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Читы для Baldur's Gate

Чит-файл для Baldur's Gate

Baldur's Gate

 За игрой наблюдают: 1 человек

Выдержка из Энциклопедии игр

Разработчики:BioWare Corporation и Runecraft
Издатель:Interplay Productions
Локализатор в России:Акелла
Издатель в России:Акелла
Модель распространения:розничная продажа
ISO статус:релиз состоялся 24 декабря 1998 года
Официальный сайт:Открыть русский сайт
Жанры:RPG / Isometric
Похожие игры:Fallout 2, Fallout: A Post Nuclear Role Playing Game
Multiplayer:(6) модем, нуль-модем, LAN, Internet

Даты выхода игры

вышла 17 февраля 2010 г.
вышла в декабре 1998 г.
проект закрыт. RIP.

Solution [ENG]

Информация актуальна для
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. Near the entrance up to Jenkel's burrow is an ogre mage and a human
      mage, both evil, and in the loot you will find a cloud kill scroll to
      scribe.
    250. The southern part of gullykin map, map 4000, connects with the
      firewine bridge area. You will find a group of assassins here (Molkar,
      Morvin, and Halacan) and Ankhegs to fight.
    251. About in the middle of the firewine ruins map, map 5201, you will
      find a skeletal warrior with a spear and a suit of ancient armor. If you
      return this suit to the group of six skeletal knights found in the south
      west part of the maze you will receive 1500 experience points and the
      skeletal knights here will be allowed to rest. The reason why they are
      ghost knights is that they were betrayed. The return of the ancient
      armor restores them and removes the effect of the betrayal.

      Minesite 2, West of the Lake House, map 4100
    252. This map area is west of the lake house area, northeast of the
      Gnoll fortress, northwest of Xvart villiage, and south of the sea
      watcher lighthouse ruins.
    253. In the center of this area you find a caravan which is waylaid.
      There are two guys here. Do not attack and the madman will aproach you
      with a riddle. The captain of the guard, Brag, from Naskell is here. The
      answer to the riddle which "... has neither mouth nor teeth but devours
      all ..." is death. Return Brag to the temple of Torm in Naskell for a
      reward. This return is automatic if you choose the correct conversation
      options with him. Do not kill him outright, as you get more experience
      and fame for helping him out.
    254. In the north central part of this level you will come upon a group
      of guys excavating an ancient tomb. Charleston Nib is archeologist who
      asks for your help from thieves and other problems. Gallor is a
      mercinary hired to protect the expedition. Gallor approaches you and
      asks you to kill Nib and his diggers and sieze the magic item in the
      tomb for him. We told Gallor to buzz off and helped Nib who lead us into
      the tomb where Nib's diggers turned evil and attacked us. Nib warned us
      that the artifact was evil and asked us to leave so he could bury it
      there. We left Nib to his duty. Perhaps we will retun later to take the
      artifact. Nib did NOT seal the tomb. If you retrieve the cursed idol,
      you can sell it to Gallor or a doomsayer will later try to kill the
      party.
    255. Ba'ruk is found here with his kobald commandos. Ba'ruk talks then
      the kobalds attack.
    256. Also in this area you will find wolves, and gnolls.
    257. In the middle of the map, a caravan lies destroyed and Laryssa
      approaches you to plead for the life of Brage, who is the mad captain
      from Nashkell. If you spoke with the Temple of Torm guardian and others
      in Nashkell, you will know of the tragic story of Brage who emerged from
      the mines insane. It turns out that Brage has gotten his mits on a
      cursed magic sword of Berserking which has caused all the problems.
      Answer Brage's riddle with "Death." and you will be given an option to
      take him back to the Temple of Torm in Nashkell, where you will get
      experience, 1000 gold, and everlasting thanks from Torm for returning
      him. Laryssa will attack you if you tell her you will attack Brage.

      Lake House NW of Naskell, map 4200
    258. In the center of this area you will find Drizzt DoUrden fighting
      about a dozen Gnolls. He kills them all for you. If you can steal his
      armor and weapons from him, it is real good stuff, chain +4, scimitars
      +3 and +5, etc.
    259. In the northeast is Larock the Bandit, his mage girl friend and a
      demi-human henchman who waylay you just to the east of the lake. This is
      a tough fight as she will scare your group away. There is a reward for
      Larock. Get his knife and you can collect it.
    260. Monsters here include 2 pairs of ogres, 4 war dogs, 4 hobgoblins, 4
      skeletons, and 2 half-ogres in the NE.

      Farm NE of Nashkell, map 4400
    261. At the "abandoned" farm house, just to the south of center, a
      farmer, named Hulrick, seeks your assistance in saving his cow. The cow
      is to the west of the farmer and is being attacked by about 10 Xvarts.
      Agree to save the cow for one reputation point after returning to
      Hulrick to report.
    262. Also in this area groups of 3 ogre beserkers and kobalds.
    263. Three bandits will try to rob you after talking. Kill and loot
      them.
    264. Ogre Berserkers and Ogarillions guard a dead body with potions.
    265. Arghain, a bandit half-ogre has a magic two handed sword +1 and
      carries a lot of money with it Ogrillion henchmen. Argain will talk and
      then attack.
    266. Inside the cave you will find an Ettercap and a trap. Use ranged
      weapons and wait for the Ettercap to come to you and the Ettercap will
      spring the trap on itself. The trap will make the Ettercap easier to
      kill for 650 experience points and some potions.
    267. Sarhedra will challenge you to fight the Ogre and Ogrillion theives
      in the area. Talk to her to get the quest and talk again after killing
      them to get the experience points.

      Fire Wine Bridge Ruins, map 4500
    268. This area is linked through a dungeon like area to the Halfling
      villiage. The dungeon is found in the building just east of the south
      entrance onto the bridge.
    269. There are groups of skeletons, kobalds and ghouls here.
    270. On the center of the bridge in the center of the map is a poet
      named Poe who offers you a long song.
    271. Bentan, a priest of Ilmater, in the northwest wishes to convert
      your group and will continue to try for a long time before he gives up.
    272. Mulun, in the northeast, claims to be the best swordsman on the
      sword coast.
    273. Carsa, in the ruins just west of the bridge center in the area
      under the bridge has a jar she found in the ruins which she claims drove
      her and her party mad. She would not give up the jar and we just went
      away. If you demand she gives you a jar a very powerful Ogre Mage
      appears, who you can kill for points.

