Baldur's Gate - Enhanced Edition Walkthrough, Hints and Tips for PC Games.

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 Baldur's Gate - Enhanced Edition

Baldur's Gate - Enhanced Edition

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|								       |
|		    Baldur's Gate: Enhanced Edition	 	       |
|								       |
      "Beating Baldur's Gate: Enhanced Edition in 622 Easy Steps!"

Version 1.04
Written by: Nathan Garvin (Haeravon)
Edited by: Lee Kadel (original guide v1.04)
           Wim Vlayen (aka Zenryo) (Enhanced Edition guide v1.02)
Email: Theendbringer (at) Hotmail (dot) com
If you're going to email me about this guide, make sure you put
"BALDURS GATE" in the title, or I'll probably end up deleting it as 
junk. It would also be nice if you put "ENHANCED EDITION" somewhere in
your title, too, so I can tell which guide you're talking about.

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

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

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

Supporting HaeravonFAQs
Now, I know this is a not-for-profit FAQ, but FAQ writing is time
consuming work. If you wanted to show your appreciation for this FAQ 
and/or support for future FAQs by donating to my PayPal account, that
would be an above-and-beyond gesture. If every person who downloaded
my FAQs donated a penny... well, it would help out immensely (not
really, since it won't even cover PayPal's fees, and in fact, very, very
few people out of my 2,000,000 hits donate anything-it's hyperbolic
speech, people). Now, without any more PBS-style solicitation...

Alternatively, you can use the PayPal button on my webpage, at

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HaeravonFAQs on Youtube
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nerds, one and all) check out

Table of Contents
>>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<<

I. Introduction				{INT001}
	1. HaeravonFAQS on Youtube	{INT002}
	2. Using this FAQ		{INT003}
	3. Continuity			{INT004}
	4. Items			{INT005}
	5. Rewards			{INT006}
	6. Traps			{INT007}
	7. Active Pause			{INT008}
	8. Difficulty Settings		{INT009}
	9. Enhanced Edition Notes	{INT010}
II. 2nd Edition Dungeon and Dragons
    Mechanics (character Creation)	{DND001}
	1. Composition			{DND002}
	2. Gender			{DND003}
	3. Race				{DND004}
	  3.1 Class Restrictions by Race{DND005}
	  3.2 Human			{DND006}
	  3.3 Elf			{DND007}
  	  3.4 Half-Elf			{DND008}
	  3.5 Gnome			{DND009}
	  3.6 Halfling			{DND010}
	  3.7 Dwarf			{DND011}
	  3.8 Half-Orc			{DND012}
	4. Class			{DND013}
	  4.1 Dual-Classing		{DND014}
	  4.2 Multi-Classing		{DND015|
	  4.3 Dual-and-Multi-Classing   {DND016}
	      in Baldur's Gate 2
	  4.4 Class Kits		{DND017}
	  4.5 Barbarian			{DND018}
	  4.5 Bard			{DND019}
	  4.6 Blade			{DND020}
	  4.7 Jester			{DND021}
	  4.8 Skald			{DND022}
	  4.9 Cleric			{DND023}
	  4.10 Priest of Talos		{DND024}
	  4.11 Priest of Helm		{DND025}
	  4.12 Priest of Lathander	{DND026}
	  4.13 Cleric/Ranger		{DND027}
	  4.14 Druid			{DND028}
	  4.15 Totemic Druid		{DND029}
	  4.16 Shapeshifter		{DND030}
	  4.17 Avenger			{DND031}
	  4.18 Fighter			{DND032}
	  4.19 Berserker		{DND033}
	  4.20 Wizard Slayer		{DND034}
	  4.21 Kensai			{DND035}
	  4.22 Dwarven Defender		{DND036}
	  4.23 Fighter/Cleric		{DND037}
	  4.24 Fighter/Druid		{DND038}
	  4.25 Fighter/Mage		{DND039}
	  4.26 Fighter/Mage/Cleric	{DND040}
	  4.27 Fighter/Mage/Thief 	{DND041}
	  4.28 Fighter/Thief		{DND042}
	  4.29 Mage			{DND043}
	  4.30 Mage/Cleric		{DND044}
	  4.31 Mage/Thief		{DND045}
	  4.32 Monk			{DND046}
	  4.33 Dark Moon Monk		{DND047}
	  4.34 Sun Soul Monk		{DND048}
	  4.35 Paladin			{DND049}
	  4.36 Cavalier			{DND050}
	  4.37 Inquisitor		{DND051}
	  4.38 Undead Hunter		{DND052}
	  4.39 Blackguard		{DND053}
	  4.40 Ranger			{DND054}
          4.41 Archer			{DND055}
	  4.42 Stalker			{DND056}
	  4.43 Beast Master		{DND057}
	  4.44 Sorcerer			{DND058}
	  4.45 Dragon Disciple		{DND059}
	  4.46 Thief			{DND060}
	  4.47 Assassin			{DND061}
	  4.48 Bounty Hunter		{DND062}
   	  4.49 Swashbuckler		{DND063}
	  4.50 Shadowdancer		{DND064}
	  4.51 Thief/Cleric		{DND065}
	  4.52 Wild Mage		{DND066}
	  4.53 Wild Surge Table		{DND067}
	5. Alignment			{DND068}
	  5.1 Reputation Effects	{DND069}
	6. Abilities			{DND070}
	  6.1 Strength			{DND071}
	  6.2 Dexterity			{DND072}
	  6.3 Constitution		{DND073}
	  6.4 Intelligence		{DND074}
	  6.5 Wisdom			{DND075}
	  6.6 Charisma			{DND076}
	  6.7 Tomes			{DND077}
	  6.8 Suggested Abilities 	{DND078}
	      by Class 
	7. Proficiencies		{DND079}
	  7.1 Weapon Proficiencies	{DND080}
	      by Class/Level
	  7.2 Weapon Class Perks by Rank{DND081}
	  7.3 Fighting Style Perks by   {DND082}
	  7.4 Proficiency Selection by	{DND083}
	8. Thieving Abilities		{DND084}
	  8.1 Pick Pockets		{DND085}
	  8.2 Open Locks		{DND086}
	  8.3 Find Traps		{DND087}
	  8.4 Move Silently/Hide In	{DND088}
	  8.5 Detect Illusion		{DND089}
	  8.6 Set Traps			{DND090}
	9. Hit points			{DND091}
	10. THAC0 and Armor Class	{DND092}
	  10.1 THAC0 by Class/Level	{DND093}
	  10.2 Armor Class Modifiers	{DND094}
	       by Weapon Type
	11. Saving Throws		{DND095}
	12. Spells			{DND096}
	13. Lore			{DND097}
	  13.1 Lore by Class/Level	{DND098}
	14. Experience Points (EXP Cap)	{DND099}
	15. My Protagonists		{DND100}
	  15.1 The Fighter/Mage		{DND101}
	  15.2 The Fighter/Mage/Thief	{DND102}
	  15.3 The Benchmark		{DND103}
III. Characters				{CHR001}
	1. Note about Character Quests	{CHR002}
	2. Character Stats		{CHR003}
	3. Ajantis			{CHR004}
	4. Alora			{CHR005}
	5. Baeloth			{CHR006}
	6. Branwen			{CHR007}
	7. Coran			{CHR008}
	8. Dorn				{CHR009}
	9. Dynaheir			{CHR010}
	10. Edwin			{CHR011}
	11. Eldoth			{CHR012}
	12. Faldorn			{CHR013}
	13. Garrick			{CHR014}
	14. Imoen			{CHR015}
	15. Jaheira			{CHR016}
	16. Kagain			{CHR017}
	17. Khalid			{CHR018}
	18. Kivan			{CHR019}
	19. Minsc			{CHR020}
	20. Montaron			{CHR021}
	21. Neera			{CHR022}
	22. Quayle			{CHR023}
	23. Rasaad			{CHR024}
	24. Safana			{CHR025}
	25. Shar-teel			{CHR026}
	26. Skie			{CHR027}
	27. Tiax			{CHR028}
	28. Viconia			{CHR029}
	29. Xan				{CHR030}
	30. Xzar			{CHR031}
	31. Yeslick			{CHR032}
	32. Table of Character		{CHR033}
	33. Chart of Characters by Role {CHR034}
	34. Suggested Parties by Role	{CHR035}
IV. Spell Tactics			{SPT001}
	1. Healing Spells		{SPT002}
	2. 1st Level Cleric Spells	{SPT003}
	3. 2nd Level Cleric Spells	{SPT004}
	4. 3rd Level Cleric Spells	{SPT005}
	5. 4th Level Cleric Spells	{SPT006}
	6. 1st Level Druid Spells	{SPT007}
	7. 2nd Level Druid Spells	{SPT008}
	8. 3rd Level Druid Spells	{SPT009}
	9. 4th Level Druid Spells	{SPT010}
	10. 5th Level Druid Spells	{SPT011}
	11. 1st Level Arcane Spells	{SPT012}
	12. 2nd Level Arcane Spells	{SPT013}
	13. 3rd Level Arcane Spells	{SPT014}
	14. 4th Level Arcane Spells	{SPT015}
	15. 5th Level Arcane Spells	{SPT016}
V. Map					{MAP001}
VI. General Tips			{TIP001}

>>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<<
VII. Prologue
	1. Sequence #1			{WLK001}
		Leaving Candlekeep
		(15 Steps)
VIII. Chapter 1
	1. Sequence #1			{WLK002}
		Friendly Arm Inn
		(15 Steps)
	2. Sequence #2			{WLK003}
		(23 Steps)
	3. Sequence #3			{WLK004}
		(9 Steps)
	4. Sequence #4			{WLK005}
		High Hedge and En Route
		to Nashkel
		(10 Steps)
IX. Chapter 2
	1. Sequence #1			{WLK006}
		Nashkel and the Carnival
		(21 Steps)
	2. Sequence #2			{WLK007}
		The Gnoll Stronghold
		(15 Steps)
	4. Sequence #3			{WLK008}
		South-Western Areas
		(10 Steps)
	5. Sequence #4			{WLK009}
		Northern Areas
		(10 Steps)
	6. Sequence #5			{WLK010}
		Middle Areas
		(9 Steps)
	7. Sequence #6			{WLK011}
		Temple Area and the
		Nashkel Mines (exterior)
		(11 Steps)
	8. Sequence #7			{WLK012}
		Nashkel Mines (interior)
		(21 Steps)
X. Chapter 3
	1. Sequence #1			{WLK013}
		Back to Beregost
		(13 Steps)
	2. Sequence #2			{WLK014}
		Western Areas and the 
		Northern Farmhouse
		(27 Steps)
	3. Sequence #3			{WLK015}
		Tranzig and the
		North-Eastern Areas
		(17 Steps)
	4. Sequence #4			{WLK016}
		Bandit Camp
		(11 Steps)
XI. Chapter 4
	1. Sequence #1			{WLK017}
		South-Eastern Areas
		(20 Steps)
	2. Sequence #2			{WLK018}
		Cloakwood Forest
		(22 Steps)
	3. Sequence #3			{WLK019}
		Cloakwood Mines
		(21 Steps)
XII. Chapter 5
	1. Sequence #1			{WLK020}
		Foiling the Throne's
		Assassination Attempt
		(33 Steps)
	2. Sequence #2			{WLK021}
		Baldur's Gate: Eastern 
		and South-Eastern Areas
		(20 Steps)
	3. Sequence #3			{WLK022}
		Baldur's Gate: Southern,
		Northern, and Western
		(26 Steps)
	4. Sequence #4			{WLK023}
		Baldur's Gate:
		North-Western Areas
		(28 Steps)
	5. Sequence #4			{WLK024}
		Baldur's Gate: 
		Balduran's Gear and the
		Iron Throne Headquarters
		(17 Steps)
XIII. Chapter 6
	1. Sequence #1			{WLK025}
		Return to Candlekeep
		(9 Steps)
	2. Sequence #2			{WLK026}
		Candlekeep Catacombs
		(14 Steps)
	3. Sequence #3			{WLK027}
		Enhanced Edition
		Character Quests
		(28 Steps)
XIV. Tales of the Sword Coast
	1. Sequence #1			{WLK028}
		Ulgoth's Beard,
		Shandolar's Request
		(13 Steps)
	2. Sequence #2			{WLK029}
		To Durlag's Tower and
		the Upper Levels
		(14 Steps)
	3. Sequence #3			{WLK030}
		Durlag's Tower,
		First Lower Level
		(14 Steps)
	4. Sequence #4			{WLK031}
		Durlag's Tower,
		Second Lower Level
		(10 Steps)
	5. Sequence #5			{WLK032}
		Durlag's Tower,
		Third Lower Level
		(11 Steps)
	6. Sequence #6			{WLK033}
		Durlag's Tower,
		Fourth Lower Level
		(13 Steps)
	7. Sequence #7			{WLK034}
		Cult of Aec'Letec
		(6 Steps)
	8. Sequence #8			{WLK035}
		Balduran's Isle	
		(30 Steps)
XV. Chapter 7
	1. Sequence #1
		Thwarting Sarevok	{WLK036}
		(18 Steps)
	2. Sequence #2
		The Endgame		{WLK037}
		(18 Steps)

	Total Walkthrough: 622 Steps

XVI. Walkthrough Videos
	1. Sarevok's Acolytes Fight	{VID001}
	   (Evil Party)
	2. Sarevok's Acolytes Fight	{VID002}
	   (Good Party)
	3. Warder Fight			{VID003}
	   (Evil Party)
	4. Chess Fight (Evil Party)	{VID004}
	5. Demon Knight Fight		{VID005}
	   (Good Party)
	6. Aec'Letec Fight (Good Party)	{VID006}

XVII. Items				{ITM001}
	1. Finding Recorded Items in 	{ITM002}
	   the Walkthrough
	2. Item List			{ITM003}
	3. Item Description		{ITM004}
XVIII. Experience List			{EXP001}
XIX. List of Mage Spells		{SPL001}
	1. 1st-Level Mage Spells	{SPL002}
	2. 2nd-Level Mage Spells	{SPL003}
	3. 3rd-Level Mage Spells	{SPL004}
	4. 4th-Level Mage Spells	{SPL005}
	5. 5th-Level Mage Spells	{SPL006}
XX. Updates/Thanks			{UPD001}

*Note: When searching for items in the FAQ, be sure to include the
{} brackets. When I reference other parts of the FAQ outside of the
index, I put them in [] brackets, so as to make general searches using 
the index more efficient. For example, when I refer to later parts of
the Walkthrough in the Walkthrough, I'll refer to those referred
sections as [WLK###], when it should be understood to search for
{WLK###}. This is an organizational scheme used to prevent you from
having to scroll through several referential brackets in order to find
what you're looking for, as I reference other parts of the FAQ much more
frequently in this guide than I do in other FAQs I have written. 

|								       |
|			Introduction {INT001}			       |
|								       |
Welcome to the HaeravonFAQs guide "Beating Baldur's Gate: Enhanced
Edition in 622 Steps" of varying length, complexity, and importance!
I love the Baldur's Gate games, I won't even try to hide it. So when I
heard there was an Enhanced Edition being made... well, I approached it
with a bit of skepticism. Mostly because I'm a pessimist, not because
I'm a classics snob. A rebirth of the Fallout franchise was something
I warmly embraced, certainly something similar for Baldur's Gate would
have potential, right? Sure, but this isn't a remake. It's a slight
improvement, better menus to take some of the age off and a bunch of
minor tweaks (many of which have already appeared in fan-made mods).
Essentially, this game takes the original Baldur's Gate and freshens it
up a bit. The biggest changes? They made the Baldur's Gate 1 rules match
the Baldur's Gate 2 system... again, something already done. Still, I
am giddy. I didn't start writing FAQs until a few years ago, and I
devoted no small amount of time to the games I loved most of all-the
Baldur's Gate saga. The Enhanced Edition is the closest thing to being
able to go back in time and write about this game when it's fresh. For
that alone, the Enhanced Edition was worth the $20 download-my first
ever digital purchase. I know, I know, I'm a dinosaur. Anyways, this
guide is built right on top of my old Baldur's Gate guide, with changes
made wherever necessary. Call it lazy or resourceful as you wish-my
organizational schemes work for me and-if feedback is any indication-
it works for most of my readers, too. Why fix what's not broken? Most of
all, have fun and enjoy a slightly improved and expanded version of one
of the best RPGs ever made.

HaeravonFAQs on Youtube						{INT002}
In the beginning of June, 2013, I was finally able to scrape enough
money together to get a good game-capture device. Later that month, I
began my much dreamed-of venture into making gameplay videos. I intend
for the videos on HaeravonFAQs to enhance-not replace-the text-based
guides you all know and love. Starting 6/29/2013, I began shooting
videos based off of saves I had made when I wrote this guide, showing
the tactics contained in this guide. The links to the videos can be
found throughout the guide, and will be added as they are uploaded,
instead of in one massive version update-my usual way of doing things.
You can find the videos as you play the game and read the guide, or
you can search for them with the search tags [VID###]. For more videos,
visit ( If you want to have
access to all our gameplay videos, pictures, and, yes, guides, all on
one site, visit

Using this FAQ							{INT003}
Below I will list some of my quirks, organizational methods, and various
other tidbits that will help you navigate this guide. For starters,
during the main FAQ I'll break up the various chapters and 
organizational components of the guide with a large heading:

|								       |
|		              Large Heading  			       |
|								       |

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

Thick line

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

Thin line

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

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

Continuity							{INT004}
One of the things to keep in mind about Baldur's Gate is...
Baldur's Gate 2. I keep this in the back of my mind every time I play
the game, since it seems like a waste to go through the game and NOT
continue with my character onto the sequel. Since the first game was
made to resemble the second game more in the Enhanced Edition, we can
assume the Enhanced Edition of the second game will be... less changed.
After all, why change the first game to match the second if you're
going to change the second game-hence reintroducing the original
mis-match you were presumably trying to remove in the first place?
With that in mind, building our protagonist with the sequel in mind
makes even more sense in the Enhanced Edition than it did in the
original game. If you don't plan to follow through to the Enhanced
Edition of the second game, this might not be the right guide for you,
as my suggestions for the protagonist's race, class, and proficiency
allocations are made with the sequel in mind.

Items 								{INT005}
I'll list items found in containers-bookshelves, chests, environmental
bodies, etc. in the ***ITEMS*** category, I'll also list the (x=, x=)
coordinates the container is found at. The container could be quite
large, but I try to find areas in the 100s or at least the 10s if
possible. For example, I won't give you (x=1996, y=217) when I could
give the coordinates (x=2000, y=200).

Rewards								{INT006}
When you complete a quest, or otherwise gain some story award, I will
list it in the ***REWARDS*** section in the appropriate step in the FAQ.
I won't go out of my way to label the start and end of quests, as some
quests have long stretches of game in between their assignment and 
completion. I will tell you to go activate the quest (even if you don't
need to activate it to complete), but I typically include the reward
upon the quests conclusion, occasionally requiring you to go back to
the assigner on your own.

Traps 								{INT007}
I list the location of traps in a section similar to the items section.
Except it's wisely called ***TRAPS***. I didn't bother recording what
sort of trap it was, I intended to disarm traps I come across, and
frankly, it's just too much of a bother determining the sort of trap.
If you think you can figure out how to use traps to cause collateral
damage, that's fine with me, I'll point as many out to you as I found.

Active Pause							{INT008}
You can pause the game any time by pressing the 'space bar' button. In
the original game, the game would not remained paused in your inventory
screen (which was just Bioware's idea of being hardasses.) In the
Enhanced Edition, they rightfully allowed the game to remained paused
in your inventory screen (like in Baldur's Gate 2). Anyways, you'll use
this option often to reorganize during battles, select new targets...
you know, make tactical decisions. It's not just helpful, it's vital. If
you plan to play any other old school Black Isle games, like Planescape
or Icewind Dale, they'll also use the same system.

Difficulty Settings						{INT009}
The game always had difficulty settings, so why bother mentioning it
for the Enhanced Edition? Well... because they might actually be worth
toggling every so often now. There are five difficulty settings as

INSANE (far right): Hit Point rolls are random, characters can
		    permanently die, scribing spells can fail, enemies
		    do 200% normal damage.

HARD (middle-right): Hit Point rolls are random, characters can
		     permanently die, scribing spells can fail, enemies
		     do 150% normal damage.

CORE RULES (middle): Normal rules. Hit Point rolls are random,
		     characters can permanently die, scribing spells can
		     fail, enemies do 100% normal damage.

NORMAL (middle-left): All Hit Point rolls are maxed, characters cannot
		      permanently die, all spells are automatically
		      learned, enemies do 75% normal damage.

NOVICE (far left): All Hit Point rolls are maxed, characters cannot
		   permanently die, all spells are automatically
		   learned, enemies do 50% normal damage.

My suggestion? Play the game under CORE RULES, but when you level up
or scribe scrolls, switch to NORMAL. Look, I don't know about you, but
in the original game I always save/loaded to get maximum Hit Points per
level and to ensure I always succeeded at scribing scrolls. Manipulating
the difficulty settings just saves time, and life is too short (as is my
patience) to waste it save/loading Baldur's Gate.

Enhanced Edition Notes						{INT010}
I will admit, I am too much of a fan to resist pointing out story/event
changes throughout the guide as I notice them. These changes (usually
inconsequential stuff) will be noted under the ***ENHANCED EDITION***
heading. This is just me showing off what knowledge I have of the game
and is entirely useless fluff... But, it interests me, so it's in
there. It may contain spoilers (although I've tried to keep them fairly
minor) but if you want to play it safe, just ignore them. I've also
started to use them to discuss various changes between Enhanced Edition
patches, as well.

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

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

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

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

Race 								{DND004}
There are more pronounced differences between the races in the Enhanced
Edition, but the big restrictions are still what they were in the
original. Humans can dual-class, everybody else cannot. All the other
races can multi-class (to varying degrees), but Humans cannot. I
STRONGLY advocate either dual-classing as a Human, or multi-classing.
Class restriction by race are shown on the table below.

Class Restrictions by Race					{DND005}
			|   |Elf
			|   |   |Half-Elf
			|   |   |   |Gnome*
			|   |   |   |   |Halfling
			|   |   |   |   |   |Dwarf
			|   |   |   |   |   |   |Half-Orc
Barbarian		| x | x | x | x | x | x | x |
Bard			| x |   | x |   |   |   |   |
Cleric			| x | x | x | x | x | x | x |
Cleric/Mage		| d |   | x | x |   |   |   |
Cleric/Ranger		| d |   | x |   |   |   |   |
Cleric/Thief		| d |   |   | x |   |   | x |
Druid			| x |   | x |   |   |   |   |
Fighter			| x | x | x | x | x | x | x |
Fighter/Cleric		| d |   | x | x |   | x | x |
Fighter/Druid		| d |   | x |   |   |   |   |
Fighter/Mage		| d | x | x | x |   |   |   |
Fighter/Mage/Cleric	|   |   | x |   |   |   |   |
Fighter/Mage/Thief	|   | x | x |   |   |   |   |
Fighter/Thief		| d | x | x | x | x | x | x |
Mage			| x | x | x | x |   |   |   |
Mage (Abjurer)		| x |   |   |   |   |   |   |
Mage (Conjurer)		| x |   | x |   |   |   |   |
Mage (Diviner)		| x | x | x |   |   |   |   |
Mage (Enchanter)	| x | x | x |   |   |   |   |
Mage (Illusionist)	| x |   |   | x |   |   |   |
Mage (Invoker)		| x |   |   |   |   |   |   |
Mage (Necromancer)	| x |   |   |   |   |   |   |
Mage (Transmuter)	| x |   | x |   |   |   |   |
Mage/Thief		| d | x | x | x |   |   |   |
Monk			| x |   |   |   |   |   |   |
Paladin			| x |   |   |   |   |   |   |
Ranger			| x | x | x |   |   |   |   |
Sorcerer		| x | x | x |   |   |   |   |
Thief			| x | x | x | x | x | x | x |

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

Human								{DND006}
Humans are the vanilla race of the fantasy genre. I'll bet most of my
readers are Human (the rest are whatever race Anne Coulter belongs to-
the reptilians), which begs the question... why play it? Doesn't it
just inject a bit of mundanity into a fantasy setting? And why would you
do that? Whatever, the only thing special about Humans is that they can
(and should) dual-class. Oh, and they can be every class in the game.
So if you're really hard up for a Monk, Paladin, or some types of
specialist Mage... well... this is your only option.

Humans have the following traits:
  -->	Thief Skills: +10% Open Locks, +5% Find Traps,
	+15% Pick Pockets, +10% Move Silently, +5% Hide in Shadows.

Elf								{DND007}
Everybody hates Elves these days. Probably because of Orlando Bloom.
Anyways, Elves are a staple of the fantasy genre. Without giving
anything away, playing an Elf adds a bit of... tension... with the
antagonist of the sequel (to which there is as of yet no Enhanced
Edition for). At least, it does in my mind, which is what matters.
Elves have some solid multi-class options, and are decent characters
all around. The Dexterity bonus is nice... but it's not nearly as
helpful as the Constitution bonus is harmful. Still, considering all
the stat boosts you'll find in the game, it's not a big deal.

Elves have the following traits:
  --> 	90% resistance against charm and sleep magics.

  --> 	Infravision.

  --> 	+1 THAC0 bonus with bows, short swords, and long swords.

  -->	Thief Skills: +5% Open Locks, +5% Find Traps,
	+20% Pick Pockets, +15% Move Silently, +15% Hide in Shadows.

  --> 	+1 Dexterity, -1 Constitution.

Half-Elf							{DND008}
The bastard off-spring created by Humans and Elves... nobody seems to
care that an Elf boning a Human is just kind of... weird. I mean, how
much older is the Elf, on average? It would make for great a fantasy
Maury show... They've got a few bonuses that Humans don't have-stuff
you won't really miss-but they trade the ability to dual-class for the
most extensive multi-class options in the game. They're a great choice
for any protagonist.

Half-Elves have the following traits:
  --> 	30% resistance against charm and sleep magics.

  --> 	Infravision.

  -->	Thief Skills: +10% Pick Pockets, +5% Hide in Shadows.

Gnome								{DND009}
Gnomes are retarded and everybody should hate them. They're nothing but
incompetent Dwarves without any of the cool Dwarfiness. Gnomes have
one advantage over Dwarves-they can become Mages. But... since they
default to Illusionists, it's not so great of a bonus.

Gnomes have the following traits:
  --> 	+2 bonus to Saving Throws vs. Rod/Staff/Wand and vs. Spell
	with additional bonuses based on Constitution.

  --> 	Infravision.

  -->	Thief SKills: +15% Open Locks, +15% Find Traps,
	+15% Pick Pockets, +15% Move Silently, +10% Hide in Shadows,
	+10% Detect Illusion, +5% Set Traps.

  --> 	+1 Intelligence, -1 Wisdom.

Halfling							{DND010}
If you wanted my opinion on Halfings... well... look at my opinion
about Gnomes. It's not a short person thing, I'm not too tall myself,
but... their class options suck and their racial traits just aren't
very good. Honestly, I've always hated Halflings. They seem like a
waste of a race, and in my gaming sessions, I've never been able to find
a use for them. What are they, always? Wandering thieves and pranksters.
Almost without variation. Who always plays them? The annoying kid who
just wanted to be a pain in the ass and slow things down.

Halflings have the following traits:
  --> 	+2 bonus to Saving Throws vs. Paralyzation/Poison/Death, vs
    	Rod/Staff/Wand, and vs. Spell, with additional bonuses based
	on Constitution.

  --> 	+1 THAC0 bonus with slings.

  --> 	Thief Skills: +5% Open Locks, +5% Find Traps, +5% Pick Pockets,
	+10% Move Silently, +15% Hide in Shadows.

  --> 	+1 Dexterity, -1 Strength, -1 Wisdom.

Dwarf								{DND011}
Now Dwarves are where it's at. Who doesn't love Dwarves? They're always
awesome. Nothing's better than a heavily-armed, ill-tempered, hairy,
drunk demi-human. Fortunately for you, the game does a decent job in
supplying you Dwarves to tag along with-leave the Dwarfing to your
allies and pick stronger multi-or-dual-class options, instead.

Dwarves have the following traits:
  --> 	+2 bonus to Saving Throws vs. Paralyzation/Poison/Death, vs.
     	Rod/Staff/Wand, and vs. Spell, with additional bonuses based on	

  --> 	Infravision.

  -->	Thief Skills: +20% Open Locks, +20% Find Traps,
	+15% Pick POckets, +10% Move Silently, +5% Hide in Shadows,
	+5% Detect Illusion, +10% Set Traps.

  --> 	+1 Constitution, -1 Dexterity, -2 Charisma.

Half-Orc							{DND012}
Not much to say about this class-they have the same appeal as Dwarves
in my book. Fugly warriors that almost always seem to fall into a well-
trod stereotype. In this, they excel, and if you plan to make any
single-class warrior type, go with a Half-Orc. You won't miss that

Half-Orcs have the following traits:
  --> 	+1 Strength, +1 Constitution, -2 Intelligence.

Class								{DND013}
Since you can recruit a character that pretty much covers whatever you
may lack, you have the freedom to create a character that plays how you
want (at least in this game, Baldur's Gate 2 isn't nearly as nice in
that regards). Versatility and power are my goals in character creation,
and that  pretty much cries out for dual-or-multi classing. Also, if the
developers were so kind as to provide you with a recruitable ally with
their own unique voice, portrait, history, and statistics, why bother
making a similar character? Since dual-or-multi class characters are
invariably stronger in Baldur's Gate 2, they are what I suggest. You
simply get stronger, more versatile characters if you dual-or-multi-

A Fighter/Mage is arguably the strongest class in the game by the end of
Baldur's Gate 2, and with all the new defensive spells from the sequel
fleshing out the spellbooks of the Enhanced Edition, they're stronger
than ever in the first game. (Stoneskin, anybody?) Magic in Baldur's
Gate is incredibly important and deep, and controlling a protagonist who
cannot cast spells seems rather..  blasphemous. And if you can destroy
any foe in melee combat as well, all the better. Alternatively there's
the Fighter/Mage/Thief, who isn't as much of a Fighter or Mage, but you
don't have to rely upon a recruitable Thief to do your trapfinding.
There's also the Fighter/Cleric, but the spell buffs a Mage can cast are
more powerful, and a Mage won't be limited to blunt weapons like a
Cleric. If you're at all interested in making a Fighter/Cleric, try a
Ranger/Cleric instead. Pretty much the same thing in terms of weapon
selection, and Hit Points, but they'll also get Druidic spells, in
addition to their Clerical spells. This means Insect Plague, Elemental
Summoning, and Iron Skins in the sequel... it's something to get excited
about, trust me. I've never played as a  Fighter/Mage/Cleric, but.. it
certainly sounds interesting. In the end I feel a Fighter/Mage is a
great protagonist, a great play, and certainly a good choice to write
a guide around. For the evil party play-through (Version 1.02 of the
original guide) I created a Fighter/Mage/Thief so I could use many of
the strategies with which I am familiar, but also because of how
desperately the evil party needs a Thief in Baldur's Gate 2. My
girlfriend's choice was much the same, except she used a Fighter as her
protagonist and created a Fighter/Mage/Thief sidekick in the sequel to
overcome the crippling Thief-shortage. It might be cheap, but it's
better than dragging around Haer'Dalis.

Dual-Classing							{DND014}
To dual-class you must be a Human, and you must be at least 2nd level in
the class you started out as to dual-class. You must have a 15 in the 
prime requisites of your current class, and 17 in the prime requisites 
of the class you want to change to. The prime requisites for each of 
the potential dual-class combos are listed below:

Cleric:		Wisdom
Druid:		Wisdom, Charisma
Fighter:	Strength
Mage: 		Intelligence
Ranger:		Strength, Dexterity, Wisdom
Thief:		Dexterity

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

You now begin advancing as your second class, following all its rules.
You pick new proficiencies, and spells or thief abilities, if
applicable. For example, if you were a Fighter and dual-classed into a
Mage, you would be bound by the weapon and armor restrictions of the
Mage. You'd have the saves, THAC0, proficiencies, and spells of a 1st
level Mage, but you'd have your Fighter Hit Points. Once your level in
your new class exceeds your level in your old class, your old class
becomes active again. You cannot gain experience in your old class, but
you gain back any previously attained abilities, weapon and armor
proficiencies, skills, spells, THAC0, and saves, if they are better than
what you have now. Keep in mind that proficiencies are not cumulative.
For example, take the following case. Start out with a level one Fighter
and you'll get four weapon proficiencies to spend-you can spend up to
two points (become Specialized) in any one weapon class or fighting
style. Let's say the proficiencies were allocated as follows:

Long Sword		++
Two-Weapon Style	++

At level two, the character dual-classes to a Thief. They temporarily
lose those proficiencies, but being a brand-spanking almost new Thief,
they get two points to distribute. Let's say it goes as follows:

Katana			+
Short Sword		+

Once the newly dualed Thief becomes level three, they'll get their
Fighter stats back.. at least until their Thief THAC0 and Saving Throws
surpass whatever their Fighter level gave. Their proficiencies now look
like this:

Katana			+
Long Sword		++
Short Sword		+
Two-Weapon Style	++

So, when dual-classing, do NOT overlap proficiencies. Any overlap
results in wasted points. On the other hand, one of the bonuses you
will retain while dual-classing is Weapon Proficiency progression-a
Fighter/Thief dual-class will, for example, still be able to attain
Grand Mastery, a Ranger/Cleric can attain Specialization, and so on.

A good tactic is to start out as a Thief and gain their Find Traps
skill, get it as high as you need, and then dual-class into something
more useful, like a Fighter or Mage. This gets you the essential Thief
skill without having to waste an entire character on a class that,
frankly, isn't great on its own. Another option is to make a Fighter,
get up to a high level and attain its high Hit Points, THAC0, and maybe
even Grand Mastery, then dual-class into something else to retain those
excellent combat stats to make a more 'hardy' version of that class.
The experience gained by the first class does count towards your total
experience, and hence towards the experience cap. If you dual-class a
character, be sure to dual class early enough so you have enough 
experience left to exceed your previous classes' level with your new
class. If you never exceed your first class with your second, it will
never become active, making the whole process a waste and stunting your
character. This is obviously more of a preparatory tactic for the 
sequel, as you will not gain enough experience to get the most out of
dual-classing for some combos in the first game. If you want to make a
dual-class Fighter or an Assassin/Fighter, you'll have to play through
this game as a single-classed character. For characters like Imoen,
dual class away, but for your main character I do not suggest
dual-classing until the sequel.

Multi-Classing							{DND015}
Mutli-classing is a bit simpler than dual-classing. Most races besides
human can multi-class into something, but half-elves are by far the
most versatile multi-classers. Whereas dual-classing means dropping one
class in favor of another, only to gain the benefits of the previous 
class back after you exceed its level with the second class, multi-
classing means persuing both classes simultaneously. You get the better
choice of THAC0 and saves between the classes, meaning a Fighter/Mage
would use their better Fighter THAC0 instead of their worse Mage THAC0 
or some composite. Hit points, however, are a composite, essentially
halving the dice rolls of both classes and giving them to you. If a 
Fighter/Thief levels up in both classes, they get a maximum of eight
hitpoints (10 + 6 = 16/8 = 8.) Note, however, that if you are a Fighter
multi-class, you get the highest benefit of your Constitution, meaning
a Fighter/Cleric with a Constitution score of 18 would get a +4 bonus to
their Hit Points per composite level, instead of only +2 as a single-
classed Cleric would.

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

Dual-and-Multi-Classing in Baldur's Gate 2			{DND016}
There is one significant advantage to multi-classing over dual-classing
in Baldur's Gate 2, namely in the selection of Epic Level Feats. Upon
reaching a certain experience threshold (and every level thereafter)
you'll get to pick a feat, many of which are phenomenally strong. If
you dual-class, you'll never again level up with your dormant class,
meaning you'll never get these feats. A dual-class Fighter/Thief might
have all the perks of a Fighter, and unimpeded progression in thieving
skills as well, but they will never get the Epic Fighter feats. A
multi-classed Fighter/Thief will, however. Of course another thing to
keep in mind with multi-classing is that you will not get as many of
these feats for each class as a single-classed or dual-classed
character will. It's a fair balancing act I think, and a good
addition to a game that ultimately penalizes single-classed characters
too harshly. This is something to keep in mind for later, if you plan 
on making a character that imports to the sequel. Consider yourself
duly warned-if your 'uber' Fighter/Thief turns out to be a sissy late in
the sequel because you can't get Greater Whirlwind Attack(s)... it's on

Class Kits							{DND017}
In Baldur's Gate most single-classes have 'kits' which are basically
variants of the normal class. These include everything from shape
shifting Druids, combat-focused Bards, Paladins skilled at thwarting
Mages, sword saint Fighters, and Rangers who are truly dedicated 
archers. For the most part the kit functions like the normal class, with
a few advantages and disadvantages thrown in. Note that you cannot 
multi-class with a kit, but you can start out with a kit or 
specialization and then dual class into a class without a kit or

|Barbarian		   |					{DND018}
  --> 	May not wear armor heavier than splint mail.

  --> 	May not exceed Specialization (two slots) with any weapon class.

  --> 	May achieve Specialization (two slots) in any fighting style and
     	allocate three slots in Two-Weapon Style.

  --> 	Moves 2 points faster than other characters.

  --> 	Immune to Backstab.

  --> 	May use the Rage ability once per day every 4 levels (starts at
	1st level with one use).

RAGE: The enraged status lasts for five rounds and provides a +4 bonus
to Strength and Constitution, a -2 penalty to Armor Class and a +2 bonus
to Saving Throws vs. Spell, as well as immunity to all Charm, Hold,
Fear, Maze, Stun, Sleep, Confusion, and Level Drain spells.

  --> 	11th level: Gains 10% resistance to crushing, slashing,
	piercing, and missile damage. An additional 5% is gained at
	level 15 and 19.

  --> 	Hit Dice: d12
A Barbarian certainly looks like a viable choice for any warrior, but
keep in mind that they aren't great on defense, as they can't use the
heaviest armor in the game. It doesn't help that one of their key
abilities actually lowers their Armor Class further, so don't rely on
them to 'hold the line', although the extra Hit Points gained from
raging will certainly help, even more so considering that Overhaul Games
had to good sense to actually give them the d12 Hit Dice they were
supposed to have had in the original Baldur's Gate 2. Their rage ability
raises their Strength and Constitution by 4 points, which is HUGE, but
since it lasts only five rounds... well... you'll need to burn through
a lot of them just to finish a fight, while a normal Fighter could do
just fine with potions of giant Strength, and later on in a sequel that
Strength superiority will be rendered less impressive. Girdles of Giant
Strength means any Fighter can enjoy being part of the high-Strength
club... all the time... with no fatigue. All things considered, it might
be better to just get a Fighter with Grand Mastery. They keep those
combat bonuses all the time, and can wear heavier armor. Unless you're
really into role-playing a baba, I can't really recommend them over a
Fighter, even though they move faster and gain some resistances to
slashing, piercing, crushing, and missile damage. Of course, if you're
patient and you get your hands on some sweet White Dragon Scale armor
in the sequel, those Armor Class woes will become a thing of the past...

Level	EXP		HP
1	n/a		1d12
2	2,000		2d12
3	4,000		3d12
4	8,000		4d12
5	16,000		5d12
6	32,000		6d12
7	64,000		7d12
8	125,000		8d12

|Bard			   |					{DND019}
  --> 	May not wear armor heavier than chain mail. (Spells canont be
	cast while wearing armor.)

  --> 	May not equip shields larger than bucklers.

  --> 	May only become Proficient (one slot) in any weapon class.

  --> 	May only become Proficient (one slot) in any fighting style.

  --> 	Thieving abilities: Pick Pockets.

  -->	Increased Lore score.

  -->	May cast arcane spells starting at 2nd level.

  --> 	May use Bard Song ability. While active, the Bard Song has the
     	following effects:
	Restore Morale to its average value
	Remove Fear
	Protection From Fear

  -->	Alignment restricted to any neutral.

  --> 	Hit die: d6
Bards are rogues with a flair for the dramatic. They sing, they dance,
they cast spells... they just aren't as good at the whole Thiefy thing.
Not being a self-contained game anymore, Bards are no longer even worth
a glance in the first Baldur's Gate. Their fighting abilities are
sub-par, and their spells will become limited in the sequel. Granted,
they'll get a good number of great spells, but when you compare them to
a Fighter/Mage or Fighter/Mage/Thief, they're woefully under-powered.
Even with their best Bard Songs in the sequel, their effects fail to
compare to the devastation a Fighter/Mage can bring about. In the
first game, however, their Bard Song is laughably the equivalent of a
1st-level Cleric spell.

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

Blade								{DND020}
A Blade might seem like a good idea on paper, as it gets Offensive Spin
and Defensive Spin abilities... but let's look at them critically.
Offensive Spin doesn't stack with Haste, so it's really only giving you
a +2 bonus to attack and damage, which will not make a you a competitive
front-liner, even if the max damage is nice. Defensive Spin might not go
past a +10 bonus, but for a Bard that's still a pretty hefty benefit.
As for the 'disadvantages' Pick Pockets can be raised with potions, and
won't be a huge issue, and Lore is pretty useless anyways. Just keep in
mind that these benefits are largely going to be redundant by the time
you get deep into the sequel. Defensively, you're fine, but you'll never
be able to compete with a Fighter's THAC0 (single, dual, or multi-
classed), and lacking Greater Whirlwind... well, it's not much of an
offensive character after long. Don't get me wrong, this class is
wretchedly powerful in the first game-when Fighters haven't really
broken away from pretenders with their THAC0s yet, and when that bonus
to Armor Class will be an absolute game-breaker, but in the sequel,
they'll lose most of their bite.

  --> 	May play 3 slots in Two-Weapon Style.

  --> 	May use the Offensive Spin and Defensive Spin abilities once per
     	day per 4 levels.

OFFENSIVE SPIN: During the next 24 seconds, the Blade's movement rate
doubles and she gains a +2 bonus to hit and damage rolls as well as an
extra attack per round. All attacks deal maximum damage for the
duration. Offensive spin may not be used in conjunction with the Haste
or Improved Haste spells.

DEFENSIVE SPIN: During the next 24 seconds, the Blade is rooted to the
spot and gains a +1 bonus to Armor Class per level, up to a maximum of

  --> 	Only has one half normal Lore value.

  --> 	Only has one half normal Pick Pockets score.
Jester								{DND021}
The Jester has been improved somewhat in recent patches, but still
suffers from a number of problems. First, Bards aren't terribly hardy,
and forcing them to be within 30 feet of foes is just asking for
trouble. Instead of forcing a save at +4 for their confusion effect
(as they used to), they now do so at a +2, and as they level up they
apply additional effects to their song. Confusion and Slow are pretty
good effects, but even at a +2 bonus, I'd rather just use the arcane
spell, both of which impose a penalty to saves, instead of a wussy +2
version. Their 20th level bonus is just absurd-knocking a foe unconcious
entirely renders the confusion and slow useless, so why bother?
Confusion might be a good ability to affect foes with early on,
especially when saves are generally high, but later in the game any Mage
will debilitate foes better. Heck, by that time I'd rather have the
Jester itself doing better things. The Slow by 15th level is too little,
too late. If you must play a bard, you'd be better off with a Skald or
a Blade.

  --> 	Jester's song does not help allies. Instead, every opponent
	within 30 feet must save once per round to avoid falling under
	its effects:

	1st level: Enemies must save vs. Spell with a +2 bonus or be
	be confused

   	15th level: Enemies must save vs. Spell with a +2 bonus or be
	confused, and must save vs. Spell or be slowed.

	20th level: Enemies must save vs. Spell with a +2 bonus or be
	confused, must save vs. Spell at +2 or be knocked unconsious,
	and must save vs. Spell or be slowed.

  --> 	None.

Skald								{DND022}
Now if you want a melee handy Bard, this is the way to go. +1 to hit and
damage all the time beats a Blade's offering. And what about their Bard
song? Those bonuses are absolutely awesome! I mean, you can't get the
really, really good bonuses in this game, but even the lower-level
version is pretty damn good. As for their disadvantage? Pick pockets is
useless anyways, so don't worry about having a low value there. You can
always use potions when you need to. Overall, this is probably the best
Bard kit... in the long run.

  --> 	+1 to hit and +1 to damage rolls.

  --> 	The Skald's song is different from the typical Bard's and varies
     	with level:
	1st: Grants allies a +2 to hit and damage rolls, and a +2 bonus
	to AC.
	15th: Grants allies a +4 to hit and damage rolls, a +4 bonus
	to AC, and immunity to fear.

	20th: Grants allies a +4 to hit and damage rolls, a +4 bonus
	to AC, and immunity to fear, stun, and confusion.

  --> 	Only has one quarter the normal Pick Pockets score.

|Cleric			   |					{DND023}
  --> 	May wear helmets.
  --> 	May wear any armor.

  --> 	May only use non-bladed, non-piercing weapons (war hammer, club,
     	flail, mace, quarterstaff, sling).

  --> 	May only become Proficient (one slot) in any weapon class.

  --> 	May only become Proficient (on slot) in any weapon fight style.

  --> 	May Turn Undead.

  --> 	May cast priest spells.

  --> 	Hit Die: d8

Prime Requisite for Dual-Classing: Wisdom
The Cleric is a spell caster who is more melee-capable, with mostly
defensive, healing, and status-affecting spells. They might not have
the sheer versatility of a Mage, but they've got a number of great
spells, especially in the sequel. And of course, if you want to have
healing power at your fingertips, this is the best way to get it. On
the other hand, the developers give you plenty of recruitable Clerics to
choose from, and there's not much you'll gain by making your own single-
classed Cleric compared to what your allies can provide. If you make a
multi-classed Fighter/Cleric, however... ugh... you know, Jaheira and
Anomen will do a fine job with that, and Viconia is a great single-
classed Cleric. You don't really need to make yourself a Cleric. If you
do, however, just don't forget that Clerics are restricted to blunt
weapons, so don't expect to dual-or-multi-class into a bow-wielding
sword-swinging Fighter type with Cleric spells. Clerics can turn undead,
which is useful in... well, making undead flee. But the undead this
works on are so weak, it's more of a chore to have to chase them down
than to simply kill them, and it likely won't work on more powerful
undead, so I can't recommend using it often.

Level	EXP		HP	Spells
1	n/a		1d8	1
2	1,500		2d8	2
3	3,000		3d8	2/1
4	6,000		4d8	3/2
5	13,000		5d8	3/3/1
6	27,500		6d8	3/3/2
7	55,000		7d8	3/3/2/1
8	110,000		8d8	3/3/3/2

Priest of Talos							{DND024}
Lightning Bolt isn't a great spell, but Storm Shield provide some
interesting bonuses to your resistances, at least. Once per day per ten
levels of the caster means... once... but at least it lasts a long time.

  --> 	May cast Lightning bolt once per day per 5 levels of the caster
     	(starts at 1st level with one use.)

  --> 	May cast 'Storm Shield' once per day per 10 levels of the caster 
     	(starts at 1st level with one use), as detailed below.

STORM SHIELD: This spell lasts 1 round per level of the caster. It
protects the caster from lightning, fire, cold, and normal missiles.

  --> 	Alignment restricted to evil.

Priest of Helm							{DND025}
The Priest of Helm may be the best variant, especially for evil parties.
Having some extra True Sight spells cannot be underestimated. Seeking
Sword is a little lame, but it does give you a +4 weapon, allowing you
to strike foes that require highly enchanted weapons... mostly a sequel
concern. Its damage doesn't stand up, but it does give you three attacks
per round, even though it takes away your ability to cast spells for its
duration, which blows. Alright, it's really all about the True Sight,
but dammit, that spell is good enough that it's worth it. It's like
having a Cleric with an extra 5th-level spell slot per five levels!

  --> 	May cast True Sight once per day per 5 levels (starts at 1st
	level with one use).

  --> 	May cast Seeking Sword once per day per 10 levels (starts at 1st
     	level with one use), as detailed below.

SEEKING SWORD: This spell creates a sword in the Cleric's hand (that 
cannot be dropped or unequipped). The sword is +4 for purposes of 
determining what it can hit (but this bonus does not apply to attack or
damage rolls), and it deals out 2d4 damage to any target it hits. The
weapon sets the number of attacks of the Cleric to 3. It lasts for 1
round per level of the caster. When equipped the wielder cannot cast
further spells.

  --> 	Alignment restricted to neutral.

Priest of Lathander						{DND026}
Another good Cleric kit, if you really don't like undead, this is worth
a glance. Hold Undead is decent at stopping some undead, but it probably
won't work terribly often. The Boon of Lathander, however, is a very
nice ability, making the Cleric more potent for its fairly lengthy
duration. There are few enough good ways to make yourself immune to
level drain, and while you won't need the protection in the first game,
there are plenty of level-draining foes in the sequel. Still, if push
comes to shove, I'd rather have the True Sight the Priest of Helm gets,
than immunity to level drain.

  --> 	May cast Hold Undead once per day for every 5 levels of the
	caster (starts at 1st level with one use).

  --> 	May cast Boon of Lathander for every 10 levels of the caster,
     	(starts at 1st level with one use), as detailed below.

BOON OF LATHANDER: This spell lasts for 1 round per level of the 
caster. It gives the caster a +1 bonus to attack and damage rolls, a +1
bonus to all Saving Throws, and 1 extra attack per round. It also
protects the recipient from level drain.

  --> 	Alignment restricted to good.

|Cleric/Ranger		   |					{DND027}
Thanks to some wise advice I received from my readers, my eyes were
opened to the merits of this class. To be fair, they're not readily
apparent through much of the first game, but in the sequel, this multi-
class combination really becomes something special. Why, then, mention
it here? Well, this guide is all about continuity, and really, in
Baldur's Gate 1, none of the multi-class combos fully come into their
own (even my beloved Fighter/Mage). If you want a great character for
the first game only... well, then just play a Fighter and muscle
through everything. Or a Blade. Anyways, the big draw of a Cleric/Ranger
over the superficially similar Fighter/Cleric is a simple matter of
spell selection. They'll both get Clerical spells, obviously, but the
Ranger/Cleric will also get Druidic spells (thanks to their Ranger
levels). Mind you, you won't get two separate spellbooks for Cleric and
Druid spells, instead you'll get Druidic spells mixed in with your
Cleric spells... meaning you get extra spell-selection (if not extra
spell memorization) with absolutely no downside. Other than that...
well, the Fighter/Cleric has the same weapon selection, same weapon
proficiency limitations, same Hit Points... and no ability to sneak
about (for what good that does, without a backstab), so why not just
play a Cleric/Ranger instead?

|Druid			   |					{DND028}
  --> 	May not wear armor heavier than studded leather.

  --> 	May not equip shields larger than bucklers.

  --> 	May only use the following weapons: scimitar, dagger, club,
	spear, quarterstaff, dart, sling.

  --> 	May only become proficient (one slot) in any weapon class.

  --> 	May only become proficient (one slot) in any fighting style.

  --> 	May cast druidic spells.

  --> 	7th level: May Shapeshift into a wolf, black bear, or brown bear
     	once per day.

  --> 	15th level: Becomes immune to poison.

  --> 	18th level: Gains 10% resistance to cold, fire, electricity and
     	acid, gains a further 10% resistance at levels 21 and 24.

  -->	Alignment resticted to true neutral.

  --> 	Hit Die: d8

Prime Requisite for Dual-Classing: Wisdom, Charisma
Druids are a lot like Clerics, but instead of worshiping gods they are
typically animists and get their power from nature itself. How does that
matter? It doesn't really. Their spells are more nature-focused... why
this doesn't allow them to have Protection from Evil 10' Radius or Hold
Person is beyond me, but they still have a good selection of spells
none-the-less. In addition, they aren't afraid to use edged or piercing
weapons. Unfortunately, they don't like metal, so they can't use heavy
armor, most shields, or many of the better weapons that Clerics can.
Let's face it, a morning star or mace is better than a dagger any day.
In all, they won't be as well protected as a Cleric, and frankly, the
Cleric has the edge on them in spells. Druids can't turn undead, but
they can shapechange in later levels. This allows them to change into a
brown bear, black bear, or wolf... although I can't think of a single
instance in when this is useful. In the sequel they become even more
poorly matched when compared to a Cleric, as their Armor Class woes
become severe. A Cleric isn't a good type of character to get into
combat with in the first place, but at least Clerics have armor to keep
themselves alive. If you MUST play a Druid, make a Fighter/Druid. This
eliminates the armor problem. And shield problem. And melee incompetence
problem... But you already have Jaheira, so... why bother?

Level	EXP		HP	Spells
1	n/a		1d8	1
2	2,000		2d8	2
3	4,000		3d8	2/1
4	7,500		4d8	3/2
5	12,500		5d8	3/3/1
6	20,000		6d8	3/3/2
7	35,000		7d8	3/3/2/1
8	60,000		8d8	3/3/3/2
9	90,000		9d8	4/4/3/2/1
10	125,000		9d8+2	4/4/3/3/2

Totemic Druid							{DND029}
You can summon weak monsters, but you can't shapeshift into weak
monsters. Huzzah.

  --> 	May summon a special spirit animal (spirit bear, spirit wolf,
     	spirit lion, spirit snake) once per day ever 5 levels. The
	Totemic Druid can call a 1 HD animal at level 1, a 3 HD animal
	at level 3, a 5 HD animal aat level 5, a 7 HD animal at level
	10, and a 10 HD animal at level 10.

  --> 	Cannot Shapeshift.

Shapeshifter							{DND030}
You can become a Werewolf, and eventually a Greater Werewolf (at least
in the sequel), which is... well... everything to this kit.
Unfortunately in the original Baldur's Gate 2 this class was nerfed-the
Werewolf you got was nowhere near where it should have been... even
still, if it wasn't nerfed, it was nowhere near as strong as it should
have been. Now we have the Enhanced Edition, so the big question for
this kit is... does it work now? I have no idea, honestly, there's
no (legitimate) way to test the Greater Werewolf in the Enhanced
Edition. But I can-and did-do some testing of the normal Werewolf, and
from what I've seen... the answer appears to be no. The Werewolf
shapeshift raises... no... not raises... SETS your Strength to 19,
Dexterity to 16, and Constitution to 15. The problem here, of course,
is that you can-and should-start with higher values in all of those!
Also, any character can easily get the Tome of Gainful Exercise in this
game and raise their Strength by one point permanently. That 19 Strength
looks less wonderful when you realize ANY character starting with an 18
Strength can-and should-end up with a 19 by the end of the game. And
they don't have to Shapeshift to get it. Otherwise, the Shapeshift
sets your Armor Class to one (-1 with the 16 Dexterity), gives you two
attacks per round, and 20% magic resistance. As far as I can tell,
that's all you get. No immunity to non-magical weapons, nothing. As
you can plainly see, this class will be out-performed by any well-rolled
2nd level Fighter wearing Plate Mail Armor, and as our hypothetical
Shapeshifter as their superior Fighter pal level, this potency gap will
only widen. This class was a load of crap in Baldur's Gate 2, and it's
a load of crap in the Enhanced Edition. Really, Overhaul Games? The
Baldur's Gate 2 Tweak Pack fixed this and you couldn't/wouldn't? Maybe
the Werewolf/Greater Werewolf shapeshift in Baldur's Gate 2 wasn't
nerfed... maybe it was canon. It was SUPPOSED to suck, sure. But a
Werewolf that isn't immune to non-magical weapons? No regeneration of
any kind? Why is the Shapeshifter's Werewolf/Greater Werewolf
transformation weaker than any actual Werewolf/Greater Werewolf monster
in the game? It makes NO sense.

  --> 	May shapeshift into the form of a Werewolf once per day for
	every 2 levels (starts at 1st level with one use).

  --> 	At 13th level gains the ability to change into a Greater
	Werewolf once per day.

  --> 	May not wear any armor.

  --> 	No other shapeshifting abilities due to the effort required in
     	maintaining balance in his primary forms.

Avenger								{DND031}
Well, I'll admit that Improved Invisibility, Chaos, and Chain Lightning
are all good additions, but the shapechanges are worthless. And losing
the Strength and Constitution? The Constitution isn't bad for a single-
classed Druid as they can't exceed a +2 bonus at 16 anyways, but the
Strength? That hurts. It's not a like a Druid was going to be very
strong anyways, so the loss of one point of to hit and damage isn't
very severe, and nothing a Giant Strength item can't fix. Losing access
to Studded Leather Armor is... well... annoying, but there's not a huge
difference between one sucky suit of armor and the next anyways. It's
rather hard to critique this kit at all, given the whole feeling of
'who cares' when talking about the Druid in general... Still, while the
4th, 5th, and 6th level all spells are decent, Improved Invisibility
can be obtained other ways (at least in the sequel, where it counts),
Chaos will have to compete with Insect Plague, and Chain Lightning is a
mediocre damage-dealer. At the end of the day, you're probably better
off being able to wear better armor than being able to cast Improved
Invisibility, which is easily duplicated and will be just as easily
removed by over-zealous foes using True Sight. Lastly, there are plenty
of Mages to cast Chaos-but only Druids can cast Insect Plague, so why
not stick to what they're good at? This class is essentially a dubious
defensive trade-off in return for a spell you won't need to memorize and
an okay damage-dealer. It has its good points, sure, and is clearly the
least-offensive Druid kit... but at the end of the day you're still
stuck with playing a Druid.

  --> 	May shapechange into the form of a sword spider, baby wyvern,
	and fire salamander besides the normal shapeshifting abilities.

  -->  	Six mage spells are added to his repertoire, all the way up to
      	6th level.
	These are listed below:
	1st level: Chromatic Orb.
	2nd level: Web.
	3rd level: Lightning Bolt.
	4th level: Improved Invisibility.
	5th level: Chaos.
	6th level: Chain Lightning.

  --> 	May not wear heavier armor than leather.

  --> 	Incurs a -2 penalty to Strength and Constitution.

|Fighter		   |					{DND032}
  --> 	May wear helmets.

  --> 	May wear any armor and use any weapon.

  --> 	May achieve Grand Mastery (five slots) with any weapon class.

  --> 	May achieve Specialization (two slots) in any fighting style and
     	allocate three slots in Two-Weapon Style.

  --> 	Hit Die: d10

Prime Requisite for Dual-Classing: Strength
Making your own Fighter is the easy choice for the first game, and
frankly having a Fighter with 18(xx) Strength, 18 Dexterity, and 18
Constitution will allow you to muscle through this game, especially if
you attain High Mastery in a weapon. If you want to go through the game
with a Fighter, you can... and should... consider dual-classing... after
you hit 9th level and get Grand Mastery, anyways. And that's really
what this class is best at. On its own, it's rather one dimensional-even
if it's really, really good at that dimension! But as a multi-or-dual-
class option, it's wonderful. Make a dual-or-multi-classed Fighter/Mage
and enjoy (most) of the awesome melee power and survivability of a
Fighter.. and cast spells to enhance that power! Make a Fighter/Thief
to obtain a more sturdy, melee-competent Thief. It's a great class
when it plays with others, and since the game gives you plenty of good,
stale, single-classed Fighters, why over-saturate the market when you
can make something better? Dual-or-multi-classing a Fighter/Mage or
Fighter/Thief or Fighter/Cleric will give you the best results. Just
remember, dual-classers, the best benefits of a Fighter are their low
THAC0, high Hit Points, and the ability to Grand Master. Most of which
can be obtained by level nine, which is the ideal time to dual-class
from a Fighter. For multi-classers... well, you get to keep that
awesome THAC0 until you cap at level 20, and those great Hit Points
dilute whatever crappy Hit Points your second (and possibly, third)
class gives you. Best of all, you'll get the Fighter high-level
abilities in the sequel... which means Greater whirlwind Attack. These
are, of course, all considerations for the sequel. In the first game,
if you plan to dual-class you'll ideally do so next game, playing
the entirety of Baldur's Gate through with a single-classed Fighter.

Level	EXP		HP
1	n/a		1d10
2	2,000		2d10
3	4,000		3d10
4	8,000		4d10
5	16,000		5d10
6	32,000		6d10
7	64,000		7d10
8	125,000		8d10

Berserker							{DND033}
If you want to be like your pal Minsc, this is the way to go. Rage is
a decent ability that gives you a bonus to hit and damage, but imposes
an Armor Class penalty. 60 Seconds is a fairly long time, and since you
get many of them, you'll be able to keep yourself juiced up. I think
every Fighter should have a ranged option, however, and not being able
to specialize in ranged weapons... well, you could always use a Throwing
Axe or something similar. It's a decent kit, although even with Korgan
(a Berserker in the sequel) I hardly ever used the abilities it
provides. Again, not because it's not good, but because I was wary of
the Hit Point loss at the end. I never felt it absolutely necessary to
have those bonuses at the potential risk of having a character come down
from Rage and die. Also note the penalties after you exit Rage-it's not
a free ride. Still, all things considered it adds a little extra
potential to the Fighter with no significant downsides. I give it a
pass, especially since the list of immunities while enraged has
increased a good deal in the Enhanced Edition. Immunity to imprisonment,
stun, and level drain? Yes please. I can already think of several places
where that would come in very hand in the sequel... Since this class
make a great single-class option, it should be no surprise that it would
also make a great dual-class base. A Berserker/Thief, Berserker/Mage, or
Berserker/Cleric certainly wouldn't be hurt by the ability to Rage.

Note that you gain 15 'temporary' Hit Points when you use enrage.
Temporary is not the same as free. If you lose any of these Hit Points,
you'll suffer when you come out of Rage, this just allows you to weather
a little more damage before you die while in Rage. Be sure to have a
Cleric handy to heal a Rage-using Berserker if their Hit Points are low.
Nothing sucks more than having a character fall over dead after winning
a tough fight. Right Aec'Letec? Asshole.

  --> 	May use Rage ability once per day every four levels.

RAGE: The enraged state lasts for 1 turn. While enraged, a Berserker
gains a bonus of +2 to his attack and damage rolls as well as his Armor
Class, and becomes immune to charm, confusion, fear, feeblemind, hold,
maze, imprisonment, level drain, maze, stun, and sleep. The Berserker
also gains 15 temporary Hit Points which are taken away at the end of
his berserk spree, possibly killing him.

  --> 	Becomes winded after berserking: -2 penalty to Armor Class,
	to-hit rolls and damage rolls.

  --> 	May not Specialize in ranged weapons.

Wizard Slayer							{DND034}
The Wizard Slayer is good against spell casters, but weak against
everything else. Their lack of the ability to use any magical equipment
save weapons and armor might actually make them more vulnerable to Mages
than a straight Fighter! And they do mean ANY magical items except 
armor. Fortunately this allows them to wear Helmets and use Shields, but
no Cloaks, Rings, Bracers, Girdles or Necklaces. Honestly, an Inquisitor
Paladin kit is a MUCH better Mage-killer than this class could ever
aspire to be. Being able to drop a True Sight or Dispel Magic at will
absolutely confounds most Mages, especially with their quick cast times.
If you want a Mage-buster, do that instead. The Inquisitor suffers no
significant drawbacks and gets-for my money-better abilities in return.

  --> 	Each successful hit bestows a 10% cumulative chance of spell
     	failure on the target.

  --> 	1% Magic Resistance per level.

  --> 	May not use any magic items except for weapons and armor.

Kensai								{DND035}
Again, I prefer all my characters to have a ranged option, and this 
class takes some of the better options away from my characters. Granted
a Two Weapon Style Fighter will probably not use a ranged weapon very
much, but there are more severe problems than that. A +2 bonus to Armor
Class does not counter the lack of wearing any armor at all, and the
fact that you can't wear gauntlets or bracers means you can't even shore
up your defenses with Bracers of Defense. Sure, there are plenty of
items that increase your Armor Class marginally, but the Kensai is going
to be chewed up in combat nonetheless. Its bonuses are good, but in my
mind I just don't think the bonuses to hit and damage and a few rounds
of the 'kai' ability make up for the total lack of armor. And of course,
if you're throwing every scrap of Armor Class lowering gear on the
Kensai, every other character who needs it will suffer, too. They just
drag the whole party down with their suck. I almost hate to say it, but
the Berserker, Inquisitor, or even a plain Fighter will be stronger, all
things considered. In fact, I'd even rather play a Skald through both
games than to play a Kensai. At least the Skald could temper their
inferior offense with magic and a great Bard Song. But wait... maybe
I'm missing something... right, this is the Enhanced Edition! One of
the big draws of any Fighter is their ability to dual-class, right?
But in the original guides, I wanted continuity, which meant I couldn't
(for obvious reasons) start as a Kensai in Baldur's Gate 1, then dual-
class in Baldur's Gate 2. Of course, I could have made my own Kensai in
Baldur's Gate 2 and dual-classed... but what fun is that? I wanted to
go through BOTH games with the SAME character. Now you can have your
Kensai and eat it too. If you were thinking about dual-classing with a
Fighter as your base class, it might not be a terrible idea to get some
of those Kensai bonuses. A Kensai/Mage or Kensai/Thief isn't a terrible
idea, and in the sequel you can cover up your Armor Class woes a bit by
getting some of the superior Bracers of Defense the game offers. I still
don't find the dual-class option nearly as appealing as a multi-class
one, but the bonuses gained by a Kensai will make a superior character
base to dual with. After all, a dual-class Kensai/Mage will have
defensive buffs to help them out, and a dual-class Kensai/Thief
shouldn't be expected to hold the line anyways. A single-class Kensai,
however, is garbage.

Note that the Kensai's armor exemption really does mean ALL armor, even
armor which isn't encumbering enough to block spells such as Bladesinger
Chain (a great suit of armor in the sequel). There is one exception
though.. the Big Metal Unit near the end of the sequel, which will 
bestow upon the character a phenomenal armor class, if you can make it
to the end of Throne of Bhaal, anyways. By then you're pretty much done
with the game though.

  -->	+2 bonus to Armor Class.

  --> 	+1 to hit and damage rolls every 3 levels.

  --> 	-1 bonus to Speed Factor every 4 levels.

  --> 	May use the Kai ability once per day ever 4 level (starting at
	1st level with one use).

KAI: All successful attacks within the next 10 seconds deal maximum

  --> 	May not wear any armor.

  --> 	May not use missile weapons.

  -->	May not wear gauntlets or bracers.

Dwarven Defender						{DND036}
The only class the Human can't play, the Dwarven Defender, as its name
subtly implies, requires a Dwarven protagonist. As you might expect,
this class is all about fitting into cliches and defense. What do
Dwarves fight with? Axes and War Hammers. So what are the only two
weapons the Dwarven Defender can attain High Mastery (four ranks) with?
Axe and War Hammers, of course. Fair enough, one of the best weapons
in the game is a War Hammer, which can be obtained almost right out of
Candlekeep, and whilest good magical axes are scarce, they're not
non-existent. Not being able to Grand Master in any weapons might hurt
in the long-run (and when it comes to character creation, this is a
long-run kind of guide), but many other classes get away with worse
restrictions-it all depends on what other abilities they bring to the
table. On this account the Dwarven Defender does alright. Their
Defensive Stance seems great-the 50% resistance to physical damage,
especially, but one turn is ten rounds, which isn't the longest period
of time, especially when they're moving at half speed. Also, mind that
the resistance is to 'physical damage'. This will not help a bit against
spells, which will be much more of a concern in the sequel, but at least
they throw in a +2 bonus to Saving Throws, whatever small measure that
is. I'm also concernted about the movement speed issue, which might make
tactical withdrawals (not retreats!) for healing less likely to end in
preserving the life of the Dwarven Defender... an ironic disadvantage,
to be sure. More mouth-watering to gamers will be the brute 5% damage
reduction gain every 5th level (maximum 20% at 20th level) and the d12
Hit Dice per level... but wait... this sounds awfully familiar, doesn't
it? Pretty much identical bonuses to what the Barbarian gets. Good thing
the Dwarven Defender has better proficiency selection and can wear
heavier armor, making them the superior choice in my book. The Dwarven
Defender might be one of those rare kits which is actually better than
the base class-but it still pales in comparison with some of the better
dual-and-multi-class combinations out there. Surely no character who
can cast Stoneskin will care a bit about any of the Dwarven Defender's

  -->	May use Defensive Stance once per day every 4 levels (starts at
	1st level with one use).

DEFENSIVE STANCE: For 1 turn, the Dwarven Defender gains +50% resistance
to all forms of physical damage, a +2 bonus to Saving Throws, and a 50%
movement rate penalty.

  -->	Gains 5% resistance to crushing, slashing, piercing, and missile
	damage every 5 levels to a maximum of 20% at level 20.

  -->	Hit Dice: d12

  -->	Race restricted to Dwarf.

  -->	May not exceed High Mastery (four slots) in axes and war

  -->	May not exceed Specialization (two slots) in any other weapon.

|Fighter/Cleric		   |					{DND037}
You'll have a better Fighter than a straight Cleric, or a weaker Fighter
with Clerical spells, depending on how you view it. I always thought a
Fighter/Druid was a more interesting concept, as it fixed the problems
inherent with the latter class. Still, a more powerful Cleric is a real
good thing, this is almost as good as a straight Fighter and with a 
good selection of Cleric spells to boot. Ultimately the Fighter/Mage is
stronger due to its defensive spells, but this is no slouch of a multi-
class either. For a more battle-hardened dual-class option, consider a
Berserker/Cleric. It's as close as you can get to a barbarian war-
priest, and all things considered, probably wouldn't make a terribly

|Fighter/Druid		   |					{DND038}
This combination works almost exactly like the Fighter/Cleric, except
that you will of course have Druid spells instead of Clerical ones, and
you will have the Druid weapon selection, which includes Scimitars, but
doesn't allow War Hammers, Maces, and Flails. The game provides you with
a perfectly fine recruitable Fighter/Druid in Jaheira, so I don't know
why you'd ever need to make your own.

|Fighter/Mage		   |					{DND039}
My favorite class, and possibly the strongest in the game... at least,
by the time you make it into the sequel. You can't wear armor and cast
spells at the same time, but that's hardly an issue in this game, where
you have many ways to improve your Armor Class without having to wear
armor. Bracers of Defense are one obvious way, while Robes of the
Archmagi will give you the same protection as Chain Mail. Although this
won't be enough to make you terribly safe on the front lines, that's
where the Mage comes in. Pop on defensive spells like Blur, Mirror
Image, Stoneskin, and Improved Invisibility and you've got defensive
protection a Fighter can only dream of-shiny armor be damned. Normally
the poor Fighter/Mage would have to wait until Baldur's Gate 2 to come
into their own, but the expanded spells of the Enhanced Edition allows
this class to start making a good show for themselves later in the
first game. It's really all about Stoneskin, folks. On a Mage, it keeps
them safe, on a Mage with serious melee competency, it turns them into
juggernauts. Normally I'd suggest using the Fighter/Mage mostly as an
archer in the first game... but with the Enhanced Edition, we can't
respec when we move to the sequel. That means we need to have our
proficiencies good to go for Baldur's Gate 2 in Baldur's Gate 1. For me,
this always means investing in the Two-Weapon Style. Depending on your
tastes, Katanas, Flails, Long Swords, and Axes all make great showings
in the sequel. In the first game, however, I advocate Flails-not just
because few other characters will compete with them, nor because we can
purchase a +2 specimen, but because we can score an awesome Flail in the
sequel fairly early in the game. Once again, Fighter/Mages really come
into their own in the sequel. I know I've said that several times, but
it should be stressed-delayed gratification in this game will lead to a
super-tank character that can soak up magic or melee attacks with the
right spells memorized, and retort with a devastating Time Stop/Greater
Whirlwind combo. Since dual-class options won't be able to get warrior
high-level abilities (Greater Whirlwind), I don't suggest them. The
Kensai can keep their bonuses to attack and damage, I'd rather have the
Time Stop/Greater Whirlwind combo... unless you think a few points of
damage, a +2 bonus to Armor Class, and the Kai ability will be able to
compete with ten free attacks per round against a helpless foe, thanks
to the aforementioned Greater Whirlwind/Time Stop combo.

|Fighter/Mage/Cleric	   |					{DND040}
Ah, the triple-classer. In the sequel you'll get to pretty high levels
with all three classes, meaning you won't start to feel the hurt of your
choice too much. Sure, it's going to be hell getting this class up and
running (you'll be level one still when most of your buddies are hitting
level three and four) but when you start casting third level Mage and
Cleric spells, everything is forgiven. Also note that because of the
Cleric you won't be much of an archer, as you'll be regulated to slings
which... are not very good. This class might be an example of just too
many options, not enough rounds. You'll be able to spell buff pretty
well, but in combat you can still only take one action a round. That's
one Mage spell, one Cleric spell, or one attack. Having all that
versatility in one character doesn't really mean much if you can't bring
it to bear. The most crippling thing this, and all triple-classed
characters will suffer is the fact that they won't get many epic feats 
in the sequel. Not legitimately, anyways.

|Fighter/Mage/Thief	   |					{DND041}
This class suffers from many of the problems the Fighter/Mage/Cleric
suffers from, but in a lesser degree. Firstly, most Thief skills are 
useful out of combat, or as telling first strikes. It's not another host
of spells you're trying to cast in a finite window of time, meaning the
Thief actually enhances the Fighter and the Mage. Also, the Thief is
capable of using a much greater selection of weapons than the Cleric,
allowing you to diversify your weapons and tactics much more. A 
Fighter/Mage/Thief in essence works like a combination of the
Fighter/Mage and Fighter/Thief. All in all, it's a slightly toned-down
Fighter/Mage, with Thieving abilities thrown in-great for a suffering
evil party! Plus, you'll have the option to jump on other spell-casters
with pre-emptive backstabs, whereas the Fighter/Mage cannot. While the
Fighter/Mage is arguably more destructive in the long run (at least in
the sequel) the Fighter/Mage/Thief will be more versatile. Even though
it's difficult to get this class off the ground-a Fighter protagonist
with 18 Constitution and 4,000 experience can get up to 42 Hit Points,
but a Fighter/Mage/Thief with the same Constitution and experience will
have a pathetic 11 Hit Points-I still think it's the best evil character
to take through both games.

|Fighter/Thief		   |					{DND042}
This class easily matches a Ranger's skill with weapons while having the
same quirks. Some important differences remain, a Fighter/Thief can
disable traps and backstab, while a Ranger cannot. This makes a
Fighter/Thief in my eyes a good bit more powerful than a Ranger. Sure,
the Ranger will have higher Hit Points and some minor Druid spells, but
a Fighter/Thief is just as good in combat, especially since they can
backstab. Things only get better for the Fighter/Thief in Baldur's
Gate 2 as their backstab reaches a mighty x5 and a deeper melee system
allows them to abuse it to its fullest advantage. If you were thinking
of making a Thief, go with a Fighter/Thief instead. You'll get a much
more potent character out of it. Hell, if you were thinking of playing a
Ranger, give the Fighter/Thief a look. Then you don't have to bring
around a Thief at all! In the Enhanced Edition, this class becomes even
more interesting as a dual-class option. You only need so many levels
of Thief-eventually you'll be able to do all the Thiefy stuff you need,
which really means Find Traps. Afterwards, the class is kind of a waste.
But since we can use class kits in the first game and take the same
character to the sequel, the option to make an Assassin/Fighter dual-
class is now open to us. This far superior to making a Fighter/Thief
dual. The Assassin gets a nice attack and damage bonus and-if you
level up high enough-an absurd x7 backstab multiplier! Once you get that
multiplier, dual-class to a Fighter and you'll get better armor options,
proficiency options, and best of all-warrior high level abilities. Just
think of a character with Greater Whirlwind, a x7 backstab multiplier,
and Grand Mastery. The only downsides? You'd have to play through all
of Baldur's Gate 1 as a single-class Assassin, and your Hit Points
would be fairly sucky for a character meant for combat.

|Mage			   |					{DND043}
  --> 	May not wear any armor.

  --> 	May only use the following weapons: dagger, quarterstaff, dart,

  --> 	May only become Proficient (one slot) in any weapon class.

  --> 	May only become Proficient (one slot) in any fighting style.

  --> 	May cast arcane spells.

  --> 	Hit Die: d4

Prime Requisite for Dual-Classing: Intelligence
Ah, the Mage... a versatile spell caster, your proverbial glass cannon.
They can't wear armor, and they have access to a poor selection of
weapons. On the other hand, they don't really need them. As long as you
can keep them from getting hurt, they can lay waste to your enemies
with their spells. Anything from damaging spells like Fireballs, to 
support spells like Haste, or simple fight-winners, like Confusion and
Chaos, it's the Mage's domain. A single-classed Mage is somewhat
vulnerable, but a combination Fighter/Mage is strong in melee and in
magic! Also, the fact that Edwin pretty much dominates the Mage field
means you just don't need a single-classed Mage. Dual-or-multi-class for
extra durability and versatility. If you specialize in a spell school,
you will gain an extra spell per spell level. The down side? You have
a prohibited school which opposes your chosen school, and you can't cast
spell from the prohibited school. This can be almost painless
(Conjurer), painful but survivable (Enchanter), or downright decimating
(Invoker). Below is a list of the Mage schools and their prohibited
school(s). Needless to say, if you have a choice in the matter Conjurer
is the way to go. The Wild Mage will be mentioned in their own class
section, later [DND065], since they... well, they're different enough to
deserve their own section.

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

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

|Mage/Cleric		   |					{DND044}
This class suffers from the same 'too many options, not enough time to
make full use of them' problem the Fighter/Mage/Cleric suffers from,
but frankly the Fighter seemed like more of a problem than a boon
anyways. It'll slow down progression in exchange for heavy armor (which
the Cleric already provides) a few Hit Points, a small increase to 
THAC0, and weapon specialization. Sure, a Mage/Cleric won't be much of a
warrior... but what the do you have two spell classes for if you want to
be a warrior?! If you must cast both types of spells with one character,
this is probably the best way to do so.

|Mage/Thief		   |					{DND045}
I find it hard to imagine any case in which a Mage/Thief would be
particularly useful, especially compared to a Fighter/Mage or
Fighter/Thief. Being able to use Bows is fine and all, but Mages should
have something better to do in most fights than shoot things. And you
never need to hide if you have Invisibility. Imoen has it right, this is
best done as a dual-class option for the sake of versatility. There's
nothing wrong with getting a Mage with some Thief abilities, especially
since you get plenty of ranks into Find Traps while sacrificing no
potential Mage levels. Frankly, if you're even going to bother making a 
Mage as your main character, I'd suggest doing this. At least then you 
can dispense with having a Thief altogether... And you'd have extra Hit 
Points and THAC0 to boot. You lose nothing and gain a great deal.

|Monk			   |					{DND046}
  --> 	May not wear any armor.

  --> 	May only use weapons available to the Thief class (except two-

  --> 	May only become Proficient (one slot) in any weapon class.

  --> 	May only become Proficient (one slot) in Single Weapon Style and
     	may not put slots into any other style.

  --> 	Moves 2 points faster than other characters. Movement rate
	further improves by 1 every 5 levels.

  --> 	May make 1 unarmed attack per round. An additional 1/2 attack
	per round is gained every 3 levels. Damage dealt by unarmed
	attacks increases with level as follows:
	Level 1-2: 1d6
	Level 3-5: 1d8
	Level 6-8: 1d10
	Level 9-14: 1d12
	Level 15+: 1d20

  --> 	At level 9, unarmed attacks are treated as a +1 magical weapon
	and gain a +1 bonus to hit and damage rolls. This enchantment
	improves to +2 at level 12, +3 at level 15, and +4 at level 25.

  --> 	Receives a +2 bonus to Saving Throws vs. Spell.

  --> 	Deflect Missiles: +1 bonus to AC vs. missile attacks every 3

  --> 	Starts with an Armor Class of 9 at 1st level and gains an
     	additional +1 bonus every 2 levels.

  --> 	May use Stunning Blow ability once per day every 4 levels.

STUNNING BLOW: All successful attacks within the next round force
the victim to save or be stunned. This special ability automatically
modifies normal attacks, no targeting needs to be done.

  --> 	5th level: Becomes immune to all diseases and cannot be slowed
	or hasted.

  --> 	7th level: May use Lay on Hands ability to heal 2 Hit Points per

  --> 	8th level: Gains a -1 bonus to Speed Factor.

  --> 	9th level: Gains a +1 bonus to all Saving Throws and becomes
     	immune to Charm.

  --> 	11th level: Becomes immune to poison.

  --> 	12th level: Gains another -1 bonus to Speed Factory.

  --> 	13th level: May use the Quivering Palm ability once per day.

QUIVERING PALM: The next successful attack forces the opponent to save
or die. This special ability automatically modifies normal attacks, no
targeting needs to be done.

  --> 	14th level: Gains 3% Magic Resistance per level (starting with
	42% at 14th level).

  --> 	20th level: Becomes immune to non-magical weapons.

  -->	Alignment restricted to lawful.

  --> 	Hit Die: d8
Ah, the Monk. There's nothing that frees a player from thought quite as
much as this class. They're easy to roll up and they can only be Humans,
which is easily the white-bread choice of the game. They don't require a
big investment of equipment, and there are no choices to make as to how
they progress. They simply go around pummeling everything with their
fists, and at this they excel. The one problem is the fact that they can
never control the upgrades to their unarmed attacks. They gain damage,
Armor Class, speed, magical enhancement bonuses, and other benefits as
they level, but this will typically place them well behind every warrior
in the party. For example, your unarmed attacks won't count as magical
weapons of any kind until level nine, whereas most of our warriors will
have a magical weapon by level three or four. It doesn't really get any
better in the sequel, either, as you can't even hit anything that
requires a +4 or better weapon until level 25. That's a HUGE handicap,
and although you can learn to use Thief weapons, a Monk won't be much
better at fighting with them than a single-classed Thief, and that's
not what you played a Monk for, is it? As for Armor, the Monk can't wear
a bit of it-not even a helmet, and not being protected from critical
hits is something that you'll rue early and often. Again, they improve
over time, but even with a high Dexterity, they'll compare poorly with
a warrior boasting Plate Mail Armor and a shield. It's another class
that doesn't shine until late in the sequel. If you can hang on,
however, you'll get a pretty potent-if mindless-character. At 20th level
they'll have a base Armor Class of -1. With a good Dexterity score and
some protection items, this could potentially take their Armor Class
very low. Add that to the fact that they get +1 to all saves, +2 to
saves versus spells, and up to 78% magic resistance and you have a very
good defensive character (mediocre Hit Points not withstanding). On top
of this they gain extra bonuses against missiles, up to a presumed +6
to Armor Class at level 18. They can't be hasted, however, but with
their speed and high number of attacks they'll be hitting more often
than most anybody else anyways. Oh, yeah, and a Monk gains access to
warrior feats, meaning they get Whirlwind Attack. This is a good thing.
Last and not least, Monks can sneak. Sure, they can Find Traps, but they
can't do anything about them, which makes me wonder... why bother
spending points in it? They're a poor choice of character in the first
game, but if you can persist... By about level 12 they're nearly as
powerful as a decently equipped warrior of the same level, but not

Level	EXP		HP
1	n/a		1d8
2	1,500		2d8
3	3,000		3d8
4	6,000		4d8
5	13,000		5d8
6	27,500		6d8
7	55,000		7d8
8	110,000		8d8

Dark Moon Monk							{DND047}
Once upon a time, just having the Monk was good enough... then Overhaul
Games had to add new classes, force me to stir from my lair, and
comment on two more freakin' Monk kits... *sigh*... okay, let's get this
over with... The changes aren't very big, essentially you're
restricted to one set alignment (Lawful Evil) and you trade your
unimpressive Lay On Hands and Stunning Blow abilities for a bunch of
low-level spell-like abilities. Since these include Blur and Blindness,
however, it's not really a bad trade-off. Sure, Frozen Fist probably
isn't as good Stunning Blow (although with no save penalty, it'll
rarely be a primary debilitation attack in the sequel) but you can't
poo-poo Blur and Mirror Image. Once those become obsolete in the
sequel (dispelled at every turn by True Sight and easily replicated by
items)... well, you're giving up Stunning Blow and Lay on Hands for
two points of cold damage per attack for one round per level. Trying to
decide what's better, when paired with Greater Whirlwind... stunning,
or extra cold damage... Eh. It's really a wash.

  --> 	Perception: +2 bonus to Saving Throws vs. Illusion spells.

  --> 	May cast Frozen Fist once per day ever four levels (starts at
	1st level with one use).

FROZEN FIST: When this ability is activated, the Dark Moon Monk's fists
are wreathed in a frosty shell. For one round per level, the Dark Moon
Monk's unarmed attacks deal an additional 2 cold damage per successful

  --> 	1st level: May cast Blindness once per day.

  --> 	3rd level: May cast Blur once per day.

  --> 	7th level: May cast Vampiric Touch once per day.

  --> 	11th level: May cast Mirror Image once per day.

  --> 	Alignment restricted to lawful evil.

  --> 	May not use Lay on Hands ability.

  --> 	May not use Stunning Blow ability.

Sun Soul Monk							{DND048}
I really want to call this class a piece of shit, and settle into
redundant mockery... but, you know what? It's actually pretty good.
I know, I'm shocked, too. It trades off Stunning Blow and Quivering
Palm in return for a bunch of flamey-sunny abilities, which are probably
worth the trade off... you know, since neither Quiver Palm nor Stunning
Blow have Save penalties. The staple ability is, in my eyes, Flaming
Fists, which adds 2d6 fire damage to the Monk's attacks, and once
leveled, lasts for several rounds. Far more reliable than Stunning Blow.
Granted, this doesn't come into play until the sequel (since it only
lasts a round in the first game) but... well, that's what this guide is
all about, really-not what works best in this game, but what'll work
best throughout the whole saga. They also have a Sun Soulray (low
damage attack), Greater Sun (Fireshield (Red)), and Sun Soulbeam, an
area-of-effect, moderately damaging attack that for some stupid reason
must succeed at an attack roll. Sure, the abilities aren't overwhelming,
and it's debatable whether it's better than the Monk... but it's less
useless than the Dark Moon Monk. At the very least, the Sun Soul Monk
was designed with abilities that extend past 11th level.

  --> 	2nd level: May cast Sun Soulray once per day.

SUN SOULRAY: The Sun Soul Monk projects a blast of light from her open
palm, dealing 1d8 damage every 2 levels to a maximum of 5d8. This
ability does an additional 6 damage vs. undead.

  --> 	5th level: May cast Flaming Fists once per day.

FLAMING FISTS: The Sun Soul Monk channels her inner light into her
unarmed attacks, turning her fists into flaming weapons that deal an
additional 2d6 fire damage per hit for the next round. The duration
increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at
level 15, and 5 rounds at level 25. This special ability automatically
modifies normal attacks. No weapon-switching needs to be done.

  --> 	6th level: Gains an additional use of Sun Soulray.

  --> 	8th level: May cast Greater Sun once per day.

GREATER SUN: The Sun Soul Monk wreathes herself in flames that act as a
Fireshield (Red), granting the Monk 50% Fire Resistance and protecting
her from attacks made within a 5-ft. radius. An opponent that hits the
Monk with any weapons or spells within this radius suffers 1d8+2 points
of fire damage.

  --> 	10th level: Gains an additional use of Sun Soulray.

  --> 	13th level: May cast Soul Sunbeam once per day.

SUN SOULBEAM: The Sun Soul Monk emits a dazzling burst of light that
strikes at all other creatures within a 30-ft. radius. The Sun Soulbeam
does not automatically hit all targets, but makes a melee attack using
the Monk's current THAC0 (+3 to hit vs. undead). Struck creatures
suffer 9d6 points of damage (9d6+3 if undead), unless they save vs.
Spell for half. In addition, all creatures except the Monk must save
vs. Spell or be blinded for 10 turns.

  --> 	15th level: Gains an additional use of Sun Soulray.

  --> 	Alignment restricted to lawful good.

  --> 	May not use Stunning Blow ability.

  --> 	May not use Quivering Palm ability.

|Paladin		   |					{DND049}
  --> 	May wear helmets.

  --> 	May wear any armor and use any weapon.

  --> 	May not exceed Specialization (two slots) in any weapon class.

  --> 	May achieve Specialization (two slots) in any fighting style and
     	allocate three slots in Two Weapon Style.

  --> 	May use Lay on Hands ability once per day to heal a target for
     	2 Hit Points per level of the Paladin.

  --> 	May cast Detect Evil once per day per level (starts at 1st level
     	with 3 uses).

  --> 	May cast Protection from Evil once per day per level (starts at
     	1st level with one use).

  --> 	May Turn Undead as a Cleric two levels lower, starting at
	level 3.

  --> 	May cast priest spells starting at level 9.

  --> 	Receives a +2 bonus to all Saving Throws.

  -->	Alignment restricted to lawful good.

  --> 	Hit Die: d10
Paladins are holy warriors, and as such they gain a slew of abilities
to help them combat evil. They aren't as combat savvy as Fighters, only
being able to buy two ranks in any weapon proficiency, and they cannot
multi-or-dual-class. In exchange you'll get the ability to Lay on Hands
(heal a character 2 Hit Points per level), Detect Evil (useful for
telling which NPCs are bad or not and detecting enemies on the map
before you even scout), Protection From Evil, and they can Turn Undead
as if they were a Cleric two levels lower than their Paladin level.
Paladins also make great party leaders due to their high minimum
Charisma (17). In the first game, you'll get Ajantis to fill the
Paladin-shaped hole in your good party, and in the second game you'll
get Keldorn, who is kind enough to come with the best Paladin-kit in the
game... which begs the question why would you ever really need to make
your own Paladin?

Level	EXP		HP	Spells
1	n/a		1d10
2	2,250		2d10
3	4,500		3d10
4	9,000		4d10
5	18,000		5d10
6	36,000		6d10
7	75,000		7d10
8	150,000		8d10

Cavalier							{DND050}
This is a pretty nice kit, even given the lack of missile weapons.
Having immunity to fear, charm, and poison are all very nice perks, and
getting a +3 bonus to hit versus Demons and Dragons is great too. Sure,
demons and dragons are very rare in the first game, but in the second...
well, the former are fairly common and both are dangerous enough to make
you cherish any bonuses you might have against them. Having Remove Fear
once per day per level essentially means that at any time this character
can get your party back in line, which is almost as good as having a
party that's immune to fear as well! It certainly means that your
Clerics and Mages don't have to focus so much on keeping fear effects
subdued. A very nice kit indeed.

  --> 	+3 bonus to hit and damage rolls against all fiendish and
     	draconic creatures.

  --> 	May cast Remove Fear once per day per level.

  --> 	Immune to fear and morale failure.

  --> 	Immune to charm, fear, poison, and morale failure.

  --> 	20% resistance to fire and acid.

  --> 	May not use missile weapons.

Inquisitor							{DND051}
This is probably the best kit in the game, and certainly the best of the
Paladin kits, even though the other three aren't bad (somebody loved the
Paladin!) Being able to cast Dispel Magic at TWICE your Paladin level
means Inquisitors will rip through spell defenses, and will be able to
do it often. True Sight is a fairly high level debuff, and a very good
one. No more can creatures get away with Improved Invisibility, Shadow
Door, Mirror Image, or anything of the sort, although they will try.
This frees up spell casters to prepare other spells. The disadvantages
might seem bad, but you can get plenty of healing elsewhere without Lay
on Hands, and the Turn Undead and Paladin priest spells are both weak
anyways. Would you trade a handful of low level Priest spells for two
very powerful, very useful, mid-level spells? I would. This Keldorn's
class-a party member in the sequel-and it's one of the reasons he's so
good. Since you're going to get such an awesome Inquisitor in the second
game, why bother making one of your own?

  --> 	May cast Dispel Magic once per day per 4 levels (starts at 1st
     	level with one use). The spell is cast at Speed Factor 1 and
	acts at twice the Inquisitor's character level.

  --> 	May cast True Sight once per day per 4 levels (starts at 1st
	level with one use).

  --> 	Immune to hold and charm.

  --> 	May not Turn Undead.

  --> 	May not use Lay on Hands ability.

  --> 	May not cast priest spells.

Undead Hunter							{DND052}
Being immune to level drain is nice, but there are spells that do the
same... granted, there are spells that do the same things that the other
kits do... but +3 to attack and damage versus undead can't compete with
the massive debuffs that the Inquisitor has, nor the slew of resistances
that the Cavalier has. And what's the strongest undead anyways? A Lich.
+3 to attack and damage isn't going to help you kill a Lich as much as
disabling it's defensive spells will. Frankly, the Inquisitor is a
better Undead Hunter than the Undead Hunter when it comes to big game
hunting! The Undead Hunter will, however, excel against Vampires.
Neither of these creatures are really too much of a concern in the
first game, however. It's all about the sequel, folks! In case that
somehow hasn't sunk in yet...

  --> 	+3 bonus to hit and +3 to damage rolls against undead creatures.

  --> 	Immune to hold and level drain.

  --> 	May not use Lay on Hands ability.

Blackguard							{DND053}
Holy crap! A new kit! The Blackguard is actually a pretty decent kit,
taking the Cavalier's nice immunity level drain and adding immunity
to fear. They also have the ability to steal health from foes-similar to
the Lay on Hands ability... but evil! Yeah, it's pretty uninspiring,
especially since it allows a Save vs. Spell at no save to negate it.
Poison weapon really just deals an extra twelve damage-again, making it
a lack-luster bonus. On the other hand, the Aura of Despair ability can
get pretty damn good-essentially acting like the Skald's Bard Song...
but in reverse. All in all, it's an interesting possibility for the
evil party, with a good pair of immunities and a wonderful debuff. Does
this class compare to an Inquisitor? No, it doesn't, but that's not
really fair.

  --> 	Immune to level drain and fear.

  --> 	May Rebuke Undead as Paladin of the same level.

  --> 	May use Absorb Health ability once per day.

ABSORB HEALTH: Deals 2 points of damage per level to an enemy, healing
the Blackguard the same number of Hit Points. A successful Saving Throw
vs. Spell negates the effect.

  --> 	May use Poison Weapon ability once per day every 5 level
	(starting at 1st level with one use).

POISON WEAPON: Each successful hit within the next round will inject
poison into the target, dealing an extra 2 points of damage per second
with no Saving Throw (for a total of 12 points of damage). Moreover, if
the target fails a Saving Throw vs. Poison, he will suffer 1 additional
point of damage per round for 4 rounds thereafter.

  --> 	May use Aura of Despair ability once per day starting at 3rd
	level, with effects that improve based on level:

	3rd level: Bestows nearby enemies with a -1 penalty to hit and
	damage rolls and a -1 penalty to Armor Class.

	6th level: Bestows nearby enemies with a -2 penalty to hit and
	damage rolls and a -2 penalty to Armor Class.

	15th level: Bestows nearby enemies with a -4 penalty to hit and
	damage rolls and a -4 penalty to Armor Class, causes Fear in
	enemies of level 8 or below.

	20th level: Bestows nearby enemies with a -4 penalty to hit and
	damage rolls and a -4 penalty to Armor Class, causes Fear in
	enemies of level 18 or below.

  --> 	Alignment restricted to evil.

  --> 	May not cast Detect Evil.

  --> 	May not cast Protection from Evil.

  -->	 May not use Lay on Hands ability.

|Ranger			   |					{DND054}
  --> 	May wear helmets.

  --> 	May wear any armor and use any weapon.

  --> 	May not exceed Specialization (two slots) in any weapon class.

  --> 	May achieve Specialization (two slots) in any fighting style.

  --> 	Begins Specialized (two slots) in Two-Weapon Style and may place
     	a third slot into it.

  --> 	May select a racial enemy, which grants a +4 bonus to hit and
     	damage rolls against the selected enemy race.

  --> 	May use Charm Animal ability once per day every 2 levels (starts
     	at 1st level with one use).

  --> 	May Hide in Shadows while wearing no armor, leather armor, or
     	studded leather armor.

  --> 	May cast druidic spells starting at level 8.

  -->	Alignment restricted to good.

  --> 	Hit Die: d10

Prime Requisites for Dual-Classing: Strength, Dexterity, Wisdom
Rangers are defenders of the wilderness, hunters, scouts, and 
outdoorsmen. They can only get two ranks in a weapon proficiency, but
in compensation they can use stealth, charm animals, and eventually
cast Druid spells. The stealth ability can only be used in light armor,
Leather, Studded Leather, or Hide, but it makes them invaluable for
scouting ahead of the party. Being strong enough to fight their way out
of trouble helps too. The charm animal ability sucks, but once in a
while if you want to play with it and charm a bear or something... eh...
they'll still turn hostile on you when it's over, so why bother? The
Druid spells are a long time in coming, but it's somewhat nice to be
able to cast Cure Light Wounds or Entangle, although the level cap in
Baldur's Gate doesn't really allow this feature to pan out.

Note that in the Enhanced Edition, the racial enemy selection is...
rather stunted for a game that presumably aspires to lead into the
sequel. Sequel foes like Dragons and Demons are no longer possible
selections. Granted, they never were possible in the original Baldur's
Gate, (they only became options in the second game), but this seems like
a short-sighted omission for the Enhanced Editon. Again, if they planned
to make an Enhanced Edition for the second game, and changed the first
game so much to try to tie into the sequel, why omit some of the
strongest foes you'll face, even if they don't appear in the first
game? Whatever, if you want to be somewhat safe, pick Skeletons. They
show up a few times in both games, and Skeleton Warriors can actually
get pretty strong.

Level	EXP		HP	Spells		Stealth
1	n/a		1d10			15%
2	2,250		2d10			20%
3	4,500		3d10			27%
4	9,000		4d10			33%
5	18,000		5d10			40%
6	36,000		6d10			47%
7	75,000		7d10			55%
8	150,000		8d10	1		62%

Archer								{WLK055}
Now this is a kit. Take something and do it VERY well. The bonuses to
hit and damage with arrows get pretty damn good-It's essentially the
ranged version of a Kensai-but without being quite as hampered by a lack
of armor. Somebody who is specialized in bows to that extent isn't
going to want to use metal armor anyways, and besides, you're a Ranger,
you want to be able to sneak. The lack of proficiency with melee 
weapons hurts though, as that costs us half an attack if we ever need to
get into melee. Keep in mind one tiny little problem. There are no +4
Arrows, so you'll never be able to hit anything that requires a +4 or
better weapon to hit with your bow. Also, +3 Arrows aren't unlimited.
The best unlimited ammo you get are +2 Arrows. This isn't much of a
problem in the first game, as +2 Arrows are fine and you can get plenty
of them... or at least enough to use on the fights that matter. In
the sequel, however, many foes won't be bothered by +2 weapons. In big
fights against powerful enemies, your Archer isn't going to be able to
contribute, at least not against the main event. Balors, Greater
Wolfweres, Greater Mummies, Pit Fiends, and some Vampires will all be
out of your league. Note, however, that this class improves all missile
weapons, so you could use a Sling or throwing weapon instead. The only
problem there is for a thrown weapon, you will only be able to become
proficient, and you will not attack particularly fast with it. It's a
shame there aren't better arrows out there, as this class was clearly
designed for a bow. Still, as an anodyne for our suffering Overhaul
Games decided to fix the Called Shot ability-it's now cumulative,
meaning the higher you level the more your arrows do. Previously the
Called Shot ability only did whatever your level plateau indicated,
instead of keeping the bonuses you had at lower levels. It's a big

  --> 	+1 to hit and damage rolls with any missile weapon for every 3

  -->	May achieve Grandmastery (5 slots) in longbows, shortbows, and

  -->	May use Called Shot ability once per day every 4 levels.

CALLED SHOT: All successful ranged attacks within the next 10 seconds
have the following cumulative effects besides normal damage, according
to the level of the Archer:

	4th level: -1 penalty to target's THAC0.

	8th level: -1 penalty to target's Saving Throws vs. Spell.

	12th level: -1 penalty to the target's Strength score.

	16th level: +2 bonus to damage roll.
  --> 	May not wear any metal armor.

  --> 	May only become proficient (one slot) with melee weapons.

  -->	May not use Charm Animal ability.

Stalker								{DND056}
The 'may not wear armor greater than studded leather' disadvantage isn't
too bad, as that's the highest grade of armor I tend to throw on a 
Ranger anyways, so let's look at the advantages. +20% to Stealth is
nice, but there's always a chance of failure, and considering how many
levels you can get... well... any Ranger is going to be good at stealth,
eventually, making the bonus Stealth incredibly short-sighted. The
backstab modifier is very nice, as it allows a Ranger to play like a
Thief. Haste is a good spell for any character to have, and Minor Spell
Deflection might come in handy. It won't save the Ranger from
Imprisonment or Horrid Wilting, but it will stop Disintegrate and Finger
of Death, and a whole host of other annoying low level spells (like 
Charm, Chaos, and Hold Person). This kit might just be better than the
normal Ranger, but it's really just a poor substitute for a Fighter/Mage
or Fighter/Thief, both of which will be far, far superior.

  --> 	+20% to Move Silently and Hide in Shadows.

  --> 	May use Backstab ability, although for a lower damage multiplier
     	that Thieves:
	Level 1-8: x2
	Level 9-16: x3
	Level 17+: x4

  --> 	12th Level: May memorize 3 Mage spells: Haste, Protection From
     	Normal Missiles and Minor Spell Deflection.

  --> 	May not wear armor heavier than studded leather.

Beast Master							{DND057}
And again with the suck. Who wants to play a Ranger that is more like a
Druid? Druids suck, and Animal Summoning sucks. Don't even give this kit
a glance, it's not worth your attention.

  --> 	+15% to Move Silently and Hide in Shadows.

