |  0  |    60    |
|    8   |  0  |    65    |
|    9   |  0  |    70    |
|   10   |  0  |    75    |
|   11   |  0  |    80    |
|   12   |  0  |    85    |
|   13   |  0  |    90    |
|   14   |  0  |    92    |
|   15   |  0  |    94    |
|   16   | +1  |    96    |
|   17   |+2/+3|    98    |
|   18   |+2/+4|   100    |
|   19     |+2/+5|   100    |
|   20     |+2/+5|   100    |
|   21   |+2/+6|   100    |
|   22   |+2/+6|   100    |
|   23   |+2/+6|   100    |
|   24   |+2/+7|   100    |
|   25   |+2/+7|   100    |
o========o=====o==========o

Intelligence                            {DND035}
<---------------------------------------------------------------------->
If you're a Mage, get an 18, if not, it's a dump stat. By 'dump stat',
I mean lower it to 10 or so to put the excess points in other attributes
you actually need. Level refers to the highest level of spell you'll be
able to cast if you're a Mage. Note that if you're a triple class Mage,
you only need a 15 intelligence as you'll never be able to memorize 9th
level spells anyways (the tome will raise your intelligence high enough
to cast 8th level spells.) Max #/Level is the maximum number of
different spells you can have in your spell book per level. This will
never be a deciding factor as you can simply drink a potion to
temporarily allow you to scribe more spells than your spells per level
allowance. In fact, you can just use potions in a timely manner to
scribe all the spells you wish, allowing you to have as low of an
intelligence as you please regardless of your natural level maximum
or max #/level. Still, it's just more convenient to have the natural
intelligence instead of having to rely on potions all the time and
scribing spells all at once. If you fail at scribing a scroll, simply
reload until you succeed. Lore is your ability to identify magical
items. You'll legitimately never get high enough to identify everything,
so you'll always need the Identify spell, making lore a non-issue.

o========o=====o======o======o====o
| Score  |Level| Max #/Level |Lore|
o========o=====o======o======o====o
|    3   |  -  |      -      | -20|
|    4   |  -  |      -      | -20|
|    5   |  -  |      -      | -20|
|    6   |  -  |      -      | -20|
|    7   |  -  |      -      | -10|
|    8   |  -  |      -      | -10|
|    9   | 4th |      6      | -10|
|   10   | 5th |      7      |  0 |
|   11   | 5th |      7      |  0 |
|   12   | 6th |      7      |  0 |
|   13   | 6th |      9      |  0 |
|   14   | 7th |      9      |  0 |
|   15   | 7th |     11      | +3 |
|   16   | 8th |     11      | +5 |
|   17   | 8th |     14      | +7 |
|   18   | 9th |     18      | +10|
|   19     | 9th |     All     | +12|
|   20     | 9th |     All     | +15|
|   21   | 9th |     All     | +20|
|   22   | 9th |     All     | +25|
|   23   | 9th |     All     | +30|
|   24   | 9th |     All     | +35|
|   25   | 9th |     All     | +40|
o========o=====o=============o====o

Wisdom                                {DND036}
<---------------------------------------------------------------------->
If you're a Cleric or a Druid, you want an 18. If you're a Mage, you
might want at least a 14 to use the wish spell effectively in Baldur's
Gate 2. Otherwise, it's a dump stat. For Clerics and Druids you don't
have a spell level maximum for a low wisdom in 2nd edition, but higher
wisdom nets you bonus spells. Definitely a draw for single class
characters, but if you simply cannot spread your points out enough to
get a great Wisdom, it's not that big of a deal. And keep in mind, there
are four tomes in the game that add a 1 point bonus to this stat. The
bonus spells are listed by level, at 17 you'd get 2 first level spells,
2 second level spells, and 1 third level spell.

o========o=============o====o
| Score  |Bonus Spells |Lore|
o========o=============o====o
|    3   |-            | -20|
|    4   |-            | -20|
|    5   |-            | -20|
|    6   |-            | -20|
|    7   |-            | -10|
|    8   |-            | -10|
|    9   |0            | -10|
|   10   |0            |  0 |
|   11   |0            |  0 |
|   12   |0            |  0 |
|   13   |1            |  0 |
|   14   |2            |  0 |
|   15   |2/1          | +3 |
|   16   |2/2          | +5 |
|   17   |2/2/1        | +7 |
|   18   |2/2/1/1      | +10|
|   19     |3/2/1/2      | +12|
|   20     |3/3/1/3      | +15|
|   21   |3/3/2/3/1    | +20|
|   22   |3/3/2/4/2    | +25|
|   23   |3/3/2/4/4    | +30|
|   24   |3/3/2/4/4/2  | +35|
|   25   |3/3/2/4/4/3/1| +40|
o========o=============o====o

Charisma                            {DND037}
<---------------------------------------------------------------------->
Charisma affects NPC reactions to you and determines shop
prices. Rarely you'll get a better reward for having a higher charisma.
It's a dump stat for everybody except Bards, who should get an 18 in it.
To get the best discounts, make sure to have your character with the
highest Charisma as party leader when interacting with the shopkeeper.

o========o========o
| Score  |Reaction|
o========o========o
|    3   |   -5   |
|    4   |   -4   |
|    5   |   -3   |
|    6   |   -2   |
|    7   |   -1   |
|    8   |    0   |
|    9   |    0   |
|   10   |    0   |
|   11   |    0   |
|   12   |    0   |
|   13   |   +1   |
|   14   |   +2   |
|   15   |   +3   |
|   16   |   +4   |
|   17   |   +4   |
|   18   |   +5   |
|   19     |   +8   |
|   20     |   +9   |
|   21   |   +10  |
|   22   |   +11  |
|   23   |   +12  |
|   24   |   +13  |
|   25   |   +14  |
o========o========o

Tomes                                {DND038}
<---------------------------------------------------------------------->
Now that you should know more or less what you're shooting for, keep in
mind that there are tomes that add 1 to an attribute throughout the
game. There is one for each attribute except Wisdom.. there are about
four of those tomes in the game. You still want the minimums I stated
above, especially Strength. An 18 strength nets you a bonus of +1 THAC0,
+2 damage. 19 Strength gives you +3 THAC0, +7 damage. That's a big
deal. Give all the books you find to your protagonist, since they are
the only characters who will carry the bonuses over to Baldur's Gate 2.

Suggested Abilities by Class                    {DND039}
<---------------------------------------------------------------------->
            STR    DEX    CON    INT    WIS    CHA
Fighter            18(91+)    18    18    10~    10~    10~
Ranger            18(91+)    18    18    10~    14~    10~
Paladin            18(91+)    18    18    10~    13~    17~
Cleric            18    18    16    10~    18    10~
Druid            18    18    16    10~    18    15~
Mage            10~    18    16    18    10~    10~
Thief            10~    18    16    10~    10~    10~
Bard            10~    18    16    13~    10~    18
Fighter/Thief        18(91+)    18    18    10~    10~    10~
Fighter/Cleric        18(xx)    18    18    10~    18    10~
Fighter/Mage        18(xx)    18    18    18    10~    10~
Mage/Thief        10~    18    16    18    10~    10~
Cleric/Mage        18    18    16    18    18    10~
Cleric/Thief        18    18    16    10~    18    10~
Fighter/Druid        18(xx)    18    18    10~    18    15~
Cleric/Ranger        18(xx)    18    18    10~    18~    10~
Fighter/Mage/Thief    18(xx)    18    18    15    10~    10~
Fighter/Mage/Cleric    18(xx)    18    18    15    18  good luck

Skills                                {DND040}
o======================================================================o
You have a selection of skills.. or rather, weapon proficiencies to
choose from. Bow, Spiked Weapons, Small Sword, Large Sword, Axe, Blunt
weapons, Missile Weapons, and Spear. If you are a Fighter-type, I'd
put two points into large swords, since there are plenty of good weapons
from that category, and two points into bows. Clerics should put their
points into blunt weapons, as there is an excellent war hammer that can
be obtained fairly early into the game, and missile weapons for slings.
Rogues should likewise focus on large swords and bows. You'll simply
find better large swords more frequently, and two of the best small
swords are only found near the end of the game. Druids are tricky, and
there is a good scimitar to be had.. eventually.. but the best route
with a Druid is probably to shoot for the dagger of venom (small
swords). Mages.. leave them with missile weapons so they can use slings,
and eventually give them a point into blunt weapons, so they can carry a
Quarter Staff they'll never use.

Weapon Proficiencies by Class/Level                {DND041}
<---------------------------------------------------------------------->
                             LEVEL
            1  2  3  4  5  6  7  8  9  10 11 12
Warrior           4  -  1  -  -  1  -  -  1  -  -  1
Wizard           1  -  -  -  -  1  -  -  -  -  -  1
Priest           2  -  -  1  -  -  -  1  -  -  -  1
Rogue           2  -  -  1  -  -  -  1  -  -  -  1

+Priest includes Druids.

+Rogue includes Bards.

+Warrior includes Paladins and Rangers.

+Single or dual classed Fighters can spend 5 ranks in a proficiency.

+Multi classed Fighters, Paladins, and Rangers can spend 2 ranks in
a proficiency.

+Everybody else can only spend one point in a proficiency.

Weapon Proficiency Perks by Rank                {DND042}
<---------------------------------------------------------------------->
These are the bonuses you gain by become specialized in a weapon type,
taken straight from the Baldur's Gate manual.

Level        Ranks    To Hit    Damage    Attacks/Round+
Proficient*    1    0    0    1
Specialized**    2    +1    +2    3/2
Master        3    +3    +3    3/2
High Master    4    +3    +4    3/2
Grand Master    5    +3    +5    2

*Max ranks for bards, Clerics, Druids, Mages, and thieves.

**Max ranks for Paladins and Rangers.

+This only applies to melee weapons.

Thieving Skills                            {DND043}
o======================================================================o
In case you're wondering where to allocate your Thief skill points, I'll
cover that here. In general though, you'll want to shoot for Find Traps.
Once you have 100% Find Traps, you can move onto other things. Find
Traps is the only thing that thieves can do that a spell cannot.

Open Locks                            {DND044}
<---------------------------------------------------------------------->
You can use Open Locks to.. well.. open locks. Of course, once you get
the knock spell you won't need this anymore. Sure, it's nice to have
a Thief who can pick locks without having to use up 2nd-level spell
slots, but it's not essential. You can ignore this skill unless you are
just overflowing with points to spend.

Stealth                                {DND045}
<---------------------------------------------------------------------->
If you can go into stealth, you can move about undetected by foes and,
if you're a Thief, backstab enemies for heavy damage. This is pretty
much the one combat upside to being a Thief, and it's deceptively good.
Seriously, if you have a Thief with a good strength score, a magic
weapon, and a good backstab multiplier, you could end up doing well
over 40 damage in a hit. Considering that the most powerful enemies in
this game will be lucky to push 100 Hit Points, that's good stuff. For a
combat-focused Thief, this should be a priority.. after Find Traps.
Hiding in the shadows does help, and you'll find a number of items that
improve this skill throughout the game, so you probably only need 70
points or so in this skill.

Find Traps                            {DND046}
<---------------------------------------------------------------------->
This is the essential Thief skill. Clerics can find traps with a spell,
but they can't disarm them. To safely eliminate traps, you need a Thief
with this skill, and traps can be a problem in this game. In fact, this
skill is really the reason you need a Thief in your party at all. No
matter who you have, get their Open Locks to 100% before you do anything
else.

Pick Pockets                            {DND047}
<---------------------------------------------------------------------->
There aren't too many items you'll want to pick pocket in this game, and
you can pretty much steal anything with a low score provided you're
willing to reload a lot. Of course, you can always pop potions for when
you really need to steal something. Still, Find Traps is essential and
Stealth helps with combat, so Pick Pockets should take a back seat to
those two.

Hit points                             {DND048}
o======================================================================o
You run out of Hit Points, and you die. These are important.
Multi-classing averages your Hit Points/level across your classes. A
Fighter/Mage multi would gain 7 Hit Points a level (10+4)/2 - 5 Fighter,
2 Mage. A multi-classed character will still get bonus Hit Points for
having a Fighter class and a high Constitution, but a dual-class
character can start out 9 levels of Fighter, get all 9d10+36 Hit Points,
and dual class into something else. This is in every way favorable. And
don't accept crappy Hit Point rolls upon leveling up, especially not on
your main character (these stats will carry over into the sequel, you
know!) You should get max Hit Points each level, no matter how many
save/loads it takes. You can be less picky about your NPCs, since they
won't carry over their Hit Point totals, but you should still try to
ensure they get most, if not all, the Hit Points available to them each
level. Unfortunately, this isn't Baldur's Gate 2, where you can just
select to get max Hit Points every time you level up.. it'd save me a
lot of reloading.

THAC0 and Armor Class                         {DND049}
o======================================================================o
THAC0 is an acronym for 'To Hit Armor Class 0'. This is the roll on a
d20 (a 20 sided dice) that you'd need to hit somebody with an Armor
Class of 0. Statistically, each point is a 5% chance to hit Armor Class
0, and a roll of 20 is ALWAYS a hit, and a roll of 1 is ALWAYS a miss,
regardless of your THAC0/their Armor Class. Fighters get a lower THAC0
quicker (hence a better chance to hit) than other classes, and Mages
have the worst THAC0 progression. A lower THAC0 and lower Armore Class
are better-which seems counter intuitive, but that's 2nd Edition for
you. (Nostalgia for a moment here.) Having a negative Armor Class
essentially raises the enemies' THAC0. For instance, my Paladin has a
base THAC0 of 5 (-2 with all her proficiencies, Strength, the bonus on
the weapon, etc), and my Ranger/Cleric has an Armor Class of -13. My
Paladin would need an 11 on a d20 to hit her (-2 +13 = 11). That's a
55% chance to miss-a 45% chance to hit. So, for a general rule, lower
THAC0 and lower Armor Class are good. Unless the enemy has them. Then
it's not so good.

THAC0 by Class/Level*                        {DND050}
<---------------------------------------------------------------------->
*This is taken straight from the 2nd Edition Dungeons and Dragon's
Players Handbook.       

                LEVEL
     1  2  3     4  5  6  7  8  9  10 11 12 13 14 15 16 17 18 19 20
Warrior 20 19 18 17 16 15 14 13 12 11 10 9  8  7  6  5  4  3  2  1
Wizard    20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 14
Priest    20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8  8
Rogue   20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11

+Priest includes Druids.

+Rogue includes Bards.

+Warrior includes Paladins and Rangers.

Armor Class Modifiers by Weapon Type                {DND051}
<---------------------------------------------------------------------->
Different armor types are strong against different attack types. It
might seem like information overload, but keep it in mind when picking
between various types of armor. A suit of Leather Armor +3 versus a
suit of Studded Leather Armor +2 might both give the same Armor Class,
but because of the modifiers the Studded Leather is by far the better
choice. It comes up.

Armor        Slashing    Piercing    Bludgeoning
Leather Armor    0        +2        0
Studded Leather    -2        -1        0
Chain Mail    -2        0        +2
Splint Mail    0        -1        -2
Plate Mail    -3        0        0
Full Plate    -4        -3        0

Spells                                {DND052}
o======================================================================o
If you're a Mage or bard, you'll get to choose two 1st level spells you
know. I tend to pick sleep and identify. You never know when this game
is going to be picky and not drop identify scrolls in a timely manner,
and sleep is a great spell for clearing out masses of annoying weak
enemies. Next you get to choose one spell to have memorized at the get
go. I choose sleep.

Lore                                {DND053}
o======================================================================o
Lore is a minor statistic that rates your ability to identify unknown
magical items. Bards have the best lore, but the identify spell is the
great equalizer. So long as you get a high enough lore on a character
to identify minor items that you receive a lot of (such as ammunition)
you're fine.

Lore by Class/Level                        {DND054}
<---------------------------------------------------------------------->
Everybody Else      1 Lore/Level    
Mage          3 Lore/Level
Thief          3 Lore/Level
Bard          10 Lore/Level

Experience Points (EXP Cap)                    {DND055}
o======================================================================o
You kill things, you complete quests, you earn Experience Points. You
gain Experience Points, you Level up, you gain Levels, you get stronger,
you can kill more stuff. Fun. In Baldur's Gate you could get up to
89,000 experience points. with Tales of the Sword Coast you can get up
to 161,000 Experience Points, a total cap that is split between all your
classes, single, dual, or multi. If you're single or multi classed, this
just limits your total level. For dual classed characters, you must
choose the opportune time to switch in order to gain enough experience
to become a higher level in your second class than in your first, thus
unlocking all your previous classes abilities. Keep in mind that when
you are multi-classing, you will progress in levels very slowly. If you
get, say, 240 experience for smacking an ogre around, only half of that
will go to each of your classes. So if you were a Fighter/Mage, you'd
get 120 in Fighter, and 120 in Mage. If you were a Fighter/Mage/Thief,
only a third of that would go into each class, or 80 experience points.
Now if you have a six person party, you have to divide that amongst each
member. For that ogre, a Fighter/Mage would get 20 experience points in
each class.. that's one hundred ogres to increase from Level 1 to Level
2. It may seem tedious.. but I find Baldur's Gate to be a very well
balanced game. So what if it takes hours to level up? You'll be too busy
exploring, gathering loot, and making gold to worry. Besides.. you'll
only reach level 7/7 as a Fighter/Mage anyways.. Don't rush it, enjoy
the ride. Below is a table listing the experience caps for Baldur's
Gate, Tales of the Sword Coast, Shadows of Amn, and Throne of Bhaal,
just so you know what to look out for in the immediate and far-distant
future.
                       
                           o===========================================o
            | Baldur's | Tales of |Shadows of|Throne of |
            |   Gate   |the Sword |   Amn    |  Bhaal   |
                        |          |  Coast   |          |          |
            o===========================================o
Bard            |     8    |    10    |    23    |    40    |
Cleric            |     7    |     8    |    21    |    40    |
Cleric/Mage        |    6/6   |    8/7   |  14/13   |  25/20   |
Cleric/Ranger        |    6/6   |    8/7   |  14/12   |  25/21   |
Cleric/Thief        |    6/7   |    8/8   |  14/16   |  25/28   |
Druid            |     8    |    10    |    14    |    31    |
Fighter            |     7    |     8    |    19    |    40    |
Fighter/Cleric        |    6/6   |    7/8   |  13/14   |  24/25   |
Fighter/Druid        |    6/7   |    7/8   |  13/13   |  24/21   |
Fighter/Mage        |    6/6   |    7/7   |  13/13   |  24/20   |
Fighter/Mage/Cleric    |   5/5/6  |   6/6/6  | 11/12/12 | 18/17/19 |
Fighter/Mage/Thief    |   5/5/6  |   6/6/7  | 11/12/14 | 18/17/22 |
Fighter/Thief        |    6/7   |    7/8   |  13/16   |  24/28   |
Mage            |     7    |     9    |    17    |    31    |
Mage/Thief        |    6/7   |    7/8   |  13/16   |  20/28   |
Paladin            |     7    |     8    |    17    |    40    |
Ranger            |     7    |     8    |    17    |    40    |
Thief            |     8    |    10    |    23    |    40    |
            o===========================================o

My Protagonist                            {DND056}
o======================================================================o
As I said earlier, I'm planning to make a Fighter/Mage. I also decide to
be an elf, as it adds a certain.. tension.. with the antagonist of the
sequel, at least in my mind. My character is true neutral, and I focus
in large swords and bows, since I'll primarily be an archer in the first
game. I roll up the following, modest, abilities for my character:

Strength:    18/66    (19)
Dexterity:    19    (20)
Constitution:    17    (18)
Intelligence:    18    (19)
Wisdom:        13    (16)
Charisma:    10    (11)

(The numbers in parentheses are my projected end-game attributes,
after collecting all the tomes and using them all on my protagonist.)

For the evil party play-though I rolled up another character,
although I wasn't nearly as picky about her stats as I was with the
Fighter/Mage.. mostly because her Wisdom was irrelevent, as she
would never gain access to 9th level Mage spells (and hence Wish) in
Baldur's Gate 2. She's a Neutral Evil, Half-Elven, Fighter/Mage/Thief:

Strength:    18/73    (19)
Dexterity:    18    (19)
Constitution:    18    (19)
Intelligence:    18    (19)
Wisdom:        10    (13)
Charisma:    10    (11)

(The numbers in parentheses are my projected end-game attributes,
after collecting all the tomes and using them all on my protagonist.)

If you think that's trying too hard, take a cue from the Bioware staff.
Their ship-in NPC in the 'Mission Pack' save that comes with the Tales
of the Sword Coast expansion (for those of you who are too lazy to want
to play through the main game..) has the following stats:

Strength:    18/90
Dexterity:    19
Consititution:    19
Intelligence:    7
Wisdom:        6
Charisma:    18

Obviously they're taking into consideration the fact that you won't
be able to get many of the stat-raising tomes, but they're still
assuming some pretty high base stats! Now that that's all out of the
way, lets get gaming! Or read up on the NPCs in the game, but you can
do that a little later.. you know, after the Prologue.

o======================================================================o
|                                       |
|                NPCs {NPC001}                   |
|                                       |
o======================================================================o
NPCs come in all shapes and sizes, and fill a variety of roles. Many
of them can't be found until later in the game, which effectively makes
them all but useless. Still, you've got more NPCs than you can fit into
a party. Who should you pick, and which is the best? These are hard
questions to answer. Frankly, your main character's class will help
determine who you should choose and who you shouldn't. If you make a
Paladin, you certainly won't need Ajantis, and if you make a character
who has Thief levels, you won't need to even consider Imoen, Montaron,
or Safana. Also, life will be easier if all the characters you choose
are of the same alignment.. or are at least relatively close. Always
remember that you need at least one Thief, one Cleric, and one Mage.
The rest should be warriors of some sort, at least dual or multi
classed. In the recruitable section, early indicates characters that can
be recruited before the Nashkel Mines. Mid indicates characters that can
be recruited sometime after the Nashkel Mines, but before Baldur's Gate.
Late indicates characters that can be recruited after Baldur's Gate. As
a point of practice, a character that can't be recruited until the
middle of the game has little chance of being useful by the time you
reach them (at least, not without editing their Hit Points with a mod of
some sort), and one that cannot be recruited until late is basically a
moot character. You'll notice that all the sequel characters are ones
you can recruit BEFORE the Nashkel Mines. This probably isn't a
coincidence.

Ajantis                                {NPC002}
o======================================================================o
Recruitable: Early
Max Hit points per Level: 12
Male, Human, Paladin, Lawful Good
Str 17, Dex 13, Con 16, Int 12, Wis 13, Cha 17
<---------------------------------------------------------------------->
He's got a decent Strength and Constitution, and a Dexterity that just
begs for the Gauntlets of Dexterity. Unfortunately, there are a lot of
potential Fighters that need those gauntlets, so competition is rather
stiff.. To his credit however, Ajantis does have a high Charisma, which
makes him recommendable as a party leader (especially if you throw on
Algernon's Cloak). He also has access to several Paladin abilities,
namely Lay on Hands, which allows him to heal once on rest shifts. Give
him two ranks into Large Swords, and some into Axes for a good ranged
throwing axe. You also might want to consider Missile Weapons, so he
can use Crossbows.

Ajantis is in the farm area north of the Friendly Arm Inn. Don't
provoke him and ask him to join your party and you're in. Also, avoid
the Ankhegs in this area if you're lower level, they can be harsh.

Alora                                {NPC003}
o======================================================================o
Recruitable: Late
Max Hit points per Level: 6
Female, Halfling, Thief, Chaotic Good
Str 8, Dex 19, Con 12, Int 14, Wis 7, Cha 10
<---------------------------------------------------------------------->
Alora has one great attribute-her Dexterity, and for a Thief, isn't that
what it's really all about? Sure, since Dexterity is a slow-progressing
attribute, she's not much better off than all those other Thieves with
an 18, but she's got enough Dexterity that she'll get a good Armor Class
bonus and she'll be able to contribute with Short Bows. Unfortunately,
by the time you have access to Alora, your need for a Thief has long
since required you to recruit another. She's also a perfect example of
why late-game NPCs just don't work. When recruited in my playthrough
she was already level six, and the computer had wisely accepted 19
Hit Points (out of a possible 36) and had allocated all of her Thief
skill points into Pick Pockets and Open Locks. What good is a level six
Thief with 19 Hit Points and 20% Find Traps? How strong are Imoen,
Safana, Montaron, or even Coran by now in comparision? Characters you
can reach in the Cloakwood Forest are passable-if you hurry and
maintain as low of a level as possible through the Bandit Camp and the
Nashkel Mines, but you'd be incredibly hard-pressed to fight your way
through those two locations AND the Cloakwood Forest AND the Cloakwood
Mines and remain less than level three or four. And by that time the
damage has largely been done. I'd also like to point out that the
average Hit Points on die for a level six Thief (granting max Hit Point
rolls at level one, which the game does) is 23, meaning that Alora is,
at level six, somewhat behind average, and certainly behind the decent
rolls we're looking for.

Alora is in the High House (AR0130), which is located in the eastern
district of Baldur's Gate (AR0600). She'll only be there are night, and
the ideal time to meet/recruit her is during the quest to steal the
telescope interred therein for Brevlik. Join her heist and when the deed
is done, she'll want to join up permanent-like.

Branwen                                {NPC004}
o======================================================================o
Recruitable: Early
Max Hit points per Level: 9
Female, Human, Cleric, True Neutral
Str 13, Dex 16, Con 15, Int 9, Wis 16, Cha 13
<---------------------------------------------------------------------->
Branwen, a war-priest from the Norheim isles. She's neutral, so she can
fit into any party, and I've played through with her, she's really not
bad. Of course, she doesn't edge out either Jaheira or Viconia. In fact,
I feel she's patently inferior to Viconia, seeing as how Viconia has
both a better Dexterity and magic resistance, which makes her more
defensive than Branwen. With a Cleric, we want defense, defense is good.
If you can't keep your Cleric alive, you can't use your Cleric to keep
your other characters alive, no? The extra Hit Point a level is nice, as
are the extra spells, but if push came to shove, I'd still take Viconia.
Have her put her proficiency points in Blunt Weapons and Missile Weapons
so she can use the War Hammer +2 'Ashideena' and a Sling.

Branwen is in the carnival and has been turned to stone (x=3250, y=2890)
by a wizard named Tranzig. An opportunistic evil halfling is selling a
scroll to turn her back for 500 gold, but I prefer to steal it. Cheaters
never prosper.. unless they are me, of course. When you turn her back to
flesh, she'll offer to join your party.

Coran                                {NPC005}
o======================================================================o
Recruitable: Mid
Max Hit points per Level: 8
Male, Elf, Fighter/Thief, Chaotic Good
Str 14, Dex 20, Con 12, Int 14, Wis 9, Cha 16
<---------------------------------------------------------------------->
Coran is a pretty good character for his role. He's a Thief, which
fulfills a need you might have, and he's also a Fighter. Frankly though,
with his Strength and regulation to light armor he's best used as an
archer-which is what he claims to be. In that, he excels. Notice the 20
Dexterity? He'll be able to gain two proficiencies in bows, he'll make a
good scout, and he can disarm traps. The only problem? You can't get him
until chapter 4, and by then you're probably at least level 3 or 4,
although if you rush you can get him fairly quickly, as he is in the
first section of Cloakwood. Still, it's a lot of work for a character
whose roles can be filled in entirety by other characters. Namely his
role is occupied by Minsc in my party, and although Coran is a better
archer and opens the door for me to remove Imoen, who do I even replace
her with? Most importantly, he's not a sequel character.. If you use him
get him points in Bows and either Large Swords or Spears.

You can find Coran in the first part of the Cloakwood Forest (AR2200)
on a bridge in the north-western corner of the map (x=1520, y=700). He
wants help ridding the Cloakwood Forest of a wyvern nest, which is fine,
since we intend to kill as many wyverns as we can find.

Dynaheir                            {NPC006}
o======================================================================o
Recruitable: Early
Max Hit points per Level: 6
Female, Human, Invoker, Lawful Good
Str 11, Dex 13, Con 16, Int 17, Wis 15, Cha 12
<---------------------------------------------------------------------->
Dynaheir has.. a decent Intelligence, and a good Constitution, but there
is one horrible, crippling, damning weakness that prevents her from ever
being included in a party of mine.. She's an Invoker. What the big deal?
She can't cast enchantment/charm or conjuration/summoning spells. No
sleep, confusion, chaos, hold monster, or monster summoning. So many
good spells.. Yes, Invocation is good, but not THAT good. She's more of
a burden than a boon, so kill her for Edwin, or.. walk her into a herd
of gnolls and dump her corpse off. Either way, get rid of her, keep
Minsc or Edwin. If you even bother to use her, get her ranks in Missile
Weapons so she can at least use slings.

You can find Dynaheir in the Gnoll Stronghold, in one of the holding
pits at (x=2530, y=1450). The Gnoll Stronghold is in the south-western
corner of the world map, so she requires a bit of exploring to reach.
Recruiting both Edwin and Minsc require finding her, so she's somewhat
important.. but not in the good way.

Edwin (Sequel character)                    {NPC007}
o======================================================================o
Recruitable: Early
Max Hit points per Level: 6
Male, Human, Conjurer, Lawful Evil
Str 9, Dex 10, Con 16, Int 18, Wis 9, Cha 10
<---------------------------------------------------------------------->
He's not strong, fast, wise or pretty. He's a glass cannon. That's
right, with an 18 Intelligence and the maximum useful Constitution,
Edwin seems to be in a good place to let loose magic. His Armor Class
isn't all that important, since your job is to keep him AWAY from
combat. Any time he's getting attacked in melee or at range is a time
you failed to use him right. Spells are another story, and more hit
points will help weather the odd enemy reprisal. Did I mention he gets
two additional spells per level and is the most useful specialist
class, the Conjurer? The only useful spell he can't cast is Identify.
All those factors make him the most powerful spell caster in the game,
bar none. Even if you made your own Conjurer protagonist, it would be
your custom abilities versus his extra spell per spell level. Not a
good trade. You must take him to the Gnoll Stronghold fairly
expediently after finding him, and his quest directly opposes Minsc's.
Do Edwin's job for him, and he's yours for the rest of the game.
You'll want to get him ranks in Slings so he can make ranged attacks
should he ever run out of spells.

Edwin is in Nashkel, standing on the bridge that runs over the river
separating the map in half (x=2870, y=2950). You'll have to agree to
hunt down and kill the witch Dynaheir to get him to join you, and
actually go through with it to keep him. Obviously this wont make him
friends with Minsc, so you need to choose one or the other.

Eldoth                                {NPC008}
o======================================================================o
Recruitable: Mid
Max Hit points per Level: 7
Male, Human, Bard, Neutral Evil
Str 16, Dex 12, Con 15, Int 13, Wis 10, Cha 16
<---------------------------------------------------------------------->
Eldoth isn't one of my recommended characters, although you could
technically reach him somewhat quickly. This is a case, however, where
it's really not worth it. He will get a bonus to his Hit Points, and
will do well in combat due to his Strength.. except for the fact that
seven Hit Points a level does not a killer make, and a bard doesn't have
a great THAC0 progression. Garrick will make a better archer/support
character, which is really what a bard should be, and you can get him
much earlier. If you just have to have a Bard, take Garrick. Specialize
in Bows so he can attack from a distance, and then either focus on
Large Swords or Spears on the odd chance he needs to melee.

You can find Eldoth in the third area of the Cloakwood Forest (AR1600)
at (x=3180, y=3500). He wants your help to 'abduct' his lover Skie from
her house in Baldur's Gate, then ransom her father, Entar Silvershield.
He will, however, wait around for you to finish your quests before
tackling his. If he only knew what he was getting himself into, eh?

Faldorn                                {NPC009}
o======================================================================o
Recruitable: Mid
Max Hit points per Level: 8
Female, Human, Druid, True Neutral
Str 12, Dex 15, Con 11, Int 10, Wis 16, Cha 15
<---------------------------------------------------------------------->
Ookay.. well, lets get it out there, Faldorn sucks. She doesn't have
the Hit Points or the Strength of Jaheira, paltry as it is, and her tiny
bonus to Armor Class is a poor compensation. Jaheira can wear much
better armor and will survive in melee combat much longer as a result.
Not only that, she'll get more points to spend in her proficiencies and
she'll have a better THAC0. What does Faldorn have over Jaheira besides
the one point of Armor Class that is rendered negligible because of
Jaheira's better armor? Well, she can cast a few more spells. If you
want a Druid, take Jaheira. You'll also get a competent Fighter. Have
her buy ranks in Daggers to use the Dagger of Venom. You can find a
Buckler that will improve her dexterity, hence giving her a good enough
Armor Class to bother with a shield in the first place. Also buy ranks
in Missile Weapons so she can use a sling, as her strength is far from
sufficient.

You can find Faldorn in the third Cloakwood Forest area (AR1600) by some
stone henges and an obelisk (x=650, y=2280). She wants to cleanse the
forest of its Iron Throne infestation, which naturally aligns her with
your current goals.

Garrick                                {NPC010}
o======================================================================o
Recruitable: Early
Max Hit points per Level: 6
Male, Human, Bard, Chaotic Neutral
Str 14, Dex 16, Con 9, Int 13, Wis 14, Cha 15
<---------------------------------------------------------------------->
Garrick is.. well, a support character. His Dexterity is good enough
that he can be a decent archer. He won't be sturdy, he wont satisfy your
thieving needs, but he can shoot at bad guys from a distance and cast
support spells. So.. if you have an extra party slot and want another
support character-and solely a support character-you can take Garrick
along to take up space. Like Eldoth, get ranks in Bows and either Large
Swords or Spears.

You can find Garrick in Beregost, hanging out in front of the Burning
Wizard. If you kill Silke, he'll offer to join you afterwards.

Imoen (Sequel character)                    {NPC011}
o======================================================================o
Recruitable: Early
Max Hit points per Level: 8
Female, Human, Thief, Neutral Good
Str 9, Dex 18, Con 16, Int 17, Wis 11, Cha 16
<---------------------------------------------------------------------->
Imoen has pretty damn good Thief stats. Her Strength means she's
regulated to archery, but that's not much of a loss. The most common
strategy with Imoen (and there's a reason it's so prevalent) is to
turn her into a dual-class Mage after she gains enough points into
Find Traps. Her 17 Intelligence has to be there for a reason, right?
For a good aligned party, she'll provide the bare bones thieving you
need, and can become a good wizard to boot. Convert her to a specialist
Mage/conjurer when she hits level 6 as a Thief and she'll finish the
game as a level 6 Thief/level 9 Mage without wasting a single level.
Dump all her points into find traps until it's 100%, then put the rest
into stealth. She wont ever be a great sneaker, but it could help
getting the drop on bad guys from time to time. When she needs to pick
pockets, you'll have potions to help with that. When she's a Thief pick
ranks in Bows so she can use short bows after she dual-classes. Also
consider Small Swords.. you'll need to pick something, right? Not that
she'll be much use in melee.

Imoen will join your party automatically after leaving Candlekeep, at
the start of Chapter 1.

Jaheira (Sequel character)                    {NPC012}
o======================================================================o
Recruitable: Early
Max Hit points per Level: 12
Female, Half-elf, Fighter/Druid, True Neutral
Str 15, Dex 14, Con 17, Int 10, Wis 14, Cha 15
<---------------------------------------------------------------------->
Jaheira.. ahh.. Well, lets start off with the obvious, her abilities
just aren't good. Her Strength is just shy of giving her any bonuses,
and so is her Dexterity. Her Constitution is good, but that's about it.
She does get better in the sequel, but I still keep her with nearly
every party I have however. Why? She's primarily a healer, with a little
extra help in the Hit Point department, and a better THAC0. She's not
meant to be compared to a Fighter/Cleric, or a Fighter in general.
Compare her to a Cleric, and you'll find she does just fine. She'll end
up with more Hit Points and a better THAC0, which justifies her cruddy
Dexterity. She'll also get 4th level spells just like any of the single
classed Clerics, so you're not really missing out on anything with
Jaheira. On the other hand, you can give her two proficiency slots into
her weapons, compared to a Cleric's one. All in all she pans out as a
slightly more melee competent Cleric. In the sequel, when you have
access to powerful scimitars and girdles of giant strength, and she
gains access to a whopping amount of spell power, all is forgiven. Lets
not neglect continuity here, folks. Also notice her neutral alignment.
She can fit into any party. Get two ranks in Small Swords so she can use
the Dagger of Venom. She could use the Scimitar +2 from Durlag's Tower,
but the Dagger of Venom will come MUCH sooner. If you have extra ranks
to spend, put points in Missile Weapons, then focus on Large Swords.

Jaheira waits in the Friendly Arm Inn, and will offer to join your party
when you talk to her. She's at about (x=300, y=710), and is standing
near Khalid. Unfortunately Khalid insists on accompanying his wife, so
they're a package deal.. unless something.. unfortunate.. were to befall
Khalid.

Kagain                                {NPC013}
o======================================================================o
Recruitable: Early
Max Hit points per Level: 15
Male, Dwarf, Fighter, Lawful Evil
Str 16, Dex 12, Con 20, Int 15, Wis 11, Cha 8
<---------------------------------------------------------------------->
His Strength is pretty crummy for a Fighter, and if you get him, he
pretty much requires the Gloves of Dexterity, which isn't too much of a
problem. What you get is a front-liner that will have excellent Armor
Class, grand mastery in axes, and he REGENERATES. Yessir, that's a 20
Constitution, and while he wont heal fast enough to win a fight, you'll
almost never need to heal him during rest. Hell, just traveling to a
different map area can heal him fully. You get him in Beregost, which is
early into the game, and to keep him, you only have to accept to work
for him. Head into the wilderness north of Beregost and walk around a
bit. Kagain will get tired of his job and elect to just do what you want
to do. This is the best evil Fighter in the game.. no, the best Fighter
in the game. Spend Kagain's proficiency ranks in Axes. Axes, axes, and
more axes! Grand Master in axes and he'll be a true phenom.. he'll even
find a throwing axe with which to smite enemies at range.. with axes!
Axes!!

Kagain is in his store in Beregost, and he will join your party if you
accept to go on his mission. Go to the wilderness area directly north of
Beregost and walk up north until you find some sacked caravans. He'll
complain about the work and give up, and decide to join you permanently.

Khalid                                {NPC014}
o======================================================================o
Recruitable: Early
Max Hit points per Level: 13
Male, Half-elf, Fighter, Neutral Good
Str 15, Dex 16, Con 17, Int 15, Wis 10, Cha 9
<---------------------------------------------------------------------->
One of the first Fighters you get in the game, he's also one of the
better ones. He might not have the Strength of Ajantis or Minsc, but
he's got a passable Dexterity, a good Constitution, and the ability to
grand master in a weapon proficiency. If you put the Gauntlets of Ogre
power on him later in the game, he becomes rather powerful, as well as
durable. He's in direct competition with Ajantis for a party slot, but
Ajantis' high Charisma makes him a good choice for a party leader, even
if Khalid may be a better Fighter by games' end. Khalid also has an
annoying habit of failing morale checks when his Hit Points get low,
which can be dangerous. "Better part of valor!" My ass. If you use him,
get him Grand Mastery in Large Swords. Granted he's better off using a
shield, but you could have him equip a Two-Handed Swords just as well.
Don't worry about ranged weapons for him though, it should be a
secondary objective to getting as many ranks in Large Swords as
possible.

Khalid is in the Friendly Arm Inn, right next to Jaheira. He will join
your party if you talk to him. If you take Khalid, Jaheira is obliged to
join up as well, and it's not too much of a problem, since they're both
decent characters in their own right. Unfortunately, if you just want
one or the other, you'll have to either get one of them killed off, or
send that character alone into a house or other structure seperate from
the main map and disband them, then just never return to that house so
they won't initiate dialogue with you and take their spouse with them.

Kivan                                {NPC015}
o======================================================================o
Recruitable: Early
Max Hit points per Level: 10
Male, Elf, Ranger, Chaotic Good
Str 18/12, Dex 17, Con 14, Int 10, Wis 14, Cha 8
<---------------------------------------------------------------------->
Look at his stats! This guy is the good-guy's equivalent of Shar-Teel,
with the exception of the heavy armor and grand mastery. Of course, he
fits into the same niche that Minsc occupies, but with a better Armor
Class, and an arguable more useful favored enemy (ogres). Kivan also
has great dialogue with Viconia. Sure, his Hit Points can be low, but
it's not too much of a problem, considering his perks. He makes a great
scout and archer, and I included him in my very first party play through
of this game (Ah.. the 90's..) However, Minsc is a sequel character, and
I'd rather have a Ranger pal through both games, rather than choose a
character who will only be in one. Besides, they both play the same way,
except I tend to have Kivan use his bow more than Minsc. If you want
Kivan, anything I say for Minsc pretty much covers him.. except Kivan
doesn't need the Gauntlets of Dexterity.. or any support items, for that
matter. Kivan is pro. Get him ranks in Bows, followed by Large Swords
and Spear. Kivan is good enough that he can be a great melee character
as well as an archer.. but he'll do slightly better at a range. Still,
it's nice to have the versatility.

You'll find Kivan milling about the eastern side of High Hedge, at
(x=3650, y=1470). High Hedge is just west of Beregost. Kivan will join
your party if you tell him you're fighting evil, and you allow him to
join.

Minsc (Sequel Character)                    {NPC016}
o======================================================================o
Recruitable: Early
Max Hit points per Level: 11
Male, Human, Ranger, Neutral Good
Str 18/93, Dex 15, Con 15, Int 8, Wis 6, Cha 9
<---------------------------------------------------------------------->
Now here's a true nut-job. A character who is off his rocker and with a
Wisdom of 6 to boot. Minsc has a fantastic Strength score, but nothing
else. This is compounded by the fact that he can't wear heavy armor and
keep his stealth abilities. Still, Gloves of Dexterity will set him up
fairly well, and if you give him a weapon with reach (a two handed
sword being the best) he wont need to put himself in as much danger. The
other reasons to include him? He's a sequel character, and he's
entertaining to have around.. again, especially in the sequel. If you're
power gamey, none of this matters to you. His favored enemies are

gnolls, which will be fairly common, if never much of a threat, and he
can berserk, which isn't all that great. Another versatile Ranger-like
Kivan-you should build up his proficiencies in Bows and Large Swords.
The difference between the two is simple: Minsc is better in melee
combat, and Kivan is better at ranged combat. Either way, they're both
versatile combatants that can do either task well.. with the right
proficiencies.

Minsc is in Nashkel, standing by the garrison at (x=3390, y=1950). Talk
to him and accept to help him rescue Dynaheir to get him to join your
party. Mind you, you'll need to actually go through with this in a
timely manner, or he'll turn on you. Check in the walkthrough on how to
reach Dynaheir.

Montaron                            {NPC017}
o======================================================================o
Recruitable: Early
Max Hit points per Level: 9
Male, Halfling, Fighter/Thief, Neutral Evil
Str 16, Dex 17, Con 15, Int 12, Wis 13, Cha 9
<---------------------------------------------------------------------->
He's got fairly decent stats at a glance, enough so that you can
actually consider using him. However, none of his stats are really
high enough to fully make him recommendable He gets a bonus to damage
from his Strength, but he's still too weak to make a superb front-liner,
and since he'd need to go lightly armored to maintain his Thief skills
means he'd pretty much be regulated to archery. Also, Montaron and Xzar
are package deals, even though you can get around that several ways.
Since he's not much of a Fighter, he's not bringing much more to the
party than a single-class Thief, even if he could use composite bows
rather than short bows. If you don't want to use Garrick, use Montaron,
ditching or killing Xzar off to get rid of the excess baggage.
Montaron's dexterity makes him a natural archer.. as well as his ability
to use Composite Long Bows. Get him ranks in Bows, and then.. well,
you'll want to get him Small Swords so he can use a great Short Sword
later in the game. In the mean time he can use a Short Sword +2.

In the wilderness area just east of Candlekeep, near the eastern edge
of the map (x=4500, y=2700) you'll find Montaron loitering, just waiting
for you. Talk to him, and agree to journey to Nashkel with him and he'll
join your party.

Quayle                                {NPC018}
o======================================================================o
Recruitable: Late
Max Hit points per Level: 6
Male, Gnome, Cleric/Illusionist, Chaotic Neutral
Str 8, Dex 15, Con 11, Int 17, Wis 10, Cha 6
<---------------------------------------------------------------------->
Quayle is a spell machine that continuously goes on about his vast
intellect and huge brain. This is probably due to the fact that he
really doesn't have any other stats to be proud of. He does have a
paltry Dexterity that gives him a point to his Armor Class, but his need
to stay unarmored, his piss-poor Strength, cruddy Hit Points, and the
fact that he still can't use bows means he's not good for much beyond
spell casting. Still, by the time he's used up his spell arsenal,
chances are the battle is over. Unfortunately any of the suggested
characters that fulfill the Cleric or Mage roles in an early party are
better at their spell-craft and usually more hardy and versatile to
boot. And of course there's the fact that you can't get Quayle until
Baldur's Gate, which just makes me indisposed to replacing one of the
characters I've grown accustomed to, especially for such a mixed bag.
Get him ranks in Missile Weapons so he can use a sling. Other than
that.. get him Blunt Weapons. It doesn't matter, with that strength,
his low Armor Class, and poor Hit Points you'll want to keep him out of
melee combat anyways.

You can find Quayle north of the bridge leading to Baldur's Gate
(AR0900), at (x=480, y=800). You cannot reach him until chapter 5.

Safana                                {NPC019}
o======================================================================o
Recruitable: Early
Max Hit points per Level: 6
Female, Human, Thief, Chaotic Neutral
Str 13, Dex 17, Con 10, Int 16, Wis 9, Cha 17
<---------------------------------------------------------------------->
If you don't want Imoen, Safana is probably the next best choice for a
Thief. Frankly, however, Imoen has better Thief stats, with a higher
Dexterity and a good Constitution. The Strength difference is
negligible, as Safana still doesn't gain any to hit or damage bonuses.
Also, Safana can't dual class into a Mage, which makes her much less
versatile than Imoen. Of course, if you gave her an Intelligence Tome..
but you get your hands on it so late in the game, and it means your
main character can't carry those stats over to Baldur's Gate 2. All in
all, Safana is a good Thief, but Imoen is better. Get her ranks in Bows
to take advantage of her Dexterity. After that, go with Small Swords so
she can backstab enemies.

You'll find Safana at (x=3750, y=2390) in AR3600, which is south-west
of High Hedge (the area with the light tower.) She'll ask if you want to
team up to hunt for the treasure of Black Alaric, which is located in
a sirine and flesh golem guarded cavern in the north-western area of the
map (x=400, y=900). Get the treasure and Safana will offer to join your
group permanently.

Shar-Teel                            {NPC020}
o======================================================================o
Recruitable: Early
Max Hit points per Level: 10
Female, Human, Fighter, Chaotic Evil
Str 18/58, Dex 17, Con 9, Int 14, Wis 7, Cha 11
<---------------------------------------------------------------------->
Her Strength is good, her Dexterity is good, but her Constitution? Blah.
In any event, the biggest problem with Shar-Teel is her location. You
have to go pretty far afield to reach her. That said, she's easily the
second most competent Fighter for the evil party. Her good Armor Class
should mitigate her low Hit Points, and her Strength mixed with grand
mastery makes her a potent character without having to use up any items.
In my last evil party, this left me free to give Kagain Gloves of
Dexterity and Jaheira Gauntlets of Ogre Power, essentially giving me
three awesome front-line powerhouses. If you can reach her (and beat
her) she's worth including. Also, she has history with Angelo, which
might help you later on in the game.. Grand Master in Large Swords and
she'll become a demon. If you have extra ranks, perhaps start on Bows
(if you don't have a lot of competition for them) or Missile Weapons
(if you don't have anybody else who can use the Heavy Crossbow of
Accuracy or the Light Crossbow of Speed.) Or.. if you don't have Kagain
you can get her a rank in Axes and use the Throwing Axe +2. Either way,
you'll want to definitely focus on Large Swords and let the composition
of your party determine whether you put a shield on her and become
proficient in Axes, or if you want to use Two-Handed Swords and use
Bows or Crossbows.

Shar-Teel is in (AR3500), otherwise known affectionately as 'the
Basilisk Area' by me. She's in the north-western part of the map, at
around (x=280, y=300). She'll challenge your strongest male to a fight,
and if you win, she'll join your group. Since you can out-gear her,
and just use Kagain, this shouldn't be too hard of a fight. Of course,
at lower levels (ideally when you want to recruit her) the fight can be
decided with one bad hit or two-so save before you pick a fight.

Skie                                {NPC021}
o======================================================================o
Recruitable: Late
Max Hit points per Level: 7
Female, Human, Thief, True Neutral
Str 11, Dex 18, Con 15, Int 15, Wis 8, Cha 13
<---------------------------------------------------------------------->
Skie is another case of too little, too late. Although with Skie, she
could have legitimately made a decent Thief with the following notes:
1) She's Eldoth's girl, which means you'd need to drag Eldoth along, or
dispose of him. 2) She's got great Dexterity, which will make her a
capable archer, but Safana is nearly as good, and obtainable much
earlier. Montaron and Coran are both more versatile and more powerful
Fighter/Thief combinations, and Imoen can dual-class into a Conjurer.
That leaves Skie fairly far down on the list of thieves. Just like
Safana, get her proficient in Bows and then focus on Small Swords.

You can find Skie in the north-western section of Baldur's Gate (AR0100)
loitering around in her room in the upper level of Entar Silvershield's
house (AR0102). You must have Eldoth in your party when you talk to her,
or she'll call some guards and disappear.

Tiax                                {NPC022}
o======================================================================o
Recruitable: Late
Max Hit points per Level: 9
Male, Gnome, Cleric/Thief, Chaotic Evil
Str 9, Dex 16, Con 16, Int 10, Wis 13, Cha 9
<---------------------------------------------------------------------->
Quite possibly the last recruitable NPC in the party you'll encounter,
Tiax scores points for being amusing, if nothing else. He's a
Cleric/Thief, which makes him somewhat more useful than a straight
Cleric. Although, there are some side-effects to be aware of. Firstly,
he's still stuck with blunt weapons because of his Cleric background,
which isn't a big deal. Also, he can't use bows, which does kind of
suck. His Strength is crap, but he doesn't suffer a penalty because of
it, and overall, he's not any worse in combat than Viconia. What he
lacks in Armor Class he makes up for with an extra Hit Point per level.
That is, of course, until you consider that he can't wear heavy armor
and keep his Thief skills. You could put him in Drizzt's shiny armor,
or Shadow Armor, but he would never have the same Armor Class of, say
Viconia, or the fighting ability of Jaheira, but he might be better
than Yeslick or Branwen. His biggest problem is how late in the game
you get him. Get him ranks in Missile Weapons so he can use slings,
then.. get him ranks in Blunt Weapons. Like Quayle, you'll want to keep
him out of combat.

Tiax is in the south-eastern section of Baldur's Gate (AR1100, at
(x=1450, y=1620), right in front of the Flaming Fist compound.

Viconia (Sequel character)                    {NPC023}
o======================================================================o
Recruitable: Early
Max Hit points per Level: 8
Female, Elf, Cleric, Neutral Evil
Str 10, Dex 19, Con 8, Int 16, Wis 15, Cha 14
<---------------------------------------------------------------------->
Another character with a high Dexterity and a low Constitution. You
can't have your cake and eat it too, right? Fortunately, her Armor Class
will keep her safe from most damage, and as for spells, to which her
Armor Class does not apply? She's 50% magic resistant by nature, making
her rather hard  to injure. Her magic resistance can be a pain at times,
but her own spells will never fail on her, so when applicable, have her
cast the spells that just need to work. Her Strength is pathetic, but no
worse than Jaheira's in the grand scheme of things. Still, a lower
THAC0, worse Hit Points, and lower proficiencies will restrict her to
secondary Fighter status. Which is fine. She's a Cleric. A damn good one
at that. And did I mention she's a sequel character? What more do you
need? Get her ranks in Blunt Weapons so she can use the War Hammer +2..
just like Branwen. Actually, anything that applies for Branwen's
weaponry applies for Viconia, since they fill the same niche.

Viconia is in Peldvale, east of the Friendly Arm Inn. She's being
accosted by a Flaming Fist Mercenary. To get her in your party you have
to defend her from the mercenary, then accept her into your party. Your
reputation takes a two point hit for letting her join.. but it is a
good way to get some plate mail early on.

Xan                                {NPC024}
o======================================================================o
Recruitable: Mid
Max Hit points per Level: 4
Male, Elf, Enchanter, Lawful Neutral
Str 13, Dex 16, Con 7, Int 17, Wis 14, Cha 16
<---------------------------------------------------------------------->

Xan is technically on the list of early-recruitable characters, although
it involves trekking to the Nashkel Mines fairly early. Don't worry.
There's no need. Xan sucks. His Intelligence is passable, and his
Dexterity actually gives him a bonus to Armor Class, but he's an
Enchanter. This means he cannot cast any invocation spells, from Magic
Missile, to Web, to Fireball. Many good spells, and this severely limits
his offensive powers. Edwin is a better evil Mage, and Imoen will become
a better good Mage, so there's no need for Xan regardless of your
alignment. He DOES get a Moonblade, which is a powerful longsword that
gives a +3 bonus to hit and to damage, a +1 bonus to Armor Class, and a
50% fire resistance. Still, his low Strength and class makes this a
fairly useless weapon. Oh, and to sweeten the deal he's a whiny
pessimist. Skip on Xan, he's more trouble than he's worth. However, if
you take him along long enough to feed him to a sword spider, you'll get
bonus points from the author of this FAQ. Why? Go look at my Icewind
Dale FAQ to find out why this is a suitable way to dispose of Xan. Hehe.
He can use his Moonblade, which is a very powerful Large Sword.. but he
sucks in melee, so you wont make a habit out of it. Instead, get him
ranks in Missile Weapons so he can use slings. With his spell
selection, he'll need ways to damage enemies..

To get Xan you have to make your way through the Nashkel Mines. He's on
the fourth level, in the cavern that Mulahey is in, in a room to the
north (x=800, y=590).

Xzar                                {NPC025}
o======================================================================o
Recruitable: Early
Max Hit points per Level: 4
Male, Human, Necromancer, Chaotic Evil
Str 14, Dex 16, Con 10, Int 17, Wis 16, Cha 10
<---------------------------------------------------------------------->
I'm not sure how a psychopath has a good Wisdom score.. better than
pretty much every Cleric in the game at that.. but anyways. Xzar isn't
a terrible character. There's only one problem. Edwin has him pretty
much outgunned in every field. That's really Xzar's only major problem.
Edwin. Play Xzar just like Edwin. Get him ranks in Missile Weapons to
use slings and get him Blunt to use Quarter Staffs. By 'use' I mean
'hold so he looks wizardly'. Keep him out of combat.

In the wilderness area just east of Candlekeep, near the eastern edge
of the map (x=4500, y=2700) you'll find Montaron loitering, just waiting
for you. Talk to him, and agree to journey to Nashkel with him and he'll
join your party.

Yeslick                                {NPC026}
o======================================================================o
Recruitable: Mid
Max Hit points per Level: 12
Male, Dwarf, Fighter/Cleric, Lawful Good
Str 15, Dex 12, Con 17, Int 7, Wis 16, Cha 10
<---------------------------------------------------------------------->
Yeslick is a great choice for a Cleric, being a Fighter/Cleric he'll get
better THAC0 and Hit Points than a Cleric, as well as the ability to put
two ranks in a weapon proficiency. This will make him more competent in
melee, while still retaining the useful healing and buffing powers of a
Cleric. His Strength isn't fantastic, but compared to the other Clerics
in the game, it's as good as you can expect. His poor Dexterity could be
offset by Gauntlets of Dexterity, but he has plenty of Hit Points to
keep him going. His only problem? You can't get him until you're nearly
done with the Cloakwood Mines. All things considered, I'd still rather
take Jaheira, who essentially fills the same role. Even if Yeslick was
obtainable earlier, I'd still pick Jaheira, being a sequel character
wins over Yeslick's slightly better spell arsenal.

You can find Yeslick in the second level of the Cloakwood Mines (AR1804)
at (x=860, y=1720). He wants revenge on the Iron Throne pretty badly,
and will jump at any offer to take them out. All you really have to do
is extend that offer. Bear in mind, he wont be happy until the mines are
flooded, so don't recruit him and head off to do other things.

Note: I've actually recruited him before and had him bug out on me. I
tend to recruit NPCs and leave them behind in Kagain's shop so I'll have
them around (old habit, can't shake it.) When I did this with Yeslick,
every time I would enter the shop he would walk up to me and enter
dialogue, asking to rejoin the party. If I did accept him back into the
group, he would automatically disband and ask to join again. The
solution was to put him in the same house I ditched Khalid in and then
disband him. When I came back after the mines were flooded, his dialogue
reset and he talked as if he were still in the mines and I was talking
to him the first time. I also had him in a suit of Plate Mail (so he
could stand around in Kagain's shop and look imposing, see) which had
disappeared when I return after the Cloakwood Mines. Odd. So if you get
him, complete the mines and don't leave him anywhere. He doesn't like
it, and his script doesn't like it. And do NOT leave him equipped with
anything you might not want to lose.

Table of NPC Attributes                        {NPC027}
o======================================================================o
For reference purposes, here's a list of the attributes of the NPCs you
may recruit in the game. It should help you compare the Strengths and
weaknesses of the various NPCs, and plan for item distribution
accordingly. I also threw in some useless 'averages', just because it
interested me, and by deduction, every other sentient being in the
universe.
                                   
        o======================================================o
        |  Str  |  Dex    |  Con  |  Int  |  Wis  |  Cha    | Total|
        o===============================================o======o
Ajantis        |  17   |  13   |  16   |  12   |  13   |  17   |  88  |
        |------------------------------------------------------|
Alora        |   8   |  19   |  12   |  14   |   7   |  10   |  70  |
        |------------------------------------------------------|
Branwen        |  13   |  16   |  15   |   9   |  16   |  13   |  82  |
        |------------------------------------------------------|
Coran        |  14   |  20   |  12   |  14   |   9   |  16   |  85  |
        |------------------------------------------------------|
Dynaheir    |  11   |  13   |  16   |  17   |  15   |  12   |  84  |
        |------------------------------------------------------|
Edwin        |   9   |  10   |  16   |  18   |   9   |  10   |  72  |
        |------------------------------------------------------|
Eldoth        |  16   |  12   |  15   |  13   |  10   |  16   |  82  |
        |------------------------------------------------------|
Faldorn        |  12   |  15   |  11   |  10   |  16   |  15   |  79  |
        |------------------------------------------------------|
Garrick        |  14   |  16   |   9   |  13   |  14   |  15   |  81  |
        |------------------------------------------------------|
Imoen        |   9   |  18   |  16   |  17   |  11   |  16   |  87  |
        |------------------------------------------------------|
Jaheira        |  15   |  14   |  17   |  10   |  14   |  15   |  85  |
        |------------------------------------------------------|
Kagain        |  16   |  12   |  20   |  15   |  11   |   8   |  82  |
        |------------------------------------------------------|
Khalid        |  15   |  16   |  17   |  15   |  10   |   9   |  82  |
        |------------------------------------------------------|
Kivan        | 18/12 |  17   |  14   |  10   |  14   |   8   |  81  |
        |------------------------------------------------------|
Minsc        | 18/93 |  15   |  15   |   8   |   6   |   9   |  71  |
        |------------------------------------------------------|
Montaron    |  16   |  17   |  15   |  12   |  13   |   9   |  82  |
        |------------------------------------------------------|
Quayle        |   8   |  15   |  11   |  17   |  10   |   6   |  67  |
        |------------------------------------------------------|
Safana        |  13   |  17   |  10   |  16   |   9   |  17   |  82  |
        |------------------------------------------------------|
Shar-Teel    | 18/58 |  17   |   9   |  14   |   7   |  11   |  76  |
        |------------------------------------------------------|
Skie        |  11   |  18   |  15   |  15   |   8   |  13   |  80  |
        |------------------------------------------------------|
Tiax        |   9   |  16   |  16   |  10   |  13   |   9   |  73  |
        |------------------------------------------------------|
Viconia        |  10   |  19   |   8   |  16   |  15   |  14   |  82  |
        |------------------------------------------------------|
Xan        |  13   |  16   |   7   |  17   |  14   |  16   |  83  |
        |------------------------------------------------------|
Xzar        |  14   |  16   |  10   |  17   |  16   |  10   |  83  |
        |------------------------------------------------------|
Yeslick        |  15   |  12   |  17   |   7   |  16   |  10   |  77  |
        |------------------------------------------------------|
"Average" NPC    | 13.28 | 15.56 | 13.56 | 13.44 | 11.84 | 12.16 |79.84 |
        o===============================================o======o

Note: The average result of a 3d6 dice roll is 10.5 (3.5 per d6).
Bioware is using some loaded dice to come up with a lot of those
attributes. Then again, if these were 'average' characters, they
wouldn't be worthy traveling companions, right?

It also amuses me that the stats that Bioware found the least
useful-Wisdom and Charisma-are the stats that I found the least
useful in my days as Dungeon Master. (If I bothered to average
out stats for Baldur's Gate 2 characters, you can bet I have
spreadsheets of old campaigns and characters of my own). Many
characters that are fun to play aren't nice (everybody likes to
play a jackass, from time to time) and/or they aren't wise. Crazy
characters.. or more politely, dangerously uninhibited characters..
are often more fun to play than characters who are responsible,
cautious, and deliberate. I think these are universal traits that
most long-time players will discover if they bother to average out
their PC and NPC attributes.

Quayle has a total attribute score of 67. This is only four points
higher than the dice average of 63 (10.5 x6).

Chart of Characters by Role                    {NPC028}
o======================================================================o
Below is a list of all the NPCs in the game and the different roles they
fill. This will list whether a character is a good Fighter, good at
multiple things, appears in the sequel. essentially the information
above condensed into a chart. Maybe it'll be helpful, maybe not, but at
least you can't say it's not here!

        Fighter
            |Cleric
            |    |Mage
            |    |   |Thief
            |    |   |    |Archer
            |    |   |    |   |Leader
            |    |   |    |   |   |Gauntlets of Dexterity
            |    |   |    |   |    |   |Gauntlets of Ogre Power
            |   |   |   |   |   |   |   |Sequel
                    |   |   |   |   |   |   |   |   |Easily Recruitable
            |   |   |   |   |   |   |   |   |   |Good
                |   |   |   |   |   |   |   |   |   |   |Neutral
                |   |   |   |   |   |   |   |   |   |   |   |Evil
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Ajantis        | X |   |   |   |   | X | X | X |   | X | X |   |   |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Alora        |   |   |   | X | o |   |   |   |   |   | X |   |   |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Branwen        | o | X |   |   |   | o |   |   |   | X |   | X |   |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Coran        |   |   |   | X | X | o |   |   |   |   | X |   |   |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Dynaheir    |   |   | o |   |   |   |   |   |   | X | X |   |   |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Edwin        |   |   | X |   |   |   |   |   | X | X |   |   | X |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Eldoth        |   |   | o |   | o | o | X |   |   |   |   |   | X |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Faldorn        |   | o |   |   |   |   |   |   |   |   |   |   | X |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Garrick        |   |   | o |   | o | o |   |   |   | X |   | X |   |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Imoen        |   |   | X | X | o |   |   |   | X | X | X |   |   |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Jaheira        | X | o |   |   |   | X | X | X | X | X |   | X |   |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Kagain        | X |   |   |   |   |   | X | X |   | X |   |   | X |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Khalid        | X |   |   |   |   |   |   | X |   | X | X |   |   |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Kivan        | o |   |   |   | X |   |   |   |   | X | X |   |   |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Minsc        | o |   |   |   | X |   | X |   | X | X | X |   |   |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Montaron    | o |   |   | X | X |   |   |   |   | X |   |   | X |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Quayle        |   | X | o |   |   |   |   |   |   |   |   | X |   |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Safana        |   |   |   | X | o | o |   |   |   | X |   | X |   |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Sharteel    | X |   |   |   |   |   |   |   |   | X |   |   | X |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Skie        |   |   |   | X |   |   |   |   |   |   |   | X |   |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Tiax        |   | X |   | X |   |   |   |   |   |   |   |   | X |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Viconia        | o | X |   |   |   | X |   |   | X | X |   |   | X |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Xan        |   |   | o |   |   |   |   |   |   |   |   | X |   |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Xzar        |   |   | X |   |   |   |   |   |   | X |   |   | X |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o
Yeslick        | X | X |   |   |   |   | X | X |   |   | X |   |   |
        o===o===o===o===o===o===o===o===o===o===o===o===o===o

X = Strong Candidate
o = Weak candidate

Fighter: Characters who can meet foes in melee combat with regular
success. These characters typically have decent Hit Points (typically
ending near or over 100), a good THAC0, and multiple attacks per round.
Heavy armor for an exceptionally low Armor Class is also a must. A
Cleric is typically better at fitting into this category than a Ranger
or Fighter/Thief, since they do not work as well with heavy armor.. and
the main point of a Fighter is to tank.

Cleric: In order to meet this classification, a character must not only
be able to heal, but be able to cure poisons, and cast higher level
Cleric spells within the experience cap of Baldur's Gate. A true Cleric
can cast Dispel Magic, Protection from Evil 10' Radius, Defensive
Harmony, and so forth. A Druid may or may not meet your healing needs
alone, but they certainly help.

Mage: In order to meet this classification, a character should be able
to cast several of the following: Magic Missile, Identify, Knock,
Stinking Cloud, Web, Mirror Image, Dispel Magic, Haste, Slow, Fireball,
Summon Monster I, II, or III, Confusion, Greater Malison, Chaos. A bard
may satisfy your requirements for a Mage, but any character who is not
capable of casting at LEAST Knock, Stinking Cloud, Dispel Magic and
Haste should make you think twice about using them as a Mage.
Ironically, this might make some bards qualify, whereas some specialist
Mages might not be versatile enough.

Thief: A Thief only needs to be able to find and disarm traps.
Everything else can be done another way. Thus, bards and Rangers do not
qualify as thieves, even though they can use some Thief skills.

Archer: An archer has access to bows. Slings, crossbows, darts, and
other missile weapons just don't have the same rate of fire and damage
potential as a bow, although this is not to underestimate a melee
Fighter with the Throwing Axe +2. Archers may or may not be capable in
melee combat, but they do not use shields. If they participate in melee
combat, they typically do so with a reach weapon, such as a Spear,
halberd, or two-handed sword so they are not open to reprisals. This
does not qualify them to be Fighters, as part of the Fighter role is
tanking.

Leader: Technically anybody can be a leader, but to be a good leader,
you need to have a high Charisma, and you need to be durable enough to
survive in the front. This narrows our selection down a bit, but with
Algernon's Cloak and the Helm of Glory, even a modest Charisma of, say,
14 can get up to snuff.

Gauntlets of Dexterity: This character needs the Gauntlets of Dexterity
to excel. These are typically Fighters with a low Dexterity (and hence,
a low Armor Class). Ideally almost every character could use these, but
this category is for otherwise decent characters who become much
stronger by equipping the gauntlets. This is not a category for
characters who do not fit into an archery or fighting role, or
characters who will still suck with them. It's also not for characters
who really don't need these gauntlets to excel. If it's not lowering
their Armor Class by three or four points, they probably don't need it.

Gauntlets of Ogre Power: This character needs the Gauntlets of Ogre
Power to excel. These are typically Fighters (as Fighters have more
attacks than Clerics, they are better candidates for the gauntlets) who
have a low strength. Ideally almost every character could use these, but
this category is for otherwise decent characters who become much
stronger by equipping the gauntlets. This is not a category for
characters who do not fit into a fighting role, or characters who will
still suck with them. It's also not for characters who really don't need
these gauntlets to excel. If their strength is naturally a sixteen or
higher, you can probably find somebody better to give them to.

Sequel: This character is playable in the sequel, a serious
consideration for me, and for anybody who actually cares about the
story enough to play through both games with one character. It's not
vital, like say, in Mass Effect, where NPCs respond to your previous
actions, but it does give you that fuzzy warm nostalgia that makes the
entire game more worth it.

Easily Recruitable: This character is recruitable without much fuss. By
this, I mean a character you can go ahead and recruit any time before
the Cloakwood Forest simply by going out and finding them. If you're too
lazy to head far enough afield to get them, that's another story.

Good: Characters of Good alignment.

Neutral: Characters of Neutral alignment. Note neutrality is secondary
to Good and Evil. Chaotic and Lawful characters do not cause problems.

Evil: Characters of Evil alignment.

Suggested Parties by Role                    {NPC029}
o======================================================================o
These are my suggestions for characters, based on their strengths, the
ease in which they can be obtained, and the roles they fill. I consider
having at least one of each of the six roles filled, which obviously
means we're going to need to double up some characters. Fortunately,
having either Ajantis, Jaheira, or Viconia filling in as the leader does
this quite nicely.
       
Leader (1):    Ajantis, Jaheira, Viconia
Fighter (1):    Ajantis, Jaheira, Kagain, Khalid, Shar-Teel
Cleric (1):    Branwen, Viconia
Mage (1):    Edwin, Imoen
Thief (1):    Coran, Imoen, Montaron, Safana        
Archer (1):    Coran, Kivan, Minsc, Montaron

Example Good Party
Leader:        Ajantis (Jaheira)
Fighter:    Jaheira (Khalid)
Cleric:        Branwen (Yeslick)
Mage:        Imoen
Thief:        Imoen (Coran)
Archer:        Minsc (Kivan, Coran)   

Ajantis makes a great party leader, although you can make Jaheira the
party leader and put Khalid in his place if you wish. Jaheira serves so
many roles, it's just a waste not to have her. Take Branwen along until
you get Yeslick, at which point you can trade for a stronger Fighter,
so long as you reach him quickly enough. Take Imoen along and get her
to level 5 or 6, then dual class her into a Mage (Conjurer) to get the
best Thief/Mage combo in the game. The last slot, the archer, leaves us
with options. Kivan will probably be the best outright, having great
Dexterity and Strength. Coran is more versatile, but with Imoen, you
really don't need him as a Thief. The three are all good choices,
although Minsc requires the Gauntlets of Dexterity, while Coran and
Kivan do not, but Coran will not be much good in melee. This party is
almost custom-tailored for a Fighter/Mage main character, as adding one
will give you a healthy boost to your archery, melee, and magic-power.

Example Evil Party
Leader:        Jaheira (Viconia)
Fighter:    Kagain (Shar-Teel)
Cleric:        Viconia
Mage:        Edwin
Thief:        Montaron (Safana)
Archer:        Montaron (Safana)

Viconia is the best evil party leader, but Jaheira fits in well to an
evil party, too. Kagain is the best Fighter in the game, but Shar-Teel
is no slouch either. Viconia is THE Cleric to use for the evil party,
hands down, while Edwin likewise dominates the Mage role. Montaron is a
versatile Thief and archer, with access to long bows and the ability to
put two ranks into them, he really outshines Safana. For a Fighter
heavy party put three of the following four in your group: Viconia,
Jaheira, Kagain, and Shar-Teel. Montaron makes a good hybrid archer
Thief, and Edwin gives you all the spell power you need. With a
Fighter/Mage main character, you add even more melee power, spells, and
archery to the mix, to make a truly awesome group. If you make a
Fighter/Thief main character, you can kick out Montaron and add another
Fighter of your choice. I played through with a Fighter/Thief and had
Shar-Teel instead of Montaron. This party is even more potent with a
Fighter/Mage/Thief main character, as that gives you a decent archer,
a passable Thief, and a handy secondary Mage, all in the place of
Montaron. Then with Jaheira, Viconia, Shar-Teel, and Kagain in the
front line and Edwin handling the heavy-duty magic, my party was truly
a force to be reckoned with.

Only the Best Party
Leader:        Jaheira
Fighter:    Kagain
Cleric:        Viconia
Mage:        Edwin
Thief:        Imoen
Archer:        Imoen

Obviously ignoring alignment constraints, this group contains four
sequel characters. Kagain has to do the heavy lifting in the offense
department, but he's backed by two Mages (Imoen and Edwin) as well as
two Clerics (Viconia and Jaheira). We're a little light on archery this
time, but with a Fighter main character (or Ranger), we'll more than
make up for it. Of course, a Fighter/Thief, Fighter/Mage, or
Fighter/Mage/Thief is, as always, a better addition to the team.

o======================================================================o
|                                       |
|                Spell Tactics {SPT000}               |
|                                       |
o======================================================================o
This section was added into the Baldur's Gate 1 FAQ because it seemed
like a worthy addition to the Baldur's Gate 2 FAQ.. and really, who
wants to skim through the walkthrough for information on the best spells
in the game when a kind FAQ-writer could just condense the information
and put it in it's own conspicuous section? Every spell that I consider
remotely useful will be described herein. You can safely assume that
if a spell isn't mentioned here, I don't find it worth casting.

1st Level Divine Spells                        {SPT001}
o======================================================================o
Bless
<---------------------------------------------------------------------->
Bless gives all allies within a 50-foot cube a +1 bonus to attack rolls
and a +1 bonus to saves versus fear. I'll be honest, I rarely use it,
but it's not that bad of a spell. Your THAC0 won't be low enough to
ignore a +1 bonus.. but its six-round duration is just lame.

Command (Cleric Only)
<---------------------------------------------------------------------->
You can attempt to make an enemy 'die' (go to sleep) for one round. It
provides no penalty to the saving throw, and it only affects one
creature, and it only lasts one round, but it has no Hit Dice threshold.
Another spell that's good for melee-potent enemies. If it works, you
essentially have a free round to abuse them. You'll outgrow it fairly
quickly.

Cure Light Wounds
<---------------------------------------------------------------------->
The essential healing spell, you'll probably want to keep several
instances of this spell ready at all times.

Detect Evil
<---------------------------------------------------------------------->
It's.. not a great spell, and I wouldn't keep one prepared, but Ajantis
can use it as a special ability. It's got quite a range, and nearby
enemies will be detected as evil in your dialogue box. Want to know if
some Black Talons are currently lurking in Larswood, or want to know if
those humble-looking fishermen are up to no good? Give this spell a go.

