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Baldur's Gate cheats / Baldur's Gate hints / Baldur's Gate faqs / Baldur's Gate solutions Baldur's Gate faqs and solutions Introduction * You can complete the game by going to Gorion in Candlekeep to end the prologue, go to Naskell to end chapter 1, defeat Mulahey in the last level of the mines to end chapter 2, enter Tazok's tent in the Bandit Camp to end chapter 3, flood the mines in Cloakwood to end chapter 4, talk to Scar and Duke Eltan and end chapter 5, get out of the candlkeep ruins to start the final battle in chapter 6, go to the corronation at the palace and save Belt from Sarevoks henchmen to end chapter 7, and Kill Sarevok in the Baldur's Gate Undercity to end the game. * The main plot is somewhat boring when compared to all the side quests that you can do and the map areas you can explore. We have listed the map areas and side plots in the chapters when you first have access to them. You can either run through the game quickly or do these map areas. * I could not find how to move scrolls into your spell book. R-CLick on scroll, click "Write Magic." Right click on the scroll, if there is a button on it saying, "write spell" at the bottom of the screen then click on it, Now it's in your book. If no write magic button appears, this means you cannot scribe the scroll into your book because, you already have it or you are not a mage. * Druid's are limited to leather and natural armors because of their mythos not because of casting restrictions. When they are multi-class they must keep the weapon restrictions but don't have the armor ones. So you can put plate on Judhera and still have her cast her Druid spells. Clerics and Druids can wear any armor. * Always leave a slot open to pick up roaming NPCs. Return the NPCs to the Inns and disband them. You can note where you let them go and pick them up later if you have a desire to do so. If you dismiss NPCs in a dangerous area they will be lost forever. Candle Keep, map 2600 1. Save your game. 2. Do NOT speak to Gorion, who is on the steps in the center of Candlekeep, yet. 3. Explore all of Candle Keep. 4. Get scroll from Tethoril found in the inner courtyard. Enter the inner courtyard at the southeast portion of the map near the gate. Give scroll to Firebeard. 5. Speak to Reevor the dwarf who is standing just outside the warehouse in the east side of Candlekeep. Kill the rats for Reevor. Return to Revor to report your success. 6. Speak to Hull found near the front gate on lower right. Get Hull's sword from his chest in the lower portion (south) of candlekeep. Get Hull's chest armor from the guardhouse in the northeast (upper right) corner. 7. Get book in the hay next to Dreppin. Dreppin is in the upper right (north-east) portion near the cow. Give the book to Phlydia who is in the upper left portion (north-west). 8. Kill assassin in the bunkhouse near the guard house in south center (lower center). 9. Kill assassin in the priest quarters near the Inn. 10. Get potion from priest in priest bunks in the south (lower) part of Candlekeep. 11. The Gatewarden in the south (lower center) can provide experience by fighting battles of illusion. 12. Buy a bow, a short sword, arrows, and one leather armor from Winthrop the innkeeper inside the inn at the northwest of the map (where you came into the game). 13. Get bolts from Winthrop at the inn and give them to Fuller, who is in the Guard House in the south west to center of the map. 14. Get everything that is not nailed down. 15. Speaking to Gorion starts the cut scene that takes you out of Candlekeep never to return. Friendly Arm Inn, map 2300 16. After the cut scene animation, You will appear one map area to the west (right) of candlekeep, map 2700. 17. Imoen will approach you if you did not rebuff her in candlekeep. Imoen will join your party. 18. Give Imoen your extra equipment. 19. Go back to where you were attacked and pick up the gold and the letter. 20. In the east (right side) of the map near the road are two evil characters who can join your party with some negative consequences. Take Montaron and Xzar along, if you need more firepower. 21. Explore the entire map, 2700. 22. You will have some random encounters with giberlings and wolves. Kill them. 23. After exploring the entire map section head east (to the right) and exit this map section. You are now on the crossroads map, map 2800. 24. Explore the map section, map 2800. 25. Be sure to save before fighting the Ogre in the southeast (lower right) part of the map grid. 26. Take and identify the Ogre treasure. One of the belts is cursed so be careful. 27. Once you have explored this entire map area, leave the map area to the north (go up). 28. You should now be at the Friendly Arm Inn, map 2300. 29. Save your game. 30. Go up the stairs to the main keep and a more skilled assassin named Tarnesh will attack the group. Kill him. 31. The temple just past the stairs will give you healing should you need it before or after killing the assassin. 32. The temple sells potions. 33. Once inside the Inn talk to everyone until they start repeating themselves. 34. Let Khalid and Jaheira in the northwest (upper left) corner of the inn join your party. 35. Collect the reward for one the belts that you got from the Ogre on map 2800, girdle of piercing, from Unshey upstairs on the second level in the Inn, map 2302. 36. Landrin, third level of the inn, map 2303, will offer you a job in Beregost which is south of the Inn, check your main map. Landrin wants you to go to Beregost and clean out the giant spider infestation in his house. Landrin also would like you to retrieve his wine bottle, old boots, spider body, and other items from his house. Take them all back to him for a reward for each. 37. The ring of wizardy is at Friendly Arm inn. Look for a pine tree with a few rocks at its base along the the eastern border of the map (lower right edge of map). Look carefully around the tree's base. The ring is quite small. 38. Going south toward Nashkel to check on the Iron shortage starts the journey toward Baldur's Gate. Beregost, map 3300 39. Hunt down the cleric Bassilus and return with the holy sign of Cyric to Song of the Morning Temple for a 5000 gold reward. 40. Old Gurk in the Beregost's Jovial Juggler Inn has lost his famous coat in Cloakwood. When you find the cloak return it to Gurk here and he will tell you to keep it. He is making more money as a tourist attraction to let you louse it up. If your charisma is really high, not over 18, he may pay you for it. 41. Bjornin, a Paladin, in the Beregost's Jovial Juggler Inn wants you to go south-south-west of town and rid the area of the half-ogres there. Return to him for a 400 experience points and a medium shield +1 when done. South shouth west takes you two map area south and one map area west. This is the Lake House area or map 4200. 42. Peruse the very expensive magic armor and weapons at Thunderhammer's Smithy in the central east area of the map. Thunderhammer has Leather of Ahm +3, Full Plate, Plate breast, long sword +1, short sword +1, long composite bow +1, crossbow of speed, chain +1, bolts +1, stones +1, short bow +1, long composite bow +1, sling +1, and arrows +2. This is where you can take Ankheg carapaces and have them made into armor for 4000 gold. Taerom Fuiruim is the smith for this smithy. The interior of the Smithy is map 3101. 