  -->	May use Find Familiar ability to summon a Psuedo Dragon (if
	lawful or neutral good) or Fairy Dragon (if chaotic good)

  --> 	8th level: May cast Animal Summoning I

  --> 	10th level: May cast Animal Summoning II.

  --> 	12th level: May cast Animal Summoning III.

  -->  	May not use any metal weapons (for example: swords, halberds,
	war hammers, or morning stars).

  --> 	May not wear armor heavier than studded leather.

|Sorcerer		   |					{DND058}
  --> 	May not wear any armor.

  --> 	May only use the following weapons: dagger, quarterstaff, dart,

  --> 	May only become Proficient (one slot) in any weapon class.

  --> 	May not place any slots in any fighting style.

  --> 	May cast arcane spells.

  --> 	May not scribe spells into their spellbooks as Mages do. Instead,
     	Sorcerers learn a small number of spells at each level, which
	they can cast daily without memorization.

  --> 	Hit Die: d4
If you're familiar with 3rd Edition Sorcerers, you'll be familiar with
this pathetic attempt to introduce a crappy 3rd Edition class into a
2nd Edition game. They function like Mages, except they can only know a
handful of spells, from which they can cast any of their known spells
without having to memorize them, although they are still limited to a
maximum number of spells per day. Ultimately a Sorcerer can know only
several spells of each spell level, and for many spell levels that's
fine. Chances are you won't find too many more 9th level spells, at
least not ones you'll use often. On the other hand this takes down their
tactical flexibility a great deal. You either know the spell, or you
don't, there's no learning it from a scroll or preparing it for a big
fight when needed. They do get one more spell per day per spell level
than a normal Mage, but what do they have that Edwin doesn't have? He
gets two spells per day per spell level over a normal Mage AND has 
tactical flexibility. On the other hand, when you get right down to it,
there are only a handful of spells each level that get used frequently,
and not having to choose the exact number of each to prepare can be

Level	EXP		HP	Spells (Known)	   Spells (Cast)
1	n/a		1d4	2		   3
2	2,500		2d4	2	    	   4
3	5,000		3d4	3		   5
4	10,000		4d4	3/1		   6/3
5	20,000		5d4	4/2		   6/4
6	40,000		6d4	4/2/1		   6/5/3
7	60,000		7d4	5/3/2		   6/6/4
8	90,000		8d4	5/3/2/1		   6/6/5/3
9	135,000 	9d4	5/4/3/2		   6/6/6/4

Dragon Disciple							{DND059}
Oh my... where to even begin? Well, lets start out with the obvious.
What is the primary role of a Sorceror? Casting spells. What's their
biggest limitation? The number of spells per level they know. If there
is any one problem with the Sorceror, it's that their spells per day
limit their tactical flexibility... at least in the sequel. Their
biggest perk is the ability to be able to cast any of their known spells
at will, up until their number of spells castable per level per day. So,
any class kit that proposes to reduce the number of spells the Soceror
can know absolutely must provide outstanding benefits to compensate...
preferably ones that amplify in other ways the magical prowess of the
class. Is that the case, then, with the Dragon Disciple? Of course not.
What do you get in return for shearing off one spell known per day?
In the first game you'll get up to 50% Fire Resistance, a once-per-day
5d8 breath weapon, and a +1 bonus to Armor Class and Constitution. By
Baldur's Gate 2 this can increase to 100% Fire Resistance, +4 Armor
Class, +2 Constitution, and an 8d8 breath weapon. First, you can get
Fire Resistance from all sorts of sources, but since we're talking about
Sorcerors, lets assume they could get them from spells-spells they would
have the flexibility to learn if you had just picked a normal Sorceror,
or better yet, a REAL Mage. Armor Class shouldn't be very important for
a Mage, who belongs out of melee combat... but it can also be improved
by spells... again, more spells known, more defensive spells available.
Third, why the hell do you need the Constitution bonus? Start out with
a sixteen, the Sorceror can't get more than +2 Hit Points per level
anyways. Lastly... a once per day 8d8 damage breath weapon? Fireball
will deal comparable damage, why not use that? Not saying it's not
beneficial, but is it really worth the loss of spells? Heck, in the
sequel you'll get a book that will allow you to cast a Fireball once
per day (amongst other spells), and that item is rarely useful, so
how often do you think you'll need to call upon your inferior breath
weapon? The best perk this class adds is the superior d6 Hit Dice.
18 extra Hit Points is not bogus, but the rest of this class's perks
are replacable with spells... spells you would know if you weren't this
class! Worse still, almost all the bonuses of this class are defensive,
and defensive boosts that a Mage doesn't really need. I say, just be a
normal Sorceror, or better yet, a Specialist Mage, or best of all, just
recruit Edwin.

  --> 	1st level: +1 bonus to AC.

  --> 	3rd level: May use Breath Weapon once per day.

BREATH WEAPON: The Dragon Disciple breathes a gout of flame up to 30 ft.
long, inflicting 3d8 points of fire damage on all creatures caught
within the 140 degree cone.

  --> 	4th level: Gains 25% innate Fire Resistance.

  --> 	5th level: +1 bonus to AC and Constitution.

  --> 	6th level: Breath Weapon damage increases to 4d8.

  --> 	8th level: Innate Fire Resistance rises to 50%.

  --> 	9th level: Breath Weapon damage increases to 5d8.

  --> 	10th level: +1 bonus to AC.

  --> 	12th level: Innate Fire Resistance rises to 75%.

  --> 	12th level: Breath Weapon damage increases to 6d8.

  --> 	15th level: +1 bonus to AC and Constitution.

  --> 	15th level: Breath Weapon damage increases to 7d8.

  --> 	16th level: Innate Fire Resistance rises to 100%.

  --> 	18th level: Breath Weapon damage increases to 8d8.

  --> 	20th level: +1 bonus to AC.

  --> 	Hit Dice: d6

  --> May cast one fewer spell per level per day.

|Thief			   |					{DND060}
  --> 	May not wear armor heavier than studded leather.

  --> 	May not equip shields larger than bucklers.

  --> 	May only use the following weapons: long sword, short sword,
     	katana, scimitar, dagger, club, quarterstaff, crossbow,
	shortbow, dart, sling.

  --> 	May only become Proficient (one slot) in any weapon class.

  --> 	May only become Proficient (one slot) in any fighting style.

  --> 	May distribute 25 points per level (40 at level 1) in thieving
     	abilities: Open Locks, Pick Pockets, Find/Disarm Traps, Move
     	Silently, Hide in Shadows, Detect Illusions, Set Traps.

  --> 	May use Set Snare ability once per day every 5 levels (starts at
     	1st level with one use).

	1st Level: Deals 2d8+5 missile damage.

	11th Level: Deals 2d8+5 missile damage and additional deals
	2d6 poison damager per round for the next 3 rounds.

	16th Level: Deals 3d8+5 missile damage and 4d8+2 fire damage.

	21st Level: Deals 3d8+5 missile damage and 20 poison damage
	with no save, slays target if a Save vs. Death with a +4
	bonus is failed.

  --> 	May use Backstab ability for increased damage.
   	Level 1-4: x2
	Level 5-8: x3
	Level 9-12: x4
	Level 13+: x5

  -->	Hit Die: d6

Prime Requisites for Dual-Classing: Dexterity
The Thief isn't as combat savvy as the Cleric, and they don't have
spells, and they're nowhere near as potent as either the Fighter or the
Mage in either field, respectively. What's the draw then? Their thieving
abilities. These allow them to pick pockets, find and disarm traps, open
locked objects, hide from enemies, set snares, and detect illusions. Of
these skills, one is essential, so some character or another with
thieving abilities is required in any party. As for combat, they can
only wear the lightest armors, but they do have access to a variety of
weapons. Most importantly, as they gain levels they get the ability to
backstab for varying degrees of bonus damage. If they are hidden and
attack an enemy they multiply the damage they deal by their back stab
modifier. They are a waste of a class on their own, but it is a great
dual-or--multi-class option, as it gives any class the ability to be
more lethal by backstabbing... and if you make your own, you don't have
to drag around a useless character to do the thieving for you. A
Fighter/Thief is a potent combination, and so is a Fighter/Mage/Thief.
Tables that show how Dexterity and Race affects Thieving abilities can
be found at [DND082].
Level	EXP		HP		Backstab Multiplier
1	n/a		1d6		x2
2	1,250		2d6		x2
3	2,500		3d6		x2
4	5,000		4d6		x2
5	10,000		5d6		x3
6	20,000		6d6		x3
7	40,000		7d6		x3
8	70,000		8d6		x3
9	110,000		9d6		x4
10	160,000		9d6+2		x4

Assassin							{DND061}
You'll be slower with your Thief skills progression, but that seems a
worthy trade for the x7 backstab multiplier! +1 to hit and damage is
nice too, but it's totally out-shadowed by the backstab. This is a great
class to dual-class into a Fighter with. Get your Thief skills in place
and enjoy your bonus THAC0, damage, and backstab multiplier. There is
nothing preventing you from poisoning your weapon before you backstab,
either, although the poison is by itself fairly weak, any little bit
helps, especially with such a resounding first strike. The only problem
is you need to make it fairly far as a Thief to get that juicy x7 
multiplier. Spending the entirety of the first game as a Thief isn't
really my idea of a good time... but getting an Assassin/Fighter
dual-class in the sequel certainly does. This Thief kit is by far the
best of the bunch.

  --> 	+1 bonus to hit and damage rolls.

  --> 	Backstab ability reaches x7 multiplier instead of capping at x5.
     	(Note: This cap is not reached until higher level, which can be
     	attained in Baldur's Gate II.)

  --> 	May use Poison Weapon ability once per day ever 4 levels.

POISON WEAPON: Each successful hit within the next round will inject
poison into the target, dealing an extra 2 points of damage per second
with no Saving Throw (for a total of 12 points of damage). Moreover, if
the target fails a Saving Throw vs. Poison, he will suffer 1 additional
point of damage per round for 4 rounds thereafter.

  --> 	May only distribute 15 skill points per level among thieving

Bounty Hunter							{DND062}
Some changes were made to this kit in recent patches, so let's take a
look... the first two traps are somewhat decent, although you should
note that you'll only get the first one in this game. 3d8+5 damage
and Slow isn't terrible, but it's nothing to go crazy over, either.
After that, though, the traps just get worse. I'd rather have the slow
at a -4 Save than Hold at -1-a slowed enemy is so crippled they might
as well be defenseless. By level 16, this class is a joke. Otiluke's
Resilient Sphere just removes a foe from combat for a short while,
and Maze? Pretty much the same thing, for a period of time that varies
based on Intelligence. Is this kit supposed to compare in any way to
the Assassin, Swashbuckler, or Shadowdancer? Because it fails. I can't
see how any of these would be terribly useful against most foes in
Baldur's Gate 2, and getting sixteen levels in a class just so you
can use a less reliable version of Otiluke's Reslient Sphere-a 4th
level Mage spell just seems incredibly stupid. Hell, I'd rather have
the normal Thief's 21st level trap than the Bounty Hunter's; 3d8+25
damage with Save vs. Death or die is much better than freakin' Maze.
Point is, this kit is full of suck. Someone, somewhere, is laughing at
if you if you pick this kit.

  --> 	+15% bonus to Set Traps.

  --> 	May luse Set Special Snare ability once per day every 5 levels
	(starts at 1st level with one use) in addition to the normal
	Thief's Set Snare.

SET SPECIAL SNARE: Set a trap in the chosen location when no hostile
creatures are in sight. Traps grow more powerful with the Bounty
Hunter's level and can only be triggered by enemies.
	1st level: Deals 3d8+5 missile damage and slows target for 5
	rounds is a Save vs. Spell with a -4 penalty is failed.

	11th Level: Deals 4d8+5 missile damage and holds target for 5
	rounds if a Save vs. Spell with a -1 penalty is failed.

	16th Level: The trap erects an Otiluke's Resilient Sphere around
	the target for 7 rounds if a Saving Throw is failed.
	21st Level: The trap mazes the target.

  --> 	May only distribute 20 skill points per level among thieving

Swashbuckler							{DND063}
This is at least a legitimate attempt to make a character who is not a
Fighter actually able to fight. The bonus to Armor Class and attack and
damage are both pretty good, and almost overcome the Thief's lackluster
THAC0 and armor selection. The ability to Specialize in weapons is also
a very welcome bonus, especially in the Two Weapon Style. The only down
sides are the fact that the Thief loses the backstab ability, and for
all its trying, a Fighter it is not. Namely they're still losing sorely
in the Hit Point department. This makes me wonder one thing. Why not
make a Fighter/Thief instead of a Swashbuckler? You'll have the better
THAC0 of a Fighter, better Hit Points than a Thief, the ability to
Specialize in weapons, including all the Fighter weapons, and you get
to keep your backstab. It's a nice offer, but frankly dual-and-multi-
classing still wins.

  --> 	+1 bonus to Armor Class at 1st level, plus an additional
	+1 bonus every 5 levels.

  --> 	+1 bonus to hit and damage rolls every 5 levels.

  --> 	May Specialize (two slots) in any melee weapon available to

  --> 	May place 3 slots into Two-Weapon Style.

  --> 	May not use Backstab ability.

Shadowdancer							{DND064}
The Shadowdancer once had its merits, but I now consider well and
truly nerfed by Overhaul Games. First, however, let me just point out
that I consider it a waste to make a single-classed Thief for any
reason, no matter what the kit. The point of having a Thief is, first
and foremost, to get that necessary Find Traps skill into your party.
Fortunately, you can multi-class and dual-class to make the best of
having a Thief. Not that a Thief is terrible, but a Fighter/Thief or
Mage/Thief (or best yet, a Fighter/Mage/Thief!) is much better than
a single-classed Thief. The draw of mixing a Shadowdancer into a
dual-classed kit is, of course, its superior back-stabbing abilities,
thanks to its Hide in Plain Sight ability-so good it had to be ripped
out of 3rd Edition (except for the Assassin and Ranger, who just get
screwed here). What does it do? Lets you hide... in plain sight!
Normally if a foe spots you, you can't hide. I know, this ability is a
little lame because you can always run around a corner or cast
invisibility... so a multi-class Thief who can cast Mage spells needs
not worry, nor does any Thief equipped with The Paws of the Cheetah,
and ignoring the fact that invisibility items are common as dirt in the
sequel, it's a good ability. They also get Shadowstep once for every
five levels, which acts like a non-combative Time Stop, allowing
you to move for one round while everything else is frozen... which is
actually a pretty good tactical ability. Need to get behind that Mage
in the midst of a group of guards before they can expose your
invisibility, and want to get back out in one piece after attacking?
Here you go. The downsides to this kit always limited the benefits,
but less so before than now. The folks at Overhaul Games apparently
realized that a Shadowdancer with good Hide in Shadows and Move
Silenty could essentially backstab foes at will thanks to Hide in
Plain sight, and responded with putting a cooldown time (about one
round) on the Stealth skill after using Backstab. Worse still, they
nerfed the Shadowdancer's short-term Backstab multiplier in favor of
long-term gains, which is not what we want as a potential dual-class.
Previously you could obtain a x3 multiplier by the time you hit 9th
level, but the same bonus now requires an 18th level Shadowdancer.
You'd have to exceed that level with a second class to get your original
bonuses back, and that is simply impractical, even if you're rather
power-gamey (by comparison, an Assassin would enjoy a x7 backstab at
a lower level, plus a flat +1 bonus to attack and damage). Put those
two together and you've got a class that can't quite backstab with
impunity, and doesn't even recieve a backstab damage bonus until 9th

  -->	+10% bonus to Hide in Shadows and Move Silently.
  -->	Hide in Plain Sight: A Shadowdancer may Hide in Shadows even
	while being observed.

  -->	May cast Shadowstep once per day every 5 levels.

SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while
others are frozen in time. The Shadowdancer cannot attack or cast spells
while in the Shadow Plane:

  -->	Slippery Mind: +1 bonus to Saving Throws.

  -->	Alignment restricted to any non-lawful.

  -->	May use Backstab ability, although for a lower damage mutliplier
	than Thieves:
	Level 1-8: x1 (no multiplier)
	Level 9-17: x2
	Level 18-24: x3
	Level 25+ x4

  -->	May only distribute 20 skill points per level (30 at level 1)
	among thieving skills.

  -->	May not use Set Snare ability.

|Thief/Cleric		   |					{DND065}
Well, might as well mention it eh? The Thief/Cleric is an odd, and at
odds character. You won't be wearing any heavy armor if you want to keep
your Thief skills, but you can certainly wear light armor with no
problem. Of course, you're stuck with the Cleric's selection of weapons,
but you'll be able to use all the Thief skills, including backstab. 
Honestly the Mage spells seem a better fit for a Thief, which is more of
a 'stay back out of the way' kind of class, as opposed to the Cleric,
which is often a decently armored character who can stand up in combat.
This might be an interesting dual-class, provided you don't care that
your Cleric won't be as tough as if you had dual-classed with a Fighter.

|Wild Mage		   |					{DND066}
  -->	May memorize one additional spell per level.
  --> 	May cast the 1st level spell Nahal's Reckless Dweomer.

  --> 	May cast the 2nd level spell Chaos Shield (included in spellbook
     	for free).

  --> 	May cast the 7th level spell Improved Chaos Shield (included in
     	spellbook for free).

  -->	Upon casting a spell, there is a 5% chance of incurring in a 
     	Wild Surge.

WILD SURGE: A Wild Surge generates a completely random magical effect
from the spell being cast. Its effects may be either beneficial or
detrimental to the Wild Mage and her allies.

  -->	Casting level varies slightly whenever she casts a spell--
	anywhere between five levels lower and five levels higher than
	the WildMage's true level.

  -->	Hit Die: d4
You take a normal specialist Mage, remove their prohibited school, and
add massive randomness to everything they do, and you've got the Wild
Mage. I know that when I cast spells, I always find myself wistfully
wishing that I had a chance to change my gender or cast a Fireball on
myself. Seriously though, the odds of having Wild Magic doing something
beneficial actually isn't that low. Having it do the RIGHT beneficial
thing to the right target, however, is rather uncommon. You're
essentially trading the known penalty of a prohibited spell school for
the random 5% chance to... well... check out the table below [DND066].
Suffice to say, I don't find randomness helpful when it comes to my
Mages. We already have to deal with targeting, Magic Resistance, Saving
Throws, and the possibility of getting interrupted by damage. Magic is
busy enough already. On top of that, every spell they DO successfully
cast without triggering a Magic Surge also fluctuates by up to five
levels (plus or minus) the caster's level. At level one, this doesn't
matter much-you really only stand to gain, but as you level up, this
adds serious uncertainty to the duration and damage of many spells. All
in all, what does a Wild Mage have over a Conjurer? Identify, True
Sight, and massive randomness to everything they do, that's what.

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

Wild Surge Table						{DND067}
This table was taken straight from the Throne of Bhaal manual. I have
no idea whether it still holds true, or whether Overhaul Games... well,
overhauled this list. Even if they did, this'll at least give you some
idea of what can happen when you get a Wild Surge.

|Roll|                        Wild Surge Effect              	       |
|  1 | Repulsion field centred on the caster			       |
|  2 | Wild colour changes upon the caster			       |
|  3 | Squirrels appear around caster				       |
|  4 | The caster becomes itchy					       |
|  5 | The caster glows						       |
|  6 | A fireball centres on the caster				       |
|  7 | The casterís sex is changed				       |
|  8 | The casterís colour changes				       |
|  9 | Every one in the area changes direction			       |
| 10 | Explosion centred on caster				       |
| 11 | Entangle spell centred on caster				       |
| 12 | Slow spell centred on target				       |
| 13 | Target polymorphed into a wolf				       |
| 14 | Caster held						       |
| 15 | Caster hasted						       |
| 16 | Caster changed into a squirrel				       |
| 17 | Gold on the caster is destroyed				       |
| 18 | Target weakened						       |
| 19 | Sunfire spell centred on caster				       |
| 20 | Movement rate lowered on target				       |
| 21 | Fireball centred on caster				       |
| 22 | Caster held as per the spell Hold Person			       |
| 23 | Fear spell centred on target				       |
| 24 | Roll twice more. Both effects apply			       |
| 25 | Entire area explored					       |
| 26 | Globe of invulnerability centred on target		       |
| 27 | Silence 15 foot radius centred on caster			       |
| 28 | Caster dizzy						       |
| 29 | Target invisible						       |
| 30 | Pretty sparkles! No other effect				       |
| 31 | Caster is spellís target					       |
| 32 | Caster becomes invisible					       |
| 33 | Colour spray from caster					       |
| 34 | Birds appear around the caster				       |
| 35 | Fireball centred on caster. No damage done		       |
| 36 | Gems created on caster					       |
| 37 | Combat music starts					       |
| 38 | Goodberries created on caster				       |
| 39 | Fireball flies toward target				       |
| 40 | Charges drained on area effect around target		       |
| 41 | Random treasure created on caster			       |
| 42 | Caster is combat ready (+2 THACO +2 Damage)		       |
| 43 | Teleport field spell centred on caster			       |
| 44 | Teleport field spell centred on target			       |
| 45 | Area effect hiccups centred on target			       |
| 46 | All doors in area of effect open. If there are no doors, then   |
|    | roll twice and use both effects				       |
| 47 | Caster polymorphs into wolf				       |
| 48 | Change target randomly					       |
| 49 | Caster recuperates as if he rested			       |
| 50 | Monsters summoned by target				       |
| 51 | Start snowing if outside, otherwise roll twice more	       |
| 52 | Loud noise. Target must save or be stunned		       |
| 53 | Targetís hit points doubled				       |
| 54 | Summon demon to attack target				       |
| 55 | Spell fired but with squealing noise			       |
| 56 | Spell goes off but duration is halved			       |
| 57 | Strange visual effect, but the spell fizzles		       |
| 58 | Projectile speed halved					       |
| 59 | All weapons in the area glow			 	       |
| 60 | No saving throw is allowed against the spell		       |
| 61 | Target is held as per the Hold Person spell		       |
| 62 | Detect magic spell centred on target			       |
| 63 | Roll 4 more times. All effects happen			       |
| 64 | Slow spell centred on target				       |
| 65 | Instead of the chosen spell, a different spell of the same level|
|    | goes off							       |
| 66 | Lightning bolt spell cast at target			       |
| 67 | Target strengthened					       |
| 68 | Heal centred on the target				       |
| 69 | Entangle target						       |
| 70 | Caster weakened						       |
| 71 | Fireball spell centred on target				       |
| 72 | Flesh to stone on target					       |
| 73 | Spell fired. Caster also recuperated as if rested	       |
| 74 | Heal spell centred on caster				       |
| 75 | Target dizzy						       |
| 76 | Sunfire centred on target (caster unaffected)		       |
| 77 | Target held						       |
| 78 | Target blinded						       |
| 79 | Target charmed						       |
| 80 | Gems created on target					       |
| 81 | Targetís movement rate reduced				       |
| 82 | Random treasure created on target			       |
| 83 | Target polymorphed into squirrel				       |
| 84 | Silence 15 foot radius centred on target			       |
| 85 | Targetís sex changed					       |
| 86 | Fake explosion (no damage) centred on target		       |
| 87 | Stinking cloud centred on target				       |
| 88 | Cow falls from sky on the target				       |
| 89 | Target dizzy						       |
| 90 | Spell has 60 foot radius at target (change projectile)	       |
| 91 | Target itchy						       |
| 92 | Casters hit points doubled				       |
| 93 | Target held						       |
| 94 | Target hastened						       |
| 95 | Destroy all gold on target				       |
| 96 | Spell casts at double effectiveness			       |
| 97 | Spell cast, -4 to targetís saving throw			       |
| 98 | Targetís colour changed					       |
| 99 | Spell cast at double level				       |
|100 | Spell casts normally					       |

Alignment							{DND068}
The alignment of your protagonist only matters so much in the first
game. In the sequel the allies you choose will react to your alignment
more, so you should try to choose party members who have an alignment
similar to yours. Where alignment really matters is between your allies.
Evil characters will react poorly to good characters, and vise-verse,
and in some instances violence may erupt between two party members.
This is less of a problem in the first game than in the sequel, but
spare yourself the aggravation and choose party members of like
alignment. If your protagonist is good-aligned, choose good or neutral
allies. If your protagonist is evil-aligned, choose evil or neutral
allies. If your protagonist is neutral, pick either good, or evil
allies, but not both.

Another reason for having some continuity of alignment within your
party is your reputation. Good characters will be happy with a high 
reputation and unhappy with a low reputation, while evil characters
will be happy with a low reputation and unhappy with a high reputation.
At a neutral reputation, nobody is happy. If your reputation gets too
high (19+), your evil characters will disband. If your reputation gets
too low (2-) your good characters will disband. If you kick characters
out of your party while they're unhappy with your reputation (they have
not yet disbanded voluntarily, but you are within a few points of that
mark, an 18 reputation for an evil character, for example) they will
express their disgust with your behavior and will leave forever. Since
a high reputation will earn you discounts at shops, it's always a good
idea to keep your alignment in the teens, at least. Discounts are good,
and you can't really afford to be pure 'evil' anyways, as a reputation
of 1 will earn you some pretty serious harassment by groups of Flaming
Fist Enforcers. That's right, even evil characters will want to keep
their reputation reasonable... fairly high, even, for the purpose of
purchasing items. Speaking of reputation and alignment, your starting
reputation varies depending upon your protagonist's alignment, as

		|   Alignment	|   Starting	|
		|	  	|  Reputation	|
		|  Lawful Good	|      12	|
		| Neutral Good	|      11	|
		| Chaotic Good	|      11	|
		|Lawful Neutral	|      10	|
		| True Neutral	|      10	|
		|Chaotic Neutral|      10	|
		|  Lawful Evil	|       9	|
		| Neutral Evil	|	9	|
		| Chaotic Evil	|	8	|

Reputation Effects						{DND069}
Despite the fact that the manual that come with the Enhanced Edition
has the Baldur's Gate 2 reputation table in it, the game actually
follows the values for the original game, below. Which is good, because
it's a whole lot cheaper in the first game.
|Reputation|Item Cost|Donation Required|        Additional Effects     |
|    20    |  -50%   |      ---        |    +4 Reaction Adjustment     |
|    19    |  -40%   |      ---        |    +3 Reaction Adjustment     |
|    18    |  -30%   |      ---        |    +3 Reaction Adjustment     |
|    17    |  -20%   |      500        |    +2 Reaction Adjustment     |
|    16    |  -10%   |      400        |    +2 Reaction Adjustment     |
|    15    |  -10%   |      300        |    +1 Reaction Adjustment     |
|    14    |  base   |      300        |    +1 Reaction Adjustment     |
|    13    |  base   |      200        |              N/A	       |
|    12    |  base   |      200        |	      N/A	       |
|    11    |  base   |      100        |	      N/A	       |
|    10    |  base   |      100        |	      N/A	       |
|     9    |  +10%   |      100        |	      N/A	       |
|     8    |  +20%   |      100        |	      N/A	       |
|     7    |  +20%   |      100        |   -1 Reaction Adjustment      |
|     6    |  +30%   |      200        |   -2 Reaction Adjustment      |
|     5    |  +40%   |      200        |   -3 Reaction Adjustment*     |
|     4    |  +50%   |      200        |   -4 Reaction Adjustment*     |
|     3    | +100%   |      300        |   -5 Reaction Adjustment*     |
|     2    |will not |      400        |   -6 Reaction Adjustment*     |
|     1    |  sell   |      500        |   -7 Reaction Adjustment*     |

*Indicates that at this reputation you may get attacked by a group of
Flaming Fist mercenaries when entering a new area.

Item Cost: The rate of increase or decrease of the cost of items in a
store. It's funny, you'd think a thieves' guild would or other morally
dubious merchants would reward a low reputation.. In any event, the
principle is simple-the higher your reputation the cheaper things
will be.

Donation Required: Give money to churches, and your reputation
increases. Why we assume that churches morally benefit humanity, I will
never be able to understand. It reminds me of watching the 700 Club
when I was bored, listening to these predators telling desperately
poor people that they can afford to give money to 'Jesus'... anyways,
in a world with good and evil deities (as opposed to reality, which just
has evil ones) wouldn't giving money to an evil diety like Umberlee
lower your reputation? Evidently not. Even if you give money to sexist,
jealous, petty gods who delight in killing humans, your reputation
improves. Talk about art imitating reality..

Abilities							{DND070}
Your abilities define what your character is good at. I prefer to call
them attributes, so if I mess up and refer to them as attributes later,
well, I'm talking about abilities. You have six abilities, and you can
re-roll them until you get what you want... or close to it. Take
advantage of it, get comfortable, and get rolling. Before that, let me
explain them a bit, so you know what to shoot for.

Strength							{DND071}
Strength is important for many reasons-obvious reasons. The stronger
you are, the more likely you are to deal effective blows, and the more
damage you deal in combat. To hit and damage bonuses are good things,
and higher carry weight can reduce annoying trips back to town. Also,
your Strength limits what arms and armor you can equip. For that
reason any and all characters who wish to compete in melee should
strive for an 18 Strength. Period. Mages can afford to use this as a
dump-stat, but even Thieves and Bards are going to want to have enough
Strength to wear some armor, wield swords and bows, and whatnot.
Warrior types (Barbarians, Fighters, Paladins, Rangers, single, multi,
or dual-classed) will automatically get exceptional Strength if they
start out with a Strength score of 18. This is a randomly generated
percentile from 1-100, commonly known as exceptional Strength. While
it becomes moot when you get the Manual of Gainful Exercise (thus
bypassing exceptional Strength altogether an boosting your Strength by
a point-ideally from 18 to 19), for single-classed warriors starting
out with a high exceptional Strength should be something to shoot for.
I mean, a Fighter only needs three attributes at 18, which is easy
enough to do. For multi-classed Warrior, however, don't sweat the
exceptional Strength percentile. It's more important to get 18's in
your Strength, Dexterity, Constitution, and whatever other attribute
your class would be aided by (Intelligence for Fighter/Mages, Wisdom for
Fighter/Clerics, etc.).

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

Dexterity							{DND072}
This affects your Armor Class and your THAC0 adjustment for missile 
weapons. EVERY character should get an 18 Dexterity for the wonderful 
-4 Armor Class modifier. Period. Anybody else find it odd that the
highest bonus a PC can legitimately have (18, -4) is only two points of
Armor Class shy of the Armor Class bonus gained by the fastest critters
in 2nd Edition (25, -6)? Ah, 2nd Edition was funny...

			| Score |Missile| Armor |
			|	|Adjust.| Class |
			|   0	|  -20	|  +5	|
			|   1	|  -6	|  +5	|
			|   2   |  -4	|  +5	|
			|   3   |  -3   |  +4	|
			|   4   |  -2   |  +3	|
			|   5   |  -1   |  +2	|
			|   6   |   0   |  +1	|
			|   7   |   0   |   0	|
			|   8   |   0   |   0	|
			|   9   |   0   |   0	|
			|  10   |   0   |   0	|
			|  11   |   0   |   0	|
			|  12   |   0   |   0	|
			|  13   |   0   |   0	|
			|  14   |   0   |   0	|
			|  15   |   0   |  -1	|
			|  16   |  +1   |  -2	|
			|  17   |  +2   |  -3	|
			|  18   |  +2   |  -4	|
			|  19	|  +3   |  -4	|
			|  20	|  +3   |  -4	|
			|  21   |  +4   |  -5	|
			|  22   |  +4   |  -5	|
			|  23   |  +4   |  -5	|
			|  24   |  +5   |  -6	|
			|  25   |  +5   |  -6	|

Note: Your Dexterity will also affect your Thief abilities... if you
have any, of course. See [DND083] for more information.

Constitution							{DND073}
This attribute gives you Hit Points. Hit points are good. At 16, you 
gain a +2 bonus to Hit Points gained per level, which for non-warriors 
is the highest bonus possible. The number to the right lists the bonus 
for warriors (Fighters, Paladins, Rangers, and their kits), which is +4
at 18. All warriors should have an 18 Constitution, but non-warriors
only really need a 15. Once they get the Manual of Gainful exercise,
they'll raise to 16, and be good to go.

		| Score |Hit Points per |Regen. |
		|	|     Level	| Rate	|
		|   1	|      -3	|   0	|
		|   2	|      -2	|   0	|
		|   3   |      -2	|   0	|
		|   4   |      -1  	|   0	|
		|   5   |      -1  	|   0	|
		|   6   |      -1  	|   0	|
		|   7   |       0  	|   0	|
		|   8   |       0  	|   0	|
		|   9   |       0  	|   0	|
		|  10   |       0  	|   0	|
		|  11   |       0  	|   0	|
		|  12   |       0  	|   0	|
		|  13   |  	0  	|   0	|
		|  14   |  	0  	|   0	|
		|  15   |  	+1  	|   0	|
		|  16   | 	+2  	|   0	|
		|  17   |     +2/+3	|   0	|
		|  18   |     +2/+4	|   0	|
		|  19	|     +2/+5	|   0	|
		|  20	|     +2/+5	|  60	|
		|  21   |     +2/+6	|  50   |
		|  22   |     +2/+6	|  40   |
		|  23   |     +2/+6	|  30   |
		|  24   |     +2/+7	|  20   |
		|  25   |     +2/+7	|  10   |

Note: In the Regeneration Rate column, what the hell do those numbers
mean? Well, they're a measure of the time it takes to regenerate a lost
Hit Point.. but not REAL time, no, that would be too simple-it's the
number of game-time seconds it takes to regenerate a lost Hit Point.
So for a Constitution score of 20, it takes 60 seconds-one minute-of
game-time to recover one Hit Point. One minute of game-time is 2.5
seconds of real time, so our rate of time-lapse difference is
60/2.5 = 24:1. This makes sense, doesn't it? It means that one hour
spent playing in real-time is one day of game-time. So divide all those
numbers by 24, and that's how many real-time seconds it takes to recover
a lost Hit Point.

Intelligence							{DND074}
If you're a Mage, get an 18, if not, it's a dump stat. By 'dump stat',
I mean lower it to 10 or so to put the excess points in other attributes
you actually need. 'Max Spell Level' refers to the highest level of
spell you'll be able to cast if you're a Mage. Note that if you're a
triple class Mage, you only need a 15 Intelligence as you'll never be
able to memorize 9th level spells anyways (the tome will raise your
intelligence high enough to cast 8th level spells.) 'Max Spells per
Spell Level' is the maximum number of different spells you can have in
your spell book per level. This will never be a deciding factor as you
can simply drink a potion to temporarily allow you to scribe more spells
than your spells per level allowance. In fact, you can just use potions
in a timely manner to scribe all the spells you wish, allowing you to
have as low of an Intelligence as you please regardless of your natural
'Max Spell Levle or 'Max Spells per Spell Level'. Still, it's just more
convenient to have the natural Intelligence instead of having to rely on
potions all the time and scribing spells all at once. If you fail at
scribing a scroll, simply reload until you succeed. Lore is your ability
to identify magical  items. You'll legitimately never get high enough to
identify everything, so you'll always need the Identify spell, making
lore a non-issue. 

	|	| Learn	|  Max	|Max Spells per |	|
	| Score	| Spell	| Spell	|  Spell Level  | Lore	|
	|	|Chance	| Level	|		|	|
	|   0	|   0%	|   -	|	-	|  -20	|
	|   1	|   0%	|   -   |	-	|  -20	|
	|   2	|   0%	|   -	|	-	|  -20	|
	|   3   |   0%	|   -   |       -       |  -20	|
	|   4   |   0%	|   -   |       -       |  -20	|
	|   5   |   0%	|   -   |       -       |  -20	|
	|   6   |   0%	|   -   |       -       |  -20	|
	|   7   |   0%	|   -   |       -       |  -10	|
	|   8   |   0%	|   -   |       -       |  -10	|
	|   9   |   0%	|  4th  |       6       |  -10	|
	|  10   |  35%	|  5th  |       7       |   0 	|
	|  11   |  40%	|  5th  |       7       |   0 	|
	|  12   |  45%	|  6th  |       7       |   0 	|
	|  13   |  50%	|  6th  |       9       |   0 	|
	|  14   |  55%	|  7th  |       9       |   0 	|
	|  15   |  60%	|  7th  |      11       |  +3 	|
	|  16   |  65%	|  8th  |      11       |  +5 	|
	|  17   |  75%	|  8th  |      14       |  +7 	|
	|  18   |  85%	|  9th  |      18       |  +10	|
	|  19	|  95%	|  9th  |      All      |  +12	|
	|  20	|  96%	|  9th  |      All      |  +15	|
	|  21   |  97%	|  9th  |      All      |  +20	|
	|  22   |  98%	|  9th  |      All      |  +25	|
	|  23   |  99%	|  9th  |      All      |  +30	|
	|  24   | 100%	|  9th  |      All      |  +35	|
	|  25   | 100%	|  9th  |      All      |  +40	|

Wisdom								{DND075}
If you're a Cleric or a Druid, you want an 18. If you're a Mage, you 
might want at least a 14 to use the Wish spell effectively in Baldur's 
Gate 2. Otherwise, it's a dump stat. For Clerics and Druids you don't 
have a spell level maximum for a low Wisdom in 2nd Edition, but higher
Wisdom nets you bonus spells. Definitely a draw for single class
characters, but if you simply cannot spread your points out enough to
get a great Wisdom, it's not that big of a deal. And keep in mind, there
are three tomes in the game that add a 1 point bonus to this stat. The
bonus spells are listed by level, at 17 you'd get 2 first level spells,
2 second level spells, and 1 third level spell. 

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

Charisma							{DND076}
Charisma affects NPC reactions to you and determines shop
prices. Rarely you'll get a better reward for having a higher Charisma.
It's a dump stat for everybody except Bards, who should get an 18 in it,
and Paladins, who don't really have much of a choice when it comes to
Charisma. To get the best discounts, make sure to have your character
with the highest Charisma as party leader when interacting with the

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

Tomes								{DND077}
Now that you should know more or less what you're shooting for, keep in
mind that there are tomes that add 1 to an attribute throughout the
game. There is one for each attribute except Wisdom... there are about
three of those tomes in the game. Give every tome you find to your
protagonist, since they're the only ones who will get to take the
bonuses with them into the sequel.

Suggested Abilities by Class					{DND078}
Below are the starting abilities I would suggest rolling for each class
at a minimum, ignoring racial modifiers and class modifiers. All classes
include their kits-an Inquisitor needs the same abilities as a Paladin,
a Skald needs the same abilities as a Bard, etc. This list is not set
in stone-especially for dual-class combos. An Assassin/Fighter, for
example, need not worry about warrior-esque Constitution (17+) if they
plan to gain more than ten levels as an Assassin, early dual-classing
Mages need not worry about high Intelligence, etc. Note that it is
possible-but extremely time-consuming-to surpass even some of the
tougher suggestions here-I've rolled up a Fighter/Mage with the
suggested stats below plus four points to spare before. Three 18's is
easily attainable if you roll a bit, four 18's is difficult-but possible
if you're willing to spend... an hour or so. Anything more, and... good
luck. I know, I know, who wants to spend all day rolling up a character?
But if you plan to play both Baldur's Gate games with one character,
that's a lot of time in itself... might as well make sure you've got a
character who's up to snuff before you start, I say.

On the plus side, the Enhanced Edition added the ability to see the
total of your rolls, which makes creating a strong character much less
annoying. I mean, before you'd have to scan the scores and do a mental
count... now you can just look at the total. Most rolls will hit the
high 70s to low 80s range. With patience, you can hit the low 90s...
which is enough for most builds.

Barbarian		18(91+) 18	18	10~	10~	10~
Bard			10~	18	15	13~	10~	18
Cleric			18	18	15	10~	18	10~
Cleric/Mage		18	18	15	18	18	10~
Cleric/Ranger		18(xx)	18	18	10~	18~	10~
Cleric/Thief		18	18	15	10~	18	10~
Druid			18	18	15	10~	18	15~
Fighter			18(91+)	18	18	10~	10~	10~
Fighter/Cleric		18(xx)	18	18	10~	18	10~
Fighter/Druid		18(xx)	18	18	10~	18	15~
Fighter/Mage		18(xx)	18	18	18	10~	10~
Fighter/Mage/Cleric	18(xx)	18	18	18	10~	10~
Fighter/Mage/Thief	18(xx)	18	18	18	10~	10~
Fighter/Thief		18(91+)	18	18	10~	10~	10~
Mage			10~	18	15	18	10~	10~
Mage/Thief		10~	18	15	18	10~	10~
Monk			18	18	15	10~	10~	10~
Paladin			18(91+)	18	18	10~	13~	17~
Ranger			18(91+)	18	18	10~	14~	10~
Sorcerer		10~	18	15	18	10~	10~
Thief			10~	18	15	10~	10~	10~
Wild Mage		10~	18	16	18	10~	10~

Proficiencies							{DND079}
You have a selection of weapon proficiencies to choose from, which has
been greatly expanded from the original game. By expanded I of course
mean separated, so you simply need more points now to achieve the same
thing. For example, Large Swords has been broken up into Two Handed
Sword, Long Swords, Scimitars, and Bastard Swords. In addition there's
also a variety of fighting styles, which give bonuses to you depending
on how you fight. It's one thing to know how to use a long sword,
and another thing to wield it alone, paired with a shield, or with an
off-hand weapon. You earn proficiencies as you level up, at varying
rates depending upon your class. Also, different classes can allocate
these proficiencies into different weapon classes and fighting styles
(and in different amounts) depending on their class.

Weapon Proficiencies by Class/Level				{DND080}
 		   1  2  3  4  5  6  7  8  9  10 11 12
Warrior		   4  -  1  -  -  1  -  -  1  -  -  1  ..+1/3 levels
Wizard		   1  -  -  -  -  1  -  -  -  -  -  1  ..+1/6 levels
Priest		   2  -  -  1  -  -  -  1  -  -  -  1  ..+1/4 levels
Rogue		   2  -  -  1  -  -  -  1  -  -  -  1  ..+1/4 levels

  -->	Priest includes Druids and Monks.

  -->	Rogue includes Bards.

  -->	Warrior includes Barbarians, Paladins and Rangers.

  -->	Wizard includes Sorcerers.

Weapon Class Perks by Rank					{DND081}
These are the bonuses you gain by spending proficiency ranks in a weapon
type, taken straight from the screen.

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

  -->	Bards, Clerics, Druids, Mages, Monks and Thieves can only reach
	the rank of Proficient.

  -->	Single-or-dual-classed Fighters can reach the rank of Grand

  -->	Multi-classed Fighters and Rangers, and single-classed
	Barbarians, Paladins, and Rangers can reach the rank of

  -->	Non-warriors (Barbarians, Fighters, Paladins, Rangers, multi,
	single, or dual-classed) do not gain bonus attacks per round,
	according to the game text. Of course... outside of the afore-
	mentioned warriors, only the Swashbuckler (Thief kit) can
	become Specialized in a weapon class, so it's mostly a moot
	point, anyways.

Fighting Style Perks by Rank					{DND082}
Of course, there's more to proficiencies than just the weapon classes-
there's also fighting styles! They don't give stock bonuses like
weapon class proficiencies, and they aren't weapon specific-instead,
they potentially affect bonuses derived from fighting with a variety
of weapons. Here it doesn't matter what you use, so much as how you use
it. All fighting styles have two ranks, save Two-Weapon Style, which has
three ranks. In the case of the latter, you're not gaining bonuses so
much as you're eliminating penalties-being able to fight with two
weapons simultaneously is enough of a benefit.

Two-Handed: This fighting style allows the character to use a two-handed
----------- weapon and receive special bonuses.

  Proficient (1 rank): The wielder gets a +1 bonus to damage rolls, a -2
  bonus to Speed Factor, and the ability to score critical hits on a
  roll of 19 or 20 (instead of just 20) when using a two-handed weapon.

  Specialized (2 ranks): The wielder gets a further -2 bonus to Speed

Sword and Shield: Anyone can pick up a shield and get its basic
----------------- protection bonuses, but by spending slots on this
		  fighting style, an adventurer can maximize the
		  benefits received.

  Proficient (1 rank): The wielder gets a -2 bonus to AC against missile

  Specialized (2 ranks): The wielder gets a -4 bonus to AC against
  missile weapons.

Single-Weapon: This fighting style is for characters who do not wish to
-------------- use a shield but want some bonuses when using a one-
	       handed weapon.

  Proficient (1 rank): The wielder gets a -1 bonus to AC and inflicts
  critical damage on an attack roll of 19 or 20.

  Specailized (2 ranks): The wielder gets a -2 bonus to AC and inflicts
  critical damage on an attack roll of 19 or 20.

Two-Weapon: This fighting style allows the character to use two weapons
----------- at the same time with fewer penalties. A character wielding
	    two weapons without a slot in this fighter style would incur
	    a -4 penalty to attack rolls with the main weapon and a -8
	    penalty with the off-hand weapon.

  Proficient (1 rank): The wielder's penalties are reduced to -2 with
  the main weapon an -6 with the off-hand weapon.

  Specialized (2 ranks): The wielder's penalties are reduced to 0 with
  the main weapon and -4 with the off-hand weapon.

  Master (3 ranks): The wielder's penalties are reduced to 0 with the
  main weapon and -2 with the off-hand weapon.

Proficiency Selection by Class					{DND083}
Below you'll find listed the different weapon types in the Enhanced
Edition of Baldur's Gate, and the classes who can use them. Remember
that in the case of multi-and-dual-classed characters, weapon
proficiencies are additive-you get the best selections of all your
classes... unless you're a Cleric or a Druid, then it's restrictive.
A Fighter/Mage gets all the proficiency options of a Fighter.
A Fighter/Druid is restricted to using Druid-allowed weapons.

			|   |Bard
			|   |   |Cleric
			|   |   |   |Druid
			|   |   |   |   |Fighter
			|   |   |   |   |   |Mage
			|   |   |   |   |   |   |Monk
			|   |   |   |   |   |   |   |Paladin
			|   |   |   |   |   |   |   |   |Ranger
			|   |   |   |   |   |   |   |   |   |Sorcerer
			|   |   |   |   |   |   |   |   |   |   |Thief
			|   |   |   |   |   |   |   |   |   |   |   |
Bastard Sword		| x | x |   |   | x |   |   | x | x |   |   |
Long Sword		| x | x |   |   | x |   | x | x | x |   | x |
Short Sword		| x | x |   |   | x |   | x | x | x |   | x |
Axe			| x | x |   |   | x |   |   | x | x |   |   |
Two-Handed Sword	| x | x |   |   | x |   |   | x | x |   |   |
Katana			| x | x |   |   | x |   | x | x | x |   | x |
Scimitar, etc.		| x | x |   | x | x |   | x | x | x |   | x |
Dagger			| x | x |   | x | x | x | x | x | x | x | x |
War Hammer		| x | x | x |   | x |   |   | x | x |   | x |
Club			| x | x | x | x | x |   | x | x | x |   | x |
Spear			| x | x |   | x | x |   |   | x | x |   |   |
Halberd			| x | x |   |   | x |   |   | x | x |   |   |
Flail			| x | x | x |   | x |   |   | x | x |   |   |
Mace			| x | x | x |   | x |   |   | x | x |   |   |
Quarterstaff		| x | x | x | x | x | x |   | x | x | x | x |
Crossbow		| x | x |   |   | x |   |   | x | x |   | x |
Longbow			| x | x |   |   | x |   |   | x | x |   |   |
Shortbow		| x | x |   |   | x |   |   | x | x |   | x |
Dart			| x | x |   | x	| x | x | x | x | x | x | x |
Sling			| x | x | x | x | x | x | x | x | x | x | x |
Two-Handed Weapon Style | x | x | x | x | x | x |   | x | x | x | x |
Sword and Shield Style	| x | x | x | x | x | x |   | x | x | x | x |
Single-Weapon Style	| x | x | x | x | x | x | x | x | x | x | x |
Two-Weapon Style	| x | x | x | x | x | x |   | x | x | x | x |

  --> 	The Blade (Bard kit) can Master (three ranks) in the Two-Weapon
	fighting style.

  -->	The Kensai (Fighter kit) cannot allocate any ranks into missile
	weapons of any kind-crossbow, longbow, shortbow, dart, or sling,
	nor can they put any ranks into the Sword and Shield fighting

  -->	The Berserker (Fighter kit) can only become Proficient
	(one rank) in missile weapons-crossbow, longbow, shortbow,
	dart, or sling.

  -->	The Dwarven Defender (Fighter Kit) can attain High Mastery
	(four ranks) in Axes and War Hammers.

  -->	The Dwarven Defender (Fighter Kit) cannot rise above the level
	of Specialized (two ranks) in any weapon class save Axes and
	War Hammers.

  -->	The Cavalier (Paladin kit) cannot allocate any ranks into
	missile weapons of any kind-crossbow, longbow, shortbow, dart,
	or sling.

  -->	The Ranger (and Ranger kits) can Master (three ranks) in the 
	Two-Weapon fighting style, and automatically start out
	Specialized (two ranks) in the Two-Weapon fighting style.

  -->	The Archer (Ranger kit) cannot rise above the level of
	Proficient (one rank) in any melee weapon class.

  -->	The Archer (Ranger kit) can attain the rank of Grand Mastery
	(five ranks) in missile weapons.

  -->	The Beast Master (Ranger kit) cannot allocate any ranks into
	any metal weapons. They can only allocate ranks into the
	following weapon classes: club, quarterstaff, crossbow, longbow,
	shortbow, dart, sling, and the fighting styles.

  -->	The Swashbuckler (Thief kit) can Specialize in all the weapon
	classes a Thief can allocate ranks into, and they can attain
	Mastery (three ranks) in the Two-Weapon fighting style.

Thieving Abilities						{DND084}
In case you're wondering where to allocate your Thief ability points,
I'll cover that here. In general though, you'll want to shoot for Find
Traps. Once you have 100% Find Traps, you can move onto other things.
Find Traps is the only thing that Thieves can do that a spell cannot.
Below are tables detailing how a character's race and Dexterity affects
their Thief skills.

		|Pick Pockets
		|     |Open Locks
		|     |	    |Find Traps
  		|     |     |     |Move Silently
  		|     |	    |	  |	|Hide in Shadows
		|     |     |     |     |     |Detect Illusion
  o=============o     |     |     |     |     |     |Set Traps
  |    Race	|     |     |     |     |     |     |     |
  Human		| +15 |	+10 | +5  | +10	| +5  |  0  |  0  |
  Dwarf		| +15 |	+20 | +20 | +10	| +5  | +5  | +10 |
  Elf		| +20 | +5  | +5  | +20 | +15 |  0  |  0  |
  Gnome		| +15 | +15 | +15 | +15 | +10 | +10 | +5  |
  Half-Elf	| +10 |  0  |  0  |  0	| +5  |  0  |  0  |
  Halfling	| +5  | +5  | +5  | +15 | +15 |  0  |  0  |
  Half-Orc	|  0  |  0  |  0  |  0	|  0  |  0  |  0  |

		  |Pick Pockets
		  |     |Open Locks
		  |     |     |Find Traps
  		  |     |     |     |Move Silently
  		  |     |     |	    |	  |Hide in Shadows
		  |     |     |     |     |     |Detect Illusion
		  |     |     |     |     |     |     |Set Traps
		  |     |     |     |     |     |     |     |
        9	  | -15	| -10 | -10 | -20 | -10 |  -  | -10 |
	10	  | -10	| -5  | -10 | -15 | -5  |  -  | -10 |
	11	  | -5	|  -  |	-5  | -10 |  -  |  -  | -5  |
	12	  |  -	|  -  |  -  | -5  |  -  |  -  |  -  |
	13-15	  |  -	|  -  |  -  |  -  |  -  |  -  |  -  |
	16	  |  -	| +5  |  -  |  -  |  -  |  -  |  -  |
	17	  | +5	| +10 |  -  | +5  | +5  |  -  |  -  |
	18	  | +10	| +15 | +5  | +10 | +10 |  -  | +5  |
	19	  | +15	| +20 | +10 | +15 | +15 |  -  | +10 |
	20	  | +20	| +25 | +15 | +18 | +18 |  -  | +15 |
	21	  | +25	| +30 | +20 | +20 | +20 |  -  | +20 |
	22	  | +30	| +35 | +25 | +23 | +23 |  -  | +25 |
	23	  | +35	| +40 | +30 | +25 | +25 |  -  | +30 |
	24	  | +40	| +45 | +35 | +40 | +30 |  -  | +35 |
	25	  | +45	| +50 | +40 | +35 | +35 |  -  | +40 |

Pick Pockets							{DND085}
There aren't too many items you'll want to pick pocket in this game, and
of course, you can always pop potions for when you really need to steal
something. Also, Find Traps is essential and Hide in Shadows/Move
Silently helps with combat, so Pick Pockets should take a back seat to
those three. Plus, you can always just pick up an ally with good Pick
Pockets (Garrick, Eldoth, Alora) and have them go around doing your
dirty work for you. It's worth noting that in the patched version of
the Enhanced Edition items have a steal difficulty based, presumably,
on their value. If the difficulty of the item is too far above your
Pick Pockets skill you'll get the text: "The target has no items that
can be stolen by a cut purse of your skill." In the original game (and
in earlier versions of the Enhanced Edition) you could typically just
reload until you were successful, making tedium the only reason for you
to ever throw points into this skill. Still, there's precious little
that needs to be stolen. The target number that allows you to steal
pretty much any item in the game (albeit, if you're patient enough to
reload) is 50. Anything lower than this will limit your thieving

Open Locks							{DND086}
You can use Open Locks to.. well.. open locks. Of course, once you get
the knock spell you won't need this anymore. Sure, it's nice to have
a Thief who can pick locks without having to use up 2nd-level spell 
slots, but it's not essential. You can ignore this skill unless you are
just overflowing with points to spend.

Here's some information from contributor Jeff about the Open Locks
skill, as it pertains to your Open Locks skill score and the difficulty
of each lock: "...the lockpick skill can be no more than 5 points lower
than the threshold to be successful. If after 5 attempts at failing to
open the lock, it never will at that skill level."

Find Traps							{DND087}
This is the essential Thief skill. Clerics can find traps with a spell,
but they can't disarm them. To safely eliminate traps, you need a Thief
with this skill, and traps can be a problem in this game. In fact, this
skill is really the reason you need a Thief in your party at all. No
matter who you have, get their Open Locks to 100% before you do anything

Move Silently/Hide in Shadows					{DND088}
These skills work together to serve the same purpose-to keep enemies
from detecting you. In the original game, these skills were lumped up
into one skill, 'Stealth'. In Baldur's Gate 2 the skills were split to
make you waste extra points, and so the Enhanced Edition follows suit.
Still, they're practically the same thing-getting one is a waste of
time, so they'll be discussed in tandem. If you enter into Stealth mode,
you can move about undetected by foes and, if you're a Thief, backstab
enemies for heavy damage. This is pretty much the one combat upside to
being a Thief, and it's deceptively good. Seriously, if you have a Thief
with a good strength score, a magic weapon, and a good backstab
multiplier, you could end up doing well over 40 damage in a hit.
Considering that the most powerful enemies in this game will be lucky
to push 100 Hit Points, that's good stuff. For a combat-focused Thief,
this should be a priority.. after Find Traps. Sneaking does help, and
you'll find a number of items that improve this skill throughout the
game, so you probably only need 70 points or so in these skills.

Detect Illusion							{DND089}
You can use this ability to dispel illusions as if you were using
True Sight. To activate it, just detect traps and if your score is
high enough those bad illusions will vanish. Of course, we have many
characters who can use True Sight, and while you're busy detecting
illusions, you can't attack.

Set Traps							{DND090}
This ability allows you to.. wait for it.. set traps. Traps are static
and can't be set during combat, which vastly limits their effectiveness.
I assume this score makes you more likely to succeed at setting your
traps, but honestly, I don't care enough to play around with it. Most
traps deal 2d8+5/3d8+5 damage, which is fair enough, but for all the
trouble it takes to set a trap and lure a foe onto it, you're probably
better off just using a bow.

Hit points 							{DND091}
You run out of Hit Points, and you die. These are important. 
Multi-classing averages your Hit Points/level across your classes.
For example, take the Fighter/Mage:

Fighter (Hit Die: d10) + Mage (Hit Die: d4) = 14
Hit Points per Level: 14/Number of Classes: 2 = 7
Therefore the Fighter/Mage would have a maximum of 7 Hit Points per
level, or 5 for each Fighter level and 2 for each Mage level... plus
any relevant Constitution bonuses.

A multi-classed character will still get bonus Hit Points for having a
Fighter class and a high Constitution, but a dual-class character can
start out 9 levels of Fighter, get all 9d10+36 Hit Points,and dual-class
into something else. This is in every way favorable. And don't accept
crappy Hit Point rolls upon leveling up, especially not on your main
character (these stats will carry over into the sequel, you know!) You
should get max Hit Points each level... and good news! You no longer
have to waste forever save/loading to get your awesome Hit Points! Just
set the difficulty slider to 'NORMAL' temporarily to ensure you gain max
Hit Points when leveling up. Face it, we're going to save/load until we
get it anyways, why waste time?

THAC0 and Armor Class 						{DND092}
THAC0 is an acronym for 'To Hit Armor Class 0'. This is the roll on a
d20 (a 20 sided dice) that you'd need to hit somebody with an Armor 
Class of 0. Statistically, each point is a 5% chance to hit Armor Class
0, and a roll of 20 is ALWAYS a hit, and a roll of 1 is ALWAYS a miss,
regardless of your THAC0/their Armor Class. Fighters get a lower THAC0
quicker (hence a better chance to hit) than other classes, and Mages
have the worst THAC0 progression. A lower THAC0 and lower Armor Class
are better-which seems counter intuitive, but that's 2nd Edition for
you. (Nostalgia for a moment here.) Having a negative Armor Class
essentially raises the enemies' THAC0. For instance, my Paladin has a
base THAC0 of 5 (-2 with all her proficiencies, Strength, the bonus on
the weapon, etc), and my Ranger/Cleric has an Armor Class of -13. My
Paladin would need an 11 on a d20 to hit her (-2 +13 = 11). That's a
55% chance to miss-a 45% chance to hit. So, for a general rule, lower
THAC0 and lower Armor Class are good. Unless the enemy has them. Then
it's not so good.

THAC0 by Class/Level*						{DND093}
*This is taken straight from the 2nd Edition Dungeons and Dragon's
Players Handbook.		

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

  -->	Priest includes and Druids.

  -->	Rogue includes Bards.

  -->	Warrior includes Barbarians, Monks, Paladins and Rangers.

  -->	Wizard includes Sorcerers.

Multi-class characters use the best THAC0 progression of either of
their classes-Fighter/Mages use the Fighter's THAC0 progression, and
Cleric/Thieves use the Thieves' THAC0 progression.

Dual-class characters use the THAC0 of their active class if they
haven't regained their bonuses from the previous (inactive class). If
they have, they use whichever gives them the best THAC0.

Armor Class Modifiers by Weapon Type				{DND094}
Different armor types are strong against different attack types. It
might seem like information overload, but keep it in mind when picking
between various types of armor. A suit of Leather Armor +3 versus a
suit of Studded Leather Armor +2 might both give the same Armor Class,
but because of the modifiers the Studded Leather is by far the better
choice. It comes up.

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

Saving Throws							{DND095}
There are some things that speed and armor just can't protect against.
This typically means magic, in some form or another, and really, a
Fireball doesn't care about your Plate Mail Armor. An enchantment can't
be blocked by a shield, and being fleet of foot won't stop a Lich from
using vile necromancy to rip the soul from your body. Nope, for that,
we resort to Saving Throws, needlessly sorted into five categories that
aren't always as self-explanatory as they seem to be. When your
character is forced to making a saving throw check against something,
they 'roll' a d20 and must exceed their Saving Throw. So like Armor
Class, the lower the better.

			|	|Petrification/Polymorph
			|	|	|Breath Weapon
			|	|	|	|Spells
Warrior		o=======o=======o=======o=======o=======o
  Level 1-2	|   14	|   16	|   15	|   17	|   17	|
  Level 3-4	|   13	|   15	|   14	|   16	|   16	|
  Level 5-6	|   11	|   13	|   12	|   13	|   14	|
  Level 7-8	|   10	|   12	|   11	|   12	|   13  |
  Level 9-10	|    8	|   10	|    9	|    9	|   11	|
  Level 11-12	|    7	|    9	|    8	|    8  |   10	|
  Level 13-14	|    5	|    7	|    6  |    5	|    8	|
  Level 15-16	|    4	|    6	|    5	|    4	|    7	|
  Level 17+	|    3	|    5	|    4	|    4	|    6	|
Wizard		|-------|-------|-------|-------|-------|
  Level 1-5	|   14	|   11	|   13	|   15	|   12	|
  Level 6-10	|   13	|    9	|   11	|   13	|   10	|
  Level 11-15	|   11	|    7	|    9	|   11	|    8	|
  Level 16-20	|   10	|    5	|    7	|    9	|    6	|
  Level 21+	|   8	|    3	|    5  |    7	|    4  |
Priest		|-------|-------|-------|-------|-------|
  Level 1-3	|   10	|   14	|   13  |   16  |   15	|
  Level 4-6	|    9  |   13	|   12	|   15	|   14	|
  Level 7-9     |    7	|   11	|   10	|   13	|   12	|
  Level 10-12	|    6	|   10	|    9	|   12	|   11	|
  Level 13-15	|    5	|    9	|    8	|   11	|   10	|
  Level 16-18	|    4	|    8	|    7	|   10	|    9	|
  Level 19+	|    2	|    6	|    5	|    8	|    7	|
Rogue		|-------|-------|-------|-------|-------|
  Level 1-4	|   13	|   14	|   12	|   16  |   15	|
  Level 5-8	|   12	|   12	|   11	|   15	|   13	|
  Level 9-12	|   11	|   10	|   10	|   14	|   11	|
  Level 13-16	|   10	|    8	|    9	|   13	|    9  |
  Level 17-20	|    9	|    6	|    8	|   12	|    7	|
  Level 21	|    8	|    4	|    7	|   11	|    5	|
Monk		|-------|-------|-------|-------|-------|
  Level 1-3	|   10	|   14	|   13  |   16  |   13	|
  Level 4-6	|    9  |   13	|   12	|   15	|   12	|
  Level 7-8     |    7	|   11	|   10	|   13	|   10	|
  Level 9	|    6  |   10  |    9  |   12  |    9  |
  Level 11-12	|    5	|    9	|    8	|   11	|    8	|
  Level 13-15	|    4	|    8	|    7	|   10	|    7	|
  Level 16-18	|    3	|    7	|    6	|    5	|    6	|
  Level 19+	|    1	|    5	|    4	|    7	|    4	|

  -->	Priest includes Druids.

  -->	Rogue includes Bards.

  -->	Warrior includes Barbarians, Paladins, and Rangers.

Note: Multi-classed characters take the lowest Saving Throws offered by
any of their classes. For example, a high level Fighter/Mage uses the
better Fighter Saving Throws versus Paralysis/Poison/Death, and the
better Mage Saving Throws versus Rod/Staff/Wand.

Spells								{DND096}
If you're a Mage or Bard, you'll get to choose two 1st level spells you
know. I tend to pick sleep and identify. You never know when this game
is going to be picky and not drop identify scrolls in a timely manner,
and sleep is a great spell for clearing out masses of annoying weak
enemies. Next you get to choose one spell to have memorized at the get
go. I choose sleep.

Lore								{DND097}
Lore is a minor statistic that rates your ability to identify unknown
magical items. Bards have the best lore, but the identify spell is the
great equalizer. So long as you get a high enough lore on a character
to identify minor items that you receive a lot of (such as ammunition)
you're fine.

Lore by Class/Level						{DND098}
Everybody Else	  1 Lore/Level 	
Mage		  3 Lore/Level
Thief		  3 Lore/Level
Bard		  10 Lore/Level

  -->	The Blade (Bard kit) only receives half the normal Lore per

Experience Points (EXP Cap)					{DND099}
You kill things, you complete quests, you earn Experience Points. You
gain Experience Points, you Level up, you gain Levels, you get stronger,
you can kill more stuff. Fun. In Baldur's Gate you could get up to
89,000 experience points. With Tales of the Sword Coast you can get up 
to 161,000 Experience Points, a total cap that is split between all your
classes, single, dual, or multi. The Enhanced Edition has kept the
original Tales of the Sword Coast experience cap. If you're single-or-
multi classed, this just limits your total level. For dual-classed
characters, you must  choose the opportune time to switch in order to
gain enough experience  to become a higher level in your second class
than in your first, thus  unlocking all your previous classes abilities.
This means, in practice, playing a single-classed character throughout
the first game in order to make a potent dual-class in the second game.
Keep in mind that when  you are multi-classing, you will progress in
levels very slowly. If you get, say, 240 experience for smacking an Ogre
around, only half of that will go to each of your classes. So if you
were a Fighter/Mage, you'd get 120 in Fighter, and 120 in Mage. If you
were a Fighter/Mage/Thief, only a third of that would go into each
class, or 80 experience points. Now if you have a six person party, you
have to divide that amongst each member. For that ogre, a Fighter/Mage
would get 20 experience points in each class... that's one hundred Ogres
to increase from Level 1 to Level 2. It may seem tedious... but I find
Baldur's Gate to be a very well-balanced game. So what if it takes hours
to level up? You'll be too busy exploring, gathering loot, and making
gold to worry. Besides... you'll only reach level 7/7 as a Fighter/Mage
anyways... Don't rush it, enjoy the ride. Below is a table listing the
experience caps for the Baldur's Gate: Enhanced Edition and Baldur's 
Gate 2: Throne of Bhaal (also the presumed experience cap for Baldur's
Gate 2: Enhanced Edition) just so you know what to look out for in the
immediate and far-distant future.

			|   Baldur's Gate   | Baldur's Gate 2:  |
			| Enhanced Edition  |  Throne of Bhaal  |
Barbarian		|	  8	    |	     40		|
Bard			|	 10         |        40    	|
Cleric			|         8         |        40  	|
Cleric/Mage		|   	 8/7        |       25/20       |
Cleric/Ranger		|        8/7        |       25/21       |
Cleric/Thief		|        8/8   	    |       25/28  	|
Druid			|     	 10    	    |        31    	|
Fighter			|    	  8         |        40    	|
Fighter/Cleric		|   	 7/8   	    |  	    24/25   	|
Fighter/Druid		|    	 7/8   	    |       24/21  	|
Fighter/Mage		|   	 7/7   	    |  	    24/20   	|
Fighter/Mage/Cleric	|   	6/6/6  	    |      18/17/19     |
Fighter/Mage/Thief	|       6/6/7  	    | 	   18/17/22 	|
Fighter/Thief		|        7/8        |       24/28       |
Mage			|         9         |        31   	|
Mage/Thief		|        7/8        |       20/28       |
Monk			|         8	    |        40	        |
Paladin			|         8         |        40    	|
Ranger			|         8         |        40    	|
Sorcerer		|         9	    |        31		|
Thief			|        10         |        40    	|
Wild Mage		|         9	    |        31	 	|

My Protagonists							{DND100}
I've played this game quite a few times, and have had many protagonists
over the years... but for these guides I've focused on the strongest,
most power-gamey characters out there, characters who are individually
powerful, unique, and fit well into various party setups. I first
built this guide around a Fighter/Mage protagonist leading a good party,
but later added information for you evil folks out there. The evil party
was, by necessity, led by a Fighter/Mage/Thief protagonist. For the
Enhanced Edition, I've recreated the previous two characters.

The Fighter/Mage						{DND101}
Half-Elf, Male
True Neutral

Strength:	18/74	(19)
Dexterity:	18	(19)
Constitution:	18	(19)
Intelligence:	18	(19)
Wisdom:		10	(13)
Charisma:	10	(11)

Starting Proficiencies:
Flail:			++
Two-Weapon Style:	++

At the end of the second game, the Fighter/Mage is arguably the
strongest character there is. I don't argue it, but I'm sure somebody
might. As far as I'm concerned, it's as strong of a protagonist as you
can get. Unfortunately, this class doesn't become quite so strong in
the first game, but it's a sacrifice worth making. Their Armor Class
won't get very low in the first game, but their spell-buffs will, to
a degree, make up for it. Since this is your protagonist-the only
character whose creation you get to determine-you might as well make
sure they've got the best possible attributes. An 18 Strength now
(regardless of the exceptional Strength percentile) will pay off
greatly when you get the Manual of Gainful Exercise, while the high
Constitution and Dexterity are both rather mandatory for a warrior who
can't rely on armor for protection. A high Intelligence will save you
trouble, although you can make up for it with Potions of Genius. I find
it simpler to just start out with an 18.

How to Use the Fighter/Mage Effectively:
The original Baldur's Gate was a bit different than Baldur's Gate 2,
but since the Enhanced Edition came along, the two games have had a 
meeting of the minds... or rather, of the proficiencies. In the
original Baldur's Gate my Fighter/Mage specialized in Bows and Large
Swords, and was pretty much an archer throughout the entire first game.
In the second game, I was able to respec, and he invested in the Two-
Weapon Style. Since the Enhanced Edition put Baldur's Gate 2 rules into 
Baldur's Gate 1 we (presumably) won't have the option to respec, so
we'll need to start out with our Baldur's Gate 2 style builds in the
first game. Two of the most powerful one-handed weapons in the second
game are a Flail and an Axe, and in a show of shameless favoritism I
plan to give both to my protagonist. Therefore for the first game, he
starts out Specialized in Flails and in the Two-Weapon Style. As he
gains levels, he'll Master (three ranks) in the Two-Weapon Style, then
become Proficient (one rank) in Katanas, in preparation for Baldur's
Gate 2. Yes, I said Katanas. One of the best weapons in the early part
of the second game is a Katana. It isn't until Throne of Bhaal that
we'll get rid of our Katana and finally dual-wield our ultimate
Axe/Flail combo. His Hit Points will be passable, compared to most
Baldur's Gate 1 warriors, and really, with his Strength and the lack
of Grand Mastery in the first game, his THAC0 shouldn't be too far
behind either. Where he suffers is the Armor Class, which will be...
mediocre, at best. He'll need to be protected with spells such as Blur,
Mirror Image, and Improved Invisibility before he goes off into melee
combat, which will mostly make up the difference. Spell-buff and treat
him as a normal Fighter and he should do fine in the first game, even
if he does have to wait until the second game to become an outright
phenom. I start my Fighter/Mage out as a True Neutral character...
simply so they can wear Robes of the Neutral Archmagi.

The Fighter/Mage/Thief						{DND102}
Elf, Female
Neutral Evil

Strength:	18/44	(19)
Dexterity:	19	(20)
Constitution:	17	(18)
Intelligence:	18	(19)
Wisdom:		10	(13)
Charisma:	10	(11)

Starting Proficiencies:
Long Sword:		++
Two-Weapon Style:	++

Despite being less potent than the Fighter/Mage, my evil protagonist
takes on another class... mostly by brute necessity. The Thieves you
can recruit in the sequel are just... not up to snuff... so inferior,
in fact, that I feel the strongest party is to give up the Fighter/Mage
in favor of a Fighter/Mage/Thief. Other than that... her attributes do
not need to vary from my Fighter/Mage's. An 18 Strength is mandatory,
because you'll be able to raise it to 19 with a tome (a monstrous
upgrade in terms of to hit and damage rolls), and her Dexterity and
Constitution need to be high to counter her slow growth and inability
to wear heavy armor.

How to Use the Fighter/Mage/Thief Effectively:
Focus on Find Traps until you get 100, then switch to Move Silently and
Hide in Shadows. As for proficiencies... she's very similar to my
Fighter/Mage, save she'll use Long Swords in favor of Axes or Flails.
Start her out Specialized in Long Swords and the Two-Weapon Style, then
attain Mastery (three ranks) in Two-Weapon Style. She'll finish off by
becoming Proficient in Katanas, in anticipation of the sequel. You
could also Specialize in Daggers instead of Long Swords, if such a thing
catches your fancy-there are plenty of great Daggers in Baldur's Gate,
and the Dagger of the Stars +5 in Baldur's Gate 2 is nothing short of
the ultimate backstabbing weapon, and there are several good Daggers
in Shadows of Amn to tide you over in the meantime. I personally prefer
the higher damage range of Long Swords over Daggers. She, too, requires
spell-buffing before heading into combat, and due to her slow growth she
should probably be considered more of a secondary warrior than a true
front-liner. Avoid having her go one-on-one with strong enemies...
unless she can start out with a backstab, at which she will excel
(a 19 Strength backstab is a thing of beauty).

The Benchmark							{DND103}
Anyways, if you think the stats on my protagonists are a little high,
take a cue from the Bioware staff. Their ship-in protagonist in the
'Mission Pack' save that came with the Tales of the Sword Coast
expansion (for those of you who are too lazy to want to play through the
main game...) had the following stats:

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

Obviously they're taking into consideration the fact that you won't
be able to get many of the stat-raising tomes, but they're still
assuming some pretty high base stats! (Also note that every party
member in the mission pack save is a sequel character..) Now that that's
all out of the way, let's get gaming!... Or read up on the recruitable
characters in the game, but you can do that a little later... you know,
after the Prologue.

|								       |
|			     Characters {CHR001}		       |
|								       |
Allies come in all shapes and sizes, and fill a variety of roles. Many
of them can't be found until later in the game, which effectively makes
them all but useless. Still, you've got more characters to choose from
than you can fit into a party. Who should you pick, and which is the
best? These are hard questions to answer. Frankly, your main character's
class will help determine who you should travel with, and who you should
leave behind. If you make a Paladin, you certainly won't need Ajantis,
and if you make a character who has Thief levels, you won't need to even
consider Imoen, Montaron, or Safana. Also, life will be easier if all
the characters you choose are of the same alignment.. or are at least
relatively close. Always remember that you need at least one Thief, one
Cleric, and one Mage. The rest should be warriors of some sort, at least

In the recruitable section, 'Early' indicates characters that can be
recruited before the Nashkel Mines. 'Mid' indicates characters that can
be recruited sometime after the Nashkel Mines, but before Baldur's Gate.
'Late' indicates characters that can be recruited after Baldur's Gate.
As a point of practice, a character that can't be recruited until the
middle of the game has little chance of being useful by the time you
reach them (at least, not without editing their Hit Points with a mod of
some sort), and one that cannot be recruited until late is basically a
moot character. You'll notice that all the sequel characters are ones
you can recruit BEFORE the Nashkel Mines. This probably isn't a
coincidence. Why does when you can recruit them matter? Because the
computer is stupid when it comes to allocating proficiencies, skill
points, and accepting Hit Points rolls. The longer you wait to recruit
a character, the higher their level will be. The higher their level is,
the more likely they are to have accepted stupid levels. Most characters
have several 'versions' they can be-they don't scale to match your
experience exactly, and there's not a level for every possible ally.
I have included every instance of each character that it is possible to
recruit-according to Infinity Explorer, but my description will be
based on the assumption that you get them at the lowest possible level-
with bias towards the difficulty of actually doing this, as is

Note about Character Quests					{CHR002}
Many of the characters you can recruit have quests they want you to see
to before you've 'secured' them. If you mess around too long, they'll
leave to go find somebody more willing to see to their quests, but after
you've completed their quests, they're generally yours for the rest of
the game. Many of these are very simple-go to a certain area, talk to
somebody, and so forth. Kagain, Edwin and Minsc are some (but not all)
examples. These quests should be resolved immediately after recruiting
them, and whatever you do, do not disband them from the party before
completing their quest-it tends to make them pester you ceaselessly
until you add them again, and just causes all kinds of glitches, in
general. I had a note about this behavior under Yeslick's character
entry, but an e-mail from Lee revealed that he had the same issue with
Kagain-and I doubt it's just a Dwarf thing. So, I'm posting an official
warning here under its own heading to let you know not to disband
characters without completing their specific quests. The new characters
in the Enhanced Edition-Dorn, Neera, Rasaad-all have more complicated
quests to deal with, but they seem much more willing to work around your
schedule than the original Baldur's Gate characters are.

Character Stats							{CHR003}
In version 1.04 I dutifully mined Infinity Explorer for the various
character stats at each level they can be recruited, thanks to some
prompting from Misty Mouse which suggested that I was selling a few
characters short-namely Coran and Yeslick. Imagine my delight after just
posting v1.04 to find out the Enhanced Edition was out, all the
characters have new stats, and Infinity Explorer isn't an option. Yeah,
it's a pain, but good news! They seem to have kept most of the
characters exactly as they were-Edwin still gets one extra spell per
level (probably due to his amulet), Kagain still has an absurd 20
Constitution, and Coran still has an equally silly 20 Dexterity and
Mastery (three ranks) in Longbows. Good on Overhaul Games, for keeping
our beloved Baldur's Gate characters the way we loved them. This
section was originally added to show just how character degenerated
due to crappy Hit Point rolls, proficiency selections, and skill point
allocations if you waited to recruit them (and hence allowed the
computer to level them up). Most of these numbers still stand-the
characters still level up the same way-same Hit Points, same versions
of all the characters. Of course, one little rub-the proficiencies
and Thief Abilities have changed in the Enhanced Edition. I have
re-recruited (in various plays) all the characters in the game at the
lowest possible level, and again at the highest in order to try and
re-record the Enhanced Edition stats of these characters. Still, there
was some guess-work and conjecture done for some characters, so if
anybody out there notices something I got wrong (a proficiency out of
place in a level four variant, for example) let me know.

Ajantis								{CHR004}
Recruitable: Early
Max Hit points per Level: 12
Male, Human, Paladin, Lawful Good
Str 17, Dex 13, Con 16, Int 12, Wis 13, Cha 17

Paladin 2
Experience: 		2263
Hit Points: 		20
Bastard Sword		++
Two-Handed Sword	+
Longbow			+


Paladin 4
Experience: 		9026
Hit Points: 		32
Bastard Sword		++
Two-Handed Sword	++
Longbow			+


Paladin 6
Experience: 		37129
Hit Points: 		45
Bastard Sword		++
Two-Handed Sword	++
Longbow			+
Two-Handed Weapon Style	+

He's got a decent Strength and Constitution, and a Dexterity that just
begs for The Brawling Hands. Unfortunately, there are a lot of
potential Fighters that need those gauntlets, so competition is rather
stiff. To his credit however, Ajantis does have a high Charisma, which
makes him recommendable as a party leader (especially if you throw on
Algernon's Cloak). He also has access to several Paladin abilities,
namely Lay on Hands, which allows him to heal once on rest shifts.
Unfortunately, he starts to turn sour very quickly if you leave him to
his own devices. If you somehow can't manage to get the level two
version-you might as well just leave him behind to become Ankheg food.
His level two Hit Points (20 out of a possible 24) are... manageable,
but by level four he's got 32 out of 48 possible Hit Points, which is
just unacceptable. By level six, he's thoroughly ruined as a front-line

How to Use Ajantis Effectively:
Ajantis is another self-explanatory character. He starts out Specialized
in Bastard Swords, which... are okay. He also naturally inclines towards
Two-Handed Swords if you don't recruit him early, and it's actually not
a bad idea. Either specialize in Two-Handed Weapon Style and keep a
Longbow equipped as a ranged option, or Specialize (two ranks) in
Longswords (which are superior to Bastard Swords) and switch between
the two one-handed weapon types as the situation demands. In the latter
scenario, the defensive bonuses of having a shield compensate for the
lower stopping power of one-handed swords and the lack of a ranged

Recruiting Ajantis:
Ajantis (x=1570, y=3130) is in the farm area north of the Friendly Arm
Inn (AR1400). Don't provoke him and ask him to join your party and
you're good to go. Also, avoid the Ankhegs in this area if you're lower
level-they can be harsh.

Alora								{CHR005}
Recruitable: Late
Max Hit points per Level: 6
Female, Halfling, Thief, Chaotic Good
Str 8, Dex 19, Con 12, Int 14, Wis 7, Cha 10

Thief 4
Experience: 		5012
Hit Points: 		14
Dagger			+
Shortbow		+
Two-Weapon Style	+


Thief 6
Experience: 		20115
Hit Points: 		19
Dagger			+
Shortbow		+
Two-Weapon Style	+

Alora has one great attribute-her Dexterity, and for a Thief, isn't that
what it's really all about? Sure, since Dexterity is a slow-progressing
attribute, she's not much better off than all those other Thieves with
an 18, but she's got enough Dexterity that she'll get a good Armor Class
bonus and she'll be able to contribute with Short Bows. Unfortunately,
by the time you have access to Alora, your need for a Thief has long
since required you to recruit another. She's also a perfect example of
why late-game allies just don't work. When recruited in my playthrough
she was already level six, and the computer had wisely accepted 19
Hit Points (out of a possible 36) and had allocated most of her Thief
skill points into Pick Pockets and Open Locks. What good is a level six
Thief with 19 Hit Points and a Find Traps score of 50? How strong are
Imoen, Safana, Montaron, or Coran by now in comparison? Characters you
can reach in the Cloakwood Forest are passable-if you hurry and
maintain as low of a level as possible through the Bandit Camp and the
Nashkel Mines, but you'd be incredibly hard-pressed to fight your way
through those two locations AND the Cloakwood Forest AND the Cloakwood
Mines and remain less than level three or four. And by that time the
damage has largely been done. I'd also like to point out that the
average Hit Points on die for a level six Thief (granting max Hit Point
rolls at level one, which the game does) is 23, meaning that Alora is,
at level six, somewhat behind average, and certainly behind the decent
rolls we're looking for. 

Of course, I might be missing her point entirely-at least according to
Misty Mouse: "Alora has 100% pick pocketing when you recruit her later
in the game. [Edit: 110% in the Enhanced Edition] I always end up
recruiting her temporarily and taking a journey around the world to pick
pocket everyone worth pick pocketing before sending her home again. No
need to waste my thief's valuable thief skills on pick pocketing. Plus,
Alora isn't really suited to fighting." On the latter part, I couldn't
agree more, and when you put it like that... sure, why not recruit Alora
late-game and take her around stealing all the crap you couldn't steal
earlier? Simpler than just using Knock on every obstinate chest, right?
I'll concede, she isn't useless... at least, if you never consider her a
potential long-term party candidate.

How to Use Alora Effectively:
Keep her out of combat. In fact, keep her out of any party that might
one day see combat. She's really not meant for it. Like Misty Mouse
suggested, she's here for one reason-to steal crap we might not have
been able to steal earlier. If you insist on taking her into battle...
well, use her as an archer and hope nothing retaliates. When she hits
level eight and gains the one proficiency point you can control... it
doesn't matter, why not try Short Swords, for kicks?

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

Baeloth								{CHR006}
Recruitable: Mid
Max Hit Points per Level: 6
Male, Elf, Sorcerer, Chaotic Evil
Str 12, Dex 14, Con 16, Int 19, Wis 12, Cha 16

Sorcerer 6
Experience:		40000
Hit Points:		36
Quarterstaff		+
Dart			+

Ah, Baeloth... he is for Mages what Dorn is for warriors in the
Enhanced Edition. Somebody really liked the evil party, no? Anyways,
if you played with the Black Pits part of the Enhanced Edition, you'll
know who Baeloth is. If not... then all you need to know is that he's
the closest thing to competition Edwin has in the Mage department, which
is praise indeed. Fist, look at his attributes. His Dexterity is just
one point shy of giving him any bonuses, but he gets the max potential
Hit Point benefit from his Constitution, and his Intelligence is a
whopping 19... which is utterly useless, considering he's a Sorcerer.
If you don't know what a Sorcerer is, look at the class descriptions.
In brief, they only know a few spells per level, but don't have to
memorize any. Of their daily allotment of spells they can cast any
number of their known spells... but they cannot scribe new spells from
scrolls. So, you have to sacrifice potential tactical flexibility of
one sort (being able to cast many, many more spells) as a Mage for
tactical flexibility of another sort (not having to memorize specific
spells in specific quantities) as a Sorcerer. Honestly, there are only
so many great spells per level that a Sorcerer isn't a terrible class...
but it all really depends on what spells one knows, right? That being
the case, let's look at Baeloth, shall we?

1st-Level: Burning Hands, Chromatic Orb, Identify,
Larloch's Minor Drain, Magic Missile, Shield, Spook

2nd-Level: Detect Invisibility, Melf's Acid arrow, Mirror Image,
Ray of Enfeeblement, Web

3rd-Level: Dire Charm, Dispel Magic, Fireball, Haste

He's got a good spellbook there, with only a few exceptions. He doesn't
have Sleep, Blur, Knock, or Stinking Cloud, which I'm not happy to lose,
but on the other hand... by the time you can get Baeloth, you probably
won't need Sleep... ever again. As for Blur, Knock and Stinking Cloud...
well, I always play a Mage multi-class protagonist, so they can provide
Knock and Stinking Cloud as necessary. On that note, Stinking Cloud is
becoming less useful by the time you get Baeloth, and my evil
protagonist-a Fighter/Mage/Thief-can just pick locks. So, long story
short, he has some holes in his spellbook, but they're not critical
spells, for the most part, and can be managed.

Now for a few... mostly minor... gripes. His spell progression is
rather stunted, being a Sorcerer and all. He will never get 5th-level
spells in Baldur's Gate due to the level cap, which means no Chaos. No
big deal, Confusion is nearly as good. Other than that, he is Proficient
in Darts instead of Slings. Again, a minor gripe, you can always load up
on Darts as easily as Bullets, but a Sling +1 can fire any bullets 
(enchanted or not) and gain THAC0 and damage bonuses, whereas if you
want something comparable with Darts, you'll just have to spring for
Darts +1. Finally for a massive positive-as a Dark Elf, Baeloth has a
flat 50% Magic Resistance, same as Viconia. This is a massive boost to
his defenses, something Edwin just has no counter for. So... honestly,
I find Edwin and Baeloth to be evenly matched, for the most part. Edwin
will have a more versatile spellbook and a stupendous number of spells
he can memorize per day, while Baeloth will... have a more limited
spell selection, but he needs not prepare ahead of time, and he will
have a stunted progression. Slings versus Darts is almost a non-issue,
and Baeloth's 50% Magic Resistance is truly great.

How to Use Baeloth Effectively:
He's good to go from the moment you get him, really. His proficiencies
are already set, and they're passable. He comes with a Quarterstaff +1
which you will probably never use, just buy him some Darts and he's
ready to go. He also starts out with a Robe of the Evil Archmagi, which
is fantastic. When he levels up, he'll get some extra 3rd-Level spells.
Consider getting Slow, which will be an invaluable addition to his
arsenal. As for 4th-Level spells, you can't go wrong with Stoneskin and

Recruiting Baeloth:
Baeloth is an odd duck, as far as recruiting goes. He appears in
Larswood (AR2900), near the Gibberling tower in the south-center part of
the map. He will, however, only appear under certain circumstances,
which I will admit I haven't fully figured out yet. There seems to be an
experience requirement for getting him to join-which only makes sense,
he always seems to show up as a 6th-level Sorcerer. I was able to
recruit him with a party that had about 30,000 experience per character,
and another with around 50,000 experience. Alignment doesn't seem to
matter (I had a full evil party, and a party that was mostly good, with
evil and neutral protagonists respectively). Reputation doesn't seem to
matter, either, as I had a reputation of four in the former, and an 18
in the latter. One was in chapter 2, the other was in chapter 3. On
the other hand, the good party which I wrote this guide around wasn't
able to get him to appear at all-not at a low level, not with an average
of 36,000 experience, and not even when max level. At none of the safety
saves was my good party able to induce him to appear. Never. Anyways,
when he did appear, he did so under the circumstances mentioned above.
I suggest not bothering until you have a 6th-level character of some
class or another. When he arrives, allow him to tag along and... well,
don't attack him. He's more than happy to team up with you. Also, just
because I saw some people were having some trouble finding him again
after kicking him out of the party, when you disband him he'll head to
the Friendly Arm Inn area (AR2300). He won't head inside, however,
rather, he waits around outside of the walls, on the eastern side of
the level, at (x=4720, y=3050).

Branwen								{CHR007}
Recruitable: Early
Max Hit points per Level: 9
Female, Human, Cleric, True Neutral
Str 13, Dex 16, Con 15, Int 9, Wis 16, Cha 13

Cleric 2
Experience: 		1545
Hit Points: 		17
War Hammer		+
Sling			+


Cleric 5
Experience: 		14045
Hit Points: 		38
War Hammer		+
Flail			+
Sling			+

Branwen, a war-priest from the Norheim isles. She's neutral, so she can
fit into any party, and I've played through with her, she's really not
bad. Of course, she doesn't edge out either Jaheira or Viconia. In fact,
I feel she's patently inferior to Viconia, seeing as how Viconia has
both a better Dexterity and Magic Resistance, which means she's better
than Branwen defensively. With a Cleric, we want defense, defense is
good. If you can't keep your Cleric alive, you can't use your Cleric to
keep your other characters alive, no? The extra Hit Point a level is
nice, as are the extra spells, but if push came to shove, I'd still take
Viconia. Also bear in mind that Branwen's Strength score is just low
enough to cause problems-not being able to strap on a Large Shield is
kinda sucky, really. Branwen comes in two flavors-good, and still good.
When you first recruit her at level two, she'll be a mere one Hit Point
off her maximum. If you wait until she's level five, she'll be a
whopping... two Hit Points off maximum. No big deal.

How to Use Branwen Effectively:
First, the proficiencies-she comes Proficient in War Hammers and Slings.
Ashideena +2 and a ranged option-she's good to go as soon as you get
her. With her level four and eight proficiencies... get one rank into
Maces if you anticipate using The Stupefier +1, and then get her
Proficient in the Sword and Shield Style to increase her Armor Class
bonuses versus Missile Weapons. Now, for how sub-par Strength... as a
single-classed Cleric she's just not worth the Hands of Takkok, so what
to do? Well... you'll just have to make do. Have her wear Medium Shields
and don some Ankheg Plate Mail and she'll be decent in the Armor Class

Recruiting Branwen:
Branwen is in the Nashkel Carnival area (AR4900) and has been turned to
stone (x=3250, y=2890) by a wizard named Tranzig. An opportunistic evil
Halfling is selling a scroll to turn her back for 500 gold, but I prefer
to steal it. Cheaters never prosper.. unless they are me, of course.
When you turn her back to flesh, she'll offer to join your party.

Coran								{CHR008}
Recruitable: Mid
Max Hit points per Level: 8
Male, Elf, Fighter/Thief, Chaotic Good
Str 14, Dex 20, Con 12, Int 14, Wis 9, Cha 16

Fighter 3/Thief 3
Experience: 		4063/4063
Hit Points: 		27
Long Sword		++
Longbow			+++


Fighter 5/Thief 5
Experience: 		16762/16762
Hit Points: 		39
Long Sword		++
Longbow			+++

Coran is a pretty good character for his role. He's a Thief, which
fulfills a need you might have, and he's also a Fighter. Frankly though,
with his Strength (which is just low enough to avoid any bonuses) and
his need to remain in light armor he's best used as an archer-which is
what he claims to be. In that, he excels. Notice the 20 Dexterity? He
starts out with Mastery in Longbows (which technically isn't possible
for a multi-class character), and a respectable two ranks in Long
Swords. There are only three gripes I have about him: 1) He's not a
sequel character, which I'm sure matters to somebody other than me.
2) His starting skills aren't great-not a single point spent in Find
Traps. 3) You can't recruit him until you gain access to the Cloakwood
Forest, making him a mid-game character. Now to refute all my points:
1) Who cares? 2) If you get him at level three, you will be able to get
his Find Traps up to snuff, and also-he replaces Minsc in the Good
party, not Imoen. Let Imoen continue to be your trap-finder, and enjoy
Coran's archery. 3) Even at level five, his Hit Points are only a single
point off maximum, so it never really matters WHEN you recruit him... 
but at level three, his Hit Points are maximum, and we all would love to
get that extra Hit Point, wouldn't we? He's probably the best archer in
the game, although for my money Kivan makes a superior all-round support

How to Use Coran Effectively:
Recruit him and put a Longbow in his hands. Seriously, there's nothing
to this guy. As long as he's shooting at things, he's doing alright.
Once he hits level six... it doesn't really matter where you put that
proficiency. He doesn't belong in melee, he'll already be a candidate
for a few good Long Swords and every good Longbow, and he's not going
to transfer to the sequel. It's really a moot proficiency. Perhaps get
a rank into Single-Weapon Style?

Recruiting Coran:
You can find Coran in the first part of the Cloakwood Forest (AR2200)
on a bridge in the north-western corner of the map (x=1520, y=700). He
wants help ridding the Cloakwood Forest of a wyvern nest, which is fine,
since we intend to kill as many wyverns as we can find. All you need to
do to satisfy (and secure) Coran is kill any old Wyvern and bring its
head to Kelddath Ormlyr, who resides at the Song of the Morning Temple
in the Temple area east of Beregost (AR3400).

Dorn								{CHR009}
Recruitable: Early
Max Hit Points per Level: 10
Male, Half-Orc, Blackguard, Neutral Evil
Str 19, Dex 16, Con 14, Int 10, Wis 15, Cha 16

Blackguard 1
Experience:		0
Hit Points:		10
Two-Handed Sword	++
Two-Handed Weapon Style	++


Blackguard 2
Experience:		2250
Hit Points:		17
Two-Handed Sword	++
Two-Handed Weapon Style	++

What's there to really say about Dorn? Look at his stats, he's freakin'
awesome. Yeah, they're milking that Half-Orc thing with the 19 Strength,
and I say let 'em. His Strength is absolutely phenomenal-it's hard to
stress the difference between 18(xx) Strength and pure, honest, not
retarded exceptional numbers 19 Strength. Actually, no it's not...
Shar-Teel's 18(53) Strength gives her a +2 bonus to hit and a +3 bonus
to damage. Dorn's 19 Strength gives a +3 bonus to hit, and a +7 bonus
to damage. And he doesn't have to resort to sharing Long Swords or
using pussy Daggers, either. The fact that he'll get a +2 bonus to
Armor Class from his Dexterity is just icing on the awesome cake, and
his useless Constitution is forgivable. Last but not least, his 16
Charisma means the evil party finally has an obvious leader-a strong,
well-armored, alpha-warrior that's also pretty. Sit down, Viconia,
Dorn'll be leading the way from now on. As far as his class goes... the
Blackguard isn't a terrible kit. Dorn is an excellent addition to any
evil party. He does have one weakness, however-his Hit Points are less
than desirable for a front-line warrior, much less a party leader. He
gets no bonuses from Constitution. With perfect rolls, he'll max out at
80 Hit Points, compared to Jaheira's 89, Ajantis' 92, and Kagain's 
whopping 120... putting him dead last in Hit Points among the Enhanced
Edition front-liners I use. At level one, you'll really need to go out
of your way to keep him protected, as absurd as it seems, because one
bad hit from a Gnoll's halberd will do him in outright. Still, in spite
of this weakness, his offensive powers make him a more than worthy
replacement for Shar-Teel, who's not exactly stellar in the Hit Point
department herself. If Edwin's a glass cannon, Dorn's a paper tiger...
and that's just fine. We've got Kagain for defense, and Jaheira and
Viconia to patch people up.

How to Use Dorn Effectively:
He's as simple as pie-he starts out Specialized in Two-Handed Swords
and in the Two-Handed Weapon Style. He also comes with an enchanted,
soul-stealing Two-Handed Sword. Can you figure out what to do? If not,
smack yourself twenty times and try again. Still, he's got a lot of
leveling to do, and we'll need to put those proficiencies somewhere...
at levels three and six get him Proficient and Specialized
(respectively) in Crossbows-this will let him contribute in ranged
combat. I know, bows are better... but PRETEND he'll get exported into
the sequel, where he'll definitely want to know his way around a
Crossbow. Other than that-strap some heavy armor on him and let him
destroy everything in his way. He needs neither the Hands of Takkok nor
The Brawling Hands.

Recruiting Dorn:
You'll find Dorn in the Friendly Arm Inn (x=1120, y=720), doubtlessly
up to no good. When you talk to him, he'll 'mistake' you for a waiter,
then dismiss you, and will respond to further conversation attempts with
threats. When you try to go to the Nashkel Mines, however, you'll run
into some bandits, led by Senjak and Dorotea. Dorn shows up and a fight
ensues. Afterwards, ask Dorn to join up and he will.

Dynaheir							{CHR010}
Recruitable: Early
Max Hit points per Level: 6
Female, Human, Invoker, Lawful Good
Str 11, Dex 13, Con 16, Int 17, Wis 15, Cha 12

Invoker 1
Experience: 		452
Hit Points: 		6
Sling			+


Invoker 2
Experience: 		2638
Hit Points: 		11
Sling			+


Invoker 4
Experience: 		11003
Hit Points: 		21
Sling			+


Invoker 6
Experience: 		40653
Hit Points: 		31
Quarterstaff		+
Missile Weapons		+

Dynaheir has... a decent Intelligence, and a good Constitution, but as
a specialist Mage, she does have an inevitable downside-she has an
opposition school from which she can cast no spells. The severity of
this impediment, then, depends upon what spells she loses as a
consequence. The bad news is that she loses access to Enchantment/Charm
spells, many of which are very good. The good news is she no longer
also loses access to Conjuration/Summoning, as Invokers did in the
original game. Losing access to Sleep renders her all but useless until
3rd level, and not being able to cast Hold Person, Hold Monster, and
Greater Malison are unfortunate, while lacking Confusion and Chaos
really sucks. Still, without the additional prohibition of
Conjuration/Summoning spells, I hate to say it, Dynaheir is no longer
so useless as to avoid being considered a potential party member.
I still prefer Imoen for her versatility, but she's not going to be
as powerful as a Mage as Dynaheir, since she can no longer dual-class
herself into a Conjurer, but Dynaheir is, at least, superior to Neera.
Dynaheir doesn't go quite as astray statistically as some other
characters do. At level two she's only down one Hit Point, by level four
she's down three, and by level six she's missing five-but she's an early
character, so you should have no trouble recruiting her before level two
or four, by the latest.

How to Use Dynaheir Effectively:
She already starts out Proficient in Slings, which is good, because with
her limited spell-book, she'll be using her Sling a bit in the
early-going. Get her a rank into Quarterstaves later and you're good to

Recruiting Dynaheir:
You can find Dynaheir in the Gnoll Stronghold (AR5100), in one of the
holding pits at (x=2530, y=1450). The Gnoll Stronghold is in the south-
western corner of the world map, so she requires a bit of exploring to
reach. Recruiting both Edwin and Minsc require finding her, so she's
somewhat important... but not in the good way.

Edwin (Sequel character)					{CHR011}
Recruitable: Early
Max Hit points per Level: 6
Male, Human, Conjurer, Lawful Evil
Str 9, Dex 10, Con 16, Int 18, Wis 9, Cha 10

Conjurer 1
Experience: 		342
Hit Points: 		6
Quarterstaff		+


Conjurer 2
Experience:	 	2819
Hit Points:	 	10
Quarterstaff		+


Conjurer 4
Experience: 		10984
Hit Points: 		17
Quarterstaff		+


Conjurer 6
Experience:	 	41752
Hit Points: 		27
Quarterstaff		+
Sling			+

He's not strong, fast, wise or pretty. He's a glass cannon. That's
right, with an 18 Intelligence and the maximum useful Constitution,
Edwin seems to be in a good place to let loose magic. His Armor Class 
isn't all that important, since your job is to keep him AWAY from
combat. Any time he's getting attacked in melee or at range is a time
you failed to use him right. Spells are another story, and more Hit
Points will help weather the odd enemy reprisal. Did I mention he gets
two additional spells per level and is the most useful specialist
class, the Conjurer? The only useful spells he can't cast are Identify
and (in the sequel) True Sight. All those factors make him the most
powerful spell caster in the game, bar none. Even if you made your own
Conjurer protagonist, it would be your end-of-chapter abilities versus
his extra spell per spell level. Not a good trade. You must take him
to the Gnoll Stronghold fairly expediently after finding him, and his
quest directly opposes Minsc's. Do Edwin's job for him, and he's yours
for the rest of the game. Oh, and be sure to recruit him early-he starts
to suck in the Hit Point department if you leave him to his own devices.

How to Use Edwin Effectively:
You'll want to get him ranks in Slings so he can make ranged attacks
should he ever run out of spells. This will... take him a while, but
once it's done you can just have him chuck Bullets at less threatening
foes, and rely on his enormous spell arsenal for anything that might
be somewhat threatening. He's just the best Mage in the game, hands

Recruiting Edwin:
Edwin is in Nashkel (AR4800), standing on the bridge that runs over the
river separating the map in half (x=2870, y=2950). You'll have to agree
to hunt down and kill the witch Dynaheir to get him to join you, and
actually go through with it to keep him. Obviously this won't make him
friends with Minsc, so you need to choose one or the other... or just
go kill Dynaheir with Edwin, after which Minsc is distraught, but he
doesn't seem to know that YOU were the ones who killed her.

Eldoth								{CHR012}
Recruitable: Mid
Max Hit points per Level: 7
Male, Human, Bard, Neutral Evil
Str 16, Dex 12, Con 15, Int 13, Wis 10, Cha 16

Bard 3
Experience: 		2526
Hit Points: 		15
Scimitar		+
Longbow			+


Bard 5
Experience: 		10126
Hit Points: 		24
Scimitar		+
Spear			+
Longbow			+

Eldoth isn't one of my recommended characters, although you could
technically reach him somewhat quickly. This is a case, however, where 
it's really not worth it. He will get a bonus to his Hit Points, and
will do well in combat due to his Strength... except for the fact that
seven Hit Points a level does not a killer make, and a Bard doesn't have
a great THAC0 progression. Garrick will make a better archer/support
character, which is really what a Bard should be, and you can get him
much earlier. If you just have to have a Bard, take Garrick. Eldoth
starts out somewhat shy of Hit Points (having 15 out of a possible 21
at third level) and by level five he's down to 24 out of a possible 35.
Neither of which are really acceptable losses for a character whose
maximum Hit Points are 65 before starting out sans six Hit Points.
Perhaps the only interesting thing about Eldoth is that you'll need him
to recruit Skie... who sucks in her own right. Ah well...