Entangle
<---------------------------------------------------------------------->
An early-game alternative for Stinking Cloud or Web, it does much the
same thing, but it only has one chance to work, and it allows the enemy
to make the save with a +3 modifier, so you shouldn't expect it to work
all the time. It does, however, have no Hit Dice maximum, meaning that
it'll come in handy against Ogres and Bears early on.

Remove Fear
<---------------------------------------------------------------------->
Enemy Mages love using Horror. This spell prevents such magics from
working, and will counter it if you're affected by fear. Always keep
one prepared on each Cleric.

2nd Level Divine Spells                        {SPT002}
o======================================================================o
Chant (Cleric Only)
<---------------------------------------------------------------------->
It affects a 30-foot radius, and gives your allies a one-point bonus to
attack rolls, damage rolls, and saves, and imposes a one-point penalty
to the same onto your enemies. A decent spell, even though it takes a
full round to cast.. I'm almost never using my Clerics to buff in
combat, and the first-strikes are handled almost exclusively by my
Mages.. and with a five-round duration, I tend to ignore the spell in
favor of Defensive Harmony and Protection from Evil 10' Radius.

Hold Person (Cleric Only)
<---------------------------------------------------------------------->
Another spell that should be good, that I just don't use. It affects
everybody within a five-foot radius, but most often you'll be using this
on one character. It only affect man-sized humanoids, but fortunately,
they're common. No save penalty, and it only lasts 10 rounds.. which is
long enough to kill them and then some, to be fair. Still, almost
anything I would use this on, I could just scout out and kill with
Stinking Cloud and missiles.

Resist Fire/Cold
<---------------------------------------------------------------------->
You won't fear the elements too often, but when dealing with fire or
cold happy foes, this spell can cut their damage in half. I wouldn't
keep it ready all the time, but it'll come in handy once in a while.

Silence 15' Radius (Cleric Only)
<---------------------------------------------------------------------->
Enemy Mage or Cleric getting you down? Not if they can't cast spells-
which is exactly what this little beauty does. It boasts a 15-foot
radius, a duration of two rounds per level, and forces the save to be
made at -5.. which means it works often. I would use it more, if not
for that damn Stinking Cloud tactic. Still, if a Mage gets the drop on
you, or if it's just not in a spot where you want to cast a Stinking
Cloud, this spell is a great way to squelch them. And if you happen to
catch your fighters in the spell, it doesn't matter. They don't need to
make noise, anyways.

Slow Poison
<---------------------------------------------------------------------->
Slow Poison is being humble. This spell eradicates the effects of most
poisons in the game. Keep at least one handy on each Cleric all the
time.

3rd Level Divine Spells                        {SPT003}
o======================================================================o
Animate Dead (Cleric Only)
<---------------------------------------------------------------------->
Possibly the best summoning spell in the game, for several reasons.
First, it lasts a full eight hours. Cast 'em and keep 'em. Second,
although they're frail enough in combat, Skeletons are immune to several
spell-effects, something we can-and will-exploit. Being immune to
nausea, Skeletons can endure Stinking Clouds, and kill the helpless
enemies trapped therein. Also they're immune to Cloudkill, allow you to
use them to keep enemies in place and taking damage. Against enemy
Mages with little or no fighter support (common in the Mage Prison)
you can just summon groups of Skeletons and sic them on the Mages with
no other spell support. It might not kill them all, but they'll waste
a lot of spells putting them down. A very good spell, indeed.

Dispel Magic (Cleric Only)
<---------------------------------------------------------------------->
See the description of this spell in the Arcane section for more
information. Simply put, however, this spell is a life-saver. Always
keep one on each caster.

Invisibility Purge
<---------------------------------------------------------------------->
Like the Arcane spell 'Detect Invisibility' this spell will allow you
to detect-and therefore thwart-sneaking enemies. Very rarely a useful
spell.

Protection from Fire
<---------------------------------------------------------------------->
Like the Resist Fire/Cold, but it protects you from 80% of fire
damage. Excellent in a few areas.

Remove Paralysis (Cleric Only)
<---------------------------------------------------------------------->
Ghouls and Ghasts can be killers, and keeping one of these spells ready
is a good idea in Ghoul-populated areas. Of course, it's just as good
to not allow the undead to gang up on one party member.

4th Level Divine Spells                        {SPT004}
o======================================================================o
Animal Summoning
<---------------------------------------------------------------------->
Summoning up to eight critters of under four Hit Dice, this spell seems
pretty potent.. and it's just as good as Monster Summoning II. Still,
it's easier to cast Animate Dead, which will always give you a number of
Skeletons equal to your level-almost certain to be more than you'll get
with this spell. And I'd prefer to let my Mages use up their fourth-
level spell slots on summoning.

Cure Serious Wounds
<---------------------------------------------------------------------->
A more potent version of Cure Light Wounds, it must compete with
Defensive Harmony and Protection from Evil 10' Radius.. not good spells
to ignore. At the end of the day, healing is just not strong enough in
this game to save you during a fight, the way the 'Heal' spell will in
the sequel. 17 Hit Points is a patch to a late-game fighter, not a life-
saver in the heat of battle.

Defensive Harmony
<---------------------------------------------------------------------->
This spell gives you a +2 bonus to Armor Class for ten rounds-the
perfect last preparation before a big fight. +2 Armor Class is the same
as 10% miss chance, and it affects the whole party.

Free Action (Cleric Only)
<---------------------------------------------------------------------->
Not many creatures will stun or paralyze you in this game, but it'll
come up often in the sequel. When such creatures are abundant, however,
casting this spell can really help foil them. It comes especially
advised against the Greater Ghouls in Durlag's Tower.. but it's just as
easy to switch off a Ring of Free Action to a front-line fighter for
the purpose.

Protection from Evil 10' Radius (Cleric Only)
<---------------------------------------------------------------------->
The best defensive party spell in the game, it always deserves a 4th-
level spell slot. Enemies suffer a -2 penalty to attack rolls, and your
saves against spells and attacks made by such creatures recieve a +2
bonus. At a turn per level, this spell will last long enough for any
encounter.. or perhaps several encounters.

5th Level Divine Spells                        {SPT005}
o======================================================================o

1st Level Arcane Spells                        {SPT006}
o======================================================================o
Blindness
<---------------------------------------------------------------------->
Once in a while you might find this spell useful.. early on, against
Ogres, for example. It'll last longer than any fight will at 10 turns,
and -4 penalties to hit and Armor Class are significant impediments.
Honestly, however, Entangle works just as well.

Chromatic Orb
<---------------------------------------------------------------------->
Chromatic Orb is a handy little spell that deals damage and afflicts
an enemy with status effects. At fourth level the spell can blind, at
fifth it can stun for three rounds, and at seventh level it will
paralyze for 20 rounds. Of course, by that time you'll have better
disabling spells, and if you want to deal damage, the 10-25 damage
Magic Missile causes will probably be more reliable than a chance to
stun.

Friends
<---------------------------------------------------------------------->
This spell can be useful when shopping, as it raises your Charisma by
six points temporarily-long enough to lower prices. Keep in mind that
this spell doesn't seem to have an effect if you Charisma is over 20.

Identify
<---------------------------------------------------------------------->
You'll always have some of these prepared, as they.. identify magical
items. Sure, having a high Lore skill can do the same, but most strong
magical items require a higher Lore score than you'll probably have..
and it's not worth playing a Bard just to identify crap. Combat use?
None. But it'll save you 100 gold that you would have wasted identifying
items at merchants.

Magic Missile
<---------------------------------------------------------------------->
The essential damage-dealing spell you'll use through most of the game..
it deals 1d4+1 points of damage per level, has a casting time of one,
always hits, and allows no save. At 9th level, that's 10-25 damage, and
Edwin can-with a Ring of Wizardry equipped-memorize plenty of these
spells. When you just need to deal some damage, there are few better
ways for a Mage to contribute directly.

Sleep
<---------------------------------------------------------------------->
Sleep is one of the best low-level Mage spells in the game. It'll force
all critters within a 15-foot radius to save at -3 or fall asleep for
five round per level.. an insane amount of time, and more than enough
time to kill any and all afflicted critters. Against high-level enemies
(those with 4+3 Hit Dice or more) it's useless, but that still means
you can affect Wolves, Gibberlings, Kobolds, Kobold Commandos, Bandits,
and Black Talon Elites-among others. Once you reach Baldur's Gate, you
should phase it out, but that still leaves about half the game where
this spell stays useful.

2nd Level Arcane Spells                        {SPT007}
o======================================================================o
Blur
<---------------------------------------------------------------------->
One of this games three good defensive Mage spells, this spell forces
enemies to suffer a -3 penalty to attack rolls, and gives the wizard a
+1 bonus to saving throws. At four rounds +2 rounds per level, it should
last an entire encounter once you hit higher levels.

Detect Invisibility
<---------------------------------------------------------------------->
Unlike in the sequel, you'll only fight invisible enemies rarely.. a
certain spot in Durlag's Tower, however, can be made much easier with
with this spell. Otherwise.. meh.

Invisibility
<---------------------------------------------------------------------->
Most Mages don't have the option to sneak, so this spell will have to
substitute. If necessary, it'll allow you to sneak up on foes and get in
a devasting first strike. And of course, if you're a Fighter/Mage/Thief
you might not be able to fund a super-high Stealth score. This is a
fail-proof way to hide when you really need to. It won't come in handy
often, and you can always substitute the Ring of Invisibility or Potions
of Invisibility.

Knock
<---------------------------------------------------------------------->
Another essential Mage spell that has absolutely no use in combat. You
need to unlock something? Use Knock. In the case of a Fighter/Mage/Thief
it's really a case of pick your poison. You can get Stealth, but you'll
then need Knock for every lock. Or you can get Open Locks, but you'll
need another way to reliably sneak. If you're unlucky, you might have to
wait until the Cloakwood Mines to get this spell.. leaving a lot of
locks unmolested.

Melf's Acid Arrow
<---------------------------------------------------------------------->
Another good damage-dealer. It's not as fast as Magic Missile, and 2nd
level Mage spells provide some serious competition, but if you need
damage-dealing, it's an option. At 9th level it can deal up to 8d4
points of damage (8-32) over four rounds. Honestly, I prefer Magic
Missile, and I'd rather save my 2nd level spells slots for defense
(Mirror Image), utility (Knock), un-debuffing (Resist Fear), or
dehabilitating (Stinking Cloud/Web).

Mirror Image
<---------------------------------------------------------------------->
This is THE defensive Mage spell in Baldur's Gate. You create two-to-
eight images that will foil attacks that might otherwise harm you. This
spell doesn't work the way it should in this game, as the enemy must
break through each image before hitting you-giving you a number of free
'hits' where you won't take damage. It won't make you invulnerable, but
it will buy you some time. Always keep one ready.

Protection from Petrification
<---------------------------------------------------------------------->
Basilisks getting you down? Fear no more, with Protection from
Petrification, they'll become non-issues. Their gaze will not affect
you at all, letting you dispatch them with ease. When Basilisks rear
their ugly heads, be prepared with this spell, or be a statue.

Resist Fear
<---------------------------------------------------------------------->
If an enemy gets off a Horror spell, it can easily end in a reload. If
you have one of these spells prepared, however, you have nothing to
fear.. or at least, you need not fear fear. A great protective spell,
I tend to just make my Clerics prepare Remove Fear, as 2nd level Mage
spell slots are precious.

Stinking Cloud
<---------------------------------------------------------------------->
Stinking Cloud creates nauseating clouds in a thirty-foot radius that
forces enemies to save or be rendered helpless for 1d4+1 rounds. Lasting
one round per level, this spell might not keep enemies down as long as
Sleep, but it has no Hit Dice limit. Let me say that this spell is my
early-game answer to pretty much everything too strong for sleep. When
multiple instances are prepared and an enemy is spied in the distance,
cast Stinking Cloud at the enemy just outside of their sight radius by
scouting their position with a Ranger, Thief, invisible character, or
the like. With two or three Stinking Clouds affecting an area, there's
little chance anything will save enough to respond. Then move in with
your archers and shoot the helpless enemies dead. Better yet, have a
Cleric cast Animate Dead in the cloud. The Skeletons are immune, and
can massacre everything within.. while you shoot at them, as well.

Web
<---------------------------------------------------------------------->
Web is just like Stinking Cloud, same radius, same result-it disables
enemies for quite a long time, and they are forced to save at -2. It
used to be my go-to spell for enemies too strong for Sleep, but I have
replaced it with Stinking Cloud in most situations. Web will affect
Skeletons summoned by Animate Dead, Stinking Cloud won't, meaning I can
just abuse enemies more with Stinking Cloud.

3rd Level Arcane Spells                        {SPT008}
o======================================================================o
Dispel Magic
<---------------------------------------------------------------------->
Any time you fight spellcasters, they'll attempt to buff themselves, and
hit you with dehabilitating spells like Hold Person and Horror. Dispel
Magic should therefore be memorized at least once by every spellcaster
in the game, as it gives you a chance to take down a protected Mage,
or free your characters from the effects of another spell. Dispel Magic
is your magical safety net, and it's good to get into the habit this
game, as it's imperative in the sequel.

Fireball
<---------------------------------------------------------------------->
Fireball has its uses, as might be expected from an iconic Mage spell.
The first time I played this game, I was much less refined in my
tactics, and was overjoyed by this brute force option. Still..
experience has taught me that buffs like Haste, fodder like Summon
Monster and Animate Dead, and dehabilitative spells like Chaos are much
better strategies. That being the case, this spell will only come in
handy once in a while.. and most foes-mobs of enemies-can be dispatched
just as easily with Sleep. Edwin has the luxury of keeping one handy,
but most Mages should just ignore it.

Haste
<---------------------------------------------------------------------->
Haste is the best buff in the game-and it will remain great in the
sequel. In fact, in every late game encounter in this game, and most
encounters in the second game will require Haste. Always have at least
one ready with each Mage.. it just doubles your offensive power.

Lightning Bolt
<---------------------------------------------------------------------->
This is an interesting damage-dealing alternative for enclosed spaces,
where you can try and bounce it off walls to deal outrageous damage.
Multiple hits will dispatch most enemies. It's a gimmick, however, and
I rarely ever use it, as I'm just not good at aiming it, and generally
find it unreliable.

Monster Summoning I
<---------------------------------------------------------------------->
In this game, summoning monsters does just that-summons a mob of weak
critters to do your bidding. Few enemies will have access to spells
like Fireball, Cloudkill, or Dispel Magic, and hence your summoned
enemies will provide a great flesh-shield between you and your enemies.
Since enemies aren't quite as strong in this game as in the sequel, the
occassional rolls of 20 which result in auto-hits mean your summons will
actually do some damage to the enemies they're summoned to impede.. but
practically summoning a wall of minions means you can shoot down enemies
while they attempt to cut their way through.

Slow
<---------------------------------------------------------------------->
This spell affects all enemies in a forty-foot cube, and any melee
character affected might as well be dead. It forces them to move and
attack at half the normal rate, and imposes a -4 penalty to attack rolls
and Armor Class. Enemies save against this effect at a -4 penalty.
When faced with a group of sturdy melee enemies, there's little better
to cast.

4th Level Arcane Spells                        {SPT009}
o======================================================================o
Confusion
<---------------------------------------------------------------------->
Confusion is a great dehabilitating spell, second in the game only to
Chaos.. which outshines it in every way. Still, it forces all enemies in
a sixty-foot cube to save at -2 or wander around, go berserk, or simply
stand there. Simply put, it breaks up all effective resistance and wins
fights.

Emotion, Hopelessness
<---------------------------------------------------------------------->
Like Confusion, but with no save, and enemies 'sleep' (lie down and
remain helpless) for the duration of the spell. If it weren't for the
lack of a save penalty, it would be a great spell.

Greater Malison
<---------------------------------------------------------------------->
Hit enemies with this before casting other spells that allow saves and
you'll stand a greater chance of affecting your enemies. It's not so
much of an issue in this game, as enemies won't have the saves that they
will in the sequel. You won't have the one-hit kills like vorpal weapons
and Finger of Death to make this spell shine, and against groups of
enemies, it's often more effective to just cast another dehabilitator
than to waste time softening up enemies.

Improved Invisibility
<---------------------------------------------------------------------->
Another great defensive spell that won't really shine until the sequel,
this spell imposes a -4 penalty to the attack rolls of enemies, and
gives the caster a +4 bonus to saving throws. Best of all, you can't
be targeted with spells until the invisibility is dispelled.

Minor Globe of Invulnerability
<---------------------------------------------------------------------->
This spell makes you immune to 1st-3rd level spells.. which means half
of the spells in the game. Along with Improved Invisibility and Mirror
Image, it makes you nearly untouchable to magic.

Monster Summoning II
<---------------------------------------------------------------------->
Like the 3rd level spell, but it'll summon tougher monsters. What's not
to like?

5th Level Arcane Spells                        {SPT010}
o======================================================================o
Animate Dead
<---------------------------------------------------------------------->
It's a good spell.. for a 3rd level Cleric. As a 5th level Mage spell,
it's just a waste of a spell slot.

Chaos
<---------------------------------------------------------------------->
This spell is the go-to dehabilitator for Baldur's Gate.. and much of
the sequel as well. Forcing a save at -4 is just not fair.

Cloudkill
<---------------------------------------------------------------------->
The only effective use of this spell that I can think of is in
conjunction with Animate Dead. Your little horde of Skeletons can
simply distract enemies and cause them to take damage while they remain
within the Cloudkill. Still, at 1d10 damage per round, it's not a great
way to destroy enemies.. not when you can just hit them with Chaos,
instead.

Monster Summoning III
<---------------------------------------------------------------------->
Like the lower spells, but with stronger monsters. Eh. I'd just as soon
grab another Chaos.

o======================================================================o
|                                       |
|                   Map {MAP001}                    |
|                                       |
o======================================================================o
Below is a friendly-although admittedly crappy-text map for you, so
you'll know where various areas are as I talk about them. I'll list them
by their AR, and by their name if they have one. I'll TRY to get the
area exits right, but if I'm wrong about some, you'll live. Besides,
this is just for general reference so you know roughly where to go to
get to places. For example, when I tell you to gather your party, if
you want to snag Shar-Teel, you'll have to know where AR3500 is. Note
the area exits (the lines) between areas show what edge of the map you
have to exit in order to discover the other areas. Once discovered, you
can travel to any area from any other area. For example, if you exit
(AR3700) on the western side, you should discover both (AR3600) and
(AR4100). If you're following this guide, being thorough, and exploring
all the exits anyways, this shouldn't matter so much, as you'll find
everything on your own. Also note you don't have to actually travel to
an area to discover, or leave the area you're in, you merely have to
click on the area transition (where the icon turns into a wheel at the
edge of the map).
                                          
  AR0100--------AR0200---AR0300  AR0400----------AR1000
     |             |        |       |         ULGOTH's BEARD
     |             |        |      |
     |             |        |      |
  AR0600--------AR0700---AR0800    |
     |             |        | \    |
     |           |        |  \   |
     |           |        |    \  |
  AR1100--------AR1200---AR1300  AR0900
                       |
  |_______BALDUR's GATE________|   |
                            |
  AR1600--------AR1700---AR1800  AR1400         AR1900
CLOAKWOOD3    CLOAKWOOD4 MINES  /  |          BANDIT CAMP
     |                               /   |           |
     |                            /       |           |
  AR2100--------AR2200-----------AR2300----------AR2400------
CLOAKWOOD2    CLOAKWOOD1        FRIENDLY        PELDVALE     \
                  ARM  INN       |             \
                      |           |           \
  AR2600--------AR2700----------AR2800----------AR2900----------AR3000
CANDLEKEEP       |           |           LARSWOOD           |
           |               |           |           |
           |               |           |               |
  AR3100--------AR3200----------AR3300----------AR3400----------AR3500
     |          HIGH HEDGE       BEREGOST        TEMPLE           |
     |           |           |               |           |
     |           |           |           |               |
  AR3600--------AR3700----------AR3800----------AR3900----------AR4000
     |      /       |           |           ULCASTER           GULLYKIN
     |     /       |               |          |                |
     |    /       |            |          |           |
  AR4100--------AR4200----------AR4300----------AR4400----------AR4500
     |    \       |           |  \        /      \        FIREWINE
     |     \       |           |   \      /        \    BRIDGE
     |      \       |           |    \    /        \       |
  AR4600--------AR4700----------AR4800---AR4900-------AR0500----AR5000
     |           |        NASHKEL    CARNIVAL  DURLAG's TOWER   |
     |             |           |   \    |               |
     |           |           |    \   |               |
  AR5100--------AR5200----------AR5300---AR5400-----------------AR5500
   GNOLL                   NASHKEL MINES
STRONGHOLD   

o======================================================================o
|                                       |
|               General Tips {TIP001}               |
|                                       |
o======================================================================o
Save often. There is a lot of trial and error in this game. If you walk
into an encounter you weren't ready for, there's a good chance you can
lose characters. And of course, there is always just bad luck.
<---------------------------------------------------------------------->
Recruit your party early. The more characters you have the better your
chances of survival. Also, the sooner you get them, the better they'll
be in the long run.
<---------------------------------------------------------------------->
Lead with pretty. Take your character with the highest charisma and make
them party leader. That way they will use their reaction adjustment to
influence people they talk to, getting your better reactions, rewards,
and prices. Paladins make great natural party leaders, as they are both
strong and have a high charisma. Evil parties will have to improvise.
<---------------------------------------------------------------------->
Lead with steel. Of course, pretty isn't the only consideration to make.
Your front line characters will be under fire more often than any other
characters. Put your most well protected NPCs up front, taking into
consideration Armor Class and Hit Points
<---------------------------------------------------------------------->
Spread the wealth. Don't load up good gear all on one character, even
though it might be tempting to spoil you main character. If you get
multiple items that give bonuses against missile weapons, spread them
amongst your front line Fighters. There's no need for one character to
have a Large Shield +1, +4 versus Missiles, Boots of Avoidance, AND
a Cloak of Displacement. The one exception? Tomes that increase your
health permanently. Only give these to your main character.. they are
the only ones who will appreciate it in the expansion as well.
<---------------------------------------------------------------------->
Travel with like-minded characters, or rather, characters of the same
(or similar) alignments. Evil and good characters will bicker, so it's
not always wise to have both in one party.. that said, this is Baldur's
Gate 1, not Baldur's Gate 2, so take whomever you wish. Neutral
characters will fit into either party. The worst case scenario, Ajantis
might take a swing at Viconia, but you can break it up, unlike in the
sequel..
<---------------------------------------------------------------------->
Manipulate your reputation. Good parties will want to have a high
reputation just to keep folks happy, but evil parties will want the
discounts high reputations bring. Just don't go over 17 or you'll face
desertion. Go to temples to raise your reputation before major shopping
sprees. If it gets too high, go kill a peasant in a house.
<---------------------------------------------------------------------->
Scout ahead. If you can find danger before it finds you, you can prepare
for it and get the drop on it. Difficult encounters can turn into snore
fests if you make a resounding first strike.
<---------------------------------------------------------------------->
First strikes win fights. Mark enemy locations with a character who has
stealth, then at the edge of the fog of war-just before you can see the
enemy-target the area with an area of effect spell. Web, Stinking Cloud,
Entangle, and Silence 15' Radius are all great first-strike spells.
Later on Confusion, Chaos, and Greater Malison all become indispensable
ways to decimate enemies before they even know you're there.
<---------------------------------------------------------------------->
Save your finite-use items for when you need them! Sure, it can be fun
to smite Gibberlings with Wands of Fire, and Arrows +1 do take down
Bandits faster than normal arrows, but there are better things to use
them on. Having enough Arrows +2 to shoot at Aec'Letec and the
Demonknight will save you a lot of trouble, and hitting that Mage with
an Arrow of Biting as the fight begins is better in the long run than
firing them back at Sirines while shouting "How do YOU like it?!" You'll
miss your Potions of Giant Strength if you waste them. It's a simple
lesson in conservation and restraint.
<---------------------------------------------------------------------->
Summon monsters to distract your foes. If you can put three summoning
spells in between yourself and tough enemies, you can reduce or even
destroy them with missile fire before they even get close. This comes in
handy in later encounters where you desperately need to divide the
offensive power of your enemies amongst more bodies.
<---------------------------------------------------------------------->
Haste is probably the most powerful spell buff in the game. You act
faster in combat, you get twice as many attacks, and twice the movement
speed. It is, essentially, a way to double your offensive power for a
short amount of time. Use it before every major fight.
<---------------------------------------------------------------------->
Magic Missile is an awesome spell, especially in 2nd Edition, where
Hit Points remain within relatively sane boundaries. First, there are
few better spells out there for disrupting enemy spell casters and
tearing down their Mirror Images.. unless they have a Minor Globe of
Invulnerability up, that is. Some monsters are immune to or very
resistant to missile fire, like Battle Horrors, Doom Guards, and
Skeleton Warriors. Skeletal undead and magic resistant creatures are
both vulnerable to Magic Missiles however, as Baldur's Gate checks each
missile for magic resistance. This means that even buggers like the
Demonknight should take some damage from them, even if they aren't hit
by every missile. Go pop Viconia with a couple, and see how well her
magic resistance holds up. This spell truly becomes indispensable at
9th level, when casters like Edwin and Imoen will pop off five missiles
per spell, doing 1d4+1 damage per missile.. that's 10-25 damage with no
save, and by this time Edwin will have, oh, a dozen 1st level spells?
<---------------------------------------------------------------------->
If you bounce a Lightning Bolt down a hallway you can hit an enemy with
it multiple times. Frankly, I'm horrible at judging the direction these
things will go, and they've always been more of a danger to myself than
others, but if you can figure out how to do it right, you can really
make a mess of enemies in enclosed spaces.
<---------------------------------------------------------------------->
Get the drop on enemies with Web or Stinking Cloud, then shoot them to
death with missile weapons. Like shooting fish in a barrel. Just don't
get caught in your own spells.
<---------------------------------------------------------------------->
Animate Dead is a cheap, but very effective way to obliterate foes.
Summon some skeletons with it and get the drop on your enemies with a
pair of Stinking Clouds (or even Cloudkill!) Your enemies will be
affected, but your undead chums won't be. There's nothing better than
slaughtering a group of snotty adventurers, assassins, bounty hunters,
or mercenaries with a group of meek Skeletons while they lay around
nauseated from Stinking Clouds.
<---------------------------------------------------------------------->
Spell-buff before big fights. Any fight that sucks will suck less if you
cast Protection from Evil 10' Radius, Defensive Harmony, and Haste.
<---------------------------------------------------------------------->
Mind the experience cap. Don't dual class a character at a level in
their first class that they cannot exceed with their second. You'll just
end up with a gimped character that has half the abilities they should,
instead of a double-powerful extra-versatile character.

o======================================================================o
|                    Prologue                   |
o======================================================================o
|                                       |
|                Leaving Candlekeep                   |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK001}

        1) Talk to Phlydia
        2) Shank Shank
        3) Talk to Dreppin
        4) Combat Training
        5) Storehouse
        6) Help Hull
        7) Group Combat Training
        8) Hospital
        9) Short Step
        10) Bunkhouse
        11) Barracks
        12) Turning in Quests
        13) Winthrops Inn, Downstairs
        14) Winthrops Inn, Upstairs
        15) Wrapping Things Up
   
Candlekeep (AR2600)
o======================================================================o
1) Before we head off into Winthrop's Inn to buy anything, lets do some
quests, meet some folks, and gather some loot. Besides, it would be
silly to, say, buy a weaker armor because you can't afford better when
if you just waited you could have bought the better suit. It would also
be silly to go there now if you had a quest that required you to go
there later.. in case any unlikely scenario occurs, we'll head
north-east and work our way around clockwise until we end up back at
Winthrop's. Head over and talk to Phlydia (x=3600, y=310). Along the way
you can talk to tutors to learn about the game. I'll just assume you
trust in my FAQ enough to ignore them. Anyways, Phlydia will ask you to
find her book, 'History of Halruaa'. All in good time.

Priest's Quarters (AR2627)
o======================================================================o
2) Keep moving clockwise until you find the Priest's Quarters,
(x=2950, y=400). Once you enter the building a man named Shank will
attack you. As the first battle of the game, it shouldn't be too tough,
even with a quarter staff. Once he's dead, loot him and the building
around you and leave.

**ITEMS***
(x=130, y=320) Dagger
(x=100, y=200) 8 gold
(x=480, y=220) War Hammer
<---------------------------------------------------------------------->
3) When you leave you'll be approached by Parda, who notices signs of a
scuffle. Tell him off and continue east until you find Dreppin
(x=3270, y=420) who will tell you Phlydia left her book in the hay
(x=3250, y=290). Pick it up and talk to him again. This time he'll
ask you to get an antidote poison from Hull.

***ITEMS***
(x=3250, y=290) History of Halruaa
<---------------------------------------------------------------------->
4) Keep following the trail south. Outside of the Storehouse you'll find
Jondalar (x=4100, y=1330), who will give you some combat training if
you talk to him. If you haven't played before, you might as well. Just
attack Erik when he shows up and starts shooting at you. Outside of the
Storehouse is a dwarf named Reevor (x=4330, y=1450). Talk to him and
he'll tell you to clear the rats out of the storehouse. Head inside the
Storehouse (x=4350, y=1400) to do just that.

The Storehouse (AR2606)
o======================================================================o
5) Inside the Storehouse you'll be accosted by a couple of rats, who
walk up to you and wait to be smote. Oblige them, loot, and head
outside. Talk to Reevor for your reward.

**ITEMS***
(x=100, y=200) Silver Ring

***REWARD***
(For killing Reevor's rats)
EXP    50
Gold    5
<---------------------------------------------------------------------->
6) Keep heading south until you find a soldier named Hull
(x=3650, y=2430). Talk to Hull, who will ask you to retrieve his sword
for him. Also, he'll tell you that the potion Dreppin wants is where his
sword is. Convenient.
<---------------------------------------------------------------------->
7) Go south some more until you run into the Gatewarden, who will offer
to train you in group tactics. If you decide to go, follow him to the
building he mentions (x=3050, y=3000). You'll get a party and fight a
number of illusory foes. Training or no, afterwards head inside the
building at (x=3550, y=2960).

Hospital (AR2605)
o======================================================================o
8) Talk to the Priest of Oghma that wanders around and he'll offer to
give you a healing potion. Why refuse? There's another potion you can
filch from the desk at (x=660, y=410) but the guards will be called on
you. Still, enemies can't move from one area to the next, so if you
break into the desk, take the potion, and bolt out the door, you'll be
fine. Get used to this, you may be doing it often. 

***ITEMS***
(x=660, y=410) Potion of Healing
<---------------------------------------------------------------------->
9) Head west until you come across the Bunkhouse. Loot the chest
outside, then head in (x=2070, y=2670).

***ITEMS***
(x=2150, y=2750) 15 gold

Bunkhouse (AR2607)
o======================================================================o
10) Inside the Bunkhouse you'll be accosted by Carbos, who you'll be
forced to dispatch like Shank. Since there's nothing to loot, head
outside. You'll be approached by Karan, who like Parda has nothing
useful to say. Head west and loot the barrel outside of the Barracks
before entering.

***ITEMS***
(x=1410, y=2680) 8 gold

Barracks (AR2618)
o======================================================================o
11) Inside the Barracks you'll find Fuller (x=490, y=410), and Hull's
chest is at (x=650, y=260). I wouldn't suggest stealing from the
Barracks, as the two Watchers inside will not simply 'disappear' over
time if you get caught, and will remain hostile to you. Talk to Fuller
and ask if he has any errands to run. He'll ask you to get him a quarrel
of bolts from Winthrops Inn.

***ITEMS***
(x=650, y=260) Hull's Long Sword, Antidote
<---------------------------------------------------------------------->
12) When you're done head outside and start turning in those quest items
you've found. After you've satisfied Phlydia, Dreppin, and Hull, head up
to Winthrop's Inn (x=1050, y=550).

***REWARD***
(For returning Phlydia's book)
EXP    50
Item    Lynx Eye Gem

***REWARD***
(For giving Dreppin an antidote)
EXP    50

***REWARD***
(For giving Hull his sword)
EXP    50
Gold    10 or 20*

*If Hull likes you, he'll give you more money.

Winthrop's Inn, Downstairs (AR2616)
o======================================================================o
13) Talk to Winthrop at (x=670, y=410). From him you can buy all the
goodies you'll need to get started. I buy a Composite Long Bow, some
arrows, a helmet, and a few spears. Don't forget a quarrel of bolts for
Fuller. At (x=200, y=400) you'll find Firebead Elvenhair. Talk to him
and he'll ask you to retrieve a Scroll of Identify from Tethtoril. When
you're done with this level head upstairs (x=350, y=250).

***ITEMS***
(x=800, y=250) 18 gold, Scroll of Armor, Scroll of Infravision.
(x=650, y=100) Dagger

Winthrop's Inn, Upstairs (AR2617)
o======================================================================o
14) Go around looting, there's not really much else to do besides
antagonize nobles. If you have a great amount of Strength, or a terribly
high lock pick score, or Knock memorized, you can get at the diamond in
(x=420, y=170). However, to get these you need one of two things, either
a character from a previous play through, or a non-legit character. For
the rest of us, the gem is just there to mock us within a dresser that
wont open. Alas. When you're done up here, you're done with Winthrop's.
You still have the center to explore, and bolts to deliver.

***ITEMS***
(x=100, y=270) 4 gold
(x=170, y=350) Silver Necklace
(x=380, y=400) Potion of Clarity, 36 gold
(x=420, y=170) Diamond
(x=570, y=300) Flamedance Ring, 86 gold
<---------------------------------------------------------------------->
15) Now that you're done in Winthrop's Inn turn in the bolts to Fuller
and find Tethtoril, who is lurking somewhere in the central area by the
keep. He'll initiate dialogue and give you the scroll you're after.
Towards the south you'll find Imoen. If you're a good party, you might
as well get used to her.. There's a good chance she's going to be your
Thief through the game. Towards the south-western side of the keep a
number of chanters, who since Alaundo's prophecies. Neat. Especially
that bit about Bhaal. Once everything is done in Candlekeep, talk to
Gorion (x=2700, y=1760). If you're ready to go, tell Gorion, and we're
off to Chapter 1.

***REWARD***
(For giving Fuller a score of bolts)
EXP    50
Gold    10
     or
Item    Dagger +1*

*You'll get this item if your reaction is good. This is one of the first
and few examples of your Charisma coming into play. Fuller will only
give you the dagger if your Charisma is high enough, you're an alignment
he likes (lawful good being the optimum) and if you haven't tanked your
reputation by killing Watchers. Overall it's not an earth shattering
item, but it's still nice.

***REWARD***
(For giving Firebead Elvenhair his scroll)
EXP    50
Item    Potion of Healing

Firebead Elvenhair will also cast protection from evil on you.. which
isn't very useful at all. Oh boy.

o======================================================================o
|                    Chapter 1                   |
o======================================================================o
|                                       |
|               Friendly Arm Inn                    |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK002}
        1) Wilderness Area AR2700
        2) Xzar and Montaron
        3) Wilderness Area AR2800
        4) The Friendly Arm Inn
        5) Joia's House
        6) Tarnesh
        7) Friendly Arm Inn, Level 1
        8) Friendly Arm Inn, Level 2
        9) Friendly Arm Inn, Level 3
        10) Joia's Ring
        11) Belt Fetish

Wilderness (AR2700)
o======================================================================o
1) After the cutscene and the intro, you'll be pestered by Imoen, who
joins your party. You might as well take her along for now, even if you
don't plan to keep her. The advice in the prologue is sound, heading to
the Friendly Arm Inn should be a priority. To go to new areas, you
simply have to reach the edge of the map and click when the icon turns
into a wheel.. assuming you're at an edge that actually goes somewhere.
Naturally that means in every area you're in, you'll want to explore at
least to the four edges and click to leave from each applicable edge, as
this is how you 'discover' new areas, which appear on your map after
attempting to leave from a side in an adjacent territory. In any event,
there's not all that much to do in this area. You'll get bothered by an
inexperienced hermit named Kolssed as you head east along the road. Xzar
and Montaron are further along the road, and you might as well loot your
foster father's body, and the bodies of his assailants (x=3150, y=1370).
They sure aren't going to be needing their stuff anymore. You might run
into wolves and gibberlings around here. Gibberlings are cheese, but
wolves can be surprisingly brutal to an unprepared character. If you're
in trouble, just use Sleep to settle things. If you head east, you'll
discover another wilderness area (AR2800) if you head south, you'll
discover High Hedge (AR3200). We'll head to High Hedge soon enough, but
not just yet.
<---------------------------------------------------------------------->
2) Xzar and Montaron await at (x=4500, y=2700), and they'll be friendly
enough, even handing over a Potion of Healing if you accept their aid.
They'll then try to get you to head to Nashkel with them, which is a
destination you'll be heading eventually anyways. Regardless of your
alignment pick them up for now. Make sure to relieve Montaron of his
potions, and Xzar of his scrolls. You'll put them to better use. You can
go around and explore the area if you want, but there's not much point.
You'll find a whiny noble in the west, and some Black Bears who will
probably make your life miserable if you get too close. When you're
done exit on the eastern side of the map to unlock another wilderness
area. Keep in mind that when you travel between areas there is always
a chance you'll run afoul of a random encounter. At low levels, these
can be, well, devastating. If it happens just reload your autosave,
which the game makes every time you leave an area. How thoughtful, eh?
After your trip to the Friendly Arm Inn, your first priority will be to
assemble your party, which I will discuss at the appropriate time.

Wilderness (AR2800)
o======================================================================o
3) Upon entering this area you'll be bothered by an 'Old Man'. Answer
him as you please, and head north, following the road if you wish.
There's more to do here, but first we really need to gather up our
party. Exit to the north and you'll discover the Friendly Arm Inn.

Friendly Arm Inn, Exterior (AR2300)
o======================================================================o
4) Watch the movie. Yay. Now head east. Before you enter the Inn,
there's a little trinket worth grabbing. At precisely (x=2553, y=3761)
there's a Ring of Wizardry hidden in the terrain. This baby doubles
first level spells, and is good for your main Mage. For me this either
goes to Edwin-if I'm evil-or to my protagonist until Imoen can use it.
It's particularly devastating on Edwin, who will have eight first-level
spell slots at level two-allowing me to memorize enough Sleep spells to
pacify a small army. Now head across the drawbridge. Just after you
enter the exterior of the inn, there's a house to enter at
(x=1520, y=2500).

***ITEMS***
(x=2553, y=3761) Ring of Wizardry

Joia's House (AR2306)
o======================================================================o
5) Talk to Joia at (x=250, y=260). Pick dialogue option #1 and she'll
give you a quest to go fetch a ring for her from some Hobgoblin thieves
north of the inn. Accept her offer. You'll get to this in a bit. Don't
forget to loot her house while you're here. When you're done, there's
another house to the north for you to search. Loot it, leave the house
and head to the east.

***ITEMS***
(x=300, y=200) Andar Gem, 7 gold
(x=300, y=200) Agni Magni Necklace, Silver Ring
(x=200, y=200) Long Sword
<---------------------------------------------------------------------->
6) When you get near the stairs leading to the inn, you'll be approached
by a Mage named Tarnesh, who will end up attacking you. Just one of many
bounty hunters after your head you'll meet in the game, Tarnesh can be
a real pain, which is why we brought along Xzar and Montaron. He likes
to cast Horror, and follow up with damaging spells. At level one, you
can't really weather too much, so keep your party together and make sure
to get on him fast. If you can interrupt his first spell, he'll fall
with no problem. If he gets his spell off, you're in for a fight. Loot
his body for a Scroll (bounty hunter notice), a Scroll of Shield, a
Scroll of Magic Missile, a Scroll of Burning Hands, and 58 gold. Thanks,
Tarnesh, I needed that Magic Missile. This should go without saying, but
hold onto copies of spell scrolls you find. Imoen will need them when
she dual-classes, and Edwin will need them when you find him. A Mage is
only as good as their spell arsenal. Now head up the stairs into the
inn (x=3500, y=1900).

Friendly Arm Inn, 1st Floor (AR2301)
o======================================================================o
7) A commoner named Jopi will initiate dialogue with you, complaining
about the two central points of the early game: the iron shortage, and
the bandit raids. You'll be hearing about these alot. Sounds kinda
questy, no? Head to the north-west of the inn. You'll find Jaheira and
Khalid at (x=300, y=710). Jaheira is a pivotal Baldur's Gate NPC, but
she really comes into her own in the sequel. I include her in just about
every party I play.. not so much because she's terribly powerful in the
first game (in the sequel though..) but because.. I have a bit of a
game-crush on her. I don't know why, maybe it's her deep chick voice, or
her general surliness? In any event, I take the both of them along with
me, but Khalid's days are numbered in my party (die!). In any event,
these two are heading towards Nashkel too. Kind of a theme.. You can buy
some things from Bently Mirrorshade, if you need arrows or something.

Before we go on, I'll pass on a few notes about stores. Their prices
are dictated by how much the shopkeeper likes you. This is largely a
function of a 'reaction' roll made when you talk to NPCs, and it is
dependent upon your Charisma score and your Reputation. The higher the
two of those are, the lower prices will be. Also, Baldur's Gate puts
into effect market saturation. The more stuff you sell to a merchant,
the less that item will be worth. You sell a Two-Handed Sword to a
merchant one time for 25 gold, the next time it might not be worth that
much. The way to maximize your profits is to sell a number of similar
items at the same time-and hence at the same price. So if you happen to
have a dozen Short Bows in your inventory, give them all to the same
character and sell them all at once. Sometimes the price disparity
between reputation scores makes it worth donating to a temple to raise
your reputation, this is especially true when buying very expensive
items. For example, buying a suit of Full Plate Mail might cause over
7000 gold for a neutral party, but a party with a higher reputation may
only have to pay 5000. For big-ticket purchases, it can be worth it to
donate a couple hundred gold to raise your reputation and lower prices.
You'll know when a donation raised your reputation, as the dialogue with
the temple's donation screen will tell you. Donation amounts are NOT
cumulative. If you donate 100 gold and it doesn't raise your reputation,
you just wasted 100 gold. Therefore it's a good idea to save/load
between donations, which are effective in increments of 100 gold. If
donating 100 gold doesn't work, donate 200, if that doesn't work, 300,
and so on. Of course, it's cheaper to raise your reputation through
quests, but that's not always convenient.

***ITEMS***
(x=920, y=230) Potion of Healing

Friendly Arm Inn, 2nd Floor (AR2302)
o======================================================================o
8) Go talk to a Gnome named Unshey (x=1190, y=750) who will tell you
about a 'rogue Ogre with a belt fetish to the south'. You'll deal with
this later. Head upstairs when you're done looting.

***ITEMS***
(x=900, y=1000) Gold Ring, Potion of Healing, 23 gold
(x=850, y=900) Chain Mail Armor
(x=1050, y=820) 23 gold
(x=1250, y=700) Dagger
(x=1220, y=570) Throwing Dagger x5
(x=1340, y=510) War Hammer
(x=1060, y=320) Dagger
(x=720, y=350) Studded Leather Armor, Studded Necklace with Zios Gems
(x=600, y=490) Rainbow Obsidian Necklace
(x=350, y=630) Bastard Sword
(x=230, y=600) Zircon Gem

Friendly Arm Inn, 3rd Floor (AR2303)
o======================================================================o
9) In the middle of the main room on this floor is a Gnome named
Landrin. She'll ask you to clear out the spider infestation in her house
in Beregost and return some possessions to her. If she likes you, she'll
even hand over some Antidotes (or you could always just steal them.)
Also, in a room to the north is a nobleman who will demand you launder
his Golden Pantaloons. If you're a sneaker, you can take his knickers.
If you've got a high Charisma he'll give you some coins, as well. If
you have these in your character's inventory when you export to Baldur's
Gate 2 you will find them in the sequel, allowing you to fabricate the
Big Metal Unit in Baldur's Gate 2: Throne of Bhaal. Something to keep in
mind.

***ITEMS***
(x=350, y=630) Andar Gem
(x=230, y=600) 12 gold
(x=420, y=450) 43 gold
(x=750, y=350) Bloodstone Gem
(x=900, y=205) Arrow x4
(x=1330, y=510) Battle Axe
(x=1490, y=620) Club
(x=1050, y=830) Onyx Ring
(x=850, y=900) Leather Armor, Quarter Staff
<---------------------------------------------------------------------->
10) Leave the Inn and head up around to the north. Your mission? Kill
Hobgoblins and loot them until you find Joia's Flamedance Ring. Return
it to her when you find it for your reward. When that's done, exit the
map from any direction and head to the wilderness area south of the
Friendly Arm Inn.

***REWARD***
(For recovering Joia's ring)
EXP    400
Reputation +1

Wilderness (AR2800)
o======================================================================o
11) We've skirted around this area, but now that we have a full party,
lets finish it off. Unshey's 'rogue Ogre with a belt fetish' is at about
(x=4700, y=2800). An Ogre can be.. painful.. at this point in the game,
so use Jaheira to Entangle it and take it down with missile fire and
spells. You really don't want to melee at Ogre at levels 1-2 if you can
help it. When it dies it'll drop a Morning Star, two belts, and 38 gold.
It would be best if you identified these belts before putting them on.
The larger one is a Girdle of Masculinity/Femininity, and it will change
its wearer into the opposite gender. Unless you like the change, you'll
need a Remove Curse cast to get it off. It'll be a while before you can
cast it, and it'll cost money to get it done at a temple. The other
belt, however is a Girdle of Piercing, which confers a +3 Armor Class
bonus against piercing weapons. This is the girdle Unshey wants back,
and you can certainly return it.. but why would you? Strap this on a
front-line character, especially one who might be sent out in front of
the party to draw the fire of archers. This will make their survival all
the more likely. Still, if you decide to give the belt back, the reward
is below. If you change your mind later, the only way to get the belt
back is to kill Unshey, which will cause your reputation to plummet and
turn the entire level of the Friendly Arm Inn Unshey is on to turn
hostile.. likely lowering your reputation further.

***REWARD***
(For giving Unshey her belt back)
EXP    800
Gold    95
Item    History of Tethyr

Other than that, there's not much in this area besides random encounters
and some ruined caravans. Head south to Beregost when you're done
exploring.

***ITEMS***
(x=2420, y=3400) 7 gold

o======================================================================o
|                                       |
|                Beregost                   |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK003}
        1) Arriving in Beregost
        2) Kagain's Shop
        3) The Burning Wizard
        4) Silke's Request
        5) The Red Sheaf
        6) Mirianne's House
        7) The Jovial Juggler
        8) Landrin's House
        9) Firebead Elvenhair's House
        10) Feldpost's Inn

Beregost (AR3300)
o======================================================================o
1) Now you're in Beregost. Watch a movie, and a peasant named Golin
Vend will talk to you, basically to tell you about various places in
town. The main shop to hit in Beregost is the Thunderhammer Smithy,
which sells all kinds of good loot we can't afford yet. There's no
reason to go there yet, but to give you a sense of direction I'll write
about it here. From the Thunderhammer Smithy you can buy a suit of Full
Plate Mail for the front line Fighter you love most. Also, a Dagger of
Venom will suit Jaheira well, and Shadow Armor might be a good buy if
you have a Thief along.. unless it's Imoen, since we plan to turn her
into a Mage. You can also buy an assortment of minor magical items, but
most of these we can find on our own. Keep the Thunderhammer Smithy in
mind for later, when we have some money to spend. Once you're done
talking to him head south and enter a building at (x=1500, y=2000).

Kagain's Shop (AR3353)
o======================================================================o
2) Behind the counter is Kagain, the premier Fighter for evil parties.
I typically use his shop to store excess baggage, be it weapons,
scrolls, potions, wands.. anything I don't want to get rid of, but that
I don't want to carry around. I also disband party members here, so I
can remember where I left them.. Anyways, good, evil, or otherwise, talk
to Kagain. Accept his job to look for the caravan his mercenaries were
responsible for. It's time to bid Xzar and Montaron farewell. If you
don't keep Kagain, at least keep his cool golden helmet. Loot the place
and get going. Note that if it's day time you should find a man clad in
black (the town crier) standing somewhere in the clearing where the
Beregost obelisk is. Talk to him to find out some pertinent information
about the going-ons of the world. He should mention a quest to slay the
Cleric Bassilus, and the hefty reward of 5000 gold attached to it. Keep
this in mind for later.

***ITEMS***
(x=250, y=300) Fire Agate Gem x2, 58 gold
(x=580, y=150) 76 gold
(x=510, y=150) Fire Agate Gem x3, 73 gold

The Burning Wizard (AR3308/AR3307)
o======================================================================o
3) Head east until you find the Burning Wizard. Go inside and talk to
a halfling named Zhurlong. He'll tell you about some Boots of Stealth
he lost to some hobgoblins, and offer you 100 gold for their return.
He will also lighten your coin purse a bit. There's some minor looting
you can do upstairs to rectify the situation a bit.

***ITEMS***
(x=550, y=190) Iol Gem
(x=160, y=260) Sunstone Gem
(x=250, y=100) Dagger
<---------------------------------------------------------------------->
4) Once you're back outside, talk to Garrick (x=2500, y=2270). He'll
offer you 300 gold to protect his mistress Silke from some of Feldpost's
thugs. Accept and you'll automatically follow him around to the side
of the Red Sheaf. Talk to Silke to hear her story. When she's done,
a group of three men will come to deliver Silke her gems. You can either
choose to kill them, or to turn on Silke. If you kill the men Silke will
pay you and you'll lose reputation, and you'll get to loot them, gaining
three Potions of Defense. If you turn on Silke you'll discover that,
like Tarnesh, she's a troublesome Mage. Surround her before you talk to
her and make sure to disrupt her spells and she'll go down quickly. If
she gets a Lightning Bolt off, you're going to regret it. Anyhow, talk
to the leader of the three men you were supposed to kill and they'll
give you one of the Potions of Defense for a reward. Better yet, you
get to loot Silke and take her 400 gold, Quarter Staff +1, and Potion
of Invulnerability. Talk to Garrick and allow him to come with you. I
plan to dump him off back at Kagain's, but he might just fit into your
party (see his description in the NPCs section.) Now head into the
Red Sheaf.

***REWARD***
(For killing 'Feldpost's Thugs' for Silke)
Gold    300 or 400
Reputation -2

The Red Sheaf (AR3357/AR3303)
o======================================================================o
5) When you enter you'll be accosted by a dwarf named Karlat, another
one of your friendly neighborhood assassins. This can be a fairly tough
fight at first level, but if you surround him with melee characters..
or hit him with a Sleep or Entangle spell you should be able to deal
with him handily. He carries Chainmail, a Medium Shield, a Battle Axe,
38 gold, and a Scroll (another bounty notice.) I give Jaheira the
shield and armor. Find a halfling named Perdue, who will ask you to
retrieve his short sword. Agree to do it and he'll offer to pay you
50 gold if you 'wipe 'is arse with it.' Sounds good. If you want to
loot, do it upstairs, as the guard will be called on you for looting
downstairs.

***ITEMS***
(AR3357)
(x=560, y=650) 9 gold

(AR3303)
(x=190, y=520) 21 gold
(x=440, y=600) Leather Armor
(x=300, y=400) Dagger, 8 gold
(x=630, y=330) Club, 36 gold
(x=400, y=100) Bloodstone Gem, 12 gold
(x=700, y=200) Jasper Gem

Mirianne's House (AR3313)
o======================================================================o
6) Leave The Red Sheaf and enter a secluded house north of the Thunder
Hammer Smithy (x=4770, y=2100). Inside is a woman named Mirianne. Talk
to her and she'll tell you about her husband, and ask you to keep your
eyes open for any word from him. You don't really need to come here
before you travel on, but when you complete the quest later, you'll know
where to head back to.. or you could just pick pocket Mirianne for your
reward a Ring of Protection +1, if you're not a fan of delayed
gratification.

The Jovial Juggler (AR3304)
o======================================================================o
7) Now head south until you reach the Jovial Juggler, the the south
eastern most building in town. Head in and talk to the armored figure
named Bjornin, who will tell you about some half-ogres in the south
west who whupped up on him. Good to know. Again, if you want to get the
reward without doing the quest you can just steal his Medium Shield +1.
Head to the back of the bar and a dwarf named Gurke will yell at you,
mentioning that he lost his cloak in the Cloakwood forest. It'll be a
bit before you get to that.

Landrin's House (AR3315)
o======================================================================o
8) Leave the Jovial Juggler and head west and enter the house at
(x=3070, y=3400). Inside there are four Huge Spiders. Their poison can
be fatal at lower levels, especially if you weren't charismatic
enough to get Landrin to hand over any Antidotes. I hit them with a
shot of Sleep and Entangle, and pick them off with my main character and
Imoen. While you're here, grab the body of the largest spider, as well
as the boots and wine Landrin is looking for.

***ITEMS***
(x=300, y=200) Andar Gem, Worn out Boots, Bottle of wine, 7 gold

***REWARD***
(For recovering Landrin's boots)
EXP    300
Gold    120

***REWARD***
(For recovering the body of the largest spider)
EXP    200
Gold    100

***REWARD***
(For recovering Landrin's wine)
EXP    300
Gold    75

Firebead Elvenhair's House (AR3333/AR3334)
o======================================================================o
9) Now head west some more and enter the house at (x=2050, y=2950).
An old friend from Candlekeep will approach you and ask you to get him
a copy of 'The History of the Fateful Coin,' which you can find at
Feldposts' across the street. Better yet, you can loot his house
without him being a sissy and calling the watch.

***ITEMS***
(AR3333)
(x=400, y=150) 39 gold

(AR3334)
(x=200, y=290) Jade Ring
(x=100, y=300) 38 gold

Feldpost's Inn (AR3351)/(AR3352)
o======================================================================o
10) Go across the street to Feldpost's Inn. You'll immediately be
confronted by a drunkard named Marl and his goon Dunkin. It's very
easy to end up picking a fight with him, but the best course is to talk
him down. Pick the following dialogue options: #1, #1, #3, #3, #1 and
he'll back down. You'll also gain 900 experience for your trouble. Go
talk to the bartender and buy a copy of the 'History of the Fateful
Coin' for Firebead. Now Take a Thief and head upstairs. Find the portly
merchant Algernon and steal Algernon's Cloak. Put this on your party
leader.. ideally the character with the highest Charisma, as it will
improve your reaction with NPCs. When you have Algernon's Cloak, return
to Firebead's and give him his book.

The Bartender at Feldpost's (x=750, y=520) is your friend. Not only will
he purchase just about anything, but he sells a few trinkets worth
considering. One is the Battle Axe +1. It'll be a bit before we get a
magical battle axe, so if you have Kagain in your party, you might want
to invest in this axe to tide him over. Feldpost also sells a Composite
Long Bow +1, which is a nice item for the dedicated archer in your
group, and is also worth a purchase. For my good party, the latter is
a solid choice, since both Minsc and my protagonist will need a good
bow. For my evil party, however, I'm content to just wait to find a bow,
but the axe is a must-get item. Either way, expect to pay somewhere in
the area of 2000~ gold to get what you want.

***REWARD***
(For finding Firebead a copy of 'The History of the Fateful Coin')
EXP    300
ITEM    History of the Dead Three
Reputation +1

Assembling Your Party
<---------------------------------------------------------------------->
Now for the most important part of the first chapter.. the assembly of
your party. Remember, you're going to want a Mage, a Cleric, and a
Thief. This is the minimum, and you won't suffer by having, say,
Viconia and Jaheira in the same party, but if you fail to have one of
the classes, you're in for a tough time. You need to recruit them as
quickly as possible, as the higher the level you reach, the higher
level the NPCs will get before you reach them. Lets just say the
computer isn't very discriminating when it comes to accepting Hit Point
rolls upon leveling up. You, on the other hand, can save/reload until
you get decent Hit Points. The longer you wait to grab an NPC, the
weaker those NPCs are going to be. Of course, characters that can't be
found until later chapters get excluded because of this. Unfortunate,
but it's just too much hassle to get them. This leaves us with the
following list(s) of eligible characters that can be recruited:

***CLERICS***
Branwen        (NEUTRAL)
Jaheira        (NEUTRAL)
Viconia        (EVIL)

***FIGHTERS***
Ajantis        (GOOD)
Kagain        (EVIL)
Khalid        (GOOD)
Kivan        (GOOD)
Minsc        (GOOD)
Shar-Teel    (EVIL)

***MAGES***
Edwin        (EVIL)
Xan        (NEUTRAL)
Xzar        (EVIL)

***THIEVES***
Imoen        (GOOD)
Montaron    (EVIL)
Safana        (EVIL)

Between me and my fiance, we've played through this game with just
about every one of those characters.. except Xan, he sucks.. but for
this playthrough I'll play with Ajantis, Minsc, Jaheira, Viconia, and
Imoen.. all of which are sequel characters, except Ajantis. I'm not
going to guide you to find all the characters I listed as eligible,
although I included how to find them in their NPC description, and I
will cover them as they are encountered in the FAQ. For my evil
play-through, I travelled with Kagain, Shar-Teel, Jaheira, Viconia,
and Edwin. When you have most of your party assembled, head to High
Hedge. You may be doing this anyways if you want Kivan, but we'll head
there to meet Thalantyr, a wizard and one of your most indiscriminating
merchants in the game.

o======================================================================o
|                                       |
|                High Hedge and Enroute to Nashkel               |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK004}
        1) Kivan
        2) Perdue's Short Sword
        3) Thalantyr
        4) Abandoned House
        5) Roe's Note
        6) Wilderness Cave
        7) Boots of Stealth
        8) Nobody Calls me a Bandit and gets away with it!
        9) Onward, to Nashkel

High Hedge (AR3200)
o======================================================================o
1) The only real problem in this area are Skeletons, who spawn
constantly and low to throw daggers at your party.. which they are
fairly lethal with, especially at these low levels. You also may
encounter Wild Dogs, Gnolls, and in one specific area, Giant Spiders.
At (x=3650, y=1470) you will find the elven Ranger Kivan, who will join
you if you say you're out to beat up bad guys. Recruit him or not, and
head east.
<---------------------------------------------------------------------->
2) You should now come across a large octagonal building with eight
towers. Along the southern end you should run into some Gnolls, one of
which will have Perdue's Short Sword. Take it back to him for your
reward at your leisure. Continue around to the front of the house.

***REWARD***
(For returning Purdue's Short Sword)
EXP    500
Gold    50

Thalantyr's House (AR3202)
o======================================================================o
3) This is the abode of the wizard Thalantyr (x=2900, y=2600), and you
may have heard of it from the Thief Permidion Stark who lurks to the
north west. As he mentions, Thalantyr has a pair of Flesh Golems that
defend his shop, so when you go speak to him (x=240, y=270), make your
right to the middle of the shop and talk to Thalantyr directly, before
you do ANYTHING else. The Flesh Golems are hostile until you talk to
Thalantyr, so don't dally. Once you get Thalantyr talking to you, the
golems will not trouble you anymore.

Thalantyr sells some nifty stuff, namely Mage scrolls, of which you
should consider buying the following: Blindness, Protection from
Petrification, Identify, Magic Missile, Sleep, Chromatic Orb, Horror,
Mirror Image, Resist Fear, Invisibility, and Hold Person. Mind you,
you don't have to buy them in a timely manner, in fact, there's a good
chance you'll find many of these eventually, so only buy them if you
have the spare coin and you really need them.

Thalantyr also sells Robes of the Good and Neutral Archmagi, powerful
defensive items that improves a Mage's Armor Class as if they were
wearing Chain Mail. It's good stuff, but VERY expensive. You'll find
some Robes of the Evil Archmagi through the game, but these two must be
purchased here, so if you have a good or neutral main character Mage,
or you dual class Imoen, you're going to eventually want these.
Remember, these robes are alignment conditional, so select your
character in the shop dialogue before you buy them to see if they
can use it first. He also sells an item that functions as a ring
called 'The Claw of Kazgaroth', which gives a +1 bonus to Armor Class,
+4 bonus to Armor Class versus Missiles, a +3 bonus to Saves versus
Wands, Polymorph, Breath, and Spells. It imposes a -4 penalty to Saves
versus Death and a -2 penalty to Constitution. This ring can be
useful.. if you put it on a character with a 'neutral' Constitution,
a Constitution that will not cause the character to lose Hit Points.
This is a range from 9 to 14. You still have to be wary of the Save
versus Death penalty, but the perks might just outweigh the negatives
if it doesn't cause you to lose Hit Points.

In addition, he sells powerful potions and scrolls which may come in
handy later, if you get the spare gold. Namely scrolls of Protection
from Fire, Protection from Magic, and Potions of Magic Blocking.

Perhaps one of the best things about Thalantyr's shop is the fact that
he'll purchase almost anything, so he can end up your one-stop shop for
whatever you're selling. Keep him in mind, and use him as the resource
that he is, it's for this reason we venture here so early.

Abandoned Cabin (AR3201)
o======================================================================o
4) North-west of High Hedge you'll find an abandoned cabin
(x=1750, y=1550), which has several huge spiders outside of it. Inside
is a locked chest, which will probably force you to have either a knock
spell handy, or a very high open locks score on a Thief. Now that we've
found an indispensable shop, head to the area south of Beregost.

***ITEMS***
(x=500, y=180) Aquamarine Gem

Wilderness (AR3800)
o======================================================================o
5) This area is pretty tame, populated by Gibberlings and Hobgoblins
mostly. You do have to be wary, however, as the odd Hobgoblin Elite will
show up. They are tougher Hobgoblins, that are fond of shooting you
with poisoned arrows. Ghouls can paralyze you, and if one manages to,
chances are it'll make quick work of that character before you can put
the Ghoul down. Due south from where you entered (assuming you came from
Beregost) you will find two Ogrillons. They've got decent Hit Points,
but nothing  for Armor Class. Still, they can hit pretty hard.. I don't
know why, they have historically loved pulping up one of my characters.
One of them will have a Scroll on it, destined for Mirianne. You can
turn it in to her at your leisure.

***REWARD***
(For delivering the note to Mirianne)
EXP    300
Item    Ring of Protection +1
<---------------------------------------------------------------------->
6) In the south-west are of the map you'll find a cave (x=1800, y=2200).
Inside you'll find a bunch of harmless rats and a crate which contains
some loot.

***ITEMS***
(x=300, y=150) Potion of Healing x5, 29 gold
<---------------------------------------------------------------------->
7) Just south of the cave you will find a trio of Gobgoblins, one of
which will have some Boots of Stealth on him. Kindly relieve him of
his boots and carry on. If you want, you can turn these into Zhurlong
for his reward.

***REWARD***
(For returning Zhurlong's boots)
EXP    300
Gold    100 (Plus whatever he previously stole from you)

Frankly however, it's not worth the loss of those boots. The best
option? Give him the boots, then kill him and take them back. No
reputation lost, and the added satisfaction of killing the bugger.
<---------------------------------------------------------------------->
8) Towards the southern end of the map along the road you'll be
approached by a Flaming Fist Mercenary, who accuses you of banditry. You
can talk your way out of a fight.. but I prefer to kill him and take his
Plate Mail. Especially since you suffer no reputation penalty for doing
so. Now exit this area on the southern edge of the map to continue
south towards Nashkel.

Wilderness (AR4300)
o======================================================================o
9) There's not much to recommend this area. It's mostly populated by
Hobgoblins, but you might run into the odd Bandit, Kobold, or Hobgoblin
Elite here. As far as note-worthy events and NPCs, you can find Lord
Foreshadow mentioning the then-upcoming Neverwinter Nights, and
Portalbendarwinden, who has some interesting dialogue, but nothing
essential. If you do run into any bandits, keep their scalps. They might
not be worth much now (although Thalantyr will buy them) but after
Chapter 2 you can cash them in for 50 gold a scalp, which can really
add up. Exit on the southern edge and continue on to the Carnival
outside of Nashkel, where we will end the first chapter.

o======================================================================o
|                   Chapter 2                   |
o======================================================================o
|                                       |
|                Nashkel and the Carnival                    |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK005}
        1) Carnival Fun!
        2) Branwen
        3) Zordral's Revenge
        4) Stupid Thief..
        5) Exploding Ogre!
        6) Potion Merchant
        7) Entering Nashkel
        8) Nashkel Inn
        9) Nashkel Store
        10) Meeting the Mayor
        11) He's Not Quite Dead Yet..
        12) Mistaken Identity
        13) Minsc
        14) Edwin
        15) Joseph's Wife
        16) Looting
        17) Annoying Noober

Shortly after beginning this chapter you'll get a dream upon resting.
Besides being disturbing, you'll find yourself endowed with a special
ability when you wake up. If your reputation is bad, you'll get an
offensive spell, if you're reputation is good, you'll get a healing or
defensive spell. I've listed the spells you gain below, even though they
are listed earlier in the FAQ. You don't need to get all the good or
evil spells, you can, for instance, have a good reputation the first two
chapters and get the Cure Light Wounds, and in the next chapter drop
your reputation and receive ghoul touch.

Chapter 2
Cure Light Wounds    (GOOD)
Larloch's Minor Drain    (EVIL)

Chapter 3
Cure Light Wounds    (GOOD)
Larloch's Minor Drain    (EVIL)

Chapter 4
Slow Poison        (GOOD)
Ghoul Touch        (EVIL)

Chapter 5
Slow Poison        (GOOD)
Ghoul Touch        (EVIL)

Chapter 6
Draw Upon Holy Might    (GOOD)
Vampiric Touch        (EVIL)

Chapter 7
Draw Upon Holy Might    (GOOD)
Vampiric Touch        (EVIL)

Carnival (AR4900)
o======================================================================o
1) After all that marching, what better way to relieve your stress than
by visiting the local carnival! This area is pretty tame, as well it
should be, but you do have to be wary of the odd group of Kobolds
lurking around. In some of the tents are merchants, which sell mostly
mundane gear. In the tent at (x=2520, y=2800) you'll find a merchant who
sell some magical trinkets, but it was never anything I found necessary.
If you steal from an occupied tent, chances are you're going to bring
trouble. Still, if you make a quick enough exit..

***ITEMS***
(AR4900)
(x=3580, y=2100) Long Sword, Short Sword
(x=3640, y=2100) 56 gold
(x=3500, y=2400) 26 gold
(x=2700, y=2880) Spear x2

(AR4908)
(x=150, y=200) 9 gold
<---------------------------------------------------------------------->
2) At (x=3050, y=3100) you'll find a halfling named Zeke trying to
peddle a Stone to Flesh scroll off for 500 gold, with the idea that
whomever has the scroll can use it to turn the 'stone warrior maiden'
(x=3250, y=2890) back into flesh.. a 'stone warrior maiden' who would
then be very 'grateful'. Despite the fact that this is rather sadistic,
it's also outrageously overpriced for a scroll you can buy at any
temple. If you want the 'stone warrior maiden', it's cheaper and more
satisfying to steal the scroll from Zeke. Once done, equip the scroll
in a quick slot and use it on the statue. Zeke might be an evil bastard
(go ahead, use detect evil), but his scroll works fine.

And behold Branwen, warrior-priest from the Norheim isles, entrapped in
stone by one Tranzig (who wants to bet we'll see that name again?)
She'll join you if you let her, and she wants revenge on her captor.
Fair enough. Take her along.. or not, it's up to you.

Bentha's Tent (AR4906)
o======================================================================o
3) Inside a tent at (x=2270, y=3050) you'll find a Mage named Zordral,
who is having a bit of a 'disagreement' with another Mage, Bentha.
Zordral will threaten to slay her by finishing his incantation. If you
insult his ability and intelligence, he'll turn on you. If you reason
with him or play on his morality, he'll just kill her, so pick dialogue
options #1, and #1 to provoke him. He's pretty rough for a weak party,
like Tarnesh, so get on top of him early, and stay on top of him. If
he gets off a Mirror Image and a Horror on a low level party, you're
probably going to have to reload. When he dies he'll drop a Knave's
Robe, a Scroll of Armor, a Scroll of Color Spray, a Quarter Staff, and
79  gold. This robe will go well on my main character.. or another Mage,
if you have one. Talk to Bentha. If you ask for information, she'll tell
you about Volo. What a waste. If you ask for trinkets, she'll give you
an Antidote. If you take the high road and say that a good deed is
enough, she'll give you a Potion of Heroism. It pays to be good! Loot
and leave.

***ITEMS***
(x=150, y=200) 15 gold
(x=300, y=150) Quarter Staff
(x=400, y=250) History of Shadowdale, Throwing Dagger x1, 20 gold

Gambling Tent (AR4903)
o======================================================================o
4) There's another tent at (x=1550, y=2950) you should enter. Upon
entering a Thief named Vitiare will try and rob you. Shoot him down
before he reaches you and loot his corpse. You'll gain a Potion of
Healing, a Potion of Master Thievery, a Potion of Agility, a Dagger,
and 73 gold. I hate that guy.
<---------------------------------------------------------------------->
5) At (x=1290, y=3200) you'll find 'The Great Gazib', a Mage who manages
'The Amazing Oopah', the world's only exploding ogre! Talk to Gazib
several times to watch Oopah explode! Eventually Oopah will get sick of
it and go on a rampage. Put Oopah down. This is really more amusing than
anything else.

Merchant's Tent (AR4905)
o======================================================================o
6) In a tent at (x=1870, y=3500) you'll find a merchant peddling some
potions. Both sell for 50 gold a piece, and the violet will give you a
titan's strength, while the red will make 'your insights rival
Elminster, your clarity of thought indefinitely enhanced.' Both of these
potions do as he says, but they also come with pretty significant
drawbacks. For instance, the violet potion gives you a Strength of 25,
but sets your Dexterity and Constitution to 3, which completely
nullifies its usefulness in combat (although if you want to smash open
crates and chests..) The red potion gives you 25 Intelligence, but sets
your Wisdom and Strength to 3, also giving you 50% resistance to all
magical damage. Both potions last 24 hours. Of course, you could always
steal the potions. He also has some chests to loot, which actually
contain some nice items. He'll call the guards on you for looting the
big chest (x=200, y=200) but not the small chest (x=320, y=200).
Figures. Steal and flee. Now it's time to head to Nashkel (AR4800).

***ITEMS***
(x=200, y=200) Potion of Fire Resistance, Potion of Invulnerability,
           Potion of Invisibility, Potion of Healing, 208 gold
(x=320, y=200) Potion of Fire Giant Strength, Potion of Heroism,
           230 gold

Nashkel (AR4800)
o======================================================================o
7) Head south across the bridge, where a Amnish soldier will initiate
dialogue with you. Once that's done, enter the Nashkel Inn (the first
building after the bridge.)

Nashkel Inn (AR4801)
o======================================================================o
8) Once inside a woman named Neira will approach your party. Behold,
another head-hunter! She's a Cleric, and if she gets off a Hold Person
spell, she could cause trouble. The tactics? Same as the Mages. Hit her
early, hit her often, and disrupt her spell casting. Of course she has
a better Armor Class, but the principle still works. She'll drop a
Helmet of Infravision, a suit of Splint Mail, a Medium Shield, a Club,
and another bounty notice. I put the Helmet on Ajantis, but really
it'll work on any human who can wear a helmet.

***ITEMS***
(x=300, y=200) 7 gold
(x=580, y=220) 9 gold
(x=680, y=380) 5 gold
(x=700, y=150) 4 gold
(x=800, y=300) 8 gold

Nashkel Store (AR4803)
o======================================================================o
9) Now head out of the building and down the road to the next building,
the Nashkel Store. You don't really need anything in here, unless you
have loot to sell. The owner will tell you about a fabulous money
making opportunity.. 500 gold for every Winter Wolf pelt you bring him,
but there IS something I tend to do here.. He's got Large Shields +1
which are prime for stealing from his store, even if I do have to spend
some time trying. Just save the game if you manage to steal one, and
reload if he catches you. You won't find better shields until Baldur's
Gate, so it's worth the effort.
<---------------------------------------------------------------------->
10) Exit the building and head down the road. Outside the Temple of Helm
you'll be approached by Berrun Ghastkill, the mayor of Nashkel. He will
ask you to investigate the mines. Accept and continue on.
<---------------------------------------------------------------------->
11) Bothering one of the tombstones (x=2920, y=1280) outside the Temple
of Helm will cause a Mage named Daer'Ragh to appear and threaten you.
Click on it again and he will summon a host of Phoenix Guards to appear
and attack. When you kill one, it'll explode. Lets just say this is a
humorous-if not a healthy-easter egg.
<---------------------------------------------------------------------->
12) Further down the road is a character named Oublek, who will offer
you a reward of 200 gold for a job done by someone named Greywolf. If
you don't take the money, you'll be thanked for your honesty, and gain a
reputation increase. Or you could take the money, but Oublek will be
sore with you from here on out. He will refuse to pay you one bounty
entirely, and will only give you half the reward on another, so it's not
really cost-effective in the long run to cheat him. You can also ask him
about unclaimed bounties to hear about the artist Prism, and Commander
Brage. We'll do both of these quests later.

***REWARD***
(For telling Oublek the truth)
Reputation +1
    
     or

***REWARD***
(For claiming Greywolf's reward)
Gold    200
<---------------------------------------------------------------------->
13) When you're done with Oublek continue south, and you'll run into a
warrior named Minsc. Ah Minsc. Talk to him, and he'll ask you on a grand
quest to save his 'charge', Dynaheir. If you want Minsc in your party,
you have to do this quest for him.
<---------------------------------------------------------------------->
14) Head south-west until you come across a bridge. Standing on the
bridge is a red-robed wizard named Edwin-by and far the strongest NPC
Mage in both Baldur's Gate games. If you talk to him, he'll ask you to
kill the witch Dynaheir.. obviously him and Minsc aren't going to be
friends. No matter which one you take, you have to head off to the
Gnoll Stronghold in the far south-western corner of the map fairly
quickly, lest they grow antsy and disband. So.. that's what we'll do
next. Once we're done in Nashkel, anyways.
<---------------------------------------------------------------------->
15) Continue south until you reach the house at (x=4200, y=2900). Talk
to the commoner walking around. You can hold her up, decreasing your
reputation, but there's really no point. You can ask her about the mines
too, and she will tell you about her husband Joseph, and ask you to
look for his Greenstone Ring. Might as well, since you're inevitably
going through there.
<---------------------------------------------------------------------->
16) Now head to the north-eastern corner of the map to find a large
house at (x=4730, y=500). Do some looting for some interesting treats.
Whatever you do, do not flirt with Samantha too much, or her secret
lover 'Jamie' will come out of the closet and attack you. If you kill
him, the rest of the people on the level will turn hostile.. so just
ignore her. When you're done, head south-west across the bridge.

