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Baldur's Gate WALKTHROUGH:
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A quick note on locations: To find out the location at the mouse cursor press
the "L" key. The top left of the screen is the
0,0. Some locations that I list are the buildings
that the people/things are in, when I do this I try
to get the location of the door. So to find that
person/thing just go inside!
This is a sequential walkthrough, that is, it goes in the order that I went. I
think that this is a good order, but you don't have to follow it. All the
major places are the numbered sections, and the minor areas are represented by
the little lettered sections. Feel free to do as many or as little of the
lettered sub-sections as you wish.
The Treasures line in each section lists only major treasures, such as magical
items. It does not list all the treasures, like gold or gems, in the areas. I
also don't list things like potions, and I know that I have missed some things
here and there, if you find any, please email me!
Note: All of the subquest rewards were taken with a high (18 or so) Charisma.
If your charisma is lower than this, you may get a significantly lesser
reward!
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1. Candlekeep
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Companions (NPC's): none (although Imoen joins later)
Plot:
- Buy Equipment in the Inn (you start right by it).
- Talk to Gorion to leave Candlekeep (x 2683 y 1756)
Note: Once you leave Candlekeep, you can't come back.
Subquests:
- Phlydia's Book
A little NE of the Inn, you will find Phlydia. She has lost her book, The
History of Halruaa Go east, you will find a shed with hay and a cow.
Check one of the bales of hay for the book. Return to Phlydia for your
reward, a Lynx Eye Gem and 50 exp.
Phlydia: Candlekeep (x 1601 y 311)
Book: Candlekeep (x 3245 y 289)
- Firebead's Scroll
Inside the Inn is Firebead Elvenhair. He has lent a scroll to a scholar,
Tethtoril, near the Candlekeep central area and wants you to retrieve it.
Do so for a small reward, a Healing Potion, 50 exp and he casts Protection
from Evil on you.
Firebead: Candlekeep, Candlekeep Inn (x 198 y 404)
Tethtoril: Candlekeep (x 3154 y 1304)
- Fuller's Bolts
If you're still in the Inn, buy some bolts, and take them to the barracks.
There you will give your bolts to Fuller who apparantly can't walk up the
street to get some himself. When you talk to Fuller, ask him if he has
any errands for you to run. Talk to him again and give him the bolts for
your reward, a dagger +1 and 50 exp.
Barracks: Candlekeep (x 1570 y 2447)
- Hull's Sword & Medicine
While you are still in the barracks, in the NE corner is a chest. Open the
chest and take the contents (a sword, and a bottle). Now take the sword
to Hull, who is by the main gate. Talk to him, and he'll tell you that he
forgot his sword. Talk to him again to give it to him. You get 20gp and
50 exp for your trouble.
Barracks: Candlekeep (x 1570 y 2447)
Hull: Candlekeep (x 3662 y 2431)
- Nessie's Green Elixer
Now we're going to finish up these subquests by going up to Nessie (the
cow, she's by where you got the book for Phlydia). Talk to Dreppin (if you
didn't talk to him before, you'll have to talk to him 3 times) and he'll
take the potion from you, and you get 50 exp.
Dreppin: Candlekeep (x 3264 y 430)
- Killing Rats
Talk to Reevor by the Storehouse, and he'll pester you to kill the rats in
the storeroom. Go inside and do just that. Come back out and talk to
Reevor again to get your reward, 5gp and 50 exp.
Reevor: Candlekeep (x 4335 y 1454)
Assassination Attempts (it gets its own category...hehe): 2
- Priest's Quarters (x 2961 y 437)
Assassins: Shank -- Dagger, 20 exp
- Bunkhouse (x 2055 y 2668)
Assassins: Carbos -- Dagger, 20 exp
Note: If you kill these assassins before they turn red and attack you, you
get 2 exp. But at least your reputation doesn't decrease!
Other:
- Learn to Fight
If you want to learn the battle system of Baldur's Gate in a controlled
atmosphere, simply talk to the Gatewarden at (x 3065 y 3899) to set up a
simulated combat experience. You get no items from it, however, nor do you
get any experience.
- Star Sapphire
In Winslows Inn, in Candlekeep, there is a Star Sapphire in a locked chest
on the second floor. A Halfling thief with maxed out Dexterity & maxed out
Lockpicking skills will crack this lock, & you can then sell the sapphire
to Winslow for 1000 gp. Very nice at the start of the game. Other thieves
might be able to pull this off as well, though I haven't tried. There's
also some spells in a locked bookcase on the first floor, in the room
behind Winslow. (from The Bruce)
Orlandu sent me this:
"You actually do get SOME xp from fighting in the illusionist's place, if
you are fighting monsters he hasn't conjured up yet, up to the
hobgoblins. It is just a tad hard to divide 1 xp to 6 people and get a
whole number."
edwardalacey sent me this:
"During the prologue, there is an easy way to get some equipment for
free. Accept the Gatekeeper's offer of training in party combat (you
have to have only one person in your party to be able to do this) and
take all the temporary NPC's equipment (they have, among other things, a
Small Shield +1 and a Wand of the Heavens). Yes, I know the items
disappear if you leave, but if you export your character, start a new
game, and then import him/her again, you get to keep them."
Ed. Note: However, if you DO do this trick, then do NOT go into this
area again! When you are taken out of it, your items will
disappear!
Rolf Zehb found a way to keep these NPC's:
So I discovered, that those 5 npc in candlekeep (which are found together
with "obe") could be taken outside of candlekeep without cheeting. How
to get them:
- have your training solved and before talking to obe the last time
dismiss all of the npc in your group. while doing so stand near obe,
so that you can talk to him. have the npc dismissed in a way, that
they stand near you either.
- then talk to the npc and if they want to join you answer "no".
- now talk to obe and just before he teleports you outside - pause the
game! (bit tricky but possible)
- then (while the game is paused) talk to any npc.
- then unpause.
Sometimes when you are already teleported outside, a dialog-box appears
and the npc ask you to join you! If all goes right you have one npc
still near obe! Let this one talk to all the remaining npc. Switch back
to your main character and have him go instantly to gorion. Talk to him
and leave candlekeep. The automatic scene with sarevok starts. If
finished all the npc are still with you!
Some of them are very interesting (one having the identification spell
ready), one having lay-on-hands as special ability, one having
invisibility and one having slow poision. The dwarven fighter has a
CON of 19 an he has even higher hitpoints than possible with a score of
19. The thief has extraordinary thiefish abilities! The only lack is
that none has a biography - but hey...
- Learn to Fight part 2
Another place to learn to fight is to talk to Jondalar (x 4094 y 1331). He
will attack you, you attack back. Erik will sneak up behind you and shoot
you with arrows. Don't worry, they don't damage you. You get nothing from
this either.
- Free Healing Potion
Go to the healer's (x 3566 y 2932) and talk to the Priest of Oghma there,
and tell him that you could use a little healing, and he will give you a
potion of healing.
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1a. The Crossroads (2 areas: Area E of Candlekeep, Area S of Friendly Arm Inn)
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Note: This is actually 2 areas in one since there isn't all that much to do
here. So, pay attention to where each subquest item is.
Companions:
Note: I wouldn't bother with Xzar and Montanon here unless you are forming an
all evil party. One thing to do if you don't want to keep them, is to
take them temporarily, steal everything they have of value, and then
leave them. (they only really have a Studded Leather Armor, but Imoen
could use that at this point!) Another viewpoint would be to take and
keep the duo until you find better people.
S D C I W Ch
- Imoen 9 18 16 17 11 16 Human Thief Neutral Good
Imoen automatically will join you immediately after Gorion's death. Unless
you run away, that is. Sometimes she comes with a Wand of Magic Missiles,
now who did she steal that from?
- Xzar 14 16 10 17 16 10 Human Necromancer Chaotic Evil
Xzar and Montaron will join you on the crossroads right out of Candlekeep,
and they want to go investigate the Nashkel mines (who doesn't).
Where he is: Crossroads (E of Candlekeep) (x 4577 y 2693)
- Montaron 16 17 15 12 13 9 Halfling Fighter/Thief Neutral Evil
Montaron is the dumb half of Montaron and Xzar, and goes where Xzar goes.
Where he is: Crossroads (E of Candlekeep) (x 4515 y 2707)
Enemies: Gibberlings, Xvarts, Bandits, Wolves, 1 Ogre (see subquests below)
Treasures: Girdle of Masculinity/Feminity (An Ogre and His Belts)
Girdle of Piercing (An Ogre and His Belts)
Plot:
- You are now in the area where Gorion was killed, you need to go east, then
north to get to the Friendly Arm Inn.
Note: When you first enter the crossroads area, Elminster will talk to you.
Subquests:
- Chase and the Cliff
Chase apparantly has nothing to live for, and is going to hurl himself off
of a cliff. You can talk him out of it, but it's not readily apparent what
effect this has on the game. (btw, no matter what you say to him, he
doesn't jump.)
Chase: Area E of Candlekeep (x 1458 y 2412)
- An Ogre and His Belts
There is an ogre here who has a belt fetish. Kill him and take the two
belts. The larger looking belt is the Girdle of Masculinity/Feminity
(changes your gender) and the smaller one is the Girdle of Piercing + 3 vs.
piercing. You may want to wait to do this until you have more than 2
people. If you want, you can return the Girdle of Piercing to its owner,
Unshey, in the Friendly Arm Inn (see that section below).
Ogre: Area S of Friendly Arm Inn (x 4787 y 1665)
Other:
- Search Gorion's Body (area E of Candlekeep)
You will find some treasure's around where Gorion was killed, including a
letter that has some clue's about your origin. (x 3149 y 1373)
- A downed Caravan (area S of Friendly Arm Inn)
You can check out a destroyed caravan, but there's only 7 gp there to be
had. (x 2348 y 3343)
- Ring of Protection (from edwardalacey)
On the map directly south of the Friendly Arm Inn there is a Ring of
Protection +1, in a hole in a rock.
Rock: Area S of Friendly Arm Inn (x 1006 y 1114)
- A Diamond (from Silviu)
On the east side of the map is a stone path. The path has three curves in
it, one to the east and two to the west. At the second curve to the west,
the northern most curve, there are two trees standing on either side of the
curve. In the west tree, halfway up the treetrunk, a diamond can be found
(worth 500 Gp.)
Coordinates: Area E of Candlekeep (x 4418 y 1956)
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2. Friendly Arm Inn (AR 2300)
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Companions: S D C I W Ch
- Jaheira 15 14 17 10 14 15 Half-Elf Fighter/Druid True Neutral
Jaheira and Khalid were good friends of Gorion, and will go with you every-
where. However, if you say "No" to them the first time they want to join,
you won't be able to get them. Ever.
Where she is: Friendly Arm Inn, Ground Floor (x 329 y 685)
- Khalid 15 16 17 12 10 9 Half-Elf Fighter Neutral Good
See Jaheira above for a description.
Where he is: Friendly Arm Inn, Ground Floor (x 329 y 685)
Enemies: Hobgoblins
Plot:
- Beat the assassin, Tarnesh, to gain entrance to the Inn
- Talk to Khalid and Jaheria and get them to join. They tell you to go to
Nashkel to the south to find out about this tainted ore thing.
Subquests:
- Unshey's Belt
If you want to part with the Girdle of Piercing (which I wouldn't), talk to
Unshey in the Friendly Arm Inn to get a reward: History of Tethyr, 95gp,
and 800 exp.
Unshey: Friendly Arm Inn, Second Floor (x 1190 y 753)
- The Noble's Golden Pantaloons
On the third floor of the Friendly Arm Inn you will find a nobleman who
mistakes you for the laundry service of the inn, and he gives you his
Golden Pantaloons for washing. You can't do anything with the pantaloons
so give them back to the Noble for 100 exp. Not bad for not doing a thing.
On the other hand, if you keep the pantaloons ("always keep the
pantaloons") there is some payoff if you import your character into
Baldur's Gate II.
Noble: Friendly Arm Inn, Third Floor (x 336 y 673)
- Landrin's Spiders
Landrin's house in Beregost has been overrun by spiders, and that is why
she is hiding in the Friendly Arm Inn. She gives you a bunch of antidotes
and promises a reward if you bring back the body of the spider, her
husband's boots, and some wine. Go to Beregost, and into the house by the
Jovial Juggler. Kill the spiders, and take the 3 items and return to
Landrin for your reward: for the boots (300 exp, 120gp), for the Spider
Body (200 exp, 100gp), and for the wine (300 exp, 75gp).
Landrin: Friendly Arm Inn, Third Floor (x 796 y 735)
Spiders: Beregost (x 3078 y 3416)
- Joia's Flamedance Ring
Hobgoblins north of the Inn have swiped Joia's flamedance ring. Kill them
to get it back. Joia is in the house just to the west of the outer gate in
the inner grounds. She won't give you anything, but you get 400 exp and
Rep + 1.