How to Use Eldoth Effectively:
Use him as... a rather poor archer with his proficiency in Longbows, but
aim to pick up proficiency in Two-Handed Swords so he can participate
in melee... Using a Two-Handed Sword... So he can attack from behind
other, better warriors. Oh, he'll also be able to cast support spells,
provide you nanny him when he tries to scribe, as his Intelligence is

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

Faldorn								{CHR013}
Recruitable: Mid
Max Hit points per Level: 8
Female, Human, Druid, True Neutral
Str 12, Dex 15, Con 11, Int 10, Wis 16, Cha 15

Druid 3
Experience: 		4097
Hit Points: 		16
Club			+
Dart			+


Druid 5
Experience: 		13197
Hit Points: 		22
Club			+
Spear			+
Dart			+

Ookay... well, let's get it out there, Faldorn sucks. She doesn't have
the Hit Points or the Strength of Jaheira, paltry as it is, and her tiny
bonus to Armor Class is a poor compensation. Jaheira can wear much
better armor and will survive in melee combat much longer as a result.
Not only that, she'll get more points to spend in her proficiencies and
she'll have a better THAC0. What does Faldorn have over Jaheira besides
the one point of Armor Class that is rendered negligible because of 
Jaheira's better armor? Well, she can cast a few more spells. She has
one-and only one-redeeming quality-as a single-classed Druid she'll get
access to 5th-level spells, which multi-classed Jaheira will not (in
this game). This means Faldorn can cast Insect Plague-the almighty
slayer of nearly everything in Shadows of Amn. But this isn't Shadows
of Amn. Simply put, there just aren't any fights so challenging as to
require Insect Plague. Not when Sleep and Stinking Cloud are capable of
doing the job just as well. And the few fights where Insect Plague might
come in handy where other spells won't suffice? Well... those foes tend
to be singularly powerful with quite hefty Magic Resistances. Besides,
even with Insect Plague Faldorn is a one-trick pony, since she's useless
in combat. If you want a Druid, take Jaheira-you'll also get a competent
Fighter. The earliest you can recruit her is when she's level three-by
then, she's already lost a third of her possible Hit Points at that
level. By 5th level, she's boasting a mere 22 out of 40 potential Hit
Points. They took perhaps one of the worst classes in the game, and gave
you a version that is always doomed to having crappy Hit Points.
Wonderful. She's a big bag of suck and liabilities. My mother told me
"If you can't say something nice about someone, don't say anything at
all." She also told me that I was Catholic, and she sure got that wrong.
So let me reiterate: Faldorn sucks. Sucks. Sucks. Sucks. Blows. Sucks.

How to Use Faldorn Effectively:
You really can't, she just sucks... but we'll humor (humour, for my
British friends-or as I like to call them, Englishly-challenged)
ourselves by pretending she's not as horrible as she is. She'll come
Proficient in... Clubs and Darts. Oh yeah, things are looking up. Get
her Proficient in Slings, as she has no business being in melee
combat, then... well, make a bad compromise. Either have her become
Proficient in Daggers and make a poor-man's imitation of Jaheira, or
get Spears so she has some reach.

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

Garrick								{CHR014}
Recruitable: Early
Max Hit points per Level: 6
Male, Human, Bard, Chaotic Neutral
Str 14, Dex 16, Con 9, Int 13, Wis 14, Cha 15

Bard 1
Experience: 		76
Hit Points: 		6
Short Sword		+
Crossbow		+


Bard 2
Experience:		1270
Hit Points:		10
Short Sword		+
Crossbow		+


Bard 4
Experience:		5089
Hit Points: 		15
Short Sword		+
Crossbow		+
Shortbow		+


Bard 6
Experience: 		21121
Hit Points: 		20
Short Sword		+
Crossbow		+
Shortbow		+

Garrick is... well, a support character. His Dexterity is good enough
that he can be a decent archer. He won't be sturdy, he won't satisfy
your thieving needs, but he can shoot at bad guys from a distance and
cast support spells. So... if you have an extra party slot and want
another support character-and solely a support character-you can take
Garrick along to take up space. You must be sure to get him early,
however, as his Hit Points become unacceptable by the time he hits level
four (15 out of 24), and by level six he's thoroughly ruined (20 out of
36). It shouldn't be too hard to get to Beregost in a timely fashion,

How to Use Garrick Effectively:
He starts out proficient with Crossbows, which... are inferior to bows.
Still, they're usable until he hits level four and you can become
Proficient in Longbows. Afterwards, consider getting a rank into
Two-Handed Swords or Halberds so he can contribute in melee, as well.
He can also cast support spells, but like Eldoth, his Intelligence is
wretched. You'll want to consider setting the difficulty down to
'NORMAL' when you want to scribe spells, as what this game calls a
55% chance to learn spells is really code for 100% chance to get

Recruiting Garrick:
You can find Garrick in Beregost (AR3300), hanging out in front of the
Burning Wizard. If you kill Silke, he'll offer to join you afterwards.

Imoen (Sequel character)					{CHR015}
Recruitable: Early
Max Hit points per Level: 8
Female, Human, Thief, Neutral Good
Str 9, Dex 18, Con 16, Int 17, Wis 11, Cha 16

Thief 1
Experience: 		76
Hit Points: 		8
Short Sword		+
Shortbow		+


Thief 2
Experience: 		1304
Hit Points: 		14
Short Sword		+
Shortbow		+


Thief 4
Experience: 		5124
Hit Points: 		29
Short Sword		+
Quarterstaff		+
Shortbow		+


Thief 6
Experience: 		20636
Hit Points: 		43
Short Sword		+
Quarterstaff		+
Shortbow		+

Imoen has pretty damn good Thief attributes, with a high Dexterity and
the highest useful Constitution score. Her Strength means she should be
restricted to archery, but that's not much of a loss. Her Thief
abilities also progress handily, too. If you somehow get her late in
the game (the only way this could happen is on a subsequent playthrough)
she'll automatically get a Find Traps score of 100. Best of all, she
only loses five Hit Points over the same number of levels. Sadly,
everything isn't all sunshine and rainbows for Imoen-due to the
mechanics of Baldur's Gate 2 rules which allow you to dual-class from-
but not into-any class, she can no longer become a Thief/Conjurer. She
will instead have to settle for being a Thief/Mage. She was destined to
become on in the sequel anyways, but it's a little sad to see her nerfed
in the first game, too. Still, since I'd rather have a Fighter/Mage
protagonist rather than some Thief dual-or-multi-class, I keep Imoen
in the good party as my Mage of choice. Her inevitable inclusion into
my Baldur's Gate 2 good party gives her some leverage as well.

How to Use Imoen Effectively:
The most common strategy with Imoen (and there's a reason it's so
prevalent) is to turn her into a dual-class Mage after she gains enough
points into Find Traps. Her 17 Intelligence has to be there for a
reason, right? Even the tutorial for the Enhanced Edition has Imoen
dual-classed into a Thief/Mage! It's just the way Imoen was meant to be.
For a good-aligned party, she'll provide the bare bones thieving you
need, and can become a good wizard to boot. Convert her to a Mage when
she hits level 6 as a Thief and she'll finish the game as a level 
6 Thief/level 9 Mage without wasting a single level. Dump all her points
into Find Traps until it's 100%, then put the rest into... well, either
Move Silently/Hide in Shadows or Open Locks. She won't ever be a great
sneaker, but it could help getting the drop on bad guys from time to
time. When she needs to pick pockets, you'll have potions to help with
that. She comes Proficient in Shortbows and Short Swords, but you may
want to add another good weapon before she dual-classes... Long Swords
or Scimitars, for example. Not like it matters, she'll probably never
be used to backstab after she dual-class. As for after she dual-classes,
well... her proficiencies really don't matter much. The whole goal is to
get back her Thief levels so she can return to shooting things with her
bow. In the meantime, start out with Slings so she can have some ranged
presence in those awkward first Mage levels. Now, you might be
wondering... why are there four different level versions of Imoen?
Doesn't she join you right after Candlekeep, at the beginning of the
game? Sure she does, but if you replay the game with an old character
(that 'export' button isn't just for decoration, you know!) you could
potentially start with a high level character.. and hence, get a
high-level Imoen. I won't even bother to discuss it here-if you want
to replay the game multiple times with the same character, that's on
you. This guide is for a single playthrough with a fresh protagonist.

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

Jaheira (Sequel character)					{CHR016}
Recruitable: Early
Max Hit points per Level: 12
Female, Half-elf, Fighter/Druid, True Neutral
Str 15, Dex 14, Con 17, Int 10, Wis 14, Cha 15

Fighter 1/Druid 1
Experience: 		1786/1786
Hit Points: 		12
Club			++
Quarterstaff		+
Sling			+


Fighter 2/Druid 2
Experience:		2258/2258
Hit Points:		16
Club			++
Quarterstaff		+
Sling			+


Fighter 4/Druid 4
Experience: 		8082/8082
Hit Points: 		30
Scimitar, etc.		+
Club			++
Quarterstaff		+
Sling			+


Fighter 5/Druid 6
Experience:		20825/20825
Hit Points:		40
Scimitar, etc		+
Club			++
Quarterstaff		+
Sling			+

Jaheira... ahh.. Well, let's start off with the obvious, her abilities
just aren't good. Her Strength is just shy of giving her any bonuses,
and so is her Dexterity. Her Constitution is good, but that's about it.
Her Strength is at least good enough for her to wear the heavier suits
of armor in the game, however. She does get better in the sequel, but
even in this game, I still keep her with nearly every party I have. Why?
Because if you don't compare her to a Fighter/Cleric, or a Fighter in
general, and compare her to a Cleric instead, you'll find that she does
fine in this game. She'll end up with more Hit Points and a better
THAC0, which justifies her cruddy Dexterity. She'll also get 4th level
spells just like any of the single-classed Clerics, so you're not really
missing out on anything with Jaheira. She can also become Specialized
(two ranks) with weapons, which beats a Cleric's Proficiency (one rank)
any day. All in all she pans out as a slightly more melee competent
Cleric. In the sequel, when you have access to powerful Scimitars and
Girdles of Giant Strength, and she gains access to a whopping amount of
spell power, all is forgiven. Let's not neglect continuity here, folks.
Also notice her neutral alignment. She can fit into any party. She's
another character you really have to get to early, as her Hit Points
will go wrong real fast. If you get her level one version, she'll come
with maximum Hit Points, but if you wait until she's level two, she'll
accept... you know, I don't even know HOW she ends up with only four
Hit Points out of a level. In any event, 16 Hit Points out of a possible
24 is awful for a character who, 1000 experience ago, showed some

How to Use Jaheira Effectively:
Get two ranks in Daggers so she can use the Dagger of Venom +2. She
could use Rashad's Talon +2 (which can now be obtained in the Cloakwood
Forest, instead of in Durlag's Tower) but the Dagger of Venom +2 will
still come sooner, and all in all, it's probably better than Rashad's
Talon +2. In the meantime, she'll just have to use Quarterstaves. 

Recruiting Jaheira:
Jaheira waits in the Friendly Arm Inn (AR2301), and will offer to join
your party when you talk to her. She's at about (x=300, y=710), and is
standing near Khalid. Unfortunately Khalid insists on accompanying his
wife, so they're a package deal.. unless something.. unfortunate.. were
to befall Khalid.

Kagain								{CHR017}
Recruitable: Early
Max Hit points per Level: 15
Male, Dwarf, Fighter, Lawful Evil
Str 16, Dex 12, Con 20, Int 15, Wis 11, Cha 8

Fighter 1
Experience:		116
Hit Points:		15
Axe			++
Flail			+
Crossbow		+


Fighter 2
Experience:		2019
Hit Points:		25
Axe			++
Flail			+
Crossbow		+


Fighter 4
Experience:		8232
Hit Points:		43
Axe			+++
Flail			+
Crossbow		+


Fighter 6
Experience:		33839
Hit Points:		60
Axe			++++
Flail			+
Crossbow		+

His Strength is pretty crummy for a Fighter, and if you get him, he
pretty much requires The Brawling Hands (and later, the Big-Fisted
Belt). Still, his Strength isn't low enough to be problematic (it's just
underwhelming) and Strength-boosting gear is an acceptable sacrifice for
such a Fighter. What you get in return is a front-liner that will have
excellent Armor Class, the ability to attain High Mastery (four ranks)
in Axes, and he REGENERATES. Yessir, that's a 20 Constitution, and while
he won't heal fast enough to win a fight, you'll almost never need to
heal him during rest. Hell, just traveling to a different map area can
heal him fully. This is quite possibly the best Fighter in the game, all
things considered.

How to Use Kagain Effectively:
Spend Kagain's proficiency ranks in Axes. Axes, axes, and more axes!
Attain High Mastery in axes and he'll be a true phenom... he'll even
find a throwing axe with which to smite enemies at range.. with axes!
Axes!! Kagain is another character that goes to shit if you don't
recruit him ASAP. Hit phenomenal Constitution ensures his Hit Points
will always be decent, but at level four he's got a mere 43 out of a
potential 60 Hit Points, and by level six he's lost a full third of his
Hit Points by that level-starting with a measly 60 out of 90 Hit
Points. If you get him early, he'll easily be a three-digit Hit-Pointer.

Recruiting Kagain:
Kagain is in his store (AR2301) in Beregost (AR2300), and he will join
your party if you accept to go on his mission. Go to the wilderness
area directly north of Beregost (AR1400) and walk up north until you
find some sacked caravans. He'll complain about the work and give up,
and decide to join you permanently.

Khalid								{CHR018}
Recruitable: Early
Max Hit points per Level: 13
Male, Half-elf, Fighter, Neutral Good
Str 15, Dex 16, Con 17, Int 15, Wis 10, Cha 9

Fighter 1
Experience:		42
Hit Points:		13
Long Sword		++
Axe			+
Longbow			+


Fighter 2
Experience:		3138
Hit Points:		24
Long Sword		++
Axe			+
Longbow			+


Fighter 4
Experience:		8037
Hit Points:		46
Long Sword		+++
Axe			+
Longbow			+


Fighter 6
Experience:		33871
Hit Points:		64
Long Sword		+++
Axe			+
Longbow			++

One of the first Fighters you get in the game, he's also one of the
better ones. He might not have the Strength of Ajantis or Minsc, but
what little Strength he does have is good enough for arms and armor.
He's also got a passable Dexterity, a good Constitution, and the ability
to attain High Mastery (four ranks) in a weapon proficiency. Like most
characters, if you get him early you'll keep him from losing Hit Points.
He's not quite as bad as his wife-by level two he's only lost two Hit
Points, which is manageable, but by level six he'll be at 64 out of a
possible 78 hit Points.

How to Use Khalid Effectively:
He's a pretty obvious character when it comes to proficiencies-get him
High Mastery in Long Swords and let him go on killing. If you put the
Hands of Takkok on him later in the game, he becomes rather powerful, as
well as durable. He's in direct competition with Ajantis for a party
slot, but Ajantis' high Charisma makes him a good choice for a party
leader, even if Khalid may be a better Fighter by the end of the game.
Khalid also has an annoying habit of failing morale checks when his Hit
Points get low, which can be dangerous. "Better part of valor!" My ass.

Recruiting Khalid:
Khalid is in the Friendly Arm Inn (AR2301), right next to Jaheira. He
will join your party if you talk to him. If you take Khalid, Jaheira is
obliged to join up as well, and it's not too much of a problem, since
they're both decent characters in their own right. Unfortunately, if
you just want  one or the other, you'll have to either get one of them
killed off, or send that character alone into a house or other structure
separate from the main map and disband them, then just never return to
that house so they won't initiate dialogue with you and take their
spouse with them.

Kivan								{CHR019}
Recruitable: Early
Max Hit points per Level: 10
Male, Elf, Ranger, Chaotic Good
Str 18/12, Dex 17, Con 14, Int 10, Wis 14, Cha 8

Ranger 2
Experience:		2262
Hit Points:		16
Halberd			++
Longbow			++
Two-Weapon Style	++


Ranger 4
Experience:		9012
Hit Points:		27
Long Sword		+
Halberd			++
Longbow			++
Two-Weapon Style	++


Ranger 6
Experience:		36120
Hit Points:		36
Long Sword		++
Halberd			++
Longbow			++
Two-Weapon Style	++

Look at his stats! This guy is the good-guy's equivalent of Shar-Teel,
but better, since his proficiencies are less retarded. Of course, he
fits into the same niche that Minsc occupies, but with a better Armor
Class, and an arguably more useful favored enemy (Ogres). Kivan also has
great dialogue with Viconia. Sure, his Hit Points can be low, but it's
not too much of a problem, considering his perks. He makes a great scout
and archer, and I included him in my party on my very first play-through
of this game, back when everybody was an idiot and thought the world was
going to end at the turn of the millenium, unlike the cultured times of
the Enhanced Edition, the wiser and less crazy year of 2012. Minsc does
have something going for him, however-he's a sequel character, and I'd
rather have a Ranger pal through both games, rather than choose a
character who will only be in one. Besides, they both play the same way,
except I tend to have Kivan use his bow more than Minsc. If you want
Kivan, anything I say for Minsc pretty much covers him... except Kivan
doesn't need The Brawling Hands... or any support items, for that
matter. Kivan is pro. Sadly, he has two downsides, which kind of feed
each other. His quest requires you to destroy the Bandit Camp, which
can take quite a while to do (especially with how I play the game). You
can always wait to recruit him until the Bandit Camp is closer, but if
you let the computer roll his Hit Points, things get bad quickly. As
soon as you can recruit him, he's already lost four Hit Points, which
isn't too bad, but by level four he's lost a whopping 13, and that rises
to 24 by level six. Simply put, life will be difficult if you try to
rush to the Bandit Camp. If you wait and level up, Kivan will be pretty
useless. Damned if you do, damned if you don't.

How to Use Kivan Effectively:
He starts out Specialized in Longbows and Halberds, which is nice, but
aim to get him ranks in Two-Handed Swords later, as there are a few good
Two-Handed Swords in the game. Kivan is good enough that he can be a
great melee character as well as an archer... but he'll do slightly
better at a range. Still, it's nice to have the versatility. His light
armor means that he should always be attacking from behind another
character, however... hence the reach weapons.

Recruiting Kivan:
You'll find Kivan milling about the eastern side of High Hedge (AR3200),
at (x=3650, y=1470). High Hedge is just west of Beregost. Kivan will
join your party if you tell him you're fighting evil, and you allow him
to join.

Minsc (Sequel Character)					{CHR020}
Recruitable: Early
Max Hit points per Level: 11
Male, Human, Ranger, Neutral Good
Str 18/93, Dex 15, Con 15, Int 8, Wis 6, Cha 9

Ranger 1
Experience:		258
Hit Points:		11
Two-Handed Sword	++
Mace			+
Longbow			+
Two-Weapon Style	++


Ranger 2
Experience:		2276
Hit Points:		19
Two-Handed Sword	++
Mace			+
Longbow			+
Two-Weapon Style	++


Ranger 4
Experience:		9142
Hit Points:		33
Two-Handed Sword	++
Mace			+
Longbow			++
Two-Weapon Style	++


Ranger 6
Experience:		32293
Hit Points:		52
Two-Handed Sword	++
Mace			++
Longbow			++
Two-Weapon Style	++

Now here's a true nut-job. A character who is off his rocker and with a
Wisdom of 6 to boot. Minsc has a fantastic Strength score, but his
Dexterity and Constitution only give him very minor bonuses. This is
compounded by the fact that he can't wear heavy armor and keep his
stealth abilities (paltry as they are). Still, The Brawling Hands will
set him up fairly well, and if you give him a weapon with reach
(a Two-Handed Sword being the best option) he won't need to put himself
in as much danger. The other reasons to include him? He's a sequel
character, and he's entertaining to have around... again, especially in
the sequel. If you're power-gamey, none of this matters to you. His
favored enemies are Gnolls, which will be fairly common, if never much
of a threat, and he can berserk, which isn't all that great. Oh, and
about waiting to recruit Minsc-don't. His Hit Points take a beating if
he gets to level four before you recruit him.

How to Use Minsc Effectively:
Remember when you started up Baldur's Gate 2 and right in the first
dungeon was your buddy, Minsc? Remember when, after he used his
'Berserker strength!' to free himself, looking at his character sheet
and wondering why the hell he put points into Maces during the
transition between Baldur's Gate and Baldur's Gate 2? Now you get to
feel that sense of wonder we had without having to wait until Baldur's
Gate 2! His light armor means he should always be attacking at a range,
or with a reach weapon... like a Two-Handed Sword. Ignore that silly
Mace proficiency and Specialize in Longbows, then drop some points into
the Two-Handed Weapon Style so he can wreak havoc on foes in melee with
such a weapon... and do so safely if he's behind another, better
protected melee warrior. 

Recruiting Minsc:
Minsc is in Nashkel (AR4800), standing by the garrison at
(x=3390, y=1950). Talk to him and accept to help him rescue Dynaheir to
get him to join your party. Mind you, you'll need to actually go through
with this in a timely manner, or he'll turn on you. Check in the
walkthrough [WLK007] about reaching Dynaheir.

Montaron							{CHR021}
Recruitable: Early
Max Hit Points per Level: 9
Male, Halfling, Fighter/Thief, Neutral Evil
Str 16, Dex 17, Con 15, Int 12, Wis 13, Cha 9

Fighter 1/Thief 1
Experience: 		24/24
Hit Points: 		9
Short Sword		++
Sling			++


Fighter 1/Thief 2
Experience: 		1415/1415
Hit Points: 		16
Short Sword		++
Sling			++


Fighter 3/Thief 4
Experience: 		7163/7163
Hit Points: 		33
Short Sword		++
Axe			+
Sling			++

Fighter 5/Thief 6
Experience: 		21109/21109
Hit Points: 		48
Short Sword		++
Axe			+
Sling			++

He's got fairly decent stats at a glance, enough so that you can 
actually consider using him. However, none of his stats are really
high enough to fully make him recommendable. He'll receive a bonus to
damage from his Strength, but he's still too weak to make a superb
front-liner, especially since he'd need to go lightly armored to
maintain his Thieving abilities. Also, Montaron and Xzar are package
deals, even though you can get around that several ways. Since he's not
much of a Fighter, he's not bringing much more to the party than a
single-class Thief, even if he could use Longbows rather than Shortbows.
If you don't want to use Garrick, use Montaron, ditching or killing Xzar
off to get rid of the excess baggage. If you don't recruit Montaron
quickly (easier done than said)... well, he puts his Thief skills into
stupid things. A Thief who can't Find Traps isn't worth much.
Fortunately, his Hit Points stay pretty good throughout.

How to Use Montaron Effectively:
Montaron's Dexterity makes him a natural archer... as well as his
ability to use Longbows. Unfortunately, he starts out Specialized in
both Short Swords and Slings. The former isn't terrible, but the
latter... just sucks. Considering that you'd need to get him several
levels to get him using bows... eh, you'll find the superior Coran in
that time. Build up his skill in Find Traps and get him ranks in the
Longbow proficiency.

Recruiting Montaron:
In the wilderness area just east of Candlekeep (AR2700), near the
eastern edge of the map (x=4500, y=2700) you'll find Montaron and Xzar
loitering, just waiting for you to talk to them. Talk to Xzar, and agree
to journey to Nashkel with him and he'll join your party. Montaron comes
along for the ride.

Neera								{CHR022}
Recruitable: Early
Max Hit Points per Level: 4
Female, Half-Elf, Wild Mage, Chaotic Neutral
STR 11, Dex 17, Con 14, In 17, Wis 13, Cha 11

Wild Mage 1
Experience:		36
Hit Points:		4
Quarterstaff:		+


Wild Mage 6
Experience:		40165
Hit Points:		19
Quarterstaff		+
Sling			+

Well... she's a Mage, and for that, her stats are pretty good. Nobody
can poo-poo a 17 Intelligence, and her Dexterity ensures that she'll
have a decent Armor Class. Her only problem? She's a freakin' Wild Mage.
This might not be an issue for some people, but for me, having a 5%
chance that a spell will go wild on me is not a bit of randomness that
I find helpful. Still, she gets an extra spell per level, is easy to
recruit, and can fit into either party. She's just not good enough to
replace either Imoen (who is just as Intelligent, has a higher
Dexterity, and can be recruited even earlier), nor Edwin, who still
outclasses everybody in the magic department. Also, if you don't get
her early, her Hit Points will... well, they aren't horrible, but for
a Mage with no Constitution bonus, you'll want every Hit Point you
can get. At 6th level she's down to 19 out of 24 Hit Points, which
kind of sucks.

How to Use Neera Effectively:
Don't. Hah, I kill myself... anyways, get her a rank in Slings and have
her contribute at range-at least bullets won't blow up in your face.
Err... Sling bullets, anyways. You know what I meant.

Recruiting Neera:
Probably the first new character most people will encounter in the
Enhanced Edition, Neera can be found in Beregost, standing around at
(x=3150, y=1220). She'll initiate dialogue and attempt to coerce you
into helping her shake some 'bandits'. Help her out and afterwards
she'll join your party, for mutual protection.

Quayle								{CHR023}
Recruitable: Late
Max Hit points per Level: 6
Male, Gnome, Cleric/Illusionist, Chaotic Neutral
Str 8, Dex 15, Con 11, Int 17, Wis 10, Cha 6

Cleric 2/Illusionist 2
Experience:		2000/2000
Hit Points:		11
Club			+
Sling			+


Cleric 4/Illusionist 3
Experience:		7163/7163
Hit Points:		18
Club			+
Sling			+


Cleric 6/Illusionist 5
Experience:		27589/27589
Hit Points:		24
Club			+
Sling			+
Sword and Shield Style	+

Quayle is a spell machine that continuously goes on about his vast
intellect and huge brain. This is probably due to the fact that he
really doesn't have any other stats to be proud of. He does have a 
paltry Dexterity that gives him a point to his Armor Class, but his need
to stay unarmored, his piss-poor Strength, cruddy Hit Points, and the
fact that he still can't use bows means he's not good for much beyond
spell casting. Still, by the time he's used up his spell arsenal, 
chances are the battle is over. Unfortunately any of the suggested
characters that fulfill the Cleric or Mage roles in an early party are
better at their spell-craft and usually more hardy and versatile to
boot. And of course there's the fact that you can't get Quayle until
Baldur's Gate, which just makes me indisposed to replacing one of the
characters I've grown accustomed to, especially for such a mixed bag.

How to Use Quayle Effectively:
He starts out proficient with Slings... which is good, because he'll be
using them a lot. Other than that... hell, it doesn't really matter. He
has no business being in melee combat. On the plus side, if you are
dead-set on getting him, it's apparently possible to recruit him at
level two... how, practically, this works, I don't know, but if you
manage it, he's only lost one Hit Point. Later on, he's somewhat worse
off. Don't ask me how a Cleric/Illusionist with 2000/2000 Experience
Points ends up being level 2/2, that's what the file says, and I just
don't care enough about Quayle to bother running to Baldur's Gate with
a low-level party to see what, exactly, I'll find. 

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

Rasaad								{CHR024}
Recruitable: Early
Max Hit Points per Level: 8
Male, Human, Sun Soul Monk, Lawful Good
Str 16, Dex 16, Con 14, Int 11, Wis 14, Cha 14

Monk 1
Experience: 		51
Hit Points: 		8
Katana 			+
Scimitar, etc.		+


Monk 6
Experience: 		27551
Hit Points: 		40
Katana 			+
Scimitar, etc.		+
Sling			+

Rejoice! For the Enhanced Edition you've been furnished with a Monk, so
you need not create your own! Despair! He sucks! His Strength and
Dexterity aren't... terrible, but Monks don't really get to rely on
gear, so the only way to rate them is by their attributes. He gets a
meager bonus to damage due to his Strength, and a +2 bonus to Armor
Class from his Dexterity. That's it. If you want a Monk, make your
own. You can do much better. As it stands, you could get rid of Minsc
in favor of Rasaad, if you wished. Both serve... close enough to the
same purpose. Both can scout and both are secondary Fighters. I wouldn't
call Rasaad an improvement, however. As for Hit Point progression goes,
he'll end up with a respectable 40 out of a possible 48 Hit Points by
level six. It's not great, but it could be worse.

How to Use Rasaad Effectively:
Well, getting him Proficient in Slings is nice, so he has the option to
contribute at range, but he's really going to need a melee weapon.
What's the point in using a melee weapon on a Monk, you ask? Well,
since the game caps Monks one level BEFORE their unarmed attacks would
count as magical weapons, you'll just need a way to hurt foes who are
immune to non-magical weapons. They're not common, but they're not
exactly once-in-a-gametime foes, either. Short Swords would serve fine,
since there are a few good ones in the game (even a +3 specimen near
the end), and no other melee character should require one. Other than
that... pamper him with Armor Class boosting gear and hope for the best.

Recruiting Rasaad:
You'll find Rasaad in Nashkel (x=1090, y=780), being pestered by some
peasants just across the bridge near the north of the map. Just ask
him to join (and endure his boring attempts to get you to hear his
story) and he'll join up.

Safana								{CHR025}
Recruitable: Early
Max Hit Points per Level: 6
Female, Human, Thief, Chaotic Neutral
Str 13, Dex 17, Con 10, Int 16, Wis 9, Cha 17

Thief 2
Experience: 		1281
Hit Points: 		9
Scimitar, etc.		+
Dart			+
Single-Weapon Style	+


Thief 4
Experience: 		5036
Hit Points: 		19
Scimitar, etc.		+
Dart			+
Single-Weapon Style	+


Thief 6
Experience: 		20119
Hit Points: 		25
Scimitar, etc.		+
Dart			+
Single-Weapon Style	+

If you don't want Imoen, Safana is probably the next best choice for a
Thief. Frankly, however, Imoen has better Thief stats, with a higher
Dexterity and a good Constitution. The Strength difference is
negligible, as Safana still doesn't gain any to hit or damage bonuses,
and Thieves really aren't much for armor. Also, Safana can't dual-class
into a Mage, which makes her much less versatile than Imoen. Of course,
if you gave her the Tome of Clear Thought... but you get your hands on
it so late in the game, and it means your main character can't carry
those stats over to Baldur's Gate 2. All in all, Safana is a good Thief,
but Imoen is better.

How to Use Safana Efficiently:
She unwisely doesn't have any ranks in Shortbow-remedy that if you plan
to use her, then play her like Imoen as much as possible. Like most
characters, she's much more hardy if you recruit her early-if you fail
to get to her by level four, she'll have lost five potential Hit Points,
and if you delay until level six, she'll have lost 11.

Recruiting Safana:
You'll find Safana at (x=3750, y=2390) in (AR3600), which is south-west
of High Hedge (the area with the tower.) She'll ask if you want to team
up to hunt for the treasure of Black Alaric, which is located in a
Sirine-and-Flesh Golem-guarded cavern in the north-western area of the 
map (x=400, y=900). Get the treasure and Safana will offer to join your
group permanently. Note that she will not offer to join your party if
you do not have any 'fighting ready men' with you, so be sure to bring
a Y chromosome along.

Shar-Teel							{CHR026}
Recruitable: Early
Max Hit points per Level: 10
Female, Human, Fighter, Chaotic Evil
Str 18/58, Dex 17, Con 9, Int 14, Wis 7, Cha 11

Fighter 2
Experience:		2150
Hit Points:		17
Long Sword		+
Dagger			+
Two-Weapon Style	++


Fighter 4
Experience:		8213
Hit Points:		32
Long Sword		++
Dagger			+
Two-Weapon Style	++


Fighter 6
Experience:		32590
Hit Points:		46
Long Sword		++
Dagger			+
Crossbow		+
Two-Weapon Style	++

Her Strength is good, her Dexterity is good, but her Constitution? Blah.
In any event, Shar-Teel has a few problems. First, her location sucks.
You have to go pretty far afield to reach her. Second... well, she's
kind of been eclipsed by the inclusion of Dorn in the Enhanced Edition.
Kagain is an obvious choice for any sane evil party, but for that
coveted second-warrior slot... It's hard to recommend Shar-Teel over
Dorn, especially considering how her proficiencies were reshuffled.
That said, she'll still a very competent Fighter for the evil party. Her
good Armor Class should mitigate her low Hit Points, and her Strength
mixed with Mastery makes her a potent character without having to use up
any items. In my original Baldur's Gate evil party, this left me free to
give Kagain The Brawler's Gloves and Jaheira the Hands of Takkok,
essentially giving me three awesome front-line powerhouses. If you can
reach her (and beat her) she's worth a look. Also, she has history with
Angelo, which might help you later on in the game... Like with most
characters, try to get her early, for a number of reasons. First, she'll
spend her proficiencies unwisely, second, her Hit Points will never be
stellar, but losing fourteen Hit Points by level six is not going to

How to Use Shar-Teel Effectively:
Perhaps no character has been altered as radically by the Enhanced
Edition as Shar-Teel. She went from a pretty straight-forward Large
Sword user to a Two-Weapon Style warrior. Her starting proficiency
allocation prevents her from attaining High Mastery, which is a bit of
a bummer... but only if you play Shar-Teel as a straight Fighter. Since
she's been changed quite a bit, it only makes sense that we change how
we use her-and with Dorn added into the mix, it doesn't really make
sense to bother with another front-liner... especially considering the
fact that Shar-Teel compares poorly to Dorn and Kagain. What to do with
Shar-Teel, then? Notice that 17 Dexterity-her selling point as a
Fighter is also the key to her Enhanced Edition transformation. With a
17 Dexterity, she can be dual-classed into a Thief, satiating a need
the evil party might need. With this approach you can get her to
6th-level as a Fighter, then dual-class to a Thief and reach
9th-level. Two characters in one-a competent melee fighter with all
the Thief skills you really need. All in all, it's probably a superior
option to bringing Safana or Montaron around. I'd suggest focusing on
Daggers for Shar-Teel-get her up to Mastery with your two Fighter
proficiencies (3rd and 6th level) and High Mastery with Thief (8th
level). There are plenty of +2 Daggers in the game... not so many
Long Swords.

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

Skie								{CHR027}
Recruitable: Late
Max Hit points per Level: 7
Female, Human, Thief, True Neutral
Str 11, Dex 18, Con 15, Int 15, Wis 8, Cha 13

Thief 4
Experience: 		5098
Hit Points: 		22
Short Sword		+
Shortbow		+
Dart			+


Thief 6
Experience: 		20056
Hit Points: 		28
Short Sword		+
Shortbow		+
Dart			+

Skie is another case of too little, too late. Although with Skie, she
could have legitimately made a decent Thief with the following notes:
1) She's Eldoth's girl, which means you'd need to drag Eldoth along, or
dispose of him. 2) She's got great Dexterity, which will make her a
capable archer, but Safana is nearly as good, and obtainable much 
earlier. Montaron and Coran are both more versatile and more powerful
Fighter/Thief combinations, and Imoen can dual-class into a Mage. That
leaves Skie fairly far down on the list of thieves. Also hindering her
chances of ever making it into a party is the fact that Skie has
apparently taken the shotgun approach to thieving-she has points into
everything, but is good at nothing. Last but not least-since she starts
out at level four, she'll at least be suffering as far as Hit Points
are concerned (22 out of a possible 28 Hit Points), and by level six
her situation is laughable (28 out of 42 Hit Points).

How to Use Her Effectively:
First and foremost, you must get to her as early as possible, to save
as many Thief Ability points as possible. Afterwards... well, she's
Proficient with Shortbows, and she's not good for anything but archery,
so... she really just needs to be recruited.

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

Tiax								{CHR028}
Recruitable: Late
Max Hit points per Level: 9
Male, Gnome, Cleric/Thief, Chaotic Evil
Str 9, Dex 16, Con 16, Int 10, Wis 13, Cha 9

Cleric 2/Thief 2
Experience:		1545/1545
Hit Points:		21
Quarterstaff		+
Sling			+


Cleric 4/Thief 4
Experience:		6154/6154
Hit Points:		34
Quarterstaff		+
Sling			+
Two-Handed Weapon Style	+


Cleric 5/Thief 6
Experience:		20361/20361
Hit Points:		47
Quarterstaff		+
Sling			+
Two-Handed Weapon Style	+

Quite possibly the last recruitable ally in the game you'll encounter,
Tiax scores points for being amusing, if nothing else. He's a 
Cleric/Thief, which makes him somewhat more useful than a straight
Cleric... although there are some side-effects to be aware of. Firstly,
he's still stuck with blunt weapons because of his Cleric background,
which isn't a big deal. Also, he can't use bows, which does kind of 
suck. His Strength is crap, but he doesn't suffer a penalty because of
it, and overall, he's not any worse in combat than Viconia. What he
lacks in Armor Class he makes up for with an extra Hit Point per level.
That is, of course, until you consider that he can't wear heavy armor
and keep his Thief skills. You could put him in  Shadow Armor, but he
would never have the same Armor Class of, say Viconia, or the fighting
ability of Jaheira. His biggest problem is how late in the game you get
him, and although he can potentially be recruited at level two-I just
don't see how it's feasible to make it to Baldur's Gate that soon...
although if you DO manage it, he apparently has a few more Hit Points
than is strictly possible (21 out of what should be his maximum of 18).
All in all, his Hit Points remain pretty good, and his proficiencies?
Well, they suck no matter what he does-Slings are about the best he can
hope for. The only thing that really suffers by the delay are his Thief
skills. Like Skie, he seems to have taken the Jack-of-all-Trades
approach, which just means he sucks at everything. So... letting the
computer level him doesn't hurt him as much as it hurts other
characters, but he still sucks, regardless.

How to Use Tiax Effectively:
He starts out Proficient in Quarterstaves and Slings. The latter is
good for obvious reasons, but the former... well, it has reach and
will keep him out of melee combat, so it's not a terrible choice,
either. He really shouldn't bother in melee combat at all, reach or
not, and you should view him as... more of a Cleric with a few
Thief skills. Save for the fact that by the time you get him, he'll
probably have wasted his skills. Oh, and I prefer my Clerics to fight-
Mages can have the luxury of hanging back and casting spells. Clerics
cannot. Still, that's the only real way to play Tiax-use Slings and
cast the odd Clerical spell. Blech.

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

Viconia (Sequel character)					{CHR029}
Recruitable: Early
Max Hit points per Level: 8
Female, Elf, Cleric, Neutral Evil
Str 10, Dex 19, Con 8, Int 16, Wis 15, Cha 14

Cleric 2
Experience: 		1603
Hit Points: 		12
Mace			+
Sling			+


Cleric 4
Experience: 		6134
Hit Points: 		18
War Hammer		+
Mace			+
Sling			+


Cleric 6
Experience: 		27628
Hit Points: 		27
War Hammer		+
Mace			+
Sling			+

Another character with a high Dexterity and a low Constitution. You
can't have your cake and eat it too, right? Fortunately, her Armor Class
will keep her safe from most damage... and as for spells, to which her
Armor Class does not apply? She's 50% magic resistant by nature, making
her rather hard  to injure, and best of all, her Magic Resistance isn't
the bogus absolute version that it was in the original Baldur's Gate-
instead it's the more intelligent Baldur's Gate 2 type of Magic
Resistance. In other words, her Magic Resistance now only prevents
hostile magic. Her Strength is pathetic, and it will prevent her from
wearing some types of armor, but there are low-Strength alternatives.
Still, a lower THAC0, worse Hit Points, and lower proficiencies will
restrict her to secondary Fighter status. Which is fine. She's a Cleric.
A damn good one at that. And did I mention she's a sequel character?
What more do you need? She's another Hit Point sensitive character
that you must recruit early. As soon as you can get her (level two)
she'll already be down four Hit Points, and as a Cleric with a poor
Constitution, she doesn't have the Hit Points to spare. By level four
she'll have a mere 18 out of the possible 32 Hit Points a Cleric her
level should have, and by level six she's suffering with only 27 out of
48 Hit Points. Ouch.

How to Use Viconia Effectively:
Her proficiencies-as a Cleric-are pretty self-explanatory. She can only
become Proficient in a few types of weapons and she'll only get two
points to spend in the game. Ashideena +2 is an obvious weapon
selection for her, as it can be obtained early and remains a good weapon
throughout the game, so become Proficient in War Hammers, which will
supplement her fine starting Proficiencies in Maces and Slings. Other
than that... Get her a Sling, strap on whatever Small Shield you can
find and a suit of Ankheg Plate Mail and she'll be good to go.

Recruiting Viconia:
Viconia is in Peldvale (AR2400), east of the Friendly Arm Inn. She's
being accosted by a Flaming Fist Mercenary. To get her in your party
you have to defend her from the mercenary, then accept her into your
party. Your reputation takes a two point hit for letting her join... but
it is a good way to get some plate mail early on. Also, if you kick her
out of your party later, you'll regain the lost reputation, so it's not
a permanent loss.

Xan								{CHR030}
Recruitable: Mid
Max Hit points per Level: 4
Male, Elf, Enchanter, Lawful Neutral
Str 13, Dex 16, Con 7, Int 17, Wis 14, Cha 16

Enchanter 2
Experience: 		2561
Hit Points: 		7
Dagger			+


Enchanter 4
Experience: 		10042
Hit Points: 		12
Dagger			+


Enchanter 6
Experience: 		41549
Hit Points: 		17
Dagger			+
Sling			+

Xan is technically on the list of early-recruitable characters, although
it involves trekking to the Nashkel Mines fairly early. Don't worry.
There's no need. Xan sucks. His Intelligence is passable, and his
Dexterity actually gives him a bonus to Armor Class, but he's an
Enchanter. This means he cannot cast any evocation spells, like Magic
Missile, Web, Stinking Cloud, Fireball and Fireshield. This severely
limits his offensive powers, and once you consider the competition,
there's no need to bother with Xan. Edwin is a better evil Mage, and
Dynaheir is a better good Mage. What Imoen lacks in spells, she makes up
for in versatility... hell, I'd even pick Neera over Xan. There's just
no need for him, regardless of your alignment. He DOES get a Moonblade,
however, which is a +3 sword (that really counts as a dagger) that also
grants a +1 bonus to Armor Class and 50% Fire Resistance. Still, his
class and low Strength score makes this a fairly useless weapon in his
hands. Oh, and to sweeten the deal he's a whiney pessimist. Skip on Xan,
he's more trouble than he's worth. However, if you take him along long
enough to feed him to a Sword Spider, you'll get bonus points from the
author of this FAQ. Why? Go look at my Icewind Dale FAQ to find out why
this is a suitable way to dispose of Xan. Hehe. Oh, right, and his
leveling... well, if you see a level six character with 17 Hit Points,
you know something is wrong. To be fair his Constitution is just high
enough to prevent him from losing Hit Points, but the computer is not
so generous. At the earliest point you can recruit him, he's already
level two and has lost a Hit Point. Not enough to end the world, but
at level four, he's lost four (and the sad thing is, this is a quarter
of his possible Hit Points he's lost here), and by level six he's down
seven out of twenty-four.

How to Use Xan Effectively:
As Sword Spider bait. He comes proficient in Daggers-and hence, with
his Moonblade +3, but he is not to be exposed to melee combat. Get him
a rank in Slings at level five, and use him to tickle foes at range
with bullets.

Recruiting Xan:
To get Xan you have to make your way through the Nashkel Mines. He's on
the fourth level (AR5404), in the cavern that Mulahey is in, in a room
to the north (x=800, y=590).

Xzar								{CHR031}
Recruitable: Early
Max Hit points per Level: 4
Male, Human, Necromancer, Chaotic Evil
Str 14, Dex 16, Con 10, Int 17, Wis 16, Cha 10

Necromancer 1
Experience:		58
Hit Points:		4
Dagger			+


Necromancer 2
Experience: 		2539
Hit Points: 		6
Dagger			+


Necromancy 4
Experience: 		10042
Hit Points: 		8
Dagger			+


Necromancer 6
Experience: 		41302
Hit Points:	 	12
Dagger			+
Dart			+

I'm not sure how a psychopath has a good Wisdom score.. better than
pretty much every Cleric in the game at that.. but anyways. Xzar isn't
a terrible character. He'll get a minor bonus to Armor Class from his
Dexterity and his Intelligence is decent. Also, a Necromancer isn't a
horrible specialist Mage. If you want him, be sure to get him early,
as the computer is absolutely retarded when it comes to his Hit Point
rolls. At level six he's got a mere 12 out of a possible 24 Hit Points.
Seriously, a level six Mage with 12 Hit Points? If anything looks at
him, he'll die.

How to Use Xzar Effectively:
Xzar has only one problem. Edwin has him pretty much outgunned in every
field. That's really Xzar's only major problem. Edwin. Play Xzar just
like Edwin. Get him ranks in Slings so he can contribute in combat
without getting destroyed. Even at his best, 24 Hit Points is not very

Recruiting Xzar:
In the wilderness area just east of Candlekeep (AR2700), near the
eastern edge of the map (x=4500, y=2700) you'll find him and Montaron
loitering, just waiting for you. Talk to him, and agree to journey to
Nashkel with him and he'll join your party, along with Montaron.

Yeslick								{CHR032}
Recruitable: Mid
Max Hit points per Level: 12
Male, Dwarf, Fighter/Cleric, Lawful Good
Str 15, Dex 12, Con 17, Int 7, Wis 16, Cha 10

Fighter 2/Cleric 3
Experience:		3616/3616
Hit Points:		32
War Hammer		++
Sling			++


Fighter 4/Cleric 5
Experience:		13690/13690
Hit Points:		56
War Hammer		++
Mace			+
Sling			++

Yeslick is a great choice for a Cleric, being a Fighter/Cleric he'll get
better THAC0 and Hit Points than a Cleric, as well as the ability to put
two ranks in a weapon proficiency. This will make him more competent in
melee, while still retaining the useful healing and buffing powers of a
Cleric. His Strength isn't fantastic, but compared to the other Clerics
in the game, it's as good as you can expect... and at least it's high
enough to wear the heavier types of armor and wield Large Shields. His
poor Dexterity could be offset by The Brawling Hands, but he has plenty
of Hit Points to keep him going. His only problem? You can't get him
until you're nearly done with the Cloakwood Mines. All things
considered, I'd still rather take Jaheira, who essentially fills the
same role. Even if Yeslick was obtainable earlier, I'd still pick
Jaheira, being a sequel character wins over Yeslick's slightly better
spell arsenal. He is certainly an interesting replacement for Branwen,
but honestly, in most games I break my own Good/Evil party rules and
just bring Viconia along in the Good party anyways, and I'd rate both
Jaheira and Viconia over Yeslick any day. Yeslick is one of those
rare, wonderful characters whose Hit Points stay dependable no matter
what level you get him at.

How to Use Yeslick Effectively:
He comes Specialized in both War Hammers and Slings... the ideal Cleric
set-up. As for what to get him as he levels... well, Maces are an
obvious choice, as he can then use The Stupefier +1 and Ashideen +2, as
the situation demands, or if you're fine with just sticking with
Ashideena +2 you can always get him Specialized in Sword and Shield
Style-the bonus Armor Class versus missile weapons won't hurt him a bit.

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

Table of Character Attributes					{CHR033}
For reference purposes, here's a list of the attributes of the
characters you may recruit in the game. It should help you compare the
Strengths and weaknesses of the various characters, and plan for item
distribution accordingly. I also threw in some useless 'averages', just
because it interested me, and by deduction, every other sentient being
in the universe.
		|  Str  |  Dex	|  Con  |  Int  |  Wis  |  Cha	| Total|
Ajantis		|  17   |  13   |  16   |  12   |  13   |  17   |  88  |
Alora		|   8   |  19   |  12   |  14   |   7   |  10   |  70  |
Baeloth		|  12   |  14   |  16   |  19   |  12   |  16   |  89  |
Branwen		|  13   |  16   |  15   |   9   |  16   |  13   |  82  |
Coran		|  14   |  20   |  12   |  14   |   9   |  16   |  85  |
Dorn		|  19	|  16	|  14	|  10	|  15	|  16	|  90  |
Dynaheir	|  11   |  13   |  16   |  17   |  15   |  12   |  84  |
Edwin		|   9   |  10   |  16   |  18   |   9   |  10   |  72  |
Eldoth		|  16   |  12   |  15   |  13   |  10   |  16   |  82  |
Faldorn		|  12   |  15   |  11   |  10   |  16   |  15   |  79  |
Garrick		|  14   |  16   |   9   |  13   |  14   |  15   |  81  |
Imoen		|   9   |  18   |  16   |  17   |  11   |  16   |  87  |
Jaheira		|  15   |  14   |  17   |  10   |  14   |  15   |  85  |
Kagain		|  16   |  12   |  20   |  15   |  11   |   8   |  82  |
Khalid		|  15   |  16   |  17   |  15   |  10   |   9   |  82  |
Kivan		| 18/12 |  17   |  14   |  10   |  14   |   8   |  81  |
Minsc		| 18/93 |  15   |  15   |   8   |   6   |   9   |  71  |
Montaron	|  16   |  17   |  15   |  12   |  13   |   9   |  82  |
Neera		|  11	|  17	|  14	|  17	|  13	|  11	|  83  |
Quayle		|   8   |  15   |  11   |  17   |  10   |   6   |  67  |
Rasaad		|  16	|  16	|  14	|  11	|  14	|  14	|  85  |
Safana		|  13   |  17   |  10   |  16   |   9   |  17   |  82  |
Shar-Teel	| 18/58 |  17   |   9   |  14   |   7   |  11   |  76  |
Skie		|  11   |  18   |  15   |  15   |   8   |  13   |  80  |
Tiax		|   9   |  16   |  16   |  10   |  13   |   9   |  73  |
Viconia		|  10   |  19   |   8   |  16   |  15   |  14   |  82  |
Xan		|  13   |  16   |   7   |  17   |  14   |  16   |  83  |
Xzar		|  14   |  16   |  10   |  17   |  16   |  10   |  83  |
Yeslick		|  15   |  12   |  17   |   7   |  16   |  10   |  77  |
Average 	| 13.45 | 15.59 | 13.69 | 13.55 | 12.07 | 12.45 |80.79 |

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

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

Quayle has a total attribute score of 67. This is only four points
higher than the dice average of 63 (10.5 x6). Dorn has an total
attribute score of 90 (an average of 15 per attribute), 27 points higher
than the dice average of 63. That's nearly as high as the attributes I
provide for my protagonists... although I suppose it's easier to post
high numbers when your Charisma is set at either 17 or 18 before racial

The Enhanced Edition characters have an average total attribute score
of 86.75, compared to the original Baldur's Gate character attribute
score average of 79.84. Keep in mind, however, these are designed to be
sequel characters, too. The average total attribute score in the sequel
is 83, so... well, it's just fun to crunch the numbers, it really has
no correlation to whether a character is good or not. Edwin is a 72
overall, and he's awesome, whereas Xan is an 83 overall and he sucks.
Just goes to show that attributes don't make a character great-you need
the right scores in the right attributes, and the right class to make
the best use of said attributes. Having an amulet that gives a bonus
spell per level doesn't hurt, either.

Chart of Characters by Role					{CHR034}
Below is a list of all the recruitable characters in the game and the
different roles they fill. This will list whether a character is a good
Fighter, good at multiple things, appears in the sequel. essentially the
information above condensed into a chart. Maybe it'll be helpful, maybe
not, but at least you can't say it's not here! 

		    |	|Mage
		    |	|   |Thief
		    |	|   |	|Archer
		    |	|   |	|   |Leader
		    |	|   |	|   |   |The Brawling Hands
		    |	|   |	|   |	|   |Hands of Takkok
		    |   |   |   |   |   |   |   |Sequel
                    |   |   |   |   |   |   |   |   |Easily Recruitable
		    |   |   |   |   |   |   |   |   |   |Good
	            |   |   |   |   |   |   |   |   |   |   |Neutral
	            |   |   |   |   |   |   |   |   |   |   |   |Evil
Ajantis		| X |   |   |   |   | X | X |   |   | X | X |   |   |
Alora		|   |   |   | X | o |   |   |   |   |   | X |   |   |
Baeloth		|   |   | X |   |   |   |   |   |   |   |   |   | X |
Branwen		| o | X |   |   |   | o |   |   |   | X |   | X |   |
Coran		|   |   |   | X | X | o |   |   |   |   | X |   |   |
Dorn		| X | 	|   |   |   | X |   |   |   | X |   |   | X |
Dynaheir	|   |   | X |   |   |   |   |   |   | X | X |   |   |
Edwin		|   |   | X |   |   |   |   |   | X | X |   |   | X |
Eldoth		|   |   | o |   | o | o | X |   |   |   |   |   | X |
Faldorn		|   | o |   |   |   |   |   |   |   |   |   |   | X |
Garrick		|   |   | o |   | o | o |   |   |   | X |   | X |   |
Imoen		|   |   | X | X | o |   |   |   | X | X | X |   |   |
Jaheira		| X | o |   |   |   | X | X | X | X | X |   | X |   |
Kagain		| X |   |   |   |   |   | X | X |   | X |   |   | X |
Khalid		| X |   |   |   |   |   |   | X |   | X | X |   |   |
Kivan		| o |   |   |   | X |   |   |   |   | X | X |   |   |
Minsc		| o |   |   |   | X |   | X |   | X | X | X |   |   |
Montaron	| o |   |   | X | X |   |   |   |   | X |   |   | X |
Neera		|   |   | X |   |   |   |   |   |   | X |   | X |   |
Quayle		|   | X | o |   |   |   |   |   |   |   |   | X |   |
Rasaad		| o |   |   |   |   | o | X | X |   | X | X |   |   |
Safana		|   |   |   | X | o | o |   |   |   | X |   | X |   |
Shar-Teel	| X |   |   | x | o |   |   |   |   | X |   |   | X |
Skie		|   |   |   | X |   |   |   |   |   |   |   | X |   |
Tiax		|   | X |   | X |   |   |   |   |   |   |   |   | X |
Viconia		| o | X |   |   |   | X |   |   | X | X |   |   | X |
Xan		|   |   | o |   |   |   |   |   |   |   |   | X |   |
Xzar		|   |   | X |   |   |   |   |   |   | X |   |   | X |
Yeslick		| X | X |   |   |   |   | X | X |   |   | X |   |   |

X = Strong Candidate
o = Weak candidate

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

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

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

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

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

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

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

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

Note: Characters who need the Hands of Takkok could also use the
Big-Fisted Belt, with one exception-any arcane spell-casters should
avoid the latter in favor of the former, as it also stunts their
Intelligence. Aside from possibly your protagonists, the only character
who needs Strength and Intelligence is Eldoth, and he's garbage anyways.

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

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

Good: Characters of Good alignment.

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

Evil: Characters of Evil alignment.

Suggested Parties by Role					{CHR035}
These are my suggestions for characters, based on their strengths, the
ease in which they can be obtained, and the roles they fill. All of this
will, of course, have to work around whatever protagonist you choose to
play. Obviously a good protagonist should be hanging out with goodly
folk, and if you make a protagonist of a certain class, you obviously
won't need to recruit another character to fill the same role, will
you? I strongly suggest playing some sort of Thief for the evil party,
which allows you to obtain a decent character that fulfills your
thieving needs. The Thief options for the evil party aren't great in
Baldur's Gate, and they're even worse in Baldur's Gate 2. My ideal
party is one where I can recruit characters to fit my every need,
allowing me to develop my protagonist for power, instead of necessity.
As we have seen, however, this is not really possible with the evil
party, but making a Fighter/Mage/Thief to substitute for the lack of a
good Thief ally in Baldur's Gate 2 doesn't slow the character down
too much. As I've said before, I want my protagonists to be special,
something that I can't get anywhere else-a unique combination. For me,
there's no better class than the Fighter/Mage, which is the template I
build both my parties around. It may be discouraging at low levels
when every Wolf is a potential threat to your survival, but when you
reach the end of the game and you send out your spell-buffed protagonist
to go toe-to-toe with the toughest foes in the game to protect the rest
of your party... you'll know you've done something right.

My Good Party:
Branwen (Yeslick, Viconia)
Minsc (Kivan, Coran)

Ajantis is just the best good party leader candidate out there. His
Strength and Constitution are both passable, and with The Brawling
Hands he'll have the Armor Class a true front-line leader needs. Being
a party leader means a combination of prowess, resilience, and Charisma,
and Ajantis excels in all fields.

I put Jaheira down as my secondary Fighter... but she's hardly a
full-fledged Fighter. Again, I've said to compare her to a Cleric, and
in that capacity her melee prowess shines. Still, her stats are good
enough (especially with the investment of the Hands of Takkok) that she
can manage as a front-liner, and cast Druid spells, to boot. All things
considered, I find her versatility more than a match for Khalid or

Ah, now the Cleric has always been a bit of trouble for me... Branwen is
decent, and I've beaten the game with her, but the good party isn't
over-flowing with awesome warriors (they need to wait until Baldur's
Gate 2 for that). Yeslick has many of Jaheira's perks-a good Fighter who
can cast spells, and since he's never ruined by crappy computer
leveling, it's worthwhile to play with Branwen until the Cloakwood
Mines, then switch her out with Yeslick. Or... just use Viconia. I know,
she's evil, and this is a good party, but none of that really starts to
matter until Baldur's Gate 2 anyways.

Minsc is a decent Archer, but Coran and Kivan are better. Why Minsc
then? Well, he's a sequel character, and I dig that. Other than that,
his Strength and proficiencies allow him to participate in melee, too,
when needed. Albeit while standing behind a stronger, more
heavily-armed character.

Imoen does double duty as the party Mage AND Thief, thanks to the magic
of dual-classing. She'll be able to disarm traps, pick some locks, and
cast the full range of Mage spells. What more could you ask for? One
additional spell per level, you say? Shut up. Play the evil party.

My Evil Party:
Edwin (Baeloth)

The leader for the evil party is now easier than ever to pick-Dorn wins,
hands down. He's just a brute-but he's OUR brute, so it's okay.

Kagain might be second on the list, but that doesn't mean he's second
in prowess... necessarily. He's still got a great Constitution score,
and with The Brawling Hands he's just the tops. Oh, plus High Mastery
in Axes, can't forget that little nugget.

Jaheira sneaks into the evil party, too, because she's just awesome
like that. First, she'll put the Hands of Takkok to good use, unlike
Dorn (who doesn't need them), Kagain (who needs The Brawling Hands,
instead), Shar-Teel (who already has a high Strength score) and Viconia
(who only gets one attack per round anyways). Second, she's a superior
warrior to nearly everybody else that's a possible candidate, save
Shar-Teel... and I'd take Jaheira's spells over Shar-Teel's melee
prowess any day... at least, considering that Jaheira at her best isn't
too far behind.

Viconia is the Cleric for the evil party (and often times, for the good
party, too!) High Dexterity and Magic Resistance for the win. Her
Strength and Constitution suck, but they can't keep her down.

Another obvious choice-Edwin is just the best Mage in the game, better
than anything you or I could make, so bring him along and put that
goodness to work for evil. Baeloth is an interesting alternative, if
you're looking to try something new, but I do view the Sorcerer class
as a little bit of a liability... it's certainly not superior to
Edwin's Conjurer class, plus his bonus spells. Edwin's Amulet > Slave

|								       |
|		          Spell Tactics {SPT001}		       |
|								       |
This section was added into the Baldur's Gate 1 FAQ because it seemed
like a worthy addition to the Baldur's Gate 2 FAQ... and really, who
wants to skim through the walkthrough for information on the best spells
in the game when a kind FAQ-writer could just condense the information
and put it in it's own conspicuous section? Nobody, that's who. So,
here I'll discuss the spells, which are good, which are bad, and why.
To help you out and minimize how much you need to read, however, I'll
put an * next to the spells I find the most useful. Who wants to read
all that crap anyways? Just assume I know what I'm talking about and
read the marked spells and you'll be fine. If that's too much work for
you, however, I've also listed the top spells by level under the
***TOP SPELLS*** heading, with very, very brief descriptions of why the
spells are good.

Note: The expanded Spell Tactics section you'll see in this guide was
originally expanded in the v1.03 update of my Icewind Dale FAQ, which
I started on several months before picking up the Baldur's Gate Enhanced
Edition. Of course, Icewind Dale is mediocre, and Baldur's Gate is
great, so I dropped the in-progress v1.03 update to get out an Enhanced
Edition version of my Baldur's Gate FAQ. We all got priorities, and I
just wanted all of the zero people who care out there to know that this
section was not new to this guide... the fact that my Baldur's Gate
Enhanced Edition guide is coming out before the v1.03 update of my
Icewind Dale guide is just a product of my ever-shifting focus.

Healing Spells							{SPT002}
I tend to have a subtractive, rather than additive view towards the
inclusion of healing spells in my spell-books. Healing spells are good,
nobody doubts that, but how many should you get? In my mind, it
varies by spell-level. Cure Serious Wounds is clearly better than
Cure Light Wounds, but the competition for 1st-level Cleric spells is
much less intense than for 4th-level spells. So, how do I determine what
to get? I get all the spells I want besides healing spells, then fill
up left-over slots with healing. Therefore, most of my 1st-level
Clerical spells tend to be Cure Light Wounds (with a token Remove Fear
on every caster, just in case) while on the other hand, I have almost
no Cure Serious Wounds, as I'd rather have Defensive Harmony, Protection
from Evil 10' Radius, and so on. The only healing spell unworthy of this
second-class status is Heal, which is the ultimate healing spell, and
really, one of the best things about a Cleric or a Druid. Too bad you
can't get that spell in this game, eh?

1st Level Cleric Spells						{SPT003}
Armor of Faith: Blocks 5% of damage per five levels.
Bless: Minor, short-lasting party buff.
Command: Causes one foe to sleep for one round, with no save.
Cure Light Wounds: Heals 8 Hit Points.
Remove Fear: cures and prevents fear effects for one turn.

*Armor of Faith
A simple defensive spell that will remain in your list of memorized
spells throughout both games... simply because good defensive Clerical
spells are so rare. This spell absorbs 5% of all damage the caster
would otherwise sustain from physical and magical attacks, and protects
against another 5% for every five levels of the Cleric. Which means...
up to 10% in this game. That doesn't sound like much-and it isn't-but
losing one point in ten of damage isn't horrible, and it has a decent
duration, too.

Bless gives all allies within a 30-foot radius a +1 bonus to attack
rolls and a +1 bonus to saves versus fear. I'll be honest, I rarely use
it, but it's not that bad of a spell. Your THAC0 won't be low enough to
ignore a +1 bonus.. but its six-round duration is just lame.

You can attempt to make an enemy 'die' (go to sleep) for one round.
Anything under six Hit Dice (about 48 Hit Points) gets no save against
the effect, but anything with six Hit Dice or more are entitled to a
Saving Throw vs. Spells. Use it earlier to abuse melee-potent enemies,
like Ogres. If it works, you essentially have a free round to abuse
them. You'll outgrow it fairly quickly, however.

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

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

This curse bestows a -2 penalty to saves and attack rolls upon a single
enemy. This is actually a decent spell to cast on tougher enemies, as
that -2 save penalty can end up paying off in a big way if the critter
then falls victim to the Dagger of Venom +2's poison, or another
debuff like Chaos or Slow.

Magic Stone
You enchant a small pebble, which flies out and hits a foe for... 1d4
damage. It counts a magical (+1) weapon, but otherwise gets no bonuses
to damage. Compare this to, say, Magic Missile and marvel at how much
this spell sucks.

Protection from Evil
A handy little personal buff that gives the target +2 bonus to Saves and
Armor Class. There's a superior buff down the line for the whole party,
which makes this woefully obsolete.

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

Gives the priest temporary immunity to prosecution by foes, during
which time he can heal/buff themselves (but they cannot affect other
creatures without ending the spell). I don't see the point. If you're
getting hurt, retreat and cast a healing spell. Why waste two rounds
doing what can be done in one?

Creates a +1 cudgel that deals 2d4 damage. It might seem like a decent
alternative for a low-level Jaheira, but it really doesn't last long
enough for repeated use.

2nd Level Cleric Spells						{SPT004}
Draw Upon Holy Might: Boosts Strength, Dexterity, and Constitution.
Hold Person: Paralyzes one living, humanoid foe.
Resist Fire and Cold: 50% Resistance to Fire and Cold.
Silence 15' Radius: Shuts up spell-casters.
Slow Poison: Cures poison.

Bestows the effects of Bless and heals 1-8 Hit Points. Since it only
effects one creature, I don't bother with it.

Grants a target an Armor Class of six, which improves (decreases) by
one for every four levels of the caster.. Armor Class 5 at 4th level,
Armor Class 4 at 8th, and... we'll, that's it for Baldur's Gate. It's
decent defense... until you're ready to head to the Nashkel Mines. If
you can't find anything better to wear by then... well, you suck. I
would pretend that this might be a decent defensive spell and in some
circumstances... blah, blah, blah. It's really not. If this spell ever
really seems like a good defensive measure, you've done something
wrong. Oh, it also gives a +1 bonus to saves... except versus magic.

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

*Draw Upon Holy Might
This is actually a decent spell for some Clerics... alright, it's
useful for Branwen and Yeslick (and possibly a protagonist with good
attributes). Since the level cap is so low on Baldur's Gate, however,
the best it'll do is give a +2 bonus to Strength, Dexterity, and
Constitution. Since it only lasts a turn, you'll need to cast it right
before heavy combat where your Cleric must act decidedly unpacifistic.
I wouldn't keep it prepared all the time, however.

Find Traps
Detects traps in a very close range. This spell doesn't disarm them,
however, so it's rather pointless.

Flame Blade
This spell allows the caster to create a flaming blade, which the caster
is considered Proficient with. It deals 1d4 slashing damage, plus 1d2+4
fire damage. Despite being a magical blade of flame it does NOT count
as a magical weapon for determining what it can hit-makes sense to me.

*Hold Person
Another spell that should be good, that I just don't use. It affects
everybody within a 7.5-foot radius, but most often you'll be using this
on one character. It only affect man-sized humanoids, but fortunately,
they're common. No save penalty, and it only lasts 10 rounds.. which is
long enough to kill them and then some, to be fair. Still, almost
anything I would use this on, I could just scout out and kill with
Stinking Cloud and missiles.

Know Alignment
Like Detect Evil, except it detects.. everything. Evil things glow red,
neutral things glow blue, and friendly things glow green.. like those
little circles under your feet!

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

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

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

Spiritual Hammer
Conjures a magical hammer, which may be used as an implement of
righteous smiting. It counts as a +1 weapon from 1st-6th level, as a
+2 weapon from 7th-12th level, and a +3 weapon at 13th level and
beyond. It might come in handy early on... but not too long after we
get this spell we should all have magical weapons. As for the +2 weapon
at 7th level... we'll have REAL +2 weapons long before we're level

3rd Level Cleric Spells						{SPT005}
Animate Dead: Summons a Skeleton Warrior of variable strength.
Cure Medium Wounds: Heals 14 Hit Points.
Dispel Magic: Remove buffs/debuffs in an area.
Holy Smite: Deals 1d4 damage/level to evil creatures.
Protection from Fire: Grants 80% Resistance to Fire.
Remove Paralysis: Curse paralysis/hold effects.

*Animate Dead
Ah... Animate Dead... this was one of the better summoning spells in
the original game... which of course was before it was converted to
Baldur's Gate 2 rules. How does it stand up in the Enhanced Edition?
Well, you no longer summon a small horde of Skeletons-instead you'll
summon a single Skeleton Warrior of variable strength based on the
Cleric's level, as follows:

	|Caster's Level |   Hit Dice	|      Equipment	|
	|    1st-6th	|       3	|      Long Sword	|
	|   7th-10th    |	5	|     Long Sword +1	|
	|   11th-14th	|       7	|   Bastard Sword +1	|
	|     15th+	|	9	|  Two-Handed Sword +1	|

The Skeleton Warrior is a moderately potent ally, but definately one
that is more powerful (in relation to the caster) at lower levels.
A 15th+ level caster certainly has better things to do than summon a
wussy 9 HD Skeleton Warrior... but that's a concern for another game.
Although you can't expect Skeleton Warriors to win difficult fights on
their own, they do have one redeeming quality which makes them the best
summoning spell you can cast-they're undead, and that's all that
matters. This makes them immune to poison and mind-affecting effects,
which means summoning up a Skeleton Warrior or two and sending them to
attack enemy spell-casters is a great idea. At worst they'll waste a few
spells on it before the Skeleton Warrior dies, and while they're focused
on the Skeleton Warrior, you can drop a Silence 15' Radius on them. Even
better, if you mix this spell with Stinking Cloud, you can knock out
entire groups of baddies while you send your immune Skeleton Warrior
into their midst to melee your helpless foes. It was a great spell in
the original game, and even though it's changed in the Enhanced Edition,
it's still a great spell. Just don't expect Skeleton Warriors to stand
up long in melee against some of the tougher foes in the game. They're
best used as a stall for time, during which you can hit the foes with
debuffs to make the rest of the fight easier, or as Mage-killers, at
which they excel.

Cure Disease
Diseases suck. They function like Poison, but take much longer to deal
their damage, and tend to last much, much longer. Unless you're injured,
you rest, or travel across the world map, your chances of dying due to
disease are pretty low... Still, diseases are rather rare and weak in
Baldur's Gate, so I don't suggest keeping one ready at all times until
the sequel.

*Cure Medium Wounds
Huzzah! Expanded Baldur's Gate 2 healing spells in the first game! This
spell restores 14 Hit Points.

*Dispel Magic
Bad guys cast spells too-buffing themselves, or debuffing you. Just as
a Chaos spell can win a fight for you, if it's cast on you, it can also
result in casualties if the enemy gets one on you... unless you're wise
enough to keep a Dispel Magic handy. This spell is just wonderful, and
everybody who can cast it should always have one prepared.

Glyph of Warding
Creates a static 'trap' that explodes when an enemy comes close, dealing
1d4 damage/level to foes within range. This spell is party friendly, so
it should be used-not defensively, as the description suggests, but
offensively, like Fireball. Still, the Cleric has better 3rd-level
spells to cast, and the Mage has Fireball, so I never bother with this

*Holy Smite (Good characters Only)
One of the rare alignment-specific spells in Baldur's Gate, Holy Blight
deals 1d4 damage per level of the caster to all evil foes in a 20-ft.
radius. A fair number of enemies are actually neutral, which limits this
spell's effectiveness, but there are plenty of evil foes to bring holy
doom down upon. This spell is party-friendly... provided you're not
traveling around with evil folks.

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

Miscast Magic
You'll see the enemy cast this spell a few times, but I never bother
with it. If the enemy fails at a Save vs. Spells (save at -2), they'll
suffer an 80% spell casting failure rate. Of course, Silence 15' Radius
can affect multiple foes, imposes a -5 save, and makes spell casting
100% impossible for affected creatures. Once you hit 6th level, it also
lasts longer (2 round per level for Silence 15' Radius versus one turn
for Miscast Magic)... so why would you ever want to cast Miscast Magic
when you could cast Silence 15' Radius?

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

Remove Curse
You should NEVER need to cast this spell. It's grand purpose? Getting
icky cursed items out of your hands. This guide tells you what items
you're getting, and you should never equip unidentified items in the
first place.

*Remove Paralysis
Ghouls and Ghasts can be killers, and keeping one of these spells ready
is a good idea in Ghoul-populated areas. Of course, it's just as good
to not allow the undead to gang up on one party member. It also will
free you from the effects of Hold Person spells, too, which are the bane
of Baldur's Gate battles. If push came to shove, I'd rather have Dispel
Magic prepared, but if you get yourself an extra 3rd-level spell slot,
this is always a good spell to have ready.

Rigid Thinking
Another spell you'll more often see when it's cast on you than when you
actually waste the time to cast it-it affects one critter and inflicts
confusion. It lasts one turn, and can be negated by a simple Save vs.
Spells. Compare this to the 4th-level Arcane spell Confusion, and you'll
see what a butt-nutter this pansy version is.

Strength of One
Gives the entire party a Strength score of 18/75, and lasts for a turn.
It might seem nifty at first, but once you get the Hands of Takkok,
read the Manual of Gainful Exercise, or if you're named Dorn, this spell
will actually hinder you in combat. For natural heavy-hitters like
Minsc, Shar-Teel, or Kivan, this spell is a meager bonus from the

Unholy Blight (Evil Characters Only)
Like Holy Blight, but with different alignment effects. This spell
deals 1d4 damage per level of the caster to all good foes in the area
of effect (20-ft. radius). The spell deals half damage on a successful
save, but on a failed save, it also imposes a -2 penalty 'to all their
rolls' for four rounds. This spell is massively less useful than Holy
Blight, since most foes you'll fight are either neutral or evil...
Meaning few enemies will be affected by this spell at all.

Zone of Sweet Air
Dispels spells like Stinking Cloud or Cloudkill. Honestly, I tend to
be the Cloudkill/Stinking Cloud caster, the computer rarely uses such
spells... and if they do, I'm more than happy to cast Animate Dead and
let the computer trip over their own spells. I have never bothered with
this spell.

4th Level Cleric Spells						{SPT006}
Defensive Harmony: -2 Armor Class bonus for the entire party.
Neutralize Poison: Cures poison, disease, blindness, deafness and heals.
Protection from Evil 10' Radius: Long-lasting party buff.

Animal Summoning I
This spell has a few problems with it-first, it's been nerfed by the
Enhanced Edition. Summoning up two War Dogs will not impress anybody.
Second, the amount of awesome 4th-level Cleric spells have vastly
increased. Compared to Animate Dead, this spell leaves absolutely
nothing to recommend it.

Cause Serious Wounds
Touch a bad-guy, and deal 17 damage to them. Seriously? There are many
better ways to deal 17 damage to a creature-ONE creature.

Cloak of Fear
This spell creates as three-foot radius fear effect centered on the
caster. I'm always dubious about spells that require the proximity of
the caster... but this spell has no effective radius (if your Cleric is
surrounded, maybe, but good luck getting the spell off) and imposes no
save penalty. Even worse, it only causes fear for four rounds. How is
this spell in any way comparable to the 2nd-level Arcane spell, Horror?

Cure Serious Wounds
A more potent version of Cure Light Wounds, it must compete with many
great 4th-level Cleric spells. At the end of the day, healing is just
not strong enough in this game to save you during a fight, the way the
'Heal' spell will in the sequel. 17 Hit Points is just a band-aid to a
late-game warrior, not a life-saver in the heat of battle.

Death Ward
Death Ward is a wonderful, indispensable, must-have spell for every
Cleric... in Baldur's Gate 2. In the first game, there aren't many death
spells coming your way, so don't worry about it. Just be sure to look it
over, nod with approval, and be ready for it in the sequel.

*Defensive Harmony
This spell gives you a +2 bonus to Armor Class for ten rounds-the
perfect last preparation before a big fight. +2 Armor Class is the same
as 10% miss chance, and it affects the whole party. Kind of the opposite
of Death Ward, I use it frequently in the first game, but almost never
in the sequel. Armor Class can get quite low naturally in Baldur's
Gate 2, but by Throne of Bhaal, we're contending with foes who have
THAC0s of -10... which renders most Armor Class considerations moot.
In Shadows of Amn, you don't need it, and in Throne of Bhaal, it doesn't
really help much. In this game, however, a two-point bonus to Armor
Class is huge... even if it's only for six rounds.

You could this spell... or you could simply sneak around with a Thief,
Ranger, or invisible character. You'll see more, and it wastes-at best-
a 2nd-level Arcane spell.

Free Action
This spell comes in handy any time you encounter Carrion Crawlers,
Ghouls, Ghasts, Greater Ghouls, or butthole Clerics who like to cast
Hold Person. Of course, it's just as easy to strap on a Ring of Free
Action and save yourself the 4th-level spell slot.

Holy Power
A weak attempt at Tenser's, save it allows the caster to keep their
spell casting powers. This spell is a mix of good and mediocrity. First,
one Hit Point per level will not a Fighter make. Second, while it grants
a massive bonus to combat prowess, it does not increase the Cleric's
attacks per round... again, 18/00 Strength and a good to hit does not a
Fighter make. On the other hand, it's still a welcome boost for those
melee-heavy fights where another competent warrior could tip the
balance... cast on a 7th-level Viconia, it raised her Hit Points from
52 to 59, dropped her THAC0 from a wretched 15 to a respectable 10,
and increased her damage range from 3-8 to 9-14. It duration means it
won't be worth casting all the time (like Protection from Evil 10'
Radius will be), but for big fights, it's worth considering. Hybrid
characters like Yeslick will arguably make better use of it-they already
have the THAC0, but the Strength bonus helps, especially with their
superior attacks per round. Ultimately, this spell is decent at times
in the first game, but in Baldur's Gate 2, it'll be utterly eclipsed
by Draw Upon Holy Might.

Lesser Restoration
This spell will remove energy drain on the target, but will fatigue the
caster outright. Energy drain is almost non-existent in the first game,
and if you lose a level, you can always prepare this spell afterwards to
deal with it. You need not keep it prepared all the time.

Mental Domination
Like the Arcane spell Domination... but Clericy. It allows you to take
control of a critter and command it. I never bother with these spells,
as there's always a better debuff to cast.

Negative Plane Protection
Another spell that will be more useful in the second game, this spell
prevents energy drain. Energy drain is almost non-existent in the first
game, so you need not bother with this spell.

*Neutralize Poison
Don't let the name fool you-this spell provides a suite of curative
effects. It cures poison, sure, but is also cures diseases, blindness,
deafness, and heals 10 Hit Points. Until you get access to the Heal
spell, it's the best panacea you've got, and it won't hurt to keep one
handy... as it cures a variety of afflictions.

Deals variable damage, but the target receives a Saving Throw vs. Poison
at no penalty to negate all effects, as follows:

		|Caster's Level	| Poison Damage |
		|    7th-9th	| 2d8 + 2/round	|
		|   10th-12th	| 3d8 + 3/round	|
		|   13th-14th	| 4d8 + 4/round	|
		|   15th-16th	| 6d8 + 5/round	|
		|     17th+	| 8d8 + 6/round	|

The damage it deals is... passable, but I find little merit with spells
that have no save penalties. Also, that juicy damage that might be
enticing you isn't going to happen in this game. You'll have to weigh
it's merits on 2d8 + 2/round damage... or 22-36 damage over one turn,
to one creature, that's negated by a single save. Doesn't sound so epic
when you do the math, does it?

*Protection from Evil 10' Radius
The best defensive party spell in the game, it always deserves a 4th-
level spell slot. Enemies suffer a -2 penalty to attack rolls, and your
saves against spells and attacks made by such creatures recieve a +2
bonus. At a turn per level, this spell will last long enough for any
encounter... or perhaps several encounters. Oh, and ignore the radius
in the title-as far as the in-game spell description is concerned, this
spell has an effective 30' radius.

Protection From Lightning
Makes the recipient entirely immune to lightning. It's handy in a few
instances where a Lightning Bolt trap can be used to cause collateral
damage, or where a hostile Mage is likely to fling such magic at you,
but otherwise it's forgettable.

1st Level Druid Spells						{SPT007}
Armor of Faith: Blocks 5% of damage per five levels.
Bless: Minor, short-lasting party buff.
Cure Light Wounds: Heals 8 Hit Points.
Entangle: Stops foes from moving, but not attacking.

*Armor of Faith
A simple defensive spell that will remain in your list of memorized
spells throughout both games... simply because good defensive Clerical
spells are so rare. This spell absorbs 5% of all damage the caster
would otherwise sustain from physical and magical attacks, and protects
against another 5% for every five levels of the Cleric. Which means...
up to 10% in this game. That doesn't sound like much-and it isn't-but
losing one point in ten of damage isn't horrible, and it has a decent
duration, too.

Bless gives all allies within a 30-foot radius a +1 bonus to attack
rolls and a +1 bonus to saves versus fear. I'll be honest, I rarely use
it, but it's not that bad of a spell. Your THAC0 won't be low enough to
ignore a +1 bonus.. but its six-round duration is just lame.

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

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

This curse bestows a -2 penalty to saves and attack rolls upon a single
enemy. This is actually a decent spell to cast on tougher enemies, as
that -2 save penalty can end up paying off in a big way if the critter
then falls victim to the Dagger of Venom +2's poison, or another
debuff like Chaos or Slow.

An early-game alternative for Stinking Cloud or Web, it does much the
same thing... save that foes who are entangled can still attack, and
enemies save with a +3 modifier, so you shouldn't expect it to work
all the time. It does, however, have no Hit Dice maximum, meaning that
it'll come in handy against Ogres and Bears early on.

Creates a +1 cudgel that deals 2d4 damage. It might seem like a decent
alternative for a low-level Jaheira, but it really doesn't last long
enough for repeated use.

2nd Level Druid Spells						{SPT008}
Resist Fire and Cold: 50% Resistance to Fire and Cold.
Slow Poison: Cures poison.

Grants a target an Armor Class of six, which improves (decreases) by
one for every four levels of the caster... Armor Class 5 at 4th level,
Armor Class 4 at 8th, and... we'll, that's it for Baldur's Gate. It's
decent defense... until you're ready to head to the Nashkel Mines. If
you can't find anything better to wear by then... well, you suck. I
would pretend that this might be a decent defensive spell and in some
circumstances... blah, blah, blah. It's really not. If this spell ever
really seems like a good defensive measure, you've done something
wrong. Oh, it also gives a +1 bonus to saves... except versus magic.

Charm Person or Mammal
Like the Arcane spell, Charm Person, save it also can affect a few
quadrapeds, as well. It's utterly negatable by a single save at no
penalty, so I normally wouldn't bother with it... save that 2nd-level
Druid spells are full of suck. Compared to most other spells out there,
it might be worth preparing one... you know, in case you get bored.

Find Traps
Detects traps in a very close range. This spell doesn't disarm them,
however, so it's rather pointless.

Flame Blade
This spell allows the caster to create a flaming blade, which the caster
is considered Proficient with. It deals 1d4 slashing damage, plus 1d2+4
fire damage. Despite being a magical blade of flame it does NOT count
as a magical weapon for determining what it can hit-makes sense to me.

Good Berry
Creates five magical berries that each heal for one Hit Point. They
last forever, so it's like creating a weak healing potion to use...
just as long as you don't expect them to be worth anything in combat.
They take time to use in combat, and since they can only be consumed
one at a time... yeah, one Hit Point of healing per round will not win
you any fights. If for some reason you cannot rest, you could
conceivably give thirty of the weightless things to each party member...
but I can't think of a single instance where this is necessary. So,
no combat uses, takes forever to actually use them all, and there's no
point in time where you'd need to do it. Useless spell.

Know Alignment
Like Detect Evil, except it detects.. everything. Evil things glow red,
neutral things glow blue, and friendly things glow green.. like those
little circles under your feet!

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

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

3rd Level Druid Spells						{SPT009}
Cure Medium Wounds: Heals 14 Hit Points.
Dispel Magic: Remove buffs/debuffs in an area.
Protection from Fire: Grants 80% Resistance to Fire.

Call Lightning
This spell calls down lightning to randomly strike foes. Once per turn
you'll summon one bolt per four levels of the caster, each dealing
2d8 damage +1d8 per level of the caster. It sounds awesome enough-an
8th-level caster can call down two bolts a turn, each dealing 10d8
damage. Still, you can only target the first bolts, and what fight
lasts longer than a turn? None, really. Ultimately, I just find this
spell too damn random to bother with.

Cure Disease
Diseases suck. They function like Poison, but take much longer to deal
their damage, and tend to last much, much longer. Unless you're injured,
you rest, or travel across the world map, your chances of dying due to
disease are pretty low... Still, diseases are rather rare and weak in
Baldur's Gate, so I don't suggest keeping one ready at all times until
the sequel.

*Cure Medium Wounds
Huzzah! Expanded Baldur's Gate 2 healing spells in the first game! This
spell restores 14 Hit Points.

*Dispel Magic
Bad guys cast spells too-buffing themselves, or debuffing you. Just as
a Chaos spell can win a fight for you, if it's cast on you, it can also
result in casualties if the enemy gets one on you... unless you're wise
enough to keep a Dispel Magic handy. This spell is just wonderful, and
everybody who can cast it should always have one prepared.

Hold Animal
Another hold spell-it only affects 'normal and giant-sized' animals,
pointedly exempting Wyverns and Ankhegs, for no good reason. That
leaves... what? Cave Bears? Who cares? This spell just doesn't have
enough potential targets to make it worthwhile, nor are the foes it
affects worth keeping it prepared.

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

Miscast Magic
You'll see the enemy cast this spell a few times, but I never bother
with it. If the enemy fails at a Save vs. Spells (save at -2), they'll
suffer an 80% spell casting failure rate. Of course, Silence 15' Radius
can affect multiple foes, imposes a -5 save, and makes spell casting
100% impossible for affected creatures. Once you hit 6th level, it also
lasts longer (2 round per level for Silence 15' Radius versus one turn
for Miscast Magic)... so why would you ever want to cast Miscast Magic
when you could cast Silence 15' Radius?

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

Rigid Thinking
Another spell you'll more often see when it's cast on you than when you
actually waste the time to cast it-it affects one critter and inflicts
confusion. It lasts one turn, and can be negated by a simple Save vs.
Spells. Compare this to the 4th-level Arcane spell Confusion, and you'll
see what a butt-nutter this pansy version is.

Strength of One
Gives the entire party a Strength score of 18/75, and lasts for a turn.
It might seem nifty at first, but once you get the Hands of Takkok,
read the Manual of Gainful Exercise, or if you're named Dorn, this spell
will actually hinder you in combat. For natural heavy-hitters like
Minsc, Shar-Teel, or Kivan, this spell is a meager bonus from the

Summon Insects
A very, very weak version of the absolutely devastating 5th-level Druid
spell, Insect Plague, it still has its uses. A single target must Save
vs. Breath Weapons (at a -2 penalty) or take one damage per two seconds
of duration... why such a weird number? I don't know-it deals three
damage per round, for seven rounds. More importantly, the target suffers
a -2 penalty to THAC0 and Armor Class, and has a 50% spell-casting
failure. Ultimately, I'd rather use Animate Dead and/or Silence 15'
Radius to deal with enemy spells, and a Slow spell retards melee combat
far more effectively.

4th Level Druid Spells						{SPT010}
Call Woodland Beings: Summons a Nymph with great debuffing spells.
Defensive Harmony: -2 Armor Class bonus for the entire party.
Neutralize Poison: Cures poison, disease, blindness, deafness and heals.

Animal Summoning
This spell has a few problems with it-first, it's been nerfed by the
Enhanced Edition. Summoning up two War Dogs will not impress anybody.
Second, the Druid gets a much better summoning spell at this level...

*Call Woodland Beings
I would call this spell poop... but honestly, summoning a Nymph that you
have full control over isn't bad. Her selling point isn't melee offense,
of course, but your Nymph comes fully equipped with many handy spells,
and the three turn duration of the spell gives you ample time to cast
as many as you please. It's really like conjuring up another full caster
to throw out debuffs while your Druid does other things. Of course, the
usefulness of this spell depends entirely on what spells your Nymph
comes with, so let's take a look, shall we, and see if what she's got is
worth a 4th-level spell slot:

Hold Person x2
Call Lightning
Miscast Magic
Cause Serious Wounds
Mental Domination
Mass Cure
Hold Monster

Umm... Yeah. She's got the power to win fights on her own. Since most of
her spells are mind-affecting effects, obviously the Nymph is best
summoned to help with living foes. Summon her up, have her cast
Confusion, Hold Person(s), Hold Monster, and before she's gone, drop a
parting shot of Mass Cure and you'll have made a great use of a spell.

Cause Serious Wounds
Touch a bad-guy, and deal 17 damage to them. Seriously? There are many
better ways to deal 17 damage to a creature-ONE creature.

Cloak of Fear
This spell creates as three-foot radius fear effect centered on the
caster. I'm always dubious about spells that require the proximity of
the caster... but this spell has no effective radius (if your Druid is
surrounded, maybe, but good luck getting the spell off) and imposes no
save penalty. Even worse, it only causes fear for four rounds. How is
this spell in any way comparable to the 2nd-level Arcane spell, Horror?

Cure Serious Wounds
A more potent version of Cure Light Wounds, it must compete with many
great 4th-level Druid spells. At the end of the day, healing is just
not strong enough in this game to save you during a fight, the way the
'Heal' spell will in the sequel. 17 Hit Points is just a band-aid to a
late-game warrior, not a life-saver in the heat of battle.

Death Ward
Death Ward is a wonderful, indispensable, must-have spell for every
Druid... in Baldur's Gate 2. In the first game, there aren't many death
spells coming your way, so don't worry about it. Just be sure to look it
over, nod with approval, and be ready for it in the sequel.

*Defensive Harmony
This spell gives you a +2 bonus to Armor Class for ten rounds-the
perfect last preparation before a big fight. +2 Armor Class is the same
as 10% miss chance, and it affects the whole party. Kind of the opposite
of Death Ward, I use it frequently in the first game, but almost never
in the sequel. Armor Class can get quite low naturally in Baldur's
Gate 2, but by Throne of Bhaal, we're contending with foes who have
THAC0s of -10... which renders most Armor Class considerations moot.
In Shadows of Amn, you don't need it, and in Throne of Bhaal, it doesn't
really help much. In this game, however, a two-point bonus to Armor
Class is huge... even if it's only for six rounds.

You could this spell... or you could simply sneak around with a Thief,
Ranger, or invisible character. You'll see more, and it wastes-at best-
a 2nd-level Arcane spell.

Negative Plane Protection
Another spell that will be more useful in the second game, this spell
prevents energy drain. Energy drain is almost non-existent in the first
game, so you need not bother with this spell.

*Neutralize Poison
Don't let the name fool you-this spell provides a suite of curative
effects. It cures poison, sure, but is also cures diseases, blindness,
deafness, and heals 10 Hit Points. Until you get access to the Heal
spell, it's the best panacea you've got, and it won't hurt to keep one
handy... as it cures a variety of afflictions.

Deals variable damage, but the target receives a Saving Throw vs. Poison
at no penalty to negate all effects, as follows:

		|Caster's Level	| Poison Damage |
		|    7th-9th	| 2d8 + 2/round	|
		|   10th-12th	| 3d8 + 3/round	|
		|   13th-14th	| 4d8 + 4/round	|
		|   15th-16th	| 6d8 + 5/round	|
		|     17th+	| 8d8 + 6/round	|

The damage it deals is... passable, but I find little merit with spells
that have no save penalties. Also, that juicy damage that might be
enticing you isn't going to happen in this game. You'll have to weigh
it's merits on 2d8 + 2/round damage... or 22-36 damage over one turn,
to one creature, that's negated by a single save. Doesn't sound so epic
when you do the math, does it?

Protection From Lightning
Makes the recipient entirely immune to lightning. It's handy in a few
instances where a Lightning Bolt trap can be used to cause collateral
damage, or where a hostile Mage is likely to fling such magic at you,
but otherwise it's forgettable.

5th Level Druid Spells						{SPT011}
Chaotic Commands: Makes target immune to mind-affecting effects.
Insect Plague: Deals damage, prevents spell casting, causes panic.
Iron Skins: Creates a number of skins that prevent physical damage.
Pixie Dust: Makes all allies with 30-feet invisible.
True Sight: Dispels illusion. Party-friendly.

Animal Summoning II
The 4th-level version of this spell was insulting enough, but to get
a slightly superior 5th-level version... well, it's worse than the
douchebags your sister dated in high school. Yes, you could use this
spell to conjure up some Brown Bears, Cave Bears, or Panthers... or,
you could use spells like Chaotic Commands, Insect Plague, Iron Skins,
or True Sight. You know, spells that can win fights by themselves.

Cause Critical Wounds
Deal 27 damage to a creature with a successful touch attack...
Seriously? This spell is nowhere near competition for awesome 5th-level
Druid spells like Chaotic Commands, Insect Plague, Iron Skins, or True

*Chaotic Commands
Oh, Chaotic Commands, how I love you... this little spell makes the
target immune to... pretty much every mental effect out their. Hold,
Charm, Domination, Suggestion, Psionics, Confusion, all of it. This
spell is decent towards the end of Baldur's Gate 1, but it's absolutely
essential in Baldur's Gate 2. Still, whenever a foe might toss out a
Hold Person, Rigid Thinking, Dire Charm, or Confusion, this is a worthy

Cure Critical Wounds
Heals for 27 Hit Points.

*Insect Plague
Insect Plague is one of the best Druid spell in the game... it's just a
shame the level cap prevent Jaheira from learning it. Honestly, most
spell-casters in this game can be handled other ways-it's not until
Baldur's Gate 2 where this spell becomes mandatory. You target a single
victim, and after affecting them the plague will 'jump' to nearby
enemies until six are affected. The damage is a worthy consideration, as
it deals one point of damage every two seconds for the duration of the
spell, but the real reason to use it is that it prevents spell-casters
who are affected from casting spells. It only lasts six rounds, but this
gives you plenty of time to take out pretty much any enemy spellcaster
in the game. It also has a chance to make enemies run around in a panic,
which can further break up groups of enemies. It's not an exaggeration
to say that this spell can-in a single casting-win most fights, and if
there was any reason to drag Faldorn along, it's for this spell.

*Iron Skins
An indispensable defensive spell for the Druid, it's essentially the
Druidy version of Stoneskin. Since Stoneskin is one of the best
defensive spells in the game... well, this is a very good spell to
have. Again, shame that Jaheira isn't able to get 5th-level spells in
Baldur's Gate...

Magic Resistance
Gives the caster 2% Magic Resistance per level, up to a maximum of 40%
at 20th level. Note that it does not RAISE your current Magic Resistance
to this amount, it SETS it to this amount, potentially even lowering it,
if it's higher (Viconia, for instance, has a base 50% Magic Resistance).
Considering that you'll only reach 9th-level in this game, it's really
not worth casting. 18% Magic Resistance is paltry defense when a single
Insect Plague could make the entire matter moot.

Mass Cure
Heals all allies within a 30-foot radius of the caster for 1d8+1 damage
per caster level... or, a maximum of 1d8+9. It's really just not enough
healing to bother with, in my opinion. Use spells like Insect Plague to
win fights outright, then worry about healing.

*Pixie Dust
Makes all allies in a 30-foot radius invisible, as per the Invisibility
spell. It's... actually an okay buff in this game, at least worthy of
some tactical considerations. I can imagine a few areas where having an
entirely invisible party would be beneficial. Just note, however, that
the second you do anything aggressive, the invisibility is gone.

*True Sight
You won't have too many foes going invisible on you in this game, but
True Sight also dispels less troublesome defenses, like Mirror Image
and Blur, which you will see from time to time. Of course, since Insect
Plague is a much more effective way of dealing with sneaky Mages, you're
probably better off using that. It's not until the sequel-when Liches
start rearing their rotting heads-that you need worry too much about
this spell.

1st Level Arcane Spells						{SPT012}
Blindness: Blind targets suffers -4 penalty to attack and Armor Class.
Identify: Identifies magical items.
Magic Missile: Up to five bolts that unerringly deal 2-5 damage each.
Protection From Petrification: Prevents petrification.
Sleep: Puts creatures with less than 4+3 Hit Dice to sleep.

A simple cast that drops your Armor Class to six (as if you were wearing
Scale Mail) and lasts for nine hours. Seems like a pretty good
defensive spell, right? Eh, for a Fighter/Mage it might have its uses,
but you'll find Bracers of Defense so early into the game (with which
this spell doesn't stack) that you'll never really need this. By the
time you can afford Robes of the Archmagi, this spell is quite useless,
but it's dubious enough long beforehand. As far as I'm concerned, Sleep
makes for better defense than Armor.

Once in a while you might find this spell useful... early on, against
Ogres, for example. It'll last longer than any fight will at 10 turns,
and -4 penalties to hit and Armor Class are significant impediments.
Honestly, however, Entangle works just as well.

Burning Hands
A simple offensive spell that deals 1d3+2 damage per caster level, up to
a maximum of 1d3+20. Unfortunately, it doesn't have much range and isn't
party friendly, so it can't be safely cast from behind more sturdy
characters. Sleep works better for low-level foes, and Magic Missile is
a more dependable damage-dealer.

Charm Person
This spell is potentially useful once in a while-against human-sized
bipeds, at least. Anything else is outright unaffected, but, as the
spell exults, a 10th-level Fighter could potentially be affected... even
if Ogre Berserkers cannot. It doesn't impose a save penalty, however,
and since foes turn hostile when the spell wears out, you should refrain
from the obvious move of casting it on neutral NPCs to make them more
pliable. Ultimately... I never use it. I admit it could have its uses,
as will become abundantly clear when foes cast it at you, but for me,
by the time I tangle with foes worth charming, I've got better take-down
options. More reliable, less finger-crossing type take-down options.

Chill Touch
A horrible, horrible damage-dealer, for two reasons-first, the caster
has to touch the foes in order to deal the damage. Second, this requires
the caster to actually 'make a successful melee attack'. Two things
Mages are not built for-being where enemies can hit them, and trying to
hit foes in melee. On top of that, the 1d8 damage and no save penalty
side effect of a -2 THAC0 penalty is nothing special.

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

Color Spray
We should consider this spell like a debuff version of Burning Hands...
you emit a party unfriendly effect in an arc in front of you. Instead of
damage, however, it'll knock foes out (unless they save at no penalty,
or they have more than 4 Hit Dice) for five rounds. A few obvious
problems... Okay, one, really big problem. Sleep. It imposes a -3
penalty, has a much larger radius, is party friendly, affects creatures
with up to (but not including) 4+3 Hit Dice (34 Hit Points), and lasts
for five rounds per level. Really, it's many times more useful than
Color Spray.

Find Familiar
Ah... a very odd spell, indeed. We all know what Familiars are, they're
wizardry lore by now, so onto the spell. First, it can be cast only by
the Protagonist (that's the guy or gal you made at the beginning of this
mess) and you can only have one Familiar at a time. The spell lasts...
indefinitely, up until your Familiar dies, which is something you want
to avoid at all costs... but we'll get to that later. In essence, it's
a permanent summoning spell that creates a critter you completely
control. The type of creature is determined by your alignment, and they
vary widely in capabilities (and I dare say, quality.) Most have 12
Hit Points, but the Dust Mephit (Neutral Evil) version has merely 9.
Armor Class ranges from 0 to 8, and Magic Resistance is likewise
variable from 10% to 45%. If this sounds like a sturdy little critter,
you're suffering from a severe case of the newbies. Some have spells
they can use, others have Thief abilities, while another has special
melee attacks... but they are all short-term benefits and long-term
liabilities. The benefits are simple-you get a 7th-wheel who does
whatever you tell it to do. Also, you get 1/2 of the Familiar's Hit
Points as a bonus to your Mage's Hit Points. For example, when my True
Neutral Fighter/Mage tested this spell out for this guide, he went from
72 to 78 Hit Points. Huzzah. Now for the crippling downside. If your
Familiar dies, you'll suffer damage equal to half the Hit Points your
Mage got out of the deal... not too bad, right? That's three damage, if
you're math-tarded, in my example. Oh, and you also lose a point of
Constitution permanently. No big deal.

There is one redeeming quality to this spell, however-if you force-talk
to your familiar, you can put the critter in your pack. It'll take up
an inventory slot, but only weighs one pound, and is immune to harm
while safely stored away. In essence, it's worth learning this spell
with your protagonist, summoning a familiar for the bonus Hit Points,
then putting it safely away for the rest of eternity.

As requested, the stats of all the familiars are as follows, taken
right from the spell's description... with a bit of commentary added
to make it worth doing.

  -->	Hit Points: 12
  -->	Armor Class: 0
  -->	Magic Resistance: 35%
  -->	Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
  -->	Special Abilities: Can cast Blur once per day. Regenerates
	1 HP/round. Immune to level drain, sleep, and petrification.

Possibly the best familiar in the game, it mixes a good Armor Class,
decent Magic Resistance, and some immunities, allowing it to provide a
bit of cover for a low-level Mage. Yay good guys! It also has
petrification immunity... like a lot of familiars... but its relative
durability makes it ideal bait for Basilisks, if you can't be bothered
to just use Protection from Petrification.

  -->	Hit Points: 12
  -->	Armor Class: 2
  -->	Magic Resistance: 35%
  -->	Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
  -->	Special Abilities: Has 50% in Pick Pockets, 25% Hide in
	Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur
	once per day. Immune to level drain, sleep, and petrification.

Ferrets are well-known for being lawful creatives, although morally
undecided. It's slightly less sturdy than the Psuedo Dragon (Armor
Class 2), and it has thief abilities-albeit so low that none of them,
save Pick Pockets, have any practical use.

  -->	Hit Points: 9
  -->	Armor Class: 4
  -->	Magic Resistance: 15%
  -->	Combat: 1 attack per round at 17 THAC0 for 1d6 damage
  -->	Special Abilities: Has 100% resistance to fire, cold, and
	electricity. Can cast Polymorph Self once per day. Regenerates
	1 HP/round.

The Imp has two interesting features-first, outright immunity to fire,
cold, and electricity allows it to be used as a decoy. Lure in foes,
and blast them with Fireball. Good fun. Second, you might get some
cheap fun out of the Polymorph Self spell, which will make it more
versatile-although its low Hit Points will prevent it from becoming a
viable combatant.