***ITEMS***
(AR4804)
(x=350, y=450) 35 gold
(x=750, y=470) Scroll of Magic Missile, Scroll of Chill Touch,
             Scroll of Shield

(AR4805)
(x=150, y=350) History of Shadowdale, 9 gold
(x=510, y=300) Potion of Invisibility, 20 gold
(x=350, y=400) tainted Potion of Healing, 33 gold
=<---------------------------------------------------------------------->
17) Head across the bridge towards the western edge of Nashkel. A goober
named Noober will annoy you. If you are patient and withstand his
barrage of inane questions you'll get some experience.. so just wait
him out.

***REWARD***
(For enduring Noober)
EXP    400

o======================================================================o
|                                       |
|            To the Gnoll Stronghold                   |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK006}
        1) Xvart Genocide
        2) Ursa the Cave Bear
        3) Cave Raid
        4) Beating Borda
        5) Neville's Ambush
        6) The North Bridge
        7) Fat Happy Ogre
        8) Laurel's Crusade
        9) Jared's Bear

Wilderness (AR4700)
o======================================================================o
1) You can utterly skip this area if you're on your way to the Gnoll
Stronghold by hugging the southern edge of the map and exiting out the
western edge of the map. For continuity, however, I will cover the area
in its entirity here, and there's certainly nothing here a low-level
party can't handle.. at least, not without a little luck and some
strategy. Head south east until you find a path leading north. Up this
path is a Xvart village just waiting to be massacred. Kill everything
you see, heading west when you've clear the way.
<---------------------------------------------------------------------->
2) When you head deeper into the xvart village, a xvart named Nexlit the
Xvart will approach you and sick the Xvart's pet bear 'Ursa' on you. Use
an Entangle spell to immobilize the bear and shoot Ursa to death at a
distance.
<---------------------------------------------------------------------->
3) Go north-east of the Xvart village and enter the cave at
(x=4300, y=900). Inside is another Cave Bear, and for some reason the
game likes to put your weak party members nearest the bear.. Command
Word: Die works well. When it's dead, loot the cave and leave. The
flail should go to whatever Cleric you have (check for characters with
the Spiked Weapons proficiencies.) The Bracers should go to a Mage. I
put them on my Fighter/Mage main character for now.

***ITEMS***
(x=300, y=150) Flail +1, Potion of Fire Resistance,
           Bracers of Defense A.C. 8
<---------------------------------------------------------------------->
4) In the eastern area of the map you'll find a con-man named Borda,
who will try and sell you what amounts to magical junk for a total of
150 gold. A better option? Kill him and take all his stuff. He's not a
nice person anyhow. He's a rather tough fight at this stage in the game,
and if he gets off spells, you're in trouble. Hit him with missile fire,
disrupt his spells with Magic Missile (if you've got it) and try to hit
him with Command Word: Die. His first goal is to get up Mirror Image,
followed by Horror and several rounds of Magic Missile, which will kill
any low-level character. Casting Remove Fear at the beginning of the
fight will make this fight much easier. When he falls he'll leave behind
a Scroll of Web, a Scroll of Color Spray, a Cursed Scroll of
Petrification, a Cursed Scroll of Weakness, a tainted Potion of Healing
a Short Sword +1, and 74 gold. The Short Sword +1 will set Imoen up
temporarily, the scrolls will go nicely on any Mage, and overall, it's a
nice haul. By the way, the crappy stuff is what he was planning on
selling you.. We're much better off killing him, no?

Wilderness (AR4600)
o======================================================================o
5) This area is a bit trickier to skip if you're trying to get right to
the Gnoll Stronghold.. head south along the eastern side of the map and
exit out the bottom. You'll probably have to deal with Jared and his
bear problem.. but it's nothing you can't handle. If you want to explore
the entire area, read on. In the north-eastern area of this map you'll
find a bandit named Neville. If you're nice to him, he'll attack, along
with his Hobgoblin buddies. If you threaten to take his money and kill
his buddies, he'll find it amusing, and just skim some money from you,
and you'll get 100 experience. You'll get more experience killing them,
and be get to keep your money, so pick a fight and drop a Sleep spell on
his Hobgoblin buddies and get to killing. Neville can be a bit of a
problem, and he should be considered more than a match for any of your
Fighters. Still, it's nothing Entangle or Command: Die won't fix. His
Hobgoblin buddies have typical Hobgoblin gear. Neville has a suit of
Chainmail, a Scroll of Dispel Magic (nice!), a Long Sword +1, his scalp,
and 65 gold. The Long Sword goes straight to Ajantis/Shar-Teel. Once
they are dead and looted, head to the north bridge in the west.

***REWARD***
(For amusing Neville the bandit)
EXP    100
<---------------------------------------------------------------------->
6) This bridge is crawling with Hobgoblin Elites (poisoned arrows,
remember) and Ogre Berserkers.. you don't want to melee the ogres, so
try to entangle them and shoot them to death.. while also trying to
incapacitate the Hobgoblins (Sleep, Hold Person) or engage them in
melee. It's difficult to try and juggle the two tactics, but if you can
lure an ogre away by itself, it'll make the process simpler. Remember
the prime tactic when dealing with pesky archers: send a high Armor
Class, shielded party member up front and try to engage them in melee.
If you didn't remember that tactic from earlier, it's because I just
said it for the first time here.
<---------------------------------------------------------------------->
7) In the north-western part of the map is an Ogre who is eating, and
too busy to fight. Talk to him again when he is'fat-happy' to fight him.
If you cast Entangle on him first, he won't stand a chance, and you can
just mow him down with missile fire.
<---------------------------------------------------------------------->
8) At (x=1280, y=1100) you'll find Laurel, a female Paladin who wants
your help exterminating a Gibberling horde. Accept her offer when she
invites you to help, and her 'horde' will arrive shortly. One Sleep
spell is good enough disable most of them. Once the Gibberlings are
vanquished, talk to Laurel again for some experience. If your reputation
is low when you talk to her, she'll identify you as rogues, and declare
that it's her duty to exterminate you. Killing her isn't as rewarding
as you think, as she coughs up laughable experience and killing her
will reduce your reputation by 2 points. You will, however, score some
Plate Mail armor. Now head to the south-eastern corner of the map.

***REWARD***
(For helping Laurel fight the Gibberling horde)
EXP    250
<---------------------------------------------------------------------->
9) A nobleman named Jared will approach you, asking you to kill a
hostile bear across the bridge, promising to give you anything should
you succeed. At this stage in the game, you might want to use Entangle,
and shoot it down with missile weapons. Return to the nobleman for your
reward. If you have high Charisma/a good reputation, he'll give you his
Boots of the North. If not, he'll be less rewarding.. If he doesn't
cough up the boots, I suggest you steal them from him, or kill him and
take them. These boots.. aren't really all that useful. Cold attacks
are rare, but they do crop up from time to time as projectiles, such as
when fighting Winter Wolves. Put it on a front line Fighter,
particularly one who is not well protected against missiles. Now it's
time to head on to the Gnoll Stronghold, exit the screen on the southern
edge.

***REWARD***
(For killing the bear for Jared)
EXP    150

o======================================================================o
|                                       |
|                 Gnoll Stronghold                   |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK007}
        1) Ogre Bridge
        2) Storm the Gnoll Stronghold
        3) Kill the Gnoll Chief (and friends)
        4) Dynaheir
        5) The South Cliffs
        6) Cave #1
        7) Cave #2
        8) Cave #3

Gnoll Stronghold (AR5100)
o======================================================================o
1) Once you reach the Gnoll Stronghold, you'll be on a small ledge in
front of a bridge. As fitting, Gnolls spawn here constantly, so be
careful when resting.. or back tracking. Make sure you're ready to go
now, rather than allowing yourself to be at half strength later. This
area is populated by a variety of gnolls and xvarts, neither of which
are terribly dangerous in small numbers. Head across the bridge, where
two half-ogres will be waiting. One will attempt to initiate dialogue
with you, demanding you pay 200 gold to get across the bridge. You can
talk them down to 100 gold, and pay them.. which will get you some
experience (I presume for talking them down?) Still, losing 100 gold
isn't my idea of fun, and they leave when you pay, which is even worse!
One of them has a truly indispensable defensive item that you simply
cannot let walk away. So, pick a fight with them by refusing to pay, or
by continuing to drop the price. You can lure one of them away by simply
walking back across the bridge when one tries to talk to you. Let him
'catch' you when he's out of sight of his buddy, and whomp him. The
half-ogre Gnarl possesses a Potion of Hill Giant Strength, a Potion of
Cold Resistance, an Iol Gem, a Bastard Sword, and 20 gold. Hairtooth has
Gauntlets of Dexterity and 67 gold. The Gauntlets of Dexterity raise
one character's Dexterity to 18, and in the case of some characters
(Ajantis, Kagain, Minsc) to name a few, can drastically raise their
Dexterity, and thus, their Armor Class. Such a powerful tool, gained so
early.. It's good stuff. Give it on a Armor Class deficient front-line
Fighter.
<---------------------------------------------------------------------->
2) Continue to the west, slaying Gnolls as you go. Keep going up stairs
to the west until you come across a small staircase going north. Go up
the stairs and smash the Gnolls that are doubtlessly waiting up top.
Watch out for crappy path finding. Narrow stair-case plus enemies on
top means jams, and jams mean your party members will try to find
alternate paths. Party members walking around aimlessly will spawn more
Gnolls, and cause problems.
<---------------------------------------------------------------------->
3) Now continue east, where a tough group of Gnolls awaits, including a
Gnoll Cheiftan. Use the narrow path to bottle-neck them. Really, one
good Sleep spell can pretty much end this fight. Keep heading east until
all the Gnolls in the area are dead. The Gnoll Chieftain has a Fire Opal
Ring, an Angel Skin Ring, a Halberd, and 29 gold.
<---------------------------------------------------------------------->
4) Dynaheir is at the bottom of one of the pits at (x=2530, y=1450). If
Edwin is in your party, he'll demand that you kill Dynaheir, and will
leave if you don't. If you make them both settle their differences,
they'll fight until only one side remains. If you attack Dynaheir,
Minsc will turn on you.. wherever he may be, if he's still alive. Of
course, if you disband Edwin, THEN recruit Dynaheir, and reinvite
Edwin, you can have all three in your party. I prefer to kill her (if
I'm recruiting Edwin) or send her in front of the rest of the party to
scout the rest of the gnolls in the area (if I'm recruiting Minsc).
Unfortunately, this tends to get her killed.. shame that.. Anyways, if
you 'find' her for Edwin, you'll gain some quest experience. Edwin,
however, is light on the reward, and so he decides that he'll serve you
for a year to compensate.

***REWARD***
(For hunting down Dynaheir for Edwin)
EXP    800
<---------------------------------------------------------------------->
5) Now head to the cliffs south of the fortress. You'll have to smite
some Xvarts along the way, but it shouldn't be much of a problem by
now. There are three caverns for your exploration pleasure.

Cliffside Cavern (AR5103)
o======================================================================o
6) Enter the cave at (x=570, y=2100) and exterminate the Xvarts. To
the east there's a Carrion Crawler. These things don't do much damage,
but they get tons of attacks and can paralyze you. A paralyzed
character is in serious trouble next to a Carrion Crawler, so be
careful when you fight them.

Cliffside Cavern (AR5102)
o======================================================================o
7) The next cave is south-east of the first one, at (x=820, y=2400).
Kill the Xvarts and loot the crate. Of course, the important item is the
Tome of Leadership and Influence, which permanently raises your Charisma
by one point. No matter what attribute it effects, ALWAYS use Tomes on
your main character. You'll get to keep those attribute increases into
the sequel, provided you export your character to Baldur's Gate 2.

(x=300, y=150) Potion of Healing x3, Scroll of Magic Missile,
               Scroll of Larloch's Minor Drain,
           Tome of Leadership and Influence, 95 gold

Cliffside Cavern (AR5101)
o======================================================================o
8) Head south and find the next cave at (x=130, y=3300) and exterminate
the Xvarts. You are now officially done with the Gnoll Stronghold.

This presents us with a bit of freedom, but it also presents a problem.
What to do now? We have our party (we should, anyways!) and we could
go tackle the Nashkel Mines.. However, I prefer to gather a few trinkets
before I go. Namely, magical weapons. If you haven't noticed yet, your
weapons sometimes break during combat, which is not fun. It's even less
fun in the middle of a dungeon, or cave, or mine, where you can't run
back and buy a new one. Oh, and it's annoying to have to run back and
buy more weapons in any case. Magical weapons-aside from being more
powerful-do not break. So we should find a magical melee weapon for
every character in your party. Besides, it'll give you more experience
and gold. I don't typically complete the Nashkel Mines until I'm level
four or five anyways. Here's a list of the items I intend to grab BEFORE
I head to the Nashkel Mines:

1) Halberd +1           
2) Girdle of Bluntness       
3) Studded Leather Armor +2
4) Long Sword +1
5) Bracers of Archery
6) Dagger +1
7) Wand of Fire
8) Chainmail +1
9) Flail +1
10) Ankheg Full Plate Mail
11) Two-Handed Sword +1
12) War Hammer +2: 'Ashideena'
13) Short Sword +2: 'The Whistling Sword'
13) Full Plate Mail
14) Dagger of Venom +2
15) Composite Long Bow +1 (if you have two archers)
16) Battle Axe +1 (for Kagain)
17) Short Bow +1
18) Long Sword +2: 'Varscona'

Some of it we will find, some of it we will buy. Seems like a lot of
stuff, right? It is. First stop? The area due east of the Gnoll
Stronghold.

o======================================================================o
|                                       |
|               South-Western Areas                   |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK008}
        1) Ousted Ingol
        2) Pixie's Plunge
        3) Defend the Dryad
        4) Gnoll Toll
        5) Cave
        6) That Boy's Just Not Right..
        7) Slay Sendai
        8) Larry, Darryl, and Darryl!
        9) The Fastest Dart-Thrower on the Sword Coast!

Wilderness (AR5200)
o======================================================================o
1) In the north-western section of the map you'll be approached by a
Gnoll named Ingol, who is having tribal problems with his buddies over
in the Gnoll Stronghold. See, he wanted to eat Dynaheir (I stand
corrected, she is good for something!) but the others kept her prisoner.
Shame. You can be nice and let him go, but it's more fun to kill him.
When he dies he'll drop a Scroll of Detect Evil, a Bloodstone Ring, a
Halberd, and 38 gold.
<---------------------------------------------------------------------->
2) South of the center of the map is a waterfall, which can be searched
at (x=1700, y=3300.) Inside is a dead cat.. Hrmm.. Walk up the ledge
behind the waterfall to find Drienne at (x=2080, y=2970). She'll cry
about her dead cat, Pixie, which apparently didn't have nine lives. Give
her the dead cat.

***REWARD***
(For giving Drienne her cat, Pixie)
EXP    200
Item    Scroll of Protection from Undead
Reputation +1
<---------------------------------------------------------------------->
3) Just east of the middle of the map you'll find a Dryad of the
Cloudpeaks who is getting harassed by a pair of missing links by the
names of Caldo and Krumm. Agree to help her and talk to Caldo. If you
agree to help them, they'll decide the Dryad isn't worth tangling with,
leaving you to deal with her. This is an evil action, and will lower
your reputation if you kill her. It's more profitable to kill Caldo and
Krumm however, so pick a fight with them and trounce them. Krumm will
drop Studded Leather Armor, a Girdle of Bluntness, a Potion of Healing,
a Club, and 24 gold. Caldo carries Studded Leather Armor, a Medium
Shield, a Flail, and 39 gold. After they are dead, talk to the Dryad for
your well-deserved reward. The Girdle of Bluntness is the real treat,
however. Put it on your toughest front-line Fighter, the one you tend
to use to hold down, say, Ogres, and whatnot. Kagain and Ajantis make
great choices.

***REWARD***
(For helping the Dryad of the Cloudpeaks)
EXP    500
Item    Antidote
Reputation +1
<---------------------------------------------------------------------->
4) North of the center of the map you'll find a group of Gnolls milling
about. One will approach the party and try to get you to pay 50 gold
tribute. If you say you have no money, the leader will challenge you to
a fight. If you beat the Gnoll they will leave without a fight, and
you'll get a quest experience. If you pick a fight, you'll get to kill
all the Gnolls. If you're lucky, you'll beat the leader in a fight,
then kill him as he walks away, and take his money as well. He carries
147 gold on him.

***REWARD***
(For defeating the Gnoll)
EXP    500

Wilderness Cave (AR5202)
o======================================================================o
5) Just east of the waterfall you'll find a cave (x=3100, y=2600). Go
inside and loot the crate. The Halberd +1 will go well on a character
who is proficient with Spears, and who wants some distance in melee. For
me, this goes great on my Fighter/Mage. Leave the cave and exit the map
on the eastern edge, and travel to the area south of Nashkel.

***ITEMS***
(x=300, y=150) Halberd +1, Tiger Cowrie shell Necklace, 238 gold

Wilderness (AR5300)
o======================================================================o
6) In the north-western part of the map by some trees you'll find a boy
named Albert, who asks you to look for his dog Rufie. He gives you a
somewhat.. questionable.. chew toy to let Rufie know you're a friend.
Keep it on you, you want Rufie to be your friend. After getting Albert's
quest I head east around the top of the map. If you find Rufie during
your exploration, lead him back to Albert for your reward. Your..
disturbing reward.

***REWARD***
(For reuniting Rufie and Albert)
EXP    1000
<---------------------------------------------------------------------->
7) North of the center of the map you'll find a trio of warriors, led
by a woman named Sendai (x=3100, y=900.) You can avoid fighting them,
but it's much more profitable to pick a fight.. and frankly, they're
looking for a bit of sport, the most dangerous game style. These guys
can be tough at this point in the game, and it would be silly to take
them on head on (Delgod and Alexander would make a pincushion out of a
low-leveled character.) If you take a single character into view of
Sendai you can make life easier by luring Sendai away when she talks to
you without bringing her archers into the fight. After she's dead, you
can have a character (like Imoen or Minsc) use stealth to occupy one of
the archers in melee while rushing the other with your party. If you're
lucky you'll engage them both before your sneaky character can be
killed, and they're not half as deadly in melee combat. My evil party
had the benefit of Edwin, who had obtained the Web spell from Borda
earlier, and by now had the experience to use it. After luring Sendai
away, I scouted the two archers and had Edwin hit them both with
several Webs from the side, targeting the area adjacent to them without
actually bringing them into view. My Fighter/Mage/Thief was then able
to walk up and shoot them to death-three arrows apiece. Delgod has a
suit of Splint Mail, 35~ Arrows +1, a Longbow, a Warhammer, and 43 gold.
Alexander has a suit of Splint Mail, a Helmet, 35~ Arrows +1, a Potion
of Healing, a Longbow, a Spear, and 37 gold, and last but not least,
Sendai has Studded Leather Armor +2, a Helmet, a Small Shield, a Long
Sword +1, and 172 gold. Obviously, Sendai is the big catch, and that
armor will go fine on any light-armored character (for me, that's
Minsc.) I keep going head until I hit the eastern edge of the map, then
I go south.
<---------------------------------------------------------------------->
8) You'll eventually come across Larry, Darryl, and Darryl, a Xvart,
Kobold, and Tasloi. I'll admit, I don't get it. If you talk to them and
ask for their autograph, you'll be rewarded with it. This is.. a
pointless.. if amusing encounter. Head west.
<---------------------------------------------------------------------->
9) You'll be approached by a warrior named Vax, who threatens you with
Zal-the fastest dart thrower that ever walked the sword coast! Unless,
of course, you give up all your money. Granted, Zal is somewhat deadly,
especially at this level. So, when Vax tries to talk to you, move your
party away from him, luring him away from Zal. When he does talk to you,
and you pick a fight, you'll get to take them out one at a time. Vax
has a suit of Splint Mail, two Potions of Healing, a Halberd, and 107
gold. Zal has a suit of Splint Mail, Bracers of Archery, a Helmet, 60
Darts, a Spear, and 49 gold. These Bracers should go to a dedicated
ranged character, particularly one with lots of attacks a round, and a
low THAC0.

Now that you've cleared out the south-western areas of the world, it's
time to head back up north. We've got to find a way to make some good
money so we can buy some gear from Nashkel. We also have a powerful war
hammer, a magical two-handed sword, a good long sword, and some light
weight full plate mail on the list. Head to the area where you can find
Ajantis (north of the Friendly Arm Inn.)

o======================================================================o
|                                       |
|                Northern Areas                   |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK009}
        1) Ankheg Hunting
        2) Ajantis
        3) Sonner's Scourge
        4) Brun's Son
        5) The Ankheg Nest
        6) Talk to Tenya
        7) Nester's Dagger
        8) Fisherman's Finale

Wilderness (AR1400)
o======================================================================o
1) This area can be rough, as it will spawn bandits and Ankhegs. Bandits
aren't too bad, but Ankhegs can deal some serious damage. They wait
underground until you get close, but their antennae give them away. Lead
with your most heavily armored character and close in melee. They drop
minor treasure and their shells. Each shell weighs 100 pounds, but try
and load up as many as you can. Your goal here is to grab a number of
them and haul them back to Beregost. Taerom Fuiruim will pay you 500
gold pieces for each shell.. or rather, for ALL the shells you bring
him. Just drop all of them on the ground but one, and talk to him. He'll
buy them for 500. Pick up another, and sell that one too. Rinse, wash,
and repeat. Don't leave them on the ground or in containers, and don't
get too greedy with them, as they can eventually 'rot', and he won't
accept any more. I don't know if this happens when you try to store them
to sell, or if you sell him too many. In any case, when  you've sold
him.. lets say.. at least eight, give him another and refuse to sell it.
He'll offer to make you a suit of armor out of it for the sum of 4,000
gold. Agree and he'll say it'll take ten days. Keep in mind that once
you start the armor, you can't turn in anymore shells. When the armor is
done, you'll be given a suit of green Full Plate that has a base Armor
Class of 1, and weighs a mere 25 pounds. I put this on Viconia, since
she really needs light armor. She'll ultimately find something better to
wear, but not until Durlag's Tower, at which point this armor will find
itself in the hands (and around the torso) of Jaheira. Green armor for a
Druid. Makes sense, right? Somewhere in this area you'll find a woman
named Gerde wandering around, who will tell you a little about Ankhegs
and tell you that hunters are limited to ten Ankhegs per party. Once
you reach this quota she'll give you some gold and trust that you'll
not exceed the limit. Right..

***REWARD***
(For killing your quota of Ankhegs)
Gold    75
<---------------------------------------------------------------------->
2) Just north from the southern edge of this area is an armored man
named Ajantis. Talk to him, and he'll ask if you're friend or foe. Play
nice, and he'll offer to join your party. Pick a fight, and you'll get
one.
<---------------------------------------------------------------------->
3) At (x=700, y=2650) you'll find Sonner and his fisherman buddies who
complain about a priestess of Umberlee harassing them. Accept to help
them. You can steal a Flail +1 and a Bowl of Water Elemental Control
from Sonner. Kind of seems a bit heavy for a farmer, no?
<---------------------------------------------------------------------->
4) You'll find a farmer named Brun at (x=3500, y=2330.) He'll ask you
to go searching for his son Nathan. Sure. Maybe the giant hole in the
ground at (x=2100,y=2400) would be a good place to start? When you find
his son he'll reward you.

***REWARD***
(For telling Brun about his son)
EXP    500

If you offer to give him some money to help him on his way, he'll be
very thankful. Also, you'll get a reward for being such a nice person.

***REWARD***
(For giving Brun some money)
EXP    1000
Reputation +1

Ankheg Nest (AR1401)
o======================================================================o
5) You're going to want to head east, carefully leading with your most
defended character and dropping Ankhegs one after another. You're goal
is a treasure trove at (x=2450, y=150), which contains a good deal of
loot.. as well as the body of Brun's son Nathan. I give the dagger to
Jaheira (if you didn't get a magical dagger from Fuller in Candlekeep.)
I put the magical chainmail armor on Viconia, at least until she gets
the Ankheg Full Plate. Return the body for the reward (see above) and
head off to the 'bridge' area north of this one, adjacent to Baldur's
Gate so we can finish the fishermen's quest.

***ITEMS***
(x=2450, y=150) Wand of Fire, Chainmail +1, Dagger +1,
        Dart of Wounding x5, Dart of Stunning x5,  
        Scroll of Dire Charm, Scroll of Ghost Armor,
        Potion of Cloud Giant Strength,
        Potion of Magic Protection, tainted Antidote, 560 gold,
        Brun's Dead Son.

Bridge to Baldur's Gate (AR0900)
o======================================================================o
6) Head north until you find a house, outside of which is a priestess
named Tenya (x=4000, y=700). If you say the fishermen sent you, she'll
attack. She's not terribly strong, (she's twelve years old, what do you
expect?) and when you deal enough damage she'll give up and start
talking (if you accidentally kill her you may wish to reload.) She'll
tell you that Sonner and his ilk have displeased Umberlee by killing
her mother and taking a 'elemental summoning bowl', which they have
been abusing. Time to head back and pay them a visit.
<---------------------------------------------------------------------->
7) North of Tenya's house is an Ankheg lurking about. Kill it and loot
it, it has Nester's Dagger, an otherwise mundane dagger. Who is Nester?
It's involved in a small quest in Baldur's Gate, so stash the dagger,
hold onto it, whatever, it'll be useful in.. oh.. a few days. Play time,
not game time.
<---------------------------------------------------------------------->
8) Go confront Sonner. You can force him to give up the bowl (they
aren't Fighters, and they know it) or if you actually killed Tenya,
he'll give you your reward (you could haggle the price with him twice,
once before confront Tenya for 20 gold, another time after talking to
her for 50 gold.) Of course, by killing Tenya you also get her gear,
which includes Bracers of Defense A.C. 7 and a Flail.

***REWARD***
(For killing Tenya for Sonner)
EXP    1000
Gold    50, 70, or 120
Item    Flail +1

Or you could give the bowl back to Tenya, which nets you more
experience, but less loot. Frankly, I find helping Tenya to be more
satisfying. Oh, and it will save you some trouble in Baldur's Gate, but
that's still a fair distance ahead.

***REWARD***
(For returning the bowl to Tenya)
EXP    2500

Anyhow, now that you're done with these areas, lets go get us some more
magical weapons, and hopefully waste some time while we're at it. Head
to the the wilderness area north of the Carnival.

o======================================================================o
|                                       |
|                  Middle Areas                   |
|                                       |
o======================================================================o
Sequence of Events:                         {WLK010}
        1) Ambush Arghain
        2) Ettercap Cave
        3) Trio of Trouble
        4) Pick on Ogres
        5) Cow Champion
        6) Bassilus
        7) The Whistling Sword
        8) Why did the Chicken cross the Adventurers?
        9) Antichickenator!

Wilderness (AR4400)
o======================================================================o
1) At (x=1170, y=1200) you'll find Arghain, a half ogre with an ambition
to rob your party of its iron. Since he starts out hostile, there's
really no wiggle room here. When he spots (and attacks) you, three more
half-ogres will spawn. They are, of course, susceptible to Entangle,
Sleep, and ranged take downs. When he falls, Arghain will drop a Helmet,
a Scroll of Charm Person, an Iol Gem, a scalp, a Two Handed Sword +1,
and 49 gold. Minsc and Boo will be pleased.

Ettercap Cave (AR4401)
o======================================================================o
2) Just east of where Arghain was you'll find a cave (x=1550, y=1300).
Enter with ONLY a Thief, because immediately inside is a web trap
(x=400, y=400) and an Ettercap, and you don't need to have paralyzed
party members facing an Ettercap and its poison. Without the trap, the
Ettercap is child's play. Loot and leave. Just outside of the cave is
a rock with a Water Opal under it, something I just discovered in this
last playthrough. It just goes to show that no matter how much you
play some games, there's always something you missed.

***ITEMS***
(x=300, y=150) Bloodstone Amulet, tainted Oil of Speed,
           Potion of Fire Resistance

(AR4400)
(x=1570, y=1490) Water Opal
<---------------------------------------------------------------------->
3) East of the cave you'll find a trio of bandits led by one Ioin
Gallchobhair (x=3200, y=1750). His group is comprised of two archers and
a swordsman. Again, this is a situation where rushing in is not a good
idea, as his archer pals can make life hell for you. I creep up on them
with a stealthed Minsc, who engages one of the archers in combat while
Ajantis rushes in. With any luck the rest of the party will show up
before they can destroy Minsc. If you are fortunate enough to have a
Mage who can cast 2nd level spells, now would be a good time to hit them
with a Web or Stinking Cloud spell (if you have them) and pick them off
while they are incapacitated. Dribben will cough up a suit of Chain
Mail, 5 Arrows +1, 40 Arrows, a scalp, a Longbow, a Bastard Sword, and
49 gold. Billy has a suit of Splint Mail, 5 Arrows +1, 40 Arrows, an
Aquamarine Gem, a scalp, a Longbow, a Short Sword, and 49 gold. Last but
not least is Ioin, who will drop a suit of Splint Mail, a Star Diopside
Gem, a Waterstar Gem, a scalp, a Long Sword, and 74 gold. All in all?
Not really worth the hassle, but at least they're gone.

Note: In Nashkel, at (x=2950, y=1250) you'll find a tombstone with the
name "Ioin O Gallchobhair" on it, with the line "Mea Gloria Fides" on
it. Weird.
<---------------------------------------------------------------------->
4) East of the two bandit encounters you'll find a dwarf named Sarhedra
(x=4750, y=1750). She will tell you to pick on the Ogres to the south.
Indeed, there are several Ogres to the south for you to pick on. Use
Entangle and take them out at a distance. Loot them and the corpse by
the tree before heading back to Sarhedra. She'll be rather flustered
you completed her 'quest' so quickly.

***ITEMS***
(x=4390, y=2760) Potion of Healing, tainted Oil of Speed, 59 gold

***REWARD***
(For killing the Ogres)
EXP    300
<---------------------------------------------------------------------->
5) Just south of the center of the map you'll find a bunch of Xvarts
attacking a poor cow (x=2950, y=2970) slay all the Xvarts and the cows
owner, Hulrik, will be very grateful. Now exit the map and head to the
area south of High Hedge. It's time to make some money.

***REWARD***
(For saving Hurlrik's cow)
EXP    350
Reputation +1

Wilderness (AR3700)
o======================================================================o
6) At (x=4280, y=2850) you'll find Bassilus, surrounded by his undead
'family'. This includes a number of Skeletons with heavy crossbows and
Zombies. The Skeletons are the real problem, as they can dish out some
serious damage. Bassilus for his part will do his best to make your life
troublesome by casting Hold Person, while the Zombies more or less just
get in the way. There is a way to handle this, however, even at low
levels. If you go forward with one character to initiate dialogue with
Bassilus, you can cause him to loose control over a bit of his horde by
picking the following dialogue options: 1, 3, 1, 2. This will cause a
number of his minions to bite the dust. At which point retreat and
regroup, then attack en mass, focusing directly on Bassilus (if he gets
off a Hold Person, it's dangerous, regardless of how few undead he has
left.) When he falls he'll drop a Bloodstone Amulet, a suit of Chain
Mail, a Medium Shield, Gauntlets of Fumbling, Bassilus' Holy Symbol, and
a War Hammer +2: 'Ashideena'. This war hammer is one of the best blunt
weapons in the entire game, especially considering how early you can
get it. Put in on a Cleric, and they'll have their weapon needs
satisfied for pretty much the rest of the game. The rest of his gear is
garbage, especially the gauntlets, which are cursed and should not be
equipped. Keep his holy symbol and head over to the Temple district,
either now, or after you're done with this area. I also take the Heavy
Cross Bows and Two Handed Swords so I can sell them.. it's a nice way
to net a couple hundred gold.
<---------------------------------------------------------------------->
7) At (x=2900, y=2450) you'll find a Hobgoblin named Zargal and two of
his hobbuddies, who typically demand you pay them all your coin or else.
You certainly could, but we wouldn't get very far in this game by
constantly doing that, would we? Just make sure you close with them
quickly to stop the archers and you should be fine. When they die,
Malkax will drop Leather Armor, a Helmet, 20 Arrows, an Iol Gem, a
Composite Longbow, a Bastard Sword, and 13 gold. Geltik will drop a
suit of Leather Armor, a Helmet, 20 Arrows, a Silver Ring, a Composite
Long Bow, a Bastard Sword, and 11 gold. Their leader Zargal will yield
a suit of Studded Leather Armor, a Helmet, A Scroll of Burning Hands,
and a Short Sword +2: 'The Whistling Sword', and 127 gold. That sword
will serve Imoen for the majority of the game.
<---------------------------------------------------------------------->
8) At about (x=4620, y=470) you'll find the chicken Melicamp, who is
being pursued by a wolf. Ah.. the food chain. Melicamp will beg you to
help him, after which he'll try to get you to restore him to his
original condition. Even if you have a Dispel Magic at this point, it
wont work, so offer to help him and he'll ask you to take him to
Thalantyr, in High Hedge. Remember Thalantyr? I'm sure he'll just be
enthused.
<---------------------------------------------------------------------->
9) Take the talking chicken to Thalantyr in High Hedge. You'll discover
that the 'chicken' was once an apprentice of Thalantyr's who foolishly
stole artifacts he didn't understand and managed to accidentally turn
himself into a chicken. Make sure you TELL Thalantyr that Melicamp said
he was his apprentice. If you get into a fight with Thalantyr or don't
see the quest out, you won't get anything out of it. Agree to help
Thalantyr attempt to turn Melicamp back by fetching the skull of a
Skeleton. Go outside, walk around, rest, whatever it takes to trigger
Skeletons to attack and come back with the skull. SAVE before you give
the skull to Thalantyr, as there's a chance his fix won't work and if
that happens you get no reward. Have him cast his 'Antichickenator'
spell until it works, reloading as necessary. When Thalantyr finally
does turn Melicamp back into a man, you'll get a reward. Note that
Melicamp still makes chicken sounds. Epic. Now I head to the Temple area
to the east of Beregost to turn in Bassilus's Holy Symbol, and to clear
that area out. Doing that should give me all the money and experience I
need to buy some things before finally tackling the mines.

***REWARD***
(For saving Melicamp from his fowl fate)
EXP    1000
Reputation +1

o======================================================================o
|                                       |
|         Temple Area and the Nashkel Mines (exterior)              |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK011}
        1) Bassilus' Bounty
        2) Attack Cattack
        3) Irony
        4) Shopping Spree
        5) Free Wands, any wand?
        6) Storehouse Stealin'
        7) Duh! Kobolds
        8) Prism's Epiphany
        9) Into the Darkness

Temple Area (AR3400) and Song of the Morning Temple (AR3402)
o======================================================================o
1) This area.. eh.. is not really safe. Packs of dogs ranging from wild
dogs to war dogs to dread wolves spawn here, along with hobgoblins. Be
careful of the eastern edge of the map, lest you tussle with a pack of
wolves you can't beat. The entrance to the 'Song of the Morning Temple'
is at (x=1220, y=1050). Go inside to find Keldath Ormlyr at
(x=500, y=600). If you talk to him with Bassilus' Holy Symbol in your
inventory, he'll take it and give you your proper reward. Once he does,
leave.

***REWARD***
(For slaying Bassilus)
EXP    1000
Gold    5000
<---------------------------------------------------------------------->
2) Now that's a freaking reward! For a Temple so close to town, this
place is awfully dangerous. South-east of the temple, for example, is
a pack of hobgoblins. When you get near their leader, Cattack, will
approach you. This is another situation where you can lure the leader
away from his party and deal with him individually, although Cattack and
his men should no longer be a threat to you. Still, if you do this you
can kill Cattack off in the distance, and his hobgoblins won't turn
hostile. That way, you can return to the temple any time you wish to
hear the gentle cooing of hobgoblins! When Cattack falls he'll leave
behind a suit of Studded Leather Armor, a Helmet, a Lynx Eye Gem, a
Two-Handed Sword, and 34 gold.
<---------------------------------------------------------------------->
3) Skim along the northern edge of the map until you get to the north
eastern corner. Below you, along the upper eastern edge of the map are
a variety of Wolves, ranging from the lowly Worg to the Vampiric Wolf.
Vampiric Wolves outside of a temple to the sun god? Irony. Anyhow, they
can paralyze, and like all doggies in Baldur's Gate, they are strangely
strong.. I typically do this quest earlier, to make off with some of
the experience here, but doing it now in the guide is less risky.
Vampiric Wolves cannot be harmed by normal (non-magical) weapons, and
if you get paralyzed in a pack of Wolves, you're pretty much a goner. So
use a character with stealth to spy on them and mark their locations.
Once done, hit them with Entangle until any Vampiric Wolves are
affected. Then, bring up archers with some of those spiffy Arrows +1 you
have been finding, and shoot them down. Be careful not to use any
magical arrows on normal Wolves though, that's just a waste. My evil
party didn't have the benefit of Imoen, and my Fighter/Mage/Thief was
nowhere near as deadly at ranged combat as my Fighter/Mage, so another
strategy was in order. Sure, the same one would have worked, but it
would have been more touch-and-go and would have taken longer. Instead,
with Kagain, Shar-Teel, Viconia, and Jaheira, I felt more comfortable
with a melee encounter. I was cautious to lure only a few wolves up at
a time and gave my undivided attention to the Vampiric specimens.
Killing  these doggies will give you some nice experience, and clear
out the temple area. There are a few more encounters with random NPCs,
including a run-in with a drunkard who claims to be a lich, but you can
explore and find these humorous-if unimportant-encounters on your own.
<---------------------------------------------------------------------->
4) Now you should be pretty well-off, money-wise. My party has just over
20,000 gold, which makes it high time to purchase some gear. Before you
do so, however, you should make sure you reputation is decent. It's a
cost-effective investment to raise your reputation before making some
major purchases. I purchase a suit of Full Plate Mail the Dagger of
Venom, and a Short Bow +1 from the Thunderhammer Smithy. I also purchase
a Composite Long Bow +1 from Feldpost's (you may also consider buying
the Battle Axe +1 from Feldpost's if you have Kagain.) Remember to turn
in any Winter Wolf pelts you may have found to the owner of the Nashkel
Store. 500 gold pieces a pelt will make anybody's coin purse happier.
Unless the purse doesn't like being fat.

When you've purchased all you can (or want), get ready to go to the
Nashkel Mines. Get rid of all the extra junk in your inventory so you
have as much looting room as possible, and make sure your reputation
is where you want it to be. Chapter 2 ends after the mines, and that
means a dream, and that means a new reputation-based spell. If you want
the good ability, make sure you have a good reputation beforehand, and
if you want the evil ability.. well, kill somebody in a house or
something. When you're done, go to the Nashkel Mines. In this FAQ I'll
cover it all in one shot, but if you wish to leave and resupply, that's
fine. (Wuss.)

Nashkel Mines, Exterior (AR5400)
o======================================================================o
5) Now that we're here, we might as well explore this area before we
commit to the mines. Somewhere along the way a soldier named Dandal will
tell you about the 'dog-headed' monsters causing trouble. There's also
loot to be had. In the north-west corner of the map, at (x=165, y=180)
is a dead tree, in the hollow of which you'll find a Wand of Frost.
Nice.

Storehouse (AR5406)
o======================================================================o
6)  There's a storehouse at (x=2850, y=400) that begs you to explore it.
It's guarded by a trio of War Dogs, but they're not a serious threat to
us by now.

***ITEMS***
(x=280, y=430) Potion of Healing
(x=100, y=200) 33 gold
<---------------------------------------------------------------------->
7) South of the mines you'll run into a gnome named Galtok, who is
being pursued by some kobolds. After you're done talking to him, several
Kobolds will spawn for your killing pleasure. If the Nashkel movie and
the comments of various NPCs-including Dandal earlier-hasn't clued you
onto the problem, this is yet another hint.
<---------------------------------------------------------------------->
8) At (x=650, y=2710) you'll find the artist Prism, working on his
latest masterpiece. If you talked to Oublek you'd have heard of Prism,
who is wanted for the theft of some emeralds. Talk to him, and he will
confuse you with Greywolf's lackeys. Popular guy. You can try and take
him in, which will turn him hostile and force you to kill him. You'll
complete the quest, but it's much more rewarding to let him finish his
masterpiece. As you wait, Greywolf will show up to claim the bounty.
Obviously you gain nothing by letting Greywolf do his job, so stand up
for Prism and pick a fight. If you're still lower-leveled you can take
Greywolf out the same way you take out Ogres. Entangle and shoot him to
death, or cast Command Word: Die and maim him. Once he's dead he'll drop
a suit of Studded Leather Armor, a Longsword +2: Varscona, and 102 gold.
This sword is fantastic, and will serve Ajantis for a long time to come.
I'm certain you can find a home for it as well. Talk to Prism again,
and he will thank you, walk off, and die. He'll call out to Ellesime
before he dies though. It's a name you will hear again.. but not until
the sequel. Take his emeralds and turn them into Oublek when you're
done with the mines.. or keep them and sell them, whichever.

***REWARD***
(For allowing Prism to finish his masterpiece)
EXP    1000
Reputation +1
<---------------------------------------------------------------------->
9) Talk to Emerson at (x=980, y=1130). He'll be nicer if your reputation
is better, but he'll allow you in the mines regardless. Then talk to the
Amnish Soldier at (x=1200, y=700) to enter the mine. Take a deep
breath, and head into the darkness. Suspenseful! Here are my stats
heading into the mines, to let you know what I'm working with, and give
you an idea where you should hopefully be. The mines aren't too tough,
as they were designed more to challenge level 1 and 2 characters. By
level 4 and 5, this place is cake.

            GOOD PARTY STATS: NASHKEL MINES
o----------------------------------------------------------------------o
Ajantis
Paladin 5               
Experience: 20539           
Hit points: 60                
THAC0: 13                   
Armor Class: -1               
Weapon: Longsword +2: Varscona       
Helm:    Helmet of Infravision       
Armor:  Full Plate Mail           
Shield: Large Shield +1           
Belt:    Girdle of Bluntness           
Cloak:  Algernon's Cloak             
o----------------------------------------------------------------------o
Jaheira
Fighter 4/Druid 4
Experience: 11766/11766
Hit points: 48
THAC0: 15
Armor Class: 0
Weapon: Dagger of Venom
Helm:     Helmet
Armor:    Plate Mail
Shield:    Large Shield +1
Ring:    Ring of Protection +1
Belt:    Girdle of Piercing
Boots:    Boots of the North
o----------------------------------------------------------------------o
Viconia
Cleric 5
Experience: 20577
Hit points: 40
THAC0: 16
Armor Class: -5
Weapon: War Hammer +2: Ashideena
Helm:    Helmet
Armor:    Ankheg Full Plate Mail
Shield:    Large Shield +1
o----------------------------------------------------------------------o
Minsc
Ranger 5
Experience: 20086
Hit points: 55
THAC0: 12
Armor Class: 1
Weapon: Two-Handed Sword +1
    Composite Long Bow
Helm:    Helmet
Armor:  Studded Leather Armor +2
Gloves: Gauntlets of Dexterity
Boots:     Boots of Stealth
o----------------------------------------------------------------------o
Protagonist
Fighter 4/Mage 4
Experience: 10076/10076
Hit points: 40
THAC0: 10
Armor Class: 4
Weapon: Halberd +1
    Composite Long Bow +1
Helm:    Helmet (Kagain's)
Armor:    Knave's Robe
Gloves:    Bracers of Defense A.C. 8
Ring:    Ring of Wizardry
o----------------------------------------------------------------------o
Imoen
Rogue 5
Experience: 19924
Hit points: 40
THAC0: 14
Armor Class: 3
Weapon:    Short Sword +2: The Whistling Sword
    Short Bow
Armor:    Studded Leather Armor
Gloves:    Bracers of Archery   
o----------------------------------------------------------------------o

            EVIL PARTY STATS: NASHKEL MINES
o----------------------------------------------------------------------o
Viconia
Cleric 6
Experience: 33812
Hit points: 48
THAC0: 16
Armor Class: -5
Weapon: War Hammer +2: Ashideena
Helm:    Helmet (Kagain's)
Armor:    Ankheg Full Plate Mail
Shield:    Large Shield +1
o----------------------------------------------------------------------o
Kagain
Fighter 6               
Experience: 34824           
Hit points: 90                
THAC0: 11                   
Armor Class: -5               
Weapon: Battle Axe +1       
Helm:    Helmet
Armor:  Full Plate Mail
Gloves:    Gauntlets of Dexterity
Shield: Large Shield +1           
Belt:    Girdle of Bluntness           
o----------------------------------------------------------------------o
Shar-Teel
Fighter 6
Experience: 33010
Hit points: 60
THAC0: 8
Armor Class: -2
Weapon: Long Sword +2: 'Varscona'
Helm:    Helm of Infravision
Armor:  Plate Mail Armor
Shield:    Large Shield +1
o----------------------------------------------------------------------o
Jaheira
Fighter 5/Druid 5
Experience: 17630/17630
Hit points: 60
THAC0: 14
Armor Class: 0
Weapon: Dagger of Venom
Helm:     Helmet
Armor:    Plate Mail
Shield:    Large Shield +1
Ring:    Ring of Protection +1
Belt:    Girdle of Piercing
Boots:    Boots of the North
Cloak:  Algernon's Cloak
o----------------------------------------------------------------------o
Protagonist
Fighter 4/Mage 4/Thief 4
Experience: 11142/11142/11142
Hit points: 43
THAC0: 11
Armor Class: 6
Weapon: Composite Long Bow
Helm:    Helmet
Armor:    Knave's Robe
Gloves:    Bracers of Archery
Boots:    Boots of Stealth
o----------------------------------------------------------------------o
Edwin
Conjurer 5
Experience: 34017
Hit points: 30
THAC0: 18
Armor Class: 4
Weapon: Quarter Staff +1
    Sling +1
Amulet:    Edwin's Amulet
Armor:    Mage Robe of Cold Resistance
Gloves:    Bracers of Defense A.C. 8
Ring:    Ring of Wizardry

Note: The evil party ended up with more experience by this point in the
game for two reasons: First, I killed many more Ankhegs this time
around-mostly to counter the lower reputation I had, and yes, also to
grind for my weaker protagonist. Also, because I recruited Viconia and
Shar-Teel, I felt obligated to explore the areas they are found.
Basilisks give lots of experience.

o======================================================================o
|                                       |
|              Nashkel Mines (interior)               |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK012}
        1) Misleading Miners
        2) Dink the Dagger-giver
        3) Beldin Shot Down
        4) Return Kylee's Dagger
        5) Culprits!
        6) The North Half
        7) Trapped Gap and Beyond
        8) To Level 4
        9) Conspiracy!
        10) Xan
        11) Escape the Mines

Mine Level 1 (AR5401)
o======================================================================o
1) Head into the mine and a miner named Miner Gord will talk to you.
He'll tell you to seek out another miner named Ruffie. Ruffie is just
south, at (x=1200, y=820). He will helpfully tell you that demons are
the cause of the disturbance. Another miner named Bob (x=2710, y=1260)
will tell you it's a dragon. Obviously they aren't going to be very
helpful. Wander around and listen to miners tell their fanciful tales.
You'll run into the odd kobold and find the odd weapon rack and mine
cart filled with contaminated ore.
<---------------------------------------------------------------------->
2) To the south you'll find Miner Dink, who will ask you to return a
dagger to one Miner Kylee. Might as well. He'll give you Kylee's
Dagger. When you're done wandering around here, find the tunnel to
the lower levels at (x=2100, y=1850).

Mine Level 2 (AR5402)
o======================================================================o
3) This mine level is darker and more menacing than the last one, and
to set the mood, a terrified Miner Beldin will run up to you when you
enter and tell you that demons are every where. When the conversation
ends he'll be promptly shot down by several kobolds. This will set the
tone for the rest of this level. There are kobolds-many with bows-fairly
regularly throughout this level.
<---------------------------------------------------------------------->
4) Head north-west to find a large room. At (x=850, y=2100) you'll find
Kylee, whose dagger you possess. Give it back to him for a small reward
and some information. There are also some weapon racks in this room,
probably for those who came down here with breakable weapons. But we're
too cool for that, what with our magical gear and all, right? Head to
the east to find the exit to the next, lower, level.

***REWARD***
(For giving Miner Kylee his dagger)
EXP    200
<---------------------------------------------------------------------->
5) Before the exit to the next level you'll find a pair of Kobolds. Kill
them and loot them to find two Vials of Mysterious Liquid. Wonder what
THAT could be, eh? Enter the next level (x=3500, y=2600).

Mine Level 3 (AR5403)
o======================================================================o
6) Right in front of you at (x=1590, y=260) you'll find Joseph's
Greenstone Ring. His wife will be.. well, mixed feelings, I imagine.
Keep it for now. There's a trap to the east, which might just be our
first trap of the game. Exciting! There are Kobolds to the east and
west, going down the center will take you deeper into the mine.

***ITEMS***
(x=3700, y=780) Fire Agate Gem

***TRAPS***
(x=1800, y=350)
<---------------------------------------------------------------------->
7) The middle of the map is split by a chasm, with a trapped natural
bridge connecting the two halves of the level. Disarm the traps and
continue on. Down in the second half of this level you'll find Kobolds,
huge spiders, and ghouls. The latter could be a problem if we were low
leveled, but as things stand, we'll roll over them. When you're ready
to continue on, head to the east.

***TRAPS***
(x=2300, y=1310)
(x=2300, y=1380)
(x=2050, y=2150)
(x=2100, y=2200)
<---------------------------------------------------------------------->
8) Towards the south east you'll run into a group of Kobolds, led by
Kobold Commandos. What's a Kobold Commando? A slightly tougher Kobold
that fires flaming arrows. Let me go on record by saying I HATE these
things. They are uncannily good at shooting you, and deal plenty of
damage when they do hit. Fortunately there aren't many here, and it's
not like we'll encounter them again, in greater-quickly respawing-
numbers. Right? Meh.. Anyways, keeping going east and disarm the
traps in front of the exit to the next-and lowest-level of the mine
(x=3450, y=2350).

***TRAPS***
(x=3200, y=2570)
(x=3200, y=2520)
(x=3200, y=2480)

Mine Level 4 (AR5404/AR5405)
o======================================================================o
9) Head north-east, killing the Kobolds in your way. You want to enter
the cavern complex surrounded by a moat (x=1450, y=1150). Inside, to
the east is a Half-Orc named Mulahey (x=690, y=890), and above him are
several Kobolds. If you're tricky, you can shoot down the Kobolds
without drawing Mulahey's attention. If he sees you, he'll move to
initiate dialogue with you, which experience has taught use we can use
to lure him to our party. His conversation ends in a fight, with him
summoning a group of Skeletons and Kobolds north of the entrance to this
cavern. He's a Cleric, and like we've seen, if he gets off a Hold Person
his minions will be troublesome. Keep on top of him and when he's low on
health he'll surrender. Don't yield, as he's just using this as an
opportunity to summon more minions. When Mulahey dies he'll leave behind
a suit of Chain Mail Armor, Boots of Grounding, a Ring of Holiness, a
Large Shield, Mulahey's Holy Symbol, a Morning Star, and 29 gold. I give
the boots to my main character (or a Mage) as they will be the ones most
likely to be subjected to lightning bolts. The Ring of Holiness goes to
Viconia (or another Cleric), as I find her spells more useful than
Jaheira's. Loot Mulahey's chest at (x=650, y=860). Read the letters, as
one will point you in the right direction: to find a Mage by the name
of Tranzig, who is staying in Feldpost's Inn. The notes are signed by
one Tazok, the ogre Kivan is trying to slay, and Tranzig is, of course,
the Mage who imprisoned Branwen. Crazy how everybody's problems revolve
around this iron crisis, no? Keep the letters and Mulahey's Holy Symbol,
as they serve as evidence for Berrun Ghastkill. Now who does this
Moonblade belong to..?

***ITEMS***
(x=650, y=860) Potion of Absorption, Potion of Healing x2,
           Short Sword +1, Letter x2, Scroll of Armor,
           Scroll of Infravision, Scroll of Charm Person,
           Scroll of Sleep, Scroll of Identify, Scroll of Web,
           Moonblade, and 790 gold
<---------------------------------------------------------------------->
10) At (x=800, y=590) you'll find Xan, to whom the Moonblade you found
in Mulahey's chest belongs. You can accept him into your party. Because
Xan sucks I leave him behind. If only he was a Fighter/Mage who could
put that Moonblade to use.. but no, he sucks. And his 13 Strength would
make him useless as a Fighter anyways.
<---------------------------------------------------------------------->
11) Leave the central cavern and walk around the outside ledge of the
moat, working your way clockwise. There will be two Gray Oozes in your
path. Smite them and exit the mines at (x=3000, y=900). Keep in mind
that once you leave, the only way back is the long way through the
mines.

o======================================================================o
|                   Chapter 3                   |
o======================================================================o
|                                       |
|                Back to Beregost                   |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK013}
        1) Hentold's Haunting
        2) The Revenant
        3) Tomb #2
        4) Tomb #3
        5) Narcillicus Harwilliger Neen
        6) Iron Throne Assassins
        7) Joseph's Widow
        8) Berrun's Reward
        9) Prism's Bounty
        10) Nimbul
        11) Officer Jessa Vai   
   
You've exited the mines in the area east of the mines, and although your
packs may be bursting with loot, this area is with exploring first.
Also, Imoen finally hits level 6, which allows her to dual class into a
Conjurer. She starts all over at level 1, but she keeps her old
Hit Points. Before I continue on with the story, I will do as much
exploring as I can to get experience and hopefully get her levels up.
Maybe not enough to reactivate her Thief class, but enough to cast some
nice spells. For her new weapon proficiency, I choose Missile weapons,
as it will allow her to use slings with some skill. Also, when you rest
you'll gain another spell for your main character. This area is
populated by various Dogs, Gnolls, and Ankhegs, in addition to the
non-random encounters below.

Wilderness (AR5000)
o======================================================================o
1) South of the entrance to the mine you'll run into a rogue named
Hentold (x=1230, y=2900), who is spooked about something. Accept to help
him and 'take it back.' He'll give you a Dagger +2 and tell you he got
it from a tomb in the east. Who wants to bet that we have no intention
of giving this dagger back? (I do!)

Revenant's Tomb (AR5001)
o======================================================================o
2) At (x=1900, y=2850) you'll find the entrance to a cave, inside of
which a Revenant will ask you for the dagger Hentold gave you. If you
give it back you'll get a minor reward. Of course, if you don't, it will
attack you, while occasionally asking for the dagger back. It's a
fairly tough monster, but you should be able to simply kill it. It is
immune to non-magical weapons, but that shouldn't be a problem now,
should it? If you kill it, you get much more experience AND you keep the
dagger. Nice.

***ITEMS***
(x=400, y=350) Potion of Invisibility, 35 gold
(x=500, y=400) Potion of Freedom, 107 gold

***REWARD***
(For giving the Revenant its dagger)
EXP    900
<---------------------------------------------------------------------->
3) You'll find another tomb at (x=900, y=1750) which contains a Ghoul
and a coffin. Splatter the Ghoul, loot the coffin, and then make like a
tree and leave.

***ITEMS***
(x=200, y=150) 81 gold
<---------------------------------------------------------------------->
4) The third and last tomb is at (x=4530, y=2800) and is populated by
three Ghasts. Kill them and loot the three sarcophagi behind them. This
is where the real loot is at. Now leave and give grave-robbing a rest
for now.

***ITEMS***
(x=750, y=450) Chain Mail Armor +1, Potion of Frost Giant Strength,
           Arrows +2 x5
(x=800, y=500) Greenstone Ring
(x=900, y=530) Wand of Monster Summoning, Pearl Necklace
<---------------------------------------------------------------------->
5) At about (x=3780, y=2780) you'll find a Mage named Narcillicus
Harwilliger Neen, who has just discovered a way to control all slimes,
jellies, and oozes! If you show disdain for his discovery, he'll leave
without anything happening (dialogue option #1). If you call him mad,
he'll realize he indeed botched the casting (dialogue option #2, #1) and
four Green Slimes will appear and Neen will flee. If you are excited by
his discovery (dialogue option #2, #2) he'll become protective of his
discovery and attack, along with two Mustard Jellies. I'm fairly sure
they are immune to piercing damage, as well as damage from non-magical
weapons. They can also inflict a poisoning and slow upon characters they
hit. These guys can be rough early on, and if at all possible you should
try and lure them away from Neen, as the threat of a wizard is only
multiplied by having these creatures around. Once they are dead, move in
and deal with Neen. When he dies he'll leave behind a Knave's Robe, a
Scroll of Burning Hands, a Scroll of Web, a Scroll of Lightning Bolt, a
Dagger, and 38 gold. Killing them is by far the most rewarding path to
take. Imoen dons the new robe.
<---------------------------------------------------------------------->
6) Just north of the exit from the mines you'll find another group of
assassins. That's right, a group of them this time. There's four of
them, all females, led by one Lamalha (x=2090, y=200). They've got
archers, they've got spell casters. Rushing in head on is probably the
least effective way to deal with them, but now that my main character
has full use of 2nd level spells, I'll introduce a new tactic. I creep
ahead with Minsc who is using stealth to spy them out. When they are
spotted, I cast web twice just in front of the closest member. This way
my spell can affect them, but I do not draw their attention. Web
functions like a recurring Entangle, and it will constantly hold enemies
in place. Unlike Entangle, however, creatures who are webbed cannot
attack with spells or missile fire. The only downside is that it will
affect my own characters too. After they are webbed, I slink up with
Minsc and my main character, and promptly shoot them to death one at
a time. When I get it, I'll switch out Web with Stinking Cloud, as
Stinking Cloud will affect creatures for 1d4+1 rounds AFTER they fail a
save. Web forces them to save at a -2, but Stinking Cloud keeps them
down much longer. Also, when your Cleric gains the ability to cast
Animate Dead you can summon up some Skeletons and send them into the
Stinking Clouds to melee your incapacitated victims. This tactic is
effective because undead are immune to Stinking Cloud (poison) which
means they can wade in and massacre your foes without being affected.
Fun! Maneira will drop Leather Armor +2, a Potion of Magic Blocking,
Oil of Fiery Burning, 20 Darts of Wounding, a Short Sword, and 78 gold.
Zeela possessed a suit of Splint Mail, a Medium Shield, a Potion of Hill
Giant Strength, a Flail, and 67 gold. Lamahla leaves behind a suit of
Plate Mail, a Helmet, a Medium Shield, a Potion of Power, a Potion of
Stone Form, a Mace, and 94 gold. Finally, Telka has a suit of Studded
Leather Armor +1, 20 Flaming Arrows, a Long Bow, a Short Sword, and 78
gold. If you talked to Lamalha, chances are you heard her threaten you
on behalf of the Iron Throne. Oh yeah, it'll come up again. You'll
notice there were no bounty notes on them, meaning these ladies were
hired by a different source than the previous assassins. Nobody said
solving an iron crisis would be simple. Now there IS an area south of
this one that just begs to be explored, but it requires you to head
back to the Friendly Arm Inn, so we'll skip it for now and head back to
Nashkel.
<---------------------------------------------------------------------->
7) First things first, lets return Joseph's Ring to his wife. Her house
is at (x=4200, y=2900), in case you forgot. You can tell her about the
ring, then decide to keep it as payment for telling her, which will make
her understandable angry. Or you could give the widow her late husbands
ring, since it's not worth much anyways. You only get the reward if you
give her the ring.. so you can be evil, or pragmatic.

***REWARD***
(For returning Joseph's Greenstone Ring to his wife)
EXP    800XP
<---------------------------------------------------------------------->
8) Go report to Berrun Ghastkill, who will reward you as long as you
have either both the notes or Mulahey's Holy Symbol. If you only have
the notes, he'll give you a smaller reward, you have Mulahey's Holy
Symbol, you'll get a better reward.

***REWARD***
(For turning in Mulahey's Notes)
EXP    1000
Gold    900

     or

***REWARD***
(For turning in Mulahey's Holy Symbol)
EXP    1000
Gold    900
Reputation +1
<---------------------------------------------------------------------->
9) If you want to turn in the emeralds you got from Prism, you might as
well do it now. Frankly though, you'll get more money selling the
emeralds than you'll get for turning them in.

***REWARD***
(For collecting the bounty on Prism)
EXP    200
Gold    300
<---------------------------------------------------------------------->
10) Now that the mines are effectively over, it's time to sell/store our
loot and make ready for some more adventuring! First things first, head
up the road until you run into an assassin named Nimbul (x=1250, y=680)
who is voiced by the spectacular Michael Bell. He also does the voice
of Raziel in the Legacy of Kain series and more recently, of Sed in
Lost Odyssey. Look him up in IMDB, chances are, you've heard him on
something in the past 20 years. Even more pertinent, he does the voice
of an NPC in Baldur's Gate 2, the bard Haer'Dalis. Anywho, I suggest
luring him to the party, and attacking him with as many melee characters
as possible. He's got Mage spells and he isn't afraid to use them, and
usually this calls for missile fire, but he is.. well.. exceptionally
well protected against them. Keep on him and he should fall fairly
quickly. Loot his body for Boots of Avoidance, a Ring of Infravision, a
letter, a Short Sword +1, 20 Throwing Axes, and 58 gold. The boots and
ring both go to Ajantis, and the former explain why Nimbul was so hard
to hit with missiles. It's a great defensive item for your most hardy
front line Fighter, the one who tends to draw missile fire. Ajantis
passes his helmet down to Minsc, seeing as he no longer needs it. I
put the boots on Ajantis, as he'll need them when we tackle the Firewine
Ruins. They wont be his for the rest of the game, but he'll have them
when he needs them. You'll also notice that the letter Nimbul had was
from Tazok, the same character who was in charge of Mulahey, and it also
mentions Tranzig. Head onto Beregost when you're done in Nashkel and
sell or store whatever excess loot you might have. I also decide to buy
a Sling +1 from the Thunderhammer Smithy for Imoen, as it will allow her
to participate in combat.
<---------------------------------------------------------------------->
11) In Beregost you'll be approached by a child named Chloe, who will
be asking around for you. She'll tell you that an member of the Flaming
Fist named Officer Vai is looking for you, and that she's waiting in the
Jovial Juggler. All in good time. I head to Kagain's shop where I stash
all my loot and take out all my bandit scalps, I also have Imoen scribe
the scrolls I've stored here so far. With the scalps in hand I head over
to the Jovial Juggler to meet with Officer Vai. She'll approach, and
tell you that because of the bandit activity her and her men have been
cut off from Baldur's Gate, and she's not happy. She'll pay you 50 gold
for each bandit scalp you bring her, 500 for a winter wolf pelt, and
1000 for any wyvern heads-when you find some. You may also be bothered
by Elminster again sometime in Beregost, but this is an inconsequential
encounter. He will tell you that the bandits are in the north-east, but
this doesn't do much to further our cause. I now head to the area west
of High Hedge, with the ambition of clearing out all the western areas
I have access to.

o======================================================================o
|                                       |
|        Western Areas and the Northern Farmhouse           |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK014}
        1) Shoal the Nereid
        2) Ogre Clan
        3) The Surgeon
        4) Mad Arcand, Wertle woo.
        5) Seductive Safana
        6) A Note on Sirines
        7) Sil's Squad
        8) Seaside Cavern
        9) Diviner Drama
        10) Fifteen Birds..
        11) Gnoll Tribe
        12) Best Left Buried
        13) A Cousin's Plea
        14) Brage
        15) Bjornin's Bullies
        16) Teyngan's Trio
        17) Drizzt's Cameo
        18) Hafiz's Horrors
        19) Hunting for Samuel
        20) Lena's Plea
        21) Zombieland
        22) Rich Farmhouse!

Wilderness (AR3100)
o======================================================================o
1) At (x=2900, y=530) you'll find Shoal the Nereid, who will attempt to
talk to you, offering a kiss. Whatever you do, do NOT talk to her with
your main character, because her kiss is fatal, and she doesn't take no
for an answer. Now you CAN kill her before she reaches you, and if you
do you'll receive a whopping 5000 experience for her. Still.. it's more
profitable to let her talk to you. Lead with a character who is
disposable.. in this case I choose Imoen, since at her level she's the
least useful. Once she is kissed, Imoen dies and Shoal turns hostile.
Rough her up a bit and she'll yield, blaming her actions on one Ogre
Droth. Force her to restore your comrade and offer to fight on her
behalf. She will do so, but your fallen comrade will have only a single
Hit Point, so quickly heal them. Droth will show up eventually,
questioning Shoal. Kill him and talk to Shoal for some experience. Droth
will drop a Helmet of Defense, a Horn Coral Gem, a Bastard Sword, and
129 gold. The Helmet of Defense gives a bonus to all saves and 20%
resistance to electrical, cold, and fire damage. I put it on Viconia, as
improving her saves will make her less likely to fall victim to status
effects. If your Cleric is incapacitated, they wont be able to use their
magic to help others.

***REWARD***
(For rescuing Shoal the Nereid)
EXP    750
<---------------------------------------------------------------------->
2) In the center of the map you'll find a clan of Ogres, consisting of
everything from Ogrillons, Half Ogres, Ogres, and Ogre Berserkers.
Simply put, they're not to be trifled with. I hit them with a double
shot of Web and some Entangles (for good measure) and shoot most of them
to death.
<---------------------------------------------------------------------->
3) At (x=2890, y=2090) you'll find the Surgeon, who will offer to heal
your party. After fighting those Ogres nearby, you might just want to
take him up on his offer. If you ask who he is, he'll tell you about
his brother, Davaeorn. Again, who wants to bet that name will come up
again? He'll cast about seven Cure Light Wounds on you and leave. That's
refreshing, eh?
<---------------------------------------------------------------------->
4) At (x=2000, y=1280) you'll find a gnome named Mad Arcand, who will
ask you to retrieve an item from a pirate ship (x=900, y=1590). Go
search the ship, which is guarded by Carrion Crawlers, and retrieve a
ring from it. The ring is cursed, so there's no reason to keep it.
Return it to Mad Arcand for a reward. Now that you're done here, head
down to the area south of this one.. the area with the light house.

***ITEMS***
(x=900, y=1590) Ring of Folly

***REWARD***
(For returning the Ring of Folly to Mad Arcand)
EXP    300
Items    Oil of Fiery Burning

Wilderness (AR3600)
o======================================================================o
5) At (x=3750, y=2390) you'll find the Thief Safana. She wants to go
hunting for the treasure of one 'Black Alaric'. If you need a Thief,
Safana is a great choice, if you've got Imoen and plan to keep her, tell
Safana to walk. Accept to hunt for the treasure (which we'll do shortly)
if you want her in your party.
<---------------------------------------------------------------------->
6) There is a path to the east of the map that leads south. It is
positively swarming with Hobgoblins, and they respawn fairly regularly.
To the west of this group of Hobgoblins by the shore you can often find
another large, respawning group of Hobgoblins. Make you way to the
north-western shore. You'll have to kill a number of Sirens along the
way, and they can cause havoc. They tend to start out by casting
Invisibility, then they follow up the next two rounds casting Charm
Person, which-needless to say-can cause problems. Charmed characters
will attack their allies, and should be avoided or-if you're high enough
level-dispelled. After that they tend to fire away with Arrows of
Biting, which can do some serious damage, especially if they decide to
continue shooting at a charmed character (it happens). Still, I find the
best way to kill Sirines is to simply concentrate as much missile fire
on them as possible. Fittingly, they give a hefty sum of experience, and
they drop Arrows of Biting and Pearls, both of which are fairly nice.
<---------------------------------------------------------------------->
7) In the north-western corner you'll find Sil (x=350, y=1150) and two
of her Sirine buddies. I drop Webs on them and do my best to pick them
off. Now that Imoen can throw Web spells, I can drop four of them in
succession, which just about ends most fights before they begin.

Seaside Cavern (AR3601)
o======================================================================o
8) There's a cave that Sil and her gals were in front of (x=400, y=900).
Go inside of the cave and exterminate the Flesh Golems within. Flesh
Golems are tough and immune to non-magical weapons, but by now you
should be able to slay them without suffering too much. How tough are
they? They can hit a -5 Armor Class on a roll of 17, which makes them
fairly rough in my book. There are a total of three of them in the cave,
and they are fairly far apart. By the way, this cave is a great place
to level up, since Flesh Golems will attack you fairly regularly if you
rest. There's a.. rock.. you can loot at (x=700, y=350). Among its
other treasures is a Manual of Bodily Health. As always, use this on
your main character. Mmm.. Constitution. Exit the cavern and continue
exploring the wilderness area. If you have Safana in your party, she'll
offer to stay with the group after clearing out this cavern.

***ITEMS**
(x=700, y=350) Dart of Wounding x10, Antidote, Potion of Infravision,
           Elixer of Health, Potion of Absorption,
               Wand of Paralyzation, Cloak of the Wolf,
           Manual of Bodily Health, 312 gold
<---------------------------------------------------------------------->
9) At (x=3500, y=2950) you'll find a Mage by the name of Arkushule, who
will offer to read your fortune. Allow her to, and she'll tell you
what she sees. She'll freak when learns about you 'back before this
Gorion.' Continue to pester her for what she saw and she'll freak out
and attack. Kill her and take her stuff. You'll gain a Mage Robe of
Cold Resistance, a Scroll of Burning Hands, and 38 gold.
<---------------------------------------------------------------------->
10) At (x=1420, y=3680) you'll find a commoner whose son was playing in
an abandoned lighthouse before some Worgs came and surrounded the place.
Head up to the north-west to find the light house and slay all the worgs
around it. There are only about three of them, which makes this a piece
of cake. When they're dead go back to the mother for your reward. Now
head to the area south of this one.

***REWARD***
(For saving the boy from the Worgs)
EXP    500
Gold    60
Reputation +1

Wilderness (AR4100)
o======================================================================o
11) Along the northern edge of the map you'll find a variety of Gnolls,
including Gnoll Elites, Slashers, Veterans, a Chieftan and a Flind. Kill
them, and loot the Chieftan for a nice little pay day.

Excavation Site (AR4101)
o======================================================================o
12) Towards the middle of the map you'll find a dig site, and the dig
leader Charleston Nib (x=2860, y=1510). Talk to him and say whatever
you wish. When the conversation is over another man, Gallor, will come
and talk to you. He's under the impression that there is some great
treasure to be found in this dig and asks you to remove Nib. Accept or
don't, but if Gallor walks off you wont get a reward from him. If you
threatened to rob Nib, you'll have to kill them all to get into the
tomb. If not, talk to Nib and watch a cutscene. The miners will go mad
and you'll have to put them down. After which talk to Nib for a reward.
Now if you want to be evil, you have to kill Nib and take the treasure
from a sarcophagus (x=1150, y=550). Nib has a Sunstone Gem and 100 gold
on him. If you take the Idol you got from the sarcophagus out of the
tomb area, you'll be attacked by a Doomsayer. This critter is NOT for
weak parties, as it has a decent Armor Class, Hit Points, and it can
simply tear you apart in melee. Unfortunately it's immune to non-magical
weapons. About the only thing that hurts it well are Magic Missiles. If
you unload upon in magically and in melee, and take wounded characters
out of it's attack range, you should prevail. I choose to help Nib and
ignore Gallor, then I take the idol and kill the Doomsayer.

***ITEMS***
(x=1150, y=550) Idol

***REWARD***
(For siding with Charleston Nib)
EXP    1000
Gold    50
Reputation +1

     or

***REWARD***
(For siding with Gallor)
EXP    900
Reputation -2
<---------------------------------------------------------------------->
13) At (x=3650, y=2050) you'll find Laryssa, who will talk to you and
ask you to not kill her cousin Brage. (Remember, the murderous commander
from Nashkel?) If you say you're going to kill him, she'll attack you.
She possesses a suit of Studded Leather Armor, a Small Shield +1, and a
Flail.
<---------------------------------------------------------------------->
14) Brage is just north of Laryssa, at (x=3700, y=1930) and he'll ask
you a riddle, the answer to which is Death. If you get it wrong, he'll
attack you, if you answer correctly he'll snap out of his madness. If
you kill Brage you'll be able to loot him for a suit of Chain Mail
Armor, a Potion of Stone Giant Strength, a Two Handed Sword, Cursed
Berserking +3, Brage's Body, and 83 gold. And you'll get to claim
Oublek's reward. If you take him back to the Temple of Helm in Nashkel,
you'll get a reward from the temple, as well as Oublek's reward, which
is by far the best path to take. Plus, you'll still get his sword and
potion by sparing him. You'll automatically take Brage back to Nashkel
when you do this, so make sure everything in this area is done. Now you
have only one more western area left to do, which is north-west of
Nashkel. Head there when you're ready.

***REWARD***
(For killing Brage)
EXP    500
Gold    250

     or

***REWARD***
(For saving Brage)
Gold    1000

Wilderness (AR4200)
o======================================================================o
15) You'll run into a number of half-ogres near the northern edge of
this map. These are the ogres that beat up Bjornin. Kill them and talk
to Bjornin at your leisure. Keep in mind that if you stole the Medium
Shield +1 from him earlier, you're not getting it as a reward.