      North of the Gnoll Fortress, map 4600
    274. The map area north of the gnoll fortress, south of the map with
      Brage and two maps west of Nashkell is where this is.
    275. You get into the area by going west from the map just west of
      Naskell. You cannot go north from the gnoll fortress or south from the
      map with Brage to get into this map area.
    276. Jared, found in the southeast of the map area, asks the group to go
      across a bridge and kill a polar bear. Killing the bear gives 900
      experience points. Returning to Jared will give you boots of the north,
      30 gp or Jared will run away depending upon how good your charisma is.
    277. Laurel, in the north west of the map area, will ask your help in
      fighting a group of gibberlings. If you agree the gibberlings will
      appear. You will be thanked and get 250 experience points.
    278. Neville, found in the middle of the map - east of the river, and
      his Hobgoblin henchmen will be found. Kill and loot for a Long Sword +1.


      Xvart Village 2 hours west of Naskell and Just north east of the Gnoll
      Fortress, map 4700
    279. Just west of Beregost I ran into a village of Xvarts. I must of
      killed 40 of the little buggers and finally killed Nexlit, I guess the
      leader and Ursa the bear. Just before Nexlit went down he said why are
      you killing us, we haven't harmed you. That made me think that maybe I
      blew a side quest I haven't gotten yet. Xvarts are evil and you can
      massacre them, if you want to. Good experience. You make enemies of the
      xvarts who will ambush your group when you move from one location to
      another. There is an Xvart cave in the far north east of this region
      with a cave bear and some magic items, including a mace +1. If you kill
      Nexlit quickly enough, he does not have time to summon the bear and you
      miss out on 650 experience points, bummer.
    280. Borda found in the north west is selling a potion of extra healing,
      scroll of protection from magic or a scroll of protection from
      putrefaction.

      The Tombs, map 5000
    281. This is to the east of the Nashkell Iron Mines and is where you
      emerge with from level four of the mines. The entrance to the Nashkell
      mines is in the north-central area of the map. You cannot get back into
      the mines from here due to a "cave in." You can however go back into the
      mines and exit to this map area from the fourth floor of the mines.
      There are also wild dogs roaming here in packs.
    282. Lamalha, Maneira, Telka, and Zeela: In the north central area you
      will find four magic casting fighters who are more hired assassins. They
      will talk then attack. They have some really nice stuff.
    283. A man named Hentold will approach you with a special dagger +2 that
      he took from a crypt in the south-central portion of this map section.
      The man makes you promise to return the dagger. Within the crypt, a
      ghoul or Revenant will ask you to return the dagger. As soon as you do
      so the ghoul dies. You recieve experience for returning the dagger.
    284. The crypt in the south-east portion of this map section has a tough
      fight with three ghouls. Inside the crypt you will find chain +1, a
      potion, arrows, and a wand of monster summoning.
    285. In the center of the map is a mage with mustard jellies. If you
      agree to help him with his experiment, he will fight the jellies with
      you. If you do not help him, he will fight you with the jellies. The
      jellies throw poison gas and slow spells. They are not harmed by
      ordinary weapons, you will need magic weapons here.
    286. There are three Crypts here. The last crypt is in the west.

      Gnoll Fortress, map 5100
    287. Do not go to the fortress without having an open slot. Any NPC
      dismissed within the Gnoll Fortress will be lost forever. If you have
      the cleric, return to Naskell Inn and dismiss her there. She will wait
      for you to return.
    288. The map area to the east of the Gnoll Fortress area has Gnolls and
      the white wolf that the Naskell shopkeeper spoke to you of. Be sure to
      return the pelt to Naskell Store for a good reward.
    289. Across a rope bridge guarded by two giants, Gnarl and Hairtooth,
      who I killed easily, I found the Gnoll Fortress. Gnarl and Hairtooth
      will attack you unless you pay them 10 gold to get across. You need to
      bargain them down to the 10 gold price. On the other hand they give you
      experience points for killing them.
    290. The Gnoll Fortress is a death trap. If you have the hamster paladin
      he will ambush and turn on you if you leave this map area. You can only
      rest on the other side of the bridge where you entered the area,
      otherwise Gnolls jump you and you get no rest. This is one big fight
      from beginning to end.
    291. There is no door to the inside of the Gnoll fortress. The rangers
      friend, she is in one of the pits. You have to walk down the pit side to
      get in there. She will be in one of the big one's later on. The mage is
      found in the pit up the stairs as you enter the fortress and to the east
      (right). The mage is in the easternmost pit in the fortress. The stairs
      into the pit are round poles. The mage is a good person - lawfull good.
      She is the friend of the ranger that has the hamster pet named Boo from
      Nashkell.
    292. South of the fortress in the cliffs are three caves that contain
      magic items, jewels and Xvarts. Explore and retrieve them all.

      Pine Forest East of Gnoll Fortress, 1 day south of the Xvart Villiage,
      map 5200
    293. You can rest in the north west corner of the map area.
    294. Drienne in the south central portion of the map near the waterfall
      has lost her cat. You will find the cat at the bottom of the waterfall.
      Returning the cat will get a protection from undead scroll and 200
      experience points. Again her reaction depends upon the party charisma.
      If low, she may give you only money, or even lower, she may walk away.
    295. There is a wolf cave to the southeast of the lake at the top of the
      waterfall that contains a chest with 238 gold, tiger cowrie shell
      necklace, and a halberd +1.
    296. In the central east area there is the Dryad of the Cloudpeaks who
      seeks your assistance in stoppintg two idiots from choping down her
      ancient oak tree for treasure. Krumm and Caldo will attack you when you
      do not agree to help them chop down the tree. Talk to the Dryad for 500
      experience points and a potion.
    297. You will find some Gnolls here, but one gnoll, Ludrig, will
      challenge you to single combat. The rest of his band will disperse if
      you win and you gin 100 gold.
    298. Another group of gnolls want 50 gold for trespassing in their area.
      You can kill them for 200 gold.
    299. A Gnoll will offer you advice when going to the Gnoll fortress. He
      says you should go to conquer because they are weak. He talks of
      Dynaheir and his desire to drink her blood. They outsted him when he
      demanded her blood and they refused to kill her.