  -->	Hit Points: 12
  -->	Armor Class: 3
  -->	Magic Resistance: 45%
  -->	Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
  -->	Special Abilities: Has 20% in Move Silently/Hide in Shadows and
	40% in Find Traps. Has 75% resistance to fire, cold and

It's resistant to elements, but with only twelve Hit Points, the Rabbit
can't really serve as a decoy like the Imp can. All the Rabbit can
really boast is 40% Find Traps, which will not be good enough for most
of the traps in the game. Oh, and 45% Magic Resistance, which is the
best of all the familiars.

  -->	Hit Points: 12
  -->	Armor Class: 8
  -->	Magic Resistance: 10%
  -->	Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
  -->	Special Abilities: Has 100% resistance to fire and 35%
	resistance to slashing, piercing, and missile damage. Can cast
	Glass Dust twice per day. Regenerates 1 HP/round. Immune to
	level drain, sleep, and petrification.

The Dust Mephit has a horrible Armor Class, partially mitigated by a
35% resistance to physical damage. I'd still suggest keeping it out of
combat, as it'll be getting hit at all times. On the plus side, its
immunity to fire means it can serve as a Fireball decoy.

CHAOTIC GOOD: Fairy Dragon
  -->	Hit Points: 12
  -->	Armor Class: 6
  -->	Magic Resistance: 25%
  -->	Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
  -->	Special Abilities: Can cast Mirror Image once per day. Immune
	to level drain, sleep, and petrification.

Like the Psuedo Dragon, but suckier in almost every way. Its Armor
Class sucks, and its only real defensive ability is Mirror Image. All
in all, the rebel with a heart of gold suffers in the familiar

  -->	Hit Points: 12
  -->	Armor Class: 2
  -->	Magic Resistance: 35%
  -->	Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
  -->	Special Abilities: Has 15% in Pick Pockets and 65% in Move
	Silently/Hide In Shadows. Can cast Blur once per day. Immune
	to level drain, sleep, and petrification.

If any animal's alignment made sense with this spell, it would have to
be the Cat's. And the Imp's. But we're talking about the Cat. It's
pretty defensible, as far as familiar's go, with Blur, a low Armor
Class, a decent Magic Resistance. It also comes with Thief abilities,
but the only even slightly passable one is Move Silently/Hide in

  -->	Hit Points: 12
  -->	Armor Class: 4
  -->	Magic Resistance: 15%
  -->	Combat: 2 attacks per round at 15 THAC0 for 1d6 damage
  -->	Special Abilities: Has 100% resistance to fire, cold, and
	electricity. Can cast Horror once per day, Regenerates
	1 HP/round.

Much like the Imp, the Quasit makes a good bait familiar for spell
blasting. The Quasit, however, boasts more Hit Points and has the
decent low-level debilitator Horror. All in all, it's a pretty good

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

Much like Web and Stinking Cloud-superior 2nd-level spells-this is an
area-of-effect spell that hampers anything caught in the area... albeit,
after a Saving Throw to attempt to negate the effects. Those who fail
are forced to move quite slowly for the rest of the round, and must save
every round to avoid the movement impediment. Ultimately, I'd rather
just wait for Web and/or Stinking Cloud, as both are superior in their
own ways. If you're looking for a 1st-level debuff, try Sleep, instead.

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

Cast this spell, and the creature affected gains infravision, which in
this game makes creatures glow orange. Of course, if you have anybody
with infravision naturally, you can simply turn on the 'Group
Infravision' option and use it at will. It's not terribly useful
anyways, either naturally or as a spell, and at 10 turns, this spell's
duration isn't terribly enviable.

Larloch's Minor Drain
A mediocre damage-dealing spell, this spell deals a measly four points
of damage and heals the caster for the same amount. On the plus side,
it's got range and doesn't allow a save, so I find it superior to
Burning Hands or Chill Touch, at least. Heck, it's even comparable to
Magic Missile... up until Magic Missile starts getting additional

*Magic Missile
The essential damage-dealing spell you'll use through most of the
game... it deals 1d4+1 points of damage, and while that sounds paltry-
and it is-it gains an additional missile at 3rd, 5th, 7th, and finally
9th level. On top of that it has a casting time of one, it always hits,
and allows no save. At 9th level, that's 10-25 damage per casting... not
bad for a 1st-level spell. Considering that there are a pair of
'Evermemory' rings in the game which double 1st-level spells, Magic
Missile promises to make up a not insignificant part of any Mage's
offensive arsenal... At least in the first Baldur's Gate game.

Nahal's Reckless Dweomer
A Wild Mage-only spell, this spell gambles on the Mage's wild surge
ability, which this spell intentionally triggers after you select
another spell. The Wild Mage attempts to shape the energy into the
desired form... in other words, into the spell you tried to cast. The
odds of you casting the desired spell, however, are very slim-on the
normal table you have a 1% chance of casting a spell normally during a
wild surge. Of course, since you're not screwing up, you're
intentionally channeling wild magic, you add your level to the roll on
the wild surge chart... which means, presumably, you've got a chance to
cast the desired spell equal to 1% plus your level. Not good odds in
Baldur's Gate 1, and even near the end of Baldur's Gate 2, you'll be
lucky to get this spell to work when you need it, much less to use it
regularly. My suggestion? Don't bother with it.

Protection from Evil
A low-level buff that protects the recipient...against evil! Attacks
against the protected character are made at a -2 penalty, while saves
made by the protected character are made at a +2 bonus.

*Protection from Petrification
This handy spell protects from petrification attacks. While rare in this
game, they do happen, and there's just really no better way to protect
yourself against foes using such attacks than by this spell. You won't
need it handy all the time, but it'll save your life in a few choice

Reflected Image
A poor man's Mirror Image, it give you one image that mimics the
caster. Foes attacking the caster have a 50% chance to hit the image,
and a 50% chance to hit the caster... if the image is struck, it
vanishes. Sounds useful, but considering that Mirror Image does the
same thing-but with two-to-eight images, you're better off just

Like Armor, this spell drops your Armor Class. Unlike Shield, Armor,
however, this spell drops your Armor Class to four against melee
attacks, and two against missile attacks... that's a six or eight
point bonus. It also renders you immune to Magic Missiles! Score.
Unfortunately, it-like Armor-doesn't stack with whatever mundane armor
you may be wearing, and at a five-turn duration, it'll last enough to
last a fight... so, it's a slightly sup'd up version of Armor with a
much shorter duration.

Shocking Grasp
Another crappy 1st-level damage-dealer, it deals 1d8+1 point of damage
per level and the opponent has to be touched for the spell's damage to
be done. You miss, you wasted the spell. Me? I'd rather take the sure
damage of Larloch's Minor Drain or Magic Missile any day.

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

This spell causes one creature to Save versus Spells are run away scared
for the duration of the spell. The target suffers a -1 save penalty
against the effect for every two levels of the caster, up to -6 at 12th
level... which is actually pretty decent. What's not decent, however, is
the aforementioned duration, a mere three rounds. Again, I invoke the
almighty specter of the Sleep spell, which is a far superior debuff, and
by the time that spell stops being effective you've got better things to

2nd Level Arcane Spells						{SPT013}
Blur: Gives caster bonus to Armor Class and Saving Throws.
Horror: Causes fear in an area.
Knock: Open locked containers/doors.
Invisibility: Makes caster invisible.
Melf's Acid Arrow: Unerringly deals acid damage, lasts several rounds.
Mirror Image: Creates 2-8 illusory images which confound attackers.
Resist Fear: Removes fear effects in area.
Stinking Cloud: Nauseates creatures in an area, leaves them helpless.
Web: Immobilizes creatures in an area, leaves them helpless.

Agannazar's Scorcher
This spell creates a 15 foot long jet of flames that deals 3-18 damage
to everything in its path. Technically, it's possible to hit several
foes in one cast, but this requires some good luck as to where the foes
place themselves. Frankly, there are many, many other 2nd-level spells
worth casting long before your need to settle for a mediocre damager
like Agannazar's Scorcher... for instance...

...Blur. One of the best defensive spells a Mage has to offer, this
spell forces enemies to suffer a -3 penalty to attack rolls, and gives
the Mage a +1 bonus to Saving Throws. At four rounds +2 rounds per
level, it should last an entire encounter once you hit higher levels.
Granted, for most of the first game it won't really be worth casting,
but once your Armor Class and level improves, it'll be a spell you'll
lean on heavily before any large encounter.

Chaos Shield
This spell is a booster for Nahal's Reckless Dweomer, boosting your roll
on your magic surge table by 15. This turns your pathetic odds to...
well, still pathetic, but somewhat plausible. Still, not in this game.
A booster spell for another spell that I don't consider worth the
trouble, what do you think my suggestion is?

This spell affects one creature and it attempts to deafen the foe, which
gives them a 50% chance of spell failure. Honestly, however, I'd rather
just let my Clerics cast Silence 15' Radius, which imposes a -5 save
penalty, is an area-of-effect spell, and outright prevents affected 
creatures from casting... which makes Silence 15' Radius superior in
every category, really.

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

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

Ghoul Touch
A thoroughly bad debuff, this spell attempts to paralyze a foe... as if
you were a Ghoul, see? Unfortunately, you need to touch an enemy for the
spell to work and it imposes no save penalty whatsoever.

Gold! Glitterdust creates a cloud of adhesive, glowing, golden particles
that cover foes in the area of effect if they fail a save with a -4
penalty. Affected creatures are blinded (-4 penalty to attack rolls,
Saving Throws, and Armor Class) and invisible creatures are revealed.
More good news? It's party-friendly! It's actually an okay debuff, even
though it's duration (four rounds) is rather sucky. On the other hand,
spells like Web and especially Stinking Cloud can be fight-winners, and
by the time you get access to 3rd-level spells like Slow, you'll forget
all about the almost-realized promises of Glitterdust.

Horror is a spell you'll become very, very familiar with... because your
enemies will absolutely love to throw this spell at you. And why not?
It's got a decent duration and a large area-of-effect... even though it
doesn't have a save penalty, it might just end up in your spell book...
at least, if you're tactically challenged and can't properly set up a
Stinking Cloud/Animate Dead combo. Still, a pair of well-cast Horror
spells can win fights against rival adventurers. Just keep in mind that
some critters-like undead-are immune to this spell, being a
mind-affecting effect.

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

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

Know Alignment
Want to know somebody's alignment? Cast this spell. Simple as. Of
course, why do you care anyways? If they're not evil, you don't need to
worry, and if you follow my guide, you'll know what to do without having
to pry into everybody's alignment.

This spell absolutely reeks with suckness. It gives a '5% bonus' to any
and all actions... whatever the hell that means. I have to assume,
however, that on a d20 system... 5% equals a +1 bonus. See? I can do
math. The real suck, however, is that it's a low-powered buff that only
affects one person, and lasts all of three rounds. It's hard to imagine
a more underwhelming buff.

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

*Mirror Image
Once upon a time, Mirror Image was the king buff of Baldur's Gate...
you know, before Stoneskin came around and killed everything. It's still
a great buff, considering you won't get 4th-level spells until the end
of the game, but it's not as great as it used to be. In the original
game it actually worked like Stoneskin, however many images you
conjured would have to be removed before the caster could be harmed,
which protected you from the next two-to-eight attacks. It's been fixed
for the Enhanced Edition, and now works as it should-you conjure 2-8
images which mimic the caster and confuse enemies. Attacks made against
the caster have a chance of hitting the caster, or a chance of hitting
one of the images... presumably proportional to the number of images
you have. On its own, it's a pretty good defensive spell. Combined with
Blur and Stoneskin, it makes a Mage nearly invulnerable to melee

Power Word: Sleep
Introducing the Power Word spells-they allow no save, affect one
creature, and deal various forms of badness. The only defense against
them is being above their Hit Point threshold. In this case, the
threshold is twenty Hit Points. Everything with fewer Hit Points than
this is put to sleep-period. Undead, of course, are not affected... and
honestly, most foes in the game will be too powerful for this. On the
other hand, some Mages might just be weak enough... ultimately, however,
there are better ways of dealing with foes than with Power Word: Sleep,
or any Power Word spell, really.

Ray of Enfeeblement
Cast this bad ray at a creature and they must make a Saving Throw vs.
Spells (at no penalty) or have their Strength reduced to five for one
round per level. Honestly, this spell is a killer for any melee-heavy
foe affected-the most damaging part being the 15 pound weight limit.
Of course, competition is stiff for 2nd-level spell slots, and Slow is
easily a superior buff if you're willing to just use a 3rd-level spell
slot. Ultimately, I just can't bring myself to justify a single-target
debuff with no save penalty.

*Resist Fear
If an enemy gets off a Horror spell, it can easily end in a reload. If
you have one of these spells prepared, however, you have nothing to
fear... or at least, you need not fear fear. A great protective spell,
I tend to just make my Clerics prepare Remove Fear, as 2nd level Mage
spell slots are precious, and 1st-level Cleric spells are much less so.

*Stinking Cloud
Stinking Cloud creates nauseating clouds in a 15-yard radius that forces
enemies to save or be rendered helpless for 1d2 rounds. Lasting one
turn, this spell might not keep enemies down as long as Sleep, but it
has no Hit Dice limit. Let me say that this spell is my early-game
answer to pretty much everything too strong for Sleep. When multiple
instances are prepared and an enemy is spied in the distance, cast
Stinking Cloud at the enemy just outside of their sight radius by
scouting their position with a Ranger, Thief, invisible character, or
the like. With two or three Stinking Clouds affecting an area, there's
little chance anything will save enough to respond. While your foes are
afflicted, cast Animate Dead to summon up some Skeleton Warriors-who are
immune to the effects of the Stinking cloud-and send them in to destroy
your helpless foes. Picking off afflicted enemies with ranged attacks
also helps speed things up.

This crappy spell sets the Strength score of the target up to 18/50...
or rather, sets it to 18/50, potentially lowering their Strength if it's
higher. For some characters with mediocre Strength-Jaheira, Ajantis,
Kagain come to mind-this spell might prove to be a useful buff, but
it's really unnecessary for most fights, and where it'll prove useful,
Potions of Giant Strength abound.

Allows the caster to cast spells without making use of its verbal
component... or in other words, you can cast spells silently. The
practical implications of this spell? It allows you to cast spells
while silenced. It only lasts a turn, however, and very few enemies
cast Silence. I have never found a use for this spell.

Web functions a lot like Stinking Cloud-at least in its overall effect.
Creatures in the area-of-effect who fail their Saving Throw are
helpless. Good stuff. It's got a five yard per level radius (up to a
30 foot radius), lasts two turns per level, and imposes a -2 save
penalty. The only problem? Well, Stinking Cloud has a superior save
penalty and you can use Animate Dead to take advantage of afflicted
foes. Still, web has its uses. Foes like Undead, which are immune to
Stinking Cloud, are affected by Web. It's still a good debuff on its
own, but I prefer Stinking Cloud in most situations.

3rd Level Arcane Spells						{SPT014}
Dispel Magic: Removes buff/debuffs from all creatures in area.
Haste: Doubles movement speed, gives an extra attack per round.
Slow: Slows targets, massive penalties to attack rolls and Armor Class.

This spell removes the fog-of-war in any outdoor area, but it does not
show creatures, and it does not allow you to 'see' what's in the area,
exactly. Again, it just removes the fog-of-war... you know, all that
black crap that's everywhere in a new area? Instead of casting this
spell, why not just walk around? Seriously I can't think of a single
time where this spell is useful.

Detect Illusion
Detect Illusion dispels illusion spells of 3rd level or lower in a
20-foot radius... which means Invisibility, Mirror Image, Blur... the
weakest, but also most common illusion spells. It's party-friendly, but
honestly, I'd just rather use Dispel Magic, which is just as effective
at removing illusions, buffs, and debuffs besides.

Dire Charm
Just like Charm Person, but with no save bonus for targets. There are
far more useful 3rd-level spells to prepare.

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

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

Flame Arrow
A single-target damage-dealer that's far easier to control, and hence,
more useful than Fireball in some circumstances. It deals 4d6 fire
damage and 1d6 piercing damage, but the target can save for half the
fire damage. Like Magic Missile, you obtain another missile-for this
spell, once every 5th level-so that's two bolts at 10th level, three at
15th, four at 20th, and so on... but that's of no concern for the first
game, where we must judge it based on what it can actually achieve...
which is 5d6 damage, 2d6 of which can be negated. Obviously it's not
any better for a high level Baldur's Gate Mage than Magic Missile, so
you should gleefully ignore it. In the sequel, however, when your level
can climb into the 20s and you can string several of these spells
together with a Spell Sequencer... the damage that can be done with a
Flame Arrow combination can grow fairly phenomenal. Still, it's a rare
cast, at best, and in the first game, it should never grace your
memorized spell list.

Ghost Armor
Yeah, you knew there'd be more of these spells, didn't you? Like the
old 1st-level Armor spell, I consider these spells useless for
single-class Mages. They should be kept out of combat anyways, but for
multi-or-dual-class Mages? Well, let's be honest... if you don't have
some form of armor-Bracers of Armor or Robes of the Archmagi-by the
time you can cast 3rd-level Mage spells, you're slacking... or perhaps
you're grinding too much? Either way, I always have some armor or
another before I get access to this spell. That said, it does give you
protection equal to field plate (Armor Class 2-field plate is a type of
armor in paper and pencil Dungeons and Dragons that is not in this
game, by the way.) While this is certainly better than whatever armor
you're wearing, it's probably not worth a 3rd-level spell slot. At least
it lasts five turns-which means it can last a few fights, if you cast it
when you enter a dungeon.

Haste is the best buff in the game-and it will remain great in the
sequel. In fact, in every late game encounter in this game, and most
encounters in the second game will require Haste. Always have at least
one ready with each Mage... it just doubles your offensive power.
Literally, it gives an extra attack per round and doubles you movement
speed. Good stuff, indeed.

Hold Person
Just like the 2nd-level Cleric spell, this spell attempts to 'hold', or
paralyze a target, and also affects nearby targets in a 7.5-foot radius.
It only affect man-sized humanoids, but fortunately, they're common. No
save penalty, and it only lasts 10 rounds... which is long enough to
kill them and then some, to be fair. Still, almost anything I would use
this on, I could just scout out and kill with Stinking Cloud and
missiles. Also... there are far better 3rd-level Mage spells to cast.
Leave it to Clerics, if you must use it at all.

Hold Undead
Just like Hold Person, but for undead, which are normally immune to
these types of spells. It affects all enemies in a 10-foot radius, which
is a decent radius, but it imposes no save penalty. It lasts two rounds
per level, which is more than enough to crush whatever does fail its
Saving Throw. Undead aren't exactly rare, but they are either singularly
powerful, or they come in groups of easily-dispatched weaklings...
either way, I never bother with this spell-steel will do in undead just
fine without it.

Invisibility 10' Radius
Like the 2nd-level Invisibility spell, but it'll cloak all allies within
a 20-foot radius. You read that right. The actual area-of-effect defies
the name of the spell itself... but hey, no biggie, it's not like
Protection from Evil 10' Radius actually has that small of a radius
either. Anyways, there's not much need for this spell, unless you might,
for whatever reason, want to move your entire party past some foe.
One interesting thing to point out about this spell is the fact that,
as far as I know, it isn't sold in any store. You'll need to get lucky
and have a monster drop it. Since it's a 3rd-level spell, there aren't
many foes who can drop it-certainly not any common ones. Doppelgangers
are your best bet.

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

Melf's Minute Meteors
This spell creates one globe per level of the caster, which can then be
thrown by said caster (with a +5 bonus to hit). Each 'meteor' that hits
deals 1d4+3 points of damage, plus three fire damage, and the caster can
hurl five such 'meteors' per round. Quick, somebody explain to me how,
exactly, this spell is superior to Magic Missile? More damage? Sure, a
bit, but it's a 3rd-level spell-I'm not using up a 3rd-level spell slot
for 7-10 damage instead of 2-5 per missile. Also, you have to actually
hit the target with all five missiles-attack rolls and all that, which
is something a Mage can't exactly count on, can they? I'll stick to
Magic Missile, myself.

Minor Spell Deflection
This spell absorbs a number of spells directed at the caster, up to four
spell levels worth... unless it's an area-of-effect spell, or a
stationary spell effect like Cloudkill or Web. Considering that many
spells you'll encounter in this game are area-of-effect spells... you
might as well just wait until you've got Minor Globe of Invulnerability.

Monster Summoning I
Sad news, friends... Summon Monster spells have been nerfed in this
game. In the original, you could summon up a small army of weak
critters-Gnolls, Hobgoblins, Wolves, War Dogs, etc. Now, you'll
summon... one or two weak foes. How much do you think you'll be helped
by having a pair of Xvarts at your side? Not at all? You are correct,
sir! So, you'll need to look elsewhere if you want to conjure up a

This spell makes you immune to scrying attempts, spells like
Clairvoyance, Invisibility Purge, etc. You know how many foes will
use these spells? None. You will never need this spell.

Protection From Cold
Protection From Cold does just that-reduces the cold damage that comes
your way by 50%. You'll face cold attacks very rarely-Winter Wolves are
the most common source, but also from Arrows of Ice. In any event,
killing the source of this damage isn't too hard, and preparing a
3rd-level spell to do so is just a waste. Just use the 2nd-level Cleric
spell 'Resist Fire and Cold' instead.

Protection From Fire
Like Protection From Cold-it protects you against 50% of fire damage
that comes at you. Kobold Commandos are fond of Arrows of Fire, and
several traps deal fire damage... but again, it's not worth a 3rd-level

Protection From Normal Missiles
Makes a target invulnerable to normal (non-magical) missiles for five
turns. This spell is... alright, sometimes, as many foes will actually
bother to use mundane arrows in this game. Of course, good luck trying
to get them to shoot at the protected character... and by the time you
can cast this spell, many foes will be packing magical arrows... but if
you feel you need added protection from Bandits and Hobgoblins.. well,
you suck.

Remove Magic
Hailed as the 'combat version' of Dispel Magic, it functions exactly
the same way... save that it only removes buffs/debuffs on foes. This
might sound handy, and it is-if you have the extra 3rd-level spell
slots. On the other hand, it won't save you if you have debuffs
affecting your party, so it's got much less utility overall than Dispel
Magic, if you have any aim. Besides, foes in this game will only buff
themselves so much, and those who do are usually Mages-just use Dispel
Magic on your foes before buffing yourself, and you'll be fine.

Skull Trap
Create a... skull trap that explodes when enemies get too close to it,
dealing 1d6 points of damage per level to all critters in a 20-foot
radius. Honestly, I prefer Fireball. I can aim it, and decide what gets
hit, when. No need to lure foes into a trap with the hope that it'll
affect a good number of them.

This spell affects all enemies in a 30-foot radius, and any melee
character affected might as well be dead. It forces them to move and
attack at half the normal rate, and imposes a -4 penalty to attack rolls
and Armor Class. Enemies save against this effect at a -4 penalty.
When faced with a group of sturdy melee enemies, there's little better
to cast.

Spell Thrust
Removes a number of spell defenses, including Minor Spell Deflection,
Minor Globe of Invulnerability, Spell Immunity and Minor Spell Turning.
Since three out of four of these spells are new to the game, you
shouldn't expect many enemy Mages to bother casting them, and really,
Dispel Magic tends to work just as well. Another spell I don't mess
with-ever, really...

Vampiric Touch
Deals 1d6 damage per every two caster levels (up to 6d6 damage), and
heals the caster for that amount. Unfortunately, it's a touch spell
(see the word 'touch' in the name?) so its utility for a single-classed
Mage is dubious, at best. 

An... interesting spell that might have been useful, if you were able
to obtain-or cast-it earlier in the game. It makes the caster immune to
mundane weapons and gives them 25% Magic Resistance. Unfortunately, you
can't cast spells once this is in effect, meaning its usefulness is
strictly limited to dual-or-multi-class Mages... which suits me just
fine, but other downsides exist. First, by the time a dual-or-multi-
class Mage can actually cast this spell, we've bypassed a large
majority of the game where creatures will be thwarted by it-later on,
most critters have a way to hurt you, immune to mundane weapons or not.
Also, you don't even find a copy of this spell until quite late in the
game. By the time you get it, it's largely past its window of potential

4th Level Arcane Spells						{SPT015}
Confusion: Foes in area are confused unless they save at -2.
Greater Malison: Reduces saves by 2, softening up foes.
Improved Invisibility: Recipient can't be targeted by spells.
Minor Globe of Invulnerability: Ignore spells of 3rd-level or lower.
Minor Sequencer: Chain two spells of 2nd-level or lower.
Stoneskin: Negates physical attacks entirely.

Confusion is a great debilitating spell, second in the game only to
Chaos... which outshines it in every way. Still, it forces all enemies
in a 30-foot radius to save at -2 or wander around, go berserk, or
simply stand there. Simply put, it breaks up all effective resistance
and wins fights.

A fourth-level debilitator with no save penalty? How well do you think
this spell is going to do? Ah well, let's get it over with... this spell
attempts to cause 'major disease and weakness' in a creature. The target
suffers a -2 penalty to Strength, Dexterity, and Charisma, and they
are slowed. One target. No save penalty. Compare this spell to, say,
Slow. Wouldn't you be better served by slowing a group of foes at a -4
save penalty? You would. Ignore this spell.

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

Allows you to see an unexplored section of map, much like Clairvoyance.
Something else that reveals unexplored sections of map? Exploring it.
Save the spell-slot, just sneak around with a Thief or Ranger.

Fireshield (Blue)
An aggressive form of defense, this spell surrounds the caster with a
shield of 'ice flame'. Yeah, makes sense to me. The caster gains 50%
Cold Resistance and foes that strike in melee suffer 1d8+2 points of
damage per hit. It's decent damage, but a single-classed Mage really
can't accept the damage trade-off. A Fighter/Mage might be able to
handle the abuse, however, but where it really shines is combined with
Stoneskin, where you take no damage, and the enemy suffers for removing
each skin... something a Fighter/Mage won't have enough spell-slots for,
and a form of passive-aggressive damage-dealing that's probably a waste
of a single-classed Mage's time. Ultimately, this spell is better off
in the sequel, where more spell-slots and stronger Stoneskin makes it
a real defensive measure.

Fireshield (Red)
Same thing as Fireshield (Blue), save that Fireshield (Red) is... well,
actually a FIREshield. It grants 50% resistance to fire damage and deals
1d8+2 fire damage each time an enemy strikes you in melee. It suffers
from the same first-game limitations as Fireshield (Blue).

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

*Improved Invisibility
Another great defensive spell that won't really shine until the sequel,
this spell imposes a -4 penalty to the attack rolls of enemies, and
gives the caster a +4 bonus to saving throws. Best of all, you can't
be targeted with spells until the invisibility is dispelled. You'll need
spell-defenses less in the first game than in the second, where Mages
are much more dangerous, so Stoneskin should be your defensive 4th-level
spell of choice. Obviously the ultimate goal is to mix Stoneskin and
Improved Invisibility and enjoy the benefits of both... one day, one

*Minor Globe of Invulnerability
This spell makes you immune to 1st-3rd level spells.. which means half
of the spells in the game. Along with Improved Invisibility and Mirror
Image, it makes you nearly untouchable to magic. Still, I can't think of
a single instance where I used it. Probably a tactical oversight on my
part, but I've always preferred to send Skeleton Warriors out against
enemy Mages, although a Fighter/Mage buffed with this spell could easily
fill the same role.

*Minor Sequencer
This spell can be quite useful, as it allows the caster to chain two
spells of 2nd-level or lower together in one quick cast. Want to pelt a
foe with two Magic Missile spells in one round? Or instantly bring up a
Mirror Image and Blur? This is the way to do it. Best of all, you can
cast this spell, prepare the Sequencer, remove this spell, and the
spells you are chaining together, as well. The only limitation is that
you must have the spells you want to sequencer memorized at the time
you cast the sequencer. The only real limitation this spell has? Well,
you don't get it until awfully late in the game...

Monster Summoning II
Like the 3rd level spell, but it'll summon a few more Hit Dice of
monsters... still not enough to compare with Animate Dead, nor with
the Enhanced Edition's exceptional 4th-level arcane spell selection.

Otilukes's Resilient Sphere
I'll admit, I like the idea of this spell. Taking a foe out of a fight
long enough to deal with its buddies makes me feel all strategyful, and
stuff. But it's just not a good spell. Otiluke's Resilient Sphere
captures a single foe in a 'globe of shimmering force', which prevents
the trapped critter from affecting the outside world, and vice versa.
Still, it's a single creature, the spell has no save penalty, and it
only lasts a turn... granted, probably enough time to resolve any fight.
Still, Slow, Confusion, or Chaos would all be superior casts.

Polymorph Self
Allows the caster to assume the form of another creature, which you can
select from a short list of the following (as per the spell's in-game

Gnoll: wields a magical +1 halberd (+1 fire damage and strikes as an
       enchanted weapon +3)

Mustard Jelly: capable of slowing opponents (if they fail a Saving
               Throw when hit)

Ogre: capable of causing massive damage with its fists

Spider: causes poison when it hits an opponent.

You can also assume the form of a Brown Bear, Black Bear, or Wolf... but
these shapeshifts suck. Just ask any Druid. So, let's look at these in
depth, shall we?

First, you can change to any of these creatures at will-and back again-
for the entire duration of the spell, a passable one turn, plus three
rounds per level, so you can change your form as events necessitate.
Your statistics and attributes are affected by each form, which is not
mentioned by the spell, but which I will show below. Also, you cannot
cast spells while polymorphed-something to keep in mind, to be sure.
Your natural Armor Class may change, as well-magical protections will
still be counted, but armor will not. You can equip and unequip
clothing, jewelry, and armor at will, but not weapons.

Armor Class (Base): 2
Strength: 17
Dexterity: 17
Constitution 12

Mustard Jelly
Armor Class (Base): 4
Strength: 14
Dexterity: 9
Constitution 9
Cold Resistance: 50
Electrical Resistance: 100
Magic Resistance: 125
Magic Cold Resistance: 50
Slashing Resistance: 30
Crushing Resistance: 30
Piercing Resistance: 100
Missile Resistance: 85

Armor Class (Base): 5
Strength: 18/00
Dexterity: 9
Constitution 18

Armor Class (Base): 1
Strength: 16
Dexterity: 16
Constitution 9

So... there everything is, all pink and naked. Honestly, I don't see
the point in turning a Mage into a melee creature, especially one that's
likely to be rather mediocre compared to your mainstay warriors... or
Skeleton Warriors you can conjure via Animate Dead, for that matter.
If anything, however, the Mustard Jelly is interesting for its
resistances, if nothing else. I never make use of this spell, but if
you feel like giving it a go... eh... it's your Mage's funeral.

Remove Curse
You pick up a shiny new ring and stupidly put it on your finger not
knowing what it is, and boom! Wertle-wertle-woo for you. Honestly,
that's really the only way to get cursed in this game, save for perhaps
short-term spells like Doom, and who cares about that anyways? You can
always go to a church to have curses removed, but this is cheaper. You
probably will never need to use this spell.

Secret Word
Dispels one spell protection of 8th-level or lower, including Minor
Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Spell
Deflection, Spell Turning, and Spell Shield. Of these, you'll probably
only ever see Minor Globe of Invulnerability, and it's not a dire
threat. You'll be fine never paying any attention to this spell.

Spider Spawn
Allows you to summon one (80%) or two (20%) spiders of types that vary
by level. At 8th-level or lower, you summon wussy Giant Spiders, at
9th-11th levels you'll summon Phase Spiders, and at 12th-level and
higher you'll summon Sword spiders. None of these creatures really have
the muscle you'll want in a summoned creature, and you'll never reach
12th-level in this game, so ignore the whole Sword Spider thing. Yeah,
I'm going to do it again, but this spell doesn't compare to Animate
Dead, which should be your go-to summoning spell.

Spirit Armor
The strongest of the armor spells, this particular version creates an
intangible suit of armor that grants an Armor Class of one. It doesn't
stack with other armor, but it will stack with Dexterity bonuses,
magical protections, and shields. When the spell ends, it'll deal 2d4
points of damage to the caster. It's actually potentially very nice
armor, but honestly, it'll only drop the Armor Class of a well-equipped
Fighter/Mage by a few points-comparable to what Improved Invisibility
will do. I'd rather just stick with Stoneskin, myself.

The ultimate physical defensive spell, Stoneskin makes the caster
outright immune to physical damage. It'll absorb a number of attacks
equal to the number of 'skins' or layers it has. The caster has one
skin per two levels, making a maximum of... an admittedly measly four
skins in Baldur's Gate. These skins last until absorbing (and negating)
attacks, or until its whopping 12-hour duration ends. On its own, it's
wonderful physical defense. Mixed with a good Armor Class, and other
defensive spells like Blur and Mirror Image, and it'll make the Mage
nearly invulnerable to melee damage. It's the best thing a Fighter/Mage
can cast in most fights, and really, you should keep one prepared at
all times... which essentially means it's my 4th-level spell of choice
for my Fighter/Mage. It's less useful on single-classed Mages, since
their Armor Class is inferior and they don't tend to be exposed to
physical assaults often, but it's still useful for them, as well.

Teleport Field
Randomly teleports all foes in the area of effect to... another spot in
the area of effect. I really can't think of a great use for this spell,
as the radius is actually rather small (it sure doesn't look like a
30-foot radius on screen, to me). I suppose indoors you could get lucky
and teleport a foe into another room, hence costing them... I don't
know, a round to walk back and continue attacking? Or perhaps you'll
teleport a vulnerable spell-caster closer to your hungry warriors.
Ultimately, it's just too random for me to bother with. Yes, random in
a way that Saving Throws are not. Shut up. At least with spells like
Horror, Slow, Confusion, or Chaos, I know that there's a good chance
at least one foe will be affected in a way that helps my cause.
5th Level Arcane Spells						{SPT016}
Chaos: Foes in area are confused unless they save at -4.
Shadow Door: Same as Improved Invisibility.

This spell is the go-to debilitator for Baldur's Gate... and much of
the sequel as well. Forcing a save at -4 is just not fair. Otherwise it
works just like Confusion. Get used to hearing about this spell, as
I'll be comparing 5th-level spells to it at every turn.

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

Control a creature's actions while affected by this spell. It's
essentially the same as any Charm spell, but it imposes a -2 penalty to
their Saving Throws. Oh, and it only lasts eight rounds. Again, I'd
rather disable an entire group of foes with Chaos (at a -4 save!) than
control one.

Cast this spell for stupid-making. It's like watching Fox News! The
target saves at a -2 penalty and lasts indefinitely-unless dispelled.
This spell lowers the target's Intelligence to three. On most foes, it's
nothing serious, but if you hit a Mage with it... well, they won't be
casting anything, will they? Still, I'd rather... you guessed it, just
use Chaos. A foe affected by Chaos is not going to cast anything, the
save penalty is -4, and it affects a group.

Hold Monster
Like Hold Person, but it affects pretty much any critter. It imposes a
-2 save penalty and affects any foes within a very small 7.5-foot area
of the target... which is, for all intents and purposes, adjacent. Chaos
is still superior.

Monster Summoning III
Like the lower spells, but with stronger monsters. Still, not strong
enough to bother summoning.

*Shadow Door
This spell is essentially a 5th-level version of Improved Invisibility,
save with a longer duration. High-capacity Mages like Edwin might just
have enough 5th-level spell slots to make use of this, but most Mages
will not.

Like a Fireball centered around the caster, it deals 1d6 damage per
level (up to a maximum of 15d6 damage at levels unobtainable in this
game). A protected Mage might make use of this spell, or perhaps a
Fighter/Mage, but honestly, I'd rather just use a Fireball. Puts the
Mage-and his allies-at much less risk.

|								       |
|			       Map {MAP001} 			       |
|								       |
Below is a friendly-although admittedly crappy-text map for you, so
you'll know where various areas are as I talk about them. I'll list them
by their Area Number (AR####), and by their name if they have one. I'll
TRY to get the area exits right, but if I'm wrong about some, you'll
live. Besides, this is just for general reference so you know roughly
where to go to get to places. For example, when I tell you to gather
your party, if you want to snag Shar-Teel, you'll have to know where
AR3500 is. Note the area exits (the lines) between areas show what edge
of the map you have to exit in order to discover the other areas. Once
discovered, you can travel to any area from any other area. For example,
if you exit (AR3700) on the western side, you should discover both
(AR3600) and (AR4100). If you're following this guide, being thorough,
and exploring all the exits anyways, this shouldn't matter so much, as
you'll find everything on your own. Also note you don't have to actually
travel to an area to discover it, or leave the area you're in, you
merely have to click on the area transition (where the icon turns into
a wheel at the edge of the map). Also note that this map made more
sense BEFORE the Enhanced Edition, where they screwed with all the
map locations. Again, it's for crude reference, so don't get too picky
about the exact locations.
  AR0100--------AR0200---AR0300  AR0400----------AR1000
     |             |        |	   |	     ULGOTH's BEARD
     |             |        |      |
     |             |        |      |
  AR0600--------AR0700---AR0800    |
     |             |        | \    |
     |		   |	    |  \   |
     |		   |	    |	\  |
  AR1100--------AR1200---AR1300  AR0900
  |_______BALDUR's GATE________|   |
  AR1600--------AR1700---AR1800  AR1400		 AR1900
     |         	       	       /   |		   |
     |	              	      /	   |		   |
		  		ARM  INN	   |   	      \
		   		   |		   |	       \
CANDLEKEEP	   |		   |	       LARSWOOD		   |
		   |	           |		   |		   |
		   |               |		   |               |
     |	      HIGH HEDGE       BEREGOST		TEMPLE		   |
     |		   |		   |	           |   ---------AR4000
     |		   |		   |		   |  /        GULLYKIN
  AR3600--------AR3700----------AR3800----------AR3900             |
     |	  /	   |		   |	       ULCASTER---------AR4500
     |	 /	   |	           |		  |            FIREWINE
     |	/	   |	 	   |		  |		BRIDGE
  AR4100--------AR4200----------AR4300----------AR4400             |
     |	\	   |		   |  \        /      \         OH2000
     |	 \	   |		   |   \      /        \        ADOY'S
     |	  \	   |		   |    \    /		\      ENCLAVE
  AR4600--------AR4700----------AR4800---AR4900-------AR0500       |
     |		   |		NASHKEL	CARNIVAL     DURLAG'S---AR5000
     | 	 	   |		   |   \    |	      TOWER	   |
     |		   |		   |    \   |			   |
						     CLOUD PEAKS

|								       |
|			   General Tips {TIP001}		       |
|								       |
Save often. There is a lot of trial and error in this game. If you walk
into an encounter you weren't ready for, there's a good chance you can
lose characters. And of course, there is always just bad luck.
Press the 'X' button to see the coordinates of your cursor (this will
show you the x-y coordinates of where your cursor is located). 
Recruit your party early. The more characters you have the better your
chances of survival. Also, the sooner you get them, the better they'll
be in the long run.
Lead with pretty. Take your character with the highest charisma and make
them party leader. That way they will use their reaction adjustment to
influence people they talk to, getting your better reactions, rewards,
and prices. Paladins make great natural party leaders, as they are both
strong and have a high charisma. Evil parties will have to improvise.
Lead with steel. Of course, pretty isn't the only consideration to make.
Your front line characters will be under fire more often than any other
characters. Put your most well protected characters up front, taking
into consideration Armor Class and Hit Points
Spread the wealth. Don't load up good gear all on one character, even
though it might be tempting to spoil you main character. If you get
multiple items that give bonuses against missile weapons, spread them
amongst your front line Fighters. There's no need for one character to
have a Large Shield +1, +4 versus Missiles, Boots of Avoidance, AND
a Cloak of Displacement. The one exception? Tomes that increase your
health permanently. Only give these to your main character.. they are
the only ones who will appreciate it in the expansion as well.
Diversify your weapons-there are only so many +2 (or even rarer, +3)
weapons in the game. If you have, say, Khalid, Shar-Teel, Ajantis, and
a protagonist who all wish to use Long Swords, you're going to find
yourself stretched pretty thin to equip them all.
Travel with like-minded characters, or rather, characters of the same
(or similar) alignments. Evil and good characters will bicker, so it's
not always wise to have both in one party... that said, this is Baldur's
Gate 1, not Baldur's Gate 2, so take whomever you wish. Neutral 
characters will fit into either party. The worst case scenario, Ajantis
might take a swing at Viconia, but you can break it up, unlike in the
Manipulate your reputation. Good parties will want to have a high
reputation just to keep folks happy, but evil parties will want the
discounts high reputations bring. Just don't go over 18 (if you're evil)
or you'll face desertion. Go to temples to raise your reputation before
major shopping sprees. If it gets too high, go kill a peasant in a
Some NPCs will react to you differently depending on your reaction
modifier-which is determined by your base alignment, your Charisma, and
your reputation. It's not usually a big issue, but it can affect some
quest rewards.
Scout ahead. If you can find danger before it finds you, you can prepare
for it and get the drop on it. Difficult encounters can turn into snore
fests if you make a resounding first strike.
First strikes win fights. Mark enemy locations with a character who can
sneak, then at the edge of the fog of war-just before you can see the
enemy-target the area with an area of effect spell. Web, Stinking Cloud,
Horror, Entangle, and Silence 15' Radius are all great first-strike
spells. Later on Slow, Confusion, Chaos, and Greater Malison all become
indispensable ways to decimate enemies before they even know you're
Save your finite-use items for when you need them! Sure, it can be fun 
to smite Gibberlings with Wands of Fire, and Arrows +1 do take down 
Bandits faster than normal arrows, but there are better things to use 
them on. Having enough Arrows +2 to shoot at Aec'Letec and the 
Demon Knight will save you a lot of trouble, and hitting that Mage with 
an Arrow of Biting as the fight begins is better in the long run than 
firing them back at Sirines while shouting "How do YOU like it?!" You'll
miss your Potions of Giant Strength if you waste them. It's a simple 
lesson in conservation and restraint.
Summon monsters to distract your foes. If you can put three summoning
spells in between yourself and tough enemies, you can reduce or even
destroy them with missile fire before they even get close. This comes in
handy in later encounters where you desperately need to divide the 
offensive power of your enemies amongst more bodies.
Haste is probably the most powerful spell buff in the game. You act
faster in combat, you get twice as many attacks, and twice the movement
speed. It is, essentially, a way to double your offensive power for a
short amount of time. Use it before every major fight.
Magic Missile is an awesome spell, especially in 2nd Edition, where
Hit Points remain within relatively sane boundaries. First, there are
few better spells out there for disrupting enemy spell casters and
tearing down their Mirror Images... unless they have a Minor Globe of 
Invulnerability up, that is. Some monsters are immune to or very 
resistant to missile fire, like Battle Horrors, Doom Guards, and 
Skeleton Warriors. Skeletal undead and magic resistant creatures are
both vulnerable to Magic Missiles however, as Baldur's Gate checks each
missile for magic resistance. This means that even buggers like the
Demon Knight should take some damage from them, even if they aren't hit
by every missile. Go pop Viconia with a couple, and see how well her
magic resistance holds up. This spell truly becomes indispensable at
9th level, when casters like Edwin and Imoen will pop off five missiles
per spell, doing 1d4+1 damage per missile.. that's 10-25 damage with no
save, and by this time Edwin will have, oh, a dozen 1st level spells?
If you also get Minor Spell Sequencer and double them up... well, 20-50
damage faster than you can sneeze is a good bit of damage.
Do not neglect your defensive spells, especially if you-like me-play
dual-or-multi-class Mages. The typical Fighter/Mage is unimpressive on
paper, but if he's buffed with Blur, Mirror Image, Stoneskin, Improved
Invisibility, and Haste, he becomes the most dangerous character in your
party. There's a reason I play this class, you see.
If you bounce a Lightning Bolt down a hallway you can hit an enemy with
it multiple times. Frankly, I'm horrible at judging the direction these
things will go, and they've always been more of a danger to myself than
others, but if you can figure out how to do it right, you can really
make a mess of enemies in enclosed spaces.
Get the drop on enemies with Web or Stinking Cloud, then shoot them to
death with missile weapons. Like shooting fish in a barrel. Just don't
get caught in your own spells.
Animate Dead is a cheap, but very effective way to obliterate foes. 
Summon some undead with it and get the drop on your enemies with a
pair of Stinking Clouds (or even Cloudkill!) Your enemies will be
affected, but your undead chums won't be. There's nothing better than
slaughtering a group of snotty adventurers, assassins, bounty hunters,
or mercenaries with couple of undead while they lay around nauseated
from Stinking Clouds. This tactic has been nerfed somewhat by the
Enhanced Edition-you'll now summon fewer undead when you cast Animate
Dead, but still, if you can get a couple of undead to savage enemy Mages
while they're helpless, you'll have done yourself a huge favor.
There is a summoning cap of five minions, although this doesn't become
readily apparent until you try to conjure up your sixth ally. That
being the case-pick quality... because you really can't pick quantity.
I know, I know, quantity has a quality all its own... but it's not an
option. Did I mention Animate Dead? It's the tops.
Spell-buff before big fights. Any fight that sucks will suck less if you
cast Protection from Evil 10' Radius, Defensive Harmony, and Haste.
Mind the experience cap. Don't dual-class a character at a level in
their first class that they cannot exceed with their second. You'll just
end up with a gimped character that has half the abilities they should,
instead of a double-powerful extra-versatile character.
If you get caught stealing, make sure to run away before the guards
show up and talk to you. If they do, you risk turning nearby neutral
characters hostile, and you'll suffer a reputation loss, regardless.
Leaving the area will allow you to escape the guard. If you rest a few
hours, the guards should go away.
Hostile enemies will now chase you when you leave areas! Good thing I
didn't rely on such hit-and-run tactics in the original guide, but be
wary. You can no longer flee from hostile guards by moving to another
On the other hand, the fact that they'll chase you means you can lure
them to better fighting grounds. Some fights were terribly challenging
simply because you were forced to fight in a crappy location-either
because the game spawned your characters in poor positions when you
entered an area (Mages near strong melee foes, for example) or because
obstacles prevented you from maneuvering. Luring a foe out of a cramped
cavern and into the open fields can make your life much easier.
Stackable items are now even more stackable-arrows and other ammunition
now stack up to 80, a four-fold increase over the original game!
Carrying around a significant supply of potions and magical ammo is now
much easier-hence, expect to use them more often.
Holding down the 'Tab' key now highlights containers. No more waving
your mouse around like an idiot trying to find hidden goodies, they're
easy to spot now!
Character's now have colored marker ovals-matching their primary color.
No longer will all your characters simply have green markers. Not sure
who's moving where? Well, know your colors.
If all of your characters are charmed, it counts as a game over. Isn't
that screwy? One would think we could just... you know... wait a few
rounds for it to wear off? Anyways, don't let it happen.
There are three types of encounters in the game: 1) static encounters
(the enemy is always in a specific location-I tend to give the (AR####)
to help you find them), 2) random counters (random fights on set-piece
terrain as you travel between areas), and 3) spawns (static spots on a
map where a random group of enemies may-or may not-spawn at any given
time). Spawns will vary by area, but the exact spawn locations are
static on a given map. The roster of foes you'll face at spawn points
are also similar to the monsters that will randomly attack you in an
area if you try to rest.
Monster spawns are now less based on party size and more based on party
level. The Gnoll Stronghold has never been easier!
Random encounters when traveling between map areas are now more common.
Be wary when moving from area to area.
You now gain experience when disarming traps, picking locks, and
scribing scrolls-just like in Baldur's Gate 2. Unfortunately, the
rewards are an order of magnitude smaller than they were in Baldur's
Gate 2-expect to only gain 10 Experience Points per spell level when
scribing scrolls-as compared to Baldur's Gate 2's 1000 Experience
Points per spell level.
Be wary when it's raining. Turns out that walking around in metal armor
during a thunderstorm isn't a good idea. Makes you like a... walking
lightning rod. You always ran the risk of getting struck by lightning,
but in the Enhanced Edition, it actually deals damage to you. So, might
be better to find shelter during the storm, if possible.
At low levels archers will get many more attacks per round than
comparatively leveled melee warriors. Make archers your primary focus
in battles-try to close with a melee character and force them to draw
a melee weapon, where they'll be much less dangerous. This is a 
life-saving tactic when fighting Hobgoblin Elites, Kobold Commandos,
Bandits, Black Talon Elites, and named NPC archers.

|			        Prologue			       |
|								       |
|			    Leaving Candlekeep			       |
|								       |
Sequence of Events:						{WLK001}
		1) History in the Haystack
		2) Shanking Shank
		3) Poor Old Nessa...
		4) Combat Training for Two
		5) Ratocide
		6) Helping Hull
		7) Group Combat Training
		8) The Hospital
		9) Killing Carbos
		10) The Barracks
		11) Cashing in Candlekeep Quests
		12) The Candlekeep Inn, Downstairs
		13) The Candlekeep Inn, Upstairs
		14) Bolts and Blessings
		15) Into the Darkness

Candlekeep (AR2600)
1) Before we head off into the Candlekeep Inn to buy anything, let's do
some quests, meet some folks, and gather some loot. Besides, it would be
silly to, say, buy a weaker armor because you can't afford better when
if you just waited you could have bought the better suit. It would also
be silly to go there now if you had a quest that required you to go
there later... in case such an unlikely scenario occurs, we'll head
north-east and work our way around clockwise until we end up back at
the Candlekeep Inn. Head north-east and talk to Phlydia (x=3600, y=310).
Along the way you can talk to tutors to learn about the game. I'll just
assume you trust in my FAQ enough to ignore them. Anyways, Phlydia will
ask you to find her book, 'History of Halruaa'. All in good time.

Priest's Quarters (AR2627)
2) Keep moving clockwise until you find the Priest's Quarters at
(x=2950, y=400). Once you enter the building a man named Shank will
attack you. As the first battle of the game, it shouldn't be too tough,
even with a quarter staff. Once he's dead, loot him and the building
around you. Pick locks if you can-in the Enhanced Edition, picking locks
and disarming traps nets you some experience (like in Baldur's Gate 2)
so it's worth trying if you have a Thief... which in this case, your
only option is to have a Thief protagonist. Anyways, loot and leave.

(x=130, y=320) Dagger
(x=100, y=200) 8 gold
(x=480, y=220) War Hammer
3)  Leave the Priest's Quarter and continue east until you find Dreppin
(x=3270, y=420) who will tell you Phlydia left her book in the hay
(x=3250, y=290). Pick i11t up and talk to him again. This time he'll
ask you to get an antidote potion from Hull for his poor cow, Nessa.

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

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

(x=100, y=200) Silver Ring

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

Hospital (AR2605)
8) Talk to the Priest of Oghma that wanders around and he'll offer to
give you a healing potion. Why refuse? There's another potion you can
filch from the desk at (x=660, y=410) but the guards will be called on
you. This is our first 'theft' of the game, so I should probably go
over some stealing basics. If you steal something while an NPC is
watching, chances are they'll call the guards on you. The guards will
spawn near the entrance to the building and if they see you, they'll
initiate dialogue, usually ending in a fight and/or a reputation drop.
If the guards cannot find you, however, you will not suffer any
consequences. Your options are simple-exit the area before the guards
can talk to you, either by bolting for the exit as soon as you are
spotted (after taking the loot, of course), perhaps aided by stealth
or invisibility. As long as you avoid contact with the guards, you will
get away with your thieving consequence-free, and the guards will vanish
if you wait a few days (game time). That's the model of stealing for
the Enhanced Edition. Steal, sneak, flee. Get used to it, we'll be
doing it a lot.

(x=660, y=410) Potion of Healing

Bunkhouse (AR2607)
9) Head west until you come across the Bunkhouse. Loot the chest
outside, then head into the Bunkhouse (x=2070, y=2670). Inside you'll
be accosted by Carbos, whom you'll be forced to dispatch like Shank.
Loot and head outside, where you'll be approached by Karan, who like
Parda has nothing useful to say. Head west and loot the barrel outside
of the Barracks before entering.

(x=2150, y=2750) 15 gold
(x=1410, y=2680) 8 gold

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

(x=650, y=260) Hull's Long Sword, Antidote
11) When you're done head outside and start turning in those quest items
you've found. After you've satisfied Phlydia, Dreppin, and Hull, head up
to the Candlekeep Inn (x=1050, y=550). The easiest way to do this is
simply go in reverse order (around the keep counter-clockwise).

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

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

(For giving Dreppin an antidote)
EXP	50

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

Candlekeep Inn, Downstairs (AR2616)
12) Talk to Winthrop at (x=670, y=410). From him you can buy all the
goodies you'll need to get started... he sells just about every weapon
out there. For my protagonists, I buy two Morning Stars (for my good
protagonist) and two Long Swords (for my evil protagonist). I also buy
a Helmet, but otherwise no armor. They won't be wearing much anyways,
and if they need some, they'll find armor soon enough without having to
spend money on it. Don't forget to pick up a quarrel of bolts for
Fuller. At (x=200, y=400) you'll find Firebead Elvenhair. Talk to him
and he'll ask you to retrieve a Scroll of Identify from Tethtoril.
Also, if you've got a Mage protagonist like I have, grab those scrolls
from the dresser and scribe them. Just... pick them up, go into your
inventory, right-click on the scroll and select 'write magic'. I don't
know why people have trouble with this, but I've received E-mails, so...
Anyways, when you're done with this level head upstairs (x=350, y=250).

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

Candlekeep Inn, Upstairs (AR2617)
13) Go around looting, there's not really much else to do besides
antagonize nobles. If you have a great amount of Strength (and by 'a
great amount' I mean more than is legitimately possible to get with a
new character), or a terribly high lock pick score (60 or more), or
a Knock spell memorized, you can get at the diamond in (x=420, y=170).
However, to get this you need one of three things, either a character
from a previous play through, a non-legit character, or a Thief with the
appropriate skills. For the rest of us, the gem is just there to mock
us. Even if you have a Thief, investing in the Open Locks skill is, in
the long-term, a waste of points, so I suggest just ignoring it. When
you're done up here, you're done with the Candlekeep Inn. You still have
the center to explore, and bolts to deliver.

(x=100, y=270) 4 gold
(x=170, y=350) Silver Necklace
(x=380, y=400) Potion of Clarity, 36 gold
(x=420, y=170) Diamond
(x=570, y=300) Flamedance Ring, 86 gold
14) Now that you're done in the Candlekeep Inn turn in the bolts to
Fuller and find Tethtoril, who is lurking somewhere in the central area
by the keep. He'll initiate dialogue and give you the scroll you're
after, which you'll need to... return to Firebead Elvenhair at the
Candlekeep Inn. He'll give you a meager reward and cast 'Protection From
Evil' on you. Oh boy.

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

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

(For giving Firebead Elvenhair his scroll)
EXP	50
Item	Potion of Healing
15) Towards the south you'll find Imoen. If you're a good party, you
might as well get used to her... There's a good chance she's going to be
your Thief through the game. Towards the south-western side of the keep
a number of chanters, who since Alaundo's prophecies. Neat. Especially
that bit about Bhaal:

"The Lord of Murder shall perish, but in his doom he shall spawn a score
of mortal progeny. Chaos will be sewn from their passage. So sayeth the
wise Alaundo."

Once everything is done in Candlekeep, talk to Gorion (x=2700, y=1760).
If you're ready to go, tell Gorion, and we're off to Chapter 1.

In the original game, it was Gorion himself who healed you before you
set off from Candlekeep. Now a 'Priest of Oghma' is standing by to do
the honors. This makes more sense-Gorion is Mage, not a Cleric, and
being human, he's certainly not a Mage/Cleric. Although he could have
been a dual-class Cleric/Mage... hmmm... oh well.

|			        Chapter 1			       |
|								       |
|			   Friendly Arm Inn	 		       |
|								       |
Sequence of Events:						{WLK002}
		1) The Morning After...
		2) First Steps
		3) Xzar and Montaron
		4) Quickly, Through the Wilderness
		5) The Friendly Arm Inn
		6) Joia's House
		7) Attacked by Tarnesh
		8) Dorn's Dismissal
		9) Khalid and Jaheira
		10) Merchant Memo
		11) Unshey's Ogre Problem
		12) Gnome Homes
		13) Golden Pantaloons
		14) Joia's Ring
		15) Belt Fetish

Wilderness (AR2700)
1) After the cutscene and the intro you'll be pestered by Imoen, who
joins your party. You might as well take her along for now, even if you
don't plan to keep her, especially since she comes to you with three
Potions of Healing, an Oil of Speed, and a Wand of Magic Missiles with
ten charges. The advice in the prologue is sound, heading to the
Friendly Arm Inn should be a priority. To go to new areas, you simply
have to reach the edge of the map and click when the icon turns into a
wheel... assuming you're at an edge that actually goes somewhere.
Naturally that means in every area you're in, you'll want to explore at
least to the four edges and click to leave from each applicable edge, as
this is how you 'discover' new areas, which appear on your map after
attempting to leave from a side in an adjacent territory. If you exit
via the eastern edge of the map you'll find another wilderness area
(AR2800) if you exit via the southern edge of the map you'll discover
High Hedge (AR3200). We'll head to High Hedge soon enough, but not just

The encounter with the 'Armored Figure' is a bit different now. In the
Enhanced Edition, the Armored Figure, Tamoko, and the two Ogres are now
joined by two Thugs. In the original version it was Tamoko who injured
the protagonist (by casting Flame Arrow) before you ran off. Flame Arrow
only dealt paltry damage, when it should have been enough to kill you
outright... but that's not the point, the idea was you were in danger
and needed to get the hell out of there. Again, this makes better sense,
since a minimum 5d6 damage Flame Arrow now no longer inexplicably does
one damage for the sake of the story. On the other hand, having an
anonymous 'Thug' damage you might start an even nerdier 'who shot first'
with the Baldur's Gate franchise. There is some incentive for us not to
hold a grudge against Tamoko later, and by having her NOT attack the
protagonist at the beginning of the game, it might serve to make her
less offensive, story-wise. Still, in the original it WAS Tamoko who
attacked the protagonist, now it isn't. Also... note some of the new
spells Gorion casts! Stoneskin, Protection from Magic Weapons... things
we originally wouldn't see until the sequel. It's enough to make a gamer
playing a multi-class Fighter/Mage squeal with delight (or maybe it's
just me?) In any event, Gorion puts up a much better show for himself
this time around. Previously he was bound to the limited selection of
1st-3rd level spells common in the original game. He was supposed to be
a pretty damn powerful Mage, but his most effective attacks against the
Armored Figure was a string of Magic Missiles. Finally... note how the
Armored Figure takes out Gorion in the Enhanced Edition-with the
'Deathbringer Assault' ability. This is a nod to all the gamers out
there who knows what awaits us in Throne of Bhaal...
In any event, there's not all that much to do in this area. You'll get
bothered by an inexperienced hermit named Kolssed as you head east
along the road. Xzar and Montaron are further along the road, and you
might as well loot your foster father's body, and the bodies of his
assailants (x=3150, y=1370). They sure aren't going to be needing their
stuff anymore. On Gorion you'll find a note warning Gorion of
unspecified dangers, signed by one old 'E' (who could THAT be? duhr...).
He'll also drop the Belt of Antipode, a... mixed bag that makes you take
double fire damage, but in return grants you 100% cold resistance. There
are areas where cold damage will appear, but fire is a much, much more
common element. As you wander around the map you may run afoul of Wolves
and Gibberlings. Gibberlings are cheese, but Wolves can be surprisingly
brutal to an unprepared character. If you're in trouble, just use Sleep
to settle things.  
3) To the east Xzar and Montaron await at (x=4500, y=2700), and they'll
be friendly enough, even handing over a Potion of Healing if you accept
their aid. They'll then try to get you to head to Nashkel with them,
which is a destination you'll be heading to eventually anyways.
Regardless of your alignment pick them up for now. Make sure to relieve
Montaron of his potions, and Xzar of his scrolls. You'll put them to
better use. You can go around and explore the area if you want, but
there's not much point. You'll find a whiny noble in the west, and some
Black Bears who will probably make your life miserable if you get too
close. You should, however, grab the Diamond hidden in a tree at
(x=4420, y=1960), not far from where you met Xzar and Montaron. I'll
admit, I've played this game through countless times, and I've never
found this before. Thanks to Mr. Rozzo for this (and other) obscure
treasures. When you're done exit along the eastern side of the map to
unlock another wilderness area. Keep in mind that when you travel
between areas there is always a chance you'll run afoul of a random
encounter. At low levels, these can be, well, devastating. If it happens
just reload your autosave, which the game makes every time you leave an
area. How thoughtful, eh? After your trip to the Friendly Arm Inn, your
first priority will be to assemble your party, which I will discuss at
the appropriate time.

(x=4420, y=1960) Diamond

Wilderness (AR2800)
4) Upon entering this area you'll be bothered by an 'Old Man'. Answer
him as you please, and head north-east, where you can find a rock which
has a hollow containing a Ring of the Princes +1 (x=1005, y=1115).
Another treasure brought to my attention thanks to Mr. Rozzo... it's a
decent little Armor Class booster that'll become obsolete once we start
getting enchanted armor. In the meantime, however, wear it, love it.
Once you're done, head east until you find a road, then follow it north.
If you come across Aoln, just answer him however you please (he's
entirely inconsequential) and continue north. There's more to do here,
but first we really need to gather up our party. Exit to the north and
you'll discover the Friendly Arm Inn.

(x=1005, y=1115) Ring of Princes +1

The Ring of Princes +1 was originally called... well, just a Ring of
Protection +1. For the Enhanced Edition, however, Overhaul Games
decided to rename many magical items. Items in the original game
typically had a common, sensible name, and in the item description they
had a more detailed name... you know, for flavor. I find this
incredibly annoying for two reasons. First, it makes me have to rename
nearly every damn item in the game arbitrarily. Second, it's just
stupid. Call a Ring of Wizardy a Ring of Wizardy. Call Gauntlets of
Dexterity Gauntlets of Dexterity. 

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

(x=2553, y=3761) Evermemory

Joia's House (AR2306)/House (AR2305)
5) Talk to Joia at (x=250, y=260). Pick dialogue option #1 and she'll
give you a quest to go fetch a ring for her from some Hobgoblin thieves
north of the inn. Accept her offer. You'll get to this in a bit. Don't
forget to loot her house while you're here. When you're done, there's
another house to the north for you to search. Loot it, leave the house
and head to the east.

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

Note from Lee:
I have Xzar cast Larloch's Minor Drain while the other three kick the
living shit out of Tarnesh in melee. Took no damage, although I did
have two characters running around in a panic after his Horror spell;
he just barely got it off before he died (that's what she said....)

Friendly Arm Inn, 1st Floor (AR2301)
7) A commoner named Jopi will initiate dialogue with you, complaining
about the two central points of the early game: the iron shortage, and
the bandit raids. You'll be hearing about these a lot. Sounds kinda
questy, no? Also near the entrance you'll find Dorn (x=1120, y=720),
who'll mistake you for a servant, and dismiss you just as quickly. Be
sure to talk to him, so we can get his quest-line rolling.

(x=1280, y=740) 20 gold
(x=920, y=230) Potion of Healing
8) Head to the north-west of the inn to find Jaheira and Khalid
(x=300, y=710) and (x=330, y=660). Jaheira is a pivotal Baldur's Gate
character, but she really comes into her own in the sequel. I include
her in just about every party I play... not so much because she's
terribly powerful in the first game (in the sequel though...) but
because... I have a bit of a game-crush on her. I don't know why, maybe
it's her deep chick voice, or her general surliness? In any event,
I take the both of them along with me, but Khalid's days are numbered
in my party (die!). In any event, these two are heading towards Nashkel
too. Kind of a theme... Jaheira has a Potion of Invisibility she doesn't
need, and Khalid comes with a Potion of Healing and a suit of Splint
Mail that can be reassigned to his lovely wife.
9) Finally for this level, you can buy some things from Bently
Mirrorshade (x=420, y=490), if you need arrows or something.
Before we go on, I'll pass on a few notes about stores. Their prices
are dictated by how much the shopkeeper likes you. This is largely a
function of a 'reaction' roll made when you talk to NPCs, and it is
dependent upon your Charisma score and your Reputation. The higher the
two of those are, the lower prices will be. Also, Baldur's Gate puts
into effect market saturation. The more stuff you sell to a merchant,
the less that item will be worth. If you sell a Two-Handed Sword to a
merchant one time for 25 gold, the next time it might not be worth that
much. The way to maximize your profits is to sell a number of similar
items at the same time-and hence at the same price. So if you happen to
have a dozen Short Bows in your inventory, give them all to the same
character and sell them all at once. Sometimes the price disparity
between reputation scores makes it worth donating to a temple to raise
your reputation; this is especially true when buying very expensive
items. For example, buying a suit of Full Plate Mail might cost over
7000 gold for a neutral party, but a party with a higher reputation may
only have to pay 5000. For big-ticket purchases, it can be worth it to
donate a couple hundred gold to raise your reputation and lower prices.
You'll know when a donation raised your reputation, as the dialogue with
the temple's donation screen will tell you. Donation amounts are NOT
cumulative. If you donate 100 gold and it doesn't raise your reputation,
you just wasted 100 gold. Therefore it's a good idea to save/load
between donations, which are effective in increments of 100 gold. If
donating 100 gold doesn't work, donate 200, if that doesn't work, 300,
and so on. Of course, it's cheaper to raise your reputation through
quests, but that's not always convenient. If you're travelling with evil
folks, be sure you don't raise your reputation too high-keep it below
19 or your evil allies will start to disband.

The best thing Bently sells is Buckley's Buckler. It's probably too
much for you to afford right now, and it's not a great item, anyways.
If you must get it, this buckler only gives you the standard +1 bonus to
Armor Class (with no protection against missile/piercing attacks. It
does, however, give a +1 bonus to Constitution, so strap it on a
character who will actually gain Hit Points from it. Personally, I save
my money-we'll be able to get better shields soon enough.

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

Note: It's very possible that you won't be able to open some of these
containers, whose difficulties range from 40 to 70. Even if you can,
you might not want to bother running from the guards right now. Without
an absurdly high Strength score or a very high Open Locks skill, you
have no real way of getting some of this loot. Your options 1) return
when you have the 2nd-level Mage spell, Knock, or 2) ignore them,
because most of the gear here isn't worth much anyways.

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

Friendly Arm Inn, 3rd Floor (AR2303)
11) In the middle of the main room on this floor is a Gnome named
Landrin. She'll ask you to clear out the spider infestation in her house
in Beregost and return some possessions to her. If she likes you, she'll
even hand over some Antidotes, which will come in handy during the
retrieval of said possessions. If she doesn't hand over the potions,
you can always just steal them.

(x=350, y=630) Andar Gem
(x=230, y=600) 12 gold
(x=420, y=450) 43 gold
(x=750, y=350) Bloodstone Gem
(x=900, y=205) Arrow x4
(x=1330, y=510) Battle Axe
(x=1490, y=620) Club 
(x=1050, y=830) Onyx Ring
(x=850, y=900) Leather Armor, Quarter Staff
12) In a room to the north is a nobleman who will demand you launder
his Golden Pantaloons. Pick dialogue option #2 to snipe his knickers.
If you have a high reputation and/or Charisma, he'll stop you and throw
in some extra money for some... cosmetic changes to the Golden
Pantaloons. Hold onto the Golden Pantaloons-if you have them in your
character's inventory when you export to Baldur's Gate 2 you will find
them in the sequel, allowing you to fabricate the Big Metal Unit in
Baldur's Gate 2: Throne of Bhaal. Something to keep in mind. If you talk
to the Nobleman with the Golden Pantaloons in your inventory, you'll
get a small reward at the cost of 'your' Golden Pantaloons. The only
way to get them back after turning them in is to kill the Nobleman...
the reward in this case just isn't worth the reputation hit.

(For returning the Golden Pantaloons)
EXP	100
12) Leave the Inn, cross the drawbridge to the south, circle around the
Inn to the west, then head up around to the north. Your mission? Kill
Hobgoblins and loot them until you find Joia's Flamedance Ring. Return
it to her when you find it for your reward. When that's done, exit the
map from any direction and head to the wilderness area south of the
Friendly Arm Inn.

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

Wilderness (AR2800)
13) We've skirted around this area, but now that we have a full party,
let's finish it off. Unshey's 'rogue Ogre with a belt fetish' is at
about (x=4650, y=1650). An Ogre can be... painful... at this point in
the game, so use Jaheira to Entangle it and take it down with missile
fire and spells. You really don't want to melee at Ogre at levels 1-2 if
you can help it. When it dies it'll drop a Morning Star, two belts, and
38 gold. It would be best if you identified these belts before putting
them on. The larger one is a Girdle of Masculinity/Femininity, and it
will change its wearer into the opposite gender. Unless you like the
change, you'll need a Remove Curse cast to get it off. It'll be a while
before you can cast it, and it'll cost money to get it done at a temple.
The other belt, however, is a Girdle of Piercing: Elves Bane, which
confers a +3 Armor Class bonus against piercing weapons. This is the
girdle Unshey wants back, and you can certainly return it... but why
would you give it back? Strap this on a front-line character, especially
one who might be sent out in front of the party to draw the fire of
archers. This will make their survival all the more likely. Still, if
you decide to give the belt back, the reward is below. If you change
your mind later, the only way to get the belt back is to kill Unshey,
which will cause your reputation to plummet and turn the entire level
of the Friendly Arm Inn Unshey is on to turn hostile.. likely lowering
your reputation further. For me, this belt always goes on Jaheira-she'll
have the worst Armor Class of any front-liner, and could use the missile

Note: The Ogre's position my vary a bit, as I've found him in slightly
different positions before. He should, however, be in this general

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

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

(x=2420, y=3400) 7 gold

|								       |
|				Beregost			       |
|								       |
Sequence of Events:						{WLK003}
		1) Arriving in Beregost
		2) Neera's Red Scare
		3) Party Management
		4) Thunder Hammer Smithy
		5) Kagain's Shop
		6) The Burning Wizard
		7) Silke's Scheme
		8) The Red Sheaf
		9) Mirianne's House
		10) The Jovial Juggler
		11) Landrin's House
		12) Firebead Elvenhair's House
		13) Mr. Colquetle's Worries
		14) Aggression Against Adventurers
		15) Shopping at Feldpost's
		16) Algernon's Cloak
		17) A Note on Looting Beregost
		18) The North-Western Buildings
		19) The South-Western Buildings
		20) The Central Buildings
		21) The Eastern Buildings
		22) The Southern Buildings
		23) Gerard Travenhurst's Manor

Beregost (AR3300)
1) Now you're in Beregost. Watch a movie, and a peasant named Golin
Vend will talk to you, basically to tell you about various places in
town. Beregost is the second most substantial settlement in this game,
and it's not until you reach Baldur's Gate that you'll find a larger
bastion of civilization. We'll pick up some quests, put down assassins,
recruit some new party members, and oogle over items we can't afford
yet... you know, typical RPG stuff.
2) From where you arrived head south-east until you find a manor.. or
at least it's fence. Follow this fence south until you find a Mage
named Neera (x=3150, y=2120), just standing around waiting to make a
nuisance of herself. She'll initiate dialogue with you and ask you to
help her deal with some bandits that are after her. Agree to help and
'lo and behold, the bandit show up in a timely manner. Her 'bandit'
pursuers are none other than Red Wizards of Thay-despite the fact that
we're quite far from their homeland, we'll encounter a few of them.
Anyhow, their leader-Ekandor-tries to get you to do the wise thing and
mind your own business. Side with Neera and violence ensues. Neera
uses some of that wild magic of hers (which will be nowhere near as
helpful in the rest of the game as it is here) and Ekandor finds himself
unexpectedly teleported. Once gone, his understudy-a Thayan (I thought
it was supposed to be Thayvian?) Mage takes up the attack, joined by
two Thayan Bodyguards. The latter two are distractions-focus on the
Mage lest he complicate your life with his spells-especially Color
Spray, which can allow the Bodyguards to cause trouble. Once everybody
is dead, Neera will ask to join your party-for mutual protection, you
see. Might as well take her along, at least long enough to snatch that
Gem Pouch in her inventory, which you should take for your own. It's a
nice inventory management item that the original Baldur's Gate was sadly

Note: The new characters in the Enhanced Edition (Dorn, Neera, Rasaad)
all have Baldur's Gate 2-style banters. After traveling with them for
a while they'll talk to you-providing backstory, usually, but also
advancing character-specific quests, wherein which you'll find a good
bit of the new content in the Enhanced Edition. If you want to gain
access to some of this content, you should travel around with the new
characters as you find them. I will assume you've done this, and
mention the new content when we come across it. You can find out more
information about their quests in their respective entries in the
'Characters' section, above.
3) Now that we've encountered more than a full party's worth of
characters, we should discuss party management. If you disband any
characters, they will wait where you left them, unless your reputation
is too high or low for their alignment (usually within a few points of
their 'break' score). Be cautious when you disband characters that are
unhappy, as they might just walk away forever-neutral reputation makes
everybody happy, in this case. Also keep in mind that many characters
(Kivan, Safana, Coran, Kagain, Edwin, Minsc are all examples) have
time-based quests, which, if the go unfulfilled, will cause the
unsatisifed character to defect. This timer starts as soon as you
recruit said character, but it doesn't end when you disband them. Yeah,
that's right, you could end up disbanding a perfectly happy character,
only to have them immediately (and permanently) defect after you
recruit them again because their personal business went unresolved.
Some characters come in pairs, when you disband one, the other disbands
automatically, these include Khalid/Jaheira, Montaron/Xzar, Eldoth/Skie,
Minsc/Dynaheir. Of course, as you can see, a few great characters are
tied to dead-weight because of this, but never fear-there's a number of
solutions. First-kill the suck character (or just allow them to die)
and disband the remains. Second, disband the suck character in a house
you never plan to enter again, and walk out before they talk to you.
The characters who are new to the Enhanced Edition-Neera, Dorn, Baeloth,
and Rasaad, will return to specific areas after they're disbanded. The
first three head back to the Friendly Arm Inn, while Rasaad returns to
Nashkel. Because I have the memory of a gnat, I tend to 'store' all my
characters in Kagain's Shop (we'll cover this in Step #5), because
there's plenty of storage for excees loot, no NPCs, and because... well,
force of habit, really. Anywho, that's all you need to know about
party management.

Thunderhammer Smithy
4) From here continue east, then south between two rows of buildings.
When you run out of south, head east again to find the Thunderhammer
Smithy (x=4600, y=2850). This is the main shop to hit in Beregost as it
sells all kinds of good loot we can't afford yet. There's no reason to
go there yet, but for the sake of continuity, we'll discuss it now...
and more importantly, what goodies it sells. Or at least the most 
interesting ones.

Dagger of Venom +2
The best-and most expensive-weapon sold in this game, it's one of the
few weapons that will allow Jaheira to become an effective melee
fighter. She just doesn't have the Dexterity to make do without a
shield, even if you can get a pretty good Quarter Staff later in the
game. The only other option-a Scimitar +2-isn't located until we gain
access to the Cloakwood Forest. Even at its price, it'll be the first
+2 weapon Jaheira can get her hands on, and in all honesty, the last
she'll care to. Sure, 1d4+2 damage sucks, but the chance to deal an
extra 15 damage via poison makes up for it.

Full Plate Mail
This is just some of the best armor in the game. The fact that you can
find some much, much later in the game doesn't mean you shouldn't
purchase this suit sooner or later. No matter what party I assemble,
I tend to have at least three characters in need of some heavy armor,
and being able to get them all in superb armor before the Nashkel Mines
is worth a few thousand gold to me. It's not impossible to just make do
with normal Plate Mail until you find Full Plate Mail later on... if
you don't mind having a two-point higher Armor Class for a large part
of the game.

The Army Scythe +1
A fast, potent Light Crossbow that I never have found any use for.
Anybody who can use a crossbow can also use a bow, which will give as
many attacks per round (two) as this crossbow will (or two-and-a-half
attacks per round if the user is specialized with bows). And at 10000+
gold, it's just an expensive way to engage in ranged combat less
effectively. Compare this to the Composite Long Bow +1 sold at
Feldpost's and the Short Bow +1 sold here-a quarter of the price for
ranged weapons that are just as good (if not better).

Shadow Armor
While this armor might be tempting, it's only really useful if you
for some reason have a Thief in your party who is not also a Mage.
My evil protagonist is a Fighter/Mage/Thief, and Imoen in the good
party is also a Mage (or will be, after she dual-classes). I just can't
find a use for this armor. If, however, you are playing a Fighter/Thief,
there's only one better suit of armor in the game... and you need to
take down a very dangerous character to get it.

Short Bow +1
Although this weapon doesn't seem exceptional (and it's not), it's
worth mentioning for one reason. We won't find a superior Short Bow
until Baldur's Gate. If you're fine waiting over half the game for
a decent ranged weapon for a Thief (I have Imoen in mind here, of
course), then don't worry about it. On the other hand, with a decent
reputation you can get it for less than 2000 gold, so I find it worth
the purchase.

Sling +1
Again, not a great weapon, but it's dirt cheap, and with every Cleric
in my party needing a ranged weapon, it's worth a buy.

Keep the Thunderhammer Smithy in mind for later, when we have some money
to spend. Once you're done in here, leave the smithy, head west and
enter the building at (x=1500, y=2000).

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

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

Woe is us, aesthetics-lovers, Kagain's distinctive, shiny golden helm
is no more. I don't know why it was removed, but removed it was... oh
well, it was just a normal helmet anyways... but gold!

The Burning Wizard (AR3308)/(AR3307)
6) Head east until you find the Burning Wizard. Go inside and talk to
a halfling named Zhurlong. He'll tell you about some Boots of Stealth
he lost to some hobgoblins, and offer you 100 gold for their return.
He will also lighten your coin purse a bit. There's some looting you
can do upstairs to rectify the situation a bit-including a new Mace
added in the Enhanced Edition-The Stupefier +1. Despite its mediocre
enhancement bonus, it has a 25% chance to stun foes each hit-no save
allowed, making this weapon far more dangerous than it might otherwise
seem. In fact, it might just be one of the best blunt weapons you can
swing in this game. It's hard to over-estimate the potency of its
ability to stun foes... I mean, if you've used the Command spell by now,
you know that a stunned foe is probably a dead foe.

(x=550, y=190) Iol Gem
(x=160, y=260) Sunstone Gem
(x=250, y=100) Dagger
(x=400, y=150) The Stupefier +1

The Stupefier +1 was not in the original game.
7) Once you're back outside, talk to Garrick (x=2500, y=2270). He'll
offer you 300 gold to protect his mistress Silke from some of Feldpost's
thugs. Accept and you'll automatically follow him around to the side
of the Red Sheaf. Talk to Silke to hear her story. When she's done,
a group of three men will come to deliver Silke her gems. You can either
choose to kill them, or to turn on Silke. If you kill the men Silke will
pay you, you'll lose reputation, and you'll get to loot them, gaining
three Potions of Defense. If you turn on Silke you'll discover that,
like Tarnesh, she's a troublesome Mage. Surround her before you talk to
her and make sure to disrupt her spells and she'll go down quickly...
If she gets a Lightning Bolt off, however, you're going to regret it.
Once she's dead, consider stealing from the three 'thugs' you just
spared. Each of them carries a Potion of Defense, and their leader,
Faltis, also has a number of gems-a Lnyx Eye Gem, Turquiose Gem,
Sunstone Gem, and Fire Agate Gem-presumably the gems Silke wanted to
kill them for. A rather small sum to murder three people over, eh?
Whether you steal or not, talk to Faltis after putting Silke down and
he'll give you one of the Potions of Defense for a reward (yes, you can
somehow get four of them if you stole three, previously). Better yet,
you get to loot Silke and take her 400 gold, Quarter Staff +1, and
Potion of Invulnerability. That Quarterstaff +1 will serve Jaheira well,
until we find her something magical and one-handed. Talk to Garrick and
allow him to come with you. I plan to dump him off back at Kagain's,
but he might just fit into your party (see his description in the
Characters section.) Now head into the Red Sheaf.

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

The Red Sheaf (AR3357)/(AR3303)
8) When you enter you'll be accosted by a dwarf named Karlat, another
one of your friendly neighborhood assassins. This can be a fairly tough
fight at this level, but if you surround him with melee characters, or
hit him with a Sleep spell you should be able to deal with him handily.
Of course... with the Enhanced Edition we have another option. It's a
bit of a tight fit in here, if you haven't noticed-not an ideal place
to surround Karlat. If you enter with just one character, provoke him,
and leave the building you can lure him onto more open ground. Some
times it was beneficial to be able to perform hit-and-run attacks on
foes, but it's also useful to be able to lure critters out to more
favorable battlefields. Anyways, when he's dead loot him for a suit of
Chainmail, a Medium Shield, a Battle Axe, 38 gold, and a Scroll
(another bounty notice). Find a halfling named Perdue, who will ask you
to retrieve his short sword. Agree to do it and he'll offer to pay you
50 gold if you 'wipe 'is arse with it.' Sounds good. If you want to
loot, do it upstairs as the guard will be called on you for looting

(x=560, y=650) 9 gold
(x=190, y=520) 21 gold
(x=440, y=600) Leather Armor
(x=300, y=400) Dagger, 8 gold
(x=630, y=330) Club, 36 gold
(x=400, y=100) Bloodstone Gem, 12 gold
(x=700, y=200) Jasper Gem

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

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

Landrin's House (AR3315)
11) Leave the Jovial Juggler, head west, and enter the house at
(x=3070, y=3400) (you can score some meager gold in a barrel outside of
this house at (x=2970, y=3380). Inside there are four Huge Spiders.
Their poison can be fatal at lower levels, especially if you weren't
charismatic enough to get Landrin to hand over any Antidotes. I hit them
with a shot of Sleep, and destroy them. Note that this is another
instance where it might be helpful to lure your foes outside, instead of
having to split up and fight them. When they're dead grab the body of
the largest spider, as well as the boots and wine Landrin is looking
for. Return these to Landrin at your leisure... perhaps en route to
recruiting Ajantis or Viconia?

(x=2970, y=3380) 6 gold
(x=300, y=200) Andar Gem, Worn out Boots, Bottle of wine, 7 gold

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

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

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

Firebead Elvenhair's House (AR3333)/(AR3334)
12) Now head west some more and enter the house at (x=2050, y=2950).
An old friend from Candlekeep will approach you and ask you to get him
a copy of 'The History of the Fateful Coin,' which you can obtain quite
easily. Either go across the street and buy a copy from the Bartender
at Feldpost's Inn, or head to the house just south of here
(x=2000, y=3200) (AR3335) and loot the bookshelf at (x=700, y=250).
Before you go, however, note that you can freely loot Firebead's House.

Note: To start-and finish-this quest, you'll need to talk to Firebead
with your protagonist.

(x=400, y=150) 39 gold
(x=200, y=290) Jade Ring
(x=100, y=300) 38 gold

(For finding Firebead a copy of 'The History of the Fateful Coin')
EXP	300
Item	History of the Dead Three
Item	Scroll Case
Reputation +1

The Scroll Case, of course, was not in the original game... hell, it
wasn't even in the original Enhanced Edition! Yeah, it was added later.
Apparently Overhaul Games was timid about adding this item early and had
to take some time before finally working up the courage to put it in.
Seriously guys, you didn't even make a whole game-you barely did more
than BGTutu! Just put the freakin' items in the game, or leave them

Colquetle's House (AR3331)
13) Leave Firebead's House and head north into another house at 
(x=2200, y=2650). This estate belongs to one 'Mr. Colquetle', who is
simply too busy worrying about his son and his son's family to bother
with anything else. Although this might seem like an inconsequential
encounter to the untrained eye, it starts up a quest we'll resolve in
a bit.

Feldpost's Inn, Downstairs (AR3351)
14) Go across the street to Feldpost's Inn. You'll immediately be
confronted by a drunkard named Marl and his goon Dunkin. It's very
easy to end up picking a fight with him, but the best course is to talk
him down. Pick the following dialogue options: #1, #1, #3, #3, #1 and
he'll back down. You'll also gain 900 experience for your trouble. See?
We don't always have to kill people.

(For talking Marl out of a fight)
EXP	900
15) Now talk to the bartender and buy a copy of the 'History of the
Fateful Coin' for Firebead. The Bartender at Feldpost's (x=750, y=520)
is your friend. Not only will he purchase gems, jewels, and other
clutter, but he sells a few trinkets worth considering. One is the
Battle Axe +1. It'll be a bit before we get a magical Axe, so if you
have Kagain in your party, you might want to invest in this Axe to tide
him over. Feldpost also sells a Composite Long Bow +1, which is a nice
item for the dedicated archer in your group, and is also worth a
purchase. For my good party, the latter is a solid choice, since both
Minsc and my protagonist will need a good bow. For my evil party,
however, I'm content to just wait to find a bow, but the axe is a
must-get item. Either way, expect to pay somewhere in the area of
2000-3000 gold to get what you want. Which means we won't be buying
anything for a while.

|Mage Spells|
1st-Reflected Image

Feldpost's Inn, Upstairs (AR3352)
16) Now take a Thief and head upstairs. Find the portly merchant
Algernon and steal Algernon's Cloak. Put this on your party leader...
ideally the character with the highest Charisma, as it will improve
your reaction with NPCs.

Note: Unless you've put points into Pick Pockets, your score might not
be high enough to steal from Algernon, in which case you'll get the
following text "The target has no items that can be stolen by a
cut-purse of your skill." A reader of this guide, Dirkin, pointed out
that the Pick Pockets score required to steal this object seemed to be
50 (after more testing, it seems like this number is the minimum score
required to steal many items throughout the game). Certainly raising
your Pick Pockets skill is one way to get around this newly-imposed
impediment to our stealing (where previously the only real difficulty
in keeping your Pick Pocket score low was the tedium of reloading when
you got caught). Since this is the first must-have item we can steal,
however, I'd rather discuss other options. First, you can always just
kill Algernon and suffer the reputation penalty. In all likelihood,
it'll send you back a few hundred gold in temple donations you'll need
to raise your reputation again. Second, you can chug Potions of Master
Thievery, which gives a massive boost to your Thief skills-you'll have
to find them, or buy them. Again, this'll set you back several hundred
gold, in the latter case. Third, you can recruit a secondary Thief
(Safana, Alora, or any Bard works) and dump points into Pick Pockets,
and just use them for your thieving. Anyways, there are you options.
I'll still mention stealing opportunities as they come around, you have
your solutions. For the record, I solved most of these issues with a bit
of murder. It might seem heavy-handed and lazy, but... well, it works
with a minimal amount of fuss. If you get your reputation score to 12,
killing an innocent will drop you down to seven-which costs a mere 500
gold's worth of temple donations to raise back up to twelve.
17) Now to loot around Beregost. I didn't bother including these Steps
prior to version 1.03, as the loot to be found in Beregost is... well,
worth a few coins, but nothing that can't be missed. Now, however, I
feel that it's not really an issue of whether I consider it important
or not, it's just a better guide with this information in it. Keep in
mind that we really only have three ways to get some of this loot:
picking locks, bashing them, or casting Knock. At this point in the
game, it's unlikely that we have the Knock spell, much less the
experience to cast it. I've also suggested that you should be putting
your Thief skill points in Find Traps, so you shouldn't have enough
Open Locks to do it.. granted, most the locks here only have a
difficulty of 30 to 50, I don't find my Thieves sufficient to the task
right now. Finally, 18(00) Strength isn't enough for every lock here,
so unless you're cheating, you're not bashing your way to money. It's
just another reason I didn't bother with looting Beregost before-it's
not really something a low-level party can do, and it's beneath the
dignity of a high-level party. Still, for reference, it'll be included
here with the expectation that you can, if you wish, return to this
section when you get the Knock spell later in the game. Finally, a note
on looting: watch out for the guards. It's a certainty you'll be caught
at some point while looting, so save frequently. Just keep in mind that
guards leave after a while, and will not follow you outdoors. So unlock
objects with your Mage, then head inside with a character who can sneak,
steal, hide, and leave. Simple enough, right? The looting will be split
into several steps, where adjacent buildings will be grouped together
for convenience, as there's just too much looting for one Step.
Buildings that have already been explored will not, of course, be
mentioned again here.
18) The first group of buildings to loot includes the five buildings
in the north-western corner of Beregost.

(AR3347) (x=990, y=1100)
(x=400, y=150) 86 gold
(x=100, y=300) Leather Armor, 5 gold
(x=300, y=350) 3 gold
(x=200, y=250) Small Shield, Short Sword, 11 gold
(AR3343) (x=1700, y=1400)
(x=300, y=200) Dagger, Halberd, Quarter Staff, 31 gold
Outside (AR3300), between (AR3343) and (AR3341):
(x=1820, y=1420) 6 gold
(AR3341) (x=2050, y=1050)
(x=400, y=250) Silver Ring, 39 gold
(x=150, y=350) Dagger, Potion of Healing, 31 gold
(AR3339) (x=2100, y=850)
(x=350, y=100) Spear, Fire Agate Gem, 13 gold
(x=550, y=200) Potion of Insight, 10 gold
(x=350, y=100) History of Estagund, 13 gold
19) The second group of buildings to loot includes the four buildings in
the south-western corner of Beregost, as well as Feldpost's Inn and
Kagain's Shop.

(AR3349) (x=800, y=1700)
(x=130, y=250) 4 gold
(x=200, y=250) 11 gold
(AR3344) (x=1200, y=1750)
(x=200, y=200) 7 gold
(AR3355) (x=990, y=2950)
(x=400, y=150) Dagger, Moonstone Gem, 11 gold
(x=200, y=300) 35 gold
(x=100, y=300) Short Sword
(AR3354) (x=770, y=3250)
(x=300, y=200) Lynx Eye Gem, Fire Agate Gem, Turquoise Gem,
	       Sunstone Gem
20) The third group of buildings to loot includes the three buildings
in the center of the map, as well as the Burning Wizard and Red Sheaf.
The building at (x=2700, y=1300 (AR3325)/(AR3326) is empty. Note that
the diamond in the house north of the Red Sheaf (AR3323)/(AR3324) is one
of the few items worth looting in Beregost.

(AR3329) (x=2150, y=2050)
(x=400, y=150) Dagger, 14 gold
(x=300, y=400) Silver Ring, 19 gold
(AR3337) (x=2400, y=1600)
(x=400, y=250) 9 gold
(x=150, y=350) Short Sword, Dagger, 5 gold
(x=3520, y=1850)
(x=400, y=150) Diamond
(x=100, y=300) Light Crossbow, Bolts x3
21) The fourth group of buildings to loot includes the four buildings
along the eastern edge of the Beregost, as well as Mirianne's House and
the Thunder Hammer Smithy. In the house at (x=4000, y=2050) (AR3317)
you'll meet a commoner who will allow you to rest here for free...
provided your reputation is high enough.

(AR3319) (x=4150, y=1900)
(x=120, y=220) Potion of Agility
(x=220, y=150) Long Sword
(x=400, y=120) Dagger
(AR3317) (x=4000, y=2050)
(x=120, y=220) Battle Axe
(x=220, y=150) Silver Necklace
(AR3316) (x=3950, y=2400)
(x=650, y=320) Splint Mail, Short Sword, Dagger
Outside (AR3300), between (AR3316) and (AR3302):
(x=3880, y=2570) 3 gold
(AR3302) (x=4100, y=2600)
(x=200, y=200) Long Sword
(x=300, y=200) Agni Mani Necklace, Silver Ring
In a barrel found in the triangle between the houses:
(x=4500, y=2050) Dagger, 5 gold
22) The fifth group of buildings to loot includes the five buildings
along the southern edge of Beregost, as well as Firebead Elvenhair's
House, Landrin's House, and the Jovial Juggler.

(AR3327) (x=3400, y=2800)
(x=400, y=250) Heavy Crossbow
(x=150, y=350) Mace, Potion of Heroism, Jasper Gem
(AR3309) (x=3000, y=2700)
(x=400, y=150) Turquoise Gem
(x=100, y=300) Short Sword
(AR3311) (x=2600, y=2600)
(x=400, y=150) Dagger, Chainmail Armor, 9 gold
(AR3312) Sunstone Gem, 38 gold
(x=100, y=300)
(AR3331) (x=2200, y=2700)
(x=140, y=250) 13 gold
(x=250, y=300) 4 gold
(x=200, y=250) 8 gold
(AR3335) (x=2000, y=3200)
(x=400, y=250) Jasper Gem, 11 gold
(x=200, y=330) Andar Gem, 11 gold

(x=150, y=350)

In a crate south of (AR3335):
(x=2100, y=3420) Leather Armor

Gerard Travenhurst's Manor (AR3320)/(AR3321)
23) Finally, the last area to loot is the large mansion along the
northern edge of Beregost we bypassed en route to encountering Neera.
First, loot around outside of it to score a few goodies, then head
inside (x=3650, y=900). On the first floor you'll find two hired goons,
as well as the manor's owner, Gerard Travenhurst. He really doesn't have
anything interesting to say, nor is there anything worth stealing on the
first level. Upstairs, (x=150, y=400) however, you'll find some goodies
that are downright decent... or at least, the Wand of Lightning is
pretty nifty, and the potions and gold won't hurt, either.

(x=4150, y=600) Arrows x5
(x=4330, y=670) 25 gold
(x=150, y=350) Dagger
(x=500, y=300) Iol Gem, Horn Coral Gem
(x=420, y=340) Gold Necklace, Wand of Lightning
(x=350, y=400) Potion of Healing, Potion of Invisibility, 86 gold

|								       |
|			     Party-Building			       |
|								       |
Sequence of Events:						{WLK004}
		1) Party-Building 101
		2) The Undesirables
		3) Future Recruits
		4) Acquiring Ajantis
		5) Scheming with Safana
		6) Taming Shar-Teel
		7) Defending Viconia
		8) Dealing with Dorn
		9) To High Hedge

1) Now for the most important part of the first chapter... the assembly
of your party. Remember, you're going to want a Mage, a Cleric, and a
Thief. This is the minimum, and you won't suffer by having, say,
Viconia and Jaheira in the same party, but if you fail to have one of
the classes, you're in for a tough time... and of course, with them,
you'll need some Fighters to keep them safe. Standard RPG stuff, I know,
but you'd be surprised... You need to recruit your choice characters as
quickly as possible, as the higher the level you reach, the higher
level they will be before you reach them. What's the problem with that,
asks my metaphorical reader? Well... Let's just say the computer isn't
very discriminating when it comes to accepting Hit Point rolls upon
leveling up. You, on the other hand, can save/reload until you get
decent Hit Points. The longer you wait to grab a character, the weaker
they will be. Of course, characters that can't be found until later
chapters get excluded from party consideration because of this, save for
a few notable exceptions-namely Coran and Yeslick. They're both great
multi-class characters who-while not being obtainable particularly
early-also don't suffer terribly for it. Still, since they're currently
out of reach, they won't be discussed here-keep them in mind for later.
This leaves us with the following list of eligible characters that can
be recruited:

Branwen		(NEUTRAL)
Jaheira		(NEUTRAL)
Viconia		(EVIL)

Ajantis		(GOOD)
Dorn		(EVIL)
Kagain		(EVIL)
Khalid		(GOOD)
Kivan		(GOOD)
Minsc		(GOOD)
Rasaad		(GOOD)
Shar-Teel	(EVIL)

Edwin		(EVIL)
Dynaheir	(GOOD)
Neera		(NEUTRAL)
Xzar		(EVIL)

Imoen		(GOOD)
Montaron	(EVIL)
Safana		(EVIL)

Garrick		(NEUTRAL)

Between me and my girlfriend, we've played through this game with just
about every one of those characters... except Xan, he sucks... but for
my good playthrough, I'll end up with Ajantis, Minsc, Jaheira, Viconia,
and Imoen... all of which are sequel characters, except Ajantis. For my
evil party I'll recruit Kagain, Dorn, Jaheira, Viconia, and Edwin. We
should already have met (and recruited) Imoen, Jaheira, and Kagain, and
in the next few steps I'll discuss how to recruit Ajantis, Safana, 
Shar-Teel, Viconia and Dorn as painlessly as possible. Note, however,
that for these characters I do NOT intend to explore the areas in which
they are found, as they are rather... difficult, for low-level
2) Now, to discuss some of the undesirables. Xzar and Neera are just
inferior to Edwin. Neera could also fit into a good party, but then
you'd have to replace Imoen with another Thief (Coran would make a good
choice), but I remain unconvinced that Neera's any better than Imoen.
Montaron... he could work in an evil party, if you dispatch (kill or
abandon) Xzar, but he's just a bandaid for your thieving woes-he won't
be around next game, so you might as well just make your evil
protagonist a Thief (better yet, a multi-classed or dual-classed Thief)
and spare yourself the headache in the sequel. Xan and Dynaheir are both
specialist Mages-and undesirable ones, at that. They don't have the
spell selection that Edwin will have, and lets just leave it at that. If
you want Minsc, however, you'll need to rescue Dynaheir... and then I
suggest promptly having her walk into combat to get rid of her. It's no
worse than what the developers have in store for her in the sequel
anyways. Garrick, while being acceptably mediocre, just doesn't add
anything compelling to the evil party over what the rest of my choices
give me. I'd rather have a strong warrior like Shar-Teel or a great
party leader (and even stronger warrior) like Dorn than a support spell
caster. Maybe if I wasn't playing a Fighter/Mage/Thief, I'd bother with
him, but since I am, he's unwanted. Safana is, in her own right, a
pretty good Thief... which is to say, her Dexterity is good. I'd rather
have Imoen, however, as she can dual-class into a Mage and keep the
Thief skills I need her to have, while not being a complete waste of a
character, which a single-class Thief certainly is. But Safana might
just be appealing if you're an evil party without a Thief (although
honestly, Montaron is a stronger, better character.) Finally, we have
Rasaad. As a Monk, he's almost entirely dependent upon his attributes
and his level to determine how good he is... and his attributes suck.
If you want a mediocre melee combatant with unsatisfactory Hit Points
and a pathetic Armor Class... well, consider Rasaad.
3) Kivan can be found while we're exploring High Hedge shortly [WLK005],
and Branwen can be recruited in [WLK006]. Edwin, Minsc, and Dynaheir
require a bit more work, and since both Edwin and Minsc end up in one
party or another, it's a bit of work worth doing... they are recruited
in [WLK006], but the quest we must undertake to keep them in our party
is covered in [WLK007]. Xan can be found in the bowels of the Nashkel
Mines [WLK012]. The other characters who can be recruited before
Chapter 3 (besides the ones mentioned above, and those we've already
recruited, of course) will have a Step dedicated to recruiting them,
below. These characters are Ajantis, Safana, Shar-Teel, and Viconia.
If you don't want to recruit them, don't. They'll still be discussed
when we officially explore the area they are in during the rest of the
4) First up is Ajantis, and he's pretty easy to recruit. Exit The
Friendly Arm Inn area (AR2300) via the northern edge of the map to
find some farms to the north (AR1400). In this area Ajantis awaits
(x=1500, y=3130). Talk to him, insist you're not bandits, and tell him
you're trying to clean up the Sword Coast. He'll gladly join you in
your mission to put an end to the banditry plaguing the area.
5) Safana lurks in the coastal area depicted on your map as a tower
(AR3600). There are numerous ways to reach this area, but the safest
is by exiting the southern edge of High Hedge (AR3200) and traveling
south to (AR3700). Stay along the northern edge of the area and head
west, eventually exiting by the western edge of the map. Safana is
standing at (x=3750, y=2400), and will agree to join you if you help
her score some treasure. This is a time-sensitive quest, and while it's
not as bothersome to complete as Kivan's quest, it does require you to
either sneak past or kill a half-dozen Sirines and a trio of Flesh
Golems, which is quite a task for a low-level party.
6) Shar-Teel could prove to be very troublesome to recruit... if you're
not careful. Fortunately, you have this guide, so you don't need to
be careful-you just need to follow my advice. Head to the Temple area
east of Beregost (AR3300), and hug the northern edge of the map. You'll
probably get bothered by some drunkard pretending to be a Lich, but he's
harmless. Exit via the eastern edge of the map to find (AR3500) to the
east. When you enter, you'll be on the western edge of the area. Don't
explore south, or east. Instead head north until you find Shar-Teel
(x=270, y=300). Talk to her, and she'll challenge your best fighter to a
duel-which probably means Kagain. Save and, if you win, she'll offer to
join you. If you lose, reload. 

Note: If you're having trouble with Shar-Teel, you can head over to
(x=440, y=1460), and recruit Korax the Ghoul into your party. He's a
temporary ally, best used to score some cheap kills on the Basilisks
nearby, but he can also be used to shift the odds in your favor by
having him jump in on the duel.
7) Now we're up to Viconia. To reach the area she's in, Peldvale
(AR2400), simply exit the Friendly Arm Inn area (AR2300) via the
eastern edge of the map. You'll appear along the western edge of
Peldvale. Head north to find Viconia (x=450, y=740) who will try to
talk to you when she sees you. Apparently, due to her race, she's being
hunted. Sure enough, a member of the Flaming Fist will show up and
condemn her. Defend her, and kill the Flaming Fist soldier (who has
Cleric levels, and will use Hold Person if you let him). When he's
dead she'll offer to join your party. Accept, and your reputation takes
a two-point hit.
8) Last and certainly not least is Dorn, who you can first meet in the
Friendly Arm Inn, at (x=1120, y=720). He's not too hospitable here, but
get the conversation out of the way. You'll encounter him again when you
travel to the Nashkel Mines... or rather, you'll be accosted by some
bandits, led by Senjak and Dorotea. It doesn't matter how you interact
with them, they're demanding your stuff, and that's not going to happen.
Before fighting can break out, Dorn will show up and take out several
of the bandits before airing some dirty laundry. Dorotea and Senjak will
attack along with their bandits, leaving you and Dorn united fighting a
common foe. After the fight, ask Dorn to join up and he's yours. You'll
take a two-point reputation hit for recruiting Dorn-just like Viconia.