***REWARD***
(For beating up Bjornin's bullies)
EXP    400
Item    Medium Shield +1
Reputation +1
<---------------------------------------------------------------------->
16) At (x=3850, y=1330) you'll find Teyngan and his merry band of
bandits.. well, merry duo. You know the deal. They'll ask for your
money, you decline and kill them, that old bird. By this point in the
game we can simply walk up to them and pummel them, but a double shot of
Web works just as well. Zekar will leave behind a suit of Leather Armor,
a Helmet, 20 Arrows, a scalp, a Composite Long Bow, a Bastard Sword, and
14 gold. Jemby will drop a Mage Robe of Fire Resistance, a Scroll of
Resist Fear, a Scroll of Larloch's Minor Drain, a Scroll of Chromatic
Orb, a scalp, a Quarter Staff, and 23 gold. Finally, the chatty one,
Teyngan will give you a suit of Splint Mail Armor, a Helmet, a Potion of
Healing, a scalp, a Mace, and 93 gold. Not much of a haul at this level,
and not worth the trouble earlier on.
<---------------------------------------------------------------------->
17) In the middle of the map you'll find the one, the only, the most
famous and well-loved dark elf Drizzt Do'Urden! He's being harassed by
Gnolls and will ask for your help. What's he doing this far south? Has
he ever even been this far south? Maybe during the Halfling's Gem, but
he would have been on a boat at the time.. anyways, if you're goodly
folks, agree to help him out and kill the Gnolls.. although Drizzt
admittedly does most of the work. If you're evil, you may just want to
kill him for his goodies, but be prepared, Drizzt is no push over, and
he will decimate your party if he gets close enough. The best way to
handle him? Be level 5-6 at the minimum, be able to cast Haste, and
summon as many minions (Monster Summoning I and II, Animate Dead) as
possible and use them to occupy Drizzt, as well as deal incidental
damage. The rest of the party should fire on him with the best missile
weapons they can get their hands on. Obviously this isn't for the faint
of heart, so it'll take some doing before you can take Drizzt down.
You should be warned that killing Drizzt here WILL come back to you in
the sequel, although it may simply deny you aid, it could result in a
fight. When you're done here, lets work on the eastern side of the map.
We'll have to ignore some areas, like Ulcaster, Firewine, Gullykin, and
Durlag's. I simply don't have a Thief to tackle the traps in those
areas yet. Go to the area east of the Nashkel mines that we haven't
explored yet.

Wilderness (AR5500)
o======================================================================o
18) At (x=850, y=850) you'll find a dwarf named Hafiz who will approach
the party when he sees you. You can blow him off, or pick a fight. If
you kill Hafiz you'll get a Scroll of Protection from Magic, a Scroll of
Color Spray, a Short Sword, and 67 gold. If you pick dialogue options
#1, #1, and #3, he'll decide to help you by giving you his Scroll of
Protection from Magic. Do whatever you wish.
<---------------------------------------------------------------------->
19) Along the western edge of the map is a Flaming Fist Mercenary, who
is looking for a deserter named Samuel. He'll approach you if he sees
you, asking you to identify yourselves. 'We're a rampaging horde of
Tarrasques. Krie! Krie!' Hah, epic. Why would a Tarrasque go krie? Who
knows. It's still epic. Say you're adventurers and he'll tell you about
Samuel. Pick a fight with him and he'll attack. Of course, you'll take a
large reputation hit if you kill him, so it's really not worth it.
<---------------------------------------------------------------------->
20) You'll find Lena at (x=3140, y=2270), who will ask you to take her
friend Samuel to the Friendly Arm Inn. You can extort a Jade Ring from
her by asking for payment, you can even renege after taking her ring.
Still, if you offer to help Samuel he'll be added to your inventory.
You can now take him back to the Friendly Arm Inn, or turn him into the
Flaming Fist Mercenary you met earlier. The reward for taking him to
the Friendly Arm Inn is better though. You'll need to leave immediately
and go straight to the Friendly Arm Inn, as Samuel won't survive long in
your care. Take him to the Temple of Wisdom next to the Inn at
(x=3900, y=2400) and talk to Gellana Mirrorshade, who wanders about
inside. If he died along the way, you wont get any reward. While you're
here, buy a Scroll of Stone to Flesh. Before we head over to the east,
lets collect an item from the wilderness area north of the bridge
leading to Baldur's Gate.

***REWARD***
(For turning Samuel into the Flaming Fist)
Gold    50

     or

***REWARD***
(For taking Samuel to Gellana Mirrorshade)
EXP    500
Item    Elixer of Health
Item    Potion of Heroism
Reputation +1

Wilderness (AR0400)
o======================================================================o
21) This area is pretty easy, as it's populated with Zombies. We could
have done it earlier, but I have continuity to think about here. You'll
find a farmer named Wenric at (x=620, y=550), who will ask you to
exterminate the twenty zombies lurking about the map, in return for
which he'll pay you 150 gold. Fair enough. Return to him after you're
done exploring the area and slaying petty undead.

***REWARD***
(For exterminating Zombies)
EXP    800
Gold    150

Farm House (AR0401)
o======================================================================o
22) Enter the house behind Wenric at (x=600, y=350). There's some
looting to be done in here, even if the locks are somewhat stubborn (one
of the reasons I don't come here is because these chest typically
require me to have the Knock spell.) I put the Cloak of Protection on my
main character.

***ITEMS***
(x=130, y=200) Long Sword, 24 gold
(x=240, y=140) Pearl Necklace, 11 gold
(x=400, y=120) Cloak of Protection +1

Head back to Beregost, stock up, rest, and get ready to head east. First
things first, lets continue with the main story just a bit and open up
some new map areas. After you're done preparing head to Feldpost's Inn.

o======================================================================o
|                                       |
|            Tranzig and the North-Eastern Areas               |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK015}
        1) Tranzig
        2) A Note on Basilisks
        3) Korax the Ghoul
        4) Shar-Teel
        5) Transmuted Tamah
        6) Mutamin's Challenge (The Baldur's Gate Version!)
        7) Waterhavian, Born and Bred
        8) Fahrington's Folly
        9) Red Wizard Ruins
        10) Spider Nest
        11) Defiled Druid Grove
        12) Gibberling Tower
        13) Teven and the Bandit Camp
        14) A Note on Black Talon Elites
        15) Viconia
        16) Raiken and the Bandit Camp

Feldpost's Inn (AR3351)/(AR3352)
o======================================================================o
1) Head upstairs to find Tranzig at (x=200, y=570), who is apparently
eager to get out of town. One would have to assume that this is the same
Tranzig that petrified Branwen, but how this weakling who can barely
cast 2nd level Mage spells managed such a feat is beyond me. Surround
him and pick a fight, he shouldn't be too much trouble at this stage in
the game. Loot him for a Ring of Protection +1, a Wand of Magic Missile,
a letter, a Quarter Staff, and 91 gold. The Ring goes to whatever front
line Fighter still doesn't have a ring (barring the wearer of Ankheg
Full Plate, which is magical and will not stack.) The letter tells you
to look in Peldvale or Larswood to find the bandit camp. First things
first, head to the wilderness area east of the Temple.

Wilderness (AR3500)
o======================================================================o
2) This area can be rough, as it contains Basilisks. On their own,
they're not too bad-except for the fact that they can turn you to stone
with their gaze. This is not a good thing, and should be avoided at all
costs. There is a second level Mage spell 'Protection from
Petrification' which renders you immune to this threat, thus turning the
deadly Basilisk into mere experience cows. I used to do this area early
(at level 3) to milk it for experience, but it really can wait. Just
make sure you scout the area out with a stealthed character and cast
Protection from Petrification on a Fighter to tackle the Basilisks, or
you're in for a rough time. There are a number of them amongst the
debris south of the center of the map, and more in the forest to the
north, but we'll cover that separately. I tend to cast Protection from
Petrification on my best archer and go on a Basilisk hunting spree.
<---------------------------------------------------------------------->
3) At (x=440, y=1560) you'll find a Ghoul named Korax. He was featured
prominently in the book-yes, I read it-but he's a VERY minor character.
The only good thing about that book is Xan's demise.. fittingly, he gets
killed by spiders, just like his relative in Icewind Dale. Anywho, talk
to Korax and he'll travel with you for a while. Being as he's Dire
Charmed, he'll go hostile when it wears off. Until then, you get a pet
Ghoul. Pretty cool. Send him to the north-east to attack some Basilisks,
since he's immune to their gaze. He actually does pretty well, I got
him to kill two Lesser Basilisks before he died.
<---------------------------------------------------------------------->
4) You'll find a warrior woman by the name of Shar-Teel at
(x=270, y=300). She'll challenge your best warrior to a duel.. your best
MALE warrior. If she wins she gets 20 gold, if you win, you get her to
join you. Sounds like she doesn't value herself very highly.. and she
has a chip on her shoulder. If you want her in your party, duel her.
She's actually a pretty good Fighter, if you can be bothered to go this
far out of the way to get her.

For my evil party, I did exactly that I traveled down to Beregost,
recruited Kagain, and sated his desire to look for the caravans (or
rather, his laziness to avoid doing a thorough search) before heading
to the Temple and skirting the northern edge of the map to avoid any
confrontations. Exit to the east and travel to this area and head north
to meet Shar-Teel. At this point the best Fighter in my party was
obviously Kagain, but a duel between two level-two Fighters is more a
toss-up than anything else. I spared myself some trouble by giving
Kagain Khalid's Splint Mail, and saved the game before talking to
Shar-Teel. Kagain has more Hit Points than Shar-Teel, but Shar-Teel has
much better Strength and Dexterity. The plus side is, if Kagain gets one
good hit on her, she'll concede victory to us. I just reload until
Kagain wins and Shar-Teel is mine for the rest of the game.
<---------------------------------------------------------------------->
5) A warrior named Tamah has been turned to stone (x=1430, y=820). Use
that Scroll of Stone to Flesh you bought at the Friendly Arm Inn to turn
her back to normal. If you are evil, you can force her to give you her
house, which is just south of Beregost next to a lake. Of course, the
house is half submerged in water and useless (which gives us an
indication of how long she's been here) but if you want SOMETHING.. even
if it's nothing.. If you don't try and get anything out of her, you'll
get an experience reward for being such a nice guy.

***REWARD***
(For freeing Tamah, then forcing her to give you a reward)
Reputation -1
    
     or

***REWARD***
(For freeing Tamah, no strings attached)
EXP    300
Reputation +1
<---------------------------------------------------------------------->
6) At (x=2150, y=860) you'll find a gnome named Mutamin. If the name
sounds vaguely familiar, you'll recall that in Neverwinter Nights there
was an Innkeeper named Mutamin. Mutamin's Challenge? Anyhow, the fact
that this little critter is surrounded in Basilisks and their victims
should clue you in to the fact that something is wrong with him. When he
sees you he'll try and talk to you. Lure him AWAY from his 'pets' and
deal with him separately. Mutamin will leave behind an Adventurer's
Robe, two Potions of Healing, a Scroll of Horror, a Scroll of Stinking
Cloud, a Quarter Staff, and 120 gold. That Stinking Cloud scroll has
been a long time in coming, but now that we have it, Imoen gladly
scribes it. I sell the Adventurer's Robe, as I prefer the Armor Class
bonus versus slashing weapons and the +1 save versus death on the
Knave's Robe over the Armor Class bonus against bludgeoning and the +1
save versus petrification/polymorph on the Adventurer's Robe.
<---------------------------------------------------------------------->
7) North of the middle debris and south of the forests you'll come
across another group of adventurers, led by one Kirian (x=3050, y=1940).
They'll try to pick a fight by taunting you, and by all means, fight
them. They're rough, but nothing four Webs cast from afar can't fix.
Loot Baerin's body for a suit of Splint Mail Armor, 40 Arrows +1, a
Long Bow, a Spear, and 49 gold. Lindin will drop a suit of Plate Mail
Armor, a Medium Shield, a Potion of Absorption, a Potion of
Invisibility, a Long Sword +1, and 75 gold. Peter drops a suit of Chain
Mail Armor, a Helmet, a Medium Shield, a Potion of Explosions, Oil of
Fiery Burning, a Morning Star +1, and 97 gold. Finally, loot Kirian for
a Golden Girdle, Bracers of Defense A.C. 7, a Scroll of charm Person, a
Scroll of Infravision, a Scroll of Protection from Evil, a Long
Sword +1, and 163 gold. Now THAT is a haul! They can be beaten earlier..
in fact, this entire area can be cleared at level 3, but there are
easier magical weapons to obtain, so I put the Waterhavians on the back
burner until now. The Golden Girdle gives a +3 bonus to Armor Class
against slashing weapons, and I put it on Viconia pretty much by
default, since my other two front line Fighters are wearing other
girdles. I put the Bracers of Defense A.C. 7 on Imoen, since my main
character is using the Bracers of Archery. Now I head to the area north
of this one.

Wilderness (AR3000)
o======================================================================o
8) At about (x=1460, y=1060) you'll find a man named Fahrington, who
will ask you to retrieve a scroll of his that was stolen by an ill-fated
Tasloi who fled into an ettercap lair. The ettercaps are at around
(x=4040, y=650). Grab his protection scroll and bring it back to him.
You'll get a minor reward and get to keep the scroll-which is cursed
anyhow.

***REWARD***
(For returning Fahrington's Scroll)
EXP    300
<---------------------------------------------------------------------->
9) Just west of the middle of the map you'll find some ruins, upon which
are a number of Red Wizards led by one Denak (x=1760, y=2160). If you
have Edwin in your party, they'll recognize each other and the four
Mages will leave. Otherwise, you're in for a fight, and everybody loves
fighting groups of Mages, right? In any event, I hit them with Stinking
Clouds and Webs, and a Silence 15' Radius for good measure and shoot
them to death. If you want to fight them but you have Edwin in your
party, you'll have to disband him temporarily. Lasala will leave behind
a Mage Robe of Cold Resistance, a Scroll of Grease, a Scroll of
Protection from Petrification, a Quarter Staff, and 81 gold. Diana drops
a Mage Robe of Fire Resistance, a Scroll of Blindness, a Scroll of
Agannazar's Scorcher, a Quarter Staff, and 81 gold. Brendan will cough
up a Mage Robe of Cold Resistance, a Scroll of Burning Hands, a Scroll
of Armor, a Quarter Staff, and 81 gold. Loot Denak for a Mage Robe of
Electrical Resistance, a Ring of Energy, two Potions of Healing, a
Quarter Staff, 10 Darts, and 102 gold.
<---------------------------------------------------------------------->
10) Over in the far east is a nest of spiders, replete with web traps
to make fighting them more hellish. This spider nest includes Ettercaps,
Giant Spiders, Phase Spiders, Sword Spiders, and Wraith Spiders. I
highly suggest creeping forward and luring them out one or two at a
time. Sword Spiders are incredibly fast and capable of dealing out
severe damage quickly, tearing lightly-armored characters to bits.
Wraith Spiders are immune to non-magical weapons, and can drain your
Strength. Phase Spiders teleport about and possess a very lethal
poison. once they're all dead, however, it's a pretty nice experience
load for you. Now head to Larswood.

***TRAPS***
(x=3800, y=1550)
(x=3600, y=1990)
(x=3020, y=1601)

Larswood (AR2900)
o======================================================================o
Note that there won't be very many bandits in this area before or after
chapter 3. In chapter 3, however, when this is one of the areas adjacent
to the bandit camp, you'll find bandits roaming about in larger numbers.
Also, during chapter 3 you may run into Black Talon Elites, which mostly
spawn in Peldvale.

11) Over near some henges you'll find a deranged Druid named Osmadi
(x=4610, y=700) who will accuse you of killing his brothers. He won't
listen to reason, and will attack, aided by some Cave Bears. Another
Druid named Corsone will help you put him down. Osmadi will leave behind
a suit of Leather Armor, a Quarter Staff, and 12 gold. Talk to Corsone
after the fight and pick dialogue options #1, #2, #2, #2 to expose him
as the murderer. Put down Corsone and loot him for a suit of Leather
Armor, a Quarter Staff and 12 gold.
<---------------------------------------------------------------------->
12) In the south-western area of the map you'll run into a horde of
Gibberlings that are apparently lairing near an abandoned tower. Kill
them and take their goodies.
<---------------------------------------------------------------------->
13) If you're in chapter 3 you'll find a bandit named Teven over at
(x=1470, y=2250). If you provoke him, he'll attack, leaving behind a
suit of Splint Mail Armor, a Medium Shield, a Long Sword, and 45 gold if
you kill him. You can trick him into taking you back to the bandit camp
by picking dialogue options #2, and then #3 or #4. If you picked option
#4, you'll have to fight Tazok upon reaching the camp, if not, you'll
get a chance to talk to him. But that's not important just yet, I prefer
to clear out Peldvale before tackling the bandit camp.

Peldvale (AR2400)
o======================================================================o
14) This area contains Black Talon Elites, armored archers who love
shooting you with Arrows of Ice and Arrows +1. Fortunately, they're
susceptible to Sleep, and if you can withstand their fire they are a
great place to stock up on magical arrows. They are not for weak
parties, however, so venture here with caution. In addition to random
encounters, this place contains a number of lootable objects.

***ITEMS***
(x=1420, y=3450) 10 gold
(x=4100, y=2560) 32 gold
(x=1200, y=1770) 10 gold
<---------------------------------------------------------------------->
15) Over in the north-western corner of the map you'll find Viconia, who
will implore you to aid her. If you want her in your party you'll
accept, and a Flaming Fist Mercenary will show up. You'll have to defend
Viconia from him if you want to keep her around. Kill the Flaming Fist
Mercenary and accept Viconia into your party. Your reputation will take
a two-point hit, but you'll get a good Cleric.
<---------------------------------------------------------------------->
16) If you're in chapter 3 you'll find a bandit named Raiken at
(x=4000, y=590). You can kill him, or trick him into taking you to meet
Tazok. If you kill him he'll drop a suit of Chain Mail Armor, a Medium
Shield, a War Hammer +1, and 39 gold. His conversation goes exactly like
Teven's (see above). Pick option #2, and then #3 or #4 to get him to
take you back to the camp. Note that you can kill one of the two, and
then go to the other to get to the bandit camp. Namely kill Raiken, take
his gear, then get Tevan to show you to the bandit camp. Pick dialogue
options #2, and #4, as it allows you to talk your way out of fighting
Tazok for experience. If you don't want to be stealthy, you can always
exit Peldvale from the northern edge of the map and simply walk to the
bandit camp, but every one will be hostile.. not that I don't plan to
kill them anyways, but still. You get the most experience by killing
Raiken, getting Teven to take you to the bandit camp, and then talking
Tazok out of a fight. Go back to town, clear out your inventory, then
proceed with getting to the bandit camp any way you choose. You may want
to rest in Peldvale to provoke Black Talon Elites in order to stock up
on magical arrows before you head off to the bandit camp, although it's
not necessary.

***REWARD***
(For talking Raiken or Tevan into taking you to the Bandit Camp)
EXP    400

o======================================================================o
|                                       |
|                    Bandit Camp                   |
|                                       |
o======================================================================o
Sequence of Event:                        {WLK016}
        1) Exploring the Bandit camp
        2) Gnoll Cave
        3) Tent (AR1902)
        4) Tent (AR1904)
        5) Tent (AR1905)
        6) Tent (AR1906)
        7) Tent (AR1907)
        8) Ardenor Crush
        9) Taugosz Khosann
        10) Tazok's Tent

Bandit Camp (AR1900)
o======================================================================o
1) Once you get to the bandit camp you'll be approached by the ogre
Tazok. You know, the same guy who was signing all those letters. If you
pick dialogue options #3, #2 you'll talk Tazok out of a fight, and be
free to wander the bandit camp unmolested. While you're here, you might
as well loot, right? I'll assume you loot at your own pace, lets do
some dismantling of this camp piecemeal.

***ITEMS***
(x=4060, y=750) Throwing Dagger x10
(x=4160, y=900) Medium Shield +1, 23 gold
(x=3970, y=970) Wand of Fear, 34 gold
(x=4470, y=770) 56 gold
(x=3820, y=840) 95 gold
(x=3640, y=1160) 76 gold
(x=3330, y=950) Potion of Firebreath, 87 gold
(x=3250, y=900) Short Sword +1, 134 gold
(x=3040, y=1000) 102 gold
(x=2840, y=1100) Potion of Perception
(x=2700, y=1060) Acid Arrow x1, Arrow of Piercing x1
(x=2140, y=1100) 47 gold
(x=1950, y=1080) Potion of Healing x2, 13 gold
(x=1280, y=950) Scroll of Flame Arrow
(x=1735, y=800) Potion of Fortitude
(x=1300, y=890) 35 gold
(x=2010, y=460) Potion of Heroism
(x=2080, y=400) Oil of Fiery Burning

Gnoll Cave (AR1903)
o======================================================================o
2) There's a cavern at (x=2400, y=700), in front of which a Hobgoblin
stands. If you talk to him, he'll warn you about the Gnolls inside.
Go inside, and a gnoll named Garclax will talk to you. No matter what
you say, it ends in a fight. Slaughter the Gnolls and take their booty.
Garclax will drop two Angel Skin Rings, a Silver Necklace, and a
Halberd.

Tent (AR1902)
o======================================================================o
3) This tent is populated by a trio of hostile Gnolls. Kill them, rob
the tent, and leave.

***ITEMS***
(x=380, y=120) 53 gold
(x=350, y=100) Pearl Necklace, 19 gold

Tent (AR1904)
o======================================================================o
4) This tent contains a hobgoblin named Tersus, who will give you
Leather Armor (the kind all the bandits wear!) or give you information.
Loot and leave.

***ITEMS***
(x=380, y=120) 83 gold
(x=350, y=100) Long Sword, Short Sword
(x=120, y=150) tainted Oil of Speed

Tent (AR1905)
o======================================================================o
5) When you come into this tent you'll be accosted by Knott. If you
threaten him he'll spill the beans about the camps' layout and tell you
where Tazok's tent is.. if you couldn't figure it out. Loot and leave.

***ITEMS***
(x=480, y=140) Potion of Fortitude
(x=350, y=100) Dagger, 32 gold

Tent (AR1906)
o======================================================================o
6) Another empty tent waiting for some looting.

***ITEMS***
(x=480, y=140) Potion of Healing
(x=360, y=130) 48 gold
(x=120, y=150) 9 gold

Tent (AR1907)
o======================================================================o
7) This tent is empty, but it does have some high-quality looting.
Namely, you can find a Scroll of Fireball in the chest in the back. It's
been a wait, but now you can give this to your main Mage, for them to
fling about as needed.

***ITEMS***
(x=530, y=350) 39 gold
(x=350, y=100) Scroll of Fireball, Scroll of Web
<---------------------------------------------------------------------->
8) You'll find the leader of Chill, Ardenor Crush, at (x=1800, y=570).
Head up to him after looting and killing the Gnolls and pick a fight.
Ardenor Crush will drop Studded Leather Armor, a Helmet, a Bastard
Sword, and 104 gold. Make your way down through the camp killing as you
go. By now the bandits should be cake.
<---------------------------------------------------------------------->
9) At (x=3400, y=1320) you'll find Taugosz Khosann, leader of the
Black Talon. He can be rough, as he's a decent level Fighter in Full
Plate Mail. I Entangle him and shoot him down. Ah, the great equalizer..
He'll leave behind a suit of Full Plate Mail Armor, a Medium Shield +1,
a Potion of Fortitude, a Potion of Firebreath, a War Hammer +1, and
85 gold. Now that's some loot. I put the armor on Jaheira. Continue
slaying on your way to Tazok's tent (x=3600, y=900.)

Tazok's Tent (AR1901)
o======================================================================o
10) Once inside the tent you'll be immediately questioned by a bandit
named Raemon. Regardless of what you say, a fight ensues. I send
Ajantis to occupy the hobgoblin Hakt in the back, and concentrate fire
on the Mage Venkt with my main character, Imoen, and Minsc. Jaheira
attacks Raemon and Viconia engages Britik. By now my characters simply
outclass these goons, and they fall in short order. Venkt leaves
behind a Mage Robe of Fire Resistance, two Potions of Healing, a Scroll
of Color Spray, a Scroll of Blindness, a Scroll of Friends, a Quarter
Staff, 10 Darts, and 92 gold. Britik drops a Sphene Gem, a Horn Coral
Gem, a Scroll of Strength, and a Halberd. Hakt drops a suit of Leather
Armor, 20 Arrows, a Silver Ring, a Bastard Sword, a Long Bow of
Marksmanship, and 85 gold. Finally, loot Raemon for a suit of Leather
Armor, 10 Arrows of Ice, 20 Arrows, a scalp, a Long Sword, a Composite
Long Bow, and one single gold coin. That bow is just as good as the
Composite Longbow +1, but the to hit and damage bonuses are reversed on
them. I give it to Minsc, since he needs the THAC0 more than my main
character. That's right, the Ranger is getting outshot by the
Fighter/Mage. Talk to Ender Sai (x=170, y=310), who will tell you that
he only crossed the Iron Throne before ending up as Tazok's prisoner,
and that Tazok has been taking trips to the Cloakwood forest. Sounds
like our next destination. Loot this tent and head back to Beregost to
unload loot. Be careful of the large chest at (x=150, y=270), which is
trapped with a lightning bolt trap. At this point in the game I have two
options, 1) go all the way back to Beregost and get Safana to disarm it,
or 2) just weather the trap. Either way, it sucks. Lazy Imoen. When you
grab the letters chapter 3 ends.

***ITEMS***
(x=440, y=520) 410 gold
(x=380, y=140) 340 gold
(x=140, y=140) Potion of Magic Blocking
(x=150, y=270) Letter x2, Scroll of Stinking Cloud,
               Scroll of Aganazzar's Scorcher, Scroll of Horror,
            2060 gold

***TRAPS***
(x=150, y=270)

You've ended the bandit raids and cleared out the mines, but you still
don't know why these events are taking place, or why this Tazok is
connected to both the iron shortage and the caravan raids. By reading
the letters you found in Tazok's tent you'll introduce a new nemesis,
Tazok's apparent superior, Davaeorn. This Davaeorn is the name of
the Surgeons brother, if you'll remember. Anyways, it seems that answers
await in the Cloakwood Forest. But I still don't have my Thief abilities
back on Imoen, so I need to get more experience. Also, with the new
money I gained in the bandit camp (and throughout chapter 3) I purchase
a Robe of the Archmagi from Thalantyr. Oh, and it's a new chapter, so
expect another dream. Ulcaster is my first step to finishing off the
east.

o======================================================================o
|                   Chapter 4                   |
o======================================================================o
|                                       |
|              South-Eastern Areas                   |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK017}
        1) Furret's Forgery
        2) The More the Merrier
        3) Over My Dead Body!
        4) Ulcaster's Request
        5) Jelly Loot
        6) To the West
        7) To the East
        8) Massacre Molkar
        9) Gullykin
        10) Kobold Conspirator
        11) Halfling Harassers
        12) Firewine Dungeon Crawl
        13) Poe's Poem
        14) Meilum's Mistake
        15) Kahrk

Ulcaster (AR3900)
o======================================================================o
1) Near the northern part of the western side of the area map you'll
find a halfling named Furret, who will try and sell you a 'gem of true
seeing' for 1000 gold. It is, of course, bogus. I prefer to kill him and
take his stuff, for trying to con us innocent adventurers. He'll leave
behind a suit of Leather Armor, a Turquoise Gem, a Dagger, and 1 gold.
<---------------------------------------------------------------------->
2) South-west of the center of the map you'll find a green-clad
Hobgoblin who has, amongst his other possessions, Boots of Stealth.
Well, having a second pair can't hurt, now both Imoen and Minsc can
enjoy the improved stealth. I found this Hobgoblin at (x=1950, y=2600).
<---------------------------------------------------------------------->
3) On top of the plateau you'll find an undead warrior named Icharyd
(x=4280, y=1200). He will enter dialogue with you when he sees you, and
say that he..wants your flesh.. Over my dead body!...Wait a minute...
Ah, This is why I love this game. Destroy him and he'll leave behind a
Helmet, a Medium Shield, a Sphene Gem, a Flail +1, and 76 gold.
<---------------------------------------------------------------------->
4) Up near the entrance to the remains of Ulcaster you'll find..
Ulcaster. Talk to him four times, and he'll say "with the retrieval of
the simplest of tomes...beneath the rubble...on the lowest floors...
return hope...history is so important..." Keep your eyes peeled for a
book in the school to please Ulcaster. The entrance to Ulcaster is at
(x=3050, y=650). Let's give it a look-see, shall we?

Ulcaster Ruins (AR3901)
o======================================================================o
5) To the east you'll find a pair of jellies, one Ochre and one Mustard
that are guarding treasure at (x=2185, y=1035).

***ITEMS***
(x=2185, y=1035) Bastard Sword, Potion of Mirrored Eyes,
         Chyrsoberyl Gem, Splint Mail Armor,
         Cursed Scroll of Ugliness
<---------------------------------------------------------------------->
6) Turn around and go west. You'll come across a lootable corpse at
(x=1230, y=160). You'll fight some Dire Wolves and find more loot on
the floor at (x=660, y=370). Continue east and kill some Huge Spiders
and pick up more loot (x=855, y=580).

***ITEMS***
(x=1230, y=160) Dagger +1, Potion of Genius, 101 gold
(x=660, y=370) Potion of Strength, Skydrop Gem
(x=855, y=580) Potions of Healing x2, 85 gold
<---------------------------------------------------------------------->
7) Now head back into the room with the Wolves and take the passage to
the west. It's kind of hard to see, but if you go all the way down to
the southern wall, the fog of war should dispel along the path to the
west. Kill two more Dire Wolves and continue on until you find two
Dread Wolves. Keep going east until you find another dead body at
(x=1170, y=1390). Be careful of the trap nearby. Head north from the
trap and kill a Vampiric Wolf. Do some more looting, being wary of the
trapped pile of corpses which-by the way-contains the book Ulcaster is
looking for. Head back to the surface, find Ulcaster, and return his
book. You're now down with this place, lets explore Gullykin.

***ITEMS***
(x=1170, y=1390) Zircon Gem, Arrows of Biting x2, Arrows of Piercing x3,
         38 gold
(x=1570, y=1430) Wand of Fire
(x=1515, y=1250) Potion of Healing, Potion of Absorption
(x=1400, y=1100) Potion of Hill Giant Strength, Oil of Fiery Burning,
         Potion of Healing x2, tainted Antidote, Acid Arrow x10,
         Arrow of Ice x10, History of the Darkness   

***TRAPS***
(x=1150, y=1450)
(x=1400, y=1100)

***REWARD***
(For preserving knowledge)
EXP    1000

Gullykin (AR4000)
o======================================================================o
8) Gullykin itself is to the north, so lets head south and clear out
the wilderness around Gullykin. There's one encounter in particular
that's worth finding. Along the southern edge of the map you'll find
Molkar, the leader of a group of bounty hunters who are after.. guess
who? Been a while, eh? Anyhow, Stinking Cloud, Web, and Fireballs end
this battle quite decisively. Morvin drops a suit of Chain Mail Armor,
a Helmet, a Battle Axe, and 38 gold. Halacan will leave behind a Scroll
of Sleep, a Scroll of Color Spray, a War Hammer, and 38 gold. Loot
Drakar for a suit of Chain Mail Armor, a Helmet, a Medium Shield, a
Potion of Absorption, a Morning Star +1, and 84 gold. Finally Molkar
will cough up a suit of Chain Mail Armor +2, a Helmet, a Medium Shield,
a Potion of Heroism, a Long Sword +1, and 84 gold. Nothing worth
strapping on, but it's welcome loot nonetheless. Continue exploring
until there's nothing left to do but enter Gullykin.
<---------------------------------------------------------------------->
9) At (x=730, y=1210) you'll find a halfling named Gandolar Luckyfoot.
Talk to him twice and he'll ask you to help clear Kobolds out of the
Firewine ruins, and point you in the direction of the winery. Search
the place and enter the house at (x=200, y=900) when you're ready to
get to work.

Halfling Home (AR4005/AR4006)
o======================================================================o
10) Enter the house at (x=1330, y=1100) and loot it. Give the Sling +1
to Viconia, so she has a long-term ranged option.

***ITEMS***
(AR4005)
(x=360, y=120) Sling +1, 10 gold

(AR4006)
(x=470, y=220) 13 gold
(x=200, y=260) Dagger, Sling, 3 gold
(x=220, y=220) Greenstone Ring, Agni Mani Necklace
(x=300, y=150) 50 gold

Halfling Home (AR4007/AR4008)
o======================================================================o
***ITEMS***
(AR4007)
(x=360, y=120) 11 gold
(x=185, y=185) Tiger Cowrie Shell Necklace

(AR4008)
(x=470, y=220) Sling, 35 gold
(x=220, y=220) Cursed Scroll of Summon Monster
(x=300, y=150) Potion of Defense, 1 gold

Halfling Home (AR4009/AR4010)
o======================================================================o
***ITEMS***
(AR4009)
(x=360, y=120) Short Sword, 5 gold

(AR4010)
(x=470, y=220) Fire Agate Gem, 11 gold
(x=200, y=260) 3 gold
(x=220, y=220) Sling, Dagger
(x=300, y=150) Wand of Magic Missile, 28 gold

Halfling Home (AR4011/AR4012)
o======================================================================o
***ITEMS***
(AR40011)
(x=360, y=120) Short Sword, Leather Armor
(x=185, y=185) Small Shield, 51 gold

(AR4012)
(x=470, y=220) Jade Ring
(x=200, y=260) 31 gold
(x=300, y=150) Chrysoberyl Gem, Sling, Short Sword, 3 gold

Halfling Home (AR4013/AR4014)
o======================================================================o
***ITEMS***
(AR4013)
(x=185, y=185) 13 gold

(AR4014)
(x=470, y=220) Turquoise Gem
(x=220, y=220) 8 gold

Halfling Home (AR4001/AR4002)
o======================================================================o
10) This house seems like any other house until you get downstairs,
where the owner, Jenkal, will prove to be sorely lacking in common
halfling hospitality. Call him on it, and he'll admit to being the one
who is letting Kobolds into town. Then he'll try to kill you. He talks
a big game, but he really is just a little critter, after all. He'll
leave behind a suit of Studded Leather Armor, a Helmet, a Small Shield,
a Short Sword, and 47 gold. You'll notice that the bookcase at
(x=190, y=150) highlights, indicating a secret door. Open it, and
descend into the depths.

***ITEMS***
(AR4001)
(x=185, y=185) 13 gold

(AR4002)
(x=200, y=260) Potion of Stone Form, 31 gold
(x=220, y=220) Andar Gem, Zircon Gem
(x=300, y=150) Dagger, 85 gold

Firewine Underground (AR5201)
o======================================================================o
11) Immediately in front of you will be an Ogre Mage, smite him and keep
your party out of the middle of the room. Down the hallway from you is
another Mage named Lendarn (x=350, y=530) who is fond of shooting
Lightning Bolts in enclosed spaces. It might be suicidal, but it can
also wreck havoc upon your party as well. I mark his location with
Minsc and have Imoen and my main character shoot him down. The Ogre Mage
drops a Scroll of Dire Charm, a Potion of Fortitude, a Moonbar Gem, and
a Bastard Sword. Lendarn will drop a Mage Robe of Electrical Resistance,
a Scroll of Ghoul Touch, a Scroll of Lightning Bolt, a Scroll of
Fireball, a Scroll of Cloudkill, a Potion of Stone Form, a Potion of
Power, Quarter Staff, and 159 gold. The Scroll of Fireball will go to
my main character, while the Scroll of Cloudkill goes to Imoen.
<---------------------------------------------------------------------->
12) Now let me explain these ruins to you. Kobold Commandos spawn
constantly. I mean, as soon as you're out of sight. They can pop up
around any corner. Constantly. The pathfinding in the game sucks, so
your characters will have.. difficulties.. traveling through this
place. It's a recipe for frustration. A better solution? Take your two
most heavily protected characters and move one in the front of your
party, and one behind so that any kobold commandos attack them. Move
your party sequentially, your front character taking ground and your
back character moving the chains, whilst the characters in the middle
fire ranged weapons at will. Ajantis and Viconia were my front and
rear characters, respectively, in the good party, and Kagain and
Shar-Teel took over for the evil party. With their low Armor Classes
and specific defensive weapons against missile weapons the Kobolds
needed a 20 to hit them, allowing them to make progress without
suffering much damage. Be especially careful going around corners. Do
your best to avoid leaving gaps in sight in between the front the rear
characters (you don't want Kobolds spawning in your midst!) and keep
moving the chains. Save constantly and use Fireballs to clear out
particularly large groups of Kobolds when needed. gAt (x=1370, y=350)
you'll find an undead knight, who wants you to strike it down and
return its armor. Righty-O. You'll want to reach the Ghost Knights at
(x=690, y=970) to give the armor back. Now that's done, get the hell
out of here. I exit at (x=1050, y=1670). This will take us back to
Gullykin, the winery to be more specific. Head outside and talk to
Gandolar for your reward. Totally not worth all that work. Oh well.
During my evil party playthrough I noted that after escaping the
dungeon under Gullykin I had scored exactly 250 Arrows of Fire. At a
rate of two arrows per Kobold Commando, that means I wasted 125 Kobold
Commandos while scouring the dungeon-no joke. Now travel to Firewine
Bridge, which isn't nearly as trying as the Firewine ruins were.

***TRAPS***
(x=1900, y=700)
(x=1200, y=1050)
(x=1200, y=1460)

***REWARD***
(For returning the armor of the undead knight to its companions)
EXP    1500

***REWARD***
(For informing Gandolar about the Kobold menace)
Gold    250

Firewine Bridge (AR4500)
o======================================================================o
13) At (x=1210, y=1550) you'll find a Bard named Poe, who will tell you
a story of betrayal. Sounds kind of like the undead knights in the
Firewine Ruins below, no? Anyhow, that's the back story to that.
<---------------------------------------------------------------------->
14) You'll find a warrior named Meilum at (x=4900, y=700) who will
initiate dialogue with you and declare himself to be the sword coast's
most skilled swordsman. Belittle him to pick a fight and kill him. When
he falls he'll leave behind a suit of Studded Leather Armor, Gauntlets
of Weapon Expertise, a Long Sword +1, and 64 gold. I could give these
gauntlets to Viconia, seeing as how she has the lowest THAC0 of my
front line Fighters.. but since Jaheira gets half an attack a round more
than Viconia, I figure it'll do more good on her.
<---------------------------------------------------------------------->
15) There's a Mage named Carsa at (x=3520, y=920) who found a cursed
jar which is apparently causing her to have a bit of a.. mental
disturbance. Offer to help her, and then try to take the bottle away
and Carsa will summon the inhabitant of the jar, an Ogre Mage named
Kahrk-mightiest of the Ogre Mages! He can be rough if you run up to
him, as he starts out fairly spell-buffed. I only approach him with
Minsc, and when he continues casting spell-buffs I run off and hide.
Out of sight, I simply rest, letting most of his spell buffs wear off.
Now I cast some spell-buffs of my own, namely Protection from Evil 10'
Radius and Defensive Harmony and rush him. He's fairly lethal in melee,
but if you keep on top of things, he should fall. Kahrk will leave
behind an Elixer of Health, a Scroll of Detect Evil, a Pearl Necklace,
a Long Sword, and 158 gold. Loot Carsa for a Knaves Robe, a Scroll of
Protection from Fire, a Dagger, and 25 gold. Whew. Now you're done with
every eastern area except Durlag's Tower. I have done Durlag's Tower
before ever setting foot in the Cloakwood Forest before, but I don't
recommend it. Besides, we've done enough in this chapter, lets get on
with the main story.

o======================================================================o
|                                       |
|                Cloakwood Forest                   |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK018}
        1) Cloakwood Cape-r
        2) Aldeth's Last Hunt
        3) Coran
        4) Tiber's Request
        5) Centeol the Cursed
        6) A Note on Wyverns
        7) Eldoth
        8) Laskal's Inquiry
        9) Shadow Druid Izefia
        10) Faldorn
        11) Shadow Druid Takiyah
        12) The Druid Tree
        13) ..Subterranean Trees?
        14) Hamadryad Hunt
        15) The Wyvern Cave

Cloakwood Forest, Part 1 (AR2200)
o======================================================================o
1) In the south-eastern corner of the map you'll run into a band of
Tasloi, one of which will drop a Cloak of Non-Detection. This cloak
belongs to one Gurke, the dwarf in the Jovial Juggler who lost his
cloak in the Cloakwood Forest. Return it to him at your leisure. It
turns out he doesn't want it back due to his newfound celebrity gained
from losing the cloak in the first place. Just as well. I stick it on
Imoen.

***REWARD***
(For recovering Gurke's Cloak of Non-Detection)
EXP    300
<---------------------------------------------------------------------->
2) Towards the middle of the map at (x=2650, y=2100) you'll find Aldeth
Sashenstar. Apparently he's being harassed by some Druids, and wants
your help to get rid of them. If you agree they'll arrive in short
order, led by one Seniyad. If you side with Aldeth you'll have to fight
Seniyad and his Druid buddies. Seniyad gives a hefty load of experience,
and leaves behind a Ring of Animal Friendship. Aldeth will give you a
Potion of Heroism for your troubles. It is, however, more profitable in
the long run to side with the Druids. Kill Aldeth and loot him for a
suit of Studded Leather Armor, a Diamond, a Potion of Heroism, a Bastard
Sword +1, +3 versus Shapeshifters, a Short Sword, and 1240 gold. I give
the sword to Ajantis-it'll come in handy in a few encounters down the
road, so you should definitely keep it on hand. If you have any qualms
about killing poor Aldeth, a simple detect evil should show who is in
the right. By all means, however, pick pocket that ring of Animal
Friendship from Seyinad. HE certainly doesn't need it. Loot Aldeth's
lodge (x=2450, y=1700) after he's dead. In for a penny, right?

***REWARD***
(For siding with Aldeth)
EXP    2000

***REWARD***
(For siding with Seyinad)
EXP    2000

***ITEMS*** (AR2215)
(x=520, y=160) Rainbow Obsidian Necklace, Arrow of Fire x2,
           Arrow of Fire x2, Elixer of Health,
           Potion of Invulnerability, 395 gold
<---------------------------------------------------------------------->
3) At (x=1520, y=700) you'll find Coran: Thief and archer! He'll ask if
you want to help him collect a bounty on some Wyverns. If you want him,
accept, if not, decline. When you're done head to the next area of the
Cloakwood Forest.

Cloakwood Forest, Part 2 (AR2100)
o======================================================================o
4) At (x=4650, y=1200) you'll find a rather out-of-place commoner
named Tiber. Talk to him and he'll tell you that his brother Chelak
found a sword named 'Spider's Bane' and though to become heroes by
clearing out the forest. That'll set the tune for this area of the
forest, which is populated by.. you guessed it, giant spiders. This
entire area is like the spider's nest in (AR3000), spiders and web
traps galore. Make your way through the various spiders that populate
the map, there's only one significant encounter in this area.

***TRAPS***
(x=4500, y=1350)
(x=4000, y=800)
(x=3500, y=1100)
(x=3500, y=710)
(x=2200, y=1500)
(x=500, y=2100)
(x=970, y=2300)

Centeol's Lair (AR2101)
o======================================================================o
5) Over at (x=1850, y=1150) you'll find a large ominous den with a
rather human-friendly door begging you to enter. Do some spell buffing
before you go in (I really wish I had Haste). Including Protection from
Evil 10' Radius and Defensive Harmony. Head inside and Centeol will talk
to you, but no matter what you say it ends with a fight. She will
mention an archmage named 'Jon Icarus' along one of her dialogue paths..
Sounds awfully close to Jon Irenicus.. Anywho, that's the next game. I
choose to NOT advance, but merely summon some Skeletons ahead of me and
fire off a Stinking Cloud (or two) as far north as I can. Jaheira fires
off an Entangle to complete my spell assault. I sick my Skeletons on any
foe that is incapacitated in the Stinking Cloud while my party engages
any spiders that draw close. This all amounts to little more than a
stall, but it's all that I require. You don't want to fight all the
enemies in this area at the same time. My Skeletons manage to kill an
Ettercap and a Sword Spider while my party focuses on the half of the
arachnids that are out of the spell. When the Stinking Cloud goes down
it's my party versus what's left of the spiders, which I am more than a
match for. Viconia ends up taking a whole six points of damage from this
encounter, which is all the damage I suffer (Skeletons not included)
making this my best run through of this area. (Self high five.) Loot
the area around Centeol for some nice loot. Minsc happily equips
Spider's Bane, and we bring Chelak's body back to his unhappy brother.
Exit the area along the northern edge and travel to the next area.

***ITEMS***
(x=500, y=400) Fire Opal Ring, Wand of Frost, Ring of Folly,
           Chelak's Body, Spider's Bane

***REWARD***
(For bringing Chelak's body back to his brother, Tiber)
EXP 800

Cloakwood Forest, Part 3 (AR1600)
o======================================================================o
6) You may find a random encounter moving between areas in the Cloakwood
forest where two Wyverns attack you. Wyverns can be bad news, as they
are relatively strong and have one of the most potent poisons in the
game. Needless to say, if you don't have a Slow Poison ready for a
character who gets poisoned, they're probably going to end up a corpse.
Take the Wyvern heads when you kill them. Keldath Ormlyr, the mayor of
Beregost and the high priest in the Song of the Morning temple (AR3400)
will pay you 2000 gold for the first one you bring him. Officer Vai in
the Jovial Juggler will buy them off of you for 1000 gold a piece, which
is the best price you'll get for them. Of course, now that you've
cleared the bandit camp, she has no reason to remain in Beregost, and if
you talk to her she'll thank you and leave, and you'll get a boost to
your reputation. That's just unacceptable! If you talk to her with
bandit scalps in your inventory, however, she'll open up the shop for
you and you can sell her your Wyvern heads. Just make sure that any time
you want to sell her Wyvern heads to go talk to Officer Vai, and to have
at least one bandit scalp in your inventory when you do so.

***REWARD***
(For presenting a Wyvern head to Keldath Ormlyr)
Gold    2000

***REWARD***
(For talking to Officer Vai after ending the bandit menace)
Reputation +1
<---------------------------------------------------------------------->
7) You'll find a bard named Eldoth at (x=3180, y=3500) who will offer
you some booze, and then let loose with a slimy scheme, to fake kidnap
his lover Skie from her father, one Entar Silvershield. If you want him
agree, if not, leave him behind.
<---------------------------------------------------------------------->
8) Shortly after crossing the bridge in the north you'll find a Druid
named Laskal (x=3120, y=2150) who asks if you're part of the Iron
Throne. If you say you are, he'll attack, leaving behind a suit of
Leather Armor, a Potion of Invulnerability, a Quarter Staff, and 12
gold. This is, however, an evil action and will lower your reputation.
If you say you are enemies of the Iron Throne, he'll give you a Potion
of Invulnerability to help your efforts. Unpopular bunch, that Iron
Throne.
<---------------------------------------------------------------------->
9) At (x=2000, y=1530) you'll find a Shadow Druid by the name of Izefia,
who will attack if Jaheira is in your party. For future reference
Jaheira is a normal Druid, Faldorn is a Shadow Druid. These two sects
do not get along. Shadow Druids will let you go if Faldorn is with you,
or if you say you're out hunting bandits, but they'll attack if Jaheira
is with you. If Jaheira isn't in your party, you can say you're hunting
bandits and Izefia will tell you that somebody is raising 'creatures'
in a cave nearby. If you're like me, you'll have Jaheira, and hence, a
dead Izefia. He will leave behind a suit of Studded Leather Armor and a
Quarter Staff.
<---------------------------------------------------------------------->
10) By a stone henge and obelisk you'll find a Druid named Faldorn
(x=650, y=2280). Talk to her and she'll ask you to help her clear out
the Iron Throne in the Cloakwood Forest. Awful lot of NPCs in this
forest, eh? Take her or leave her at your leisure.
<---------------------------------------------------------------------->
11) North of where you found Faldorn you'll find another Druid named
Takiyah (x=1070, y=2530). He'll attack if you have Jaheira in your
party, which means I regularly trounce him. He'll leave behind a suit
of Studded Leather Armor and a Quarter Staff. If you don't have Jaheira
with you, he'll ask you a question. If you answer that you're here
hunting bandits, he'll refer you to Faldorn. All in all, it's an
inconsequential encounter.

Druid Home (AR1601/AR1602)
o======================================================================o
12) Near Takiyah you'll find the entrance to a giant tree-home
(x=820, y=2100). There's looting to be done, but more importantly on the
second level is another Shadow Druid named Amarande, who will attack
you if you have Jaheira in your party. Like Takiyah, if you don't have
Jaheira in your party Amarande will ask you a question, and if you
reveal that you're here to destroy the bandits, he'll refer you to
Faldorn. He'll leave behind a suit of Studded Leather Armor and a
Quarter Staff. Loot and leave.

***ITEMS***
(AR1601)
(x=300, y=160) Potion of Freedom, Potion of Healing, Antidote
(x=200, y=160) Quarter Staff, Sling, 6 gold

(AR1602)
(x=70, y=270) Bullets +1 x10
(x=150, y=150 Quarter Staff, Potion of Fortitude

Baby Wyvern Cave (AR1603)
o======================================================================o
13) Over at (x=2300, y=900) you'll find a cave. Inside the cave you'll
find an armored man named 'Peter of the North' (x=470, y=330) and
some baby wyverns. No matter what you say, he'll end up attacking you.
Kill him and loot him for a suit of Splint Mail, 5 Arrows of Ice, 10
Arrows +1, 30 Arrows, a Long Bow, a Long Sword, and 20 gold-typical
Black Talon Elite gear. Kill his babies while you're at it. Exit the
map on the eastern edge and go to the next Cloakwood Forest area.

Cloakwood Forest Part 4 (AR1700)
o======================================================================o
14) Over at (x=1130, y=3360) is a Hamadryad. She's the only one in the
game that I know of, and I'm not sure why they even bothered to put one
in the game.. but anyhow, she likes to Charm and Dimension Door about,
so keep on top of her and have Dispel Magic ready. She will also use
Entangle and Hold Person if she lives long enough. How annoying. You'll
encounter another critter like her in the game. She'll leave behind a
dagger. Wee.

Wyvern Cave (AR1701)
o======================================================================o
15) In the eastern part of the map you'll find a huge cave entrance
(x=4100, y=1700). I suggest you rest up and spell buff before you enter
the cavern. Inside are a number of Wyverns and Baby Wyverns. I hit them
with a double shot of Fireball to start the battle off in a good way,
then it's a simple matter of smiting them. If you want to play safe,
you can hide your party on the staircase (right click and drag the
mouse to assemble your party on the stairs without leaving the area).
These stairs provide a natural bottle-neck, allow you to avoid bringing
more Wyverns into the fray, and are outright too small for adult
Wyverns! Dispatch the Baby Wyverns and shoot the adult Wyverns dead,
then lure more to you and dispatch them, too. Either way you do it,
kill all the Wyverns before exploring the cavern. At the back of the
cavern you'll see the mother of all wyverns.. good thing it's dead.
Obviously somebody came by before us. Yuck. Anyhow, loot and leave.
Exit the map on the eastern edge and travel to the Mines.

***ITEMS***
(x=400, y=600) Jade Ring, Water Opal, Garnet, Wand of Fear,
           Plate Mail Armor, 62 gold

o======================================================================o
|                                       |
|                Cloakwood Mines                   |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK019}
        1) Lacerate Lakadaar
        2) Always Kill the Mouthy One, That's What I Always Say
        3) Bunkhouse Brawl
        4) Minehouse Massacre
        5) Introduction to Cloakwood Mines
        6) A Slew of Inconsequential Encounters
        7) Bring Down the River
        8) The work-around
        9) Rill's Rebellion
        10) Yeslick
        11) Lootin' Level 3
        12) Spells, Courtesy of Natasha
        13) Ogre's Pride
        14) Cyric Sacrilege
        15) Leveling the Playing Field
        16) Defeating Davaeorn
        17) Flooding the Mines

Cloakwood Mines (AR1800)
o======================================================================o
1) Over at (x=1680, y=580) you'll find Lakadaar, who will ask what you
are doing in the forest. If you say your name, and say you're hunting
Wyverns you can scare him off, but what fun is that? Say just about
anything else to pick a fight, and he-along with several guards-will
attack you. They all carry a suit of Splint Mail Armor, a Medium Shield,
and a Long Sword. Explore the area as you wish, but this meager
encounter is the only thing of interest before you enter the fort in the
middle of the map.
<---------------------------------------------------------------------->
2) In the fort, at (x=1570, y=1870) is Drasus and his buddies. That's
right, another group of bounty hunters to smite. This group has two
Mages with it, so they shouldn't be underestimated, especially if
you're still a 'rush in and smite them' type. However, if you use some
discretion, you'll find that this fight is actually easier than most.
You can sucker punch them with some Stinking Clouds and Animate Dead,
and that will work just dandy to smite them but good, but you can also
use Drasus' uncanny speed to your advantage by luring him ahead of his
buddies into your midst, where he can promptly be massacred. Better yet,
the Mages are in the back of the group, and they will most likely not
notice if you lure off both of their warriors and kill them. Dispose of
this group as you wish and loot their sorry corpses for some quality
loot. Genthore will drop a suit of Plate Mail Armor +1, a Large Shield,
Throwing Axes, 10 Darts, 20 Throwing Daggers, a Dagger, and 56 gold.
Rezdan will leave behind a Mage Robe of Cold Resistance, a Quarter
Staff, 20 Darts, and 32 gold. Loot Kysus for a Traveller's Robe, a
Dagger, 20 Throwing Daggers, and 66 gold. Finally, Drasus is kind enough
to bestow a suit of Chain Mail, Boots of Speed, a Medium Shield, a
Potion of Frost Giant Strength, a Letter, a Morning Star +1, and 56
gold. I can't really find a use for the Plate Mail +1, as Full Plate
Mail is simply better, but I do stick the Boot of Speed on Ajantis.
Don't worry, we'll find more missile defense for Ajantis later. These
boots allow Ajantis to go around from hot spot to hot spot, putting out
fires as needed. It also makes him that much more likely to be the
first into battle and hence, to draw enemy fire. Before you head into
the mines, loot the bunkhouse at (x=1330, y=1750).

Bunkhouse (AR1805/AR1806)
o======================================================================o
3) Downstairs are two hostile guards and upstairs is a cowardly guard.
They shouldn't be more than speedbumps by now. When you're done,
continue east until you find the entrance to the mines at
(x=3200, y=600).

***ITEMS***
(AR1805)
(x=250, y=150) Potion of Magic Shielding, Zircon Gem, 83 gold
(x=450, y=200) Dagger, Mace, 13 gold

(AR1806)
(x=350, y=160) Long Sword, Dagger, 11 gold
(x=250, y=200) Mace, Spear, 18 gold
(x=170, y=250) Long Sword, Heavy Crossbow, 8 gold
(x=400, y=200) Long Sword, Heavy Crossbow, 48 gold
(x=320, y=280) Long Sword, 32 gold
(x=250, y=310) Dagger, 89 gold

Minehouse (AR1809/AR1807)
o======================================================================o
4) Kill guards, loot, and head down the stairs (x=500, y=200) and take
the elevator down to the mines (x=200, y=300).

***ITEMS***
(x=370, y=170) Long Sword x2, 58 gold

Cloakwood Mines Level 1 (AR1801)
o======================================================================o
5) When you round the first corner you'll be attacked by a guard with
more confidence than sense. After you head down the tunnel a ways a
miner named Faber (x=1150, y=550) will come to tattle on another mine
named Andarsson. These mines are much like the Nashkel Mines, but with a
few difference.. no Kobolds, and the guards will attack you.
<---------------------------------------------------------------------->
6) Andarsson is at (x=1270, y=620). There's an impotent guard at
(x=1350, y=330). A miner named Tipian is at (x=740, y=880). A guard
(x=260, y=1180) will summon other guards unless you are aggressive with
him. A miner named Phaersis is at (x=1070, y=1270), who will tell you
about a way to flood the mines. Canticle the miner is at
(x=1380, y=1150), formerly a bard.
<---------------------------------------------------------------------->
7) At (x=1970, y=250) you'll find a miner who is standing in front of
a giant plug. Listen to his plan about flooding the mine. He'll also
tell you about Yeslick, and to go find another miner named Rill. when
you're done talking to him, head to the next level of the mines at
(x=1450, y=1500).

Cloakwood Mines Level 2 (AR1804)
o======================================================================o
8) As soon as you enter this level you'll see bad guys that need a
beating. Go on slaying what guards you find as you head east. You could
take the trapped passage south, which leads to a room full of guards led
by a Mage named Hareishan (x=850, y=1250), but there's a better way to
get there. Keep going east, there's a guard at (x=1940, y=940) who will
surrender and tell you some info if you let him go. There is also a
secret door (x=2020, y=1020). Go inside the tunnel and kill the Ghasts
on your way down, taking the first side passage you find. Another secret
door (x=1200, y=1400) opens into a room filled with bad guys. I hit them
with a few Stinking Clouds and a double shot of Fireball. Taking the
side route is better because it allows you to first strike the enemies
with spells, where the more obvious, trapped path has multiple corners
that prevent you from getting the drop on them. Amongst the multiple
guards you'll find the body of the Mage Hareishan. Loot her for an
Adventurer's Robe, a Scroll of Ghoul Touch, a Scroll of Haste, a Potion
of Explosions, a Quarter Staff, and 310 gold. Finally, we get Haste.
Scribe it on your top Mage. This spell is the indispensable support
spell which you'll use before EVERY major encounter from here on out.
It doubles your movement speed increases you attack rate, turning your
warriors into juggernauts. It's often the only spell-buff you'll need,
and you'll be using it until the end of Throne of Bhaal.

***TRAPS***
(x=1100, y=720)
(x=1100, y=920)
<---------------------------------------------------------------------->
9) Head back into the ghast tunnel and continue south, finding another
secret door at (x=1000, y=1800). At (x=720, y=1630) you'll find Rill,
the self-proclaimed defacto leader of the Cloakwood slaves. He'll ask
for 100 gold so he can bribe the captain of the Black Talons. Give him
the money, it'll be worth it later.
<---------------------------------------------------------------------->
10) And in the same room you'll find the dwarf Yeslick (x=860, y=1720).
He wants to get revenge against the Iron Throne for wronging him and
stealing his clans' mine. If you want him, take him along.. or at least
move him to the surface in case you change your mind, if you flood the
mines with Yeslick still inside, you wont be seeing Yeslick again. When
you are done the stairs down are at (x=400, y=1600).

Cloakwood Mines Level 3 (AR1802)
o======================================================================o
11) This level is mostly comprised of guards and Hobgoblins. Go about
slaughtering and looting. There's plenty of stuff to grab, but don't
fill up on the cheap stuff, you've still got another level to go
through.

***ITEMS***
(x=960, y=840) Fire Agate Gem
(x=970, y=830) Scroll of Shocking Grasp, Scroll of Sleep
(x=1090, y=840) Acid Arrows x5, Arrows of Biting x5, 23 gold
(x=1240, y=800) Fire Agate Gem x3, Jasper Gem
(x=1300, y=600) Dagger, Mace
(x=1370, y=570) Waterstar Gem, 112 gold
(x=1500, y=550) Bloodstone Ring
(x=1600, y=600) Garnet Gem, 31 gold
(x=1580, y=400) Potion of Mirrored Eyes, Potion of Strength
(x=1600, y=380) 19 gold
(x=1720, y=300) Scroll of Dispel Magic
(x=1750, y=420) Potion of Fire Giant Strength, 119 gold
(x=1690, y=1100) Composite Long Bow
(x=1670, y=1100) Dagger, Long Sword
(x=1900, y=930) Long Sword, 21 gold
(x=2000, y=860) Sunstone Gem, 26 gold
(x=2050, y=820) Cursed Scroll of Weakness,
        Scroll of Protection from Acid
(x=2170, y=900) Potion of Magic Protection, 29 gold
(x=2160, y=400) Chain Mail
(x=2300, y=350) Studded Leather Armor +1
(x=2320, y=350) Plate Mail Armor
(x=2350, y=250) Halberd x2, Battle Axe, Throwing Axe x3
(x=2200, y=300) Studded Leather Armor
(x=2230, y=300) Splint Mail Armor
(x=2070, y=270) Chain Mail Armor
(x=2100, y=250) Splint Mail Armor
(x=2100, y=220) Long Sword x4, Bastard Sword, Two Handed Sword
(x=2250, y=150) Spear, Halberd, Battle Axe
(x=1990, y=220) Large Shield, Medium Shield x2
(x=2070, y=170) Large Shield x2, Small Shield +1
(x=3050, y=750) 13 gold
(x=2550, y=1150) Spear +1, 354 gold
(x=2670, y=1270) Flamedance Ring, Star Diopside Gem, Shandon Gem,
         Lynx Eye Gem
(x=2600, y=1330) Dagger, 23 gold
(x=2530, y=1380) Halberd
(x=2400, y=1470) Halberd, 15 gold
(x=2300, y=1550) Halberd, Dagger
<---------------------------------------------------------------------->
12) Over at (x=3100, y=860) you'll find a Mage named Natasha who needs
a small dose of death. She can cast 4th level spells, so be cautious.
She also comes with a handful of Hobgoblin Elites. When she dies she'll
leave behind a Traveller's Robe, a Scroll of Ghoul Touch, a Scroll of
Slow, a Scroll of Hold Person, a scroll of Mirror Image, and a Dagger.
The Slow spell is the opposite of the Haste spell, and it is just as
effective at hampering foes as the Haste spell is at buffing your party.
It halves their attacking and moving speed and imposes a four point
penalty to Armor Class and attack rolls. Simply put, this is a death
sentence when it affects melee-oriented enemies. Learn it, love it.
Also, if you haven't learned Mirror Image yet, now is a good time to
do so. It's a great defensive spell.. actually probably one of the
best.. and my Fighter/Mage simply couldn't do without it.
<---------------------------------------------------------------------->
13) In the room south of the Hobgoblin barracks you'll find an Ogre
Mage gloating about his handiwork. Kill and loot him for two Ziose Gems,
a Scroll of Flame Arrow, and a Bastard Sword.
<---------------------------------------------------------------------->
14) At (x=1590, y=1460) you'll find a Guard who keeps the temple. If
you say you're here to pay homage you'll need to identify their god as
Cyric. Loot the temple and leave. when you're done with this level,
head over to the staircase at (x=2700, y=2900).

***ITEMS***
(x=1720, y=1300) Elixer of Health, Potion of Stone Giant Strength
(x=1220, y=1520) Potion of Healing, Potion of Invulnerability

Cloakwood Mines Level 4 (AR1803)
o======================================================================o
15) Once you get down stairs you'll run into a guard, who will attack
you regardless of what you say. He'll leave behind a suit of Plate Mail
Armor, a Large Shield, and a Long Sword. Down south is a trapped hallway
that should be disarmed before you go picking a fight. There's no reason
to fight Davaeorn after walking through a gauntlet of traps, right?

***TRAPS***
(x=1250, y=520)
(x=1200, y=520)
(x=1200, y=540)
(x=1120, y=600)
<---------------------------------------------------------------------->
16) You'll find Davaeorn at (x=870, y=820), and you two are not going to
be friends. He'll start out pretty spell buffed, with Protection from
Normal Arrows and Mirror Image on. He's fond of casting Dimension Door
whenever you put the pressure on him, but keep on him and he'll fall.
The best thing you can do tactically? Rest before you engage him, which
will make his protection from normal arrows wear off and make your life
easier. With my evil party, my Fighter/Mage/Thief protagonist can get
the fight started in a good way by equipping a one-handed sword and
backstabbing Davaeorn. Anytime a Mage is left vulnerable, it's a good
idea to start out the fight with a pre-emptive backstab.. especially
now that my Fighter/Mage/Thief can use Mirror Image and Blur to protect
them. When he falls he'll leave behind a Traveller's Robe, Bracers of
Defense A.C. 6, Robes of the Evil Archmagi, a Scroll of Grease, three
Letters, a Scroll of Shield, a Scroll of Protection from Evil, a Scroll
of Protection from Petrification, a Quarter Staff, 109 gold, and the
Key to the River Plug.

Davaeorn's death causes a bit of a dilemma for my evil party.. mostly
due to his Robes of the Evil Archmage. Of course, now they're OUR Robes
of the Evil Archmagi, and where do they go, to Edwin or our protagonist?
I put them on my protagonist for several reasons. First, my evil
protagonist is almost exclusively an archer in this game, making the
Bracers of Archery a good investment. The only two ways to significantly
improve your Mage's Armor Class in this game is with Robes of the
Archmagi, or with Bracers of Defense. Obviously, if I wear the Bracers
of Defense A.C. 6 on my protagonist, I can't wear the Bracers of
Archery. Second, my protagonist is much more likely to be targeted by
enemy fire.. having a higher Armor Class will help. Edwin gets the
Bracers of Defense A.C. 6, and my protagonist gains the Robes of the
Evil Archmagi.

He's got an apprentice named Stephan (x=730, y=1190) you can (and
should) pump for information. There's also a Mustard Jelly protecting
some chests, but it's nothing you can't handle. You'll notice-if you're
observant-that Davaeorn has a shrine to Bhaal in his chambers. Spooky.
Technically the chapter ends when you kill Davaeorn, but for the
purposes of continuity, we'll finish the mines off and THEN start
chapter 5.

Finally.. Blur is a good defensive spell, I give it to my Fighter/Mage.
Also, if you didn't have Knock before, you do now. I give it to Imoen so
she can start helping out in that department. When you're done, get on
the elevator at (x=300, y=1200).

***ITEMS***
(x=1580, y=420) Potion of Healing, Potion of Cold Resistance
(x=1200, y=150) Potion of Healing, 83 gold
(x=1450, y=750) Scroll of Detect Invisibility
(x=670, y=360) Greenstone Ring, Potion of Explosions,
           Potion of Firebreath, Potion of Master Thievery
(x=840, y=730) 308 gold
(x=450, y=1050) Wand of Fear
(x=820, y=1120) Scroll of Infravision, Scroll of Larloch's Minor Drain,
        Scroll of Horror
(x=630, y=1200) Scroll of Blur, Scroll of Larloch's Minor Drain
(x=950, y=1550) Diamond, Moonbar Gem, Laeral's Tear Necklace,
        Scroll of Melf's Acid Arrow
(x=1050, y=1500) Scroll of Knock, 1085 gold
(x=1120, y=1600) Cursed Scroll of Stupidity,
         Scroll of Protection from Undead,
         Scroll of Protection from Fire,
         Scroll of Detect Invisibility
<---------------------------------------------------------------------->
17) Go talk to the miner in front of the plug. If you've talked to Rill
and have the key you can flood the mine. Make sure you're done with
everything before you do so, because you're not coming back. Once
everything is in order pick dialogue option #2. You'll be taken back to
the surface, and someone named 'Dradeel' will narrate for you.. which is
odd. Anyhow, for freeing the miners you'll gain their gratitude and a
reward.

***REWARD***
(For flooding the mines)
EXP    2000
Reputation +2

o======================================================================o
|                   Chapter 5                   |
o======================================================================o
|                                       |
|           Foiling the Iron Throne's Assassination Attempt           |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK020}
        1) Spying for Scar
        2) Quayle
        3) A Note on Baldur's Gate
        4) Unlucky Aello
        5) The Iron Throne Threatens
        6) Silence's Shop
        7) The Thieves Guild Contact
        8) Golden Extra-Farseer
        9) Spell Shopping
        10) Stores Exist in an Intermediate Space
        11) Arkion's Request
        12) His Brother's Keeper
        13) Lady Hannah's Peeve
        14) Pernicious Poultry
        15) The Iron Throne Strikes Back
        16) Lothander's Salvation
        17) To the Bitch-Queen's House
        18) Trading Favors
        19) Varci's Plea
        20) Those Who Did Dare and Fail
        21) Begging for Books
        22) Swindling the Sea Goddess
        23) Lady Luck Smiles
        24) Lothander's Liberation
        25) The Seer's Sphene
        26) Level Larze
        27) Revenge of the Protagonist

We now know that an organization known as the 'Iron Throne' is
responsible for the the iron poison, Mulahey, and the bandit raids, and
we can probably guess why. There is also a new name in the chain of
command, one 'Rieltar'. Now Baldur's Gate is opened to you, and we still
have Durlag's Tower and Ulgoth's Beard to tackle. You could choose to do
either at this point, but frankly, Durlag's Tower will go easier with
some of the loot you can find in Baldur's Gate. Loot that is, in all
honesty, much easier to get. So head off to Beregost, store your loot,
and get ready for the city of Baldur's Gate. Feel free to go buy gear
from Ulgoth's Beard at any time if you're frisky and you have too much
money on you. I'll cover it in detail later, but if you were to say,
read ahead and grab a Cloak of Displacement, nobody would fault you.

Bridge (AR0900)
o======================================================================o
1) Head to the bridge (AR900) and head across that bad boy. Near the end
of the bridge a Flaming Fist Mercenary awaits. He'll collect a toll of
6 gold and bring his commander to talk to you. A man named Scar will
show up and offer you a job investigating two trading companies that are
acting strangely. He's offering 2000 gold for the job, which is still
good money in my book.
<---------------------------------------------------------------------->
2) North of the bridge you'll find a gnome named Quayle (x=480, y=800)
who seems to be going in your direction.. whatever direction that may
be. He'll offer to join you, no strings attached. If you want him, take
him, but bear in mind, he's awfully annoying.

Baldur's Gate, East (AR0800)
o======================================================================o
3) When you enter Baldur's Gate you'll be bothered one last time by
Elminster. Baldur's Gate represents a change of pace of sorts, as we
will pursue quests that take us from area to area, rather than
completing areas in their entirety all in one go as the guide did
previously. Granted, I will still try and finish all the quests that
start in one area before moving on completely, but we will be running
around the city a bit. The plus side? You'll finish quests sequentially,
the down side? You'll be doing a bit of back-tracking. The main goal we
have right now will be to deal with a time-sensitive quest. Rather than
trying to avoid it, it would be best to resolve it and get it out of the
way so we have more freedom.

***ITEMS***
(x=2940, y=600) 17 gold
(x=1350, y=200) Gold Ring
(x=800, y=1220) Cursed Scroll of Stupidity
(x=2700, y=2500) Sunstone Gem
(x=950, y=2890) History of Calimshan

Lucky Aello's Discount Store (AR0810)
o======================================================================o
4) Up at (x=3130, y=1000) you'll find 'Lucky Aello's Discount Store',
which sells nothing but tainted potions and cursed scrolls.

Baldur's Gate, North-East (AR0300)
o======================================================================o
5) Exit the map on the northern edge and travel to the new area. You'll
be accosted by two men Marek (x=1920, y=2850) and Lothander
(x=1870, y=2870). They will warn you to stop meddling with the Iron
Throne and wander off. There's also a shop with some goodies worth
looting (x=2180, y=2500). We'll deal with The Counting House
(x=2350, y=3100) later. Head back south to (AR0800).

***ITEMS***
(AR0300)
(x=1805, y=2800) 28 gold
(x=2050, y=2350) History of the Last Giants

(AR0304)
(x=500, y=500) Andar Gem, Gold Ring
(x=400, y=550) Arrows of Dispelling x4, Arrows of Biting x7
(x=100, y=400) Mace +1, Sling, Dagger, Potion of Healing
(x=220, y=300) Potion of Mind Focusing
(x=300, y=300) 17 gold
(x=370, y=220) Potion of Hill Giant Strength
(x=500, y=180) Potion of Absorption
(x=650, y=180) Potion of Invulnerability

Silence's Store (AR0809)
o======================================================================o
6) In a house at (x=3350, y=2000) you'll find a Thief named Silence
(x=530, y=430) who will sell you a variety of items, notably a Cloak of
Protection +1, a Sling +1, Potions of Master Thievery, Potions of
Agility, Bullets +1 and +2. He'll also let you rent out rooms to sleep
in.
<---------------------------------------------------------------------->
7) At (x=1550, y=1780) you'll find a Thief named Niklos, who will pay
you 50 gold to simply go and talk to his boss. He's alright, so take
the money. We'll do this quest later, as there is one annoying little
quest we need to get out of the way first.

Elfsong Tavern (AR0705/AR0706)
o======================================================================o
8) At (x=1800, y=2350) you'll find the Elfsong Tavern, homebase for you
in Baldur's Gate: Dark Alliance. It's somewhat less significant in this
game, however. At (x=750, y=600) you'll find a gnome named Brevlik, who
will ask you to steal a telescope from the Hall of Wonders, and offer
you 500 gold for the theft. Make him pony up a magical item as well and
accept his offer. It's another quest we'll do later. If you back out
after hearing his plan he'll realize he's been robbed. If you talk to
him again, you can buy a Ring of Folly from him for 500 gold (but you
can argue down to 200). Why you would want to do this, I have no idea.
There is no need to go upstairs just yet.

Sorcerous Sundries (AR0703/AR0704)
o======================================================================o
9) Over at (x=1000, y=1950) you'll find a large round building aptly
named 'Sorcerous Sundries'. Inside is a man named Ordulinian
(x=770, y=600), who will warn you about two squabbling Mages named
Arkion and Nemphre. Righty-O. At (x=670, y=570) you'll find Halbazzer
Drin, who will sell you a variety of magical goodies. Most notable are
his Arrows of Detonation, Arrows of Dispelling, Potions of Giant
Strength, and most importantly, his vast collection of Mage Scrolls.
If you don't have them yet, here's a list of interesting scrolls you
might want to pick up:

2nd Level
Blur
Knock
Invisibility
Mirror Image
Resist Fear
Stinking Cloud
Web

3rd Level
Dispel Magic
Fireball
Haste
Hold Person
Monster Summoning I
Slow

4th Level
Confusion
Greater Malison
Minor Globe of Invulnerability
Monster Summoning II

5th Level
Chaos

I had 55,000 gold pieces at this point (after buying two Robes of the
Archmagi at that!) so I was able to buy just about any spell that struck
my fancy. When you're done, head upstairs (x=200, y=300).
<---------------------------------------------------------------------->
10) There is a quartet of Mages led by one named Niemain (x=400, y=600).
If you pick dialogue options #2, #1 you can avoid a fight.. buy why
would you want to? I find a shot of Stinking Cloud and Fireball wraps
this fight up nicely. Loot William Garst for a Mage Robe of Fire
Resistance, a Scroll of Luck, a Scroll of Identify, a Quarter Staff,
and 49 gold. Oulam drops a Mage Robe of Electrical Resistance, 5 Darts
of Stunning, a Dagger, and 52 gold. Wheber Ott coughs up a Mage Robe of
Cold Resistance, a Scroll of Luck, a Scroll of Identify, a Dagger, a
Dagger +1, and 52 gold. Finally, Niemain leaves behind a Mage Robe of
Fire Resistance, a Ring of Clumsiness, a Wand of Fire, a Dagger, and
282 gold. Nothing spectacular, but a nice payday in any event.