      Darryl, Darryl and Larry area, 12 hours South of Nashkell, map 5300
    300. Upon first entering this level try to go toward the north-west and
      find Albert, a child looking for his doggie Rufie. Albert will give you
      Rufie's chew toy so he will know you are a friend. Otherwise you may
      kill Rufie. Return to the boy with the dog and observe the odd behavior
      and collect your 1000 experience points. Rufie is really a demon wolf
      and Albert is really a Demon. If you bring Rufie to Albert, Albert will
      transform into a Demon and open a portal and vanish with Rufie.
    301. In the south center of this area you will find three peaceful
      monsters, Darryl the Xvart, Larry the Kobald and Darryl the ?. The three
      brothers will talk to you. Larry is the talkative one. Ask for their
      autograph. You can sell the autograph or use it as a quest item.
    302. Near the center of the level you will find Sendai, Delgod and
      Alexander who will insult you repeatedly trying to get you to fight.
    303. Somewhere in the southwest of the level you will find Vax and Zal
      who claim to be "the fastest dart thrower in the west." They are bandits
      and will demand your money. The dart thrower is good but archers and
      slings will bring him down quickly. Take the Bracers of Achery and other
      items.

      a name="giberlingcamp">East Giberling Camp, map 5500
    304. In the cenral west part of the map, a Flaming Fist Mercinary offers
      you a 50 gold reward for the capture of Samuel, a deserter from the
      Flaming Fist.
    305. In the cenral east part of the map, Lena will ask you to take
      Samuel to the Temple of Wisdom at the Friendly Arm Inn. Gellana
      Mirrorshade is the cleric in this temple and will be very appreciative
      of Samuel's return. Gellana and her husband own the Friendly Arm Inn and
      have been good friends to you and your group so agree. Lena will give
      you a jade ring and Samuel will become one of the items in your pack.
      You have 10 days to return him, so hurry to the Friendly Arm
      immediately. Gellana will give you a potion of heroism and extra healing
      if you arrive in time. You get 500 experience points.

      Ulgoth's Beard
    306. We were unable to find this map location.

      Tenya's House, map 0400
    307. This map area is north of Baldur's Gate bridge, map 0900.
    308. Tenya is found at the end of the road in front of her house. Keep
      talking to her until she agrees to discuss the matter. It should take
      three times. She will tell you that the fishermen are evil and liars.
      She will also tell you about the bowl of water elemental control that
      they are using to disrupt the sea and blame her. You can now return to
      the evil fishermen and force them to give up the bowl for 2500
      experience points. When first approached Tenya will tell the group that
      it is none of our business about the fishermen.

      Baldur's Gate Bridge, map 0900
    309. The bridge is two maps north of the Friendly Arm Inn.
    310. Tenya, is in the north east on the other side of the bridge from
      the city. She is apparently the druid who was involved with the
      fishermen in the map area just north of the Friendly Arm Inn and just
      south of the bridge. She told me to mind my own business when I asked
      her what was going on.
    311. Quayle, gnome, chaotic neutral, male cleric (6), illusionist (5),
      found northwest of the bridge area but not inside the gate. Quayle, an
      egocentric cleric illusionist, is found on the other side of the
      Baldur's Gate bridge, so be sure to have an open spot.
    312. 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.

      Baldur's Gate Side Quests
    313. 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.
    314. Quinn is looking for his brother Nestor, who he believes was killed
      by Ankhegs. If you find his brother's dagger and return it to him. Quinn
      will give you a Shandon gem. Nestor appeared on the Ankheg Farm map
      north of Friendly Arm Inn, map 1400.

      Baldur's Gate Northwest, map 0100
    315. Pheirkas asks you to steal Algernon's cloak from him in Bereghost.
      Returning with the cloak gets you a reward.
    316. Eldoth and Skie subquest: If you have Eldoth in your party when you
      first enter 0100, Eldoth will take you to a location near the Entar
      Silvershield Estate. You will now have one day to find Skie or Eldoth
      will leave the party. Skie is found on the second level of the Estate,
      map 0102. If the party finds Skie, who is a prisoner in her own home,
      with Eldoth in the party, she will join the party. If Eldoth is not with
      the party Skie will scream and you will be forced to fight. See Elkart
      below for more on this subplot.
    317. Gervisse, Laerta, Louise and Voltine subquest: Within an estate in
      the northwest on map 0162, you will find Gervisse, a bogeyman, who will
      tell you that the druid Voltine has evil designs on the twin sisters
      Laerta and Louise. Laerta and Louise, the twins, tell the party that
      they are afraid because someone has been watching them. Voltine will
      appear and tell the party that Gervisse is evil and must be killed. If
      the players kill Gervisse, Voltine gives them a wand of polymorphing and
      Laerta gives them a scroll of protection from evil.
    318. Husam, a harper thief can be found here at the Thieves' Guild
      building, map 0100. Speak with him here and you can meet with him in the
      central east area of the city in Chapter 7 to start the Harpers subplot.
      See more on Husam in the cenral east area section below.
    319. Helm and Cloak Inn first floor by the bartender, map 0116, Gorpel
      Hind, Farluck the Fearless, Turpin the Roaring Ranger, and Nelik the
      thief are an adventuring band who will talk to the adventurers and offer
      them to join him for a drink. Shortly after you sit down to tell lies
      together Gretek and the Maulers of the Undermountain, another
      adventuring group, arrives, interrupts your drinking and lying and
      insults the party. A battle insues. Gorpel Hind and his group join yours
      against Gretek and his group. Try to keep the Gorpel Hind group alive.