43. Also go to the Fieldpost Inn in the center south of the map to find more expensive magic items. Fieldpost has biting arrows, frost arrows, arrows +2, Long sword +1, amulet of defense +1. 44. Marl at the Feldpost Inn is upset because his son turned adventurer and was killed. If you answer his queries with responses 1, 1, 3 and 3 you will passify Marl and win experience of 900 points. You basically say his son was a fine person, it was not your fault he died, and that you want to have a drink with Marl to salute his dead son. Dunkin is Marl's friend who will egg on Marl but will not fight you. 45. A bard named Garrick wants you to help kill some evil brutes who want to beat her up for not playing at Fieldpost Inn. The bard outside the Red Sheaf Inn in the center of town is really an evil mage who intends to kill the messenger for his wares. Fight her and get her stuff. 46. Karlat at the Red Sheaf Inn is another assassin to kill and loot. 47. There is another assassin at the Jovial Juggler Inn to kill and loot. 48. Lady Muriane in her house, map 3313, in the northwest wants news of her husband who is overdue from Ahm. The house is the one with the blue roof and off white stucco and two windows that face south. You can enter the house from the east down the little stone path. If you go south to the next map area and follow the road due south until you come upon two Ogarillions with a dead halfling body, right on the road. Search the halfling to find a letter from Muriane's husband. Return the letter to Muraine for 300 experience points and a ring of protection +1. Muriane's husband is returning by sea, since the roads are unsafe and has sent this note north with a halfling (the one who is dead on the road) so she would not worry. 49. Thalantyr Keep at High Hedge keep on the next map, map 3200, to the east of town has a shop with magical weapons. 50. Rules Windspear wants you to go to the Lil Caster School Ruins SE of town and retrieve an item for him. 51. Perdue is in Beregost, in the Red Sheaf Inn, map 3357, where Silke standing outside. Give him his sword, and you get 250 experience points and 50 gold. The Gnolls around High Hold have it, 1 area west of Beregost. 52. In the Northeast area of the map is a mansion type house with 2 guards standing just inside the door. Upstairs in the bedroom inside one of the desks or chests. it might be locked. The item is a wand of monster summoning. 53. Kaigan, lawful-evil, dwarf, male, fighter, found at the shop north of the Fieldpost Inn. The shop has a brown roof with a wagon out back and it is just to the west (left) of the large Beregost sign. Kaigan is looking for a lost noble's son, who was a passenger on his caravan line to Baldur's Gate. Kaigan will join your group to pursue the lost son of the noble. The son's caravan is at the crossroads, map 2800. If you do not go to the caravan site at the crossroads within 14 days, Kaigan will leave the group. 54. Chapter 3, Chloe, a child, will approach the party telling them that Officer Jessa Vai is looking for them and can be found in the Jolly Jester Inn. 55. In Chapter 3, Officer Vain of the Flaming Fist in the Jolly Jester will pay 50 gold for each bandit scalp you bring in. Bandits are a good source of experience and gold. You can stack 10 scalps in one inventory slot. Bandits are found in the many areas including Larswood and Peldvale areas. 56. Also in Chapter 3, Tranzig in the Feldpost Inn on the second floor, map 3101, in the southwest (lower left) will tell you where the bandit camp is when you question him. If he does not tell him, just kill him when he turns red and read the letter he has on him. Kill him so he will not notify the camp that you are coming. 57. In chapter 3 after reading Tranzig's letter, Elminster will appear in front of the blacksmith shop to tell you the bandit camp is northeast of the Friendly Arm Inn. 58. Chapter 3: Zurlong in the Burning Wizard Inn in Bereghost wants you to find his boots stolen by hobgoblins. If you return his boots of stealth to him, he will give you 150 gold. Chapter 2: Nashkell, map 4800 59. Chapter 2 starts when you enter Nashkell for the first time. 60. Neira another bounty hunter is awaiting you inside the Nashell Inn just to the south and east of the bridge into town from the north. This is a tough fight as she can cast hold on your group. Neira has some nice stuff including a fancy helmet. The Innkeeper offers rooms but no items to buy or sell. 61. A plain store south and east of the Inn has items for sale and to buy. Odly this shopkeeper will not buy shields or potions. 62. The temple of Torm is found south-east of the store. This is where you can get items identified and party members healed. The temple friars also sell potions. Nalin, the priest of the temple, asks you to return Brage to the temple - reward 1000 gold. 63. Just southwest of the temple of Torm you will find a fat man named Oublek. Oublek mistakes you for Greywolf, a bounty hunter, and wants to give you Greywolf's reward money. Admit that you are not Greywolf and Oublek will be impressed with your honesty. You will be rewarded with experience and your reputation will go up by a point. 64. Noobler, found on the farm in the southwest part of town across the second bridge, will pester you forever. If you let him be and just put up with it, the group gets 400 experience points when he "runs out of things to say." 65. On the bridge to where you find Noobler, you will find Edwin, an evil mage, who wants you to help him kill Dynaheir who he claims is an evil witch. If you go to the Naskell Fair you will find them arguing over something. Help the witch. I could not keep the witch from getting killed by him. 66. In the south-east portion of town is a "deranged" ranger named Minsc with a pet hamster named Boo. If you offer to help him, he will join your group. This guy is crazy and not reliable and will eventually turn on the group if you do not go to the Gnoll Fortress and help him save a friend. The gnoll fortress is very dangerous and you may not want to go here. If you do not agree to help Minsc rescue Dynaheir from the Gnoll fortress, he will attack you. 67. The mayor, Berrun Ghastkill, will stake himself out at the entrance to the Temple of Torm and remind you to clean out the mines until you kill Mulheyney in the lowest level of the Naskell mines to end chapter 3. Early in the level Berrun will give you the task of cleaning out the mines. He claims the mines are filled with demons. You will find out later that the demons are really kobalds. 68. Edwin, an evil wizard from Thay standing on the southern bridge in Naskell just south of the Belching Dragon, will tell you about the witch Dynaheir who he asks your assistance in killing. Blow him off and return later with Dynaheir to kill him and get his stuff. 69. A locked house in the south central part of the level has a woman in the house who is looking for her husband Joseph, who disappeared in the mines with his green stone ring. Return the ring to the woman for experience. 70. Find a pearl and an Ankheg armor in the middle of the westernmost furrow of the west central farm area that is plowed from north to south. The item is in the center of the most western furrow near a small pine tree. This is the second set of Ankheg armor available in the game and is excellent armor for anyone who is weak, such as Branwein, a cleric who you will find at the Nashkell Fair. 71. The locked old manor house in the west-central area holds lots of books and scrolls on the first floor. On the second floor, Samantha, the daughter of the nobles living here, is found. If you talk with Samantha, her boyfriend, Jamie, who is hiding in the closet, will emerge and pick a fight. You will loose 10 reputation and only gain 15 experience points for killing them. You are better off staying out of this house. 