Hobgoblins: Friendly Arm Inn (x 2554 y 292)
Joia: Friendly Arm Inn (x 1536 y 2484)
- Ring of Wizardry (from edwardalacey)
When you arrive outside the Friendly Arm Inn, walk along the bottom of the
map, to the east. You find a large tree with a slightly darker patch on the
ground nearby, at x=2555, y=3759. If you move the mouse over it you will
find that it is a container and contains the Ring of Wizardry
(x2 Level 1 spells). This is hard to find but it is there. (And yes, this
is with Tales of the Sword Coast and the latest patch installed!)
Ring: Friendly Arm Inn (x 2555 y 3759)
Assassination Attempts: 1
- Steps to the Entrance (x 3364 y 2252)
Tarnesh -- 120 exp, 58gp and 3 spells
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2a. North of the Friendly Arm Inn (2 areas: Farm N of FAI, and the BG Bridge)
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Companions: S D C I W Ch
- Ajantis 17 13 16 12 13 17 Human Paladin Lawful Good
Ajantis is a simple person, all he wants to do is vanquish evil.
Where he is: Farm N of Friendly Arm Inn (x 1572 y 3139)
Enemies: Bandits, Ankhegs (Ankheg shells can either be sold or made into an
armor, see the Beregost section for more information)
Treasures: Flail +1 (The Fisherman and the Sea Priestess)
Wand of Fire ŻŻ|
Chain Mail +1 |
Dagger +1 |-- (Farmer Brun's Son, Cave of the Ankhegs')
Dart of Stunning |
Dart of Wounding __|
Plot:
- We're here to pick up the NPC Ajantis (if you want a Paladin, that is), and
to do the subquests here. (they have good experience!)
Subquests:
- The Fishermen and the Sea Priestess
Seems that whenever these fishermen get out on their boat, a horrible storm
appears and disrupts their fishing activity. They blame the Priestess of
Umberlee, Tenya, for cursing them unjustly--or so they claim. Agree to
help them, and go north again to the Baldur's Gate Bridge. (unless you want
to fight a lot of Ankhegs, when you go north, stay as far to the west as
you can manage!) Don't actually cross the bridge, but head as far north as
you can manage. Once you have found the Priestess' cottage, save it, and
move the members of your party around her. Talk to her, and say that you
have come to end her "villainous deeds". After a short battle, she should
talk to you (if you killed her, reload!) and tells you that the fishermen
are the real menace here (they are, btw). Go back, talk to the fishermen
and demand the bowl, then kill the fishermen, and take their Flail +1.
Give the Bowl to the Priestess to get your reward: 2500 exp.
Fishermen: Farm N of Friendly Arm Inn (x 700 y 2643)
Priestess: Baldur's Gate Bridge (x 3989 y 720)
- Farmer Brun's Son (or the Cave of the Ankheg's)
Warning! This subquest is a little more difficult since you have to fight
the mighty Ankheg's! So if you don't feel up to it, don't try it!
Just to the East of the Fishermen you will find Farmer Brun. It seems that
his son has gone missing. Agree to help him. Go a little to the west to
what appears to be a giant pit in the ground, and go into it. Go down the
tunnels to the east, when you get the option, you usually want to take the
north path. Eventually you will find a treasure horde, in which you will
find Wand of Fire, Chain Mail +1, Dagger +1, Dart of Stunning, Dart of
Wounding, 2 spells (Dire Charm and Ghost Armor), 3 potions (Cloud Giant
Strength, Antidote, and Magic Protection), 560 gp, and Nathan's corpse.
(In case you are wondering, there is nothing else down here except for more
Ankheg's) Return with the corpse to Farmer Brun's to get your reward:
500 experience points.
NCPFLJohn sent me this:
"After you bring farmer brun his son back from the ankheg pit talk to him
again and chose to give him 100gp because it is weighing you down. He
will graciously accept your money and give you 1000 exp and a reputation
+1."
Farmer Brun: Farm N of Friendly Arm Inn (x 3492 y 2328)
Ankheg Pit: Farm N of Friendly Arm Inn (x 2137 y 2404)
Nathan's Body: Ankheg Pit (x 2458 y 137)
Other:
- Gerde and the Ankheg Fighting
You may find Gerde around. She explains a few things about Ankheg's and
will let you hunt up to 9 of them. Kill every Ankheg that you can find on
the screen and she will give you 75 gp.
- There are some various minor treasures locked in the 3 houses here.
Nothing more than about 32 gp though.
Note: The Baldur's Gate Bridge is important later, and we will come back this
way again.
You CANNOT enter Baldur's Gate itself until after the Cloakwood Mine in
chapter 5.
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3. Beregost
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Note: When you first enter Beregost, in addition to having to watch a little
movie (which is on Disc 2), you also get some directions from Golin Vend.
Companions: S D C I W Ch
- Kagain 16 12 20 15 11 8 Dwarf Fighter Lawful Evil
Kagain runs a Mercenary business, and one of his caravans has disappeared.
Help him recover it, and you get to keep what you find. Goodie. Take him
to the Area S of the Friendly Arm Inn and he will get disgusted with
looking for Caravans, but will still stay in your party.
Where he is: Beregost (Shop North of Feldepost Inn) (x 1549 y 2031)
- Garrick 14 16 9 13 14 15 Human Bard Chaotic Neutral
Garrick will join you only after you finish the Silke subquest (see below).
Where he is: Beregost, by the Burning Wizard Inn (x 2564 y 2284)
Enemies: none
Treasures: Ring of Protection +1 (Mirianne's Letter)
Medium Shield +1 (Bjornin's Half-Ogres)
Staff +1 (Silke)
Algernon's Cloak (Algernon's Cloak)
Ankheg Armor (Ankheg Armor)
Plot:
- We're just passing through Beregost on our way to Nashkel in the south, but
there are a great many subquests here to do, and I would suggest doing all
that you feel you can. Especially the Ankheg Armor (check in Other below).
Subquests:
- Mirianne's Letter
Just south of Beregost you will find two Ogrillons, and on one of their
bodies is a letter for a Mirianne, who lives in Beregost. Take her the
letter and she will give you a Ring of Protection + 1 and 300 exp.
Mirianne: Beregost (x 4804 y 2086)
Ogrillons: Area S of Beregost (x 3850 y 1460)
- Firebead Elvenhair's Book
You'll find Firebead in Beregost (he was also in Candlekeep while you were
there) and he wants you to pick a book up for him, the History of the
Fateful Coin. You can find it across the street in the Feldepost's Inn
(for 2gp). Give him the book and you get 300 exp, the History of the Dead
Three, and a Reputation + 1. (If he doesn't give you the subquest, you can
still complete it, just buy the book and give it to him as if he had)
Firebead: Beregost (x 2044 y 2905)
Feledepost's Inn: Beregost (x 1406 y 2640)
- Marl the Drunk
Marl is in the Feldepost Inn, and he has had his fill of adventurers. He
accosts you in the bar, and you can fight him (650 exp), but you can also
talk him out of fighting. Choose options 1, 1, 3, 3, 1. For your trouble
you get 900 exp. Interestingly enough, if you choose to kill him you do
not get a decrease in reputation. (which leads to this oddity found by
edwardalacey: After calming Marl down, you can kill him to get that
experience as well, with no loss of reputation!)
Marl: Beregost, Feledepost's Inn (x 1406 y 2640)
- Kagain's Quest
Kagain lost a caravan that he was protecting, and a noble's son was
kidnapped by bandits. Agree to help him get the kid back, and he will join
with you.
Kagain: Beregost (x 1516 y 2030)
- Landrin's Spiders Part 2
We first heard of this quest back in the Friendly Arm Inn, and now we can
finally complete it. Go to Landrin's house, it is the one just to the left
of the Jovial Juggler Inn. Inside will be several spiders. Kill them, and
one will leave behind a spider body for you to take. Also take the Worn
Out Boots and the Wine in the chest by the bed. (you don't want to use
either, since we are returning them to Landrin back in the Friendly Arm
Inn) Take the items back to Landrin for your reward: for the boots (300
exp, 120gp), for the Spider Body (200 exp, 100gp), and for the wine (300
exp, 75gp).
Landrin: Friendly Arm Inn, Third Floor (x 796 y 735)
Spiders: Beregost (x 3078 y 3416)
- Gurke's Cloak
The Dwarf Gurke, whom you can find in the Jovial Juggler Inn, has had his
cloak stolen from him by some Tasloi in the Cloakwood Forest. You will
find it semi-hidden under a tree. Take it and return to Gurke, who doesn't
actually want it anymore to get your reward: 300 exp, and you get to keep
the Cloak of Non-Detection.
Gurke: Beregost (x 3760 y 3627)
Cloak: Cloakwood Forest One (x 4391 y 3472)
- Bjornin's Half-Ogres
The Paladin Bjornin, who is recuperating in the Jovial Juggler Inn, was
beaten by some nasty Half-Ogres south south-west of Beregost. (Go south
twice, then west once) Go there and defeat all the Half-Ogres that you can
find, then return to Bjornin to get your reward: Medium Shield +1, 400
exp, Reputation +1
Bjornin: Beregost (x 3760 y 3627)
Half-Ogres: Area S-SW of Beregost
- Silke
If you talk to Garrick, who is in front of the Burning Wizard Inn, he asks
for your help in defending the Lady Silke. Agree to his proposal, and
follow him to Silke. Talk to Silke, if she likes the look of you she will
offer to pay more than what Garrick offered (I got 400 offered). The
"thugs" will show up, but act like Silke had hired them for some purpose,
and now she had double crossed them. Refuse to kill them and instead kill
Silke (900 exp, 400gp, Staff +1, Potion). Talk to one of the men who
Silke was going to kill to get a Potion of Defense. Lastly, if you want,
you can get Garrick to join your party.
If you do what Silke asks and kill the three men, you get 400 gp, lose
2 reputation points, and can't get Garrick to join you. Then, of course,
you could just kill Silke afterwords...
Garrick: Beregost (x 2498 y 2267)
Silke: Beregost (x 3455 y 2143)
- Zhurlong's Boots
In the Burning Wizard Inn you will find a "pesky" thief named Zhurlong. He
was going about his business (stealing from people like you) and had his
Boots of Stealth stolen by some Hobgoblins. You can find these Hobgoblins
to the south of Beregost. Oh, and did I mention that he swipes gold from
you everytime you talk to him? Return the boots to get your gold back, and
to get a reward: 300 exp, 100gp (plus whatever he stole from you). Or you
could keep the boots, they are Boots of Stealth (stealth +35%). Or you
could give him the boots, then kill him and take the boots back, suffering
no loss in reputation.
Zhurlong: Beregost (x 2649 y 2030)
Hobgoblins: Area S of Beregost (x 1865 y 2449)
- Perdue's Short Sword (from Operador de Sala and edwardalacey)
You can find Perdue in the Red Sheaf Inn. A Gnoll has stolen his short
sword in High Hedge. Be careful when you talk to Perdue, because you can
easily lose this subquest. He tells you about a Dog Face and you have to
say to him if the Dog Face is a Gnoll. Give the sword to Perdue for your
reward: 50 gp and 500 exp.
The correct conversation thread is 1,2,1,1.
Perdue: Red Sheaf Inn (Beregost) (x 3273 y 2124)
Gnoll: High Hedge (W of Beregost) (x 3780 y 2818)
Assassination Attempts: 1
- Inside the Red Sheaf Inn (x 3273 y 2124)
Karlat -- 270 exp, Chain Mail, Shield, 38 gp
Other:
- Gyllian
In the Feldepost's Inn you may meet a very drunk lady who goes by the name
of Gyllian. She asks you to join her, but then disappears. Is she somehow
important?
- Robbing Houses
There are a great many houses in Beregost that you can rob. I would send
in only your thief, and once inside, immediately save it. Then rob the
house. If any of the chests are locked, try to pick it first, then bash
it. If you get caught, re-load and try again. If you don't get caught,
your reputation can't go down!
- Algernon's Cloak
In the Feldepost's Inn on the second floor you will find a fat man named
Algernon. Pick his pocket to steal his wonderful cloak. (save it before
you do this, as if it fails, he will attack and you lose reputation) So
what is so special about the Cloak? Well it has the obvious effect of +2
Charisma. But if you use it as an item (click on the backpack icon) you
can charm people/animals/monsters. Cool.
Feledepost's Inn: Beregost (x 1406 y 2640)
- Oogie Wisham's fear of Paladins
On the second floor of the Jovial Juggler you will find Oogie Wisham, who
has a dreadful fear of the Paladin Bjornin. Nothing you say will fix his
irrational fear.
- Ankheg Armor
If you have an Ankheg Shell you can either sell it for 500gp, or you can
turn it into a very nice armor (AC 1) for 4000gp. Talk to Taerom in the
Smithy about it and try to get the armor made (it's the first option in
your dialogue). If you have 4000gp good, but if not, you can always go
hunt down Bassilus for the money. See the 3b. Area SW of Beregost section
for the Bassilus subquest. It will take him about 10 days or so to make
the armor.