      Baldur's Gate North-central, map 0200
    320. North central Baldurs Gate has the Duckal Palace in the center,
      Ramazith's Tower in the northwest, Petrine in the southwest, and the 3
      Old Kegs Inn just to the east of the Duckal Palace.
    321. On the right side of the palace, Oberon's Estate is the brown stone
      building. Look at the map you got with the game. it's on there too.
    322. Rinnie is found in the first floor room of a building in map area
      0200. This is map 0006 where he is found. Rinnie wants a copy of the
      History of the Unicorn Run, he will pay gold and 900 experience points.
    323. Ghorak from the south central area, map 1200, asked the party to
      travel to the Three Old Kegs and find his brother's skull behnd a
      painting and to give it to Agnesia at the Lady's Hall in the northwest.
      Agnesia will give the party 1000 experience points for the skull of
      Ghorak's brother obtained behind the painting in the Three Old Kegs.
    324. Ramazith, Radefast and Abela the Nymph subplot: Upon entering the
      north central area, you will see Ramazith standing in front of his
      tower. Ramazith will tell you he has been watching your party. Ramazith
      (north central) wants you to go to Ragefast's home and free the nymph
      that he has tied up there and return the nymph to him. You can break
      into his tower and go up to the top, if you are willing to fight through
      ghouls, mustard jellies, hobgoblin elite, and kobald commandos. The
      tower is five levels high with Ramazith's private study on the top
      floor. You must pick the lock to get into the tower. Ramazith will meet
      you on the first floor of his tower if you enter with or without the
      nymph, map 0216. If Ramazith fights you because you arrive without the
      nymph (he says you have betrayed him), or ask him to free the nymph, he
      will teleport to the top level of his tower. There is a tome of Clear
      Thought (permanent increase to intelligence) on the top floor of the
      tower. If you return to the tower with the nymph, the nyph will appear
      and talk to Ramazith. Ramazith will give the party bracers of defense.
      If the party asks Ramazith to free Abela, he will attack the party. See
      Radefast below in the west central section for more information.
    325. Petrine (north central), a runaway child, found in the street in
      the southwest part of this area, wants her cat's ring from Uncle Bheren.

    326. 3 Old Kegs (north central) just east of ducal palace, has Nantrin
      Bellowglyn as bartender renting DMNR rooms and drinks. Bellamy, an
      adventurer is on the first floor. Ithtyl is on the second floor. There
      are books on the third floor. You will find the noblewoman here.
    327. Three Old Kegs, just east of the Ducal Palace: Bellamy will warn
      your party about Phandalyn if it has evil members in it. Phandalyn also
      at the Inn will attack the party if there are evil members in it.
    328. Noblewoman named Areana is being blackmailed by Cyrdemac. I believe
      that the noblewoman is found in or around the three old kegs inn. If you
      kill Cyrdemac, who is found in the Elfsong Tavern, she will pay you 500
      to 4000 gold. You can decline to kill Cyrdemac and blackmail her
      yourself for 500 gold every 2 days. If you do not demand money within 10
      days she will attack you with Tor Lobo.

      Baldur's Gate Northeast, map 0300
    329. Brielbara will ask you to obtain an antidote for her daughter. You
      will have to steal the antidote from Yago who is on the third level of
      the Low Lantern boat in the south central area, map 1200. Yago will
      fight when approached by the group and when they beat him, he will give
      them the book that they need. The group should return the book to th
      Splurging Sturgeon in the northeast, map 0300. The party will receive
      1000 experience and 200 gold.
    330. Northeast map area, outside the wall, Marek and Lothander approach
      and threaten you. This starts the Marek and Lothander poisoning
      subquest. In order to complete this subquest, you must go to the wide in
      the central area and to the second floor of the Blushing Mermaid Inn in
      the northeast area inside the inner city wall.
    331. There are several buildings here including a general store.
      Ilmaters shrine is in the Northeast of this map. Splurging Sturgeon is
      in the south of this map area. Northeast map area, inside the inner wall
      has the blushing mermaid Inn in the center, the temple of Ilmater in the
      northeast, and the Splurging Sturgeon in the south.
    332. The Blushing Mermaid Inn (north east): Larze approaches you when
      you enter claiming he is an assassin who must kill you. Simply tell the
      stupid ogre that he is wrong and have him go check the picture, and he
      will go away and you get 400 experience points. Bork is the proprietor
      who sells P, M, N but no royal rooms and booze only. On the second floor
      is gambling. Marek can be found here on the west side of the room. Kill
      him to get your antidote.
    333. Marek on the second floor of the Blushing Mermaid Inn, map 0115,
      has the "other half" of the poison antidote that the party needs to cure
      themselves of the poison food that Marek gave them. Talking to Marek
      will start a fight which will give the party the antidote and 10000
      experience points. Don't forget to loot Marek's body for good stuff.
    334. Splurging Sturgeon (north east) Tavern has a Mr. Shade on the
      second floor who wants to know if you have them. On the first floor,
      Lantanara speaks of dreams of you.
    335. Lusselyn in the Splurging Sturgeon, map 0103, will talk to the
      players. Talk to him three times and he will bet you cannot kill a
      slime. There is a mustard jelly in a room to the nw of second floor.
      Return to Lusselyn after killing the jelly for gold.
    336. Chapter 7: Meet Husam, the harper, at the Blushing Mermaid

      Baldur's Gate West-central, map 0600
    337. Go to the north of the Hall of Wonders (north of the big white
      buildings) and find the child, Varci, with a problem. Varci takes you to
      his house to meet with his father Tremain, a priest of Tymora. Tremain
      wants his dead son Casson's body, which is in the Umberlee temple. The
      temple is in the dock area. If you talk to the Priestess in charge you
      can buy the body back for 2000 gold and return it to the priest. Another
      alternative is to kill everyone in the temple of Umberlee and you still
      get the body. Varci pays the group 2000 gold and 5000 experience for
      returning the child.
    338. Inside the hall of wonders, map 0130, Be'land will request the
      entrance fee. Brathlen, the Hall of Wonders guide, will show you through
      the hall on a tour. Brathlen can answer questions for the party about
      the Hall after the tour. If you go inside the Hall of Wonders, map 0130,
      at night, you will meet Alora, a thief. Alora will ask you to help her
      rob the building. She will move to another location and if you approach
      her again and talk with her, she will ask to join the party.
    339. Agnesia in the Temple of Tymora, The Lady's House, will give the
      party 1000 experience points for the skull of Ghorak's brother obtained
      behind the painting in the Three Old Kegs.
    340. Abela the Nymph is found within Ragefast's Home on map 0126 within
      the northwest area, map 0100. This is another subplot that involves
      Ramazith who is from the north central region of the city and Ragefast.
      Ragefast has captured a Nymph. Ramazith will hire the party to steal the
      Nymph for him. When walking from the central region to the central west
      region a noblewoman will approach the group and tell them of the Nymph
      and ask them to free her. You can try to talk Ragefast into freeing the
      nymph. If you mention Ramazith, Ragefast will attack you. If you kill
      Ragefast you can free the nymph. If you free the nymph, you get a lock
      of her hair. If you take the nymph to Ramazith she will become an item
      in your pack until you get to him. See Ramazith above in the north
      central section for more information.
    341. Fenten wants ankheg shells and will pay for them. You get 200
      experience points for bringing him the shells.