72. In Chapter 3, Nimbul, another assassin will attack you outside the Nashkell Inn. This one has nice stuff. 73. In the south central portion of the Nashkell map, you will find the Belching Dragon Tavern. In the middle of the tavern you will find Volotham Geddarm standing on the table and telling stories. If you talk to Volo he will tell you several tales. Nashkell Fair, map 4900 74. There is a statue of a cleric in the middle of the map, just south of the large red striped rectangular tent, that will join your party should you use a stone to flesh spell on her. She is a loyal and good companion. 75. The games of chance in the larger tents seem to be rigged. I could not win a thing. 76. Save the game before entering the large round tents, have a hold person or entangle spell ready, and hit the spacebar when Vitiare, the pickpocket thief approaches you. After the thief steals, hit the space bar, use the scroll of hold person and then hit the spacebar to start the time. Once held the thief can be killed to retrieve the stolen items, gain experience, and his stuff. 77. The large rectangular tent has armor items for sale and purchase. 78. The easternmost round tent in the main fair is for sale and purchase of weapons. 79. Gazib and Oopah are found at the fair. After you talk to gazib, he summons Oopah who explodes. After three times of repeating this Oopah gets angry. 80. One of the round tents in this area is where a mage named Zorda is found arguing with Bentha, a female wizard, who is apparently falsely accused of something. Call the male mage a moron and he will attack you allowing you to save the female wizard. Talk to Bentha after killing him for your reward and experience. 81. There are two groups of about ten kobalds in the north of the area and one ogre beserker. Kill and loot them. The ogre beserker is worth 650 experience points. Naskell Iron Mines, map 5400 82. You need to talk to Emerson in the mine area in the northwest corner of the level to gain access to the mines. The iron mines are four levels deep. There is a passagway from the fourth level to an area of undead to the east of the mines. This area of undead is very dangerous so even if you go into the mines DO NOT exit the fourth level into this area. You will be immediately attacked by four high level spellcasters. 83. The mines are infested with kobalds. Good experience and items to sell. 84. Talk to everyone here, even though they do not seem friendly. 85. A miner named Dink on the first level will give you Kylee's Dagger to give to him on level two. Kylee is in the large round area on the second level of the mines. Give Kylee his dagger for some experience points. 86. In the bottom level of the mine you will find a Mulahey, a priest of Cyric. When you are at the door leading to the map to the west which I call the Tombs, go back west then to the south. You should be back to where you came in. Literally straight east of you is a hole in the wall which you can enter. You will find him in a cool looking room with pillows, etc. strewn about. Do NOT exit where the travel icon shows up (that sends you out in to the wild far west of Nashkel) on the fourth level. If you now where that exit is, you need to go West. Its not very far. If i remember correctly there is a little crossing over the water(, and its just on the opposite side(the big rock is on the other side of the crossing(as in REALLY big rock)). If you go back to where you arrived on the level i believe there is a tunnel to the lake "room". Once there you can go left, up and around to where the travel icon shows up, or you can cross the water to the rock in the middle. There are three levels to the Mines, as I recall. The three exits to go down farther are in the SE corners of each level of the mines. The entrance to the last level, the third, is hard to find, but head South to where there is a ghoul and two spiders, kill those then head east. there are traps by the door above the lake, disarm them and enter the door (use thief skill after find traps skill) the bad man is in the ONLY entrance across the water, there are a couple of Kobold commandos near the entrance as a nice little marker with their pretty fire arrows. When you kill the demon, get the vial of mysterious green liquid and the letter. Read the letter and return to the mayor of the town and confront him. Killing Mulahey gives the party 1200 experience points for finishing the chapter. 87. Xan, a lawful-neutral, elf, male enchanter, is on the lowest level of the Naskell Iron Mines in the area just north of Mulahey. If you talk to Xan here with six members in your party, he will be lost forever. If you dismiss a party member here and take Xan, they also may be lost forever. Return to the Naskell Inn and dismiss someone there and return to pick up Xan. You can dismiss Xan in an Inn and he should stay put. 88. You can leave the mines easily by walking out the exit to the Tombs area, map 5000. Be careful as this area is a tough one. 89. Outside the mines in the SW you will find Prism the artist who stole the emeralds to make a sculpture. I talked with him and he gave me no choice but to kill him for the emeralds. On second conversation I talked with him about Greywolf, a mercinary, and then agreed to take all that was his to forget we saw him. Greywolf will then arrive. Ask Greywolf to wait for Prism to finish his masterpiece. You must protect Prism from Greywolf when he attacks. You get 1400 experience points and a long sword +2 for killing him. Talk to Prism, he will finish the sculpture and die at your feet. You get 1000 experience points and one point increase in reputation. You will now be able to see the face of Ellesime on the cliff. Search Prism's body for the two emeralds. Turn the emeralds in to the bounty redeamer south of the temple of Torm in Naskell for 900 gold. Major sub-quest. 90. White wolf pelts can be found in central to south-east of the mine area also for extra money selling to the Naskell store 91. In the east central area a fighter, Danall, from the Ahm militia warns you of dangers and will accept your offer of help. he suggests you go clear out the mines. On further conversation, Danall will tell you where to find Prism in the southwest. 92. In the store house near the entrance to the level are war dogs to kill. 93. In the south-central area, Galtok, a gnome, is being chased by kobald archers. After you talk with him, a fight with five kobalds will start. 94. There are three ghouls in the west-central area. Farms and Fishermen north of Friendly Arm Inn, map 1400 95. Here the road winds east and then north around the farms and farmers. In the south central area just north of the east-west portion of the road, you will find Ajantis, the Paladin NPC, who is a good fighter with limited heal spells. 