Note: If your protagonist is evil, say, Neutral Evil, like mine, you'd
start the game with a reputation score of 9. If you then invited both
Viconia and Dorn, you'd be sitting at a dangerous reputation of 5. Why
dangerous? Well, when entering 'civilized' areas, there's a chance that
a group of Flaming Fist Enforcers will show up to deal with people who
have been really naughty-that's a reputation of five or lower. It might
be a good idea to toss some gold into the donation bin at a church to
rectify things before you find yourself tangling with powers greater
than yourself.
9) Recruit who you want to recruit, then, with your more complete
party, head on back to Beregost, exit via the western edge of the
area, and travel to High Hedge.

|								       |
|	            High Hedge and En Route to Nashkel		       |
|								       |
Sequence of Events:						{WLK005}
		1) Recruiting Kivan
		2) Perdue's Short Sword
		3) Trading with Thalantyr
		4) Abandoned House
		5) Roe's Note
		6) Wilderness Cave
		7) Boots of Stealth
		8) Nobody Calls me a Bandit and Gets Away With it!
		9) Mr. Colquetle's Resolution
		10) Onward, to Nashkel

High Hedge (AR3200)
1) The only real problem in this area are Skeletons, who spawn
constantly and love to throw daggers at your party... which they are
fairly lethal with, especially at these low levels. You also may
encounter Wild Dogs, Gnolls, and in one specific area, Giant Spiders.
At (x=3650, y=1470) you will find the Elven Ranger Kivan, who will join
you if you say you're out to beat up bad guys. Recruit him or not, and
head south.

Note: Kivan's quest is to smash the Bandit Camp, which is quite a ways
away. In effect, he's an early game character with a mid game quest
requirement, which makes him less attractive as a party member. If
you recruit him now, and follow the guide sequentially, there's little
chance you'll make it to the Bandit Camp in time to satisfy Kivan.

In the Enhanced Edition the number of foes you'll encounter randomly
seems to be quite reduced... at least, it seems to be more dependent
upon a combination of level and party size, whereas party size played
a larger factor in the original game. Needless to say running into one
dart-happy Skeleton with a full party isn't terribly threatening, but
in the original game, running into a half-dozen of the meatless bastards
could be an ordeal.
2) You should now come across a large octagonal building with eight
towers. Along the southern end you will run into some Gnolls, one of
which will have Perdue's Short Sword. Take it back to him at the Red
Sheaf Inn for the reward at your leisure. Continue around to the front
of the house.

(For returning Perdue's Short Sword)
EXP	500
Gold	50

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

Thalantyr sells some nifty stuff-namely Mage gear, and until you reach
Baldur's Gate he'll be your best source of Scrolls. Thalantyr also sells
Robes of the Good and Neutral Archmagi, powerful defensive items that
improve a Mage's Armor Class as if they were wearing Chain Mail. It's
good stuff, but VERY expensive. You'll find some Robes of the Evil
Archmagi later on in the game, but the Good and Neutral versions must
be purchased here, so if you have a good or neutral Mage main character,
or you dual-class Imoen, you're going to eventually want these.
Remember, these robes are alignment conditional, so select your
character in the shop dialogue before you buy them to see if they can
use it first. He also sells an item that functions as a ring called
'The Claw of Kazgaroth', which gives a +1 bonus to Armor Class, +4 bonus
to Armor Class versus Missiles, a +3 bonus to Saves versus Wands,
Polymorph, Breath, and Spells, however it also imposes a -4 penalty to
Saves versus Death and a -2 penalty to Constitution. This ring can be
useful if you put it on a character with a 'neutral' Constitution,
(a Constitution that will not cause the character to lose Hit Points).
This is a range from 9 to 14. You still have to be wary of the Save
versus Death penalty, but the perks might just outweigh the negatives
if it doesn't cause you to lose Hit Points. Finally, he sells a Potion
Case... it's like the Gem Bag, but for potions! Great for inventory
management, if you want to carry around an apothecary full of potions
at no weight, this item is for you.

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

|Mage Spells|
1st-Burning Hands
1st-Burning Hands
1st-Charm Person
1st-Charm Person
1st-Chill Touch
1st-Chill Touch
1st-Chromatic Orb
1st-Chromatic Orb
1st-Color Spray
1st-Color Spray
1st-Larloch's Minor Drain
1st-Larloch's Minor Drain
1st-Magic Missile
1st-Magic Missile
1st-Protection from Evil
1st-Protection from Evil
1st-Protection from Petrification
1st-Protection from Petrification
1st-Shocking Grasp
1st-Shocking Grasp
2nd-Detect Invisibility
2nd-Detect Invisibility
2nd-Detect Invisibility
2nd-Mirror Image
2nd-Mirror Image
2nd-Mirror Image
2nd-Power Word, Sleep
2nd-Ray of Enfeeblement
2nd-Resist Fear
2nd-Resist Fear
2nd-Resist Fear
3rd-Flame Arrow
3rd-Flame Arrow
3rd-Flame Arrow
3rd-Hold Person
3rd-Hold Person
3rd-Hold Person
3rd-Hold Undead
3rd-Minor Spell Deflection
3rd-Protection from Cold
3rd-Protection from Fire
3rd-Skull Trap
3rd-Skull Trap
3rd-Skull Trap
3rd-Vampiric Touch
3rd-Vampiric Touch
3rd-Vampiric Touch

Abandoned Cabin (AR3201)
4) North-west of High Hedge you'll find an abandoned cabin
(x=1750, y=1550), around which Huge Spiders tend to congregate. Inside
is a locked chest, which will probably force you to have either a Knock
spell handy, or a very high open locks score on a Thief. Anyways, with
that this area is done. Head to the area immediately south of Beregost.

(x=500, y=180) Aquamarine Gem

Wilderness (AR3800)
5) This area is pretty tame, populated by Gibberlings and Hobgoblins
mostly. You do have to be wary, however, as the odd Hobgoblin Elite will
show up. They are tougher Hobgoblins, that are fond of shooting you
with poisoned arrows. You can also find the odd Ghoul or Ghast milling
around. Ghouls and Ghasts can paralyze you, and if one manages to,
chances are it'll make quick work of that character before you can put
the undead beastie down (at least, at these tender, low levels). Ghasts
are a bit tougher than Ghouls, but if you can take one down, the
experience reward is pretty heft for this point in the game. Along the
road you will find two Ogrillons at approximately (x=3900, y=1500).
They've got decent Hit Points, but nothing for Armor Class. Still, they
can hit pretty hard... I don't know why, they have typically loved
pulping up one of my characters. They are, however, susceptible to
Sleep. One of them will have a Scroll on it, destined for Mirianne. You
can turn it in to her at your leisure... and since town is still
nearby... ah, it's up to you.

(For delivering the note to Mirianne)
EXP	300
Item	Ring of the Princes +1

Cave (AR3802)
6) In the south-western area of the map you'll find a cave
(x=1800, y=2200). Inside you'll find a bunch of harmless rats and a
crate which contains some loot.

(x=300, y=150) Potion of Healing x5, 29 gold
7) Just south of the cave you will find a group of Hobgoblins, one of
which has the boots 'Worn Whispers' (aka: Boots of Stealth). Kindly
relieve him of his boots and carry on. If you want, you can turn these
into Zhurlong for his reward. Frankly however, it's not worth the loss
of those boots. The best option? Give him the boots, then kill him and
take them back. No reputation lost, and the added satisfaction of
killing the bugger.

(For returning Zhurlong's boots)
EXP	300
Gold	100 (Plus whatever he previously stole from you)
8) Towards the southern end of the map along the road you'll be
approached by a trio of Flaming Fist Mercenaries, one of which will
accuse you of banditry. You can talk your way out of a fight by
selecting dialogue options #1 and #3, but see those shiny suits of Plate
Mail they have? Wouldn't that look just spiffy on some of your party
members? It would. Pick a fight by choosing dialogue options #2 or #3.
These Flaming Fist Mercenaries fairly tough, but if you've got a Cleric,
a simple Command spell should be enough to drop one long enough to
kill one. Repeat, loot their armor, then exit this area on the southern
edge of the map to continue south towards Nashkel.

In the original game, killing this Flaming Fist Mercenary resulted in
a free suit of Plate Mail Armor. In earlier versions of the Enhanced
Edition, killing him caused you to suffer a reputation loss, so we
avoided it. Then Overhaul games removed the reputation penalty, making
this fight a source of free Plate Mail once again. In the most recent
patch Overhaul Games suffered a fit of cleverness by deciding to give
the Flaming Fist Mercenary a pair of friends... perhaps to deter
armor-hungry players from misdeeds? They failed. This encounter is now
a way to score three suits of Plate Mail early in the game.

Wilderness (AR4300)
9) There's not much to recommend in this area. It's mostly populated by
Hobgoblins, but you might run into the odd Bandit, Kobold, or Hobgoblin
Elite here, including a camp of Hobgoblins at around (x=3300, y=700).
West of this Hobgoblin camp you'll find the body of a man, a woman, and
a child-be sure to grab the 'Colquetle's Family Amulet' at
(X=2680, y=870). This item will inform Mr. Colquetle of his family's
fate, unfortunate as it is. I'll let you return there at your leisure,
but will record the quest reward here. If you pick dialogue option #2
when talking to Mr. Colquetle (referring to some 'fools' who dared the
road to Nashkel, and gloating about profiting from their deaths) he'll
throw a fit, and you'll lose a point of reputation. Pick dialogue
options #1 or #3 and you'll get another three choices to choose from.
Options #2 and #3 (asking for money or refusing to give the amulet
outright) likewise results in a reputation hit. On the other hand,
option #1 will earn you a reputation boost and a small experience
reward. The amulet itself sells for about 150 gold, if it matters at

(For giving Mr. Colquetle his son's amulet)
EXP	250
Reputation +1


(For being greedy)
Reputation -1
10) As far as noteworthy events and NPCs in (AR4300) go, you can find
Lord Foreshadow mentioning the then-upcoming Neverwinter Nights (what a
disappointing game that turn out to be...), and Portalbendarwinden
(x=4040, y=2790), who has some interesting prophetic dialogue, but
nothing essential. If you do run into any Bandits, keep their scalps.
They might not be worth much now (although Thalantyr will buy them) but
after Chapter 2 you can cash them in for 50 gold a scalp, which can
really add up. Exit along the southern edge of the map and continue on
to the Carnival outside of Nashkel, where we will end the first chapter.

|			       Chapter 2			       |
|								       |
|		        Nashkel and the Carnival 	               |
|								       |
Sequence of Events:						{WLK006}
		1) Carnival Fun!
		2) The Stone Maiden
		3) Zordral's Revenge
		4) Stupid Thief...
		5) The Amazing Oopah!
		6) You Get What you Pay For
		7) Nashkel and Ankheg Armor
		8) Roundhousin' Rasaad
		9) Another Assassin in Nashkel Inn
		10) Pelts and Shields
		11) Meeting the Mayor
		12) He's Not Quite Dead Yet...
		13) Temple of Helm
		14) Garrison Looting
		15) Mistaken Identity
		16) Mad Minsc
		17) Encountering Edwin
		18) The Belching Dragon Tavern
		19) Joseph's Wife
		20) Looting the Manor House
		21) Annoying Noober

Shortly after beginning this chapter you'll get a dream upon resting.
Besides being disturbing, you'll find yourself endowed with a special
ability when you wake up. If your reputation is bad (9-), you'll get
an offensive spell; if you're reputation is good (10+), you'll get a
healing or defensive spell. I've listed the spells you gain below, even
though they are listed earlier in the FAQ. You don't need to get all the
good or evil spells, you can, for instance, have a good reputation the
first two chapters and get the Cure Light Wounds, and in the next
chapter drop your reputation and receive Ghoul Touch... although why
you'd want to do that is beyond me. In general, the good abilities are
much better than the evil abilities, although it is fun to use the
regenerating Kagain as a Hit Point cow, sapping some of his life away
with Larloch's to heal your protagonist... it's still not nearly as
efficient as just having Cure Light Wounds.

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

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

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

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

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

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

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

(x=3580, y=2100) Long Sword, Short Sword
(x=3640, y=2100) 56 gold
(x=3500, y=2400) 26 gold
(x=2700, y=2880) Spear x2
(x=2470, y=2850) 21 gold
(x=550, y=350) Battle Axe, Battle Axe, Battle Axe, Splint Mail
(x=650, y=400) Long Sword, Long Sword
(x=300, y=150) Dagger
(x=150, y=170) 9 gold
(x=300, y=150) Quarterstaff
2) At (x=3050, y=3100) you'll find a Halfling named Zeke trying to
peddle a Stone to Flesh scroll off for 500 gold, with the idea that
whomever has the scroll can use it to turn the 'stone warrior maiden'
(x=3250, y=2890) back into flesh... a 'stone warrior maiden' who would
then be very 'grateful'. Despite the fact that this is rather sadistic,
it's also outrageously overpriced for a scroll you can buy at any
temple for less. If you want the 'stone warrior maiden', it's cheaper
and more satisfying to steal the scroll from Zeke. Once done, equip the
scroll in a quick slot and use it on the statue. Zeke might be an evil
bastard (go ahead, use detect evil), but his scroll works fine.

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

If you snatch the scroll from Zeke, he'll now leave, complaining
"There's nothing I can do. Nothing..." Previously, he didn't seem to
notice his one object of interest was no longer in his possession, and
would continue to try to sell it right up until Branwen starting
walking around.

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

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

(For saving Bentha from Zordral)
Information (lame)


Item	Antidote


Item	Potion of Heroism

Gambling Tent (AR4903)
4) There's another tent at (x=1550, y=2950) you should enter. Upon
entering a Thief named Vitiare will try and rob you. Attack him before
he reaches you and loot his corpse. You'll gain a Potion of Healing, a
Potion of Master Thievery, a Potion of Agility, a Dagger, and 73 gold.
I hate that guy.

Vitiare will now turn hostile and fight back if you attack him. This is
a good thing, because he's a wussmaster. Previously he'd just walk up
and snipe some gold from you before vanishing, ignoring your attacks as
he approached. Only by killing him before he reached you could you avoid
theft and gain his goodies.
5) At (x=1290, y=3200) you'll find 'The Great Gazib', a Mage who manages
'The Amazing Oopah', the world's only exploding ogre! First rob Gazib
for a Scroll of Blindness and a Scroll of Agannazar's Scorcher, if you
care to. Once done, talk to Gazib several times to watch Oopah explode!
Eventually Oopah will get sick of it and go on a rampage. Put Oopah
down. This is really more amusing than rewarding. Note that 'The Great
Gazib' is only around during the day. If you want to see Ogres explode,
you need to do so during normal business hours. Also, be sure to pick up
whatever typical Ogre loot Oopah drops.

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

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

Nashkel (AR4800)
7) Head south across the bridge, where an Amnish soldier will initiate
dialogue with you. They're pretty tense in Nashkel, and for good
reason: their miners are disappearing and what little ore they get out
of it is tainted. This is kind of bad for a mining town. Also, the
commander of the guard-Brage-has apparently murdered his family and gone
missing. Sounds like Nashkel needs a hero, eh? But a hero needs better
arms and armor, and thanks to Mr. Rozzo (yet again) we're about to
get some of the latter. Ignore the bridge and head to the west, then
go south along the western edge of the map until you find a plowed
field. Near a small coniferous tree at (x=185, y=2745) you'll find
a buried Pearl and a suit of Ankheg Plate Mail. Normally we'd get our
hands on this armor a bit later in the game, but to get this armor so
early, and for free... It's as good of a find as the Evermemory ring we
found outside the Friendly Arm Inn. Seriously, this is some of the best
armor in the entire game, with its Armor Class of 1 and weight of 25,
you could easily end up wearing this until the closing credits. It's
even better in the Enhanced Edition for two reasons-first, it has a low
Strength requirement of eight. Even Viconia can (and should) strap this
on. Second-you can now wear protection items with it... you know,
Rings of Protection... err... I mean, 'Ring of the Princes +1'. So
stupid... anyways, in the original game it counted as magical armor,
which prevented it from being paired with other magical protections.
Now, apparently, it's just super-spiffy mundane armor made from superior
materials. Score. Again, thanks to Mr. Rozzo for this find, I don't know
how, but in numerous playthroughs I've never found this... I guess I'm
just not so observant? Of course, it's easier to find this crap in the
Enhanced Edition since you can highlight interactable objects by
pressing the 'tab' key. I put this armor on Viconia, since she's got
such a low Strength score she really doesn't have many other options.
Don't worry, we'll be getting another one soon enough.

(x=185, y=2745) Pearl, Ankheg Plate Mail
8) Backtrack to the north, then cross the bridge to the south. Over at
(x=1090, y=780) you'll find a Monk named Rasaad impressing the local
hicks with super round-house kick entertainment. If you're foolish
enough to talk to him, he'll babble on about his... Monkdom, and will
even enjoy some playful banter with Viconia. Ah... religion, fostering
hostility between people to appease imaginary friends... Anyways, if
you ask Rasaad to join, he will. Fun. Enter the Nashkel Inn at
(x=1370, y=600).

Nashkel Inn (AR4801)
9) Once inside a woman named Neira will approach your party. Behold,
another head-hunter! She's a Cleric, and if she gets off a Hold Person
spell, she could cause trouble. The tactics? Same as the Mages. Hit her
early, hit her often, and disrupt her spell casting. Of course she has
a better Armor Class, but the principle still works. Taking her down is
easier if you lure her outside and surround her, and throwing a Command
spell at her won't hurt either. She'll drop The Eyes of Truth
(aka: Helm of Infravision), a suit of Splint Mail, a Medium Shield, a
Club, and another bounty notice. I put the Helmet on Ajantis, but really
it'll work on any Human who can wear a helmet.

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

Nashkel Store (AR4803)
10) Now head out of the building and down the road to the next building,
the Nashkel Store (x=1680, y=800). You don't really need to BUY
anything in here except ammunition, which you will need quite a bit of
for the next walkthrough sequence, so be sure to stock up. The owner
will tell you about a fabulous money-making opportunity... he'll pay
500 gold for every Winter Wolf pelt you bring him. Nice. But more
immediately rewarding... He's got Large Shields +1 for sale... or rather,
Large Shields +1 that can be stolen. It might take some time, since my
pick-pockets score is abysmal no matter what party/protagonist I'm
playing, but just save the game if you manage to steal one, and reload
if he catches you. You won't find better shields until Baldur's Gate,
so it's worth the effort.

The Storekeep has a better way to deal with pick-pockets in the
Enhanced Edition-instead of going hostile and getting himself killed,
he'll now summon a half-dozen or so Amnish Soldiers... which results in
either you bribing them off for 200 gold or fighting.
11) Exit the building and head down the road. Outside the Temple of Helm
you'll be approached by Berrun Ghastkill, the mayor of Nashkel. He will
ask you to investigate the mines, which is the task both Jaheira/Khalid
and Montaron/Xzar are interested in... and talking to Berrun about it
will at least shut them up for a while. There's still plenty to do
before we head into the mines, however. Agree to explore the mines and
continue on.
12) Now for a fun (and perhaps fatal) little easter-egg. Bothering one
of the tombstones (x=2920, y=1280) outside the Temple of Helm will cause
a Mage named Daer'Ragh to appear and threaten you. Click on it again and
he will summon a host of Phoenix Guards for you to play with. When you
kill one, it'll explode... and at this level, well, it's really just a
way for you to commit suicide...

...or is it? Jeff has some ideas for how we can exploit the Phoenix
Guards, should you wish to give it a try: "After turning in the
emeralds from Prism to Oublek, you can summon the Phoenix Guards and
explode them near him. Thus you can then loot his corpse back for the
two emeralds. You can now also lure them into the Barracks and kill
them there to take out the guards, thus you can loot the barracks
without consequences. They can also be used to kill the wandering
Ammish soldiers so you can loot their armor and weapons. In all a good
time. Just make sure you don't kill Berrun Ghastkill by accident before
completing the Nashkel mines." I do like sneaky ruthlessness in these
games, but playing tag with exploding foes to score a few hundred gold
worth of loot just doesn't seem worth it, to me. Your call, though.

Temple of Helm (AR4802)
13) Now for the temple itself (x=2800, y=880)... like in reality the
huge, opulent temple that dominates this small, poverty-ridden country
town is also one of the least interesting places in Nashkel. Inside
you'll find Nalin (x=570, y=320) who will prostitute his priestly
services... you know, heal you for a price, identify for a price, sell
some potions and Scrolls of Stone to Flesh, and charitably accept
donations. Damn churches... for something that claims to be so concerned
with the spiritual realm, they sure like material wealth.

Garrison (AR4810)
14) Over at (x=3350, y=1700) you'll find the Nashkel garrison, wherein
you can find plenty of Amnish Soldiers, including one salty fellow who
yells at you when you enter. Respond with threats of your own and he'll
back down, leaving you to loot, since there's really not much else to
do in here. Just keep in mind that this place is crawling with soldiers-
so don't expect to get away with stealing anything. They'll even call
the guard... err... themselves... if you open an empty chest! So if you
want something, grab it quickly and run.

(x=180, y=420) Dagger, 4 gold
(x=230, y=450) Potion of Agility, 3 gold
(x=360, y=550) Short Sword +1, 3 gold
(x=520, y=480) 10 gold
(x=300, y=330) Throwing Dagger x3, 3 gold
15) Further down the road is a character named Oublek, who will offer
you a reward of 200 gold for a job done by someone named Greywolf. If
you don't take the money, you'll be thanked for your honesty, and gain a
reputation increase. Or you could take the money, but Oublek will be
sore with you from here on out. He will refuse to pay you one bounty
entirely, and will only give you half the reward on another, so it's not
really cost-effective in the long run to cheat him. You can also ask him
about unclaimed bounties to hear about the artist Prism, and Commander
Brage. We'll do both of these quests later.

(For telling Oublek the truth)
Reputation +1


(For claiming Greywolf's reward)
Gold	200
16) When you're done with Oublek continue south, where you'll run into a
warrior named Minsc (x=3380, y=1950). Ah Minsc... Talk to him, and he'll
ask you on a grand quest to save his 'charge', Dynaheir. If you want
Minsc in your party, you have to do this quest for him, and in a fairly
timely manner. Since Minsc (for the good party) and Edwin (for the evil
party) are both characters I tend to include in my party, I end up doing
this quest early... as you will see.

Not really a massive change here, but something I wanted to point out.
In the original game-and the earlier versions of the Enhance Edition,
Misnc had white hair. Clearly the man is bald in his portrait, but alas,
with the pathetically limited selection of hair colors on these
sprites, there simply was apparently no better solution. I mean, white
and bald are close... right? Anyways, now Minsc has a bald hair color...
which is just flesh-tone hair. Makes their heads look a little mutant,
but hey. Oh, Rasaad also benefits from this cosmetic change, but it's
hard to give a crap about him.
17) Head south-west until you come to a bridge. Standing on the bridge
is a red-robed wizard named Edwin-by far the strongest recruitable Mage
in both Baldur's Gate games. If you talk to him, he'll ask you to kill
the witch Dynaheir... obviously Edwin and Minsc aren't going to be
friends. No matter which one you take, you have to head off to the Gnoll
Stronghold in the far south-western corner of the world map fairly
quickly, lest they grow antsy and disband. So... that's what we'll do
next. Once we're done in Nashkel, anyways. Even if you've decided you
want to try to get Baeloth instead of Edwin, it's worthwhile to take
Edwin now, anyways. You'll need a Mage for the evil party until you can
actually recruit Baeloth, after all.

Note: It is possible to satisfy both Edwin and Minsc, so if you want
both, take both.

Belching Dragon Tavern (AR4809)
18) Just north of the bridge is the Belching Dragon Tavern
(x=2750, y=2350), inside of which you'll find Volo (x=400, y=350),
another Forgotten Realms staple who is nothing more than a stale
character created to provide some personality to some campaign modules.
Still, random titters of his litter the game manual, and if Elminster
made it into the game, why not Volo? At least he's not another character
ripped from an R.A. Salvatore novel. Anyways, he'll tell you-at length-
about the trouble at the mines (and with the iron trade in the region
in general) and about the old captain of the guard in Nashkel. You can
also lift an Aquamarine Gem off of him. Yep... that's uh, that's it for
this place. Really.

Joseph's House (AR4806)
19) Continue south until you reach the house at (x=4200, y=2900). Talk
to the commoner walking around. You can hold her up, decreasing your
reputation, but there's really no point. You can ask her about the mines
too, and she will tell you about her husband Joseph, and ask you to
look for his Greenstone Ring. Might as well, since you're inevitably
going through there.

(x=4250, y=2970) 6 gold
(x=200, y=250) 1 gold
(x=650, y=320) Battle Axe, 2 gold

Manor House (AR4804)/(AR4805)
20) Now head to the north-eastern corner of the map to find the 'Manor
House' at (x=4730, y=500). Do some looting for some interesting treats.
If you flirt with Samantha too much, or declare yourselves to be
assassins, she'll call upon her secret lover 'Jamie', who was
apparently hiding in the closet. He'll foolishly pick a fight with you-
before realizing that he's naked. Samantha will make a shameless
sexual pun and the two will run off.

(x=350, y=450) 35 gold
(x=750, y=470) Scroll of Magic Missile, Scroll of Chill Touch,
  	       Scroll of Shield
(x=150, y=350) History of Shadowdale, 9 gold
(x=510, y=300) Potion of Invisibility, 20 gold
(x=350, y=400) tainted Potion of Healing, 33 gold

In the original game, Jamie actually would fight you-and Samantha
would turn hostile, too. This would almost certainly end in reputation
loss, so it was best not to even bother talking with her.
21) Head across the bridge towards the western edge of Nashkel. A goober
named Noober will annoy you. If you are patient and withstand his
barrage of inane questions you'll get some experience... so just wait
him out. When he's done, there are two farm houses (AR4807)
(x=1620, y=3020) and (AR4808) (x=620, y=2220) with some very minor loot
within and around them. Once done, exit the map via the western edge of
the area and travel to the area that appears on the world map, near the

(x=300, y=200) Silver Ring, 4 gold
(x=770, y=2370) Dagger, 3 gold
(x=120, y=220) Throwing Axe, 23 gold
(x=220, y=140) Chain Mail, Battle Axe
(x=400, y=120) Silver Necklace

Note: Final warning, we're going to be gone a while, so be sure to have
lots of ammo with you, and perhaps some spare melee weapons, in case any
break during the trip. Nothing will suck more than making it to the
Gnoll Stronghold, only to have no arrows, and Fighters with broken
weapons. Well... perhaps something could suck more, but I dare not think
of it. And by 'lots of ammo', I don't mean full quivers, I mean full
quivers plus... oh... a few stacks in the inventory of each archer...
just in case.

(For enduring Noober)
EXP	400

|								       |
|		     The Gnoll Stronghold Expedition		       |
|								       |
Sequence of Events:						{WLK007}
		1) Xvart Genocide
		2) Ursa the Cave Bear
		3) Cave Raid
		4) Beating Borda
		5) Neville's Ambush
		6) The North Bridge
		7) Fat Happy Ogre
		8) Laurel's Crusade
		9) Jared's Bear
		10) Ogre Bridge
		11) Storming the Gnoll Stronghold
		12) Killing the Gnoll Chief (and Friends)
		13) Dynaheir
		14) The Southern Caves
		15) What Next?

Wilderness (AR4700)
1) You can utterly skip this area if you're on your way to the Gnoll
Stronghold by hugging the southern edge of the map and exiting out the
western edge of the area. For continuity, however, I will cover the area
in its entirity here, and there's certainly nothing here a low-level
party can't handle... at least, not without a little luck and some
strategy. Head south-west until you find a path leading north. Up this
path is a Xvart village just waiting to be massacred. Kill everything
you see, heading west when you've clear the way.

Note from Lee:
Bottleneck the pass at (x=3550, y=2100) and let the stupid Xvarts come
to you. Set your ranged characters behind and your melee fighters
blocking the pass, and the Xvarts will just keep coming until there are
no more left. If they stop coming, simply walk a fighter forward a few
steps and the next batch will show up. I took almost no damage this way.
Oh, and remember to grab the coins, etc, from the bodies - individually
they don't carry much, but when you have this many of them it adds up.
2) When you head deeper into the Xvart village, a Xvart named 'Nexlit
the Xvart' will approach you and sick the Xvart's pet bear 'Ursa' on
you. Unfortunately for the Xvarts, Ursa is far more interested in
attacking little blue dorks than our party. Take down Ursa while she's
focusing on Nexlit, then sweep up.

Cave (AR4701)
3) Go north-east of the Xvart village and enter the cave at
(x=4300, y=900). Inside is another Cave Bear, and for some reason the
game likes to put your weak party members near the bear. Enter with just
one character and lure the stupid bear out to face you on better
strategic terms. Command works well, if it's giving you any trouble.
When it's dead, loot the cave and leave. The Flail +1 goes to my good
protagonist, and the Bracers of Defense A.C. 8 go to either protagonist.
Favoritism? Not really. More like common sense, in this case. My good
protagonist is one of the few characters who actually uses the Flail
Proficiency, and none of the other characters who can cast Mage spells
(and hence, can't wear armor) have any business being in melee combat.

Note from Lee:
Enter with only your strongest fighters and move them up into position;
then go out and bring your weaker/ranged characters in. This overcomes
the problem of having your weaker characters immediately exposed upon
entering. You need to do this quickly, as the bear will attack your
fighters while you're out getting the rest of the party, but if you do
it right you'll be able to take down the bear without severely
jeopardizing your weaker characters. I suppose it's possible to take
down the bear with just the strong melee fighters; I didn't try that.

(x=300, y=150) Flail +1, Potion of Fire Resistance,
	       Bracers of Defense A.C. 8
4) In the western area of the map you'll find a con-man named Borda,
(x=690, y=1620) who will try and sell you what amounts to magical junk
for a total of 150 gold. A better option? Kill him and take all his
stuff. He's not a nice person anyhow. He's a rather brutal opponent at
this stage in the game, and if he gets off spells, you're in trouble.
Hit him with missile fire and hope for the best. His first goal is to
get up Mirror Image, followed by Horror and several rounds of Magic
Missile, which will kill any low-level character. Casting Remove Fear
before you talk to him will make this fight much easier. Don't bother
using offensive spells, however, as his Magic Resistance is an absurd
100%. There's no real justification that I can think of for why his
Magic Resistance is so high-the gear he has certainly doesn't provide
any. If he's proving too much for you to handle, there's really no
shame in avoiding him for now and coming back when you're stronger. If
you can get him to focus his Magic Missiles on Viconia (preferably one
who has leveled up to level three or four) there's a good chance she'll
resist enough of the damage to survive, and if you heal after she takes
damage, it's possible to force him to waste all of his offensive spells
on her. When he falls he'll leave behind a Scroll of Web, a Scroll of
Color Spray, a Cursed Scroll of Petrification, a Cursed Scroll of
Weakness, a tainted Potion of Healing, a Short Sword +1, and 74 gold.
The Short Sword +1 will set Imoen up temporarily, the scrolls will go
nicely on any Mage, and overall, it's a nice haul. By the way, the
crappy stuff is what he was planning on selling you... We're much better
off killing him, no?

Wilderness (AR4600)
5) This area is a bit trickier to skip if you're trying to get right to
the Gnoll Stronghold... head south along the eastern side of the map and
exit out the bottom. You'll probably have to deal with Jared and his
bear problem (Step #9, below), but it's nothing you can't handle. If you
want to explore the entire area, read on. In the north-eastern area of
this map you'll find a bandit named Neville (x=3800, y=850). If you're
nice to him (dialogue options #1 or #2), he'll attack, along with his
Hobgoblin buddies. If you threaten to rob him and kill his buddies
(dialogue option #3), he'll find it amusing, skim some money from you,
and you'll get 100 experience. It's more rewarding to just kill him and
his buddies, however, and you get to keep your money (not to mention
your dignity!). So pick a fight and drop a Sleep spell on his Hobgoblin
buddies and get to killing. Neville himself can be a bit of a problem,
and he should be considered more than a match for any of your Fighters
at this point in the game; still, it's nothing a Command spell won't
fix. His Hobgoblin buddies have typical Hobgoblin gear. Neville has
a suit of Chainmail, a Scroll of Dispel Magic (nice!), a Long Sword +1,
his scalp, and 65 gold. The Long Sword should go... well, to whomever
can use it. Khalid, Shar-Teel, or my evil protagonist are all good
choices. Once they are dead and looted, head to the northern bridge.

(For amusing Neville the bandit)
EXP	100
6) This bridge is crawling with Hobgoblin Elites (poisoned arrows,
remember?) and Ogre Berserkers... you don't want to melee the Ogres
in a fair fight without a negative Armor Class and 30ish Hit Points.
Fortunately, we need not resort to a fair fight-use spells like Sleep
(again, the win-all spell for low-level combat), Command, or Entangle.
You can also try and bring the foes into sight one at a time and attempt
to lure the Ogres away from the less sturdy Hobgoblins, or even try to
cast a Sleep spell just outside of their sight radius and rush them when
they're incapacitated. Remember the prime tactic when dealing with pesky
archers: send a high Armor Class, shielded party member up front and try
to engage them in melee. If you didn't remember that tactic from
earlier, it's because I just said it for the first time here. Anyways,
when you're done murdering, cross the bridge to the west.

Note: We've dispatched enough weak foes by now to establish their random
drops-weaklings like Gibberlings, Hobgoblins, Xvarts can drop gold, low-
level gems and jewelry, poor-quality potions, and 1st-level Mage spell
scrolls. Ogre Berserkers are one type of critter that belongs in a
higher echelon of foe-and hence are capable of dropping superior loot.
The best of such superior loot includes higher-quality gems and jewelry
and up to 2nd-level Mage scrolls (even the coveted Knock spell, if
you're very, very lucky.) All creatures that drop random loot and give
650+ experience can drop such goodies, and examples include Ankhegs,
Ghasts, and especially Ogre Mages. When fighting such critters, be on
the look-out for loot an keep your fingers crossed. You'll probably
score a few moderate-quality gems and jewelry and some less-useful
2nd-level spell scrolls, but if you can score, say, a Laeral's Tear
Necklace or a Scroll of Knock, then good on you.
Note from Lee:
I was able to lure the enemies out one at a time, and didn't have to use
any spells; I only got into melee once. Set your ranged characters in a
line from (x=3330, y=1150) to (x=3420, y=1100); set two strong fighters
in blocking positions in front of them; and send your other fighter-type
up slowly until you spot a single foe. Then, once it starts moving
toward  you, run back into formation with the other fighters and mow
down the baddie with missile fire. The fighters are there only to block
anything getting thru, and shouldn't have to fight at all. Repeat until
the bridge and surrounding area is clear. HAVE ANTIDOTES READY - YOU
7) In the north-western part of the map is an Ogre (x=400, y=920) who is
eating and hence, too busy to fight. Talk to him again when he is
'fat-happy' and he'll indulge your violent inclinations.
8) At (x=1280, y=1100) you'll find Laurel, a female Paladin who wants
your help exterminating a Gibberling horde. Accept her offer when she
invites you to help, and her 'horde' will arrive shortly. One Sleep
spell is good enough to disable most of them. Once the Gibberlings are
vanquished, talk to Laurel again for some experience. If your reputation
is low when you talk to her, she'll identify you as rogues, and declare
that it's her duty to exterminate you. Killing her isn't as rewarding
as you think, as she coughs up laughable experience and will drop your
reputation. You will, however, score some Plate Mail armor. Now head to
the south-eastern corner of the map.

(For helping Laurel fight the Gibberling horde)
EXP	250
9) A nobleman named Jared will approach you, asking you to kill a
hostile bear across the bridge, promising to give you anything should
you succeed. At this stage in the game, you might want to use Entangle,
and shoot it down with missile weapons. Return to the nobleman for your
reward. If you have high Charisma and/or a good reputation, he'll give
you his boots-The Frost's Embrace (aka: Boots of the North). If not,
he'll be less rewarding and just fork over 50 gold... If he doesn't
cough up the boots, I suggest you steal them from him, or kill him and
take them. These boots... aren't really all that useful. Cold attacks
are rare, but they do happen from time to time as projectiles, such as
when fighting Winter Wolves. Put them on a front line Fighter,
particularly one who is not well protected against missiles. Now it's
time to head on to the Gnoll Stronghold; exit the screen via the
southern edge of the map.

(For killing the bear for Jared)
EXP	150

Gnoll Stronghold (AR5100)
10) Once you reach the Gnoll Stronghold, you'll be on a small ledge in
front of a bridge. As fitting, Gnolls spawn here constantly, so be
careful when resting or back tracking. Make sure you're ready to go now,
rather than allowing yourself to be at half strength later. This area is
populated by a variety of Gnolls and Xvarts, neither of which are
terribly dangerous in small numbers. Head across the bridge, where two
half-ogres-Gnarl and Hairtooth-will be waiting. Gnarl will attempt to
initiate dialogue with you, and if he succeeds, he'll demand you pay
200 gold to get across the bridge. You can talk him down to 100 gold,
and pay him... which will get you some experience (I presume for talking
him down?) Still, losing 100 gold isn't my idea of fun, and they leave
when you pay, which is even worse! Besides, Hairtooth has a truly
indispensable defensive item that you simply cannot let walk away. So,
pick a fight with them by refusing to pay, or by continuing to drop the
price. You can lure Gnarl away by simply walking back across the bridge
when he tries to talk to you. Let Gnarl 'catch' you when he's out of
sight of his buddy, and whomp him, then return and dispatch Hairtooth.
The half-ogre Gnarl possesses a Potion of Hill Giant Strength, a Potion
of Cold Resistance, an Iol Gem, a Bastard Sword, and 20 gold. Hairtooth
has The Brawling Hands and 67 gold. The Gauntlets of Dexterity: The
Brawling Hands raise one character's Dexterity to 18, and in the case
of some characters (Ajantis, Kagain, Minsc) to name a few, can
drastically raise their Dexterity, and thus, their Armor Class. Such a
powerful tool, gained so early... It's good stuff. Give them to an Armor
Class deficient front-line Fighter.
11) Continue to the north-west, slaying Gnolls as you go. Keep going up
the stairs to the west until you come across a small staircase going
north. Go up the stairs and smash the Gnolls that are doubtlessly
waiting up top. Watch out for crappy path finding. Narrow stair-cases
plus enemies on top means jams, and jams mean your party members will
try to find alternate paths. Party members walking around aimlessly will
spawn more Gnolls, and cause problems.

Note from Lee:
At the narrow staircase north, I line up my archers across from the
bottom and my stronger melee fighters at the foot of the stairs, then
send one fighter up and draw the Gnolls down one or two at a time. When
done like this, they are cheese - the archers take them all down and
the fighters have to do extremely little. One drawback - if you're light
on arrows, you could end up screwed for the rest of this area.

Like the Skeletons in High Hedge, the number of Gnolls you'll encounter
here seems to be greatly reduced in the Enhanced Edition. This makes
this run much less trouble than it used to be.
12) Now continue east, where a tough group of Gnolls awaits, including
a Gnoll Cheiftain. Use the narrow path to bottle-neck them. Really, one
good Sleep spell can pretty much end this fight. Keep heading east until
all the Gnolls in the area are dead. The Gnoll Chieftain has a Fire Opal
Ring, an Angel Skin Ring, a Halberd, and 29 gold.

Note from Lee:
Same strategy here, sort of... Align archers in back and fighters as
blockers, then send one fighter forward and draw in the Gnolls one or
two at a time into the bottleneck. The idiots will just keep coming
that way, and you can mow them down with missile fire and never take a
13) Dynaheir is at the bottom of one of the pits at (x=2530, y=1450). If
Edwin is in your party, he'll demand that you kill Dynaheir, and will
leave if you don't. If you make them both settle their differences,
they'll fight until only one side remains. If you attack Dynaheir,
Minsc will turn on you, if he happens to be present. Of course, if you
disband Edwin, THEN recruit Dynaheir, and reinvite Edwin, you can have
all three in your party. I prefer to kill her (if I'm recruiting Edwin)
or allow her to join, then send her in front of the rest of the party to
scout the rest of the Gnolls in the area (if I'm recruiting Minsc).
Unfortunately, this tends to get her killed... shame that... Anyways, if
you 'find' her for Edwin, you'll gain some quest experience. Edwin,
however, is light on the reward, and so he decides that he'll serve you
for a year to compensate... which is a worthy reward anyways. And don't
worry about the 'year' thing, he's yours for the game, no matter how
lazy you are.

(For hunting down Dynaheir for Edwin)
EXP	800

In the original game, if you killed Dynaheir for Edwin, Minsc would turn
hostile on you no matter where he was-even if you left him all the way
back in Nashkel. Now, it doesn't seem to matter. If you remove Dynaheir
for Edwin, then talk to Minsc, he'll whine about Dynaheir being dead,
but doesn't seem to know the cause. Long story short, he's got to get
his honor back, and aims to do so by travelling around, smiting evil,
and generally doing the kind of adventury stuff we're doing. It's Minsc
without the dead weight of Dynaheir.

Cliffside Caverns (AR5101)/(AR5102)/(AR5103)
14) Now head to the cliffs south of the fortress. To get here, you'll
need to leave the fortress entirely, and go south and west from the
bridge where you obtained The Brawling Hands, earlier. You'll have
to smite some Xvarts along the way, but it shouldn't be much of a
problem by now. There are three caverns for your exploration pleasure:
The cave at (x=570, y=2100) contains some Xvarts in the large main room,
and a Carrion Crawler in a smaller room to the east. These critters
don't do much damage, but they attack very quickly, and can paralyze
you. A paralyzed character is in serious trouble next to a Carrion
Crawler, so be careful when you fight them. The cave at  (x=820, y=2400)
houses more Xvarts-but thankfully no Carrion Crawlers. Kill the Xvarts
and loot the crate. Of course, the important item is the Tome of
Leadership and Influence, which permanently raises your Charisma by one
point. No matter what attribute it effects, ALWAYS use Tomes on your
main character. You'll get to keep those attribute increases into the
sequel, provided you export your character to Baldur's Gate 2. Finally,
the last cave at (x=130, y=3300) just shelters some petty Xvarts. Kill
them, and rejoice. You are now officially done with the Gnoll Stronghold

(x=300, y=150) Potion of Healing x3, Scroll of Magic Missile,
               Scroll of Larloch's Minor Drain,
	       Tome of Leadership and Influence, 95 gold
15) Alright, we've explored the Gnoll Stronghold, and therefore have
Minsc and Edwin for the rest of the game... in fact, we should have all
of our permanent party members by now. That being the case, what's our
next step? Well, we could go tackle the Nashkel Mines... However, I
prefer to gather a few trinkets before I go. Namely, magical weapons.
If you haven't noticed yet, your weapons sometimes break during combat,
which is not fun. It's even less fun in the middle of a dungeon, or
cave, or mine, where you can't run back and buy a new one. Oh, and it's
annoying to have to run back and buy more weapons in any case. Magical
weapons-aside from being more powerful-do not break. So we should find
a magical melee weapon for every character in your party. Besides, it'll
give you more experience and gold. I don't typically complete the
Nashkel Mines until I'm level four or five anyways. Here's a list of the
items I intend to grab BEFORE I head to the Nashkel Mines:

Club +1
Found in (AR5200).

Halberd +1
Found in a cave (AR5202) in (AR5200).

Girdle of Bluntness
Found in (AR5200).

The Chesley Crusher
Found in (AR5200).

Studded Leather Armor +2
Found in (AR5300).

Long Sword +1
Found in (AR5300).

Bracers of Archery
Found in (AR5300).

Dagger +1
Found in the Ankheg's Nest (AR1401) in (AR1400).

Wand of Fire
Found in the Ankheg's Nest (AR1401) in (AR1400).

Chainmail +1
Found in the Ankheg's Nest (AR1401) in (AR1400).

Flail +1
Found in (AR1400).

Ankheg Plate Mail
Made from Ankheg Shells, costs 4000 gold.

Two-Handed Sword +1
Found in (AR4400).

Ashideena +2
Found in (AR3700)

The Whistling Sword +2
Found in (AR3700).

Full Plate Mail
Purchased from the Thunder Hammer Smithy, costs 4500+ gold.

Dagger of Venom +2
Purchased from the Thunder Hammer Smithy, costs 7500+ gold.

Short Bow +1 (for single-or-dual-classed Thief or a Bard)
Purchased from the Thunder Hammer Smithy, costs 1125+ gold.

Sling +1
Purchased from the Thunder Hammer Smithy, costs 75+ gold.

Composite Long Bow +1 (if you have two archers)
Purchased from Feldpost's, costs 1875+ gold.

Battle Axe +1 (for Kagain)
Purchased from Feldpost's, costs 1125+ gold.

Long Sword +2: 'Varscona'
Found in (AR5400).

Wakizashi +1 (possible equip for Jaheira)
Found en route to the Nashkel Mines.

Some of it we will find, some of it we will buy. Seems like a lot of
stuff, right? It is. It'll cost you at least 16200 gold to buy all
the stuff on that list (although you won't need the Battle Axe +1 if
you don't have Kagain, or the Short Bow +1 if you don't have a Thief
or Bard). And mind you, those prices are with Ajantis wearing the
Algernon's Cloak leading a party with a reputation of 20... and the
price doesn't include the 4000 gold needed to forge the Ankheg Plate

The evil party would be well served by throwing away a few hundred
gold at a temple to improve their reputation up to... say... 14?
Boosting your reputation saves you money in the long run, and the
higher you boost it, the more it costs to raise. Therefore, spend a
bit of gold now, and let your questing raise it further, when it's
more expensive. Your goal should be to get to a reputation of 18,
anything higher encourages defections among those of evil alignment.
Since my evil party includes both Dorn and Viconia, my reputation was
a dangerously low 5 at this point in the game. To follow my own advice,
it would cost me 1300 gold to boost my alignment from 5 to 14... money
I did not yet have. But once done, it's a simple matter to complete
four reputation-boosting quests to get up to 18. Take the same cost
for the loot I mentioned above, and the 30% price cut that alignment
gives saves me over 4000 gold-a worthwhile investment, I'd say.

Well, at least we have our work cut out for us, right? First stop, the
area due east of the Gnoll Stronghold.

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

Wilderness (AR5200)
1) In the north-western section of the map you'll be approached by a
Gnoll named Ingot (x=570, y=1200), who is having tribal problems with
his buddies over in the Gnoll Stronghold. See, he wanted to eat Dynaheir
(I stand corrected, she is good for something!) but the others kept her
prisoner. Shame. You can be nice and let him go, but it's more fun to
kill him. Note that if you've already been to the Gnoll Stronghold and
rescued Dynaheir, he won't talk to you, he'll simply be hostile. When he
dies he'll drop a Bloodstone Ring, two Angel Skin Rings, a Jade Ring and
The Chesley Crusher. The Chesley Crusher is an obscenely heavy Halberd
that weighs 30 pounds and sets the wielder's attacks per round to one...
which sucks, unless you've only got one attack per round anyways, in
which case, it's somewhat interesting. It gives a +2 bonus to THAC0 and
deals a whopping 1d10+6 damage.

The Chelsey Crusher is new to the Enhanced Edition. Also, Ingot's loot
used to be much more random-typically he'd drop a mixture of rings and
gold-now he seems to regularly drop the same combination of four rings.
Last and not least, if you already rescued Dynaheir from the Gnoll
Stronghold, Ingot will be hostile to you from the outset and you won't
see any dialogue.
2) South of the center of the map is a waterfall, which can be searched
at (x=1700, y=3300.) Inside is a dead cat... Hrmm... Walk up the ledge
behind the waterfall to find Drienne at (x=2080, y=2970). She'll cry
about her dead cat, Pixie, which apparently didn't have nine lives. Give
her the dead cat for a reward that varies depending on her reaction to
you (an NPC's reaction is determined by your Charisma, Alignment, and
reputation... remember the rewards from Hull and Fuller in Candlekeep?
It's like that).

(For giving Drienne her cat, Pixie, with a bad reaction)
EXP	200
Gold	23

(For giving Drienne her cat, Pixie, with a good reaction)
EXP	200
Item	Scroll of Protection from Undead
Reputation +1
3) Just east of the middle of the map you'll find a Dryad of the
Cloudpeaks who is getting harassed by a pair of missing links by the
names of Caldo and Krumm. Agree to help her and talk to Caldo. If you
agree to help them, they'll decide the Dryad isn't worth tangling with,
leaving you to deal with her. This is an evil action, and will lower
your reputation if you kill her. It's more profitable to kill Caldo and
Krumm however, so pick a fight with them and trounce them. Krumm will
drop Studded Leather Armor, the Destroyer of the Hills (aka: Girdle of
Bluntness), a Potion of Healing, a Club +1, and 24 gold. Caldo carries
Studded Leather Armor, a Medium Shield, a Flail, and 39 gold. After they
are dead, talk to the Dryad for your well-deserved reward. The Destroyer
of the Hills is the real treat, however. Put it on your toughest
front-line Fighter, the one you tend to use to hold down, say, Ogres,
and whatnot. Kagain and Ajantis make great choices. As for the Club +1,
it makes a great initial weapon for Jaheira... at least until we can
find her better, anyways. I should note that this is one of only three
magical Clubs in the entire game, so you might want to keep your hands
on it.

(For helping the Dryad of the Cloudpeaks)
EXP	500
Item	Antidote
Reputation +1
4) North of the center of the map you'll find a group of Gnolls milling
about. One will approach the party and try to get you to pay 50 gold
tribute. If you say you have no money, the leader will challenge you to
a fight. If you beat the Gnoll they will leave without a fight, and
you'll get some quest experience. If you pick a fight by calling them
names, you'll get to kill all the Gnolls. I tend to fight the Gnoll
leader (he won't go hostile on you, so you'll have manually attack him)
beat him in a fight, then kill him as he walks away, and take his money
as well. He commonly carries 100 gold or more on him. This is less
rewarding than just butchering the whole pack of Gnolls, but after
getting done with the Gnoll Stronghold, killing more Gnolls isn't novel

(For defeating the Gnoll)
EXP	500

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

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

Wilderness (AR5300)
6) In the north-western part of the map by some trees you'll find a boy
named Albert (x=1350, y=970), who asks you to look for his dog Rufie. He
gives you a somewhat... questionable... chew toy to let Rufie know
you're a friend. Keep it on you, you want Rufie to be your friend (mind
you, Rufie only knows two kinds of people, friends and food). After
getting Albert's quest I head east around the top of the map. If you
find Rufie during your exploration, lead him back to Albert for your
reward. Your... disturbing reward. Or, if you smell a rat (or you just
hate children... and dogs...) you can kill Rufie. Albert won't be
pleased, but considering what Albert was, it's probably a good thing
he's not happy.

(For reuniting Rufie and Albert)
EXP	1000
ITEM	Black Opal


(For killing Rufie)
EXP	1200

In the Enhanced Edition, Albert transforms from a little boy into the
Baldur's Gate stock demon model (used by one critter in this game, and
by Glabrezu, Nabassu, and Balors in the second game). In the original
game Albert just turned into an Ogre Mage-despite claiming to come from
the Nine Hells. Apparently that's the closest thing Bioware had to a
demon prior to Tales of the Sword Coast. The Enhanced Edition, made with
the superior resources of both games (plus their expansions) was able to
do better. Also, in the original version of the game the descriptive
text said Albert gave you an item-but alas, he never did. This was fixed
in the Enhanced Edition... unfortunately the only thing he gives you is
a Black Opal.
7) Now for some more obscure, hidden loot. Along the north-central edge
of the map you can find a lootable patch of terrain (x=1790, y=415)
which contains a Scroll of Chromatic Orb, and a Scroll of Cloudkill.
It'll be a while before we can cast a fifth-level Mage spell, but we
can scribe it at our leisure. I doubt Cloudkill is ever worth casting,
although in tandem with our Stinking Cloud assault it can be
devastating to groups of enemies-we just need to be mindful of the
fact that it won't hurt critters immune to poison and it's not party
(or NPC) friendly... and of course, we won't have access to it until
we have a 9th-level Mage.

(x= 1790, y=415) Scroll of Chromatic Orb, Scroll of Cloudkill
8) North of the center of the map you'll find a trio of warriors, led
by a woman named Sendai (x=3100, y=900). You can avoid fighting them,
but it's much more profitable to pick a fight... and frankly, they're
looking for a bit of sport, the most dangerous game style. These guys
can be tough at this point in the game, and it would be silly to simply
charge them (Delgod and Alexander would make a pincushion out of a
low-level character). If you take a single character into view of
Sendai you can make life easier by luring Sendai away when she talks to
you without bringing her archers into the fight. After she's dead, you
can have a character (like Imoen or Minsc) use stealth to occupy one of
the archers in melee while rushing the other with your party. If you're
lucky you'll engage them both before your sneaky character can be
killed, and they're not half as deadly in melee combat. My evil party
had the benefit of Edwin, who had obtained the Web spell from Borda
earlier, and by now had the experience to use it. After luring Sendai
away, I scouted the two archers and had Edwin hit them both with
several Webs from the side, targeting the area adjacent to them without
actually bringing them into view. After which Viconia and Jaheira were
able to Sling them to death. 

Delgod: Splint Mail, 35~ Arrows +1, Longbow, Warhammer and 43 gold.

Alexander: Splint Mail, Helmet, 35~ Arrows +1, Potion of Healing,
Longbow, Spear and 37 gold.

Sendai: Telbar's Studded Leather Armor +2, Helmet, Small Shield, 
Long Sword +1 and 172 gold.

Obviously, Sendai is the big catch, and that armor will go fine on any
light-armored character (for me, that's Minsc, or alternatively, Imoen
could wear it until she becomes a Mage, and Minsc could just stomp
around in heavy armor, for the time being, until he's more survivable
and his stealth is actually decent.) A dual-classed Fighter/Thief
Shar-Teel will also make good use of this armor. In any event, my evil
protagonist takes her Long Sword +1, and in a very timely manner she's
dual-wielding two magical weapons. I keep going east until I hit the
eastern edge of the map, then I go south.
9) You'll eventually come across Larry, Darryl, and Darryl at
approximately (x=4200, y=3400), a Xvart, Kobold, and Tasloi. I'll admit,
I don't get it. If you talk to them and ask for their autograph, you'll
be rewarded with it. This is a pointless... if amusing encounter. Head

I have been informed by Jesse on HaeravonFAQs the following bit of...
uh... information:

"Regarding Larry, Darryl and Darryl in BG1 AR5300... it's a reference to
an old sitcom, Newhart I think it was called, starring Bob Newhart. The
trio were recurring characters, hillbilly brothers. "Hi, I'm Larry, this
is my brother Darryl, this is my other brother Darryl" was their
trademark catchphrase."

One of the many reasons I love writing these guides-if you don't know
something about the game, chances are somebody else, somewhere, has some
insight that you lack.
10) You'll be approached by a warrior named Vax (x=1170, y=2640), who
threatens you with the violent specialty provided by his companion, Zal
(x=1270, y=2620)-the fastest dart thrower that ever walked the Sword
Coast! Unless, of course, you give up all your money. Granted, Zal is
somewhat deadly, especially at this level. So, when Vax tries to talk to
you, move your party away from him, luring him away from Zal. When he
does talk to you, and you pick a fight, you'll get to take them out one
at a time. Vax has a suit of Splint Mail, two Potions of Healing, a
Halberd, and 107 gold. Zal has a suit of Splint Mail, The Dale's
Protector (aka: Bracers of Archery), a Helmet, 60 Darts, a Spear, and
49 gold. The bracers should go to a dedicated ranged character,
particularly one with lots of attacks a round, and a poor THAC0 that
could use a boost. Minsc and Imoen are both good candidates for the good
party, whereas the evil party... well, they rely on archery much less.
I tend to favor Imoen (even though she has fewer attacks per round),
since she relies on archery much more, whereas Minsc will eventually
be able to wear some gauntlets that increase his effectiveness with
both melee and missile attacks.

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

|								       |
|			    Northern Areas			       |
|								       |
Sequence of Events:						{WLK009}
		1) Taerom's Masterpiece
		2) Ankheg Hunting
		3) Ajantis
		4) Sonner's Scourge
		5) Brun's Son
		6) The Ankheg Nest
		7) Talk to Tenya
		8) Nester's Dagger
		9) Five (Minus Two) Fisherman Fillet
		10) No Evil Deed Goes Unrewarded

Wilderness (AR1400)
1) This area can be rough, as it will spawn bandits and Ankhegs. Bandits
aren't too bad, but Ankhegs can deal some serious damage. They wait
underground until you get close, but their antennae give them away. Lead
with your most heavily-armored character and close in melee. They drop
minor treasure and their shells. Each shell weighs 100 pounds, but try
and load up as many as you can. Your goal here is to grab a number of
them and haul them back to Beregost. Taerom Fuiruim will pay you 500
gold pieces for each shell. It doesn't take a genius to realize that
this is a great way to earn some cash. When you've sold him... lets
say... at least eight, give him another and refuse to sell it. He'll
offer to make you a suit of armor out of it for the sum of 4,000 gold.
Agree and he'll say it'll take three days. You can speed up the process
by coughing up 6,000 gold instead, in which case he'll be done with
your new armor in a day. I'd rather keep the 2,000 gold, but that's
just me, so do whatever you wish. Return after the appropriate amount of
time and you'll score yourself another suit of wonderful green 
goodness-Ankheg Plate Mail. 

There have been numerous changes to this event in the Enhanced Edition.
First, there was no quick buy-out option in the original game-you had to
wait for the armor to be made, a full ten days, now reduced to three,
for this impatient generation we live in. Also, Bioware was a bunch of
hard-asses with the Ankheg-grinding. Originally Taerom would take all
the Ankheg shells you had on you for 500 gold (easily cheated by just
dropping all the shells save one before talking to him, repeating until
they were all sold.) Once you declined to sell him a shell and he
offered to make the armor for you, a global variable would start. It
was essentially a ten-day count-down, at the end of which all Ankheg
shells in the game would 'rot' and could no longer be sold nor made into
armor. You had to score all the Ankheg shells you wanted, sell them one
at a time, and when you had all the gold you cared to get, make the
armor, after which you could no longer harvest Ankheg shells for money.
Apparently Overhaul Games decided Bioware was being a bunch of stingy
poo-poo heads and got rid of all this nonsense.
2) After obtaining the second suit of Ankheg armor, we've a bit more
Ankheg-related business to discuss. Somewhere in this area you'll find a
woman named Gerde wandering around, who will babble a bit about Ankheg
mating habits before telling you that hunters are limited to four
Ankhegs per party. Once you reach this quota she'll give you some gold
and trust that you'll not exceed the limit. Right... My evil party,
being evil, of course, has no problem with poaching, and considering
that Dorn's weight limit is a whopping 500 pounds, he can carry four
shells while fully equipped. Since this is much easier to do with my
evil party (thank you, Dorn) and since they tend to need more money due
to their low reputation (stupid Dorn!) I harvest quite a few Ankhegs
here... say, at least twenty. That extra 10,000 gold will help out.

Note: Ankhegs are some of the monsters capable of dropping 2nd-level
Mage spell scrolls as random loot. If you kill enough of them, you might
just be lucky enough to score a Knock scroll now. This is a good thing.

(For killing your quota of Ankhegs)
Gold	75
2) Just north from the southern edge of this area is an armored man
named Ajantis (x=1570, y=3130). Talk to him, and he'll ask if you're
friend or foe. Play nice, and he'll offer to join your party. Pick a
fight, and you'll get one. Now head to the north-west.
3) At (x=700, y=2650) you'll find Sonner and his fisherman buddies who
complain about a priestess of Umberlee harassing them. Accept to help
them. You can steal a Flail +1 and a Bowl of Water Elemental Control
from Sonner. Kind of seems a bit heavy for a farmer, no? While we're in
the habit of stealing from fishermen, why not check out their houses,
too? No, they don't have anything exceptional in them, but I needed an
excuse to invite you to go rob them, if you wish. There are two houses
for you to loot, (AR1402) (x=380, y=2430), and (AR1403) (x=950, y=2330).

(x=200, y=200) Silver Necklace
(x=300, y=200) 32 gold

(x=200, y=250) Sling, Bullets x10
(x=650, y=320) 27 gold
4) You'll find a farmer named Brun at (x=3500, y=2330.) He'll ask you
to go searching for his son Nathan. Sure. Maybe the giant hole in the
ground at (x=2100,y=2400) would be a good place to start? When you find
his son he'll reward you (see the next Step).

(For telling Brun about his son)
EXP	500

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

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

Ankheg's Nest (AR1401)
5) You're going to want to head east, carefully leading with your most
defended character and dropping Ankhegs one after another. Your goal
is a treasure trove at (x=2450, y=150), which contains a good deal of
loot... as well as the body of Brun's son, Nathan. I give the dagger to
Jaheira (if you didn't get a magical dagger from Fuller in Candlekeep.)
I put the magical Chain Mail Armor should be obsolete by now,
considering that you should have two suits of Ankheg Plate Mail (or be
working towards your second). Return the body for a reward (see above)
and head off to the 'bridge' area north of this one, adjacent to
Baldur's Gate so we can finish the fishermen's quest.

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

Bridge to Baldur's Gate (AR0900)
6) Head north until you find a house, outside of which is a priestess
named Tenya (x=4000, y=700). If you say the fishermen sent you, she'll
attack. She's not terribly strong, (she's twelve years old, what do you
expect?) and when you deal enough damage she'll give up and start
talking (if you accidentally kill her you may wish to reload.) She'll
tell you that Sonner and his ilk have displeased Umberlee by killing
her mother and taking a 'elemental summoning bowl', which they have
been abusing. We have a choice here-either kill her for Sonner and
company, or leave her alive and go grill Sonner about his own alleged
misdeeds. Either way, it's time to head back and pay them a visit...
eh... shortly. First, let's rob Tenya's House (AR0901) (x=4140, y=630)
for some meager loot. Certainly we need it more than an recently
orphaned pre-teen.

(x=200, y=200) Dagger, Dart x10, 26 gold
(x=300, y=200) Jade Ring, Skydrop Gem, 18 gold
7) North of Tenya's house is an Ankheg lurking about. Kill it and loot
it, it has Nester's Dagger (as well as typical Ankheg loot), an
otherwise mundane dagger. Who is Nester, and why is a giant bug dropping
his Dagger? It's part of a small quest in Baldur's Gate, so stash the
dagger, hold onto it, whatever, it'll be useful in... oh... a few days.
Play time, not game time. Now return to (AR1400) to clear up this
business with the fishermen. If you want to side with Tenya, see
Step #8, below. On the other hand, if you want to side with Sonner and
company (you have killed, or will kill Tenya) see Step #9.
8) Go confront Sonner. You can force him to give up the bowl (dialogue
options #1, #2, and #1) with threats. They aren't Fighters, and they
know it. If you want to punish them further-or you just want a little
more profit out of this quest-you can kill the three without incurring
any reputation penalty. Once they're all dead (they'll try to run into
their houses, which is annoying) loot Sonner for a Flail +1 and 170,
Jebadoh will drop a Spear and 5 gold, and Telman yields a measly 3 gold.
My good protagonist smoothly equips this second magical Flail as his
off-hand weapon. Return it to Tenya and give her the bowl for an
experience reward. It seems like a meager reward-and it is-but
considering we also get the money and the Flail +1 that Sonner dropped,
it's not a bad deal. Also, Tenya will show up to help us out later in
Baldur's Gate, but that's a good way off yet. If you didn't kill the
three fishermen, they'll have departed once your exchange with Tenya
is done.

In the original game, the three Fishermen would turn hostile once you
took the bowl from them. This seems to be an error that was fixed in
the Enhanced Edition.

(For returning the bowl to Tenya)
EXP	2500
9) On the other hand, if you actually killed Tenya Sonner will give you
your reward (you could haggle the price with him twice, once before
confronting Tenya for 20 gold, another time after talking to her for
50 gold.) Of course, by killing Tenya you also get her gear, which
includes Bracers of Defense A.C. 7 and a Flail, but she won't be around
later to lend a hand in Baldur's Gate.

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

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

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

Wilderness (AR4400)
1) At (x=1170, y=1200) you'll find Arghain, a half-ogre with an ambition
to rob your party of its iron. Since he starts out hostile, there's
really no room for diplomacy here. When he spots (and attacks) you,
three more Half-Ogres will spawn. They are, of course, susceptible to
Entangle, Sleep, and ranged take-downs. When he falls, Arghain will drop
a Helmet, a Scroll of Charm Person, a Scroll of Larloch's Minor Drain, a
Moonstone Gem, two Silver Rings, a Bandit Scalp, a Two Handed Sword +1,
and 24 gold. Minsc and Boo will be pleased with their new sword.

Ettercap Cave (AR4401)
2) Just east of where Arghain was you'll find a cave (x=1550, y=1300).
Enter with ONLY a Thief, because immediately inside is a Web trap
(x=400, y=400) and an Ettercap, and you don't need to have paralyzed
party members facing an Ettercap and its poison. Without the trap, the
Ettercap is child's play, although this is another encounter where-
thanks to the Enhanced Edition-we can lure the Ettercap outside and
avoid the confines of the cave altogether. When the beastie is dead,
loot the cave. Just outside of the cave is a rock with a Water Opal
under it, a little bit of loot that I didn't discover until v1.03 of
the original Baldur's Gate guide. It just goes to show that no matter
how much you play some games, there's always something you missed.

(x=300, y=150) Bloodstone Amulet, tainted Oil of Speed,
	       Potion of Fire Resistance
(x=1570, y=1490) Water Opal
3) East of the cave you'll find a trio of bandits led by one Ioin
Gallchobhair (x=3200, y=1750). His group is comprised of two archers
(Billy and Dribben) and a swordsman (Ioin himself). Again, this is a
situation where rushing in is not a good idea, as Ioin's archer pals can
make life hell for you. I creep up on them with a stealthed Minsc, who
engages one of the archers in combat while Ajantis rushes in. With any
luck the rest of the party will show up before they can destroy Minsc.
If you are fortunate enough to have a Mage who can cast 2nd level
spells, now would be a good time to hit them with a Web or Stinking
Cloud spell (if you have them) and pick them off while they are
incapacitated. Dribben will cough up a suit of Splint Mail, 5 Arrows +1,
40 Arrows, a Bandit Scalp, a Longbow, a Bastard Sword, and 49 gold.
Billy has a suit of Chain Mail, 5 Arrows +1, 40 Arrows, an Aquamarine
Gem, a Bandit Scalp, a Longbow, a Short Sword, and 49 gold. Last and...
well, still sucky... is Ioin, who will drop a suit of Splint Mail, a
Star Diopside Gem, a Waterstar Gem, a Bandit Scalp, a Long Sword, and
74 gold. All in all? Not really worth the hassle, but at least they're

Note: In Nashkel, at (x=2950, y=1250) you'll find a tombstone with the
name "Ioin O Gallchobhair" on it, with the line "Mea Gloria Fides" on
it. Weird.

Thankfully, as usual, somebody smarter and more wordly than I came
along with some divine wisdom to clear things up. This is from

"You seemed curious about the enemy and gravestone for Ioin O

Ioin is a (very uncommon) Celt variation on John. O Gallchobhair is the
oldest spelling of the clann now spelled Gallagher. John Gallagher was
the lead concept artist for Baldur's Gate.

Oh, and Mea Gloria Fides, The Faith is My Glory, is the family motto of
the Gallagher clann."

There you have it. I said it before, one of the reasons I love writing
FAQs is because of how much you learn about the game while doing it.
Great stuff.
4) East of the two bandit encounters you'll find a Dwarf named Sarhedra
(x=4750, y=1750). She will tell you to pick on the Ogres to the south.
Indeed, there are several Ogres to the south for you to pick on. Use
Entangle and take them out at a distance. Loot them and the corpse by
the tree before heading back to Sarhedra. She'll be rather flustered
you completed her 'quest' so quickly.

(x=4390, y=2760) Potion of Healing, tainted Oil of Speed,
		 Bloodstone Amulet

(For killing the Ogres)
EXP	300
5) Just south of the center of the map you'll find a bunch of Xvarts
attacking a poor cow (x=2950, y=2970). Slay all the Xvarts and the cow's
owner, Hulrik, will be very grateful. If you fail to save the cow...
well, no reward for you. A Sleep spell here should all but ensure
success, with no bovine casualties. Now exit the map and head to the
area south of High Hedge. It's time to make some money.

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

Wilderness (AR3700)
6) At (x=4280, y=2850) you'll find Bassilus, surrounded by his undead
'family'. This includes a number of Skeletons with Heavy Crossbows, and
Zombies. The Skeletons are the real problem, as they can dish out some
serious damage. Bassilus will, for his part, conspire to make things
worse by casting Hold Person, while the Zombies more or less just get
in the way. There is a way to handle this, however, even at low levels.
If you go forward with one character to initiate dialogue with Bassilus,
you can cause him to lose control over a bit of his horde by picking
the following dialogue options: #1, #3, #1, and #2. This will cause a
number of his minions to bite the dust. At which point retreat and
regroup, then attack en mass, focusing directly on Bassilus (if he gets
off a Hold Person, it's dangerous, regardless of how few undead he has
left). Attempt to counter him with Command, Silence 15' Radius, or even
a Hold Person of your own. When he falls he'll drop a Bloodstone Amulet,
a suit of Chain Mail, a Medium Shield, Elander's Gloves of Misplacement
(aka: Gauntlets of Fumbling), Ashideena +2, and Bassilus' Holy Symbol.
Ashideena +2 is one of the best blunt weapons in the entire game,
especially considering how early you can get it. Of course, for most
fights The Stupefier +1 is a better choice-if you score a hit with
Ashideena you'll do 5-9 damage base, but if you strike with The
Stupefier +1, you'll deal 3-8 damage and have a 25% chance to stun the
enemy-which is a death sentence. Still, there are some beasties who
are either immune to stun or require +2 weapons to hit, so Ashideena +2
isn't without serious merit. Put in on a Cleric, and they'll have their
weapon needs satisfied for the rest of the game. The rest of his gear
is garbage, especially the gauntlets, which are cursed and should not be
equipped. Keep his holy symbol in your inventory; when we head over to
the temple area east of Beregost, we can turn it in as proof of
Bassilus' death and score a huge cash reward. I also take the Heavy
Cross Bows and Two Handed Swords so I can sell them... it's a nice way
to net a couple hundred gold.
7) At (x=2900, y=2450) you'll find a Hobgoblin named Zargal and two of
his hobbuddies, who-in typical bandit fashion-demand you pay them all
your coin or suffer the consequences. You certainly could, but we
wouldn't get very far in this game by constantly doing that, would we?
They're fairly dangerous at this point in the game-as Zargal's pals
shoot poisonous arrows (the same thing the Hobgoblin Elites shoot), and
in general archers are just over-powered at this point in the game with
their superior number of attacks per round. Zargal himself is no slouch
in melee combat, either. For all their threat and bluster, however, a
simple Sleep spell is often capable of humbling them. When they die,
Malkax will drop Leather Armor, a Helmet, 20 Arrows, an Iol Gem, a
Composite Longbow, a Bastard Sword, and 13 gold. Geltik will drop a suit
of Leather Armor, a Helmet, 20 Arrows, a Silver Ring, a Composite
Longbow, a Bastard Sword, and 11 gold. Their leader Zargal will yield a
suit of Studded Leather Armor, a Helmet, a Scroll of Burning Hands, The
Whistling Sword +2, and 127 gold. That sword will serve Imoen for the
majority of the game.
8) At about (x=4620, y=470) you'll find the chicken Melicamp, who is
being pursued by a wolf. Ah... the food chain. Melicamp will beg you to
help him, after which he'll try to get you to restore him to his
original condition. Even if you have a Dispel Magic spell at this point,
it wonít work, so offer to help him and he'll ask you to take him to
Thalantyr, in High Hedge. Remember Thalantyr? I'm sure he'll just be
9) Take the talking chicken to Thalantyr in High Hedge. You'll discover
that the 'chicken' was once an apprentice of Thalantyr's who foolishly
stole artifacts he didn't understand and managed to accidentally turn
himself into a chicken. Make sure you TELL Thalantyr that Melicamp said
he was his apprentice. If you get into a fight with Thalantyr or don't
agree to help with the quest, you won't get anything out of it. Agree to
help Thalantyr (dialogue options #4, #1, #2, #1) and he'll send you out
to fetch the skull of a skeleton. Simple enough. Go outside, walk
around, rest, whatever it takes to trigger Skeletons to attack and come
back with the skull. SAVE before you give the skull to Thalantyr, as
there's a chance his fix won't work and if that happens you'll get no
reward. Thalantyr will cast his 'Antichickenator' spell until it works,
reloading as necessary. When Thalantyr finally does turn Melicamp back
into his normal, bipedal self, you'll get a reward. Note that Melicamp
still makes chicken sounds when you go to talk to him. Epic. Now let us
head to the Temple area to the east of Beregost to turn in Bassilus's
Holy Symbol, and to clear that area out. Doing that should give me all
the money and experience I need to buy some things before finally
tackling the Nashkel mines.

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

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

Temple Area (AR3400)
1) This area... eh... is not really safe. Packs of dogs ranging from
Wild Dogs to War Dogs to Dread Wolves spawn here, along with Hobgoblins.
Be careful of the eastern edge of the map, lest you tussle with a pack
of Wolves you can't beat. The entrance to the 'Song of the Morning
Temple' is at (x=1220, y=1050), which marks our first stop in this
area. Don't worry, we'll brave the exterior shortly.

Song of the Morning Temple (AR3402)
2) Enter the 'Song of the Morning Temple' to find Kelddath Ormlyr at
(x=500, y=600). If you talk to him with Bassilus' Holy Symbol in your
inventory, he'll take it and give you one hell of a reward for a fight
that, in the grand scheme of things, wasn't all that hard. 5000 gold and
one of the best blunt weapons in the game... if only all fights were as
rewarding, eh? If that's still not enough, however, you can attempt to
rob the four Sirines, each of which carries a Pearl. Once you're done
increasing your wealth, leave.

(For slaying Bassilus)
EXP	1000
Gold	5000
2) For a Temple so close to town, this place is awfully dangerous.
South-east of the temple, for example, is a pack of Hobgoblins. When you
get near their leader, Cattack, will initiate dialogue with you. You
know the drill-they want all your crap, you say no, they attack, you
bust their faces off. A humble Sleep spell is enough to devastate this
pack of malcontents. When Cattack falls he'll leave behind a suit of
Studded Leather Armor, a Helmet, a Lynx Eye Gem, a Two-Handed Sword and
34 gold.

In the original game, Cattack would approach your party before talking,
allowing you to lure him as far away as you wished before ultimately
picking a fight. This, of course, allowed you to deal with Cattack
individually, but it also prevented his Hob-buddies from turning
hostile at all. It's not a big change, but one has to wonder why they
left the other lure-able encounters in the game if they were going to
remove this one? Also, I wanted to get the 'gentle cooing of Hobgoblins'
line back into this guide, since it no longer made sense given that it's
proper context was removed. So... yeah, this entire paragraph is pretty
much a complete waste of everybody's time, but I find that line
hilarious, and since I write these guides to amuse myself... err...
3) Skim along the northern edge of the map until you get to the north
eastern corner. Below you, along the upper eastern edge of the map are
a variety of Wolves, ranging from the lowly Worg to the Vampiric Wolf.
Vampiric Wolves outside of a temple to the sun god? Irony. Anyhow, like
all doggies in Baldur's Gate, they are strangely strong. These ones,
however, have an excuse. They're undead, so don't bother with mind-
affecting spells. They're also immune to non-magical weapons, they
regenerate Hit Points, and if they hit they can cause paralysis. Yeah,
they suck. I typically do this quest earlier, to make off with some of
the experience here, but doing it now in the guide is less risky. Again,
Vampiric Wolves cannot be harmed by normal (non-magical) weapons, and
if you get paralyzed in a pack of Wolves, you're pretty much a goner. So
use a character with stealth to spy on them and mark their locations.
Once done, we have a few options. We can cast Web or Entangle spell(s)
and try to shoot down the Vampiric Wolves with some of those spiffy
Arrows +1 you have been finding, and shoot them down. A little bit of
caution, however, also goes a long way. If you're careful you can lure
a few doggies up at a time and deal with them appropriately. Just be
sure you're focusing your magic weapons (and spells like Magic Missile)
on the Vampiric Wolves, to whom you should pay especial attention.
Killing these doggies will give you some nice experience, and clear
out the temple area. There are a few more encounters with random NPCs,
including a run-in with a drunkard who claims to be a lich, but you can
explore and find these humorous-if unimportant-encounters on your own.
4) Now you should be pretty well off, money-wise. My party has around
20,000 gold (and that's without selling anything besides Winter Wolf
Pelts and Ankheg Shells), which makes it high time to purchase some
gear. Before you do so, however, you should make sure you reputation is
decent. It's a cost-effective investment to raise your reputation before
making some major purchases. I purchase the following goodies, the top
three from the Thunderhammer Smithy and the bottom two from Feldpost's:

Full Plate Mail (Ajantis/Dorn)
Dagger of Venom +2 (Jaheira)
Short Bow +1 (Imoen)
Composite Long Bow +1 (Minsc)
Battle Axe +1 (Kagain)

When you've purchased all you can (or want), get ready to go to the
Nashkel Mines. Get rid of all the extra junk in your inventory so you
have as much looting room as possible, and make sure your reputation
is where you want it to be. Chapter 2 ends after the mines, and that
means a dream, and that means a new reputation-based spell. If you want
the good ability, make sure you have a good reputation beforehand, and
if you want the evil ability... well, kill somebody in a house or
something. When you're done, go to the Nashkel Mines. In this FAQ I'll
cover it all in one shot, but if you wish to leave and resupply, that's
fine. (Wuss.) With the expanded stacking in the Enhanced Edition,
however, it shouldn't be necessary.

Nashkel Mines, Ambush Site (OH1000)
5) En route to the Nashkel Mines you'll be interrupted by a group of
ne'er-do-wells, led by Senjak and Dorotea... at least, you will provided
you talked to Dorn back in the Friendly Arms Inn. It's a typical
robbery-they want you to empty your pockets, and as Senjak is making
his demands a trio of archers in the back will get cut down. Enter
Dorn, and a small expository conversation with Dorn, Dorotea, and
Senjak. It all ends in a grand melee, with your party and Dorn versus
Senjak, Dorotea, and two Bandits, who are easy to waste even for a
1st-level party. Once the fighting is over, Dorn will seem not entirely
disappointed in how you handled yourselves. Ask him to join you, and
he'll agree. He's looking for vengeance against some former 'friends'
of his-two down, two to go. Like with Viconia, you'll lose two points
of reputation if you allow him into your party, and if you're traveling
with Ajantis... well, Ajantis will throw a fit if it seems like Dorn is
coming along for the ride (no, you can't have the Blackguard in the
party with the Paladin. Big surprise). He's easily the best new
character added to the Enhanced Edition, and a great substitute for
Shar-Teel in the evil party. Anyways, loot Senjak for a suit of Studded
Leather Armor, a Wakizashi, and a Wakizashi +1. Dorotea will leave
behind a suit of Plate Mail, a Flail, a Small Shield +1, and 20 gold. If
you want to equip Jaheira with Scimitars instead of Daggers, the
Wakizashi +1 is a great early-game magical weapon for her, and it saves
a boatload of money, as compared to buying the Dagger of Venom +2.

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

(x=165, y=180) Wand of Frost

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

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

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

Paladin 5
Experience: 18001
Max Hit Points: 56
Armor Class: -5

Paralyze/Poison/Death:	9
Rod/Staff/Wand:		11
Petrify/Polymorph:	10
Breath Weapon:		11
Spells:			12

Weapon Proficiencies
Bastard Sword		++
Long Sword		+
Two-Handed Sword	+
Longbow			+

Armor:	Full Plate Mail
Gloves:	The Brawling Hands
Helmet:	Helmet
Amulet:	...
Weapon:	Varscona +2 (THAC0: 13)
Shield:	Large Shield +1
Ring 1:	...
Ring 2:	...
Cloak:	Algernon's Cloak
Boots:	...
Belt:	Destroyer of the Hills
Misc 1:	...
Misc 2:	...
Misc 3:	...
Fighter 4/Druid 4
Experience: 9777/9777
Max Hit Points: 48
Armor Class: -2

Paralyze/Poison/Death:	8 (-1)
Rod/Staff/Wand:		12 (-1)
Petrify/Polymorph:	11 (-1)
Breath Weapon:		14 (-1)
Spells:			13 (-1)

Weapon Proficiencies
Dagger			+
Club			++
Quarterstaff		+
Sling			+

Armor:	Ankheg Plate Mail
Gloves:	...
Helmet:	Helmet
Amulet:	...
Weapon:	Dagger of Venom +2 (THAC0: 15)
Shield:	Large Shield +1
Ring 1:	Ring of the Princes +1
Ring 2:	...
Cloak:	...
Boots:	The Frost's Embrace
Belt:	Elves' Bane
Misc 1:	...
Misc 2:	...
Misc 3:	...
Cleric 5
Experience: 16763
Max Hit Points: 36
Armor Class: -5

Paralyze/Poison/Death:	9
Rod/Staff/Wand:		13
Petrify/Polymorph:	12
Breath Weapon:		15
Spells:			14

Weapon Proficiencies
War Hammer		+
Mace			+
Sling			+

Armor:	Ankheg Plate Mail
Gloves:	...
Helmet:	Helmet
Amulet:	...
Weapon:	Ashideena +2 (THAC0: 16)
	The Stupefier +1 (THAC0: 17)
Shield:	Small Shield +1
Ring 1:	...
Ring 2:	...
Cloak:	...
Boots:	...
Belt:	...
Misc 1:	...
Misc 2:	...
Misc 3:	...
Fighter 4/Mage 3
Experience: 8145/8145
Max Hit Points: 40
Armor Class: 3

Paralyze/Poison/Death:	11 (-2)
Rod/Staff/Wand:		10 (-1)
Petrify/Polymorph:	12 (-1)
Breath Weapon:		14 (-1)
Spells:			11 (-1)

Weapon Proficiencies
Flail			++
Two-Weapon Style	+++

Armor:	Knave's Robe
Gloves:	Bracers of Defense A.C. 8
Helmet:	Helmet
Amulet:	...
Weapon:	Flail +1 (THAC0: 13)
Shield:	Flail +1 (THAC0: 15)
Ring 1:	Evermemory
Ring 2:	Ring of the Princes +1
Cloak:	...
Boots:	...
Belt:	...
Misc 1:	...
Misc 2:	...
Misc 3:	...
Ranger 4
Experience: 15175
Max Hit Points: 44
Armor Class: 4

Paralyze/Poison/Death:	13
Rod/Staff/Wand:		15
Petrify/Polymorph:	14
Breath Weapon:		16
Spells:			16

Weapon Proficiencies
Two-Handed Sword	++
Mace			+
Longbow			++
Two-Weapon Style	++

Armor:	Telbar's Studded Leather Armor +2
Gloves:	...
Helmet: The Eyes of Truth
Amulet:	...
Weapon:	Two-handed Sword +1 (THAC0: 13)
	Composite Longbow +1 (THAC0: 14)
Shield:	...
Ring 1:	...
Ring 2:	...
Cloak:	...
Boots:	Worn Whispers
Belt:	...
Misc 1:	Boo
Misc 2:	...
Misc 3:	...
Thief 5
Experience: 15162
Max Hit Points: 40
Armor Class: 3

Paralyze/Poison/Death:	12
Rod/Staff/Wand:		12
Petrify/Polymorph:	11
Breath Weapon:		15
Spells:			13

Weapon Proficiencies
Short Sword		+
Scimitar, etc.		+
Shortbow		+

Armor:	Studded Leather Armor
Gloves:	The Dale's Protector
Helmet:	...
Amulet:	...
Weapon:	Shortbow +1 (THAC0: 13)
	The Whistling Sword +2 (THAC0: 16)
Shield:	...
Ring 1:	...
Ring 2:	...
Cloak:	...
Boots:	...
Belt:	...
Misc 1:	...
Misc 2:	...
Misc 3:	...

All in all, I ended up with pretty much the same experience in the
Enhanced Edition play-through as I had in the original guide-you do all
the same stuff and get the same results, who would have thought?
Anyways, not much has changed with the good party, which if anything is
probably a negative criticism of the Enhanced Edition... the one thing
that did surprise me, however, was the fact that my protagonist by this
point in the game had managed to score 37% of the total party experience
and 31% of the total kills. Not bad for a slow-leveling multi-class
Fighter/Mage with a poor Armor Class. This character had always done
well-but I figured he'd put on a worse show now that he lacked a bow
(easily the most over-powered weapon in the first game). Also note how
Ajantis just barely squeaked up to level five here... heh, that really
wasn't planned at all. These character builds here are, of course,
largely incomplete. For the Nashkel Mines, however, we don't need to be
Specialized in our primary weapons to succeed-something Ajantis and
Jaheira will both correct when they hit 6th-level in their fighting
class. For now, we should just be content that all our characters have
magical weapons, and all our front-line primary combatants have negative
Armor Classes.

Blackguard 5
Experience: 22201
Max Hit Points: 48
Armor Class: -2

Paralyze/Poison/Death:	8 (-1)
Rod/Staff/Wand:		10 (-1)
Petrify/Polymorph:	9 (-1)
Breath Weapon:		10 (-1)
Spells:			11 (-1)

Weapon Proficiencies
Two-Handed Sword	++
Crossbow		+
Two-Handed Weapon Style	++

Armor:	Full Plate Mail
Gloves:	...
Helmet:	The Eyes of Truth
Amulet:	...
Weapon:	Rancor +1 (THAC0: 11)
	The Army Scythe +1 (THAC0: 14)
Shield:	...
Ring 1:	Ring of the Princes +1
Ring 2:	...
Cloak:	Algernon's Cloak
Boots:	...
Belt:	Destroyer of the Hills
Misc 1:	...
Misc 2:	...
Misc 3:	...
Fighter 5
Experience: 22573
Max Hit Points: 75
Armor Class: -3

Paralyze/Poison/Death:	6
Rod/Staff/Wand:		8
Petrify/Polymorph:	12
Breath Weapon:		13
Spells:			9

Weapon Proficiencies
Axe			+++
Flail/Morning Star	+
Crossbow		+

Armor:	Plate Mail
Gloves:	The Brawling Hands
Helmet:	Helmet
Amulet:	...
Weapon:	Battle Axe +1 (THAC0: 12)
Shield:	Large Shield +1
Ring 1:	...
Ring 2:	...
Cloak:	...
Boots:	...
Belt:	...
Misc 1:	...
Misc 2:	...
Misc 3:	...
Fighter 4/Druid 4
Experience: 11639/11639
Max Hit Points: 48
Armor Class: -1

Paralyze/Poison/Death:	9
Rod/Staff/Wand:		13
Petrify/Polymorph:	12
Breath Weapon:		15
Spells:			14

Weapon Proficiencies
Scimitar, etc.		+
Club			++
Quarterstaff		+
Sling			+

Armor:	Ankheg Plate Mail
Gloves:	...
Helmet: Helmet
Amulet:	...
Weapon:	Wakizashi +1 (THAC0: 16)
	Sling (THAC0: 17)
Shield:	Large Shield +1
Ring 1:	...
Ring 2:	...
Cloak:	...
Boots:	The Frost's Embrace
Belt:	Elves' Bane
Misc 1: ...
Misc 2:	...
Misc 3:	...
Cleric 5
Experience: 23825
Max Hit Points: 36
Armor Class: -5

Paralyze/Poison/Death:	9
Rod/Staff/Wand:		13
Petrify/Polymorph:	12
Breath Weapon:		15
Spells:			14

Weapon Proficiencies
War Hammer		+
Mace			+
Sling			+

Armor:	Ankheg Plate Mail
Gloves:	...
Helmet:	Helmet
Amulet:	...
Weapon:	Ashideena +2 (THAC0: 16)
	The Stupefier +1 (THAC0: 17)
Shield:	Small Shield +1
Ring 1:	...
Ring 2:	...
Cloak:	...
Boots:	...
Belt:	...
Misc 1:	...
Misc 2:	...
Misc 3:	...
Fighter 3/Mage 3/Thief 4
Experience: 7556/7556/7556
Max Hit Points: 30
Armor Class: 3

Paralyze/Poison/Death:	11 (-2)
Rod/Staff/Wand:		10 (-1)
Petrify/Polymorph:	12 (-1)
Breath Weapon:		14 (-1)
Spells:			11 (-1)

Weapon Proficiencies
Long Sword		++
Two-Weapon Style	+++

Armor:	Knave's Robe
Gloves:	Bracers of Defense A.C. 8
Helmet:	Helmet
Amulet:	...
Weapon:	Varscona +2 (THAC0: 14)
Shield:	Long Sword +1 (THAC0: 17)
Ring 1:	Evermemory
Ring 2:	Ring of the Princes +1
Cloak:	...
Boots:	Worn Whispers
Belt:	...
Misc 1:	...
Misc 2:	...
Misc 3:	...
Conjurer 5
Experience: 22122
Max Hit Points: 30
Armor Class: 10

Paralyze/Poison/Death:	14
Rod/Staff/Wand:		11
Petrify/Polymorph:	13
Breath Weapon:		14 (-1)
Spells:			12

Weapon Proficiencies
Quarterstaff		+

Armor:	Traveler's Robe
Gloves:	...
Helmet:	...
Amulet: Edwin's Amulet
Weapon:	Quarterstaff +1 (THAC0: 18)
	Sling +1 (THAC0: 23)
Shield:	...
Ring 1:	...
Ring 2:	...
Cloak:	...
Boots:	...
Belt:	...
Misc 1:	...
Misc 2:	...
Misc 3:	...

My evil party always ends up with more experience than my good party...
it just always seems the evil party needs more work before they're ready
to go. Probably the fact that a triple-class protagonist needs more
experience than my good party protagonist. Oh, and the fact that with a
lower reputation limit I needed more money to get all my gear-hence,
more Ankheg kills. It doesn't matter, they're not in an entire different
experience point league or anything, just an observation. Also note that
Dorn is not the same kind of party leader as Ajantis. He's got eight
fewer Hit Points and a three point worse Armor Class than Ajantis. In
all honesty, even though he's the party leader, Kagain tends to lead the
way when I know there's going to be trouble, as he's just far more
hardy than Dorn. Still, all my front-liners have negative Armor Classes,
although for Dorn and Jaheira, their gains are almost over. Lastly, note
for my evil party that I decided to have Jaheira focus on Scimitars for
this run. The difference between Daggers and Scimitars in Baldur's Gate
is... pretty negligible, really, so I'm really doing it just for flavor.

|								       |
|			  Nashkel Mines (interior)		       |
|								       |
Sequence of Events:						{WLK012}
		1) Ruffie's Demons
		2) Marvin's Ghosts
		3) Bob's Dragon
		4) Dink the Dagger-giver
		5) Gay-Name Tunnel
		6) To Level 2
		7) Beldin's Bad Day
		8) Returning Kylee's Dagger
		9) Catching the Kobold Culprits!
		10) Joseph's Greenstone Ring
		11) Eastern Exploration
		12) Western Wandering
		13) Trapped Gap and Beyond
		14) More Traps and Kobolds
		15) Arachnicide
		16) Ghoul Near the Pool
		17) To Level 4
		18) Another Bridge to Cross
		19) Mulahey's Conspiracy
		20) Useless Xan
		21) Leaving the Mines

Mine Level 1 (AR5401)
1) Head into the mine and a miner named 'Miner Gord' will talk to you.
He'll tell you to seek out another miner named Ruffie. Ruffie is just
south, at (x=1200, y=820). He will helpfully tell you that demons are
the cause of the disturbance. Right. To the south again, you'll find one
Miner Dink (x=1570, y=1300), who is rather pessimistic about your
chances of success. Oh, and in case you were wondering-no, there is no
point in picking up any of the contaminated ore.

(x=1600, y=770) War Hammer, Long Sword
(x=1150, y=1000) Contaminated Ore
(x=1850, y=1350) Contaminated Ore
2) Now, there's no real need to explore this level of the mine
thoroughly, but for the sake of completionism, lets. To the east you'll
find Miner Marvin wandering around. Did you know that my parents almost
named me Marvin? Yep. I would have been Marvin Michael Garvin. My life
would have sucked-but my named would have been awesome. Anyways, he'll
blame the troubles in the mine on ghosts... but it seems like the mine
might have more of a problem with laziness.
3) If you head south from where you met wandering Marvin, you'll pass
two Amnish Soldiers and come to a fork in the tunnel. To the south-east
you'll find Miner Bob (x=2710, y=1260), who thinks the mine monster is
nothing short of a Dragon. Demons, Dragons, and Ghosts? My bet now is
a sinkhole and a very low local IQ average.

(x=2350, y=1050) Contaminated Ore
4) Back-track to the fork and take the unexplored tunnel south, then
follow it as it turns west. Along the way you'll run into a Kobold, of
all things. Step on it, and continue west until you run into Miner Dink,
who will, who will ask you to return a dagger to one Miner Kylee.
Might as well, unless you have a problem with quest experience, that is.

(x=1420, y=1800) Contaminated Ore
5) Continue to the north-west to find another fork. The path to the
north leads back to where we met Miner Ruffie. If you explore to the
south-west you'll encounter another Kobold at a dead-end. To the
north-east is another Amnish Soldier and beyond him yet another fork.
Down to the south-east you'll find two more moronic miner-Miner Lesley
(x=500, y=1470) and Miner Cory. Must be the gay-name tunnel. Lesley has
a fit of claustrophobia and wanders off when you talk to him, and
Cory... well, he's just testy, but he's smart enough to think the
missing miners are getting lost in the dark.
6) With that, we're done with this level. Continuing north just leads to
another empty dead-end tunnel, or back to the entrance. Return to where
you found Miner Dink and head down to the south. The exit to the next
level is at (x=2100, y=1850).

Mine Level 2 (AR5402)
7) This mine level is darker and more menacing than the last one, and
to set the mood, a terrified Miner Beldin will run up to you when you
head north a bit. He'll tell you that demons are everywhere, and to
prove his point, he promptly gets shot down by some Kobolds. This will
set the tone for the rest of this level. There are kobolds-many with
bows-fairly regularly throughout this level. Remember the advice that
I gave in the 'Hints and Tips' section of the guide (that you all
probably ignored), and lead with steel-somebody with a good Armor Class.

Note: If you retreat back to the entrance of the area after triggering
Miner Beldin to show up, you can lure him safely down the tunnel as he
tries to talk to you. This triggers the Kobolds-but Beldin is out of
their sight, and hence, lives to mine another day. He's probably better
off dead... anyways, it doesn't matter. He vanishes from the game upon
exiting this level, but it's fun to thwart the game, nonetheless.
8) From the entrance head north, and when the path branches (where
Miner Beldin was) head north-west. When you reach another fork, follow
the mine cart rails to the north. Finally, on the next split follow a
connecting set of rail tracks to the south-west to find a large room.
At (x=850, y=2100) you'll find Kylee, whose dagger you possess. Give it
back to him for a small reward and some information. There are also some
weapon racks in this room, probably for those who came down here with
breakable weapons. But sswe're too cool for that, what with our magical
gear and all, right?

(x=1920, y=1820) Contaminated Ore
(x=880, y=1820) Contaminated Ore
(x=900, y=1800) Contaminated Ore
(x=920, y=1980) Contaminated Ore
(x=880, y=1980) Contaminated Ore
(x=550, y=1780) War Hammer, Battle Axe
(x=700, y=1770) Battle Axe, Long Sword, Short Sword

(For giving Miner Kylee his dagger)
EXP	200
9) Explore the rest of the level as you wish, but the way down to the
next level is to the east. The western and northern parts of the level
consist of carts carrying contaminated ore, nameless miners with stock
conversations, Amnish Soldiers with just as little to say, and Kobolds.
Backtrack to the north-east and strive to explore in that direction
until you find a large body of water in the middle of the level with a
natural bridge running across it. Head across this bridge to the
south-east, smiting Kobolds as you go. On the far (eastern) side of the
water-room, head north-east until you find some more rail cart tracks,
and follow them south. Before you reach the exit to the next level
you'll find a pair of Kobolds. Kill and loot them to find two Vials of
Mysterious Liquid. Wonder what THAT could be, eh? Enter the next level
(x=3500, y=2600).

The 'Vials of Mysterious Liquid' no longer look like generic Antidote
potions. Just thought I'd point out that... vital bit of information...

(x=1970, y=1170) Contaminated Ore
(x=2000, y=1120) Contaminated Ore
(x=1950, y=1020) Contaminated Ore
(x=2050, y=1000) Contaminated Ore
(x=2100, y=950) Contaminated Ore
(x=1570, y=730) Contaminated Ore
(x=1150, y=880) Contaminated Ore
(x=980, y=850) Contaminated Ore
(x=1450, y=600) Contaminated Ore
(x=1400, y=280) Contaminated Ore
(x=3350, y=350) Halberd, Spear, Quarterstaff
(x=3400, y=1200) Quarterstaff, Quarterstaff, Halberd
(x=2900, y=2200) Halberd, Spear, Quarterstaff

Mine Level 3 (AR5403)
10) Right in front of you at (x=1590, y=260) you'll find Joseph's
Greenstone Ring. His wife will be... well, mixed feelings, I imagine.
Keep it for now. There's a trap to the east, which might just be our
first trap of the game. Exciting! Disarm it and continue east.

(x=1590, y=260) Joseph's Greenstone Ring
(x=1700, y=550) Contaminated Ore, Potion of Healing
(x=1670, y=500) Contaminated Ore
(x=1660, y=450) Contaminated Ore

(x=1800, y=350)
11) There are two tunnels that run east-following the northern-most one
and you'll come across some Kobolds and a dead-end. Follow the
southern-most one and you'll reach a north-south running tunnel with a
small pool of water in it, along with crates and Kobolds... it's also
a dead-end.

(x=3700, y=780) Fire Agate Gem
(x=3690, y=700) 26 gold
12) Now backtrack to where you entered the level and explore to the west.
If you thought the eastern exploration was boring... well, the west
sucks even worse. There are two groups of Kobolds to exterminate at the
far western end of the tunnels, one group to the north, and the other to
the south. Fun. Now backtrack to where you entered again, and this time
head south-east until you find a land-bridge connecting the northern and
southern halves of the level.
13) However harmless a natural bit of dirt suspended over a lava-filled
pit might look, this land-bridge is actually covered with traps, and
guarded by a trio of Kobolds equipped with shortbows. Their goal? To
provoke you into rushing across the traps. I shoot them down with Minsc,
who is more than capable of out-shooting a few rat-lizards. Afterwards,
Imoen calmly walks up and disarms the traps.

(x=2300, y=1310)
(x=2300, y=1380)
14) Once you reach the southern edge of the level you'll find that
this half of the level is also split into eastern and western tunnels...
and again, there are two paths to the east. Both are crawling with
Kobolds, but the southern-most one has the benefit of traps, behind
which the Kobolds lurk. Either send Minsc to shoot the guarding
Kobolds down, or just go east along the northern path, whence you can
circle down south and attack the Kobolds from the east, where their
traps will do them no good.

(x=2050, y=2150)
(x=2100, y=2200)
15) Once you're done exploring the meaningless dead-end to the east,
back-track to the bridge spanning the center of the level. From here
head to the south-west to find a chamber on the southern-most edge of
the level housing a pair of Huge Spiders, which shouldn't provide a
mid-level party the slightest concern.
16) From here we have two routes to explore-there a tunnel to the east,
just north of the room where we vanquished the Huge Spiders, or...
there's the entire south-western part of the area. Let's explore to the
west, first, to get it out the way. North-west from the spider room
you'll find a Ghoul contemplating the meaning of life near a pool of
water. Alas for our amateur undead friend, the meaning of life is
death-show him some. Once done, kill some Kobolds to the north-west,
then backtrack until you're just north of the Huge Spider room.
17) From here head east and kill a small group of Kobolds. Further east
you'll find a tiny land-bridge leading over some lava, beyond which
await a trio of Kobolds armed with Shortbows, and a Kobold Commando.
What's a Kobold Commando? A slightly tougher Kobold that shoot flaming
arrows. Let me go on record by saying I HATE these things. They are
uncannily good at shooting you, and deal plenty of damage when they do
hit. Fortunately there aren't many here, and it's not like we'll
encounter them again, in greater, quickly-respawing numbers. Right?
Meh... Anyways, keeping going east and disarm the traps in front of the
exit to the next, and lowest, level of the mine (x=3450, y=2350).

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

Mine Level 4 (AR5404)
18) Head north-east and kill a lone Kobold in the tunnel, then continue
north-east until you reach a large chamber. To the east looms a
structure of some sort-a cavern within a cavern, encircled by water
and bridged by a narrow rock walkway. As you've come to expect, a group
of Kobolds (including another Kobold Commando) guard the eastern side
of the bridge. Destroy them and note the entrance to this curious
structure at (x=1450, y=1150), wherein we'll find the cause of this
mine's woes. First, however, follow the walkway outside of the structure
counter-clockwise until you encounter a Ghoul at (x=2400, y=1480), which
can be smote for some extra experience. Wee... when you're done, enter
the chamber-within-a-chamber.