Smithy: Beregost (x 4615 y 2828)
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3a. High Hedge (West of Beregost)
-------------------------------------------------------------------------------
Companions: S D C I W Ch
- Kivan 18/12 17 14 10 14 8 Elf Ranger Chaotic Good
Kivan wants to hunt some bandits. If you kick him out of the party, he
stays gone for good!
Where he is: High Hedge (x 3652 y 1472)
Enemies: Skeletons, Gnolls, Gnoll Slashers, Flinds, Ghasts
Plot:
- We've come to High Hedge for a few reasons, to pick up the Ranger Kivan,
who makes a good addition to a good aligned party, and to enter High Hedge
to talk to the Wizard Thalantyr there. He sells many great and wonderful
things, magical items, and spells! You will have to talk to him twice to
get him to talk to you. Also be wary of his Flesh Golems!
Subquests:
- Perdue's Short Sword
Gnoll: High Hedge (W of Beregost) (x 3780 y 2818)
Other:
- At the entrance to High Hedge you will find a burgler named Permidion
Stark. He is planning the Greatest Heist of all time, robbing the High
Hedge. Of course, he gets scared and runs off. It would seem that there
are Flesh Golems inside, and that they are too much for him.
- There is an Aquamarine Gem (value 75gp) in a house at (x 1757 y 1526)
-------------------------------------------------------------------------------
3b. Area SW of Beregost (South of High Hedge)
-------------------------------------------------------------------------------
Companions: none
Enemies: Wolves, Skeletons, Ghasts, Hobgoblins, Hobgoblin Elites
Treasues: War Hammer +2 (The Dark Cleric Bassilus)
Plot:
- We're here mainly to kill Bassilus and then to take his holy symbol to the
Temple East of Beregost for the 5000gp reward!
Subquests:
- Melicamp the Chicken
In the North East of this area you will find a talking chicken being
attacked by a wolf. Kill the wolf and talk to the chicken. Turns out he
is Melicamp the Mage, and he appears to have polymorphed himself into the
form of a chicken, but now can't reverse it. You can try to dispel it, but
if you fail, then he asks you to take him up to High Hedge where Thalantyr
can reverse it. When you are back in the High Hedge area, find a skeleton
and kill it (they're around), and take its skull. You'll need it. Go
inside and talk to Thalantyr. Once he is done talking, and has told you to
go get a Skull, talk to him again. (I would save it before doing so,
however) Thalantyr will cast "antichickenator" and there is a 50% random
chance that it will work. (which is why we saved it! If it didn't work,
simply reload) Reward: 2000 exp, and a reputation +1
Melicamp: Area SW of Beregost (x 4543 y 407)
Thalantyr: High Hedge (x 2922 y 2619)
- The Dark Cleric Bassilus
As you may know from Beregost, Bassilus has a bounty on his head the size
of 5000gp. Bassilus is located to the south and east of the area, and
getting there you may encounter Footy from Beregost, who was looking at
Bassilus' "spooks". Go near him, and talk to him, he will mistake you for
a long lost parent (depending on your gender, mother or father). In order
say this, 3, 1, 1. He will get angry and lose control of his skeletons and
zombies (they all fall down, dead once more). All you have to do now is to
defeat him! (exp 975) Take at least his Holy Symbol (you will probably
also want that War Hammer +2, leave the Gauntlets where they are--they're
cursed) and go to the Temple East of Beregost. Talk there to Keldath
Ormlyr to get your reward: 5000gp, 1000 exp
Bassilus: Area SW of Beregost (x 4229 y 2797)
Keldath Ormlyr: Temple E of Beregost (x 1233 y 1064)
Other:
- Zargal the Hobgoblin
You may encounter Zargal near the center of the Area. He wants all your
money. If you don't give it to him, expect a fight. He gives 650 exp, and
his 2 cronies each give 165, so not bad. Plus they have a Short Sword +2.
Zargal: Area SW of Beregost (x 2886 y 2457)
-------------------------------------------------------------------------------
3c. Area S-SW of Beregost (south of Bassilus' area)
-------------------------------------------------------------------------------
Companions: none
Enemies: Half-Ogres, Skeletons, Gnolls, Hobgoblins, Ogres, Flinds
Plot:
- We're here to finish the Half-Ogre killing quest that Bjornin requested.
Subquests:
- Bjornin's Half-Ogres (see the Beregost section above)
- Help Drizzt Do'Urden
Somewhere near the center of the map you will find Drizzt being attacked by
some Gnolls. He will ask for your help in defeating the Gnolls. Agree and
attack them. Once the Gnolls are slaughtered, you can talk to Drizzt (of
if you prefer, you could try to pick his pocket, although if he catches
you...) and tell him about how things are in this area. He will tell you
to try to join up with the bandits in order to defeat them.
Drizzt: Area S-SW of Beregost (x 2644 y 2107)
- Kill Drizzt Do'Urden
Alternatively, you could kill Drizzt and take his neato items.
KyleEChu sent me this:
"Here's a tip I use all the time: The Best Way to Kill Drizzt!
The best time to do this is when your reputation is 14. Killing Drizzt
will incur the same penalty as killing an innocent. At 14, you only lose
5 points. Equip your entire party with projectile weapons, and stock up
on ammunition. Have everyone carry as much ammunition as they can. Ask
a sacrificial NPC to join. Garrick or Edwin are good for this purpose.
Now go to the area where Drizzt is (S-SW of Beregost) and position your
main party on the south edge of the small island in the middle of the
lake. The south shore of the lake should just be visible to them.
Select your sacrificial NPC and approach Drizzt. When he tries to talk
to you, lure him to the south shore of the lake so that your main party
can see him. Threaten Drizzt and he will attack, and most likely smash
your sacrificial NPC into pieces. He will not be able to reach the rest
of your party. Select your main party and let him have it! Because you
are low-level and he has a high AC, you need to practically rely on
critical hits to damage him. After you knock off his 96 HP, he finally
falls and you can go get his stuff."
edwardalacey had this to add:
"KyleEChu's method for killing Drizzt is very clever, but here is a piece
of advice which might help if anybody has trouble with it. When I tried
it I found that Drizzt came around the lake and killed me. The solution
turned out to be my "path search nodes" setting. It was 32000, which was
enough for the program to find a path around the lake, but when I turned
it down temporarily to the minimum 2000 using the configuration program
he could not get round and I could kill him."
Editor's Note: You change your "path search nodes" setting in the
Baldur.ini file in the Baldur's Gate directory (which
should be something like
C:\program files\black isle\baldur's gate\).
Juha Alm has another way to take out Drizzt:
Killing Drizzt: I know a way to kill Drizzt with no one getting hurt.
First have Drizzt stop walking by clicking on him as you would talk to
him. But don't talk, stop and let 4 of your NPC's walk next to him so he
cant move. Now go stand next to one of them. Remove the NPC from your
party, and because you're standing right next to him/her, he wont walk
towards you, only starts speaking. Now do this to the other 3 NPC's.
After done you'll have Drizzt trapped in the middle of 4 characters, and
he wont attack them because they are not in your party, and they are
civilians. Now just fire with magical arrows or take a long weapon
(spear, staff or halberd) and go stand behind one of your NPC's. You can
hit over him/her, and Drizzt can't hit you back because he can't reach
you with his scimitars. And when you kill him with only 1 or 2
characters in your party, the main character gains all of the 12000 (1
char) or "only" 6000 exp. with 2 characters on party.
Other:
- Teyngan the Bandit
Teyngan is a humble bandit, all he wants is your money or your life. Him
and his two bandit cohorts, Jemby and Zekar will fight you if you don't
surrendur all your money. Caution, Jemby is a mage! Defeat them and steal
their treasures.
Teyngan: Area S-SW of Beregost (x 3851 y 1348)
- Chelan & Torlo
Seems the iron shortage has put these poor sods out of work, and they now
fish 24 hours a day.
Chelan: Area S-SW of Beregost (x 2153 y 1179)
Torlo: Area S-SW of Beregost (x 1581 y 1064)
- Abandoned House
House: Area S-SW of Beregost (x 1385, 714)
-------------------------------------------------------------------------------
3d. Area S of Beregost
-------------------------------------------------------------------------------
Companions: none
Enemies: Hobgoblins, Ogrillons, Ghouls
Treasures: Boots of Stealth (Zhurlong's Boots)
Plot:
- There are 2 subquests here to finish, Zhurlong's Boots and Mirianne's
Letter
Subquests:
- Zhurlong's Boots (see the Beregost section above)
- Mirianne's Letter (see the Beregost section above)
Other:
- Submerged House
House: Area S of Beregost (x 3159 y 1559)
- Bub Snikt
You may find the Ogre hunter Bub Snikt around, he isn't very helpful,
however.
Bub Snikt: Area S of Beregost (x 1350 y 1781)
- Flaming Fist accosts you as Bandits
A Flaming Fist mercenary will accuse you of banditry near the southern end
of the road. Deny that you are a bandit, and explain that you are hunting
bandits, because you are adventurers.
Flaming Fist: Area S of Beregost (x 3635 y 2911)
- Cave
There is a cave with some healing potions and some gold.
Cave: Area S of Beregost (x 1800 y 2200)
-------------------------------------------------------------------------------
3e. Area N of Nashkel (South of Area S of Beregost)
-------------------------------------------------------------------------------
Companions: none
Enemies: Kobolds, Hobgoblins
Plot:
- We're only passing through here on the way south to Nashkel.
Subquests: none
Other:
- Lord Foreshadow
If you want to talk to a snob, I mean, noble you can talk to Foreshadow.
He is from Waterdeep, and he doesn't care much for the Sword Coast. Snob.
Notice how he "foreshadows" about spending some "nights" in "Neverwinter"
in this coming year? Well he got the time wrong, but the game Neverwinter
Nights will be coming out... eventually.
Foreshadow: Area N of Nashkel (x 483 y 3526)
- Hobgoblin Camp
Camp: Area N of Nashkel (x 3288 y 807)
- Portalbendarwinden
The old (and somewhat naked) hermit Portalbendarwinden can be found near
the SE of the Area, complaining about adventurers. He is a rather
unpleasant person, and the only information that you can get out of him is
that you have a shiny aura. Goodie.
Portalbendarwinden: Area N of Nashkel (x 4077 y 2796)
-------------------------------------------------------------------------------
3f. Temple (Area E of Beregost)
-------------------------------------------------------------------------------
Companions: none
Enemies: War Dogs, Wargs, Vampiric Wolves (be careful of these, only magic
weapons can harm them!), Dread Wolves, Brown Bears, Hobgoblins
Plot:
- Not much to do here, although a lot of things happen in the Temple. (i.e.
you give him Bassilus' holy symbol, and you bring him wyvern heads)
Subquests:
- The Town Drunk
In the NW of the Area you will encounter a very drunk person, who demands
(none too wisely) all your money. He'll even claim that he is a LICH and
that he will smite you with his magic powers. It doesn't matter much how
you end this one.
Drunk: Temple (x 384 y 224)
Other:
- Vestibule
There is a Vestibule here with a couple priests inside. Whee.
Vestibule: Temple (x 474 y 864)
- Galileus
The Sage Galileus is observing the Heavens near the center of the Area.
You can talk to him, but it doesn't much matter, all he says is that there
are "interesting things" about to happen.
Galileus: Temple (x 3018 y 1279)
- Ashen
If you haven't talked to enough nobles from Waterdeep, here's another one,
and this one is twice as snooty!
Ashen: Temple (x 913 y 2439)
- Cattack the Hobgoblin
You will find Cattack and his merry band of Hobgoblins near the West
Central part of the Area. Like most talking monsters he just wants all
your money. Don't give it to him and fight him instead. (oh and you can't
join his group so don't bother asking!) Cattack is only worth 120 exp, and
has middling treasures.
Cattack: Temple (x 3521 y 2556)
-------------------------------------------------------------------------------
4. Nashkel (AR 4800)
-------------------------------------------------------------------------------
Note: When you enter Nashkel for the first time, you get to watch a little
movie (which is on Disc 3). This should also begin Chapter 2. As you
cross the bridge into the town, you will have to talk to the soldier
Bardolan. Tell him that you won't be any trouble, and he'll leave.
Companions: S D C I W Ch
- Minsc 18/93 15 15 8 6 9 Human Ranger Neutral Good
Minsc's life partner Dynaheir was kidnapped by Gnolls, and he wants your
help to get her back! If you don't rescue her in a timely fashion, Minsc
will leave. Furthermore if you refuse to rescue Dynaheir, he'll attack
you.
Where he is: Nashkel (x 3387 y 1957)
- Edwin 9 10 16 18 9 10 Human Conjurer Lawful Evil
Edwin wants your help in hunting down and killing Dynaheir. If you talk to
Edwin with Dynaheir in your party you would think that he would attack, or
at the least wouldn't want to join, but he will. Although he has some bad
things to say about Dynaheir. If you refuse him with Dynaheir in your
party he leaves forever.