96. Also in this area there are ankhegs. If you kill them, you can either sell their carapaces or you can leave them with the blacksmith in Bereghost to have them turned into ankheg armor for 4000 gold each. The ankheg armor is light and stronger than even magic plate. I found it the best armor in the game. 97. Farmer Brun in the center of the map has lost his son Nathan. Find Nathan and return him to Farmer Brun. Go west of the farm and you will see a big hole in the ground. It's a big Ankheg lair. Go into it. This area is kinda hard, so if you have a theif in your party with good stealth just hide him/her and go into the hole. Leave the non-stealth party members outside. If you had little or no trouble killing the Ankheg in the Farmer's feild then you can just take your entire party. Anyway, the boy is in a treaser pile in the north northwest part of the cave, you can't miss it. There are also some nice goodies in the stash. Hope this helps. Return to Farmer Brun later, or talk to him twice after you retrieve his son and you can give him 100 gold for 500 additional experience points. If you retrieve his son before talking with him, just talk to him three times to get the conversation about giving the farmer money. 98. Gerde the ankheg ranger will tell you of the ten ankheg limit in this neck of the woods. Gerde will offer to buy Ankheg exoskeletons. I exceeded my limit with no ill effects. 99. In the southwest, three fishermen, Jebadoh, Sonner and Telmen are talking about Tenya the priest of Umberlee. The fishermen ask you to go kill the evil Tenya who they claim is ruining their fishing with evil spells. You can agree to kill her, do so and return for a reward in gold and 1000 experience points. If you agree to go talk to her, she will reveal the true nature of the fishermen as evil and allow you to return and demand that they give up the bowl of water elemental control that they have and receive 2500 experience points. Tenya is found north of the Baldurs Gate bridge on map 0900. 100. Nestor, a ranger, will appear and talk to the party. If the party has a very low reputation, Nestor will attack. Quinn in Chapter 5 will ask you to return here to look for Nestor's dagger. Quinn is convinced that Nestor was killed by Ankhegs. Wood of Sharp Teeth 101. Sharp Teeth is really Larswood and Peldvale. Larswood, map 2900 102. Larswood is north east of Beregost and south west of Friendly Arm. 103. The woods are infested with green talon elite archers with magic arrows, armor, and weapons. Nice stuff. 104. The tower near the center is loaded with gibberlings. 105. In the northeast there is a "stonehenge" construction site, with two druid brothers. One of the brothers accosts your group and you have to kill him. The other brother seems to understand. You may be able to save the brother by casting hold on him. 106. In the southeast part of the wood is a bandit named Teven who robs you. If you ask to to join the bandits and if you are clever he may let you join the group. Say that they are the only profitable venture on the sword coast. 107. Also in the woods are dire wolves and dogs. Peldvale North of Larswood, map 2400 108. Peldvale is loaded with bandits to hunt. 109. You will also find black talon elite warriors here in groups of 6. 110. Viconia, a female, neutral evil, dark elf cleric NPC, is found in the northwest corner of the map area. Viconia is being pursued by a Flaming Fist warrior who will demand that you give her up to death. If you do not give her up, you will loose 2 reputaion points. We kept her and gave her a cursed helm of reversed alignment. The helm made her lawful good. She made a very good travelling companion after that. If you give up Viconia to the Flaming Fist warrior and Viconia runs away, you will be approached by Biff the Understudy, a human, male, fighter of unknown alignment with mediocre stats of 6 across the board. Biff will clone every time that you kill another Flaming Fist warrior to defend him until you have two Biffs in your party. Biff is almost useless and his picture is a questionmark. The game bombed shortly after these encounters with the legendary Biff. 111. Peldvale is where you find Raiken the bandit. Raiken talks to your group. Tell him you want to join his group. Then select choice #4 when he asks why. Coice #4 says that his group is the only one showing a profit on the sword coast. Raiken will say he likes you and that the bandit chief will like you as well. You are immediately teleported to a conflict with the bandit chieftan. If you have previously killed the bandit chief, the game will lock up. 112. You will also run into a hunter or druid in the north central area who will talk with you and then leave. Bandit Camp, map 1900 113. You cannot get into this area before chapter 3. 114. You may need to go to Bereghost first and find the mage in the Feldpost Inn. The mage is in the southwest room on the second floor and you can either convince him to tell you the location of the bandit camp or you can kill him and read the letter. If you then go to the front of the blacksmith shop, Elminster will appear and tell you where the bandit camp is. 115. Try walking there from the Friendly Arm Inn. Just keep walking East on the map and then North. It should take you there. If not when you walk around in the area North and East of Friendly Arm Inn there will be a bandit who tries to rob you. Tell him you want to join his group of bandits, then he will take you there. Good luck. 116. Talk to any bandits in Larswood or Peldvale who will talk to you and try to join their group. If you do this you will be taken to the bandit camp. 117. Alternatively, you can kill all the bandits at the crossroads, map 2800, and a captured bandit will appear and reveal the location of the bandit camp. 118. If you join the bandit group they will take you to the bandit camp. Tazok, the bandit leader, wants you to fight him to prove your worth. After you fight him you have "free run" of the camp, but the bandits like to fight so fight when attacked. 119. Explore the entire bandit camp area. 120. I used my thief to explore this area and open chests, sneaking and fighting when needed. 121. There are ruins to the southwest complete with undead after dark and the bandit camp is in the north central and north east area. 122. If you kill the bandit who will let you join, you will miss the cutscene, but you can still kill the bandits and make your way to the large tent in the north-east (upper-right) of the camp. This is Tazok's tent. 123. If you joined the bandit gang, when you get to the large tent in the northeast of the camp, Credus will give you the task of guarding Tazok's tent, and he will go inside the tent. 124. Ardendor Crush found on the west side of the bandit camp is a special grey hobgoblin leader of the Crush hobgoblin group. Ardendor will lecture you and tell you to stay to your side of the camp. 125. Taugosz Khosan "Tenhammer" is the leader of the Black Talon found in the bandit camp just east of Tazok's tent. If you joined the bandit gang Taugosz will lecture your group and advise them to avoid the hobgoblins and Gnolls since the alliance is only temporary. 126. Garllax, is the gnoll chieftan of Garllax's Clan of Gnolls, who are found in the cave in the north central part of the camp. Other Gnolls are found in a tent just to the north west of the cave. Garllax will tell you that you smell wrong and attack after talking a while. 127. Once you enter Tazok's tent you will end chapter 4 and start a fight. Ender Sai is inside Tazok's tent. 128. After the fight, talk to the thief you find here near the chest for the location to cloakwood. Chapter 4: Cloakwood Forest 129. The cloakwood forest is inaccessable prior to chapter 4. It will open up when chapter 3 opens. 