Mulahey's Base (AR5405)
19) To the north is an empty little alcove with a pool. The action is to
the east, which consists of two chambers-the northern one contains a
few Kobolds guarding Xan (x=800, y=590), who is of no interest to us
right now. In the southern chamber you'll find a Half-Orc named Mulahey
(x=690, y=890). If you're tricky, you can shoot down/lure away the
Kobolds guarding Xan without drawing Mulahey's attention. If he sees
you, he'll move to initiate dialogue with you, which experience has
taught us we can use to lure him to our party. His conversation ends
in a fight, with him summoning a scattering of Skeletons and Kobolds
that appear near the entrance, in the chamber with the pool to the
north, and near Xan. For that reason I place my two strongest warriors
(Ajantis/Jaheira for the good party, or Dorn/Kagain for the evil party)
just west of the opening to the eastern chambers, while the rest of my
party heads east to talk to Mulahey. He's a Cleric, and like we've seen,
if he gets off a Hold Person his minions can take advantage... at least
they could if the two characters engaging them were anywhere near the
rest of the party, who are likely to be the targets of any spells
Mulahey casts. Still, I don't intend to allow him to cast anything-keep
on top of him and when he's low on health he'll surrender. Don't fall
for it, as he's just using this as an opportunity to summon more
minions. Hitting Mulahey with a Silence 15' Radius couldn't hurt, and
using sleep on his minions can take out some Kobolds and keep the heat
off of your fighters, otherwise, brute force should work just fine here.

When Mulahey dies he'll leave behind a suit of Chain Mail Armor, Talos's
Gift (aka: Boots of Grounding), an Honorary Ring of Sune (aka: Ring of
Holiness), a Large Shield, Mulahey's Holy Symbol, a Morning Star, two
Letters, and 29 gold. I give the boots to my main character (or a Mage)
as they will be the ones most likely to be subjected to Lightning Bolts.
The Honorary Ring of Sune goes to Viconia (or another Cleric), as I find
a Cleric's 1st-4th-level spells more useful than Jaheira's (or any other
Driud's). Loot Mulahey's chest at (x=650, y=860). Read the Letters, as
one will point you in the right direction: to find a Mage by the name of
Tranzig, who is staying in Feldpost's Inn. The Letters are signed by one
Tazok, the Ogre Kivan is trying to slay, and Tranzig is, of course, the
Mage who imprisoned Branwen. Crazy how everybody's problems revolve
around this iron crisis, no? Keep the Letters and Mulahey's Holy Symbol,
as they serve as evidence for Berrun Ghastkill. Now who does this
Moonblade belong to...?

Note: Chapter 2 ends when you pick up the Letters, but since this is a
lousy spot to end a Sequence of Events, let's pretend Chapter 3 doesn't
really start until we make our way out of the Nashkel Mines, hmmm?

(x=650, y=860) Potion of Absorption, Potion of Healing x2,
	       Short Sword +1, Scroll of Armor, Scroll of Infravision,
	       Scroll of Charm Person, Scroll of Sleep,
	       Scroll of Identify, Scroll of Web, Moonblade +3, 790 gold

In the original version of the game, the Letters you obtain from Tazok
and Tranzig were in Mulahey's chest-not on his person. I imagine this
was changed because it was technically possible to steal the Letters
from his chest without ever having to talk to, fight, or kill him. This
would make an upcoming dream sequence look rather silly.
20) At (x=800, y=590) you'll find Xan, to whom the Moonblade you found
in Mulahey's chest belongs. You can accept him into your party, but
because Xan sucks I leave him behind. If only he was a Fighter/Mage who
could put that Moonblade to use... but no, he just sucks. His 13
Strength would make him useless as a Fighter anyways. That Moonblade is
there merely to taunt you.
21) Leave the central cavern and walk around the outside ledge of the
moat, working your way clockwise. There will be two Gray Oozes in your
path. Smite them and exit the mines at (x=3000, y=900). Keep in mind
that once you leave, the only way back to the lowest level of the
Nashkel Mines is to wander through the rest of the mines again... you
won't be returning via your escape route.

Note: Now that you've smashed up the Nashkel Mine operation, be wary
of an assassin that awaits you in Nashkel. If you follow the guide by
the letter, you'll be fine, but if you feel the need to return to town
early you might want to skip ahead to read Step #10 of the next
Sequence of Events.

|			       Chapter 3			       |
|								       |
|			    Back to Beregost			       |
|								       |
Sequence of Events:						{WLK013}
		1) Fresh Air
		2) Tomb Robbing
		3) Hentold's Haunting
		4) The Revenant
		5) Narcillicus Harwilliger Neen
		6) More Tomb Robbing
		7) Iron Throne Assassins
		8) Joseph's Widow
		9) Berrun's Reward
		10) Prism's Bounty
		11) Nimbul
		12) Officer Jessa Vai
		13) Dual-Classing Imoen

Wilderness (AR5000)
1) You've exited the mines and now find yourself in an area to the east.
Although your packs may be bursting with loot, this area is worth
exploring before we run back to Nashkel. Also, Imoen finally hits level
six, which allows her to dual class into a Mage. She starts all over at
level one, but she keeps her old Hit Points. Before I continue on with
the story, I will do as much exploring as I can to get experience, as
she really needs to gain a few levels in her new class.... Maybe not
enough experience to reactivate her Thief class, but enough to cast some
nice spells. For her new weapon proficiency, I choose Missile Weapons,
as it will allow her to use slings with some skill. Also, when you rest
you'll gain another spell for your main character. This area is
populated by various Dogs, Gnolls, and Ankhegs, in addition to the
non-random encounters below.

Tombs (AR5001)
2) From where we exited the Nashkel Mine (x=1770, y=770) head south-west
until you find the entrance to a tomb (x=900, y=1750) which contains a
Ghoul and a coffin. Splatter the Ghoul, loot the coffin, and then make
like a tree and leave.
3) South of the tomb you'll run into a rogue named Hentold
(x=1230, y=2900), who is spooked about something. Accept to help him and
'take it back.' He'll give you the Heart of the Golem +2 and tell you
he got it from a tomb in the east. Who wants to bet that we have no
intention of giving this dagger back? (I do!)
4) Head east, and at (x=1900, y=2850) you'll find the entrance to
another tomb, inside of which you'll find a Revenant. It'll ask you for
the dagger Hentold gave you. If you give it back you'll get a minor
reward. Of course, if you don't, it will attack you, while occasionally
asking for the dagger back. It's a fairly tough monster, but you should
be able to simply chop it down. The Revenant is immune to non-magical
weapons, but that shouldn't be a problem now, should it? If you kill it,
you get much more experience AND you keep the dagger. Nice. This weapon
is nice for Shar-Teel, if you're taking her down the Two-Weapon Style
path and aim to have to use Daggers... or it's a decent weapon for
Jaheira, if you were too cheap to spring for the Dagger of Venom +2.
Leave the tomb and continue to the east.

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

(northern tomb)
(x=200, y=150) 81 gold

(For giving the Revenant its dagger)
EXP	900
5) At about (x=3780, y=2780) you'll find a Mage named Narcillicus
Harwilliger Neen, who has just discovered a way to control all slimes,
jellies, and oozes! If you show disdain for his discovery, he'll leave
without anything happening (dialogue option #1). If you call him mad,
he'll realize he indeed botched the casting (dialogue option #2, #1) and
four Green Slimes will appear and Neen will flee. If you are excited by
his discovery (dialogue option #2, #2) he'll become protective of his
discovery and attack, along with two Mustard Jellies. Mustard Jellies
are outright immune to piercing damage and mundane weapons, and they
are 30% resistant to slashing and crushing, so it can take a bit to
put them down. Offensively, they have a weak poison and can inflict Slow
upon characters they hit. These guys can be rough early on, and if at
all possible you should try and lure them away from Neen, as the threat
of a wizard is only multiplied by having these creatures around.
Fortunately, this isn't too difficult, since Neen's first strategy is
to use Improved Invisibility. Once the jellies are dead, move in and
deal with Neen. When he dies he'll leave behind a Knave's Robe, a
Scroll of Burning Hands, a Scroll of Web, a Scroll of Lightning Bolt, a
Dagger, and 38 gold. Aren't you glad you didn't let those scrolls walk
away with Neen?
6) The third and last tomb is just a short way to the east, at
(x=4530, y=2800) and is populated by three Ghasts. Kill them and loot
the three sarcophagi behind them. This is where the real loot is at.
Now leave and give grave-robbing a rest... for now.

(southern tomb)
(x=750, y=450) Chain Mail Armor +1, Potion of Frost Giant Strength,
	       Arrows +2 x5
(x=800, y=500) Greenstone Ring
(x=900, y=530) Wand of Monster Summoning, Pearl Necklace
7) Just north of the exit from the mines you'll find another group of
assassins. That's right, a group of them this time. There's four of
them, all females, led by one Lamalha (x=2090, y=200). They've got
archers, they've got spell casters. Rushing in head on is probably the
least effective way to deal with them, but now that my main character
has full use of 2nd level spells, I'll introduce a new tactic (a tactic
that is probably not 'new' to the evil party, as Edwin has had 2nd-level
Mage spells for a while now... but I digress...). I creep ahead with
Minsc who is using stealth to spy them out. When they are spotted, I
cast Web twice just in front of the closest enemy (while keeping my
spell-caster out of their sight range, i.e. behind Minsc). This way my
spell can affect them, but I do not draw their attention. Web functions
like Entangle, save that creatures who are webbed cannot attack with
spells or missile fire. The only downside is that it will affect my own
characters too. After they are webbed, I slink up with Minsc and Imoen,
and promptly shoot them to death one at a time. When I get it, I'll
switch out Web with Stinking Cloud, as Stinking Cloud will affect
creatures for 1d4+1 rounds AFTER they fail a save. Web forces them to
save at a -2, but Stinking Cloud keeps them down much longer. Also,
if your Cleric casts Animate Dead to summon up some Skeleton warriors,
you can send your undead minions-who are immune to the effects of
Stinking Cloud-into the fray to punish foes who fail their Saving

Another, simpler, more Enhanced Edition-friendly tactic (my protagonists
are no longer archers, so tactics that rely on archery require some
attention) is to simply cast Animate Dead-after you've scoped out their
location and provoked Lamalha by talking to her and quickly ran away
before the fighting began. Take your summoned minions and... well, have
them attack the enemies. Their job is simply to soak up debuffs that
are cast at them-Rigid Thinking, Hold Person... any of those obnoxious
mind-affecting spells that tend to cause us to have to reload the game.
While the enemy is preoccupied with that, have a Cleric walk up and cast
Silence 15' Radius near them. If any of them are silenced, it's an
additional bonus on top of whatever spells of theirs you've wasted.
Once a few of their spells have been spent and a Silence has been
applied (albeit with varying effectiveness-such is the randomness of
Saving Throws), rush them with your party. On my latest playthrough,
this simple tactic of fodder-and-silence allowed me to take these gals
down with minimal damage Jaheira suffered four points of damage, and
Ajantis (who led the charge) took ten. Barely even noticeable on the

Anyways, now for my favorite part-the looting:

Maneira: Protector of the Second +2, Potion of Magic Blocking, Oil of
Fiery Burning, 20 Darts of Wounding, Short Sword and 78 gold.

Zeela: Splint Mail, Medium Shield, a Potion of Hill Giant Strength, 
Flail, Harrower +1 and 67 gold.

Lamalha: Plate Mail, Helmet, Medium Shield, Potion of Power, Potion of
Stone Form, Mace and 94 gold.

Telka: Studded Leather Armor +1, 20 Flaming Arrows, Long Bow, Short
Sword and 78 gold.

The Harrower goes on Ajantis (in the good party) or on my protagonist
(in the evil party). If you bothered to talk to Lamalha, (something you
can avoid/miss if you don't bring her into view first) chances are you
heard her threaten you on behalf of the Iron Throne. Oh yeah, it'll come
up again. You'll notice there were no bounty notes on them, meaning
these ladies were hired by a different source than the previous
assassins. Nobody said solving an iron crisis would be simple... or
safe. Now there IS an area south of this one that just begs to be
explored, but it requires you to head back to the Friendly Arm Inn, so
we'll skip it for now and head back to Nashkel.

The Harrower +1, of course, is new to the Enhanced Edition. It's the
kind of weapon one would expect to see introduced into an old game-
interesting, but not powerful enough to really change anything. Undead
aren't uncommon, but it's certainly not a superior general-use weapon
than Varscona +2. Still, it'll come in handy a few times, I suppose.
8) First things first, let's return Joseph's Ring to his wife. Her house
is at (x=4200, y=2900), in case you forgot. You can tell her about the
ring, then decide to keep it as payment for telling her, which will make
her understandably angry. Or you could give the widow her late husband's
ring, since it's not worth much anyways. You only get the reward if you
give her the ring... so you can be evil, or pragmatic.

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

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


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

(For collecting the bounty on Prism)
EXP	200
Gold	300
11) Now that the mines are effectively over, it's time to sell/store our
loot and make ready for some more adventuring! First things first, head
up the road until you run into an assassin named Nimbul (x=1250, y=680)
who is voiced by the spectacular Michael Bell. He also does the voice
of Raziel in the Legacy of Kain series and more recently, of Sed in
Lost Odyssey. Look him up in IMDB, chances are, you've heard him on
something in the past 20 years. Even more pertinent, he does the voice
of a recruitable character in Baldur's Gate 2, the Bard Haer'Dalis.
Anywho, I suggest luring him to the party, and attacking him with as
many melee characters as possible. He's got Mage spells and he isn't
afraid to use them, and usually this calls for missile fire, but he
is... well... exceptionally well-protected against them. Keep on him
and he should fall fairly quickly. Loot his body for Senses of the Cat,
a Topsider's Crutch, a Letter, a Short Sword +1, a Scroll of Find
Familiar, 20 Throwing Axes, and 58 gold. The boots go on Viconia, since
she's too weak to use Large Shields, she'll need the extra protection
against missile attacks, and the ring... well, put it on some Human or
another. The former explain why Nimbul was so hard to hit with missiles,
and it's just a great defensive item to keep missiles at bay. You'll
also notice that the letter Nimbul had was from Tazok, the same
character who was in charge of Mulahey (and the same Tazok who killed
Kivan's lover, if you read character biographies), and it also mentions
Tranzig (the same Tranzig who petrified Branwen. Again, character
biographies). Head on into Beregost when you're done in Nashkel and sell
or store whatever excess loot you might have. I also decide to buy a
Sling +1 from the Thunderhammer Smithy for Imoen, as it will allow her
to participate in combat until she gets her bow back and can contribute
more competently.

Nimbul now drops a Scroll of Find Familiar-this spell wasn't in the
original game, so they had to sneak it in here somewhere, right?
12) In Beregost you'll be approached by a child named Chloe, who will
be asking around for you. She'll tell you that a member of the Flaming
Fist named Officer Vai is looking for you, and that she's waiting in the
Jovial Juggler. All in good time. I head to Kagain's shop where I stash
all my loot and take out all my Bandit Scalps (I have 71 of them at this
point-busy boy that I am), I also have Imoen scribe the scrolls I've
stored here so far. With the scalps in hand I head over to the Jovial
Juggler to meet with Officer Vai. She'll approach, and tell you that
because of the bandit activity, she and her men have been cut off from
Baldur's Gate, and she's not happy about it. She'll pay you 50 gold for
each Bandit Scalp you bring her. You may also be bothered by Elminster
again sometime in Beregost, but this is an inconsequential encounter.
He will tell you that the Bandits are in the north-east, but this
doesn't do much to further our cause.

Note: If your reputation is low enough, Officer Vai will attack you.
You know, being a wanted criminal and all, and she being an officer of
the Flaming Fist... it's kind of her job.
13) Now it's time to stash my loot and get ready for another spree of
exploration. Sure we could have done all this earlier, but why do all
our optional exploration at once? Gaming is better if you mix some story
in once in a while, and it's better for the FAQ, too. There is, however,
a serious change taking place in my good party-if not already, then
certainly before I finish this chapter, Imoen will hit that 20,000
experience mark, meaning it'll be time to dual-class her. We all know
how it works-turn her into a Mage and allow her to become Proficient in
Slings, but this is a large transition and deserves some explanation.
Imoen will no longer be able to use anything a Mage can't use (at least,
until she hits 7th-level as a Mage and gets her Thief abilities back).
This means no The Dale's Protector (Minsc uses them in the meantime),
no armor, no Short Bow +1. We'll find other stuff to get her shortly,
but for now, just make sure she has a Sling (preferably the Sling +1
sold at the Thunderhammer Smithy-she'll get more use out of it than
Viconia or Jaheira will) and plenty of sling Bullets. Also have her
scribe any scrolls you SHOULD have been saving. Anyways, it's time to
head to the area west of High Hedge, with the ambition of clearing out
all the western areas I have access to.

|								       |
|		Western Areas and the Northern Farmhouse	       |
|								       |
Sequence of Events:						{WLK014}
		1) Shoal the Nereid
		2) Ogre Clan
		3) The Surgeon
		4) Mad Arcand, Wertle woo
		5) Seductive Safana
		6) A Note on Sirines
		7) Sil's Squad
		8) Seaside Cavern
		9) Diviner Drama
		10) Fifteen Birds...
		11) Gnoll Tribe
		12) Charleston Nib's Excavation
		13) Best Left Buried
		14) Wrath of Kozah
		15) Get Off My Land!
		16) A Cousin's Plea
		17) Captain Crazy
		18) Bjornin's Bullies
		19) Teyngan's Trio
		20) Chill Hobgoblin
		21) Drizzt's Cameo
		22) Hafiz's Horrors
		23) Hunting for Samuel
		24) Hidden Treasure
		25) Lena's Plea
		26) Zombieland
		27) Rich Farmhouse!

Wilderness (AR3100)
1) At (x=2900, y=530) you'll find Shoal the Nereid. If you talk to her,
she'll trick/force whomever talked to her into a kiss and kill them off.
That being the case, whatever you do, do NOT talk to her with your main
character, because her kiss is fatal, and she doesn't take no for an
answer. You CAN just kill her, and if you do you'll receive a whopping
5000 experience for her. Still... it's more profitable to talk to her
and let her kill off a character. Do the honors with a disposable
character... in this case I choose Imoen, since at her level she's the
least useful. Once she is kissed, Imoen dies and Shoal turns hostile.
Rough her up a bit and she'll yield, blaming her actions on one Ogre
Droth. Force her to restore your comrade and offer to fight on her
behalf. She will do so, but your fallen comrade will have only a single
Hit Point and their loot will have dropped wherever they died, so
quickly heal them and equip them again. Droth will show up eventually
and question Shoal. Stand up for her, and a fight will ensue. His
tactics are simple, but very effective against a low-level party. He'll
attempt to go Invisible, after which he'll cast a Sleep spell, then
repeat and try a Dire Charm. He's got multiple instances of each spell,
and he's not a slouch in melee combat, either. My tactics for this
fight are simple-if uninspiring. If you're 5th level or higher, his
spell onslaught is largely ineffective. If you're 4th level or lower,
he's going to be a huge pain in the ass. If you find that he's just
decimating you with his spells, try hitting him with a Silence 15'
Radius as he approaches (before he talks to you and turns hostile).
That'll at least make it a straight melee encounter. If that fails...
well... avoid Shoal for now and come back when you're stronger. Simple
as. Once he's dead talk to Shoal for some experience... or simply
attack her-she's worth more dead, anyways (a whopping 5000 experience
at that!). Droth will drop a the Gift of Peace (aka: Helmet of Defense),
a Horn Coral Gem, a Bastard Sword, and 129 gold. The Gift of Peace gives
a bonus to all saves and +20% resistance to electrical, cold, and fire
damage. I put it on Viconia, as improving her saves will make her less
likely to fall victim to status effects. If your Cleric is
incapacitated, they wonít be able to use their magic to help others.
Simple logic, no?

(For rescuing Shoal the Nereid)
EXP	750
2) In the center of the map you'll find a clan of Ogres, consisting of
everything from Ogrillons, Half Ogres, Ogres, and Ogre Berserkers.
Simply put, they're not to be trifled with. If you take it slow,
however, lure a few away at a time, and use a Sleep spell or two, you'll
be fine. Ogres just aren't as dangerous to us now that we have negative
Armor Classes and scores of Hit Points.
3) At (x=2890, y=2090) you'll find the Surgeon, who will offer to heal
your party. After fighting those Ogres nearby, you might just want to
take him up on his offer. If you ask who he is, he'll tell you about
his brother, Davaeorn. Again, who wants to bet that name will come up
again? He'll cast about seven Cure Light Wounds on you and leave. That's
refreshing, eh? You can also steal a variety of potions from him,
including a Potion of Magic Protection, an Antidote, a Potion of
Healing, and an Elixir of Health.
4) At (x=2000, y=1280) you'll find a Gnome named Mad Arcand, who will
ask you to retrieve an item from a pirate ship (x=900, y=1590). Go
search the ship, which is guarded by Carrion Crawlers, and retrieve a
ring from it. The ring is cursed, so there's no reason to keep it.
Return it to Mad Arcand for a reward. Now that you're done here, head
down to the area south of this one... the area with the light house. To
get there, you might have to backtrack to the area where we killed
Bassilus (AR3700), and exit via the western edge of the map.

(x=900, y=1590) Discipliner

(For returning the Discipliner to Mad Arcand)
EXP	300
Items	Oil of Fiery Burning

Wilderness (AR3600)
5) At (x=3750, y=2390) you'll find the Thief Safana. She wants to go
hunting for the treasure of one 'Black Alaric'. If you need a Thief,
Safana is a great choice, if you've got Imoen and plan to keep her, tell
Safana to walk. Accept to hunt for the treasure (which we'll do shortly)
if you want her in your party.
6) There is a path to the east of the map that leads south. It is
positively swarming with Hobgoblins, and they respawn fairly regularly.
Find and kill a group of Hobgoblins near the shore, in the middle of
the map, then continue along the shore to the west. You'll probably run
into a few Sirens along the way, and they can cause havoc. They tend to
start out by casting Invisibility, after which they'll cast Dire Charm,
and repeat. Needless to say, they can cause problems. Charmed characters
will attack their allies, and should be avoided or, if you're a high
enough level, dispelled. After that they'll fire away with Arrows of
Biting, which can do some serious damage. Furthermore, in the Enhanced
Edition they can... essentially cause Feeblemind on foes when they
attack in melee. Yeah, the status screen says 'confused' on affected
characters, but it drains their Wisdom to three and leaves them standing
there helpless-which is closer to... you know what? It doesn't matter.
Essentially, Sirines can now render character helpless. They can be
pretty rough, but they're not terribly sturdy. So long as you have some
Dispel Magic spells ready you should be in good shape. Another strategy?
Lean on our old crutch, Animate Dead. They're immune to charm and the
poison from the Arrows of Biting, and a single Skeleton Warrior can
waste the spells of an entire host of Sirines, which is a good thing.
Fittingly Sirines give a hefty sum of experience, and they drop Arrows
of Biting and Pearls, both of which are fairly nice. Keep your Arrows of
Biting when you get them-you'll use them shortly, and it would be such a
waste to use them up on Sirines and Hobgoblins.
7) Keep going west along the shore until you can't go west any more...
if you find a lighthouse, you're too far south, and need to explore the
northern shore running west. From the western edge of the map head
north until you find Sil (x=350, y=1150) and two of her Sirine buddies.
Summoning a Skeleton Warrior and sending it up alone successfully wastes
all their charm spells, after which you can just run up and smite them.

Pirate's Cave (AR3601)
8) There's a cave that Sil and her gals were in front of at
(x=400, y=900). Inside you'll find Flesh Golems, and traps... neither of
which are terribly fun. Flesh Golems are tough and immune to non-magical
weapons, but by now you should be able to slay them without suffering
too much. How tough are they? They can hit a -5 Armor Class on a roll of
17, which makes them fairly rough in my book. Fortunately, you kept
those Arrows of Biting that Sirines have been donating to us, right?
These arrows are exceptionally effective again Flesh Golems, as one or
two arrows can kill them if you let the poison do its work. Equip them
on a sneaky archer (Minsc, for example), shoot a Flesh Golem, run away,
and hide. This cave is all but designed for hit-and-run fun... just
be sure to disarm traps as you go, first. If the Flesh Golem fails its
Saving Throw and takes poison damage, wait and let the poison do its
work. If not, sneak up and shoot them again. There are a total of three
Flesh Golems in the cave, and they are fairly far apart. Anyways,
there's a... rock... you can loot at (x=700, y=350). Among its other
treasures is a Manual of Bodily Health. As always, use this on your main
character. Mmm... Constitution. Exit the cavern and continue exploring
the wilderness area. If you have Safana in your party, she'll offer to
stay with the group after clearing out this cavern.

(x=700, y=350) Dart of Wounding x10, Antidote, Potion of Infravision,
	       Elixir of Health, Potion of Absorption,
               Wand of Paralyzation, Relair's Mistake,
	       Manual of Bodily Health, 312 gold

(x=450, y=850)
(x=920, y=750)
(x=300, y=550)
(x=1000, y=350)

In the original game, there were no traps in this area. Also, resting
here could spawn Flesh Golems, making this cave a great place to grind.
In the Enhanced Edition, resting will only yield Carrion Crawlers...
which is not so fun.
9) At (x=3500, y=2950) you'll find a Mage by the name of Arkushule, who
will offer to read your fortune. Allow her to, and she'll tell you what
she sees. She'll become uneasy when learns about you 'back before this
Gorion.' Continue to pester her for what she saw and she'll freak out
and attack. Kill her and take her stuff. You'll gain a Mage Robe of
Cold Resistance, a Scroll of Burning Hands, and 38 gold.
10) At (x=1420, y=3680) you'll find a commoner named Ardrouine, whose
son was playing in an abandoned lighthouse before some Worgs came and
surrounded the place. Head up to the north-west to find the light house
and slay all the worgs around it. There are only about three of them,
which makes this a piece of cake. When they're dead go back to the
mother for your reward. Now head to the area south of this one.

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

Wilderness (AR4100)
11) Along the northern edge of the map you'll find a variety of Gnolls,
including Gnoll Elites, Slashers, Veterans, a Chieftain and Flinds. Kill
them and loot them for a nice little pay-day. They shouldn't be even
remotely challenging anymore, but if they're giving you any trouble,
hit them with a Sleep spell to effectively end the fight.

Excavation Site (AR4101)
12) Towards the middle of the map you'll find a dig site, and the dig
leader Charleston Nib (x=2860, y=1510) (but you'll have to wait until
the sequel to meet DigDag... there's a limit to how much dig you get in
one game.) Talk to Charleston Nib and pick any dialogue option the first
time you get a chance to respond, then when you can reply again, avoid
calling them tomb-robbers, don't try and rob them, and don't pick any of
the dialogue options with "goodbye" in them... essentially, inquire into
what they're doing, and agree to help watch over their camp. When the
conversation is over another man, Gallor, will come and talk to you.
He's under the impression that there is some great treasure to be found
in this excavation and asks you to remove Nib. Accept or don't, but if
Gallor walks off you wonít get a reward from him. If you threatened to
rob Nib, or were otherwise rude, Nib won't let you into the excavated
tomb, and you'll have no choice but to either leave them be, or side
with Gallor and butcher Nib and company. For the good party, I have them
play nice with Nib and turn Gallor down and for the evil party... well,
I do the same, since siding with Nib is ultimately less dangerous and
more profitable.

Excavated Tomb (AR4101)
13) Either side with Gallor or turn him down (de facto siding with Nib),
then talk to Nib to enter the tomb (if you didn't piss Nib off earlier).
A cutscene ensues where the game gives a brilliant show of how much its
pathfinding sucks. The diggers will go mad and you'll have to put them
down. After the slaughter, talk to Nib one more time for a reward (if
you didn't side with Gallor). Now if you want to be evil, you have to
kill Nib and take the treasure from a sarcophagus (x=1150, y=550), or
you can warn Nib of Gallor's plans for some experience. Nib has a
Sunstone Gem and 100 gold on him. If you sided with Charleston Nib and
left the Idol alone, this quest is over, if not... well, either way,
you need to head back to the surface.

(x=1150, y=550) Idol

(For siding with Charleston Nib)
EXP	1000
Gold	50
Reputation +1
14) If you take the Idol you got from the sarcophagus out of the tomb
(regardless of whether you've sided with Gallor or Charleston), a
Doomsayer will be waiting for you when you reach the surface at
(x=2650, y=1570). It'll babble at you-but the meaning is clear-it
wants the Idol you stole, and if you refuse to hand it over, it'll
attack. The Doomsayer is a rough opponent-as an undead creature, it's
immune to mind-affecting attacks, so don't bother trying to debilitate
it with spells. It's also got a very low Armor Class, high Hit Points,
a potent melee attack (with fast attack speed and a low THAC0 making up
for what it might lack in pure damage) and it can be harmed only by
magical weapons. In a straight fight, a 5th-6th level party will
probably be able to chop it down if you withdraw injured characters,
use healing spells, get it to attack more protected party members, and
whittle it down with damage-dealing spells (Magic Missile works wonders
here.) There is, however, a way to make this fight much easier-the
humble Dispel Magic spell will remove a few buffs that can significantly
weaken the Doomsayer. These two effects (which, as far as I can tell
are permantly granted to it via equipped, non-droppable items-this is
how Bioware grants many monster traits, abilities, resistances, and
immunities) are Blur and Flame Blade. Taking away Blur will make it
quite a bit easier to hit, and removing Flame Blade will effectively
cut its damage in half. This is a good thing. So, if you're keen to
fight it in order to keep the Idol, for the Doomsayer's 4000 EXP kill
value, or just because you can, hit it with Dispel Magic, pump it full
of Magic Missiles, and smack it around with magical weapons.

If you want to get any reward from Gallor, however, you must give him
the Idol BEFORE the Doomsayer talks to you, otherwise Gallor will freak
out and attack you. If you give the Idol to Gallor, the Doomsayer-when
you see it-will babble at you, but wander off in search of the Idol.
Seems like it's Gallor's problem, now.

(For siding with Gallor, but warning Charleston Nib of Gallor's plans)
EXP	1000


(For giving Gallor the Idol)
EXP	900
Reputation -2
15) Over at (x=940, y=1200) you'll find Ba'ruk, who like any good
red-neck will yell at you to get off his land before he attacks. The
Hobgoblin isn't so much of a threat, but the four Kobold Commandos that
spawn north-west of him can be. Hit them all with a Sleep spell, then
go to work slaying. The Kobold Commandos will drop their usual fare-
Arrows of Fire +2 and garbage. Ba'ruk will drop a suit of Leather Armor,
20 Arrows, a Greenstone Ring, a Waterstar Gem, a Bastard Sword, a
Composite Longbow and 39 gold.
16) At (x=3650, y=2050) you'll find Laryssa, who will talk to you and
ask you to not kill her cousin Brage. (Remember, the murderous commander
from Nashkel?) If you say you're going to kill him, she'll attack you.
She possesses a suit of Studded Leather Armor, a Small Shield +1, and a
17) Brage is just north of Laryssa, at (x=3700, y=1930) and he'll ask
you a riddle, the answer to which is Death. If you get it wrong, he'll
attack you, if you answer correctly he'll snap out of his madness. If
you kill Brage you'll be able to loot him for a suit of Chain Mail
Armor, a Potion of Stone Giant Strength, a Two Handed Sword, Cursed
Berserking +3, Brage's Body, and 83 gold. Turning in Brage's body will
allow you to claim Oublek's reward for the bounty. If you take him back
to the Temple of Helm in Nashkel, you'll get a reward from the temple,
as well as Oublek's reward, which is by far the best path to take. Plus,
you'll still get his sword and potion by sparing him. You'll
automatically take Brage back to Nashkel when you do this, so make sure
everything in this area is done. Now you have only one more western area
left to do, which is north-west of Nashkel. Head there when you're ready.

(For killing Brage)
EXP	500
Gold	250


(For saving Brage)
Gold	1000

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

(For beating up Bjornin's bullies)
EXP	400
Item	Medium Shield +1
Reputation +1
19) At (x=3850, y=1330) you'll find Teyngan and his merry band of
bandits... well, merry duo. You know the deal. They'll ask for your
money, you decline and kill them, that old bird. By this point in the
game we can simply walk up to them and pummel them, but using any of
our party-busting attacks (Animate Dead and Stinking Cloud, anybody?)
works just as well.

Teyngan: Splint Mail, Helmet, Potion of Healing, Bandit Scalp, Mace and
93 gold.

Zekar: Leather Armor, Helmet, 20 Arrows, 5 Arrows +2, Bandit Scalp,
Composite Long Bow, Bastard Sword and 14 gold. 

Jemby: Mage Robe of Fire Resistance, Scroll of Resist Fear, Scroll of
Larloch's Minor Drain, Scroll of Chromatic Orb, Bandit Scalp, 
Quarterstaff and 23 gold.
20) After massacring Teyngan and his pals, head south-east to find a
Hobgoblin (x=4140, y=2160), who rudely demands 'some money and some
healing'. If you hand over 25 gold, he'll pretty much call you a chump
and leave it at that. Pick option #1 or #3 and he'll reveal that he's a
member of Chill, a Hobgoblin mercenary band that's operating in the
area. The idea being, of course, that we're supposed to be scared and
do as he wishes, or his buddies are going to hurt us. From here, pick
option #1 and he'll pocket your money and hurt your feelings. Pick
option #2 and he'll threaten you vaguely with violence at an unspecified
time in the future. Finally, pick option #3, then #1 and he'll reveal
more about the Chill, and the fact that he's a rather sucky bandit.
Since this path nets you experience, it's the way to go. If you're
incredibly quick you can also shoot him down when he tries to walk off.
He'll drop typical Hobgoblin junk, along with 134 gold (thanks to Jeff
for the tip here.)

(For bullying the Chill Hobgoblin)
EXP	200
21) In the middle of the map you'll find the one, the only, the most
famous and well-loved Dark Elf, Drizzt Do'Urden (x=2620, y=2150)! He's
being harassed by Gnolls and will ask for your help. What's he doing
this far south? Has he ever even been this far south? Maybe during the
'Halfling's Gem', but he would have been on a boat at the time...
anyways, if you're goodly folks, agree to help him out and kill the
Gnolls... although Drizzt admittedly does most of the work. If you're
evil, you may just want to kill him for his goodies, but be prepared,
Drizzt is no push-over, and he will decimate your party if he gets close
enough. The best way to handle him? Be level 5-6 at the minimum, be able
to cast Haste, and summon as many minions (Monster Summoning I and II,
Animate Dead) as possible and use them to occupy Drizzt, as well as deal
incidental damage. The rest of the party should fire on him with the
best missile weapons they can get their hands on.

For those of you who are less confrontational-I've also been told (by a
variety of sources) that simply using a Thief to Pick Pocket some of
Drizzt's items is a viable alternative. On my own testing, with the
Enhanced Edition, however, I wasn't quite able to replicate their
results-my Thief with an admittedly pathethic Pick Pocket score of 40%
was unable to steal from him in over fifty tries... although with a
score of 60% I was successful once in a while. By the time you boost
your Pick Pocket score to 100%, you should be able to steal from him at
will... although note that you can only obtain his Scimitars this way,
if you want his armor, you'll have to kill him-which will be much easier
if you nab his Scimitars, first! No, seriously though, he'll still mess
you up even without his weapons. Anyways, long story short, bring a
competent Thief or a few Potions of Master Thievery if you want to steal
from him.

Another-admittedly cheap-way to deal with Drizzt is to surround him with
party members, one on each side, hence boxing him in and preventing him
from moving. Once done, disband those party members (putting your
protagonist next to each one as you disband them, to ensure they don't
wander away and destroy the integrity of your Drizzt-box). Drizzt is
now surrounded on each size by a neutral box of characters. Take one of
your remaining characters and attack Drizzt with a ranged weapon or a
melee weapon with reach (a Spear, Two-Handed Sword, Halberd, etc.) You
probably won't hit him without rolling a 20, but since he's incapable
of fighting back, you don't need to... just be sure to have plenty of
ammunition. After a long, long while, Drizzt will be dead, you will
have lost nothing but time and some ammunition, and you can safely loot
Drizzt and reform your party.

Now, for the whole point of killing Drizzt-his over-powered gear. He
drops a suit of Mithral Chain Mail +4, which has an Armor Class of
1-same as Full Plate Mail, except you can use your Thief skills while 
wearing it. You cannot, however, cast spells in it, it's still awesome
armor, especially for a dual-class Fighter/Thief Shar-Teel, Coran,
Minsc, Kivan, etc. He also drops his two iconic Scimitars-Icingdeath +3
and Twinkle +3. If you were playing Baldur's Gate 1, and only Baldur's
Gate 1, with no mind towards the sequel, these weapons would be worth
building a character around. This guide is not so short-sighted,
however, so we will take them in context. Twinkle +3 is the best weapon
in the game-with a +3 enhancement bonus and a +2 bonus to Armor Class,
I just can't think of anything else that can compare. Unfortunately, it
can only be used by good characters, so the party most likely to kill
Drizzt is also the party less likely to be able to benefit from it.
Incingdeath +3 is more humble-it's +50% resistance to fire is nice, and
so is it's +3 enhancement. For Baldur's Gate, and Baldur's Gate only,
dual-wielding these Scimitars is probably the best set-up you can get
for a single character. Alas, there's continuity. First, my good party
just doesn't want to kill Drizzt. As for my evil party, my protagonist
can't use Twinkle +3, and all things considered, Long Swords are
superior for much of the sequel, so even with the promise of these two
excellent weapons in the first game, I do not bother spending any ranks
in them. On the other hand, Jaheira could use Icingdeath +3, if you had
a mind to focus her in Scimitars instead of Daggers, and for my evil
party, that's exactly what I do. My evil protagonist might just want to
wear the Mythral Chain Mail +4 for a while, considering its Armor Class
is far superior to any other Thief armor we've found thus far. I won't
be able to cast spells, but considering my level, that's not much of a
sacrifice. For most fights, I won't need spells, and with Edwin in my
party... it's a worthwhile thought until you hit 5th-level as a Mage,
when spells become too tempting to ignore, and better armor options
open up. Of course, if you're lucky in Larswood, you might find yourself
wearing a fancy new Robe of the Evil Archmagi very soon... All in all,
unless you're a good-aligned Fighter/Thief who dual-wields Scimitars,
there's very little reason to kill Drizzt. 

You should be warned that killing Drizzt here WILL come back to you in
the sequel. Actually, it's not killing Drizzt that matters, it's
importing into the with any Drizzt's gear in your inventory that will
come back to haunt you-at the least losing you some combat support in a
large fight, or at worst provoking a very difficult battle. So don't get
smug if you steal any of Drizzt's gear-the game doesn't care how,
exactly, you ended up with Drizzt's stuff.

Now that we're done here, let's work on the eastern side of the map.
We'll have to ignore some areas, like Ulcaster, Firewine, Gullykin, and
Durlag's. I simply don't have a Thief to tackle the traps in those areas
yet. Go to the area east of the Nashkel mines that we haven't explored.

Wilderness (AR5500)
22) At (x=850, y=850) you'll find a dwarf named Hafiz who will approach
the party when he sees you. You can blow him off, or pick a fight. If
you kill Hafiz you'll get a Scroll of Protection from Magic, a Scroll of
Color Spray, a Short Sword, and 67 gold. If you pick dialogue options
#1, #1, and #3, he'll decide to help you by giving you his Scroll of
Protection from Magic. Do whatever you wish.
23) Along the western edge of the map is a Flaming Fist Mercenary who
paces around in the general area of (x=500, y=2800). He's looking for a
deserter named Samuel. He'll approach you if he sees you, asking you to
identify yourselves. 'We're a rampaging horde of Tarrasques. Krie!
Krie!" Hah, epic. Why would a Tarrasque go krie? Who knows. It's still
epic. Say you're adventurers and he'll tell you about Samuel. Pick a
fight with him and he'll attack. Of course, you'll take a large
reputation hit if you kill him, so it's really not worth it.
24) I've always thought this area was suspicious... I mean, it's
terribly boring compared to most other areas, isn't it? Sure, you'll
find a group of gory Gibberlings and the remains of their victims in
the north-eastern corner of the map, but there's nothing interesting
there. Stock bad guys, only a handful of NPCs, nary a cavern to
explore... I was right to be suspicious. You see, for three versions of
this FAQ and about a dozen playthroughs of this game, there had been
a sneaky item hidden here which I had never found... In the cliff face
at (x=1957, y=2375) you'll find a lootable niche which contains an Iol
Gem, Batalista's Passport (aka: Ring of Fire Resistance), and a Star
Sapphire. The Ring is a nice defensive item that increases your Fire
Resistance by 40%-worth putting on a front-liner who may get targeted by
the odd Fireball or Arrow of Fire +2 (Ajantis/Dorn). The Star Sapphire
is.. well, it's just worth a good chunk of gold. Sneaky game!

(x=1957, y=2375) Iol Gem, Batalista's Passport, Star Sapphire
25) You'll find Lena at (x=3140, y=2270), who will ask you to take her
friend Samuel to the Friendly Arm Inn. You can extort a Jade Ring from
her by asking for payment, you can even renege after taking her ring.
Still, if you offer to help Samuel he'll be added to your inventory.
You can now take him back to the Friendly Arm Inn, or turn him into the
Flaming Fist Mercenary you met earlier. The reward for taking him to
the Friendly Arm Inn is better though. You'll need to leave immediately
and go straight to the Friendly Arm Inn, as Samuel won't survive long in
your care. Take him to the Temple of Wisdom next to the Inn at
(x=3900, y=2400) and talk to Gellana Mirrorshade, who wanders about
inside. If he died along the way, you wonít get any reward. While you're
here, buy a Scroll of Stone to Flesh. Before we head over to the east,
let's collect an item from the wilderness area north of the bridge
leading to Baldur's Gate.

(For turning Samuel into the Flaming Fist)
Gold	50


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

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

(For exterminating Zombies)
EXP	800
Gold	150

Farm House (AR0401)
27) Enter the house behind Wenric at (x=600, y=350). There's some
looting to be done in here, even if the locks are somewhat stubborn (one
of the reasons I don't come here early is because these chests typically
require me to have the Knock spell, since these locks have a difficulty
of 50 to 70.) Put the Cloak of Protection +1 on any character still
lacking magical protection, or where it's convenient to use a cloak
instead of a ring... Like Jaheira, who will derive her magical
protection from cloaks.

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

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

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

Feldpost's Inn (AR3351)/(AR3352)
1) Head upstairs to find Tranzig at (x=200, y=570), who is apparently
eager to get out of town. One would have to assume that this is the same
Tranzig that petrified Branwen, but how this weakling who can barely
cast 2nd level Mage spells managed such a feat is beyond me. Surround
him and pick a fight, he shouldn't be too much trouble at this stage in
the game. Loot him for a Ring of the Princes +1, a Wand of Magic
Missile, a Letter, a Scroll of Glitterdust, a Quarterstaff, and 91 gold.
The ring goes to whomever can actually wear it, if you still have
anybody (and since Ankheg Plate Mail no longer counts as magical, there
is a good chance you do). The Letter tells you to look in Peldvale or
Larswood to find the bandit camp. First things first, however. There's
a very minor encounter we can resolve in the area just north of
Beregost [AR2800].

Like with the Scroll of Find Familiar we found on Nimbul, the Scroll of
Glitterdust is an Enhanced Edition addition.
2) Now that we're in Chapter 3, we can find the bandit Deke
(x=4360, y=2460) and his buddies near the north-south running caravan
in the south-eastern quadrant of the area. When you come into into
Deke's sight, him and his buddies will attack. Kill Deke's friends,
but spare Deke. When he's the last man standing, he'll decide to parlay.
Pick option #1 and if you get a high enough reaction from him, he'll
tell you the location of the Bandit Camp. Option #2 will attempt to
intimidate him with your Strength score-a ten or higher is enough to
get Deke to squeal. Option #3 is just too flowery, and will just cycle
the conversation. If you don't have enough Strength or reaction,
you'll spark Deke's defiant streak. This is just one of a few ways to
find the Bandit Camp, but we won't let such an easy route deprive us of
an excuse to continue exploring the north-eastern areas, will we? Next
stop, head to the area east of the temple (AR3500).

(For convincing Deke to reveal the location of the Bandit Camp)
EXP	300

Wilderness (AR3500)
3) This area can be rough, as it contains Basilisks. On their own,
they're not too bad-except for the fact that they can turn you to stone
with their gaze. This is not a good thing, and should be avoided at all
costs. That's where the 1st-level Mage spell 'Protection from
Petrification' comes in-as it renders you immune to this threat, and
thus turns deadly Basilisks into mere experience cows. I used to do this
area early (at level 3) to milk it for experience, but it really can
wait. Just make sure you scout the area out with a stealthed character
and cast Protection from Petrification on a Fighter to tackle the
Basilisks, or you're in for a rough time. There are a number of them
amongst the debris south of the center of the map, and more in the
forest to the north, but we'll cover that separately. I tend to cast
Protection from Petrification on my best archer and go on a Basilisk
hunting spree. Why archers? Well, despite being almost completely
neutered by Protection from Petrification, Basilisks can poison you.
Granted, it's a very weak poison, but it can still add up. You can also
use Animate Dead to kill Basilisks-or at least distract them, as undead
are immune to petrification, and poison, for that matter. All in all
there are eight Lesser Basilisks and two Greater Basilisks lurking
around the map as 'static' encounters-that's a grand total of 19200 EXP
if you kill them all. For a single character, that's more than 10% of
the entire experience cap-and a single Fighter/Mage or
Fighter/Mage/Thief can easily kill these critters. For a party of six,
it's still 3200 EXP per character. Not a bad bit of experience by
Baldur's Gate 1 standards.
4) At (x=440, y=1460) you'll find a Ghoul named Korax. He was featured
prominently in the book-yes, I read it-but he's a VERY minor character.
The only good thing about that book is Xan's demise... fittingly, he gets
killed by spiders, just like his relative in Icewind Dale. Anywho, talk
to Korax and he'll travel with you for a while. Since he's Dire Charmed,
he'll go hostile when it wears off... but in the meantime, you'll get
a pet Ghoul to control. Pretty cool. Send him to the north-east to
attack some Basilisks, since he's immune to their gaze. He actually does
pretty well, I got him to kill two Lesser Basilisks before he died once.
5) You'll find a warrior-woman by the name of Shar-Teel at
(x=270, y=300). She'll challenge your best warrior to a duel... your
best MALE warrior. If she wins she gets 20 gold, if you win, you get her
to join you. Sounds like she doesn't value herself very highly... and
she has a chip on her shoulder. If you want her in your party, duel her.
She's actually a pretty good Fighter, if you can be bothered to go this
far out of the way to get her.

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

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


(For freeing Tamah, no strings attached)
EXP	300
Reputation +1
7) At (x=2150, y=860) you'll find a gnome named Mutamin. If the name
sounds vaguely familiar, you'll recall that in Neverwinter Nights there
was an Innkeeper named Mutamin. Mutamin's Challenge? Anyhow, the fact
that this little critter is surrounded in Basilisks and their victims
should suggest that something is wrong with him. When he sees you he'll
try and talk to you. You can no longer lure him away, since he'll no
longer try to follow you-but that's not a big deal. I again turn to
Animate Dead-a single Skeleton Warrior is enough to confound Mutamin and
his  pets-just direct the Skeleton Warrior (repeatedly, since it has the
attention span of... oooh... shiney...) at Mutamin and he'll burn
through his spells trying to take it down, possibly with some effect,
but he'll be much less dangerous if he's out of spells, even if he is
able to bring your Skeleton Warrior down with Melf's Acid Arrows. With a
single Skeleton Warrior and a character under the effects of Protection
from Petrification, you should have no trouble taking out Mutamin. He'll
leave behind an Adventurer's Robe, two Potions of Healing, a Scroll of
Horror, a Scroll of Stinking Cloud, a Quarterstaff, and 120 gold. That
Stinking Cloud scroll has been a long time in coming, but now that we
have it, Imoen gladly scribes it. I sell the Adventurer's Robe, as I
prefer the Armor Class bonus versus slashing weapons and the +1 save
versus death on the Knave's Robe over the Armor Class bonus against
bludgeoning and the +1 save versus petrification/polymorph on the
Adventurer's Robe.
8) North of the middle debris and south of the forests you'll come
across another group of adventurers, led by one Kirian (x=3050, y=1940).
They'll try to pick a fight by taunting you, and by all means, fight
them. They're rough, but we've got mad tactics. The Animate Dead-fodder
and Silence 15' Radius does a good job of neutralizing them a bit, but
why not play with that Stinking Cloud spell we just got from Mutamin?
The same tactic applies-cast Animate Dead, then shoot a few Stinking
Clouds just outside of their sight radius. March on in with your
Skeleton Warrior(s) and attack folks. In the mean time, your Cleric can
have all the fun they want casting Silence 15' Radius to ensure the
spell-casters-if they save against the Stinking Cloud-won't be able to
cause much trouble. It's the fodder-silence tactic boosted with Stinking
Cloud! Or rather, the fodder-silence-stink tactic, which I mentioned
earlier, but now we have the resources to put it into effect. Of course,
even since my protagonists aren't archers anymore, that doesn't mean
that any other character with ranged weapons can't take pot-shots at
foes in the Stinking Cloud.

Baerin: Splint Mail, 40 Arrows +1, Long Bow, Spear and 49 gold.

Lindin: Plate Mail, Medium Shield, Potion of Absorption, Potion of
Invisibility, Long Sword +1 and 75 gold.

Peter: Chain Mail, Helmet, Medium Shield, a Potion of Explosions,
Oil of Fiery Burning, a Morning Star +1 and 97 gold.

Kirian: Golden Girdle or Urnst, Bracers of Defense A.C. 7, Scroll of
Charm Person, a Scroll of Infravision, a Scroll of Protection from Evil,
Long Sword +1 and 163 gold.

Now THAT is a haul! They can be beaten earlier... in fact, this entire
area can be cleared at level 3, but there are easier magical weapons to
obtain, so I put the Waterhavians on the back burner until now. The
Golden Girdle of Urnst gives a +3 bonus to Armor Class against slashing
weapons, and I put it on Viconia pretty much by default, since my other
two front line Fighters are wearing other girdles. I put the Bracers of
Defense A.C. 7 on my protagonist, replacing their old Bracers of Defense
A.C. 8. My good protagonist also replaces one of his Flails +1 with the
Morning Star +1, since it has slightly better damage output (3-9 instead
of 3-8) with no downsides. This area is done, so let's head to the area
north of this one.

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

(For returning Fahrington's Scroll)
EXP	300
10) Just west of the middle of the map you'll find some ruins, where
you'll find a number of Red Wizards led by one Denak (x=1760, y=2160).
If you have Edwin in your party, they'll recognize each other and the
four Mages will leave. Otherwise, you're in for a fight, and everybody
loves fighting groups of Mages, right? In any event, I hit them with
Stinking Clouds, Webs, and a Silence 15' Radius for good measure, then
I shoot them to death. Alternatively, you can always use the Animate
Dead-fodder trick, combined with some opportunistic Silence 15' Radius
spells before rushing in and cutting them down. In fact, this tactic
worked so well that the Skeleton Warriors managed to kill all the Mages
by themselves! If you want to fight them but you have Edwin in your
party, you'll have to disband him temporarily, which shouldn't be a
problem if your reputation isn't too high. 

Lasala: Mage Robe of Cold Resistance, Scroll of Grease, Scroll of
Protection from Petrification, Quarterstaff and 81 gold.

Diana: Mage Robe of Fire Resistance, Scroll of Blindness, Scroll of
Agannazar's Scorcher, Quarterstaff and 81 gold.

Brendan: Mage Robe of Cold Resistance, Scroll of Burning Hands, Scroll
of Armor, Quarterstaff and 81 gold. 

Denak: Mage Robe of Electrical Resistance, The Victor, two Potions of
Healing, Scroll of Remove Magic, Quarterstaff, 10 Darts and 102 gold.

Note: According to Infinity Explorer, the tag name for Denak is
'DENFUCK'. I can't think of any good reason why he should be named
this... I guess Bioware really hates this NPC? There's also a tag named
'FUCKYU', but it has no dialogue assigned to it. Apparently there was
some aggressive potty-mouth working at Bioware, eh?
11) Along the eastern edge of the map you'll find a nest of spiders,
replete with Web traps to make fighting them more hellish. This spider
nest includes three Giant Spiders, a Phase Spider, a Sword Spiders
and a Wraith Spider. Sword Spiders are incredibly fast and capable of
tearing lightly-armored characters to bits. Wraith Spiders are immune to
non-magical weapons, and can drain your Strength. Phase Spiders teleport
around and possess a very lethal poison. None of them will be affected
by the web traps, and a character stuck in one is as good as dead once a
Sword Spider or Phase Spider reaches them. Even if you manage to find
and disarm the Web traps, fighting all these critters at once is a very
foolish thing to do-so try and lure them out in small groups, if
possible. The total experience this encounter is worth (6150 EXP) makes
up for the trouble. Once you're done killing bugs, head to Peldvale.

(x=3450, y=2000)
(x=4000, y=1800)
(x=3000, y=1630)

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

Finally, after 13 years, Black Talon Elites now drop Bandit Scalps.
They have always been bandits, and they always should have dropped
scalps. Not sure why it took so long.

(x=1420, y=3450) 10 gold
(x=4100, y=2560) 32 gold
(x=1200, y=1770) 10 gold
13) Over in the north-western corner of the map you'll find Viconia, who
will implore you to aid her. If you want her in your party you'll need
to accept, and a Flaming Fist Mercenary will show up. You'll have to
defend Viconia from him if you want to keep her around. Viconia tends
to help out admirably with a well-timed Command spell, which greatly
aids in taking him down. Kill the Flaming Fist Mercenary and accept
Viconia into your party. Your reputation will take a two-point hit, but
you'll get a good Cleric.
14) If you're in Chapter 3 you'll find a bandit leader named Raiken at
(x=4000, y=590), accompanied by a bunch of bandit buddies. You can kill
him, or trick him into taking you to meet Tazok. If you kill him he'll
drop a suit of Chain Mail, a Medium Shield, a War Hammer +1, and
39 gold. You can trick him into taking you back to the bandit camp
by picking dialogue options #2, and then #3 or #4. If you picked option
#4, you'll have to fight Tazok upon reaching the camp, if not, you'll
get a chance to talk to him. But that's not important just yet, I prefer
to clear out Larswood before tackling the bandit camp. Speaking of
Larswood, there's another bandit there with an identical dialogue
string which you can use to get into the bandit camp... meaning we can
kill one of the two then go to the other to get to the bandit camp.
Namely kill Raiken, take his gear, then get the other one in Larswood
to take you to the bandit camp. So, do exactly that-kill Raiken then
mosey on over to Larswood.

Larswood (AR2900)
15) Over near some henges you'll find a deranged Druid named Osmadi
(x=4610, y=700) who will accuse you of killing his brothers. He won't
listen to reason, and will attack, aided by some Cave Bears. Another
Druid named Corsone will help you put him down. Osmadi will leave behind
a suit of Leather Armor, Backbiter +3, and 12 gold. Talk to Corsone
after the fight and pick dialogue options #1, #2, #2, #2 to expose him
as the murderer. Put down Corsone and loot him for a suit of Leather
Armor, a Quarter Staff and 12 gold. I shouldn't need to comment on the
Backbiter +3-Spears have been a long-suffering weapon type in Baldur's
Gate, even more so in the Enhanced Edition now that Spear and Halberds
are two separate proficiencies, but this Spear, despite it's +3
enhancement, does not address the issue. Dealing damage to yourself is
the opposite of what you want to have happen in a combat situation, and
while three damage might be manageable in larger fights (the Spear
wielder should be capable of attacking behind other, stronger warriors,
due to reach), it'll quickly become a bother when you're dealing with
trash mobs.

We've seen interesting new weapon additions, but the Backbiter +3 is
nothing more than a Baldur's Gate 2 weapon (a crappy one, at that)
thrown into the first game.
16) In the south-western area of the map you'll run into a horde of
Gibberlings that are apparently lairing near an abandoned tower. Kill
them and take their goodies. Of course, they're not the only things
here in the Enhanced Edition... If you are high enough level (my evil
party had about 50,000 experience per character at this point in time,
but I've seen him appear here with as little as 30,000 per character)
the Drow Sorcerer Baeloth will appear in an appropriately flashy manner.
Who the hell is Baeloth? Well, he's the guy who runs the Black Pits,
you know, the part of the Enhanced Edition nobody really cares too much
about? Anyways, he'll show up complaining about being diminished,
cursing some 'Najim'. He'll talk to you after yelling at the air for a
bit. Long story short, he was ousted from the Black Pits by a band of
adventurers just a bit too clever for him and, now being stranded on
the surface world, vastly reduced in power and resources, he's in the
mood to employ you as bodyguards... which means, to join your party. If
you want, you can provoke him into fighting, and it's not entirely a
bad idea, as he carries a bit of goodies on him including a
Quarterstaff +1, two tainted Potions of Healing, Darts of Acid +1 x10,
a Robe of the Evil Archmagi, and 1000 gold. Of course, if you let him
tag along you can just strip these items off of him, so it's really
up to you. I've described Baeloth's many merits earlier in the
Characters section of the guide... you know, that lengthy part of the
guide where I talk about every potential ally in detail? Yeah...
Anyways, if you find him more appealing than Edwin, by all means, take
him along. At this point in the game, you're probably not losing much,
as Baeloth could very well have more experience than Edwin and a
spellbook that includes Haste. He's the closest thing to competition
Edwin has, which is about as much praise as you can give any magic-user
in Baldur's Gate. Having two single-classed Dark Elven spell-casters
(Viconia and Baeloth) with their 50% Magic Resistance can be pretty
cool. At the very least, I take those Robes of the Archmagi and give
them to my protagonist. Score. This allows me to hand my Bracers of
Defense A.C. 7 down to Edwin. Everybody wins!

Note: Baeloth was not mentioned in my original v1.01 release of this
guide on 12/6/2013 for a simple reason... he never appeared for my good
party. I'm normally willing to admit when I've made an oversight or
mistake, but honestly, I must insist that this omission is not my fault.
I combed this game... pretty thoroughly with the good party and he
never appeared. When Baeloth showed up during my evil party walkthrough
I was rather surprised, honestly. After adding him to the guide, I began
checking with my backup saves to see what caused him to show up. The
best answer I've found? Probably having a level six character, which can
occur as soon as you get 20,000 experience (for a Thief) or more
reasonably, 27,500 for a Cleric. My evil party had nearly 50,000
experience per character at the time, but I also got him to appear with
an earlier safety save I had made with a Monk protagonist. She was
created simply to go through the game again quickly, check the level
cap, and see what new items were to be found, and hence, what builds I
should use-my Monk playthrough contributed nothing to the walkthrough,
which was almost entirely written around my good party's exploits.
Anyways, her party had an average of 30,000 experience per character at
the time (28,627 on my Monk, exactly), and Baeloth appeared for them.
Fortunately for this experiment I kept many safety saves... usually
before big fights, at the beginning of new chapters, during party stat
benchmarks, etc. Using these old saves I was able to play around and
see when he would appear for my good party... except that he never did.
Ever. I had a benchmark before I started killing Ankhegs for money
(protagonist's experience was 9,478) right before entering the Nashkel
Mines (16,290), while testing out Drizzt take-down strategies (34,252),
and at several other points in various chapters (37,250), (60,422),
(91,742), (93,984), (126,524), and finally, (161,000). Again, he never
appeared for that party, no matter what point in time I traveled to
Larswood. I can't write about parts of the game that don't trigger,
obviously. This throws some doubt as to what actually makes him show up,
but none of my low-level parties found him, nor does it make sense to
give you a 6th-level Sorcerer early in the game.
17) If you're in Chapter 3 you'll find a bandit named Teven over at
(x=1450, y=2250), who like Raiken is attended by seven less exceptional
bandit buddies. If you provoke him, he'll attack, leaving behind a
suit of Splint Mail, a Medium Shield, a Long Sword, and 45 gold once
smote. Again, his dialogue is identical to Raiken's-pick dialogue
option #2, then either #3 or #4 to get to the bandit camp. Of course,
it's worth more experience to just kill him, but if you pretend to be
joining up you'll get run of the camp. You can always just walk to the
bandit camp, but everything will be hostile (not like we don't plan to
kill everybody there anyways, right?) Anyways, do what you wish-I find
it more amusing to sneak in with the help of Teven after killing Raiken,
and that's the approach the guide will assume.

(For talking Raiken or Teven into taking you to the Bandit Camp)
EXP	400

|								       |
|		 	       Bandit Camp			       |
|								       |
Sequence of Event:						{WLK016}
		1) Exploring the Bandit camp
		2) Gnoll Time-Out
		3) Gnoll Tent
		4) Quartermaster Tersus' Tent
		5) Knott's Tent
		6) The Iron Thorn
		7) Fireball!
		8) Ardenor Crush
		9) Taugosz Khosann
		10) Tazok's Tent
		11) Imoen's Dual-Class Woes

Bandit Camp (AR1900)
1) Once you get to the bandit camp a nameless bandit will argue with
Teven/Raiken about bringing you here (you'll be referred to as either
'prisoners' or 'recruits' depending on whether you picked dialogue
option #4 or #3 when talking to Teven/Raiken, respectively). Eventually
Tazok will show up... You know, the same guy who was signing all those
letters we've been finding? If you picked dialogue options #2, #4 with
Raiken or Teven earlier (prisoners), Tazok will attack you, finally
being appeased when you deal enough damage to him. Fighting him is
pretty straight-forward, as you might expect, but he is fairly strong.
If he's attacking a front-liner with a negative Armor Class, chances are
he won't be able to do much damage before you've smacked some respect
into him. If you picked dialogue options #2, #3 earlier (recruits)
you'll get a chance to talk to Tazok. If you pick dialogue options #1
or #2, Tazok will attack you, just like above. Picking dialogue
option #3 will get you to more responses, whereafter picking #1 or #3
will also lead to a fight. Pick dialogue options #3, then either #2 to
avoid a fight with Tazok. Either fight him, or avoid fighting him, once
he's been appeased by sword or word he'll leave to go visit the mine...
Who wants to bet he won't like what he finds? We now have free reign of
the camp, so we might as well explore around and loot while everything
is calm. The locks can get up to a difficulty of 70 here-well beyond
what you'll have if you've been investing in Find Traps like you're
supposed to... it's a moot point anyways, since Imoen is, in all
likelihood still prohibited from using her Thief skills. Use the Knock
spell, bash chests, or just come back later if you must. Once you're
done looting, let's set about dismantling this camp piecemeal.

(x=4060, y=750) Throwing Dagger x10
(x=4160, y=900) Medium Shield +1, 23 gold
(x=3970, y=970) Wand of Fear, 34 gold
(x=4470, y=770) 56 gold
(x=3820, y=840) 95 gold
(x=3640, y=1160) 76 gold
(x=3330, y=950) Potion of Firebreath, 87 gold
(x=3250, y=900) Short Sword +1, 134 gold
(x=3040, y=1000) 112 gold
(x=2840, y=1100) Potion of Perception
(x=2700, y=1060) Acid Arrow x1, Arrow of Piercing x1
(x=2140, y=1100) 47 gold
(x=1950, y=1080) Potion of Healing x2, 13 gold
(x=1280, y=950) Scroll of Flame Arrow
(x=1735, y=800) Potion of Fortitude
(x=1670, y=1820) Long Sword, Dagger, 45 gold 
(x=1300, y=890) 35 gold
(x=2010, y=460) Potion of Heroism
(x=2080, y=400) Oil of Fiery Burning

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

Tent (AR1902)
3) This tent (x=1900, y=420) is populated by a trio of Gnolls... or
rather, a Flind, a Gnoll, and a Gnoll Veteran. They'll get pissy if you
loot their chests-as will all the Bandits in this place (even robbers
don't like getting robbed!) Spare them the grief-just kill them, then
rob the tent.

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

Tent (AR1904)
4) This tent (x=1430, y=650) contains a Hobgoblin named Tersus, who will
give you Leather Armor (the kind all the bandits wear!) or give you
information. Loot, kill, and leave.

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

Tent (AR1905)
5) When you come into this tent (x=2150, y=1000) you'll be accosted by
Knott. If you threaten him he'll spill the beans about the camps' layout
(or lack thereof) and tell you where Tazok's tent is... if you couldn't
figure it out on your own. Loot... you get the idea.

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

Tent (AR1906)
6) Another empty tent (x=2800, y=1050) waiting for some looting. You'll
find the useless cursed ring 'The Iron Thorn', wee!

(x=370, y=300) The Iron Thorn
(x=480, y=140) Potion of Healing
(x=360, y=130) 48 gold
(x=120, y=150) 9 gold

The Iron Thorn is another item introduced to the Enhanced Edition.
Yeah... it's a piece of garbage.

Tent (AR1907)
7) This tent (x=3600, y=1500) is empty, but it does have some high-
quality loot to score. Namely, you can find a Scroll of Fireball in the
chest in the back. It's been a wait, but now you can give this to your
main Mage, for them to fling about as needed.

(x=530, y=350) 39 gold
(x=350, y=100) Scroll of Fireball, Scroll of Web
8) You'll find the leader of Chill, Ardenor Crush, at (x=1800, y=570).
Head up to him after looting and killing the Gnolls and pick a fight.
Ardenor Crush will drop Studded Leather Armor, a Helmet, a Bastard
Sword, and 104 gold. Make your way down through the camp killing as you
go. By now the bandits should be cake.
9) At (x=3400, y=1320) you'll find Taugosz Khosann, leader of the
Black Talons. He can be rough, as he's a decent level Fighter in Full
Plate Mail. Spells like Command and Hold Person will be you friend here.
Use Sleep spells on the small horde of wandering bandits he'll have
around. They shouldn't be so dangerous, but for some reason, they always
manage to have the best of luck with their attack rolls. Anyways, the
fewer of them taking pot shots at you, the easier it'll be to kill
Taugosz. Speaking of which, when he fall he'll leave behind a suit of
Full Plate Mail Armor, a Medium Shield +1, a Potion of Fortitude, a
Potion of Firebreath, a War Hammer +1, and 85 gold. Now that's some
loot! This second suit of Full Plate Mail used to be a clear upgrade
over Ankheg Plate Mail, since originally Ankheg Plate Mail couldn't be
paired with magical protection. In the Enhanced Edition, however, there
is really not need to switch out your Ankheg Plate Mail for armor that
offers the same Armor Class and weighs more. Still, in the evil party
I have four characters in need of heavy armor, so Kagain finally gets
himself some elite armor. Put down whatever bandits still survive and
make your way to Tazok's tent (x=3600, y=900.)

Note from Lee:
Set yourself up on the raised platform around Tazok's Tent. The only
access is via the stairs, and you can simply shoot down whatever comes
at  you. I send Khalid out to draw the bandits back to my "fortified"
position and kill them as they approach (there's only a few left).

Tazok's Tent (AR1901)
10) Once inside the tent you'll be immediately questioned by a bandit
named Raemon. Regardless of what you say, a fight ensues. This is
another fight-already pretty easy-made even easier by the Enhanced
Edition. After provoking them (make sure some swings are made, and that
Venkt starts casting) retreat outside. Raemon and Britik should follow,
where they can be swiftly cut down by the party. Once they're dead,
cast Remove Fear on the party and march on in, where only an archer and
a Mage await with absolutely no support. I send Ajantis/Kagain to go
attack Hakt and keep him busy, while the rest of the party attacks
Venkt. His first spell (after the Mirror Image he undoubtedly got off
before we left the tent) is Horror-which is useless. After this, he'll
attempt to cast a few Melf's Acid Arrows at us. He probably won't live
long enough to get the chance. Once Venkt dies, help Ajantis/Kagain put
Hakt down, and get to looting:

Raemon: Leather Armor, 10 Arrows of Ice, 20 Arrows, Bandit Scalp, Long
Sword, Composite Long Bow and one single gold coin... cheap ass...

Britik: Three random low-level items (one time I got a Sphene Gem, a
Horn Coral Gem, a Scroll of Strength, another time I just got four
mounds of gold totaling 105 gold) and a Halberd.

Venkt: Mage Robe of Fire Resistance, two Potions of Healing, Scroll
of Color Spray, Scroll of Blindness, Scroll of Friends, Scroll of Spell
Thrust, Quarterstaff, 10 Darts and 92 gold.

Hakt: Leather Armor, 20 Arrows, three random low-level drops (I got
a Silver Ring, Bullets +1 x5 and a Zircon Gem), Bastard Sword,
Deadshot +2 (aka: Longbow of Marksmanship) and 5 gold.

Deadshot +2 is just as good as the Composite Longbow +1, but the to hit
and damage bonuses are reversed on them. I give it to Minsc, since
better THAC0 > damage any day. Talk to Ender Sai (x=170, y=310), who
will tell you that he only crossed the Iron Throne before ending up as
Tazok's prisoner, and that Tazok has been taking trips to the Cloakwood
Forest. Sounds like our next destination. Loot this tent and head back
to Beregost to unload loot. Be careful of the large chest at
(x=150, y=270), which is trapped with a Lightning Bolt trap. At this
point in the game my good party has two options, 1) go all the way back
to Beregost and get Safana to disarm it, or 2) just weather the trap.
Either way, it sucks. Lazy Imoen. On the other hand, my evil protagonist
just walks up and disarms it. Simple as. Either way, when you grab the
letters Chapter 3 ends. Legacy of the Masters (aka: Gauntlets of Weapon
Expertise) aren't new to this game-but they're certainly new to this
location. They're some of the best things you can put your hands in...
except for The Brawling Hands or the Hands of Takkok. Ideally, then,
these should go to a character who gets more than one attack per round,
who is also not wearing either of the other two items. I've got The
Brawling Hands on Ajantis/Kagain, and the Gauntlets of Ogre Power are
slated for Jaheira, which leaves me with two good choices on each
party: Dorn/Protagonist for the evil party, or Minsc/Protagonist for
the good party. In either case, I'm tempted to give them to my
protagonists. Their Two-Weapon Style means they've got fairly poor
THAC0 on their off-hand (for warriors, anyways), whereas Dorn and
Minsc really don't need the help. It'll be a while yet before my
protagonists join the 19 Strength club, and in the meantime Dorn and
Minsc will both get their own copies of these gauntlets to wear. But
what about the Bracers of Defense A.C. 7, one of the biggest Armor Class
boosters my protagonists have been wearing? They've both outgrown it.
My evil party met Baeloth and relieved him of his Robe of the Evil
Archmagi, much to my evil protagonist's glee. As for the good
protagonist... It's finally time to ante-up for a Robe of the Neutral
Archmagi, which we should have plenty money for (my good party had
28,573 gold at this point without selling a single magical items). The
robes set me back a little over 15,000 gold even at a reputation of 20,
but its Armor Class bonus of 5 is comparable to Chain Mail, a good bit
better than the Bracers of Defense A.C. 7. Speaking about the Bracers,
they pass down to Imoen/Edwin-remember, Imoen as a Mage can't use The
Dale's Protector until she's got her Thief levels back.

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

(x=150, y=270)

The guys at Overhaul Games were apparently in a generous mood and
decided to give us another set of Gauntlets of Weapon Expertise... I
mean... 'Legacy of the Masters'. There was previously only one such
set of gauntlets in the game, in the Firewine Bridge area (AR4500).
Now there are two. Score.

Note: Jeff has some information about the 'Legacy of the Masters' here:
"Actually this was always in the game. Previously you had to kill Tazok
(through an exploit) to get them. They put in the fixes from
Dudelyville's pack which moved the location from Tazok to the chest."
Isn't it great? Spending $20 on the Enhanced Edition to get all the
best mods and patches people already made for free. Still, considering
that these items were only available via an exploit or an 'unofficial'
mod, I don't feel like it's entirely incorrect to consider them 'new'
for the Enhanced Edition.
11) You've ended the bandit raids and cleared out the mines, but you
still don't know why these events are taking place, or how this Tazok is
connected to both the iron shortage and the caravan raids. By reading
the letters you found in Tazok's tent you'll introduce a new nemesis,
Tazok's apparent superior, Davaeorn. This Davaeorn is the name of the
Surgeon's brother, if you'll remember. Anyways, it seems that answers
await in the Cloakwood Forest... but we've got a problem-at least, my
good party does. I still don't have my Thief abilities back on Imoen,
so I need to get more experience. We still have plenty of areas in the
east to explore... but there are traps there, too. This leaves me with
three options 1) Play through without a Thief until Imoen hits 7th level
as a Mage and gets her Thief abilities back, 2) bring along another
Thief to handle traps when necessary, or 3) grind until Imoen has her
Mage levels back. The best place to grind is in the coastal watchtower
area (AR3600), on the beach outside of the Pirate Cave... you know,
where we fought Sil? Rest there and spawn Sirines. It gets tiring quick,
and I don't bother with it, personally, so I suggest we just persevere.
The evil party, of course, has no such issue. Either way, Chapter 3 is
over, begin Chapter 4. My goal is the clear the eastern areas of the
map... except for Adoy's Enclave and Durlag's Tower-I'll deal with the
Enhanced Edition character quests and Tales of the Sword Coast content
later. For now, however, it's time to finally explore Ulcaster-with the
evil party, with an insufficient Imoen, with a substitute Thief, or
after grinding a bit, it doesn't matter. Also note that if you return to
Officer Vai without any Bandit Scalps in your inventory, she'll leave
for Baldur's Gate, her mission here being done and all.

(For talking to Officer Vai after ending the bandit menace)
Reputation +3

|			       Chapter 4			       |
|								       |
|			  South-Eastern Areas			       |
|								       |
Sequence of Events:						{WLK017}
		1) Ulcaster Overview
		2) Furret's Forgery
		3) Over My Dead Body... Wait...
		4) Ulcaster's Request
		5) Jelly Smiting
		6) Wolves and Spiders
		7) Winding Tunnels and More Wolves...
		8) Dead-Ends and Fireball Traps
		9) Vampric Wolf Corpse Pile
		10) Knowledge Recovered
		11) Massacre Molkar
		12) Gullykin
		13) Looting Little-People Lairs
		14) Kobold Conspirator
		15) Halfling Harassers
		16) Firewine Dungeon Crawl
		17) Poe's Poem
		18) The Word of Ilmater
		19) Meilum's Mistake
		20) Kahrk, Strongest of the Ogre Magi

Ulcaster (AR3900)
1) Ulcaster seems pretty tame for how late in the game we're tackling
it-there are no Basilisks, no Ankhegs, no marauding hordes of rival
adventurers... but that doesn't mean it's not without annoyances. This
area is populated by Kobolds, Kobold Commandos, Skeletons with various
arms, Hobgoblins, Hobgoblin Elites and Zombies. Nothing terribly
threatening to a mid-level party like ours, but you should still take
care to lead with steel and watch the respawns-walking Edwin into a
group of Kobold Commandos or Skeletons with Composite Longbows is not a
good idea.
2) Near the northern part of the western side of the area map you'll
find a halfling named Furret, who will try and sell you a 'gem of true
seeing' for 1000 gold. It is, of course, bogus. I prefer to kill him and
take his stuff, for trying to con us innocent adventurers. He'll leave
behind a suit of Leather Armor, a Turquoise Gem, a Dagger, and 1 gold.
3) On top of the plateau you'll find an undead warrior named Icharyd
(x=4280, y=1200). He will enter dialogue with you when he sees you and
say that he... wants your flesh... Over my dead body! Wait a minute....
Ah, This is why I love this game. Destroy him and he'll leave behind a
Helmet (a winged one, at that!), a Medium Shield, some random mid-level
treasures (a Garnet and an Angel Skin Ring in the Enhanced Edition
playthrough) and a Flail +1.
4) Up near the entrance to the remains of Ulcaster you'll find...
Ulcaster. Talk to him four times, and he'll say "with the retrieval of
the simplest of tomes....beneath the rubble....on the lowest floors....
return hope....history is so important...." Keep your eyes peeled for a
book in the school to please Ulcaster. The entrance to Ulcaster-err,
the school, not the ghost-is at (x=3050, y=650). Let's give it a
look-see, shall we?

Ulcaster Ruins (AR3901)
5) Ulcaster... is just one of those places that sucks. Baldur's Gate was
not designed well for tight dungeon-crawls like this, where walking down
the wrong corridor can lead to a bad encounter with either murderous
traps or hungry monsters. As you've doubtlessly noticed the pathfinding
is one of the most frustrating issues with this game-and the Enhanced
Edition did nothing to improve it. That's probably why in Baldur's
Gate 2 they didn't have areas quite this cramped. Still, let's try and
make the best of it, eh? From where you enter, head south-west until
you reach a fork, where you'll want to continue south-west, then turn
south-east until you get the opportunity to go south-west again. It'll
be a short trip south-west before you turn south-east yet again, move
through a small room, and into another small room occupied by an Ochre
Jelly. It's nothing special, but to the north-east there's another
small room occupied by a Mustard Jelly, which we'll probably provoke in
the course of smiting the lesser jelly. Kill them, then grab the loot
on the floor at (x=2185, y=1035).

(x=2185, y=1035) Bastard Sword, Potion of Mirrored Eyes, Splint Mail,
		 Chyrsoberyl Gem, Cursed Scroll of Ugliness
6) Well, that was unexceptional. Backtrack to the beginning, but at the
first fork head north-east, through two small chambers (in the second of
which is a corpse to loot) and into a third, larger chamber to the
north-east, which is occupied by a pair of Dire Wolves. Smite the mutts
and grab the loot on the floor at (x=660, y=370) before continuing to
the southern-most tunnel to the south-west, which will ultimately
terminate in a small room guarded by a pair of Huge Spiders, with yet
more loot lying on the ground, waiting to be taken.

(x=1230, y=160) Dagger +1, Potion of Genius, 101 gold
(x=660, y=370) Potion of Strength, Skydrop Gem
(x=855, y=580) Potions of Healing x2, 85 gold
7) Back in the Dire Wolf room, explore the south-western corner of the
room to reveal another passage, sneakily concealed by the fog of war.
The passage in the south-western corner of the Dire Wolf room leads to
the north-west, into a boring, empty room. South-west from this empty
room however is another, smaller room containing yet another pair of
Dire Wolves that should be smote... now we have two Dire Wolf rooms!
Never mind that, continue south-west until you run out of south-west,
then turn south-east until you can't go any further in that direction.
To the north-east you'll find a pair of Dread Wolves, to the south-west
is more dungeon. Exterminate the canines and continue to the south-west.
8) It's a short ways south-west before we're compelled to turn
south-east again. Ignore the first side-tunnel to the north-east, as
it's ultimately a boring dead-end. Just beyond that is another fork.
The south-west is another dead-end, but this one has the added benefit
of ending in a Fireball trap. So... continue to the south-east, loot
a body in a small room and disarm another Fireball trap just beyond the
body. My evil protagonist just disarms it, but my good party... well,
they can either just send one strong character across alone-Ajantis
with Batalista's Passport should get past without too much damage, or
Viconia can go on alone and save/load until her Magic Resistance negates
any and all damage.

(x=1170, y=1390) Zircon Gem, Arrows of Biting x2, Arrows of Piercing x3,
		 38 gold

(x=1150, y=1450)
9) Once you've navigated the Fireball trap (one way or the other...)
continue into a room to the south-east. There are two items on the
ground here... but before you concern yourself with them too much, 
dispatch the quartet of Dread Wolves here, as well as with the Vampiric
Wolf in the room to the north-west. Once it's dead, grab the loot on the
floor, then head into the room to the north-west, now vacant. Loot a
huge pile of corpses (also trapped with a Fireball trap-deal with it
however you must) for some goodies, including the book 'Ulcaster's
Dusty History Book.' Once done, continue into another rectangular room
to the north-west and smite two more Dread Wolves just for fun.

(x=1570, y=1430) Wand of Fire
(x=1515, y=1250) Potion of Healing, Potion of Absorption
(x=1400, y=1100) Potion of Hill Giant Strength, Oil of Fiery Burning,
		 Potion of Healing x2, tainted Antidote, Acid Arrow x10,
		 Arrow of Ice x10, Ulcaster's Dusty History Book

(x=1400, y=1100)
(x=550, y=1440)
10) With that, we're done with the Ulcaster dungeon-see? That wasn't too
bad, even without a Thief. Leave the dungeon and find Ulcaster himself,
where-ever the hell he's wandered off to. You'll get an experience
reward for giving him the book, and all is well in the neighborhood.
Exit this area via the eastern edge of the map to discover Gullykin,
which just happens to be our next destination!

(For preserving knowledge)
EXP	1000

Gullykin (AR4000)
11) Gullykin itself is to the north, so let's head south and clear out
the wilderness around Gullykin before we get to business. There's one
encounter in particular that's worth finding. Along the southern edge of
the map you'll find Molkar, the leader of a group of bounty hunters who
are after... guess who? Been a while, eh? Anyhow, our good old strategy
of Animate Dead fodder plus Stinking Cloud and Silence works wonderfully
here. Once they're dead, it's time for the lootin'.

Morvin: Scale Mail, Helmet, Battle Axe and 38 gold.

Halacan: Helmet, Scroll of Sleep, a Scroll of Color Spray, Scroll of
Detect Illusion, War Hammer, Battle Axe and 38 gold.

Drakar: Chain Mail, Helmet, Medium Shield, Potion of Absorption, 
Morning Star +1 and 84 gold.

Molkar: Mail of the Dead +2, Helmet, Medium Shield, Potion of Heroism,
Long Sword +1 and 84 gold.

The only interesting bit of loot here is the Mail of the Dead +2, which
has the same defensive capabilities as Plate Mail. Why wouldn't anybody
just wear Plate Mail, instead? Well, Strength issues, I suppose. This
armor only requires 7 Strength to wear. Of course, we've long since had
the far superior Ankheg Plate Mail, so this armor is... well, just
useless. Anyways, explore the rest of the area if you wish-there's
really nothing else to see. When you're done messing around, make your
way up to Gullykin in the north.
12) At (x=730, y=1210) you'll find a Halfling named Gandolar Luckyfoot.
Talk to him twice and he'll ask you to help clear Kobolds out of the
Firewine ruins, and point you in the direction of the winery. Search
the place and enter the house at (x=200, y=900) when you're ready to
get to work.

Halfling Home (AR4005)/(AR4006)
13) Enter the house at (x=1330, y=1100) and loot it. Give the Sling +1
to Viconia, so she has a long-term ranged option. Wee. Also listed are
all the other homes in Gullykin, for your looting pleasure.

(x=360, y=120) Sling +1, 10 gold
(x=470, y=220) 13 gold
(x=200, y=260) Dagger, Sling, 3 gold
(x=220, y=220) Greenstone Ring, Agni Mani Necklace
(x=300, y=150) 50 gold

Halfling Home (AR4007)/(AR4008)
House at (x=1900, y=570).

(x=360, y=120) 11 gold
(x=185, y=185) Tiger Cowrie Shell Necklace
(x=470, y=220) Sling, 35 gold
(x=220, y=220) Cursed Scroll of Summon Monster
(x=300, y=150) Potion of Defense, 1 gold

Halfling Home (AR4009)/(AR4010)
House at (x=1340, y=640).

(x=360, y=120) Short Sword, 5 gold
(x=470, y=220) Fire Agate Gem, 11 gold
(x=200, y=260) 3 gold
(x=220, y=220) Sling, Dagger
(x=300, y=150) Wand of Magic Missile, 28 gold

Halfling Home (AR4011)/(AR4012)
House at (x=800, y=420).

(x=360, y=120) Short Sword, Leather Armor
(x=185, y=185) Small Shield, 51 gold
(x=470, y=220) Jade Ring
(x=200, y=260) 31 gold
(x=300, y=150) Chrysoberyl Gem, Sling, Short Sword, 3 gold

Halfling Home (AR4013)/(AR4014)
House at (x=2750, y=300).

(x=185, y=185) 13 gold
(x=470, y=220) Turquoise Gem
(x=220, y=220) 8 gold

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

Note: Despite what I just said, if you do not have a Thief do NOT
descend into the depths. In Ulcaster it was... survivable to pillage
around without a trap-disarming Thief, but in Firewine... you have the
added nuisance of Kobold Commandos shooting you every ten seconds.
You don't need traps softening you up on top of that.

(x=185, y=185) 13 gold
(x=200, y=260) Potion of Stone Form, 31 gold
(x=220, y=220) Andar Gem, Zircon Gem
(x=300, y=150) Dagger, 85 gold

Firewine Underground (AR5201)
15) Immediately in front of you will be an Ogre Mage, who will babble
about his evil scheme before attacking. Hitting him with a Silence 15'
Radius turns this into a straight melee fight, which you should be able
to win handily... just try and keep your party away from the middle of
the room, as down the hallway to the south-west waits another Mage named
Lendarn (x=350, y=530) who is fond of shooting Lightning Bolts in
enclosed spaces. It might be suicidal, but it can also wreak havoc
upon your party. Either try and shoot him down, hit him with a Silence
15' Radius, or cast Animate Dead and send a Skeleton Warrior down to
soak up his spells. Lendarn will drop a Mage Robe of Electrical
Resistance, a Scroll of Ghoul Touch, a Scroll of Lightning Bolt, a
Scroll of Fireball, a Scroll of Cloudkill, a Potion of Stone Form, a
Potion of Power, a Quarterstaff, and 159 gold. The Scroll of Fireball
and the Scroll of Cloudkill will go to my protagonist, seeing as how
greedy Imoen/Edwin already learned both Fireball and Cloudkill. Just be
cautious, as there are Kobolds and Orgrillions lurking around down near
Lendarn, too.
16) Now for the rest of the Firewine Ruins... This place is obnoxious,
perhaps the most annoying dungeon outside of Durlag's Tower. This is
due to three reasons-two of which we should be painfully aware of by
now; 1) bad pathfinding and 2) traps. The third and last reason,
however, is what takes this annoying dungeon and makes it brutally
frustrating: Kobold Commandos. You'll find them at various spawn-points
throughout the dungeon, usually in groups of four. They also respawn
frequently and move around, so don't expect cleared areas to remain
cleared. The way to mitigate their threat is simple-lead with your best
Armor Class (especially versus missile weapons). For the good party,
this is Ajantis, and for the evil party, Kagain. Put the next most
well-defended character in the rear (for both parties, this tends to be
Viconia) and keep all the softy, squishy folks in the middle. Move the
leader forward (but don't allow any breaks in vision between your party
members, lest Kobold Commandos literally spawn in your midst), then move
the rest of your party, slaying whatever you come across. Keep moving
the chains and save constantly, too, as traps abound. At (x=1470, y=350)
you'll find an Undead Knight, who wants you to strike it down and return
its armor. Righty-O. You'll want to reach the Ghost Knights at
(x=690, y=970) to give the armor back. Now that's done, get the hell out
of here. I exit at (x=1050, y=1670). This will take us back to Gullykin,
the winery to be more specific. Head outside and talk to Gandolar for
your reward, then exit via the southern edge of the map to travel to the
Firewine Bridge, which is much more rewarding than the Firewine
Underground was.

This area has changed a bit over the different versions of the game,
which I'll point out here for the sake of amusement. In vanilla Baldur's
Gate, this place was an absolute nightmare-Kobold Commandos spawned
around nearly every corner, front and back. Simply put, on my last
playthrough for the original game I had accumulated exactly 250 Arrows
of Fire +2... at two per Kobold Commando, that means I smote 125 Kobold
Commandos during my last run through these ruins. On the other hand, in
the earlier patches of the Enhanced Edition, I scored a mere 26 Arrows
of Fire +2 with my good party, or 13 Kobold Commandos killed. On the
last playthrough, around which the v1.04 guide was based, I obtained
66 Arrows of Fire +2... so, it's not as bad as it was, at least.

(x=1900, y=700)
(x=1200, y=1050)
(x=1200, y=1460)
(x=1550, y=550)
(x=950, y=1050)
(x=1300, y=1650)
(x=600, y=1500)
(x=2000, y=1400)
(x=1800, y=1470)

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

(For informing Gandolar about the Kobold menace)
Gold	250

Firewine Bridge (AR4500)
17) At (x=2820, y=1560) you'll find a Bard named Poe, who will tell you
a story of betrayal. Sounds kind of like the undead knights in the
Firewine Ruins below, no? Anyhow, there's the back story to that.
18) Across the bridge to the north-west you'll find a priest of Ilmater
named Bentan. If it seems suspicious for a lone priest to be wandering
around out in the middle of nowhere just to try and score converts...
well, you're in good company, but he's legit. If you talk to him, he'll
give you the the ol' religious snake-oil sales pitch, which either goes
nowhere, or ends with him walking off. If you kill him, you'll incur a
reputation hit, but will score a suit of Studded Leather Armor, a Scroll
of Protection from Magic, a Quarter Staff, and 45 gold. Worth it?
Probably not, but it's up to you, and if you need to lower your
reputation... well, that scroll's not a terrible prize.
19) You'll find a warrior named Meilum at (x=4900, y=700) who will
initiate dialogue with you and declare himself to be the Sword Coast's
most skilled swordsman. Belittle him to pick a fight and kill him. When
he falls he'll leave behind a suit of Studded Leather Armor, Legacy of
the Masters, a Long Sword +1, and 64 gold. Remember when we found the
last pair of these I said Minsc and Dorn would get some soon? Yeah, soon
is now. Minsc takes off The Dale's Protector and they simply wait in
Imoen's inventory until she can use her Thief abilities again. Dorn is
just glad his hands aren't cold anymore.
20) There's a Mage named Carsa at (x=3520, y=920) who found a cursed
jar which is apparently causing her to have a bit of a... mental
disturbance. Offer to help her, and then try to take the bottle away
and Carsa will summon the inhabitant of the jar, an Ogre Mage named
Kahrk-mightiest of the Ogre Mages! I take my party up north and hit him
with a pair of Dispel Magics (one from Jaheira and one from Viconia) as
he moves to talk to my party, then when he's done talking about how bad
he is and attacks, I go on an all-out offensive. Minsc doesn't even
bother shooting him, for chances are he's still got Protection from
Normal Missiles up. Kahrk will try and cast a variety of unfriendly
spells-it's a good idea to try and disrupt them. He won't resort to
melee until he's out of spells, and that's where he's really rough...
still, he's nothing that a 5th-6th level party can't handle. If he is
proving rough, either send up a group of Skeleton Warriors summoned via
Animate Dead to waste a good bit of his spells, then wait for his
protections to wear off before attacking. If that's still not enough,
just come back when you have better spell-buffs of your own-after the
Cloakwood Mines you'll have Haste, and if you get Viconia (or another
Cleric) up to 7th-level, you can add Protection from Evil 10' radius and
Defensive Harmony to your buffs. Kahrk will leave behind... typical Ogre
Magi crap, but in higher quantity. For the Enhanced Edition he dropped a
Scroll of Hold Person, a Pearl Necklace, a Bloodstone Amulet, a Long
Sword and 158 gold. Loot Carsa for a Knave's Robe, a Scroll of
Protection from Fire, a Dagger, and 25 gold. Whew. Now you're done with
every eastern area except Durlag's Tower. I have done Durlag's Tower
before ever setting foot in the Cloakwood Forest before, but I don't
recommend it. Besides, we've done enough in this chapter, lets get on
with the main story.

|								       |
|			    Cloakwood Forest			       |
|								       |
Sequence of Events:						{WLK018}
		1) Creatures of the Cloakwood I
		2) Cloakwood Cape-r
		3) Aldeth's Hunting Troubles
		4) Coran
		5) Creatures of the Cloakwood II
		6) Tiber's Request
		7) Rashad's Talon
		8) To the Spider's Den
		9) Centeol the Cursed
		10) Traps and Ettercaps
		11) A Note on Wyverns
		12) Creatures of the Cloakwood III
		13) Eldoth
		14) Laskal's Inquiry
		15) Faldorn
		16) Shadow Druid Takiyah
		17) The Druid Tree
		18) Shadow Druid Izefia
		19) ...Subterranean Trees?
		20) Creatures of the Cloakwood IV
		21) Hamadryad Hunt
		22) The Wyvern Cave

Cloakwood Forest I (AR2200)
1) In this area you'll run across Dire Wolves, Dread Wolves, and other
doggies, as well as Huge Spiders, Tasloi, and typical woodland threats,
like Bears. Nothing you can't handle, and nothing terribly interesting.
Don't worry, you're just getting your feet wet.
2) In the south-eastern corner of the map you'll run into a band of
Tasloi, one of which will drop a cloak-Whispers of Silence (aka: Cloak
of Non-Detection). This cloak belongs to Gurke, the Dwarf in the Jovial
Juggler who lost his cloak in the Cloakwood Forest. Return it to him at
your leisure. It turns out he doesn't want it back due to his newfound
celebrity gained from losing the cloak in the first place. Just as
well. It can go well on any character who is likely to sneak or use
Invisibility-Minsc, Imoen, my evil protagonist, to name a few names...
ultimately, it's not such a great item that it'll end up on anybody
out of design, but only if a character has nothing better to wear.

(For recovering Gurke's Cloak)
EXP	300
3) Towards the middle of the map at (x=2650, y=2100) you'll find Aldeth
Sashenstar, accompanied by his buddies Balquo and Palin. Apparently
Aldeth and his friends are being harassed by some Druids, and he wants
your help to get rid of them. If you agree the Druids will arrive in
short order, led by one Seniyad. If you side with Aldeth you'll have to
fight Seniyad and his Druid buddies. Seniyad gives a hefty load of
experience, and leaves behind a Druid's Ring (aka: Ring of Animal
Friendship)-hitting them with Silence 15' Radius will keep them from
using any nasty spells. In return for your assistance Aldeth will give
you a Potion of Heroism for your troubles and will tell you to find him
at the Merchant League Estate in Baldur's Gate later. If you decide to
side with the Druids, however, Aldeth will make the perfectly sensible
decision to kill the adventurers he hired to kill the Druids he was
afraid to fight alone. Before talking to Seniyad, pick-pocket the
Druid's Ring from Seniyad. HE certainly doesn't need it. Once you talk
to Seniyad, he'll 'congratulate' your decision and tell you about the
Iron Throne... and warn you of another sect of druids who aren't fond
of... well, anything but nature and themselves. You'll get a quest
reward, they'll depart, and you'll be free to loot Aldeth's lodge
(x=2450, y=1700). Aldeth and his buddies have the following gear on

Aldeth: Studded Leather, Diamond, Potion of Heroism, Kondar +1
(aka: Bastard Sword +1, +3 vs Shapeshifters) and 1240 gold.

Balquo: Leather Armor, Arrows x20, Longbow, Short Sword and 120 gold.

Palin: Leather Armor, Arrows x20, Longbow, Short Sword and 120 gold.

Kondar +1 is a pretty sweet prize, but you'll have a chance to get it
later in Baldur's Gate if you help Aldeth out here, as he'll have
another quest for you. Granted, aside from some money and experience,
Kondar +1 is the best reward you'll get from these later quests. On
the other hand, siding with the Druids seems less rewarding, but you'll
get Kondar, plus Aldeth's brother will show up for revenge, which will
score us a pretty potent crossbow. Your call-a magical crossbow, or a
quest, both in Baldur's Gate.

(For siding with Aldeth)
EXP	2000
Item	Potion of Heroism

(For siding with Seniyad)
EXP	2000

(x=520, y=160) Rainbow Obsidian Necklace, Arrow of Fire +2 x2,
	       Arrow of Fire +2 x2, Elixir of Health,
	       Potion of Invulnerability, 395 gold
4) At (x=1520, y=700) you'll find Coran: Thief and archer! (That's a
Conan: The Barbarian reference... you know, the movie with Arnie?) He'll
ask if you want to help him collect a bounty on some Wyverns. If you
want him, accept, if not, decline. He's probably the best archer in the
game (with both a bogus Dexterity of 20 AND bogus Mastery in Bows). This
quest is timed, but completing it should be no problem, as you're
likely to encounter Wyverns as you travel between Cloakwood areas (more
on this later). There's also a nest of them in the fourth Cloakwood
area (AR1700). To successfully complete the quest, you need to bring
a Wyvern head to Kelddath Ormlyr, at the Song of the Morning Temple in
the Temple area just east of Beregost (AR3400). Anywho, When you're done
head to the next area of the Cloakwood Forest.

Cloakwood Forest II (AR2100)
5) The diversity of the foes in this level is down, but that doesn't
diminish the threat-expect to encounter critters of the spidery
persuasion throughout this level-Huge Spiders, Giant Spiders, Phase
Spiders, Sword Spiders, Ettercaps... the whole lot.
6) At (x=4650, y=1200) you'll find a rather out-of-place commoner named
Tiber (and he's standing near a river!) Talk to him and he'll tell you
that his brother Chelak found a sword named 'Spider's Bane' and thought
to become heroes by clearing out the forest. If there's one place that
needed a Spider's Bane, this is it-the whole area is like the spider's
nest in (AR3000), spiders and web traps galore. Keep an eye out for
traps as you go along and keep your party in good order.
7) You'll get a chance to test out your order-keeping and trap-finding
skills shortly. Head south-west from Tiber and disarm the trap at
(x=4500, y=1350), behind which lurks a few Huge Spiders. Take the path
south and keep going south until you can go south no further, then turn
west. At the end of the path you'll find some loot on the ground at
(x=3755, y=3100).

(x=3755, y=3100) Leather Armor, Rashad's Talon +2, The Iron Thorn

(x=4500, y=1350)

All this loot here is new to the Enhanced Edition-another The Iron
Thorn is just more garbage-I don't know why they were so fond of it.
Whatever the case, Rashad's Talon +2 isn't new to Baldur's Gate either,
but you previously couldn't find it until the roof of Durlag's Tower...
if you're really daring, you could have had that one already, but this
is still a welcome addition.
8) Backtrack to the north until you can either continue north (back to
where you fought the Huge Spiders near Tiber) or head west into the
unknown. We of course, want to explore to the west. Follow the cliffs
west across... well, the entire level, really. You'll get to smite the
odd spider as you go along to keep things interesting. In the south-
western corner of the level is a small peninsula, along the western
side of which you'll find some Phase Spiders. Put them down and
continue north up the western edge of the level until you hit a
waterfall, then turn east until you find a large ominous den with a
rather human-friendly door begging you to enter at (x=1850, y=1150).
Before entering, do whatever spell-buffing you can... but don't worry
too much, this is another encounter made much easier by the Enhanced

(x=970, y=2300)
(x=500, y=2100)

Centeol's Lair (AR2101)
9) Inside the web-hive you'll encounter a bloated, hideous abomination
by the name of Centeol, who will immediately talk to you. No matter what
you say, this encounter ends with a fight. She will mention an archmage
named 'Jon Irenicus' along one of her dialogue paths... a character
we'll become more acquainted with in Baldur's Gate 2. No. It's not a 
good thing. Anywho, this fight seems pretty straight-forward... at a
glance. There are no Web traps lurking under-foot, ready to ruin your
day, as you might expect, but this level is not as open as it seems.
Patches of less-dense webbing restrict your movement and complicate the
fight. It's difficult to see where these are, but move your cursor
around and note where the 'move' icon changes to an 'impassible' icon.
There's one right in front of where the party appears, and another to
the east. Also, there are many more spiders behind Centeol, which will
become apparent when you start the fight. It never was a terribly tough
fight, but the Enhanced Edition has made cheese of it. Since the
location where our party appears is not to our advantage, I suggest
walking in with only your party leader, provoking Centeol, and luring
out a few of the spiders. If you can even get that Sword Spider west of
her to come out, you've done yourself a great favor. You can do this as
many times as you wish, disposing of her minions a few at a time until
all that's left to do is knock off any stragglers and put down Centeol
herself. By my counting, there are two Sword Spiders, four Giant
Spiders, two Ettercaps, and Centeol herself. It's not a very heroic
strategy, however, so I've keep my original advice (modified to fit the
Enhance Edition, of course)... you know, in case you want to
inefficiently stand your ground, and all.

If you want to clear Centeol's Lair in one shot, it's easy enough to
do. I choose to NOT advance, but merely summon some Skeleton Warriors
ahead of me and fire off a Stinking Cloud (or two) as far north as I
can. I sic my undead on any foe that is incapacitated in the Stinking
Cloud while my party engages any spiders that draw close. This all
amounts to little more than a stall, but it's all that I require. You
don't want to fight all the enemies in this area at the same time. My
Skeleton Warriors manage to kill an Ettercap and a Sword Spider while my
party focuses on the half of the arachnids that are out of the Stinking
Cloud(s). When the Stinking Cloud(s) go down it's my party versus what's
left of the spiders, which I am more than a match for. Viconia ends up
taking a whole six points of damage from this encounter, which is all
the damage I suffer (Skeleton Warriors not included) making this my best
run through of this area. (Self high five.)

Either way, once they opposition is crushed, loot the area around
Centeol for some goodies. Minsc/Dorn happily equips Spider's Bane +2...
I mean, it's not like Chelak's going to be using it anymore, right?
Anyways, time to get the stiff back to his brother.