      Baldur's Gate Central-central, map 0700
    342. Center Baldurs Gate has "the wide" which is an open market,
      carnival type area. Lothandar will approach you in this area to inform
      you that Marek has poisoned you and that he will give you the antidote
      if you can get him a geas scroll from the hight priestess of umberlee to
      remove the geas forcing him to work for the Iron Throne. You need to
      consult the seer within a large tent in the north part of the wide to
      find out how to release the geas. Lothander will lead you to the Seer's
      tent, map 0726. You should save the game here, because the Seer will
      only answer one question a day. The party must ask the right question to
      get the correct answer. The Seer will finally tell the group that they
      must go to see Jalantha Mistmyr, the High Priestess of Umberlee, within
      the Water Queen's house, map 0609, in the south central area, to get a
      scroll to release the geas. Jalantha wants a book of power from the
      Lady's Hall in the west central area, map 0132. In the Lady's Hall the
      priest there will give you the book if you tell them you need the book
      or you will die. See Umberlee below in south central and Lady's Hall in
      north central areas for more information. Lothandar goes to wait in the
      Blade and Stars for the scroll while you try to get it. Giving the
      scroll to Lothander will result in him giving you "his half" of the
      antidote. He directs the party to go see Marek at the Blushing Mermaid
      for the other half of the antidote. See Blade and Stars and the Marek
      Lothander Poisoning subquest below for more information.
    343. Nadine's son Euric is missing and she wants the party to find him
      and give him an amulet of protection +1. She will pay 300 experience
      points and an amulet of missiles for the task. Euric is found on the
      first floor in a building in the southeast map area, map 1300. Euric
      gives the party 1100 experience points if they give him the amulet of
      protection +1 from his mother Nadine who is in the central-central map
      area, map 0700.
    344. Nieman, Oulam, Wheber, and William, are Zhentarim agents who will
      attack the party if they do not have Xzar or Montaron as members of the
      group.

      Baldur's Gate East-central, map 0800
    345. You enter this area first from the Baldur's Gate bridge area.
      Central East Baldurs Gate when first entered has a nice video. Talk with
      Elminster who is near the entrance to this area from the bridge. The
      thieves guild is directly west of the entrance to the bridge. Sorcerers
      Sunday is the colorful mage shop in the middle of this area. General
      Store in SW part of area. Elfsong Tavern in middle of area can give
      rooms and ale from bartender and has royal rooms. Lucky Aello's Discount
      store is in the north east of area.
    346. I ran into Mick Feeley who said "speedy delivery." This was a
      tribute to Mr. Rogers television show.
    347. Elminster will put in another appearance at Baldur's Gate just
      inside the gate and on map 0800.
    348. Nemphre, found in a first floor room, map 0823, within the
      east-central area, map 0800, will ask you to get a bloodstone amulet
      from Arkion. Returning with the amulet gives the group a 1000 experience
      point and scroll of vampiric touch. See Ordulinian, below, for more
      information on this quest.
    349. Delthyr, a harper, will provide you with rumors and will meet you
      later within the Three Old Kegs Tavern, map 0119. The Three Old Kegs is
      found in the north central region, map 0200.
    350. Niklos on map 0800 will approach the group and ask them to see the
      thief guildmaster in the thieves guild. If they agree, Nicklos will give
      them the password, which is "Fafhrd." The thieve's guild password is
      "Fafhrd." The thieves can be helpful here if you befriend them. Upon
      entering the Thieves Guild, a thief will approach and ask the password.
    351. Thieves guild (east central) has several characters. Don't talk to
      them unless you intend to go a thieving.
    352. Thieves guild level one: Narlen Darkwalk Rededge is an NPC who
      offers to go stealing with you. Save your gaem and remove all weapons
      from the hands of your thief before meeting with Narlen. Narlen will
      meet with the thief only between 8 PM and 4 AM at the Splurging
      Sturgeon. If any other party member is seen, Narlen will not meet with
      the thief in the party. Narlen wants you to serve as the lookout for his
      thieving inside the home of DeMallonblades. Narlen will lead the thief
      to the correct place to watch for him. Five seconds after being placed
      on guard, a watchman will approach the group. You should shout an alarm
      to Narlen when the watchman approaches. Later you should go back to the
      thieves guild and meet Narlin for your split. If you killed the
      watchman, the subplot is over. If you did not warn Narlen he will attack
      you. If you yelled a warning and did not kill the watchman, Narlen will
      offer you a partnership in a second job at the Blade and Stars Inn and
      100 gold. Narlen will ask the thief to enter a building and retrieve the
      Rogue Stone. Returning the stone to Narlen at the thieves guild getst
      then 4000 experience and three peals.
    353. Thieves guild: Resar, a Halruuan wizard, is in the NW of the guild
      with Altos. He may attack the party when they start talking with Alatos
      the second time. If the party has successfully completed the two quests
      with Narlen, Narlen will arrive and kill Resar, and start talking with
      Alatos. This conversation will result in the party being accepted into
      the guild. If the party kills Resar before completing the quest, they
      still can complete it. If they have completed the quest and kill Resar
      they are admitted into the guild.
    354. Do not talk to Alatos until you have completed Narlen's quest
      above. Thieves guild in the northwest part of the guild: Alatos
      "Ravenscar" Thuibuld, the guildmaster of the thieves, wants you to steal
      the balloon parts from a member of the nobililty, and return them to him
      in 10 days. Three sisters have the balloon parts: Delorna, Helshara, and
      Ithmeera. The sisters are found at Oberon's Estate, just southeast of
      the Ducal Palace in the north central area. Save the game and enter the
      building. Claim to work at the estate in your dialogue with Glanmarie on
      level one, map 0143, and gain 2000 experience points. If you make a
      mistake or are ordered to leave within 10 seconds Flaming Fist
      mercinaries will attack. On level three of the Oberon's estate, the
      sisters Helshara and Ithmeera will talk then attack the party. If the
      party kills Helshara, Ithmeera will surrender and give up their items:
      the fragment, Statuette and Spellbook. Return with these items to Alatos
      on the first floor of the thieves guild who will have Resar attack the
      group. See Resar above for more information.
    355. Sorcerous Sundays has a very complete range of spell scrolls and
      magic items sold by Halbazzer Drin. Ordulinian on the first level speaks
      of how foolish Arkion and Nemphre are for fighting over magic items. On
      the second floor, William Garst, Wheber Ott, niemain and Orulam are
      casting spells you interrupt them. In the mage guild/store you can fight
      a group of wizards upstairs after they turn red. Be rude and they attack
      you giving you 1500 experience points and some nice stuff, such as a
      ring of wizardry.
    356. Ordulinian, found on the first floor of Sorcerious Sundays will ask
      you to get the bloodstone amulet and onyx ring from Arkion and Nemphere.
      Returning to Ordulinian with these items gains that party 3500
      experience points.
    357. Elfsong Tavern (east central) has a merchant on the second floor
      who identifies, buys and sells items. Has royal rooms. Alyth, the owner
      of the tavern, will allow you to buy and sell items if you talk to her
      twice. Cyrdemac is a merchant on the southwest part of the second floor
      of the Elfsong Tavern, map 0706. Cyrdemac offers items to buy, sell and
      identify. He sells nice magic stuff: necklace of missles, shield +1, and
      spells. The noblewoman from level three of the flaming keg, map 0121,
      may hire you to kill him. Be sure to buy and sell everything you want to
      him before killing him.
    358. Elfsong Tavern level two, map 0706: Brevlik hires the group to
      steal a telescope from the Hall of Wonders found in the central west
      area, map 0600, see above. They should remove all weapons from hands
      before entering the hall. If they kill a guard Brevlik will no longer
      deal with them. If they get the telescope without killing a guard,
      Brevlik will award them 5500 experience and a wand of lightning.
    359. Lucky Aello's Discount Store (east central) sells cursed items. You
      can steal here without the guards being called. Steal and sell back to
      proprietor who will continue to talk and deal with you after catching
      you steal. You should get a chuckle out of this guy.
    360. Chapter 7: Husam, the harper, can be found at 0800. Husam will tell
      the parties some rumors. Talk to him here first then meet him at the
      blushing mermaid, where he will ask them to follow him.
    361. Chaper 7: Tamoko, one of Gorion's murderers, will show up near
      Sorcerious Sundays and tries to get them to investigate Eltan.