130. There are actually four map areas to the cloakwood forest and the mines area making five areas in all. The forest is infested with monsters and difficult to find places you can rest. The cloakwood is divided into cloakwood one, map 2200, cloakwood two, map, 2100, cloakwood three, map 1600, cloakwood four on map 1700 and the cloakwood mines on map 1800. Cloakwood One, west of Friendly Arm Inn, map 2200 131. On the Cloakwood map one, map 2200, just west of the Friendly Arm Inn, you will find the NPC named Coran on the bridge in the northwest. Coran is a Chaotic Good Elf who is a Fighter/Thief multi-class. If you agree to help him slay the wyverns, he will join your group. Do not take too long looking for the Wyverns since he will leave your group never to return if you do not find them quickly. Again do not talk to him with six people in your party. Dismiss someone at the Friendly Arm and return to pick him up. Coran will leave your group within 10 days if you do not kill any wyverns and take their heads. There is a wyvern cave in map cloakwood four, map 1700. 132. There is a hunting lodge on Cloakwood map one, map 2200. Aldeth Sashenstar will appear and ask for help defending himself against Seniyad and his druids. If you side with Aldeth you receive 3500 experience points, a potion of super heroism and you will be allowed to participate in another subplot in chapter 5. If you side with Seniyad, you receive safe passage through cloakwood and 2000 experience points. I recommend that you side with Aldeth. Cloakwood Two, west of Cloakwood One, map 2100 133. The cloakwood two map, map 2100, is just west of the cloakwood one map. On the cloakwood 2 map you will find Tiber in the northeast, who is looking for his brother Chelak who has come to the wood to clean out the spider's nest. Agree to find Chelak for Tiber. The spider nest is in the northwest corner of the level. Kill the spiders and the spider queen in the nest and find Chelak's body in the treasure trove there. Return the body to his brother Tiber. You will also find the magical short sword Spider's Bane here. 134. You get to cloakwood map three by crossing a river in the northwest corner of the cloakwood map two and exiting the map. Cloakwood three is northwest of cloakwood #2. 135. In Cloakwood 3, map 1600, there is Eldoth, an evil NPC, who wants you to help him kidnap Skie, the daughter of Entar Silvershield, a Duke of Baldur's Gate. I recommend that you take Eldoth up on his offer and take him into your party. The subplot in Baldur's Gate envolving Entar is interesting. Take Eldoth back to the Friendly Arm Inn and drop him off to reclaim later. Cloakwood Three, west of Cloakwood Two, map 1600 136. Tasloi are here. 137. Laskal, a druid and protector of Cloakwood, tests your group by telling them he has a message for the leaders of the Iron Throne. When you say you are against the Iron Throne, he tells you their stonghold is east of here. 138. There are a bunch of evil druids, called shadow druids, both in the map and inside a large tree in the west center of the map, who will attack your group. 139. In the stonehenge like area west of the map center is Faldorn, a true, neutral, human, female, druid, who will join your group to eliminate the evil Iron Throne from her forest. 140. In a Wyvern cave found north of the Center of the map is Peter of the North, an evil guy, training small wyverns to guard the Cloakwood mines. Keep talking to Peter and he will attack you. There are no large wyverns here. You can only get the heads that Coran is looking for from large wyverns, so you must move on to cloakwood four, map 1700 to solve Coran's quest. Cloakwood Four, east of Cloakwood Three, map 1700 141. Cloakwood 4, map 1700, is east of cloakwood 3. You must cross the bridge from lower right southeast to get to northeast to get to this area. Upon entering this area a video showing Wyverns will be shown. There are hamadryads and wyverns here. 142. Cloakwood 4: There is a large cave in the southwest which has two adult and three juvenile wyverns. Cloakwood Mines, east of Cloakwood Four, map 1800 143. Cloakwood mines, map 1800, are east of cloakwood 4. There are black talon elite and wolves here. Laradar will approach you with a group of black talon elite. Laradar will go away if you mention wyverns, but will fight if you mention your real purpose. 144. There is an island in the center of the map that can only be entered from the west central portion of the map across a bridge going east. 145. On the other side of the bridge there is another group of assassins waiting, Drassus, Genthore, Kysus, and Rezdan. There are two mages and two fighters that you must kill, one with boots of speed. 146. The mines have four levels. On the first level get the miners to go to the surface and clean up the rest of the guards by talking with them and kill any guards you find. 147. On the second level, find the miner Rill in a cell with guards and give him 100 gold to help clean up the mess. Pay the prisoner 100 gold to obtain his help freeing the other prisoners. Don't be greedy here, you need his help. Also on level two you will find Yeslick, a fighter (4), cleric (5), male, dwarf NPC, who can be added to your group. 148. Cloakwood mines level three, map 1803, is where there are a lot of guards and living quarters. You will find a mage named Natasha in the north east of the level who gives a good fight and an ogre mage who tortures the prisoners. In the southern part of the level is the way down to level 4. 149. At the bottom of the mines, locate the evil wizard Davaeorn and kill him. Davaeorn will summon Battle Horrors to fight you. I used summon monster several times to keep the horrors away from my group, while killing Davaeorn with archers and stones. Then I killed the horrors with lightning. One lightning bolt killed each horror. Magic weapons did not even touch them. The apprentice can be killed or released, your option. 150. Exit the mines via a passage to the first level. The "passage" is an elevator in the southwest of Davaeorn's apartment on level four. When you take the elevator, you end chapter four. Use the key to flood the mines at the big valve, after you talk to the character next to the valve. Flooding the mines is only possible if you freed the prisoners. Once you enter the mine elevator at the back of the head mage's room to go upstairs to flood the mines, you end chapter 4. Chapter 5: Baldur's Gate 151. Baldur's Gate is inaccessable until chapter 5. Flooding the mines lets you get into this last area. You can return to any previous level to find new or complete some of the old quests at this point. The game will end in chapter seven and you will no longer have free passage through Baldur's Gate after chapter five, so be careful not to end this chapter before you have finished all the side quests that you want to. 152. The area of Baldur's Gate is divided into 10 different areas: northwest, north central, north east, central west, central, central east, south west, south central, south east, and the bridge areas. The central west, central and north east areas are a menace to navigation in that they have an area which is inside the inner wall and an area outside the inner wall. If you want to get to the central area outside the inner wall, you must walk to the west from the central area outside the wall or from the south west area north. Going to the west central area you must come from either the north west area or the central area north of the wall. If you want to get to the northeast area inside the wall, just walk north from the east central location. The inside of the wall north east area is only accessable from the north central area. 153. Scar introduces himself as you cross the bridge. He contracts with you to investigate the Seven Suns trading center. Scar tells you that Jhasso is the head of the center, who is acting strangely. If you tell Scar about the Iron Throne, he will ask you to shadow Jasso with stealth and report back to the Flaming Fist. The Seven Suns is found in the southwestern portion of Baldurs Gate. The Flaming Fist Keep or Barracks is also found in this area just to the west of the Seven Suns. Be careful as the merchant trading center is in a building which is very similar to the Seven Suns. The merchant trading center is locked and the lock cannot be picked. 