Where he is: Nashkel (x 2883 y 2959)
Enemies: none
Plot:
- We're here mainly to get information about the troubles that we've been
hearing about. Talk to Berrun Ghastkill near the church, and he will tell
you that there are "demons" in the mines who prevent anything from being
mined there. He asks you to go into the mine and find what is wrong, and
deal with it. After you have cleared this Quest talk to Berrun again to
get your reward: 1000 exp, 900 gp, and a Reputation +1 (for more info see
section 6. Nashkel Revisited)
Berrun: Nashkel (x 2291 y 1298)
Subquests:
- Captain Brage
You will hear from the Priest of Helm of how Brage went insane and ran off.
For more info check out the Area S of Lighthouse sub-section.
- Oublek
Oublek will mistake you for the mercenary called GREYWOLF who was hired to
kill a local bandit named Tonquin. He then offers to give you 200 gp.
Refuse it by saying that you are not GREYWOLF, and you get a reputation +1.
Oublek: Nashkel (x 2813 y 1648)
- Joseph's Greenstone Ring Part 1
In a house you will find the wife of Joseph, if you ask her for any
information on the mines she will tell you to keep a look out for Joseph,
and that his identifying feature is his Greenstone Wedding Ring. (see the
Nashkel Mines section for more information) Return with it, and give the
Ring to her to get your reward: 800 exp.
Joseph's Wife: Nashkel (x 4224 y 2919)
Ring: Nashkel Mines Interior Third Level (x 1596 y 260)
- Minsc and Dynaheir
Near the town barracks you will find Minsc, who will join you if you offer
to help him free his life partner Dynaheir (he leaves if you spend too much
time not doing anything related to that quest). She was captured by Gnolls
and is currently being held in the Gnollish stronghold far to the west.
Minsc: Nashkel (x 3387 y 1957) If you rescue her you also get 800 exp.
Dynaheir: Gnollish Stronghold (x 2529 y 1440)
- Noober
The most annoying person in the entire Realms can be found in Nashkel, and
his name is Noober. If you manage to put up with him long enough, he will
eventually "run out of things to say" and wander off. (after you get a
small reward of 400 exp) Personally I'm not usually that patient, and cast
Polymorph Other on him to let him live the rest of his life as a squirrel.
Such touch choices we have in life. This one is easier to do if you talk
to him instead of making him talk to you.
Noober: Nashkel (x 2400 y 3150)
Assassination Attempts: 1
Inside the Nashkel Inn (x 1372 y 611)
Neira -- 650 exp, Helm of Infravision, Scale, Club, M. Shield
Other:
- Daer'Ragh isn't quite dead
Go look in the cemetery for the grave of "Mark D" and you will find that
its occupant isn't quite as dead as he pretends to be. If you keep
bothering the grave, he will summon a host of Phoenix Guards to kill you.
When you kill a Phoenix Guard, they immediately return, but if you kill
them again, they explode in a fireball. Nasty. If you are going to do
this, make sure that everyone in your party has a Protection from Fire on
them.
Grave: Nashkel (x 2926 y 1285)
John Lucas has an interesting trick here:
If someone is wearing a Ring of Fire Resistance, and you cast the cleric
spell Protection from Fire on them, their fire resistance is now over
100% and they recover hit points from fire attacks. I think the ring
gives 50% protection and the spell gives 80% which adds up to 130% and
fire attacks display the message Character Name: Damage Taken (-5),
meaning you've recovered 5 hit points, or however many.
I'm still playing through the game, but the best use of this I've found
so far is in Nashkel with the Phoenix Guards, Oublek and some Amnish
soldiers. After the subquest with the artist formerly known as Prism and
Greywolf, you've got a choice of how to handle the return of the gems and
receiving your reward. You can give both gems to Oublek at the same
time, then kill him to get 4 gems (instead of 2) and about 3000 gp.
Note, one of the sections lacking from your faq is about Pick Pocketing
and all the good stuff you can get that way, but in this case, you can't
pick pocket the gems away from Oublek, but you can get the Phoenix Guards
to kill him for you (and hopefully some Amnish soldiers, too).
Just give the ring of fire resistance to a good fighter and cast
Protection from Fire (not the 1st level resist fire/cold). Make sure his
AC is as beefy as you can get it, and give him a good weapon like
Drizzt's +5 scimitar (+3 to hit and +2 to AC). Send all other party
members into a nearby building and click on the "Mark D" grave to summon
Daer'Ragh and the Phoenix Guards. Just stand beside Oublek and whack one
until he blows up. Oublek's dead. If there are any Amnish soldiers
around, they'll start attacking the PG. Move closer to the soldiers and
when a PG blow's, it'll kill the soldier and you can collect all his cool
stuff. Each soldier has armor, sword and bow you can sell, the coolest
non-magical helmet in the game (my character always wears one now),
over-sized arrow stacks (up to 30) and, on at least one occasion, one of
them had a spell scroll.
The beauty of all this is that if the PG are doing any damage to you at
all with their weapons (they are actually pretty wimpy except for the
exploding fireball death), the fireballs will be healing you. The
Protection from Fire spell lasts a good while, so you could wander up and
down the street with 3 or 4 PG following you, looking for more Amnish
soldiers if you wanted to.
As a side note, whenever a PG dies and explodes around other PG, the
living ones are also healed by the fireball. That is, each one gets
negative damage.
- Volo
You can find Volo in the Belching Dragon Tavern.
Volo: Nashkel (x 2761 y 2374)
- Free Ankheg Armor
Sure you can just make a set of Ankheg Armor, but here's a free set! Check
out the small hole in the west of the field to get it and a pearl.
Hole: Nashkel (x 187 y 2742)
- Winter Wolf Pelts (from Operador de Sala)
In the Nashkell store you can sell the wolf winter shells for 500 gp, the
merchant will ask automatically if you want to sell him the pelts, say yes.
It is a good way to get some money.
Store: Nashkel (x 1693 y 834)
-------------------------------------------------------------------------------
4a. Carnival
-------------------------------------------------------------------------------
Note: I don't think that it is possible to win at gambling here, so don't try
it!
Companions: S D C I W Ch
- Branwen 13 16 15 9 16 13 Human Cleric True Neutral
To get Branwen in your party all you have to do is to free her from the
Petrification enchantment that was placed on her by the Mage Tranzig. Free
her using a Stone to Flesh spell (you can buy them in Nashkel for 168gp or
from Zeke at the Carnival for 500gp).
Where she is: Nashkel Carnival (x 3253 y 2882)
Enemies: Kobolds
Treasures: Knave's Robe (Zordral)
Plot:
- The only real reason to come here is if you need a Cleric, you can pick up
Branwen (see the Branwen subquest below).
Subquests:
- Branwen the Statue Cleric
You will find the Statue of Branwen near the center of the carnival. To
free her from the enchantment you have to use a Stone to Flesh spell. You
can buy a scroll either back in Nashkel (168gp) or from Zeke who is
standing a little to the SW (500gp). Once freed she will gladly join your
party.
Branwen: Carnival (x 3253 y 2882)
Zeke: Carnival (x 3052 y 3103)
- Zordral
It would seem that Zordral is convinced that Bentha is a witch, and is
about to kill her, when you enter the tent. You can't really talk him out
of it, so say options 1, then 1 again. He will get violent and attack you.
Kill him (900 exp, 2 spells, Knaves Robe, 79gp), and then talk to Bentha.
If you ask for a "trinket" she will give you an Antidote, if you ask for
information she tells you that Volo is staying in the Nashkel Inn. And if
you say that the deed was its own reward, she gives you the Antidote
anyway.
Zordral: Carnival (x 2271 y 3042)
Other:
- Lord Binky, the Buffoon
For some measure of entertainment you can talk to Binky. However, Binky
just wants to make fun of you, so don't expect anything profound from the
meeting.
Binky: Carnival (x 2003 y 3100)
- Vitiare the Thief
In a tent you will be robbed of 100 gp by Vitiare the Thief. Easiest way
to avoid this is to not go into the tent! Although since it is a thief,
you could steal from him (payback time). But for that, you'll have to kill
him. First, save your game. Equip all of your characters with ranged
weapons then, enter the tent and immediately, pause the game. Now tell one
of your fighters to go speak to him and unpause. If you did this right,
Vitiare won't move and will wait for your fighter to get near to initiate
the conversation. Once he steals 100 gp from you and tries to get away,
force-attack him with all of your party members. You have to be quick and
kill him before he gets to the exit of the tent or he'll be gone forever.
If he gets away, reload and try again. Killing him gives you: 12 xp, a
Dagger, 1 Healing Potion, 1 Potion of Master Thievery, 1 Potion of Agility
and 173 gp. Don't worry, you won't lose any reputation points for killing
him.
Vitiare: Carnival (x 1555 y 2928)
- The Merchants Two Potions
In one of the tents you will find a Merchant who sells "Wonders". But due
to the Iron Shortage, all he can sell are two potions, each for 50gp. One
is a Titan's Might potion which sets your Strength to 25, but takes your
Constitution and Dexterity down to 3. The other makes you smart as
Elminster (Int 25), but takes Strength and Wisdom down to 3. Each potion
lasts about 24 hours. So use caution before using one of these!
Personally, I suggest you sell them for 250 gp each (easy money for low
level characters at the start of the adventure).
Merchant: Carnival (x 1865 y 3518)
- The Great Gazib and The Amazing Oopah
The Great Gazib puts on quite a show each time you speak to him by making
his Ogre friend (Oopah) explode. Of course, on the third time, Oopah is
angry of exploding for puny pink weaklings and wants to smash their faces.
So be ready to fight Oopah the third time you speak to The Great Gazib.
Your reward: 270 xp for killing Oopah.
The Great Gazib and The Amazing Oopah: Carnival (x 1283 y 3202)
-------------------------------------------------------------------------------
4b. Area W of Nashkel
-------------------------------------------------------------------------------
Companions: none
Enemies: Xvarts, Cave Bears, Wolves
Treasures: Bracers AC 8 (Cave Bear Cave)
Flail +1 (Cave Bear Cave)
Plot:
- This area isn't that significant (unless you hate Xvarts), so we're just
passing through to get to the Gnollish Stronghold and Dynaheir.
Subquests: none
Other:
- Xvart Village
You will probably want to attack the Xvart Village here. When you
encounter the leader of the Xvarts, Nexlit, he will summon their protector,
a Cave Bear named Ursa.
Village: Area W of Nashkel (x 3540 y 1978)
- Cave Bear Cave
Just to the north of the Xvart village is a cave that contains one Cave
Bear and 3 treasures: Bracers AC 8, Potion of Fire Resistance, and a
Flail +1.
Cave: Area W of Nashkel (x 4256 y 909)
- Borda the travelling salesman
In the western part of this area (go west from the Xvart village) you will
find Borda, who wants to sell you a few things. If you buy something from
him, BEWARE, they will be cursed!
edwardalacey had this to add:
"Borda the cursed item salesman will attack you if threatened. You lose
no reputation for killing him, and you get 900 experience, 74 gold, Web,
Colour Spray, and Short Sword +1. However, he has magic resistance and
casts Mirror Image, so he will hit you with a few Magic Missiles before
you can damage him."
Borda: Area W of Nashkel (x 669 y 1482)
-------------------------------------------------------------------------------
4c. Area N of Gnollish Stronghold
-------------------------------------------------------------------------------
Companions: none
Enemies: Ogre Berserkers, Hobgoblins, Gibberlings, Wild Dogs, Ogrillons, Ogres
Treasures: Long Sword +1 (Neville the Bandit)
Boots of the North (Jared and the Mountain Bear)
Plot:
- We're just passing through here going to the Gnoll Fortress to the South.
Subquests:
- Neville the Bandit
How you talk to Neville completely changes the outcome. If you ask that
his men come out of hiding, he attacks you. (he is worth about 650 exp and
has a Long Sword +1 too) If you ask for all his gold, he steals some of
yours (but you get 100 exp from that action).
Neville: Area N of Gnollish Stronghold (x 3796 y 852)
- Jared and the Mountain Bear
The nobleman Jared is deathly afraid of a Bear on the other side of the
south bridge here. Go across and kill the bear. Then return to Jared to
get your reward: Boots of the North, 150 exp.
Jared: Area N of Gnollish Stronghold (x 4673 y 3665)
Bear: Area N of Gnollish Stronghold (x 3215 y 3494)
Other:
- The Eating Ogre
There is an ogre by a fire who is not interested in fighting, all he seems
to want to do is munch. Talk to him twice to get him to fight you.
Ogre: Area N of Gnollish Stronghold (x 415 y 920)
- Laurel and the Gibberlings (from Operador de Sala)
Laurel wants your help to kill some of these creatures, because they aren't
good. Then a Gibberlings band comes, kill all the Gibberlings you can see
(Laurel will attack them, too). When there are no more creatures talk
again with Laurel for your reward: 250 exp.