      Baldur's Gate South-west, map 1100
    362. There is a general store in a red building just north of the Seven
      Suns.
    363. The Scar Bug can be 1 of 2 places. He is either inside the Flaming
      Fists building on the first floor, map 0607, or on the outside of the
      building wandering around. If you cannot find him, he may have been
      eaten by dopplegangers. The first time you meet Scar is on the Baldor's
      Gate bridge. If you refused to investigate the Seven Suns on the
      Baldur's Gate bridge Scar will ask you again to complete the task here.
    364. When you meet Scar on the bridge, Scar tells you to go to the Seven
      Sun and investigate it. I suggest that you do this first. Scar says the
      head of the Seven Suns, Jasso, has been acting strangely lately. The
      Seven Sun is loaded with doplegangers. Seven Sun is found in the
      southwest part of Baldur's Gate. Within the Seven Suns you will find a
      merchant who says his fellow merchants are acting strangely so he is
      leaving and never coming back. The other merchants are really
      doplegangers. If you talk to them three times they will turn into their
      true form and attack. Clean out all of the floors including the basement
      where you will find Jasso. Jasso is the second in command of the Seven
      Sun and he has been locked up here while a doppleganger took his place.
      Do not report back to Scar until you complete this quest. Scar will give
      you 5000 experience points and 2000 gold.
    365. Scar will then give you a second quest to investigate the
      disappearance of people from the streets. This can be traced to an ogre
      mage in the sewer easternmost area map on the west central part of the
      map. Kill the ogre mage and return to Scar for 2000 experience and 1000
      gold.
    366. Scar will recommend that you meet with Eltan the commander of the
      Flaming Fist. Eltan is on the second floor of the Flaming Fist Gaol, map
      0608. Eltan will give the group the task to investigate the Iron Throne
      in the south central area of Baldur's Gate, map 1200. Completing this
      task ends Chapter 5 and teleports the group to Candlekeep. DO NOT go to
      the Iron Throne until you have completed as many side quests as you
      want, since you will not be able to complete them after chapter 5 is
      over. If you return to Eltan with information that Rieltar and the Iron
      Throne leaders are in Candlekeep, or a letter from Tulth to Rietar Eltan
      gives the characters a book or great worth to give to the guard at the
      Candlekeep gate and the pary is transported to Candlekeep. The group
      receives 7200 eperience for completing this quest.
    367. In the south-west area of the docks Aldeth Sashenstar, a merchant,
      will give you a magic sword +3 against shapshifters and 300 gold if you
      complete a quest for him. Several of his business partners have been
      acting strangely and he wants to have you investigate them. Aldeth
      suspects shapeshifters. Aldeth will meet you later on the second level
      in the merchant league, map 0128. If they have learned anything Aldeth
      suggests that they talk to Brandilar on the same floor, map 0128, and
      gives a 300 experience point reward. Brandilar will want the party to
      get evidence on Zorl and Irlentree who have also been acting strangely.
      Irlentree and Zorl are found on the first level of the Merchant League,
      map 0127. These two will invite you to Aldeth's birthday party.
      Irlentree is a greater doppleganger. Taking a letter from Sarevok to
      Zorl to Brndilar completes the quest and he will tell you to kill
      Irlentree and Zorl.
    368. Fergus, a flaming fist mercinary within the Flaming Fist Gaol, map
      0607, or Keep wants an angel skin ring for his girlfriend. You gain 1000
      experience points and Fergus' help later in the game. If Fergus sees you
      when you are a criminal in chapter seven, he will not jail you.
    369. An Inn to the east (right) of the Flaming Fist Gaol is full of
      green jellies and an enormous fight breaks out where many patrons of the
      Inn are killed.
    370. Chapter 7: Angelo on ground level in the Flaming Fist Gaol, map
      0607, will meet briefly with the group before sending them to the
      prison. If Shar-Teel is a member of the group, Angelo will release them.

    371. Chapter 7: Neb is a prisoner in the cell next to the party in the
      Flaming Fist Gaol, map 0607. If you answer Neb riddle with 33 children,
      you will be taken to an area outside of the Flaming Fist Gaol on map
      1100.
    372. Chapter 7: Eltan on level two of the Flaming Fist Gaol, mapy 0608,
      is being poisoned by Rashad, his healer. Talking to Rashad will lead to
      a battle where the party will kill Rashad. Eltan will go into a pack as
      an inventory item. Take Eltan to the harbormaster and the harbormaster
      will take care of him.
    373. Chapter 7: Tamoko will show up here and try to convince the party
      not to hurt Sarevok. If the party agrees, she will go to the
      undercellars. If the party refuses she will attack.