154. Returning to Scar in the Flaming Fist Gaol once you have killed all the dopplegangers in the Seven Suns will complete the quest. You can go directly to Eltan to start the quest that will end this chapter. You do not have to work with Scar to get the quest. 155. DO NOT DO THIS UNTIL YOU FINISH ALL Baldur's Gate Subquests THAT YOU WANT TO. You can go directly to Duke Eltan on the second floor (upstairs) in the Flaming Fist Gaol to get the Iron Throne mainquest. Eltan will ask you to investigate the Iron Throne. Go to the Iron Throne Mansion in the northwest corner of the dock area map. You can kill the guys on the top level of the mansion or search the mansion until you find out that Reitar is in Candlekeep. The Iron Throne Mansion has five levels, maps 0612 to 0616. One level is in the basement accessed by stairs to the right of the door out to the street. The basement goes to the sewers in the northwest of the westernmost section of them through the area that goes directly west (left) from the top intersection of the west sewer section. The other areas go to the top floor. If you go all the way to the top, you will have a big fight. On the first floor, we told the guard we were merchants from Sembia with business with the Iron Throne leaders. On the second floor we told the guard we were delivering a message to Sarevok. On the third floor we told them we were merchants from Sembia. Dustus Gurn, assistant chief accountant, told us that Rieltar and Brunos went to Candlekeep. If you threaten Thaldorn on level three of the Iron Throne he will tell you that Bruno and Rietar have gone to Candlekeep. If you kill the guys on the fourth floor, get the documents describing their plan, the letter from Tulth to Rieltar. You will find Zalamar Cloud Wulfe, Gardush, Naamanj Diyab, Asim and Ala, and Lyle Espejo on the fourth floor. Save the game. Take these documents back to Scar and he will take you to Duke Elton. If you cannot find Scar after looking go directly to the Duke. The chapter ends when you report to Duke Elton. Elton gives you the tome of great value which you will need to get into Candlekeep in chapter 6. You are immediately teleported to Candlekeep so if you had not slots open, the tome is dropped on the ground and you have to retun to Duke Elton's room to get it. Alternatively, you can go directly to Duke Eltan on the second floor of the Flaming Fist garrison and get the task to investigate the Iron Throne, and return to Elton later to report your findings after finding out that Reitar is in Candlekeep. Chapter 6: Return to Candlekeep, map 2600 156. You cannot go back into candlekeep until you get the Tome of Great Value to purchase admittance. You will get this from Duke Eltan at the end of chapter 5, just before he teleports you to Candlekeep. 157. You are teleported back to Candlekeep at the end of chapter 5. 158. Give the tome of great value to the guard to gain admittance. 159. Once you have entered Candlekeep you have 20 minutes before the Gate Warden arrives to arrest the party. You will be taken to Candlekeep dungeon, map 2626. In my game this happened in the library 160. Due to the time constraints, you may want to go to the library immediately to find Gorion's final letter and magic scrolls on the shelves in the library. Take the scrolls as you will need them when you are in the catacombs. 161. In the priest's quarters a doppleganger posing as a priest is preparing to chow down on a dead cat. Keep talking to him until he changes into the doppleganger and you can kill him. Anyone who does not know you should be questioned repeatedly until they turn to dopplegangers. 162. You will be able to meet Cadderly, who is from another set of books about the Forgotten Realms, on the east or right side of the inner courtyard. Also to the south of the inner courtyard are four singers, who sing propheses. 163. Inside the library itself, there are six floors to the Candlekeep library above the ground. 164. Ulrant is in his room on the top floor of the library, while no one seems to know where Terhoril is. 165. Kevoris, who is really Sarevok, the boss you will kill in the last battle, gives you a Gorion ring of protection +1 which is ok to use on the second floor of the library, map 2609. Some have met him on the first floor, map 2608. Sarevok as Kevoris tries to get you to kill the leaders of the Iron Throne. If you don't kill them Sarevok gets a group of dopplegangers to dress up as you and has them kill them. 166. You will come across Reiltar, Brunos and two knights, Kestor and Tuth, who are meeting in the library on level three, map 2610. You can kill them or not, your option. Sarevok will have them killed in any event and you will be accused of murdering them and imprisoned. 167. If you go upstairs you will find Gorion's room on the south side of the fifth floor, map 2612. Open Gorion's chest and get the final letter from Gorion to help you understand the situation you are in. I found the wrong room and opened the wrong chest and was approached by a guard who fined me all my gold or one million gold whichever was smaller for robbing in Candlekeep. 168. You will be accused of murder by the Gate warden later and put into a cell. Do NOT kill the Gate Warden or his men. Ulrant will appear just after you are jailed to tell you that you will be sent to Baldur's Gate for executtion. In the jail cell you will be met by Tethoril who will teleport you to Candlekeep Caverns, just below the library. 169. The area below the library is composed of three areas: the Crypts of Alondo, the catacombs and the caverns. 170. The crypts or tombs area is very dangerous and loaded with traps. There are two or three Tomes of power here including the Tome of Understanding (wisdom) and the Tome of Strength. The tomes are found within the sacophagi or coffins in the crypts. You enter this level in the lower right (southeast) and work your way to the exit. Make sure you see all seven crypts before you leave. 171. The catacombs below Candlekeep are loaded with dopplegangers. You enter this area also in the southeast or lower right into a large room surrounded by six smaller room and work your way to the exit in the northeast or upper left along a short corridor with another six rooms off of it. Just about everyone here is a doppleganger. If someone does not recognize you or is acting strangely question him/her until they reveal that they are dopplegangers and you can kill them. But where there is danger there is good treasure and you will find tombs of strength and wisdom here. There are twelve rooms with dopplegangers in them here. 172. You will also come across Phlydia's doppleganger who you will have to kill. Dopplegangers of virtually everyone in Candlekeep will show up to confront and fight the group in the the catacombs. 