(x=500, y=400) Fire Opal Ring, Wand of Frost, Discipliner,
	       Chelak's Body, Spider's Bane +2

It took the folks at Overhaul Games a few version updates, but they
finally changed Centeol's dialogue and confirmed my suspicions. In the
original game Centeol mentioned one 'Jon Icarus'-close enough to make
one suspicious that Bioware meant 'Jon Irenicus', the antagonist from
the sequel. What? I find it interesting...
10) If you want to score some extra experience, note that you can head
west just behind Centeol's Lair to reach the northern waterfall, where
you can cross and kill some more Phase Spiders, for what it's worth.
From Centeol's Lair head east into the forest, where traps, spiders,
and Ettercaps abound. Particularly of note, if you head north-east from
Centeol's Lair through a clearing in the trees you'll arrive at a
clearing where several Ettercaps lurk, protected by a Web trap along
each cardinal direction. Take some caution, disarm the traps, then
smite the Ettercaps. Once you've made your way back to Tiber, talk to
him to give him his brother back... Exit the area along the northern
edge and travel to the next area.

(x=750, y=350)
(x=2200, y=1500)
(x=3500, y=710)
(x=3500, y=1100)
(x=3270, y=1000)
(x=4000, y=800)

(For bringing Chelak's body back to his brother, Tiber)
EXP 800
11) Now, we're fairly deep into the Cloakwood Forest, so it seems like a
good time to talk about a random encounter you might have moving between
areas here... I haven't made a habit of talking about random encounters
earlier, but this one stands out for being a fairly common occurence,
and for being dangerous. You may find a random encounter moving between
areas in the Cloakwood Forest where two Wyverns attack you. Wyverns can
be bad news, as they are relatively strong and have one of the most
potent poisons in the game. Needless to say, if you don't have a Slow
Poison ready for a character who gets poisoned, they're probably going
to end up a corpse. On the plus side, killing Wyverns can end up making
you a good bit of coin. Loot fallen Wyverns for their heads when you
kill them, as Kelddath Ormlyr, the mayor of Beregost and the high priest
in the Song of the Morning temple (AR3400) will pay you 2000 gold for
the first one you bring him (he's the same guy you turned Basillus' Holy
Symbol in to.) If you stock up on more Wyvern Heads, you'll have to sell
the rest to Thalantyr for 500 gold each. This of course also satiates

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

Recently the guys at Overhaul Games decided to remove Officer Vai's
ability to buy Wyvern Heads. This was another patch 'fix' that wasn't
in the original Enhanced Edition.

Cloakwood Forest III (AR1600)
11) Nothing too special in this area-expect to run across a variety of
canines-Wolves, Dread Wolves... even a Vampiric Wolf near the north
which I swear I've never encountered in the Cloakwood Forest prior to
the Enhanced Edition. You might also encounter Tasloi and Huge Spiders-
you know, the usual forest-foe-fare.
13) You'll find a Bard named Eldoth at (x=3180, y=3500) who will offer
you some booze, and then let loose with a slimy scheme, to fake-kidnap
his lover Skie from her father, one Entar Silvershield. If you want him
agree, if not, leave him behind.
14) Shortly after crossing the bridge to the north you'll find a Druid
named Laskal (x=3120, y=2150) who asks if you're part of the Iron
Throne. If you say you are, or if you blow him off, he'll attack,
leaving behind a suit of Leather Armor, a Potion of Invulnerability, a
Quarterstaff +2, and 12 gold. On the other hand, if you say you are
enemies of the Iron Throne, he'll give you a Potion of Invulnerability
to help your efforts. Unpopular bunch, that Iron Throne.

In the original game, this encounter was a bit different. First, Laskal
had a mundane Quarterstaff, not a Quarterstaff +2, so there wasn't much
incentive to kill him, since you could get his only worthwhile
possession-th Potion of Invulnerability-through sweet, harmless, words.
Oh, also killing him would drop your reputation. Not cool. Now, however,
we've got a reason to kill him (that Quarterstaff +2) and no downsides.
15) Head south-west along the shore until you find a stone henge around
(x=800, y=2800). By the stone henge and obelisk you'll find a Druid
named Faldorn (x=650, y=2280). Talk to her and she'll ask you to help
her clear out the Iron Throne in the Cloakwood Forest. Awful lot of
recruitable characters in this forest, eh? Take her or leave her as you
16) North of where you found Faldorn you'll find another Druid named
Takiyah (x=1070, y=2530). He'll attack if you have Jaheira in your
party, which means I regularly trounce him. Like most Druids in this
area, he inexplicably can (and will) cast Hold Person to start out the
fight. The normal rule of 'hit 'em fast, hit 'em hard' to disrupt their
spells often doesn't work, for some reason, but we've got other options
now. If you head forward with just Minsc/Dorn (whomever has Spider's
Bane equipped, and hence, has Free Action) they'll absorb the Hold
Person harmlessly. Just something winners might want to keep in mind.
Anyways, once the tree-hugger is vanquished he'll leave behind a suit
of Studded Leather and a Quarterstaff. If you don't have Jaheira with
you, he'll ask you a question. If you answer that you're here hunting
bandits, he'll refer you to Faldorn. All in all, it's an inconsequential

Tree House (AR1601)/(AR1602)
17) North-west of Takiyah you'll find the entrance to a giant tree-home
(x=820, y=2100). There's looting to be done, but more importantly on the
second level is another Shadow Druid named Amarande, who will attack
you if you have Jaheira in your party. Like Takiyah, if you don't have
Jaheira in your party Amarande will ask you a question, and if you
reveal that you're here to destroy the bandits, he'll refer you to
Faldorn. I take Minsc/Dorn upstairs alone so they can promptly absorb
the chain of Hold Persons Amarande will cast-in all likelihood, they'll
cut the Druid down before he even attempts to do anything else. He'll
drop a suit of Studded Leather and Mighty Oak +2. This Club is
noteworthy simply because it's the only magical Club in the entire game.
Since Jaheira comes Specialized in Clubs from the start, it might be
worthwhile to have her equip it... at least until she hits 6th-Level
as a Fighter. At that point, the Dagger of Venom +2's poison is more
interesting than the better base damage of the Club, and Rashad's
Talon +2 is simply superior damage-wise. Loot and leave.

(x=300, y=160) Potion of Freedom, Potion of Healing, Antidote
(x=200, y=160) Quarterstaff, Sling, 6 gold
(x=70, y=270) Bullets +1 x10
(x=150, y=150 Quarterstaff, Potion of Fortitude

The Mighty Oak +2 is new to Baldur's Gate. It really never made sense
before why there wasn't a single magical Club to be found anywhere in
the game. Overhaul Games has remedied that.
18) At (x=2000, y=1530) you'll find a Shadow Druid by the name of
Izefia, who will attack if Jaheira is in your party. For future
reference Jaheira is a normal Druid, Faldorn is a Shadow Druid. These
two sects do not get along. Shadow Druids will let you go if Faldorn is
with you, or if you say you're out hunting bandits, but they'll attack
if Jaheira is with you. If Jaheira isn't in your party, you can say
you're hunting bandits and Izefia will tell you that somebody is raising
'creatures' in a cave nearby. If you're like me, you'll have Jaheira,
and hence, a dead Izefia. Hopefully by now you know how to handle him.
He will leave behind a suit of Studded Leather and a Quarterstaff.

Cave (AR1603)
19) Over at (x=2300, y=900) you'll find a cave. Inside the cave you'll
find an armored man named 'Peter of the North' (x=470, y=330) and
some Baby Wyverns. No matter what you say, he'll end up attacking you.
If you find the terrain here not to your likely, do not be afraid to
enter with just your party leader and to lure Peter and his pets out
into more friendly ground. Kill him and loot him for a suit of Splint
Mail, 5 Arrows of Ice, 10 Arrows +1, 30 Arrows, a Long Bow, a Long
Sword, and 20 gold-typical Black Talon Elite gear. Kill his babies while
you're at it-we're going biblical on his ass. Exit the map on the
eastern edge and go to the next Cloakwood Forest area.

Cloakwood Forest IV (AR1700)
20) A few new faces in forest-land, this time around. You'll face Guards
wearing Splint Mail, bearing Long Swords and Medium Shields. Must be
getting close to this mine, eh? Anyways, they're not too much trouble.
Also showing up will be Baby Wyverns-yeah, their poison sucks, but
they're not too much trouble. It's guaranteed that you'll be fighting
a small pack of Baby Wyverns past the bridge leading to the
north-western corner of the map. Other than that, don't be surprised if
you encounter Wolves or Giant Spiders.
21) Over at (x=1130, y=3360) is a Hamadryad. She's the only one in the
game that I know of, and I'm not sure why they even bothered to put one
here... but anyhow, her tactics are to start out with a pair of Dire
Charm spells, then a Hold Person, then a pair of Entangles, and finally
she'll end with another Hold Person. After each spell she'll Dimension
Door to another location, making it hard to effectively attack her.
Obviously, her goal here is to cause mayhem with her spells, and if
you're going to suffer any losses at all, it'll be through the agency of
your own charmed party members. I have two good options for dealing with
her safely-head over to where she is with just Minsc/Dorn, who will be
immune to her Hold Person/Entangle spells, and if she charms them... who
cares? They're too far away to harm any other party members, just wait
it out and attack her again (during my evil party playthrough, Dorn
walked up to her, saved against her charm, and promptly smote her with
a 34-damage critical hit. How can you not love Dorn? I know, I know,
you can't rely on this kind of luck all the time, but it was still
pretty cool.) The second option is to scout her out and cast a Silence
15' Radius just outside of her sight radius. Her saves are pretty good,
but once you've Silenced her, she's toast. She will go berserk with the
Dimension Doors (apparently they don't count as magic), where I can only
assume she's attempting to cast her spells-to no effect. Once she's done
spazzing out, however, she'll attack in melee, where she's easily
dispatched. You'll encounter another critter like her in the game, but
thankfully not until Durlag's Tower. She'll leave behind a Dagger. Wee.

Wyvern's Cave (AR1701)
22) In the eastern part of the map you'll find a huge cave entrance
(x=4100, y=1700). I suggest you rest up and spell buff before you enter
the cavern, as inside are a number of Wyverns and Baby Wyverns. This
fight used to be easier before the Enhanced Edition, as you could simply
bottle-neck your foes at the stairs... extra effectively because adult
Wyverns couldn't fit onto the stairs! Now they can, however, so such a
tactic is really only going to screw over your front characters. Instead
I suggest the following, more Enhanced Edition-friendly tactic. Cast
Animate Dead as many times as possible and put your Skeleton Warriors
near the entrance to the Wyvern's Cave (but not so as to impede
traffic), then head inside with only your party leader to provoke the
Wyverns. Run outside and let your Skeleton Warriors draw their
attention, while your Mages cast a pair of Fireballs at the entrance to
the cave. Caught up as collateral damage, your undead will probably die,
but this should do a good bit of damage to the Wyverns, and might
outright kill the Baby Wyverns. Then, just engage with your warriors and
put the hurt Wyverns down. Once they're all dead, explore the Wyvern's
Cave fully-killing any Wyverns that straggled behind. At the back of the
cavern you'll see the mother of all wyverns... good thing it's dead.
Obviously somebody came by before us. Yuck. Anyhow, loot and leave. Exit
the map on the eastern edge and travel to the Mines.

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

They Wyverns were originally too big to fit onto the stairs, allowing
you to sit back and shoot them to death. Now, however, they can get on
up there.

|								       |
|			    Cloakwood Mines			       |
|								       |
Sequence of Events:						{WLK019}
		1) Lacerate Lakadaar
		2) Always Kill the Mouthy One, That's What I Always Say
		3) Bunkhouse Brawl
		4) Minehouse Massacre
		5) Introduction to Cloakwood Mines
		6) A Slew of Inconsequential Encounters
		7) Bring Down the River
		8) The work-around
		9) Rill's Rebellion
		10) Yeslick
		11) Welcoming Party in Level 3
		12) Officer's Quarters
		13) Hobgoblin Barracks
		14) The Training Room
		15) Spells, Courtesy of Natasha
		16) Ogre's Pride
		17) Cyric Sacrilege
		18) Leveling the Playing Field
		19) Defeating Davaeorn
		20) Spineless Stephan and Slimy Servants
		21) Flooding the Mines

Cloakwood Mines (AR1800)
1) Over at (x=1680, y=580) you'll find Lakadaar, who will ask what you
are doing in the forest. If you say your name, and say you're hunting
Wyverns you can scare him off, but what fun is that? Say just about
anything else to pick a fight, and he-along with several guards-will
attack you. They all carry a suit of Splint Mail Armor, a Medium Shield,
and a Long Sword. Explore the area as you wish, but this meager
encounter is the only thing of interest before you enter the fort in the
middle of the map.
2) In the fort, at (x=1570, y=1870) is Drasus and his buddies. That's
right, another group of bounty hunters to smite. This group has two
Mages with it, so they shouldn't be underestimated, especially if
you're still the 'rush in and smite them' type. However, if you use some
discretion, you'll find that this fight is actually easier than most.
You can sucker punch them with some Stinking Clouds and Animate Dead,
and that will work just dandy to smite them but good, but you can also
use Drasus' uncanny speed to your advantage by luring him ahead of his
buddies into your midst, where he can promptly be massacred. Better yet,
the Mages are in the back of the group, and they will most likely not
notice if you lure off both of their warriors and kill them. I
personally prefer the Stinking Cloud/Animate Dead approach, but I do
make use of Edwin's brute spell-power by first, summoning up three
Skeleton Warriors with Viconia, then blasting the enemies with two
Stinking Clouds, after which Edwin starts liberally dropping Fireballs.
My Skeleton Warriors advance to clean up whatever opposition is left.
Dispose of this group as you wish and loot their sorry corpses for some
quality spoils.

Drasus: Chain Mail, The Paws of the Cheetah (aka: Boots of Speed),
Medium Shield, Potion of Frost Giant Strength, Letter, Morning Star +1
and 56 gold.

Genthore: Fallorains Plate +1 (Plate Mail +1), Large Shield, Throwing
Axes, 10 Darts, 20 Throwing Daggers, Dagger and 56 gold.

Rezdan: Mage Robe of Cold Resistance, Quarterstaff, 20 Darts and
32 gold.

Kysus: Traveler's Robe, Dagger, 20 Throwing Daggers, Fireshield (Red)
and 66 gold. 

Fallorain's Plate +1 is inexcusably lousy-it's inferior to Ankheg Plate
Mail and Full Plate Mail, of which we've found two apiece by now.
I can't imagine a party setup where a 5th suit of heavy armor would be
required... well, I can, but that party probably sucks anyways. The Paws
of the Cheetah, on the other hand, are great item, as they double your
movement speed. I tend to place them on the same character who's wearing
The Brawling Hands, as it's just good sense to having your most potent
defensive character leading the way. In the good party this is seamless,
as Ajantis is our best defensive character and our party leader. On the
evil party, however, Dorn is our party leader... but I tend to follow my
rule above and keep these boots on Kagain, since he's got a much better
Armor Class than Dorn. Before you head into the mines, loot the Barracks
at (x=1330, y=1750).

Note from Lee:
After dispatching the two guards at the bridge, align your party with
fighters at the foot of the western end of the bridge (the bridge acts
as a natural bottleneck), with your spellslingers and archers behind
them. Then send your strongest fighter forward to entice Drasus across
the bridge, shooting him to death with arrow fire and/or spells as he
tries to cross. The eastern end of the bridge is right at the limit for
spell range, so you can blast him as he approaches, and if he survives
the spell onslaught he will run into missile fire about halfway across,
then get mopped up in melee if/when he actually makes it all the way to
the party. Repeat for Genthore. Too easy....

Now, the mages.... I move the party up to the eastern end of the bridge
(but still on it), and send my main character (F5/M5) forward. If you
stay slightly north, you'll encounter Rezdan first; the instant you see
the glimmer of magic from him, run back out of range of his spell and
wait for the spell duration to expire - chalk up one wasted spell.
Repeat until he's out of spells and attempts to charge you (maybe he's
pissed over all those wasted spells?). Bad move magie boy, now you're
dead. Repeat for Kysus - he apparently didn't learn anything from
watching his buddy try it. Ya know, for having such a high Intelligence,
mages certainly are stupid (ah - no Wisdom.... that would explain it).

The Fireshield (Red) is new to the game, so it was added to Kysus'

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

(x=250, y=150) Potion of Magic Shielding, Zircon Gem, 83 gold
(x=450, y=200) Dagger, Mace, 13 gold
(x=350, y=160) Long Sword, Dagger, 11 gold
(x=250, y=200) Mace, Spear, 18 gold
(x=170, y=250) Long Sword, Heavy Crossbow, 8 gold
(x=400, y=200) Long Sword, Heavy Crossbow, 48 gold
(x=320, y=280) Long Sword, 32 gold
(x=250, y=310) Dagger, 89 gold

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

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

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

Cloakwood Mines Level 2 (AR1804)
8) As soon as you enter this level you'll see bad guys that need a
beating. Go on slaying what guards you find as you head into a room to
the south-east. From here you've got two new ways to go-to the
south-west or to the south-east. The south-western passage is the less
attractive of the two as it's trapped and leads to a room full of foes
led by a Mage named Hareishan (x=850, y=1250). We're trying to get to
this room anyways, but there's a better way to get there. Head to the
south-east and deal with a guard at (x=1940, y=940) who will surrender
and tell you some info if you let him go. There is a secret door at
(x=2020, y=1020) that leads to a tunnel that spans the length of the
south-eastern corner of the level. This tunnel is also populated by a
pair of Ghasts, so tread carefully, as in a one-on-one fight a Ghast
only needs one lucky hit to ruin your day. Inside the tunnel you'll
find another secret door (x=1200, y=1400), which opens into the room
with Hareishan and company. With this approach we're able to hit them
with spell-assaults pre-emptively, an impossibility from the other
approach. I hit them with a few Stinking Clouds and a double shot (or
triple shot, if you've got Edwin) of Fireball, then waltz in and smite
whatever opposition remains. Amongst the carnage you'll find the body
of the Mage Hareishan. Loot her for an Adventurer's Robe, a Scroll of
Ghoul Touch, a Scroll of Haste, a Potion of Explosions, a Quarterstaff,
and 310 gold. Finally, we get Haste... Scribe it on your top Mage, as
this spell is the indispensable support spell which you'll use before
EVERY major encounter from here on out. It doubles your movement speed
and increases your attack rate, hence turning your warriors into
juggernauts. It's often the only spell-buff you'll need, and you'll be
using it until the end of Throne of Bhaal.

(x=1100, y=720)
(x=1100, y=920)
9) Head back into the Ghast tunnel and continue south, finding another
secret door at (x=1000, y=1800). At (x=720, y=1630) you'll find Rill,
the self-proclaimed de facto leader of the Cloakwood slaves. He'll ask
for 100 gold so he can bribe the captain of the Black Talons. Give him
the money, it'll be worth it later.
10) And in the same room you'll find Yeslick (x=860, y=1720). He wants
to get revenge against the Iron Throne for wronging him and stealing his
clans' mine. If you want him, take him along... or at least move him to
the surface in case you change your mind, if you flood the mines with
Yeslick still inside, you wonít be seeing Yeslick again, which would be
a real shame, too, considering that he's probably the 3rd-best Cleric
in the game. Also, letting the computer level him hasn't hurt him too
much. When you are done the stairs down are at (x=400, y=1600).

Cloakwood Mines Level 3 (AR1802)
11) This level is mostly comprised of guards and Hobgoblins, some of
which will greet you when you arrive. A simple Sleep spell will make
this fight go much quicker, but smash them and loot as you will. Just
be sure you don't fill up your inventory with cheap crap-there's plenty
of loot on this level, and there's still another level to go. You can
safely ignore the south-western side of the map, as all you'll find
there is a smelter room occupied by wussy Hobgoblins, and a big,
pointless hole.
12) Since we need not explore to the south-west, head north-east
instead. Along the north-western wall you'll find doorways leading to
officer's rooms-and anybody within will not be your friend. So much the
worse for them. Just as well. These rooms have plenty of loot-the locks
will vary in difficulty from 30 to 70.

(x=960, y=840) Fire Agate Gem
(x=970, y=830) Scroll of Shocking Grasp, Scroll of Sleep
(x=1090, y=840) Acid Arrows x5, Arrows of Biting x5, 23 gold
(x=1240, y=800) Fire Agate Gem x3, Jasper Gem
(x=1300, y=600) Dagger, Mace
(x=1370, y=570) Waterstar Gem, 112 gold
(x=1500, y=550) Bloodstone Ring
(x=1600, y=600) Garnet Gem, 31 gold
(x=1580, y=400) Potion of Mirrored Eyes, Potion of Strength
(x=1600, y=380) 19 gold
(x=1720, y=300) Scroll of Dispel Magic
(x=1750, y=420) Potion of Fire Giant Strength, 119 gold
13) While we're in this tunnel, lets pay some attention to the tunnels
to the south-east, which eventually connects to a barracks full of
Hobgoblins. This barracks connects to another barracks to the south-
east, also full of Hobgoblins, and another tunnel to the south-east
neatly bisects the level. Kill the Hobgoblins and loot their goodies,
just be wary-they respawn like bunnies.

(x=1690, y=1100) Composite Long Bow
(x=1750, y=1050) Dagger, Long Sword
(x=1900, y=930) Long Sword, 21 gold
(x=2000, y=860) Sunstone Gem, 26 gold
(x=2050, y=820) Cursed Scroll of Weakness,
		Scroll of Protection from Acid
(x=2170, y=900) Potion of Magic Protection, 29 gold
(x=2550, y=1150) Spear +1, 354 gold
(x=2670, y=1270) Flamedance Ring, Star Diopside Gem, Shandon Gem,
		 Lynx Eye Gem
(x=2600, y=1330) Dagger, 23 gold
(x=2530, y=1380) Halberd
(x=2400, y=1470) Halberd, 15 gold
(x=2300, y=1550) Halberd, Dagger
14) Now return to the tunnel in the north-west (the one adjacent to the
officer's rooms we looted a moment ago) and continue to the north-east.
In the north-eastern corner of the level you'll find a training room,
replete with weapons, armor, and training dummies. Most of the loot here
is junk, but you can score a few enchanted items and a suit of Plate

(x=2160, y=400) Chain Mail
(x=2300, y=350) Studded Leather Armor +1
(x=2320, y=350) Plate Mail Armor
(x=2350, y=250) Halberd x2, Battle Axe, Throwing Axe x3
(x=2200, y=300) Studded Leather Armor
(x=2230, y=300) Splint Mail Armor
(x=2070, y=270) Chain Mail Armor
(x=2100, y=250) Splint Mail Armor
(x=2100, y=220) Long Sword x4, Bastard Sword, Two Handed Sword
(x=2250, y=150) Spear, Halberd, Battle Axe
(x=1990, y=220) Large Shield, Medium Shield x2
(x=2070, y=170) Large Shield x2, Small Shield +1
15) From the training room head south-east south and enter the first
(and only) room to the north-east south of the training room. Inside
at (x=3100, y=860) you'll find a Mage named Natasha who needs a small
dose of death. She can cast Confusion, so be cautious. She also might
come with a handful of Hobgoblin Elites. When she dies she'll leave
behind a Traveler's Robe, a Scroll of Ghoul Touch, a Scroll of Slow, a
Scroll of Hold Person, a scroll of Mirror Image, and a Dagger. The Slow
spell is the opposite of the Haste spell, and it is just as effective at
hampering foes as the Haste spell is at buffing your party. It halves
their attacking and moving speed and imposes a four point penalty to
Armor Class and attack rolls. Simply put, this is a death sentence when
it affects melee-oriented enemies. Learn it, love it. Also, if you
haven't learned Mirror Image yet, now is a good time to do so. It's a
great defensive spell... actually probably one of the best... and my
Fighter/Mage simply couldn't do without it.

(x=3050, y=750) 13 gold
16) In the room south-east of the Hobgoblin barracks (around the corner
from the room with Natasha) you'll be pestered by an invisible critter.
The corpses around are apparently this beast's 'handiwork', which it'll
gloat about. Its plans for you are... well, look around. What you find
yourself up against a rather nasty Ogre Mage who will attempt to cast
the following spells, in order; Confusion, Flame Arrow, Horror, Melf's
Acid Arrow, Agannazar's Scorcher, a pair of Magic Missiles, and finally
two Chromatic Orbs. Needless to say, Confusion is bad news, and you
should attempt to disrupt it (like you wouldn't be trying to disrupt
any spell he casts, right?) One question I have, however... how can he
cast Confusion, a 7th-level spell, but when he casts Magic Missile he
only has three missiles? Shouldn't he have four? Ah well, whatever.
It'll drop typical Ogre Mage gear when it dies, plus a Katana +1.

Note: Interestingly enough (at least if you're a nerd like me) there are
about eight different Ogre Mage creature files-presumably to diversify
their spell selection, so all Ogre Mages don't have the same routine.
This particular one is called OGREMA03, and it obtains its innate
Invisibility not via a spell, like you might expect from a Mage, but
due to an undroppable Ring of Invisibility in its inventory. Silly,
silly game...

There were no Katanas in the original game, and they're awfully rare
(and unimpressive) in the Enhanced Edition.
17) From the Ogre Mage room continue south-west to find a guard station.
From here, head up a tunnel to the north-west until you find a temple to
the north-east. At (x=1590, y=1460) you'll find a Guard who keeps the
temple. If you say you're here to pay homage you'll need to identify
their god as Cyric. Loot the temple and leave. when you're done with
this level, leave the temple and return to the guard station to the
south-east, then go through a door to the south-west to reach a room in
the southern edge of the map. To the south-east you find another,
smaller room, where you'll find a staircase at (x=2700, y=2900).

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

Cloakwood Mines Level 4 (AR1803)
18) Once you get down stairs you'll run into a guard, who will attack
you regardless of what you say. He'll leave behind a suit of Plate Mail
Armor, a Large Shield, and a Long Sword. Over at (x=1300, y=500) is a
secret door, behind which we'll find all the trouble we came looking
for. The hallway immediately behind the secret door is full of traps,
and they should be disarmed before you go picking a fight. There's no
reason to fight Davaeorn after walking through a gauntlet of traps,
right? If your Imoen isn't up to snuff yet, just lead with Viconia and
let her absorb traps, what with her Magic Resistance and all. Honestly,
however, one trap summons a pair of Battle Horrors-rough melee
combatants that are immune to non-magical weapons. You can easily lure
them back to the north-east, where they can be dispatched for a hefty
4000 Experience Points each. Worth considering, if you've got the nerve.

(x=1250, y=520)
(x=1200, y=520)
(x=1200, y=540)
(x=1150, y=570)
(x=1120, y=600)
19) You'll find Davaeorn at (x=870, y=820), and you two are not going to
be friends. He'll start out spell-buffed with Protection from Normal
Arrows, Stoneskin, and Mirror Image on. He's fond of casting Dimension
Door whenever you put the pressure on him, just like the Hamadryad we
fought earlier did. He'll cast spells like Dire Charm and Hold Person,
so keep a Dispel Magic (or several) handy. Keep the pressure up in melee
and he should fall without too much trouble... even less if you scout
him out and hit him with a Silence 15' Radius before provoking him. When
he dies he'll leave behind a Traveler's Robe, Bracers to the Death
(aka: Bracers of Defense A.C. 6), Robe of the Evil Archmagi, a Scroll of
Grease, three Letters, a Scroll of Shield, a Scroll of Protection from
Evil, a Scroll of Protection from Petrification, a Quarter Staff, 109
gold, and the Key to the River Plug. I put the newfound Robe of the Evil
Archmagi on Edwin, as my evil protagonist already has one, courtesy of
20) Davaeorn's apprentice, Stephan, is at (x=730, y=1190), and you can
(and should) pump for information. Afterwards, if you're in doubt as to
whether you should let Stephan go or not, a simple Detect Evil courtesy
of Ajantis reveals him to be evil. Sure, he might not be lying about
being a hapless underling, but in the world of black-and-white
alignment, we can safely assume that if he was innocent, he was only
innocent because he lacked the capacity to play a more active role in
things. My evil party, of course, kills him simply because they can.
There's also a Mustard Jelly protecting some chests, but it's nothing
you can't handle. You'll notice-if you're observant-that Davaeorn has a
shrine to Bhaal in his chambers. Spooky. Technically the chapter ends
when you kill Davaeorn, but for the purposes of continuity, we'll finish
the mines off and THEN start chapter 5. As for the loot in this level...
Blur is a good defensive spell, I give it to my Fighter/Mage. Also, if
you didn't have Knock before, you do now, which is really good, since
some of the lock here are quite difficult, with a difficulty as high as
90! I give it to Imoen/Edwin so they can start helping out in that
department. When you're done, get on the elevator at (x=300, y=1200).
If you were unable to open any chests on the previous level, be sure
to use your new-found Knock spell to open them up-we're not coming back
here once we're done with the next Step.

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

(For flooding the mines)
EXP	2000
Reputation +2

Paladin 6
Experience: 61313
Max Hit Points: 68
Armor Class: -5

Paralyze/Poison/Death:	9
Rod/Staff/Wand:		11
Petrify/Polymorph:	10
Breath Weapon:		11
Spells:			12

Weapon Proficiencies
Bastard Sword		++
Long Sword		++
Two-Handed Sword	+
Longbow			+

Armor:	Full Plate Mail
Gloves:	The Brawling Hands
Helmet:	Helmet
Amulet:	...
Weapon:	Varscona +2 (THAC0: 11)
	Harrower +1 (THAC0: 12)
	Kondar +1 (THAC0: 12)
Shield:	Large Shield +1
Ring 1:	Batalista's Passport
Ring 2:	Topsider's Crutch
Cloak:	Algernon's Cloak
Boots:  The Paws of the Cheetah
Belt:	Destroyer of the Hills
Misc 1:	...
Misc 2:	...
Misc 3:	Potion of Healing x24
Fighter 5/Druid 6
Experience: 31453/31453
Max Hit Points: 65
Armor Class: -2

Paralyze/Poison/Death:	8 (-1)
Rod/Staff/Wand:		12 (-1)
Petrify/Polymorph:	11 (-1)
Breath Weapon:		12 (-1)
Spells:			13 (-1)

Weapon Proficiencies
Dagger			+
Club			++
Quarterstaff		+
Sling			+

Armor:	Ankheg Plate Mail
Gloves:	...
Helmet:	Helmet
Amulet:	...
Weapon:	Dagger of Venom +2 (THAC0: 14)
	Sling +1 (THAC0: 15)
Shield:	Large Shield +1
Ring 1:	...
Ring 2:	...
Cloak:	Cloak of Protection +1
Boots:	The Frost's Embrace
Belt:	Elves' Bane
Misc 1:	...
Misc 2:	...
Misc 3:	...
Cleric 5
Experience: 57944
Max Hit Points: 52
Armor Class: -6

Paralyze/Poison/Death:	3 (-4)
Rod/Staff/Wand:		7 (-4)
Petrify/Polymorph:	8 (-2)
Breath Weapon:		8 (-5)
Spells:			10 (-2)

Weapon Proficiencies
War Hammer		+
Mace			+
Sling			+

Armor:	Ankheg Plate Mail
Gloves:	...
Helmet:	Gift of Peace
Amulet:	...
Weapon:	Ashideena +2 (THAC0: 16)
	The Stupefier +1 (THAC0: 17)
Shield:	Small Shield +1
Ring 1:	Honorary Ring of Sune
Ring 2:	Ring of the Princes +1
Cloak:	Cloak of Displacement
Boots:	Senses of the Cat
Belt:	Golden Girdle of Urnst
Misc 1:	...
Misc 2:	...
Misc 3:	...
Fighter 4/Mage 3
Experience: 29746/29746
Max Hit Points: 60
Armor Class: 0

Paralyze/Poison/Death:	9 (-2)
Rod/Staff/Wand:		9 (-2)
Petrify/Polymorph:	10 (-2)
Breath Weapon:		11 (-2)
Spells:			10 (-2)

Weapon Proficiencies
Flail			++
Two-Weapon Style	+++

Armor:	Robe of the Neutral Archmagi
Gloves:	Legacy of the Masters
Helmet:	Helmet
Amulet:	...
Weapon:	Morning Star +1 (THAC0: 11)
Shield: Morning Star +1 (THAC0: 13)
Ring 1:	Evermemory
Ring 2:	Ring of the Princes +1
Cloak:	...
Boots:	Talos's Gift
Belt:	...
Misc 1:	Wand of Fire
Misc 2:	Wand of Monster Summoning
Misc 3:	Wand of Paralyzation
Ranger 6
Experience: 58348
Max Hit Points: 66
Armor Class: 4

Paralyze/Poison/Death:	11
Rod/Staff/Wand:		13
Petrify/Polymorph:	12
Breath Weapon:		13
Spells:			14

Weapon Proficiencies
Two-Handed Sword	++
Mace			+
Longbow			++
Two-Handed Weapon Style	+
Two-Weapon Style	++

Armor:	Telbar's Studded Leather Armor +2
Gloves:	Legacy of the Masters
Helmet: The Eyes of Truth
Amulet:	...
Weapon:	Spider's Bane +2 (THAC0: 9)
	The Dead Shot +2 (THAC0: 10)
Shield:	...
Ring 1:	...
Ring 2:	The Victor
Cloak:	Whispers of Silence
Boots:	Worn Whispers
Belt:	...
Misc 1:	Boo
Misc 2:	...
Misc 3:	Potion of Healing x24
Thief 6/Mage 5
Experience: 20000/38140
Max Hit Points: 48
Armor Class: 0

Paralyze/Poison/Death:	12 (-2)
Rod/Staff/Wand:		9 (-2)
Petrify/Polymorph:	11 (-2)
Breath Weapon:		13 (-2)
Spells:			10 (-2)

Weapon Proficiencies
Sling			+

Armor:	Robe of the Good Archmagi
Gloves:	...
Helmet:	...
Amulet:	...
Weapon:	Sling +1 (THAC0: 13)
Shield:	...
Ring 1:	Ring of the Princes +1
Ring 2:	...
Cloak:	...
Boots:	...
Belt:	...
Misc 1:	...
Misc 2:	...
Misc 3:	...

As you can see, Imoen still doesn't have her Thief abilities back yet,
so Viconia has been soaking up trap damage for now. She'll have it
back before it's serious, however. Also note that I purchased the Robe
of the Good Archmagi for her-something I was able to effect by selling
off Wyvern Heads. Even if you're 'lucky', you'll probably end up
fighting at least four of them, and each one is worth 1000 gold, at
least. Jaheira is just a few experience away from getting that juicy
6th-level, which means extra attacks per round due to her Specializtion
in Daggers. Last but not least, you'll notice an item on Viconia you
may or may not have yet-the Cloak of Displacement, which can be
purchased from the Bartender at the Ulgoth's Beard Inn rather cheaply.
It's an optional purchase at this stage in the game, but since it's such
a great defensive item, I always bother to go out of the way to grab it.

Blackguard 6
Experience: 69790
Max Hit Points: 58
Armor Class: -2

Paralyze/Poison/Death:	8 (-1)
Rod/Staff/Wand:		10 (-1)
Petrify/Polymorph:	9 (-1)
Breath Weapon:		10 (-1)
Spells:			11 (-1)

Weapon Proficiencies
Two-Handed Sword	++
Crossbow		++
Two-Handed Weapon Style	++

Armor:	Full Plate Mail
Gloves:	Legacy of the Masters
Helmet:	The Eyes of Truth
Amulet:	...
Weapon:	Spider's Bane (THAC0: 8)
	The Army Scythe +1 (THAC0: 11)
Shield:	...
Ring 1:	Ring of the Princes +1
Ring 2:	Batalista's Passport
Cloak:	Algernon's Cloak
Boots:	Senses of the Cat
Belt:	Destroyer of the Hills
Misc 1:	...
Misc 2:	...
Misc 3:	Potion of Healing x24
Fighter 6
Experience: 63661
Max Hit Points: 90
Armor Class: -5

Paralyze/Poison/Death:	6
Rod/Staff/Wand:		8
Petrify/Polymorph:	12
Breath Weapon:		13
Spells:			9

Weapon Proficiencies
Axe			++++
Flail/Morning Star	+
Crossbow		+

Armor:	Full Plate Mail
Gloves:	The Brawling Hands
Helmet:	Helmet
Amulet:	...
Weapon:	Battle Axe +1 (THAC0: 11)
	Kondar +1 (THAC0: 16)
Shield:	Large Shield +1
Ring 1:	...
Ring 2:	The Victor
Cloak:	...
Boots:	The Paws of the Cheetah
Belt:	...
Misc 1:	...
Misc 2:	...
Misc 3:	...
Fighter 6/Druid 6
Experience: 32287/32287
Max Hit Points: 72
Armor Class: -2

Paralyze/Poison/Death:	8 (-1)
Rod/Staff/Wand:		12 (-1)
Petrify/Polymorph:	11 (-1)
Breath Weapon:		12 (-1)
Spells:			13 (-1)

Weapon Proficiencies
Scimitar, etc.		++
Club			++
Quarterstaff		+
Sling			+

Armor:	Ankheg Plate Mail
Gloves:	...
Helmet: Helmet
Amulet:	...
Weapon:	Rashad's Talon +2 (THAC0: 12)
	Sling +1 (THAC0: 14)
Shield:	Large Shield +1
Ring 1:	...
Ring 2:	...
Cloak:	Cloak of Protection +1
Boots:	The Frost's Embrace
Belt:	Elves' Bane
Misc 1: ...
Misc 2:	...
Misc 3:	...
Cleric 7
Experience: 65115
Max Hit Points: 52
Armor Class: -5

Paralyze/Poison/Death:	4 (-3)
Rod/Staff/Wand:		8 (-3)
Petrify/Polymorph:	9 (-1)
Breath Weapon:		10 (-3)
Spells:			11 (-1)

Weapon Proficiencies
War Hammer		+
Mace			+
Sling			+

Armor:	Ankheg Plate Mail
Gloves:	...
Helmet:	Helmet
Amulet:	...
Weapon:	Ashideena +2 (THAC0: 14)
	The Stupefier +1 (THAC0: 15)
Shield:	Small Shield +1
Ring 1:	Honorary Ring of Sune
Ring 2:	Edventar's Gift
Cloak:	Cloak of Displacement
Boots:	...
Belt:	Golden Girdle of Urnst
Misc 1:	...
Misc 2:	...
Misc 3:	...
Fighter 5/Mage 5/Thief 6
Experience: 23299/23299/23299
Max Hit Points: 53
Armor Class: 0

Paralyze/Poison/Death:	9 (-2)
Rod/Staff/Wand:		9 (-2)
Petrify/Polymorph:	9 (-2)
Breath Weapon:		11 (-2)
Spells:			10 (-2)

Weapon Proficiencies
Long Sword		++
Two-Weapon Style	+++

Armor:	Robe of the Evil Archmagi
Gloves:	Legacy of the Masters
Helmet:	Helmet
Amulet:	...
Weapon:	Varscona +2 (THAC0: 11)
Shield:	Long Sword +1 (THAC0: 14)
Ring 1:	Evermemory
Ring 2:	Ring of the Princes +1
Cloak:	...
Boots:	Worn Whispers
Belt:	...
Misc 1:	Wand of Fire
Misc 2:	...
Misc 3:	...
Conjurer 7
Experience: 62289
Max Hit Points: 42
Armor Class: 5

Paralyze/Poison/Death:	12 (-1)
Rod/Staff/Wand:		8 (-1)
Petrify/Polymorph:	10 (-1)
Breath Weapon:		12 (-1)
Spells:			9 (-1)

Weapon Proficiencies
Quarterstaff		+
Sling			+

Armor:	Robe of the Evil Archmagi
Gloves:	...
Helmet:	...
Amulet: Edwin's Amulet
Weapon:	Aule's Staff +3 (THAC0: 15)
	Sling +1 (THAC0: 17)
Shield:	...
Ring 1:	...
Ring 2:	...
Cloak:	Whispers of Silence
Boots:	Talos's Gift
Belt:	...
Misc 1: Wand of Fire
Misc 2:	Wand of Monster Summoning
Misc 3:	Wand of Paralyzation

Life is good for Edwin and my protagonist, who are enjoying the benefits
of their Robes of the Archmagi-both stripped from other unfortunate
Mages, hence costing us not a penny. Jaheira just reached level six as a
Fighter, vastly improving her combat abilities, and Kagain is just shy
of level seven. Ah well. All in all, the evil party is much more
balanced now than it was at the last benchmark. Kagain's Armor Class is
now fitting for a front-liner, and he's able to effectively lead the
party into combat thanks to The Paws of the Cheetah. His Hit Points and
Armor Class make him a worthy tank, indeed. Dorn has some much-need
missile protection, while my protagonist is also able to weather combat
better. Both of these two are still my primary death-dealers, together
accounting for 62% of the kills in my party thus far. It's a trend
that's not likely to change, as my protagonist is due for a Strength
upgrade, and Dorn... well, he's just a monster. My evil party was more
adventurous in Ulgoth's Beard, buying the Cloak of Displacement and 
Aule's Staff +3. Also, since I have a Fighter/Mage/Thief protagonist who
actually has her Thief abilities, unlike useless Imoen, I stole
Edventar's Gift while I was there.

|			       Chapter 5			       |
|								       |
|           Foiling the Iron Throne's Assassination Attempt	       |
|								       |
Sequence of Events:						{WLK020}
		1) Spying for Scar
		2) Quayle
		3) A Note on Baldur's Gate
		4) Unlucky Aello
		5) The Iron Throne Threatens
		6) Loot Shop
		7) Silence's Shop
		8) The Thieves Guild Contact
		9) Golden Extra-Farseer
		10) Spell Shopping
		11) Stores Exist in an Intermediate Space
		12) Maltz's Home/Shop
		13) Arkion's Request
		14) Searching the Sewers
		15) Looting (AR0800)
		16) Looting Lower (AR0700)
		17) His Brother's Keeper
		18) Lady Hannah's Peeve
		19) Pernicious Poultry
		20) The Iron Throne Strikes Back
		21) Lothander's Salvation
		22) Looting Upper (AR0700)
		23) To the Bitch-Queen's House
		24) Trading Favors
		25) Varci's Plea
		26) Those Who Did Dare and Fail
		27) Begging for Books
		28) Swindling the Sea Goddess
		29) Lady Luck Smiles
		30) Lothander's Liberation
		31) The Seer's Sphene
		32) Level Larze
		33) Revenge of the Protagonist

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

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

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

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

Lucky Aello's Discount Store (AR0810)
4) Up at (x=3130, y=1000) you'll find 'Lucky Aello's Discount Store',
which sells nothing but tainted potions and cursed scrolls. You get
what you pay for, and if we've learned anything in Baldur's Gate,
'discount' means 'defective' or 'deceit'. In the Enhanced Edition, he
also sells two weapons of... dubious quality. First is the Ossifier,
a Quarterstaff with no enhancement bonuses which 'inflicts' Barkskin on
a foe when you strike them... effectively lowering their Armor Class for
all subsequent hits. The second is the Two-handed Sword Gold Digger +1,
which gives a +1 bonus to hit and a +4 bonus to damage... the only
downside? You lose gold every time you hit a foe with it. Your call,
but for my money (literally) I'll stick to Spider's Bane +2.

Baldur's Gate, North-East (AR0300)
5) Exit the map on the northern edge... say... (x=2200, y=20) and travel
to the new area to the north. You'll be accosted by two men Marek
(x=1920, y=2850) and Lothander (x=1870, y=2870). They will warn you to
stop meddling with the Iron Throne and wander off. By now we've
dispatched dozens of would-be assassins, surely we need not fear these
two, right? Loot around outside for a little bit of variable treasure,
then head into the shop at (x=2180, y=2500).

Shop (AR0304)
6) The Storekeep here sells mundane armor of no interest to us. On the
other hand, his store is stocked full of goodies we can steal... and by
steal, I mean take, because he doesn't care if you rob him blind! What
a nice guy. Grab the many potions, monies, the Mace +1 and the
Topsider's Crutch before leaving. Once done, we're done with this area,
for now. We'll deal with The Counting House (x=2350, y=3100) later.
Head back south to (AR0800).

(x=1805, y=2800) 28 gold
(x=2050, y=2350) History of the Last Giants
(x=500, y=500) Andar Gem, Gold Ring
(x=400, y=550) Arrows of Dispelling x4, Arrows of Biting x7
(x=100, y=400) Mace +1, Sling, Dagger, Potion of Healing
(x=220, y=300) Potion of Mind Focusing
(x=300, y=300) 17 gold
(x=370, y=220) Potion of Hill Giant Strength
(x=480, y=260) Topsider's Crutch
(x=500, y=180) Potion of Absorption
(x=650, y=180) Potion of Invulnerability

Silence's Store (AR0809)
7) In a house at (x=3350, y=2000) you'll find a Thief named Silence
(x=530, y=430) who will sell you a variety of items, notably a Cloak of
Protection +1, a Sling +1, Potions of Master Thievery, Potions of
Agility, Bullets +1 and Bullets +2. She's one of the rare characters
who will purchase stolen goods, if you have any. You can also rent out
rooms here, in case you need to rest.

(x=300, y=300) Arrows x20, Bolts x20, Bullets x20
(x=400, y=250) Potion of Strength, Shortbow, Shortbow
(x=800, y=250) Leather Armor, Long Sword, Long Sword
8) At (x=1550, y=1780) you'll find a Thief named Niklos, who will pay
you 50 gold to simply go and talk to his boss. He's alright, so take
the money. We'll do this quest later, as there is one annoying little
quest we need to get out of the way first.

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

Sorcerous Sundries (AR0703)/(AR0704)
10) Over at (x=1000, y=1950) you'll find a large round building aptly
named 'Sorcerous Sundries'. Inside is a man named Ordulinian
(x=770, y=600), who will warn you about two squabbling Mages named
Arkion and Nemphre if you talk to him twice (and you have a reputation
score of 14 or greater). Righty-O. At (x=670, y=570) you'll find
Halbazzer Drin, who will sell you a variety of magical goodies. Most
notable are his Arrows of Detonation, Arrows of Dispelling, Potions of
Giant Strength (great for any warrior), Potions of Genius (in case you
wanted to have Imoen scibe more scrolls than her Intelligence normally
allows), and most importantly for my good party, the Flail 'The
Thresher +2', which I purchase and have my protagonist merrily equip.
He also has a vast collection of Mage Scrolls. If you don't have them
yet, here's a list of scrolls you might want to pick up.

|Mage Spells|
1st-Burning Hands
1st-Burning Hands
1st-Charm Person
1st-Charm Person
1st-Chill Touch
1st-Chill Touch
1st-Chromatic Orb
1st-Chromatic Orb
1st-Color Spray
1st-Color Spray
1st-Larloch's Minor Drain
1st-Larloch's Minor Drain
1st-Magic Missile
1st-Magic Missile
1st-Protection From Evil
1st-Protection From Evil
1st-Protection From Petrification
1st-Protection From Petrification
1st-Shocking Grasp
1st-Shocking Grasp
2nd-Agannazar's Scorcher
2nd-Agannazar's Scorcher
2nd-Detect Evil
2nd-Detect Evil
2nd-Detect Invisibility
2nd-Detect Invisibility
2nd-Ghoul Touch
2nd-Ghoul Touch
2nd-Know Alignment
2nd-Know Alignment
2nd-Melf's Acid Arrow
2nd-Melf's Acid Arrow
2nd-Mirror Image
2nd-Mirror Image
2nd-Power Word: Sleep
2nd-Ray of Enfeeblement
2nd-Resist Fear
2nd-Resist Fear
2nd-Stinking Cloud
2nd-Stinking Cloud
3rd-Dire Charm
3rd-Dire Charm
3rd-Dispel Magic
3rd-Dispel Magic
3rd-Flame Arrow
3rd-Flame Arrow
3rd-Ghost Armor
3rd-Ghost Armor
3rd-Hold Person
3rd-Hold Person
3rd-Hold Undead
3rd-Lightning Bolt
3rd-Lightning Bolt
3rd-Melf's Minute Meteor
3rd-Minor Spell Deflection
3rd-Monster Summoning I
3rd-Monster Summoning I
3rd-Protection From Cold
3rd-Protection From Normal Missiles
3rd-Protection From Normal Missiles
3rd-Skull Trap
3rd-Skull Trap
3rd-Skull Trap
3rd-Vampiric Touch
3rd-Vampiric Touch
4th-Greater Malison (x20)
4th-Minor Globe of Invulnerability
4th-Minor Globe of Invulnerability
4th-Monster Summoning II
4th-Monster Summoning II
4th-Otiluke's Resilient Sphere (x20)
4th-Remove Curse (x20)
4th-Secret Word
4th-Spirit Armor (x20)
4th-Teleport Field
5th-Chaos (x20)
5th-Polymorph Self (x20)

I was admittedly much poorer in the Enhanced Edition playthrough than in
my original playthrough(s) for this guide-I had a mere 17,000 gold at
this point in the game (still, without selling a single magic item).
Nonetheless, I was still able to buy two copies of all the best spells
and The Thresher +2. When you're done, be sure to steal a Nymph Cloak
off of Halbazzer Drin, then head upstairs (x=200, y=300).
11) There is a quartet of Mages led by one named Niemain (x=400, y=600).
If you pick dialogue options #2, then #1 you can avoid a fight... but
why would you want to? On the other hand picking options #1, then #2
will allow you to blast Niemain with a scholarly, long-winded, and
thoroughly douchy speech about the indeterminate social nature of
'stores'. After subjecting him to this, he appropriately turns hostile.
I have my Cleric cast Animate Dead, and merrily send them on their own
to soak up as many hostile spells as they can. This should be sufficient
to win the fight on its own, as most of their 'strategy' revolves around
the use of Horror, after which they'll resort to 1st-and-2nd-level
damaging spells, which can potentially take down Skeleton Warriors, but
you're likely to kill at least one of them, and once your undead fall,
the survivors just won't have enough spell-power left to stop your
party. Alternatively, this is an excellent time to test out that new
Chaos spell you SHOULD have purchased... if you have a Mage who can cast
it. Anyways, kill, loot, leave. You know the business by now.

Niemain: Mage Robe of Fire Resistance, The Jester's Folly, Wand of Fire,
Scroll of Spider Spawn, Dagger and 282 gold.

William Garst: Mage Robe of Fire Resistance, Scroll of Luck, a Scroll of
Identify, Quarter Staff and 49 gold.

Oulam: Mage Robe of Electrical Resistance, 5 Darts of Stunning, Dagger
and 52 gold.

Wheber Ott: Mage Robe of Cold Resistance, Scroll of Luck, Scroll of
Identify, Dagger, Dagger +1 and 52 gold. 

General Store (AR0803)/(AR0804)
12) At (x=1120, y=2920) you'll find the home of Maltz, a merchant with
the right idea-he does business right from his home. He only sells
mundane junk, however. There is a bit of looting that can be done, but
Maltz will not let his goodies go without calling the guard.

(x=350, y=100) Spear, 25 gold
(x=440, y=100) Silver Ring
(x=550, y=200) Potion of Perception, 5 gold
(x=350, y=100) 13 gold

Arkion's House (AR0805)/(AR0806)
13) Over in the house at (x=1600, y=3200) you'll find a Mage named
Arkion (x=450, y=250). He'll send you on a quest to go find him a body
from the sewers-he won't ask how you got it, you don't ask why he needs
it. Sounds legit. Although this quest ties with one that Scar will give
later, it's really no bother to do it now... after you loot Arkion's
house, of course.

(x=400, y=150) Medium Shield +1, 8 gold
(x=310, y=410) Dagger
(x=200, y=300) 7 gold
(x=100, y=300) Potion of Insulation

Sewers (AR02260)
14) Leave Arkion's house and head to the sewers beside the Sorcerous
Sundries store (x=270, y=1840). Once down you'll be right next to an
Ogre Mage and a horde of Carrion Crawlers. Haste and Remove Paralysis
will do wonders for this fight, as there can be quite a number of
Carrion Crawlers here. Despite that, focus on the Ogre Mage-you don't
need him complicating things by casting Confusion on you. Once they're
dead, loot the Ogre Mage for Sashenstar's Ruby Ring, a Bloodstone Ring,
a Scimitar +1. You should hold onto that Ruby Ring, as it sounds kind
of... questy. Once done, head west and loot the bodies for a variety of
goodies. You can explore the sewers more thoroughly, if you wish-expect
to encounter Carrion Crawlers and Phase Spiders. Loot is...
non-existent. Once you're done messing around in the sewers, return to
Arkion with a body in your possession and he'll reward you for your
toil. While you're here, steal his necklace from him-you'll have use for
it shortly. Or you can just kill him for it. He serves no further use.

(x=830, y=1450) Male Body, Ruby Ring, 135 gold
(x=700, y=1400) Male Body, Potion of Protection from Magic, 51 gold
(x=530, y=1380) Male Body, Ninjato +1, 28 gold
(x=400, y=1370) Male Body x2, tainted Oil of Speed, 85 gold

(For bringing Arkion a body)
EXP	1800
Gold	250

Obviously, the Ninjato +1 is new loot, as such weapons didn't exist in
the original game. Also, the Ogre Mage used to drop a Bastard Sword +1,
instead of a Scimitar +1. I suppose the folks at Overhaul Games thought
there weren't enough lightly-enchanted Scimitars in the game? Lastly,
Sashenstar's Ruby Ring is a new item, made specifically for a quest
we'll be taking on later. The quest always existed, and you could always
get a Ruby Ring here, but the quest previously allowed you to turn in
any Ruby Ring, which, without giving anything away, really didn't make
sense, since the ring was supposed to be capable of identifying a
victim. Wait, that sounded like giving something away... oh well.
15) Now that you're ahead of the game, lets loot around this area to
finish it off... Except for those places we'll come back to once we're
ready to do associated quests, and whatnot. I know, I'm a harsh
taskmaster and we're 'skipping' a lot of stuff, but we've no need to
start time-specific quests before we're ready to deal with them, and
there's no need to explore other places now when we'll get quests
inviting us to explore them later. Besides the loot found in random
containers outside (AR0800) there are two houses to loot-one at 
(x=530, y=2500) (AR0801)/(AR0802) and one at (x=2900, y=500)

(x=800, y=1220) Cursed Scroll of Stupidity
(x=2050, y=1350) History of the Dragon Coast
(x=3150, y=200) Gold Ring
(x=2700, y=2500) Sunstone Gem
(x=950, y=2880) History of Calimshan
(x=530, y=120) Bluestone Necklace
(x=500, y=80) 10 gold
(x=250, y=300) Dagger
(x=200, y=250) 14 gold
(x=350, y=100) Splint Mail, Medium Shield, 11 gold
(x=440, y=100) 5 gold
(x=550, y=200) Dagger, 25 gold
(x=350, y=100) Darts x10, 15 gold

Once you're done looting, you're done with this area. Exit the map on
the western side of the area (x=20, y=3000) and head to the central
section of Baldur's Gate.

Baldur's Gate, Center (AR0700)
16) Now, we just got done looting, so of course it's time for... more
looting! There are three houses in the south-eastern corner of the
area, near where we entered, that are ripe for robbing of their... 
minor treasure.

(AR0711) (x=4100, y=240)
(x=350, y=100) Leather Armor, 10 gold
(x=440, y=100) 6 gold
(x=550, y=200) 3 gold
(x=180, y=340) Potion of Defense
(x=350, y=100) Darts x8, 18 gold
(AR0709) (x=3780, y=3030)
(x=130, y=250) Potion of Mirrored Eyes
(x=500, y=80) 7 gold)
(x=300, y=350) Throwing Dagger
(x=250, y=300) 6 gold
(x=200, y=250) Tiger Cowrie Shell Necklace, 9 gold
(AR0707) (x=3450, y=2850)
(x=400, y=150) Zircon Gem, 7 gold
(x=200, y=300) 6 gold
(x=100, y=300) Dagger +1, 15 gold
17) That's enough looting for now. Head west and go up some stairs to
the north. Atop the stairs you'll find Dabron Sashenstar
(x=780, y=1680), who will be waiting for you if you killed his brother
Aldeth in the Cloakwood Forest. There's no avoiding this fight, but
that's fine, you don't really want to, do you? When he falls he'll leave
behind a suit of Plate Mail Armor, a Helmet, 20 Bolts, The Guide +2
(aka: Heavy Crossbow of Accuracy), and a Morning Star +1. This is a nice
Crossbow, and if you have a character who can use it, you may want to
keep it in their inventory so you can draw it when you need it.

(x=2350, y=3000) 35 gold
(x=750, y=450) Scroll of Burning Hands
(x=2150, y=1300) Lynx's Eye Gem x2, 10 gold
(x=2250, y=880) History of Halruaa, History of the North
(x=3640, y=1260) 6 gold
(x=3070, y=700) Sunstone Gem
(x=2280, y=530) Silver Ring
18) At (x=660, y=1100) you'll find a noblewoman named Lady Hannah, who
will complain about a man named Ragefast who has acquired his own
personal nymph. Yet another thing we'll deal with later, with a little
more motivation.

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

Note how quickly Lothander moves! He's been juiced up a bit for the
Enhanced Edition, that's for sure. He's now worth a whopping 4000
experience if you kill him, and he'll drop a suit of Leather Armor +1,
a Short Sword +1, a Light Crossbow, Bolts x20, a Water Opal, a Potion
of Fire Resistance, and another pair of The Paws of the Cheetah. In
the original game, he DID have his half of the antidote on him, he was
only worth 2000 experience, and he didn't have The Paws of the Cheetah.
Unfortunately, you can't steal The Paws of the Cheetah from him-you can
only score these by killing him, which of course, is a death-sentence
without his half of the antidote. You can steal his potion, gem, and
weapons, but Lothander's no slouch here, either-Alora's base 110%
Pick Pockets score wasn't high enough when I tried it-it took a Potion
of Master Thievery to bump her Pick Pockets up to 150% for success.

Fortune Teller's Tent (AR0726)
21) Go talk to the Diviner (x=320, y=250). Pay his 50 gold and ask him
who has the ability to release Lothander of his geas. He'll tell you
that Jalantha Mistmyr of Umberlee can remove it. Great. Now you just
have to get her to help you. Talk to Lothander after getting your
divination, and he'll encourage you to go to the Water Queen's House
(he's got hearing like a bat!). When you've got a way to reverse his
Geas he'll be waiting at the Blade and Stars Inn.

Note: Lothander won't head to the Blade and Stars until you talk to him
here... fortunately, in the Enhanced Edition, he talks to you, so it
shouldn't be a problem.
22) Even though we're poisoned and dying... why not loot around this
area to finish it off, kinda mostly not really? There are three houses
to loot (AR0722)/(AR0723) (x=250, y=450), (AR7017)/(AR7018)
(x=3500, y=850), and (AR0713)/(AR0714) (x=4300, y=700). In Nadine's
House (AR0715)/(AR0716) (x=4150, y=900) you'll find a Halfling lady
named... Nadine (x=400, y=270). She'll give you a good luck charm and
ask you to find and give it to her boy, Euric. The 'good luck charm' is
another 'The Protector +1' amulet. We'll get around to it eventually.
Also, you can loot the Drakon Tavern (x=1660, y=1200) (AR0720), for what
little that's worth.

(x=140, y=250) Greenstone Ring
(x=500, y=80) 6 gold, Dagger
(x=340, y=120) 14 gold
(x=200, y=250) 8 gold
(x=300, y=350) Sunstone Gem 
(AR0713) (x=4300, y=700)
(x=400, y=150) Turquoise Gem, 11 gold
(x=200, y=300) 6 gold
(x=100, y=320) Spear, Halberd
(AR0717) (x=3500, y=850)
(x=350, y=100) Chain Mail, 17 gold
(x=440, y=100) 6 gold
(x=550, y=200) Scroll of Invisibility, 5 gold
(x=350, y=100) Throwing Dagger x10, Scroll of Friends, 32 gold
(AR0720) (x=1660, y=1200)
(x=720, y=150) Onyx Ring
(AR0722) (x=250, y=450)
(x=380, y=250) Heavy Crossbow, 20 gold
(x=170, y=350) Potion of Heroism, Jasper Gem, 5 gold

Once you're done with all that looting, exit via the southern edge of
the area (x=1200, y=3320) to reach Baldur's Gate, South (AR1200).

Baldur's Gate, South (AR1200)
23) If you have Jaheira in your party a Harper named Entillis Fulsom
will talk to you. Yay. Head over to the WaterQueen's House
(x=870, y=2370). Make sure to pick up Xarrnous's Second Sword Arm
(aka: Gauntlets of Weapon Skill) along the way (x=750, y=2700). These
go well on any of the secondary warriors who didn't get something better
already... Viconia, for example.

(x=750, y=2700) Xarrnous's Second Sword Arm

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

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

Tremain Belde'ars House (AR0617)/(AR0618)
26) Upon entering a priest named Tremain Belde'ar will approach. He'll
ask you to retrieve the body of his son from the priestesses of
Umberlee. Accept and head to the The Lady's House (x=1300, y=1000).

(x=400, y=250) Bluestone Necklace
(x=500, y=350) History of the Ulgarth, 22 gold

The Lady's House (AR0132)
27)  Talk to Chanthalas Ulbright (x=250, y=250) and pick dialogue
options #3 and #1 to offer to pay 500 gold for the tome. Seeing your
need, he'll hand it over for the stated sum. Or you could always just
steal it.
28) Now go back and pay the priestesses of Umberlee a visit. Instead of
giving Jalantha the 'Book of Wisdom', simply pick-pocket the Geas
Removal Scroll from her. Now talk to one of the lesser priestesses (the
blonde one) and ask for Tenya. Simply ask for the boy's body back, and
she'll deliver. If you didn't help Tenya out earlier, you still have
options. You can steal the body off Jalantha, or you can pay 2000 gold
for it. And then again, you can always kill all the priestesses of
Umberlee-Jalantha herself is worth a whopping 6000 experience, which
really makes wiping out these priestesses an attractive proposition.
For the morally-minded, they are child-killers, after all. Your call.
You can also steal a Sphene Gem from Jalantha, which will be used in a
quest later.
29) Return the body to Tremain and he'll raise him. Talk to him again
and the two will leave. Talk to Varci and he'll reward you. I give the
shield to Ajantis. Now he has missile defense again. Also, you might as
well read that Tome of Understanding you just got. More juicy Wisdom
for my protagonist.

(For recovering the body of Tremain's son)
EXP	5000
Gold	2000
Item	Shield of the Falling Stars +1

The Blade and Stars (AR0105)/(AR0106)/(AR0107)
30) To give the scroll to Lothander you'll have to head to the Blade and
Stars, which is in the south-eastern portion of Baldur's Gate (AR1300)
at (x=200, y=650). Go inside and head up the stairs (x=400, y=100) to
find Lothander at (x=250, y=200). Now, we want his cure... but we also
want his loot, right? There's an easy enough way to get both. Before you
talk to him, surround him with melee fighters-four should do it. Then
talk to him, give him the scroll, and he'll go to leave. Immediately
attack him, and with a moderate powerful party you should have no
trouble taking him down before he vanishes (which he'll do even though
he can't get past your fighters). Loot him for a suit of Leather
Armor +1, a Short Sword +1, a Light Crossbow, Bolts x20, a Water Opal,
a Potion of Fire Resistance, and another pair of The Paws of the
Cheetah. Best of all, we get his half of the antidote.  To get the other
half, we'll need to pay Marek a visit at the Blushing Mermaid. It won't
be a social call. To get to the Blushing Mermaid you have to go to the
northern area of Baldur's Gate (AR0200), and then exit on the eastern
edge of the map to reach the north-eastern area (AR0300). The Blushing
Mermaid is at (x=200, y=1750).

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

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

The Blushing Mermaid (AR0114)/(AR0115)
32) When you enter an Ogre named Larze will approach you with painful
intent. If you pick dialogue options #1, #2 you can avoid a fight, but
again, that's not how I tend to do things. You do get some experience
for talking you way out of a fight, but you can't loot Larze for
another pair of Xarrnous's Second Sword Arm gauntlets. Admittedly, Larze
is a tough fight, but it's worth tackling him for the lootage... even
though I have trouble placing these gauntlets on anybody.

(X=420, y=150) Gold Ring, Dagger +1, 350 gold
33) Head up the stairs at (x=1100, y=650) and talk to Marek at
(x=400, y=330). Surprise, surprise, he'll threaten to kill you, entirely
ignorant of the odds. Surround him and pummel him to a well-deserved
death. You'll get a whopping experience reward for talking to him, and
you'll get even more for killing and looting him. He'll drop 20 Arrows,
a Potion of Freedom, a Potion of Master Thievery, Marek's Potion of
Antidote, a Heart of the Golem +2, Protector of the Dryads +2
(aka: Eagle Bow), and 201 gold. Imoen happily accepts the Eagle Bow as
a replacement for her current bow, and the antidote is used
automatically once it's in your inventory. Score.

(For killing Marek and obtaining the antidote)
EXP	10000

Now that the Iron Throne's latest-and most lethal-assassins are dealt
with you have free reign over the city... for the most part. Head back
to the eastern area (AR0300) and enter the building at (x=1450, y=1250).
Now it's time to tackle quests in a somewhat more organic, less frantic
manner. We'll start with the quests we picked up in the first area. We
will now cover the east and south-eastern parts of Baldur's Gate
(AR0300) and (AR1300). Be sure to have plenty of Knock and Invisibility
spells prepared if your thieving skills aren't great. Having the Ring of
Invisibility from Ulgoth's Beard will also help.

|								       |
|	     Baldur's Gate: Eastern and South-Eastern Areas	       |
|								       |
Sequence of Events:						{WLK021}
		1) Password: Fafhrd
		2) Bartering With Black Lily
		3) Testing Yer talent
		4) Brielbara's Bathos
		5) Nightwatch with Narlen
		6) Gantolandon's Gem
		7) Halruaan Heist
		8) Component Caper
		9) ...Among Thieves
		10) Mage Murdering
		11) The Hall of Loot
		12) Nemphre's Request
		13) Ordulinian's Trinkets
		14) No Honor...
		15) A Good Luck Charm
		16) Nadarin's Warehouse
		17) Shop Looting
		18) General Store Looting
		19) Warehouse Looting
		20) Looting (AR1300)

The Thieves Guild (AR0148)/(AR0150)/(AR0151)/(AR0152)/(AR0153)
1) When you enter you'll be approached by a rogue who will demand that
you give the password. The password is Fafhrd, in case you forgot. Tell
him and continue on into the next area. Don't be afraid to enter from
multiple routes to loot all the containers about. Don't worry about
stealing, it IS a thieves guild, after all. Make sure to take the Manual
of Quickness in Action while you're here. Dexterity is nice...

(x=150, y=100) Leather Armor x3, Short Sword x3
(x=550, y=200) Sling x2, 20 Bullets
(x=290, y=320) Oil of Speed
(x=50, y=300) Short Bow, 13 gold
(x=100, y=200) Throwing Dagger x2
(x=220, y=120) Throwing Dagger, Dagger
(x=350, y=150) Quarter Staff, Sling, Bullet x10
(x=200, y=120) Potion of Firebreath
(x=550, y=600) Leather Armor
(x=800, y=300) Bullet +1 x10, Bullet +2 x5
(x=1240, y=540) Manual of Quickness in Action

(x=370, y=570)
(x=400, y=250)
(x=800, y=300)
2) Over at (x=1150, y=590) you'll find Black Lily, who'll sell you a
variety of goodies... namely potions and arrows that might come in
handy. By now, you should know that Potions of Magic Blocking,
Protection, or Shielding are good buys, as are Potions of Giant
Strength and Potions of Master Thievery. As for more permanent goods,
she sells a Cloak of Protection +1 and a Sling of Unerring Accuracy.
The former is self-explanatory, while the latter is merely a Sling with
a +2 THAC0 bonus. As the fence in a thieve's guild, it should come as
no surprise that Black Lily will also buy stolen goods.

The Sling of Unerring Accuracy is another Enhanced Edition addition.
3) Alatos (x=580, y=200) and his associate Resar (x=700, y=200) await
you, but there's another quest you should do first. He's waited this
long, he'll wait a little longer. You can hit Husam up for more
information (x=1140, y=280), and he'll reveal such useful information as
the leaders of the Iron Throne, including Reiltar Costashck, Brunos,
Thaldorn, and Sarevok, most of these names we've encountered already.
Once he's done he'll head to the Elfsong Tavern. Now for the quest we
need to finish, go talk to Narlen Darkwalk (x=960, y=260). Bring a Thief
into his line of sight and he'll introduce himself. Pick options #2 and
#1 to accept a job to rob a noble house near the Splurging Sturgeon. It
can't possibly hurt to buddy up with some of the rank-and-file Thieves
here in this guild before talking to the bossman, right?

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

(For successfully spotting for Narlen)
Gold	100

Gantolandon's House (AR1312)/(AR1313)
6) If it's still early enough in the night, head over to the south-
eastern edge of Baldur's Gate (AR1300) and meet Narlen near the Blade
and Stars (x=350, y=850)... otherwise, rest until the next night. This
time you'll be on the inside, doing the looting. Follow Narlen to the
house at (x=790, y=1200). Head upstairs and loot the dresser at
(x=200, y=320). Make sure to disarm the trap, first. My Imoen has to use
Knock, since her Open Locks score isn't up to snuff, but as long as it
gets opened, who cares how it happened, right? If Gantolandon wakes up
and questions you, pretend to be a cat and he'll go back to sleep. If
you wake him up fully you'll find that he's pretty tough. If you do kill
him, you'll get a Long Sword +1 and 64 gold. If he questions you twice,
tell him you're a stray. Regardless of what happens with Gantolandon, as
long as you return with the Rogue Stone you'll get the reward. Of
course, you could always turn in the reward, then return and gink
Gantolandon. Don't worry about it, he's evil anyways.

(x=400, y=250) 29 gold
(x=200, y=320) Rogue Stone

(x=200, y=320)

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

Oberon's Estate (AR0143)/(AR0144)/(AR0145)
8) Head to the central area of Baldur's Gate (AR0700) and enter the
large pink house near the top of the area map (x=3400, y=120) with just
little old Imoen. You could go in sword swinging, but this is supposed
to be a Thief mission, remember? Unequip your weapons and talk to the
fat lady on the first floor named Glanmarie and ask about the servile
position. Say you worked at the palace or that you don't have any
experience and she'll give you the job. Head upstairs, your target is
on the third floor, in the desk at (x=350, y=460). Stay hidden, using
your Ring of Invisibility from Ulgoth's Beard (if you went there) or
potions to stay out of sight. At (x=500, y=500), (x=600, y=500) and
(x=820, y=250) are Helshara, Ithmeera, and Delorna, respectively, each
of which is a competent enough Mage to cause a lone Thief plenty of
trouble. They have some fairly valuable gear (although nothing unique),
but we're not here to fight them-we're here to steal. Grab Helshara's
Artifact Fragment, Delorna's Statue, and Delnora's Spellbook from the
desk and leave. You'll know you did a good job if there was no dialogue
after the first floor.

(x=600, y=100) Scroll of Clairvoyance, Cursed Scroll of Weakness
(x=300, y=450) Scroll of Non-Detection, Scroll of Web, Scroll of
(x=350, y=460) 564 gold, Helshara's Artifact Fragment, Delorna's Statue,
	       Delorna's Spellbook
9) Take the loot back to Alatos for your reward. You'll be relieved of
your quest items, and it'll be revealed that you were hired because you
were disposable. Resar will turn hostile, and you'll have to put him
down. If you made good with Narlen, he'll jump in and kill Resar for
you, and everybody will be happy. Loot Resar for a Wand of Paralyzation,
an Adventurer's Robe, a Scroll of Fireshield (Blue) and a Quarter

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

The Scroll of Fireshield (Blue) is new to the Enhanced Edition.
10) Now that you're done with the guild, you can always go back to
Oberon's house and kill the Mages within, if you hurry:

Helshara: Mage Robe of Electrical Resistance, Garnet, Scroll of Fire
Resistance, Dagger and 35 gold.

Ithmeera: Mage Robe of Fire Resistance, Angel Skin Ring, Quarter Staff
and 23 gold.

Delorna: Necklace of Missiles, Traveler's Robe, Potion of Perception,
Dagger and 56 gold.

Also, we might as well finish up the quests assigned in this area,
right? Let's go and get that telescope for our Gnome friend then. I have
Imoen rest and prepare as many Knock spells as she can memorize before
heading to the western side of the city (AR0600).

The Mages respond as they always have, save now they'll summon some
guards to defend their treasures. They're mediocre, at best, but they
can buy the girls some time... and if Delorna has her way, she'll
discharge a Lightning Bolt in these confined quarters. Most noteworthy,
however, is that you'll lose reputation for killing the guards. Since
there's three of them, it'll absolutely tank whatever reputation you
have, making killing these Mages... just not worth the money it would
take to recover your reputation. You can always try to kill them without
harming the guards... or, alternatively, I found that sneaking right up
to Delorna and killing her quickly prevented the guards from showing up,
despite her dialogue.

Hall of Wonders (AR0130)
11) Head over to the western edge of the city and enter the Hall of
Wonders (x=1600, y=2200). If you head there at night you'll find a
Halfling Thief named Alora there, who wants to team up on a heist and
split the loot 50/50. I prefer to do this quest during the day simply
so I don't have to bother with her-you can always come back some night
after you've already robbed the place, satisfy Alora's desire for
skullduggery, and then recruit her without sharing anything. I have to
say, however, that she's a pretty useless Thief by this point in the
game, but if somehow you find her skill set and attributes appealing,
just keep her along after the heist. I have my main character go in
and force the locks on all the displays in the area, then he leaves and
Imoen comes in. She'll steal the goodies, hide, and repeat, taking care
not to get caught by any guards. If they see her stealing, big deal, so
long as they don't initiate dialogue. You can go into the next area, the
High Hall of Wonders, but the only thing of note within is a bard named
Forthel August who wastes your time. It's also worth noting that the
guide in the first area, named Brathlen, carries on him a unique hammer,
the Hammer of Dawn +1, which gives its weilder non-detection. Anyhow,
once you've pocketed the telescope (and those sweet gems!) head back to
the Elfsong Tavern for your just reward. Now that the eastern area of
Baldur's Gate is all but dealt with, I head south to work on that area

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

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

Nemphre's House (AR0813)/(AR0814)
12) Enter the house at (x=1750, y=250) and talk to Nemphre
(x=400, y=290). If you talked to her without completing Arkion's task,
she'd have been dismissive. Seeing as how we already got Arkion his
body, however, she will offer you a reward if you steal Arkion's
amulet. Give her Arkion's Bloodstone Amulet for your reward. However, if
you give her Arkion Amulet, you can't turn it in to Ordulinian (see
below) unless you kill her.

(x=300, y=350) Cloak of Protection +1
(x=530, y=120) Iol gem
(x=250, y=300) 18 gold
(x=200, y=250) War Hammer

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

(For giving Ordulinian Nemphre's Ring and Arkion's Amulet)
EXP	3500
Item	Whispers of Silence
	Bloodstone Amulet
	Onyx Ring

Due to a glitch, Ordulinian never gave you a cloak in the original game,
despite the fact that he said he did. This has been fixed in the
Enhanced Edition.

Burglarized Home (AR1316)/(AR1317)
14) In a house at (x=1720, y=1070) you'll find a Thief named Taxek, who
is apparently robbing the house along with his buddy Michael. You can
get them to give you the money they stole, or you can just let them off
the hook, but their gear makes them worth killing. Taxek drops a suit of
Studded Leather Armor, 40 Bolts of Lightning, a Garnet Gem, a Sphene
Gem, a Light Crossbow +1, a Short Sword, and 75 gold. Michael yields a
suit of Studded Leather Armor, Arrows of Fire +2 (varies), a Ziose Gem,
a Horn Coral Gem, a Long Bow, a Dagger, and 54 gold. That'll teach those
bad Thieves a lesson! Head over to the building at (x=1700, y=2350).

(x=200, y=250) Throwing Axe x4, Quarterstaff

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

(x=540, y=140) Club
(x=180, y=400) 23 gold

(For giving Euric a good luck charm)
EXP	1100

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

Nadarin's Warehouse (AR1303)
16) Enter the warehouse at (x=800, y=1950) and talk to Nadarin, who is
wandering around somewhere inside. He'll tell you about some retarded
adventurers who decided it would be a good idea to ship a Basilisk
around. Naturally the creature broke loose and needs to be put down.
We'll deal with this critter in Step #8 of the next Sequence, but when
you've killed the Basilisk, return to Nadarin for a reward.

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

(For slaying the runaway Basilisk)
EXP	1300
Gold	1800

Shop (AR1320)
17) Now we've done everything interesting in this area, which means
one thing... time to cover all the boring looting. There are two shops
in this area, the northern one is called... 'Shop', on your map, so
we'll go there, first (x=2150, y=400). The Storekeep doesn't sell
anything interesting save Large Shields +1, which we should have plenty
of, by now. Also note that he will not part with anything in his store
without calling the guard. Stingy bastard.

(x=500, y=500) Battle Axe, 23 gold
(x=150, y=350) Potion of Fire Breath, Potion of Healing
(x=220, y=300) Morning Star
(x=510, y=150) Bullet x20, Dart x20

General Store (AR1302)
18) Now enter the General Store to the south (x=1000, y=2420), which
isn't much more interesting than the last store we were in-the loot is
just as mediocre, the Storekeep sells nothing of interest, and he
won't part with anything without alerting the guard.

(x=600, y=400) Potion of Absorption
(x=270, y=270) Oil of Speed
(x=400, y=530) Dagger x3
(x=190, y=400) Dart x30

Warehouse (AR1301)
19) Sick of meager loot? No? Good. There's a warehouse to explore over
at (x=950, y=2900). Nothing great inside, but on the plus side, you'll
only get the guards called upon you if you try to steal the Splint Mail
and Medium Shield.

(x=620, y=1050) Long Sword x2
(x=700, y=950) Splint Mail, Medium Shield
(x=1000, y=920) Throwing Axe x6
(x=620, y=540) Mace x2
(x=1200, y=590) Studded Leather Armor
(x=1100, y=320) Leather Armor
(x=1300, y=300) Scroll of Blur, 1 gold
20) Now to finish up all the somehow even more boring, unnamed buildings
in this area. There are four buildings to loot, the first
(AR1304)/(AR1305) is at (x=230, y=2400). Second (AR1308)/(AR1309) is at
(x=480, y=1850). Third (AR1310)/(AR1311) is at (x=1280, y=1400). Finally
there's the house (AR1314)/(AR1315) at (x=1400, y=1200). None of them
really contain anything interesting, but I'm being thorough for the
Enhanced Edition... just in case they were sneaky and hid a new weapon
in some obscure container... you know, like The Stupefier +1. Anyways,
you're done with this area, so move on to the south central area

(x=400, y=250) Short Sword
(x=150, y=350) Mace, Potion of Healing
(x=300, y=350) 2 gold
(x=200, y=250) Dagger
(x=350, y=100) Spear, 17 gold
(x=550, y=200) Potion of Insight, 12 gold
(x=350, y=100) Short Sword, 14 gold
(x=400, y=150) Mace, 5 gold
(x=100, y=300) Short Sword, Leather Armor

In this section of the FAQ we will cover the north-eastern, southern,
northern, and western areas of Baldur's Gate (AR0300), (AR1200),
(AR0600), and (AR0200), respectively. For the first several Steps,
you'll want to have the typical spell-buffs prepared (Haste, Defensive
Harmony, Protection from Evil 10' Radius, etc.). This shouldn't affect
the typical looting spells you might be relying on-Invisibility and
Knock, for example. For Step #8 you'll need to have a Protection from
Petrification prepared.

|								       |
|         Baldur's Gate: Southern, Northern, and Western Areas	       |
|								       |
Sequence of Events:						{WLK022}
		1) The Void Sisters
		2) Yago's Demise
		3) The Splurging Sturgeon
		4) Jelly Dare
		5) Looting Eastern (AR0300)
		6) Brotherly Love
		7) A Sirine's Last Wish
		8) Noralee's Warehouse
		9) Basilisk Breakout
		10) Scrollman Cordyr
		11) Ratchild's Wrath!
		12) Ogre Magessacre
		13) Looting (AR1200)
		14) Unicorn Run Fun
		15) Angel May Cry
		16) Razimath's Request
		17) The Helm of Glory
		18) The Three Old Kegs
		19) A Lady's Honor
		20) A Lesson Not Learned
		21) Licitenous Ragefast
		22) Abela Enslaved
		23) Abela Emancipated
		24) Climbing Razimath's Tower
		25) Looting (AR0200)
		26) Ghorak's Salvation

The Low Lantern (AR0133)/(AR0134)/(AR0135)
1) Now it's time to help out Brielbara. Head to the Low Lantern, which
is a moored ship that is also an inn/tavern/place of ill-repute
(x=3400, y=3100). There's not much to do on the first level, so head to
the second level (x=650, y=580) and reorient your party so the lead
warriors are facing the north-west. At (x=320, y=320) and (x=330, y=250)
you'll find Desreta and Vay-ya, respectively. Desreta will initiate
dialogue, which you can use to lure her away from Vay-ya if you're so
inclined (this is a good idea, because you really don't need Vay-ya
casting spells at you in these cramped conditions). Select dialogue
option #2 twice to pick a fight with her... you really, really want to
fight her. She's packs a punch, but when she falls you can chase her
friend Vay-ya down and deal with her separately. Vay-ya starts out with
status effect spells, including Confusion, and she can make Desreta that
much more troublesome. I prefer to lure Desreta to me, take her down in
a straight slug-fest, then cast Animate Dead to deal with Vay-ya. When
they're dead loot Vay-ya for a Wand of Fireball, a Skydrop Gem, a
Tchazar Gem, a Scroll of Clairvoyance, a Scroll of Dispel Magic, a
Dagger +1, and 94 gold. Desreta will drops Hands of Takkok
(aka: Gauntlets of Ogre Power), a Long Sword +1, and 172 gold. I cannot
over-emphasize how good those gauntlets are. They'll take any warrior
and make them a phenom, raising their Strength to 18/00 while they're
equipped. For me, these bad boys go to Jaheira, but any warrior who is
not using the The Brawling Hands will work. Head down to the next level.
2) Yago is at (x=150, y=120). You only need to pick-pocket the spell
book from him, but why let that child-cursing mean old wizard stay
alive? Surround him and talk to him, which will probably end in a
fight. When he falls, loot him for a Knave's Robe, a Quarter Staff, and
most importantly, Yago's Book of Curses. Now you can loot about the
Low Lantern, but keep in mind that looting is going to cause guards
to show up, and there's not much room to move. You should therefore
loot with only one character, moving up a level every time you get
caught. Especially be sure to loot near Yago's bed for a variety of
Scrolls and coins.

(x=150, y=100) Cursed Scroll of Weakness,
	       Scroll of Protection from Fire, 112 gold
(x=730, y=450) 86 gold
(x=220, y=120) Long Sword +1, Andar Gem, 34 gold
(x=150, y=100) Scroll of Melf's Acid Arrow, Scroll of Blur,
               Scroll of Sleep, Scroll of Fireball, 143 gold
(x=350, y=220) Dagger, 87 gold
(x=700, y=500) Short Sword

Splurging Sturgeon (AR0303)/(AR0304)
3) I make a detour to the Splurging Sturgeon (x=400, y=2900) to complete
the quest with Brielbara. Inside you'll be molested by some woman named
Lantanara, who has seen you in a dream. Seems to happen to you a lot,
no? You'll also find a drunk wandering around named Lusselyn, who will
dare you to kill off some slimes if you talk to him three times. Accept
his bet (and put 100 gold on the line). Before we settle this wager,
talk to Brielbara (x=400, y=390). She'll ask if there's anything she
can do for you. If you say "We'd just like to be paid" you'll get gold
in addition to the quest reward, if you say "Just remember us for the
future." She'll... well, do just that. Money, or memories, it's your
call. Anyhow, make your choice and head upstairs (x=750, y=300).

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

Here's an note from Mr. K. Cook, who told me an interesting thing
about Mr. Shade. Other people told me this previously, but I forgot
to add it for the v1.04 update. Since he reminded me at an opportune
time, I decided to just quote and credit him:

"if you speak to him with the [Golden] Pantaloons in your inventory and
manage to navigate his obtuse conversation, he will actually take the
pantaloons from you and attempt to leave! You can finish the
conversation with this outcome using many routes, but this one works:
2, 3, 3, 1, 2, 1, 1."

(x=300, y=150) Bluestone Necklace, 6 gold
(x=450, y=220) Silver Ring, 11 gold
(x=280, y=400) Jade Ring, 36 gold
(x=460, y=500) Dagger, 13 gold
(x=750, y=350) Sling, 10 Bullets, 56 gold

(For killing Lusselyn's slimes)
Gold	160

In the original game, the drawer at (x=280, y=400) was mysteriously
locked... not with a ridiculously high lock difficulty, but with some
outright 'cannot be opened' nonsense usually reserved for quest-
sensitive objects. Given the awesome loot within, it was obviously just
a glitch.
5) And... since we're here, we might as well finish looting this area
before we go back to the (AR1200). There is actually some loot out in
containers, for a change, but after that, there are only two places of
'interest' we've yet to explore. At (x=1300, y=1260) lies the Temple of
Ilmater (AR0149) which lacks anything worth mentioning. Yeah, it's what
a church that actually practices poverty would look like, folks. Having
your own private state in the middle of Rome with your own bank = not
doing poverty right. Over at (x=770, y=1000), on the other hand, you'll
find a more conventional loot house (AR0302)/(AR0303) with... well,
actually some stuff worth looting, for a change. I know, I was surprised
too. Once you're done looting, exit this area and return to (AR1200).

(x=550, y=1020) 19 gold
(x=1080, y=1000) 16 gold
(x=1260, y=1350) History of Shadowdale IV
(x=580, y=1840) 7 gold
(x=290, y=1830) Lynx Eye Gem
(x=510, y=2515) 13 gold
(x=50, y=2980) Scroll of Friends
(x=940, y=2280) Gold Ring
(x=400, y=150) Flamedance Ring, 16 gold
(x=450, y=120) Throwing Dagger
(x=340, y=200) Cloak of Protection +1
(x=310, y=400) 4 gold
(x=200, y=300) 18 gold
(x=100, y=300) Halberd, Spear

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

(x=400, y=250) Antidote, Short Sword
(x=160, y=360) Throwing Dagger x12, 43 gold

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

(x=400, y=150) Turquoise Gem
(x=100, y=320) 1 gold

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

(x=700, y=860) Elixir of Health
(x=750, y=420) Potion of Stone Form, Potion of Defense
(x=860, y=500) Potion of Healing x2
(x=960, y=400) Oil of Speed
(x=850, y=250) 44 gold

(For returning Noralee's Gauntlets of Weapon Skill)
EXP	1000
Gold	45*
Item	Potion of Infravision x2*
Reputation +1

*If Noralee likes you (high Charisma and Reputation helps) she'll give
you the potions. If not, she'll give you the gold.

Basilisk Warehouse (AR1207)
9) Make sure you have a Protection from Petrification spell prepared
before you enter the warehouse at (x=3260, y=1160). When you get inside,
you'll be informed that a Basilisk has been let loose in the warehouse.
Take your protected character forward and smite it heartily. Regardless
of what else the Basilisk drops, it's sure to leave behind a Sphene
Gem, which is what G'axir the Seer was talking about. You can also
return to Nadarin for a respectable reward. If you don't get the Boots
of Stealth from Naradin, be sure to steal them from him.

(x=650, y=1200) Sling, Sling, Composite Longbow
(x=700, y=950) Heavy Crossbow, Light Crossbow
(x=620, y=550) Bolt x30
(x=820, y=300) Bullet x30
(x=940, y=300) Arrow x30
(x=1100, y=300) Shortbow, Shortbow
(x=1600, y=500) Studded Leather Armor

(For killing the Basilisk for Nadarin)
EXP	1300
Gold	500*, 1800*
Item	Worn Whispers*

*Another reaction-variable quest reward, this time in reverse. If his
reaction to you is high (ReactionGT, NEUTRAL_UPPER), he'll give you the
1800 gold. If his reaction to you is lower (ReactionLT, FRIENDLY_LOWER),
you'll get 500 gold and the Boots of Stealth. Another little bit of
information revealed by Infinity Explorer. Make sure to steal the Boots
of Stealth from Naradin if he doesn't give them to you.

Cordyr's House (AR1213)/(AR1214)
10) In the house at (x=3050, y=880) you'll find Cordyr wandering about.
He's got nothing interesting to say, but he does have a Scroll of Haste
and a Scroll of Flame Arrow in his inventory, just waiting to be stolen.
Other than that, this house isn't terribly interesting.

(x=300, y=350) Club
(x=130, y=250) 1 gold
(x=200, y=250) Potion of Healing

Sewers (AR0225)
11) Enter the sewers at (x=2650, y=850) and you'll encounter a Kobold
named Ratchild. No matter what you say, he'll end up attacking you...
little bugger has a big chip on his shoulder. He'll be joined by a
number of Kobold Commandos, so keep on your guard. He'll leave behind a
greater number of Arrows of Fire +2 than normal, but that's about it.

Ogre Bank (AR1201)/(AR1202)
12) At (x=1150, y=1250) you'll find a large building. You should
certainly spell-buff before entering, as there are no less than five
Ogre Mages inside. In addition to the normal spell-buffs, you should
have a See Invisibility spell prepared, to neutralize the Ogre Mages'
attempts to go invisible. Let them have their way and they will cast
Lightning Bolt-and this is not a good way to go about surviving. Note
that one will claim that the 'Son of Murder' has offered 10,000 gold for
your head. At least your hunter has a title. Another tactic I tried out
during the Enhanced Edition was to simply head inside with Viconia, who
promptly began casting Animate Dead as soon as she entered. If she
weathered the first Fireball thrown at her with Magic Resistance, I was
gold, and simply let the Skeleton Warriors do as much damage as
possible. A simpler-and cheaper-tactic was to simply run in and out, to
lure the Ogre Mages outside, whence they could easily be smote. Once
they're all dead, loot them for a variety of trinkets and gems. One of
the Ogre Mages was even kind enough to drop me a Scroll of Fireball and
a Scroll of Dispel Magic.

Note from Lee:
A fireball at the back of the room (courtesy of a Wand of Fire) and two
blasts from Wands of the Heavens (Jaheira and Branwen each have one)
kills three Ogre Mages outright and severely damages the others. Follow
this up with an Agannazar's Scorcher and another Fireball and these guys
are toast (literally). My fighters simply stood there and watched in
stunned silence as the room erupted in flame; it truly was an amazing
sight. No need to spell-buff; I suffered literally no damage in this

(x=550, y=730) 31 gold
(x=150, y=600) Scroll of Burning Hands
(x=920, y=300) History of the North VII
(x=650, y=150) History of the Red Ravens
(x=200, y=640) 29 gold
13) Now to finish up this area by looting. Over at (x=2680, y=530) is
Jopalin's Tavern (AR1215) which has absolutely nothing interesting in
it, save some singing sailors. At (x=2600, y=1800) you'll find another
equally useless building, the Harbor Master's Building (AR0702). So
much for the named locations. Near the Ogre Bank are two houses to loot,
one (AR1203)/(AR1204) at (x=700, y=1400) and the other (AR1205)/(AR1206)
at (x=450, y=1570). Both have wildly unexceptional loot within.

(x=130, y=250) 1 gold
(x=530, y=120) 1 gold
(x=300, y=350) Dagger
(x=200, y=250) Short Sword
(x=400, y=150) 2 gold
(x=310, y=400) 1 gold
(x=100, y=300) Quarterstaff, Club

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

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

(x=400, y=250) Ziose Gem, 4 gold
(x=150, y=350) Potion of Invisibility, 24 gold

(For finding Rinnie a book of the Unicorn Run)
EXP	400*, 900*
Gold	80*
Item	Scroll of Protection from Poison*

*Yet another variable quest reward. If Rinnie has a good reaction
towards you, you'll get 900 EXP and the Scroll. If Rinnie's reaction is
low, you'll get 400 EXP and the 80 gold.

Bheren's House (AR0004)/(AR0005)
15) Over at (x=670, y=2770) you'll find Petrine, who ran away from her
uncle's house. Unfortunately, her cat ran off to 'get her ring'. So,
go into the house at (x=750, y=2700) to retrieve the ring so Angel will
return. Inside (AR0004) you'll find Bheren wandering about, and he'll
complain about the cat. Head upstairs and loot the dresser at
(x=350, y=100) for some shinies, including an Angel Skin Ring. What
better to lure a cat named Angel? If you dispose of the cat for Bheren,
you'll get some experience and lose a point of reputation. If you give
the ring to Petrine, you'll get more experience. Or you could go give
the ring to Petrine, go back inside, kill the cat, talk to Bheren, and
get both rewards. Whatever. Also, if you pick-pocket Bheren, you can
nab a Cloak of Protection +1. Not bad.

(x=350, y=100) 11 gold
(x=350, y=120) Tainted Oil of Speed
(x=550, y=200) 10 Bullets +1
(x=350, y=100) Skydrop Gem, Angel Skin Ring, 8 gold

(For killing Petrine's Cat for Bheren)
EXP	400
Reputation -1

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

Jardak's House (AR0010)/(AR0011)
17) Head into the house at (x=2450, y=1200) and you'll be pestered by a
man named Drelik, who will pick a fight with you regardless of what you
say. Kill him and loot him for a Scroll of Monster Summoning I, a Scroll
of Dire Charm, a Short Sword +1, and 65 gold. Head upstairs and you'll
be approached by the master of the house, a warrior named Jardak. Since
you've killed his butler, there's really no reason to expect this won't
end in a fight either. He's a fairly lethal warrior on his own, but he
just can't withstand six-to-one odds... especially if you used the
Enhanced Edition against him and only go upstairs with one character,
provoke him, and lure him downstairs where it's much more open. Why
fight him cramped around the stairs when you can smack him around the
living room, instead? When he falls he'll leave behind a suit of Plate
Mail armor, the Helm of the Noble +1 (aka: Helm of Glory), a Medium
Shield, a Potion of Frost Giant Strength, a Potion of Genius, a Long
Sword +1, and 68 gold. The Helm of the Noble +1 is a spiffy helm that
should go on your party leader. In my case, this means Ajantis or Dorn.

(x=400, y=150) Small Shield, 15 gold
(x=100, y=300) Throwing Dagger, 6 gold

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

Note: During my last playthrough, these 208 Ziose Gems sold for exactly
6240 gold... sold by a 20 Charisma Ajantis, with a reputation of 19.

(x=530, y=100) Kereph's Skull
(x=700, y=200) Bloodstone Ring, Ziose Gem, 150 gold
(x=150, y=350) 208 Ziose Gems, Iol Gem

The Elfsong Tavern (AR0705)/(AR0706)
19) Enter the Elfsong and head upstairs. You can find a merchant
wandering around who sells a variety of magical trinkets, including The
Protector +1, Topsider's Crutch... you know... the same exact selection
that a merchant had in the Nashkel Carnival? There's also looting to
be done, and the tavern's proprietor, Alyth (x=200, y=420) from whom you
can steal a Fire Agate... but the reason you're here is Cyrdemac
(x=600, y=400). You can ask to see him alone, but there's really not
much point, as you're perfectly capable of smiting him wherever he is.
He's not one to be reasoned with anyhow. Kill him and loot him for a
suit of Chain Mail, a Medium Shield, a Bastard Sword +1, and 50 gold.
That's not a bad payday there, but we were promised more.

(x=550, y=750) Heavy Crossbow
(x=520, y=350) 125 gold
(x=200, y=550) Dagger, 11 gold
(x=850, y=600) 10 gold
(x=250, y=650) Chainmail, 56 gold
(x=450, y=270) Aquamarine Gem, 198 gold
20) Head back to the Three Old Kegs to confront Areana. She'll reveal
that she has only 500 gold with which to reward you. If you accept, and
pick option #3, you can blackmail her for 500 gold, plus 500 more gold
every two days... however, if you go to collect, she'll complain as if
she paid up, but she won't actually give you anything. You will,
however, lose one point of reputation for the extortion, so it's not
really worth it. After a tenday has passed you'll find a man named Tor
Lobo waiting for you. Apparently, Areana has not learned her lesson, and
decided to hire a guy to kill the guy she hired to kill the last guy.
When Tor Lobo falls he'll leave behind a suit of Plate Mail Armor, a
Large Shield, a Long Sword, and 78 gold. It's not 500 gold, but it's
something. Now I head down to the western edge of the city (AR0600).

Ragefast's House (AR0126)
21) Surprisingly, after hitting the House of Wonders and dealing with
the Tymorans, we're all but done in this area... aside from random
looting, that is. Just two little things to do, and you should know what
those are without this guide. Enter the building at (x=2850, y=500)
where you'll be immediately confronted by an angry Ragefast. You can
pick a fight with him by picking options #1 or #3, but I prefer to let
Ragefast live for some reason... One of the few NPCs I regularly spare.
If you do kill him, however, he'll leave behind The Protector +1, a
Knave's Robe, and a Wand of Paralyzation. Although there's no reason to
NOT kill Ragefast, I tend to talk some sense into him by picking options
#2, #2, #1, and #3. Either way, once Ragefast is dead or persuaded you
have another choice to make-either take Abela with you to give to
Razimath, or free her... a choice that Razimath will probably not take
kindly to. Once you've wrapped things up here, lets head back to
Razimath, to deal with him however we must. If you bring back Abela,
see Step #21, if not, see Step #22.

(x=2280, y=480) Onyx Ring
(x=650, y=800) 17 gold

(For saving Abela the Nymph)
EXP	2000
Item	Nymph Cloak

Abela the Nymph now gives you a Nymph Cloak for freeing her, instead of
a lock of her hair. The lock of hair could be traded to Halbazzer Drin,
who would have either given you 500 gold, or would have offered to make
a Nymph Cloak out of her hair for 100 gold. Since you don't get her
hair, there's no option to make a Nymph Cloak... which of course is
unnecessary, since she just gave you one outright. It's interesting to
note, however, that even though you can't trade Halbazzer Drin for a
Nymph Cloak anymore, he still has one in his inventory-a relic of an
altered quest. It's also worth noting that in the original version of
the game, Razimath never actually gave you anything in return for
Abela... although given his response, he certainly thought he did.

Razimath's Tower, 1st Floor (AR0137)
22) Return to (AR0200) and enter Razimath's Tower (x=3600, y=1400). If
you brought Abela with you, he'll take her off your hands and reward you
with Bracers of Defense A.C. 7... not a very epic reward, really. He
also announces his intentions to hack Abela up so as to make a variety
of goods out of her corpse. Even if you're evil... we really have no
reason to keep Razimath alive anymore, do we? Attack and kill him to
claim a better reward off of his body-namely The Amplifier (aka: Amulet
of Metaspell Influence), a Knave's Robe, and The Guard's Ring +2
(aka: Ring of Protection +2). Score. Practicing extreme favoritism, I
put the new ring and amulet on my protagonists-they need the Armor Class
to stand up in melee combat, which they now cannot avoid, and... well,
I'd also rather they have a superior number of 2nd-level spells to
further buff themselves (never neglect great defensive spells like Blur
when it comes to protecting your protagonist). Now we have the little
problem of what to do with Abela... talk to her and either choose to
correct your earlier mistake by letting her go, or decide that Razimath
had a good idea. If you choose the latter, she'll call you a monster
and Dimension Door away. You'll lose five points of reputation, and will
end up with no Nymph meat to play with, to boot! Why didn't she use her
magic at any earlier point? I have no idea whatsoever. If you free her,
on the other hand, she'll just leave. Now that Razimath is dead, we
might as well explore the rest of his tower, eh? Skip to Steps #23 and
beyond for this next bit.

Note: If you don't kill Razimath and hang around his house after giving
him Abela he'll harass you until you leave or provoke him into
hostility. What a jerk!
23) Return to (AR0200) and enter Razimath's Tower (x=3600, y=1400). Talk
to Razimath, who will accuse you of betrayal and cast a Lightning Bolt
on you before teleporting to the top of his tower. Ify ou're lucky you
can nail him before he teleports away, but we need to get to the top of
his tower anyhow. To get there, you'll have to go up the stairs and
fight through a gauntlet of enemies on each level. Don't pout, if it
was as easy as just walking up stairs this game would be boring as hell.

Razimath's Tower, cont. (AR0139)/(AR0140)/(AR0141)/(AR0142)/(AR0138)
24) On the first level you'll encounter a pair of Mustard Jellies. On
the second level you'll fight five Ghasts. The third level houses six
Hobgoblin Elites. Finally, on the fourth level you'll square off against
six Kobold Commandos, and on the fifth level will be Razimath himself,
if he's still alive... or not, if not. Head up to each level with your
most well-defended party member first to draw the attention of the bad
guys... bringing your whole party up at once is just begging the enemies
to torment your Mages. When I get up to the top level, I immediately
have my main character and Imoen/Edwin cast Magic Missile, which puts
Razimath down good-like. Loot him for The Amplifier (aka: Amulet
of Metaspell Influence), a Knave's Robe, and The Guard's Ring +2
(aka: Ring of Protection +2). Score. Practicing extreme favoritism, I
put the new ring and amulet on my protagonists-they need the Armor Class
to stand up in melee combat, which they now cannot avoid, and... well,
I'd also rather they have a superior number of 2nd-level spells to
further buff themselves (never neglect great defensive spells like Blur
when it comes to protecting your protagonist). Loot around for some
great gear, including a Tome of Clear Thought. There's also a copy of
the History of the Unicorn Run, if you haven't been able to find one for

(x=350, y=100) Scroll of Blindness, Scroll of Invisibility,
	       Scroll of Blur, Scroll of Mirror Image
(x=400, y=250) Tome of Clear Thought
(x=270, y=300) Wand of Paralyzation, Elixir of Health,
	       Cursed Scroll of Clumsiness,
               Scroll of Protection from Magic,
	       Scroll of Protection from Poison, 395 gold
(x=100, y=200) History of the Unicorn Run
25) Return the book to Rinnie if you haven't already, then finish this
area off by looting. The Temple of Helm-(AR0002), (x=1550, y=1100) is a
waste of time to explore. In the house just east of Rinnie's House
(x=1550, y=2900) (AR0008)/(AR0009) you'll find a rather poor bit of
loot, while the houses at (x=2700, y=1100) (AR0012)/(AR0013), 
(x=3030, y=1200) (AR0014)/(AR0015), (x=3000, y=900) (AR0016)/(AR0017),
(x=3320, y=820) (AR0018)/(AR0019), and (x=4000, y=900) (AR0020)/(AR0021)
contain some goodies worth looting.