Arkion's House (AR0805/AR0806)
o======================================================================o
11) Over in the house at (x=1600, y=3200) you'll find a Mage name
Arkion (x=450, y=250). He'll send you on a quest to go find him a body
from the sewers. Although this quest ties with one that Scar will give
later, it's really no bother to do it now. Head to the sewers beside
the Sorcerous Sundries store (x=270, y=1840). Once down you'll be right
next to an Ogre Mage and a handful of Carrion Crawlers. Kill them and
loot the Ogre Mage for a Ruby Ring, a Bloodstone Ring, a Bastard
Sword +1, and 5 gold. Head west and loot the bodies for a variety of
goodies. Take one of the male bodies back to Arkion, who will reward
you for your toil. While you're here, steal his necklace from him.
You'll have use for it later. Also, don't sell the Ruby Rings. You'll
need one of them later. Now that you're ahead of the game, exit the map
on the western side of the map and head to the central area of Baldur's
Gate.

***ITEMS***
(AR0805)
(x=400, y=150) Medium Shield +1, 8 gold

(AR0806)
(x=310, y=410) Dagger
(x=200, y=300) 7 gold
(x=100, y=300) Potion of Insulation

(AR0226)
(x=830, y=1450) Male Body, Ruby Ring, 135 gold
(x=700, y=1400) Male Body, Potion of Protection from Magic, 51 gold
(x=530, y=1380) Male Body, 28 gold
(x=400, y=1370) Male Body x2, tainted Oil of Speed, 85 gold

***REWARD***
(For bringing Arkion a body)
EXP    1800
Gold    250

Baldur's Gate, Center (AR0700)
o======================================================================o
12) Past the stairs leading up to and through the first wall will be
Dabron Sashenstar (x=780, y=1680), who will be waiting for you if you
killed his brother Aldeth in the Cloakwood Forest. There's no avoiding
this fight, but that's fine, you don't really want to, do you? When he
falls he'll leave behind a suit of Plate Mail Armor, a Helmet, 20 Bolts,
a Heavy Crossbow of Accuracy, and a Morning Star +1. This is a nice
Crossbow, and if you have a character who can use it, you may want to
keep it in their inventory so you can draw it when you need it.

***ITEMS***
(x=2350, y=3000) 35 gold
(x=750, y=450) Scroll of Burning Hands
(x=2150, y=1300) Lynx's Eye Gem x2, 10 gold
(x=2250, y=880) History of Halruaa, History of the North
<---------------------------------------------------------------------->
13) At (x=660, y=1100) you'll find a noblewoman named Lady Hannah, who
will complain about a man named Ragefast who has acquired his own
personal nymph. Yet another thing we'll deal with later, with a little
more motivation.

Poultry Shop (AR0721)
o======================================================================o
14) There's a door at (x=650, y=500) which leads to a Poultry Shop,
which is full of Rabid Chickens! Why? I don't know. Blast them with a
fireball for giggles.
<---------------------------------------------------------------------->
15) Lothander is at (x=2350, y=1080), and he's got some serious
information for you. He'll tell you that you've been poisoned and
have ten days to live. The worst part is, he's not bluffing. He'll
reveal that he's been geased into working for the Iron Throne, and
that if you help him, he'll help you find the antidote. What else is
there to do? Enter the Fortune Teller's Tent at (x=2500, y=800).

Fortune Teller's Tent (AR0726)
o======================================================================o
16) Go talk to the Diviner (x=320, y=250). Pay his 50 gold and ask him
who has the ability to release Lothander of his geas. He'll tell you
that Jalantha Mistmyr of Umberlee can remove it. Great. Now you just
have to get her to help you. Exit the area on the southern edge of the
map.

Baldur's Gate, South (AR1200)
o======================================================================o
17) If you have Jaheira in your party a Harper named Entillis Fulsom
will talk to you. Yay. Head over to the WaterQueen's House
(x=870, y=2370). Make sure to pick up the Gauntlets of Weapon Skill
along the way (x=750, y=2700).

WaterQueen's House (AR0609)
o======================================================================o
18) You'll be approached by a Priestess of Umberlee, who will ask you
your business. Ask to see Jalantha Mystmyr and pay a donation of 50 gold
in order to do so (If you cheap out, you'll end up paying 100 gold.) She
will ask you to retrieve a Book of Wisdom (She means a Tome of
Understanding) for her from the Temple of Tymora. Agree to do it and
head outside. Return to the Central area (AR0700) and exit the map on
the western side to reach the western area of Baldur's Gate (AR0600).

Baldur's Gate, West (AR0600)
o======================================================================o
19) You'll run into an ex-merchant named Dun who will give you some info
on the Seven Suns and Merchants' Consortium. Over at (x=1160, y=760) you
will find a boy named Varci Roaringhorn. Normally we wouldn't bother
with a kid's request, but it ties in with the quest we're on now, so go
talk to him. He'll ask you to follow him to his guardian's house
(x=880, y=680). Do so.

Tremain Belde'ars House (AR0617)
o======================================================================o
20) Upon entering a priest named Tremain Belde'ar will approach. He'll
ask you to retrieve the body of his son from the priests of Umberlee.
Accept and head to the The Lady's House (x=1300, y=1000).

The Lady's House (AR0132)
o======================================================================o
21)  Talk to Chanthalas Ulbright (x=250, y=250) and pick dialogue
options #3 and #1 to offer to pay 500 gold for the tome. Seeing your
need, he'll give it over for free. Score.
<---------------------------------------------------------------------->
22) Now go back and pay the priestesses of Umberlee a visit. Instead of
giving Jalantha the 'Book of Wisdom', simply pick pocket the Geas
Removal Scroll from her. Now talk to one of the lesser priestesses (the
blonde one) and ask for Tenya. Simply ask for the boy's body back, and
she'll deliver. If you didn't help Tenya out earlier, you still have
options. You can steal the body off Jalantha, or you can pay 2000 gold
for it. And then again, you can always kill all the priestesses of
Umberlee. Your call.
<---------------------------------------------------------------------->
23) Return the body to Tremain and he'll raise him. Talk to him again
and the two will leave. Talk to Varci and he'll reward you. I give the
shield to Ajantis. Now he has missile defense again.

***REWARD***
(For recovering the body of Tremain's son from the priests of Umberlee)
EXP    5000
Gold    2000
Item    Large Shield +1, +4 vs. Missiles

The Blade and Stars (AR0105/AR0106/AR0107)
o======================================================================o
24) To give the scroll to Lothander you'll have to head to the Blade and
Stars, which is in the south-eastern portion of Baldur's Gate (AR1300)
at (x=200, y=650). Go inside and head up the stairs (x=400, y=100) to
find Lothander at (x=250, y=200). Give him the scroll and he'll give you
half the antidote, and tell you that Marek is at the Blushing Mermaid.
Time to pay him a visit. To get to the Blushing Mermaid you have to go
to the northern area of Baldur's Gate (AR0200) and exit on the eastern
edge of the map to reach the north-eastern area (AR0300). The Blushing
Mermaid is at (x=200, y=1750).

***REWARD***
(For freeing Lothander from his geas)
EXP    1500XP
Item    Antidote
<---------------------------------------------------------------------->
25) On your way back down go talk to G'axir the Seer (x=250, y=220) who
will ask you to recover a Sphene Gem for him. He wants one from 'the
lair of the Basilisk', but any Sphene Gem will do. Once you've given
him the gem, he'll give you a reward.

***REWARD***
(For giving G'axir the Seer a Sphene Gem)
EXP    1000XP

The Blushing Mermaid (AR0114/AR0115)
o======================================================================o
26) When you enter an Ogre named Larze will approach you with painful
intent. If you pick dialogue options #1, #2 you can avoid a fight, but
again, that's not how I tend to do things. You do get some experience
for talking you way out of a fight, but you can't loot Larze for
Gauntlets of Weapon Skill, a Scroll of Melf's Acid Arrow, a Flamedance
Ring, a Horn Coral Gem, a Scroll of Stinking Cloud, an Angel Skin Ring,
a Morning Star, and 87 gold. Admittedly, Larze is a tough fight, but
it's worth tackling him for the lootage.
<---------------------------------------------------------------------->
27) Head up the stairs at (x=1100, y=650) and talk to Marek at
(x=400, y=330). He'll threaten to kill you. Surround him and pummel him
to a well-deserved death. You'll get a whopping experience reward for
talking to him, and you'll get even more for killing and looting him.
He'll drop 20 Arrows, a Potion of Freedom, a Potion of Master Thievery,
Marek's Potion of Antidote, a Dagger +2, the Eagle Bow, and 201 gold.
Imoen happily accepts the Eagle Bow as a replacement for her current
bow.

***REWARD***
(For killing Marek and obtaining the antidote)
EXP    10000

Now that the Iron Throne's latest-and most lethal-assassins are dealt
with you have free reign over the city.. for the most part. Head back
to the eastern area (AR0300) and enter the building at (x=1450, y=1250).
Now it's time to tackle quests in a somewhat more organic, less frantic
manner. We'll start with the quests we picked up in the first area. We
will now cover the east and south-eastern parts of Baldur's Gate
(AR0300 and AR1300).

o======================================================================o
|                                       |
|          Baldur's Gate: Eastern and South-Eastern Areas           |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK021}
        1) Password: Fafhrd
        2) Brielbara's Bathos
        3) Nightwatch with Narlen
        4) Gantolandon's Gem
        5) Halruaan Heist
        6) Component Caper
        7) Nadine's Request
        8) ..Among Thieves
        9) The Hall of Loot
        10) Nemphre's Request
        11) Ordulinian's Trinkets
        12) No Honor..
        13) A Good Luck Charm
        14) Nadarin's Warehouse

The Thieves Guild (AR0148/AR0150/AR0151/AR0152/AR0153)
o======================================================================o
1) When you enter you'll be approached by a rogue who will demand that
you give the password. The password is Fafhrd, in case you forgot. Tell
him and continue on into the next area. Don't be afraid to enter from
multiple routes to loot all the containers about. Don't worry about
stealing, it IS a thieves guild, after all. You can buy some nice loot
from Black Lily (x= 1150, y=590), namely a variety of potions and
arrows that might come in handy. By now, you should know that potions
that protect against magic and potions of giant strength are good buys,
if you have the coin. Alatos (x=580, y=200) and his associate Resar
(x=700, y=200) await you, but there's another quest you should do first.
He's waited this long, he'll wait a little longer. You can hit Husam up
for more information (x=1140, y=280), and he'll reveal such useful
information as the leaders of the Iron Throne, including Reiltar
Costashck, Brunos, Thaldorn, and Sarevok, most of these names we've
encountered already. Once he's done he'll head to the Elfsong Tavern.
Now for the quest we need to finish, go talk to Narlen Darkwalk
(x=960, y=260). Bring a Thief into his line of sight and he'll introduce
himself. Pick options #2 and #1 to accept a job to rob a noble house
near the Splurging Sturgeon. Of course, make sure to take the Manual of
Quickness in Action while you're here. Dexterity is nice..

***ITEMS***
(AR0150)
(x=150, y=100) Leather Armor x3, Short Sword x3
(x=550, y=200) Sling x2, 20 Bullets

(AR0151)
(x=290, y=320) Oil of Speed
(x=50, y=300) Short Bow, 13 gold
(x=100, y=200) Throwing Dagger x2
(x=220, y=120) Throwing Dagger, Dagger

(AR0152)
(x=350, y=150) Quarter Staff, Sling, Bullet x10
(x=200, y=120) Potion of Firebreath

(AR0153)
(x=550, y=600) Leather Armor
(x=800, y=300) Bullet +1 x10, Bullet +2 x5
(x=1240, y=540) Manual of Quickness in Action

***TRAPS***
(x=370, y=570)
(x=400, y=250)
(x=800, y=300)

Baldur's Gate, North-East (AR0300)
o======================================================================o
2) To get there, you'll need to head to the Northern area of Baldur's
Gate (AR0200) and exit on the eastern side of the map.. the same way you
took to reach the Blushing Mermaid. Before you deal with Narlen however,
lets pick up another quest real quick-like. Talk to the Mage named
Brielbara (x=730, y=2260). She'll offer to pay you 200 gold to retrieve
the spellbook from a Mage named Yago at the Low Lantern. She'll remain
at the Splurging Sturgeon while you're out.
<---------------------------------------------------------------------->
3) Anyhow, when that's done hide your party in the Blushing Mermaid and
take a Thief to go meet Narlen at (x=480, y=3020). Make sure it's night
time, and make sure the character you take is a Thief. For me, this is
Imoen's job. Narlen will tell you to hide and keep watch for the
soldierman, and you'll be escorted to a house north of the meeting
place. Hide and wait, eventually a Flaming Fist mercenary will show up
and question you. If you don't give Narlen the warning, his partner will
get killed, and he'll be none too happy to see you back at the guild.
Since Narlen's help will come in handy later, lets keep him on our good
side and give him the warning. The guard will go hostile, but since your
party is hiding in the Blushing Mermaid, and your Thief is using
stealth, there's no way he'll find you, right? Don't kill the guard and
exit the area. Meet up with Narlen back at the thieves guild and you'll
get rewarded, and he'll set up another caper.

***REWARD***
(For successfully spotting for Narlen)
Gold    100

Gantolandon's House (AR1312/1313)
o======================================================================o
4) If you still have night left, head over to the south-eastern edge of
Baldur's Gate (AR1300) and meet Narlen near the Blade and Stars
(x=350, y=850). This time you'll be on the inside, doing the looting.
Follow Narlen to the house at (x=790, y=1200). Head upstairs and loot
the dresser at (x=200, y=320). Make sure to disarm the trap, first. My
Imoen has to use Knock, since her Open Locks score isn't up to snuff,
but as long as it get opened, right? If Gantolandon wakes up and
questions you, pretend to be a cat and he'll go back to sleep. If you
wake him up fully you'll find that he's pretty tough. If you do kill
him, you'll get a Long Sword +1 and 64 gold. If he questions you twice,
tell him you're a stray. Regardless of what happens with Gantolandon,
as long as you return with the Rogue Stone you'll get the reward. Of
course, you could always turn in the reward, then return and gink
Gantolandon. Don't worry about it, he's evil anyways.

***ITEMS***
(AR1312)
(x=400, y=250) 29 gold

(AR1313)
(x=200, y=320) Rogue Stone

***TRAPS***
(x=200, y=320)

***REWARD***
(For stealing from Gantolandon)
Item    Pearl x3
<---------------------------------------------------------------------->
5) Now that you're done with Narlen's quests go talk to Alatos. He's
something of an ass, considering he's basically asking you to burgle a
household full of Mages with no reward upfront. If you refuse him, he'll
end up attacking, and although he gives juice experience, you might as
well go along with his request for now. You have ten days to do the
mission, but we might as well get it over with right away, eh? Make sure
you have either the Ring of Invisibility from Ulgoth's Beard, or potions
of invisibility before you go, just to be safe.

Oberon's Estate (AR0143/AR0144/AR0145)
o======================================================================o
6) Head to the central area of Baldur's Gate (AR0700) and enter the
large pink house near the top of the area map (x=3400, y=120) with just
little old Imoen. You could go in sword swinging, but this is supposed
to be a Thief mission, remember? Unequip your weapons and talk to the
fat lady on the first floor named Glanmarie and ask about the servile
position. Say you worked at the palace or that you don't have any
experience and she'll give you the job. Head upstairs, your target is
on the third floor, in the desk at (x=350, y=460). Stay hidden, using
your Ring of Invisibility from Ulgoth's Beard (if you went there) or
potions to stay out of sight. At (x=500, y=500), (x=600, y=500) and
(x=820, y=250) are Helshara, Ithmeera, and Delorna, respectively, each
of which is a competent enough Mage to cause a lone Thief plenty of
trouble. Helshara has a Mage Robe of Electrical Resistance, a Garnet,
a Scroll of Fire Resistance, a Dagger, and 35 gold. Ithmeera will leave
behind a Mage Robe of Fire Resistance, an Angel Skin Ring, a Quarter
Staff, and 23 gold. Delorna drops a Necklace of Missiles, a Traveller's
Robe, a Potion of Perception, a Dagger, and 56 gold. Nice though these
treasures might be, you're here to steal, not to kill, and you'll know
you did a good job if there was no dialogue after the first floor.

***ITEMS***
(AR0143)
(x=600, y=100) Scroll of Clairvoyance, Cursed Scroll of Weakness

(AR0144)
(x=300, y=450) Scroll of Non-Detection, Scroll of Web, Scroll of
           Identify

(AR0145)
(x=350, y=460) 564 gold, Helshara's Artifact Fragment, Delnora's Statue,
           Delnora's Spellbook

Nadine's House (AR0715/AR0176)
o======================================================================o
7) Go into the house at (x=4150, y=900) to find a halfling lady named
Nadine (x=400, y=270). She'll give you a good luck charm and ask you to
find and give it to her boy, Euric. The 'good luck charm' is an Amulet
of Protection +1.

***ITEMS***
(AR0715)
(x=140, y=250) Greenstone Ring

(AR0716)
(x=500, y=80) 6 gold, Dagger
(x=340, y=120) 14 gold
(x=200, y=250) 8 gold
(x=300, y=350) Sunstone Gem
<---------------------------------------------------------------------->
8) Take the loot back to Alatos for your reward. You'll be relieved of
your quest items, and it'll be revealed that you were hired because you
were disposable. Resar will turn hostile, and you'll have to put him
down. If you made good with Narlen, he'll jump in and kill Resar for
you, and everybody will be happy. Loot Resar for a Wand of
Paralyzation and a Quarter Staff. And of course, now that you're
done with the guild, you can always go back to Oberon's house and kill
the Mages within, if you hurry. Now you're done with the Thieves Guild
quests, you probably want to finish up the quests assigned in this area,
right? Lets go and get that telescope for our gnome friend then. I have
Imoen rest and prepare as many Knock spells as she can memorize before
heading to the western side of the city (AR0600).

***REWARD***
(For turning in the sky-ship components)
EXP    4000

Hall of Wonders (AR0130)
o======================================================================o
9) Head over to the western edge of the city and enter the Hall of
Wonders (x=1600, y=2200). If you head there at night you'll find a
Halfling Thief named Alora there, who wants to team up on a heist and
split the loot 50/50. I prefer to do this quest during the day simply
so I don't have to bother with her-you can always come back some night
after you've already robbed the place, satisfy Alora's desire for
skulduggery, and then recruit her without sharing anything. I have to
say, however, that she's a pretty useless Thief by this point in the
game, but if somehow you find her skill set and attributes appealing,
just keep her along after the heist. I have my main character go in
and force the locks on all the displays in the area, then he leaves and
Imoen comes in. She'll steal the goodies, hide, and repeat, taking care
not to get caught by any guards. If they see her stealing, big deal, so
long as they don't initiate dialogue. You can go into the next area, the
High Hall of Wonders, but the only thing of note within is a bard named
Forthel August who wastes your time. Anyhow, once you've pocketed the
telescope (and those sweet gems!) head back to the Elfsong Tavern for
your just reward. Now that the eastern area of Baldur's Gate is all
but dealt with, I head south to work on that area (AR1300).

***ITEMS***
(x=500, y=950) Star Sapphire
(x=670, y=800) Rogue Stone
(x=730, y=830) Telescope

***REWARD***
(For stealing the telescope from the Hall of Wonders)
EXP    5500
Gold    500
Item    Wand of Lightning

Nemphre's House (AR0813)
o======================================================================o
10) Enter the house at (x=1750, y=250) and talk to Nemphre
(x=400, y=290). If you talked to her without completing Arkion's task,
she'd have been dismissive. Seeing as how we already got Arkion his
body, however, she will offer you a reward if you steal Arkion's
amulet. Give her Arkion's Bloodstone Amulet for your reward. However, if
you give her Arkion Amulet, you can't turn it in to Ordulinian (see
below) unless you kill her.

***REWARD***
(For giving Arkion's Amulet to Nemphre)
EXP    1000
Item    Scroll of Vampiric Touch
<---------------------------------------------------------------------->
11) If you gain possession of both Nemphre's Onyx Ring and Arkion's
Bloodstone Amulet, you can turn them both in for a reward to Ordulinian.
Take the two trinkets to Ordulinian at the Sorcerous Sundries store the
next time you're there for a reward. He says he'll give you a cloak,
too, but doesn't actually deliver. Note that if you gave Nemphre
Arkion's Amulet, you cannot steal it back from her, you'll have to kill
her to get ahold of it again. If you kill Arkion, he'll drop a Mage Robe
of Cold Resistance, a Dagger, and 250 gold. Nemphre will drop a Mage
Robe of Electrical Resistance, an Onyx Ring, a Bloodstone Amulet, and a
Dagger.

***REWARD***
(For giving Ordulinian Nemphre's Ring and Arkion's Amulet)
EXP    3500

Burglarized Home (AR1316)
o======================================================================o
12) In a house at (x=1720, y=1070) you'll find a Thief named Taxek, who
is apparently robbing the house along with his buddy Michael. You can
get them to give you the money they stole, or you can just let them off
the hook, but their gear makes them worth killing. Taxek drops a suit of
Studded Leather Armor, 40 Bolts of Lightning, a Garnet Gem, a Sphene
Gem, a Light Crossbow +1, a Short Sword, and 75 gold. Michael yields a
suit of Studded Leather Armor, Arrows of Fire (varies), a Ziose Gem, a
Horn Coral Gem, a Long Bow, a Dagger, and 54 gold. That'll teach those
bad Thieves a lesson! Head over to the building at (x=1700, y=2350).

Inn (AR1306/AR1307)
o======================================================================o
13) At (x=400, y=470) you'll find Euric. Talk to him to give him the
good luck charm his mother wanted him to have for a reward. It's
arguably more profitable to just sell the damned amulet. Go kill a
Phase Spider in the sewers for 1400 experience instead.. but it's up to
you. If you talk to Nadine later, she'll sweeten the deal for you. Head
upstairs for an amusing conversation with a lady named Sandal Gwist
(x=1700, y=1340). If you ask her why she's sad she'll say that her
brother and cousin, Shank and Carbos, are missing. Remember those two?
Your very first assassins.. It's just an amusing conversation. Anyways,
you're done with this area, so move on to the south central area
(AR1200).

***REWARD***
(For giving Euric a good luck charm)
EXP    1100

***REWARD***
(For reporting back to Nadine)
EXP    400
Item    Necklace of Missiles
Reputation +1

In this section of the FAQ we will cover the southern, northern, and
western areas of Baldur's Gate (AR1200, AR0600, and AR0200).

Nadarin's Warehouse (AR1303)
o======================================================================o
14) Enter the warehouse at (x=800, y=1950) and talk to Nadarin, who is
wandering around somewhere inside. He'll tell you about some retarded
adventurers who decided it would be a good idea to ship a Basilisk
around. Naturally the creature broke loose and needs to be put down.
We'll deal with this critter in Step #7 of the next Sequence, but when
you kill the critter, return to Nadarin for a reward.

***ITEMS***
(x=730, y=880) Arrows x30, Long Bow
(x=670, y=700) Bolts x30
(x=750, y=400) Light Crossbow x3
(x=600, y=400) Bolts x30

***REWARD***
(For slaying the runaway Basilisk)
EXP    1300
Gold    1800

o======================================================================o
|                                       |
|       Baldur's Gate: Southern, Northern, and Central Areas           |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK022}
        1) The Void Sisters
        2) Yago's Demise
        3) The Splurging Sturgeon
        4) Jelly Dare
        5) Brotherly Love
        6) A Sirine's Last Wish
        7) Noralee's Warehouse
        8) Basilisk Breakout
        9) Ratchild's Wrath!
        10) Ogre Magessacre
        11) Unicorn Run Fun
        12) Angel May Cry
        13) Razimath's Request
        14) The Helm of Glory
        15) A Little Looting..
        16) The Three Old Kegs
        17) A Lady's Honor
        18) Ragefast
        19) Ghorak's Salvation
        20) Raiding Razimath

The Low Lantern (AR0133/AR0134/AR0135)
o======================================================================o
1) Now it's time to help out Brielbara. Head to the Low Lantern, which
is ship that is also an inn/tavern/place of ill-repute (x=3400, y=3100).
There's not much to do on the first level, so head to the second level
and reorient your party so the lead Fighters are facing the front of
the ship. At (x=320, y=320), (x=330, y=250) you'll find Desreta and
Vay-ya, respectively. Desreta will initiate dialogue, which you can use
to lure her away from Vay-ya if you're so inclined. Pick option #2
twice to pick a fight with her.. you really, really want to fight her.
She's packs a punch, but when she falls you can chase her friend Vay-ya
down and deal with her separately. Vay-ya starts out with status effect
spells, including Confusion, and she can make Desreta that much more
troublesome. When they die, loot Vay-ya for a Wand of Fireball, a
Skydrop Gem, a Tchazar Gem, a Scroll of Clairvoyance, a Scroll of
Dispel Magic, a Dagger +1, and 94 gold. Desreta will drops Gauntlets of
Ogre Power, a Long Sword +1, and 172 gold. I cannot over-emphasize how
good those gauntlets are. They'll take any Fighter and make them a
phenom, raising their Strength to 18/00 while they're equipped. For me,
these bad boys go to Ajantis, but any Fighter who is not using the
Gauntlets of Dexterity will work. Head down to the next level.
<---------------------------------------------------------------------->
2) Yago is at (x=150, y=120). You only need to pick pocket the spell
book from him, but why let that child-cursing mean old wizard off so
lightly? Surround him and talk to him, which will probably end in a
fight. When he falls, loot him for a Knaves Robe, a Quarter Staff, and
most importantly, Yago's Book of Curses. Now you can loot about the
Low Lantern, but keep in mind that looting is going to cause the guard
to show up, and there's not much room to move. You should therefore
loot with only one character, moving up a level every time you get
caught. Especially Loot near Yago's bed for a variety of Scrolls and
coins.

***ITEMS***
(AR0133)
(x=150, y=100) Cursed Scroll of Weakness,
           Scroll of Protection from Fire, 112 gold

(AR0134)
(x=730, y=450) 86 gold
(x=220, y=120) Long Sword +1, Andar Gem, 34 gold

(AR0135)
(x=150, y=100) Scroll of Melf's Acid Arrow, Scroll of Blur,
               Scroll of Sleep, Scroll of Fireball, 143 gold
(x=350, y=220) Dagger, 87 gold

Splurging Sturgeon (AR0103/AR0104)
o======================================================================o
3) I make a detour to the Splurging Sturgeon (x=400, y=2900) to
complete the quest with Brielbara. Inside you'll be molested by some
woman named Lantanara, who has seen you in a dream. Seems to happen to
you a lot, no? You'll also find a drunk wandering around named Lusselyn,
who will dare you to kill off some slimes if you talk to him three
times. Accept his bet (and put 100 gold on the line). Before we settle
this wager, talk to Brielbara (x=400, y=390). She'll ask if there's
anything she can do for you. If you say "We'd just like to be paid"
you'll get gold in addition to the quest reward, if you say "Just
remember us for the future." She'll.. well, do just that. Money, or
memories, it's your call. Anyhow, make your choice and head upstairs
(x=750, y=300).

***REWARD***
(For giving Brielbara Yago's book)
EXP    1000
Reputation +1
Gold    200*
<---------------------------------------------------------------------->
4) Upstairs at (x=350, y=200) you'll find your Mustard Jelly. Also at
(x=850, y=470) you'll find Mr. Shade, who runs through a series of
ambiguous questions without actually saying anything. Search
the place and head back downstairs. Talk to Lusselyn, who will pay up
his half of the wager.. or at least the sixty gold pieces he has left.

***ITEMS***
(x=300, y=150) Bluestone Necklace, 6 gold
(x=450, y=220) 11 gold
(x=280, y=400) Mysteriously locked..
(x=460, y=500) Dagger, 13 gold
(x=750, y=350) Sling, 10 Bullets, 56 gold

***REWARD***
(For killing Lusselyn's slimes)
Gold    160

Ghorak's House (AR1211/AR1212)
o======================================================================o
5) Enter the house at (x=4220, y=1900) to find poor Ghorak. Talk to
him, and he'll ask you to find the skull of his brother, Kereph, which
lies behinds a painting in the Three Old Kegs Inn and take it to Agnasia
in The Lady's Hall. The Three Old Kegs is at (x=3700, y=2350) in the
north-central area (AR0200) of Baldur's Gate. We'll get there eventually
in the guide.

***ITEMS***
(AR1211)
(x=400, y=250) Antidote, Short Sword

(AR1212)
(x=160, y=360) Throwing Dagger x12, 43 gold

Sirine-Slain House (AR1209/AR1210)
o======================================================================o
6) In the house at (x=3950, y=1650) you'll find a Sirine named Larriaz,
who wants nothing more than to be left alone to die. You'll get paltry
experience for killing her, or none for leaving her alone. Either way
you go about it is up to you. She'll leave behind a Pearl in any case.

***ITEMS***
(AR1209)
(x=400, y=150) Turquoise Gem

(AR1210)
(x=100, y=320) 1 gold

Noralee's Warehouse (AR1208)
o======================================================================o
7) Leave the Sirine-Slain House and go into the Warehouse at
(x=3550, y=1500). Inside you'll find a lady named Noralee (x=580, y=800)
who will ask you to retreive some gauntlets she lost. She of course
means the Gauntlets of Weapon Skill we found earlier in this district.
Frankly, the quest reward is nowhere near as good as keeping the
gauntlets, but do what you will.

***REWARD**
(For returning Noralee's Gauntlets of Weapon Skill)
EXP    1000
Item    Potion of Infravision x2
Reputation +1

Basilisk Warehouse (AR1207)
o======================================================================o
8) Make sure you have a Protection from Petrification spell prepared
before you enter the warehouse at (x=3260, y=1160). When you get inside,
you'll be informed that a Basilisk has been let loose in the warehouse.
Take your protected character forward and smite it heartily. Regardless
of what else the Basilisk drops, it's sure to leave behind a Sphene
Gem, which is what G'axir the Seer was talking about. You can also
return to Nadarin for a respectable reward.

Sewers (AR0225)
o======================================================================o
9) Enter the sewers at (x=2650, y=850) and you'll encounter a Kobold
named Ratchild. No matter what you say, he'll end up attacking you..
little bugger has a big chip on his shoulder. He'll be joined by a
number of Kobold Commandos, so keep on your guard. He'll leave behind a
greater number of Arrows of Fire than normal, but that's about it.

Ogre Bank (AR1201)
o======================================================================o
10) At (x=1150, y=1250) you'll find a large building. You should
certainly spell-buff before entering, as there are no less than five
Ogre Mages inside. In addition to the normal spell-buffs, you should
have a See Invisibility spell prepared, to neutralize the Ogre Mages'
attempts to go invisible. Letting them have their way and cast
Lightning Bolts is not a good way to go about surviving. Note that one
will claim that the 'Son of Murder' has offered 10,000 gold for your
head. At least your hunter has a title. Once they're all dead, loot them
for a variety of trinkets and gems.

At (x=400, y=600) is the large building where the Iron Throne is hiding.
You'll come back here at the behest of Scar, so avoid it for now.
Instead head to the northern area (AR0200) to pick up some quests before
we finish off (AR0600). Why skip over the middle area (AR0700)? Well,
because we're all but done with it.. at least until we pick up more
quests.

Rinnie's House (AR0006/AR0007)
o======================================================================o
11) Over at (x=1200, y=2800) you'll find Rinnie House. Inside, Rinnie
(x=430, y=310) will ask you to fetch her a book about the Unicorn Run.
We'll pick one up later on, but I'll list the reward here for reference.

***ITEMS***
(AR0006)
(x=400, y=250) Ziose Gem, 4 gold

(AR0007)
(x=150, y=350) Potion of Invisibility, 24 gold

***REWARD***
(For finding Rinnie a book of the Unicorn Run)
EXP    900
Item    Scroll of Protection from Poison
<---------------------------------------------------------------------->
12) Over at (x=670, y=2770) you'll find Petrine, who ran away from her
uncle's house. Unfortunately, her cat ran off to 'get her ring'. So,
go into the house at (x=750, y=2700) to retrieve the ring so Angel will
return.

In the house (AR0004) you'll find Bheren wandering about, and will
complain about the cat. Head upstairs and loot the dresser at
(x=350, y=100) for some shinies, including an Angel Skin Ring. What
better to lure a cat named Angel? If you dispose of the cat for Bheren,
you'll get some experience and lose a point of reputation. If you give
the ring to Petrina, you'll get more experience. Or you could go give
the ring to Petrina, go back inside, kill the cat, talk to Bheren, and
get both rewards. Whatever. Also, if you pick pocket Bheren, you can
nab a Cloak of Protection +1. Not bad.

***ITEMS***
(AR0004)
(x=350, y=100) 11 gold
(x=350, y=120) Tainted Oil of Speed
(x=550, y=200) 10 Bolts +1

(AR0005)
(x=350, y=100) Skydrop Gem, Angel Skin Ring, 8 gold

***REWARD***
(For killing Petrina's Cat for Bheren)
EXP    400
Reputation -1

***REWARD***
(For giving Petrina her Angel Skin Ring)
EXP    500
<---------------------------------------------------------------------->
13) At (x=3600, y=1550) you'll find a wizard named Razamith. He'll ask
you to go kidnap a Nymph from a Mage named Ragefast. Sounds reasonable,
and that's the reason we did this area before (AR1100).

Jardak's House (AR0010/AR0011)
o======================================================================o
14) Head into the house at (x=2450, y=1200) at you'll be pestered by a
man named Drelik, who will pick a fight with you regardless of what you
say. Kill him and loot him for a Scroll of Dire Charm, a Short Sword +1,
and 65 gold. Head upstairs and you'll be approached by the master of the
house, a warrior named Jardak. Since you've killed his butler, there's
really no reason to expect this won't end in a fight either. He's a
fairly lethal warrior on his own, but he just can't withstand 6 to 1
odds. When he falls he'll leave behind a suit of Plate Mail armor, the
Helm of Glory, a Medium Shield, a Potion of Frost Giant Strength, a
Potion of Genius, a Long Sword +1, and 68 gold. The Helm of Glory is
a spiffy helm that should go on your party leader. In my case, this
means Ajantis.

***ITEMS***
(AR0010)
(x=400, y=150) Small Shield, 15 gold

(AR0011)
(x=100, y=300) Throwing Dagger, 6 gold

<---------------------------------------------------------------------->
15) In the houses at (x=4000, y=900), (x=3320, y=820), (x=3000, y=900),
and (x=3040, y=1180) you'll find some goodies worth looting.

***ITEMS***
(AR0014)
(x=450, y=80) 4 gold

(AR0015)
(x=300, y=350) 11 gold
(x=200, y=250) Andar Gem, 25 gold
(x=70, y=270) History of the North
(x=530, y=120) Throwing Dagger x1, 5 gold

(AR0016)
(x=400, y=250) Large Shield, 3 gold

(AR0018)
(x=350, y=100) Leather Armor, 7 gold
(x=450, y=100) Mysteriously locked..
(x=550, y=170) Potion of Explosions, 23 gold

(AR0019)
(x=350, y=100) Rainbow Obsidian Necklace, 8 gold

(AR0020)
(x=400, y=250) Small Shield +1, 10 gold

(AR0021)
(x=180, y=350) Mace, Potion of Heroism, Jasper Gem

Three Old Kegs (AR0119/AR0120/AR0121)
o======================================================================o
16) South of Razimath's house you'll find the Three Old Kegs tavern
(x=3700, y=2350). If you remember, this is where we were told to go find
Ghorak's brother's skull. Inside you'll be approached by both a commoner
named Shep and a halfling named Bellamy, neither of which have anything
useful to say.. unless you're evil, in which case, she'll warn you about
a powerful Paladin named Phandalyn, who lurks around taverns near the
docks. In reality, however, you'll find him in a tavern in the south
western section of the city (AR1100). You can steal a Star Diopside gem
from the bartender, Nantin Bellowgyn, but overall there's not really
much to recommend this level. Upstairs at (x=530, y=100) you'll find
the painting you're looking for, behind which is Kereph's Skull. Take
it and head upstairs. Again, there's not much to do up here.. unless you
think becoming fantastically rich is something extraordinary. Loot the
place, and in one of the dressers you'll find 208 Ziose Gems. If you sell
them to a merchant you haven't saturated with gems yet, you'll make a
bundle off of them.. about 6500 gold, in any case. Also talk to the
Noblewoman who is wandering about. She'll ask you to kill a man at the
Elfsong Tavern named Cyrdemac. She'll offer to pay 2000 gold for the
task.. and double it to 4000 if you ask for more. Lets finish this
side-quest off, then hand in Kereph's Skull and deal with Ragefast as
part of finishing up the south-western section of Baldur's Gate
(AR1100).

***ITEMS***

(AR0120)
(x=530, y=100) Kereph's Skull

(AR0121)
(x=700, y=200) Bloodstone Ring, Ziose Gem, 150 gold
(x=150, y=350) 208 Ziose Gems, Iol Gem

The Elfsong Tavern (AR0705/AR0706)
o======================================================================o
17) Enter the Elfsong and head upstairs. There's some looting to be
done, a merchant who can be dealt with, and Alyth (x=200, y=420) who you
can steal a Fire Agate from.. but the reason you're here is Cyrdemac
(x=600, y=400). You can ask to see him alone, but there's really not
much point, as you're perfectly capable of smiting him wherever he is.
He's not one to be reasoned with anyhow. Kill him and loot him for a
suit of Chain Mail, a Medium Shield, a Bastard Sword +1, and 50 gold.
That's not a bad payday there, but we were promised more. Head back to
the Three Old Kegs to confront Areana. She'll reveal that she has only
500 gold with which to reward you. If you accept, and pick option #3,
you can blackmail her for 500 gold every tenday. If you head back to
collect your money, however, you'll find a man named Tor Lobo waiting
for you. Apparently, Areana has not learned her lesson, and decided to
hire a guy to kill the guy she hired to kill the last guy. When Tor
Lobo falls he'll leave behind a suit of Plate Mail armor, a Large
Shield, a Long Sword, and 78 gold. It's not 500 gold, but it's
something. Now I head down to the western edge of the city (AR0600).

***ITEMS***
(x=550, y=750) Heavy Crossbow
(x=200, y=550) Dagger
(x=250, y=650) Chainmail, 56 gold
(x=450, y=270) Aquamarine Gem, 198 gold

Ragefast's House (AR0126)
o======================================================================o
18) Surprisingly, after hitting the House of Wonders and dealing with
the Tymorans, we're all but done in this area. Just two little things
to do, and we should know what those are without this guide. Enter
the building at (x=2850, y=500) where you'll be immediately confronted
by an angry Ragefast. You can pick a fight with him by picking options
#1 or #3, but I prefer to let Ragefast live for some reason.. One of
the few NPCs I regularly spare. If you do kill him, however, he'll
leave behind an Amulet of Protection +1, a Knave's Robe, and a Wand of
Paralyzation. You can then take Abela with you (as an inventory item)
to Razimath, who reveals his intentions to use her body to create
various magical items. Not really a nice guy, eh? And, he doesn't pay
you, but he sure seems to think he did (probably a glitch). You can
talk to Abela when she's at Ragefast's (after you've dealt with
Ragefast) or at Razimath's to set her free and get her gratitude. If
you set her free, you'll get a quest reward, and Razimath won't seem to
care. So, since there's no reward, there's really no reason to give
Razimath his nymph, although there's no reason to NOT kill Ragefast, I
tend to talk some sense into him by picking options #2, #2, #1, and #3.
You'll get Abela's reward, but Razimath won't be too happy. You can
turn the Nymph hair in to Halbazzer Drin at Sorcerous Sundries, who will
pay you either 500 gold, or, if you say that it was a gift he'll offer
to turn it into a Nymph Cloak for 100 gold. You don't really need more
than one cloak like this, and you already have Algernon's Cloak, so I
take the money. Anyways, enter the Lady's House at (x=1300, y=1000).

***REWARD***
(For saving Abela the Nymph)
EXP    2000
Item    Lock of Nymph's Hair

The Lady's House (AR0132)
o======================================================================o
19) Go talk to Agnasia (x=420, y=200) with Kereph's Skull in your
inventory to complete the quest. You'll get an experience reward for
your effort. If you go talk to Ghorak, you'll get to see him turn back
to normal. Now that that's done, head back to Razimath's and enter his
tower.

***REWARD***
(For giving Agnasia Kereph's Skull)
EXP    1000
Reputation +1

Razimath's Tower (AR0137/AR0138)
o======================================================================o
20) Talk to Razimath, who will accuse you of betrayal and cast a
Lightning Bolt on you before teleporting to the top of his tower. If
you're lucky you can nail him before he teleports away, but we need to
get to the top of his tower anyhow. To get there, you'll have to go up
the stairs and fight through a gauntlet of enemies on each level. On
the first level, it's a pair of Mustard Jellies. On the second level
you'll fight five Ghasts. The third level there are six Hobgoblin
Elites. On the fourth level you'll square off against six Kobold
Commandos, and on the fifth level will be Razimath himself. Head up
with your most well-defended party member first to draw the attention
of the bad guys, bringing your whole party up at once is just begging
the enemies to torment your Mages. When I get up to the top level, I
immediately have my main character and Imoen cast Magic Missile, which
puts Razimath down good-like. Loot him for an Amulet of Meta-Spell
Influence, a Ring of Protection +2, and a Knave's Robe. Also be sure to
loot around for some great gear, including his Tome of Clear Thought.
He also has a copy of the History of the Unicorn Run, if you haven't
been able to find one for Rinnie.

***ITEMS***
(x=350, y=100) Scroll of Blindness, Scroll of Invisibility,
           Scroll of Blur, Scroll of Mirror Image
(x=400, y=250) Tome of Clear Thought
(x=270, y=300) Wand of Paralyzation, Elixer of Health,
           Cursed Scroll of Clumsiness,
               Scroll of Protection from Magic,
           Scroll of Protection from Poison, 395 gold
(x=100, y=200) History of the Unicorn Run

Now we're done with several areas of Baldur's Gate, we're ready to hit
the south-western corner of the map (AR1100), which includes dealing
with the dysfunctional merchant coasters. That's right, it's time to
finally do some work for Scar. Most of our item gathering in Baldur's
Gate is done, too, although there's an odd trinket or two still
waiting, but if you were to get antsy and decide to tackle Durlag's
Tower, you're much better equipped for it now. When you're ready, head
to (AR1100). We will now cover the south-western, central, and
north-western areas (Ar1100, AR0700, AR0100).

o======================================================================o
|                                       |
|    Baldur's Gate: Central, South-Western, and North-Western Areas    |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK023}
        1) Slimy Tavern
        2) The Sewer King
        3) The Seven Suns
        4) Destroying Dopplegangers
        5) Jhasso
        6) Sewer Spiders
        7) Tiax Rules!
        8) Scar's Missions
        9) Wiven's Last Hit
        10) Phandalyn the Paladin
        11) Sunnin, Master-Mage
        12) Looting
        13) Fenten's Scales
        14) Degrodel
        15) Pheirkas' Cape-r
        16) Twins, a Wizard, and a Druid
        17) Loot House
        18) Loot Bar
        19) Quinn's House
        20) Entar Silvershield's Estate

Baldur's Gate, South-West (AR1100)
o======================================================================o
1) In the tavern at (x=2450, y=750) you'll find a number of Green
Slimes attacking the patrons. The bartender is already gone (see how
he's all green?) Slay the slimes and leave. Be careful when fighting
Green Slimes, if they hit a character, there's a chance they'll infect
that character, and permanently kill them. In D&D rules, I believe Green
Slimes are kind of like the Blob in the movies.. they devour organic
flesh and turn the victim into more Green Slime. In Baldur's Gate, this
happens exceedingly quickly and without any chance to rectify the
situation. Just wait a few rounds after the battle to see if anybody is
taking damage and explodes (Jaheira seems particularly fond of turning
into piles of goo.)

Sewers (AR0224)
o======================================================================o
2) Head down one of the sewer grates, either (x=3870, y=570) or
(x=3550, y=1500) will do. You'll be interrogated by Schlumpsha the
Sewer King and his retinue. If you pick the bottom options, you can
avoid a fight. If you fight Schlumpsha, you'll get some experience and
minor trinkets, but nothing great. Lets head over to the Seven Suns
building (x=3470, y=1270).

Seven Suns (AR0601/AR0602)
o======================================================================o
3) You'll notice something is wrong as soon as the first merchant talks
to you. He'll say that the faces of his colleagues change when he's not
looking. Anybody have some D&D knowledge here? If you've been to
Durlag's Tower, you'd have a clue as to what's going on. Before we
press the issue, however, head over to the Flaming Fist Compound
(x=1500, y=1300) and talk to Scar (x=1500, y=1050) and tell him what
you've discovered for an experience reward and the gold he promised
you. If you do all the job at once, you'll only get one reward (the one
listed below). If you talk to Scar after just finding out about the
Dopplegangers, you'll get the reward below AND Scar will ask you to
return to the Seven Suns and exterminate the Dopplegangers for double
the reward.

***REWARD***
(For telling Scar about the Dopplegangers)
EXP    5000
Gold    2000

<---------------------------------------------------------------------->
4) With the promise of greater rewards in mind, return to the Seven Suns
building and talk to one of the Merchants. Talk to them long enough and
they'll take on their true form and reveal they are Doppelgangers. Slay
them and head upstairs, killing more foul shapeshifters. When they're
all dead, head to the basement (x=100, y=500).
<---------------------------------------------------------------------->
5) Downstairs you'll find another Doppelganger guarding Jhasso
(x=200, y=350). After the Doppelganger is dead, talk to the man. Pick
option #1 twice to tell him about Scar and send him on his way. That
wasn't so hard, was it? Loot and leave. When you exit you'll be
approached by Laola Axehand, who will tell you to report to Scar.
All in good time. Head down the sewer grate at (x=4070, y=1420).

***ITEMS***
(x=250, y=250) Spear, Spear +1, Halberd x2, Quarter Staff
(x=400, y=410) Scroll of Protection from Undead,
           Scroll of Protection from Electricity,
               Wand of Magic Missiles, Potion of Hill Giant Strength
(x=400, y=390) Flamedance Ring, Chrysoberyl Gem, Shandon Gem 368 gold

Sewers (AR0224)
o======================================================================o
6) In this part of the sewers, you'll be attacked by a number of Wraith
and Phase Spiders, which aren't too bad anymore, but worth the
experience for clearing them out. When you're done, go up the ladder at
(x=450, y=2200).
<---------------------------------------------------------------------->
7) Go south around the large building to the east. At (x=1450, y=1620)
you'll find a little sociopath by the name of Tiax. He's a Cyric
worshiping, delusional, first-person speaking little barrel of laughs..
Recruit him or give him the boot and head on into the Flaming Fist
compound (x=1500, y=1300).

Flaming Fist Compound, Downstairs (AR0607)
o======================================================================o
8) Talk to Scar (x=1500, y=1050) and tell him you cleared out the
Dopplegangers and restored Jhasso to power. He'll decide to jump up the
reward to triple the original amount (a total of 6000 gold, instead of
2000), and you'll get more experience and a hefty two-point boost to
your reputation. If somehow you didn't manage to clear out the
Dopplegangers (and why anybody would settle for this, I can't imagine..)
you'll only get double the reward in gold (2000 more) as Scar promised.
Either way, he'll offer you another job-this time to find out why people
have been disappearing from the streets. The culprit, as you already
know, was an Ogre Mage and his host of Carrion Crawlers. Accept to go
on the mission and he'll pay you 300 gold, with a promise of 1000 more
if you find out what is causing the problems. If you have the Ruby Ring
in your inventory you got from looting the corpses in the sewer, talk
to him again and pick option #2 to finish the quest. Turn in the Ruby
Ring for a whopping 2000 gold bonus, which is roughly triple what the
ring is worth. Nice. Now he's ready to tell you about the Iron Throne,
and heads outside. We'll deal with the Flaming Fist compound itself in
detail later. Scar wants to talk serious-like about the Throne. This is
the climax-quest of Baldur's Gate, so we'll save it for later.

***REWARD***
(For telling Scar you are incapable of removing the Dopplegangers)
Gold    2000

***REWARD***
(For destroying the Dopplegangers and restoring Jhasso)
EXP    2000
Gold    4000
Reputation +2

***REWARD***
(For telling Scar about the missing people, sans the Ruby Ring)
EXP    2000
Gold    1000

***REWARD***
(For telling Scar about the missing people and turning in the Ruby Ring)
EXP    3000
Gold    3000

Thief Bank (AR1101/AR1102)
o======================================================================o
9) Enter the house at (x=2250, y=1750) to find a group of Thieves
including Wiven, Dirk, Meaken, and Sath. Wiven will demand that you hand
over your money.. and by now, we know how this goes. When combat starts,
her three buddies will take pot shots at the party, but since your party
enters the building in order, they'll be shooting at what should be your
best defended characters. Simply put, Ajantis wasn't having trouble with
their arrows. Kill them and take their stuff. Dirk drops a suit of
Studded Leather Armor, a bundle of Arrows +1, a Long Bow, a Flail, and
49 gold. Meaken coughs up a suit of Studded Leather Armor, some Arrows
of Fire, a Long Bow, a Short Sword, and 49 gold. Meaken leaves behind
pretty much the same loot as Sath, varying the number of Arrows of Fire
depending on how many shots they took at you. Finally Wiven gives a
Potion of Master Thievery, a Scroll of Protection from Normal Missiles,
a Scroll of Ghost Armor, a Short Sword +1, and 90 gold. While you're
here, you might as well loot the place, although the pickings are slim.

***ITEMS***
(AR1101)
(x=650, y=500) Scroll of Identify
(x=150, y=600) 22 gold

(AR1102)
(x=650, y=200) Scroll of Friends
(x=550, y=750) 13 gold

Phandalyn-Occupied Tavern (AR1109)
o======================================================================o
10) Over at (x=1100, y=2200) you'll find a tavern that is unintersting
save for one 'customer', the Paladin Phandalyn Bellamy warned you about
earlier. If you enter this tavern during the day with an evil character,
he'll attack you. He will not, however, turn hostile, meaning you'll
have to force-attack him. This will turn all the patrons hostile to
you, and you'll lose some reputation for killing him. He'll drop a suit
of Plate Mail armor and a Spear +1, but overall, he's more trouble than
he's worth. If for some reason you wish to explore this tavern (there's
really no reason to do so) come in at night, or send a good-or-neutral
character in alone. Like all good Paladins, Phandalyn only hunts evil
during the day, and after he passes judgement on the party, he'll head
off on his merry way.

Sunin's House (AR1111)
o======================================================================o
11) In a house at (x=1700, y=2500) you'll be greeted by the master Mage
Sunin, who doesn't appreciate the trespassing of robbers such as you.
If you pick option #2 (the hostile response) he'll just attack, but if
you pick option #1, he'll summon up two friends, an archer named Maka,
and a Fighter named Joular. Together.. they're not too bad. Sunin walks
right up to you, which makes him easy pickings for your party. After
that it's a matter of pouncing on Maka and beating Joular down. Loot
Sunin for a Mage Robe of Electrical Resistance, a Wing of Wizardry, a
Scroll of Fireball, a Scroll of Vampiric Touch, a Quarter Staff, and
102 gold. Search Maka for a suit of Plate Mail, some Arrows of
Piercing, a Long Bow, a Spear, and 39 gold. Finally, Joular drops a
Long Sword +1 and 64 gold. My main character slips on the Ring of
Wizardry, and doubles his first level spells.

***ITEMS***
(x=450, y=420) 38 gold

Looting Locales (AR1112/AR1105/AR1106)
o======================================================================o
12) There's a shop at (x=2250, y=2700) and a house (x=1700, y=2150) with
some stuff worth looting. when you're done, exit the area and head to
the central-western area of Baldur's Gate (AR0600).

***ITEMS***
(AR1105)
(x=550, y=180) Antidote, 15 gold
(x=350, y=100) Battle Axe, 13 gold

(AR1106)
(x=350, y=80) History of Shadowdale, 13 gold

***ITEMS***
(AR1112)
(x=150, y=350) 12 gold
(x=500, y=500) Oil of Fiery Burning
(x=550, y=370) Long Sword x2
(x=510, y=150) 53 gold

Fenten's House (AR0619/AR0620)
o======================================================================o
13) If you approach the western area from the south you'll be able to
reach the area outside of the walls. In a house at (x=3400, y=3200)
you'll find a dwarf named Fentan (x=450, y=250) who will ask you to
fetch him some Ankheg scales. He'll give you the same sort of deal
Taerom Fuiruim did, but Fenten will only cough up 250 gold each time you
sell him scales. Still, it is a way to make some money, if you need it
still. Now head to the north-western area of Baldur's Gate (AR0100).
You're just about done with this city!

***ITEMS***
(x=200, y=300) 14 gold
(x=310, y=400) Bloodstone Ring, 18 gold

Degrodel's House (AR0161)
o======================================================================o
14) There's a house at (x=2100, y=3000) that needs to be explored, but
before you do, spellbuff to the max. Inside are two Doomguards, two
Helmed Horrors, and three Invisible Stalkers. Target the Invisible
Stalkers with ranged weapons, because the other foes will be immune to
non-magical missiles. Also, shaving down one of the Doomguards with
Magic Missiles might be a good way to open up the fight. Once they're
beaten, head into the back and talk to Degrodel (x=200, y=580). He'll
ask you to unpetrify a group of mercenaries and get the Helm of
Balduran from them, and offer 5000 gold for the task. Surely by now you
realize that the helm itself is the prize, but agree to his task for
now. He'll give you six scrolls of Stone to Flesh, so you don't even
have to worry about that part of the mission. How nice.

Pheirkas' House (AR167)
o======================================================================o
15) Enter the house at (x=1750, y=2500) to find the dwarf Pheirkas
(x=400, y=290). He'll ask you to fetch Algernon's Cloak for him, and
offer you a reward for the caper. Of course, the reward isn't as good
as the item he's asking you to steal, but if you want to be a
completitionist you could always give him Algernon's Cloak and keep the
Nymph Cloak you can get from Halbazzer Drin. Or better yet, you could
just ignore this quest entirely and save yourself the bother.

***REWARD***
(For giving Pheirkas Algernon's Cloak)
EXP    300
Gold    200

Twin's House (AR0162)
o======================================================================o
16) Head over to the large house at (x=2750, y=2300). Inside are two
twins named Laerla and Louise. Talk to either one to find out that some
spooks are spying on them. Shortly thereafter a Mage named Gervisse
will appear, and tell you about a Druid named Voltine who is trying to
abduct the twins. Shortly thereafter Voltine appears, and if you talk to
her, she accuses you a being a peeping tom, like Gervisse. So, who to
believe? A simple Detect Evil spell points Gervisse out as a bad guy, so
he's probably the one worth killing. If you kill Gervisse, he'll drop a
Mage Robe of Fire Resistance, a Dagger, and 72 gold. Talk to Voltine for
a Wand of Polymorphing, and talk to Laerla for a quest reward. If you
kill Voltine, she'll drop a Wand of Polymorphing, a Quarter Staff, and
24 gold. Gervisse will thank you, but won't reward you. You get the
reward from Laerla regardless of who you kill. I'm typically in favor of
killing them both, then robbing the house.

***ITEMS***
(x=450, y=400) Splint Mail +1
(x=350, y=670) 63 gold

***REWARD***
(For talking to Laerla after getting rid of Gervisse)
EXP    1000
Item    Scroll of Protection from Evil

***REWARD***
(For siding with Voltine)
Item    Wand of Polymorphing

Loot House (AR0163/AR0164)
o======================================================================o
17) The house at (x=2970, y=1150) is worth looting, especially since
the owner doesn't seem to care if you rob him blind.

***ITEMS***
(AR0163)
(x=350, y=100) 12 gold
(x=450, y=120) Studded Necklace with Ziose Gems, 8 gold
(x=550, y=200) Potion of Insight, 10 gold

(AR0164)
(x=350, y=100) Bloodstone Gem, Dagger, 23 gold

Loot Bar (AR0165/AR0166)
o======================================================================o
18) The bar at (x=3020, y=1650) also contains a bit of loot worth taking
upstairs. You'll be annoyed by a commoner named Connoly Finn, and
upstairs you can listen to some of Borinole Mann's (x=600, y=280) boring
stories, but there's really not anything of interest besides the loot.

***ITEMS***
(x=350, y=500) 8 gold
(x=200, y=400) Potion of Defense
(x=450, y=420) 3 gold
(x=550, y=350) Dagger, Throwing Daggers x25
(x=400, y=220) Silver Necklace, 6 gold

Quinn's House (AR0157)
o======================================================================o
19) Over at (x=3670, y=2200) you'll find Quinn's House, and fittingly
enough, inside is a halfling named Quinn. He'll ask you to find
something of his friends' to bury with him. Remember that Ankheg north
of Tenya's house, with Nester's Dagger amongst its loot? That's the
dagger he wants. Give it to him for a reward. Now, if you'll remember
Eldoth wanted to rescue-kidnap his girlfriend from her father, one
Entar Silvershield. His house is in the north-western corner. If you
want to get his gal-pal Skie to join you, you're going to have to
bring Eldoth along and leave a space for Skie as well.

***REWARD***
(For giving Quinn Nester's Dagger)
EXP    950
Item      Shandon Gem
Reputation +1

Entar Silvershield's Estate (AR0101/AR0102)
o======================================================================o
20) Enter the large house at (x=1150, y=1650) and head over to the south
west. You'll be questioned by a guard on your way. Pick option #1 and
continue on your way. You don't want to be attacked, do you? Head up the
stairs at (x=500, y=1400). Talk to Skie, who will be wandering about. If
Eldoth is in your party, she'll recognize him and offer to join your
party. If not, she'll call for help and armed guards will appear and
attack. If he's in your party, but downstairs, you'll get to meet Biff
the Understudy if you talk to her. Biff is a device Black Isle inserted
to handle conversations when one of the required participants isn't
present. Neat-o. Whether you recruit Skie or not, case the house for
goodies. Be careful not to alert guards, some of these treasure can be
tricky due to the high number of narky servants milling about. Note
that you can lure the guard in the southeast out of sight of the chest
(x=500, y=950). Or you could just kill him out of sight of servants
without suffering a reputation penalty.

***ITEMS***
(AR0101)
(x=500, y=950) Moonbar Gem, Potion of Magic Blocking,
           Tainted Potion of Invulnerability, 254 gold
(x=350, y=1050) Star Diopside Gem, Gold Necklace,
               Studded Necklace with Zios Gems, 385 gold

(AR0102)
(x=550, y=1250) Cloak of Protection +1, 308 gold
(x=470, y=1300) Pearl Necklace, Black Opal, Water Opal,
        Potion of Freedom, Elixer of Health, Oil of Quickness,
        359 gold
(x=610, y=1200) Larel's Tear Necklace, 154 gold

If you recruited Skie for Eldoth, he'll eventually tell you that Entar
has agreed to pay ransom for Skie, and that you should head to the
Blade and Stars (AR1300, AR0105) (x=200, y=650) and meet with a man
named Elkart for the ransom money. Elkart is on the first floor at
(x=120, y=270), and as promised, every two days he'll cough up 1000
gold. You can do this up to eight times, as on the ninth he'll call up
a pack of six Flaming Fist Enforcers. Still 8000 gold is nothing to turn
your nose up at.

When you're done being a menace to society, head over to the central
area of Baldur's Gate (AR0700). It's time to get some premium gear
before we're done with the game's namesake city.

o======================================================================o
|                                       |
|   Baldur's Gate: Balduran's Gear and the Iron Throne Headquarters    |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK024}
        1) Unpetrifying
        2) Rival Adventurers
        3) Robbing Amn Blind
        4) The Helm of Balduran
        5) Degrodel's Deserts
        6) Fallen Saint
        7) Scar's Third Mission
        8) A Ring for Fergus
        9) A Little Extra Loot
        10) Preparation
        11) The Iron Throne
        12) Basement
        13) The Second Level
        14) The Third Level
        15) The Fourth Level
        16) Sarevok's Acolytes

Felonius Gist's Manor (AR0719)
o======================================================================o
1) Enter the house at (x=1750, y=1000). You'll notice a number of
statues around the place, just waiting to be turned back into people.
Oblige them with the scrolls Degrodel gave you and talk to the elf
warrior at (x=750, y=160). If you pick option #3, you'll get a small
experience reward, but nothing else. If you pick options #1, #2, and #3
he'll tell you where to find another powerful item, the Cloak of
Balduran. If you pick options #1, #2, #2 he'll give you a Letter that
contains a clue to the helmet's location, and to the cloaks'. You
clearly want both items, however. You can pick-pocket the letter from
him and deal with the unpetrified adventurers however you wish. If you
kill them the elf Fighter (Vail) leaves behind a suit of Plate Mail, a
Medium Shield, a Long Sword, and 64 gold. The human warrior drops the
same loot, but with 84 gold. The human archer drops a suit of Splint
Mail, 30 Arrows of Ice, a Long bow, a Bastard Sword, and 49 gold, the
second human archer drops a suit of Splint Mail, 5 Arrows of Acid,
4 Arrows of Piercing, twenty Arrows +1, a Long Bow, a Bastard Sword,
and 49 gold, and finally the human wizard drops a Mage Robe of
Electrical Resistance, two Potions of Healing, a Quarter Staff, ten
Darts, and 102 gold. I typically just kill them and take the letter.
In any event, the Helmet is hidden in the Helm and Cloak Inn, so head
back to the north western area (AR0100). Make sure you nab the Angel
Skin Ring from the table before you leave.

***REWARD***
(For unpetrifying Vail)
EXP    500
Item    Letter*

***ITEMS***
(x=900, y=300) Angel Skin Ring, 102 gold

Helm and Cloak (AR0116/AR0117/AR0118)
o======================================================================o
2) Enter the Helm and Cloak at (x=3550, y=2900). At (x=700, y=640)
you'll find Gorpel Hind. Talk to him and pick option #1 to join in his
good-natured adventury bragging. A party will appear near the entrance
led by Gretek, who will represent the BAD side of braggart adventurers.
Pick option #1 with them to pick a fight. Don't be afraid to go heavy
with the spell-buffs, as Haste and Confusion will go a long way to
winning this fight in style. Note that it's possible to talk to Gorpel
Hind multiple times and trigger multiple enemy parties to spawn.. with
multiple drops of loot. Just be careful not to glitch up more enemies
than you can handle. Gretek will leave behind a suit of Plate Mail, a
Large Shield, a Battle Axe +2, and 48 gold. Arlin will drop a suit of
Splint Mail, a Helmet, a Medium Shield, a War Hammer, and 50 gold. Wilf
coughs up an Adventurer's Robe, a Greenstone Ring, a Quarter Staff, and
38 gold. Pargus drops Bracers of Defense A.C. 7, a Bloodstone Ring, a
Long Sword +1, and 48 gold. Nader leaves behind a suit of Studded
Leather armor, Arrows of Fire (varies), Arrows (varies), a Short Bow, a
Dagger, and 23 gold. Finally Caturak can be looted for a suit of Plate
Mail armor, Arrows of Ice (varies), Arrows (varies), a Silver Ring, a
Composite Long Bow, a Short Sword and 16 gold. Most of this loot is just
good for selling, but if you have Kagain in your party, I'm sure he'll
enjoy that Battle Axe +2.
<---------------------------------------------------------------------->
3) Head upstairs (x=800, y=800) and you'll come to a level that is
blocked off due to the status of the inhabitant. The guards are just for
show though, you can walk right in and harass the noblewoman as you
please. If you pick option #1 you can rob her. You'll gain 189 gold but
lose two points of reputation. She's kind of a bitch, so don't feel bad
if you choose to go for it. You can also kill the guards without losing
reputation, if you want to rob the room (or if they're just getting in
the way.)

***ITEMS***
(x=480, y=280) Angel Skin Ring, 195 gold
<---------------------------------------------------------------------->
4) Now go back downstairs and head up the stairs in the back of the Inn
(x=600, y=400). Search and disarm the painting (x=640, y=180) to claim
the Helm of Balduran for your own. It's an awesome helm for this game,
giving a bonus to Armor Class, five extra Hit Points, a bonus to all
your saving throws, and a bonus to your THAC0. Best of all, you can
wear it in conjunction with magical armor/other magical protections. I
typically give this helmet to my main character out of favoritism, but
it can go on nearly any fighting character.

***TRAPS***
(x=640, y=180)

***ITEMS***
(x=640, y=180) Helm of Balduran
<---------------------------------------------------------------------->
5) Now return to Degrodel. Obviously, you don't want to give up the
helmet. If you talk to him with the helmet equipped, he'll take the
helmet and summon some Doom Guards and an Invisible Stalker to escort
you out. Prick. Why he would do this AND pay you is beyond me.. Anyways,
there's nothing to stop you from killing Degrodel, in which case he'll
drop a Mage Robe of Electrical Resistance, a Quarter Staff, and 98 gold.
Of course, the best option is to surround him, spell buff, and give him
the helm. Trap him with your party and kill him. Sure, you won't get as
much experience for killing a non-hostile Degrodel, but the beasties he
summons will make up for it. Plus, this way you keep the Helm of
Balduran AND get the 5000 gold piece pay day. Nice.

***REWARD***
(For giving Degrodel the Helm of Balduran)
Gold    5000

The Undercellar (AR0112)
o======================================================================o
6) Return to the Blushing Mermaid (AR0300) and enter the area at
(x=100, y=400) to reach the Undercellar. You can find Quenash at
(x=1310, y=1310). If you got the note from Vail legitimately, she'll ask
you to describe him for her. Describe him as a blonde elf to get the
cloak. Or.. you could just steal it from her. Either way, the Cloak of
Balduran is a cloak that improves your Armor Class and saves by one,
and gives 25% magic resistance. I tend to throw this on Jaheira, as it
will increase her Armor Class when she gets the Ankheg Full Plate, and
really, she needs the Armor Class more than, say, Viconia.

Flaming Fist Compound, Upstairs (AR0608)
o======================================================================o
7) Go so the south-western area of Baldur's Gate (AR1100) and talk to
Scar (x=1560 y=1440) in front of the Flaming Fist Compound. He'll take
you to see Eltan, one of the Grand Duke's of Baldur's Gate. He'll offer
to pay you 2000 gold to gather evidence of the Iron Throne's mischief
from their headquarters in the city. Ah, sweet sweet incentive. Accept
and head out.. Don't worry about looting around, you'll get a better,
less-guardful opportunity later.

(x=620, y=280) Large Shield, Dagger, 180 gold
(x=510, y=400) Medium Shield +1, Short Sword, 550 gold
(x=500, y=480) Splint Mail +1, Long Sword, 354 gold
(x=200, y=330) Dagger, Sling, 10 gold
<---------------------------------------------------------------------->
8) On the way down talk to a blonde Flaming Fist mercenary named Fergus,
who will mention needing an Angel Skin Ring for his lady. I can think of
at least two we've found recently, so talk to him again to give him one
for a reward.

***REWARD***
(For hooking up Fergus with an Angel Skin Ring)
EXP    800
Reputation +1

Flaming Fist Compound, Basement
o======================================================================o
9) Now head down the trap door at (x=1150, y=800) to reach the
basement. Loot the chest at (x=770, y=300) for a Halberd +1, and a suit
of Chain Mail +1. A little extra loot never hurt anybody, right?

***ITEMS***
(x=770, y=300) Halberd +1, Chain Mail +1, Long Sword, Small Shield
<---------------------------------------------------------------------->
10) I go and drop off whatever excess loot I have at the local merchants
before heading into the Iron Throne building.. don't want to score some
new loot and not have any room for it, do I? I grab some Arrows of
Detonation from Sorcerous Sundries as well, which I use in appropriate
situations in lieu of a Fireball, since I usually can't be bothered to
keep one prepared.. not when Haste, Slow, and Dispel Magic are all more
practical alternatives. It might be very expensive to load up on enough
to give two or three archers a full stack, but at this point in the
game I have almost 100,000 gold and nothing better to spend it on than
magical arrows, scrolls, potions, and other limited-use items. Once I
have sixty I'm satisfied.. I really don't have much of a choice
anyways, that's as many as you can get your hands on. Do NOT use them
frivolously, as they are great tools for softening up strong parties
of enemies. When you are fully prepared, rested, etc, head to the
southern area (AR1200) and enter the Iron Throne building
(x=400, y=600).

Iron Throne Headquarters (AR0616/AR0611/AR0612/AR0613/AR0614/AR0615)
o======================================================================o
11) When you enter a merchant named Triadore will bother you, rambling
about madness in the building. Pay him some coin and he'll tell you
that Sarevok's acolytes are up on the 5th floor with one Thaldorn, and
that there are two priests, two Mages, and two warriors. Sounds like..
a lot of magic in one party. We'll just have to fight fire with.. Arrows
of Detonation! (And Haste, Slow, Confusion, Summon Monsters, and all
that jazz.) There are also guards around that will bother you. Pick
options #1 or #4 to bribe them into leaving you alone, or options #2 or
#3 to bluff your way past, or option #5 to indiscreetly start slaying
things. First head down to the basement at (x=1300, y=720).

Note: With my evil party, I had some trouble convincing the guards to
leave me alone, another rare instance where Charisma comes into play.
With Ajantis I had no trouble sweet-talking the guards, but with Jaheira
leading the group.. just be sure she's wearing Algernon's Cloak and the
Helm of Glory, if you wish to convince the guards.
<---------------------------------------------------------------------->
12) You'll be bothered by a guard. Just pick options #1 or #2 to have
him go away and loot the two large chests. When you're done, go back
upstairs and up to the second level (x=800, y=200).

***ITEMS***
(x=150, y=320) Potion of Genius, Potion of Insulation, Tainted Antidote,
           Potion of Storm Giant Strength, 100 gold.
(x=200, y=200) Scroll of Protection from Acid,
           Scroll of Protection from Cold, 255 gold
<---------------------------------------------------------------------->
13) You'll be bothered by more guards. Pick option #2 to avoid a fight.
If you keep picking the second option, he'll let you in on his
suspicion that people are 'changing faces' up there. Sounds like
Doppelgangers again. Head up the stairs to the third level
(x=800, y=200).
<---------------------------------------------------------------------->
14) Another level, another nosy guard. Pick option #1 to bribe him, or
options #2 or #3 to bluff.. or option #4 to pick a fight. You'll also
be bothered by a man named Nortuary, who asks to see Reiltar. Deal with
him however you wish. You'll also find some whale of a lady named
Emissary Tar, who seeks the stairs to the fifth floor.. she must not
have good eyesight when it comes to things other than food. When you're
done with all that, head upstairs again (x=800, y=200).
<---------------------------------------------------------------------->
15) Awfully close to that 5th level now.. spooky. A manling named Destus
Gurn will approach and confuse you for Emissary Tar. He'll tell you
about the inhabitants of the next level, one Zhalimar Cloudwulfe,
Gardush, Naaman, Diyab, Aasim, and Alai. He'll also mention one Thaldorn
and some Lyle person. Anyways, loot about and head to the staircase.

***ITEMS***
(x=900, y=400) Scroll of Hold Person, Scroll of Stinking Cloud,
           Scroll of Flame Arrow
(x=1130, y=500) Scroll of Know Alignment, Scroll of Shield,
        Scroll of Protection from Petrification
<---------------------------------------------------------------------->
16) Now for the big fight.. we could prepare to the maximum with potions
of giant strength, potions of magic blocking, and tons of spell-buffs,
but it's really not needed. The cheap way to win is by spell-buffing
one Mage and sending them up one stair case, and spell-buffing another
and sending them up the opposite, then lay into them with fireballs,
Wands of Fire, and the like before quickly running downstairs.. but
that kind of tactic isn't very satisfying and won't serve you well in
the sequel. So, I go with a different option. I equip Arrows of
Detonation on Minsc, Imoen, and my main character and send the entire
party up (x=800, y=200).

First, I make sure my party AI is off, so I can micromanage this fight,
then I focus my archers on Diyab, and have Jaheira cast an Entangle and
Viconia a Silence 15' Radius near Diyab. Ajantis stays put. Don't worry
about hitting Emissary Tar, she's a Doppelganger. Diyab, Naaman, and the
Doppelganger go down immediately under the onslaught and all their
spells  are disrupted. I switch to normal arrows and have Imoen cast
Summon Monster II, my main character casts Haste, Viconia casts Animate
Dead, Minsc targets Aasim, and Jaheira moves to engage Alai while
Ajantis targets Zhalimar. Aasim dies shortly thereafter, while Imoen and
my main character ready a double shot of Confusion and Slow, and Viconia
casts Protection from Evil 10' Radius. Now I move in to finish off the
remaining three, who are injured, outnumbered, out-matched, and without
a vast majority of their spell buffs. Alai dies next, and my party (and
summons) converge upon the two remaining warriors. They fall quickly in
what can be described only as a glorious rout. My party doesn't take a
lick of damage and expends only three Arrows of Detonation. Glorious.
Zhalimar leaves behind a suit of Plate Mail armor, a Helmet,
Arrows (varies), a Scroll, a Halberd +2, a Composite Long Bow, and
68 gold. Gardush drops a suit of Plate Mail armor, a Medium Shield,
a Long Sword, and 63 gold. Alai vacates a Ring of Free Action, a Wand
of Lightning, a War Hammer, Throwing Daggers (varies), and 65 gold.
Diyab drops a suit of Leather Armor, a Small Shield, Oil of Fiery
Burning, a Potion of Perception, an Antidote, a War Hammer +1, and 95
gold. Naaman will cough up Bracers of Defense A.C. 7, a Scroll of
Confusion, a Scroll of Dimension Door, a Scroll of Protection from
Normal Missiles, a Scroll of Protection from Undead, a Scroll of Know
Alignment, a Scroll of Vocalize, a Scroll of Dispel Magic, a Scroll of
Fireball, Throwing Daggers (varies), a Dagger, and 66 gold. Finally,
Aasim will yield a suit of studded Leather armor, a Potion of Stone
Giant Strength, a Wand of the Heavens, a Mace +1, and 95 gold. The
Doppelganger will probably drop some gold, gem, or trinket as well.