Laurel: Area N of Gnollish Stronghold (x 1273 y 1113)
-------------------------------------------------------------------------------
4d. Gnollish Stronghold (AR 5100)
-------------------------------------------------------------------------------
Note: When you first visit the Gnollish Stronghold you get to watch a little
movie (on Disc 3) which reveals where the Gnolls put their prisoners, and
what happens to those prisoners as well. Also note that most the enemies
in the fort are constantly re-spawning, so even when you just kill a
group of gnolls they could almost immediately come back.
Companions: S D C I W Ch
- Dynaheir 11 13 16 17 15 12 Human Invoker Lawful Good
Dynaheir was kidnapped by the Gnolls, and must be rescued with Minsc in
your party. She is also linked to Minsc and if one leaves, the other does
too. She makes a good mage because she already knows such spells as
Fireball. (depends on the level you get her at)
Where she is: Gnollish Stronghold (x 2529 y 1440)
Enemies: Gnolls, Half-Ogres, Xvarts, Carrion Crawlers, Gnoll Slashers, Gnoll
Veterans, Gnoll Chieftan
Treasures: Gauntlets of Dexterity (Gnarl, Hairtooth, and the Gauntlets of Dex)
The Tome of Leadership and Influence (Charisma +1)
Plot:
- There is only really one reason to come here, and that is Dynaheir. If you
are coming with Minsc you are coming to rescue her, if you are coming with
Edwin you are coming to kill her.
- From the bridge go straight west. (the southern path leads to two Xvart
caves, but there's nothing really down there) Head up the stairs at
(x 1462 y 1326), and then go east to the pit at (x 2472 y 1265). Go down
into the pit to find Dynaheir.
- All you have to do now is to get out alive!
Subquests:
- Gnarl, Hairtooth, and the Gauntlets of Dexterity
Across the bridge are a couple of Half-Ogre guards named Gnarl and
Hairtooth and they want you to pay for the privelege of crossing their
bridge. At first they want 200 gold, but you can haggle down to 100. Or
you could just kill them. Each are worth 175 exp. Plus on one of the
bodies you will find the Gauntlets of Dexterity! (they set someone's
dexterity to 18, which will be a step up for most people, or a step down if
you are above 18)
Gnarl: Gnollish Stronghold (x 3814 y 2850)
Other:
- The Tome of Leadership and Influence (Charisma +1)
Just west of the bridge is a southern path which leads around the cliffside
to a set of two caves. In the eastern of the two caves are some healing
potions, spells, and the Tome of Leadership and Influence.
Book: Gnollish Stronghold (x 820 y 2375)
-------------------------------------------------------------------------------
4e. Area SW of Nashkel
-------------------------------------------------------------------------------
Companions: none
Enemies: Winter Wolves, Gnolls, Cave Bears, Wolves, Xvarts, Dread Wolves,
Dire Wolves, Flinds, Gnoll Elites
Treasures: Girdle of Bluntness (The Dryad and the Oak)
Halberd +1 (Dire Wolf Cave)
Plot:
- Nothing but a few subquests to do here. Also you can sell the Winter Wolf
pelts back in Nashkel for 500 gp.
Subquests:
- The Dryad and the Oak
The Dryad of Cloudpeak needs your help to save a "wondrous ancient oak"
from some villainy. Agree to help her, and then go a little to the SW to
find the tree and the two villains, Krumm and Caldo. Talk to the north
one, Caldo, and tell them that they'll have to go through you first. Kill
them. Krumm (the south one) has a Girdle of Bluntness. Talk to the Dryad
again to get your reward: Aura Cleansed (whatever that does), an Antidote,
500 exp, and a Reputation +1.
Dryad: Area SW of Nashkel (x 3591 y 1894)
2 villains: Area SW of Nashkel (x 3350 y 2065)
- Drienne's Cat
Just to the East of the waterfall you will find the girl Drienne crying
about her lost cat. Seems the cat fell into the waterfall and Drienne
can't find her. Go down and search the waterfall for the cat's body, and
then return it to Drienne. Turns out that this isn't the first time that
the cat has died, and been raised from the dead by her necromancer father!
As a reward you get: 200 exp, Reputation +1, and a Scroll (Protection from
Undead).
Drienne: Area SW of Nashkel (x 2084 y 2959)
Cat: Area SW of Nashkel (x 1760 y 3318)
Other:
- Ingot the Gnoll
Seems the Gnoll Ingot wanted to roast Dynaheir alive, while the rest of the
Gnolls did not, and so he was banished.
Ingot: Area SW of Nashkel (x 553 y 1185)
- Gnoll Territory
The Gnolls in the north of the area will demand 50 gold because you have
trespassed in their territory. You can pay if you want. They have better
than average treasures for Gnolls, but nothing great.
Gnolls: Area SW of Nashkel (x 3184 y 719)
- Dire Wolf Cave
Near the Oak Tree (see the Dryad and the Oak subquest above) is a cave.
Inside you will find a single Dire Wolf and a treasure box. Inside that
box is a Halberd +1, 298gp, and a Tiger Cowrie Shell Necklace.
Cave: Area SW of Nashkel (x 3141 y 2600)
-------------------------------------------------------------------------------
4f. Area S of Nashkel
-------------------------------------------------------------------------------
Companions: none
Enemies: Xvarts, Skeletons, Cave Bears
Treasures: Long Sword +1 (Sendai of Amn)
Studded Leather +2 (Sendai of Amn)
Bracers of Archery (Vax and Zal, the Fastest Dart Thrower in West)
Plot:
- Just one subquests here, and some other odd things (like the Bracers of
Archery, see the Vax and Zal "other" below)
Subquests:
- Albert's Dog Rufie
Albert from Nashkel has lost his dog, and it is up to you to find him.
Agree to help Albert and he will give you a chew toy to "entice" Rufie
with. You will find Rufie a ways to the east (he looks like a red wolf).
When you have found him, he should follow you, now head back to Albert with
the dog (or wolf) in tow. Albert will turn into a demon (or something) and
take the dog with him back to hell, for your trouble you get: 1000 exp.
Alternatively: Kill Ruffie, then talk to Albert to get 1200 experience.
Albert: Area S of Nashkel (x 1315 y 999)
Rufie: Area S of Nashkel (x 3753 y 751)
Other:
- Larry and his two brothers (Darryl and Darryl)
In the SE of the Area you will find 3 creatures, an Xvart, a Kobold, and a
Tasloi. They are named, Larry, Darryl and Darryl. Talk to Larry (the
Kobold) and if you ask why they are there they wander off saying that you
are the "wrong generation". Or you could ask for their autograph, and they
will give it to you! If you don't get this joke, you probably never saw
the Bob Newhart Show.
Larry, Darryl, and Darryl: Area S of Nashkel (x 4213 y 3452)
- Sendai of Amn
Sendai is a prickly sort, and she happens to have a very low opinion of
everyone from the north of Amn. Depending on how you answer her you will
either end up in a fight, or she'll just wander off. She has a lot of good
treasures on her, plus is worth a bit of experience, but CAUTION she has
two companions with bows and Magic Arrows! So if you fight them, quickly
move your fighters up to the Archers to take out their effectiveness.
(Alexander--300 exp, Scale, Hemlet, 29gp, Healing Potion, Long Bow, 30
Arrows +1; Sendai--600 exp, Long Sword +1, Studded Leather +2, Helmet,
Small Shield, 172gp; Delgod--300 exp, Scale, 30 Arrows +1, Long Bow, War
Hammer)
Sendai: Area S of Nashkel (x 3103 y 887)
- Vax and Zal (the fastest Dart Thrower in the West)
Once you have encountered these two, you've seen just about everything.
Vax will come up to you and demand all your money, on account that Zal
could throw darts at you really fast. If you don't want to part with your
money you'll have to fight them. (Zal--600 exp, Scale, Bracers of Archery,
Darts, 49gp; Vax--400 exp, Scale, 2 Heal Potions, Halberd, 107gp)
Vax and Zal: Area S of Nashkel (x 1270 y 2627)
- Blurry Ledge (edwardalacey)
In the area south of Nashkel (where you get the Bracers of Archery), there
is what looks like a rather blurry ledge. In it is Chromatic Orb and the
hard-to-find Cloudkill.
Ledge: Area S of Nashkel (x 1791 y 413)
-------------------------------------------------------------------------------
5. The Nashkel Mines (Exterior)
-------------------------------------------------------------------------------
Companions: none
Enemies: Wolves, Winter Wolves, Kobolds, War Dogs, Ghasts
Treasures: Long Sword +2 (Prism's Final Masterpiece)
Wand of Frost (Wand of Frost)
Plot:
- We're here to investigate the strange goings-on in the Mines. To enter the
mines talk to Emerson at (x 978 y 1125). Then talk to one of the Amnish
soldiers guarding the mines to get rid of two of them, and finally you
enter the mine (x 1202 y 665).
Subquests:
- Prism's Final Masterpiece
You will finally find Prism working on his last piece here. He had to
steal some of the materials to make this, and so has the bounty hunter
Greywolf after him. Tell him that you are not associated with Greywolf,
and agree to help defend him so that he can complete his work. Not long
after that Greywolf will show up, and will demand that you hand Prism over
to him. Don't. He'll attack you then, beat him (1400 exp, Studded
Leather, Long Sword +2, 102gp). Prism finished his work, but doesn't live
long to enjoy it. You get: 1000 exp, and Reputation +1. Search his body
for 3gp and 2 Emeralds.
edwardalacey sent me this:
"After dealing with Greywolf and Prism, you can take Prism's emeralds to
Oublek for a reward of 200 experience and 300 gold. Interestingly, you
can drop one on the ground, claim the reward, pick it up, and claim the
reward again."
Editor's Note: Or you could claim the reward once, and sell the other
Emerald for 750 gp.
Terry deBoer has a different approach to this:
After getting the emeralds from Prism, take them to Oublek and give him
both at once. After that, just kill him and he will not only have the
two on his person, but another two have appeared as well! Selling all
four, plus the 2000+ gold Oublek carries gets you over 5000 gold, more
than enough to bribe your rep back up. It's risky though; it's best to
charm him and lead him away, or the whole town will see your act.
Prism: Nashkel Mines (exterior) (x 637 y 2709)
Other:
- Galtok and the Kobolds
Some Kobolds captured Galtok awhile back, but now he's escaped and they're
chasing him.
Galtok: Nashkel Mines (exterior) (x 3101 y 2873)
- Wand of Frost
In the hole of a tree in the top left of the map is a wand of Frost.
Wand: Nashkel Mines (exterior) (x 165 y 180)
-------------------------------------------------------------------------------
5a. The Nashkel Mines (Interior)
-------------------------------------------------------------------------------
Companions: S D C I W Ch
- Xan 13 16 7 17 14 16 Elf Enchanter Lawful Neutral
Xan is a depressing person, but he is a capable mage (although he has the
very large flaw of not being able to cast such spells as Magic Missile and
Fireball!) and he has a Moonblade. If you're overly rude to him he'll
leave and never return.
Where he is: Nashkel Mines Interior (Fourth Level, Cave x 793 y 588)
Enemies: Kobolds, Huge Spiders, Kobold Commandos, Ghoul, Skeletons, Gray Oozes
Treasures: Ring of Holiness (Fourth Level)
Short Sword +1 (Fourth Level)
Note for Nashkel Mines: Any monster that'll kill in these mines will not
respawn so don't hesitate to go back to town for
resupplying, healing or resting.
Walkthrough:
Entry Level: Head south through the passages until you get to the Door to
the next level (x 2106 y 1834). There's only two Kobolds to
kill on this level and they are near the exit to the second
mine level.
Second Level: When you first arrive here, Miner Beldin will run up to you
yelling that the yipping demons (kobolds) are after him.
Shortly they appear and attack (usually killing) him. From
the entrance head NE along the passage until you can't go east
anymore, then head south to the Door to the next Level at
(x 3569 y 2559)
Third Level: This level has a lot of traps, so you must be cautious. Head
south to the Bridge (you'll know it when you see it). Careful
while crossing for the Bridge is trapped! Now head east
through the third passage you find (x 1450 y 2500). There
will be some Kobold Commandos shooting their Arrows of Fire at
you (ouch!). This next room has three traps in it so have a
Thief disarm them. If you can't disarm them, you won't be
able to avoid them. So send whoever has the most hitpoints to
go trigger the traps, then go through the Door to the next
Level (x 3444 y 2338).
Fourth Level: Head northeast and then cross the bridge, and go into the
cave. There will be three rooms in here, a north room, an
east room, and a south room. If you need a mage go into the
east room first and talk to Xan there to get him to join.