(x=310, y=400) 5 gold
(x=200, y=300) 3 gold
(x=100, y=300) Heavy Crossbow, Bolts x10, Bolts +1 x6, 9 gold
(x=150, y=350) Dagger, 11 gold
(x=540, y=120) Jade Ring, 9 gold
(x=500, y=80) 5 gold
(x=300, y=350) Fire Agate Gem
(x=200, y=250) Potion of Stone Form, 20 gold
(x=450, y=80) 4 gold
(x=300, y=350) 11 gold
(x=200, y=250) Andar Gem, 25 gold
(x=70, y=270) History of the North
(x=530, y=120) Throwing Dagger x1, 5 gold
(x=400, y=250) Large Shield, 3 gold
(x=350, y=100) Leather Armor, 7 gold
(x=450, y=100) Mysteriously locked...
(x=550, y=170) Potion of Explosions, 23 gold
(x=350, y=100) Rainbow Obsidian Necklace, 8 gold
(x=400, y=250) Small Shield +1, 10 gold
(x=180, y=350) Mace, Potion of Heroism, Jasper Gem

In (AR0018), the container at (x=450, y=100) was mysteriously locked
an unopenable. That's now been fixed... but it's empty. Ah well.

The Lady's House (AR0132)
26) Head back to (AR0600) and enter the Lady's House at
(x=1300, y=1000). Go talk to Agnasia (x=420, y=200) with Kereph's Skull
in your inventory to complete the quest. You'll get an experience reward
for your effort. If you go talk to Ghorak, you'll get to see him turn
back to normal.

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

Now we're done with several areas of Baldur's Gate, we're ready to hit
the south-western corner of the map (AR1100), which includes dealing
with the dysfunctional merchant companies. That's right, it's time to
finally do some work for Scar. Most of our item gathering in Baldur's
Gate is done, too, although there's an odd trinket or two still
waiting, but if you were to get antsy and decide to tackle Durlag's
Tower, you're much better equipped for it now. When you're ready, head
to (AR1100). We will now cover the south-western and north-western areas
(AR1100) and (AR0100). There's a large fight in Step #14 of the next
Sequence of Events-have all the typical buffs ready.

|								       |
|        Baldur's Gate: South-Western and North-Western Areas          |
|								       |
Sequence of Events:						{WLK023}
		1) Slimy Tavern
		2) The Sewer King
		3) The Seven Suns
		4) Destroying Doppelgangers
		5) Rescuing Jhasso
		6) Sewer Spiders
		7) Tiax Rules!
		8) Scar's Missions
		9) Wiven's Last Hit
		10) Phandalyn the Paladin
		11) Sunnin, Master-Mage
		12) Aldeth's Second Request
		13) Investigation, Upstairs
		14) Three Guilty Documents
		15) Purging the Merchant League
		16) Looting Stores and Outdoors
		17) Looting (AR1100)
		18) Fenten's Shell Search
		19) Defeating Degrodel's Guardians
		20) Secrets Sealed in Stone
		21) Pheirkas' Cape-r
		22) Twins, a Wizard, and a Druid
		23) Quinn's House
		24) Entar Silvershield's Estate
		25) 'Saving' Skie
		26) Ransoming Skie
		27) Talkative Tavern and Inn
		28) Looting (AR0100)

Ye Olde Inn (AR1113)/(AR1114)
1) In the tavern at (x=2450, y=750) you'll find a number of Green
Slimes attacking the patrons. The bartender is already gone (see how
he's all green?) Slay the slimes and leave. Be careful when fighting
Green Slimes, if they hit a character, there's a chance they'll infect
that character, and permanently kill them. In D&D rules, I believe Green
Slimes are kind of like the Blob in the movies... they devour organic
flesh and turn the victim into more Green Slime. In Baldur's Gate, this
happens exceedingly quickly and without any chance to rectify the
situation. Just wait a few rounds after the battle to see if anybody is
taking damage and explodes (Jaheira seems particularly fond of turning
into piles of goo.)

Note from Lee:
Wands of the Heavens strike again - Green Slimes are no match for the
awesome power of these items. Note to self - pick these up at EVERY

(x=530, y=150) 15 gold

Sewers (AR0224)
2) Head down one of the sewer grates, either (x=3870, y=570) or
(x=3550, y=1500) will do. You'll be interrogated by Schlumpsha the
Sewer King and his retinue. If you pick the bottom options, you can
avoid a fight. If you fight Schlumpsha, you'll get some experience and
minor trinkets, but nothing great. The only vaguely interesting thing
about this fight? Schlumpsha can drain your Strength temporarily. Wee.
Leave the sewers and head over to the Seven Suns building
(x=3470, y=1270).

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

(For telling Scar about the Doppelgangers)
EXP	2000
Gold	2000

In patch 1.2, the experience reward for this quest-and other quests
given to you by Scar-has been altered. You used to get 5000 experience
for this task.
4) With the promise of greater rewards in mind, return to the Seven Suns
building and talk to one of the Merchants. Talk to them long enough and
they'll take on their true form and reveal that they are Doppelgangers.
Slay them and head upstairs, killing more foul shapeshifters. When
they're all dead, head to the basement (x=100, y=500).
5) Downstairs you'll find another Doppelganger guarding Jhasso
(x=200, y=350). After the Doppelganger is dead, talk to the man. Pick
option #1 twice to tell him about Scar and send him on his way. That
wasn't so hard, was it? Loot and leave. Before we head over to the
Flaming Fist Compound, let's go play in the sewers again. Head down the
sewer grate at (x=4070, y=1420).

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

Sewers (AR0224)
6) In this part of the sewers, you'll be attacked by a number of
spiders, including Phase Spiders, which aren't too bad anymore, but
worth the experience for clearing them out. When you're done, go up the
ladder at (x=450, y=2200).

Note: The Phase Spiders in the egg-lined tunnel respawn very quickly-
often as soon as the tunnel is out of your sight radius. It's not a
terrible place to grind for experience. Just be careful-Phase Spiders
are shameless about targeting your Mages, and even though we're
stronger than when we first encountered them, their poison isn't any
less lethal.
7) Go south around the large building to the east. At (x=1450, y=1620)
you'll find a little sociopath by the name of Tiax. He's a Cyric
worshiping, delusional, first-person speaking little barrel of laughs...
Recruit him or give him the boot and head on into the Flaming Fist
compound (x=1500, y=1300).

Flaming Fist Compound, Downstairs (AR0607)
8) Talk to Scar (x=1500, y=1050) and tell him you cleared out the
Doppelgangers and restored Jhasso to power. He'll decide to jump up the
reward to triple the original amount (a total of 6000 gold, instead of
2000), and you'll get more experience and a hefty two-point boost to
your reputation. If somehow you didn't manage to clear out the
Doppelgangers (and why anybody would settle for this, I can't
imagine...) you'll only get double the reward in gold (2000 more) as
Scar promised. Either way, he'll offer you another job-this time to find
out why people have been disappearing from the streets. The culprit, as
you already know, was an Ogre Mage and his host of Carrion Crawlers.
Accept to go on the mission and he'll pay you 300 gold, with a promise
of 1000 more if you find out what is causing the problems. If you have
Sashenstar's Ruby Ring in your inventory (which you should have obtained
from the Ogre Mage in the sewers), talk to him again and pick either
option to finish the quest. Turn in Sashenstar's Ruby Ring for a
whopping 3000 gold bonus, which is roughly four times what the ring is
worth. Nice. Now he's ready to tell you about the Iron Throne, and heads
outside. We'll deal with the Flaming Fist compound itself in detail
later. Scar wants to talk serious-like about the Throne. This is the
climax-quest of Baldur's Gate, so we'll save it for later.

(For telling Scar you are incapable of removing the Doppelgangers)
Gold	2000

(For destroying the Doppelgangers and restoring Jhasso)
EXP	5000
Gold	6000
Reputation +2

(For agreeing to look for the missing people)
Gold	300

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

(For telling Scar about the missing people and turning in the Ruby Ring)
EXP	3000
Gold	4000

You now recieve 5000 experience and 6000 gold for destroying the
Dopplegangers infesting the Seven Suns, instead of the 2000 experience
and 4000 gold you used to earn. Score. Scar's second mission also gives
an improve reward-4000 gold instead of 3000 for turning in Sashenstar's
Ruby Ring.

Thief Bank (AR1101)/(AR1102)
9) Enter the house at (x=2250, y=1750) to find a group of Thieves
including Wiven, Dirk, Meaken, and Sath. Wiven will demand that you hand
over your money... and by now, we know how this goes. When combat
starts, her three buddies will take pot shots at the party, but since
your party enters the building in order, they'll be shooting at what
should be your best defended characters. Simply put, Ajantis wasn't
having trouble with their arrows. Kill them and take their stuff:

Dirk: Studded Leather Armor, 40~ Arrows +1, Long Bow, Flail and 49 gold.

Sath: Studded Leather Armor, 30~ Arrows of Fire +2, Longbow, Short Sword
and 49 gold.

Meaken: Studded Leather Armor, 30~ Arrows of Fire +2, Longbow, Short
Sword and 49 gold.

Wiven: Potion of Master Thievery, Scroll of Protection from Normal
Missiles, Scroll of Ghost Armor, Short Sword +1, and 90 gold.

This building serves a dual-role in the Enhanced Edition, as it's part
of Rasaad's quest, later... granted, an optional part of his quest,
but still...

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

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

Tavern and Inn (AR1109)/(AR1110)
10) Over at (x=1100, y=2200) you'll find a tavern that is uninteresting
save for one 'customer', the Paladin Phandalyn, whom Bellamy warned you
about earlier. If you enter this tavern during the day with an evil
character, he'll attack you... which of course forces you to put him
down and stomach a large reputation loss. He'll drop a suit of Plate
Mail and a Spear +1... which hardly offsets the amount of gold it'll
take to bring your reputation up to snuff again. If for some reason you
wish to explore this tavern (there's really no reason to do so) come in
at night, or send a good-or-neutral character in alone. Also, like all
good Paladins, Phandalyn only hunts evil during the day, and after he
passes judgment on the party (or whatever non-evil members you actually
expose him to), he'll head off on his merry way.

(x=300, y=350) Mace

In the original game, Phandalyn attacked if he sensed evil-but without
turning hostile. This meant you had to manually attack him, which
resulted in the occupants of the tavern turning hostile... generally
causing something of a mess. He was still as easy to fool, however.

Sunin's House (AR1111)
11) In a house at (x=1700, y=2500) you'll be greeted by the master Mage
Sunin, who doesn't appreciate the trespassing of robbers such as you.
If you pick option #2 (the hostile response) he'll just attack, but if
you pick option #1, he'll summon up two friends, an archer named Maka,
and a Fighter named Joular. Together... they're not too bad. Sunin walks
right up to you, which makes him easy pickings for your party. After
that it's a matter of pouncing on Maka and beating Joular down. Once
they're all dead, let the looting begin:

Sunin: Mage Robe of Electrical Resistance, Evermemory, Scroll of
Fireball, Scroll of Vampiric Touch, Quarter Staff and 102 gold. 

Maka: Plate Mail, 20~ Arrows of Piercing, Long Bow, Spear and 39 gold.

Joular: Long Sword +1 and 64 gold.

The real catch here, is, of course, the second Evermemory. This goes on
Imoen/Edwin, in my parties. Only one more thing to do before the
general looting-that is, if you sided with Aldeth Sashenstar back in
the Cloakwood. If not, skip to Step #16.

(x=450, y=420) 38 gold
12) Over at (x=3500, y=2480) you'll find Aldeth Sashenstar, who has
another problem he needs your help with. He's a rich bastard with shares
in the Merchant's League, sharing ownership with two others-Irlentree
and Zorl Miyar. Of course, since his return he's noticed some...
changes... It's as if his partners have become wholly different people
in his absence! After the Seven Suns we can suspect what those sinister
changes might be. His request is simple enough-he'll set you up in the
Merchants' League Estate and entrust you with the task of observing his
pals. Accept and follow him into the Merchants' League Estate
(x=3200, y=2450).

Merchant League Estate, 1st Floor (AR0127)
13) As soon as you enter, talk to one of the guards and listen to his
suggestion-he asks you to seek out his superior-Brandilar. Talk to any
of the merchants on the level and pick options #2 and #1 and you'll be
told to search Zorl's office, upstairs. Talk to Irlentree (x=350, y=500)
and he'll 'invite' you to attend a party celebrating Aldeth's stay.
Either way, it's clear you'll need to head upstairs (x=400, y=250).

Merchant League Estate, 2nd Floor (AR0128)
14) Aldeth awaits you at (x=200, y=480), but he really only serves to
point you towards Brandilar. Brandilar (x=380, y=500) is wise enough to
see through your 'childhood friend' guise. Pick option #2 and he'll
offer to help your investigations, an offer you should accept. Zorl
stands at (x=580, y=440), but he only serves to test your authenticity
by asking you if you know Dabron-answer in the affirmitive, as Dabron
is Aldeth's brother. It doesn't really matter what you do-he's not very
talkative. In the south-eastern corner of the level you'll find Zorl's
office. Pick the lock on his desk (x=1250, y=650), or use 'knock' to get
at its contents-980 gold and three Letters. These letters contain all
the guilty information you need.

(x=1250, y=650) 980 gold, Letter, Letter, Letter
15) Turn the letters into Bradilar or Aldeth-both accomplish the same
goal, but in a different fashion. If you turn them into Brandilar he'll
implore you to smite the Doppelgangers-about ten up them upstairs (on
the 3rd floor, (AR0129)), several downstairs, and of course Zorl and
Ilentree. If you give them to Aldeth he'll consult with Brandilar and
you'll be transitioned to the third floor, where Aldeth and Brandilar
will confront Zorl and Ilentree. In this case, you'll have to fight all
the Doppelgangers at once, and one of the creatures will mention Reiltar
before attacking. Once they're all dead talk to Aldeth for your reward.
Leave the Merchants' League Estate building-it's finally time to loot.

(For routing the Doppelgangers in the Merchant League)
EXP	5000
Gold	100
Item	Kondar +1
16) First things first, loot around outside, and once you're done, there
are four shops in this area to explore... we're joining them all
together in this Step solely because they're stores, not because it's
convenient geographically. My guide, my rules. First up is the Potion
Store (AR1115) (x=3200, y=600), which has absolutely no loot inside,
but the merchant sells a variety of potions, of course, including
Potions of Invisibility, Potions of Magic Protection/Shielding,
Potions of Master Thievery, and a few tainted potions, just to keep
you on your toes. The adjacent Weapons & Armor Store (AR1116)
(x=2700, y=1100) has precious little loot inside and nothing worth
buying. Finally there are two General Stores across the street from one
another. The northern one (AR1117) (x=2520, y=2320), has some coins and
mundane weapons to loot, but here the wares are actually rather
interesting. The Storekeep sells a variety of magical (+1) weapons,
which we shouldn't need anymore, but he also sells another Destroyer of
the Hills (Girdle of Bluntness). I'm sure you can find a character with
an empty belt slot to put it on, even though it's not a great item...
it's better than nothing. Besides, it'll probably cost less than 2000
gold, and what else do you need to buy at this stage in the game? The
southern General Store (AR1112) (x=2200, y=2700) contains a bit of loot,
but sells nothing of interest.

(x=3840, y=340) History of Durpar and Var the Golden
(x=3200, y=400) 33 gold
(x=2300, y=1040) 28 gold
(x=1020, y=1790) Aquamarine Gem
(x=1470, y=2100) 16 gold
(x=2200, y=2220) History of Shadowdale V
(x=2720, y=1750) Turquoise Gem
(x=550, y=380) Long Sword, Long Sword
(x=500, y=500) Oil of Fiery Burning
(x=100, y=350) 12 gold
(x=510, y=150) 53 gold
(x=800, y=250) Short Sword
(x=400, y=550) 44 gold
(x=780, y=300) Throwing Axe x6
(x=580, y=130) Mace
(x=420, y=250) 23 gold
(x=250, y=300) 12 gold
17) Now, onto the unmarked buildings in this area. Next to the Thief
Bank are a couple of houses, starting with (AR1103)/(AR1104)
(x=2100, y=1900). South-east of it you'll find (AR1105)/(AR1106)
(x=1700, y=2150). Finally, there's (AR1107)/(AR1108) (x=1900, y=1500).
When you're done, exit the area and head to the central-western area of
Baldur's Gate (AR0600).

(x=400, y=250) Heavy Crossbow
(x=170, y=350) Potion of Healing, Club, 12 gold
(x=550, y=180) Antidote, 15 gold
(x=350, y=100) Battle Axe, 13 gold
(x=350, y=80) History of Shadowdale, 13 gold
(x=400, y=150) 3 gold
(x=100, y=300) Throwing Dagger x4

Fenten's House (AR0619)/(AR0620)
18) If you approach the western area from the south you'll be able to
reach the area outside of the walls. In a house at (x=3400, y=3200)
you'll find a dwarf named Fentan (x=450, y=250) who will ask you to
fetch him some Ankheg scales. He'll give you the same sort of deal
Taerom Fuiruim did, but Fenten will only cough up 250 gold each time you
sell him scales. Still, it is a way to make some money. Of more
interest, however, you can kill Fenten for his unique Axe-the Golden
Axe +1. Aside from its +1 enchantment, it has a 10% chance to cast
Dispel Magic per hit. When you're done, head to the north-western area
of Baldur's Gate (AR0100). You're just about done with this city!

(x=3550, y=3050) 12 gold
(x=400, y=150) Long Sword, 38 gold
(x=200, y=300) 14 gold
(x=310, y=400) Bloodstone Ring, 18 gold

Degrodel's House (AR0161)
19) There's a house at (x=2100, y=3000) that needs to be explored, but
before you do, spellbuff to the max. Inside are two Doomguards, two
Helmed Horrors, and three Invisible Stalkers. Target the Invisible
Stalkers with ranged weapons, because the other foes will be immune to
non-magical missiles. Also, shaving down one of the Doomguards with
Magic Missiles might be a good way to open up the fight... or, in the
Enhanced Edition, just enter with one character, lure some foes outside
where it's more open, and smite them without having to dance around

Note from Lee:
This is a hellish fight - Wands of the Heavens help out a lot, but won't
win it outright like they did in other encounters. Haste and Defensive
Harmony are essential, and Barkskin will help keep your healers alive.
Animate Dead, Monster summoning, and similar spells will help keep the
baddies off your ass while you plink away at them with magical missile
weapons (Arrows +1, Bullets +1, etc). Be prepared to pause the game
often, and to move injured characters out of the fray.
20) Once the beasties are beaten, head into the back and talk to
Degrodel (x=200, y=580). He'll ask you to unpetrify a group of
mercenaries and get the Helm of Balduran from them, and offer 5000 gold
for the task. Surely by now you realize that the helm itself is the
prize, but agree to his task for now. He'll give you six scrolls of
Stone to Flesh, so you don't even have to worry about that part of the
mission. How nice. We'll get to it in a little bit.

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

Pheirkas' House (AR0167)/(AR0168)
21) Enter the house at (x=1750, y=2500) to find the dwarf Pheirkas
(x=400, y=290). He'll ask you to fetch Algernon's Cloak for him, and
offer you a reward for the caper. Of course, the reward isn't as good
as the item he's asking you to steal, but if you want to be a
completitionist you could always give him Algernon's Cloak and keep the
Nymph Cloak you can get from Abela or Halbazzer Drin. Or better yet, you
could just ignore this quest entirely and save yourself the bother.

Note: If you do not have a Thief in your party when you talk to
Pheirkas, he'll simply say "Hmm, I prefer not to work with amateurs."
To get him to give you the task mentioned above, you'll need to bring
a Thief-and for some reason, a dual-classed Imoen doesn't count.

(x=400, y=150) 6 gold
(x=200, y=300) 5 gold
(x=100, y=300) Leather Armor, Small Shield

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

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

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

(For siding with Voltine)
Item	Wand of Polymorphing

Quinn's House (AR0157)/(AR0158)
23) Over at (x=3670, y=2200) you'll find Quinn's House, and fittingly
enough, inside is a Halfling named Quinn. He'll ask you to find some
possession of his friend. Remember that Ankheg north of Tenya's house,
with Nester's Dagger amongst its loot? That's the dagger he wants. Give
it to him for a reward. Now, if you'll remember Eldoth wanted to
rescue/kidnap his girlfriend from her father, one Entar Silvershield.
His house is in the north-western corner. If you want to get his gal-pal
Skie to join you, you're going to have to bring Eldoth along and leave a
space for Skie as well.

(x=400, y=150) Scroll of Horror, 13 gold
(x=310, y=400) Potion of Magic Protection
(x=100, y=300) Longbow +1, Arrows x20, 6 gold

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

Entar Silvershield's Estate, Downstairs (AR0101)
24) Enter the large house at (x=1150, y=1650) and head over to the
south-west. You'll be questioned by a guard on your way. Pick option #1
and continue on your way, if you wish... but there's no reputation
penalty for killing them, and if they're dead, they can't get pissy if
you steal things. Also, in the Enhanced Edition the Servants wandering
about will no longer turn hostile if they see you killing a guard, they
will just leave the building... which is a double-win, since they then
won't be able to report you for stealing. If you touch a rich guy's
jewels, they call the guards, but if you kill a rich guy's guards...
nobody cares. Make sense. Anyways, head up the stairs at
(x=500, y=1400).

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

It's worth noting that in the Enhanced Edition, unarmed peasants will no
longer turn hostile and wander stupidly into corners-now that they can
flee areas-and have some self-preservation instincts-they'll simply bolt
for the nearest area exit when fighting starts... no turning hostile, no

Entar Silvershield's Estate, Upstairs (AR0102)
25) Here you'll find Skie wandering around in the south-eastern part of
the level. If Eldoth is in your party, she'll recognize him and offer to
join your party. If not, she'll call for help and armed guards will
appear and attack. If he's in your party, but downstairs, you'll get to
meet Biff the Understudy if you talk to her. Biff is a device Bioware
inserted to handle conversations when one of the required participants
isn't present. Neat-o. Whether you recruit Skie or not, case the house
for goodies. Be careful not to alert guards, some of these treasure can
be tricky due to the high number of narky servants milling about. Also,
expect the locks to be top-notch. Rich people can afford fancy and
effective locks to keep their riches in their britches. Heh. You'll also
find a lady named Brilla, (x=1650, y=300) in the north-western part of
the level. She'll initiate dialogue with you, and if you pick dialogue
option #3, she'll summon some guards for you to play with. Options #1,
#2, and #4 can convince her to stay cool... if you get a good enough
reaction from her. You should know the drill by now-talk to her with
a high Charisma character, with a good party reputation. Dialogue option
#4 will, with a sufficiently charming character, score you some
tongue-kiss action... what a slutty wife!

(x=550, y=1250) Cloak of Protection +1, 308 gold
(x=470, y=1300) Pearl Necklace, Black Opal, Water Opal,
		Potion of Freedom, Elixir of Health, Oil of Quickness,
		359 gold
(x=610, y=1200) Larel's Tear Necklace, 154 gold
26) If you recruited Skie for Eldoth, he'll eventually tell you that
Entar has agreed to pay ransom for Skie, and that you should head to the
Blade and Stars (AR1300)/(AR0105) (x=200, y=650) and meet with a man
named Elkart for the ransom money. Elkart is on the first floor at
(x=120, y=270), and as promised, every two days he'll cough up 1000
gold. You can do this up to eight times, as on the ninth he'll call up
a pack of six Flaming Fist Enforcers. Still 8000 gold is nothing to turn
your nose up at.

Tavern and Inn (AR0165)/(AR0166)
27) And now, of course, comes the looting of (AR0100). To start our
looting spree out, head over to the Tavern and Inn at (x=3000, y=1650).
Inside you'll be bothered by a man named Connoly Finn, who will, if you
ask about the tales being thrown about the bar lately, tell you of the
common practice of blackmailing slumming nobles in the Undercellar...
also warning against the practice, because, of course, if they can
afford to pay you, they can afford to pay somebody else to shut you up
forever-like. Sounds familiar, no? Anyways, upstairs (x=400, y=200) is
where the loot is, as well as a peasant named Borinole Mann
(x=600, y=280) whose name is almost certainly a pun for the fact that-
with any prompting-he will babble at length about his past adventuring

(x=350, y=500) 8 gold
(x=200, y=400) Potion of Defense
(x=450, y=420) 3 gold
(x=550, y=350) Dagger, Throwing Daggers x25
(x=400, y=220) Silver Necklace, 6 gold
28) Once that ordeal is over with, it's time to loot the unnamed places
on the map. Yeah, I know we've neglected the Helm and Cloak, but we'll
get to it shortly... when we have more reason to go there. Near Entar
Silvershield's Estate you'll find the Night Club +1, a simple +1 weapon
that gives a +2 bonus to THAC0 at night. Once you're done looting the
outside, it's time to hit some interiors. There are five houses to loot,
counting (AR0155) (x=1280, y=2600) and (AR0156) (x=1280, y=2450)
separately since they both have their own entrances... even if they do
have interior connecting stairs. Normal two-level, one entrance houses
can be found at (AR0159)/(AR0160) (x=4180, y=2380), (AR0163)/(AR0164)
(x=2970, y=1170) and (AR0169)/(AR0170) (x=850, y=2800).

(x=890, y=2820) 16 gold
(x=1620, y=2600) Scroll of Color Spray
(x=1900, y=3150) 22 gold
(x=580, y=2120) 34 gold
(x=500, y=2070) Night Club +1
(x=350, y=1700) Cursed Scroll of Foolishness
(x=2240, y=1740) History of Shadowdale XIII
(x=400, y=250) Splint Mail
(x=200, y=330) History of the Ulgarth, 22 gold
(x=540, y=120) Potion of Healing
(x=490, y=70) 15 gold
(x=300, y=350) Throwing Dagger x3
(x=200, y=250) Quarterstaff, 10 gold
(x=350, y=100) 12 gold
(x=440, y=120) Studded Necklace with Zios Gems, 8 gold
(x=550, y=200) Potion of Insight, 10 gold
(x=350, y=100) Bloodstone Gem, Dagger, 23 gold
(x=300, y=330) The Protector +1
(x=540, y=120) Tiger Cowrie Shell Necklace
(x=300, y=350) 8 gold
(x=200, y=250) Light Crossbow, 11 gold

When you're done being a menace to society, head over to the central
area of Baldur's Gate (AR0700). It's time to get some premium gear
before we're done with the game's namesake city. Again, there's another
large fight in the next Sequence of Events, so have all the best spell
buffs prepared. You know, Haste, Protection from Evil 10' Radius,
Defensive Harmony, and all that good stuff. Also, have Call Woodland
Beings and Animate Dead-it's one of THOSE big fights.

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

Felonius Gist's Manor (AR0719)
1) Enter the house at (x=1750, y=1000). You'll notice a number of
statues around the place, just waiting to be turned back into people.
Oblige them with the scrolls Degrodel gave you and talk to the Elf
warrior at (x=750, y=160). If you pick option #3, you'll get a small
experience reward, but nothing else. If you pick options #1, #2, and #3
he'll tell you where to find another powerful item, the Cloak of
Balduran. If you pick options #1, #2, #2 and #2 he'll give you a Letter
that contains a clue to the helmet's location, and to the cloaks'. You
clearly want both items, however. My suggestion? Pick Pocket the Letter
from the Elf warrior while he's still petrified, then deal with the
unpetrified adventurers however you wish. If you decide to deal with
them by using a little violence, you'll score the following loot:

Elf Fighter (Vail): Plate Mail, Medium Shield, Long Sword and 64 gold.

Human Fighter: Plate Mail, Small Shield, Long Sword and 64 gold.

Human archer: Splint Mail, 30 Arrows of Ice, Longbow, Bastard Sword and
49 gold

Human archer: Splint Mail, Acid Arrows x5, Arrows of Piercing x4,
Arrows +1 x20, Longbow, Bastard Sword, and 49 gold.

Human Mage: Mage Robe of Electrical Resistance, two Potions of Healing,
Quarterstaff, Darts x10 and 102 gold.

I typically just kill them and take the letter. In any event, the
helmet is hidden in the Helm and Cloak Inn, so head back to the
north-western area (AR0100). Make sure you nab the Angel Skin Ring from
the table before you leave.

(For unpetrifying Vail)
EXP	500
Item	Letter*

*Only gain via dialogue options #1, #2, #2 and #2.

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

Helm and Cloak (AR0116)/(AR0117)/(AR0118)
2) Enter the Helm and Cloak at (x=3550, y=2900). At (x=700, y=640)
you'll find Gorpel Hind. Talk to him and pick option #1 to join in his
good-natured adventury bragging. A party will appear near the entrance
led by Gretek, who will represent the BAD side of braggart adventurers.
Pick option #1 with them to pick a fight. Don't be afraid to go heavy
with the spell-buffs, as Haste and Confusion will go a long way to
winning this fight in style.

Gretek: Plate Mail, Large Shield, Battle Axe of Mauletar +2, Scroll of
Detect Evil and 48 gold.

Arlin: Splint Mail, Helmet, Medium Shield, War Hammer and 50 gold.

Wilf: Adventurer's Robe, Greenstone Ring, Quarterstaff and 95 gold.

Pargus: Bracers of Defense A.C. 7, Bloodstone Ring, Long Sword +1 and
86 gold.

Nader: Studded Leather, Arrows of Fire +2 (varies), Arrows (varies), 
Shortbow, Dagger and 23 gold. 

Caturak: Plate Mail, Arrows of Ice (varies), Arrows (varies), a Silver
Ring, a Composite Long Bow, a Short Sword and 16 gold.

Most of this loot is just good for selling, but if you have Kagain in
your party, I'm sure he'll enjoy that Battle Axe +2.

(x=1000, y=200) Garnet, Black Opal, 450 gold

In the original game, you could talk to Gorpel Hind multiple times
before talking to Gretek, hence causing multiple copies of Gretek's
group to spawn. This allowed you to harvest their gear and experience
several times over. This has been fixed in the Enhanced Edition.
3) Head upstairs (x=800, y=800) and you'll come to a level that is
blocked off due to the status of the inhabitant. The guards are just for
show though, you can walk right in and harass the noblewoman as you
please. If you pick option #1 you can rob her. You'll gain 189 gold but
lose two points of reputation. She's kind of a bitch, so don't feel bad
if you choose to go for it. You can also kill the guards without losing
reputation, if you want to rob the room (or if they're just getting in
the way.)

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

(x=640, y=180)

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

(For giving Degrodel the Helm of Balduran)
Gold	5000

The Undercellar (AR0112)
6) Return to the Blushing Mermaid (AR0300) and enter the area at
(x=100, y=400) to reach the Undercellar. You can find Quenash at
(x=1310, y=1310). If you got the note from Vail legitimately, she'll ask
you to describe him for her. Describe him as a blonde Elf to get the
cloak. Or... you could just steal it from her. Either way, the Cloak of
Balduran is a cloak that improves your Armor Class and saves by one,
and gives 25% magic resistance. This also goes to my protagonist, who
has few enough ways to obtain an Armor Class boost.

Flaming Fist Compound, Upstairs (AR0608)
7) Go so the south-western area of Baldur's Gate (AR1100) and talk to
Scar (x=1560 y=1440) in front of the Flaming Fist Compound. He'll take
you to see Eltan, one of the Grand Dukes of Baldur's Gate. He'll offer
to pay you 2000 gold to gather evidence of the Iron Throne's mischief
from their headquarters in the city. Ah, sweet, sweet incentive. Accept
and head out.

Note: If you loot this area BEFORE talking to Scar, there won't be
anybody around to squeal on you-Duke Eltan doesn't appear until you talk
to Scar and accept to look in on the Iron Throne, as a Flaming Fist
Mercenary will inform you when you leave the upstairs area (only if you
come here before talking to Scar, however.)

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

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

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

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

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

Note: With my evil party, I had some trouble convincing the guards to
leave me alone, another rare instance where Charisma comes into play.
With Ajantis I had no trouble sweet-talking the guards, but with Jaheira
leading the group... just be sure she's wearing Algernon's Cloak and the
Helm of Glory, if you wish to convince the guards.

Iron Throne Headquarters, Basement (AR0611)
12) You'll be bothered by a guard. Just pick options #1 or #2 to have
him go away and loot the two large chests. When you're done, go back
upstairs and up to the second level (x=800, y=200).

(x=150, y=320) Potion of Genius, Potion of Insulation, Tainted Antidote,
	       Potion of Storm Giant Strength, 100 gold.
(x=200, y=200) Scroll of Protection from Acid,
	       Scroll of Protection from Cold, 255 gold

Iron Throne Headquarters, 2nd Floor (AR0612)
13) You'll be bothered by more guards. Pick option #2 to avoid a fight.
If you keep picking the second option, he'll let you in on his
suspicion that people are 'changing faces' up there. Sounds like
Doppelgangers again. Head up the stairs to the third level
(x=800, y=200).

Iron Throne Headquarters, 3rd Floor (AR0613)
14) Another level, another nosy guard. Pick option #1 to bribe him, or
options #2 or #3 to bluff... or option #4 to pick a fight. You'll also
be bothered by a man named Nortuary, who asks to see Reiltar. Deal with
him however you wish. You'll also find some whale of a lady named
Emissary Tar, who seeks the stairs to the fifth floor... she must not
have good eyesight when it comes to things other than food. When you're
done with all that, head upstairs again (x=800, y=200).

Iron Throne Headquarters, 4th Floor (AR0614)
15) Awfully close to that 5th level now... spooky. A manling named
Destus Gurn will approach and confuse you for Emissary Tar. He'll tell
you about the inhabitants of the next level, one Zhalimar Cloudwulfe,
Gardush, Naaman, Diyab, Aasim, and Alai. He'll also mention one Thaldorn
and some Lyle person. If you interact with the Bartender, be sure not
to pick option #4, as it'll make him go hostile... and killing him
causes you to lose reputation. Anyways, loot about and head to the

(x=900, y=400) Scroll of Hold Person, Scroll of Stinking Cloud,
	       Scroll of Flame Arrow
(x=1130, y=500) Scroll of Know Alignment, Scroll of Shield,
		Scroll of Protection from Petrification

Iron Throne Headquarters, 5th Floor (AR0615)
16) Now for the big fight... The Enhanced Edition has required a bit of
a change in tactics. Since foes can now come down stairs, you can't
cheaply pelt them with explosions until they falter, but of course,
there's an equally cheap way to win now-prepare downstairs, complete
with Summon Woodland Beings and Animate Dead, then lure your foes
downstairs, where you can deal with them from a superior defensive
position. Of course, that's still lame, and there are plenty of stupid
NPCs and tables to get in the way, so I still prefer to take them on
directly on the 5th-level. Before heading upstairs, I equip Arrows of
Detonation on my archers (Minsc and Imoen), and buff with Protection
from Evil 10' Radius, Remove Fear, and Haste. The evil party just has to
do without the arrows. When ready, head upstairs at (x=800, y=200).

First, I make sure my party AI is off, so I can micromanage this fight,
then I focus my archers on Diyab, equipped with Arrows of Detonation.
Their purpose firstly is to disrupt the enemy casters, and second to
deal a bit of damage. I only intend to have them shoot off one round's
worth of arrows, however. While they're doing this, Jaheira begins
casting Summon Woodland Beings, my protagonist lets loose with Confusion
if he has it, or Horror if not, while Viconia casts a Silence 15' Radius
near Diyab. Ajantis stays put. Don't worry about hitting Emissary Tar,
she's a Doppelganger. Diyab, Naaman, and the Doppelganger go down
immediately under the onslaught and hopefully some spells are disrupted.
For the second round I switch to normal arrows and have Imoen cast
Confusion, my main character casts Horror, Viconia casts Animate Dead,
Minsc targets Aasim, and Jaheira moves to engage Alai while Ajantis
targets Zhalimar. Aasim dies shortly thereafter, while Imoen and my main
character ready a double shot of Confusion and Slow, and Viconia casts
Protection from Evil 10' Radius. Now I move in to finish off the
remaining three, who are injured, outnumbered, out-matched, and without
a vast majority of their spell buffs. Alai dies next, and my party (and
summons) converge upon the two remaining warriors. They fall quickly in
what can be described only as a glorious rout... although not as
glorious as in the non-Enhanced Edition version. Ah well, I chalk it up
to the randomness of combat. Minsc takes some damage from Zhalimar and
four Arrows of Detonation are expended in the name of justice.

[VIDEO] Haeravon Plays: Baldur's Gate Enhanced Edition - Sarevok's
	Acolytes Fight (Good Party) {VID002}

My evil party has a more difficult time of it, since I have no
dedicated archers, and hence, no Arrows of Detonation. Instead of making
a poor attempt at copying the good party tactic, I just ignore it and
try something else. What I lack in missile fire, I more than make up for
in melee prowess and spell power, and I use the latter to start the
fight out. Kagain attacks Zhalimar and Dorn attack Aasim, occupying the
wings of the enemy, while Viconia targets a Silence 15' Radius 
north-west of Diyab, Jaheira tries to summon a Nymph via Summon
Woodland Beings, my protagonist casts Horror, and Edwin drops a
Confusion. After the first round, my protagonist and Edwin repeat with
another bout of Horror/Confusion, while Jaheira and Viconia enter melee
combat, attacking any foes not affected by debilitating spells, while
the Nymph I just summoned drops yet another Confusion. By now, the fight
should either be very well in hand, or something must have gone awry.
Edwin casts yet another Confusion if he has it, or Slow if not, while
my protagonist enters melee combat... which this fight has now largely
become. It's highly unlikely that Edwin's pair of Confusion spells
didn't affect at least half the enemies, and the remaining threats can
be exterminated in detail. It's not as clean of a victory, but it's a
solid one, nonetheless.

[VIDEO] Haeravon Plays: Baldur's Gate Enhanced Edition - Sarevok's
	Acolytes Fight (Evil Party) {VID001}

Zhalimar: Plate Mail, Helmet, Arrows x20, Scroll, Suryris's Blade +2,
Composite Longbow and 68 gold.

Gardush: Plate Mail, Medium Shield, Long Sword and 63 gold.

Alai: Edventar's Gift (aka Ring of Free Action), Wand of Lightning, 
Scroll of Minor Sequencer, War Hammer, Throwing Daggers x20 and 65 gold.

Diyab: Leather Armor, Small Shield, Oil of Fiery Burning, Potion of
Perception, Antidote, a War Hammer +1 and 95 gold.

Naaman: Bracers of Defense A.C. 7, Scroll of Confusion, Scroll of
Protection From Normal Missiles, Scroll of Protection from Undead, 
Scroll of Know Alignment, Scroll of Vocalize, Scroll of Dispel Magic,
Scroll of Fireball, Throwing Daggers x20, Dagger and 66 gold.

Aasim: Studded Leather, Potion of Stone Giant Strength, Wand of the
Heavens, Mace +1 and 95 gold.

Now, for the dispensation of the loot-Viconia gets Edventar's Gift, and
this is for good reason. Clerics are the main debuffers in any party-
poison, paralysis, damage, disease, whatever it might be... if they are
paralyzed themselves, they obviously can't help other characters out,
can they? On the downside, it means they can't be Hasted. Since Viconia
is, at best, a secondary combatant, I don't feel like it hinders my
offensive powers too much to deny her this buff. The new spell here is
Minor Spell Sequencer, one of a great group of spells. The only one, in
fact, that you'll find in this game. It essentially allows you to string
several lower-level spells together in one casting. I give this to my
protagonist for defensive purposes, so they can string Blur and Mirror
Image together into one quick casting. Alternatively, if you feel you
need a bit of offense, you can give it to Imoen/Edwin and use it to
string two Magic Missiles or Melf's Acid Arrows together... but I'd
rather just leave the casting of higher level debuffs-like Chaos and
Slow-to them.
17) You'll find Thaldorn at (x=950, y=610), who will spill some
information about the Iron Throne and beg for you to let him go. He's
evil and he's one of the Iron Throne's leaders. There's no way I let him
leave with his life. Kill him and loot him for a suit of Studded
Leather +1, a Potion of Agility, a Short Sword +1, and 350 gold.

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

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

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

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

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

Priest's Quarters (AR2627)
2) Head into the house where you fought Shank (x=2950, y=400) to find
a Priest of Oghma studying a dead cat. Select dialogue option #1
repeatedly until he gets annoyed and attacks you. He'll change shape,
revealing that he's a Doppelganger. Somehow, I don't suspect our return
home is going to be a happy one. Furthermore if you try to enter the
Barracks (AR2618) you'll be prevented and called a chimp from something
inside... what else typically uses such slurs... "Your time is done,
primate!" Hmm... Also in the Bunkhouse (AR2607) you'll find Parda, who
will claim that something is wrong in Candlekeep. Head to the keep when
you're done reminiscing and looting.
3) Towards the middle of Candlekeep-in front of the keep-you'll meet
Cadderly. What? You didn't expect BOTH R.A. Salvatore's Forgotten Realms
protagonists to make an appearance? Too bad. Talk to him and he'll tell
you a good bit of fluff. Head into the keep (x=2600, y=1650).

Candlekeep, First Floor (AR2608)
4) You'll find Karan at (x=1540, y=940). If you ask him if he's seen
anything strange he'll tell you about some Koveras fellow and mention
that he was reciting Alaundo's prophecies from memory. You'll find some
of said prophecies on bookshelves to the north. Over at (x=900, y=880)
you'll find Theodon and Jessup (x=970, y=820), who will recount some
days of your apparently adventurous youth. Head up the stairs
(x=1250, y=950) and head to the upper level.

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

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

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

Candlekeep, Third Floor (AR2610)
6) On this level you'll find the leaders of the Iron Throne.
Unfortunately there's no fighting in Candlekeep-blood on the books and
all-so you'll have to leave them be for now. Unless you don't care
whether you end up looking like a bad guy. At (x=780, y=620) is Tuth,
Brunos is at (x=800, y=520), Kestor is at (x=700, y=5500) and finally,
the big cheese Rieltar is at (x=730, y=530). If you bug Kestor too much,
he'll go hostile on you, and save you the burden of guilt being the
aggressor would force you to bear. Don't fight them just now, you'll
want to explore the upper levels first, and if you kill them now you'll
be apprehended upon reaching the fourth (next) level. Leave them alone
for now and head up the stairs at (x=1400, y=1050).

Tuth: Plate Mail, Medium Shield +1, Long Sword +1 and 98 gold.

Brunos: Chain Mail +1, Medium Shield +1, Potion of Frost Giant Strength,
Morning Star +1 and 256 gold.

Kestor: Studded Leather, Darts of Stunning x15, Darts x20 and 105 gold.

Rieltar: Potion of Genius, Potion of Clarity, Dagger and 510 gold. 

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

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

(x=1270, y=1510) 20 gold
(x=1000, y=1320) Potion of Fortitude, 1 gold
(x=850, y=1350) Scroll of Grease, Scroll of Blindness
(x=750, y=1150) Silver Necklace
(x=300, y=1000) Bluestone Necklace
(x=800, y=350) Scroll of Web, Scroll of Detect Invisibility
(x=1650, y=580) Wand of Fear
(x=2200, y=970) Moonstone Gem, 18 gold

Candlekeep, Fifth Floor (AR2612)
8) When you enter this level you'll be approached by a monk named Piato.
He'll tell you to check Gorion's room before taking off. Do so, and at
(x=660, y=1000) you'll find a letter and some gold. The letter will
spill the beans about your paternity and warn you about one Sarevok-a
name we've seen on Iron Throne documents. Loot the level and head back
to level three (AR2610). Now you can kill the Iron Throne leaders by
picking a fight with Keslor, and you really might as well. If you decide
to not kill the Iron Throne leaders, read step #9 after heading up the
stairs at (x=950, y=750). If you do kill them, when you head back to the
fourth level (AR2611) you'll be arrested by a Watcher, instead of the
Gatewarden, either way, it'll be covered in Step #9.

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

Candlekeep, Sixth Floor (AR2614)
9) As soon as you arrive on this level you'll be apprehended by the
Gatewarden and accused of the murders of the Iron Throne's leaders
whether you killed them or not (this is one of many reasons why I
prefer to kill them myself-at least then I get the loot, experience, and
satisfaction of doing the killing, which makes the blame easier to
bear). If you try and make a break for it, you'll be pretty decisively
smote, so agree to go along with him (option #2.) You'll be taken to
a prison and roughly accused by Ulraunt, who obviously has no love for
you. He'll also cite some evidence planted on you by 'Koveras'. He
threatens to send you to Baldur's Gate, where 'appropriate punishment
will be administered'. Well, newsflash, a Grand Duke of Baldur's Gate
sent us here in the first place, chump! He'll leave and Tethtoril will
show up and rescue you on your father's behalf... Gorion, not your REAL
father. Ask Tethtoril about Koveras, and he'll tell you it's the reverse
of Sarevok. That bastard! And so off you are whisked to the Candlekeep

Note: This area actually has NPCs-Tethtoril, Ulraunt, and the
Gatewarden. It also has lootable objects. The gear you can score is
pretty mediocre, but it does make me wonder... why? You get arrested as
soon as you set foot on this level, so why even bother putting loot
here? Also, Ulraunt has some dialogue lines.. granted, one-liners that
just checks his reaction towards you before he ultimately tells you to
get lost (with varying degrees of rudeness), while Tethtoril tells you
about the inheritance Gorion left (which you doubtlessly already
claimed) or tells you to surrender to the watch if you killed the Iron
Throne. Bioware, you never cease amazing me with your arbitrariness...

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

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

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

Candlekeep Catacombs, Level 1 (AR2615)
2) Head north until you run into Phlydia, who will accuse you of
stealing her book before turning into a Doppelganger. This could be a
troublesome development... Kill it and you'll come to a room where there
are three passages coming off of it. Go south-west first, but keep your
game face on. We're in dungeons again. That means monsters and traps, so
scout ahead.
3) Head down the passage and take the first side-passage to the south.
You'll encounter a number of traps, but the loot in the sarcophagus is
totally worth it. The second Batalista's Passport goes on another front-
liner who may be subject to fire attacks-Ajantis/Kagain should already
have one, which leads me to give it to Jaheira, on both the good and
evil parties. Tomes are always nice, too. when you're done looting
continue down the south-west passage.

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

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

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

(x=2500, y=1900) Oil of Speed, Potion of Invulnerability,
		 Potion of Heroism, Potion of Invisibility,
		 Bloodstone Amulet, Scroll of Protection from Magic
5) The passage will turn and curve, but stick to it and ignore all other
side-passages... there's nothing down them but traps. Eventually you'll
come to a room with four Phase Spiders inside of it. Dispose of them and
continue through the room until you get to another, more ornate room.
Loot the... uh... hole in the wall for some premium loot, including the
long awaited Manual of Gainful Exercise, which boosts your Strength by
one point. Now, if your strength is 18, this completely bypasses all the
exceptional strength percentiles and gives you a strength of 19. For a
character with 18 strength, this could mean going from +1 THAC0 +2
damage to +3 THAC0 +7 damage. That's a HUGE improvement, and it'll
pretty much make most any character melee competent. So... if you're a
dual-or-multi class character with Strength in the lower percentile,
it's fine. You're about to become a powerhouse. My modest 18/74 strength
is happily improved... sadly, it took us most of the game to get here,
but that's fine, since melee combat becomes much more powerful in the
sequel. Also, you'll never need a Girdle of Giant Strength for your main
character in the next game. If you're a Mage then you're probably not as
excited as everybody else playing this game, but for everybody who is
not a single-classed Mage (and who bothered to make sure their Strength
was at LEAST 18 before starting the game) this is probably the single
greatest stat-boosting item in the game. You'll be reaping the rewards
of 19 Strength forever more. I really can't overstate how great this
item is, and how much it'll help you in the sequel. I put the Cloak of
Protection +2 on Jaheira, who is still rather poorly protected for a
front-liner and has been waiting patiently for quite a while for an
Armor Class boost.

(x=2170, y=1570)
(x=2100, y=1600)
(x=2100, y=1650)
(x=1620, y=1750)
(x=1050, y=2100)
(x=1800, y=1300)
(x=1120, y=1400)
(x=650, y=1080)
(x=350, y=900)

(x=350, y=900) Ruby Ring, Rogue Stone, Cloak of Protection +2,
	       Manual of Gainful Exercise
6) Now I head up the north-western passage. In the side-room to the
south-west you'll find a room filled with corpses and two very happy
Ghasts. In another side-room to the north you'll find another Ghast. At
the end of the hallway you'll find a room filled with Ghasts... about
six of them in total. When they're dead loot the pile of bodies and
head back to the room where you were attacked by the Phlydia-
Doppelganger and go down the north-eastern passage. You'll find that
it's a short passage indeed. Exit the area at (x=3900, y=900).

(x=900, y=500) Horn Coral Gem, Lynx Eye Gem, Angel Skin Ring,
	       War Hammer +1, Potion of Frost Giant Strength,
	       Potion of Fortitude, Potion of Stone Form,
	       Tainted Antidote, Wand of Fire

Candlekeep Catacombs, Level 2 (AR2619)
7) As soon as you enter Dreppin will approach. He's also a Doppelganger,
and you'll have to put him down. This is a large open room with smaller
rooms on the northern and southern sides. In the center of the room
you'll find Arkanis (x=3600, y=1680) and Deder (x=3550, y=1680). If you
pick option #1 they'll tag along with you, if you pick option #2 they'll
depart. Stay away from the north-western side of the level for now, as
there's an encounter there which will be covered in step #9. First check
out the middle-area, which is crawling with Skeleton archers and covered
in traps. The Skeletons respawn often, so it might be worth planting
your party around where they appear to prevent them from returning. When
that's done explore the side-rooms, starting in the north and from east
to west, then the south from east to west.

(x=3800, y=1800)
(x=3400, y=1820)
(x=2700, y=1320)
(x=2330, y=1000)
(x=4000, y=1510)
(x=3400, y=1100)
8) In the north you will find a Reevor-Doppelganger. In the next room
you'll find Parda, and in the last room on the top you'll find Fuller.
In the south you'll encounter Jondalar. In the next room you'll find
Hull, and after that it'll be Karan. After slaughtering Doppelganger-
clones of pretty much everybody in the prologue, head on to the

(x=3150, y=2150)

(x=3150, y=2150) Scroll of Dispel Magic
9) Go up some stairs and you'll find Gorion (x=1880, y=3800), Elminster
(x=1940, y=380), and Tethtoril (x=1950, y=330). Obviously, they're not
who they say they are. If you continue to doubt their identities,
they'll attack. If you agree to follow them they'll lead you down the
hallway before attacking. Dispose of the two Doppelgangers and the
Greater Doppelganger and continue down the hallway... if you haven't
10) You'll find a long hallway with room on either side. In the first
room to the south-east you'll find Winthrop-who is, of course, a
Doppelganger. You'll also fight several more Doppelgangers on your way
down the passage. Now is a good time to rest up, heal, and leave the
catacombs (x=100, y=1000). If you still need money... somehow... you
might want to rest here a while to provoke Doppelgangers. They can drop
some premium gems and jewelry, such as Emeralds, Pearl Necklaces, and
Laeral's Tear Necklaces. They can also occasionally drop 3rd level
Mage Spells, if you still need them. In any event, you should make sure
you have at least one Protection from Petrification spell prepared
before advancing.

Candlekeep Caverns (AR5506)
11) Due south of your location you'll find four of Sarevok's assassins,
led by one Prat (x=900, y=520). They're not too bad, but you'll do
yourself a favor by spell-buffing and sending your Fighters down
different tunnels to attack from. You don't want to make your battle
miserable by bottle-necking yourself. I start out by peppering them
with status-effecting spells from out of their sight range, and lead
off with an Animate Dead to draw their attention. Jump on Prat first, as
he'll annoy you with spells if you give him the chance.

Prat: Letter, Scroll of Chromatic Orb, Scroll of Detect Evil, Scroll of
Luck, Scroll of Resist Fear, Scroll of Mirror Image, a Throwing Axe +2
and 170 gold.

Tam: Plate Mail, Acid Arrows x20, Arrows x20, two random pieces of loot
(jewelry, gems, etc.) Composite Long Bow, Short Sword and 49 gold.

Sakul: one random piece of loot (jewelry, a gem, etc.), Scroll of
Strength, Scroll of Ghoul Touch, Scroll of Haste, Scroll of Dire Charm,
Scroll of Ghost Armor, a Scroll of Hold Person, Scroll of Slow, Scroll
of Wraithform and 139 gold.

Bor: Plate Mail, one random piece of loot (jewelry, a gem, etc.), Darts
of Stunning x15, Darts x20, Flail and 38 gold.

The Throwing Axe +2 is a great ranged weapon for Kagain, but it works
fine on any shielded warrior.
12) Over to the east you'll find a nest of Spiders, including a Phase
Spider, a Wraith Spider, and a Sword Spider. This will be easier if you
disarm the web traps before going in. To the south-east is another
spider's den with two Phase Spiders and another web trap. The last den
is to the west, and it is populated by a Sword Spider and a Phase
Spider. Finally there's a Phase Spider to the south-west. He doesn't
get a den, and I can only assume it's because he's the annoying mooch
spider... or maybe he has bad spider flatulence?

(x=1300, y=650) (East)
(x=1600, y=550) (East)
(x=1550, y=1300) (South-East)
(x=200, y=950) (West)
13) In the south are a pair of Greater Basilisks. Make sure to hit
somebody with a Protection from Petrification spell before tangling
with them. See? We came prepared, because we're awesome like that.
14) As you head south you'll find Diarmid (x=350, y=2020). He'll mistake
you for Prat-one of the guys you just killed. Pick the top options at
first to get him to spill the beans on Sarevok and his plans. If you
pick the lower options, he'll catch on to the ruse and leave. If you
equip everybody with missile weapons you might just be able to shoot
him down before he gets away... although there's really not much point,
as you'll get little experience for killing a non-hostile and he's got
the same loot as any Black Talon Elite. When you're done, exit at
(x=300, y=2000).

Now that we're done with Chapter 6, Chapter 7 begins. You need to get
back to Baldur's Gate and foil whatever Sarevok is plotting... but
first, we should do the four major Tales of the Sword Coast quests.
Now is a great time, as we have all the goodies from Baldur's Gate and
the Manual of Gainful Exercise. Frankly though, taking on Chapter 7
leads right into the endgame, so if you're going to do those quests,
you really need to do them now. You have the best gear and you should
be damn near the highest level you can attain in the game. You've got
the best chance of making your way through Durlag's Tower you can have
without cheating. Of course, before we do that, why not finish up every
last bit of business and collect every possible piece of loot in the
game? By this I mean completing the character-specific quests for the
new kids in the Enhanced Edition-Dorn, Neera, and Rasaad. For story
purposes... we can say we're letting the whole Iron Throne murder thing
cool down so our notoriety dies down a bit before heading to the Gate.

Paladin 7
Experience: 105220
Max Hit Points: 80
Armor Class: -7

Paralyze/Poison/Death:	7 (-1)
Rod/Staff/Wand:		9 (-1)
Petrify/Polymorph:	8 (-1)
Breath Weapon:		9 (-1)
Spells:			10 (-1)

Weapon Proficiencies
Bastard Sword		++
Long Sword		++
Two-Handed Sword	+
Longbow			+

Armor:	Full Plate Mail
Gloves:	The Brawling Hands
Helmet:	Helm of the Noble +1
Amulet:	The Protector +1
Weapon:	Varscona +2 (THAC0: 10)
	Harrower +1 (THAC0: 11)
	Kondar +1 (THAC0: 11)
Shield:	Shield of the Falling Stars +1
Ring 1:	Batalista's Passport
Ring 2:	Topsider's Crutch
Cloak:	Algernon's Cloak
Boots:  The Paws of the Cheetah
Belt:	Destroyer of the Hills
Misc 1:	...
Misc 2:	...
Misc 3:	Potion of Healing x24
Fighter 6/Druid 7
Experience: 54989/54989
Max Hit Points: 77
Armor Class: -3

Paralyze/Poison/Death:	5 (-2)
Rod/Staff/Wand:		9 (-2)
Petrify/Polymorph:	8 (-2)
Breath Weapon:		11 (-2)
Spells:			10 (-2)

Weapon Proficiencies
Dagger			++
Club			++
Quarterstaff		+
Sling			+

Armor:	Ankheg Plate Mail
Gloves:	Hands of Takkok
Helmet:	Helmet
Amulet:	...
Weapon:	Dagger of Venom +2 (THAC0: 9)
	Sling +1 (THAC0: 14)
Shield:	Large Shield +1
Ring 1:	Batalista's Passport
Ring 2:	...
Cloak:	The Spirit's Shield +2
Boots:	The Frost's Embrace
Belt:	Elves' Bane
Misc 1:	...
Misc 2:	...
Misc 3:	...
Cleric 7
Experience: 104925
Max Hit Points: 52
Armor Class: -6

Paralyze/Poison/Death:	3 (-4)
Rod/Staff/Wand:		7 (-4)
Petrify/Polymorph:	8 (-2)
Breath Weapon:		9 (-4)
Spells:			10 (-2)

Weapon Proficiencies
War Hammer		+
Mace			+
Sling			+

Armor:	Ankheg Plate Mail
Gloves:	Xarrnous's Second Sword Arm
Helmet:	Gift of Peace
Amulet:	The Protector +1
Weapon:	Ashideena +2 (THAC0: 13)
	The Stupefier +1 (THAC0: 14)
Shield:	Small Shield +1
Ring 1:	Honorary Ring of Sune
Ring 2:	Edventar's Gift
Cloak:	Cloak of Displacement
Boots:	Senses of the Cat
Belt:	Golden Girdle of Urnst
Misc 1:	...
Misc 2:	...
Misc 3:	...
Fighter 6/Mage 6
Experience: 53266/53266
Max Hit Points: 77
Armor Class: -3

Paralyze/Poison/Death:	6 (-5)
Rod/Staff/Wand:		4 (-5)
Petrify/Polymorph:	6 (-5)
Breath Weapon:		8 (-5)
Spells:			5 (-5)

Weapon Proficiencies
Katana 			+
Flail			++
Two-Weapon Style	+++

Armor:	Robe of the Neutral Archmagi
Gloves:	Legacy of the Masters
Helmet:	Helm of Balduran
Amulet:	Amulet of Metaspell Influence
Weapon:	The Thresher +2 (THAC0: 7)
Shield: Morning Star +1 (THAC0: 10)
Ring 1:	Evermemory
Ring 2:	The Guard's Ring +2
Cloak:	Cloak of Balduran
Boots:	The Paws of the Cheetah
Belt:	...
Misc 1:	Wand of Fire
Misc 2:	Wand of Monster Summoning
Misc 3:	Wand of Paralyzation
Ranger 7
Experience: 105020
Max Hit Points: 77
Armor Class: 3

Paralyze/Poison/Death:	10
Rod/Staff/Wand:		12
Petrify/Polymorph:	11
Breath Weapon:		12
Spells:			13

Weapon Proficiencies
Two-Handed Sword	++
Mace			+
Longbow			++
Two-Handed Weapon Style	+
Two-Weapon Style	++

Armor:	Telbar's Studded Leather Armor +2
Gloves:	Legacy of the Masters
Helmet: The Eyes of Truth
Amulet:	Necklace of Missiles
Weapon:	Spider's Bane +2 (THAC0: 8)
	The Dead Shot +2 (THAC0: 9)
Shield:	...
Ring 1:	...
Ring 2:	The Victor
Cloak:	Whispers of Silence
Boots:	Worn Whispers
Belt:	Destroyer of the Hills
Misc 1:	Boo
Misc 2:	...
Misc 3:	Potion of Healing x24
Thief 6/Mage 7
Experience: 20000/82793
Max Hit Points: 54
Armor Class: 0

Paralyze/Poison/Death:	10 (-2)
Rod/Staff/Wand:		7 (-2)
Petrify/Polymorph:	9 (-2)
Breath Weapon:		11 (-2)
Spells:			8 (-2)

Weapon Proficiencies
Short Sword		+
Scimitar, etc.		+
Shortbow		+
Dart			+
Sling			+

Armor:	Robe of the Good Archmagi
Gloves:	The Dale's Protector
Helmet:	...
Amulet:	Necklace of Missiles
Weapon: The Whistling Sword +2 (THAC0: 16)
	Protector of the Dryads +2 (THAC0: 12)
Shield:	...
Ring 1:	Evermemory
Ring 2:	Ring of the Princes +1
Cloak:	Whispers of Silence
Boots:	Talos's Gift
Belt:	...
Misc 1:	Wand of Fire
Misc 2:	...
Misc 3:	Wand of Paralysis

Things are looking better for the good party. Jaheira has finally made
it as a warrior, Imoen has her Thief abilities back, and my protagonist
has-by being pampered-obtained a passable Armor Class and become a
melee phenom in his own right. Obviously the biggest changes have
occurred with Imoen, who now has her bow, and hence her dignity, back.
I also find it amusing that three of my characters have 77 Hit Points
right now, something I didn't noticed until I hit 'Tab' while in
Candlekeep and, due to an accident of party organization, saw a line of
twelve 7's floating above their heads. I'm pretty sure I'd get a special
bonus if this was a Final Fantasy game...

Blackguard 7
Experience: 101658
Max Hit Points: 68
Armor Class: -3

Paralyze/Poison/Death:	7 (-1)
Rod/Staff/Wand:		9 (-1)
Petrify/Polymorph:	8 (-1)
Breath Weapon:		9 (-1)
Spells:			10 (-1)

Weapon Proficiencies
Two-Handed Sword	++
Crossbow		++
Two-Handed Weapon Style	++

Armor:	Full Plate Mail
Gloves:	Legacy of the Masters
Helmet:	Helm of the Noble +1
Amulet:	...
Weapon:	Spider's Bane (THAC0: 7)
	The Army Scythe +1 (THAC0: 10)
Shield:	...
Ring 1:	Ring of the Princes +1
Ring 2:	Batalista's Passport
Cloak:	Algernon's Cloak
Boots:	Senses of the Cat
Belt:	Destroyer of the Hills
Misc 1:	...
Misc 2:	...
Misc 3:	Potion of Healing x24
Fighter 7
Experience: 95529
Max Hit Points: 105
Armor Class: -6

Paralyze/Poison/Death:	4 (-1)
Rod/Staff/Wand:		6 (-1)
Petrify/Polymorph:	10 (-1)
Breath Weapon:		11 (-1)
Spells:			7 (-1)

Weapon Proficiencies
Axe			++++
Flail/Morning Star	+
Crossbow		+

Armor:	Full Plate Mail
Gloves:	The Brawling Hands
Helmet:	The Eyes of Truth
Amulet:	...
Weapon:	Battle Axe of Mauletar +2 (THAC0: 9)
	Throwing Axe +2 (THAC0: 7)
	Kondar +1 (THAC0: 15)
Shield:	Shield of the Falling Stars +1
Ring 1:	Ring of the Princes +1
Ring 2:	The Victor
Cloak:	...
Boots:	The Paws of the Cheetah
Belt:	Destroyer of the Hills
Misc 1:	...
Misc 2:	...
Misc 3:	...
Fighter 6/Druid 7
Experience: 48192/48192
Max Hit Points: 77
Armor Class: -3

Paralyze/Poison/Death:	5 (-2)
Rod/Staff/Wand:		9 (-2)
Petrify/Polymorph:	8 (-2)
Breath Weapon:		11 (-2)
Spells:			10 (-2)

Weapon Proficiencies
Scimitar, etc.		++
Club			++
Quarterstaff		+
Sling			+

Armor:	Ankheg Plate Mail
Gloves:	Hands of Takkok
Helmet: Helmet
Amulet:	...
Weapon:	Rashad's Talon +2 (THAC0: 9)
	Sling +1 (THAC0: 14)
Shield:	Large Shield +1
Ring 1:	Batalista's Passport
Ring 2:	Edventar's Gift
Cloak:	The Spirit's Shield +2
Boots:	The Frost's Embrace
Belt:	Elves' Bane
Misc 1: ...
Misc 2:	...
Misc 3:	...
Cleric 7
Experience: 96920
Max Hit Points: 52
Armor Class: -6

Paralyze/Poison/Death:	3 (-4)
Rod/Staff/Wand:		7 (-4)
Petrify/Polymorph:	8 (-2)
Breath Weapon:		9 (-4)
Spells:			10 (-2)

Weapon Proficiencies
War Hammer		+
Mace			+
Sling			+

Armor:	Ankheg Plate Mail
Gloves:	Xarrnous's Second Sword Arm
Helmet:	Gift of Peace
Amulet:	The Protector +1
Weapon:	Ashideena +2 (THAC0: 13)
	The Stupefier +1 (THAC0: 14)
Shield:	Small Shield +1
Ring 1:	Honorary Ring of Sune
Ring 2:	Edventar's Gift
Cloak:	Cloak of Displacement
Boots:	...
Belt:	Golden Girdle of Urnst
Misc 1:	...
Misc 2:	...
Misc 3:	...
Fighter 6/Mage 5/Thief 6
Experience: 33887/33887/33887
Max Hit Points: 62
Armor Class: -3

Paralyze/Poison/Death:	6 (-5)
Rod/Staff/Wand:		6 (-5)
Petrify/Polymorph:	6 (-5)
Breath Weapon:		8 (-5)
Spells:			7 (-5)

Weapon Proficiencies
Long Sword		++
Katana			+
Two-Weapon Style	+++

Armor:	Robe of the Evil Archmagi
Gloves:	Legacy of the Masters
Helmet:	Helm of Balduran
Amulet:	The Amplifier
Weapon:	Varscona +2 (THAC0: 7)
Shield:	Long Sword +1 (THAC0: 10)
Ring 1:	Evermemory
Ring 2:	The Guard's Ring +2
Cloak:	Cloak of Balduran
Boots:	The Paws of the Cheetah
Belt:	...
Misc 1:	Wand of Fire
Misc 2:	...
Misc 3:	Wand of Paralyzation
Conjurer 8
Experience: 93975
Max Hit Points: 48
Armor Class: 5

Paralyze/Poison/Death:	12 (-1)
Rod/Staff/Wand:		8 (-1)
Petrify/Polymorph:	10 (-1)
Breath Weapon:		12 (-1)
Spells:			9 (-1)

Weapon Proficiencies
Quarterstaff		+
Sling			+

Armor:	Robe of the Evil Archmagi
Gloves:	...
Helmet:	...
Amulet: Edwin's Amulet
Weapon:	Aule's Staff +3 (THAC0: 15)
	Sling of Unerring Accuracy (THAC0: 16)
Shield:	...
Ring 1:	...
Ring 2:	...
Cloak:	Whispers of Silence
Boots:	Talos's Gift
Belt:	...
Misc 1: Wand of Fire
Misc 2:	Wand of Monster Summoning
Misc 3:	Wand of Paralyzation

A bit of a shift in experience with my evil party this time around,
they now have a bit less than my good party. This is because I didn't
spend as much time in Baldur's Gate with them as my good party did-I
didn't comb everything, search every container, do every quest... but
still, not far enough behind to matter, and I was sure to collect all
the worthwhile gear. Most of my characters won't get much better from
here on. Significant upgrades beyond this point are few and far
between, and most of them have one more level to gain before they're
done. Edwin can look forward to gaining 5th-level spells, Jaheira
will improve her Armor Class slightly, Kagain will gain a significant
boost to his Strength, and Dorn will find a superior weapon... but for
the most part, if we can't tackle any foe in this game yet, it's
probably a matter of execution, not power.

|								       |
|		   Enhanced Edition character Quests	  	       |
|								       |
Sequence of Events:						{WLK027}
		1) Dorn's Revenge
		2) Taris' Abducted Husband
		3) A Necromancer Lurks Nearby...
		4) Killing Kryll
		5) Slaughtering Simmeon
		6) Taming the Wild Mage 
		7) Strange Things Afoot
		8) Magreb's Goblin Woes
		9) Cartoon Conjurers
		10) Into the Caves
		11) Goblin Smiting
		12) Burying the Dead
		13) A King, A God, and Red Wizards
		14) Wrapping Up Neera's Quest
		15) Wastin' Time With Rasaad
		16) Dark Moon Ambush
		17) Seeking Sorrem
		18) Dark Moon Ambush
		19) Culling the Weak
		20) Troll Tackling Tips
		21) Troll Take-Down Treasure
		22) Cloud Peak Reunion
		23) Invading the Monastery
		24) Dark Moon Motif
		25) Gamaz Again
		26) Cloud Peak Caverns
		27) Monk Cage Riddle
		28) Brotherly Love

1) Wander around with Dorn long enough and he'll eventually comment on
his vendetta. Apparently one of his former companions-the necromancer
named Kryll has been spotted east of the Nashkel Mines (perhaps
explaining why he was lurking around down there in the first place, eh?)
A woman named Taris knows where Kryll is, but wasn't terribly
forthcoming with information the last time Dorn 'interrogated' her.
Perhaps now, we'll be able to help Dorn get things moving?

Nashkel (AR4800)
2) You'll find Taris next to the Nashkel Inn at (x=1400, y=700). Talk
to her and she'll babble about losing her husband, who wandered off with
'some woman' in the wilderness. Apparently this woman has been luring
men away from the Nashkel area for a while now. Dorn comments that the
description of this man-eater matches that of his former companion and
current prey, Kryll. How convenient. Taris insists that her husband,
Hagar, loved her, and wouldn't just up and leave her for some tramp.
Yeah, whatever.

Note: If you can't find Taris, it's possible she may have fled into the
Nashkel Inn during your fight with Nimbul. This happened to me with my
good party, and it can happen to you, too.

Wilderness (AR5500)
3) Head over to the area south-east of the Nashkel Mines... you know,
the boring area where we rescued Samuel, the Flaming Fist deserter? We
found Batalista's Passport here? Whatever. When you arrive you'll
encounter a few Skeletons near the western edge of the map, and after
killing a few Dorn will comment on the obvious-undead don't rise from
their graves on their own... ergo, he suspects his target is close.
4) You'll find Kryll at (x=2550, y=1500), near a blood-stained rock
that... well, was previously an unexplained geographical feature of this
area that I just blamed on the Gibberlings to the north-east. Anywho,
Dorn and her will talk at each other a bit and reveal more backstory.
Apparently Dorn was the fall-guy for his old group-something he
obviously didn't relish. After the friendly banter, Kyrll will turn the
nearby villagers into Skeletons and attack. This fight is pretty
simple-Kryll will cast bad ol' spells at you while her undead try to
distract you and let her do her damage. So, rush her and smite
her-soften her up with Silence 15' Radius first if you want to appear
tactical and all-she shouldn't pose too much of a threat. whatever you
do, do not focus on her undead, as they will respawn indefinitely as
long as she's alive. Once she falls, Dorn will talk a bit and encourage
you to loot the body. Do so to score a Quarterstaff, a Traveler's Robe,
an Amulet of Spell Warding, and a Letter to Kryll. When you take
possession of the latter, Dorn will speak with you again and encourage
you to go after Simmeon-the last member of his old crew-with haste. I
put the amulet on Jaheira, as her Save vs. Spell sucks, and it will for
a while... and while she lacks the full suite of cure spells that a full
Cleric will have, she's still capable of healing, dispelling, curing
poison, and whatnot... but again, only if she's not affected by some
spell or another already. You can head back to tell Taris about her
husband's demise, if you wish, but there's no reward for doing so. If
you taunt her with the gruesome details of her husband's demise, she'll
turn hostile. Yes, if you kill her, you lose reputation, so don't do
it... unless, you know, you need to lower your reputation.

Bridge (AR0900)
5) Head to the bridge area that leads to Baldur's Gate. Dorn will
admit to his excitement about closing in on his last mark, and perhaps
tell you about his 'deal' after Simmeon is dead. Before encountering
Simmeon and company, I'd buff up a bit, as they can be rather mean.
Summon some Skeleton Warriors and a Nymph ahead of time, use Protection
from Evil 10' Radius, Haste, and Remove Fear just to be safe and you'll
be good to go. You'll find Simmeon (x=1090, y=290) on the northern shore
of the bridge. When you approach he'll enter dialogue with Dorn and
reveal that he, too, has made a deal with the devil... or a devil, or
perhaps a demon? In any event, he's a Blackguard, too, and the winner of
this fight wins everything-the loser doesn't just die, they lose their
soul, too. Hopefully our dear protagonist won't ever find themselves in
such a situation! Anyways, they aren't going to make up and be friends.
Simmeon summons two demons, 'Thralls of Azothet', and he's got two more
mundane buddies-a Mage named Sheila and a priest named... Priest.
Silence 15' Radius is a great way to shut them down outright, and having
Imoen/Edwin and your Nymph start out with a Confusion can also yeild
great results. The Thralls will take melee, however, and magical weapons
at that, but by now that shouldn't be any trouble. Simmeon himself is
just a melee brute, but keep in mind he is a Blackguard, himself, and he
will attempt to poison you, which is why I suggest going after him,
first. As long as you don't fall victim to a debuff, however, you'll be

Priest: Elven Chain Mail, Quarterstaff, 20 gold.

Sheila: Scroll of Minor Globe of Invulnerability, Scroll of Vampiric
Touch, Scroll of Domination, Scroll of Shocking Grasp, Scroll of Magic
Missile, Scroll of Flame Arrow.

Simmeon: Fallorain's Plate +1, Golden Girdle of Urnst, Albruin +1,
Large Shield.

After the fight Dorn will talk some more, and determine to ponder his
future now that he's killed his former companions. Wonderful. Now for
the loot-Albruin is a decent Bastard Sword for Ajantis, and I recommend
he keep it handy for the poison immunity and the ability to strike down
invisibility. The second Golden Girdle of Urnst goes on my protagonists,
who had until this point had trouble keeping their pants up. Seriously
though, this girdle will come in handy in a certain fight... oh, at the
end of the game. Finally, the Elven Chain... it's Mage armor, for you
long-suffering Bards and multi-or-dual-class Mages out there. One must
note, however, that its Armor Class isn't any better than a normal suit
of Chain Mail, and the penalties it imposes to Thief skills makes it
far, far inferior to, say, Shadow Armor and Mithral Chain +4. If you're
a Thief, you have better options. Heck, for Thieves I have to wonder
if-all things considered-this armor is any better than Bracers to the
Death. If you're a Fighter/Mage or Fighter/Mage/Thief... well, Robes of
the Archmagi are better, even though I like the aesthetics of the Elven
Chain Mail. It is, however, superior to Telbar's Studded Leather
Armor +2, since you can wear other magical protection with is, so at
least Minsc gets an upgrade. Anywho, we're done with Dorn for now.
He will continue to reveal his story to you over time (game time, not
real time, so if you want to hear it all, rest a bunch and Dorn will
eventually get chatty.) Once you're done listening to Dorn, it's time
to take on Neera's quests, if you've got a mind to do so.
6) After a while, Neera will bother you again. Apparently she thinks
it might be wise to get her wild magic under control... doesn't wild
magic cease to be wild magic if it's controlled? Anyways, she's heard
talk of some old Wild Mage named Adoy, who happens to reside east of
the Firewine Bridge. Presumably an old Wild Mage is one who has learned
how to control it... or at the least, hasn't yet managed to blow
themselves up just yet. Agree to help her find this fellow Wild Mage,
this Adoy.

Adoy's Enclave (OH2000)
7) Travel to Adoy's Enclace (OH2000). OH? What the hell is that?
Anyways, it's just below the Firewine Bridge area. When you arrive a
squirrel will caw at you, prompting a brief discussion with Neera.
Perhaps this Adoy isn't quite in control of his powers after all? In
any event, head north until you come across a hastily erected barricade,
protected by some Goblins. One will talk to you and mention some King
Rogdok and one Bargrivyek. Pick dialogue option #2 to avoid a fight, or
anything else to provoke the easily-slaughtered Goblins.
8) Continue along the road to the north to find Magreb
(x=1200, y=1090), near his cottage. Talk to him, and he'll prove to be
quite weirded out by all the craziness that's been going on lately,
particularly by a tribe of Goblins that appeared out of thin air a few
months ago. Curiously, they appeared outside the house of 'an old Mage',
but have recently relocated into some nearby caves. Sure enough, this
Mage was named Adoy, and it seems his wild magic isn't any more stable
than Neera's. He'll also talk about Rilsa, who was murdered when she
tried to talk to the Goblins, and about an opportunistic Hobgoblin who
showed up and declared himself king. Sounds like we've got our work cut
out for us, eh?
9) From Magreb's house, continue back south along the road, and when
you find a fork to the east, follow it until you reach a wooden bridge
spanning a river. Ignore the bridge for now and instead follow the shore
of the river to the north-east, then north until you find the... all too
clichť duo of a talking Moose (x=3550, y=650) and Squirrel. The Moose
will perform the oh-so common magic trick of pulling a rabbit out of its
hat... and as is typical for this area, its trick will go awry, instead
summoning a hostile Ogre. Smite it, and the Moose runs off, and the
Squirrel leaves, too.
10) Riiight... now back to business. Return to the bridge and cross it
to reach the south-eastern shore. Follow the road through one Goblin
encampment until you reach the cave entrance at (x=4400, y=1350). Yeah,
it's not a very interesting area from here on out.

Cave (OH2010)
11) Inside this cave you'll find a Goblin that's not as friendly-or
stupid-as the ones outside, wisely realizing that you bad intruders are
up to no good. Kill him, and his Goblin buddies to the north. How are
all these Goblins strong enough to use Composite Longbows? Whatever...

(x=820, y=1100) Skull
12) Cross a bridge to the east to find a chest worth looting, and just
south of it, a body lying on the ground (x=1480, y=1700). Yeah, you can
loot it, but it's got garbage anyways. Interact with the body to get the
option to bury it like the nice folk we are. As you guessed, this is the
body of Rilsa, and by Magreb's story, it's been here a while... blech.
You'll get Rilsa's Ring for this sticky task, which would be enough to
make Magreb happy, right? Well, apparently not until the Goblins are
dealt with. Keep exploring the caves, cowboy. By the way, the Rugged
Leathers +2 you can score from the chest is just a +2 Leather armor
with a -15% Move Silently penalty. Telbar's Studded Leather Armor +2 is
far superior.

(x=1480, y=1630) Scroll of Detect Invisibility, Wand of Fear,
	 	 Potion of Genius, Potion of Healing x3,
		 Rugged Leathers +2
(x=1450, y=1700) Studded Leather, Helmet, Short Sword, Short Sword
13) To the north you'll find Rogdok and several Goblin allies. He's not
interested in playing friendly, either, so put him and his buddies down.
Afterwards, loot Rogdok for a Bastard Sword +1 and a Short Bow +1.
Once they've been dispatched head through the wooden cage door at
(x=1550, y=900). In this rear chamber you'll find Adoy (x=1550, y=510),
who thanks you for rescuing him. Apparently he is none other than the
Goblin god Bargrivyek... or at least, has been playing the role for a
while. He'll tell you his whole sad story until he's interrupted by
Ekandor and a much, much stronger band of cronies. Neera is not going
to save you by whisking him away this time, and his new friend aren't
so easily dispatched, so when the talking is over, be ready for a fight.
Adoy helps out by showing you the power of wild magic-whence he
promptly turns himself into an animal. Viconia drops a Silence 15'
Radius spell on the two Mages... just after another Mage of mine casts
Dispel Magic to try and rid them of a few spell-buffs. Afterwards, rely
on typical debilitators like Horror or Confusion. That, and some melee
muscle. If you prevent Ekandor from casting any spells and dispatch him
quickly, everything else should fall into place. Really, he'll let loose
with some pretty hefty defense-Stoneskin, Fireshield, Mirror Image-he's
much more dangerous than his 500 Experience Point reward indicates. 
After the fight, Adoy reclaims his normal form, where he promptly
rewards you with Adoy's Belt, a relatively useless item that boosts your
Saving Throw vs. Petrification/Polymorph by five. He also promises to
conjure a treasure horde, but... well, it doesn't go so well. Once all
is done, loot Ekandor for one of the best spell drop in the game-the
scroll of Stoneskin-the ultimate physical defense for a Mage-in the
game. It's hard to exaggerate how useful this spell is for a
multi-or-dual-class Mage, it's really an essential defensive buff,
especially since my protagonists are now serving front-line duty... or
at least it is for my Fighter/Mage, as alas, my evil protagonist can't
get 4th-level spells in this game... Still, my good protagonist scribes
it greedily, this king of defensive spells. Honestly, it unbalances the
game in our favor. In addition Ekandor will also drop a Traveler's Robe,
a Quarterstaff, and 25 gold.

Note: During my evil party playthrough, Ekandor did not drop another
Scroll of Stoneskin-big deal, since my protagonist couldn't make use of
it anyways, right? Suspecting perhaps a patch changing the loot, I
reloaded and went through the area again. The second time he dropped
the scroll. So... the drop here is apparently random.
14) Well, we're done with Neera's little quest. The whole point of this
excursion? Yeah, it's really all about the Stoneskin scroll. Anyways,
return to Magreb and tell him you killed all the Goblins (only the ones
in the cave count), then tell him you buried Rilsa and he'll thank you
with cheap, cheap words, taking her ring back in the process. Afterwards
Neera will continue to banter, where you can begin a romance-something
new to the first Baldur's Gate game, certainly. It's the easiest romance
out there, and after going through the second game a half dozen times,
it seems a little cheap to start a romance with three banters and one
quest... but that's just me. Anyways, two down, one to go.

(For avenging Rilsa)
EXP	250

(For burying Rilsa)
EXP	250
15) Bring Rasaad around with you for a while and put up with two
banters until, during the second banter, you get the option to ask about
the vanished Sun Soul Monks, Alorgoth, and his brother. It's a
long-winded tale that seems to go nowhere, and unlike Dorn and Neera's
quests, this one gives you no clues, prompts, goals... nothing. If
you've had Rasaad around long enough, however, and talked with him
enough, his quest will advance once you enter the south-center area of
Baldur's Gate (AR1200).

Baldur's Gate, South (AR1200)
16) If you've traveled with Rasaad enough, when you enter this area at
night a short cutscene will occur. You'll be confronted by a trio of
'Dark Moon Monks' in the center of the area, who will mention one
'Sorrem'. Rasaad will identify them as some of the people who attacked
him and his brother in Athkatla. A fight ensues, which is easy as cake.
Just be wary, as these Monks are not above using Stunning Fist. After
the massacre, Rasaad will comment on their fighting style, revealing the
obvious. Apparently you've found yourself in the middle of a monastic
cult-war... religious folks just never can get along, can they? To
emphasize my point, Viconia (if you have her) will taunt Rasaad, and
Rasaad will mention that he remembers this Sorrem, who he's seen
visiting the Blade and Stars tavern. Our destination set, it's time to
go pay this 'Sorrem' a visit. Be sure to loot one of the Dark Moon Monks
for a Dark Moon Note, which orders a hit on Rasaad, signed by some 'A'
person... it couldn't possibly be... Alorgoth?! No, that would be too

Blade and Stars (AR0105)/(AR0106)/(AR0107)
17) So, head over to (AR1300) and enter the Blade and Stars
(x=200, y=650). Sorrem is on the second floor (AR0106) at 
(x=130, y=200). Talk to him and get him to spill the story-apparently
this DarK Moon cult is a rather recent addition to the city, but has
been recruiting vigorously. They're holed up near the Seven Suns
building, and he'll take you there, should you need to gain access.
You can go, if you wish (you'll be instantly moved there, to save you
the trouble of looking around like a jackass), but Sorrem is full of
crap. If you want to skip the ambush Sorrem is leading you into, just
decide to kill him-he'll yell out the real location of the Dark Moon
base before he dies, and will drop Leather Armor +1, a Dagger +1, and
Sorrem's Note, which contains the information you need, anyways. On
the other hand, you can score some extra experience and money if you
follow through with the ambush. Anyways, go to Step #18 if you want to
get ambushed, or Step #19 if you just want to get on with things.

Dark Moon Base (AR1101)/(AR1102)
18) Agree to follow Sorrem and he'll lead you to the south-eastern part
of Baldur's Gate (AR1100). He'll head inside the building (AR1101) at
(x=2250, y=1800)... remember this place? It's the Thief Bank, where we
dispatched a group of Thieves earlier? When you follow him inside, he'll
reveal the ambush for what it is and enjoy some congratulations from his
buddies. Dispatch a handful of wussy Monks and head upstairs (AR1102)
(x=400, y=400). Up here you'll have to deal with some Monks in rooms to
the north-east and south-west, and a trio of baddies to the south-east
including Sorrem, a Dark Moon Cleric, and a Dark Moon Lieutenant. Their
Cleric should be a matter of a little concern... at least enough to
bother dropping a Silence 15' Radius and/or a Chaos on them. Once
they're dead, loot Sorrem for Leather Armor +1, a Dagger +1, and
Sorrem's Note. The Cleric drops 64 gold. Take the note to learn that
the real Dark Moon base is in the Cloudpeak Mountains.

Cloud Peaks (OH3000)
19) Getting to the Cloud Peaks isn't as easy as just travelling there-
you've got to discover it first, of course. Travel to the Nashkel Mines
area and exit via the southern edge of the map to discover the Cloud
Peaks area, which can now be accessed. Once there, gawk in wonder at all
the snow... ooooh! Head south to find a group of Dark Moon Applicants
being pestered by some true Monks. Unfortunately, these failures didn't
make the cut, and are shortly going to be exterminated by the Monks
here... who will then make sport of hunting down the other failed
Applicants who had the good sense to flee. When they see you, however,
the Monk's priorities change. Put them down (they're no tougher than
the first three you destroyed) and when done the surviving Applicants
will talk to you. You can extort some goodies out of them, or you can
tell them to run home and not play with any bad people anymore. Either
way, you'll be left to your own devices shortly.

(For saving the Applicants)
Item	Oil of Fiery Burning
Gold	500*

*Only if you extort money out of them.
20) Now, before you go wandering around, there's a new enemy to consider
here-Trolls. Previously, they were a foe reserved for Baldur's Gate 2,
but in the Enhanced Edition, you get to fight them early. Trolls aren't
too tough, but an unprepared team could find them impossible to kill.
Once you've dealt enough damage to put a Troll down, it will continue
to regenerate until it's able to attack again. The only way to keep
them down for good is to kill them with fire or acid once they've
fallen. Burning Hands, Melf's Acid Arrow, Arrows of Fire, Acid Arrows...
they're all good ways to keep these creatures down. Some of the
Applicants may have dropped Arrows of Fire, which will prove quite
handy here. Just make sure you have a way to battle Trolls before you
go tromping around here. Other than Trolls you'll find Wolves and Winter
Wolves... nothing too impressive.
21) There's a lot of mountain to cover... if only we had some way to
figure out where to go... Oh look! Footprints in the snow! These will
serve as rudimentary paths for us to follow, but I'll try to be brief,
since this area is largely uninteresting. If you follow the footprints
south-east you'll find a three way split in the path. Follow the north-
eastern branch to find a cave guarded by a Troll. Return to the
three-way fork and head south until you find an abandoned camp, where
more loot can be found. If you found yourself ill-equipped to deal with
Trolls... well, now you should be better prepared against any you find.

(x=500, y=2770) Oil of Fiery Burning x3, Arrows of Fire +2 x20
22) Continue from the camp to the east to find some Dark Moon Monks
guarding some stairs. Exterminate them and continue to the west, then
north, decimating any Monks you come across. Eventually you'll come to
a stone platform where six Initiates stand at attention. North of them
is none other than Gamaz (x=4280, y=640). You know, Rasaad's brother?
Supposed to be dead? Anyways, hear out this little family reunion-long
story short, this Alorgoth character turned Gamaz to the worship of
Shar, and the two brothers aren't going to be friends anymore. Gamaz
will sic the Initiates on you and wander off. This fight is just as easy
as all the others so far. The Mage-model initials should be killed off
first, because, of course, they're Mages. There are also two Fighters
and two Thieves, but they aren't a threat. Put them down and loot their
corpses-each Mage drops a Potion of Healing and a Dagger. The Fighters
drop Leather Armor, Helmets, and Two-Handed Swords, and the Thieves
drop Leather Armor, a Potion of Healing, Short Swords, and Darts x25.
Once you're done with the Initiates, enter the monastery at
(x=4500, y=250).

Dark Moon Monastery, Interior (OH3020)
23) From the entrance head north-east to enter a chamber occupied by
about half a dozen Dark Moon Monks and two Initiates who are resigned
to shooting at you. Again, there's no strategy here, these are all
low-quality enemies capable of-at worst-Stunning Fist. The number of
foes you fight could vary depending on how many Initiates you draw out
of the nearby rooms, but it really doesn't matter. Nothing we've fought
yet has proven to be the slightest threat to us. The traps in this
room, however, might be. There's a trap around the altar, and one to the
north-west of the altar. The rooms around the central chamber are also
worth looting.

(x=1180, y=1030) Emerald
(x=1100, y=1550) Dagger +1, 34 gold
(x=1250, y=1680) Andar Gem
(x=1100, y=1750) Potion of Healing, 10 gold
(x=950, y=1700) 6 gold
(x=1330, y=1430) 7 gold
(x=1400, y=1500) Greenstone Ring
(x=1500, y=1550) Potion of Invisibility, 3 gold

(x=1200, y=1100)
(x=950, y=950)
(x=1100, y=1550)
(x=1400, y=1500)
24) Continue north-west from the altar and through a door leading to
the north-east. You'll enter into a room with a large dark moon motif
on the floor (an obvious trap). Kill the Initiate in the room to the
north-west, then cross the dark moon motif room to the south-east before
heading through a door leading north-east.

(x=1030, y=530) History of the Zhentarim, History of Shadowdale III,
		History of the Dead Three, Elixir of Health

(x=1400, y=900)
25) In this, the furthest reaches of the monastery, you'll find Gamaz
and his cohorts. Gamaz and Rasaad will have another overly cliche
encounter before Gamaz runs off again and allows his puny minions to
delay you. Just be wary of the trap in front of the entrance to the
next level, as it's more dangerous than any of the enemies. Dispatch
them, disarm the trap, and loot the rooms to the north-west and
south-east. Be sure to grab the Big-Fisted Belt before continuing on
(x=2200, y=450). Despite the fact that it's cursed and it drops the
wearer's Intelligence to six, it's still a great item. Intelligence only
matters if you're a Mage-so it won't be going on either of my
protagonists (both have a base 19 Strength now anyways). Who it should
go on is pretty obvious-Dorn has 19 Strength base, Jaheira already has
the Hands of Takkok, and Viconia only gets one attack a round anyways...
that's right, it goes on the character using The Brawling Hands-either
Ajantis or Kagain. Before the Enhanced Edition we had to choose-either
the Dexterity from the Brawling Hands or the Strength from the Hands of
Takkok-now we can have both, if you don't mind being a little slow.
I don't and neither should you. Kagain doesn't have to talk to anybody
anyhow, and Ajantis... well, he never struck me as particularly bright
anyways. Now when he starts screaming to Helm when you tell him to go
open a door, you can just blame the belt.

(x=2080, y=1030) Antidote, 1 gold
(x=2300, y=1000) Oil of Speed, 1 gold
(x=1200, y=500) Potion of Healing x2, 10 gold
(x=1300, y=430) 10 gold
(x=1370, y=370) Big-Fisted Belt, Zircon Gem
(x=1450, y=350) 1 gold
(x=1550, y=300) Potion of Healing, 1 gold

(x=2250, y=1050)
(x=2100, y=450)
(x=1370, y=370)

Dark Moon Monastery, Caverns (OH3020)
26) Transition from monastery to cavern. Ooooh... Head east and smite
a pair of Goblins and their pet Wolves. Hardly any more or less
challenging than anything else we've fought. Continue east, then north,
and put down some more Goblins, Gibberling, Black Bears, Wolves, and
Giant Spiders, some caged, some not. Once done, you've got two ways to
go... and using my magical powers of prescience, I suggest heading
north-west first.
27) Kill some caged Wolves and you'll eventually find a pair of caged
Monks-Jaspar Banff (x=1300, y=580) and Bassano (x=1550, y=580). They'll
tell you a story about riddle-locked cages, where you can ask them one
question when the riddle starts. If you open the wrong door first,
it'll ensure that both of them die horrible deaths. Also, one of them
must lie and the other must tell the truth once the riddle starts.
Once the conversation is over, you can ask one of them one question,
after which neither will speak to you again. You can strain your brain,
or you can just save/load until you get it right-you'll need to
force/bash the door you wish to open. Bassano turns out to be a Dark
Moon Monk spy, which Jaspar tries to warn you, but too late to catch
Bassano, as it turns out. Jasper then reveals his backstory and leaves.
Wee... If you're sneaky and kill Bassano before opening a door, Jaspar's
dialogue will hang (because he requires Bassano to interject), but at
least Bassano will drop a suit of Leather Armor +1 and a Dagger +1. It's
not necessary, however, as you'll likely find Bassano on the way back.
And by find, I mean he'll ambush you. Now travel to the east until you
find an area transition at (x=3300, y=500).

Dark Moon Monastery, Summit (OH3100)
28) Now that we've finally caught up with Gamaz, he will air some of
his dirty laundry to his brother... typical rivalry storyline. A fight
here is inevitable, and this time Gamaz has the decency to stick
around. He's not terribly tough, and his minions are the same weak
stock we've been crushing underfoot for a while now. Be cautious not to
focus on Gamaz too much, as he'll fall and turn neutral when he's
taken enough damage. You can still keep hitting him-to no effect-so be
sure to focus on other targets once Gamaz is down. After you've killed
everything else, Gamaz will speak to Rasaad before dying. Deal with
Rasaad's grief as you will, but be sure to loot Gamaz for Glimmering
Bands-bracers which give a +2 bonus to THAC0... but can only be worn
by Lawful Good characters... so... Ajantis or Rasaad. Since Ajantis is
far better off with his current equipment loadout... yeah, these are
all but useless. Oh well, at least he drops 1000 gold. Anyways, now that
you're done with the Enhanced Edition character quests, it's time to
head north to Ulgoth's Beard (AR1000).

|			Tales of the Sword Coast		       |
|								       |
|	         Ulgoth's Beard and Shandolar's Request		       |
|								       |
Sequence of Events:						{WLK028}
		1) Free Ring of Free Action
		2) Shapeshifter Sword Stealing
		3) Hurgan's Request
		4) Ulgoth's Beard Store and Inn
		5) Lootin' the Inn
		6) Ike's Tour
		7) Shandalar's Sentence
		8) Mage-Bane Island
		9) Andris' Welcome
		10) Garan's Ankhegs
		11) Crazy Cuchol
		12) Tellan's Tunnel
		13) Dezkiel's Defiance

Ulgoth's Beard (AR1000)
1) At (x=2450, y=800) you'll find a Gnome named Dushai. She doesn't have
anything to say to you yet, but she certainly has toys for you to steal.
You can nab a Scroll of Web and another Edventar's Gift (aka: Ring of
Free Action) from her. This ring goes great on Jaheira, since Viconia
already has one.

Loot Houses (AR1006)/(AR1007)
2) Enter the house at (x=2700, y=750) for some lootables. There's
another house south of the first one at (x=2730, y=1100) which can be
looted... but the goodies inside aren't nearly comparable.

(x=300, y=350) Pearl
(x=250, y=300) Dagger
(x=200, y=250) Bastard Sword +1, Tainted Oil of Speed, 33 gold
(x=530, y=120) 4 gold
(x=300, y=350) 9 gold
(x=200, y=250) Long Sword, Chain Mail

There used to be a second Kondar +1 in the first house (AR1006), which
has been replaced by a simple Bastard Sword +1 in the Enhanced Edition.
This is a very rare (perhaps unique) instance where you'll find less
valuable loot in the Enhanced Edition as compared to the original game.

Ulgoth's Beard Store and Inn (AR1001)
3) When you enter the inn you'll be approached by a Dwarf named Hurgan
Stoneblade, who will ask you to retrieve his grandda's dagger
'Soultaker' from Durlag's Tower. Be sure to demand a reward for his
request, or he won't give you one... but, if you're not a fan of delayed
gratification, you can steal the War Hammer he's planning to give you
(at least, if you requested compensation) as a reward. The
Knee-capper +1 from him (aka: War Hammer +1, +4 vs. giant humanoids.)
Unfortunately, there aren't too many Ogres in this game that'll trouble
us at this point.
4) Now for the real gear, the barkeep (x=490, y=350) sells a variety of
nice items for you perusal. The best thing he sells is probably the
Cloak of Displacement, which gives a bonus against missile weapons and
saves. Also is interest is the Ring of Invisibility, and the Greenstone
Amulet. Last but not least, he sells high-end Mage scrolls such as
Remove Curse, Emotion, Greater Malison, and Improved Invisibility. Buy
as many of these great items as you can afford. I put the cloak on
Viconia, as she does not have any missile defense items. I give the
Greenstone Amulet to Jaheira, as Viconia already has the Ring of Free
Action. The Ring of Invisibility switches characters as it is needed,
but keep in mind both the ring and amulet have charges. As for the
spells, Improved Invisibility is probably the greatest defensive spell
in the game, as it gives you a four point bonus to your saves and Armor
Class, and makes you untargetable by enemy spells... and best of all,
in this game, most enemies really don't have much of a way to get around
it. Greater Malison is also a nice-first strike spell for lower enemy
saves, particularly when followed up by Confusion, Slow, or some similar

|Mage Spells|
4th-Greater Malison
4th-Improved Invisibility
4th-Remove Curse
5) Now, if you care to loot this place, there are some goodies that can
be had around here... although your chances of being caught are on the
wrong side of inevitable... it's up to you to decide if it's worth the
hassle or not.

(x=350, y=680) 52 gold
(x=450, y=400) War Hammer +1, 70 gold
6) Back outside you can talk to Ike (x=2200, y=620). Pay to take his
tour of Durlag's Tower. We'll get back to him later, after finishing
another quest. Head over to the west.
7) Over at (x=1700, y=640) you'll find Shandalar. Remember him? You
stole skyship components from his daughters? If you didn't kill them,
he'll send you on a little quest to fetch a cloak. If you did kill them,
he'll send you on the same mission, but as punishment for your crime.
Either way, when you're ready-or when you're forced to go as the case
may be-you'll be teleported to an island. Before you go (if you have a
choice) make sure to pick-pocket the tons of great loot Shandalar has,
including two Potions of Heroism, a Scroll of Remove Curse, a Scroll of
Emotion, a Scroll of Greater Malison, a Scroll of Feeblemind, a Scroll
of Spirit Armor, and a Scroll of Otiluke's Resilient Sphere. If you
killed Shandalar's daughters, you'll have to wait to steal from him.

Mage Prison Isle, Exterior (AR1008)
8) You'll get Shandalar's Wardstone upon your transportation, which is
your means of extrication from this place when you retrieve Shandalar's
cloak. Right in front of you will be a Polar Bear. Put it down and head
inside the cavern (x=600, y=400).

Mage Prison Isle, Interior (AR1009)
9) Head inside and dispatch two Winter Wolves. Down a tunnel to the
north-west you'll find Andris (x=1850, y=1190), Marcellus
(x=1790, y=1200), and Beyn (x=1900, y=1150). Andris will chat with you,
but if his red circle isn't evidence enough... well then I don't know
what is. This isn't going to end peacefully, which is a shame, too,
because it's probably the toughest fight in this place. If you know how
the battle will unfold, however, you can make life that much easier on
yourself. First, be sure to cast Remove Fear and Protection from Evil
10' Radius on your party. Once done, cast Animate Dead (preferably
twice, having 2-3 Skeleton Warriors will help.) Take an invisible or
sneaking character (like Minsc, the evil protagonist, etc.) and guide
them to the bad guys, at which point unleash your Skeleton Warriors to
assault the Mages. Keep your unhidden party near the entrance, stay out
of the room where you fought the second winter Wolf. As soon as Andris
sees any members of your party (including the Skeleton Warriors) he'll
Dimension Door into the room where the second Winter Wolf lurked and
cast Confusion, while Marcellus casts Horror and Beyn protects himself
with Shadow Door. See why it's a good idea to let your Skeleton Warriors
start things out? They're immune to mind-affecting effects and have
Magic Resistance, so let them go wasting the spells of your foes until
they die, or until they emerge victorious, which is possible, but
unlikely. They will, in any event probably kill one or two of the Mages
and waste a good number of spells. Once they're expended, head out with
your party and mop up. Easy as pie.

Andris: Knave's Robe, Scroll of Protection from Evil, Scroll of Grease,
Scroll of Remove Magic, Andris' Journal and 109 gold.

Marcellus: Traveler's Robe, Scroll of Vampiric Touch, Quarterstaff and
81 gold.

Beyn: Wand of Fear and 66 gold.

I really hope you didn't mind that fight, because if you paid attention
to Andris, you'll know that only people that can teleport end up here...
which means you're going to be fighting Mages aplenty. Fortunately,
there aren't any other groups of them, and single-Mage take-downs are