173. Elminster and Gorion dopplegangers will show up later in the level. 174. The final level is the caverns area which you enter in the center top (north central) and leave in the lower left or southwest. 175. This area has bassilisks in it so be sure to be carrying scrolls of protection from putrefaction which last longer and more reliably than the potions of silver eyes. 176. Close to the exit in the southwest (lower left), Diarmid a member of Sarevoks group will mistake you for his people and escape. Arcanis and Deder are two more of Serevok's people you will meet near the entrance to the caverns. 177. Once you make it out of the catecombs or tombs you will have to go back to Baldurs Gate. 178. Completing Chapter 6 gives the party 9600 experience points. Chapter 7: Baldurs Gate after Candlekeep 179. You are now a criminal. If caught you will be imprisoned. If you cannot escape, you will be executed. You must avoid Flaming Fist guards or be arrested. A group of Flaming Fist will approach the group if they spend more thatn five minutes within any Baldurs Gate area other than the sewers and the inside of buildings. When travelling, use the sewers to avoid the Flaming Fist guards. 180. You may want to try some of the chapter 7 subplots before going to the Ducal Palace. See the subplots section below. 181. Go to the Iron Throne Mansion and you will find it in some sort of turmoil. 182. Go to the top floor of he temple and fight the invisable wizard. Kill the wizard and take the essential stuff she is carrying, especially Sarevok's diary. One of the scrolls describes the underceller and the UnderCity. 183. Make your way to the basement and enter the sewers through a secret door in a group of barrels. 184. In the sewers, make your way to the Undercellar which is an exit from the level just below where you entered the sewers. 185. A whorehouse proprietor is found here. 186. The whorehouse is the undercellar which is different than the undercity where the temple of Bhaal is found in the finale of the game. In the center of underceller whorehouse you will find Krystin and Slythe, two more assassins hired to kill you. Kill them without harming the "innocent" ladies of the evening. On his body is an invitation to the coronation of Grand Duke Sarevok. Gee wasn't he the bad guy behind this whole iron scheme. 187. Go to the palace and use the invitation to get in. Level one, inside the Ducal Palace, map 0108, Kill the six dopplegangers who appear and protect Belt and Liia Jannath, his lady guest. If Belt and Liia die, you will be forced to fight waves of Flaming Fist warriors until you die and the game will end. 188. Sarevok will accuse you of murder and all you have to do is to show Belt the diary. Sarevok will flee. His mage will teleport Sarevok to the Undercity. Sarevok should be invincible at this point so let him go. 189. Belt will use his god to determine where Sarevok went and then teleport you to the thieves guild where you can stock up for the final battle. 190. Talk to Denkod in the Thieves' Guild, map 0153, and he will tell the party that Sarevok went downstairs. 191. Go downstairs in the Thieves Guild where you find the maze, map 0146. Fight the skeletons and jellies. Look out for all the traps. 192. At the exit you will meet the wizard who teleported Sarevok out of the palace and you can either kill him or let him go. The wizard is next to the door to the Undercity area, map 0123, and the Temple of Bhaal, map 0125. End Game: Baldur's Gate Elder Undercity 193. In the Elder Undercity, map 0123, you will need to make your way to Sarevoks House, The Temple of Bhaal, in the northwest corner of the map. 194. On your way to Sarevok's house you will have to fight a group of assassins seeking a reward for your death. These are mercinaries hired by the Iron Throne and are a tough bunch of five or six adventurers. 195. You will also have to battle skeleton warriors who are very tough. 196. Save your game before fighting Sarevok. At Sarevok's house, The Temple of Bhaal, map 0125, there are wizards and fighters to take out and then Sarevok finally. You will find Angelo, Tazok and Semaj here to fight with Sarevok. Sarevok needs to be attacked with Melee weapons, since he cannot be killed by magic. Ordinary missiles cannot harm this crowd, you will need majic projectiles or just melee weapons. This is the end. Watch the nice cut scene animation where the god's statue is finally removed from the pantheon of the gods in the underworld. The other areas of the game and the sub plots are shown below: 197. Crossroads of the Coastway and the Way of the Lion, map 2800 198. Chapter 1: Elminster appears to talk with you when you enter this map from Candlekeep in the early part of the game. 199. Chapter 3: There are bandits in this area to kill. 200. Chapter 3: After killing all the bandits in this area, a captured bandit will apear and reveal the location of the bandit camp on map area 1900. Red Wizards of Thay Temple NE of Basilisks, map 3000 201. This area is infested with giant spiders to the east of the level. The giant spiders include phase, sword, and others. The phase spiders cast entangle. Move away from the center of the entangle blast and attack the phase spider in melee combat. Kill phase spiders quickly. They can be lethal. 202. In the dead center of this area are five red wizards of Thay on a temple with a set of steps that face the southwest. Talk with them but you will have to kill them. The mage in the front has a ring of power. Bows can stop the casting quickly. Nice stuff. Berdusk 203. I could not find this area. This is said to be in a planned upgrade available sometime in the first quarter of 1999. Durlag's Tower 204. I could not find this area. This is said to be in a planned upgrade available sometime in the first quarter of 1999. Shipwreck north of lighthouse south of Candlekeep, map 3100 205. The western edge by the sea coast is loaded with siren who are 2000 experience points each. They will charm your party members. Best to get off some arrows at a distance to stop the spell casting. Once charmed I moved my men off at a distance to wait until the charm expired. Dispel Magic! Cast by a Cleric from a respectable distance. Will take down their invis too, as well as get rid of that annoying charm. Follow with a silence 10' cast at the GROUND (not the Sirine, no save if cast at ground), and generous portion of arrows. Rinse vigoursouly. Other strategies are summon monsters and send them in. Sirens can only cast their charm two times. Another is to use dispell magic or stinking cloud on the area near them, then follow up with arrows and stones. 206. The ship had no real treasure. 207. You meet The Surgeon, the brother of Davaeorn, who will heal your group, if needed. 208. Carrion crawler and sirens are here. 209. Mad Arcand will give 300 experience points and a Potion of Fiery Burning to the party if they give him the ring of folly from the shipwreck. 210. There is a wrecked ship here guarded by a Siren with magic items. The wrecked ship has a ring of folly. 211. Also found here are 2 ghasts in NE, 4 kobalds in SW and ogrillion in East center. 