Then go into the south room and talk to Mulahey there. It
doesn't really matter what you say as he eventually will call
the guards in either case. Don't believe him when he wants to
surrender, just kill him. Loot his body (you NEED the Holy
Symbol to collect the Bounty, and the Ring of Holiness gives
your cleric +1 spell for every level 1-4). Also be sure to
loot the treasure chest he has there too (2 Healing Potions,
790 gp, Short Sword +1, lots of spells, etc.). Take the
scrolls in the chest to start Chapter Three.
Getting Out: Now you have a choice, you can either go back out the way you
came in, or you can continue to the Second Exit. To go to the
2nd Exit, go out of the cave, across the bridge, then north.
Follow that path until you reach the exit. Warning! Once you
go out that way, you can't come back in! It exits out into
the Area NE of Nashkel Mines area.
Subquests:
- Kylee's Dagger (Entry Level, Second Level)
A miner will come up to you and ask for you to give a dagger to Kylee,
agree and he'll give you the dagger. Give it to Kylee, who is on the
Second Level to get your reward: 200 exp.
Miner: Entry Level (x 1185 y 1684)
Kylee: Second Level (x 835 y 2110)
- Joseph's Greenstone Ring (Third Level)
Ring: Third Level (x 1596 y 260)
Other:
- Huge Spider Lair
Lair: Third Level (x 1310 y 2630)
-------------------------------------------------------------------------------
5b. Area NE of Nashkel Mines
-------------------------------------------------------------------------------
Companions: none
Enemies: War Dogs, Amazons (see the Assassination Attempts), Ghouls, Ogre
Berserkers, Ankhegs, Gnolls, Ogrillons
Treasures: Leather +2 (Assassination Attempts)
Studded Leather +1 (Assassination Attempts)
Chainmail +1 (Tomb 2)
Wand of Monster Summoning (Tomb 2)
Dagger +2 (Hentold and the Stolen Dagger)
Plot:
- This is the Exit area for the Nashkel Mines. If you want a good fight,
head north and take on the assassination attempt. Also there are some
interesting tombs around here. Otherwise just head west to go back to
civilization.
Subquests:
- Hentold and the Stolen Dagger
Near the South Center of the area you will find a would-be tomb raider
named Hentold. Seems that he stole a dagger from a tomb and ever since has
been pursued by its previous owner! He gives you the dagger to give back
to the creature that was following him. Go a little to the east to reach
the cave, go inside and the creature will ask for the dagger back, and once
it has it, it will die. You get 900 exp for your trouble. However, you
may want to simply kill the foul creature and get 3000 exp instead. Plus
you get to keep the dagger. Feel free to loot this cave too. Just because
the last person who did so suffered from a terrible curse doesn't mean that
you will too!
Hentold: Area E of Nashkel Mines (x 1328 y 2987)
Crypt: Area E of Nashkel Mines (x 1905 y 2838)
- Narcillicus Harwilliger Neen and the Ooze
Near the SE of the Area you will find the Mage Narcillicus experimenting on
making a more effective Ooze. Ask him for a copy of the spell and he
attacks you. Kill him (1400 exp) and his two Mustard Jellies. Then take
the spells off his body (lightning bolt, web)
Narcillicus: Area E of Nashkel Mines (x 3784 y 2784)
Assassination Attempts: 1
Just North of the Exit Cave (x 2087 y 185)
There are a lot of archers in this group, so get up close to them as quickly
as you can.
Telka -- 600 exp
Maneira -- 600 exp, Leather +2
Zeela -- 900 exp, Studded Leather +1
Lamalha -- 1200 exp, Plate Mail, 2 Potions, Mace, Medium Shield, 94 gp
Other:
- Tomb 1
Inside this tomb you can find about 80gp, and a Ghoul.
Tomb: Area E of Nashkel Mines (x 906 y 1728)
- Tomb 2
Inside this tomb are 3 Ghasts, a Chainmail +1, a Wand of Monster Summoning,
a Pearl Necklace, a Potion, and some Magic Arrows.
Tomb: Area E of Nashkel Mines (x 4531 y 2806)
-------------------------------------------------------------------------------
5c. Area E of Nashkel Mines (South of Area NE of Nashkel Mines)
-------------------------------------------------------------------------------
Companions: none
Enemies: Gibberlings, Dire Wolves, Winter Wolves, Dread Wolves, Cave Bears
Plot:
- Only a few things to do here, pick up Samuel and talk to Hafiz.
Subquests:
- Lena and the body of Samuel
Near the center of the Area you will find the noblewoman Lena and her
injured friend Samuel. She wants you to take the body of Samuel to the
Friendly Arm Inn's Temple of Wisdom where Gellana (the cleric there) can
cure Samuel. Agree to do so. When you talk to Gellana she'll take Samuel
off you, and give you your reward: 500 exp, Reputation +1, and 2 potions.
However, if you don't hurry up to the Friendly Arm Inn, Samuel will die
before you get there and you get no reward.
Samuel: Area E of Nashkel Mines (x 3138 y 2278)
Gellana: Friendly Arm Inn (x 3882 y 2403)
Other:
- Hafiz
You will find the Old Dwarf Hafiz near the NW corner of this area. You can
trust him, he won't try to kill you. He'll ask for your name, tell it to
him and he'll reveal that his dreams have been about you. Next he wants to
know your life story, choose the bottom option to tell him your story, and
he will give you a Protection from Magic scroll.
Hafiz: Area E of Nashkel Mines (x 830 y 905)
- Flaming Fist
There is a Flaming Fist soldier in the western part of the Area. He asks
you to identify yourselves, and then says that he is looking for a deserter
named Samuel. He'll give you a measely 50gp if you turn Samuel in. It's
more worth it to take Samuel to Gellana.
Flaming Fist: Area E of Nashkel Mines (x 213 y 2480)
- Ring of Fire Resistance (from Duncan Clay)
In a crack in the cliffs around the middle of the map is a Ring of Fire
Resistance, a Star Sapphire and an Ion Gem.
Ring: Area E of Nashkel Mines (x 1955 y 2372)
-------------------------------------------------------------------------------
6. Nashkel Revisited
-------------------------------------------------------------------------------
Treasures: Boots of Avoidance (Assassination Attempts)
Short Sword +1 (Assassination Attempts)
Plot:
- We've come back to Nashkel to receive our reward for killing Mulahey and
clearing out the mines. Talk to Berrun to get your reward: 1000 exp,
900 gp, and a Reputation +1. Also make sure to go kill Numbul to get his
wonderful Boots of Avoidance.
Assassination Attempts: 1
Near the Nashkel Inn (x 1224 y 717)
Careful with this one, he casts Fear on you, which makes your people unable
to fight.
Nimbul -- 650 exp, Boots of Avoidance, Ring, Short Sword +1, 58 gp
-------------------------------------------------------------------------------
7. Beregost Revisited
-------------------------------------------------------------------------------
Treasures: Ring of Protection +1 (Plot, Third Item -- Tranzig)
Wand of Magic Missiles (Plot, Third Item -- Tranzig)
Plot:
- When you re-enter Beregost after having cleared the Mines, Elminster will
come up and talk to you again. He reveals that the Bandits are in the
North East. Great.
- Also Chloe, a mere child, will come up and tell you to meet someone in the
Jovial Juggler Inn. Don't worry, it's not another Assassination attempt!
It's just Officer Vai of the Flaming Fist. Go inside the Jovial Juggler,
and Officer Vai will come right up to you. She asks for your help in
hunting down all the bandits, and will pay you a bounty of 50 gp for each
Bandit Scalp that you give her. (you can also sell her books and Winter
Wolf pelts--at full price, no less!)
Jovial Juggler: Beregost (x 3768 y 3626)
- We also have to pay a visit to the Bandits informer in Beregost (assuming
you read the letters that you got from Mulahey), who is in the Feldepost's
Inn. You will find Tranzig on the second floor, in the first room to the
south of the stairs. Go in his room and talk to him. Set your party up
around him before you talk to him. (makes for easy killing later!) Tell
him that you know all about him, and that you aren't afraid of him. He'll
attack. No matter what happens your map will be updated showing the
location of the secret bandit camp. (i.e. he doesn't need to live!) Plus
you get 975 exp, Ring of Protection +1, Wand of Magic Missiles, 91 gp, and
a Scroll.
Feldepost's Inn: Beregost (x 1406 y 2640)
Tranzig: Feldepost's Inn Second Floor (x 196 y 572)
Note: If you sleep in the Inn here, you will have another Dream, and gain
another ability, again Cure Light Wounds (or Larloch's Minor Drain).
-------------------------------------------------------------------------------
7a. Area E of Temple
-------------------------------------------------------------------------------
Companions: S D C I W Ch
- Shar-Teel 18/58 17 9 14 7 11 Human Fighter Chaotic Evil
When you first meet up with Shar-Teel she challenges your "Best Male
Fighter" (this seems to be randomly chosen) to a duel. If you don't have a
Male, you can't get her. If you turn her down, she leaves forever.
Where she is: Area E of Temple (x 273 y 303)
Enemies: Gnoll Slashers, Lesser Basilisks, Basilisks (Korax is very useful
against these as he can't be petrified!), Tasloi, Brown Bears, Black
Bears,
Treasures: Adventurer's Robe (Mutamin's Basilisks)
2 Long Swords +1 ŻŻ|
Golden Girdle |__ Kirian the Adventurer
Bracers AC 7 |
Morningstar +1 __|
Plot:
- This is a good place to pick up some experience via Basilisk Hunting.
Simply go pick up Korax (see Other below) and start hunting! Save a lot,
as well, since the Basilisks can kill instantly.
Subquests:
- Tamah
Tamah was fighting some Gnolls and was turned to stone by some basilisks.
Free her using a Remove Petrification spell/scroll to get your reward of:
300 exp, and a Reputation +1.
Tamah: Area E of Temple (x 1410 y 870)
- Mutamin's Basilisks
You will encounter Mutamin in the North Central part of the Area. He is
the creator and maintainer of these Basilisks (probably to avoid
soliciters). Careful! He has a Greater Basilisk and a Lesser Basilisk by
him! He only wants to turn you to stone forever, no biggie. Kill him and
take his things (1200 exp, Adventurer's Robe, 120 gp, 2 Heal Potions, 2
spells) Also note that the Greater Basilisk by him gives 7000 exp not
4000.
Mutamin: Area E of Temple (x 2158 y 866)
- Kirian the Adventurer (and friends)
Another band of Adventurer's can be found around here, and they seem a
little unimpressed with you. Depending on how you answer, they either
leave or fight you. There are four of them, one has a bow, two fighters,
and a mage. They aren't an easy fight if you attack them straight on.
However, if you stand aways back and launch fireballs at them, they aren't
so tough. Treasures: (Lindin--600 exp, Plate Mail, Shield, 2 Potions, Long
Sword + 1, 76gp; Kirian--900 exp, Golden Girdle, Bracers AC 7, Long
Sword +1, 3 spells, 163 gp; Baerin--300 exp, Scale, Long Bow, Magic Arrows,
49 gp; Peter--1200 exp, Chain, 2 potions, Shield, Morningstar +1, 97gp)
Kirian: Area E of Temple (x 3047 y 1932)
Other:
- Korax the Ghoul
There is a "friendly" Ghoul here who goes by the name of Korax. Say the
last option to him, and he will be considered "Dire Charmed" (in other
words you can order him around). He is useful in fighting the basilisks
since they can't turn him to stone, therefore the Basilisks can't really
hurt him! The only problem with this is you don't really see what Korax is
doing if you move him off the screen, so you have to send someone with him.
Once you find a Basilisk, hide that person and let Korax handle it.
Eventually he will turn against you, so once you get him try to be quick
with your Basilisk hunting.
Korax: Area E of Temple (x 441 y 1466)
- Giant Rib Cage
It's not entirely clear which animal left this rib cage behind, but I'm
just glad it's not still alive.
Ribs: Area E of Temple (x 3801 y 2736)
Note: If you want you can go to the Halfling city of Gullykin to the south, and
from there to the Firewine bridge, but those areas will be covered later.
-------------------------------------------------------------------------------
7b. Ulcaster (Area S of Temple)
-------------------------------------------------------------------------------
Companions: none
Enemies: Kobold Commandos, Kobolds, Skeletons, Zombies, Ghouls, Hobgoblins,
Hobgoblin Elites, Ghasts
Treasures: Boots of Stealth (The Hobgoblin's Boots of Stealth)
Flail +1 (Icharyd)
Plot:
- Ulcaster has some interesting ruins to explore, the path to the top of the
cliff on which Ulcaster is located is at (x 3121 y 1974).
- The Entrance to Ulcaster Dungeon can be found at (x 3054 y 675)
Subquests:
- Furret's Gem
In the NW of the Area you will encounter a Halfling named Furret. He has a
bridge... I mean, a Gem that he wants to sell you. A magic gem he claims.
You really don't want to spend 1000 gp on a Turquoise gem do you? It isn't
magic! You can kill Furret with no loss of reputation.