      Baldur's Gate South-central, map 1200
    374. Entillis Fulsom, a harper, will speak with you upon entering this
      area if you have Khalid and Jaheira in your party. Having these two
      opens up the harpers subplots.
    375. Kolvar, a Xentarim, will meet with the party upon entering this
      area if you have Xzar and Montaron in the party. Kolvar will fill in the
      party on the happenings in Baldurs Gate since Xzar and Montaron have
      left.
    376. South Central Baldurs Gate has the Water Queens House (temple of
      umberlee), Harbormaster, the Low Lantern a ship at the dock
    377. The south central area contains "the water queens house" which is
      the temple of Umberlee in the south west of the area, the Iron Throne in
      the northwestern area, the harbormaster in the centralwest area, the Low
      Lantern Ship floating gambling casino in the southeastern area, and
      several warehouses on the eastern side of this level. These warehouses
      include the one with the bassilisk, most north of the bunch, the one
      with Noralee who has lost her gauntlets and others.
    378. The harbormaster will take the body of Duke Eltan and protect it
      from harm and give you 2500 experience points. The map inside the
      building is 0702.
    379. Noralee in the central warehouse will ask you to find her lost
      gauntlets dropped on the dock somewhere. The gauntlets are found in a
      case on the southwest side of the harbor, just south of the temple of
      Umberlee.
    380. Ghorak: Within a house on the south-east side of this area you will
      find an afflicted man named Ghorak. He wants you to find the skull of
      this brother behind a painting in the Three Old Kegs. Once found he
      wants you to take the skull to Agnasia in the Lady's Hall. For more
      information see north central and west central areas above.
    381. DO NOT DO THIS UNTIL YOU FINISH ALL Baldur's Gate Subquests THAT
      YOU WANT TO. 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 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.
    382. Cordyr will ask the group, if they have a bad or medium repuation
      to kill Sil and he sireens. Returning to Cordyr with Sil dead will gain
      1000 experience points and a scroll of haste or flame arrow.
    383. Chapter 7: Take Eltan to the harbor master via the sewers and the
      harbor master will take care of him.

      Baldur's Gate South-east, map 1300
    384. Baldurs Gate south east has the Blade and Stars Inn.
    385. Nadarin will give you 1300 experience points and 1000 to 1800 gold
      to kill a bassilisk in a warehouse in the eastern dock area on south
      central map area, map 1200.
    386. G'axir the Seer, within the Blade and Stars Tavern, map 0105 will
      provide 1000 experience points if the group will find them a sphene gem.

    387. Euric is found on the first floor in a building in the southeast
      map area, map 1300. Euric gives the party 1100 experience points if they
      give him the amulet of protection +1 from his mother Nadine who is in
      the central-central map area, map 0700.
    388. Blade and Stars Inn (south east) has Rooms and booze. Gaxir the
      Seer talks about the sphene gem which he wants you to steal and return
      to him. Shaella is a priestess of the mist shadow, Leira, Lady of the
      Mists and is an illusionist. Lothandyr is here and has his half of the
      antidote in exchange for the geas scroll from the high priestess of
      umberlee. Marek in the Blushing Mermaid has the other half of the
      antidote.
    389. Eldoth and Skie subquest: Elkart will meet with the party in the
      Blade and Stars Tavern, map 0105, and give them 1000 gold ransom each
      day until the eighth day when he will show up with six Flaming Fist
      mercinaries and attack the party.
    390. Shaella, priestess of Mistshadow, Leira Lady of the Mists, an
      illusionist within the Blade and Stars Tavern will send you off on a
      non-existent quest. If you return to talk with her, she will pretend to
      be someone else.
    391. Reginald Longtooth Worthington III

      Baldur's Gate Sewers and Undercellars
    392. There are three sections to the sewer map: west, central and
      eastern. The sewer maps and the undercellars all connect to one another
      and several other landmarks, including the Iron Throne, The Undercellars
      whore house, and the Blushing Mermaid.
    393. Stairs up from this area give you the manhole covers in the street.
      The circular travelling icon either takes you to another part of the
      sewer or to one of the special areas.
    394. From the northern part of the west sewer you can access the Iron
      Throne directly by going out the west exit and the northeast corner of
      the undercellars whorehouse from going southwest.
    395. Ratchild, a kobald in the sewers will talk then have his kobald
      army attack the party.
    396. The southwest exit from the central sewer map takes you to the
      northwest corner of the undercellars whorehouse.
    397. The central exit from the eastern sewer map takes you to the
      southwest corner of the undercellars whorehouse.
    398. The exit from the northeast corner of the undercellars whorehouse
      connects to the Blushing Mermaid first floor in the southeast of the
      building. The Blushing Mermaid is found in the north east corner of
      Baldur's Gate.
    399. Scar will give you the task to seek out the reason for citizens
      disappearing from the streets of Baldurs Gate. The cause is the Ogre
      Mage in the Sewers. You can find the mage and solve the quest by finding
      the mage in the central western portion of the easternmost sewer map.
      Another way to get here is to exit the undercellars from the southwest
      exit. The Ogre mage will talk to you then summon his carrion crawlers
      and attack your party. Once killed return to Scar with your report.
    400. Chapter 7: In the sewers, map 0225, a Shadow Thief, one of the ones
      who was directed by Husam, will meet the party and take them to the
      sewer entrance to the palace. After you are taken to the location, you
      will be teleported to the Ducal Palace, first floor where the battle
      with Sarevok's dopplegangers begins. You must protect Belt and Liia
      Jannath in this battle, for more see the section above.