My evil party has a more difficult time of it, since only my protagonist
uses bows and hence, Arrows of Detonation. Instead of making a poor
attempt at copying the good party tactic, I just ignore it and try
something else. What I lack in missile fire, I more than make up for in
melee prowess and spell power, and I use the latter to start the fight
out. Viconia casts Animate dead and Edwin casts Summon Monster II near
Zhalimar to occupy them. After that, Viconia casts Silence 15' Radius,
Jaheira tries her luck with Entangle, and Edwin hits them with two
Confusion spells. Only after those two rounds of spells do I send my
melee characters in (Kagain, Shar-Teel, Viconia, and Jaheira), and I
summon up another host of monsters to replace the ones I've lost. By
now the battle should be well in hand-it's highly unlikely that Edwin's
pair of Confusion spells didn't affect at least half the enemies, and
the remaining threats can be exterminated in detail. It's not as clean
of a victory, but it's a solid one, nonetheless.

I give the Ring of Free Action to Jaheria while my main character
takes the Halberd +2 as a long-awaited substitute.

You'll find Thaldorn at (x=950, y=610), who will spill some
information about the Iron Throne and beg for you to let him go. He's
evil and he's one of the Iron Throne's leaders. There's no way I let
him leave with his life. Kill him and loot him for a suit of Studded
Leather armor +1, a Potion of Agility, a Short Sword +1, and 350 gold.

***ITEMS***
(x=1100, y=710) Letter, Letter, Scroll of Lightning Bolt
        Scroll of Hold Person.

Search the desk at (x=1100, y=710) for some evidence and loot. You
may want to rest up, sell some gear, and get ready for more story
before you report back to Duke Eltan. When you exit the Iron Throne
building, a Flaming Fist mercenary will prompt you to return (as if
you'd forgotten!) When you're ready report back to Eltan. When you
reach him, pick options #3 or #4 to continue on with the story. He'll
decide that the only option is to find Reiltar at Candlekeep, and give
you a book that will allow you admittance, along with your promised
quest reward. You'll immediately be whisked away to the outskirts of
Candlekeep, and Chapter 5 comes to a close.

***REWARD***
(For reporting back to Duke Eltan after dealing with the Iron Throne)
GOLD    2000
Item    History of the Nether Scrolls

o======================================================================o
|                   Chapter 6                   |
o======================================================================o
|                                       |
|             Return to Candlekeep                   |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK025}
        1) The Long Road Home
        2) Trouble in Paradise
        3) Cadderly Chat
        4) So Sayeth the Wise Alaundo
        5) Tsinogatna Eht
        6) Leaders of the Throne
        7) Doppelganger in Disguise
        8) The Truth of the Dreams
        9) Scapegoat

Candlekeep (AR2600)
o======================================================================o
1) Go talk to the Keeper of the Portal (x=4520, y=2650) and give him the
book Eltan gave to you. This will get you back into Candlekeep. You can
meet your old friends, see your old locales, even collect some old loot
that has respawned.. Namely the two Potions of Healing at the Hospital
(AR2605) and the scrolls and Diamond in Winthrop's Inn (AR2616/AR2617).

Priest's Quarters (AR2627)
o======================================================================o
2) Head into the house where you fought Shank (x=2950, y=400) to find
a Priest of Oghma studying a dead cat. Selection option #1 repeatedly
until he gets annoyed and attacks you. He'll change his shape, revealing
that he's a Doppelganger. Somehow, I don't suspect your return home is
going to be a happy one. Furthermore if you try to enter the Barracks
(Ar2618) you'll be prevented and called a chimp from something inside..
what else typically uses such slurs.. "Your time is done, primate!"
Hmm.. Also in the Bunkhouse (AR2607) you'll find Parda, who will claim
that something is wrong in Candlekeep. Head to the keep when you're
done reminiscing and looting.
<---------------------------------------------------------------------->
3) Towards the middle of Candlekeep-in front of the keep-you'll meet
Cadderly. What? You didn't expect BOTH R.A. Salvatore's Forgotten Realms
Protagonists to make an appearance? Too bad. Talk to him and he'll tell
you a good bit of fluff. Head into the keep (x=2600, y=1650).
   
Candlekeep, First Floor (AR2608)
o======================================================================o
4) You'll find Karan at (x=1540, y=940). If you ask him if he's seen
anything strange he'll tell you about some Koveras fellow and mention
that he was reciting Alaundo's prophecies from memory. You'll find some
of the said prophecies on bookshelves to the north. Over at
(x=900, y=880) you'll find Theodon and Jessup (x=970, y=820), who will
recount some days of your apparently adventurous youth. Head up the
stairs (x=1250, y=950) and head to the upper level.

***ITEMS***
(x=1850, y=750) Letter, Scroll of Vocalize
(x=1700, y=650) Letter, Scroll of Chill Touch
(x=880, y=1300) Scroll of Web
(x=550, y=1050) Scroll of Knock

Candlekeep, Second Floor (AR2609)
o======================================================================o
5) A monk named Bendalis will approach you when you arrive on this
floor and will also spread his worries about people being out of sorts.
He'll also mention the Iron Throne merchants and Koveras. You can also
find a chanter at (x=730, y=810) who will tell you about weird things
in the keep, namely Alaundo's tomb hidden underneath the library. A
reader (x=550, y=580) will let you know that the Iron Throne leaders
are on the third floor. The real point of interest in this level is
Koveras, however, who is at (x=1480, y=750). Talk to him and pick
options #2, #2 and #2 to find out that Koveras knows a little too much
about the night Gorion was murdered. Of course, if you accept his
trinket you'll get a Ring of Protection +1. You could always steal it
from him though. After you're done talking and looting, head upstairs
to the third level (x=1200, y=970).

***ITEMS***
(x=1300, y=1290) Scroll of Chromatic Orb
(x=1100, y=540) Scroll of Luck
(x=800, y=380) Scroll of Melf's Acid Arrow
(x=600, y=850) Scroll of Mirror Image

Candlekeep, Third Floor (AR2610)
o======================================================================o
6) On this level you'll find the leaders of the Iron Throne.
Unfortunately there's no fighting in Candlekeep-blood on the books and
all-so you'll have to leave them be for now. Unless you don't care
whether you end up looking like a bad guy. At (x=780, y=620) is Tuth,
Brunos is at (x=800, y=520), Keslor is at (x=700, y=5500) and finally,
the big cheese Rieltar is at (x=730, y=530). If you bug Keslor too much,
he'll go hostile on you, and save you the burden of guilt being the
aggressor would force you to bear. Tuth leaves behind a suit of Plate
Mail, a Medium Shield +1, a Long Sword +1, and 98 gold. Brunos coughs up
a suit of Chain Mail +1, a Medium Shield +1, a Potion of Frost Giant
Strength, a Morning Star +1, and 256 gold. Keslor will drop a suit of
Studded Leather Armor, Darts of Stunning (varies), Darts (varies), and
105 gold. Rieltar relinquishes a Potion of Genius, a Potion of Clarity,
a Dagger, and 510 gold. Don't fight them just now, you'll want to
explore the upper levels first, and if you kill them now you'll be
apprehended upon reaching the fourth (next) level. Leave them alone for
now and head up the stairs at (x=1400, y=1050).

***ITEMS***
(x=1270, y=1470) Scroll of Luck
(x=1750, y=600) Scroll of shield
(x=850, y=200) Scroll of Identify

Candlekeep, Fourth Floor (AR2611)
o======================================================================o
7) If you didn't kill the Iron Throne leaders yet, you won't be bothered
by a Watcher on this level, allowing you to loot. If you did kill them,
you'll have to either fight the Watcher or go with him.. neither of
which are the best of decisions. There's not much to do on this level
besides loot. Over at (x=1700, y=1270) you'll find a monk named Shistal.
Pick option #1 every time and he'll drop his guise, revealing himself to
be a Greater Doppelganger. These guys are just like normal
Doppelgangers, but are actually strong in melee. They also cast Mirror
Image and Haste before wading into combat, which can make them
surprisingly dangerous foes. They are individually capable of causing
trouble to any Fighter in the game, and they can be positively
bothersome against characters with a higher Armor Class. In groups, you
can really have a fight on your hands unless you hit them with a Dispel
Magic and/or cast a Haste of your own. This one, however, can be
surrounded ahead of time, and wasted before he becomes a problem. At
least they give you plenty of experience for the trouble!

***ITEMS***
(x=1000, y=1320) Potion of Fortitude, 1 gold
(x=850, y=1350) Scroll of Grease, Scroll of Blindness
(x=750, y=1150) Silver Necklace
(x=300, y=1000) Bluestone Necklace
(x=800, y=350) Scroll of Web, Scroll of Detect Invisibility
(x=1650, y=580) Wand of Fear
(x=2200, y=970) Moonstone Gem, 18 gold

Candlekeep, Fifth Floor (AR2612)
o======================================================================o
8) When you enter this level you'll be approached by a monk named Piato.
He'll tell you where Gorion's room before taking off. Do so, and in his
check you'll receive a letter and some gold. The letter will spill the
beans about your paternity and warn you about one Sarevok. Loot the
level and head back to level three (AR2610). Now you can kill the Iron
Throne leaders by picking a fight with Keslor, and you really might
as well. If you decide to not kill the Iron Throne leaders, read
step #9 after heading up the stairs at (x=950, y=750). If you do kill
them, when you head back to the fourth level (AR2611) you'll be
arrested by a Watcher, instead of the Gatewarden, either way, it'll be
covered in Step #9.

***ITEMS***
(x=900, y=1200) Quarter Staff
(x=660, y=1000) Letter, 105 gold
(x=500, y=800) 9 gold
(x=150, y=630) Potion of Defense, 35 gold
(x=100, y=650) Cloak of Protection +1
(x=1500, y=800) Gold Necklace

Candlekeep, Sixth Floor (AR2613)
o======================================================================o
9) As soon as you arrive on this level you'll be apprehended by the
Gatewarden and accused of the murders of the Iron Throne leaders
whether you killed them or not (this is one of many reasons why I
prefer to kill them myself-at least then I get the loot, experience, and
satisfaction of doing the killing, which makes the blame easier to
bear.) If you try and make a break for it, you'll be pretty decisively
smote, so agree to go along with him (option #2.) You'll be taken to
a prison and roughly accused by Ulraunt, who obviously has no love for
you. He'll also cite some evidence planted on you by 'Koveras'. He
threatens to send you to Baldur's Gate, where 'appropriate punishment
will be administered'. Well, newsflash, a Grand Duke of Baldur's Gate
sent us here in the first place, chump! He'll leave and Tethtoril will
show up and rescue you on your father's behalf.. Gorion, not your REAL
father. Ask Tethtoril about Koveras, and he'll tell you it's the reverse
of Sarevok. That bastard! And so off you are whisked to the Candlekeep
Catacombs.

o======================================================================o
|                                       |
|               Candlekeep Catacombs                   |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK026}
        1) Secret Library
        2) Phony Phlydia
        3) Tome of Understanding
        4) More Looting
        5) Manual of Gainful Exercise
        6) Corpse Pile
        7) Duplicate Dreppin
        8) Childhood Copies
        9) The False Triad
        10) Exit the Catacombs
        11) Sarevok's Assassins
        12) Spider Dens
        13) Basilisk Barricade
        14) Spilling the Beans

Secret Library (AR2613)
o======================================================================o
1) Okay, you've been accused of killing the Iron Throne leaders, whether
you actually killed them or not. Sarevok went well out of his way to
paint you as a Amnish assassin (the Shadow Thief ring and the gold
minted in Amn) and Ulraunt played right into his scheme. You've been
whisked away to the bowels of Candlekeep in order to escape, so escape
you shall.. after this room has been looted, of course. When ready, exit
out the door at (x=150, y=150).

***ITEMS***
(x=100, y=220) Scroll of Chromatic Orb, Scroll of Confusion,
           Scroll of Knock
(x=250, y=120) Scroll of Aganazzar's Scorcher, Scroll of Lightning Bolt
(x=400, y=170) Scroll of Fireball, Scroll of Monster Summoning II,
           Scroll of Minor Globe of Invulnerability,
           Scroll of Identify x2

Candlekeep Catacombs, Level 1 (AR2615)
o======================================================================o
2) Head north until you run into Phlydia, who will accuse you of
stealing her book before turning into a Doppelganger. This could be a
troublesome development.. Kill it and you'll come to a room where there
are three passages coming off of it. Go south-west first, but keep your
game face on. We're in dungeons again. That means monsters and traps, so
scout ahead.
<---------------------------------------------------------------------->
3) Head down the passage and take the first side-passage to the south.
You'll encounter a number of traps, but the loot in the sarcophagus is
totally worth it. The Ring of Fire Resistance goes on Ajantis, or an
equivalent front line-character. On the odd occasion that I have to
drop a Fireball on enemies, Ajantis makes good bait. Also, when enemies
are trying to return the favor it's always best to lead with a
character with high Hit Points and good saves. Ajantis is just
unfortunate enough to have the task of being my Fireball teaser. Tomes
are always nice, too. when you're done looting continue down the
south-west passage.

***TRAPS***
(x=3120, y=1420)
(x=3170, y=1870)
(x=3180, y=1880)
(x=3220, y=1920)
(x=3130, y=2130)

***ITEMS***
(x=3130, y=2130) Studded Necklace with Zios Gems, Bloodstone Ring,
         Ring of Fire Resistance, Tome of Understanding,
         Scroll of Protection from Acid
<---------------------------------------------------------------------->
4) Continue down the south-west passage until it terminates in a room.
Disarm traps and loot the sarcophagus. Head back up the passage and
explore the northern side-passage (opposite the one that led you to
the Tome of Understanding.)

***TRAPS***
(x=2620, y=1800)
(x=2500, y=1900)

***ITEMS***
(x=2500, y=1900) Oil of Speed, Potion of Invulnerability,
         Potion of Heroism, Potion of Invisibility,
         Bloodstone Amulet, Scroll of Protection from Magic
<---------------------------------------------------------------------->
5) The passage will turn and curve, but stick to it and ignore all other
side-passages.. there's nothing down them but traps. Eventually you'll
come to a room with four Phase Spiders inside of it. Dispose of them and
continue through the room until you get to another, more ornate room.
Loot the.. uh.. hole in the wall for some premium loot, including the
long awaited Manual of Gainful Exercise, which boosts your Strength by
one point. Now, if your strength is 18, this completely bypasses all the
exceptional strength percentiles and gives you a strength of 19. For a
character with 18 strength, this could mean going from +1 THAC0 +2
damage to +3 THAC0 +7 damage. That's a HUGE improvement, and it'll
pretty much make most any character melee competent. So.. if you're a
dual-or-multi class character with Strength in the lower percentile,
it's fine. You're about to become a powerhouse. My modest 18/66 strength
is happily improved.. sadly, it took us most of the game to get here,
but that's fine, since melee combat becomes much more powerful in the
sequel. Also, you'll never need a Girdle of Giant Strength for your main
character in the next game. If you're a Mage then you're probably not as
excited as everybody else playing this game, but for everybody who is
not a single-classed Mage (and who bothered to make sure their Strength
was at LEAST 18 before starting the game) this is probably the single
greatest stat-boosting item in the game. You'll be reaping the rewards
of 19 Strength forever more. I really can't overstate how great this
item is, and how much it'll help you in the sequel. I put the Cloak of
Protection +2 on my main character, as everybody else has magical armor
that prevents them from wearing it.

***TRAPS***
(x=2170, y=1570)
(x=2100, y=1600)
(x=2100, y=1650) 
(x=1620, y=1750)
(x=1050, y=2100)
(x=1800, y=1300)
(x=1120, y=1400)
(x=650, y=1080) 
(x=350, y=900)

***ITEMS***
(x=350, y=900) Ruby Ring, Rogue Stone, Cloak of Protection +2,
           Manual of Gainful Exercise
<---------------------------------------------------------------------->
6) Now I head up the north-western passage. In the side-room to the
south-west you'll find a room filled with corpses and two very happy
Ghasts. In another side-room to the north you'll find another Ghast. At
the end of the hallway you'll find a room filled with Ghasts.. about
six of them in total. When they're dead loot the pile of bodies and
head back to the room where you were attacked by the
Phlydia-Doppleganger and go down the north-eastern passage. You'll find
that it's a short passage indeed. Exit the area at (x=3900, y=900).

***ITEMS***
(x=900, y=500) Horn Coral Gem, Lynx Eye Gem, Angel Skin Ring,
           War Hammer +1, Potion of Frost Giant Strength,
           Potion of Fortitude, Potion of Stone Form,
           Tainted Antidote, Wand of Fire

Candlekeep Catacombs, Level 2 (AR2619)
o======================================================================o
7) As soon as you enter Dreppin will approach. He too, is a
Doppelganger, and you'll have to put him down. This is a large open room
with smaller rooms on the northern and southern sides. In the center of
the room you'll find Arkanis (x=3600, y=1680) and Deder
(x=3550, y=1680). If you pick option #1 they'll tag along with you, if
you pick option #2 they'll depart. Stay away from the north-western side
of the level for now, as there's an encounter there which will be
covered in step #9. First check out the middle-area, which is crawling
with Skeleton archers and covered in traps. The Skeletons respawn often,
so it might be worth planting your party around where they appear to
prevent them from returning. When that's done explore the side-rooms,
starting in the north and from east to west, then the south from east to
west.

***TRAPS***
(x=3800, y=1800)
(x=3400, y=1820)
(x=2700, y=1320)
(x=2330, y=1000)
(x=4000, y=1510)
(x=3400, y=1100)
<---------------------------------------------------------------------->
8) In the north you will find a Reevor-Doppleganger. In the next room
you'll find Parda, and in the last room on the top you'll find Fuller.
In the south you'll encounter Jondalar. In the next room you'll find
Hull, and after that it'll be Karan. Now it's time to head on to the
north-west.

***ITEMS***
(x=3150, y=2150) Scroll of Dispel Magic
<---------------------------------------------------------------------->
9) Go up some stairs and you'll find Gorion (x=1880, y=3800, Elminster
(x=1940, y=380), and Tethtoril (x=1950, y=330). Obviously, they're not
who they say they are. If you continue to doubt their identities,
they'll attack. If you agree to follow them they'll lead you down the
hallway before attacking. Dispose of the two Doppelgangers and the
Greater Doppelganger and continue down the hallway.. if you haven't
already.
<---------------------------------------------------------------------->
10) You'll find a long hallway with room on either side. In the first
room to the south-east you'll find Winthrop-who is, of course, a
Doppelganger. You'll also fight several more Doppelgangers on your way
down the passage. Now is a good time to rest up, heal, and leave the
catacombs (x=100, y=1000). If you still need money.. somehow.. you might
want to rest here a while to provoke Doppelgangers They can drop some
premium gems and jewelry, such as Emeralds, Pearl Necklaces, and
Laeral's Tear Necklaces. They can also occasionally drop 3rd level
Mage Spells, if you still need them. In any event, you should make sure
you have at least one Protection from Petrification spell prepared.

Candlekeep Caverns (AR5506)
o======================================================================o
11) Due south of your location you'll find four of Sarevok's assassins,
led by one Prat (x=900, y=520). They're not too bad, but you'll do
yourself a favor by spell-buffing and sending your Fighters down
different tunnels to attack from. You don't want to make your battle
miserable by bottle-necking yourself. I start out by peppering them
with status-effecting spells from out of their sight range, and lead
off with a Monster Summoning II to draw their attention. Jump on Prat
first, as he'll annoy you with spells if you give him the chance.
Prat will leave behind a Letter, a Scroll of Chromatic Orb, a Scroll of
Detect Evil, a Scroll of Luck, a Scroll of Resist Fear, a Scroll of
Mirror Image, a Throwing Axe +2, and 170 gold. Tam will drop a suit of
Plate Mail, Acid Arrows (varies), Arrows (varies), a Gold Necklace, a
Laeral's Tear Necklace, a Composite Long Bow, a Short Sword, and 49
gold. Sakul will yield a Bloodstone Amulet, a Scroll of Strength, a
Scroll of Ghoul Touch, a Scroll of Haste, a Scroll of Dire Charm, a
Scroll of Ghost Armor, a Scroll of Haste, and 139 gold. Finally, loot
Bor for a suit of Plate Mail, a Skydrop Gem, Darts of Stunning (varies),
Darts (varies), a Flail, and 38 gold. The Throwing Axe +2 is a great
ranged weapon for Kagain, but it works fine on any shielded warrior.
I strap this on Ajantis.
<---------------------------------------------------------------------->
12) Over to the east you'll find a nest of Spiders, including a Phase
Spider, a Wraith Spider, and a Sword Spider. This will be easier if you
disarm the web traps before going in. To the south-east is another
spider's den with two Phase Spiders and another web trap. The last den
is to the west, and it is populated by a Sword Spider and a Phase
Spider. Finally there's a Phase Spider to the south-west.

***TRAPS***
(x=1300, y=650) (East)
(x=1600, y=550) (East)
(x=1550, y=1300) (South-East)
(x=200, y=950) (West)
<---------------------------------------------------------------------->
13) In the south are a pair of Greater Basilisks. Make sure to hit
somebody with a Protection from Petrification spell before tangling
with them.
<---------------------------------------------------------------------->
14) As you head south you'll find Diarmid (x=350, y=2020). He'll mistake
you for Prat-one of the guys you just killed. Pick the top options at
first to get him to spill the beans on Sarevok and his plans. If you
pick the lower options, he'll catch on to the ruse and leave. If you
equip everybody with missile weapons you might just be able to shoot
him down before he gets away.. although there's really not much point,
as you'll get little experience for killing a non-hostile and he's got
the same loot as any Black Talon Elite. When you're done, exit at
(x=300, y=2000).

Now that we're done with Chapter 6, Chapter 7 begins. You need to get
back to Baldur's Gate and foil whatever Sarevok is plotting.. but first,
we should do the four major Tales of the Sword Coast quests. Now is a
great time, as we have all the goodies from Baldur's Gate and the
Manual of Gainful Exercise. Frankly though, taking on Chapter 7 leads
right into the endgame, so if you're going to do those quests, you
really need to do them now. You have the best gear and you should be
damn near the highest level you can attain in the game. You've got the
best chance of making your way through Durlag's Tower you can have
without cheating. For story purposes.. we can say we're letting things
with the whole Iron Throne murder thing cool down and heading up north
so our notoriety dies down a bit before heading to the Gate. Yeah..
Head over to Ulgoth's Beard (AR1000).

o======================================================================o
|            Tales of the Sword Coast               |
o======================================================================o
|                                       |
|             Ulgoth's Beard and Shandolar's Request               |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK027}
        1) Free Ring of Free Action
        2) Shapeshifter Sword Stealing
        3) Hurgan's Request
        4) Ulgoth's Beard Store and Inn
        5) Ike's Tour
        6) Shandalar's Sentence
        7) Mage-Bane Island
        8) Andris' Welcome
        9) Garan's Ankhegs
        10) Crazy Cuchol
        11) Tellan's Tunnel
        12) Dezkiel's Defiance

Ulgoth's Beard (AR1000)
o======================================================================o
1) At (x=2450, y=800) you'll find a gnome named Dushai. She doesn't have
anything to say to you yet, but she certainly has toys for you to
steal. You can nab a Scroll of Web, and a Ring of Free Action from her.
The Ring of Free Action goes great on Viconia. She's a better Cleric
than Jaheira, and a worse Fighter. Plus, she tends to not be affected by
Haste anyways, so she's not really missing out much.

Loot House (AR1006)
o======================================================================o
2) Enter the house at (x=2700, y=750) for some lootables. That Bastard
Sword +1, +3 vs. Shapeshifters will come in really handy during a later
quest, so make sure to strap it onto one of your Fighters' quick-slots.

***ITEMS***
(x=300, y=350) Pearl
(x=250, y=300) Dagger
(x=200, y=250) Bastard Sword +1, +3 vs. Shapeshifters,
           Tainted Oil of Speed, 33 gold

Ulgoth's Beard Store and Inn (AR1001)
o======================================================================o
3) When you enter the inn you'll be approached by a dwarf named Hurgan
Stoneblade, who will ask you to retrieve his grandda's dagger
'Soultaker' from Durlag's Tower. All in good time.. If you don't want to
wait for the reward, however, you can just steal from him and get his
War Hammer +1, +4 vs. Giant Humanoids. Unfortunately, there aren't too
many Ogres in this game that'll trouble us at this point.
<---------------------------------------------------------------------->
4) Now for the real gear, the barkeep (x=490, y=350) sells a variety of
nice items for you perusal. For especial consideration is the Cloak of
Displacement, which gives a bonus against missile weapons and saves, a
Ring of Invisibility, and the Greenstone Amulet. He also sells high-end
Mage scrolls such as Remove Curse, Emotion, Greater Malison, and
Improved Invisibility. Buy as many of these great items as you can
afford. I put the cloak on Viconia, as she does not have any missile
defense items. I give the Greenstone Amulet to Jaheira, as Viconia
already has the Ring of Free Action. The Ring of Invisibility switches
characters as it is needed, but keep in mind both the ring and amulet
have charges. As for the spells, Improved Invisibility is probably the
greatest defensive spell in the game, as it gives you a four point bonus
to your saves and Armor Class, and makes you untargetable by enemy
spells. Greater Malison is also a nice-first strike spell for lower
enemy saves, particularly when followed up by Confusion, Slow, or some
similar effect.
<---------------------------------------------------------------------->
5) Back outside you can talk to Ike (x=2200, y=620). Pay to take his
tour of Durlag's Tower. We'll get back to him later, after finishing
another quest. Head over to the west.
<---------------------------------------------------------------------->
6) Over at (x=1700, y=640) you'll find Shandalar. Remember him? You
stole skyship components from his daughters? If you didn't kill them,
he'll send you on a little quest to fetch a cloak. If you did kill them,
he'll send you on the same mission, but as punishment for your crime.
Either way, when you're ready-or when you're forced to go as the case
may be-you'll be teleported to an island. Before you go (if you have a
choice) make sure to pick-pocket the tons of great loot Shandalar has,
including a Scroll of Greater Malison, a Scroll of Spirit Armor, a
Scroll of Otiluke's Sphere, a Scroll of Feeblemind, a Scroll of Remove
Curse, a Scroll of Emotion, and two Potions of Heroism. If you killed
Shandalar's daughters, you'll have to wait to steal from him.

Mage Prison Isle, Exterior (AR1008)
o======================================================================o
7) You'll get Shandalar's Wardstone upon your transportation, which is
your means of extrication from this place when you retrieve Shandalar's
cloak. Right in front of you will be a Polar Bear. Put it down and head
inside the cavern (x=600, y=400).

Mage Prison Isle, Interior (AR1009)
o======================================================================o
8) Head inside and dispatch two Winter Wolves. Down a tunnel to the
north-west you'll find Andris (x=1850, y=1190), Marcellus
(x=1790, y=1200), and Beyn (x=1900, y=1150). Andris will chat with you,
but if his red circle isn't evidence enough.. well then I don't know
what is. This isn't going to end peacefully. I leave my party behind in
the adjoining room and head in with Ajantis (or whatever character has
the Boots of Speed.) As the Mages begin casting spells I run back to
my party. Andris will probably pop in with a Dimension Door (he likes to
fight like Davaeorn). Hit him with Magic Missiles, as he starts out with
Protection from Normal Missiles cast. Let them come to you, popping
Andris whenever he shows up. If you get hit with a Scare or Confusion
spell, you'll regret it. Keep on top of them and don't be afraid to use
a Dispel Magic if they get a spell off on you. Andris will drop a
Knave's Robe, a Scroll of Protection from Evil, a Scroll of Grease, a
Andris' Journal, and 109 gold. Marcellus will leave behind a Traveller's
Robe, a Scroll of Vampiric Touch, a Quarter Staff, and 81 gold. Beyn
can be looted for a Wand of Fear and 66 gold. I really hope you didn't
mind that fight, because if you paid attention to Andris, you'll know
that only people that can teleport end up here.. which means you're
going to be fighting Mages aplenty.

With the evil party, my tactics are slightly different. I hide my
protagonist and get the drop on the bad guys by backstabbing Marcellus
before running away. Andris teleports around, but fails to notice the
rest of my party who is hiding near the entrance. As soon as I am out
of sight I hide again, and hopefully I won't be affected by the fear or
confusion spells they cast at me. Ultimately, Andris' 'defense' causes
some separation between him and Marcellus and Beyn, who are more
straight-forward in their approach and easier to lure to the rest of
the party and dispatch. When only Andris is left, Edwin casts Summon
Monster II and I let Andris dispatch the critters summoned. This
safely forces him to waste some of his Magic Missile, Melf's Acid
Arrow, Flame Arrow, and Lightning Bolt spells. When the summons are
dead my party walks in and destroys him with authority.
<---------------------------------------------------------------------->
9) Go south and you'll find another pair of Winter Wolves waiting to
give you their pelts. Head west and you'll run into a Mountain Bear.
Keep going down these tunnels and you'll eventually come to a room
where a man named Garan (x=1050, y=1100) is waiting. Take your party in
all at once, because when he's done talking he'll summon his 'pets',
four Ankhegs. How he got them here is anybody's guess. A Summon Monster
II and Haste allows me to swarm Garan, then focus on his Ankhegs. You
know Ajantis has a good Armor Class when he can suffer attacks from
several Ankhegs and only take damage from a Flame Arrow. Loot him for
a Scroll of Dimension Door, a Scroll of Protection from Normal Missiles,
a Scroll of Know Alignment, a Scroll of Fireball, and 66 gold.

***TRAPS***
(x=600, y=1400)
<---------------------------------------------------------------------->
10) Head north from where Garan was to find Cuchol (x=1300, y=670).
Deal with him and continue on. He's really not much of a threat.
Honestly, my Imoen shot him to death on her own without him getting off
a single spell. Make sure you disarm the trap before you head in, or..
you might get minorly harmed. Loot Cuchol for a Wand of Paralyzation
and 66 gold. Head north and you'll loop back to the roop where Andris
was.

***TRAPS***
(X=1500, y=850)
(x=1900, y=1000)
<---------------------------------------------------------------------->
11) Head north from the room where Andris and his cronies were and
continue down the trap filled tunnels until you meet a wretched little
gnome named Tellan (x=900, y=590). He has Protection from Normal
Missiles on as well, so you'll need to either rush up and smite him..
which can be risky in such enclosed spaces.. use Magic Missiles, if you
have enough, or backstab him and run around the corners so you can
hide again. Repeat as necessary. Imoen and my main character lay into
him with well-timed Magic Missiles. After about six he goes down. Loot
him for Darts of Stunning (varies) and 78 gold.

***TRAPS***
(x=2100, y=1020)
(x=1750, y=320)
(x=1250, y=200)
<---------------------------------------------------------------------->
12) Continue on your way. To the south-west you'll run into a trio of
Winter Wolves. To the north you'll find Dezkiel (x=720, y=250). He's
just as inhospitable as everybody else, but he admits to having the
cloak you're after. Kill him and take Shandalar's Cloak, Dezkiels
Scroll, and 66 gold. He's not capable of putting up much of a fight,
so just whomp him as you will. Take the cloak and head up the stairs
nearby. You'll shortly be teleported back to Ulgoth's Beard. If
Shandalar forced you to come here, now is a good time to pick his
pockets (see above.) Shandalar will take his cloak and his wardstone
and you'll get a tidbit of experience.

***REWARD***
(For returning Shandolar's Cloak)
EXP    500

o======================================================================o
|                                       |
|          To Durlag's Tower and the Upper Levels           |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK028}
        1) Therella's Tale
        2) Delsivirftanyon's Deal
        3) Fenrus
        4) Mendas' Mission
        5) Eerie Erdane
        6) Battle Horrors
        7) Clearing the Battlements
        8) The Tower's New Master
        9) Traps & Ghasts
        10) Basilisk Battlements
        11) Riggilo
        12) Tome of Understanding
        13) Dead Daital
        14) Succubus Summit

Therella's House (AR1005)
o======================================================================o
1) Now to explore the rest of Ulgoth's Beard.. or what of it we can.
Enter the house at (x=1560, y=600). Inside you'll find Therella, who's
son Dalton went missing after deciding to head to Durlag's Tower. Might
as well offer to tell her if you find him. There's not much to loot in
here, but at least she won't mind if you take what you can.
<---------------------------------------------------------------------->
2) To the south you'll find a little chap by the name of Delsvirftanyon
(x=1580, y=1180), who will try to sell you the rest of his inventory
while selling you a sob story at the same time. You can let him guilt
trip you into buying his inventory for 500 gold, but if you decline him
twice too many times he'll leave forever. For your trouble you'll get a
Gold Ring, a Silver Ring, an Onyx Ring, a Silver Necklace, a Short
Sword, and two Wardstones, one of which is a forgery, the other of which
looks genuine. Or you could just steal them.
<---------------------------------------------------------------------->
3) Ignore the house at (x=1200, y=650) since there's nothing in there
yet and head to the south of the map to find Fenrus at (x=630, y=1330).
He'll give you some information about Durlag's Tower, for what it's
worth. Head into the house at (x=850, y=1250)

Mendas' House (AR1004)
o======================================================================o
4) Once inside you'll be approached by a man named Mendas, who
identifies himself as a quester of small truth with a big heart for
friendship.. Yeah, Anyways, he'll ask you to do a job for him, and offer
up 2000 gold pieces. Long story short, he'll ask you to go steal a sea
chart kept locked up in Baldur's Gate by the Merchant League in a
building called the Counting House, which is in the area just north of
the Elfsong tavern. In the dresser at (x=350, y=100) you can find a
whopping 980 gold. We'll do this job later, after we're done searching
Durlag's Tower. Speaking of which, head over there now.

***ITEMS***
(x=350, y=100) 980 gold

Durlag's Tower, Exterior (AR0500)
o======================================================================o
5) To the east you'll find a rogue named Erdane (x=720, y=320), who will
sell you a variety of goodies that might come in handy in Durlag's
Tower, namely Potions of Master Thievery, Potions of Perception, and
Potions of Hill Giant Strength. If you don't have a Thief who is up to
snuff, you're not going to do well in Durlags, so grab whatever potions
you need before continuing on.
<---------------------------------------------------------------------->
6) Head south across a small stone bridge to find a Battle Horror.
Rather than charge it, retreat and let it come to you on more open
ground where your party can effectively surround it and pummel it into
submission. It's immune to non-magical weapons, so don't waste any
arrows on it. Magic Missiles are especially effective against it. Down
south a little further you'll find another one.
<---------------------------------------------------------------------->
7) Keep going south and turn east to reach a draw bridge. If you paid
Ike for his tour he'll be standing at (x=1950, y=3100), and will yell at
you for being late. Follow him across the courtyard but don't enter the
keep yet. First head east, where you'll find that the walls are anything
but unguarded. Up at the top you'll find a variety of Skeletons and a
Doom Guard. Now enter Durlag's Tower (x=2700, y=2200).

Durlag's Tower, First Level (AR0502)
o======================================================================o
8) Only go forward with a (well-healed) Ajantis, Kagain, or other beefy
front-liner, particularly if they have the Ring of Fire Resistance. Talk
to Ike in the main room repeatedly as he goes about his tour. When he
takes a break, talk to him again and he'll offer you one of the genuine
tower wardstones for a mere 300 gold.. on the condition that if you
don't succeed down below you return it to him. Buy it.. or don't.. a
demonknight will show up and declare the tower to be his. He'll then
launch some Fireballs around the room. If you're quick you can avoid
them, if not.. well, it's not like you came in here with your whole
party anyways, right? You can now take your money or the wardstone from
Ike's corpse. There's only one trap at (x=480, y=350) worth noting. Take
the stairs (x=700, y=550) up to the second level.

Durlag's Tower, Second Level (AR0503)
o======================================================================o
9) To the north you'll find a trap in a doorway (x=400, y=350), behind
which are several Ghasts. This is pretty much the tactic of this level.
Traps, and Ghasts. If you get caught by the trap, you're probably going
to get ripped up by Ghasts. If you disarm the trap and lure the Ghasts
to you, your only danger is falling asleep while searching for traps.
There's a door over at (x=1000, y=750) that leads to the battlements,
but you really should cast Protection from Petrification on a character
and send them out alone.

***TRAPS***
(x=400, y=350)
(x=150, y=430)
(x=470, y=770)
(x=770, y=820)
(x=1060, y=550)
(x=1100, y=650)

***ITEMS***
(x=470, y=770) Turquoise Gem, Chrysoberyl Gem, 20 Arrows of Flame
(x=1060, y=550) Oil of Speed, Potion of Strength, Potion of Invisibility
        38 gold
(x=1100, y=650) Moonstone Gem, 24 gold
(x=770, y=140) 6 gold
(x=620, y=100) Horn Coral Gem

Durlag's Tower, Battlements (AR0500)
o======================================================================o
10) Immediately ahead of you will be a Lesser Basilisk. Kill it and head
up some stairs and through a door at (x=3250, y=1150) to reach the roof.
Up here you'll find three Greater Basilisks spread about. Kill them for
their juicy experience and loot one of the.. chimneys?.. at
(x=2300, y=570). I generally consider this weapon to be more than a
match for the Dagger of Venom Jaheira uses, as the 1d8 base damage
averages out to 4.5 damage per hit, and the dagger's 1d4 averages at
2.5. Two points more damage per hit, every hit, without any saves or any
delay. Still, it takes a lot of effort to get to Durlag's Tower, and the
Dagger of Venom is a more readily available alternative. Head back into
the tower and go up the central flight of stairs to reach level three
(x=700, y=550).

***TRAPS***
(x=2300, y=570)

***ITEMS***
(x=2300, y=570) Scimitar +2, 20 Arrows of Acid, 104 gold

Durlag's Tower, Third Level (AR0504)
o======================================================================o
11) In the room to the west you'll find some bookshelves that have
useless books on them. In a room you can reach by heading south east
you'll find Riggilo (x=1380, y=570), who will come chat if you get too
close. You can pick a fight with him if you wish, but he might just come
in useful later. No matter what dialogue you pick, you'll at best get
him to leave you alone. Get the conversation out of the way and ignore
him for now. Be sure to loot the two chests in the small south eastern
room, as well as the one by Riggilo.

***TRAPS***
(x=1300, y=700)

***ITEMS***
(x=1200, y=700) Chyrsoberyl Gem
(x=1300, y=700) Silver Necklace, Gold Necklace, 89 gold
(x=1450, y=550) Oil of Speed, Chainmail +1, Wand of Lightning
<---------------------------------------------------------------------->
12) Head north from Riggilo to find a small shrine. Although the alter
is trapped, I've never had a character good enough to disarm it. It
doesn't matter anyways. Go in with your Thief, and only your Thief, and
have them try. Worst case scenario they get charmed and you have to wait
for it to wear off. When the trap is gone claim your prize, a Tome of
Understanding. Nice.

***TRAPS***
(x=1350, y=120) 

***ITEMS***
(x=1350, y=120) Tome of Understanding
(x=950, y=120) Potion of Healing
<---------------------------------------------------------------------->
13) Go back to the room with the stairwell and explore to the south to
find a wraith named Daital (x=420, y=860). No matter what you say it
ends with him attacking you. He'll start out with Mirror Image, Shadow
Door, and Dimension Door, after which he'll Dimension Door around,
casting spells Davaeorn    style. Put him down and loot his room, and the
room beyond. When you're done, head up the central staircase to the next
level (x=920, y=600)

***TRAPS***
(x=500, y=800)

***ITEMS***
(x=600, y=800) 63 gold
(x=500, y=800) Tainted Potion of Invulnerability, Potion of Stone Form,
           Potion of Genius
(x=220, y=290) 17 gold

Durlag's Tower, Fourth Level (AR0505)
o======================================================================o
14) Lets start by heading south west and progressing counter-clockwise.
In the tunnels north of the trapped chest with the darts inside will be
a whole bunch of Ghasts. Keep going until you find a woman named
Kirinhale (x=230, y=350), who will talk to you. She'll casually ask you
to remain her for eternity. You can also glean that she's had her wings
removed and has been imprisoned here by Durlag, marking her as a
Succubus. If you deny her she'll attack, her main tactics are to use
Charm Person and go ethereal, which in all intents and purposes counts
as a Dimension Door. She'll also use energy drain on characters, taking
away experience levels. Although this can be fixed at a temple for a
price, it sets you at the minimum experience required to meet the
restored level, making it a major pain in the ass when it happens. For
that reason, ranged weapons are suggested. If she charms anyone, dispel
it, and keep hitting her with magical ranged weapons. When she dies
she'll leave behind a Staff Spear +2, which is pretty much a quarter
staff with 1d8 damage instead of 1d6, and her hair. If you try to get
someone to stay in her stead, she'll give you a lock of her hair, and
tell you that you need to give it to some male within the tower, who
will then have to remain trapped here for all time. If you want to take
that approach, go pay Riggilo a visit. If you pick option #5 and #3, or
option #6 he'll kindly give you a potion of Cloud Giant Strength in
return for the hair. When you report back to Karinhale she'll refuse
your 'unearthly delights' part of the bargain, but you'll get 4000
experience nonetheless. If you talk to Riggilo after getting a quest
reward for Karinhale he'll realize you were up to no good, and attack.
On his body you'll find Leather Armor +1, a Chrysoberyl Gem, a Star
Diopside Gem, Karinhale's Hair, a Short Sword +1, and 170 gold. Note
that you can kill Karinhale and then give Rigillo her hair for the
potion. And of course nothing prevents you from screwing Rigillo over
then killing Karinhale before she can leave, either. Now head down to
the main floor and go to down the stairs at (x=530, y=530) to reach the
lower levels. This is where Durlag's Tower gets serious.

***TRAPS***
(x=1220, y=480)

***ITEMS***
(x=550, y=750) Cloak of Protection +1, Mage Robe of Electrical
               Resistance
(x=1220, y=480) Dart of Stunning x10, Dart of Wounding x10
(x=670, y=100) Moonstone Gem
(x=400, y=100) Halberd, Halberd +1, Halberd, Spear

***REWARD***
(For freeing Kirinhale)
EXP    4000

o======================================================================o
|                                       |
|            Durlag's Tower, First Lower Level                  |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK029}
        1) Bayard in the Basement
        2) The Mallet Head
        3) The Mallet Handle
        4) Repairing the Mallet
        5) A Small Room
        6) Beat the Gong and Satisfy Pride
        7) Secret Doors Aplenty
        8) The Glittering Beljuril Gemstone
        9) Switch for an Engine & Grapes
        10) Fixing the Engine and Smashing some Grapes
        11) Avarice, Fear, Love, and Pride

Durlag's Tower, Basement (AR0501)
o======================================================================o
1) You'll immediately encounter Ghasts in the room to the west, which
has a rather lame Stinking Cloud trap laid across the doorway. When
they're dead talk to Bayard (x=650, y=540). He'll warn you about some
of the traps within. You can also ask about Dalton, who was apparently
traveling with Bayard. He'll tell you they're still below. You can
steal a tainted Potion of Healing from Bayard, if you desire. Through
the door to the north are more Ghasts and trapped blocks, one of which
contains a fairly handsome amount of loot. There's a secret door at
(x=470, y=170) leading down to the next level when you're ready.

***TRAPS***
(x=300, y=440)
(x=600, y=590)
(x=1180, y=380)
(x=1150, y=410)
(x=1200, y=400)

***ITEMS***
(x=200, y=400) Sunstone Gem, Turquoise Gem
(x=730, y=330) 97 gold
(x=820, y=360) Leather Armor +1
(x=1150, y=410) Star Sapphire, Ring of Protection +1, 560 gold

Durlag's Tower, First Lower Level (AR0511)
o======================================================================o
2) Welcome to the first real level or Durlag's Tower. Or should it be
Durlag's Durnace, at this point? Either way, right ahead of you is a
Fireball trap that needs to be disarmed. Through the first door leading
east you'll find Phase Spiders and Wraith Spiders, which by now are
push-overs. Head east into another room with two bookshelves in it. On
one of the shelves is a Scroll of Cloudkill, which goes to my main
character. The Scroll of Summon Monster III goes to Imoen, or whatever
primary spell caster you have. Having a higher version of this spell is
nice for two reason. Stronger monsters is always better, but they're
basically just fodder anyways. Also, getting access to this spell at 5th
level frees up a 4th level spell slot.. and frankly, 4th-level spells
have more competition. This allows you to memorize more Greater
Malisons and Improved Invisibilities, which is a good thing. When you're
ready send a scout to the north. In the room to the north you'll find
three Greater Doppelgangers, which you really do not want to encounter
in force in a narrow passage. Summon some monsters and lure the
Doppelgangers down to the southern room. Hit yourself with Haste and
set your monsters on them, while you pick the Doppelgangers off with
missiles. You're now free to loot the Doppelganger room, which contains
a Mallet Head on one of the bookshelves.

***TRAPS***
(x=2800, y=545)
(x=2950, y=1150)
(x=3500, y=1250)
(x=3300, y=1200)
(x=3300, y=800)
(x=3400, y=850)

***ITEMS***
(x=2950, y=1150) Long Bow, Arrows x20, Arrows of Acid x12
(x=3020, y=1200) Silver Necklace, History of King, Darts x10,
         Potion of Healing x4
(x=3500, y=1250) History of the Dragon Coast, Buckler,
         History of the Last Giants, Rainbow Obsidian Necklace,
         Bullet +1 x10, Scroll of Cloudkill, Bolt of Biting x11
(x=3300, y=1200) History of the Drow, Warhammer, History of King,
         Helmet, Potion of Hill Giant Strength,
         Scroll of Minor Globe of Invulnerability,
         Scroll of Summon Monster III
(x=3300, y=800) Warhammer, History of Cormyr, History of Calimshan,
        Dart x10, Scroll of Summon Monster II
(x=3400, y=850) History of the Drow, Mallet Head, Flail, Halberd
<---------------------------------------------------------------------->
3) Go back to the main room and head south until you find a well with
four dwarves standing around it. Talk to each Warder and they'll give
you a riddle, as follows:

Warder (x=2110, y=1250): I am the warrior's bane
(Fear)             I live in the darkness of his soul
             I bring him to his knees,
             Trembling and weeping
             Unable to lift a hand in his own defense

Warder (x=1870, y=1070): I am the warrior's curse
(Avarice)             I steal his future
             I mar his past
             The more he has, the less it seems
             He becomes a slave
             Of glittering things

Warder (x=1950, y=1380): I am the warrior's madness
(Love)             I curse him with trust and respect
             I slow the blade in its course
             By stealing his passion for blood
             And offering a softer emotion in return

Yet I thirst for more - Give me the sweet crimson drink of laughter and
passion.

Warder (x=1720, y=1220): I am the warrior's fate
(Pride)             I raise him above his brethren
             I amplify his deeds
             He becomes scornful, where once he had respect
             He becomes a giant, where once he was a man

Yet I lack the proper honor - Raise me up in glory
Through the chronicles of my deeds, pride shall be honored
Through the passing of knowledge my sword shall display its glory
Then you shall know that I am well pleased

Essentially you've got to fetch several things for these ghosts in order
to progress to the next level. Search the barrels around the well room
for some goodies, including the Mallet Handle, which we'll need to solve
the Warder's quests. Head back north and go through the door opposite
the one we took to reach the room with the Wraith Spiders.

***ITEMS***
(x=2300, y=1100) Arrow of Biting x8, Arrows x20, Potion of Heroism
(x=1700, y=1080) Scroll of Protection from Acid,
         Scroll of Protection from Electricity,
         Potion of Master Thievery x2
(x=1530, y=1230) Mallet Handle, Potion of Healing x3, 110 gold
<---------------------------------------------------------------------->
4) You'll find a room with some chests, a door to the west, and a door
to the south. There's a trap in the doorway to the west, and you'll
probably be bothered by Ghouls from the south while you're looting.
Go through the trapped arch to the west to find a smithy. Click on the
anvil to repair the two parts of the Mallet.

***TRAPS***
(x=1900, y=420)
(x=2050, y=370)
(x=2150, y=450)
(x=1550, y=200)

***ITEMS***
(x=2050, y=370) Bolt of Lightning x20, Tower Shield, Scimitar,
        Potion of Perception, Arrow of Ice x15,
        Scroll of Hold Monster
(x=2150, y=450) Spear, Potion of Absorption, Antidote x4,
        Arrows of Acid x15, Potion of Master Thievery x2,
        57 gold
(x=1680, y=150) Dart +1 x20, Arrows +1 x20, Bolt +1 x20, Arrows x20,
        Arrows x20, Bolt x20, Bolt x20, Dart x20, Dart x20
(x=1550, y=200) Bullet +1 x20, Sling, Bolt +1 x20, Heavy Crossbow,
        Arrows of Acid x20, Composite Long Bow,
        Dart of Stunning x20
<---------------------------------------------------------------------->
5) Now head south to where the Ghouls were coming from to find a small
bedroom with a secret door leading south (x=1450, y=750), and two doors
connecting to the main room to the east (x=1700, y=750), and
(x=1850, y=850). Head south through a trapped tunnel to find another
secret door to the south (x=600, y=1250) which connects to a tunnel.

***TRAPS***
(x=1630, y=630)
(x=1050, y=1050)

***ITEMS***
(x=1630, y=630) Dart of Wounding x15, Bullet +2 x20,
        Arrows of Fire x20, Dart +1 x20, Bolt +1 x20,
        Potion of Healing x12, Potion of Cloud Giant Strength
<---------------------------------------------------------------------->
6) To the north is a show-room of sorts, the most interesting object
within is a gong. Activate it with the Gong Mallet in your inventory to
get the following dialogue: 'You strike the gong sharply with the
mallet. The gong makes no sound but you can sense a faint vibration.'
Blech. Head back into the tunnel and south a bit, then take the first
passage west to find a circular room which contains several books. Read
them to learn a bit about Mr. Durlag. Once you read the last you'll get
the dialogue 'When you reach the final book, you hear a click as if
something has been activated. A few seconds later you hear a humming
sound and can see a glow coming from across the hallway.' Head across
the hallway and Durlag's Pride will talk to you. Now continue down the
tunnel to the south to find a room with a trap in the doorway. Inside
is a Skeleton Warrior and some minor goodies. Skeleton Warriors are
pretty rough customers, with good combat abilities and immunity to
non-magical weapons, all in all about as strong as Battle Horrors, but
with magic resistance on top of it. At least they always drop Two Handed
Swords +1 to make up for it.

***TRAPS***
(x=470, y=1670)
(x=500, y=1700)

***ITEMS***
(x=400 y=950) Potion of Healing x10, Throwing Axe x10
(x=500, y=1700) Ruby Ring, Arrow x20, Broken Weapon, Oil of Speed x2
(x=1580, y=1750) Potion of Freedom, Broken Weapon, Arrow +2 x7, Bolt x20
<---------------------------------------------------------------------->
7) Head east to find some Mustard Jellies in a tunnel. The path will
fork, one leads to the north, which takes you to a room just south of
the room with the Warder's and the well, which is where we're heading.
Whatever you do, do not go north through the tunnel to reach the well,
as you'll be decimated by traps, including a Fireball trap that rearms
itself. Go through a secret door (x=1200, y=1550) to the west. You'll
find another secret door to the west, which leads to a small tunnel
with more secret doors to the south and north.

***TRAPS***
(x=1550, y=1530)
(x=1500, y=1550)
(x=1500, y=1560)
(x=1470, y=1600)
(x=1100, y=2000)

***ITEMS***
(x=1200, y=1650) Bullet x20, Broken Weapon, Bloodstone Gem,
         Dart of Stunning x10, Scroll of Identify
<---------------------------------------------------------------------->
8) Open the secret door to the south to find a treasure room guarded
by a Skeleton Warrior. Search the huge piles of loot for.. well, huge
piles of loot. The Glittering Beljuril Gemstone satisfies one of the
Warder's requests..even though it sucks to give it up. Hold onto the
Odd Looking Key, as it opens a desk in a room to the south. Speaking
of which, head south through two more secret doors.

***TRAPS***
(x=1850, y=1910)
(x=1700, y=2020)

***ITEMS***
(x=1750, y=2100) Pearl Necklace, Pearl, Water Opal, Small Shield +1,
         Odd Looking Key, Bullet +2 x11,
         Potion of Frost Giant Strength, Bolt +2 x20,
         Arrows +2 x20
(x=1600, y=2100) Glittering Beljuril Gemstone, Bullet +1 x10,
         Star Diopside Gem, Arrows of Fire x20, Morning Star,
         Composite Long Bow, 2137 gold, Darts +1 x10,
         Darts +1 x10, Arrows of Ice x18, Arrows of Acid x10,
         Bullet +1 x10, Arrows of Dispelling x2
<---------------------------------------------------------------------->
9) Through the secret doors you'll find a richly furnished room, just
east of where you fought the Mustard Jellies. In the chest you'll find a
good bit of ammo, some scrolls, and Platemail +3. I put the armor on
Viconia, and give her Ankheg Full Plate to Jaheira, increasing Viconia's
Armor Class and lightening the load for both of them. Over at
(x=1390, y=2280) you'll find a locked desk which can be opened with the
Odd Looking Key we found earlier. Inside you'll find some loot, and a
Switch for an Engine. Think this has anything to do with the quests in
this level?

***TRAPS***
(x=1050, y=2280)
(x=930, y=2200)

***ITEMS***
(x=1050, y=2280) Potion of Heroism, Potion of Master Thievery,
         Scroll of Confusion, Scroll of Feeblemind,
         Arrows of Detonation x2, Bolt +1 x14, Bolt x20,
         Bolt x20, Arrows x20, Arrows x20, Platemail +3
(x=930, y=2200) Dagger, Elixer of Health, History of Dambrath,
        Bolts x20, Bolts x20, Grapes,
        Scroll of Mental Domination, Darts x20, Darts x20,
        Arrows x20, Arrows x20, Arrows x20, Bullets +2 x18,
        Sling +1, 510 gold
(x=1390, y=2280) Bluestone Necklace, Potion of Firebreath, Bullet +2 x5,
         Switch for an Engine, Scroll of Chaos, 72 gold.
<---------------------------------------------------------------------->
10) Make your way east, then follow the hallway north to find a training
room which is populated by Phase Spiders, a Skeleton Warrior, and Flesh
Golems. Obviously you don't want to fight all of those at once, do you?
The Flesh Golems are easily taken down with hit-and-run tactics from an
archer with stealth, especially if they use Arrows of Biting, in which
case one or two arrows should suffice. Make your way up to the engine
room north of the treasure room and click on the wall at around
(x=2080, y=1520) to place the Switch for an Engine. You'll get the text
'The engine begins to hum quietly.' in your dialogue box. Now head back
out into the tunnel and go north some more, disarming a trap along the
way until you find a room with a wine press. Get close to the press and
activate it to turn your grapes into wine. You can now exit through two
secret doors (x=2600, y=1400) and (x=2400, y=1250) to the west to reach
the main room again, disarming a trap near the first door.

***TRAPS***
(x=2700, y=1820)
(x=2600, y=1420)
<---------------------------------------------------------------------->
11) We should now have met all the Warder's requirements, we have the
wine, the gem, we rang the gong, and read about Durlag. All that is left
is to talk to the Warders, but it really can't just be that easy, right?
Of course not. Once you talk to them they give you experience and
disappear, talk to them all and they're reappear and attack. You should
save the one named Love for last (x=1950, y=1380), as his southern
location will allow you to concentrate on him without drawing all three
of them into the fight. First things first. Summon Monsters, Animate
Dead, whatever, near where Pride was. I suggest Animate Dead. They're
feeble, sure, but they resist damage from slashing and piercing weapons,
and most importantly, when Avarice appears he casts a Cloudkill on
himself. Summoned monsters.. Gnolls, Hobgoblins, Ogrillons, whatever,
will die very quickly, but Skeletons are utterly immune to the
Cloudkill, meaning any that survive Pride can hold off Avarice. Once
summons are in place, spell buff (Haste, Mirror Image, Defensive
Harmony, Protection from Evil) so it catches you and your summons. I
suggest equipping everybody with a ranged weapon (with magical arrows,
bolts, and bullets) and keeping your actual party in the southern corner
by Love. Talk to Love to start the fight. I keep one sole melee
character (Ajantis or Kagain) near Love, while everybody else
concentrates on firing at him. The summoned monsters attack Pride, who
will cut a swath through them, but that's what they're there for
anyways. Love will go down spectacularly quickly, at which point I
concentrate all my fire on Pride-who is a devastatingly strong melee
combatant-save Ajantis, who stays near Love and occupies Fear. With his
buffs, health, and Armor Class, the chances of Fear taking him down are
slim indeed. When my missile fire takes down Pride I take aim at Fear,
and when those three are down, I move up to bring Avarice into the
fight. He explodes his Cloudkill and my remaining Skeletons occupy him
while I shoot away until he dies. Ajantis takes 24 Hit Points of damage,
but the rest of my party is otherwise unscathed, I even have four
Skeletons alive at the end of the fight! I used up 71 arrows +1, and
16 Bullets +1, but otherwise, not a single potion, scroll, or other
limited use item. Loot Fear for a Bastard Sword, Love has a Bottle of
Wine and the Level 1 Exit Wardstone (make sure you keep this on you at
all times!) Pride leaves behind a suit of Plate Mail, a Helmet, a Tower
Shield, and a Battle Axe, and Avarice has a suit of Studded Leather
Armor, a Helmet, and a Short Sword +1. Just goes to show you don't need
good gear to be a pain in the ass.. as long as you're the computer. Can
you imagine fighting with crap like that anymore? Blech. Head down the
well to the next level (x=1900, y=1200).

***REWARD***
(For solving Avarice's riddle)
EXP    2000

***REWARD***
(For solving Fear's riddle)
EXP    2000

***REWARD***
(For solving Love's riddle)
EXP    2000

***REWARD***
(For solving Pride's riddle)
EXP    2000

***REWARD***
(For completing all the warder's riddles)
EXP    2000

o======================================================================o
|                                       |
|          Durlag's Tower, Second Lower Level               |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK030}
        1) The Statue Room
        2) Islanne's Room
        3) The Training Room
        4) The Throne Room
        5) The Torture Roo.. err.. Chamber
        6) The Temple
        7) Ghastly Vents
        8) The Dead Can Dance
        9) The Family Bridge
        10) Full Circle

Durlag's Tower, Second Lower Level (AR0512)
o======================================================================o
1) Oh, how I hate this level.. Hitting objects to trigger locked doors
to open while fighting Doppelgangers who take the forms of Durlag's
family sucks. In addition to the odd random Greater Doppelganger around,
some will be in the form of Fuernebol (archer), Durlag (Fighter) Islanne
(Mage) and Kiel (Cleric). Whatever you do, don't rest ANYWHERE but
in the central circular room next to the staircase, you do not want to
get sealed in anywhere in this level. You'll notice three doors in the
small room you're in, one to the north west (x=1300, y=1000), one to the
north east (x=1530, y=1000), and one to the south east (x=1550, y=1150).
The stairs back up to level one are to the north. All of these doors are
locked, and cannot be picked, bashed, or knocked. Head south to find a
statue room with two secret doors, one to the north west
(x=1000, y=1200), and one to the south east (x=1250, y=1350). Again,
locked. There are two statues that can be manipulated on either side of
the room. Manipulate the south-eastern statue to open the south-eastern
door in the room above. My advice is to only enter with one character:
a character with the Boots of Speed (this should also typically be your
best melee Fighter).

***TRAPS***
(x=730, y=1500)

***ITEMS***
(x=730, y=1500) Water Opal, Potion of Healing x4,
        Scroll of Greater Malison, Antidote, Scroll of Haste x5,
        346 gold

<---------------------------------------------------------------------->
2) This is a nice-lavish even-room with some lootables and two secret
doors, one to the south west (x=1560, y=1350) and one to the south east
(x=1850, y=1300). Loot the table for an Islanne Runestone. When you
pick it up, the door you came in through will close, and the two lower
doors leading back to the statue room will open. Durlag will appear in
the hallway, and dimension door his way up to you. When he gets nearby
he'll explode in a Fireball, turn into a Greater Doppelganger, and
attack. If you only entered with your main character you can run down
the hallway to the statue room and avoid the Fireball, then return with
your party to deal with the Doppelganger. If you grab the Furnebol
Wardstone, the door in the first circular room to the north west will
open. Note that this door also opens if you manipulate the north western
statue in the statue room. So, head over to the newly opened room.

***ITEMS***
(x=1700, y=1300) Islanne Wardstone
(x=1710, y=1140) Adventurer's Robe, Scroll of Domination,
         Scroll of Spirit Armor, Scroll of Remove Curse,
         Scroll of Summon Monster II, Dart of Stunning x7,
         Dart of Wounding x17, Dart +1 x11, Bullet +2 x8,
         Dart x20, 331 gold
(x=1930, y=1170) Kiel Wardstone
(x=1820, y=1080) Fuernebol Wardstone
<---------------------------------------------------------------------->
3) This room is covered with traps and contains three 'hostile'
sparring dummies. First disarm the traps to save yourself the bother.
If you hit the silver dummy, (x=1270, y=820) the door in the circular
chamber to the north east will open. If you hit the red dummy
(x=1200, y=820) the door to Islanne's room will open, and if you hit the
gold/bronze dummy (x=1150, y=830) the door leading to this room will
close, and the secret doors to the south leading to the Statue Room will
open. Durlag will appear again, Dimension Door around, talk, and then
explode into a Stinking Cloud. Again, only entering with one character
is recommended. Run down into the Statue Room, wait for the Stinking
Cloud to dissipate, then return and smite the Doppelganger. Note that
the sparring dummies can all be looted.

***TRAPS***
(x=1260, y=850)
(x=1200, y=910)
(x=1150, y=875)
(x=1150, y=910)
(x=1090, y=900)
(x=1050, y=900)
(x=970, y=920)

***ITEMS***
(x=1280, y=800) Potion of Healing x8, Potion of Heroism x2
(x=1200, y=790) Scroll of Otiluke's Resilient Sphere,
        Scroll of Defensive Harmony,
        Scroll of Protection from Lightning,
        Scroll of Champion's Strength
(x=1140, y=800) Potion of Master Thievery, Arrows +1 x19,
        Arrows of Acid x5, Arrows of Fire x11,
        Arrows of Ice x12, Arrows +2 x6
<---------------------------------------------------------------------->
4) Now head back to the circular room and go through the north eastern
doorway to get to a throne room. At the base of the throne you'll see a
helmet (x=2103, y=543). It's an obvious trap, but pick it up anyways,
and run like hell back to the circular room. Durlag will come out again,
and two others of his clan, all of which will explode into cloud spells
and turn into Greater Doppelgangers. The doors on either side of the
room will open, but the door back out will close.. so be quick about
fleeing back to the central room. You can return to the sparring dummy
room and just hit the dummies again to open your way back. When the
spells dissipate, return in force and wipe out the Doppelgangers You
can now go north west, or south east. I typically choose to go north
west. The helmet you gained was Kiel's Helmet, which makes your immune
to fear.. it's an excellent helmet for your Cleric, say, Viconia, or
Branwen?
<---------------------------------------------------------------------->
5) On the floor by the door you'll find Durlag's Goblet, a little item
that heals you for 'five Hit Points', but makes you panic when you see
an enemy. The negative effects can be offset by Kiel's Helmet, meaning
that anybody using Kiel's Helmet might as well put Durlag's Goblet in a
quick slot for free healing any time. As long as you keep the helmet on,
this trick is golden, basically making one character immortal.. unless
they're held, or something. Durlag's Goblet does have a finite number of
charges, however, so keep that in mind. Besides that, traps are abundant
in this room, so keep your Thief busy disarming them. Head through the
torture room into another room to the south west. A book will be on the
floor that states 'Face my demons'. When you pick it up two Greater
Doppelgangers will appear in the north eastern side of the torture room.
Kill them and search the trapped circular urn for a Teleportation
Wardstone. So long as you have this bad boy you can activate the runes
on the floor to teleport to the southern room, and from there, back to
this one. Activate the rune on the floor (x=950, y=650) to continue on.

***TRAPS***
(x=1350, y=550)
(x=1500, y=540)
(x=1420, y=490)
(x=1600, y=460)
(x=1450, y=370)
(x=1400, y=350)
(x=1400, y=270)
(x=1250, y=320)
(x=1200, y=380)
(x=1200, y=450)
(x=1100, y=370)
(x=860, y=690)

***ITEMS***
(x=860, y=690) Teleportation Wardstone
<---------------------------------------------------------------------->
6) Loot the trapped urn on this side of the room and head south west
into a small, square room. There's a trap in the middle of the room
where another book is, and each of the basins on the walls have traps
and goodies. The book says merely 'Seek no exit'. Yeah. Okay. Open the
door to the south east and carefully disarm the floor trap before
heading in. Disarm and loot the statue for a Level 2 Exit Wardstone.
Now to just find the exit, right?

***TRAPS***
(x=820, y=720)
(x=400, y=1050)
(x=390, y=950)
(x=520, y=1040)
(x=400, y=1120)
(x=280, y=1030)
(x=600, y=1200)
(x=720, y=1180

***ITEMS***
(x=820, y=720) Teleportation Wardstone
(x=390, y=950) Potion of Healing
(x=520, y=1040) Potion of Healing
(x=400, y=1120) Potion of Healing
(x=280, y=1030) Potion of Healing
(x=250, y-950) Bolt +1 x9, Bolt of Biting x11, Bolt of Lightning x20
(x=720, y=1180 Level 2 Exit Wardstone
<---------------------------------------------------------------------->
7) Head through another door to the south west and follow the tunnel
to the south east. Ghasts will pop out of the red tunnels lining the
passage way. Don't go too far down, as there are rearming Fireball traps
the Ghasts just love to walk all over. When the Ghasts are dead send a
Thief up to disarm the traps. Head through a door to find a chamber with
some stairs leading down. They're trapped, and they lead absolutely
nowhere. Instead, find a secret door at (x=1050, y=1950), which leads to
where we want to go. Unfortunately, we've got some more work to do
before it opens. Pick up the book near the top of the bogus stairs to
read 'Dance with the dead.'

***TRAPS***
(x=550, y=1700)
(x=700, y=1800)
(x=1000, y=1880)
<---------------------------------------------------------------------->
8) To the south east are four Dwarven Doom Guards, which suck just as
much as the normal ones. They won't attack you until you attack them, or
until you loot the chest they're guarding. I'd suggest you not engage
them all at once, instead head back into the Ghast tunnels and send your
character with the Boots of Speed to run in, grab some of the loot, and
run out, hopefully only luring one or two to you at a time. Kiel's
Morningstar sucks for the same reason the Two-Handed Sword Brage had
sucked, it's no good if you go berserk every fight. Kiel's Buckler, on
the other hand, can be useful if the Dexterity bonus from the shield
increases the wearer's Armor Class as well, but frankly, you might as
well just use a Tower Shield +1 if you can use a shield at all. The door
opens to the next level, but by now I'm pretty beat up.. for arguments
sake, lets complete the level, head back to town, and hit the third
level fresh.

***TRAPS***
(x=1400, y=2130)

***ITEMS***
(x=1400, y=2130) Kiel's Buckler, Kiel's Morningstar,
                 Potion of Healing x3, 432 gold
(x=1520, y=2120) Potion of Hill Giant Strength,
         Potion of Frost Giant Strength
<---------------------------------------------------------------------->
9) From Kiel's tomb head through a passage to the south east and follow
it until you come to a room with bridges spanning the middle. Instead
of rushing on in there, go forward with a Thief and disarm the trap in
the door way to avoid Fireball punishment. Sneak forward and you'll
see a pair of Fuernebol's and an Islanne. I hit them with a Fireball and
retreat into the tunnel. If they chase me, they have to fight me in
close quarters, which is not healthy for them. When they're dead head
across the bridge and open the door.

***TRAPS***
(x=1660, y=1660)
<---------------------------------------------------------------------->
10) Another statue room full of traps. Despite the creepy statues, there
isn't anything interesting in here. Head up the tunnel to the north
east and disarm the huge trap when the tunnel turns. You'll come into a
room with wheels on two of the walls, and levers on another. Flip the
north eastern most level, the one closest to the wheel on the north
east wall to open the door leading back to the throne room. You should
now be able to make your way through this level without too much
trouble. Many doors that shut on their own, we know how to open, and
if they were opened by triggering an event (such as by taking Kiel's
helmet) they should now open with Knock spells. When in doubt, head
through the throne room, the door leading to the north west can be
knocked. To get to the throne room, hit the silver sparring dummy, and
to open the sparring dummy room, activate the north western statue in
the statue room. When you're ready to move on to level 3, go to the room
by Kiel's tomb south east of the bogus staircase and go down the stairs
(x=1000, y=2300).

***TRAPS***
(x=2260, y=1460)
(x=2340, y=1440)
(x=2200, y=1360)
(x=2330, y=1330)
(x=2380, y=1380)
(x=2340, y=1240)
(x=2600, y=900)

o======================================================================o
|                                       |
|           Durlag's Tower: Third Lower Level               |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK031}
        1) Now THAT is what I call 'Continual Flame'
        2) The Garden
        3) This Level's Puzzle
        4) Skeleton Platforms
        5) Durlag's Beastiary
        6) Ice Monster
        7) Slime Monster
        8) Wind Monster
        9) Fire Monster
        10) Check!

Durlag's Tower, Third Lower Level (AR0513)
o======================================================================o
1) Oh man, now we're in deep. past the door to the south will be a
circular room with a constantly detonating Fireball trap. You'll have
to pick another door to go through quickly, and with your Boots of
Speed character, you should make it through. Once the door is open, the
rest of your characters can just make it across if you send them one at
a time and the pathfinding doesn't get retarded on you. This level isn't
as bad as the other one, in my opinion, but the Fireball trap makes it
a pain to head back up. Also it'll interrupt your resting and quick
saving from time to time, which is annoying.. but at least you can rest
here without worrying about the level rearranging itself. I head through
the door to the south east.
<---------------------------------------------------------------------->
2) You'll find a garden level filled with traps, Greater Ghouls and
Ashirukuru. Greater Ghouls are like Ghasts.. but with more Hit Points,
and they attack faster. Ashirukuru are invisible little bastards that
attack from the shadows, dangerous only in their ability to backstab
you. If you have Detect Invisibility or Invisibility Purge, now is the
time to use it. In the middle of the garden you'll find a statue that
you can loot. Bala's Axe is an interesting little Battle Axe, and if
you have Kagain in your party, you might just want to equip it. It's
good against Mages, but I can't imagine a single time when I had Kagain
run up to a Mage in combat.

***TRAPS***
(x=3580, y=2000)
(x=3200, y=2040)
(x=3300, y=1700)
(x=3000, y=2370)
(x=2900, y=2600)
(x=2800, y=2100)

***ITEMS***
(x=3200, y=2040) Bala's Axe, Potion of Healing x3,
         Scroll of Hold Monster, Scroll of Domination,
         Potion of Heroism, Potion of Master Thievery,
         Dart of Stunning x10
<---------------------------------------------------------------------->
3) Head south through a door in the garden room to enter a more
dwarven stone room. Follow the path south until it turns to the north
west. You'll have to fight some Greater Ghouls and deal with more traps
as you go. Click on some of the stone faces, the largest one tells you
what's up next: 'Down four tunnels lie four foes. Kill all four and the
game begins.' That's right, four enemies in the four room to the south
west that all need smiting. Others will tell you about some of the
enemies.

'Fire, ice, slime, and wind. All must perish to continue. She who fires
flame must be killed before her bow is drawn.'

'Queening can change a match-much worse if you're the other player.'

'Ooze only parts before blows and spells, but evaporates in the
cleansing fire.'

***TRAPS***
(x=1920, y=2650)
<---------------------------------------------------------------------->
4) Blah blah, lets clear out the rest of this level before we go messing
around with fire, ice, slime, and wind. Continue north west and take the
passage leading to the north east. In this room are Skeletons with bows
and magical arrows on platforms connected by bridges. Since I can rest
as I wish, I tend to stock up on Fireballs and just go in with my Mages,
protected by Mirror Image, of course, and blast every platform I see.
Crude, yes, but effective. And it conserves their arrows. You need to be
careful though, as there are of course traps on many of the platforms.
If you blast the Skeletons to hell, you'll score a pretty huge cache of
elemental arrows. This room is really just here in case you needed the
elemental arrows against some of the monsters up ahead.. and frankly,
the Arrows of Fire will come in handy against the slime we've got to
fight.