Furret: Ulcaster (x 150 y 950)
- The Wraith of Ulcaster
Near the Entrance to the Dungeon of Ulcaster you will find the Wraith of
Ulcaster. Talk to him a bunch of times until your journal is updated.
What he wants is a book (any book) from the Dungeon. Return with the book
to get your reward: 1000 exp.
TRICK: (from Ghostly) But this book can also be found TWICE in Gullykin
houses. If you bring Ulcaster those two books, one by one as with
the Ankheg head in Beregost, you'll get another 1000 xp each time!
Wraith: Ulcaster (x 2809 y 741)
- The Vampiric Sword
If you have both the Ancient Armor from the Firewine Ruins and the Idol of
Kozah, then when you talk to the Ghost of Ulcaster, he will automatically
exchange these two items for the Vampiric Sword. ("The Vampire's Revenge"
is the swords real name, and it isn't that great of a weapon, just
something to do if you haven't done it before)
NOTE: If you have trouble getting this item, I'm pretty sure that it isn't
in all versions of the game. Also, you MUST have killed the
Doomsayer when you got the Idol.
Wraith: Ulcaster (x 2809 y 741)
Other:
- The Hobgoblin's Boots of Stealth
A Hobgoblin near the Center of the Area has some Boots of Stealth on him,
kill him and make them yours.
Hobgoblin: Ulcaster (x 2051 y 2628)
- Icharyd
When I left Ulcaster I was attacked by Icharyd, a Skeletal Warrior. (950
exp, Flail +1) I'm not sure if he's event triggered, or I just didn't see
him until then.
Icharyd: Ulcaster (x 4252 y 1256)
-------------------------------------------------------------------------------
7c. Ulcaster Dungeon
-------------------------------------------------------------------------------
Enemies: Ochre Jelly, Mustard Jelly, Dire Wolves, Huge Spiders, Dread Wolves,
Vampiric Wolves
Treasures: Dagger +1 (Corpse Treasure)
Wand of Fire (Dread Wolves 2 Treasures)
Plot:
- Wander around until you get all the treasure! There is a passage to the
east from the Dire Wolves room, it's kinda hard to see, but it's at the
south end of the room. Beware the Fireball trap in the room at (x 460
y 1500). Just past the Second Corpse Treasure is yet another Fireball
trap. (x 1240 y 1435) In the room with the Pile of Corpses is another
Fireball trap (x 1344 y 1157). Once you've gotten the book you can leave.
Treasures:
- Mustard Jelly Treasure
Cursed Scroll of Ugliness, Bastard Sword, Scale Armor, Potion of Mirrored
Eyes, Crysoberyl Gem
Location: (x 2186 y 1035)
- Corpse Treasure
Dagger +1, 101 gp, Potion of Genius
Location: (x 1232 y 171)
- Dire Wolves Treasure
Skydrop Gem, Potion of Strength
Location: (x 660 y 360)
- Huge Spider Treasure
85 gp, 2 Heal Potions
Location: (x 860 y 580)
- Another Corpse Treasure
38 gp, Zircon Gem, 2 Arrows of Biting, 3 Arrows of Piercing
Location: (x 1170 y 1392)
- Dread Wolves 2 Treasures
Heal Potion, Potion of Absorption, Wand of Fire
Location: (x 1510 y 1250) and (x 1574 y 1430)
- Pile of Corpses Treasure
2 Heal Potions, Potion of Hill Giant Strength, Oil of Fiery Burning,
Antidote, 10 Arrows of Ice, 10 Acid Arrows, Tome (History of the Darkness)
Location: (x 1418 y 1068)
-------------------------------------------------------------------------------
7d. Area S of Ulcaster
-------------------------------------------------------------------------------
Companions: none
Enemies: Kobolds, Half-Ogres, Ogre Berserkers, Wolves, Dread Wolves, Xvarts,
Hobgoblin Elites, Dire Wolves, Ogres, Ogrillons, Black Bears
Treasures: Two Handed Sword +1 (Arghain)
Plot:
- Just a few subquests here.
Subquests:
- Hulrik, the Xvarts, and the Cows
The farmer Hulrik is having a dreadful time with the Xvarts lately, they
tend to attack and kill his prize winning cows! Fight off the Xvarts to
get your reward: 350 exp, Reputation +1 (If you fail to save the cow, you
get nothing!)
Hulrik: Area S of Ulcaster (x 2884 y 2982)
- Ioin Gallchobhair
A bandit by the odd name of Ioin wants you to pay the toll for passing this
way, and that toll is your life. Pleasant fellow. I assume that you don't
want to hand over your life, so fight them. (Dribben--150 exp, Scalp, Long
Bow, Minor Treasures; Billy--300 exp, Scalp, Long Bow, Magic Arrows, Minor
Treasures; Ioin--300 exp, Scalp, Minor Treasures)
Ioin: Area S of Ulcaster (x 3126 y 1710)
- Sarhedra's Ogres
Talk to Sarhedra (she's near the East of the Area) and she'll tell you to
go kill Ogres to the south of there. Do just that, return and get your
reward: 300 exp.
Sarhedra: Area S of Ulcaster (x 4758 y 1747)
Other:
- Arghain
Arghain the Half-Ogre wants your iron and maybe to kill you for fun. Kill
him instead (520 exp, Scalp, Two Handed Sword +1, Minor Treasures), and
beat up on his clan of Half-Ogres.
Arghain: Area S of Ulcaster (x 1154 y 1190)
- Corpse
There is a corpse, who was probably killed by all these Ogres around here,
who has some treasures: Heal Potion, 59 gp, Oil of Speed.
Corpse: Area S of Ulcaster (x 4390 y 2759)
- Ettercap's Treasure (from GRiM)
The area in question is that south of Ulcaster. There's a cave with an
ettercap inside and just outside is one of those hidden sections you'd only
discover by waving your cursor over it. It's what appears to be a rock, if
memory serves, (x 1573, y 1486) and within it lies a water opal.
Cave: Area S of Ulcaster (x 1550, y 1300)
-------------------------------------------------------------------------------
8. On the Trail of Bandits (Area N of Beregost Revisited)
-------------------------------------------------------------------------------
Plot:
- Go to the downed Caravan (x 4291 y 2528), there will be a bunch of bandits
there. Kill them, and scalp them. Now go east and out of the Area to the
Larswood Forest.
-------------------------------------------------------------------------------
8a. Larswood
-------------------------------------------------------------------------------
Companions: none
Enemies: Gibberlings, Bandits, Black Talon Elites, Wild Dogs, Dire Wolves,
Wolves, Brown Bears,
Plot:
- We're here looking for bandits, and there are two ways to go about this.
When you find Teven (x 1458 y 2245) you have the option of either joining
(say the most bloodthirsty thing on there), or attacking. If you skipped
by Tranzig you may want to join so that you can find the camp. But if
you'd rather just attack, well go for it! (975 exp, Minor Treasure)
- If you joined up with Teven skip down to section 9. Bandit Camp, if not
continue on through Peldvale, and from there to the Bandit Camp.
Subquests:
- Osmadi's Mistake
In the North East of the Area is a Druid shrine that was being built, but
the builder's were mostly killed by bandits. One of the survivors, Osmadi,
mistakes you for those bandits, and no matter what you say attacks you,
which pretty much forces you to kill him. (1000 exp, 12 gp, Leather Armor)
Afterwords talk to the Druid Corsone to find out exactly what happened
here.
Jon WolF has this to add:
Well, yes, you can talk to him to find out what happened. Unless you
press him, he'll lie however. If you press him, he'll finally confess
to having poisoned Osmadi (which expalins why he helps you kill
Osmadi). Of course having confessed to being a murderer, he'll then
want to kill you as well.
This also makes Seniyad's warning (Cloakwood Forest) about the Shadow
Druids much more credible.
Osmadi: Larswood (x 4678 y 674)
Other:
- A Tower
Tower: Larswood (x 2048 y 3228)
-------------------------------------------------------------------------------
8b. Peldvale
-------------------------------------------------------------------------------
Companions: S D C I W Ch
- Viconia 10 19 8 16 15 14 Drow Elf Cleric Neutral Evil
When you first encounter Viconia she asks you to help her with a small
matter of the Flaming Fist trying to kill her. Help her out and she offers
to join. However, if you turn Viconia down when she asks to join, she
vanishes forever. Once she joins your reputation goes down 2.
Where she is: Peldvale (x 447 y 731)
Enemies: Bandits, Cave Bears, Brown Bears, Black Bears, Black Talon Elites,
War Dogs, Wild Dogs, Huge Spiders, Giant Spiders
Treasures: War Hammer +1 (Raiken)
Plot:
- We're just passing through heading towards the Bandit Camp to the North.
Can't find the Bandit Camp? Go back to Beregost, Feldepost's Inn, Second
Floor and talk to Tranzig there.
Subquests: none
Other:
- Palin
Palin has some advice for you adventurer's, mainly that it is deadly
business, and best left alone.
Palin: Peldvale (x 3376 y 461)
- Raiken
In the North you will find a bandit named Raiken who wants to rob you, or
kill you. Or both. (650 exp, Chain Mail, M. Shield, War Hammer+1, 31gp)
Raiken: Peldvale (x 3706 y 509)
-------------------------------------------------------------------------------
9. Bandit Camp
-------------------------------------------------------------------------------
Note: When you first approach the Bandit Camp you are treated to a little movie
(on Disc 4) of some Gnolls and a human prisoner.
Companions: none
Enemies: Wild Dogs, Chill Hobgoblins (same as normal Hobgoblins, but can also
be scalped), Bandits, Gnoll Veterans, Flinds, Gnoll Slashers, Zombies,
Skeletons
Treasures: Bow of Marksmanship (Plot, Third Item, Hakt)
Full Plate ŻŻ|
Medium Shield +1 |-- Taugosz Khosann
War Hammer +1 __|
Plot:
- If you joined up with the Bandits, you will have to prove your worth to
Tazok by fighting him. Win and he lets you wander around the camp.
- Eventually we want to get rid of Tazok. He is hiding in the Big Tent
(x 3588 y 900). As you near the tent you will be attacked by its defenses
(which may or may not include Taugosz, see subquests below).
- Inside you will find 4 enemies and that prisoner that you saw in the
opening movie (the one that opened the area anyway), be sure not to kill
the prisoner (so don't shoot off random fireballs). Here's what you get
from each enemy. (by the way, you may want to get that Mage first, he tends
to cast Horror, which causes your party to run around like chickens with
their heads cut off.) Too bad Tazok wasn't here...
Venkt: 900 exp, 3 spells, Robe, 2 potions, 92gp
Raemon: 1200 exp, Scalp, Composite Long Bow, Magic Arrows, 1gp
Hakt: 750 exp, Bow of Marksmanship, Leather Armor, 62gp
Britik: 900 exp, Gold Ring, Jade Ring, Garnet Gem, Halberd
- Now talk to the prisoner here who will explain just a little bit more about
the bandit groups, and also tell you that your next place to search is the
Cloakwood Forest.
- Finally open up that big treasure chest to the left. It is trapped and a
lightning bolt will shoot out. (you may want to disarm the trap) Take the
scrolls to get to Chapter 4. There is also 2000 gp in here and some
spells.
Subquests:
- Taugosz Khosann
Usually hiding out by the big Tent (x 3588 y 900), this nasty fighter has a
large number of neat treasures after you defeat him. Treasures: 2000 exp,
Full Plate, M. Shield+1, War Hammer+1, 105gp.
Other:
- Treasures
Regardless of how you got here, you probably want to kill everyone and
steal everything. On the exterior map are a lot of little chests, bags,
etc., with a lot of minor treasures (30-40 gp, daggers). As you get closer
to the Big Tent (where Tazok is hiding) the treasures get better, Magic
Short Swords, and Shields, more gold, potions, etc. All the chests are
invariably locked, so I hope you have a good thief handy! (or a Knock
spell)
- Huts
Inside each of the huts you may find enemies, and some more minor
treasures.
- Cave
You can go inside the Cave at (x 2411 y 683). Inside are some Gnolls that
are being punished by Tazok. They started a brawl a few nights ago.
- Treasures in the Big Tent
In addition to the main treasure chest (the one that is trapped) in the Big
Tent, you can also find a potion and about 700 gp in there.
-------------------------------------------------------------------------------
9a. Area E of Larswood (AR 3000)
-------------------------------------------------------------------------------
Note: Beware of Web Traps that may be in the area!
Companions: none
Enemies: Giant Spiders, Wraith Spiders, Ettercaps, Huge Spiders, Tasloi, Sword
Spiders, Phase Spiders,
Treasures: Ring of Energy (Red Wizards)
Robes of various minor types (Red Wizards)
Plot:
- Just a subquest and some wizards here. Also a good place to get experience
if you like to fight Spiders.