        Non-Player Characters (NPCs)
        1. Ajantis, lawful-good, male, human paladin, found on the soth
          central portion of the map area just north of Friendly Arm Inn. If
          you talk to Ajantis in an insulting way, he will attack.
        2. Alora, female, thief, found in Baldur's Gate within the Hall of
          Wonders found in the west central area, map 0130. She will join the
          group if they agree to help her rob the Hall. If you have no thief
          because you let Imoen go.
        3. Biff the Understudy a human, male, fighter of unknown alignment
          (the alignment is blank on the charactor record screen) is found in
          the north west of Peldvale on map 2400.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.
        4. Branwen, cleric, female, human, found as a statue in the middle
          of the Naskell Fair area just to the south of the entrance to the
          large rectangular striped red and white tent in the middle of the
          level. You must cast stone to flesh on her, which can be purchased
          in a variety of places to get her to come to life and join your
          group.
        5. Coran, chaotic-good, male, elf fighter/thief, found in the first
          part of cloakwood just east of the Friendly Arm Inn. Interesting
          character, but you cannot get to him until chapter 4.
        6. Dynaheir, lawful good, female, human wizard, found in a pit
          within the Gnoll Fortress, friend to Minsc and Boo
        7. Faldorn, human, female, druid, found in Cloakwood three
          Stonehenge will agree to accompany you to avenge the evil of the
          Iron Throne mine in the east.
        8. Edwin, evil, male, human, mage - Red Wizard from Thay - found in
          Naskell on the southern bridge. Edwin asks the party's assistance in
          killing Dynaheir, lawful good wizard. Edwin calls Dynaheir a
          Rashemon witch. Edwin will join the party to seek out Dynaheir, who
          when found in the Gnoll fortress will either attack the group or
          will join if the group joins against Edwin. Edwin will leave the
          party if you do not find Dynaheir in 14 days.
        9. Eldorth Kron, evil human male bard slimeball found in the third
          area of cloakwood wants you to kidnap Skie, the daughter of the Duke
          of Baldur's Gate, and hold her for ransom so that Skie can live
          independently. Devoted to Skie.
        10. Garrick, a chaotic-neutral, male, human, bard found in front of
          the burning wizard in chapter one. Wants to employ you to bodyguard
          Silke, an evil mage masquerading as a bard. After the mage is killed
          you can recruit Garrick. Garrick eventually turned on my group and
          had to be killed in Nashkell after clearing the mines. He turned
          during the fight with the second assassin found at the Naskell Inn.
        11. Imoen, thief, female, human, found within the prologue in
          Candlekeep first, does not join your party until after you talk with
          Gorion and he is killed. Make sure you tell her that you will ask
          Gorion if she can go along. She will meet up with you shortly after
          Gorion was killed, if you treated her nicely in the inner courtyard
          of Candlekeep. Imoen is a very loyal companion and a competent thief
          who can be dual classed later for more skills.
        12. Jaheira, neutral good, female, half-elf, fighter/druid, found at
          the Friendly Arm Inn on the first floor, loyal and good companion,
          also a member of the Harpers. The Harpers are a clandestine
          organization for good in the realms. Members include Elminster and
          others including the late Gorion.
        13. 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. Kaigan's quest is solved by going
          one area north of Bereghost and finding the destroyed caravan, just
          to the east of the center of the map. if you do not find the caravan
          within 10 days, Kaigan will leave the group.
        14. Khalid, neutral good, male, half-elf, fighter, found at the
          Friendly Arm Inn with Jaheira, they both travel together, she
          complains but is loyal. Khalid is also a Harper agent. Khalid and
          Jahiera are needed for the Harper subplot in Baldur's Gate.
        15. Kivan, asks to join the party. Please let us know where you find
          him.
        16. Korax, a very special ghoul who will join the party in the
          Bassilisk area, map 3500. Korax will turn on the party ten minutes
          after joining them. The ghoul can join the group even if you already
          have six players. The ghoul acts something like a summoned monster.
          Ghouls are immune to bassilisk attacks so Korax can be very useful
          for 10 minutes.
        17. Minsc, a neutral good, human, male ranger, found with his small
          friend Boo in the south central part of Naskell, friend to Dyanheir
          and inseparable from her once rescued. He wants you to go west to
          the Gnoll Fortress and rescue Dynaheir. Do NOT talk with him until
          you are ready to rescue Dynaheir with him. If you procrastinate in
          your quest, he may turn on you and try to kill you. If you refuse to
          agree to help him with his quest he may turn on you and try to kill
          you.
        18. Montaron, evil, halfling, character, found on the southeast part
          of the map just to east of candlekeep, travels with Xzar
        19. Quayle, gnome, chaotic neutral, male cleric (6), illusionist
          (5), found on the Baldur's Gate map northwest of the bridge area but
          not inside the gate.
        20. Safana, human, female thief, found in Baldors Gate
        21. Shar Teel, chaotic-evil, female, fighter found on the map
          containing basilisks, to the east of Beregost Temple district.
          Shar-Teel is helpful if you are arrested in Chapter seven in
          Baldur's Gate. She will talk to the guard, Angelo, and secure the
          party's release from jail.
        22. Skie, female, human, thief, found in Baldur's Gate, daugher to
          Duke Entar Silvershield, inseparable from Eldorth Kron. She is found
          on the second floor of the Entar Silvershield estate where she is
          being held prisoner in a guilded cage. If Eldorth Kron is with the
          group she will join. If Eldorth Kron is not with the group she will
          scream and the characters may have to leave.
        23. Tiax, male, chaotic evil, cleric, thief found just in front of
          the Flaming Fist barricks in south-west Baldur's Gate. Tiax has had
          dreams of Cyrix, who he claims has promissed him the rulership of
          the world. Tiax is mad and not that good of a companion.
        24. Viconia, neutral evil, female, dark elf cleric found in the
          northwest of Peldvale. To get Viconia, you must agree to protect her
          from the Flaming Fist Mercinaries. You next must kill the one
          chasing her. And then when you talk to her, accept her into your
          party. You will loose 2 reputation points for this. If you turn her
          over to the Flaming Fist, Biff the Understudy will approach you
          until you accept him into your group twice and kill three Flaming
          Fist or until you give him up to the Fist. See Biff the Understudy
          above. You will also loose the opportunity to recruit Viconia
          forever.
        25. Yeslick, fighter (4), cleric (5), male dwarf, found in the
          Cloakwood Mines.
        26. Xan, lawful-neutral, elf, male, enchanter who can use a short
          sword, found at bottom of Naskell Mines in the chamber with Mulahey,
          the priest of Cyric who is behind the kobald infestation. The
          Moonsword short sword is not that useful, because Xan is not that
          skilled and you primarily rely on ranged weapons in this game.
        27. Xzar, evil, human mage character found on the southeast part of
          the map just to east of candlekeep. Partially mad "employer" of
          Montaron who is seeking to find a solution to the Iron mine crisis.
          These men are Xentarim agents, and not too bright either. They are
          needed to complete the Xentarim subplot in Baldur's Gate. I took
          them to the Friendly Arm Inn and dropped them off when I picked up
          the harpers.

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