***TRAPS***
(x=2100, y=1930)
(x=2400, y=1870)
(x=2420, y=1600)
(x=2800, y=1650)
(x=2730, y=1430)
<---------------------------------------------------------------------->
5) Head back to the stone tunnels in the south west and continue to the
north west until you find a door to the north east (x=600, y=1700).
Honestly this is not the ideal direction to be approaching this room, as
beyond this door lies some Greater Wyverns. Everything is greater down
here, isn't it? Anyways, they act like they're Hasted, have a dreadful
THAC0, and decent Hit Points. Sending up your own Fighters to get poked
full of poison by them is not really a good idea, so summon some
monsters, Animate Dead, and spell buff yourself and your summons to the
max before heading in. I wouldn't suggest going with all-ranged attacks,
but certainly let your summons engage first. I'll admit, all my front
liners were pretty beat up after this, but the important thing is, I
won. Near the northern end of the room a Skeleton will tell you that you
can summon some ancient heroes trapped by Durlag to help you. Doesn't do
much good if you already killed the Greater Wyverns, but it's something.
If you summon them, you'll have to put them down when the duration of
their 'charm' wears off. We have Meiala the Sirine, Hack, an Ogre,
Bullrush the Hobgoblin, the dwarf Tarnor, and Moorlock. When they die
Meila will drop forty Arrows of Biting, two Pearls, a Pearl Necklace,
a Composite Long Bow, and 308 gold. Hack has a Flail, Bullrush bequeaths
a suit of Leather Armor, a Short Bow, and a Bastard Sword, Moorlock
gives up a suit of Studded Leather Armor, a Long Sword +1, and 64 gold.
And Tarnor will drop a suit of Full Plate Mail (!), a Small Shield, and
a Battle Axe. Well, that suit of Full Plate Mail really has nowhere to
go, seeing as how the Ankheg Full Plate and the Platemail +3 are both
better. Still, it'll sell well. He must be making up for his lack of
experience value. Now head back south and go through the door at
(x=450, y=1850). We'll go right down the hallway, killing the monsters
in order. First is ice, then slime, then wind, then fire. Exit to the
ice monster's cavern at (x=100, y=2100).

Ice Monster's Cavern (AR0507)
o======================================================================o
6) This isn't too bad. As soon as I enter I summon some monsters and
Animate Dead to occupy Kaldran the Bear and its Winter Wolf chums. Then
I cast Haste and concentrate all my fire on Kaldran. After that, it's
really just a matter of mopping up some sissy Winter Wolves. Kaldran is
a bit of a beast in melee combat, and it can paralyze foes it hits, but
if you distract it with summons you don't have much to fear.

Slime Monster's Cavern (AR0510)
o======================================================================o
7) Go through the door at (x=830, y=2130) and enter the slime monster's
cavern (x=500, y=2400). This one is pretty easy. I spell buff my main
character and Imoen and haste myself. Then I just equip all my archers
with Arrows of Fire (courtesy of the Skeletons in Step #4) and walk up
and shoot the Fission Slime to death. My evil party has less firepower
to concentrate on the Fission Slime, so I make do with what I have.
I summon some Skeletons in front of the Fission Slime to distract it,
and shoot it down with my protagonist. It takes longer, but it works.

Wind Monster's Cavern (AR0509)
o======================================================================o
8) Go through the door at (x=1250, y=2400) and enter the wind monster's
cavern at (x=900, y=2700). Again, probably not the best idea to engage
in melee combat. I summon monsters, Haste, and then engage with my
Fighters while my archers shoot it to death. Seeing a pattern here? The
Air Aspect also has some Invisible Stalkers with it, which is another
good reason to let summons take the brunt of their offense.

Fire Monster's Cavern (AR0508)
o======================================================================o
9) Now head through the last doors (x=1650, y=2700) and enter the fire
cavern's domain (x=1300, y=2950). Make sure you're fully rested and you
have all your spells prepared before heading into the fire domain. There
will be another fight right after you're done in here. Take a character
in stealth mode ahead of the party until you find a female Phoenix
Guard. I take Minsc and shoot her, and if you're lucky it should take
only a single arrow to put her down.. especially if you use an Arrow of
Frost. Now there's just a single male Phoenix Guard left, who isn't
much of a threat. If you can kill him with ranged weapons you can avoid
getting blasted by him.

Chess Board (AR0506)
o======================================================================o
10) Once the Phoenix Guards are dead you'll be whisked off to a chess
board, where you'll be told the rules. Your main character should be
the king, while your queen can move anywhere. For me, the queen just so
happens to be Jaheira. Instead of moving around and risking having spell
effects hit you, I take a more passive strategy. I prefer to set loose
several Stinking Clouds and animate a host of undead to wipe out as
many of the enemies as I can. I also hit the opposing chess pieces with
every status affecting spell I can cast, Confusion, Chaos, etc. If you
don't have these prepared, you can always rest now. I inch forward with
my characters after my Skeleton screen is in place and take all the
afflicted enemies down with ranged fire. When the King dies you can move
about the board as you wish, most of the enemies have Plate Mail, but
the King will leave behind ten Darts of Stunning, a Potion of Frost
Giant Strength, a Scroll of Emotion, a Scroll of Remove Curse, a Scroll
of Protection from Evil 10' Radius, a Scroll of Champion's Strength, a
Two Handed Sword +3, and 417 gold. That Two Handed Sword +3 is the great
prize of Durlag's Tower, and for such an easy fight? Ah well. I give it
to my main character, who is more than happy to part with his old
Halberd +2. When you're done looting head north through the door at
(x=1020, y=320) to reach the fourth level of Durlag's Tower. Note that
the only way to leave Durlag's Tower from the fourth level is to talk to
the ghost of Islanne, Durlag's Wife. To get back down to the fourth
level, just go through any of the doors to the elemental caverns to
appear on the Chess Board (AR0506), across from which the stairs down to
the fourth level (AR0514) are located.

o======================================================================o
|                                       |
|            Durlag's Tower, Fourth Lower Level               |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK032}
        1) Spiders and Riddles
        2) The First Path
        3) Western Slime Caves
        4) Grael the Ghoul
        5) Eastern Slime Caves
        6) The Treasure Trove of Durlag's Tower
        7) The Second Path
        8) Bone Wardstone
        9) The Rune Room
        10) The Third Path
        11) Clair De'lain's Tale of Terror
        12) The Demonknight
        13) Saving Dalton

Durlag's Tower, Fourth Lower Level (AR0514)
o======================================================================o
1) As soon as you enter you'll be bothered by Durlag Trollkiller, or
rather, his ghost. He'll tell you that you have to understand what made
this place, and that there are three paths to take. Righty-o. Head
through the door to the south, across a bridge and into some tunnels.
Follow the passage to the north west until you come into a larger room.
There's a trap at the entrance to the room, and various Spiders and
Ettercaps beyond. Of note is an Astral Phase Spider, which is just a
beefed up Phase Spider with rougher poison. Ignore the door at
(x=2050, y=1250) for now and talk to the stone golem at (x=1850, y=830).
It'll ask you some questions:

"If you count Durlag, son of Bolhur 'Thunderaxe,' as your kin, you will
know well the family that built this place. The mother of the sons, the
matron of the clan: what is her name?"

A: Islanne

"Durlag, builder of the home, founder of the clan, had a name not from
his father but his own deeds. The tower was built with the fortunes of
hordes, but the last name of Durlag came from the fortune of battle.
With axe and fire he cleansed the land of beasts he loved to fight, when
axe alone would not suffice. I ask the second name of Durlag."

A: Trollkiller

"The father of this place formed the clan that fell in times of
treachery. False faces claimed the future, and clanless became Durlag.
This he shared with his own father, a wanderer that lived by the
strength of his weapon. The second name of Bolher is what I ask of you.
Sense most common is all you need for this answer."

A: Thunderaxe

Answer all three correctly and you'll be given a clue, 'The bones will
walk where flesh cannot. The ward will walk the bones.' You'll be
teleported off to a circular room where a number of Stone Golems stand.
Time for more questions, much?

***TRAPS***
(x=1550, y=1630)
(x=2020, y=1260)

Durlag's Trial (AR0515)
o======================================================================o
2) Talk to all the statues save the north eastern statue. When you've
talked to them all bother the last one (x=480, y=180) to answer a
question.

"With me it ended. Speak now of my troubles, to show you have learnt.
From where did my pain come? Where did my pain stab home? Where did my
pain take root? Where dost my pain reside? Speak and show that you
understand."

A: From the west it came, and then the south. The east held it next, and
now it rests in the north.
<---------------------------------------------------------------------->
3) You'll be teleported back to near Durlag. Go east past him and head
up a tunnel to the north. There's a secret door to the east at
(x=3300, y=1400), and another one past it at (x=3350, y=1550). You'll
now be in some slime caverns. A number of the slime pools, or slime
basins rather, near the wall have loot in them, so keep an eye out.
There are pools of slime that deal damage to you if you walk over them,
although you'll have to do this from time to time to score some loot.
There are also Greater Ghouls and Crypt Crawlers (slightly advanced
Carrion Crawlers?) to keep you company. Head west first to find a
trapped door at (x=2400, y=2350), behind which are some Greater Ghouls
and a slime basin with some loot. South of that door you'll find a
secret door at (x=2000, y=2800). Don't get too gung-ho about rushing
through the secret door though, as a host of enemies wait beyond it. At
least the slime damages them too, right? Beyond the damaging slime
you'll find some loot.

***TRAPS***
(x=2400, y=2350)

***ITEMS***
(x=3230, y=2130) Bullet +2 x20, Arrow +1 x20, Arrow +1 x20
(x=3100, y=2900) Potion of Master Thievery
(x=2220, y=2270) Oil of Speed, Bolts of Lightning x20
(x=1840, y=2240) Bolts of Lightning x10, Bullet +1 x10,
         Arrow of Fire x20
(x=2600, y=2050) Potion of Healing x5, Antidote, 69 gold
(x=2020, y=2700) Oil of Speed, Potion of Healing x3,
         Potion of Fire Giant Strength,
         Potion of Frost Giant Strength
(x=1900, y=2800) Wand of Lightning
(x=1700, y=2780) Antidote, Potion of Freedom
<---------------------------------------------------------------------->
4) Head west some more until you find a secret door to the north
(x=1300, y=2100), beyond which are some Greater Ghouls and loot. There
is a little bit of loot further west, but where we really want to go is
south of the secret door and across some slime pits to the west. You
will find another secret door south of a dry landing between two slime
pits at (x=700, y=2800). Through the secret door you'll find some
Greater Ghouls, Crypt Crawlers, and a unique Greater Ghoul named Grael.
He'll tell you about a Tanar'ri (demon) Durlag fought in the past, and
warn you about its gaze. Grael will then attack. When it dies he'll drop
a Gold Ring, a Jade Ring, a Scroll of Strength, a Scroll of Agannazar's
Scorcher, and a Compass Wardstone.

***ITEMS***
(x=1200, y=1850) Potion of Freedom, Potion of Frost Giant Strength
(x=1160, y=2100) 41 gold
(x=800, y=1950) 45 gold, Dagger
(x=1500, y=2600) Potion of Frost Giant Strength,
         Wand of Monster Summoning
(x=1000, y=2500) 1880 gold
(x=500, y=1350) Potion of Healing, Potion of Fire Giant Strength,
        Wand of Fire
(x=500, y=2850) Bracers of Defense A.C. 8
<---------------------------------------------------------------------->
5) Now head back to where you entered the slime caves and venture to the
unexplored east. In the south east you'll find a secret door at
(x=4100, y=3000), behind which are some Greater Ghouls and Crypt
Crawlers, and of course, some loot. Beyond a small slime pit to the
north of the secret door to the south east you'll find yet another
secret door at (x=4000, y=2700) that leads to a small room with a
trapped treasure chest with goodies inside. The Staff of Striking is
nice.. but who will really use it anyways? You could stick it on Edwin,
but anybody who can use it is better off using the Quarter Staff +3 you
can buy from the innkeeper in Ulgoth's Beard. For one thing, it doesn't
have charges, and for another thing.. well, you don't need another
thing. The whole point of getting a magical weapon is so it won't break
during use in combat. The Long Sword +1, Flame Tongue is less
questionable, it's just a good weapon. The fact that it gets combat
bonuses against Regenerating creatures means it can be used against a
specific type of enemy later on (one that could previously only really
be hurt by Bastard Swords +1, +3 versus Shapeshifters). If that's not
good enough, it is +3 against Cold-Using creatures, of which we don't
really have any left to fight, and +4 against Undead. In all, it's a
good replacement for or alternative to a Bastard Sword +1, +3 versus
Shapeshifters. And it's fiery. Ooooh...

***TRAPS***
(x=4300, y=2200)

***ITEMS***
(x=2870, y=2270) Potion of Master Thievery, Antidote x2, Oil of Speed,
         582 gold
(x=3500, y=2680) 1 gold
(x=3700, y=3250) 980 gold
(x=4520, y=3120) Oil of Speed, Potion of Healing
(x=4300, y=2200) Staff of Striking, Long Sword +1, Flame Tongue, 53 gold
(x=4370, y=2250) Andar Gem
<---------------------------------------------------------------------->
6) To the north, opposite of where you found the chest with the Flame
Tongue you'll find yet another secret door (x=4500, y=2300). Take the
passage to the west, disarming a trap as you go, then take the south
passage, down which is another trap. Follow the tunnel until you get to
a door with a wheel on it (x=3600, y=2000). You can normally only open
it with a 'special wardstone', but I suspect Grael donated to our cause
in this case. Search the wester treasure pile for a WHOPPING amount of
gold. This is the 'piles of gold' that we heard about from people when
we came to Durlag's Tower. It was a bit of a chore to get here, but it
was worth it. Click on the throne to be whisked away to another question
session.

***TRAPS***
(x=4880, y=1880)
(x=4500, y=2100)
(x=4200, y=1870)
(x=4000, y=2170)

***ITEMS***
(x=3740, y=1840) 13950 gold, Long Sword, Short Sword +1, Turquiose Gem,
         Jasper Gem, Zircon Gem, Moonstone Gem, Ziose Gem,
          Star Diopside Gem, Aquamarine Gem, Horn Coral Gem,
         Sphene Gem, Water Opal, Moonbar Gem, Star Sapphire,
         Diamond, Emerald, Rogue Stone
(x=3780, y=1980) 72 gold

Durlag's Trial (AR0515)
o======================================================================o
7) Same deal as before, talk to all the statues save the one in the
north east corner. Once the other three have spilled the beans, talk to
the north eastern one:

"This is the end of things. Here I stood and struck them down as they
came. My family and my clan, with their false faces; the dropped all
pretense and drew their weapons against me. I fought them to the last,
killing the shapechangers that had take their forms. I cursed them for
destroying the dream, but they were not the real evil. The real evil
could not save my people before this deception. The real evil hid from
life in the face of this tragedy. The real evil deserves the blame. This
is the end of things. Answer where the blame has fallen."

A: The blame begins with the invaders, but they attacked with supposed
good reason. It could be on your people, but they were in the shelter of
your confidence. The craftsmen only did their jobs as directed. In your
eyes, you are the one to blame for all that has happened.
<---------------------------------------------------------------------->
8) Again you'll be whisked to near Durlag, and again you should head
past him and up the tunnel to the north. This time keep going north
until you find Islanne (x=3870, y=750). She'll offer to teleport you
out of the tower, should you need to leave. It's a quick way out.. it's
just a shame there's no quick way back down here. Don't worry about the
secret door to the east (x=4100, y=850), as it's beyond our power to
open as of yet. Instead head through the door to the west
(x=3650, y=600). Go through another door to reach a room with two Helmed
Horrors. You'll find yourself in another smithy. Loot the trapped.. uh,
hole? For some goodies, including the Bone Wardstone.

***TRAPS***
(x=3240, y=250)

***ITEMS***
(x=3880, y=600) Jasper Gem, Tchazar Gem x2, 171 gold
(x=3240, y=250) Potion of Healing x3, Bolt of Biting x8, Arrow +2 x20,
        Oil of Speed, Dart +1 x14, Bolt +2 x10,
        Bone Wardstone
(x=3050, y=300) War Hammer, War Hammer +1, 43 gold

<---------------------------------------------------------------------->
9) Now head back to the room where we fought the spiders earlier in the
level and go through the door we previously ignored. Go up a tunnel and
through a doorway to the west. At (x=2100, y=750) you'll find a locked..
object. If you click on it with the Bone Wardstone it'll turn off some
rune traps. Head back out of the room and go to the east now, following
the passage when it turns north until you find a room with a rune
inscribed carpet running the length, across which you can now safely
pass. Loot the room for some goodies. The Leather Armor +3 is equal to
the Studded Leather Armor +2 we got from Sendai earlier in the game, but
Studded Leather has better modifiers against various attack types,
making it superior. Whether you prefer the Mace +2 (1d6+2 damage) over
the War Hammer +2 (1d4+3, plus 1 electrical) is more of a matter of
preference than anything else. I keep the War Hammer because it's damage
range of 5-8 is better than the Mace +2's damage range of 3-8. The loot
in the other chest is less of a tease. The Large Shield +2 is an obvious
improvement over the Large Shields +1 Jaheira and Viconia still have. I
give it to Jaheira since her Armor Class needs the most improvement. The
Sling +3 goes to Jaheira as well, even though Viconia gets less attacks
in melee and would therefore be more disposed to fighting at a range, I
just can't argue with the fact that Jaheira gets two attacks per round
as compared to Viconia's one. Click on the.. uh.. whatever, at
(x=2500, y=700) to get teleported to your last questionnaire.

***TRAPS***
(x=2650, y=550)
(x=3000, y=660)

***ITEMS***
(x=2650, y=550) Large Shield +2, Turquoise Gem, Bloodstone Gem x2,
        Sling +3 'Arla's Dragonbane', 5547 gold
(x=3000, y=660) Leather Armor +3, Ziose Gem, Star Diopside Gem, Mace +2
        201 gold

Durlag's Trial (AR0515)
o======================================================================o
10) Again, talk to the stone golems, saving the north eastern one for
last:

"My father roamed as I, and saw much of the world in his time. Well
respected was he, but he had no home. At his end, he died in some far
away land, with no dwarven kin by his side. I would not allow such to
happen to me. I would not follow his steps that far. I would not be
Durlag the clanless. This was my fear. Trace the path of fear and show
me you have learned.       

A: It began with you and your need for a home. It grew with your clan,
as you feared losing them. It manifested in the invaders that came, but
you feared their coming already. It became your home, where it keeps you
safe.
<---------------------------------------------------------------------->
11) Again you'll be teleported to near Durlag. Talk to him this time
and he'll ask you to kill the Demonknight before he becomes too
entrenched. Follow him up to where Islanne is, and he'll dispel the
secret door that was previously locked. Go through a door at
(x=4200, y=1000) to find a female adventurer named Clair De'lain. She'll
tell you her party was slain by the Demonknight up ahead, and will also
tell you about the Mirror Of Opposition the creature has, and suggest
you use it in the hope that it'll have to fight its own duplicate. That
is for sissies though, we use force. The Cloak of the Shield.. eh, it's
a nice little item that gives you good defense against missile weapons
when you use it. If I were to put it on anybody at all, it would be a
quaternary Fighter, one who doesn't already have, say, the Tower Shield
+1, +4 versus Missile, Boots of Avoidance, of the Cloak of Displacement.
It also is somewhat of a waste on Mages, who can just cast Mirror Image
to give themselves defense. This leave Minsc, by default.

***TRAPS***
(x=4100, y=1100)

***ITEMS***
(x=4100, y=1100) Zircon Gem, Iol Gem, Cloak of the Shield

Demonknight's Chamber (AR0516)
o======================================================================o
12) Now it's time to get ready for the Demonknight. He's a very tough
combatant, but with some careful planning he can be taken down. For this
fight, the use of summons is a bad idea, as he loves to cast Dispel
Magic and high-powered Fireballs, both of which will take care of any
summoned creatures you have. Prepare with the typical spells, but
don't get too attached to them, as previously mentioned, he's fond of
Dispel Magic. On every melee Fighter you should equip some Potions of
Giant Strength and Oils of Speed. You might also want to grab some
Potions of Fire Resistance. Everybody should also equip a +2 weapon, if
you're not firing +2 missiles at him, you might as well be doing
nothing. He's got a good Armor Class, good Hit Points, and good magic
resistance, so there's not going to be any cheap shots, you'll need to
bring him down with good old muscle. When you enter, have all your
characters spell buff, then fan out, leaving your primary Fighter in
the middle. You're going to want the works, Mirror Image, Blur, Haste,
Protection from Evil 10' Radius, Defensive Harmony. Your front line
Fighters also need to have Protection from Fire cast on them, and yes,
I'm repeating, Potions of Giant Strength, Oils of Speed, and Potions
of Fire Resistance. Have your party fan out along the top ring, and
head down the stairs with only your strongest Fighter. The Demonknight
will talk a bit, and then the fight begins. He typically will start out
with a Dispel Magic, which is why we go down with only one character,
if he debuffs you, at least it'll only be the one character. Quickly
rebuff by keeping your Fighter away from the Demonknight and having them
quaff potions. Have your archers shoot at him while your other Fighters
drink their Potions of Giant Strength and engage, pulling them out of
the conflict if they take too much damage. With any luck you'll put him
down rather quickly, hopefully before he kills anybody. He likes to use
Power Word: Stun, which sucks, but hopefully he wont be able to stun a
character and then decimate them. When he dies he'll leave behind a
Large Shield +1 and the Soultaker Dagger. If you DO use the Mirror of
Opposition, a number of 'Mirror Fiends' will appear and attack you. The
Demonknight will also be attacked by a duplicate of itself, which might
just win-especially if you shoot the real Demonknight with Arrows +2
while he fights himself. I don't know if it's the same for every party,
but the Mirror Fiends I fought were Ettercaps, an Ogrillon, and two
Doppelganger Mages.

Note: I kept having a problem where the Demonknight fight would progress
as if I had used the Mirror of Opposition when I spell-buffed before
talking to the Demonknight. This didn't occur if I talked, ran back, and
then spell-buffed. If the mirror by the Demonknight is covered in a red
sheet, the Mirror of Opposition won't trigger, if it's not, it will.
Ideally you'd need to sneak past the Demonknight and pull the curtain
off to trigger it, so I don't know what was going on this time. In all
honesty, the Mirror of Opposition trick isn't worth it. The damned
Mirror Fiends are more of a pain in the ass than the damned Demonknight.
<---------------------------------------------------------------------->
13) You can find Dalton along the eastern side of the room at
(x=1160, y=480). Talk to him and he'll make a rather pathetic display of
himself. Now you're done with Durlags, you can talk to Clair if you
wish, She'll be surprised you won. Meh. Head out and talk to Islanne and
get her to take you to the surface. Good riddance to Durlag's Tower. Now
lets head over to Ulgoth's Beard so we can turn this stupid dagger over
to Hurgan Stoneblade.

o======================================================================o
|                                       |
|               Cult of Aec'Letec                   |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK033}
        1) Cult Ambush
        2) Dumbass Dalton
        3) More Cultists
        4) Raiding the Cult House
        5) Aec'Letec

Ulgoth's Beard
o======================================================================o
1) As soon as you arrive you'll be bothered by a Cult Enforcer asking
you for the Soultaker Dagger. Tell him to piss off and he'll attack,
with plenty of buddies. Cult Guards are Fighters in Plate Mail that
tend to drop Potions of Heroism. Cult Assassins are backstabbing tirds
that likewise have Potions of Heroism. Cult Archers fire Arrows of
Biting. When he goes down loot the Cult Enforcer for a Knave's Robe, a
Helmet, a Fire Opal Ring, a Wand of Frost, a Long Sword +1, and 84 gold.
Head into the Inn and talk to Hurgan Stoneblade to find out what's up.
He'll tell you that the cultists are trying to release a Nabassu that is
trapped in the Soultaker Dagger. Who wants to bet we won't get there in
time to stop them?
<---------------------------------------------------------------------->
2) While we're here, go to the next house over and talk to Therella.
She'll tell you that Dalton came home-for a time-and she'll give you
some of her savings. She'll then tell you that Dalton went back out on
the road again. Some people just aren't long for this world it seems.

***REWARD***
(therella)
GOLD    300
<---------------------------------------------------------------------->
3) Head across town to the west to find a Cult Guard (x=1280, y=650)
standing on the deck of a house. Talk to him and start a fight, a large
group of guards will spawn, along with two archers to the north. Dispose
of them with whatever strategy you devise, they're not all that rough.
When they're dead go through the doors to the house at (x=1200, y=650).
Be ready for a fight.

Cultist's House (AR1003)
o======================================================================o
4) As soon as you enter you'll be addressed by a Cult Wizard
(x=400, y=440), who will bore you with some pointless banter before the
fight begins. Two assassins will, of course, get the drop on you in a
bad way. As soon as the battle starts I cast two Stinking Clouds and an
Animate Dead behind the wizard, well our of range of my party so that
those spells will at least distract and delay the enemy, if not kill
any. Other than that it's Haste, Chaos, and missile fire concentrated
on the Cult Wizard. Hitting him with a pair of Magic Missiles to take
down his Mirror Image is probably a good idea, too. The Cult Enforcer
inside will drop identical gear to the first one outside, while the
Cult Wizard will drop a Traveller's Robe, a Quarter Staff +1, a Wand of
Sleep, and 100 gold. Now, there's another rather big fight coming up,
and personally, this is the fight I hate the most in the entire game.
Head outside and rest, equipping Arrows of Detonation on all your
archers and Arrows +2. For your Mages make one vital change in your
spell set up; get as many Protection from Petrification spells memorized
as you can.. or enough to blanket the whole party. Cast one on each
party member, and spell buff with Haste, Protection from Evil 10'
Radius, etc. When you're ready, head down the stairs at (x=459, y=250).

Ritual Chamber (AR1002)
o======================================================================o
5) When you come downstairs you'll see a number of cultists standing
right in front of you, led by one Tracea Carol (x=500, y=450). She'll
talk, and proceed to summon Aec'Letec, the Nabassu. Now, your first
task is to kill all the cultists, or Aec'Letec will simply take one of
them over and reincarnate. I have Jaheira and Viconia train sling fire
on Tracea Carol, while Minsc, Imoen, and my main character shower the
distant cultists on the sides with Arrows of Detonation, which will
hopefully take them out in short order. If I get hit with a Fear or
Hold spell, I just need to cast Remove Fear or Remove Paralysis, I
cannot afford to use Dispel Magic, as I absolutely need Protection from
Petrification on. Aec'Letec has a 'Death Gaze' attack that it uses to
inflict people with.. well.. death. Once the target is affected, they
will turn into a Ghoul in a number of rounds. That character is lost
forever. This is what Protection from Petrification protects against. If
you kill Aec'Letec and have a character with this gaze affecting them,
they're dead. You really only have three choices: 1) Lose that character
forever. 2) Reload and try again. Or 3) Kill them, take them to a
temple, and pay to raise them from the dead. This is the ONLY time in
this game I can suffer to raise a dead character. Talk to Hurgan and
he'll give you his War Hammer +1, +4 versus giant humanoids if you
haven't already stolen it. Whew. Talk about unrewarding. Now all that is
left is to go get Mendas his sea charts, which involves running back to
Baldur's Gate. Go stash your loot, reprepare your typical spells, rest,
and head the north east area of Baldur's Gate (AR0300).

o======================================================================o
|                                       |
|                 Isle of Balduran                  |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK034}
        1) To the Counting House
        2) Counting House, First Floor
        3) Captain Tollar's Vice
        4) Debt to De'Tranion
        5) To the Isle of Balduran!
        6) Shipwrecked near Solianna
        7) Kaishas Plan of Escape
        8) Maralee's Plea
        9) Rude Jorin
        10) Farthing's Dolly
        11) Evalt's Brother
        12) Taloun's Warning
        13) Looting
        14) Delainy and Lahl
        15) Palin
        16) Meym
        17) The Sirine Queen
        18) Don't Kryla Wolf
        19) Dradeel
        20) Balduran's Ship, First Level
        21) Balduran's Ship, Second Level
        22) Balduran's Ship, Third Level
        23) Showdown with Karoug
        24) No Good Deed..
        25) Werewolf City
        26) The Warrens
        27) Kaishas
        28) Sealing the Deal

Baldur's Gate, north east (AR0300)
o======================================================================o
1) Now, it can be a little bit of a hassle in Baldur's Gate at this
point of the game, seeing as how you're criminals and all. Don't get
caught by any Flaming Fist Mercenaries, or they'll try to take you in.
If they approach you, avoid them. If they attack you and you fight back
the whole area will turn hostile, and we don't want that. Anyways,
remember when we were poisoned by Marek and Lothander back when we first
arrived in Baldur's Gate? There was a house in the north eastern
district we ignored, the Counting House (x=2350, y=3100). Head there
now.

The Counting House, First Floor (AR0307)
o======================================================================o
2) As soon as you enter you'll be accosted by a guard, who demands to
know your business. Pick options #2, or #3 and #2 to get him to leave
you alone. Or you could just fight your way through them all to get the
sea charts. Head up the stairs at (x=400, y=400).

***ITEMS***
(x=550, y=730) Lynx Eye Gem, Potion of Healing

The Counting House, Second Floor (AR0308)
o======================================================================o
3) Again, you'll be bothered when you arrive on this level, this time by
one Captain Tollar Kieres. Pick option #1 and he'll tell you to go get
some liquor from Old De'Tranion at the Blushing Mermaid. If you picked
a fight below, you'll just have to fight your way through them here.
Alternatively you can pick the Captain's pockets to get the Sea Charts.

The Blushing Mermaid (AR0114)
o======================================================================o
4) In case you forgot, the way to reach the Blushing Mermaid is to go
to the northern section of Baldur's Gate (AR0200) and exit to the
north eastern section on the eastern edge of the map. You'll appear
right south of it. Head inside and a little critter named Ivanne will
ask you to pay him 10 gold for a tale of murder and deceit. If you pay
him, he'll tell you about Scar's murder by a Doppelganger, and about
Duke Eltan being sick, his duties taken up in lieu of Scar by someone
named Angelo. Looks like a lot has happened while we were off killing
Demonknights and whatnot, eh? You'll find De'Tranion at
(x=1050, y=820), and he won't sell you the liquor until you cover
Captain Tollar's tab, running at 900 gold as of now. You can pay him or
steal it from him. Just goes to show, sometimes crime DOES pay. If you
give the booze to Captain Tollar he'll get woozy and hand you the Sea
Charts.

***ITEMS***
(x=650, y=200) 23 gold
(x=950, y=350) Potion of Fire Resistance
(x=500, y=750) Scroll of Protection from Lightning, Scroll of Chaos
(x=250, y=600) 44 gold, Tainted Potion of Healing x2

***REWARD***
(For brining the good captain his alcohol)
Item    Sea Charts

Before you head back over to Mendas' House and give him his Sea Charts,
lets just be clear about a few things. You want to carry magical
ammunition with you, and you're going to want to give yourself as much
free space in your inventory as you can. The fights to come aren't on
the same level as the Demonknight and Aec'Letec, but they can drag on.
Also, you're not going to be able to run back to town and sell or stash
your loot like you could in Durlag's Tower. Once you commit to this
quest, you've got no choice but to see it completed. Be absolutely sure
you bring your Bastard Swords +1, +3 versus Shapeshifters and your
Flametongue with you. This is the one time you really need them, and if
you don't have them on hand, you'll regret it.

Ulgoth's Beard, Mendas' House (AR1004)
o======================================================================o
5) Talk to Mendas, who will reward you and urge you go journey to the
island. If you accept he'll head outside. Follow him and head north,
Mendas will talk to you again, give you a copy of the Sea Charts, and
ask you to go now. If you decide not to go, he'll offer ANOTHER 3000
gold, so play hard to get once before accepting for the extra payday. He
REALLY wants you to go to this island! When you go you'll get some
dialogue akin to a chapter break to describe your trip to the island.

***REWARD***
(For brining Mendas the Sea Charts)
GOLD    2000

***REWARD***
(For holding out on Mendas)
GOLD    3000
Item    Sea Charts

Mysterious Village (2000)
o======================================================================o
6) You've been shipwrecked, and washed up on the shore of a mysterious
island. Good thing you held onto all your gear, eh? You'll find a little
girl named Solianna wandering around to the north. Play nice and she'll
tell you about you not belonging, people who are like them, but mean,
and who 'change'. She'll also tell you to speak to Kaishas. What a
chatty child. Note that none of the commoners will talk to you until you
speak to the 'headwoman', by whom they mean Kaishas. So we might as well
go find her, if we're going to get anything out of these people.

Kaishas' House (AR2002)
o======================================================================o
7) Head north until you find a wooden wall encircling some buildings.
Go west along the wall, then north to find an opening. Inside the walls
a woman named Maralee (x=3630, y=1470) will implore you to speak with
Kaishas. Yeah yeah, we're getting there. Go through the door at
(x=3270, y=1270) to enter the house where you'll find one Kaishas Gan
(x=250, y=380). The long and short of it comes down to the fact that you
have to kill the wolf-like, man-like creatures that infest the island
outside of town to be able to have any chance of getting back to the
mainland. Fortunately, they nest in and around the ship the islanders
used to travel here on generations ago, way to nail two birds, right?
You'll also find Tailas (x=220, y=420) nearby, but he's not inclined to
chat with you.

***ITEMS***
(x=600, y=250) Potion of Heroism
(x=670, y=160) Sunstone Gem
<---------------------------------------------------------------------->
8) Leave Kaishas and talk to Maralee, who will now talk to you. She'll
ask you to save her baby, whom her husband took out hunting. Daddy was
killed and now the bad wolf-creatures have him. She'll also say he was
three moons old.. Just what was her husband doing out hunting with a
baby that wasn't even old enough to walk? Ah well, agree to do it
anyways. You can loot the house nearby (x=3830, y=1230) (AR2004), but
it's not really worth it.

***ITEMS***
(AR2004)
(x=210, y=430) Jade Ring
<---------------------------------------------------------------------->
9) Travel to the west to find Jorin (x=2450, y=1950), who is rather rude
to you. You can swallow your pride and ask him about the creatures
outside, and he'll describe them as wolves who can appear human. He'll
also tell you that only blessed or enchanted weapons can hurt them..
hence the magical arrows you were told to bring by one benevolent FAQ
writer.
<---------------------------------------------------------------------->
10) South from Jorin you'll find a girl named Farthing (x=2130, y=2250),
who'll ask you to find her dolly, which she lost somewhere out in the
woods. She'll even let you play with it on the way back.
<---------------------------------------------------------------------->
11) Head south from Farthing to find Evalt wandering about. He'll tell
you that his brother wandered off, and he suspects that a 'witch' named
the Blue Lady has enchanted him. He'll tell you that she's somewhere on
the western side of the island.

Taloun's House (AR2007)
o======================================================================o
12) Travel west and you'll find a rather large house (x=850, y=2450).
Inside a man named Taloun will talk to you, and tell you how he came to
be part of this clan. He'll also give you an ominous warning. Woo.

***ITEMS***
(x=140, y=300) Pearl x2
(x=400, y=250) Moonbar Gem, Long Sword
<---------------------------------------------------------------------->
13) Now head to the west and loot the house at (x=550, y=2000). The
sandy path to the south will turn east, bringing you near more houses to
loot, and will eventually wrap back to where you started. Loot the
houses in the city (x=1950, y=3300), (x=2700, y=3350), and
(x=3150, y=3350) and head back to the gate, north of where Jorin is
standing. You can safely ignore the large house at (x=1670, y=1370) for
now. We'll be going there soon enough.

***ITEMS***
(AR2011)
(x=300, y=180) Potion of Agility, Sphene Gem

(AR2006)
(x=140, y=300) Potion of Healing x3
(x=400, y=250) Pearl x2, Potion of Fire Giant Strength,
           Potion of Regeneration

(AR2008)
(x=320, y=260) Oily of Fiery Burning

(AR2009)
(x=270, y=160) Tainted Potion of Healing, Potion of Explosions
<---------------------------------------------------------------------->
14) Head east to reach some fields, where you'll find a lady named
Delainy (x=2530, y=1230). Be polite and she'll ask you to retrieve a
'cloak' that blew away during the storm that wrecked your ship. You'll
also find a farmer named Lahl, who will ask you to kill some of the
beasts outside to avenge his wife. Might as well, since we're going to
be smiting them anyhow. Go north outside the gate. You can exit to the
island anywhere on the northern side of the map. You can also score some
Belladonna Flowers, which you'll need to get for Delainy later. She
wont give you an experience reward for either the cloak or the flowers,
but her help will come later.

Note: If your protagonist is female, Delainy will be replaced by a male
named Durlyle. Pretty much the same thing, a weak flirty 'romantic'
interest that goes nowhere.

***ITEMS***
(x=970, y=220) Belladonna Flowers x3
(x=1700, y=200) Belladonna Flowers x2

Balduran's Island (AR1500)
o======================================================================o
15) Head north a ways and a man named Palin will ask you to help him
fight off a group of monsters. He'll go east a short ways, and call
some Wolfweres on you. Wolfweres, simply put, suck. They're strong
physical combatants that can, in a group, shred one of your stronger
Fighters. Using the Flametongue and Bastard Swords +1, +3 versus
Shapeshifters is a good idea, as well as using Arrows +1. Hasting
yourself during every large scale fight is also a good idea, as well as
casting Slow on the enemies. In fact, I remove Dispel Magic and Fireball
from my Mages entirely, going with just Haste and Slow, since they'll
play a much larger role in subduing Wolfweres. If needed I can always
use Wands of Fire or Arrows of Detonation instead. You'll find
Farthing's Dolly on Palin, as well as a suit of Studded Leather Armor,
Arrows, a Composite Long Bow, and a Dagger. Also don't be afraid to go
back to town to rest. Getting groups of Wolfweres attacking you isn't
going to help you make any progress. Turn in Farthing's Dolly at your
leisure

***REWARD***
(For recovering Farthing's dolly)
EXP    1400
<---------------------------------------------------------------------->
16) Head to the north west until you find Meym, who will question you
about your business, and Kaishas' goals. If you don't pick a fight with
him, talking to him again will cause him to turn into a Wolfwere and
attack. He'll leave behind a suit of Studded Leather Armor, 20 Arrows,
and a Short Bow.
<---------------------------------------------------------------------->
17) Continue going north west until you find a sandy path leading north.
Continue along it until you encounter the Sirine Queen. She'll tell you
that she attempted to mate with Evan, and he attacked her, forcing her
to kill him. If you're nice, she'll simply hand over Evan's body.. or
you could be rude and pick a fight, which will score you a good bit of
experience, and typically good Sirine loot. You can turn in Evan's body
to Evalt for some comparatively minor experience. If you are going to
fight the Sirine Queen, I suggest only approaching with the character
who has the Boots of Speed and luring her back to wider land so you
can more easily attack her and the Sirine's she'll summon. Getting off
a Haste before engaging will also help you stay on top of them. The
Sirine Queen herself has a fairly ridiculous amount of Hit Points, but
you'll be surprised how fast you can shoot down her Sirine cohorts with
high level hasted archers. I know I was. If you don't have Arrows of
Biting with you, I suggest you fight the Sirine Queen. Between her and
her minions you'll get 50 arrows, provided they don't fire any off. The
Sirine Queen will drop a Pearl Necklace, two Pearls, 40 Arrows of
Biting, Evan's Body, a Composite Long Bow, and 308 gold. Continue north
to find more of the Sirine Queen's cronies (if you fought her).

***REWARD***
(For being nice to the Sirine Queen)
EXP    2000
Item    Evan's Body

***REWARD***
(For giving Evalt his brother's body)
EXP    900
<---------------------------------------------------------------------->
18) When you reach grass again, head to the south-east until you find
Kryla, who will tell you that someone named Jondal has been killed. By
now you should be able to detect an ambush like this. Just a short ways
to the north west she'll turn on you, and attack, along with Jondal.

Dradeel's House (AR1505)
o======================================================================o
19) Continue to the east until you find a small house (x=4180, y=1600).
Inside you'll find Dradeel, Balduran's ship wizard. How he survived so
long is a mystery. He'll tell you how on Balduran's final voyage his
crew caught the disease of lycanthropy, and how the crew went feral when
they stopped on this island to replenish their water stores. He'll ask
you to recover his spell book from the ruins of Balduran's ship. He'll
give you the Wolfsbane Charm amulet, which gives you a +2 THAC0 bonus
versus Lycanthropes and a +2 damage bonus versus Lycanthropes, and offer
to let you rest in his abode whenever you wish. I give it to Ajantis, as
he does not yet have an amulet, and being my main Fighter.. just seems
to make sense. You can pick-pocket another one off of him as well, which
I give to Minsc, as he too has no amulet, and will be getting into
scraps with the stronger Wolfweres later on. The Staff Mace in the
chest is a really nice weapon. It's base damage (2d4+2) is greater than
the War Hammer +1 (1d4+3 +1 Electrical) and the Dagger of Venom (1d4+2).
I give it to Viconia, as it's more of a clear-cut improvement (4-10
damage as compared to 5-8) over the War Hammer +2 than it is over the
Dagger of Venom. The Holy Cloak is what Delainy is after. North of
Dradeel's house you'll find Balduran's Ship (x=3660, y=1060). You should
Haste up before you enter, and before you go to any new level inside.

***ITEMS***
(x=650, y=330) Staff Mace, Belladonna Flowers, Holy Cloak, 210 gold
(x=100, y=350) The Recipes and Rumination of One Dradeel of Tethir

Balduran's Ship, First Level (AR1501)
o======================================================================o
20) You'll immediately be attacked by a bunch of wolves. And by a bunch,
I mean three Dread Wolves, three Dire Wolves, two Worgs, two Vampiric
Wolves, and a Wolfwere. I concentrate on the Dread Wolves in the middle
of my party while my archers shoot Arrows +1 at the Vampiric Wolves,
and when they're dead, the Wolfwere. When you're done killing, go up the
stairs at (x=420, y=300)

***TRAPS***
(x=690, y=290)

***ITEMS***
(x=690, y=290) Dart +1 x10, Wand of Magic Missiles, 320 gold

Baldurans Ship, Second Level (AR1502)
o======================================================================o
21) You'll be bothered by a bunch of Wolfweres and a Vampiric Wolf. Same
horde of wolves tactics as usual, you might want to cast a Slow or two,
which will help. The game does you no favors with the placement of your
party. The Silver Dagger - Werebane goes to Jaheira, so she can at least
hurt the stronger Wolfweres ahead. When you're ready, head up the ladder
(x=450, y=250).

***TRAPS***
(x=290, y=380)
(x=680, y=180)

***ITEMS***
(x=290, y=380) Oil of Speed, Wand of Lightning
(x=280, y=520) Bracers of Binding
(x=680, y=180) Silver Dagger - Werebane, 423 gold

Baldurans Ship, Third Level (AR1503)
o======================================================================o
22) Up here are two Vampiric Wolves and three Wolfweres. This level
really hates your sixth party member. This is typically my Mage, and
they end up right in front of a Vampiric Wolf and a Wolfwere. If it
wasn't for party placement, this place wouldn't even be a challenge.
Before you go upstairs (x=550, y=200) you want to spell buff to the max.
This is the toughest fight in this quest.

***TRAPS***
(x=660, y=160)
(x=230, y=470)

***ITEMS***
(x=660, y=160) Medium shield, Potion of Absorption, Antidote x2
(x=230, y=470) Potion of Cloud Giant Strength, Arrows of Acid x2,
            Potion of Healing x3

Baldurans Ship, Fourth Level (AR1503)
o======================================================================o
23) When you get upstairs Karoug will talk to you. Anything you say ends
in a fight, and of all the levels, this time really screws over party
member #6, who is put first in line near several Wolfweres. You can only
hit Karoug, who turns into a Greater Wolfwere, with Bastard Swords +1,
+3 versus Shapeshifters, the Silver Dagger, or the Flame Tongue. Have
your Mages cast Magic Missile on Daese as soon as the battle starts to
stop her from casting Horror, if possible. After that, it's just a
matter of keeping your characters safe and micromanaging. Karoug will
leave behind a Shield Amulet and a Cloak of Protection +1 when he turns
into a Greater Wolfwere, and he'll drop Peladan, the child you're
looking for, when you kill him as a Wolfwere. Daese drops a Knave's
Robe when she turns into a Werewolf. Dradeel's Spell Book is in the
chest at (x=440, y=260). The Sword of Balduran is really only good
against Lycanthropes, meaning it's a great weapon until you get off this
island, it can replace any of the other anti-Lycanthrope weapons, but I
give it to Ajantis, who has the weakest of such weapons. Now go back to
Dradeel and give him his spell book, upon which the bastard promptly
Dimension Doors away and leaves you stranded. At least you get plenty of
experience for it though. Head back to town.

***TRAPS***
(x=440, y=260)
(x=550, y=200)

***ITEMS**
(x=440, y=260) Dradeel's Spell Book
(x=550, y=150) Sword of Balduran, Balduran's Log Book,
           Butter Knife of Balduran

***REWARD***
(For giving Dradeel his spellbook)
EXP    5000

Mysterious Village (AR2000)
o======================================================================o
24) Go give Maralee her kid back. She'll be rightfully appreciative and
wander off. Now go pay Kaishas a visit. Complete all the quests you wish
to complete before talking to her. You won't get another chance. When
you talk to her she'll inform you that you were inflicted with
Lycantropy yourself while fighting the beasts, and that you now 'belong'
with them. From Balduran's Log Book and from Kaishas, it's clear to see
what happened. Balduran's new 'recruits' he picked up from Andromache
had Lycanthropy, and spread it to the crew. Apparently Balduran and his
followers didn't take kindly to the disease and refused to become part
of the 'pack', as it were. It's also interesting to note that Balduran
mentions a shaman they threw overboard, and the fact that these
Lycanthropes are led by spiritual leaders of sorts as well.. making this
a unique form of Lycanthropy.. at least, as far as D&D is concerned.
Even if you accept the Lycanthropy, Tailas turns on you. No matter what
you do, you're not getting out of this without a fight. He turns into a
Werewolf and attacks. Nothing can ever be simple, can it?  Note that you
must now be very frugal with your Hit Points and spells. Resting should
only be done when you're entirely tapped. If you take too long, your
party members will start to turn into Greater Wolfweres and attack. Not
only do they suck to fight, but this kills them PERMANENTLY. Yeah, the
expansion seems to be fond of that little kicker. You have about two
days, that's six rest periods, not including walking time. For this
reason I wouldn't waste too much time walking around picking fights in
town. It might not take long to kill every Werewolf in town, but it will
take time to rest up from doing so.

***REWARD***
(For giving Maralee her baby back)
EXP    4000
<---------------------------------------------------------------------->
25) Head back outside. Every villager you find will turn into a Werewolf
and attack.. save Maralee if you got her kid, and Delainy if you helped
her out. She'll lead you to the chieftain's hut.. the one house we
didn't explore earlier. Follow her. On your way Dradeel will show up and
chat, telling you that Kaishas was waiting for her husband to return
with maps so they could get to the mainland on a ship they built months
ago. Enter the house at (x=1670, y=1370) (AR2001) and enter the Warrens
at (x=450, y=300).

***ITEMS***
(x=450, y=350) Dagger

Warrens to Eastern Shore (AR2012)
o======================================================================o
26) This place is randomly populated with Werewolves, with some loot
strewn about. I'll list the locations of the loot and leave the killing
up to you. If you don't want to go around grabbing potions, that's just
as well, they're not all that good anyways.. well, except the Potion of
Storm Giant Strength. Why this place is littered with potions is beyond
me. The exit is to the east at (x=3050, y=350). Don't wander around
arbitrarily, as the Werewolves do, of course, respawn, and quickly.
Think Firewine quickly. Okay, not that bad.

***ITEMS***
(x=1440, y=810) Potion of Healing x2, Potion of Storm Giant Strength
(x=1820, y=590) Potion of Cold Resistance
(x=2360, y=250) Oil of Speed
(x=2550, y=560) Potion of Defense

Balduran's Island (AR1500)
o======================================================================o
27) Go west until the path turns north. When you get here, stop your
party and go ahead only with your Boots of Speed character. Continue
up north, then head east to find Kaishas. She's not nearly as friendly
this time around, and decides that you have to die. She'll turn into
a Loup Garou.. essentially another Greater Wolfwere. Again, it's only
hurt by Bastard Swords +1, +3 versus Shapeshifters, the Sword of
Balduran, the Silver Dagger, or the Flametongue. Lead her back to your
party so you can fight her in the open, not one-on-one on a small
plank. Be sure to spell buff when your runner gets back. When she dies
she'll drop the Sea Charts, and her old body will have 94 gold on it.
Get on the ship and sail back home by clicking (x=4450, y=2400). This
is where the plot gets a little crapful for me. It took you a score of
days to get here with a ship fully manned, but the six of you can sail
back successfully? And in under the two-day time limit? Why doesn't
everybody turn into a Greater Wolfwere? Whatever.

Ulgoth's Beard
o======================================================================o
28) When you get back a man named Baresh will talk to you. He'll tell
you that master Selaad awaits you.. Selaad being, of course, the name of
the missing Werewolf chieftan. If you haven't already figured it out,
Mendas is Selaad, and he will be none too pleased to learn you whacked
his wife. Baresh storms off. Heal up and spell buff before you head
inside. Mendas is, of course, angry, and him and Baresh turn into Loup
Garou's and attack. Baresh will leave behind Chainmail Armor +3, a
Tower Shield, a Morning Star, and 72 gold, and his Loup Garou self will
drop more Sea Charts. Mendas leaves 100 gold. The Chainmail is decent..
but it's just shy of being good enough to use. It's one point behind
Full Plate Mail, and since you can't cast spells or sneak in it, it
just doesn't work for anybody else in my party. You are, however, now
mercifully done with Tales of the Sword Coast. Time to rest up, stash
loot, and head back to Baldur's Gate.

o======================================================================o
|                   Chapter 7                   |
o======================================================================o
|                                       |
|               Thwarting Sarevok                   |
|                                       |
o======================================================================o
Now, we already know that the Flaming Fist is after us, and if you've
been following along, we also know Scar is dead and Duke Eltan is sick.
To find out what's going on in detail, lets return to Baldur's Gate. To
get from place to place we'll be using the sewers a bit, which is why I
was so kind to create the following section, just for you!

Sewer Routes in Baldur's Gate
o======================================================================o
Below is a list of the sewer entrances in Baldur's Gate, starting with
the location on the surface they can be found on the left, and the
corresponding location in the sewers to which they lead on the right.
You can reach any part of one sewer by traveling from another, so you
can use this as a reference to where to go from one sewer area to get to
a surface access area in the section of Baldur's Gate you wish to travel
to. This may come in handy during this chapter when you're trying to
duck Flaming Fist mercenaries. Or you could just follow the instructions
in the FAQ.

     AR0100                   AR0224
(x=3700, y=2420) ------> (x=850, y=900)
(x=3000, y=2950) ------> (x=1150, y=800)
(x=1860, y=2420) ------> (x=1350, y=1350)
(x=2280, y=2340) ------> (x=1700, y=1300)
(x=2700, y=1230) ------> (x=700, y=350)
(x=3300, y=1860) ------> (x=350, y=350)

     AR0200                   AR0255
(x=450, y=2800)  ------> (x=1750, y=850)
(x=3240, y=1120) ------> (x=3600, y=350)
(x=4300, y=1620) ------> (x=3900, y=600)
(x=2700, y=2900) ------> (x=3200, y=650)
(x=4100, y=2800) ------> (x=2200, y=900)

     AR0300                   AR0226
(x=1100, y=1260) ------> (x=1850, y=450)

     AR0600                   AR0224
(x=3870, y=120)  ------> (x=2100, y=1750)

     AR0700              AR0225   
(x=3350, y=3050) ------> (x=2100, y=1750)
(x=800, y=1120)  ------> (x=3600, y=1550)
(x=850, y=500)   ------> (x=3550, y=1000)
(x=3920, y=1120) ------> (x=3900, y=1800)
(x=2000, y=850)  ------> (x=1900, y=1000)
(x=2700, y=370)  ------> (x=3900, y=1000)

     AR0800                      AR0226
(x=2650, y=500)  ------> (x=1550, y=1650)
(x=2120, y=2750) ------> (x=2780, y=1800)
(x=1280, y=1480) ------> (x=3400, y=1500)
(x=1150, y=1550) ------> (x=1350, y=1350)
       
     AR1100                      AR0224
(x=4070, y=1420) ------> (x=750, y=2100)
(x=3870, y=570)  ------> (x=2350, y=2300)
(x=3550, y=1500) ------> (x=1900, y=1900)
(x=2300, y=2350) ------> (x=2700, y=2300)
(x=2100, y=2100) ------> (x=2350, y=2420)
(x=1400, y=2220) ------> (x=2700, y=2400)
(x=420, y=770)   ------> (x=450, y=2200)

     AR1200                      AR0225
(x=3560, y=1760) ------> (x=3900, y=2900)
(x=2650, y=850)  ------> (x=2500, y=1900)
(x=4250, y=730)  ------> (x=3850, y=2200)
(x=1030, y=1480) ------> (x=3600, y=2750)
(x=300, y=930)   ------> (x=2050, y=2000)

     AR1300              AR0226
(x=2440, y=480)  ------> (x=2200, y=2300)
(x=2050, y=1150) ------> (x=1780, y=2780)

     AR0112                   AR0226
(x=150, y=1800)  ------> (x=100, y=1400)
     AR0112                   AR0225
(x=400, y=120)   ------> (x=2200, y=3300)
     AR0112                   AR0224
(x=2450, y=300)  ------> (x=100, y=800)

Bridge (AR0900)
o======================================================================o
Sequence of Events:                        {WLK037}
        1) Husam..
        2) Tamoko and Delthyr
        3) Sewers to the Flaming Fist Stronghold
        4) Tamoko's Confession
        5) In Custody
        6) Assaulting The Flaming Fist Compound
        7) Saving Duke Eltan
        8) The Harbormaster
        9) Sarevok's Consort
        10) ..The Shadow Thief
        11) Assassinating the Assassins
        12) Coronation Crashing
        13) Duchal Palace, Level 3
        14) Duchal Palace, Level 2
        15) Duchal Palace, Basement
        16) Thwarting Sarevok
        17) Into the warrens

Baldur's Gate, East (AR0800)
o======================================================================o
1) When you enter your drunk friend Husam from the Thieves Guild will
talk to you. He'll tell you some of what you already know and tell you
that he'll be at the Blushing Mermaid. We'll get to that soon enough.
<---------------------------------------------------------------------->
2) Head over to the Sorcerous Sundries store. To get there without
troubling the guard you can enter the sewer at (x=2650, y=500) and
leave at (x=1350, y=1350) to arrive north of Sorcerous Sundries. You'll
be approached by a woman named Tamoko. Be nice and she'll tell you that
the Duke Eltan's doctor is actually keeping the Duke sick. She'll also
presume to mention your paternity, both divine and mortal, and tell you
to meet her outside of the Flaming Fist Compound to talk more. Nearby
you'll also find Delthyr, of the Harpers. He'll tell you more of what
you already know, but he'll also tell you the new leader of the Iron
Throne, Sarevok, has placed a bounty on your head. He'll wait at the
Three Old Kegs Inn if you need to talk more.
<---------------------------------------------------------------------->
3) To get to the Flaming Fist Compound enter the sewer (AR0226) at
(x=1150, y=1550) and exit at (x=100, y=200) to reach (AR0225). Now exit
anywhere on the western side of the map to reach (AR0224) and go up the
ladder at (x=450, y=2200) to surface to the north west of the Flaming
Fist stronghold.

Baldur's Gate, south west (AR1100)
o======================================================================o
4) In front of the Flaming Fist Compound you'll meet Tamoko, as she
promised. She'll ask you to make a promise before she tells you
anything. Humor her, and she'll ask you to defeat-but not kill-Sarevok.
There's no penalty for agreeing to do this, and if you agree she'll tell
you that you and Sarevok are siblings, and that Sarevok seeks to become
the God of Murder by starting a war  with Amn so that he might cause the
deaths of thousands, and by committing murder on such a scale claim his
ascension. She'll tell you that Duke Eltan can be saved, but to find the
killers of Entar you need to go to the Undercellars and kill two
assassins named Slythe and Krystin. She'll also tell you about
Cythandria, one of Sarevok's consorts who is in the Iron Throne
Headquarters.
<---------------------------------------------------------------------->
5) Now seems like a good time to talk about what happens if you let
yourself be captured by the Flaming Fist Mercenaries. You'll be brought
to the Flaming Fist Compound and questioned by Angelo. If you pick
option #1, he'll have one of you randomly killed, and you'll be sent to
prison. If you pick #2, #3, or #4, he'll just send you to jail. Go talk
to Neb at (x=1050, y=780), who reveals himself to be fully worthy of his
residence. Wait a while and he'll bug you about a secret exit, and pose
a riddle to you, the answer to which being the number of kids he killed.
The answer to the riddle is 33, guess it and he'll spring you from
prison. This part is entirely optional, as it does nothing to further
your cause. From now on all Flaming Fist Enforcers will be outright
hostile, making this an annoying endeavor. Head into the Flaming Fist
Compound when you're ready, make sure to case some spell buffs before
you enter.. or at least Haste.

Flaming Fist Compound, Downstairs (AR0607)
o======================================================================o
6) When you enter a guard named Benjy, who will scoff at your attempt
to attack the Flaming Fist Strong hold. Have your Fighters attack him,
while your archers shoot at the two Mercenaries behind him, who will
cast nasty Clerical spells like Hold Person if you let them. They all
drop Plate Mail Armor, as if money matters at this point in the game.
Head up the stairs (x=900, y=550).

Flaming Fist Compound, Upstairs (AR0608)
o======================================================================o
7) When you enter a man named Kent will tell you that he thinks Rashad
isn't a healer, and tell you that he followed him to the Undercellars
one night. Time to talk to this Rashad. Pester him and he'll turn into
a Greater Doppelganger and attack. Talk to Duke Eltan at (x=580, y=250)
and he'll tell you to take him to see the Harbormaster, which is in the
same district as the Iron Throne Headquarters. How convenient. He'll
also give you a letter. You can now loot this level free of bother, if
you wish.. well, almost bother-free.

(x=620, y=280) Large Shield, Dagger, 180 gold
(x=510, y=400) Medium Shield +1, Short Sword, 550 gold
(x=500, y=480) Splint Mail +1, Long Sword, 354 gold
(x=200, y=330) Dagger, Sling, 10 gold

Harbormaster's Building (AR0702)
o======================================================================o
8) Go back down through the sewers to the north west (x=420, y=770) to
reach (AR0224) and exit at (x=2900, y=2750) to reach (AR0225). Exit at
(x=3900, y=2900) to surface east of the Harbormaster's building. Enter
the building at (x=2600, y=1800) and talk to the Harbormaster
(x=430, y=350) to leave Duke Eltan in his care. Leave and enter the
sewers you came out of (x=3560, y=1760) and exit at (x=2050, y=2000) to
surface just south of the Iron Throne Headquarters.

***REWARD***
(For rescuing Duke Eltan)
EXP    2500

Iron Throne Headquarters (AR0616/AR0611/AR0612/AR0613/AR0614/AR0615)
o======================================================================o
9) Inside a woman named Dhanial, who is eager to get out of the Iron
Throne Headquarters. She'll tell you that Sarevok is more interested in
becoming a Grand Duke than making money, and the Iron Throne is
suffering as a result. She'll also tell you that he seems intent on
pushing for war with Amn. Another person named Pang Wallen will share
similar sentiments. It doesn't seem that there's much of an Iron Throne
left to topple, Sarevok having apparently traded in the Throne's iron
for status. Upstairs Gregor will share the sentiments of his fellows
below, and even encourage you to kill Sarevok. On the next floor
Kalessia, a representative from Sembia wants to know why this branch has
failed, and Wirthing on the floor above will talk about Sarevoks
imminent coronation. On the top floor where you slew Sarevok's acolytes
a lifetime ago you'll find Cythandria, one of Sarevok's consorts, and
she'll put up a fight. Finally, someone to hurt! When the fight starts
she'll summon two Ogres, Ughh and Arghh. Have your Fighters engage them
and your archers shoot at Cythandria. When she's nearly dead she'll
tell you where to find Sarevok, pointing to the Undercellars. Whatever
you do, DON'T let her go. Cythandria will drop a Mage Robe of Cold
Resistance, two Letters, the Diary of Sarevok, a Dagger, and 144 gold.
Both the letters are from Slythe, one talks about the commission to kill
the three Grand Dukes of Baldur's Gate, and talks about the assassins
staying in the Undercellars. The second mentions the slaying of Entar
Silvershield, and talks about killing two Grand Dukes at Sarevok's
coronation. It seems that Cythandria was trying to send you to your
death in the Undercellar at the hands of these assassins. Fell better
about killing her? I do. Sarevok's Diary is the real catch, as it
details the planning of the iron shortage by the throne, Sarevok's
discovery of his paternity, his murder of Gorion, and his.. well, at
least his intention to murder the Iron Throne leaders. With this in your
hands you can prove Sarevok was responsible and your are innocent,
regardless of where the truth actually lies. On one of the Ogres you'll
find a Scroll of Detect Invisibility, a Gold Ring, a Jade Ring, and a
Two Handed Sword, on another you'll find 58 gold, a Pearl, and a Two
Handed Sword. Now there's only one logical thing to do; stop Sarevok's
assassins. But lets do so in a round-about fashion. Head over to the
Blushing Mermaid.

Baldur's Gate, north east (AR0300)
o======================================================================o
10) Talk to Husam (x=200, y=2030). Agree to follow him an a bunch of
thieves will pop out of nowhere and Husam will drop his drunkard act,
revealing himself to be an agent of the Shadow Thieves. Be nice and
he'll lead you to the Temple of Ilmater. Talk to him again and he'll
tell you to talk to the priest, who will get you to the Undercellars.
Talk to the priest (x=180, y=220) and ask him to take you to the
Undercellars (if you haven't talk to him before you might have to talk
to him twice to get the option.)

Undercellar (AR0112)
o======================================================================o
11) Haste yourself and take your character with the Boots of Speed
to the south until you find your assassins. Slythe is at (x=1270, y=970)
and Krystin is invisible. Let Slythe follow you back to your party..
either before or after talking to him. Slythe is incredibly fast and
has great combat stats for a rogue, and he'll be a pain if you don't
sick your whole Hasted party on him. Doing so, he's not too much of a
pain, when he dies head forward and smite Krystin, who isn't so much of
a threat without Slythe distracting you. Krystin will leave behind
Sling Bullets +1 x10, Sling Bullets +2 x10, a Scroll of Clairvoyance, a
Scroll of Flame Arrow, a Scroll of Summon Monster I, a Scroll of
Non-Detection, a Scroll of Protection from Normal Missiles, a Scroll of
Soul Trap, a Scroll of Vampiric Touch, a Dagger +2, Longtooth, a
Sling +1, and 78 gold. Slythe has a suit of Studded Leather Armor, a
Buckler, a Potion of Master Thievery, a Light Crossbow, a Letter, an
Invitation, a Short Sword of Backstabbing, and 54 gold. The Longtooth
Dagger is a +2 Dagger with a base of 1d6 damage, using the speed and
proficiency of a dagger. The Short Sword of Backstabbing is a Short
Sword +3 with a speed factor of zero, making it an ideal rogue weapon.
Kinda late though, huh? The letter basically tells Slythe to get his ass
over to the coronation, and the invitation is how he's going to get in.
Time to go stop an assassination.
<---------------------------------------------------------------------->
12) Exit the Undercellar at (x=400, y=120) to get back into the sewers
(AR0225). Go north to the exit at (x=1750, y=850), which will take you
to the west of the Duchal Palace. Make sure you rest and heal before you
go up. It wouldn't do to go pay your brother a visit at anything less
than your best. And make sure you have all the evidence against Sarevok
with you! This includes the letters from Cythandria, Eltan, Slythe, and
most importantly, his diary. When you're ready talk to Bill
(x=1960, y=2840) and show him your invitations, then enter the Duchal
Palace (x=2000, y=2650).

Duchal Palace, Level 3 (AR0110)
o======================================================================o
13) Once inside yet another guard will ask for invitations. Show them.
Now, you can head into the central room and continue with the story,
or you can go up the stairs (x=1200, y=700) to score some more loot.
Although one has to wonder.. why do you need the loot at this poin in
the game? Still, I'll cover it for the sake of this guide. There are
witnesses on every level, so the best thing to do is head up to the
highest level (AR0110) and steal everything you can. On (AR0110) there
are a pair of Flaming Fist Mercenaries walking around, making stealing
difficult. Still, if you've got a Thief who can hide fairly well, you
can steal, hide, and steal some more. Hide your party down on (AR0109)
while you steal so the Flaming Fist Mercenaries who show up won't bother
you.

***ITEMS***
(x=1060, y=560) Wand of Sleep
(x=950, y=450) Scroll of Agannazar's Scorcher, Scroll of Fireball,
           Scroll of Chill Touch, Scroll of Horror, Scroll of Haste,
           Scroll of Color Spray, Scroll of Clairvoyance,
           Scroll of Protection from Normal Missiles,
           Scroll of Slow, Scroll of Ghost Armor,
(x=800, y=750) Wand of Sleep
(x=700, y=820) Bloodstone Amulet, Fire Opal, 1050 gold
(x=80, y=450) Diamond x2, Ruby Ring
(x=120, y=400) Arrows +1 x20, Oil of Speed, Potion of Heroism
           Potion of Cloud Giant Strength, 1564 gold
(x=150, y=400) Bastard Sword +1, Splint Mail +1, 350 gold
          

Duchal Palace, Level 2 (AR0109)
o======================================================================o
14) On the second level you'll find Nila (x=500, y=600), a guest who is
apparently bored of the party downstairs. She's not very interesting,
and really only serves as a foil to make stealing more bothersome,
since she WILL see you.

***ITEMS***
(x=570, y=570) 650 gold
(x=750, y=650) Wand of Lightning, 165 gold

Duchal Palace, Basement (AR0111)
o======================================================================o
15) Finally head to the main level and take your party-one character at
a time-along the northern wall around Sarevok and head down the stairs
at (x=600, y=150) to reach the basement. This is an absurd place to hide
a movie, which really only shows that there is a bunch of treasure down
here. Go grab it and head back upstairs.

***ITEMS***
(x=350, y=1000) King's Tears, Diamond x4, Emerald, Large Shield +1,
        Arrows +50, Arrows of Dispelling x10, Arrows of Ice x10,
        9560 gold

Duchal Palace, Level 1 (AR0108)
o======================================================================o
16) Return upstairs and get near Sarevok to start a conversation where
Belt and Liia will announce Sarevok as a Grand Duke. Sarevok kinda
sticks out like a sore thumb in his evil black spiky armor, no? The
Noblemen nearby will clamor for war, and Sarevok will speak, claiming
himself as not only the bringer of arms for the city (courtesy of the
stockpiles robbed and stored by the Iron Throne) but the general in
charge of the Flaming Fist, and hence the military commander of Baldur's
Gate itself. When Sarevok notices you things break down, the noblemen
transform into Greater Doppelgangers, six in all, and attack you, Belt,
and Jiia. After the fight show the surviving authorities Sarevok's
diary, upon which Sarevok will attack. Your goal here is not to win,
but to survive. Hit him with Magic Missiles, one of the few effective
spells against him, and keep your Fighters from getting killed. Sarevok
will eventually flee, and you'll be directed to the Thieves Guild, where
you'll be promptly teleported.

Thieves Guild (AR0153)
o======================================================================o
17) When you arrive a Thief named Denkov will talk to you, and tell
you that Sarevok fled into the Thief warrens (x=1100, y=500), and
suggest that you get prepared before you chase him down by talking to
Black Lily (x=1150, y=590), which is an excellent idea. Sell off all
your junk and buy some select items, like the Potions of Giant Strength,
the Potions of Magic Shielding, Protection, and Blocking, and Arrows
of Dispelling, Arrows +2, and Arrows +1. You can, of course, just go get
these from your stash if you want. Her supply of Arrows +1 is plentiful
so get as many as you need. If you need more potions, arrows, or
whatever, Sorcerous Sundries has about the best selection and the most
numerous stock in the game. No need to hold back now. It's endgame time,
baby! Before you go, however, you might want to grab the Golden
Pantaloons. Remember those? We fleeced them off a nobleman in the
Friendly Arm Inn? If you have them on your main character's inventory
when you import them to Baldur's Gate 2 you'll be able to find them in
the sequel. If you collect all the metallic underwear items in the
sequel you'll be able to get the Big Metal Unit in Throne of Bhaal. It's
a long way off, yeah, but you might as well have them in your inventory.
Don't complain to me later if you neglect to do this and want the Big
Metal Unit.

o======================================================================o
|                                       |
|            Showdown with Sarevok                   |
|                                       |
o======================================================================o
Sequence of Events:                        {WLK038}
        1) Best Wishes from Voleta Stiletto
        2) The Jelly Run
        3) Skeleton Warriors and Traps
        4) Split Decision
        5) The Western Way to Winski
        6) Invisible Stalkers
        7) More Skeleton Warriors
        8) The Southern Way to Winski
        9) Winski Perorate
        10) The Enemy of My Enemy is Still My Enemy
        11) Tamoko's Last Stand
        12) Sarevok

Thieves Warrens (AR0146)
o======================================================================o
1) As soon as you get down the stairs a Thief named Voleta Stiletto
will talk to you. She'll tell you Sarevok attacked her on his was past,
but was too rushed to kill her. She'll warn you about the maze, saying
it's inhabited by undead and jellies. Our two favorite things!
<---------------------------------------------------------------------->
2) Head north, then west, then south. Ignore the path leading east,
instead continuing south and into a tunnel to the west. You'll find two
Green Slimes at the beginning of the tunnel running north, and an Ochre
Jelly at the end. Head down the next hallway to the east, then down a
parallel one to the west. When it opens up to the north it'll split into
three parallel tunnels running east, in the northernmost of which are a
pair of Mustard Jellies. The Middle passage is a dead end, so head up
to the northern most one, go east, then follow the parallel passage
above it to the west, and above that you'll find yet another parallel
passage running back west. Ah, zig-zagging hallways in video games that
are just there to make you waste as much time as possible.. In this one
you'll find some Gray Oozes. The passage will continue east until it
ends, after which it'll go north for a ways.
<---------------------------------------------------------------------->
3) Instead of jellies, oozes, and slimes you'll find a pair of Doom
Guards. Save your magical arrows and just chop them up in melee, using
Magic Missile to speed things along. It's not like you can't rest,
after all. Follow the hallway until it ends, then take a parallel one
to the south. Can you see the pattern here? There are traps about
halfway down this tunnel, and if that's not enough, there are also
a pair Skeleton Warriors with bows. Travesty! Your best bet is to lure
the Skeletons north, away from the traps so you can deal with them
separately. Triggering a Fireball and Lightning Bolt trap while
fighting Skeleton Warriors in a narrow hallways is not a recipe for
success. When they fall they'll each drop a Helmet, Arrows of Frost,
Arrows, a Composite Long Bow, and a Two Handed Sword.. and usually some
gem, gold, or jewelry.

***TRAPS***
(x=2850, y=1550)
(x=2800, y=1580)
(x=2700, y=1600)
(x=2700, y=1650)
<---------------------------------------------------------------------->
4) Follow the tunnel until it terminates in the south, then follow a
parallel tunnel north until it turns west. A parallel tunnel will run
east for a ways before terminating into another parallel tunnel to the
west, and a tunnel to the south. The southern tunnel has some traps in
it, but is ultimately a dead end, so explore the tunnel west, then
follow it south. You'll get another decision to make, a parallel tunnel
running north and south will open up to the west, but the tunnel you're
in will continue south. Both can get you to where you're going, so it's
really up to you which way to go. If you go west, see Sequences #5-6,
if you go south, see Sequences #7-8.

***TRAPS***
(x=2950, y=1180)
(x=2880, y=1250)
<---------------------------------------------------------------------->
5) The north passage soon ends in a dead end, where an Invisible Stalker
is waiting to greet you. The southern path will turn west, then north.
Keep going north and keep an eye out for traps, the passage will
eventually terminate, but not before giving you a slew of new areas to
explore. The tunnel to the west runs north and south. The southern route
will lead to Winski Perorate (x=550, y=1190) and the exit down to the
Undercity (x=560, y=1100). The northern route turns east, then
terminates into hallway heading east and west, both of which are shortly
dead ends.

***TRAPS***
(x=1570, y=600)
(x=1750, y=500)
(x=1800, y=460)
(x=2500, y=480)
<---------------------------------------------------------------------->
6) Alternatively if you head east instead of west you'll find two
passages to the south. The westernmost one runs south and terminates
leading east, after a trap, of course. The eastern one splits again
into three more south-running tunnels. The western most of the three
has a pair of traps in it. The middle on has a pair of Invisible
Stalkers, and the eastern one has a single Invisible Stalker.

***TRAPS***
(x=900, y=1180)
(x=1500, y=920)
(x=1450, y=950)
<---------------------------------------------------------------------->
7) The southern path will continue south, then turn east a spell, then
north again. Follow it north until it turns south into a parallel
tunnel. You'll find your old favorite combo of traps and a Skeleton
Warrior this one has a Helmet, some gems, gold, or jewels, and a Two
Handed Sword +1, the more typical Skeleton Warrior loot. Disarm the
traps between the green symbols and head up a parallel tunnel to the
north. It'll turn east, then south, during which time you'll encounter
a Doom Guard, and later on, another Skeleton Warrior. The path then
splits into two, both going south.

***TRAPS***
(x=2300, y=1230)
(x=2050, y=1400)
(x=1970, y=1450)
<---------------------------------------------------------------------->
8) The eastern-most of the two tunnels south ends in a dead end, but not
before it loves you with a nice Lightning Bolt traps. (You can tell when
I step on one, because then I tell you what it does! Ah, reloads..)
The southern tunnel turns west, crooks a bit, and keeps on going to the
west. Follow it until you find a wounded man named Winski Perorate
(x=550, y=1190). What a name, eh? Somebody's parents hated them.

***TRAPS***
(x=1500, y=1860)
(x=1450, y=1850)
<---------------------------------------------------------------------->
9) Talk to Winksi, who will reveal himself to be Sarevok's mentor, the
one who taught him and shaped him to be as he is, or so Winski claims.
Do with him as you will, but if you kill him you'll lose two points of
reputation.. which makes little sense. When you're ready head through
the exit at (x=560, y=1100) to reach the Undercity. Just keep in mind
that once you go down, you cannot come back up.. Nah, I'm just messing,
you can come and go as you please.