Subquests:
- Fahrington's Scroll
The Sage Fahrington had his Scroll of Wisdom stolen by a naughty Tasloi,
who took off to the east and was killed by Ettercaps. Go east, kill the
Ettercaps and retrieve the Scroll (it is a Scroll of Protection, although
you may find other random scrolls). Take the scroll back to Fahrington to
get your reward: 300 exp, and he lets you keep the Scroll. By the way, the
scroll is cursed.
Fahrington: Area E of Larswood (x 1473 y 1067)
Ettercap: Area E of Larswood (x 3527 y 605)
Other:
- The Red Wizards
In the Ruins in the center of the Area are the Red Wizards. They don't
like people, and if you go near them they attack. Your best bet to beating
them without getting hurt at all is to approach them from the north, and
when you see the 3 wizards, stop, and launch a fireball or two at them.
Once all 4 wizards are dead, go in and collect the booty:
Denak--1200 exp, Ring of Energy, Robe, 2 Heal Potions, 102gp
Diana--600 exp, Robe, 2 spells, 81gp
Lasla--30 exp, Robe, 2 spells, 81gp
Brendann--300 exp, Robe, 2 spells, 81gp
Note: If you have Edwin in your party, the Wizards won't attack you
since Edwin is a Red Wizard. (from Jones)
Ruins: Area E of Larswood (x 1726 y 1566)
-------------------------------------------------------------------------------
10. Back to Beregost
-------------------------------------------------------------------------------
Plot:
- We now need to go back to Beregost to pick up our reward from Officer Vai
for having killed off the Bandits. (reputation +1) Of course you have to
sell her your scalps first...
After this we have a choice of doing some more areas around here, or going
straight up to Cloakwood. The walkthrough will go to the Lighthouse, but feel
free to skip straight to Cloakwood. To get to the Lighthouse we have to go to
the Area W of High Hedge first.
-------------------------------------------------------------------------------
10a. Area W of High Hedge (AR 3100)
-------------------------------------------------------------------------------
Companions: none
Enemies: Wolves, Ghasts, Dire Wolves, Ogrillons, Half-Ogres, Ogres, Ogre
Berserkers, Carrion Crawlers, Ghouls, Kobolds, Sirines (be careful of
these, they tend to cast Improved Invisibility and Dire Charm)
Treasures: Helmet of Defense (Shoal the Nereid)
Plot:
- Just a few subquests to do here.
Subquests:
- Shoal the Nereid
Shoal the Nereid is "lost" and asks for your help to find her way. Agree
to help her and she asks for a kiss to show her affection. Have someone
(NOT your main character!) kiss her, and she will blast them into a hundred
pieces. After that, attack her until she talks to you again. She says
that it isn't her intention to kill you. Ask her to restore your companion
back to life, and she will do it. She then explains that she is the
prisoner of an Ogre Mage who holds her _shawl_ and therefore she is a slave
to his cruel will. (you may want to get your companion's gear back from
the ground) The Ogre Mage will come to investigate the goings-on here, and
you will have to attack him. Kill Droth (975 exp, Helmet of Defense,
150gp) and then talk to Shoal to get a reward: 750 exp.
Shoal: Area W of High Hedge (x 2931 y 506)
- Mad Arcand's Crazy Adventures
Arcand the Mad (aka Mad Arcand) will also be standing there waiting for you
to arrive (why don't any of these NPC's seem to ever do anything except
wait for you to talk to them?). Talk to him and he asks you to retrieve an
item from a Pirate Ship that will "make you like me". Sounds great. Who
wouldn't want to be crazy. Head west and a little to the south to find the
wrecked ship. You'll find the treasure at the front of the boat. You will
find a Ring. This is the Ring of Folly. A cursed ring. DO NOT PUT IT ON!
Take it back to Mad Arcand to get your reward: 300 exp, and an Oil of
Fiery Burning.
Mad Arcand: Area W of High Hedge (x 2002 y 1275)
Pirate Ship: Area W of High Hedge (x 859 y 1598)
Other:
- The Surgeon
Standing there like a post is the Surgeon, a man clad in black who will
heal your party for no particularly good reason other than the fact that he
can. Sounds great! Ask him the 3rd option and he will give you a potion
before healing you (Potion of Magic Protection).
Surgeon: Area W of High Hedge (x 2884 y 2079)
-------------------------------------------------------------------------------
10b. Lighthouse (AR 3600)
-------------------------------------------------------------------------------
Note: To get to the Lighthouse head west from the Area S of High Hedge.
Companions: S D C I W Ch
- Safana 13 17 12 16 9 17 Human Thief Chaotic Neutral
Safana wants to find some treasure in the Flesh Golem cave, and afterwords
she will stay with you forever.
Where she is: Lighthouse (x 3750 y 2390)
Enemies: Sirines, Worgs, Dread Wolves, Hobgoblins, Hobgoblin Elites, Taslois,
Carrion Crawlers, Flesh Golems
Treasures: Darts of Wounding ŻŻ|
Cloak of the Wolf |__ Flesh Golem Cave
Wand of Paralyzation |
Manual of Bodily Health __|
Plot:
- There's a decent (and sensual!) thief here and some really neat treasures
(see the Flesh Golem Cave in Other below).
Subquests:
- Ardrouine's Lost Boy
Ardrouine has lost her son in the Lighthouse, and now can't go up there to
find him because there are Worgs up there. Go north from her to get to the
Lighthouse, there you must kill all the Worgs. You won't find any trace of
the boy. I am guessing that you know what happened to him. Yep, he's
hiding up in the lighthouse itself and won't come down for mere bloody
adventurers! Go back to Ardrouine to get your reward: 500 exp, 60 gp, and
a Reputation +1.
Ardrouine: Lighthouse (x 1414 y 3681)
Lighthouse Ruins: Lighthouse (x 1100 y 2950)
Other:
- Pallonia, the Bitterest Seer
Near the center of the Area you will be approached by a seer named
Pallonia, but she doesn't offer you any useful information, merely telling
that there are mighty forces at work in the world.
Pallonia: Lighthouse (x 3425 y 1580)
- Arkushule, the Reluctant Seer
There is another Seer south of Pallonia. This one will start to read your
palm, but just when she gets to something interesting, she stops and wants
her money. Seems she saw something that scared her, and she won't tell you
what. If you demand to know, she will attack you (600 exp, Robe, 1 Spell,
38 gp) or you can just give her the money (she'll refuse to take it).
Arkushule: Lighthouse (x 3498 y 2955)
- Flesh Golem Cave (Manual of Bodily Health--Constitution +1!)
You'll find the Entrance to the Cave in the NW of the Area by the Coast.
Oh and it is guarded by three pesky Sirines (one of which has a name, Sil).
The strategy to beat them can be found below in the Monster & Monster
Strategies section. It takes awhile, but a lot less people die that way.
Go into the cave. There are bunches of Flesh Golems in here. Take a left
until you get to the room with the water in it. There is an island there,
move your mouse over it and you will see that it is filled with treasure.
Treasure: 4 potions, 10 Darts of Wounding, Cloak of the Wolf, Wand of
Paralyzation, Manual of Bodily Health, 312 gp. After that if you have
Safana she'll offer to become a permanent member of the party.
Flesh Golem Cave: Lighthouse (x 427 y 890)
-------------------------------------------------------------------------------
10c. Area S of Lighthouse (AR 4100)
-------------------------------------------------------------------------------
Companions: none
Enemies: Gnolls, Gnoll Slashers, Gnoll Chieftan, Gnoll Elites, Flinds, Gnoll
Veterans, Ghouls, War Dogs, Hobgoblins, Kobold Commandos, Cave Bears,
Tasloi, Diggers, Doomsayer, Huge Spiders, Black Bears
Treasures: Cursed Two Handed Sword of Berserking +3 (The Insane Captain Brage)
Plot:
- There are some really good subquests to do here, namely taking care of
Captain Brage (from Nashkel) and the Archeological Dig.
Subquests:
- The Archeological Dig for the Evil Idol
In the Center of the Area are some ruins that are being excavated for
profit. Talk to the foreman Charleston Nib, and he will ask for your
protection. Seems a variety of small "accidents" have been plaguing the
camp. Agree to help defend the camp. Then one of the diggers, Gallor,
will come up to you with another proposition, this one quite a bit more
bloody (he wants you to kill everyone here to keep all the loot for
yourselves). If you are an evil person you could do what he asks,
otherwise tell him no. Now talk to Charleston again and they will have
found something inside the ruins. A quick cutscene later and you are
inside. The diggers will go insane due to the god Kozah, and you will have
to kill them. Once they're dead talk to Charleston to get your reward:
1000 exp, and a Reputation +1. If you would like a challenge, open the
tomb and take the Idol. When you leave the Ruins a Doomsayer will attack
you, and they ain't easy to kill! (4000 exp)
Note: If you want the Vampiric Sword, be sure to keep the Idol, and take
this item as well as the Ancient Armor from the Firewine Ruins to
the Ghost of Ulcaster to exchange these items for the Vampiric
Sword.
Kelvin Groves sent me this:
I have discovered a flawless way to defeat the Doomsayer without even
taking a hit. To do this you will need to be playing multiplayer and
have someone who can either read a scroll or cast the spell Skull Trap
(Mage Lvl 3 - necromancy). It would also help to have some sort of
summoning scroll or wand or spell - Monster Summoning or Animate Dead,
you get the drift...
First, have this spell memorised before talking to anyone. Then talk to
all the people and go inside and do all the storyline bit and kill the
diggers. Do not get the idol. Do not even TOUCH it. Take all of your
party except for one person back outside the cave. Make sure that the
person with Skull Trap is Outside.
Have that person cast the spell down near where the Doomsayer appears --
If you aim for the top of that big christmas tree in the foreground you
can't miss.
Then switch back to the person inside the cave and pick up the idol. The
instant you do this the Doomsayer will appear triggering the Skull Trap
and hopefully not damaging a single one of your characters -- keep them
well back from the range of the spell.
Now I know as well as you do that one Skull trap will not kill the
Doomsayer no matter what level you are on. BUT here's the glitch. For
some reason when you switch characters back to the person inside the cave
the Skull trap MULTIPLIES into about a dozen. I do not know why but I
don't really care. If you are really quick you can change characters
back outside straight after you pick up the idol and watch them all
explode -- VERY FUN !!!
After the rubble fades away there will probably still be a few [traps]
left! If you placed the spell at the top of that tree you can walk
single file around them to the right without setting them off, but it is
much easier to just summon some creatures and send them to set the traps
off for you...
I am fairly sure that this is how it works. It has been a while since I
tried it. If this does not work, try taking the WHOLE party outside
before touching the idol, cast the spell, and send someone back in after
the idol; or you could cast the spell before you even ENTER the cave (but
that might kill the people outside). But the first way should work...
You could also try some sort of variation on this to get it to work in a
single-player game, but multi-player is so much better anyway.
Dig Site: Area S of Lighthouse (x 2900 y 1500)
- The Insane Captain Brage
Just to the south and east of the Ruins you will find Captain Brage. He
walks right up to you and asks you a riddle, the answer is DEATH. Now you
have a choice of what to do with him. Offer to take him to the Temple of
Helm, and you will immediately be there. The Priest offers Brage some
forgiveness and you get a reward: 1000 exp, Reputation +1, Cursed 2 Hnd
Sword of Berserking +3, and 1000 gp.
Alternatively: If you approach his place by the west, you will see
(from Tonton Laryssa, Brage's cousin. She will talk to you as soon as
Fred) she sees you (no need to get close). If you choose the
first reply (who is Brage ?), she will leave you alone and
you can take care of the Captain. But if you choose the
second reply, she will attack you. Be careful, she is a
cleric, although a weak one. She is worth 600 exp and
carries a Shield +1, if I remember correctly. Now the
problem is, if you get close to her, you will reveal Brage,
who will come up and talk to you. If you kill him too,
that's ok, since you stay on the map, you can loot both
bodies. But what if you wanna have the shield AND take
Brage to the Temple of Helm?
The solution I found was to send archers/spellcasters to
take her down with ranged attacks from as far as possible
(ie not activating Brage behind her). When she went down,
two characters would get close, one of them acting as a
bait for Brage. Since Brage needs to be in contact to start
the dialog, just lead him away with one of you characters,
paying attention not to let him get close enough to talk to
you, while the other character can ruthlessly search the
body of her unfortunate cousin (aren't we sweet). Once you
get the shield, stop the first character, so that Brage
talks to him and go the Temple of Helm.
Brage: Area S of Lighthouse (x 3709 y 1985)
Other:
- Bar'uk the Hobgoblin (be quiet!)
Near the western section of this area you will encounter a surly Hobgoblin
by the name of Bar'uk. You'll know that it's him because he demands that
you "be quiet"! If you taunt him, he'll have some Kobold Commandos attack
you. (165 exp, Composite Long Bow, and other minor treasures)
Bar'uk: Area S of Lighthouse (x 980 y 1180)