212. Shoal will kiss any male leader of the party. If a female leads Shoal will just go away. The effects of Shoal's kiss are lethal. If members of the group can damage Shoal she will reveal that she has been forced to waylay travellers by Droth, an evil, ogre mage. Shoal will then resurect the dead character. This is good because I have been unable to figure out how to resurrect characters that have died. High Hedge, West of Beregost, map 3200 213. There is a reclusive wizard here named Thalantyr. Select that you want to talk to him and that you wish to sell magic artifacts and he will buy and sell with you. The mage is in the inner area and you will not have to fight his minions once you talk to him. 214. The stuff the wizard has to offer is good and expensive. Very nice stuff, especially for wizards. Most of the spells in the game are here, such as vampiric touch, horror, and protection from putrefaction. 215. Outside you will fight skeletons throwing knives and bears. The skeltons give you skulls that Thalantyr will buy. 216. You can return to Thalantyr with Melicamp, his ex-apprentice who has metamorphed to a talking chicken. Thalantyr will agree to transform Melicamp to a human again if you give him a skull. Save the game first, since Melicamp may either be killed or restored. You get 2000 experience points for successful completion of the quest. Some say tha Melicamp can be found in the abandoned farm house in the northwest part of the level, but I did not find him there. 217. You can rest outside almost anywhere. Beregost Temple District just east of Beregost, map 3400 218. The Temple of Lithander just to the east of Beregost up the path offers some services such as healing, potions and identification. 219. The head priest named Keldath Ormlyr of the temple of Lithander also called the Temple of the Morning will give you 1000 experience points and 5000 gold for Bassilus' holy symbol of Cyric and 1000 gold for the head of a wyvern. If you do not have the holy symbol, Keldath will tell you to go get it and return to the temple for your reward. 220. The Dawn temple and priest are a diversion and they offer no services in addition to having no doors or furniture. Quest? 221. East central area are vampiric wolves who can only be harmed with magic weapons. 222. Monsters include half-orcs who will talk then fight. 223. Cattack, a bandit, will demand money and attack. 224. Drunk character claims to be a lich and asks for money. The character is really a drunk so walk away. Basilisk Area east of Beregost Temple District, map 3500 225. In the east central area you will find Kovak, a ghoul who will walk with your group around the level and fight with them if you say he can be friend if he does nothing to anger the group. 226. In the NW corner you will find Shar-Teel, a chotic evil fighter, who will join your group if one of them bests her in a fight. I let her join and dismissed my warrior and mage, then went back and dismissed Shar-Teel who will wait for your return. Shar-Teel is a good fighter and you can make her lawful good with a cursed helm of reversed alignment. In Chapter Seven, if the group is captured in Baldur's Gate. She can talk to Angelo who will release the party from jail. 227. In the dead center of this area are basilisks who will either stone or explode your characters with one breath. Reflect eyes potion, purchsed at High Hedge may help. Also the ghoul is immune to petrifaction as are those who take petrifaction potions. Summon minions to fight them for you. Sea Watcher Lighthouse Ruins, map 3600 228. The lighthouse map area has a cave and a lighthouse ruins. The lighthouse is in the south-west and the cave is in the northwest. 229. Sil, a sireen, with 2-3 of her tribe is guarding a cave near the beach. The cave holds some creatures but no treasure. Sil will warn you to leave the area and will attack you 10 seconds later if you do not leave. 230. The most prominant landmark of the area two maps south from Candlekeep is the Sea Watcher Lighthouse. A boy is trapped here by wolves. If you kill the wolves and return to the boy's mother, Ardrouine, who is south-east of the lighthouse, you will receive 60 gold and increase your reputation by 1. 231. In the center of the level is Arkushule, a gypsy palm reader, who will tell your fortune up to a point. If you press her and try to get her to tell you what she has seen that she will not tell you about, she will turn on you and try to kill you. 232. Another character named Pallonia is found here, but no quest is associated with her. Stonehenge NW of Lake House, map 3700 233. This area is southwest of Beregost. 234. Footy, a child, talks about how funny Bassilus and his spooks are. 235. Bassalius is in the Stonehenge like area with about 30 ghouls and skeltons in the SE. Kill him for the reward or use hold person on him to break the possession. He is a mad priest of cyric. You will find cyric's symbol on him. Take the symbol to the temple of Lithander in Beregost for 5000 gold reward. Keep Bassilus talking for a very long period of time and all of his undead will be destroyed. 236. Geltik, Zargal, and Malkax are half-orcs who will talk then fight you in the center of the map. 237. In the NE you will find a "demonic chicken" who is really an apprentice mage who has transmuted himself to take back to High Hedge, or if you are adept enough attempt to transmute the chicken into a man. When I took the chicken back to high hedge, the mage there killed him. The mage needs a skeleton head which you can find just outside the keep in the center of the area. You may want to save the game, because there is a chance that the apprentice will not be restored. Restoring the apprentice yields experience points on its own. 238. Other monsters include 4 zombies in the NW, 4 wargs in west-central, 3 hobgoblin elite in the south and 4 skeletons. Lil Caster or Ulcaster School, SE of Beregost Temple District, map 3900 239. A halfling, thief NPC offers you a "gem of true seeing" for 1000 gold. Save your chips. It is a fake. 240. The school compound is in the northeast surrounded by a wall save an access area. 241. Icjarud, an undead minion, can only be harmed by magic weapons. He has some nice stuff including a fancy helmet and some magic armor. 242. Once into the school compound, stairs into the lower level, where the maze is are on the west side of the compound. There are lots of fireball traps here and some nasty monsters. Some magic items also. 243. Lots of kobalds on the ground level of the school use bows to take you down 244. In the northeast, there are some arrow firing skeletons. Gullykin, halfling villiage, map 4000 245. This is a town of halflings with a temple and a shop on the same halfling in the winery in the northwest portion of the town. The town is north of Firewine Bridge ruins and east of the Lil Caster School. Good place to come when working at the Firewine Ruins or the Lil Caster School. Alvanhendar is the cleric in the northwest portion of the winery who identifies, sells and buys a variety of items, heals, and accepts donations. 246. Gondolar Lucky Foot will tell you of a secret door in the basement of the winery. The door is on the north east wall. When talked to Gondolar will ask you to help with the kobold problem in the ruinds below the firewine bridge. 247. The Dungeon under the halfling villiage is loaded with traps and Kobald Commandos, map 5201. There are stairs up in the southeast to the Firewine Bridge. The stairs to the winery basement are in the west center. The stairs up to Jenkel's burrow in the halfling villiage are in the north east. 248. Jenkel let the kobalds into the halfling camp. He will fight you if you talk long enough. 249. 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