Undercity (AR0123)
o======================================================================o
10) Send a character to the east in stealth to find a group of hostiles
including an Ogre named Gorf, a bow wielding man named Rahvin, another
man named Haseo, a woman named Wudei, another bow-weilder named Carston,
and a Mage already Mirror Imaged named Shaldrissa. Rahvin will speak and
ask who you are. You'll find out that they are mercenaries in the employ
of the Iron Throne being sent to kill Sarevok.. talk about irony.. but
they are willing to kill you for the bonus, too. I sneak up with Imoen
and hit them all with a Dispel Magic without being seen, then I cast a
pair of Stinking Clouds, followed by shooting at Rahvin with my three
archers, all using Arrows of Detonation. They should all die quite
nicely and cleanly in this admittedly crude yet showy display of force.
It's not like those Arrows of Detonation are going to be of any use
after this fight anyways. Gorf will leave behind an Arrow of Acid, two
Gold Rings, an Angel Skin Ring, a Bloodstone Ring, a Sphene Gem, a Horn
Coral Gem, a Morningstar, and 47 gold. Rahvin drops a suit of Plate Mail
Armor, a Ring of Protection +1, two Arrows of Detonation (which he would
have loved to shoot at you, by the way), ten Arrows of Piercing, twenty
Arrows +2, a Skydrop Gem, a Tchazar Gem, a Composite Long Bow, a Long
Sword, and 49 gold. Haseo has a Ring of Protection +1, a Long Sword +1,
and 64 gold. Wudei will give up a suit of Studded Leather Armor +1, a
Quarter Staff, and 12 gold. Carston abandons a suit of Plate Mail Armor,
a Helmet, ten Arrows of Fire, ten Arrows of Frost, ten Arrows of Biting,
a Black Opal, a Bloodstone Amulet, a Composite Long Bow, a Bastard
Sword, and 71 gold. Finally, Shaldrissa forfeits a Traveller's Robe, a
Quarter Staff, and 55 gold. Why you need anything besides the Arrows +2,
I do not know.
<---------------------------------------------------------------------->
11) You can find plenty of Ghouls, Skeletons, Zombies, and other undead
in the ruins to the south, whose only purpose I swear is to provide you
with arrows should you need them. Continue east to find Tamoko, who is
resigned to her fate of either losing her life, or losing Sarevok. If
you're a nice guy and you made your promise to her before you can talk
her out of a fight, but if she walks she takes her Full Plate Mail +1
with her. It's your choice. At this point in the game, Full Plate
Mail +1 isn't really going to do much for you besides replace the Ankheg
Full plate. when she dies she'll drop a suit of Full Plate Mail +1, tied
for the most protective armor in the game, even if it's late, a Large
Shield +1, a Flail +1, and 125 gold. Head north to find the entrance to
a large shrine to Bhaal (x=1700, y=1300). Rest up, put Potions of Giant
Strength in your Fighter's quick-slots, and prepare spells for the final
fight. You no longer need anything like Identify or Knock, get Magic
Missiles, as many as you can get. Make sure you have summoning spells,
Dispel Magics, and Hastes. You won't really need Fireball, or crowd
control spells. When you're ready to go, head in. The final stats of my
party are below:

            GOOD PARTY STATS: FINAL
o----------------------------------------------------------------------o
Ajantis
Paladin 8               
Experience: 161000           
Hit points: 96                
THAC0: 7                   
Armor Class: -4               
Weapon:  *Longsword +2: Varscona   
     Longsword +1, Flame Tongue
     Throwing Axe +2   
Helm:     Helm of Glory   
Amulet:     Wolfsbane Charm
Armor:   Full Plate Mail
Gloves:     Gauntlets of Ogre Power           
Shield:  Large Shield +1, +4 versus Missiles           
Ring:     Ring of Protection +2
     Ring of Fire Resistance
Belt:     Girdle of Bluntness           
Cloak:   Algernon's Cloak   
Boots:     Boots of Speed         
o----------------------------------------------------------------------o
Jaheira
Fighter 7/Druid 8
Experience: 80500/80500
Hit points: 89
THAC0: 10
Armor Class: -3 (-4)
Weapon: *Dagger of Venom
        Sling +3: Arla's Dragonbane
Helm:     Helmet of Defense
Amulet:    Greenstone Amulet
Armor:    Ankheg Full Plate Mail (Full Plate Mail +1)
Gloves: Gauntlets of Weapon Expertise
Shield:    Large Shield +2
Ring:    Ring of Free Action
Belt:    Girdle of Piercing
Cloak:  Cloak of Balduran
Boots:  Boots of Avoidance
o----------------------------------------------------------------------o
Viconia
Cleric 8
Experience: 161000
Hit points: 72
THAC0: 13
Armor Class: -6
Weapon: *Staff Mace +2
    Sling +1
Helm:    Kiel's Helmet
Armor:    Plate Mail +3
Gloves: Gauntlets of Weapon Skill
Shield:    Large Shield +1
Ring:     Ring of Holiness
    Ring of Free Action
Belt:     Golden Girdle
Cloak:    Cloak of Displacement
Boots:    Boots of the North
o----------------------------------------------------------------------o
Minsc
Ranger 8
Experience: 161000
Hit points: 88
THAC0: 5
Armor Class: 1
Weapon: Spider's Bane
    Bastard Sword +1, +3 versus Shapeshifters
    *Long Bow of Marksmanship
Helm:    Helmet of Infravision
Amulet:    Wolfsbane Charm
Armor:  Studded Leather Armor +2
Gloves: Gauntlets of Dexterity
Ring:     Ring of Energy
    Ring of Animal Friendship
Cloak:    Cloak of Non-Detection
Boots:     Boots of Stealth
o----------------------------------------------------------------------o
Main Character
Fighter 7/Mage 7
Experience: 80500/80500
Hit points: 77 (82)
THAC0: 3
Armor Class: -2
Weapon: Two Handed Sword +3: The World's Edge
    *Composite Long Bow +1
Helm:    Helm of Balduran
Amulet:    Amulet of Metaspell Influence
Armor:    Robe of the Neutral Archmage
Gloves:    Gauntlets of Weapon Skill
Ring:    Ring of Wizardry
Cloak:    Cloak of Protection +2
Boots:    Boots of Grounding
o----------------------------------------------------------------------o
Imoen
Thief 6/Conjurer 9
Experience: 20000/141000
Hit points: 64
THAC0: 10
Armor Class: 0
Weapon:    Eagle Bow
Amulet: Necklace of Missiles
Armor:    Robe of the Good Archmage
Gloves:    Bracers of Archery   
Ring:    Ring of Wizardry
    Ring of Invisibility
Cloak:  Cloak of Protection +1
Boots:  Boots of Stealth
o----------------------------------------------------------------------o

            EVIL PARTY STATS: FINAL
o----------------------------------------------------------------------o
Jaheira
Fighter 7/Druid    8           
Experience: 80500/80500           
Hit points: 89       
THAC0: 8                   
Armor Class: -5               
Weapon:     Dagger of Venom +2
     Sling +1
Helm:     Helm of Glory
Amulet:     Greenstone Amulet
Armor:   Plate Mail +3
Gloves:     Gauntlets of Ogre Power           
Shield:  Large Shield +2           
Ring:     Ring of Free Action
     Ring of Animal Friendship
Belt:     Girdle of Piercing       
Cloak:   Cloak of Balduran   
Boots:     Boots of the North
o----------------------------------------------------------------------o
Kagain
Fighter 8       
Experience: 161000       
Hit points: 120   
THAC0: 8                   
Armor Class: -6               
Weapon:     Battle Axe +2
     Bastard Sword +1, +3 vs. Shapeshifters
     Throwing Axe +2
Helm:     Helmet (Kagain's)
Amulet:     Necklace of Missiles
Armor:   Full Plate Mail
Gloves:     Gauntlets of Dexterity           
Shield:  Large Shield +1, +4 vs. Missiles           
Ring:     Ring of Fire Resistance
Belt:     Girdle of Bluntness   
Cloak:   Cloak of Protection +1   
Boots:     Boots of Speed
o----------------------------------------------------------------------o
Shar-Teel
Fighter 8       
Experience: 161000       
Hit points: 80 (85)   
THAC0: 4                   
Armor Class: -7               
Weapon:     Long Sword +2: 'Varscona'
     Bastard Sword +1, +3 vs. Shapeshifters
Helm:     Helm of Balduran
Amulet:     Necklace of Missiles
Armor:   Full Plate Mail
Gloves:     Gauntlets of Weapon Expertise           
Shield:  Large Shield +1           
Ring:     Ring of Protection +2
     Ring of Energy
Belt:     Golden Girdle
Cloak:   Cloak of the Wolf   
Boots:     Boots of Avoidance
o----------------------------------------------------------------------o
Viconia
Cleric 8   
Experience: 161000       
Hit points: 64   
THAC0: 13                   
Armor Class: -6               
Weapon:     Warhammer +2: 'Ashideena'
     Sling +1
Helm:     Kiel's Helmet
Armor:   Full Plate Mail +1
Gloves:     Gauntlets of Weapon Skill
Shield:  Large Shield +1           
Ring:     Ring of Free Action
     Ring of Holiness
Belt:     Golden Girdle
Cloak:   Cloak of Displacement
o----------------------------------------------------------------------o
Protagonist
Fighter 6/Mage 6/Thief 7       
Experience: 53666/53666/53666       
Hit points: 69   
THAC0: 4                   
Armor Class: -1               
Weapon:     Long Bow of Marksmanship
Helm:     Helmet of Defense
Amulet:     Amulet of Metaspell Influence
Armor:   Robe of the Evil Archmagi
Gloves:     Bracers of Archery                   
Ring:     Ring of Wizardry
Cloak:   Cloak of Protection +2   
Boots:     Boots of Stealth
o----------------------------------------------------------------------o
Edwin
Conjurer 9       
Experience: 161000       
Hit points: 54   
THAC0: 13               
Armor Class: 5               
Weapon:     Quarter Staff +3
     Sling +3: 'Arla's Dragonbane'
Amulet:     Edwin's Amulet
Armor:   Knave's Robe
Gloves:     Bracers of Defense A.C. 6                   
Ring:     Ring of Wizardry
     Ring of Protection +1
Cloak:   Cloak of Non-Detection
Boots:     Boots of Grounding

*Evil Note: My evil party required significant gear changes from my good
party, mostly due to the fact that Jaheira needed to take on Ajantis'
role as party leader, and I had to furnish four characters with good
armor, shields, and all the good stuff fighters like. If anything, these
restrictions made life easier, as I just needed to make sure the right
suits of armor, missile protection gear, and gauntlets went on the right
characters. As you can see, the armor classes are all more balanced this
time around then they were with the good party-at least for the front
line characters. My protagonist and Edwin just had to suffer.. but with
four melee characters, there was no fear of them ever really being
pressured in melee themselves. Hence, all my front-liners have a
respectable armor class of -5 to -7.

Shrine of Bhaal (AR0125)
o======================================================================o
12) Take a deep breath. Whew. Alright. Now before you go charging
blindly ahead, take your little Thief and look for traps, because there
are a bunch of them. In fact, you might as well just consider the large
symbol of Bhaal in the center of the room a no-walk zone. There's still
plenty of ground to fight on. There are also traps on the left side of
the room, and a Battle Horror on the right. Lure the Battle Horror back
to you and take it out, and disarm the traps to the left. Once that's
done sneak up one of the sides until you can see Sarevok and his goons.
He'll be joined by Angelo, imposter to the Flaming Fist leadership,
Tazok, everybody's favorite Ogre-brigand, and some dill-hole named
Semaj. It would be advisable to lure his flunkies down without engaging
Sarevok, or at least Semaj. Semaj thinks he's clever anyways, and will
probably Dimension Door near the party when Sarevok speaks. Shoot him
full of Arrows of Dispelling and, when his Protection from Normal Arrows
and Mirror Image fails, properly whomp him. Does it really matter what
they drop at this point? Really? When his assistants are dead, do the
normal spell buffing. Haste, Protection from Evil 10' Radius, Defensive
Harmony, Mirror Image, the works. It would also be wise to summon some
monsters, Animate Dead, whatever you have. Then go up with just one
character and lure him down to the party, preferably AWAY from the
trapped center of the level. Sick your summons on him and pelt him with
missile fire, Magic Missiles work particularly well on him.. certainly
better than any other offensive spell in your arsenal. If he breaks
through, have your Fighters quaff Potions of Giant Strength, Storm is
preferable, but Cloud or Fire will work just as well. Then.. well, just
keep up the pressure. If a character is getting wounded, pull them out.
Keep hitting him with Arrows +2 and Magic Missiles until he falls. Once
he does you'll get some useless experience and a message saying your
party has been exported. See you in Baldur's Gate 2!

***TRAPS***
(x=700, y=850)
(x=775, y=865)
(x=830, y=830)
(x=750, y=800)
(x=840, y=730)
(x=570, y=1000)
(x=420, y=850)
(x=630, y=780)

o======================================================================o
|                                       |
|                   Items {ITM000}                   |
|                                       |
o======================================================================o
Below is a list of the items I deem to be rare and useful. If it's ever
a serious consideration for equipment, it'll be listed. You can simply
do a search of the item's name to find the item's location in the FAQ,
or you can search the area number listed by the item. Some items, like
more common magical weapons, will not be included. There are plenty of
places you can get a Ring of Protection +1, but there's only one Ring of
Protection +2.

Finding Recorded Items in the Walkthrough            {ITM001}
<---------------------------------------------------------------------->
You can simply do a search of the item's name to find the item's
location in the FAQ, or you can search the area number listed by the
item. It must be stressed that the latter method can be tedious, as
different events occur in areas at different times in the game. For
example, by looking at the location of the Boots of Avoidance, you might
be tempted to run off to Nashkel, not realizing that the assasin who
drops them doesn't appear until after the Nashkel Mines are cleared
(Chapter 3 or later). Combine this with the fact that I don't
necessarily list the area number of places I visit on subsequent visits,
and it can be rather difficult to find an item with just the area
number. On the other hand, searching for the name could prove fruitless
as well if the full name is broken up by a line change in the
Walkthrough. This can be overcome by searching for a key word in the
name (i.e. 'Archmage' in the Robe of the Evil Archmage.) Of course,
even this isn't fool proof, as some items that appear multiple times or
are otherwise unworthy of comment (especially unexceptional items in
stores) won't be mentioned in the Walkthrough, or on the other hand
might be mentioned several times, thus making it difficult to find the
actual part of the FAQ where the item is acquired, as opposed to where
it's just mentioned. Then you have cases such as the Cloak of
Displacement, where the key word 'Displacement' appears as a spell that
may be mentioned without any connection to the item. It's not a perfect
system by any means, but having an index dedicated to the items is
better than nothing at all, even with all its flaws. Of course if you
actually read the Walkthrough you'll get everything worth getting, so
you really have no *real* reason to gripe, do you?

Item (Alphabetical)            Item Type    Found    {ITM002}
o======================================================================o

    o===o
    |(A)|
        o===o
   
Algernon's Cloak            Cloak        (AR3352)*
Amulet of Metaspell Influence        Amulet        (AR0138)*
Anhkeg Full Plate Mail            Armor        (AR3301)*

    o===o
    |(B)|
        o===o

Bala's Axe                Axe        (AR0513)*
Battle Axe +2: 'Battleaxe of Mauletar'    Axe        (AR0116)*
Bastard Sword +1, +3 vs Shapeshifters    Large Sword    (AR1006)*
Bastard Sword +1, +3 vs Shapeshifters    Large Sword    (AR2200)*
Boots of Avoidance            Boots        (AR4800)*
Boots of Grounding            Boots        (AR5405)*
Boots of the North            Boots        (AR4600)*
Boots of Speed                Boots        (AR1800)*
Boots of Stealth            Boots        (AR3800)*
Boots of Stealth            Boots        (AR3900)*
Bracers of Archery            Gloves        (AR5300)*
Bracers of Binding            Gloves        (AR1502)*
Bracers of Defense A.C. 6        Gloves        (AR1803)*

    o===o
    |(C)|
        o===o

Chain Mail +2                Armor        (AR4000)*
Chain Mail +3                Armor        (AR1004)*
Claw of Kazgaroth, The            Ring        (AR3202)*
Cloak of Balduran            Cloak        (AR0112)*
Cloak of Displacement            Cloak        (AR1001)*
Cloak of Non-Detection            Cloak        (AR2200)*
Cloak of Protection +2            Cloak        (AR2615)*
Cloak of the Shield            Cloak        (AR0514)*
Cloak of the Wolf            Cloak        (AR3601)*
Composite Long Bow +1            Bow        (AR3351)*

    o===o
    |(D)|
        o===o
   
Dagger of Venom                Small Sword    (AR3301)*
Dagger +2: 'Heart of the Golem'        Small Sword    (AR0115)*
Dagger +2: 'Heart of the Golem'        Small Sword    (AR5000)*
Dagger +2, Longtooth            Small Sword    (AR0112)*
Durlag's Goblet                Miscellaneous    (AR0512)

    o===o
    |(E)|
        o===o

Eagle Bow                Bow        (AR0115)*

    o===o
    |(F)|
        o===o

Full Plate Mail                Armor        (AR0513)*
Full Plate Mail                Armor        (AR1900)*
Full Plate Mail                Armor        (AR3301)*
Full Plate Mail +1            Armor        (AR0123)

    o===o
    |(G)|
        o===o

Gauntlets of Dexterity            Gloves        (AR5100)*
Gauntlets of Fumbling            Gloves        (AR3700)*
Gauntlets of Ogre Power            Gloves        (AR0133)*
Gauntlets of Weapon Expertise        Gloves        (AR4500)*
Gauntlets of Weapon Skill        Gloves        (AR1200)*
Gauntlets of Weapon Skill        Gloves        (AR0114)*
Girdle of Bluntness            Belt        (AR5200)*
Girdle of Masculinity/Femininity    Belt        (AR2800)*
Girdle of Piercing            Belt        (AR2800)*
Golden Girdle                Girdle        (AR3500)*
Greenstone Amulet            Amulet        (AR1001)*
Gregan's Harp                Miscellaneous    (AR1001)*

    o===o
    |(H)|
        o===o

Halberd +2: 'Suryris' Blade'        Spear        (AR0615)*
Heavy Crossbow of Accuracy: 'The Guide'    Missile Weapon    (AR0700)*
Helm of Balduran            Helmet        (AR0118)*
Helm of Glory                Helmet        (AR0011)*
Helmet of Defense            Helmet        (AR3100)*
Helmet of Infravision            Helmet        (AR4801)*
Horn of Kazgaroth, The            Miscellaneous    (AR3202)*

    o===o
    |(K)|
        o===o

Kiel's Buckler                Shield        (AR0512)*
Kiel's Helmet                Helmet        (AR0512)*
Kiel's Morningstar            Spiked Weapon    (AR0512)*
Koveras' Ring of Protection        Ring        (AR2609)*

    o===o
    |(L)|
        o===o

Large Shield +1, +4 versus Missiles    Shield        (AR0617)*
Large Shield +2                Shield        (AR0514)*
Leather Armor +2            Armor        (AR5000)*
Leather Armor +3            Armor        (AR0514)*
Light Crossbow of Speed            Missile Weapon    (AR3301)*
Long Bow of Marksmanship        Bow        (AR1901)*
Longsword +1, Flame Tongue        Large Sword    (AR0514)*
Longsword +2: 'Varscona'        Large Sword    (AR5400)*

    o===o
    |(M)|
        o===o

Mace +2: 'Krolan's Skullcrusher'    Blunt Weapon    (AR0514)*
Manual of Bodily Health            Miscellaneous    (AR3601)*
Manual of Gainful Exercise        Miscellaneous    (AR2615)*
Manual of Quickness of Action        Miscellaneous    (AR0153)*
Moonblade                Large Sword    (AR5405)*

    o===o
    |(N)|
        o===o

Necklace of Missiles            Necklace    (AR0145)*
Necklace of Missiles            Necklace    (AR0715)*
Necklace of Missiles            Necklace    (AR4907)*
Nymph Cloak                Cloak        (AR0703)*

    o===o
    |(P)|
        o===o

Platemail +1                Armor        (AR1800)*
Platemail +3: 'The Practical Defense'    Armor        (AR0511)*

    o===o
    |(Q)|
        o===o

Quarter Staff +3            Blunt Weapon    (AR1001)*

    o===o
    |(R)|
        o===o

Ring of Animal Friendsip        Ring        (AR2200)*
Ring of Clumsiness            Ring        (AR0704)*
Ring of Energy                Ring        (AR3000)*
Ring of Fire Resistance            Ring        (AR2615)*
Ring of Folly                Ring        (AR0705)*
Ring of Folly                Ring        (AR2101)*
Ring of Folly                Ring        (AR3100)*
Ring of Free Action            Ring        (AR0615)*
Ring of Free Action            Ring        (AR1000)*
Ring of Holiness            Ring        (AR5405)*
Ring of Infravision            Ring        (AR0706)*
Ring of Infravision            Ring        (AR4800)*
Ring of Infravision            Ring        (AR4907)*
Ring of Invisibility            Ring        (AR1001)*
Ring of Protection +2            Ring        (AR0138)*
Ring of Wizardry            Ring        (AR1111)*
Ring of Wizardry            Ring        (AR2300)*
Robe of the Evil Archmage        Armor        (AR1803)*
Robe of the Good Archmage        Armor        (AR3202)*
Robe of the Neutral Archmage        Armor        (AR3202)*

    o===o
    |(S)|
        o===o

Scimitar +2: 'Rhashad's Talon'        Large Sword    (AR0500)*
Shadow Armor                Armor        (AR3301)*
Shield Amulet                Necklace    (AR1503)*
Shield Amulet                Necklace    (AR4907)*
Short Sword of Backstabbing        Small Sword    (AR0112)*
Short Sword +2: 'The Whistling Sword'    Small Sword    (AR3700)*
Silver Dagger - Werebane        Small Sword    (AR1502)*
Sling +3: Arla's Dragonbane        Missile Weapon    (AR0514)*
Spider's Bane                Large Sword    (AR2101)*
Staff Mace +2                Blunt Weapon    (AR1505)*
Staff of Striking            Blunt Weapon    (AR0514)*
Staff Spear +2                Blunt Weapon    (AR0505)*
Studded Leather Armor +2        Armor        (AR5300)*
Sword of Balduran            Large Sword    (AR1503)*

    o===o
    |(T)|
        o===o

Throwing Axe +2                Axe        (AR5506)*
Tome of Clear Thought            Tome        (AR0138)*
Tome of Leadership and Influence    Miscellaneous    (AR5102)*
Tome of Understanding            Miscellaneous    (AR0132)*
Tome of Understanding            Miscellaneous    (AR2615)*
Tome of Understanding            Miscellaneous    (AR0504)*
Two Handed Sword, Cursed Berserking +3  Large Sword    (AR4100)*
Two Handed Sword +3 'The World's Edge'    Large Sword    (AR0506)*

    o===o
    |(W)|
        o===o

Wand of Fear                Miscellaneous    (AR0703)*
Wand of Fear                Miscellaneous    (AR1009)*
Wand of Fear                Miscellaneous    (AR1803)*
Wand of Fear                Miscellaneous    (AR1900)*
Wand of Fear                Miscellaneous    (AR3202)*
Wand of Fear                Miscellaneous    (AR4501)*
Wand of Fire                Miscellaneous    (AR0134)*
Wand of Fire                Miscellaneous    (AR0500)*
Wand of Fire                Miscellaneous    (AR0514)*
Wand of Fire                Miscellaneous    (AR0703)*
Wand of Fire                Miscellaneous    (AR0704)*
Wand of Fire                Miscellaneous    (AR1401)*
Wand of Fire                Miscellaneous    (AR2615)*
Wand of Fire                Miscellaneous    (AR3901)*
Wand of Frost                Miscellaneous    (AR0703)*
Wand of Frost                Miscellaneous    (AR1000)*
Wand of Frost                Miscellaneous    (AR1001)*
Wand of Frost                Miscellaneous    (AR2101)*
Wand of Frost                Miscellaneous    (AR5400)*
Wand of Lightning            Miscellaneous    (AR0109)*
Wand of Lightning            Miscellaneous    (AR0514)*
Wand of Lightning            Miscellaneous    (AR0703)*
Wand of Lightning            Miscellaneous    (AR0705)*
Wand of Lightning            Miscellaneous    (AR1502)*
Wand of Lightning            Miscellaneous    (AR3321)*
Wand of Magic Missiles            Miscellaneous    (AR0601)*
Wand of Magic Missiles            Miscellaneous    (AR0703)*
Wand of Magic Missiles            Miscellaneous    (AR1501)*
Wand of Magic Missiles            Miscellaneous    (AR3352)*
Wand of Magic Missiles            Miscellaneous    (AR4010)*
Wand of Monster Summoning        Miscellaneous    (AR0514)*
Wand of Monster Summoning        Miscellaneous    (AR0703)*
Wand of Monster Summoning        Miscellaneous    (AR5001)*
Wand of Paralyzation            Miscellaneous    (AR0126)*
Wand of Paralyzation            Miscellaneous    (AR0138)*
Wand of Paralyzation            Miscellaneous    (AR0153)*
Wand of Paralyzation            Miscellaneous    (AR0703)*
Wand of Paralyzation            Miscellaneous    (AR3601)*
Wand of Polymorphing            Miscellaneous    (AR0162)*
Wand of Sleep                Miscellaneous    (AR0110)*
Wand of Sleep                Miscellaneous    (AR0110)*
Wand of Sleep                Miscellaneous    (AR0703)*
Wand of Sleep                Miscellaneous    (AR3202)*
Wand of the Heavens            Miscellaneous    (AR0615)*
Wand of the Heavens            Miscellaneous    (AR0703)*
Wand of the Heavens            Miscellaneous    (AR1001)*
War Hammer +1, +4 vs Giant Humanoids    Blunt Weapons    (AR1001)*
War Hammer +2 'Ashideena'        Blunt Weapons    (AR3700)*
Wolfsbane Charm                Amulet        (AR1505)*
Wolfsbane Charm                Amulet        (AR1505)*

Item Descriptions                        {ITM003}
o======================================================================o
Below I have added the descriptions of every item mentioned above, their
stats taken directly from the descriptive text of the game. (Whether the
stats listed by the game matches what the item actually does is another
story!)

    o===o
    |(A)|
        o===o

Algernon's Cloak
<---------------------------------------------------------------------->
Charisma:        +2 bonus
Weight:            3
Not Usable By:

Amulet of Metaspell Influence: 'The Amplifier'
<---------------------------------------------------------------------->
Special: Memorize one extra second level spell.

Ankheg Plate Mail
<---------------------------------------------------------------------->
Armor Class:        1
Weight:            25
Only Usable By:        Bard, Druid, Mage, Thief       

    o===o
    |(B)|
        o===o

Bala's Axe - Wizard Slayer
<---------------------------------------------------------------------->
Damage:            1d8
Damage Type:        Slashing

Special: Miscast Magic affects victim on each successful hit.
Miscast Magic: Any spell casting creature that is affected by this spell
has its casting ability severely disabled. When the creature attempts to
cast a spell it has an 80% chance of failure. Creatures can save vs.
spells to avoid the affect, but do so at -2.

Weight:            6
Speed Factor:        7
Proficiency Type:    Axe
Type:            1-handed
Not Usable By:        Druid, Cleric, Mage, Thief

Bastard Sword +1, +3 vs. Shapeshifters: 'Kondar'
<---------------------------------------------------------------------->
Damage:            2d4 +1, +3 vs. Shape Shifters
THAC0:            +1 bonus
Damage Type:        Slashing
Weight:            8
Speed Factor:        7
Proficiency Type:    Large Sword
Type:            1-handed
Not Usable By:        Druid, Cleric, Mage, Thief

Battle Axe +2: 'Battleaxe of Mauletar'
<---------------------------------------------------------------------->
Damage:            1d8 +2
THAC0:            +2 bonus
Damage Type:        Slashing
Weight:            5
Speed Factor:        5
Proficiency Type:    Axe
Type:            1-handed
Not Usable By:        Druid, Cleric, Mage, Thief

Boots of Avoidance: 'Senses of the Cat'
<---------------------------------------------------------------------->
Armor Class Bonus:    +5 vs. Missile Weapons
Weight:            4

Boots of Ground: 'Talos' Gift'
<---------------------------------------------------------------------->
Electricity Resistance:    +50%
Weight:            4

Boots of Stealth: 'Worn Whispers'
<---------------------------------------------------------------------->
Stealth Bonus:        +35%
Weight:            4
Not Usable By:        Fighter, Mage Cleric, Druid

Boots of the North: 'The Frost's Embrace'
<---------------------------------------------------------------------->
Cold Resistance:    +50%
Weight:            4

Bracers of Archery: 'The Dale's Protector'
<---------------------------------------------------------------------->
THAC0:            +2 (missile weapons only)
Weight:            2
Not Usable By:        Druid, Mage, Cleric

Bracers of Binding
<---------------------------------------------------------------------->
Special:        Casting failure 75%
THAC0:            +5 penalty
Damage:            -5 penalty

Bracers of Defense A.C. 6
<---------------------------------------------------------------------->
Armor Class:        6
Weight:            2
Not Usable By:       

    o===o
    |(C)|
        o===o

Chain Mail +2: 'Mail of the Dead'
<---------------------------------------------------------------------->
Armor Class:        3
Weight:            10
Only Usable By:        Druid, Mage, Thief

Chain Mail +3
<---------------------------------------------------------------------->
Armor Class:        2
Weight:            9
Only Usable By:        Druid, Mage, Thief

Claw of Kazgaroth
<---------------------------------------------------------------------->
Armor Class: +1 bonus
Save vs Death: -4 penalty
Save vs Wands: +3 bonus
Save vs Polymorph: +3 bonus
Save vs Breath: +3 bonus
Save vs Spells: +3 bonus
Constitution Modifier: -2 penalty

Cloak of Balduran: 'Cloak of Balduran'
<---------------------------------------------------------------------->
Armor Class:        +1 bonus
Saving Throws:        +1 bonus
Magic Resistance:    25%
Weight:            3
Not Usable By:       

Cloak of Displacement
<---------------------------------------------------------------------->
Armor Class:        +4 vs. Missile Weapons
Saving Throws (death, breath, wands): +2 bonus
Weight:            3
Not Usable By:               

Cloak of Non-Detection: 'Whispers of Silence'
<---------------------------------------------------------------------->
Special: Non-detectable by magical means such as Detect Invisibility
and scrying.
Weight:         3
Not Usable By:

Cloak of Protection +2: 'The Spirit's Shield'
<---------------------------------------------------------------------->
Armor Class:        +2 bonus
Saving Throws:        +2 bonus
Weight:            3
Not Usable By:       

Cloak of the Shield
<---------------------------------------------------------------------->
Special:        +5 Armor bonus vs. missile weapons
Special:        +1 Armor bonus vs. all other weapons
Duration:        1 turn
Number of Charges:    Unknown
Weight:            4
Not Usable By:       

Cloak of the Wolf: 'Relair's Mistake'
<---------------------------------------------------------------------->
Special: Polymorph into wolf at will.
Weight:            3
Not Usable By:

Composite Long Bow +1
<---------------------------------------------------------------------->
THAC0:            +2 bonus
Damage:            +3
Weight:            9
Speed Factor:        6
Proficiency Type:    Bow Weapons
Type:            2-handed
Not Usable By:        Druid, Cleric, Mage, Thief, Bard

    o===o
    |(D)|
        o===o

Dagger +2: 'Heart of the Golem'
<---------------------------------------------------------------------->
Damage:            1d4 +2
THAC0:            +2 bonus
Weight:            2
Speed Factor:        1
Proficiency Type:    Small Sword
Type:            1-handed
Not Usable By:        Cleric

Dagger +2, Longtooth: 'Grave Binder'
<---------------------------------------------------------------------->
Damage:            1d6 +2
THAC0:            +2 bonus
Damage Type:        Piercing
Weight:            2
Speed Factor:        0
Proficiency Type:    Small Sword
Type:            1-handed
Not Usable By:        Cleric

Dagger of Venom
<---------------------------------------------------------------------->
Damage:            1d4 +2
THAC0:            +2 bonus
Poison Damage:        6 points per round, Up to a total of 15 damage
Weight:            2
Speed Factor:        0
Proficiency Type:    Small Sword
Type:            1-handed
Not Usable By:        Cleric

    o===o
    |(E)|
        o===o

Eagle Bow
<---------------------------------------------------------------------->
THAC0:            +2 bonus
Damage:            +2
Weight:            2
Speed Factor:        4
Proficiency Type:    Bow Weapons
Type:            2-handed
Not Usable By:        Druid, Cleric, Mage

    o===o
    |(F)|
        o===o

Full Plate Mail
<---------------------------------------------------------------------->
Armor Class:        1
Weight:            70
Only Usable By:        Bard, Druid, Mage, Thief

Full Plate Mail +1: 'Plate of the Dark'
<---------------------------------------------------------------------->
Armor Class:        0
Weight:            35
Not Usable By:        Bard, Druid, Mage, Thief

    o===o
    |(G)|
        o===o

Gauntlets of Dexterity: 'The Brawling Hands'
<---------------------------------------------------------------------->
Dexterity:        Set to 18
Weight:            2
Not Usable By:       

Gauntlets of Fumbling:: 'Elander's Gloves of Misplacement'
<---------------------------------------------------------------------->   
THACO:            -10 penalty
Dexterity:        -2 penalty
Weight:            2
Special:        Can only be removed by a 'remove curse' spell.

Gauntlets of Ogre Power
<---------------------------------------------------------------------->
Strength:        set to 18/00
Weight:            2
Not Usable By:        Thief, Mage

Gauntlets of Weapon Expertise
<---------------------------------------------------------------------->
THACO:            +1 bonus
Damage:            +2 bonus
Weight:            1
Not Usable By:       

Gauntlets of Weapon Skill
<---------------------------------------------------------------------->
THACO:            +1 bonus
Weight:            2
Not Usable By:       

Girdle of Bluntness: 'Destroyer of the Hills'
<---------------------------------------------------------------------->
Armor Class Bonus:    +4 vs. blunt weapons
Weight:            2
Not Usable By:   

Girdle of Masculinity/Femininity
<---------------------------------------------------------------------->

Girdle of Piercing: 'Elves' Bane'
<---------------------------------------------------------------------->
Armor Class Bonus:    +3 vs. piercing weapons

Golden Girdle: 'Golden Girdle of Urnst'
<---------------------------------------------------------------------->
Armor Class Bonus:    +3 vs. slashing weapons
Weight:            2
Not Usable By:   

Greenstone Amulet
<---------------------------------------------------------------------->
This amulet confers the wearer protection against all charm, confusion,
fear, domination, ESP, detect alignment, hold, stun, psionics, sleep and
feeblemind, much like the 8th level wizard spell Mind Blank. However the
protection effected uses one charge each time it is used and will only
last for 1 turn.
Weight:            1 pound

Gregan's Harp: 'The Captive Audience'
<---------------------------------------------------------------------->
Special: Dominates a single victim each time it is played, as per the
5th level wizard spell Domination (victim must save vs. spell at -2 to
avoid the effect). Has a finite number of charges left.
Duration:        12 hours
Weight:            3
Only Usable By:        Bard

    o===o
    |(H)|
        o===o

Halberd +2: 'Suryris' Blade'
<---------------------------------------------------------------------->
Damage:            1d10 +2
THAC0:            +2 bonus
Weight:            12
Speed Factor:        7
Proficiency Type:    Spear
Type:            2-handed
Not Usable By:        Druid, Cleric, Mage, Thief

Heavy Crossbow of Accuracy: 'The Guide'
<---------------------------------------------------------------------->
Damage:            +2 (missile)
THAC0:            +5 bonus
Weight:            10
Speed Factor:        7
Proficiency Type:    Missile Weapon
Type:            2-handed
Not Usable By:        Druid, Cleric, Mage, Thief

Helm of Balduran
<---------------------------------------------------------------------->
Armor Class:        +1 bonus
Hit Point Max:        +5
Saving Throws:        +1
THAC0:            +1 bonus
Special:        Protects Against Critical Hits
Weight:            1
Not Usable By:        Mage, Bard, Thief

Helm of Glory
<---------------------------------------------------------------------->
Armor Class:        +1 bonus
Charisma:        +1 bonus
Special:        Protects Against Critical Hits
Weight:            2
Not Usable By:        Mage, Bard, Thief

Helm of Infravision: 'The Eyes of the Truth'
<---------------------------------------------------------------------->
Armor Class Bonus:    None
Special:
 Protects Against Critical Hits
 Grants wearer infravision up to 120 ft.
Weight:            3
Not Usable By:        Mage, Bard, Thief

Helmet of Defense: 'Gift of Peace'
<---------------------------------------------------------------------->
Armor Class Bonus:    None
Saving Throws:        +1 bonus
Electrical Resistance:    +20%
Cold Resistance:    +20%
Fire Resistance:    +20%
Special:        Protects Against Critical Hits
Weight:            3
Not Usable By:        Mage, Bard, Thief

Horn of Kazgaroth
<---------------------------------------------------------------------->
Immunity to first and second level spells.
Save vs Death: +2
Save vs Wands: +2
Save vs Polymorph: +2
Save vs Breath: +2
Save vs Spells: +2
Armor Class bonus vs missile attacks: +5
Damage done to user: Unknown
Not Usable By:         Cleric (any combination of Cleric or Druid
            cannot use this item), Druid, Thief


    o===o
    |(K)|
        o===o

Kiel's Buckler
<---------------------------------------------------------------------->
Armor Class:        +1
Special:        No Missile/Piercing Attack Protection
Special:        +1 Dexterity while equipped
Weight:            2
Not Usable By:        Mage

Kiel's Helmet
<---------------------------------------------------------------------->
Armor Class:        None
Special:        Protects Against Critical Hits
Special:        Protects Against all forms of panic and boosts
            morale.
Weight:            2
Not Usable By:        Mage, Bard, Thief

Kiel's Morningstar
<---------------------------------------------------------------------->
Damage:            2d4 +3
THAC0:            +3 bonus
Damage Type:        Crushing
Special:        This weapon is cursed and instills a berserker
            fury in its wielder.
Weight:            10
Speed Factor:        4
Proficiency Type:    Spiked Weapons
Type:            1-handed
Not Usable By:        Druid, Mage, Thief

Koveras' Ring of Protection: 'Ring of the Princes'
<---------------------------------------------------------------------->
Armor Class:        +1 bonus
Saving Throws:        +1 bonus
Not Usable By:       

    o===o
    |(L)|
        o===o

Large Shield +1, +4 vs. Missiles: 'Shield of the Falling Stars'
<---------------------------------------------------------------------->
Armor Class:        +2 bonus, +5 vs. Missile Weapons
Weight:            12
Not Usable By:        Bard, Druid, Mage, Thief

Large Shield +2
<---------------------------------------------------------------------->
Armor Class:        3
Special:        +1 vs. Missile Weapons
Weight:            4
Not Usable By:        Bard, Druid, Mage, Thief

Leather Armor +2: 'Protector of the Second'
<---------------------------------------------------------------------->
Armor Class:        6
Weight:            5
Not Usable By:        Mage

Leather Armor +3
<---------------------------------------------------------------------->
Armor Class:        5
Weight:            4
Not Usable By:        Mage

Light Crossbow of Speed: 'The Army Scythe'
<---------------------------------------------------------------------->
Damage:            +1 (Missile)
THAC0:            +1 bonus
Special:        1 extra attack per round
Weight:            5
Speed Factor:        3
Proficiency Type:    Missile Weapon
Type:            2-handed
Not Usable By:        Druid, Cleric, Mage, Thief

Long Bow of Marksmanship: 'The Dead Shot'
<---------------------------------------------------------------------->
THAC0:            +3
Damage:            +2
Weight:            2
Speed Factor:        5
Proficiency Type:    Bow Weapons
Type:            2-handed
Not Usable By:        Druid, Cleric, Mage, Thief

Long Sword +1: 'The Burning Earth'
<---------------------------------------------------------------------->
Damage:            1d8 +1
THAC0:            +1 bonus
Special:        +2 vs. Regenerating Creatures
            +3 vs. Cold-Using Creatures
            +4 vs. Undead
Damage Type:        Slashing
Weight:            4
Speed Factor:        3
Proficiency Type:    Large Sword
Type:            1-handed
Not Usable By:        Druid, Cleric, Mage

Long Sword +2: 'Varscona'
<---------------------------------------------------------------------->
Damage:            1d8 +2
Special:        +1 Cold Damage
THAC0:            +2 bonus
Damage Type:        Slashing
Weight:            3
Speed Factor:        3
Proficiency Type:    Large Sword
Type:            1-handed
Not Usable By:        Druid, Cleric, Mage

    o===o
    |(M)|
        o===o

Mace +2: 'Krolan's Skullcrusher'
<---------------------------------------------------------------------->
Damage:            1d6 +3
THAC0:            +2 bonus
Damage Type:        Crushing
Weight:            7
Speed Factor:        5
Proficiency Type:    Blunt Weapons
Type:            1-handed
Not Usable By:        Druid, Mage, Thief

Manual of Bodily Health
<---------------------------------------------------------------------->
Constitution: Raised by 1 point permanently.
Special: The book is consumed upon use.
Usage: Place into quick item slot.

Manual of Gainful Exercise
<---------------------------------------------------------------------->
Strength: Raised by 1 point permanently.
Special: The book is consumed upon use.
Usage: Place into quick item slot.

Manual of Quickness of Action
<---------------------------------------------------------------------->
Dexterity: Raised by 1 point permanently.
Special: The book is consumed upon use.
Usage: Place into quick item slot.

Moonblade
<---------------------------------------------------------------------->
Damage:            1d8
Damage Type:        Slashing
Bonus to Hit:        3
Bonud to Damage:    3
Special:
 +1 bonus to Armor Class
 +50% Fire Resistance
Weight:            4
Speed Factor:        5
Proficiency Type:    Small Sword
Type:            1-handed
Not Usable By:        Everyone but Xan

    o===o
    |(N)|
        o===o

Necklace of Missiles 'The One Gift Lost'
<---------------------------------------------------------------------->
Range:            50 ft.
Area of Effect:        30 ft. radius
Damage:            6d6 (save vs. spell for half)

Nymph Cloak
<---------------------------------------------------------------------->
Charisma:        +2 bonus
Weight:            3
Not Usable By:

    o===o
    |(P)|
        o===o

Plate Mail +1: 'Fallorain's Plate'
<---------------------------------------------------------------------->
Armor Class:        2
Weight:            20
Only Usable By:        Bard, Druid

Plate Mail +3: 'The Practical Defense'
<---------------------------------------------------------------------->
Armor Class:        0
Weight:            18
Only Usable By:        Bard, Druid, Mage, Thief

    o===o
    |(Q)|
        o===o

Quarter Staff +3: 'Aule's Staff'
<---------------------------------------------------------------------->
Damage:            1d6 +3
THAC0:            +3 bonus
Damage Type:        Crushing
Weight:            3
Speed Factor:        1
Proficiency Type:    Blunt Weapons
Type:            2-handed
Not Usable By:

    o===o
    |(R)|
        o===o

Ring of Animal Friendship: 'Druid's Ring'
<---------------------------------------------------------------------->
Special: Charm animal unless save vs. wands.
Range:            40 ft
Area:            1 animal
Duration:        10 turns

Ring of Clumsiness: 'The Jester's Folly'
<---------------------------------------------------------------------->
Dexterity: reduced by 50%
Stealth: reduced by 50%
Spells: 75% casting failure
Special: can only be removed by a 'remove curse' spell

Ring of Energy: 'The Victor'
<---------------------------------------------------------------------->
Damage:         2d6 (no save)
Range:            120 ft
Area:            1 creature

Ring of Fire Resistance: 'Batalista's Passport'
<---------------------------------------------------------------------->
Fire Resistance:    +40%
Not Usable By:       

Ring of Folly
<---------------------------------------------------------------------->
Intelligence: Set to 3
Wisdom: Set to 3
Special: Infects the wearer with Feeblemind
  Can only be removed with a 'Remove Curse' spell.

Ring of Free Action: 'Edventar's Gift'
<---------------------------------------------------------------------->
Special: The wearer is immune to everything, magical and otherwise, that
effects mobility in any way, although can still be hasted. Be aware,
however, this will also protect the wearer from beneficial effects such
as those received from the boots of speed.

Ring of Holiness: 'Honorary Gift of Sune'
<---------------------------------------------------------------------->
Spells: Grants an extra spell of each level from 1st to 4th.
Only Usable By:        Cleric, Druid

Ring of Infravision: 'Topsider's Crutch'
<---------------------------------------------------------------------->
Special: The wearer gains the ability of infravision up to 120 ft.

Ring of Invisibility: 'Sandthief's Ring'
<---------------------------------------------------------------------->
Not Usable By:

Ring of Protection +2: 'The Guard's Ring'
<---------------------------------------------------------------------->
Armor Class:        +2 bonus
Saving Throws:        +2 bonus
Not Usable By:       

Ring of Wizardry: 'Evermemory'
<---------------------------------------------------------------------->

Spells: Doubles the amount of 1st level spells a Mage can memorize.
Only Usable By:        Mage

Robe of the Evil Archmagi
<---------------------------------------------------------------------->
Armor Class:        5
Magic Resistance:    5%
Saving Throw:        +1 bonus
Weight:            6
Only Usable By:        Mage (single, dual, & multi-class),
            Evil-aligned characters

Robe of the Good Archmagi
<---------------------------------------------------------------------->
Armor Class:        5
Magic Resistance:    5%
Saving Throw:        +1 bonus
Weight:            6
Only Usable By:        Mage (single, dual, & multi-class),
            Good-aligned characters

Robe of the Neutral Archmagi
<---------------------------------------------------------------------->
Armor Class:        5
Magic Resistance:    5%
Saving Throw:        +1 bonus
Weight:            6
Only Usable By:        Mage (single, dual, & multi-class),
            Neutral-aligned characters

    o===o
    |(S)|
        o===o

Scimitar +2: 'Rhashad's Talon'
<---------------------------------------------------------------------->
THAC0:            +2 bonus
Damage:            1d8 +2
Damage Type:        Slashing
Weight:            3
Speed Factor:        3
Proficiency Type:    Large Sword
Type:            1-handed
Not Usable By:        Cleric, Mage, Thief

Shadow Armor
<---------------------------------------------------------------------->
Armor Class:        4
Special:        +15% Hide in Shadows
Weight:            8
Only Usable By:        Thief (single, multi, and dual class)

Shield Amulet
<---------------------------------------------------------------------->
Range:            0
Area of Effect:        Self
Armor Class:        Base set to 4
Special:        Bonus +2 AC vs. missile attacks
Duration:        5 turns

Short Sword +2: 'The Whistling Sword'
<---------------------------------------------------------------------->
Damage:            1d6 +2
THAC0:            +2 bonus
Damage Type:        Piercing
Weight:            2
Speed Factor:        1
Proficiency Type:    Small Sword
Type:            1-handed
Not Usable By:        Druid, Cleric, Mage

Short Sword of Backstabbing: 'The Shadow's Blade'
<---------------------------------------------------------------------->
Damage:            1d6 +3
THAC0:            +3 bonus
Damage Type:        Piercing
Weight:            3
Speed Factor:        0
Proficiency Type:    Small Sword
Type:            1-handed
Not Usable By:        Druid, Cleric, Mage

Silver Dagger - Werebane
<---------------------------------------------------------------------->
Damage:            1d4 +1 (+4 vs. Lycanthropes)
THAC0:            +1 bonus (+4 vs. Lycanthropes)
Damage Type:        Piercing
Weight:            1
Speed Factor:        2
Proficiency Type:    Small Sword
Type:            1-handed
Not Usable By:        Cleric

Sling +3: 'Arla's Dragonbane'
<---------------------------------------------------------------------->
Damage:            +3 (missile damage)
THAC0:            +3 bonus
Weight:            0
Speed Factor:        3
Proficiency Type:    Missile Weapons
Type:            1-handed
Not Usable By:

Spider's Bane
<---------------------------------------------------------------------->
Damage:            1d10 +2
THAC0:            +2 bonus
Special: Free Action (while equipped) - protects the wielder from any
magics that effect movement such as hold and web.
Damage Type:        Slashing
Weight:            10
Speed Factor:        8
Proficiency Type:    Large Sword
Type:            2-handed
Not Usable By:        Druid, Cleric, Mage, Thief

Staff of Striking
<---------------------------------------------------------------------->
Damage:            1d6 +9
THAC0:            +3 bonus
Damage Type:        Crushing
Weight:            4
Speed Factor:        1
Proficiency Type:    Blunt Weapons
Not Usable By:

Staff Mace
<---------------------------------------------------------------------->
THAC0:            +2 bonus
Damage:            2d4 +2
Weight:            4
Speed Factor:        2
Damage Type:        Bludgeon
Proficiency Type:    Blunt Weapons
Type:            1-handed
Not Usable By:

Staff Spear +2
<---------------------------------------------------------------------->
THAC0:            +2 bonus
Damage:            1d8 +3
Weight:            4
Speed Factor:        4
Type:            2-handed
Proficiency Type:    Staff
Damage Type:        Piercing
Not Usable By:

Studded Leather Armror +2
<---------------------------------------------------------------------->
Armor Class:        5
Weight:            8
Not Usable By:        Mage

Sword of Balduran
<---------------------------------------------------------------------->
Damage:            2d4 (+4 vs. Lycanthropes)
THAC0:            +4 vs. Lycanthropes
Damage Type:        Slashing
Weight:            12
Speed Factor:        7
Proficiency Type:    Large Sword
Type:            1-handed
Not Usable By:        Druid, Cleric, Mage, Thief

    o===o
    |(T)|
        o===o

Throwing Axe +2
<---------------------------------------------------------------------->
Damage:            1d6 +3
THAC0:            +2
Damage Type (melee):    Slashing
Damage Type (thrown):    Missile (Piercing)
Special:        Returns to users hand once thrown
Weight:            3
Speed Factor:        2
Proficiency Type:    Axe
Type:            1-handed
Not Usable By:        Druid, Cleric, Mage, Thief

Tome of Clear Thought
<---------------------------------------------------------------------->
Intelligence: Raised by 1 point permanently.
Special: The book is consumed upon use.
Usage: Place into quick item slot.

Tome of Leadership and Influence
<---------------------------------------------------------------------->
Charisma: Raised by 1 point permanently.
Special: The book is consumed upon use.
Usage: Place into quick item slot.

Tome of Understanding
<---------------------------------------------------------------------->
Wisdom: Raised by 1 point permanently.
Special: The book is consumed upon use.
Usage: Place into quick item slot.

Two Handed Sword +3: 'The World's Edge'
<---------------------------------------------------------------------->
Damage:            1d10 +3
THAC0:            +3 bonus
Damage Type:        Slashing
Weight:            9
Speed Factor:        7
Proficiency Type:    Large Sword
Type:            2-handed
Not Usable By:        Druid, Cleric, Mage, Thief

Two Handed Sword, Cursed Berserking +3
<---------------------------------------------------------------------->
Damage:            1d10 +3
THAC0:            +3 bonus
Damage Type:        Slashing
Special:
   Causes the wielder to go berserk.
   Can only be removed with a 'Remove Curse' spell.
Weight:            15
Speed Factor:        10
Proficiency Type:    Large Sword
Type:            2-handed
Not Usable By:        Druid, Cleric, Mage, Thief

    o===o
    |(W)|
        o===o

Wand of Fear
<---------------------------------------------------------------------->
Special: Causes enemies to run in fear unless they save vs. spells.
Range:            100 ft
Area:            20 ft radius
Duration:        15 rounds
Not Usable By:        Fighter, Thief

Wand of Fire
<---------------------------------------------------------------------->
Ability 1:
Effect: Shoots out a Fireball
Damage:            6d6 (save vs. wands for half)
Range:            90 ft
Area:            30 ft radius

Ability 2:
Effect:            Agannazar's Scorcher
Damage:            6d6 +6 (save vs. wands for half)
Range:            90 ft
Area:            1 creature

Not Usable By: Fighter, Cleric

Wand of Frost
<---------------------------------------------------------------------->
Effect: Colum of Ice
Damage:            8d6 (save vs. wands for half)
Range:            100
Area:            1 creature
Not Usable By:        Fighter, Cleric, Druid, Thief

Wand of Lightning
<---------------------------------------------------------------------->
Effect: Lightning Bolt
Damage:         6d6 (save vs. wands for half)
Range:            100ft
Area:            Path of bolt
Not Usable By:        Fighter, Cleric, Druid, Thief

Wand of Magic Missiles
<---------------------------------------------------------------------->
Special: 1 Magic Missile will strike target.
Damage:            1d4 +1
Range:            100 ft
Area:            1 creature
Not Usable By:       

Wand of Monster Summoning
<---------------------------------------------------------------------->
Effect: Summon 12 HD of monsters.
Range            20 ft
Duration:        2 turns
Not Usable By:        Fighter, Cleric, Druid, Thief

Wand of Paralyzation
<---------------------------------------------------------------------->
Effect: Stun target unless save vs. wands with -4 penalty.
Range:            100 ft
Area:            1 creature
Duration:        10 rounds
Not Usable By:        Fighter, Druid, Cleric, Thief

Wand of Polymorphing
<---------------------------------------------------------------------->
Effects: Polymorph target into squirrel unless save vs. wands.
Range:            100 ft
Area:            1 creature
Duration:        Permanent until dispelled
Not Usable By:        Fighter, Cleric, Druid, Thief

Wand of Sleep
<---------------------------------------------------------------------->
Effect: Sleep unless victim saves vs. wands.
Range:            90 ft
Area:            20 ft radius
Duration:        2 turns
Not Usable By:       

Wand of the Heavens
<---------------------------------------------------------------------->
Effect: Flamestrike
Damage:            8d6 (save vs. wands for half)
Range:            120 ft
Area:            1 creature
Not Usable By:        Fighter, Mage, Bard, Thief

War Hammer +1, +4 vs. giant humanoids
<---------------------------------------------------------------------->
THAC0:            +1 bonus (+4)
Damage:            1d4 +2 (+5)
Damage Type:        Crushing
Weight:            8
Speed Factor:        2
Proficiency Type:    Blunt Weapons
Type:            1-handed
Not Usable By:        Druid, Mage, Thief

War Hammer +2: 'Ashideena'
<---------------------------------------------------------------------->
Damage:            1d4 +3 (+1 electrical)
THAC0:            +2 bonus
Damage Type:        Crushing
Weight:            5
Speed Factor:        2
Proficiency Type:    Blunt Weapons
Type:            1-handed
Not Usable By:        Druid, Mage, Thief

Wolfsbane Charm
<---------------------------------------------------------------------->
THAC0:             +2 bonus vs. Lycanthropes
Damage:         +2 bonus vs. Lycanthropes
Weight:            3
Not Usable By:       

o======================================================================o
|                                       |
|                   List of Mage Spells {SPL000}                |
|                                       |
o======================================================================o
Below is a list of all the Mage spells in the game.. or at least all of
the spells I was able to find. This is for referential purposes, and
since divine spells are all automatically learned I feel no real need
to include them. You want a full list of Cleric/Druid spells? Look at a
Cleric/Druid, respectively. I've also provided a handy-dandy checklist,
if you care to use it. Characters who have their checklist marked with
a --- indicates that this spell is prohibited by their Mage
specialization, or in the case of Bards, because they cannot cast
5th-level spells in this game. And yes, Imoen is included in this list
even though she's not a Mage-that's how strongly her dual-classing into
one is recommended.

1st Level Mage Spells                        {SPL001}
o======================================================================o

                |Dynaheir
                |   |Edwin
                |   |   |Eldoth
                |   |   |   |Garrick
                |   |   |   |   |Imoen
                |   |   |   |   |   |Protagonist
                |   |   |   |   |   |   |Quayle
                |   |   |   |   |   |   |   |Xan
                |   |   |   |   |   |   |   |   |Xzar
                |   |   |   |   |   |   |   |   |   |
                o===================================o
Armor                |---|   |   |   |   |   |   |   |   |
                |-----------------------------------|
Blindness            |   |   |   |   |   |   |---|   |   |
                |-----------------------------------|
Burning Hands            |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Charm Person            |---|   |   |   |   |   |   |   |   |
                |-----------------------------------|
Chill Touch            |   |   |   |   |   |   |---|   |   |
                |-----------------------------------|
Chromatic Orb            |   |   |   |   |   |   |   |---|   |
                |-----------------------------------|
Color Spray            |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Friends                |---|   |   |   |   |   |   |   |   |
                |-----------------------------------|
Grease                |---|   |   |   |   |   |   |   |   |
                |-----------------------------------|
Identify            |   |---|   |   |   |   |   |   |   |
                |-----------------------------------|
Infravision            |   |---|   |   |   |   |   |   |   |
                |-----------------------------------|
Larloch's Minor Drain        |   |   |   |   |   |   |---|   |   |
                |-----------------------------------|
Magic Missile            |   |   |   |   |   |   |   |---|   |
                |-----------------------------------|
Protection from Evil        |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Shield                |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Shocking Grasp            |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Sleep                |---|   |   |   |   |   |   |   |   |
                o===================================o

2nd Level Mage Spells                        {SPL002}
o======================================================================o

                |Dynaheir
                |   |Edwin
                |   |   |Eldoth
                |   |   |   |Garrick
                |   |   |   |   |Imoen
                |   |   |   |   |   |Protagonist
                |   |   |   |   |   |   |Quayle
                |   |   |   |   |   |   |   |Xan
                |   |   |   |   |   |   |   |   |Xzar
                |   |   |   |   |   |   |   |   |   |
                o===================================o
Agannazar's Scorcher        |   |   |   |   |   |   |   |---|   |
                |-----------------------------------|
Blur                |   |   |   |   |   |   |   |   |---|
                |-----------------------------------|
Detect Evil            |   |---|   |   |   |   |   |   |   |
                |-----------------------------------|
Detect Invisibility        |   |---|   |   |   |   |   |   |   |
                |-----------------------------------|
Ghoul Touch            |   |   |   |   |   |   |---|   |   |
                |-----------------------------------|
Horror                |   |   |   |   |   |   |---|   |   |
                |-----------------------------------|
Invisibility            |   |   |   |   |   |   |   |   |---|
                |-----------------------------------|
Knock                |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Know Alignment            |   |---|   |   |   |   |   |   |   |
                |-----------------------------------|
Luck                |---|   |   |   |   |   |   |   |   |
                |-----------------------------------|
Melf's Acid Arrow        |---|   |   |   |   |   |   |   |   |
                |-----------------------------------|
Mirror Image            |   |   |   |   |   |   |   |   |---|
                |-----------------------------------|
Protection from Petrification    |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Resist Fear            |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Stinking Cloud            |   |   |   |   |   |   |   |---|   |
                |-----------------------------------|
Strength            |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Vocalize            |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Web                |   |   |   |   |   |   |   |---|   |
                o===================================o

3rd Level Mage Spells                        {SPL003}
o======================================================================o

                |Dynaheir
                |   |Edwin
                |   |   |Eldoth
                |   |   |   |Garrick
                |   |   |   |   |Imoen
                |   |   |   |   |   |Protagonist
                |   |   |   |   |   |   |Quayle
                |   |   |   |   |   |   |   |Xan
                |   |   |   |   |   |   |   |   |Xzar
                |   |   |   |   |   |   |   |   |   |
                o===================================o
Clairvoyance            |   |---|   |   |   |   |   |   |   |
                |-----------------------------------|
Dire Charm            |---|   |   |   |   |   |   |   |   |
                |-----------------------------------|
Dispel Magic            |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Flame Arrow            |---|   |   |   |   |   |   |   |   |
                |-----------------------------------|
Fireball            |   |   |   |   |   |   |   |---|   |
                |-----------------------------------|
Ghost Armor            |---|   |   |   |   |   |   |   |   |
                |-----------------------------------|
Haste                |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Hold Person            |---|   |   |   |   |   |   |   |   |
                |-----------------------------------|
Lightning Bolt            |   |   |   |   |   |   |   |---|   |
                |-----------------------------------|
Monster Summoning I        |---|   |   |   |   |   |   |   |   |
                |-----------------------------------|
Non-Detection            |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Protection from Normal Missiles    |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Skull Trap            |   |   |   |   |   |   |---|   |   |
                |-----------------------------------|
Slow                |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Vampiric Touch            |   |   |   |   |   |   |---|   |   |
                o===================================o

4th Level Mage Spells                        {SPL004}
o======================================================================o

                |Dynaheir
                |   |Edwin
                |   |   |Eldoth
                |   |   |   |Garrick
                |   |   |   |   |Imoen
                |   |   |   |   |   |Protagonist
                |   |   |   |   |   |   |Quayle
                |   |   |   |   |   |   |   |Xan
                |   |   |   |   |   |   |   |   |Xzar
                |   |   |   |   |   |   |   |   |   |
                o===================================o
Confusion            |---|   |   |   |   |   |   |   |   |
                |-----------------------------------|
Dimension Door            |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Emotion, Hopelessness        |---|   |   |   |   |   |   |   |   |
                |-----------------------------------|
Greater Malison            |---|   |   |   |   |   |   |   |   |
                |-----------------------------------|
Improved Invisibility        |   |   |   |   |   |   |   |   |---|
                |-----------------------------------|
Minor Globe of Invulnerability    |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Monster Summoning II        |---|   |   |   |   |   |   |   |   |
                |-----------------------------------|
Otiluke's Resilient Sphere    |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Polymorph Other            |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Polymorph Self            |   |   |   |   |   |   |   |   |   |
                |-----------------------------------|
Remove Curse            |   |   |   |   |   |   |---|   |   |
                |-----------------------------------|
Spirit Armor            |   |   |   |   |   |   |   |   |   |
                o===================================o

5th Level Mage Spells                        {SPL005}
o======================================================================o

                |Dynaheir
                |   |Edwin
                |   |   |Eldoth
                |   |   |   |Garrick
                |   |   |   |   |Imoen
                |   |   |   |   |   |Protagonist
                |   |   |   |   |   |   |Quayle
                |   |   |   |   |   |   |   |Xan
                |   |   |   |   |   |   |   |   |Xzar
                |   |   |   |   |   |   |   |   |   |
                o===================================o
Animate Dead            |   |   |---|---|   |   |---|   |   |
                |-----------------------------------|
Chaos                |---|   |---|---|   |   |   |   |   |
                |-----------------------------------|
Cloud Kill            |   |   |---|---|   |   |   |---|   |
                |-----------------------------------|
Cone of Cold            |   |   |---|---|   |   |   |---|   |
                |-----------------------------------|
Domination            |---|   |---|---|   |   |   |   |   |
                |-----------------------------------|
Feeblemind            |---|   |---|---|   |   |   |   |   |
                |-----------------------------------|
Hold Monster            |---|   |---|---|   |   |   |   |   |
                |-----------------------------------|
Monster Summoning III        |---|   |---|---|   |   |   |   |   |
                |-----------------------------------|
Shadow Door            |   |   |---|---|   |   |   |   |---|
                o===================================o

o======================================================================o
|                                       |
|            Experience List {EXP001}               |

|                                       |
o======================================================================o
This is a list of the experience rewards given by different characters
and creatures when slain. It is not a complete list, I didn't go around
killing every NPC to record how much experience they give. However, if
you killed somebody while following the instructions of this guide, they
should be listed.. unless I forgot to add them. In any case, it's not
a big deal.

    o===o
    |(A)|
        o===o

Aasim                1800
Aec'Letec            16000
Air Aspect            4000
Alai                1800
Alatos "Ravenscar" Thuibuld    4000
Alexander            300
Aldeth Sashenstar        650
Amarande            120
Amnish Soldier            65
Andris                6000
Angelo                9800
Ankheg                975
Ardenor Crush            900
Arghain                520
Arghh                1250
Arkion                900
Arkushule            600
Arlin                850
Ashirukuru            2000
Astral Phase Spider        4000
Avarice                2500

    o===o
    |(B)|
        o===o

Baby Wyvern            450
Baerin                300
Bandit                65
Bassilus            975
Battle Horror            4000
Beyn                1800
Billy                300
Black Bear            175
Black Talon Elite        240
Bor                650
Borda                900
Brage                1400
Brendan                300
Britik                900
Brown Bear            420
Brunos                1400
Bullrush            950
   
    o===o
    |(C)|
        o===o

Caldo                175
Carbos                20
Carrion Crawler            420
Carston                2400
Caturak                750
Cattack                120
Cave Bear            650
Centeol                1000
Chill Hobgoblin            35
Corsone                1000
Cult Archer            300
Cult Assassin            300
Cult Enforcer            1000
Cult Guard            500
Cult Wizard            1800
Cuchol                1800
Cyrdemac            975
Cythandria            2000
Crypt Crawler            420

    o===o
    |(D)|
        o===o

Dabron Sashenstar        1200
Daital                3750
Davaeorn            6000
Delgod                300
Delorna                1400
Demonknight            15000
Desreta                1600
Denak                1200
Dezkiel                1800
Diana                600
Diarmid                24
Diyab                1600
Digger                7
Dire Wolf            125
Diseased Gibberling        35
Doom Guard            2000
Doomsayer            4000
Doppleganger            420
Drakar                1200
Drasus                1400
Dread Wolf            650
Drelik                1200
Dribben                150
Droth                975
Druid                120
Dryad of the Cloudpeaks        975
Durlag Trollkiller        4000

    o===o
    |(E)|
        o===o

Ettercap            650

    o===o
    |(F)|
        o===o

Fear                2200
Fission Slime            3000
Flaming Fist Mercenary        15, 250
Flesh Golem            2000
Flind                120
Fuernebol            4000

    o===o
    |(G)|
        o===o

Gantolandon            1200
Garan                2000
Garclax                120
Gardush                1800
Genthore            1600
Geltik                165
Gervisse            90, 900
Ghast                650
Ghoul                175
Giant Spider            450
Gibberling            35
Gnarl                175
Gnoll                35
Gnoll Elite            65
Gnoll Slasher            65
Gnoll Veteran            65
Gnoll Chieftan            120
Gorf                2000
Grael                5000
Gray Ooze            275
Greater Basilisk        7000
Greater Doppleganger        4000
Greater Ghoul            1000
Greater Wolfwere        8000
Greater Wyvern            5000
Green Slime            65
Gretek                1200
Greywolf            1400
Guard                65, 120, 240

    o===o
    |(H)|
        o===o

Hack                2000
Hafiz                650
Hairtooth            175
Hakt                750
Halacan                650
Half Ogre            270
Hamadryad            650
Hareishan            1200
Haseo                1500
Helmed Horror            2000
Helshara            975
Hobgoblin            35
Hobgoblin Elite            95
Huge Spider            270

    o===o
    |(I)|
        o===o

Icharyd                950
Ingol                235
Invisible Stalker        3000
Ioin Gallchobhair        300
Islanne                4000
Ithmeera            650
Izefia                120

    o===o
    |(J)|
        o===o

Jardak                3600
Jemby                350
Jenkal                290
Jondal                1500

    o===o
    |(K)|
        o===o

Kahrk                3500
Kaldran the Bear        3000
Karlat                270
Kestor                1200
Kiel the Legion Killer        4000
King                2000
Kirian                900
Kirinhale            3000
Kobold                7
Kobold Commando            35
Korax the Ghoul            175
Krumm                175
Krystin                3000
Kysus                1400

    o===o
    |(L)|
        o===o

Lakadaar            120
Lamalha                1200
Laryssa                600
Larze                2000
Lasala                300
Laskal                1000
Laurel                60
Lendarn                1400
Lesser Basilisk            1400
Lindin                600
Loup Garou            420, 2200
Love                3000

    o===o
    |(M)|
        o===o

Mad Arcand            2000
Maka                1300
Maneira                600
Malkax                165
Marcellus            2000
Marek                650
Meiala the Sirine        4000
Meilum                1200
Meym                1400
Michael                300
Mirror Fiend            650, 4000
Molkar                1200
Moorlock            1900
Morvin                650
Mountain Bear            900
Mulahey                650
Mustard Jelly            2000
Mutamin                1200

    o===o
    |(N)|
        o===o

Naaman                2000
Nantrin Bellowglyn        920
Natasha                1200
Neira                650
Nemphre                1200
Nexlit the Xvart        35
Nieman                1200
Nimbul                650

    o===o
    |(O)|
        o===o

Ochre Jelly            270
Ogre                270
Ogre Berserker            650
Ogre Mage            650
Ogrillon            175
Ordulinian            2700
Osmadi                1000
Oulam                1200

    o===o
    |(P)|
        o===o

Palin                1400
Pargus                900
Pawn                150
Peter                1200
Peter of the North        240
Phandalyn            3700
Phase Spider            1400
Phoenix Guard            100
Polar Bear            900
Prat                1400
Pride                2500
Priest of Oghma            175
Prism                35

    o===o
    |(R)|
        o===o

Rabid Chicken            1
Raemon                1200
Ragefast            2000
Raiken                650
Rat                1
Ratchild            350
Razimath            4000
Revenant            3000
Rezdan                1200
Rhavin                1800
Rieltar                975
Riggilo                1400
Rogue                15

    o===o
    |(S)|
        o===o

Sakul                1600
Sarevok                15000
Schlumpsha the Sewer King    2500
Semaj                3000
Sendai                600
Seniyad                4000
Sewerfolk            35, 65, 175, 650
Shaldrissa            2000
Shank                20
Shoal the Nereid        5000
Sil                2000
Silke                900
Sirine                2000
Sirine Queen            6000
Skeleton            65, 95, 120
Skeleton Warrior        4000
Slythe                5000
Statue (Elf Warrior)        1600
Statue (Human Archer 1)        900
Statue (Human Archer 2)        900   
Statue (Human Magic-User)    1200
Statue (Human Warrior)        1200
Sunin                2000
Sword Spider            2000

    o===o
    |(T)|
        o===o

Takiyah                120
Tam                1300
Tamoko                5000
Tarnesh                120
Tarnor                15
Tasloi                35
Taugosz Khosann            2000
Taxek                975
Tazok                4000
Teyngan                500
Thaldorn             975
The Amazing Oopah        270
Telka                600
Tellan                3000
Tenya                650
Tevan                975
Tor Lobo            600
Tracea Carol            2000
Tranzig                975
Tuth                4000

    o===o
    |(U)|
        o===o

Ughh                1250
Undead Knight            65
Ursa the Cave Bear        650

    o===o
    |(V)|
        o===o

Vampiric Wolf            2000
Vax                400
Vay-ya                2000
Venkt                900
Vitiare                12
Voltine                60

    o===o
    |(W)|
        o===o

War Dog                65
Werewolf            420, 1700
Wheber Ott            1500
Wild Dog            35
Wilf                800
William Garst            1500
Winter Wolf            975
Wolf                65, 120
Wolfwere            1400, 1800
Worg                120
Wudei                1200
Wraith Spider            1400
Wyvern                1400

    o===o
    |(X)|
        o===o

Xvart                15

    o===o
    |(Y)|
        o===o

Yago                1400

    o===o
    |(Z)|
        o===o

Zal                600
Zargal                650
Zeela                900
Zekar                65
Zhalimar Cloudwulfe        3000
Zhurlong            90
Zombie                65
Zordral                900

o======================================================================o
|                                       |
|            Updates/Thanks {UPD001}                   |
|                                       |
o======================================================================o
Version 1.00 Information (8/04/2010) (566,752 bytes)

o======================================================================o
Version 1.00 to 1.01 changes (5/19/2011) (601,373 bytes)

  o=o    Added more information to the '2nd Edition Dungeons and Dragons
    Mechanics' portion of the FAQ, namely info dealing with multi-
    and-dual-classing, information pertaing to the sequel, a list of
    maximum levels by class, a list of class selections by race, and
    added descriptions of all the multi-class combos.

  o=o    Added more information about importing to the sequel, especially
    when it comesaa to character creation.

  o=o    Added the Item's Index section.

  o=o    Fixed some typos, including MANY instances of the name Jaheira
    being spelled 'Jahiera'. I before E doesn't work with names.. or
    in many cases.

  o=o    Fixed the search guides so they actually made sense.

  o=o   Added more complete mention of the Big Metal Unit and the
    Golden Pantaloons.

o======================================================================o
Version 1.01 to 1.02 changes (12/25/2011) (714,809 bytes) Merry X-Mas!

  o=o    Added the NPC Alora.

  o=o    Added the 'Evil Party Walkthrough', with details on a new
    Fighter/Mage/Thief protagonist, in-progress stats, and a few
    interjections in the Walkthrough when necessary.

  o=o    Edited the layout of the Walkthrough to make it resemble my
    Baldur's Gate 2 FAQ, and hence, made it more organized. There
    are no more bogus [WLKxxx] headings at the beginning of each
    chapter, since they were blatantly unecessary. Also, this
    guide's new total of 36 Walkthrough Sequences more accurately
    fits with the sequel's 58 Sequences. Best of all, new
    Walkthrough sections now have a much larger heading, rather
    than being indistinguishable from area transitions.

  o=o    Added the 'Item Description' section, another idea I had while
    writing the Baldur's Gate 2 FAQ that's being interjected
    retroactively into the Baldur's Gate 1 FAQ.

  o=o    Added the 'List of Mage Spells' section to provide a handy-
    dandy checklist of Mage spells.

  o=o    The final Sequence of events, 'The Endgame' has been renamed
    'Showdown with Sarevok', to match the Bhaalspawn Steps in
    Baldur's Gate 2. Just an organizational flourish this author
    wanted to point out.

  o=o    Added the 'Spell Tactics' section, to mirror a similar addition
    to my Baldur's Gate 2 FAQ. It might not be as vital here, as
    there are much fewer spells and fewer enemies that require
    sophisticated spell tactics, but it's still relevant. And it
    makes the two FAQs fit together better.

  o=o    Added the 'Table of NPC Attributes', because I find such things
    interesting.






Kindly Bookmark This Page & Help Us Grow

Recently Post